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Gestalt's Tyranny League


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Re: Gestalt's Tyranny League

 

In Prosperum Dominatus

THE TYRANNY LEAGUE

 

Membership: Imperator (leader), Computor (lieutenant), Hand of Chaos (lieutenant), Jericho Bronze (field commander), Daimyo (field commander), Berserker, Mindwarp, Poltergeist, Scarlet Knight. Energy Master and Bloodkite are two deceased members of the League, and Fatemaster is a traitorous former member. There are rumors of secret members of the League who have not yet appeared in public. The following names are rumored to belong to secret Tyranny League members: Battleship, Herobreaker, Myrmidon, Twenty-One Gun, Discharge, The Castellan, Ion Inferno, and Viral. None of these gestalts, if they even exist, have ever appeared in public.

 

In addition, the Tyranny League is on good terms with Trakker, the Deregulators, the Firestarters, Weng Chiang, Britain’s Destruction Society, and many independent villains. Cannon Fodder, the sole survivor of the Devastators supervillain team, has been given an open invitation to join them, should he choose to escape from prison (he was denieds parole last year). The League is on poor terms with the Psionic Seven, the Leviathans, Influence, Fatemaster, and Hel and the Philosopher. They are on good terms (albeit secretly) with Powerjack.

 

The arch-enemies of the League are Columbia, but Kinestar and the Titan also hate them with a passion, and the Hollywood Knights and the USMC Vanguard would not shy away from a chance to stop them.

 

The Magician and Flayer (of the Firestarter) are both Tyranny League operatives, though only a handful of people know their true allegiances outside the League. (The Magician also owes loyalty to Influence, but would like to be free of both obligations). The Tyranny League have many of hidden operatives in high places, in the White House, the United Nations, and Wall Street.

 

Few webs in the Gestalt world are as tangled as the one that Imperator has woven, yet the League is more secure than any supervillain team in history. They are actively recruiting new members, testing new prospects with telepathy and loyalty trials. Their next recruiting drive will probably be at the Copenhagen tournament.

 

Background: The Tyranny League is the continuation of a dream - a very sick and twisted dream. Joel Roberts was one of the most arrogant men on the planet. He thought of himself as the center of the universe, and called himself the Big Bang (it didn’t hurt that he had tremendous explosive powers). He dreamed of being the ruler of the world. He dreamed of devastating nations, and killing anyone who stood in his way, and he put together a team of superhumans to make his dream a reality, the Devastators.

 

Enter the most powerful supervillain team on the planet, Take One.

 

The Devastators might have pulled it off, but they were stopped early in their careers by Columbia -- barely. For several years afterward, no major alliance of supervillains emerged. Columbia grew in strength and experience, and many thought it was unlikely that a supervillain team would ever emerge that could effectively challenge them.

 

Phil Dansen, an assistant to Dr. Mathias Power, thought differently. When Mathias‘ career as a supervillain was brought to an end by Columbia and the Canadian superheroine Crucible, Dansen ransacked Power’s bases and made himself Imperator, the Master of Conquest. Imperator would put together a team of villains that would succeed where the Devastators failed.

 

Imperator’s first step was to unite a core of five New York based supervillains who had less than stellar careers fighting (individually) against Kinestar: Energy Master, Jericho Bronze, Mindwarp, Scarlet Knight, and Bloodkite. All of these villains were capable, and with the except of Jericho Bronze, demoralized by their defeats. Serving on a supervillain team would be good for them.

 

The other charter member was found at one of Dr. Power’s bases, a red cloaked figure who was contained in a stasis chamber. The Hand of Chaos explained that he was a pure gestalt that Dr. Power had tapped into as a power source. The Hand’s powers were immense, and gave the Tyranny League a weapon that enabled it could establish itself as more than just a team of thugs. Their first operation was the defeat of a fledgling New York superhero team, the Bronx Guard, in 1994. When the battle was over, Imperator ordered Bloodkite and Scarlet Knight to execute them. For the first time, an entire team of superheroes had lost their lives on the field of battle. If Imperator wanted to get people’s notice, he succeeded beyond his wildest dreams. The media went into a feeding frenzy.

 

With the League’s reputation established, Imperator’s next step was to find a secure hiding place and bolster his forces. He also began a plan to infiltrate his enemies, enlisting a number of operatives in key positions in the United States government, most notably the Magician. The League’s machinations were noticed by a one of the world’s leading programmers, the programming gestalt Computor. Computor felt that national governments were an impediment to business in the modern age, and saw the League as a way to engineer social reform. Imperator quickly took a shine to him, and made him his first lieutenant. Computor used his mastery of computer networks to purchase a network of safehouses and transportation for the League, making it much more difficult for their pursuers to locate them. (Though it’s rumored that the FBI knew where the League was holed up, and didn’t want to incur the casualties that a fight on the League’s home turf would have incurred).

 

Seeing a need for more muscle, the League contacted Taros Vlacek, the strongman gestalt Berserker. Berserker had been a fugitive from justice for several years and was glad to get some security, as well as revenge.

 

Combat prowess was also a major concern of the League’s until the addition of Daimyo, a ninja jonin, whom Imperator found in Japan. Daimyo refused to join the League as a member, but he’d work for them if the price was right. Daimyo is currently an employee of the League, with a five million dollar annual contract

 

The League performed a number of crimes, to finance the team, and serve as training exercises. During a political crisis in Haiti, they took over the country, then abandoned it before the US military landed. Imperator’s greatest concern is that the Tyranny League would become susceptible to developments by the US military in creating anti-gestalt weaponry, so they announced their opposition to US battlesuit programs. The anti-technology offensive culminated in 2000, when the League assassinated the world’s most famous gestalt scientist, Dr. Astra. Dr. Astra died, but Columbia arrived in time to intercept the League, and the battle was bloody. In the end, Bloodkite was killed, but so were Columbia’s Rex and Reactor.

 

In spite of Bloodkite’s death, Imperator was very pleased with the results of the battle, which achieved his objectives and humbled Columbia. He decided to boost the League’s roster and added a very powerful gestalt named Fatemaster. This proved to be a mistake.

 

In 2003, Imperator was worried that the League was being forgotten. He decided to reenter the spotlight in a big way by destroying one of America’s quintessential symbols: the Liberty Bell. Fatemaster, hoping to eliminate the League and take control of their operations, informed Columbia. Columbia was ready for them, and in the ensuing battle, Energy Master was killed, and Columbia might have captured them if it hadn’t been for the intervention of someone whose existence Imperator had kept even from the other League members, Poltergeist.

 

With Poltergeist indicted into the League, the team finally found a secure HQ, as Poltergeist could create a gateway to a place in the Gestalt Dimension which serves as the League’s HQ.

 

The League’s most recent activities have been more cautious and underhanded. While continuing to seek ways to boost their combat complement, the League has escalated its infiltration operations and its war against the United States government, particularly in the firebombing of Atlanta and the strike against Project Capricorn. The United States government is making the capture of the League one of their chief priorities, and there are some reports that Liberator’s obsession with capturing the League is pushing him over the edge. In 2008, the League found a new target --- the media. Without explaining their reasons, the League launched a simultaneopus coordinated attack on the facilities of every major network and cable news network, plunging the nation into "television darkness" that lasted over a week in August. Attacks on Internet service providers followed, until Columbia entered a cyberspace-like dimension and drove off the attackers. No one is quite sure what the League's motivations were, however there's a very strong possibility they planted a Trojan Horse in the system when it was reassembled,

 

Tactics: It’s hard to describe the full array of combat tactics of the League, especially when you add someone as versatile as the Hand of Chaos into the mix. Despite their reputation for brutishness, the League is actually a well disciplined unit.

 

The most dreaded move is the triple kill; Berserker grabs an opponent, Jericho Bronze grabs Scarlet Knight and rams him at full speed into the helpless opponent, impaling him at top speed. Ouch.

 

Another favorite tactic is the Hand’s Moment of Chaos, the use of Flash/Dazzle over a wide area to blind many of the opposition prior to the League’s attack. The League reserves their actions until the moment their opponents are blinded; Jericho Bronze sweeps as many opponents as possible, then the others open up.

 

Group Relations: The Tyranny League gets along very well, surprising given that they’re a pack of psychotic sociopaths. There are a few individuals with personal agendas (such as the Hand of Chaos and Computor), but they rarely get in the way of the team. There are team members who are not popular (such as Berserker), but even they’ll find someone on the team with whom they get along. As Imperator has said (privately): "Make a freak feel half-welcome, and he’s yours for life... or for as long as you can stomach them."

 

Bases: The Tyranny League have (secret) bases in New York City and in Washington DC. The New York base, unknown to everyone, connects to a pocket in the Gestalt Dimension that gives them almost total security against attack.

 

Reputation: The Tyranny League is known and feared by nearly everyone on the planet (although with the exception of the Haiti operation, they’ve never been active outside the United States). They are the world’s most infamous team of villains, and with very good reason.

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Re: Gestalt's Tyranny League

 

Reposted from the Blackwyrm site.

-----

 

“The world is corrupt, covered in rust and decay. I am a gauntlet of unblemished steel that shall remove this corruption, sweep aside the self-congratulatory delusional form of government that calls itself “democracy” and crush its self-righteous champions until the world screams. Then I shall gently caress it with a new order and everything will be better.”

