Maya Schrodinger

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Maya Schrodinger
Mayschpor01.png
IC Information
Full Name: Maya Schrodinger
Gender: Female
Age (Birthdate): 21 (22/03)
Hometown: Beldavik
Hair Colour: Very Damn Blonde
Class: Ace Drifter, Just Ask Me
Role: Drifter
Bounty: Nil
Sync. Rate: 42% - LOW
Character Soundtrack
Track 01: Who am I, really?
Track 02: The Gunslinging Heroine
Track 03: The Gunslinger's Battle
Track 04: The Shrewd Sorceress
Track 05: The Sorceress's Battle
Track 06: The ?h?n??? ??i???
Track 07: The ??i???'s Battle
OOC Information
Theme: Wild Arms Advanced 3rd
Groups: Nil
Player: User:Ark

The leader of the Schrodinger Family, Maya is an experienced Drifter who leads her found family with style. She is confident, boisterous, and brave. While she has a sense of justice, she also believes that the freedom of Drifters comes before everything else -- and she will gladly put her family's interests before those of temporary allies. She most often uses a series of powerful ARMs, but Maya has also been seen using other powerful abilities in combat. Rumors swirl that she has skills in martial arts and sorcery of some sort, too. Whatever the truth is, Maya has earned a reputation as a skilled Drifter.

Background

Disgruntled bandits and jealous detractors of all types would have you believe that the eldest daughter of the Schrodinger line has an undeserved reputation and is sponging off of the family's past glories, silver spoon in her mouth. The especially stupid ones put it to a challenge, figuring the girl for an easy mark and an easy boost for their personal brand. Enough of these challenges have gone south for the opposing party that it's reasonable for just about any Filgaian native in the Aveh or Adlehyde regions to have caught wind of a tale or two about the sunshine-coloured gunslinger and her exploits. Think of an eclectic mix of Zorro, Indiana Jones, and The Terminator and you have the general confusing tone of the stories.

There's not a whole lot of publicly available information on Maya's early days. It doesn't look like there's any kind of shady cover-up at play, her reputation rose up out of nowhere after her father, a much more notorious explorer and sorcerer, was presumed to have died. The truth of it; in case someone has to know at some point from reading this page, is that her father up and vanished like most good RPG fathers do. Maya was an unheard-of quantity before his disappearance, a recluse behind the walls of the family home. She has been thrust into the spotlight by way of necessity, and wanders in search of answers and glory alike: if she can't figure out why her old man had to vanish, she'll at least carry on his tradition like she ought to. There couldn't possibly be more to it. Nope.

The Present

The Schrodinger family seem to be spending a lot of time around Adlehyde, and those adept at following the money can tell they've invested in a little long-term residence to operate from. Maya herself has been busying herself being the breadwinner for the rest of the gang, who are hard at work investigating the information and relics she brings back on the occasions they aren't pulling her bacon out of the fire. Cunning foes can probably tell she's been hanging around the Vile Fiends, too, trying to figure out more about where the heck they actually come from. Rumours swirl about her armaments and abilities with increasing certainty: on several occasions she has been seen using vehicle-sized autocannons conjured from seemingly nowhere, and she's been witnessed in at least one major engagement utilizing no-shit sorcery capable of pummeling a Gear. Then, there are the whispers of her terrifyingly bloody defeat in Port Timney at the hands of Janus Cascade and a disturbingly quick bounce back to health afterwards. Most recently, Maya's encounters with the unsettling force of Malevolence have been particularly difficult to deal with, interfering with her bizarre powers from working correctly.

Characters who have astutely observed Maya for long enough to see enough of these events can safely feel like there's something deeply strange about her. Even for Filgaia's standards. Even for Lunar's standards. Obviously, as the plot ticks along, more details will leak out and wind up here after appearing in play.

Powers and Abilities

???: Completely unknown to anyone outside of the Schrodinger squad or ancient villains running the show, Maya can change forms to access different abilities and powers. How this works is a mystery, even to her, but she has been making very effective use of it for some time now. So far, she has been extremely disciplined about tipping her hand on it, but it can't stay a secret forever now that the MUSH has started.

