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JeffreyWKramer

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  1. More Malleable Man Forgot to include Malleable Man's HDC file.
  2. Character Revision - Malleable ManI previously presented a version of Malleable Man on this thread, but the one presented this time is lower-powered, representing him built as a 350-pt character. The reason for this is that I'm actually going to get to *play* some Champions for the first time in 9 years or more, rather than always GMing, and Malleable Man will be my PC. This is awesomely cool, because I always enjoyed playing him in the past, and I'm sure I'll have a great time with him now.Malleable ManPlayer: JWKramer Val Char Cost 20/45 STR 10 20 DEX 30 25 CON 30 15 BODY 10 13 INT 3 14 EGO 8 20 PRE 10 18 COM 4 20 PD 16 14 ED 9 4 SPD 10 10 REC 2 50 END 0 40 STUN 2 16" RUN02" SWIM014"/19" LEAP0Characteristics Cost: 144Cost Power END 18 Stretching Powers: Elemental Control, 36-point powers 19 1) The Long Reach of Malleable Man!: Stretching 6", Reduced Endurance (1/2 END; +1/4) (37 Active Points) 1 9 2) Constrictng: +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points); No Figured Characteristics (-1/2), Can Only Be Used With Grab/Squeeze, Clinging and Damage Shield. (-1/2) 10 3) Flexi-Dodge: +7 with DCV (35 Active Points); Only vs Attacks/Threats Malleable Man is Aware Of (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3 40 Malleable Form Powers: Multipower, 40-point reserve 2u 1) Mega-Punch!: Hand-To-Hand Attack +4d6, Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Hand-To-Hand Attack (-1/2), Cannot Be Used With Grab/Squeeze (-1/4) 0 3u 2) The Big Grab!: Area Of Effect Accurate (up to One Hex; +1/2) for up to 45 Active Points of STR, Reduced Endurance (0 END; +1/2) (33 Active Points) 0 3u 3) Liquid Form: Desolidification (affected by Cold) (40 Active Points); Cannot Pass Thru Water-Tight Substances/Surfaces (-1/4) 4 38 Minor Malleability Powers: Variable Power Pool (Can Add Appropriate Special Powers and Skill Levels As Powers, But Must Take "Costs END" Limitation On Such Powers), 20 base + 18 control cost, Changing Powers Requires Unmodified Powers Skill Roll (+3/4), Powers Can Be Changed As A Zero-Phase Action (+1) (47 Active Points); Stretching/Body Alteration Powers Only (-1/2) 0 1) Slingshot!: +20 STR (20 Active Points); No Figured Characteristics (-1/2), Only For Throwing (-1/2) Real Cost: 10 2 0 2) Super-Expansion!: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 728 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (19 Active Points) Real Cost: 19 1 0 3) Gotta Pull Myself Together!: Healing BODY 2d6 (20 Active Points) Real Cost: 20 2 0 4) Really, Really Deep Breath: Life Support (Extended Breathing: 1 END per 20 Minutes) (4 Active Points) Real Cost: 4 0 0 5) Make A Big Bubble: Life Support (Extended Breathing: 1 END per 5 Minutes), Usable Simultaneously (up to 8 people at once; +1) (6 Active Points) Real Cost: 6 0 0 6) Hey, Batta Batta Batta!: Missile Deflection (Thrown Objects) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1 0 7) Body Parawing: Gliding 10", Usable Simultaneously (up to 2 people at once; +1/2) (15 Active Points) Real Cost: 15 0 0 8) Body Surfing: Gliding 8", Usable Simultaneously (up to 2 people at once; +1/2) (12 Active Points); Water Gliding - Only Along Surface Of Water (-1/4) Real Cost: 10 0 0 9) Super-Springing!: Leaping +10" (14"/19" forward, 7"/9 1/2" upward) (Accurate) (15 Active Points) Real Cost: 15 1 0 10) The Long Legs Of The Law!: Running +10" (16" total) (20 Active Points) Real Cost: 20 2 0 11) Climb The Walls: Clinging (normal STR) (10 Active Points) Real Cost: 10 0 0 12) Olfactory Excellence!: (Total: 15 Active Cost, 9 Real Cost) Discriminatory with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus Tracking with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) plus +5 PER with Normal Smell (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) Real Cost: 9 3 0 13) Close To The Ground: +5 with Stealth (10 Active Points); Costs Endurance (-1/2) Real Cost: 7 1 0 14) I Need A Hand Here....Ah, There's One Now: Extra Limbs (Any Number) (1) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1 0 15) Ooey-Gooey Insta-Grapple!: Clinging (normal STR), Damage Shield (+1/2) (15 Active Points); Costs Endurance (-1/2) Real Cost: 10 1 5 Hard To Hurt: Hardened (+1/4) (5 Active Points) applied to PD 3 Hard To Hurt: Hardened (+1/4) (3 Active Points) applied to ED 12 Hard to Hurt: Damage Resistance (15 PD/5 ED), Hardened (+1/4) (12 Active Points) 0 5 Malleable Body: Lack Of Weakness (-5) for Normal Defense 0 5 Malleable Body: Lack Of Weakness (-5) for Resistant Defenses 0 5 Adaptable Physiology: Power Defense (5 points), Hardened (+1/4) (6 Active Points); Not vs. Cold (-1/4) 0 Powers Cost: 177Cost Skill 3 Breakfall 13- 3 Deduction 12- 5 Power -Malleable Body Powers (CON-Based) 15- 3 Shadowing 12- 3 Stealth 13- 3 KS: Comics, Comic Strips and Cartoons 12- 6 PS: Cartoonist/Comic Artist 15- 3 AK: Chigago 12- Skills Cost: 29Val Disadvantages 10 Dependent NPC: Dr. Lisa Lanning (Girlfriend) 11- (Normal; Useful Noncombat Position or Skills) 10 Dependent NPC: Mindy Mayhew, Police Detective (Sister) 11- (Normal; Useful Noncombat Position or Skills) 5 Distinctive Features: Malleable/Very Durable Skin/Flesh (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish) 5 Hunted: Foxbat 8- (As Pow, Mildly Punish/Embarrass) 10 Hunted: Ogre 8- (As Pow, Harshly Punish) 5 Hunted: Cold-Based Villain 8- (As Pow, Mildly Punish (Embarrass/Defeat)) 20 Psychological Limitation: Code Against Killing (Common, Total) 15 Psychological Limitation: Smartass - Jokes, Taunts Villains, etc. (Very Common, Moderate) 15 Psychological Limitation: Protects Innocents (Common, Strong) 15 Social Limitation: Secret Identity - Matt Mayhew (Frequently, Major) 5 Unluck: 1d6 10 Vulnerability: 1 1/2 x STUN Explosions (Common) 10 Vulnerability: 1 1/2 x Effect Cold-Based Attacks (Common) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.85 m Hair: Brown Weight: 91.00 kg Eyes: Green Appearance: Matt wears black boots, a dark green domino mask, dark green pants and gloves, a black, v-cut, sleveless shirt with most of the front taken up by a light green, stylized "M" design, and a yellow belt with an "M" belt buckle. He has medium-length brown hair, combed straight back.Personality: As Malleable Man, Matt Mayhew fights crime for the adventure and simply because it's the right thing to do. His style is loud, energetic, full of humor and a bit self-aggrandizing, as demonstrated by his tendency to give his powers and fighting maneuvers goofy, bombastic names. He has a strong sense of right and wrong, and is careful to gauge the level of force he uses against an opponent so as to not inflict lethal damage. He is also careful to avoid causing harm to bystanders or putting them at risk, and if he has to choose between protecting the innocent and letting a criminal go free, he'll choose to protect the innocent every time, with the only possible exception being if letting the criminal go free would certainly cause even greater harm.Quote:"Whoa, cool powers! Those orange power bolts go great with the purple cape, man! But I've got even cooler powers... so prepare to feel the Mighty Mega-Punch!"Background: Growing up, Matt Mayhew was always pretty unremarkable except for two things - a good sense of humr and exceptional artistic skills. From a very early age, these skills combined to make him interested in cartooning. He pursued that dream, even though his parents and older sister never considered art to be a very practical skill; in fact, Matt was a real disappointment to his dad, a career police officer, who felt Matt should do something more serious. Despite this lack of support, Matt became quite successful in his field. Matt didn't take much of anything seriously until he happened to attend a party where a pretty girl caught his eye. When the girl in question, Lisa Lanning, turned out to be a renowned research chemist, Matt initially thought her out of his league, but he couldn't get her out of her mind, and he devoted himself to trying to grab her attention. Dropping by her lab at the University to ask her out for lunch, Matt found a group of thugs and the costumed villain Holocaust roughing her up; it turns out Holocaust had heard about a project of hers which he believed would benefit one of his nefarious plans. Matt tried to defend Lisa but quickly ended up badly wounded, unconscious, tossed into a vat of experimental polymer liquid and left for dead. However, shortly