 

Imperator

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 HTH damage

20 DEX 30 13- OCV: 7/DCV: 7

20 CON 20 13-

20 BODY 20 13-

28 INT 18 15- PER Roll 15-

20 EGO 20 13- ECV: 7

30 PRE 20 15- PRE Attack: 6d6

16 COM 3 12-

8 PD 4 Total: 8/43 PD (0/35 rPD)

8 ED 4 Total: 8/43 ED (0/35 rED)

4 SPD 10 Phases: 3, 6, 9, 12

15 REC 14

40 END 0

60 STUN 20 Total Characteristics Cost: 193

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

67 Multipower, 135-point reserve, OAF (-1)

13u 1) Force Beam: EB 18d6, Reduced Endurance (0 END; +1/2) 0

13u 2) Temporal Deceleration: Drain BODY 3d6+1, Ranged (+1/2), Reduced Endurance (0 END; +1/2), all non-Teleporting movement powers, DEX and SPD simultaneously (+2) 0

9u 3) Intimidation: Mind Control 18d6, Conditional Power Uses PRE instead of EGO for Effect (+0), Reduced Endurance (0 END; +1/2); Limited Power One command, "Hold Still" (-1/2) 0

87 Communication: Telepathy 8d6, Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Area Of Effect (9" Radius; +1); Communication Only (-1/4), IIF, Power Crown (-1/4) 0

70 Impenetrable Force Field: FF (35 PD/35 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2); Conditional Power reduces by -5 PD/-5 ED unless an 11- roll is made evefy time it's hit (-1/2), IIF (Power Belt; -1/4) 0

24 Sight Group Flash Defense (8 points), Hardened (+1/4); IIF (Fndnti power belt; -1/4) plus Hearing Group Flash Defense (8 points), Hardened (+1/4); IIF (Fndnti power belt; -1/4) plus Mental Group Flash Defense (8 points), Hardened (+1/4); IIF (Fndnti power belt; -1/4) 0

15 Immovable: Knockback Resistance -15"; OAF (Fndnti Power Sceptre; -1) 0

10 Lack Of Weakness (-20) for Resistant Defenses; OAF (-1) 0

16 Mental Defense (20 points total) 0

 

Perks

220 Vehicles & Bases (500 points)

24 Contact:: Secret US Media Operatives (Contact has access to major institutions, Contact is slavishly loyal to character), Organization Contact (x3) 13-

24 Contact:: Secret US Government Operatives (Contact has access to major institutions, Contact is slavishly loyal to character), Organization Contact (x3) 13-

24 Contact:: Secret US Military Operatives (Contact has access to major institutions, Contact is slavishly loyal to character), Organization Contact (x3) 13-

2 Fringe Benefit: Tenured College Professor

10 Reputation: Expert in Xenotechnology Archeology (A medium-sized group) 14-, +5/+5d6

 

Skills

18 +6 with Power Sceptre

25 +5 Overall; OAF (-1)

8 AK: Known Space 17-

6 CK: New York City 15-

3 Breakfall 13-

3 Bureaucratics 15-

3 Conversation 15-

3 Deduction 15-

3 Interrogation 15-

3 Inventor 15-

3 Scholar

6 1) KS: Paranormals 16-

6 2) KS: Psionics 16-

6 3) KS: Xenotechnology 16-

3 Language: Latin (completely fluent)

3 Language: German (completely fluent)

3 Oratory 15-

11 Power: Power Sceptre Tricks 17-

6 PS: Archaeologist 15-

6 PS: College Professor 15-

3 Scientist

7 1) SS: Archeology 17-

5 2) SS: Civil Engineering 15-

5 3) SS: Gestalt Science 15-

5 4) SS: Mathematics 15-

3 5) SS: Psionic Science 13-

5 6) SS: Psychology 15-

7 7) SS: World History 17-

3 Systems Operation 15-

3 Tactics 15-

 

Total Powers & Skills Cost: 802

Total Cost: 995

 

200+ Disadvantages

15 Hunted: Columbia 8- (As Pow, NCI, Harshly Punish)

10 Hunted: US Government 8- (Less Pow, NCI, Harshly Punish)

15 Psychological Limitation: Megalomaniac (Common, Strong)

15 Psychological Limitation: Misogynist (Common, Strong)

20 Reputation: Leader of the World's deadliest Supervillain Team, 14- (Extreme)

15 Social Limitation: Secret Identity (Frequently, Major)

5 Vulnerability: 1 1/2 x BODY Defiance Gestalts (Uncommon)

5 Vulnerability: 1 1/2 x STUN Defiance Gestalts (Uncommon)

 

Total Disadvantage Points: 995

 

Background: Phil Dansen grew up in Niagara Falls, on the American side. Talented and boisterous, Phil was that rare combination of intelligence and personablity that often marks those bound for greatness. Always an avid student, he worked on simultaneous archeology and engineering degrees at Columbia University, graduating in only three years. Clearly, he was destined to become one of the top men in whatever field he chose.

 

Dansen's abilities attracted unwarranted attention: Matthias Power, one of the earliest supervillains. Power took Dansen under his wing. Never a particularly scrupulous person, Phil welcomed the opportunity to study under a mad genius and profit from his intellect – it seemed like it'd be a lot more fun than graduate school. He also fell in love with Power's smart (but emotionally distant) daughter Theresa. Dansen chuckled at the thought that the two of them would conquer the world together.

 

Unfortunately Matthias didn't exactly care for the match. Employing Phil to check out an alien artifact that he uncovered in the Arctic, he knew that three people had already fried their minds from casual exposure to it. He ordered Dansen to unlock the artifacts by every available means. Phil took every precaution in dealing with the object, but, like a very smart mouse playing with the world's deadliest mouse trap, it was far beyond his – or any human's -- experience. It was a Fndnti crown of knowledge, designed to probe the intellectual capacity of an alien species by frying its mind with data and probability fluctuations. Like the others it had tested, Phil felt an irresistible compulsion to place the crown on his head. Unlike the others, he was still alive (though twitching on the ground) at the end of the process.

 

Phil was directly linked to the consciousness of the entire Fndnti species. He saw worlds, many worlds. He felt the Fndnti rise from their worlds like titans of myth, tendrils of emotion outstretched toward the cosmos, curious, afraid, and awestruck. He saw what the universe was, what it will become, and what it might become, all in a single moment. Civilizations rose and destroyed themselves before his eyes. It was a Clockwork Orange moment, but played out on a universal stage. In it, he saw what would be the fate of the world, the twin perils of developing destructive technology, or staying complacent and allowing outsiders to destroy you. Phil focused on the need to prevent that. That focus, combined with Phil's nascent psionic gestalt abilities, is what kept his mind from destruction. Even the Fndnti marveled at it. He heard their voice throb in the back of his mind.

 

“Are you the planet's leader?” a voice asked. The Fndnti had tested many humans and Ar throughout their history. None had come as far as Phil.

 

“Yes, I am,” Phil answered. In that moment, he knew that the boast would one day be true. He would rule humanity and save it from destruction.

 

Dr. Power found Phil's body in the snow. Returning with it to his Canadian base, the villain listened carefully to Dansen's mad mumbling rants. It was clear that the archeologist had experienced something remarkable and Power was determined to find out what he had experienced. He handed him over to his daughter for interrogation. Theresa, wanting only to please her father, tortured the man who loved her – and that a little piece of her loved.

 

The torment Theresa applied severed the link with the Fndnti; ironically, it probably saved his life (or prevented his full apotheosis). Phil emerged from the process a radically changed man: bitter at betrayal, but also convinced that he had been chosen by destiny to lead the human race.

 

Phil remained Power's prisoner for months, until he managed to trick Theresa into dropping her guard. He contacted Crucible and revealed the location of Power's base; when Crucible arrived to battle Power, Dansen used the battle as a diversion to loot the Fndnti artifacts that Power had acquired. Dansen didn't remember much about his cosmic link, but he did remember how to use the technology. The power crown grafted itself to his mind, and another artifact became a power sceptre, a weapon of power and command.

 

It was 1993. Bitter, betrayed, but extremely determined, Phil concluded that he destined to save the world by becoming its leader. Indeed, he was the only person qualified for the job. Finding himself in a thoroughly comic book world, he dressed himself up in the trappings of that trade. He would take the name Imperator, the title of Roman emperors. And like the greatest Imperator, Augustus, he would wrench control of the world with ruthless force, then establish justice and order that could survive even incompetent successors.

 

Remembering the impact that the Devastators supervillain team had made in 1991, Dansen knew that if he were to gather the right forces, he could put together an invincible gestalt army. Thus the Tyranny League was born.

 

Since founding the League's founding, Imperator has had his share of triumphs and setbacks. Sure, his ultimate triumph has not come as quickly as he had hoped, but Imperator, unlike Mathias Power, was never given to “silly, comic book-like” one-shot schemes of conquest; instead, he prefers to operate through a combination of brute force, misdirection, and infiltration. The Tyranny League is the most feared villain team on Earth because of their tactical prowess and raw power, but it’s what they do behind the scenes that makes them truly dangerous.

 

In the meantime, Phil Dansen has a tenured position as a professor of archeology at his old stomping grounds, Columbia. He enjoys the irony of the name. In his secret identity, bolstered by Computor's hacking of government files, he enjoys a reputation as one of the world's greatest experts in the fields of xenotechnology and has even been a paid consultant for the United States government on the Eiko and other alien issues.

 

Personality: Imperator is a cunning megalomaniac. In those few occasions when he’s in public (usually at Copenhagen), Imperator tries to come across as a megalomaniac, playing up some of his natural qualities so his enemies will underestimate him. In truth, he’s as cunning as he is forthcoming.

 

Due in part to his torture at the hands of Theresa Power, Imperator has a low opinion of women, and has vowed that a woman will never serve as a member of the Tyranny League. He can be very dismissive of anyone who disagrees with him, and vengeful toward those who get in his way. His hatred of Columbia is intense; he wants to inflict a slow death on each and every one of them, especially Liberator, Labyrinth, and Edge.

 

Powers/Tactics: Imperator is a low-grade gestalt, a gestalt of Intimidation, evidenced by his preternatural mental abilities. His gestalt gives him an incredibly keen tactical mind, extraordinary command presence, the ability to sum up what a person is thinking with a glance, and cause someone to stand down with a stare.

 

Imperator’s greatest weapon is, however, not Gestalt in origin. The Fndnti power sceptre is an alien artifact of immense power that shoots out a stream of high-energy plasma particles. It’s a personal focus that chooses a master (typically someone whose mind has already been touched by the Fndnti mental process). This psionic link sharpens their mental skills and reactions and guides the master when using the sceptre. The belt is a companion piece to the sceptre. The crown remains implanted in his skull, but only becomes visible when he uses his (mental defense) powers.

