Post by vigil on Jul 22, 2010 23:30:35 GMT -5
![](http://i86.photobucket.com/albums/k117/fallenacherion/Vigil.jpg)
VIGIL
Hero name: Vigil
Real name: Nigel Penner
Race: Caucasian.
Age- 127 looks 30ish
Height- 5'11"
Weight- 170 lbs.
Hair- Brown.
Eyes- No iris.
Place of birth- Victoria, British Columbia, Canada.
Occupation- Paladin Agent.
Legal Status- Dual Citizen Canada/United States with no criminal record.
Marital Status- Single.
Known relatives- None Known
Primary Abilities-
F- Rm30
A- Rm30
S- Ty6
E- Rm30
R- Gd10
I- Ex20
P- Rm30
Secondary Abilities-
Health- 96
Karma- 60
Resources- Ty (6)
Identity- Secret.
Popularity- 0/0
Origin- Induced Mutant.
Known Powers-
None
Equipment-
Nigel's Orb- A small smooth rock around the size of a man's thumb. The rock glows white whenever Vigil uses any of it's powers, making it very noticeable.
Biophysical Control: at Am50 rank.
Vigil has the ability to consciously alter the physiology of a target. This is accomplished by sheer force of will and does not require any physical action on his part, aside from touching the target. The Power can be used at a distance but each 10 feet separating Vigil from the target reduces his effective Power by -1CS. The Power is normally concentrated on a single target, but Vigil can affect as many targets as he desires. Each additional target also decreases the rank -1CS. The result of any form of this Power is permanent. The actual ongoing effects continue for as long as the hero continues to use his Power. Once this is done, the target's natural healing abilities and rates revert to normal.
- Healing/Regeneration—Vigil can cure the damage caused by wounds, trauma, toxins', and disease. Vigil can increase the target's Health by an amount equal to the Power rank level (50). This is the maximum benefit Vigil can give per day to one specific person. The color of the required FEAT is determined by the nature and severity of the damage. Green FEATs handle broken bones, non-terminal disease, and simple wounds. Yellow FEATs handle physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. Red FEATs handle mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The Power seals the body and returns any still-living tissues to health. Vigil has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs. Limbs are regrown by a green FEAT, organs by a yellow FEAT, and brain and neural tissues by a red FEAT.
- Revival—Vigil can actually bring the dead back to life. The Power rank number (50) is the maximum number of days the target can have been deceased and still be revived. The condition of the corpse determines the color of the required FEAT. An intact, unembalmed, undecayed corpse is revived on a green FEAT. A decayed but intact corpse needs a yellow FEAT. A red FEAT is required for partial or embalmed remains. The Power begins by healing and regenerating any damage to the body, especially the cause of death. Once the body is habitable again, the Power automatically summons the deceased spirit back and reconnects it with the body. If the spirit was already reincarnated into another body, the spirit splits into identical halves. One remains with the new body while the other half returns home. If the spirit is trapped, Vigil can make an attempt to free him based on the Power rank of whatever is holding the spirit. Until the spirit returns, the body remains in a comatose state.
-Aging—The Power can accelerate or reverse the aging process. The normal rate is multiplied by the Power rank number. For example, an Amazing rank can make aging occur at fiftyfold rate or go in reverse at an equal rate. A green FEAT accelerates aging. A yellow FEAT stops it. A red FEAT reverses it. As the victim's age changes, physiology and mental capacities change as well. While the Power can function as a Fountain of Youth, it can also be used to kill through old age or regression to protoplasm. A target can be protected from unwanted Biophysical Control by such Powers as Force Field Generation and True Invulnerability.
Life Detection: at Am50 rank Range: 3 miles.
Vigil can detect the presence of life and identify the nature of that life. Vigil can probe a specific target for more detailed physiological data on a red FEAT. Rank determines the maximum range. A red FEAT allows Vigil to locate a specific lifeform in the midst of a number of similar beings.
Limitation/s-
Nigel is quite blind and relies on his orb to "see". If seperated from the orb, Vigil's stats would drop by -4CS to a minimum of Fe2.
Talents-
Medicine and First Aid.
Contacts-
Paladin Insitute
History-
Born in 1883, Nigel Penner was an accomplished doctor by the age of 27. Known for his charity, Penner spent many days travelling Vancouver Island offering aid to whomever needed it. One one such trip, he was caught too close to a dynamite explosion and was almost killed. While in a coma, he suffered horrible injury to his eyes and later awakened blind. Nigel, feverish with pain, crawled aimlessly until his probing hands discovered a warm rock roughly the size of his thumb. As he held the smooth rock, his pain subsided all save the agony at his eyes. He pressed the rock close and found the closer the rock was to his eyes, the less it hurt. Finally, he discovered that his eyes were missing as he pressed the rock too close and felt it slip into the cavity of his savaged eye socket. His sight returned instantly, though it was not the sight he knew, rather it was a sense of life and it's absence.
Nigel served in both World Wars, first for Canada and then the United States as a medic. Somehow the orb slowed his aging. Questions were starting to arise when they realized he had served in two wars decades apart and still looked to be in his late twenties. He was just contemplating disappearing when the Paladin Institute showed up and offered him a job.
Nigel Penner has served with the Paladin Institute for over 60 years. In addition to his medical duties in the field and back home at Sanctuary, he has also been ordered to covertly slow and sometimes reverse the age of metahuman heroes. It has long been the Paladin Institute's belief that the future will bring a war greater than all of Earth's wars combined and they continue to moniter potential allies.