after the villains left, he emerged from the vat, surprisingly unharmed and possessed of amazing powers, including the a resilient, flexible and malleable body. Having overheard Holocaust detail his plans while departing, Matt sped to save Lisa, and managed to do so after a prolonged fight and lots of luck. Afterward, Lisa asked him what he planned to do with his powers. Dismayed by her resposne when he said he planned to ignore them and go on with life, he asked what she thought he should do. "Use them to help people...to save lives, like you did mine. Be a hero!" Matt wasn't too sure about that idea at first, but he decided to try it out, in order to impress Lisa. He designed a suitably comic-book uniform and chose a name that fit his newfound powers - Malleable Man - then set about fighting crime. To his surprise, he found he was pretty good at it... and that a lot of the time, it was a blast! Having won Lisa long ago, Matt remains a hero because it's the right thing to do... but while he takes that duty seriously, he refuses to let it be a drag, and is always quick to crack a joke at some villain's expense. Only two people know that Matt Mayhew is Malleable Man - Lisa and his sister, Mindy, a police detective. Powers/Tactics: Exposure to experimental chemicals (perhaps affected by Holocaust's powers) made Matt Mayhew's body extremely pliable and durable. He is able to stretch any part of his body, constrict opponents, shift his body to a tar-like or even liquid consistency and avoid attacks by stretching out of their way - or even by opening a hole in his body! He can also produce a wide range of effects such as shrinking, growing, bouncing or leaping great distances by turning his legs spring-like, run quickly by stretching his legs, glide by flattening his body into a parafoil form, make his senses more acute by changing the shape of his sensory organs or easily hide by flattening himself. Malleable Man is extremely skilled with his powers, and has figured out how to use his stretching to attack indirectly and add velocity to his punches. Malleable Man has two significant weaknesses. First, explosions tend to tax the limits of even his malleability. Second, his flexible form doesn't deal as well with intense cold as with other sorts of attacks. Campaign Use: Next time - An All-New Character (#37 on this thread)
  3. Re: Your Favorite Useless Power I love that idea! That's both fun and appropriate, especially for a more action-movie sort of character. You could do so much with that... Foxbat shows up and the Three Stooges theme plays in the background...the seductive villainness shows up, and the character perceives "wocka wocka" style 70s porn music in the background...
  4. Re: New Character Background - Opinions Welcome That is a very well-written background. Well done. Though sports psychology is not my area of expertise, I was once a research assistant to someone who did a lot of sports psych research. I've also worked with Olympic-level and professional athletes as therapy clients a few times over the years, and I think you did an exceptional job of catching a lot of the nuances I've seen in such folk. Again, well done.
  5. Re: What is it about Champions? There are a lot of old-time players who've never actually played the game - or who played it with a bunch of mega-munchkins - who dis it on the basis of what they've heard, or very limited information/exposure at best. There used to be a column in the old SPACE GAMER magazine that featured rules that made no sense, and it was common for early-editions CHAMPIONS rules to be featured there. For example, the way the concept of pushing STR used to work, any supposed normal could easily kick a car to pieces in fairly short order. Also, honestly, even as a hardcore Champs guy, back in the day, half the campaigns I saw, I wouldn't have gone near, because the GMs and players weren't playing the game as a reflection of comics, but rather as just a system one could twink around with to get powerful effects by piling on a bunch of stupid Limitations.
  6. Re: Okay, how do you want them to handle the OTHER Organizations? This I would of course enjoy. A revised STRIKE FORCE would be a good thing, and the Blood are, IMHO, among the very best of the classic CHAMPIONS concepts.
  7. Re: Your Favorite Useless Power "He's Dead, Jim" - Simulate Death, Persistent, Always on, Character Cannot Take Actions While Power Is In Effect (-2)
  8. Re: Your Favorite Useless Power KS: Carrot Top 16- Well, I guess we can home someone like the Monster has that one, as preparation for targeting Carrot Top as his next victim.
  9. Re: Spiffiest Power Name? As I recall, Flesh Gordon had a bunch of pretty cool power names.
  10. Re: Okay, how do you want them to handle the OTHER Organizations? I never found them the least bit interesting, personally.
  11. Re: Your Favorite Useless Power Detect Honest Politicians - You probably need about 38 levels of Mega-Scale to find one. Extra Limb - Prehensile Scrotum. Actually, this could have some potential uses, though not of the sort likely to come up in a CHAMPIONS campaign. Maybe when PORN HERO is released
  12. Re: An idea on how to make characters The problem is, there are plenty of valid supers who, sans powers, would not be valid Heroic level characters. Beyond, that, the question would be "what sort of heroic character". The sort of character I designed for a horror campaign might well work with your approach, but the sort of character I'd develop for a military-style campain wouldn't be a good basis for the sorts of supers I like to play.
  13. Re: The Authority RPG ???? Conversely, I've rarely played or built a Champions character who couldn't have found good uses for a few more points and still kept within theme/concept. Skills and skill levels are never a bad thing. Multipowers that get large enough (particularly for spellcaster sorts or psi-guys) can eventually be reconfigured as VPPs for only minimal point expenditures. The guy with the power armor could always develop a gadget pool over time. The skill guy can purchase and contniually add to a utility belt/vest. The martial artist can expand his repertoire beyond karate and muay Thay into aikido or jiujutsu. Strong guy can buy down that enraged, but levels with thrown objects or start working on brick tricks. Flying energy guy can learn to better-calibrate his blasts in order to vary special effects or turn some of those one-time Powers-skill stunts into ongoing options via Variable or Naked Advantages. Fast guy can get good at kicking up dust storms to blind opponents (area Flash) or buy levels with Move By. Anyone who adventures with a team (i.e., most Champions PCs) should always consider buying or adding to the Teamwork Skill - or even buying some CSLs that only function with coordinated attacks. If you have done good deeds, buy some Reputation, so you can get better contracts for your action figure line.
  14. Re: Sharing the Wealth (Nods to Enforcer84) That could be an interesting plot development! Horus-Re and Microman II (via his dad) definitely know about Dr. Temple's former career.
  15. Character #36 - Dr. Aaron TempleThe character this time around is an NPC in my current campaign - a retired superhero who might serve as an ally or expert on matters pertaining to metahuman psychiatry. Included after the character description is a brief discussion of a specialized organization/treatment facility.Aaron Temple, MDPlayer: NPC (Former Hero/Ally) Val Char Cost 10 STR 0 10 DEX 0 15 CON 10 15 BODY 10 20 INT 10 17 EGO 14 18 PRE 8 18 COM 4 6 PD 4 6 ED 3 4 SPD 20 5 REC 0 30 END 0 28 STUN 0 4" RUN-42" SWIM01" LEAP-1Characteristics Cost: 78Cost Power END 12 Psionic Powers: Multipower, 30-point reserve, (30 Active Points); all slots Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2), Side Effects (-1/2) 1u 1) Psychokinesis: Telekinesis (3 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) (29 Active Points); Side Effects - 1 1/2d6 Drain vs. CON, Occurs Automatically (-1/2), Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2) 6 1u 2) Telepathy: Telepathy 6d6 (Human class of minds) (30 Active Points); Side Effects - Migraine (1 1/2d6 Drain vs. INT, Recover 5 pts/Hour) (-1/2), Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2) 6 1u 3) Telekinetic Shield: Force Wall (6 PD/6 ED) (30 Active Points); Side Effects - Cardiac Arrest (4d6 EB, Physical + 1/2d6KA) (-1/2), Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2) 6 12 Mental Shields: Mental Defense (15 points total) 0 13 Mental Awareness, +3 to PER Roll, Discriminatory, Analyze 0 34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15- Powers Cost: 74Cost Skill 10 +1 Overall 3 Bureaucratics 13- 3 Conversation 13- 3 Deduction 13- 7 Paramedics 15- 3 Persuasion 13- 3 Scholar 2 1) KS: Psionic World (3 Active Points) 13- 2 2) KS: Superhuman World (3 Active Points) 13- 3 3) KS: Zen (4 Active Points) 14- 