 

Imperator prefers the role of general to that of captain; he only joins his fellow Leaguers on major operations. He leaves command of the battlefield to Jericho Bronze. If forced into combat, he tries to sit back and attack at range; he’s painfully aware of his lack of mobility, and his relative slowness compared to most supers. He uses his staff's temporal control abilities when targets close with him.

 

Appearance: Imperator is a tall Caucasian man in his late 30s (he looks about 35), with sandy brown (neither grey nor balding) hair and blue eyes. He is thickly built, slightly heavy around the middle. His costume is a gold and steel body armor in a vague Romanesque style (with a lion symbol on his chest), and a long red cape. There are shield icons on his belt, and his steel facemask is outfitted with a gold crown. He carries a large golden scepter.

 

Imperator Plot Seeds

 

1.Crown of Glory: Imperator realizes that his crown has other possible uses: it can make him a psionic on par (or better) than Influence! All he needs is another Fndnti artifact, a harmless looking thing that's currently owned by a friend of one of the PCs.

 

2.Why Do They Want This Schlub?: A second rate supervillain, realizing that Professor Dansen is a universally respected expert on xenotechnology, decides that he'd be a valuable target for a kidnapping. The PCs are called in to make the save – but why is the Tyranny League attacking?

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Re: Gestalt's Tyranny League

 

“Even the Pope doesn't have enough prayers to save you or your weakling friends… The Berserker is stronger than God Himself!”

 

BERSERKER

 

Val Char Cost Roll Notes

80 STR 70 29- Lift 26.2ktons; 20d6 HTH damage

18 DEX 24 13- OCV: 6/DCV: 6

40 CON 60 17-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

30 PRE 20 15- PRE Attack: 6d6

12 COM 1 11-

16 PD 0 Total: 16/25 PD (0/9 rPD)

16 ED 8 Total: 16/25 ED (0/9 rED)

4 SPD 12 Phases: 3, 6, 9, 12

24 REC 0

80 END 0

80 STUN 0 Total Characteristics Cost: 226

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

60 "I Vill Enjoy Crushing you!": Healing STUN 3d6, Trigger (Activating takes no time, resets automatically, immediately after it activates; triggered by squeezing someone who's held in a grab; +1) 6

40 It's Like Hitting A Brick Wall: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1); Does Not Work Against Persons Who Grab Or Are Getting Grabbed By The Character (-1/2) 0

65 ""Come and Fight Me!"!": Mind Control 10d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (11" Radius; +1); No Range (-1/2), Conditional Power One Command, "Attack me!" (-1/2), Limited Class Of Minds Men Only (-1/2) 0

10 Burst of Strength: +20 STR; No Figured Characteristics (-1/2), Limited Power Only in STR vs. STR competitions (-1/2) 4

24 Dense Form: Knockback Resistance -12" 0

34 Armor (9 PD/9 ED), Hardened (+1/4) 0

30 Toughness: Physical Damage Reduction, Resistant, 50% 0

15 Toughness: Energy Damage Reduction, Resistant, 25% 0

44 Adrenaline Rush: Custom Power; Conditional Power Only when bloodied, berserk, or under half STUN (-1/4) plus Healing (Regeneration) 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Conditional Power Only when bloodied, berserk, or under half STUN (-1/4) 0

10 Lack Of Weakness (-10) for Resistant Defenses 0

15 +5 PER with all Sense Groups 0

8 Testosterone Sense: Detect A Single Thing (STR) 12- (Smell/Taste Group), Discriminatory 0

8 Belt Radio: HRRP (Radio Group); OIF (-1/2) 0

8 Leaping +8" (28" forward, 14" upward) 1

 

Martial Arts: Wrestling

Maneuver OCV DCV Notes

4 1) Choke -2 +0 Grab One Limb; 2d6 NND

4 2) Escape +0 +0 115 STR vs. Grabs

3 3) Hold -1 -1 Grab Two Limbs, 110 STR for holding on

4 4) Reversal -1 -2 115 STR to Escape; Grab Two Limbs

3 5) Slam +0 +1 20d6 +v/5, Target Falls

3 6) Take Down +2 +1 20d6 Strike; You Fall, Target Falls

 

Skills

32 +4 with All Combat

12 +4 with Wrestling

3 Animal Handler 15-

3 Breakfall 13-

3 Climbing 13-

3 Interrogation 15-

4 KS: Paranormals 13-

3 Language: English (completely fluent)

11 Power 16-

4 PS: Circus Performer 13-

 

Total Powers & Skills Cost: 470

Total Cost: 696

 

200+ Disadvantages

15 Distinctive Features: Big (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Enraged: Berserk The Sight of Blood (Uncommon), go 11-, recover 14-

10 Enraged: When Insulted (Common), go 8-, recover 14-

15 Hunted: Columbia 8- (As Pow, NCI, Harshly Punish)

10 Hunted: US Government 8- (Less Pow, NCI, Harshly Punish)

10 Psychological Limitation: Obeys Imperator and Despot (Common, Moderate)

10 Psychological Limitation: Overconfident (Common, Moderate)

15 Reputation: Violent Strongman, 14-

5 Vulnerability: 1 1/2 x BODY For One Turn, After Losing A STR vs. STR competition (Uncommon)

5 Vulnerability: 1 1/2 x STUN For One Turn, After Losing A STR vs. STR competition (Uncommon)

5 Vulnerability: When Move-Throughs Connect, But Fail to Budge the Target (Uncommon)

 

Total Disadvantage Points: 696

 

Background: He always looked for the easy way out, but Taros Vlacek never found it. Hard labor was always Terry's lot – how frustrating. Born into a Rumanian circus family, even at an early age, Terry showed immense physical strength. He figured that muscles should garner him respect, hell, he should have had star billing! The painful truth of the circus world was that strongmen were never the star of the show. He was relegated to the dismal ranks of sideshow attraction by the circus manager: his father. Both ringmaster and taskmaster; Anatolie Vlacek believed that giving Terry special billing would be seen as favoritism, so he held him back.

 

Terry pushed himself hard, in the belief that the more powerful he became, the more attention he’d get. Terry was close to being a world-class power lifter even before he got his gestalt in 1989. After he received his powers, he sensed that life had suddenly turned his way. After a half dozen performances where he awed the crowd with his powers, he tried to negotiate a better deal with the circus.

 

“Never,” Anatolie declared. “Perhaps biceps and gaudy displays of strength may play well in America, but in Europe, people go to the circus to be charmed at the spectacle.”

 

Terry became convinced that his fortune lay elsewhere. He was always an angry kid, but the older he got, the more dangerous his temper became. When his father refused to give him what he wanted, he destroyed half the circus in a mad rampage, critically injuring him, and left for Hollywood.

 

Taros tried to become a star in the movie industry, but he barely knew English, was completely socially inept, and Hollywood didn't quite know what to do about Gestalts. Terry’s temper quickly ensured that the doors closed on him wherever he went. Angry at being rejected, Terry decided to go to the set of the television show “Baywatch” and wreak havoc. He ended up getting into a big fight with Gary “The Physique” Corbin and made all the papers. To his annoyance, the media used the fight as an opportunity to make jokes.

 

No charges were laid. Next, Terry tried his hand at professional wrestling. Unfortunately, Terry was too strong for his own good: it was too easy for him to hurt people, and the major promotions closed their doors on him too. One day he went to a gym where the stars hung out, with the intention of crippling every major star in the promotion, but the stars had gone elsewhere that night. Terry wrecked the gym and then headed back to the circus, head bowed, utterly humiliated, and overflowing with anger.

 

Taros did find a job at a low-rent American circus. He was given a minor spot on the roster, but mostly helped the roustabouts set up the show; Terry's muscle saved them a lot of dough. Several of the carnies took him under their wing and helped him work up a good strongman routine. The manager agreed to give him star billing for one show and see how it would go. Unfortunately his show was interrupted by several drunken spectators, one of who was a local football player who said he could kick Terry’s ass, and threw beer in his face.

 

Terry lost it. He literally ripped the man in half, then ripped apart his friends when they jumped him, then several security guards, then a pair of police officers.

 

Now a fugitive from justice, he was featured on “America's Most Dangerous Criminals” as “the Circus Killer”. He was captured twice, first by America Man in 1993, and then by a young Florida lifeguard (who would later become Columbia’s Edge) in February 1994. But the Refrigerator hadn't been built yet, and prisons couldn’t hold him.

 

In May 1994, Terry was contacted by Imperator, who invited to join the Tyranny League. For once, someone showed Terry some respect, for the first time, he felt wanted. Billing himself as “the strongest man on Earth”, the Berserker now rivals heavyweight gestalts like the Titan and Silverfist, both of whom he'd like to crush publicly. His greatest hatred, however, is towards Columbia’s Edge, who gets under his skin more than anyone else alive.

 

Personality: Berserker doesn’t have many redeeming qualities; he’s many thousands of times stronger than a normal human being, and it sometimes seems like he has thousands of times more testosterone. He’s extremely quick to take offense, and he’s very quick to throw a punch (although if he’s squabbling against his fellow Tyranny Leaguers, he’ll often deliberately miss on the first swing and hope they back down). Despite his perrenial anger, Berserker is very grateful to Imperator, and he’s struck up an odd friendship with the League's other powerhouse Jericho Bronze, good ol’ boy.

 

Berserker feels insecure over his past misfortunes, but has become so used to abuse that he enjoys taking some of it just to cultivate a martyr complex, something that often turns into a self-fulfilling prophecy. He expects the public to fear and hate him, so when he’s in public, he does his best to cultivate fear and hatred, through the destruction of property and people. Berserker’s a hardened killer who has no problems with ripping someone apart, even children, and has come to enjoy the expression on heroes’ faces when he rips a hostage apart.

