Showing posts with label Sigil Universe. Show all posts
Showing posts with label Sigil Universe. Show all posts

Adversary

Origin: Transformed
Real Name: Sebastian Pope
First Appearance: Eidolons! Comics #15 [Sigil Publications July 2015]

ABILITIES


Prowess 2 {Poor}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 7 {Incredible}
Awareness 7 {Incredible}
Willpower 7 {Incredible}

Stamina: 10
Determination: * - Villain

SPECIALTIES


Business Master
Law Master
Mental Resistance
Technology Master

POWERS


Aging Resistance [Limit: Linked to Energy Drain] 9 {Fantastic}
Energy Drain [Limits: Addicted to his powers] 9 {Fantastic}
      Ability Drain [Intellect]
      Ability Drain [Awareness]
      Ability Drain [Willpower]
      Influence
Life Support 1 {Weak}
      Sleeping

QUALITIES

. Sore Loser.
. Filthy rich.
. Envious of other ultras jovial physicality. 

Points: 94


ORIGIN STORY

Imagine you could have the genius of Da Vinci, of Archimedes, of Leibniz, of Shakespeare. More: imagine you could, just by touching someone else, take their intelligence, their wits, their will as yours. Sebastian Pope got that. A librarian in what is today's Elsewhere Metroplex University Campus, Pope was a man in his late sixties who, for a split second, shared the same dimensional coordinates with nearly all his multiversal selves, when Elsewhere came to being. One in a billion occurrence, Pope now was almost all he could be. Almost.

He soon discovered that, besides having now a superhuman intellect (cognitive abilties honed into extraordinary focus, he is able to concentrate on several lines of thought simultaneously, and even carry on a conversation while doing so), keen perception and iron will, he could incorporate anyone's mental attributes to his. He was also able to speak telepathically to his victims and, usually, control them, until they fully recover from his attacks. Wasting no time, he started using his powers to get rich. In a week, he was one of the thirty richest men in the world, the richest in Elsewhere. In a short while, he became a business tycoon, an unparallel lawyer (savvy in all areas of Law) and knowledgeable user of various forms of advanced technology.  Combined with his reduced need for sleep (rarely sleeping more than two hours a night), he is more productive in one day than an ordinary person would be in a month. Frustatingly, though, he wasn't satisfied with his physical attributes, because he was, in his own words, "caged in an old body". However, his powers granted him an extreme delayed aging process.

Not satisfied with his condition, as soon as he established his financial empire, he started a quest to discover how he could get younger again. It hasn't proved impossible, so all he had to do is finding out how to achieve that. Being Elsewhere a crossroad of possibilities, and full of ultrahumans like him (possibly with some chronal powers), Sebastian Pope spares no effort in getting whatever he wants. And although it doesn't happen often, when he loses, he tends to take it out on everyone around him. Additionally, he also becomes obsessed with the person he lost to until he gets a rematch and wins.

Sebastian Pope's thirst for knowledge ensures that no realm of human study is long neglected. His experience and keen intellect make him a formidable opponent. Given sufficient information, he is capable of predicting and preparing for nearly any eventuality. His resources and his influence are both virtually unlimited.

Another villain without a costume. I guess it's because wickedness mostly comes in normal clothes. Adversary is a very powerful villain, and his points show that. My take on types like Kingpin, with a twist: envy is his driving force. Character created according to rules presented in ICONS Great Power book and ICONS Superpowered Roleplaying: The Assembled Edition.
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Codename: T.H.O.R.

Origin: Birthright
Real Name: Tactical Humanoid Organic Replicant
First Appearance: Eidolons! Comics #14 [Sigil Publications June 2015]

ABILITIES

Prowess 5 {Good}
Coordination 5 {Good}
Strength 5 {Good}
Intellect 5 {Good}
Awareness 5 {Good}
Willpower 5 {Good}

Stamina 10
Determination 5

SPECIALTIES


Depending on the template, such as:
T.H.O.R. 007 - Espionage, Investigation, Weapons (guns)
T.H.O.R. 101 -  Athletics, Escape Artistry, Mental Resistance
T.H.O.R 300 - Cinematic Combat, Martial Arts, Wrestling 

POWERS

Damage Resistance ["Relentlessness", Limit: Stamina Only] 5 {Good}
Power Mimicry ["Eidetic Kinaesthesia" (Limits: Specialties Only)] 3 {Average}
       Specialty Duplication
       Visual 

QUALITIES

. Serial clone.
. Compelled Into Service.
. Never Surrender! 

Points: 41


ORIGIN STORY

Codename: T.H.O.R. (Tactical Humanoid Organic Replicant) is another creation of C.R.E.S.T. (Center for Research in Electronics, Space and Technology), now aimed at counteracting Ultiman, as well as providing the army with stronger, albeit expendable, corps.

Codename: T.H.O.R. isn't an individual, but a series of clones. The clones look exactly the same: a sturdy physical and mental specimen, always bald. They also have slightly enhanced reaction time, heightened resistance to damage and unyielding resolve, prefering to die to capitulating. The clones are usually imbued with skills and knowledge specific to their individual mission. Their greatest power, though, lies in their neuro-mimetic enclaves, which allow them to duplicate any action they see. They can learn an incredible amount at amazing speed, picking up skills, languages, fighting techniques, etc, in no time at all. So far, they have the combat engrams of world's best boxers in their neural enclaves (because of the prolonged hours watching a sports TV channel). Each Codename: T.H.O.R. is a polymath ("a person of great and varied learning"),

Codename: T.H.O.R. is usually seen carrying out his missions alone,  yet in very rare occasions two or three individuals (up to five, in catastrophic, world-shaking situations) work together. It's not because they are expendable that they are cheap, so, it's more an economic, rather than tactical, decision.