ARMs and gunplay: Maya is a crack shot with a variety of firearms and has been seen effectively putting bullets into beasts and bad guys alike from atop horseback, on the run, leaping from a moving train, and occasionally also shooting while holding still and aiming carefully. She has been publicly seen wielding an enormous long-barreled revolver which looks like it ought to snap her wrists when it fires, and some kind of sawn-off shotgun. As an aside, the revolver is the only gun that can ever be found on her person.

Maya has wielded, exactly once, a six-barreled rotary machine gun approx. 32 inches long and weighing approx. 39kg (85lb). Nobody knows where it came from, but she stepped out of a pillar of fire holding it as if it were no heavier than a pop rifle, and opened fire on Kent Hauch and his Black Ties while they finished up a heist. Props to Kent more than anything else, for selling it as a terrifying threat to flee from.

Fightin' and Scrappin': There's not as much to say about Maya's choice of non-ARM weaponry because 99% of what she is ever seen to be doing is either handled through exploration, dialogue, or with guns. She possesses no formal training in any kind of martial art and a sword in her hands is little more than an expensive machete in an environment that doesn't usually call for such a tool. Occasionally she has had to brain someone with the butt of her weapon, and can be called on to do such without screwing it up, but a prize fighter she ain't. What Maya is good at, on the other hand, is making the most of the surrounding scenery to get a leg up on an opponent. Call it dumb luck or natural athleticism. She's also really, really, really good at lassoing. People swear that rope doesn't work that way, but it seems to in her hands. Who knows?

Sorcerous Nonsense: No longer a total shhhh secret after coming into play against the bandit leader Descartes and his giant robot. Maya has a sorcery-capable transformation in her toolbox, whose magic is about as subtle as a brick tied to a thermobaric explosive. Her spells are bombastic and neon-coloured, explosive and usually require catchy chants and spell-name shouting. She has no visible symbology tattoo or crest graphs in this form, which may have very bad ramifications further on down the line. Not to be taken lightly.

Relationships

The Virginia Effect
  • Virginia Maxwell - Virginia's inexperienced bumbling and foolish optimism might have irritated Maya, by times, but it's nothing compared to the awful feeling of seeing the girl from Boot Hill become a terrifying Hellion of nightmares wracked her guilt over the very same things. You don't know how much you treasure something until you lose it, right? Maya will stop at nothing to return her best buddy, her charge, to normal.
  • Lunata Croze - Boy howdy, sometimes it sucks to have famous parents, don't it? Maya feels sympathy for poor Lunata trying to live her own life in the shadow of her very successful and notorious folks, and can appreciate the fact she's dedicated to being an ace barista. Fight hard!!!
  • Riesenlied - Maya is very appreciative of the no-nonsense woman who takes the leadership role seriously. That Riesenlied butters her up about her ability and power probably doesn't hurt the relationship. Though only recently acquainted, Riesenlied has already involved her in some interesting projects, including saving the damn King of Adlehyde. Would work with again, and possibly ride out in support of, anytime.
  • Zed - Zed is ... hard to categorize. He's a fool, and a dangerous fool at that, but to deny his ability would be more foolish still. Maya knows him to be an enormous dork of a Drifter with a bottomless gut and no sense of subtlety, but he's clearly powerful as all hell and has his own moments of razor-sharp lucidity. To that end, he is reliable and pleasant. Trustworthy and dangerous.
  • Emma Hetfield - The larger-than-life academic based out of Adlehyde is somehow a little unsettling in her mannerisms, but seems exceedingly capable and smart. Maya is pleased about the prospect of being involved with her work - something about excavating a Golem. Might be some big leads. For some reason, visiting Emma's office carries with it a sense of danger. Maybe it's the half-empty bottle and the chainsmoking habit.
  • Gwen Whitlock - Alas, Maya has not had the time to formally sit down with Gwen and get to know her a little better, but anyone who'll weather weaponized nightmares in an attempt to save your bestie is someone worth knowing. That Maya let Gwen give her a weepy hug in the post-nightmare catharsis at Lahan speaks volumes.
  • Sorey - All Maya knows is this dude glows with justice and then dispenses Jesus Beams everywhere, which caused the Malevolence to stop turning her mind against itself. And he might be the only way to return Virginia to normal. She needs to know more.
  • Amelia Rose - Approach with caution. Is nominally pretty pleasant, if dedicated to her unfamiliar God, but has proven to be surprisingly quick to anger to the point of violence. Has no qualms about making up ridiculous bounties that couldn't possibly be paid out to whip the crowds into a frenzy to do her work for her. Shrewd. Might be trying to get Maya and Virginia to 'find' Pentagulia to take her back home, wherever home is. That Lunar place? Might try to cross-reference Hiro and co's story with her, very carefully...
  • Kourin - More approachable than the other Althena's Guard, as far as Maya knows, and willing to have a nice chat over tea about the realities of life back home. Kourin's painful childhood memories strike a chord, and her pleasant but melancholy demeanor does a great deal to convince Maya she isn't mindlessly dogmatic. She's also glad Kourin has a nice dog to keep her company when she's feeling sad.
  • Morgan Newkirk - Basically Maya's #1 contact for anything involving the Adventurer's Guild. She respects his neutrality and the fact that he pulled a gun on Janus Cascade once. She also forgives him for not putting it to the back of his neck and pulling the trigger.
  • Janus Cascade - [Best friends forever.]
  • Vash the Stampede - Moby Dick. Still yet to lay eyes on him, despite having been nearby when he performed several insane trick-shots against various villains.

