Champions – Adrian Maximillian of the Mandate

Adrian was a comparatively minor mutant; he had a little telekinesis, a little telepathy and the ability to draw on nearby mass to build himself up a bit. Then he encountered a crypt of the Kyinn – and was partially possessed.

With his greatly amplified powers, and the basics of magic which had been crammed into his head, Adrian set out to gather the mystics and sacrifices which would allow his masters to gain their freedom. Thanks to his instinctive resistance, what he wound up actually doing was converting his mansion into an orphanage / secret base and founding the Mandate.

During his time with the Mandate, and while badly injured, Adrian was subjected to an amazingly-fortunate attempt at exorcism – which actually broke him free of the Kyinn. Adrian immediately turned on his erstwhile masters (and took lessons in resisting possession) but managed to retain his enhanced powers – and continued as a superhero.

Adrian was reportedly lost during the Twilight War; possibly in the same misadventure that resulted in the disappearance of the Brick, Neo, and Agent Smith.

Adrian Maximillian

 

Value Characteristic Points
14/70 STR 4
30/32 DEX 60
23/26 CON 26
12/25 BODY 4
13/19 INT 3
20/23 EGO 20
12/18 PRE 2
18/30 COM 4
5/8 PD 1
5/8 ED 0
6 SPD 20
9/12 REC 0
20/32 END -13
34/50 STUN 0
Total 131

 

Points Powers END
9 Elemental Control; Molecular Accretion (23-pt reserve); IIF: -¼; Molecular Accretion Powers Only: -1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; This involves basically dragging nearby molecules to yourself, and – possibly – releasing them in a directed flow. Air Molecules create a “Force Field” – and dense solids can provide a massive “body”. Perhaps most importantly, your body draws molecules to itself to rebuild itself if damaged.
a-16 Growth-10 (×1000 mass, ×10 height); Requires dense matter equal to new mass: Seriously, -½; Growth ends if Body taken exceeds Body bonus: Slightly, -¼; Mass: 62,000 kg/136,400 lbs; Height: 1,800 cm/59’1″; Extra STR: 50; Knockback Reduction: -10; Extra BODY: 10; Extra STUN: 10; DCV Penalty: -7; PER Penalty: +7; Reduced END: Zero, +½; IIF: -¼. 0
b-17 Force Field (22 PD/22 ED); Reduced END: Zero, +½; IIF: -¼. 0
c-8 3d6 Aid; To all attributes which are currently below normal. Fade/turn, Max. 18); Range: 0; Affects: All Powers of Special Effect, +2; Cannot be used on others; self only.: -½; Restore Only Lost Characteristics and Powers: -½; Reduced END: Zero, +½; IIF: -¼; 0
40 Telekinesis/Telepathy Multipower (80-pt reserve); “Psionic” Powers Only.: -0.25; Concentrate: 0 DCV, -½; Generic Limitation (Full Power Only): -¼.
u-4 8d6 Entangle (DEF 8); Range: 400;. 8
u-3 Telekinesis (STR 30); Range: 345; Manipulation: Fine, +10; Reduced END: Half, +¼. 2
u-4 16d6 Energy Blast; Range: 400; Versus: ED. 8
u-3 12d6 Mind Scan; Attack Roll Bonus: 0; Number of Minds: 100,000,000,000. 6
u-1 4d6 Telepathy. 2
u-2 8d6 Mind Control; Communication: Verbal. 4
u-4 8d6 Ego Attack. 8
23 Modified Characteristic: STR; Reduced END: Zero, +½; Linked (To Growth): -½
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 60 CP worth of customized gear. 20
20 Mind Link; Minds: Any One Mind, +15; Number of Minds: 8, +15; Distance: Any, +5; Dimension: Any, +5; Link with: Anyone, +0; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Only works on people he knows fairly well.: -0.25
12 Mental Defense (17 pts); Add to Total
3 Immune to Aging
25 Variable Power Pool (20-pt Pool); Control Cost: 10; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Extra Time: full phase, -½
206 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Knowledge: Ancient Architecture 13-
2 Immunity; Possession; Frequency: Fairly Common
3 High Society 13-
3 Nepalese (Completely Fluent w/accent); Literacy: Standard, 0
3 Genetics 13-
3 Immunity: Fear; Frequency: Common
3 Resistance (+3 to EGO Rolls)
1 Small Ground Vehicles
1 Planes
1 Helicopters
15 Money (Filthy Rich)
5 Base: Jurassic Manor: 27
5 Magic 14-
48 Total Skills, Talents, Perks  

 

Cost Equipment
2 12-Point Combat Dress Elemental Control: (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-5 Armor (8 PD/4 ED) ; Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½
b-2 Life Support Systems
(3) Need Not Breathe ; Relies on OAF Faceplate of OIF Uniform: -½; Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev
(1) Life Support: Intense Heat/Cold ; Short term and subject to upper limits: -1
c-2 +3 level w/Stealth (Camouflage)
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continuously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(4) Easy Interface: Computer Programming 13-; Usable By Others: Power Lost, +¼
15 Total Equipment

 

125+ Disadvantages
20 Hunted; Genocide (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted: Minions of “That Thing” (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted; Dagger (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0; You’re on their list; you might as well take the points for it…
10 Watched: Treasury Dept. (14-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
20 Code Against Killing (Common, Total)
20 Honorable (Common, Total)
10 Overconfidence (Common, Moderate)
15 Hatred of Psycho Extra-Dimensional Monsters (Uncommon, Total); Excluded from total; Maximum of 50 points in any one disadvantage category.
20 Dependent NPC; Assorted Houseguests (Incompetent, 11-); Skills: Normal, +0
15 Dependent NPC: Random Orphan (Normal, 11-); Skills: Normal, +0
15 Weirdness Magnet (Very Common, Moderate); Situation: Very Common, +15; Intensity: Moderate, +0
10 2d6 Unluck
15 Secret Identity
10 Distinctive Features: White Hair; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
15 Reputation (14-)
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.
131 + 269 = 400 400 = 200 + 125 + 75

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
11 11 / 4 8 17 38/30 34/26 2, 4, 6, 8, 10, 12

 

Height: 180/1800cm (5’11″/59’1″), Weight: 62/62000kg (136 lbs/136,400 lbs), Sex: Male, Age: 26, Race: Caucasian

Appearance: Adrian’s player opted for an anime-type look for him; describing him as looking like Jacques from Suikoden III.

 

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3 Responses

  1. […] Adrian Maximillian: Powerful psychic and founding member of the Mandate […]

  2. […] Adrian Maximillian, Brick-Mentalist, Founder of the Mandate. […]

  3. […] Adrian Maximillian, Brick-Mentalist, Founder of the Mandate. […]

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