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 1 2) Language: French (fluent conversation) (2 Active Points) 1 3) Language: German (fluent conversation) (2 Active Points) 2 4) Language: Hebrew (completely fluent) (3 Active Points) 1 5) Language: Latin (fluent conversation) (2 Active Points) 1 6) Language: Spanish (fluent conversation) (2 Active Points) 1 7) Language: Yiddish (fluent conversation) (2 Active Points) 3 Jack of All Trades 2 1) PS: Instructor (3 Active Points) 13- 2 2) PS: Physician (3 Active Points) 13- 4 3) PS: Psychiatrist (5 Active Points) 15- 2 4) PS: Researcher (3 Active Points) 13- 3 Scientist 2 1) SS: Criminology 13- (3 Active Points) 1 2) SS: Forensic Psychiatry 11- (2 Active Points) 2 3) SS: Medicine 13- (3 Active Points) 2 4) SS: Neurology 13- (3 Active Points) 2 5) SS: Pharmacology 13- (3 Active Points) 3 6) SS: Psionics 14- (4 Active Points) 4 7) SS: Psychiatry 15- (5 Active Points) 1 8) SS: Psychology 11- (2 Active Points) Skills Cost: 82Cost Perk 7 Contact - Mayte Sanchez, PRIMUS Silver Avenger, Millennium City (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 11- 50 50 pts of contacts among Superheroes, UNTIL, Psychiatric/Medical/Mental Health Providers 1 Fringe Benefit: License to practice psychiatry 3 Fringe Benefit: Security Clearance: PRIMUS/UNTIL/DOPSA 4 Fringe Benefit: Top Man (Special Consultant to PRIMUS and DOPSA) 3 Fringe Benefit: Membership - L'Institut Thoth 1 Fringe Benefit: Membership - PRIMUS Technical/Advisory Staff 4 Reputation: Former Superhero, Fought With Valor At The Battle Of Detroit (A medium-sized group - Long-Time Superheroes) 11-, +4/+4d6 6 Reputation: Top-Rank Psychiatrist and Psi Researcher (A large group - DOPSA, UNTIL, PRIMUS, L'Institut Thoth) 11-, +3/+3d6 Perks Cost: 79Val Disadvantages 15 Dependent NPC: Joan Foreman, PhD (Fiance) 11- (Normal) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Physical Limitation: Easily Loses Balance, Walks With Cane (Frequently, Slightly Impairing) 15 Psychological Limitation: Hypocratic Oath (Uncommon, Total) 15 Psychological Limitation: Intellectually Curious (Common, Strong) 15 Psychological Limitation: Protective of Others (Common, Strong) 10 Social Limitation: Secret Identity (Former Superhero) (Occasionally, Major) Disadvantage Points: 90Base Points: 200Experience Required: 23Total Experience Available: 23Experience Unspent: 0Total Character Cost: 313 Height: 1.85 m Hair: Platinum Blond Weight: 80.00 kg Eyes: Blue Appearance: Aaron Tempis is a tall, very thin, Caucasian man, age 46, with shoulder-length, platinum-blonde hair, worn tied back in a short ponytail. He walks with a cane and is obviously impaired on his left side. He dresses casually, favoring khaki slacks, sweaters and lab coats. During his career as Psihawk, he was much more muscular and wore a white, tan and blue uniform with a beaked, white half-face mask. His superhero name was inspired by the special effect - a shimmering blue, winged energy field - that accompanied his TK flight.Personality: Though no longer an active superhero, Aaron Temple is still a heroic individual at heart, and should he witness anyone being threatened or harmed, his physical infirmity would not stop him from intervening. If absolutely necessary, he will even call upon the remnants of his once-mighty psionic abilities, though he knows that he risks infirmity - or even death - by doing so. At the same time, Temple takes his Hypocratic Oath very seriously, and he gives his very best effort to every one of his patients. He is also very intellectually curious, and can easily find himself drawn deep into any mysteries, either clinical or mundane, which come his way. Quote:"Keep in mind, there's mental illness, and then there's evil. The two can overlap, but they aren't the same thing. And then there's Foxbat. The clinical term for him is 'comple fruitcake.'"Background: Dr. Aaron Temple (MD/Johns Hopkins) is a Board Certified Psychiatrist. He is currently the Chief of Psychiatry at the Waldameer Institute For Superhuman and Paranormal Psychiatry, and in that capacity has become well-known as an expert in psionics and superhuman psychiatry. What's not as well-known (though it's no secret among those superheroes who were around at the time of the Battle of Detroit) is that Dr. Temple was once himself a superhero. Aaron Temple is a mutant, born with natural psionic abilities. At one time, he was one of the most powerful psionic individuals on earth, possessed of a wide range of powerful telepathic and telekinetic abilities that put him at approximately the same power level as Mentalla. For several years he used these abilities to fight crime as Psihawk. During his time as a