Solaris and Co:

  • Kahm Yugh - Marcus Rider appears to be a man of his word and wants to investigate the same things that make Maya very curious, at the moment, so the two are getting very professionally friendly. Hopefully her report will serve him well enough to open a few more doors in the future.
  • Kent Hauch - Maya does not really know Kent and the Gang too well. But she did get hit in the face with a tremendous fireball by one of his lieutenants, and then shot a whole bunch of his underlings in revenge, so the two are basically best friends for life.

The Fiends: Nobody is countering the Lunarian claims that they come from another world, and it's getting to be less of a big pill to swallow as Maya spends more time around this lovable gang of rogues in some loose form of orbit around the woman Lucia, the Lord of Calamity. It doesn't matter to her if all of that *is* true, anyway, because the Fiends have had Maya's back through thick and thin. She just... can't say a bad word about them. And that's very important to her.

  • Hiro - Maya still doesn't get why all the Althena-people hate this guy so much. He reminds her of a lot of the heroes from storybooks aimed at younger kids: squeaky clean and pure as snow. Has an elemental cat just like her, too. A reliable and friendly Drifter.
  • Jean - Seems like the common sense and the strength (both spiritual and physical) of the crew. She's friendly, but it definitely feels like she's nobody's fool. Maya probably sees a little of herself in that, and thus, she likes her. Also, their tastes in wine match. Score.
  • Lemina Ausa - The... brains? Of the gang? Energetic and intelligent, but scattershot and unfocused. That could be because she had a hangover during their first proper meeting. Maya isn't sure what to make of Lemina, who apparently possesses the power to hurl people from one world to another using a carpet as a reagent. Like everyone else from Lunar, it's hard to imagine her doing something bad.
  • Lucia - Maya does not know about the conditions that led to seventeen billion gella being placed on Lucia's head, and now, she does not care. Though they have exchanged only scarce few words during the frightening conflict in Lahan, the Schrodinger girl could feel--just for a moment--The Destroyer's belief in a hope for a brighter future. That she then swore to protect the corrupted Virginia Maxwell in her own way meant more to the Drifter than she can really understand.
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Logs and Cutscenes

I just started to run a logging service now so the VAST MAJORITY of Maya's played scenes (as of 04/2017) aren't gonna show up here! Sorry!!

Chapter 1 Logs

Chapter 1 Cutscenes

Add the appropriate choice to the end of the character's page: