[quote=@Lugubrious] Whoa, I didn't realize I was treading such dangerous water. I had no idea that we weren't supposed to make NPCs. You might consider adding that to the rules. Anyway, it's no problem for me to just eliminate the whole last paragraph. [/quote] It's pretty common etiquette, my man. I've never ran into a situation before where someone just casually drops 3 NPC's on a GM without asking. I also said "no more than two characters" per person- I didn't want people creating more populace in my world than I could be reasonably asked to handle. Either way, removing the last paragraph doesn't really get rid of the crux of the issue. The backstory is still implied as having a lot of them flee together. I should apologise again, though, because there's a few more issues I failed to touch upon in my last review because I was taken aback by the suddenness of the issue I described above. Firstly, the name "hugh" isn't all that commonly Japanese. Is he someone born in the American area, fled by boat and transferring? Because that would make an amount of sense, as long as you could also justify him knowing the language. Ayesha gets away with it because she was named by a hermit and doesn't even have a last name, and the constructs get away with it even more because they're not humans. Speaking of which, you're also missing a last name. And I'm also going to go more in-depth as to why I'm not accepting the genetics idea. Simply put, genetics are not an absolute given. While it's possible to have a controlling set of parents who might have those traits, it doesn't necessarily grant their children the same. Even if we ignore how incredibly unlikely it is that two people being able to handle multiple constructs meeting and breeding is, their offspring would have no guarantee of being able to hold the same traits. Genetics are a construct of many, many generations, including ones with lesser or more diluted genes that are still present. You also have to keep in mind that life force is akin to stamina, and closely linked to it, but not entirely the whole cake. It's also intrinsically tied to your magical ability- something inherently supernatural. It's an almost uncontrollable force. It'd be more accurate to say that with a mix of intense training, the right genes [i]and[/i] a much higher-than-average magical affinity, you'd have a shot at wielding two constructs and an exceedingly rare chance at 3. This isn't something you can achieve via simple aggressive breeding. While it could be that his parents were very abusive and tried their best to get this as a result, and be delusional enough to think it works, I wouldn't count on it working with any certainty. It'd give him enough reason to flee, but I don't feel comfortable in using it as a justification for why we have a multi-construct user running around. It also seems like a weird goal in general to set, because the ability to wield two, while extraordinary, is not exactly a world-shaking event by itself. It wouldn't suddenly make them some kind of messiah, and the person in question would still need to have two constructs willing to follow them. While people like this would obviously be valued in peace-keeping scenarios, there's very little utility it would give outside of that. It's more akin to an abusive parent who never got the chance to be the best pianist in the world specifically raising their child to be just that. Just having lots of kids doesn't make for the best pianist though, you have to nurture it carefully and methodically with purpose.