hero, he mostly operated solo, though he did work with both the Justice Squadron and the previous incarnation of the Sentinels on a couple of cases, and was a Justice Squadron Reservist. It was in this capacity that he was called to duty in Detroit in July, 1992. Psihawk was one of the heroes in the ground team that attacked Dr. Destroyer's Detroit lair and ended up facing off against Dr. Destroyer's horde of fanatical operatives, killer robots and monstrous or insane supervillains. At one point in the battle, he saw the murderous villain Ripsaw tearing his way through a group of PRIMUS personnel. A couple of ego blasts were sufficient to take Ripsaw out of he fight, but when he swooped down to offer emergency medical care to the injured PRIMUS agents, he attracted the attention of the villainous brick, Ogre. Blindsided by Ogre's leaping slam, Psihawk felt his telekinetic force field first buckle, then collapse under Ogre's furious fists. The last thing he felt during that fight was a blow to the left side of his skull. Ogre's mighty fists had shattered his skull. Though he survived the fight due to the efforts of brave paramedic crews, he was comatose for more than two weeks, and had suffered brain damage resulting in lasting physical impairment and loss of all but a tiny fraction of his psionic abilities. After a long period of rehabilitative and physical therapy, Aaron Temple was able to return to his psychiatric practice. He also started doing research, and some early papers attracted the attention of L'Institut Thoth scientists who eventually recruited him for the Institut. More recently, he was chosen as Chief of Psychiatry for the Waldemeer Institute, where he met his fiance, Joan Foreman, PhD, the Institute's Chief Psychologist. Though forcibly retired from superheroing, Aaron Temple continues to serve the public good, as a researcher, by providing psychiatric care to paranormal individuals and by supervising the care of the mentally ill supervillains in Waldameer's forensic psychiatric unit. He is on good terms with many of the superheroes he knew during his own time as a hero, even though his current job keeps him too busy to maintain much contact with such former allies. Powers/Tactics: These days, Aaron Temple fights the good fight primarily on the intellectual level. He is a very intelligent man and a truly gifted and insightful clinical and research psychiatrist, with considerable expertise across a wide range of medical and mental health fields. When hard-pressed, Temple can attempt to use his psionic abilities. He maintains enough telepathic ability to usually be able to read surface thoughts, which can help him undestand what is going on with someone too confused, distressed or disturbed to communicate effectively. He can also erect small barriers of telekinetic force, and he posseses relatively weak but very precise telekinetic abilities which are invisible to normal senses (but visible to Mental Awareness), but all of Temple's psionic abilities are unreliable (14- Activation), and he risks debilitating exhaustion, severe and blinding migraines or even cardiac arrest by using them. Temple maintains strong mental defenses, and his mental awareness is unusually sensitive and precise, providing him thorough information about any psionic effect he observes, including type of power, rough estimate of active points, any advantages and most disadvantages the power might have. Campaign Use: Dr. Temple serves as a potential contact, ally and source of information to heroes. He may be consulted as an expert in many fields, including general or superhuman psychiatry and psionics, or in regard to a former patient (though he will only provide this information as appropriate to prevent harm or as covered by applicable laws and ethical standards applying to doctor/patient confidentiality). The Waldemeer Institute itself might also serve as a soruce of story ideas, or as a plot element in other stories. Many dangerously mentally ill supervillains are held in the forensic psychiatric unit, and one might escape, or the heroes might seek some information from one of them. Beyond that, given that the Institute also provides general outpatient psychiatric and mental health services to superhumans, any number of groups - including VIPER, PSI and the IHA - might be interested in getting a look at the patient files. The Waldameer Institute For Superhuman/Paranormal Psychiatry The Waldameer Institute was established in 1996, and represents a joint (and to this point unique) project by L'Institut Thoth and PRIMUS. The only child of millionnaire industrialist Lars Waldameer and his wife, Janet, became depressed