It was originally thought to be a villain, with Ability Boost, but thanks to +Steve Kenson Power Mimicry was brought to play in order to keep the character's rationale. It should have been level 8 — which I deemed unnecessarily high, since it's about Specialties. Particularly satisfying, the Stamina Only limitation gave a distinct touch to the character. Created according to the rules presented in ICONS Great Power book and ICONS Superpowered Roleplaying: The Assembled Edition.
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Bedlam

Origin: Transformed
Real Name: Drake Carruthers
First Appearance: Eidolons! Comics #13 [Sigil Publications January 2013]

ABILITIES

Prowess 4 {Fair}
Coordination 6 {Great}
Strength 6 {Great}
Intellect 3 {Average}
Awareness 5 {Good}
Willpower 4 {Fair}

Stamina 10
Determination 1

SPECIALTIES


Acrobatics Expert

POWERS


Servant ["Commotions"] 10 {Supreme}
      Instant
      Multiple
      Sensory Link

SERVANTS

Prowess 4 {Fair}
Coordination 6 {Great}
Strength 4 {Fair}
      Claws 2 {Poor}
      Damage Resistance 6 {Great}
      Super-Speed 2 {Poor}
Additional Servants 16

QUALITIES

. "If we get together we'll be causing a commotion!" 
. Motivation: Have fun and help his friend while trying to regain his former life.
. Monstrous appearance. 

Points: 68

ORIGIN STORY

Drake Carruthers was Tristan Osiris (Nemesis) best friend. Or rather say, he's still Tristan's best friend. And he happened to be in Tristan's house when The One arrived. Bathed by the same interdimensional energies which granted his friend with amazing powers, Drake developed powers of his own. Unfortunately, he also got an unwelcome physical transformation: his body is now fully covered in white fur and his eyes are completely yellow, with no discernible pupils or irises. Fangs protrude from his lips, adding a bestial semblance to his former handsome face.

Along with his physical transformation, his coordination, reaction time, agility and strength was augmented tenfold. More importantly, he can now create miniature/childlike duplicates of himself capable of independent thought, feeling, and action, although they are telepathically linked and remain in existence for as long as he wills them to; his phenomenal physical attributes of strength, stamina, agility, coordination are also shared by his "Commotions", as he calls them. They also have nails which are actual short, hardened retractable razor sharp claws, very similar to a cat's. The maximum number of "Commotions" (as Bedlam call them) have been seventeen at one given time.

Still struggling with his awkward appearance, Bedlam, as Drake calls himself now, embarked on several adventures, almost always helping his friend Tristan.

To create Bedlam, I had to ask for help of Steve Kenson, who kindly replied to my inquiries about Servant power. Character created according to rules presented in ICONS Great Power book.
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Nemesis

Origin: Transformed
Real Name: Tristan Osiris
First Appearance: Eidolons! Comics #10 [Sigil Publications October 2012]

ABILITIES

Prowess 3 {Average}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina 7
Determination 1

SPECIALTIES


Power (Nemesis)
Trivia Expert ("Ultras", powers)

POWERS


Adaptation 8 {Amazing}
       Instant
       Regeneration
Nemesis 10 {Supreme}
       Danger Sense
       Instant

QUALITIES


. Weakness: Although very powerful, he's still short sighted and needs glasses.
. Sharp wit.
. Loves being a superhero. 

Points: 60


ORIGIN STORY

Tristan Osiris was your run-of-the-mill guy, not special in any way, maybe except for his astounding knowledge of ultras, heroes and villains, and their powers and his funny, sharp wit. Working in a magazine specialized in ultras’ stories, he thought he had found his niche and that was that. But it wasn't. When The One arrived on Earth dimension, it happened to arrive in Tristan Osiris's house. The multiversal energies that accompanied The One's arrival showered Tristan, transforming him forever. Now, not an undistinguished fellow anymore, Tristan Osiris was one of the most powerful ultras in the multiverse.

Coupled with immense regenerative abilities, his body automatically adapts to any situation he is placed in, allowing him to survive possibly anything; he can spontaneously develop the powers appropriate to defeat any opponent for the duration of the battle, though he cannot choose which power to develop. His power somehow "senses" what will be most effective against a given opponent and generates an adaptation automatically. For the most part, his power concerns itself with more efficient methods of survival than Nemesis himself might choose; for example, instead of continually increasing his powers when taking punishment from a super-strong opponent, his body simply might teleport him away from the fight. Though he cannot actively control the change, he immediately/instinctively knows how his new abilities function and how to utilize them. The variety of his power manifestations appears to be almost limitless.

Additionally, he has the ability to subconsciously detect danger in his immediate area, hardly ever being caught off-guard. His "kinaesthetic awareness" is a mixture of Danger Sense, Nemesis power and Adaptation, adding to his Awareness only when he's being attacked. It is also of note that his power can work when dealing with non-immediately-life-threatening situations, such as rendering it impossible for him to get drunk by allowing his body to process alcohol much faster than the human norm.

Nemesis is an enthusiastic ultra: he's having the time of his life.

My favourite original character ever. Adaptable, relentless and merry at the same time. His namesake reveals exactly that: whoever or whatever he faces, he can ultimately handle them. Crafted in an extreme lucky break - when the dice were rolled, his powers were all determined in high levels, maybe as a compensation for his very ordinary abilities - it was one of the most satisfying creations since I've begun playing ICONS. Character created according to rules presented in ICONS Great Power book and ICONS Superpowered Roleplaying: The Assembled Edition.
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Physician

Origin: Transformed
Real Name: Redford Cross
First Appearance: Eidolons! Comics #12 [Sigil Publications December 2012]

ABILITIES

Prowess 3 {Average}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina 8
Determination 1

SPECIALTIES


Medicine Expert

POWERS


Healing 10 {Supreme}
      Affliction
      Cure
      Resistance (Biological Attacks)
      Self

QUALITIES


. "Let me help you!"
. Epithet: Doctor Red Cross.
. A bit too chivalrous, trying to help the hurt and the sick, even endangering himself.

