Post by task on Aug 11, 2010 18:35:25 GMT -5
Wraith
Hero name: Wraith
Real name: Brian DeWolff
Race: Caucasian.
Age- 20ish
Height- 5'11"
Weight- 190 lbs.
Hair- Blond.
Eyes- Blue.
Place of birth- NYC.
Occupation- Vigilante.
Legal Status- Amercian citizen with no criminal record.
Marital Status- Single.
Known relatives- Phillip DeWolff (Father), Celia DeWolff (Mother), Jean DeWolff (Sister; Deceased)
Primary Abilities-
F- Gd10
A- Gd10
S- Gd10
E- Gd10
R- Gd10
I- Ex20
P- In40
Secondary Abilities-
Health- 40
Karma- 70
Resources- Ty (6)
Identity- Public
Popularity- 0/0
Origin- Induced Mutant.
Known Powers-
Image Projection: Mn75, 3-area range; used to make himself invisible and undetectable as a power stunt.
Mind Blast: Mn75
The hero can create bolts of pure psionic energy that can be used to directly damage a target's neural system. The Power does rank Intensity damage to the target. The maximum ranges are shown on column A of the Range Table. Targets are allowed to resist by making a Psyche FEAT. Failure means the target is knocked unconscious for 1-10 turns, as well as taking neural damage. Targets who possess Mental or Psionic Powers can use these Powers' ranks instead of the Psyche when resisting this Power. Powers like Iron Will, Mental Invisibility, Force Field Generation, Force Field vs. Psionics, and Resistance to Psionics should always bear the initial assault. The Power directly damages only neural tissue (brain tissue, nerve fibers). Damage to the rest of the body is indirect and is consistent with the seizures caused by a mangled nervous system. Note that this Power can only be used against a target that actually possesses a functioning brain. Zombies, animate matter, plants, and non-sentient Robots are immune to the Power. Player characters Robots are assumed to havea sufficiently human-like mind that they are susceptible to the Power's effects. Optional Powers include Telepathy and Mental Probe. The Nemesis is Force Field vs. Psionics.
Mind Probe: Am50
The hero can telepathically probe a living mind or a psionic phenomenon to gain a detailed analysis of the target. Living minds can be searched for specific images and thoughts, although the hero must have a basic idea beforehand of what she is looking for. The target mind is allowed to make a Psyche FEAT to resist a Mental Probe. This is automatic, even if the target mind is initially unaware if theattempted probe. If resistance is successful, the probe is rejected with a headache-like backlash that prevents the hero from trying to probe that target again for 24 hours. A side-effect of the Power is that the target's Psyche may temporarily drop -1CS for 24 hours as a result of fending off the probe. This potential loss is determined by a second Psyche FEAT made after the initial resistance. A successful probe reveals only information known by the target. Mental Probes can be used to analyze independently existing psychic phenomena.Such things include poltergeists, psionic emissions that were so strong they permeated an area and now continually echo, and psionic Powers intercepted by the hero. The hero can examine any unknown psionic phenomena in stages. The first FEAT reveals basic information, such as the nature of the psionics in use. Further FEATs reveal increasingly detailed information. Mental Probes have a range determined by the Power rank. Maximum ranges are shown on column A of the Range Table. The player has the option, when creating the hero, of raising the Power rank +1CS by decreasing the range to contact-only. Optional Powers include Telepathy and Sensory Link. The Nemesis is Mental Invisibility.
Telepathy: Am50
The hero can communicate on a direct mind-to-mind basis. This is automatic with willing minds or Psyches with ranks lower than the Power rank. Equal Psyche ranks require a yellow FEAT. Minds with mental Powers or some form of Psionic defense require a red FEAT. Uncooperative beings with Psyches exceeding the Power rank -are impossible FEATs. Range is determined by Power
rank. Column D of the Range Table shows the limits. At Class 1000 the Power can breach dimensional barriers; this can also be
accomplished if the hero combines Telepathy with Extradimensional Detection. When the hero is created, the player can raise the Power rank +1CS by choosing a limitation. Examples include either receiving or transmitting only (not both), communicating in only words or visual images (not both), or being limited to contacting only other telepaths and other Psionic types. Optional Powers include Empathy, Hallucinations, Mental Invisibility, Mental Probe, Mind Blast, Mind Drain, Sensory Link, and Psionic Detection. The Nemesis is Resistance to Psionics.
Mind Control: Mn75
The hero has the ability to directly control a target's mind through psionic Powers. The hero completely overrides the will and the target mind loses both control and consciousness. The Power rank determines the Intensity of the hero's control, the range at which he can establish and maintain that control, and the duration of the control.