and committed suicide due to being unable to control his emerging telepathic abilities. The Waldameers subsequently gave a large grant to L'Institut Thoth, conditional to L'Institut establishing a center for research into and care of metahuman psychiatric and mental health issues. Around the same time, PRIMUS and Stronghold came under criticism by groups concerned with the rights of mentally ill individuals, due to several incidents of mishandling of mentally ill supercriminals. These incidents resulted in congressional hearings and, eventually, legislation mandating changes to the system. Thus, a concordance of goals brought PRIMUS and L'Instutut to negotiations about a possible joint venture. The result was the Waldameer Institute.Mission: The Waldameer Institute was established to provide treatment for mentally ill superhumans and paranormals, and to conduct research into mental illness and superhuman/paranormal abilities so as to provide for better treatment and understanding of both conditions in the future. Toward this mission, the Institute provides for outpatient and inpatient psychotherapy and psychiatric services to those with documented paranormal abilities. Such treatment is provided on a sliding fee scale, and fees may be waived in exchange for cooperation in research projects, which range from simple study of a given paranormal’s abilities through experimental treatment protocols. These services are provided by Institute staff, who are employees of and paid by L'Institut Thoth. The Institute also houses a criminal/forensic unit for evaluation and indefinite containment of superhumans/paranormals judged mentally unfit for trial or found not guilty of major offenses for reasons of insanity or mental disability. This unit is jointly administered by Institute staff and PRIMUS personnel, with PRIMUS responsible for security and legal liason services and Institute staff responsible for care of the unit's patients. External oversight is provided by DOPSA, the US Department of Health and Human Services, the Department of Health and Human Services for the State of Michigan and L'Institut Thoth. Located near the northwest corner of Millennium City (between Memorial Park and the Wayne County line), the Waldameer Institute looks like a rather ordinary, modern-style, three-story office building. Its grounds are surrounded by a wall, with entry via two guarded gates, and are also monitored by security cameras. The building consists of three above-ground floors and two basement levels. The three above-ground floors are readily handicap-accessible. Access to the basement levels is by elevator and requires one to pass through a security checkpoint.1st Floor – Reception and Administrative Offices2nd Floor – Outpatient Services; Psychology; Medical Records; Research Labs3rd Floor – Community Inpatient Services Basement 1 - Security (PRIMUS), Forensic Unit Administration, Physical PlantBasement 2 – Forensic UnitSecurity - All external exit/entry points and elevators, the clinical records and research areas, the 3rd floor access points and the entirety of the basement levels is monitored by security cameras and sophisticated sensors which include infrared and psi sensors. The basement-access elevator (including shaft) and the entirety of the basement levels incorporate energy fields providing structural reinforcement and capable of blocking typical teleportation abilities (10/10 Hardened Force Field). Individual rooms/cells in the Forensic Unit can be installed with additional security measures similar to those utilized by Stronghold and PRIMUS holding facilities. The main security office maintains live camera feed, an alarm and a direct phone line to the Millennium City PRIMUS Headquarters.Community Inpatient Services consists of three separate inpatient psychiatric units (men, women and child/adolescent). Each unit has separate pharmaceutical storage areas and facilities for individuals requiring physical restraint. The men's and women's units are each capable of handling 15 patients, while the child/adolescent unit can handle 20. The Forensic Unit has space for up to 25 patients.
  16. Re: The Authority RPG ???? Though I'm loathe to even mention Mark Millar's run on THE AUTHORITY, it should be noted that some of the feats he pulled off during that run were pretty impressive. His heat vision was sufficient to entirely incinerate a powerful villain with one blast, and as I recall he did essentially the same thing to an evil analogue of the Engineer.
  17. Re: The Authority RPG ???? Horus-Re's big brother.
  18. Re: The Authority RPG ???? And I concur.
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