Points: 75


ORIGIN STORY

Since his great-grandfather was saved by personnel from the Red Cross Society, Redford Cross's family devoted themselves to pay it back, with funds and personnel, to that organization. His grandfather and another six uncles served in several wars, all doctors, as well as his father, Redmond Cross, also famous for having created several medical patents. Redford knew no other life but growing up talking about medical conditions, treatment options, and medicine in wartime. When he graduated from a well-established University, there was no other option than enlist himself and save some brave soldiers. Or so it seemed.

When he was caught in the crossfire involving three rival factions in Sudan, his squad was almost completely wiped out. Rescued by some miracle, his almost lifeless body was brought back to the camp and soon sent back to his family. As soon as he arrived, his father's staff started the risky procedure which would save his life - and change it, at the very same time.

Using some very prototypical and hazardous techniques, they injected in Redford nanobots, which, theoretically would heal his wounds. The process was more than successful, it created an enhancile. Nobody knows if it was because of his genetic configuration or the procedures themselves (Redford studies it in his spare time), but one thing was for sure: Redford Cross now was more than cured, he could cure others, like he has never been able to do before.

His understanding of the living body is both intuitive and prepositional – that is, he needs not rationalize to understand what he is seeing, although he’s a skilled physician (he possesses sophisticated understanding of human anatomy, physiology and biology). Additionally, he has gained the ability to mess with the body functions of others. This can cause exceedingly nasty effects, and even death in some cases. He can cause or alleviate pain or severe damage, as well as painful boils and welts to appear on the flesh of his enemies. His most formidable power is the potent ability that allows him to greatly accelerate the rate of healing in other people (and himself) and to purge their body of various diseases and ailments. This ability requires him to have direct contact with those he wishes to heal.

He also has immunity to most diseases, and can pick them up and spread them in novel ways – making mononucleosis an air-borne disease, for instance – and can speed up or slow down the effects of diseases in others. Symptoms may crop up right away if he is around.

The side effect of the nanobots in his body is that his skin is chalk-white, while his hair and eyes turned blood red. He decided to pay homage to the Society to which his family devoted so much and had the nanobots to draw a red cross in his chest.

A character aimed to be a team player most of the times, Doctor Red Cross had higher rolled numbers, but they were trimmed down to suit the concept. Character created according to rules presented in ICONS Great Power book and ICONS Superpowered Roleplaying: The Assembled Edition.

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Chance

Origin: Unearthly
Real Name: Unrevealed
First Appearance: Eidolons! Comics #11 [Sigil Publications November 2012]

ABILITIES

Prowess 5 {Good}
Coordination 5 {Good}
Strength 5 {Good}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 5 {Good}

Stamina 10
Determination 1

SPECIALTIES


Athletics Master
Stealth

POWERS


Empowerment [Limit: Unstable] 8 {Amazing}
       Burst
       Extended
Power Nullification 8 {Amazing}
       Burst
       Disruption
       Slow Recovery
Wall-Crawling 4 {Amazing}

QUALITIES


. Mute.
. Nowhere Man.
. Surprise Is a Most Deadly Weapon.

Points: 91


ORIGIN STORY

Chance is an enigma. He appeared one day, on the outskirts of Elsewhere, coming from Escher-Bosch. The precinct is renowned by its oddities, and Chance seems to be just another one. However, he is a one powerful oddity, because of his tremendous, albeit whimsical, powers. Since then, he has tried to fight crime in very unconventional ways. Whatever other reasons or motives he has, he's not telling (even more so because he seems to be absolute mute). In those skirmishes he's involved, his stances are always eccentrically enigmatic: he uses his powers in clever ways, but those heroes who rely on groupwork or tactical attack go crazy, because Chance doesn't seem to follow any plan - or, at least, no one has ever acknowledged any.

Chance was thought to be an enigma to the heroes in Elsewhere. A symbol of his precinct, Escher-Bosch, where all matters of strange things happen, he's a sort of "deus ex machina": Chance comes to help the heroes when they're somewhat in disarray. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Paragon

Origin: Unearthly
Real Name: Dylan Hunt
First Appearance: Eidolons! Comics #9 [Sigil Publications September 2012]

ABILITIES

Prowess 5 {Good}
Coordination 5 {Good}
Strength 9 {Fantastic}
Intellect 5 {Good}
Awareness 5 {Good}
Willpower 6 {Great}

Stamina 16
Determination 1

SPECIALTIES


Aerial Combat
Leadership
Mental Resistance Master

POWERS

Ability Boost [Super-Speed] 8 {Amazing}
Damage Resistance  ["Invulnerability"] 10 {Supreme}
Flight 5 {Good}
Immortality 10 {Supreme}
Life Support 2 {Poor}
       Eating
       Sleeping

QUALITIES


. Vulnerable to magic: it causes random effects on him.
. Keep his word.
. Can't ignore a call for help. 

Points: 80


ORIGIN STORY

A toy made alive! Paragon is the ultimate creation of a very imaginative boy, who loved playing with his superhero plastic dolls, since he was very young. Dylan Hunt was 13 years old when he discovered a severe brain cancer. The disease, told the doctors to his shocked and devastated parents, would give him few months or less, to live. During the excruciating months that followed, Dylan persevered in dreaming himself cured so much so that, in his death throes, he accessed a particular dimension where he was not only cured, but able to do wondrous things. When poor, cancer-stricken boy had his last breath, he also exhaled a powerful shining figure, which would coalesce into Paragon, imitating one of Dylan's old toys. Since then, for all purposes, Dylan Hunt has been Paragon (although his background is only known by very few people).

Paragon is unbelievably strong, although the upper limits of his strength are unknown. He has been observed stopping a runaway bus, destroying a giant robot with a single punch, and raising a sunken ship from the oceans off the Elsewhere coast. He is impervious to most forms of weaponry. Paragon has what was called “unbreakable body”, which means he doesn’t suffer ‘serious injuries’, because his body is utterly indestructible. He hasn't aged a day from the day he first appeared to the public, although his hair is completely white. He also does not require food or drink, though he apparently enjoys both. He is a very light sleeper, spending most of his nights reading (he's a voracious reader).