 

Berserker has no social agenda. He hates most social institutions: politics, religion, and popular entertainment, without any good reason. He has no understanding of Imperator’s cause, and as long as gets to hurt people it doesn’t matter. And for his part, Imperator gives him plenty of opportunities (or uses Mindwarp’s mind control to hold him line).

 

Powers/Tactics: Berserker is probably the preeminent Strongman gestalt on Earth. Even Titan has a tough time against him in a direct contest of muscle, and he exceeds even the Stuntman or Edge in terms of sheer physical toughness. He gets a genuine rush from using his powers (especially when he's grappling – the feeling of a helpless opponent squirming in his arms actually strengthens him.)

 

Alone, Berserker is a crude tactician. However when he fights alongside his League teammates, he will listen to them (at least until he loses his temper) and obey instruction. While his preferred tactic is to simply to grab his opponent and squeeze the life out of them, the League often asks him to hold him in place for the Scarlet Knight or Daimyo to dispatch. Taros would rather fight his own battles, but such is the price of belonging to a team.

 

Appearance: One of the most physically impressive supers on the planet, Berserker is a Caucasian male (Rumanian ancestry), who stands a towering 7’1” tall and weighs 3700 lbs, most of it dense muscle. He has long red hair and green eyes, and talks with a slight Romanian accent. Never a good conversationalist, Berserker's speech is often halting, which commonly gives the mistaken impression that he has a speech or mental disability. His costume is a brown bodystocking that’s a cross between a circus strongman’s costume and a gladiator.

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Re: Gestalt's Tyranny League

 

I've been doing a few updates lately and I'm trying to get one member of the team published once each week. Here's what I've missed posting:

 

-------

“Life is binary. Winning or losing, success or failure. That’s the only thing that matters."

 

COMPUTOR

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 1/2d6 [3]

11 DEX 3 11- OCV: 4/DCV: 4

13 CON 6 12-

10 BODY 0 11-

28 INT 18 15- PER Roll 15-

20 EGO 20 13- ECV: 7

23 PRE 13 14- PRE Attack: 4 1/2d6

12 COM 1 11-

 

6/16 PD 3 Total: 6/16 PD (0/10 rPD)

6/16 ED 3 Total: 6/16 ED (0/10 rED)

3 SPD 9 Phases: 4, 8, 12

10 REC 8

26 END 0

24 STUN 0 Total Characteristic Cost: 87

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

160 Computer Powers: Multipower, 160-point reserve

16u 1) Cybercontrol: Mind Control (Machine Class) 9d6, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1/2), Area Of Effect (36" Radius; +1 1/2)

3u 2) Erase/Alter Records: Major Transform 2d6 (Add, Alter, or Remove Computer Psychological Limitations, Programs, or Records), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Target Chooses Defense (-1/4); No Range (-1/2), Limited Target Software & files (-1/2) 7

3u 3) Cyberillusions II: Sight and Radio Groups Images x8" Radius (+3/4), +/-5 to PER Rolls, Reduced Endurance (1/2 END; +1/4); Only Versus Machines (-1) 2

7u 4) Machine Destruction: Killing Attack - Ranged 3d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1); Only Versus Computers (-1)

4u 5) Long-Range Cameravision: Clairsentience (Sight And Hearing Groups), x8 Range (1,800"), Reduced Endurance (0 END; +1/2); Only Through Cameras and Listening Devices (-1/2), Attack Roll Required (-1/4)

1u 6) Machine Manipulation: Telekinesis (10 STR), Fine Manipulation; Only To Control Machines And Machine Parts (-1) 2

105 Cyberscanning: Mind Scan (Machine Class) 14d6, Invisible Power Effects (Fully Invisible; +1/2) 10

15 Misdirection: Armor (10 PD/10 ED), Hardened (+1/4); Only Versus Ranged Attacks (-1), Costs Endurance (-1/2) 4

10 Mental Defense (14 points total)

13 Sense/Analyze Computer Program: Detect A Single Thing 15- (Unusual Group), Discriminatory, Analyze

 

Perks

11 Money: Filthy Rich

12 Contact: Top CForporate Law Firm (Contact has access to major institutions, Contact is slavishly loyal to character) 17-

12 Contact: USSenator (Contact has access to major institutions, Contact is slavishly loyal to character) 17-

 

Talents

3 Absolute Time Sense

3 Bump Of Direction

3 Lightsleep

4 Speed Reading (x10)

20 Universal Translator 15-

 

Skills3 Bugging 15-

3 Bureaucratics 14-

3 Criminology 15-

3 Cryptography 15-

3 Deduction 15-

3 Electronics 15-

3 Forgery 15-

3 Gambling 15-

3 Inventor 15-

7 KS: Big Business 16-

8 SS: Computers 17-

3 Mechanics 15-

3 Persuasion 14-

9 Power 16-

3 Security Systems 15-

3 Systems Operation 15-

3 Tactics 15-

3 Trading 14-

 

Total Powers & Skill Cost: 474

Total Cost: 561

 

200+ Disadvantages

20 Hunted: Columbia 11- (As Pow, NCI, Harshly Punish)

5 Hunted: The Media 11- (Less Pow, NCI, Watching)

15 Physical Limitation: Can be attacked via hacking (Infrequently, Fully Impairing)

10 Psychological Limitation: Arrogant (Common, Moderate)

10 Psychological Limitation: Intolerant of Failure (Common, Moderate)

20 Reputation: World famous Software Engneer, 14- (Extreme)

15 Social Limitation: Secret ID (Frequently, Major)

5 Vulnerability: 1 1/2 x BODY Computer Viruses (Uncommon)

5 Vulnerability: 1 1/2 x STUN Computer Viruses (Uncommon)

256 Experience Points

 

Total Disadvantage Points: 561

 

Background: [Note: Computor’s actual identity is listed in the Campaign Secrets section.]

 

The man who became known as Computor never had an easy life, as he never tired of telling people after he made it big from the efforts of his own sweat and blood. In truth, he was neither a Horatio Alger story nor a kid from the gutter; his family was middle class; his mom was a bank teller and his dad was a security guard. Still, he was an African-American, he saw his parents work harder than other parents, and he had less than other kids. He never quite overcame the burning need to have more, to compete with his classmates.

 

He was an exceptional student throughout his school years, if overly serious and uptight. Computers were his baby. He graduated with honors, but he had become convinced that schools were a government conspiracy to spend the taxpayer’s money, when people should really be learning themselves, preferably with on the job experience. He hated anything that the government gave people, there were always too many emotional strings attached.

 

As a programmer, he was extremely successful, except he couldn’t stand working for others. He’d work with people toward a common goal, but as soon as the goal was met, he was out of there. His own goal was to climb the capitalist ladder, to become the best computer programmer and microchip designer in the world. Sleep and spare time were his greatest enemies. He had no time to waste, and less patience with time-wasters.

 

In 1994, he bonded with the gestalt of computer programming, and his programming abilities became superhuman. It took years for the fact to dawn on him that it was a gestalt and his own talents that were responsible for the electronic miracles, and yes, the miracles came by the bucketload.

 

Moore’s law? A laggardly eighteen months to double processor speed? Ha! The integrated circuit was his sculpture, and he was Michalangelo surrounded by kindergarden kids smeared in the silicate equivalent of playdo. The gestalt taught him how to create intricate, beautiful structures, labyrinths in molecular scale. He took note of other innovators, of course – other gestalts were making electronic breakthroughs – and he treated their creations like musical samples to be integrated with his own work. In very little time, the software engineer had become very, very rich. However, he also became very very bored. Surely there were finer mediums for his talent?

 

Inspired by this question, the artist of the computing engine began research into AIs, however immediately ran into government interference, as Congress was dealing with the ramifications of an attack by Dr. Matthias Power’s Damocles AI on New York’s infrastructure. The ATF became involved, and the software engineer’s research was confiscated just as his difference tree was beginning to blossom.

 

This was unacceptable. Unacceptable! Sure, he could have had his lawyers fight it, just as Cyrus Tate did. But the engineer chose a different path. The only way to be truly free of the yoke on his creative freedom was to destroy the yoke, and that yoke was government control. Therefore, the United States government had to be rendered incapable of interfering.

 

When the Tyranny League first appeared, Computor was impressed by their abilities – and even moreso by their goals. He had a passing interest in the gestalt phenomena ever since the first wave hit, and was hoping that one day a team of gestalts would emerge whom he could use to further his goals. Of course Imperator’s goal of world dictatorship was somewhat at odds with Computor‘s own ambition of unhindered global capitalism, but perhaps the League could be manipulated into allowing a totally free economy when it achieved its ends. Computor found them and offered his services to Imperator.

 

Imperator was charmed by the man’s enthusiasm, if not his politics. But Computor offered more possibilities for conquest than even Imperator could count, and he gladly accepted him into the team, making Computor his lieutenant.

 

And thus one of the greatest intellects of the modern age allied himself with one who would become its greatest tyrant.

 

Computor has been using the Tyranny League for his own ends, acquiring technical secrets and insinuating himself into the gestalt community. One of these days, he might break with the League, but for now, they’re the best chance they have to break the government stranglehold that’s keeping the 21st Century from becoming the Golden Age of mankind.

 

Personality: Computor is an extremely enthusiastic and driven man. He doesn’t display this in costume; he tries to keep quiet as Computor so he can’t be identified. Computor is a fussy perfectionist who is either really uptight and nasty, or really relaxed and friendly, depending on how much pressure he’s under.

 

More comfortable with machines than people, Computor likes machines, and he likes showing off around computer systems. He has an attitude of superiority towards others and often belittles the people around him, although often with jokes that sound enough like friendly put-downs that he’ll accuse you of being too sensitive or “politically correct” (even though the jokes are rarely political). He’s learned not to joke about Berserker (and the two men are actually starting to become friends). Around Imperator, he’s usually very serious and professional, the perfect flunkey.

 

Too perfect.

 

Computor is only a part time Leaguer and enjoys his time away from the team. Despite his reputation as an arch-nerd, he’s actually something of a womanizer (which annoys Imperator).