Telekinesis: Am50
The hero can handle material objects without having to make direct or indirect physical contact (pushing or blowing, for example). The hero can perform any action that could be accomplished using normal Strength. The Power rank serves as an equivalent for the Strength rank. Most Telekinetics ("TKs") visualize their Power in terms of an amorphous arm extending from the body. This leads to a curious psychological handicap in that most TKs cannot lift their own bodies. Only rare examples like Marvel Girl have overcome this bit of irrationality. The range is determined by the Power rank. Column A on the Range Table shows the ranges for a single act of TK activity. Each additional simultaneous action reduces the range -1CS. Multiple activities share the common pool of TK strength. The more actions that are attempted, the weaker each telekinetic arm becomes. If the hero attempts to perform a greater number of simultaneous complex activities than the Judge thinks plausible, the Judge may require an Agility FEAT. If the hero also possesses Remote Sensing, she can develop a sense of touch through her TK grasp. This permits the hero to handle materials that are not within her sight. Clairvoyance can beincorporated into TK to permit visual guidance. Optional Powers include Matter Animation, Molding, Clairvoyance, Remote Sensing/Touch, Levitation, and True Flight. Nemesis is either Force Field vs. Psionics or Gravity Manipulation.
Equipment-
None
Talents-
Law Enforcement
Contacts-
N.Y.P.D, Ironman
History-
Brian DeWolff was the son of Phillip DeWolff, who became police commissioner of New York City, and was raised by Phillip after the latter's divorce from Brian's mother Celia. (Celia received custody of Brian's sister Jean.). Brian graduated from the New York City police academy with the highest grades in his class and entered the city's police force. Despite their parents' separation and Phillip DeWolff's hatred for his daughter due to her decision to join the police herself (since Phillip did not regard women as fit for police work), Brian and Jean DeWolff greatly loved each other.
Brian and his partner Tim were trapped by criminals near Manhattan's South Street Seaport. Two cars driven by criminals knocked over the police car in which Brian and Tim were riding, killing Tim. Brian was then shot, a bullet lodged in his spine. Learning over the police radio that Brian's police car was under attack, Phillip DeWolff drove to the scene and found his wounded son. Phillip took Brian to the former's home without informing anyone; hence, when other policeman arrived, they did not know
what had happened to Brian. At his home Phillip discovered that the shooting had severed important regions of Brian's nervous system, paralyzing him and rendering him comatose. Unwilling to see his son live in such a state, Phillip summoned two wealthy men he knew, banker Karl Bonn and landlord Max Vorster, in the hope that they would finance a cure for Brian. With their help, Phillip had Brian secretly operated upon by a surgeon.
But Phillip fantasized doing even more for Brian. He wanted Brian to become a vigilante with superhuman abilities who would battle crime without being restricted by the law himself. DeWolff said, "He will be a wraith, dealing justice from beyond the grave!"
Unknown to DeWolff, Bonn and Vorster were themselves lawbreakers and they had agreed to help Phillip only so that they would have the police commissioner in their debt. (As it turned out, at some point DeWolff was forced out of his job as police commissioner, apparently by his own superiors.)
Jean DeWolff graduated from the police academy and was immediately made assistant detective in charge of investigating the disappearance of Brian DeWolff. Phillip DeWolff objected to Jean's getting this position, but to no avail. After two years, however, no trace of Brian's whereabouts had been discovered and the case was closed; the department presumed Brian to be dead.
During those two years Bonn and Vorster aided DeWolff in obtaining advanced scientific equipment with which Phillip intended to restore Brian's mobility and, presumably, to endow him with psionic powers. When Bonn insisted that Brian use his psionic powers on behalf of himself and Vorster, Phillip finally realized that Bonn and Vorster were themselves criminals. Furious, Phillip attacked them, but they pushed him back into an apparatus called the revitalizer. On thus being struck, the revitalizer bathed both Phillip and the comatose Brian with energy Bonn and Vorster fled, assuming Phillip to be dead.
In fact, however, the revitalizer linked the minds of Phillip and Brian, so that now Phillip could control Brian's body, make it walk and move normally, and control Brian's psionic powers. Phillip gave Brian the costume and identity of the Wraith and used him to take revenge on Bonn and Vorster.
The Wraith, guided by Phillip's consciousness, succeeded in killing both Bonn and Vorster. But the Wraith's activities attracted the attention of Jean DeWolff and the crimefighters Iron Man and Spider-Man, all of whom clashed with the Wraith. The sorcerer Doctor Strange also ran afoul of the Wraith's psionic powers. Finally, Phillip tried to have the Wraith psychically murder Jean, but Spider-Man blinded the Wraith with his webbing, and Iron Man placed an "alpha-jammer" helmet on Phillip, preventing him from transmitting telepathic signals to Brian. Without the link to Phillip's mind, Brian returned to a state of catatonic helplessness.
While he and his still comatose son were on trial, Phillip not only regained control of the Wraith, but even projected his own mind into the Wraith's body. Doctor Strange and Iron Man defeated the Wraith, and Phillip's mind was forced back into his own body.
Using magic to enable his hand to pass into Brian's body harmlessly, Strange removed the bullet in Brian's spine and mystically healed his injuries, restoring Brian's own mind to consciousness at last. The court found Brian innocent of the Wraith's crimes but found Phillip guilty of them and sentenced Phillip to prison. Brian and Jean were joyously reunited.
Subsequently, Jean and Brian, as the Wraith, aided Iron Man in battling the multimillionaire called Midas, who had temporarily seized control of Iron Man's company, Stark International.