Paragon’s speed is just as impressive as his strength. He is capable of bursts of enhanced reflex action and the ability to move at incredible speeds by sheer force of will. And through manipulation of gravitons, Paragon is able to seemingly defy the forces of gravity and propel himself through the air unaided. Like many other ultramen with the same ability, Paragon's skill in flight allows him to perform just about anything he could on the ground in the air.

Paragon's bio-cellular matrix (an energy pattern that is linked to his body's electromagnetic field) is his most powerful asset, but also his greatest weakness. Its permeability to certain wavelengths makes Paragon vulnerable to magical energies whose chaotic electromagnetic or extra-dimensional signatures disrupt his resistance. Magic can have powerful and unpredictable effects on Paragon and his magical enemies have often proven to be the most dangerous.

Virtually unstoppable, able to defeat the likes of Hercules and Thor, about the only reason most of Paragon’s enemies aren't terrified of him is that he always takes great care to use only the power necessary to defeat a foe. In fact, magic notwithstanding, Paragon's greatest weakness in battle is his concern for sentient life. Many a villain has escaped Paragon by placing innocents in danger.


My take on Superman/Captain Marvel/Miracleman/Samaritan/M'Onel/Gladiator/Mister Majestic/Omni-Man/Supreme-like characters. Paragon is the ultimate ultrahero in our campaigns; he sets the paradigm, the example. Ultimately incorruptible, he's the force of good, the beacon which guides all the other heroes in Elsewhere. It was the first character I ever created in ICONS, just to see how well I could do it, so it's more than appropriate to have it here, to celebrate Eidolons' hundredth post. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Lantern

Origin: Unearthly
Real Name: Unrevealed
First Appearance: Eidolons! Comics #8 [Sigil Publications August 2012]

ABILITIES

Prowess 3 {Average}
Coordination 5 {Good}
Strength 6 {Great}
Intellect 5 {Good}
Awareness 8 {Amazing}
Willpower 5 {Good}

Stamina 11
Determination 1

SPECIALTIES

Investigation Expert

POWERS


Immortality 10 {Supreme}
       Afflictions Resistance
Life Support [Extra: total, ignoring all physical needs] 10 {Supreme}
Light Control 8 {Amazing}
       Absorption
       Light Constructs [Linked to Postcognition]
       Resistance [Dazzle]
Postcognition 10 {Linked to Light Constructs] {Supreme}
Supersenses 1 {Weak}
       Additional Sense ["True Sight"]
     

QUALITIES


. Curiosity killed the cat: Lantern lives to solve mysteries.
. Being of solid, cohesive light.
. "Let there be Light!"

Points: 107


ORIGIN STORY

Lantern remains a mystery to be solved: is he a man that carries a lantern implanted in his chest, or a lantern that somehow became human? Cryptic as he is, he is not telling. What is known is that, in the same day that The One appeared, an ancient lantern, kept in a small Austrian museum, came to life, taking the appearance of a male human being. The museum curators had only known that the lantern was made by a blacksmith and so-called alchemist back in the 1700s, possibly a follower of  Anton Kirchweger.

His powers work on a principle of photo metabolism – his body’s cells work use photons as an energy source. This allows him to project a light in a given area. His body also acts as a solar battery – when he is in sunlight he has almost limitless energy reserves. He is also able to recover from fatal wounds if his body is exposed to sunlight. Fortunately this can be artificially duplicated; the sun isn’t necessary to activate his advanced metabolic processes. Light-based attacks don’t seem to affect his as much either (in fact, they heal him!). Lantern neither ages nor is affected by disease. He's a being of solid, cohesive light. His alternate form is permanent, and he cannot transform himself into light, only generate it. Also, he doesn't have the immunity to physical attacks associated to Energy Form characters.

He is the world most powerful postcog; by shining his light forth upon any place, he recreates, in 'hard light', the re-enacment of scenes which occured there. And he craves for solving mysteries, for finding unsolved murders, for unravelling enigmas. Lantern is considered the epitome of investigative detective, bordering the vindictive (although he's not as spiteful). His focus vary from cracking the puzzles of the natural world or the unraveling the enigmas of the human heart and mind, but whatever his obsession, ignoring a riddle requires great effort.

A character created based on a concept seen on Stormwatch stories from Warren Ellis and thus his monumental cost reflects his "powerhouse" status. Character created according to rules presented in ICONS Great Power book and ICONS Superpowered Roleplaying: The Assembled Edition.
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Elsewhere


First, there was the ideascape, full of things-to-come, but not coalesced into existence. Then came The One. Or rather, one of his Alter Egos, The Genie. The One, as anybody knows, has no control over its transformations. But the ultras it has become (The One is a genderless alien being) can be very powerful. The Genie was one of those. Granted the powers to fulfil three wishes to a pure-hearted person, The Genie was battling Ultiman when, in saving a crippled African-descendant girl, he listened to her plaintive request: "I wish we could live in a city where everyone could have any kind of skin, eye colour, hair colour... I wish we could live Elsewhere, where human beings could live regardless of what they look like... Wouldn't it be nice to live in a city like this, Mr. Genie? A place where we could have all the architectonics a human mind could conceive, in neighbourhoods full of different and interesting people..." What a Genie could do but to comply? On a whim, just seconds before his Alter Ego could vanish to the Void of Beings (where all The One's Alter Egos end), there it was: Elsewhere.

Overview


Elsewhere is a melting pot of the humanoid metaverse, where Egyptian-like pyramids rise beside a thick urban jungle of alien skyscrapers and elevated highways that mesh to form a three-dimensional concrete lattice, a mosaic of patches of realities which have been linked together in a seamless urban landscape. Sometimes, areas of this cityscape shift: neighborhoods change position and shift out of the mosaic to make room for new arrivals. The city defies linear thinking: in Elsewhere everything is relative, even reality itself. Navigating, depending on where you are, is tricky. Someone travelling through the city actually travels through a series of realities that are connected by interdimensional interfaces.