 

Powers/Tactics: Computor may be the most powerful member of the League; he’s able to link to any program he detects and make alterations through their net connection for a wide variety of effects. He’s attempted to link with Columbia’s AIs on numerous occasions and subvert them, but Columbia’s own computer expert, Cyrus Tate, has managed to foil him on every occasion.

 

Computor has one irritating flaw; he’s somewhat vulnerable when he’s mentally linked to a machine. It’s not impossible for a hacker in the right place and time to hack into him, controlling his actions.

 

Computor is not a combat operative, and will only enter a battlefield after it’s been secured. The Hand of Chaos usually surrounds him in a protective force field whenever he must appear in public.

 

Appearance: Computor is an African-American male in his early 30s, 5’10” tall and 150 lbs, brown hair and brown eyes, with an athletic build. As Computor, he wears a suit (or a pair of jeans and a “Code Warrior” T-shirt), and a red bandanna mask.

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Re: Gestalt's Tyranny League

 

]“Laugh winds, laugh, for I face yet another incompetent.”

 

DAIMYO

Gestalt of Ninjitsu

 

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

35 DEX 75 16- OCV: 12/DCV: 12

40 CON 60 17-

30 BODY 40 15-

28 INT 18 15- PER Roll 20-

23 EGO 26 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

12 COM 1 11-

 

12/22 PD 4 Total: 12/22 PD (0/10 rPD)

12/22 ED 4 Total: 12/22 ED (0/10 rED)

8 SPD 35 Phases: 2, 3, 5, 6, 8, 9, 11, 12

16 REC 0

80 END 0

70 STUN 0 Total Characteristic Cost: 323

 

Movement: Running: 17"/34"

Leaping: 8"/16"

Swimming: 12"/24"

Teleportation: 15"/30"

 

Cost Powers END

84 Ninja Gadgets: Variable Power Pool, 70 base + 14 control cost, (105 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In A Lab (-1/2)

50 Find Weakness 17- with All Killing Attacks

20 0 END on STR (20 Active Points)

37 Natural Resilience: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points)

20 Gestalt Immortality (can only be killed by anothe ninja) (20 Active Points)

10 Knockback Resistance -5"

10 Life Support (Immunity: All terrestrial poisons and chemical warfare agents)

10 Lack Of Weakness (-10) for Resistant Defenses

8 Mental Defense (13 points total)

20 Missile Deflection (Any Ranged Attack)

0 Leaping 0" (8" forward, 4" upward)

10 Swimming +10" (12" total) 1

30 Teleportation 15" 3

22 Running +11" (17" total) 2

5 Infrared Perception (Sight Group)

15 +5 PER with all Sense Groups

22 Spatial Awareness (Unusual Group)

8 Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)

Ninjutsu (Taijutsu)

Maneuver OCV DCV Notes

4 Atemi Punch -1 +1 2d6 NND

4 Block +2 +2 Block, Abort

5 Breaking Throw -2 -2 Grab One Limb; HKA 0 1/2d6 , Disable; Target Falls

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

5 Kick -2 +1 12d6 Strike

4 Knife Hand -2 +0 HKA 1d6 +1

4 Punch +0 +2 10d6 Strike

4 Reversal -1 -2 55 STR to Escape; Grab Two Limbs

3 Sacrifice Throw +2 +1 8d6 Strike; You Fall, Target Falls

5 Takeaway +0 +0 Grab Weapon, 50 STR to take weapon away

3 Takedown +1 +1 8d6 Strike; Target Falls

3 Throw +0 +1 8d6 +v/5, Target Falls

1 Weapon Element: Blades

1 Weapon Element: Chain & Rope Weapons

1 Weapon Element: Fist-Loads

1 Weapon Element: Karate Weapons

1 Weapon Element: Polearms

1 Weapon Element: Staffs

1 Weapon Element: War Fan

 

Talents

36 Danger Sense (immediate vicinity, any danger, Function as a Sense) 19-

3 Lightsleep

 

Skills

40 +4 Overall

12 +4 with Martial Maneuvers

12 Penalty Skill Levels: +8 vs. block penalties for multiattacks with a single attack

3 Acrobatics 16-

3 Breakfall 16-

3 Bugging 15-

3 Climbing 16-

3 Computer Programming 15-

3 Concealment 15-

3 Contortionist 16-

10 Defense Maneuver I-IV

3 Demolitions 15-

3 Disguise 15-

3 Electronics 15-

3 Fast Draw 16-

3 Linguist

2 1) Language: English (completely fluent) (3 Active Points)

2 2) Language: Korean (completely fluent) (3 Active Points)

2 3) Language: Mandarin (completely fluent) (3 Active Points)

2 4) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)

2 5) Language: Russian (completely fluent) (3 Active Points)

3 Lockpicking 16-

3 Mimicry 15-

3 Navigation 15-

3 Paramedics 15-

5 PS: Ninja 14-

3 Scholar

3 1) KS: Calligraphy 13-

5 2) KS: Ninjutsu 15-

3 3) KS: Paranormals 13-

7 4) KS: Poisons 17-

3 5) KS: The Mercenary World 13-

5 6) CuK: Japan 14-

3 Security Systems 15-

3 Shadowing 15-

3 Stealth 16-

3 Sleight Of Hand 16-

5 SS: Eastern Medicine 14-

5 SS: Pharamacology 14-

3 Streetwise 17-

3 Tactics 15-

3 Teamwork 16-

1 TF: Ninja Water-Walking Devices

3 Ventriloquism 15-

9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote

 

Total Powers & Skill Cost: 689

Total Cost: 1012

 

200+ Disadvantages

5 Distinctive Features: Inhumanly fluid movements (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Enraged: Insulted (Uncommon), go 8-, recover 14-

5 Enraged: When Ally Demonstrates Incompetance (Uncommon), go 8-, recover 14-

15 Hunted: Columbia 8- (As Pow, NCI, Harshly Punish)

10 Hunted: The Government 8- (Less Pow, NCI, Harshly Punish)

5 Hunted: Tyranny League 11- (Less Pow, NCI, Watching)

10 Psychological Limitation: Arrogant (Common, Moderate)

10 Psychological Limitation: Overconfidence (Common, Moderate)

15 Social Limitation: Subject to Orders (Frequently, Major)

5 Vulnerability: 1 1/2 x BODY Samurai/Ronin Gestalts (Uncommon)

5 Vulnerability: 1 1/2 x STUN Samurai/Ronin Gestalts (Uncommon)

722 Experience Points

 

Total Disadvantage Points: 1012

 

Background: A pure Gestalt does not have many dreams beyond the purview of their Gestalt, but there are exceptions. The Daimyo is one of them. He was born as the absolute pinnacle of the secret art that some have called “ninjitsu”, a dream of shadow, a god of swift deaths, born of incredible speed, strength, and prowess. And, as with the ninja of old, he was the consummate professional, whose services were for sale at a high price.

 

But he wanted to be more. He was programmed to be a servant, to offer his services to the highest bidder. But he didn’t dream of being jonin, the master ninja, he dreamed of being Daimyo, master of men.

 

Jonin, as he was originally called, was a product of the 1994 Gestalt Wave. He realized who he was from the moment of his birth; the first thing he did was to scour Japan looking for someone who could use a ninja. He worked for some yakuza bosses, but quickly came to view them as unworthy of his attention and bought out his contract. But these jobs brought Jonin to the attention of the newly formed Shishou No Kaigi, the Council of Masters.

 

As Jonin, he served the Council for three years, performing what he considered to be menial errands. The Council looked down on him as an errand boy. In 1998, he choose not to renew his contract with the Masters and became a free agent. In late 1999, he met Imperator, leader of the Tyranny League, who asked Jonin what he wanted.

 

“I want to be used only on the missions of greatest importance, not on trivial errands or matters of ego. I want a million dollars in American funds each year. And I wish to be called Daimyo, the Warlord, as a badge of respect. And when you have conquered America, you will use your League as an instrument against Japan, until five million people flood into the streets of Tokyo, bow before me and proclaims me Daimyo with a single voice.”

 

“Let it be written so,” Imperator said. He added a signing and a performance bonus into the contract, and they finalized the deal. Until January 1, 2010, the Daimyo’s services would exclusively belong to the Tyranny League.

 

Daimyo, as he was now called, made his first official appearance with the Tyranny League in 1999, during the attempted kidnapping of Dr. Astra, where he was responsible for the death of Rex.

 

Daimyo was known as the most mysterious member of the Tyranny League, and (as Rex’s killer) one of the most hated. In 1996, he again demonstrated his abilities in public in a solo fight against New York City mob Gestalt Brutal Youth, who was attempting to blackmail the Tyranny League; Brutal Youth was a powerful and feared martial artist who had even been able to hold his own in fights with Kinestar and Bronco. Daimyo didn’t just kill him - he humiliated him. Daimyo’s speed, skill, and deadliness was obvious, leaving many observers wondering if he wasn’t the most skilled hand-to-hand combatant on Earth. Daimyo, viewing fighting competitions as trivial, has refused to participate in the Copenhagen tournament.

 

Since the massacre, Daimyo has been the most feared members of the Tyranny League, with the possible exception of the Hand of Chaos. When Daimyo is on the scene, heroes should realize that it is a major Tyranny League operation, and that Imperator is out for blood.

 

Personality: Daimyo is one of the most arrogant Gestalts on Earth. If he treats you with only slight condescension, you know you’ve won Daimyo’s respect. He is incredibly aloof, rarely saying anything unless something strikes him as particularly disgusting. He does have a habit of belittling other martial artists, and especially those who adopt a ninja persona without acquiring an understanding of Ninjitsu or the history of ninjas, those who are excessively flamboyant, or who are unprofessional - it’s a stain on the shadow art that people even know they exist.

 

Daimyo has no hesitation about using lethal force. When he kills, he receives the satisfaction of doing his job. Daimyo prides himself on being a professional, and anyone who prevents Daimyo from killing his target will acquire him as a blood enemy.