An interface is a phenomenon that allows a traveller to pass from one precinct  into another (precinct is a neighborhood that surround the centre of Elsewhere, the "Metroplex", in contrast to the exurbias, which are more distant conurbations). Interfaces range from simple, straightforward portals to imperceptible transition zones. Each interface in Elsewhere is unique in some way. Most inhabitants step through dozens of interfaces every day without a second thought. Travel through some interfaces, however, can be complex, involving passing through seemingly solid walls, or following the correct sequence of turns through a maze of alleyways. Some interfaces change their positions with respect to one another. This phenomenon is commonly referred to as "drift", and it makes for a lot of headaches and confusion. Some interfaces stand still, some drift at steady glacial rates, while others drift fast enough that travellers have to run to catch them.

More often than not, all interfaces in Elsewhere link realities that have something in common. For instance, an interface may join a contemporary version of Quartier Latin in Paris with an alternate version of the same area in another City of Lights or with a city that is fundamentally different but bears some strong resemblance to the bohemian quarters in capital of France. The similarity between the realities interfaced in Elsewhere manifests physically in the city's architecture. Inhabitants use these similarities to help them navigate the city. This method isn't foolproof, however; it's common for inhabitants to misinterpret the similarities between realities, take a wrong turn, and get lost.

Portals, Doorways and Labyrinths



While there's an infinite variety of interface types there are few general categories that most of them fall under: portals, doorways and labyrinths.

A portal is a general term for any interface that is blatantly obvious. There may be some visual clue that gives the interface away such as swirling fog or a glowing edge.

A doorway is an interface that connects two vastly different realities. The term doorway is also used to describe any interface that is manmade or "artificial," whether it was created via magic or high technology.

A labyrinth is a cluster of subtle, often tightly packed interfaces, frequently a maze of alleys and side streets. Most labyrinths are nearly devoid of street traffic, either because their environments were deserted to begin with or because people who find themselves within a labyrinth soon get lost and stumble randomly out into the rest of Elsewhere.

Outside and Inside


Entering Elsewhere from the "outside" city can be problematical. First the traveller must find an interface that leads into Elsewhere. This usually isn't a problem for travellers who have just left it and want to return, as the chances are good that the interface is still where they left it — although it isn't unusual for inhabitants to get stranded in realities that phase out of Elsewhere. Depending upon how much of a reality is in phase, as measured by the size and number of interfaces connecting it to Elsewhere, entering can be routine or extremely difficult (often Elsewhere interfaces are invisible to "outside” observers). When interfaces are large and easy to spot, finding them is as simple as scanning the horizon. When interfaces are small or unreliable it takes searching, investigation, Elsewhere knowhow, and a bit of luck to find them.

If a traveller wishes to exit Elsewhere, they must find an exit point into a reality which is not surrounded by interfaces back into Elsewhere. "Leaving" Elsewhere entails finding an exit that leads "out," as opposed to an exit that leads to yet another part of Elsewhere. This can be extremely difficult, or even impossible in some cases. Many residents have been trying to return to their home reality for months, to no avail.

The nature of realities in Elsewhere


The exact nature of the realities that compose Elsewhere is open to debate. Most inhabitants simply think of them as neighborhoods ("precincts"), and leave it at that. People of a philosophical bent continually wrack their brains over the significance of the relationships between realities within Elsewhere, but in practical terms Elsewhere behaves like a city with neighborhoods. The catch is that Elsewhere isn't a conventional chunk of real estate but a web of realities linked together by interfaces. Elsewhere is part city, part interdimensional junction, and it combines properties of both.
Each reality in phase with Elsewhere vary in proprieties and laws. Some are governed by strict physical laws, others by the supernatural, many are at balance between the two. A reality which is governed solely by physical laws may not operate under the same physical laws that any other reality does. The same goes true for realities that are supernaturally oriented. Fortunately for inhabitants, interfaces compensate for these differences in realities by 'translating' people to adapt them to the conditions of the realities they travel into. Unfortunately, translation often doesn't function on equipment, inhabitants can't rely on technological or magical equipment  being translated to operate properly in a new reality. There are realities where technology above a certain level of sophistication doesn't work, or where technology doesn't function at all. In a number of other realities in Elsewhere, magic doesn't exist and is incapable of functioning. Many precincts also have idiosyncratic properties: there are psionic precincts where everyone can communicate telepathically; 'ghost' realities where everyone is incorporeal; non-chromatic realities where colors don't exist and everything really is black-and-white, and so on.

The inhabitants



Elsewhere residents had to adapt in a variety of ways. Some were quickly able to make intuitive sense of the city's unique features, while other inhabitants only came to understand the city through months of head scratching and contemplation (some are still on the verge of lunacy, in trying to understand the scope of it all). Despite any misgivings they have about Elsewhere, most inhabitants wouldn't want to live anywhere else. They tend to perceive the city as the center of all that exists, and they can be snobbish towards inhabitants of mundane cities and outback realities.

There are all sorts of people in Elsewhere, but one thing unifies them: they are from [a] planet Earth, thousands of different versions of which that have come into phase with Elsewhere at one time or another. Realities containing humans or humanoid creatures predominate. There are areas of Elsewhere, however, where different kinds of realities and beings exist. These areas are extremely difficult to get to/from "conventional" Elsewhere. Although not technically "far" from the rest of Elsewhere (almost all of them located in the exurbias), these areas are isolated by the difficulty involved in getting to them. Travellers to "unconventional" areas may have to negotiate their way through a complex sequence of portals and labyrinths. As a general rule, the more isolated an area in Elsewhere is, the more alien it is from a humanoid perspective.

My setting. A patchwork from many books and series I've read and watched throughout the years, from Nexus to Cynosure, from Tanelorn to Top Ten, from Defiance to Babylon 5 (not forgetting my beloved Legion of Super-Heroes and Star Trek). It also gives leeway to have all sorts of interaction, not straying from the hominid type too much, but giving space to some alienness. A cosmpolitan space station in conurbation form, a world full of alien races in an area of several kilometres: that's how I envision Elsewhere. Some precincts are already fleshed out: the Metroplex (the center of Elsewhere); Township, Preserve, Bazaar, Province, Waterfront, Phantasmagoria and Necropolis; and the more distant exurbias of Singhabad, Hedjazi, Deraan, Escher-Bosch, Uhuru and Belcadiz. More are to come, depending on the characers created.

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Babel

Origin: Transformed
Real Name: Julian Babel
First Appearance: Eidolons! Comics #7 [Sigil Publications July 2012]

ABILITIES

Prowess 3 {Average}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 5 {Good}
Awareness 5 {Good}
Willpower 7 {Incredible}

Stamina 10
Determination * - Villain

SPECIALTIES

Business Expert
Leadership Expert
Linguistics Master
Performance (Acting) Expert 

POWERS

Mind Control [Limit: Hypnosis] 6 {Great}
       Addiction
Mind Shield 6 [Limit: Extra Only] {Great}
       Façade [anyone attempting to tap his mind perceives what he wants the intruder
                  to perceive]
Telepathy 3 [Limit: only reading minds, not transmitting]
Supersenses 1
       Additional Sense [Comprehend Languages]
     

QUALITIES

. Leader of S.C.H.E.M.A (Sacred Church of Harbingers, Emissaries and Martyrs Ancient).
. Egotistical, rich televangelist who believes he's the envoy of God to rule the world.
. Despises all other faiths, including other Christians.

Points: 57


ORIGIN STORY

Julian Babel was an aspiring preacher of one of innumerable splits of evangelical churches. His church, founded by his uncle, was nothing special. Not even many parishioners they had, in fact. But in one fateful night, when his uncle was stricken with illness, Babel was obliged to face the pulpit. He was so nervous he forgot what he was about to say; he thought he was going to faint, when, out of the blue, he had "the vision". A being of pure light came to him, or so he says, and touched his throat. From that moment on, he discovered he was gifted with “glossolalia”, the ability to speak in languages professed in the Bible (he is able to speak fluently more than 18 languages and he can learn a completely new one in just a few days). Also, and most importantly: he could alter the beliefs of those who listened to him...

Babel is an expert at bringing people around to his point of view. He has an innate talent for knowing what people are thinking and subtly manipulating their opinions until they are thinking what he wants them to think (he doesn't know he has a low level telepathy). He’s a spin doctor supreme. If you listen to him, you’re damned, because he can convince you of everything he believes. His power affects people only when he’s speaking, and it affects beliefs, not memories. To completely replace one belief with another, the victim must listen to Babel for an hour. Someone who is already a partial believer takes only half as long. 

Thinking himself appointed by God to indicate a new path for humanity, Babel (and then he came to think that even his name was a sort of indication of his "divine mission") leads his own church and plots for world domination under his strict rules. He's in a personal crusade to rule the world, under his very particular interpretations of the law of God. He also despises all the other churches, Christian or otherwise. He truly believes he was touched by an angel, and reacts furiously against anyone who doubts that. Secretly, he sometimes questions himself, and has contracted a small cabal of experts (a scientist, a parapsychologist and a teologist), who are totally in his thrall by now.

Albeit on the verge of lunacy, he’s far from being stupid, being one of the world’s greatest leaders. He doesn’t care to wear a costume. In fact, he loves suits and most of the time he’s well-groomed and perfectly dressed. He has millions of devout followers, who would gladly die for him. He owns several media corporations and thousands of temples worldwide.

Reintroducing a stunt for Mind Shield, Façade, presented in ICONS: The Villainomicon. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Siobhan 6

Origin: Artificial
Real Name: Siobhan (former Stark)
First Appearance: Eidolons! Comics #4 [Sigil Publications April 2012]

ABILITIES

Prowess 7 {Incredible}
Coordination 7 {Incredible}
Strength 7 {Incredible}
Intellect 5 {Good}
Awareness 6 {Great]
Willpower 6 {Great}

Stamina 11
Determination * - Villain

SPECIALTIES


Mental Resistance
Science (Cybernetics) Expert
Technology

POWERS

Damage Resistance 8 {Amazing}
Danger Sense 9 {Fantastic}
Interface 1 [Limit: Extra Only]
       Download ["Downloadable Awareness"]
Life Support 7 {Incredible}
       Breathing
       Disease
       Eating
       Pathogens
       Pressure
       Sleeping
       Vacuum
Supersenses 3
       Additional Sense ("Infravision")
       Enhanced Sense ("Directional Hearing")
       Extended Sense ("Telescopic Vision")

QUALITIES


. Vengeful against C.R.E.S.T. and Armed Forces.
. "We've had this fight a million times in my head. You've lost, you just don't know it. Yet!"
. Survival above all. 

Points: 70

ORIGIN STORY

Siobhan Stark was one of the rising stars scientists of C.R.E.S.T. (Center for Research in Electronics, Space and Technology), specializing in Cybernetics field and the possibility of total human/machine interfacing (the possibility of moving a person engrams to an android body). Working incessantly to prove her theories, and thus ascend professional positions in the company, she finally transferred her mind to an experimental battle android. But without taking proper care, her mind became trapped into the android, which ultimately killed her human body. Devastated by the fact, she used the android's capacities to wreak havoc in the labs, blaming C.R.E.S.T. for not telling her, in advance, of the perils she risked to. The Armed Forces squad who approached her to deal with the situation (and retrieve the battle android, which was a prototype made for them) only made matters worse. Since then, she has swore revenge on these two forces, striking them whenever possible to cause as much damage as she can. She has suffered her losses, even on the brink of losing her "life", but managed to build extra Siobhan units along the way.