 

Daimyo has little in the way of a life outside the League. Occasionally, he samples some of the culture of the upper crust; he frequents expensive political dinners (sometimes practicing his poisoning skills), the opera, or a Broadway show.

 

Powers/Tactics: Daimyo is a ninja master Gestalt, though he tends to rely on ninja skills, natural abilities, and gimmicks rather than the quasi-supernatural abilities commonly ascribed to ninjas; he can leap and he can teleport, but he cannot go invisible.

 

Daimyo often prefers to avoid a fight and infiltrate a situation, using poisons (bought through his pool) to immobilize his enemies. While he’s good at combat, combat is a last resort for a true shadow god.

 

Daimyo likes to use his teammates as a diversion, letting them carry the fight while he pursues a mission objective, or letting them test an enemy while he watches (finding weakness from a distance).

 

Appearance: Daimyo is a tall Japanese man, 6’1” and 210 lbs with an athletic build. He usually wears a dark blue costume, adding red trim when stealth is not required for a mission.

 

[Note: Thanks to Aaron Allston, Steve Long, and Floyd Grubb for inspiration on this character.]

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Re: Gestalt's Tyranny League

 

“You just jumped into the path of your friend’s haymaker? It’s too bad you’re so clumsy and useless – one day, you’re going to get all of your teammates killed. What ever made a screw-up like you think he could become a genuine superhero?”

 

DESPOT

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

23 DEX 39 14- OCV: 8/DCV: 8

23 CON 26 14-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

26 EGO 32 14- ECV: 9

25 PRE 15 14- PRE Attack: 5d6

8 COM -1 11-

 

18/26 PD 15 Total: 18/26 PD (0/8 rPD)

16/24 ED 11 Total: 16/24 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

12 REC 8

46 END 0

50 STUN 15 Total Characteristic Cost: 200

 

Movement: Running: 9"/18"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

96 Dep: Multipower, 120-point reserve, (120 Active Points); all slots Conditional Power Those Experiencing Happiness Have 1/2 Damage Reduction vs. Effects (-1/4)

8u 1) Learn How Someoine Thinks: Telepathy 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Conditional Power Cannot Read Happy Memories (-1/4)

9u 2) Experience Despair: Mind Control 13d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2) (114 Active Points); Conditional Power Those Experiencing Happiness Have 1/2 Damage Reduction vs. Effects (-1/4)

9u 3) Drain All Mental Powers 2 1/2d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4), all [special effect] powers simultaneously (+2) (119 Active Points); Conditional Power Those Experiencing Happiness Have 1/2 Damage Reduction vs. Effects (-1/4)

9u 4) Torment: Ego Attack 3d6+1, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (stopped either by unconsciousness or by taking a full phase to make an Ego roll ; +1/2), Continuous (+1) (115 Active Points); Conditional Power Those Experiencing Happiness Have 1/2 Damage Reduction vs. Effects (-1/4)

8u 5) Hear Voices in Your Head: Mental Illusions 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Conditional Power Only to Hear "Voices" (-1/4)

8u 6) Make The Worst Possible Choice in s Situation: Mind Control 8 1/2d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1) (118 Active Points); Conditional Power One Command - Mke The Worst possible Choice (-1/2)

50 Mind Scan 10d6 5

16 Armor (8 PD/8 ED) (24 Active Points); OIF (Body suiit; -1/2)

10 Mental Defense (15 points total)

10 Luck 2d6

87 Telepathic Cloak: Darkness to Mental Group 10" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (87 Active Points)

6 Running +3" (9" total) 1

7 Helmet adio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)

 

Perks

5 Money: Well Off

 

Talents

5 Eidetic Memory

3 Lightning Calculator

3 Perfect Pitch

 

Skills

15 +3 with Mental Combat

16 Discouraging Thoughts: +4 with DCV (20 Active Points); Conditional Power Can't Affect Those Experiencing Happy Thoughts (-1/4)

3 Analyze: Psionics 13-

3 Breakfall 14-

3 Conversation 14-

3 High Society 14-

3 Interrogation 14-

3 Scholar

5 1) KS: Paranormals (6 Active Points) 15-

5 2) KS: Paranormsls (6 Active Points) 15-

5 3) KS: US Legal Code (6 Active Points) 15-

3 Oratory 14-

3 Power 14-

5 PS: Lawyer 14-

 

Total Powers & Skill Cost: 424

Total Cost: 624

 

200+ Disadvantages

10 Enraged: Someone Tries to Encourage Someone He's Discouraged (Uncommon), go 11-, recover 14-

15 Hunted: Columbia 8- (As Pow, NCI, Harshly Punish)

15 Hunted: US Government 8- (As Pow, NCI, Harshly Punish)

10 Psychological Limitation: Compulsively Envious (Common, Moderate)

10 Psychological Limitation: Egocentric (Common, Moderate)

5 Reputation: Despair Inducing Telepathic, 8-

5 Unluck: 1d6

354 Experience Points

 

Total Disadvantage Points: 624

 

Background: Even as a boy, Kelsey Stuart liked to see other people in tears. He was a master of discovering someone’s insecurities and using them to turn people into an emotional wreck. It was certainly more fun that awaited him at home, where he was low man on a very tall totem pole, but Kelsey never missed a chance to make someone feel bad, and if he didn’t have many friends because of it, that was too damn bad.

 

He went to law school, and became a pretty good lawyer, even if his abusive conduct toward witnesses became infamous. He got a kick from watching some nervous schlep burst into tears on the stand that had nothing to do with the desire to win or lose. How lucky he was to be in a profession where he could do what he loved.

 

Then, in 1994, he got even luckier. Kelsey attained the ability to look into (and control) men’s minds, and the world was his on a silver platter.

 

Few Gestalts have ever abused his powers the way Kelsey did. He mentally controlled judges and other attorneys so they’d stand still and watch him do the most outrageous abuses and let him get awy with it – and in the end, the verdicts were almost always favorable (he occasionally allowed himself to lose a case – and some defendants were beyond even the ability of telepathy to save). Naturally, this pleased his partners; Kelsey rose to the top of his firm, and clients were lining around the block. Kelsey’s reputation as a pit bull attracted people who liked the idea of being defended by a rabid animal who rarely lost - until the day a paralegal discovered Kelsey’s secret.

 

Kelsey murdered him, but not before he warned Kinestar that a dangerous psionic was loose in the city. Kinestar didn’t have enough evidence to get Kelsey arrested, but she didn’t need it;. Pulling one of the oldest tricks in the books: Kinestar cornered the telepath, told him that she knew what he was doing, and vowed to stop him. Kelsey responded by panicking and going too far; he attempted to frame Kinestar for murder, then put her on a mock trial. When that didn’t work. Kinestar escaped, coerced a confession, then gathered enough evidence on him to make sure he was put away.

 

“LEGAL EAGLE HAS NO APPEAL“ The Post said. “SADISTIC ATTORNEY LEARNS TRUE MEANING OF JUSTICE” GNN’s headline read. The papers that trumpeted Kelsey’s achievements now spat on him. Kelsey did not take this reversal of fortune well. He wanted revenge, and not just on Kinestar, but on the entire world.

 

Kelsey soon escaped (as Gestalts were pretty much prison-proof in those early days) and he made Kinestar his priority. Donning supervillain garb and calling himself “Desperon”, the disgraced attolrney telepathically took control of New York’s superheroes, namely Cosmic Man and Bronco the Urban Cowboy, and tried to crush Kinestar under a giant ten-ton gavel. It seemed like a good idea at the time… a time which ended after the obligatory fight scene, when Kinestar broke them out of Despot’s control and played a game of “kick the telepath” halfway across New York State.

 

After escaping from prison again, Stuart rechristened himself “Mindwarp” and teamed up with Energy Master and the Magician to form the Terror Triumvirate, a supervillain team. Their plan: generate panic selling on the NYSE unless every Fortune 500 company paid them “pocket change” a half million dollars each per year in protection money. Unfortunately, Energy Master deviated from the plan to even a score with an old employer, and the Trumverate was exposed. They were defeated in a Times Square battle against Kinestar, Cosmic Man, and Bomber. Fortunately, on their way to the city lockup, they received a visit from Berserker. The Tyranny League was forming, and Imperator had plans for all three of them.

 

Changing his name once again to “Despot”, Stuart was happy to join the League, even though they (especially Bloodkite and Scarlet Knight) were a little too bloodthirsty for his tastes; sure Stuart killed people when he thought it necessary, but Bloodkite in particular skipped way past the “when necessary” part. Still, it felt good to belong to the winning team for a change. Invited to join the Council of the Mind, Stuart also found himself (perhaps more than a little ironically) opposing Influence’s efforts to interfere in world affairs, frequently allying with the woman that he fears more than anyone else in the world: Labyrinth.

 

Despot doesn’t have much in the way of personal goals. He’s long since gotten past his grudge against Kinestar. The initial thrill of the League’s early years is gone, and now he finds it’s a little lonely; the only person with which he particularly shares much in common is Computor, and he’s too busy doting on business ventures. Despot doesn’t really have any desire to leave the fold – he knows that if he tried, he’d be hunted down and killed, and as he puts it, “it’s better in the long run to work with a team of psychotics and megalomaniacs than it is to be dead.”

 

Despot’s spending a bit of time outside the League. He’s never done much in the way of dating (although he has been known to use his mind control to get women close to him), but he’s aware that the biological clock is ticking and he’s started looking for a prospective wife. If only he could find a way to trick Kinestar…

 

Personality: Despot has essentially two personalities; a dominant Despot when everything’s going well and he’s comfortable, and a submissive Despot for other occasions. He is “submissive Despot” around the other Tyranny Leaguers and during their operations, but when he goes out on his own, he’s a lot more assertive.

 

Despot used to view the whole supervillain bit as a game, a way of displaying how clever he is. This has changed over the last few years, due to his exposure to the Tyranny League’s more military attitude towards costumed adventurers – it’s now all business to him. He envies those who still have fun at it. Despot is envious of people who are happier than he is, and when he’s in an especially bad mood, he’ll walk around New York City or Washington DC incognito and use his mind control on people to.make them perform actions that will make them miserable.