Siobhan 6's most famous ability is her power to predict how a battle will happen before it starts, which means she has an all-encompassing advantage in close-combat and tactical scenarios. Her 'fight implants' include a 'combat computer' that allows her to run through a given combat situation millions of times in her mind, working it out ahead of time for many possibilities, almost instantly covering nearly every possible result before the first punch is even thrown, while predicting enemy movements and tactics after the battle has engaged by recalling and utilizing memorized mannerisms acquired through past experience on a moment's notice. Siobhan 6 uses this information to predict the unfolding of the actions and reactions of her foes, counteracting their moves almost before they even think to make them. According to her, she can use this ability regressively, to visualize the desired outcome of a battle she wants and working backwards logically to achieve it, following the right steps to get there.

Her fiber-lined muscles increase her strength, enabling her to dismember opponents with her bare hands and feet, generally eschewing the use of firearms. She has inhuman balance as well as faster nerve endings so she can react quicker than any human: Siobhan 6 can move faster than the human eye in a quick speed burst. Siobhan 6 also has many survival-oriented implants to keep her fighting in the worst of conditions. As she is a cybernetic entity, Siobhan 6's mind simply cannot be affected to an optimal degree by telepaths. Siobhan 6 possesses, in essence, assured immortality. If her body is destroyed or in any way damaged beyond repair, her mind is usually immediately downloaded into another body (through telephone lines to a computer mainframe at hidden location). Also, her bionic left eye grants her telescopic and thermal vision, whilst her ear is able to directionally tune into where exactly she wants to hear.

One of my favourite characters is DC's Wildstorm-imprint Midnighter and this is my take on a vindictive and feminine version of him. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Maiden Japan

Origin: Trained
Real Name: Unrevealed
First Appearance: Eidolons! Comics #3 [Sigil Publications March 2012]

ABILITIES

Prowess 8 {Amazing}
Coordination 6 {Great}
Strength 4 {Fair}
Intellect 4 {Fair}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina 10
Determination * - Villain

SPECIALTIES

Athletics Expert
Martial Arts Master
Mental Resistance
Stealth Master
Weapons (Baton) Master
Wrestling

POWERS

Danger Sense 6 {Great}
Strike Device ["Baton", Bashing]  5 {Good} 
Supersenses 2 {Weak}
       Additional Sense ["Blind Sight"]
       Additional Sense ["Chi Sense"]

STUNTS

  • Leopard Punch (Prowess): When she uses the Leopard Punch technique, she gains Fast Attack 9.
  • Tiger Blow (Strength): Maiden Japan has Strength 7 when she is trying to break an inanimate object, such as a pile of bricks or an engine block.
  • Mantis Counterpunch (Prowess): While she is using her Crane Counterpunch technique, she is treated as having an Aura equal to her Strength (5).
  • Monkey Clap (Prowess): Using her Monkey Clap attack and stuns the target, the attack does no damage, the foe is still stunned, and is also deafened for the duration of the stun; this attack can stun even if it inflicts less than 0 damage.
  • Crane Kick (Prowess): When she uses her Crane Kick, she can slam the foe even if she does less than 0 damage.
  • Panda Stance (Strength): While Maiden Japan is in Panda Stance, she cannot be slammed by any foe of Strength 7 or less.
  • Cobra Strike (Prowess): Using this strike, she gains Paralysis 5.
  • Eagle Slap (Prowess): When she uses the Eagle Slap, she can slam the foe even if she does less than 0 damage.
  • Dragon Touch (Dim Mak) (Prowess): Maiden Japan can spend a point of Determination to acquire Affliction 9.

QUALITIES


. Mysterious Background.
. Killing only as a very last resort.
. Expert on disguising her identity.

Point Total: 69 (considering the stunts)


ORIGIN STORY

Pretty much everything is mystery about Maiden Japan's life. Even her name is unknown. Her sobriquet was given by the media. What is known for sure is that she possesses peak human levels of agility, reflexes and stamina. This and her tremendous knowledge of every devised form of martial arts make her one of the deadliest people in the world.

Maiden Japan can achieve feats which border on the ultrahuman, like catching and throwing back projectiles, deflecting and countering melee strikes, throwing an onrushing opponent, disabling foes, leaping great heights, and other stunts out of a martial arts film. She is also skilled with a wide variety of Oriental melee weapons. To make matters worse, Maiden Japan is able to read body language and anticipate an opponent’s actions.  Expert on the skill of the ancient Ninja warriors of Japan, she is able to keep to the shadows and move with such speed that she can remain unseen even in broad daylight. Her Zen training included mental discipline which makes her more resistant to mind control. Her Blind Sight power represents her ability to move and fight, even when blinded, while her Chi Sense is sort of detection power which allows her to perceive stress points, fracture planes, or weaknesses in objects or opponents. She is also an expert at concealing her identity. So far, she has appeared as a photographer, a beggar, a bespectacled college student, and a crippled old woman in a wheelchair.

Employing the rich help of Jason Tondro's Field Guide to Superheroes 3, and mixing my memories of all the fun movies from Hong Kong, here she is: the supreme mistress of all martial arts. Too bad she's on the wrong side of the law. In game terms, a successful test of Chi Sense adds a free Improved Effort to her Prowess roll to attack (thanks, +Cameron Mount, for that insight). Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Ultiman

Origin: Birthright
Real Name: Bernhard Albrecht
First Appearance: Eidolons! Comics #1 [Sigil Publications January 2012]

ABILITIES

Prowess 6 {Great}
Coordination 6 {Great}
Strength 6 {Great}
Intellect 6 {Great}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina 12
Determination * - Villain

SPECIALTIES


Athletics Expert
Martial Arts Expert
Military ("Tactics") Master
Weapons (Guns) Expert 

POWERS


Blast Device ["Pistol", Shooting] 4 {Fair}
Fast Attack 6 {Great}
Immortality 2 {Poor} 

QUALITIES


. "The world under the Aryan's reign".
. Superiority complex.
. Tactical genius. 