 

Despot fears other telepaths, especially Influence and Labyrinth, the former through his association with the Council of the Mind, the latter because Columbia is their archenemies.

 

Powers/Tactics: Despot’s Gestalt involves despair, learning a person’s most carefully hidden anxieties, and using them against them. Favorite commands include “make decisions that you know are foolish but which you can justify to yourself” and “hear voices in your head that remind you of all your failures”.

 

Despot is (painfully) aware that a mentalist is a prime target in a fight, but tends to get into the middle of a fight anyway; he’s well defended as mentalists go, and he likes to get close enough to see how his powers affect his opponents and enjoying their effects. Despot likes to start a fight by telepathically getting the lay of the land; he’ll learn the weaknesses of the enemy minds, then he’ll use his powers to turn his opponents against each other.

 

Sometimes, Despot is ordered to hold back and join the fight a few rounds/phases after it starts, to better employ his healing powers.

 

Appearance: Kelsey Stuart is a male African-American, 5’11” and about 170 lbs, in good physical condition. He has dark brown hair and brown eyes, and a New York accent. As Despot, he wears regular clothes, a red face mask, with a short red cape, worn on one shoulder, held on by a large silver pin with “T” inscribed on it.

 

Despot Scenario Hooks

 

Target: Kinestar

Kelsey decides to settle his old grudge against Kinestar by driving every old protégé and sidekick of the heroine insane (which may include the PCs, if one of them decided to take the “former sidekick of Kinestar” option suggested in that character’s writeup.

 

The 7-10 Split

The duality of Despot’s personality leads to the development of a new entity: Minder, Captain of Souls. Minder’s a vigilante who targets criminals for his despair powers, and becomes a valuable source of information for the PCs. But what happens when Despot realizes what’s happened to him, fixes it, and then decides to use the trust of the PCs to his advantage.

 

Victim De Jour

Despot decides to choose as his special victim someone who just happens to be a very close friend of the PCs. Can the PCs find out who’s responsible for the strange voices in his head?

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  • 2 weeks later...

Re: Gestalt's Tyranny League

 

“Chaos, the lovely dance of probability, is at the heart of the Gestalt. You cannot bring order to the dance, only try to keep up with the tune.”

 

HAND OF CHAOS

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [6]

26 DEX 48 14- OCV: 9/DCV: 9

35 CON 50 16-

20 BODY 20 13-

23 INT 13 14- PER Roll 14-

23 EGO 26 14- ECV: 8

30 PRE 20 15- PRE Attack: 6d6

8 COM -1 11-

 

10/28 PD 4 Total: 10/28 PD (0/18 rPD)

10/28 ED 3 Total: 10/28 ED (0/18 rED)

5 SPD 14 Phases: 3, 5, 8, 10, 12

15 REC 4

70 END 0

65 STUN 12 Total Characteristic Cost: 233

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

Teleportation: 30"/3840"

 

Cost Powers END

175 Alter Reality: Variable Power Pool, 70 base + 105 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (175 Active Points)

91 Chaos Field: Force Field (18 PD/18 ED/20 Mental Defense/20 Power Defense), Reduced Endurance (0 END; +1/2) (114 Active Points); Limited Power: Roll 2d6 and lower those defenses by that number against each and every attack (-1/4)

20 Gestalt Immorallity (can only be killed permanently by Luck or Probability Powers): Custom Power (20 Active Points)

20 Improbable Inertia: Knockback Resistance -10"

5 Lack Of Weakness (-5) for Resistant Defenses

172 Teleportation 30", No Relative Velocity, Position Shift, x128 Noncombat, x4 Increased Mass, Reduced Endurance (0 END; +1/2) (172 Active Points)

12 High Range Radio Perception (Radio Group)

22 Spatial Awareness (Unusual Group)

27 Probability Sense: Detect Probabi;ity Disturbances 14- (Unusual Group), Custom Adder, Discriminatory, Analyze, Range, Rapid: x10, Sense, Transmit

15 Analyze Living Things: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Sense

15 Luck 3d6

 

Talents

3 Absolute Time Sense

3 Absolute Range Sense

3 Bump Of Direction

5 Eidetic Memory

 

Skills

9 +3 with Alter Reality

20 Chaos Cloak: +6 with DCV (30 Active Points); Limited Power Only vs. one target per phase, not vs. Luck or Probability Gestalts (-1/2)

18 Penalty Skill Levels: +6 vs. Range Modifier with All Attacks

3 Breakfall 14-

3 Interrogation 15-

6 KS: The Gestalt Dimension 15-

7 KS: Paranormals 16-

3 Persuasion 15-

3 Power 14-

3 Tactics 14-

3 Teamwork 14-

 

Total Powers & Skill Cost: 666

Total Cost: 899

 

200+ Disadvantages

25 Distinctive Features: Living Chaos Field (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Columbia 8- (As Pow, NCI, Harshly Punish)

10 Hunted: US Government 8- (Less Pow, NCI, Harshly Punish)

5 Hunted: Dr. Power 11- (As Pow, Watching)

15 Psychological Limitation: Driven to seek out and analyze heavy probability disruptions (Common, Strong)

15 Psychological Limitation: Protective of Probability Lord Secrets (Common, Strong)

20 Social Limitation: Subject to Orders (Frequently, Severe)

15 Physical Limitation: Shuts Down In Zero Probability Fields (Infrequently, Fully Impairing)

579 Experience Points

 

Total Disadvantage Points: 899

 

Background: Of all of the members in the Tyranny League, none are more feared than the Hand of Chaos. Chaos personified, a probability disruption that walks, people have good reason to fear him, heroes, villains, and non-gestalts alike. Even the Blood Red King is a recognizable nightmare, born from the human subconscious. Like it or not, he’s a part of us. All of them are a part of us – except for the Hand.

 

At the same time that mankind first assembled rocks into cities and crowned proud brutes as kings, the perceptions of the Probability Lords fell upon the earth and marveled at the potential of the dreaming apes for creativity and destiny shaping. To their glorious senses, the earth was a world covered in weirds and dooms, a huge, magnificent contrast to all but a handful of the barren spheres they had explored on their travels. Knowing that they could not long abide near the world without damaging its delicate destiny-lines, they still craved a greater knowledge of its place in the fate of all things. They shaped the Gestalt Dimension to feed off the creative energies of the dominant species -- to gather a sampling of them to examine on their return -- and they made the Hand, the surveyor, a field of living chaos that would commune with the probability disruptions of the world, map them, and sing of the world’s fate-history across the universal void. In this way, the Probability Lords, still engaged on their unnameable trek across the galaxies, would know what was happening on the bright dreaming sphere.

 

The Hand examined the world for centuries. Worshipped as a god, the creature ignored the attempts by early man to placate it. Legends it birthed that are now long-forgotten. Nightmares it spawned, but it paid little heed to the troubles of man. However, as the centuries passed, and it beheld the generations of man repeated their cycle, patterns emerged that influenced even his perceptions. It became aware of the human need to settle and find stability. Curiosity over that need began to weigh on him. Living chaos began to long for stability. What an odd paradox that was.

 

What was his purpose in life? What was his home? Why should he engage in his mission? He witnessed storytellers reciting their myths, heard the wrath of prophets. Were there gods in heaven beyond the ones who had shaped him? Was there such a thing as righteousness and evil?

 

These questions drove the surveyor to seek solace in a place where it belonged. The only place it knew that it might truly call home were the Probability Tunnels created by the Lords. That’s where the Hand sojourned, contemplating the myriad nature of probabilities as the ages passed and the stars wheeled above him in the borean skies.

 

He was awakened in the early 1990s by a short, easily irritable sapient with a name of power: Dr. Matthias Power. Digging into the probability tunnel, he, his daughter, and a covey of soon-to-be mad servants. It found the man – and his daughter – to be interesting creatures around whom probabilities danced in vibrant, unexpected patterns.

 

”Are you good or evil?” the Hand, discerning the man’s language, asked.

 

“I am your master,” came Matthias’s tart reply.

 

Something inside the Hand led him to assume the role of servant. But if the Hand felt the madman held any answers, he was soon to be disappointed. Matthias was a scientist, but his philosophical curiosities were non-existent. The order he provided was that of a brutish megalomaniac, little different than the thuggish kings he’d observed in ancient days. His daughter was more cultured, but still an automaton who lived her life for the impossible goal of pleasing the man. Eventually he died. Theresa Power, declaring that the Hand was her father’s possession, sealed him away inside a null probability chamber (“until daddy returns”).

 

Phil Dansen, also known as Imperator, knew about the Hand and decided he would be a perfect weapon to bring about the beautiful tyranny that he had in store for the world. The Hand was curious about his plans. The man’s designs were not much different than Matthias’s, but the methods that he was choosing to get there indicated a much more vigorous and capable intellect. This was a man capable of stirring the world – and its probability fields – in interesting ways. He agreed to ally himself with Imperator’s banner. The Hand had entered the age of superhumans, and he who had once been a god and a nightmare now assumed the mantle of supervillain.

 

Personality: The Hand is not an emotionless automaton, but is very quiet and subdued in comparison to the other members of the League. It expresses itself as often through variations in the probability field (manifested by its force field) that surrounds it, which becomes agitated when the Hand feels anger and frustration. Most of the time, the Hand is calm, quiet, and observant. It often remains in this state during battle; even when he’s heavily damaged, there is an ominous stillness to the Hand.

 

Powers/Tactics: The Hand of Chaos is a living probability field. It is able to manipulate anything and produce virtually any effect. The sole limitation on its power is that it cannot boost someone’s defenses to levels beyond their natural capabilities (i.e. campaign limits).

 

The Hand has a number of tricks that it plays in combat (see the Tyranny League Tactics section). It’ll usually energy blasts against most targets, or mental attacks aganst more elusive targets, but when challenged by a superior opponent he gets extremely creative with drains, shifting opponents in time and space, temporal freezes, and other esoteric attack forms.

 

The Hand fears only one thing: Probability Gestalts. One of his private goals is the destruction of every Luck or Destiny Gestalt out there, and he makes a perfect (and powerful) Hunted for such creatures.

 

Appearance: The Hand of Chaos appears to be a male human, about six feet tall and well-built. Its facial features, its hair and eye color, and its skin tone have never been seen. It is surrounded by an eerie force that flickers wildly as it walks or teleported, and its voice has a heavy distortion, as though it were broadcast through with a heavy crackle. Its costume is red with black trim, a black hood, and a black cape. The Hand’s face is covered by a featureless red cloth that gives only the faintest impression that it has facial features beneath it.

 

Hand of Chaos Scenario Hooks

 

Spirit of My Fathers

The PC uncover an ancient installation where a half dozen beings that are identical to the Hand of Chaos appear to be held in cold storage. Anyone want to wake ‘em up?

 

To Boldly Go…

In a private venture, unknown to other members of the Tyranny League, the Hand of Chaos decides to travel around the world and map every Probability Lords Tunnel and artifact – including an object that’s recently fallen into the PC’s hands.

 

When Chaos Reigns

Recently, the Hand of Chaos has been leaving behind some unexpected bonuses where he’s used his powers – Probability fields that randomly affect people (hurting them, aiding them, even transforming them) in the vacinity. Can these effects (at least the transformations) be reversed? What is happening to the Hand of Chaos?

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  • 1 month later...

Re: Gestalt's Tyranny League

 

"Howdy there, this is god speaking to ya -- or a god at least. Today, I’m gonna kill you. Now don’t go getting mad, it ain't personal... well, not very, that is. You wanna say good night?"

 

Background: Cognito ergo sum?

 

Daniel Villiers was the epitome of New York snobbery, despote his extremely humble Southern roots. The chicanery in his soul allowed him to claw his way to the top of the 1990s New York financial scene. He reveled in it, with high living, high profile romances, and lavish parties at his estate, which he named Jericho ("I dare any of my enemies to break down these walls!"). To celebrate one particularly hard-fought hostile takeover, he chose to build his most decadent monument yet, commissioning the finest sculptor in the world to carve a life-sized statue of the Roman god Mercury out of a huge slab of meteor iron, for (like the classic deity) he saw himself as the god of profit. Villiers wanted to stare out onto his lawn of Jericho and see the reflection of a modern god in its metal skin.

 

By 1994, the statue was ready, and Villiers threw a party to celebrate his magnificent achievement. It was a stormy day, but Villiers didn't care if the upper crust soaked -- their only use for tonight was to bask in his glory. The heavens did not concern him, but the financier should've paid more attention to the storm. When Villiers threw off the tarp and unveiled his masterpiece to the dampened crowd, lightning fell from the sky. It struck both Villiers and the statue -- at the moment of a gestalt wave, and Villiers had been marked. Death met the gestalt. In that bizarre contest, both won. Villiers died, but some of his memories entered the statue. However the part of the soul that was entombed within was not the refined New York financier – it was the southern redneck that Villiers had left behind: a wild child.

 

The statue came to life, and beheld a crowd of socialites, gathered in astonishment. Somehow, enough of Villiers' contempt for the New York social scene to which he'd been forced to pander to remained in his soul. The statue decided to kill them all. And he did. And he enjoyed it. He wanted more of it.

 

"Jericho Bronze, Deadly Bronze", read the headline in the Post. They didn't even have the right metal... but the name stuck. So what does a 7' foot, homicidal superpowered statue do with his life? There's killing people, of course, but a god needs a pantheon, so he sought out other villains, becoming heavily involved in the New York supervillain scene, trying really hard (like every other bad guy in town) to kill Kinestar (whom he still holds a grudge over trapping him in a block of cement and tossing him into the deepest reaches of the Atlantic). Eventually, he attracted the attention of the Tyranny League, who recruited him on the spot. He's become the effective field captain of the team, in charge of its battlefield tactics. Perhaps coincidentally, he's a good mediator (like the god Mercury) and knows how to smooth down conflicts, as well as heal his teammates with the caduceus staff.

 

Personality: Jericho prides himself on being a friendly guy, and sometimes comes across as a good ol’ boy. He has a soft spot (figuratively) for speedsters; and had a reasonably cordial relationship with Ricochet of the Hollywood Knights. He and Kid Mercury, on the other hand, don’t get along at all. The man stole his name, after all.

 

The friendly personality, however, is largely an affectation. Jericho's core personality is a fusion of Villier's southern roots and the god who's depicted on his metal skin. He is a proud, privileged megalomaniac who occasionally experiences delusions of godhood: when he lets his guard down, he becomes less of the scrappy Southern backroads rat and more like a modern incarnation of a god. It's a very odd fusion of two wildly different personalities who nonetheless have converged on common goals: get rich, spread terror, and have a helluva lot of fun in the process.

 

Powers/Tactics: Okay, Jericho Bronze is a gestalt inspired creature that's the living statue of a god, with the classical traits of the god Mercury grafted onto the personality of a homicidal redneck. You got that?

 

Tactically, Jericho is pretty much a standard speedster, using hit and run tactics. He'll use healing on teammates when he can get to them, but prefers to get involved in the offense.

 

The greatest frustration to Jericho is that despite his great powers, the costume is a permanent fixture on his skin, including an ever present fig leaf on the more... ahem.. manly part of his body. On the bright side (for him), people have never been able to chop off pieces of Jericho's body (though some have tried).

 

Mechanics Notes: The cost on the Kinetic Rebound power is higher than campaign maximums, due to the difficulties of grandfathering the power from 4e. If this bothers you, remove the power.

 

Appearance: Jericho Bronze is a living statue of the Greek God Mercury, 7' tall and several tons in weight. He is made from dark, black iron, but a coating of gold covers his skin. He has the shoulder cape, hat, winged sandals and the fig leaf that's the most common representation of the deity.

 

Jericho Bronze

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 HTH damage

35 DEX 75 16- OCV: 12/DCV: 12

35 CON 50 16-

30 BODY 40 15-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

35 PRE 25 16- PRE Attack: 7d6

20 COM 5 13-

10 PD 0 Total: 10/20 PD (0/10 rPD)

10 ED 3 Total: 10/20 ED (0/10 rED)

8 SPD 35 Phases: 2, 3, 5, 6, 8, 9, 11, 12

20 REC 6

80 END 5

80 STUN 7 Total Characteristics Cost: 315

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

150 Kinetic Rebound: EB 8d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Does x1 1/2 Knockback (+1/2), Damage Shield (Offensive; +3/4) 0

103 Winged Feet: Flight 23", No Turn Mode (+1/4), rapid Noncombat movement (+1/4), MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) 0

55 Divine Portfolio: Multipower, 55-point reserve

3u 1) Mind Control 11d6; Conditional Power Only On Messengers, Financiers, and Physicians (-1) 5

3u 2) Telepathy 11d6; Conditional Power Only On Messengers, Financiers, and Physicians (-1) 5

4u 3) Healing BODY 4d6, Can Heal Limbs 4

37 Armor (10 PD/10 ED), Hardened (+1/4) 0

22 Knockback Resistance -11" 0

11 Lack Of Weakness (-11) for Resistant Defenses 0

48 LS (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0

6 Radio: HRRP (Radio Group); OAF (-1) 0

 

Martial Arts: Speed and Dirty Infighting Moves

Maneuver OCV DCV Notes

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

4 Nerve Strike -1 +1 2d6 NND

4 Martial Flash -1 -1 Flash 4d6

5 Passing Disarm -1 -1 Disarm, 60 STR to Disarm; FMove

5 Passing Strike +1 +0 10d6 +v/5; FMove

5 Passing Throw +0 +0 10d6 +v/5; Target Falls; FMove

 

Skills

24 +3 with All Combat

9 +3 with Speed Maneuvers

3 Acrobatics 16-

3 Breakfall 16-

6 AK: New York State 15-

1 High Society 8-

3 Interrogation 16-

5 KS: Business 14-

4 KS: Paranormals 13-

1 KS: Graeco-Roman Mythology 8-

3 PS: Financier 12-

1 Seduction 8-

3 Tactics 13-

 

Total Powers & Skills Cost: 535

Total Cost: 850

 

200+ Disadvantages

25 Distinctive Features: Living Statue (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

10 Psychological Limitation: Casual Killer (Common, Moderate)

15 Psychological Limitation: Overconfidence (Common, Strong)

20 Reputation: Killer, 14- (Extreme)

15 Hunted: Columbia 8- (As Pow, NCI, Harshly Punish)

5 Social Limitation: Not A Legal Citizen (Occasionally, Minor)

5 Vulnerability: 1 1/2 x BODY Icon Gestalts (Uncommon)

5 Vulnerability: 1 1/2 x STUN Icon Gestalts (Uncommon)

 

Total Disadvantage Points: 850

 

Jericho Bronze Scenario Hooks

 

The Bronze Garden

Jericho Bronze decides to challenge an enemy (one of the PCs) to single combat, if he loses, he’ll provide them with a vitally needed piece of information, an antidote to one of Daimyo’s poisons, etc.. However if the PC accepts the challenge, they’ll arrive to find themselves in a garden of dozens of statues, all identical to Jericho, and the PCs must play a game of cat and mouse amidst a garden of bronze.

 

Sculpt For Me

Jericho Bronze looks for a Gestalt sculptor capable of creating a living statue of Venus (heck, he’d settle for a nymph) to serve as his mate. Of course, the big bronze lug will stop at nothing to get his mate, and the trail of bodies is extensive.

 

Turn To Stone

The Leviathans capture Jericho Bronze and attempt to turn him back into an inanimate statue – and if they can do that, they may find a way to neutralize all Gestalts. The PCs will be in the uncomfortable position of having to rescue one of the nastiest killers on the planet.

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