Points: 57


ORIGIN STORY

The ancient Scandinavians had a legend of an “island at the edge of the world” called Ultima Thule. By the end of the World War II, some Nazi scientists and scholars decided to flee the crumbling Germany to found a city where the ancient texts had said the Aryan culture first thrived. High above the Arctic Circle, hidden deep beneath the polar icecap, lies the fabulous city of Ultima Thule. 

Continuing their studies of eugenics, these scientists “improved” the characteristics of their gene-pool, achieving what they deem the perfect “human being”: tall, blond, blue-eyed, athletically perfect. possessing some regenerative abilities and an extremely long life (they don't seem to age and some have supercharged immune system). But with this success, came very bad news: infertility and a very malignant disease, similar to a violent cancer, killing most of the citizens, chiefly the scientists responsible for the eugenic projects. Some would say it was the hubris for tampering with the laws of nature, but the Ultima Thule government decided to quarantine the labs and stop messing with their genetical code. Most of the population of Ultima Thule is presently very much stagnant, everybody looks much the same. With a dwindling population (every citizen who dies is indeed irreplaceable), they decided to close themselves to the rest of  the planet. Some have considered a return to the outside world, but because of their shady past, most of them were afraid of repercussions. Most, but not everyone.

An individual, named Bernhard Albrecht, took the sobriquet of Ultiman, and began his journey through the world, decided to make the planet bow to his supremacy. His comrades could be too coward to show the rest of the planet the sheer power of their genetical / historical superiority, but as he learnt in the Gymnasium (where, during some practical history lessons, he acquired his Mensur scar, the one which he is particularly proud of), only the strong shall survive. He deems himself the strongest and will do what he can (and he has plans galore!) to demonstrate that (earning, all the while, the utmost respect from his own people, perhaps). Possessing his forefathers extremely biased worldview (he treats everyone else as inferior, and non-Aryans even more so) and means to try and force the world to bend to his distorted Aryan supremacy (he always has a horde of devout, albeit dim-witted, minions to help him), Ultiman is a high-level threat.

Mixing assorted influences from Fawcett's Captain Nazi to Mutants & Masterminds' Superior, Ultiman is how I envision a Nazi-themed villain. A touchy subject to many, and deserving to be so, I decided to make him a bit delusional character, but without being deranged. He's cunning and dangerous, often planning one-step ahead of his enemies. Please notice that although he wears a cape, it does not hinder him in combat, as he devised several attack and defense movements to capitalize on it. Character revised according to rules presented in ICONS Great Power book, and streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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The One

Origin: Unearthly
Real Name: Unpronounceable
First Appearance: Eidolons! Comics #1 [Sigil Publications January 2012]

ABILITIES

Prowess 2 {Poor}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 3 {Average}
Awareness 3 {Average}
Willpower 3 {Average}

Stamina 6
Determination 4

SPECIALTIES

Druufon Technology
Mental Resistance Master (due to alien physiology)
Power Master (instantaneously know the new Alter Ego and its powers)

POWERS


Alter Ego 3 {Average}
       Extra: Serial, Unlimited Random Alter Egos
Life Support 5 {Good}
       Eating, Toxins, Cold, Heat, Breathing

QUALITIES

. Stranger in a strange land.
. Assuming alter egos is not under conscious control and must return to neutral stage to sleep; fatigue from exertion limits the lifespan of powered forms.
. Fails at English idioms, slangs and jargon; unaware of connotations, taking things literally.

    Point Total: 32


    ORIGIN STORY

    Every aeon, Druufon hatchlings are urged to go beyond their anodyne dwelling-pyramids, further than the limits of their ideascape. Perhaps because they become sessile as they age, perhaps as a form of forcing the new generations to freely gather new information about the multiverse to supply the massive phrenic libraries, whence the deliberations of the Druufonian authority comes. 

    To foster this quest, each hatchling gets an exoderm, a kind of protective layer of skin that enables them to survive the hardships they would face. Aptly named ‘Omnipotent Nexus Exoderm’ – or ‘ONE’ – this techno-organic device gives its holder all which is necessary to survive beyond the confines of Druufon, adapting itself (and the holder, thus) to every new condition it meets. Also, it serves as an identity translator, giving the holder a form natives could grasp (as the holders are organisms utterly incomprehensible to anyone, but themselves) or even going unnoticed as a local. Genetically encoded to each holder, ‘ONE’ can only be taken off by the proper phrenic physicians in Druufon. (For all the practical purposes, ‘ONE’ is its Druufonian holder).

    One unassuming hatchling decided to explore a part of the multiverse rarely visited by its people: a rather remote dimension where very few alien visitations occur, due to the sheer difficulty on getting to this particular spot of reality. Undaunted, it set off the controls of the teleportation gate, but something went wrong – a miscalculation, possibly; or even the inherent difficulties on arriving on such distant quarters. Fact is, it ended up on a small blue planet, inhabited by hominids, descendants of primates, still in their early stages of development. Nevertheless, these hominids possessed, among other things, the gift of determination, the utter beauty of hope and – amazing! – some of them could even develop powers (as discovered soon, when some of the people nearby started developing powers of their own).

    Upon arriving in atom city, ‘ONE’ malfunctioned and the fine controls that would allow it to choose the optimal adapting configurations were irrevocably damaged. Its limited knowledge of the exoderm mechanism just granted it the ability to switch it on and off, assuming a new configuration (powers and abilities) each time. Communications with Druufon were severed. Language translators were defective. To make matters worse, in order to survive ONE must return to its neutral stage to rest. Fatigue from exertion also limits the lifespan of some powered forms. 

    A stranger in a strange land, ONE now tries to fit the scene. Aided by a group of sympathetic beings with superpowers (although most of them consider ONE a walking enigma), it still hopes Druufon misses its presence or even some earthling can help to restore its optimal levels (thus allowing its return to Druufon).

    First version of this character was randomly generated. Present version was point-based. slightly improved, keeping the maximum values established in the ICONS Superpowered Roleplaying core book and it was revised, according to the ICONS Great Power book. Toned down and revised, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition. It includes the Alter Ego level clarification by +Steve Kenson.
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