Occupo Mens (Seize The Mind)

A childish half alien prankster with a suprisingly powerful set of mental powers

Description:

OCCUPO MENS (SEIZE THE MIND)

Val    Char    Cost    Roll    Notes
8    STR    2    11    Lift 75.8kg; 1 ½d6
11    DEX    3    11-    OCV:  4/DCV:  4
15    CON    10    12-
15    BODY    10    12-
13    INT    3    12-    PER Roll 12-
29    EGO    38    15-    ECV:  10
3    PRE    7    10    PRE Attack:  ½d6
10    COM    0    11-
2    PD    0        Total:  32 PD (30 rPD)
3    ED    0        Total:  33 ED (30 rED)
5    SPD    29        Phases:  2, 3, 5, 6, 8, 9, 11, 12
5    REC    0
20    END    -5
29    STUN    2    Total Characteristic Cost:  73

Movement: Running: 2”/4” Flight: 16”/32” Leaping: 1”/2” Swimming: 2”/4”

Cost Powers END 21 Mental Endurance: Endurance Reserve (110 END, 10 REC) (21 Active Points) 80 Mental Powers: Multipower, 100-point reserve, (100 Active Points); all slots Concentration (½ DCV; -¼) 8u 1) Mind Blast: Ego Attack 8d6 (Human class of minds), Reduced Endurance (½ END; +¼) (100 Active Points); Concentration (½ DCV; -¼) 4 8u 2) Mind Burst: Ego Attack 5 ½d6 (Human class of minds), Area Of Effect Nonselective (6” Radius; +¾) (96 Active Points); Concentration (½ DCV; -¼) 10 7u 3) Psycokinesis: Telekinesis (28 STR), Reduced Endurance (½ END; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (94 Active Points); Concentration (½ DCV; -¼) 4 8u 4) Mind Control: Mind Control 16d6 (Human class of minds), Reduced Endurance (½ END; +¼) (100 Active Points); Concentration (½ DCV; -¼) 4 8u 5) Hallucination: Mental Illusions 16d6 (Human class of minds), Reduced Endurance (½ END; +¼) (100 Active Points); Concentration (½ DCV; -¼) 4 8u 6) Cyber Control: Mind Control 16d6 (Machine class of minds), Telepathic (+¼) (100 Active Points); Concentration (½ DCV; -¼) 10 6u 7) Mental Lockdown: Entangle 3d6, 4 DEF, Takes No Damage From Physical Attacks Limited Group (+¼), Reduced Endurance (½ END; +¼), Works Against EGO, Not STR (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (96 Active Points); Cannot Form Barriers (-¼), Concentration (½ DCV; -¼) 4 6u 8) Telepathy 19d6+1 (Human class of minds) (97 Active Points); Concentration (0 DCV; -½) 10 32 Bag of Tricks: Multipower, 80-point reserve, (80 Active Points); all slots OAF (1), Activation Roll 14 (-½) 3u 1) Weak Mind Blast Bead: Ego Attack 8d6 (Human class of minds) (80 Active Points); OAF (1), Activation Roll 14 (-½) 8 3u 2) Smoke Bead: Darkness to Sight Group 4” radius, Based On EGO Combat Value (Mental Defense applies; +1) (80 Active Points); OAF (1), Activation Roll 14 (-½) 8 3u 3) Protection Bead: Force Wall (5 PD/5 ED/3 Mental Defense; 3” long and 1” tall), Based On EGO Combat Value (Mental Defense applies; +1) (78 Active Points); OAF (1), Activation Roll 14 (-½) 8 3u 4) Illusion Bead: Sight, Hearing, Smell/Taste and Mental Groups Images Increased Size (8” radius; +¾), +/5 to PER Rolls, Alterable Size (79 Active Points); OAF (-1), Activation Roll 14 (-½) 8 Misc. 15 1) Speed of Thought: +3 SPD (30 Active Points); Only to use Mental Powers (-1) 5 2) Fast Healer: +5 REC (10 Active Points); Power loses about half of its effectiveness (Only to Regain Stun; -1) 2 3) Mental Shields: Mental Defense (9 points total) (3 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 1 6 4) Wrist Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense Affected a Visual and Hearing Senses as well as Radio (-½) 5 5) Ringleader Form: Shape Shift (Sight, Hearing, Smell/Taste, Touch and Mental Groups), Costs END Only To Change Shape (+¼) (27 Active Points); One form Only (Ringleader of J.E.S.T.E.R. Power loses about two-thirds of its effectiveness; -1 ½), Extra Time (20 Minutes, Only to Activate, -1 ¼), Increased Endurance Cost (x4 END; -¾), Gestures (-¼), Incantations (-¼) 8 1 6) Life Support (Longevity: 200 Years) 16 Mental Powers: Elemental Control, 40-point powers, (20 Active Points); all slots IIF (-¼) 20 1) Telekinetic Force Field: Force Field (30 PD/30 ED), Costs END Only To Activate (+¼) (75 Active Points); Increased Endurance Cost (x5 END; 1), Activation Roll 14 (-½), IIF (-¼) 30 11 2) Telekinetic Flight: Flight 16”, Costs END Only To Activate (+¼) (40 Active Points); Activation Roll 14- (-½), IIF (-¼) 3 12 3) Mind Scan 9d6 (Human class of minds) (45 Active Points); Activation Roll 13- (-¾), IIF (-¼) 4 7 4) Psionic Push: Succor Any Mental/Psionic Power Two at a Tme 5d6+1, [two powers] simultaneously (+½) (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Causes random psionic phenomena (see table); -1), Self Only (-½), Visible (-¼), IIF (-¼) 4 3 J.E.S.T.E.R. Leader: Fringe Benefit: Membership 3 Sanctioned Operative (Psionic): Fringe Benefit: Federal/National Police Powers 1 Money: Well Off 3 Andrew Rochester: Contact (Contact has significant Contacts of his own) 11- 3 Silver Avenger: Contact (Contact has significant Contacts of his own) 11- 1 Sister Martha: Contact 8- 9 Psionic Dodge: +6 with DCV (30 Active Points); Incantations (Complex; ½), Gestures (Complex; -½), Activation Roll 14 (-½), Visible (-¼), Costs Endurance (Only Costs END to Activate; -¼), IIF (-¼) 3 Scholar 1 1) Magic and the Occult: KS (2 Active Points) 11- 1 2) KS: Criminal Justice System (2 Active Points) 11- 1 3) KS: Federal Police Procedures (2 Active Points) 11- 1 4) KS: PRIMUS (2 Active Points) 11- 1 5) KS: Pranks (2 Active Points) 11- 1 6) KS: Superpowers (2 Active Points) 11- 1 7) KS: The Superhuman World (2 Active Points) 11- Area Skills 2 1) AK: New York State 11- 2 2) CK: New York City 11- Misc. Skills 3 1) Teamwork 11-

Skills
Combat Skill Levels

Total Powers & Skill Cost: 344 Total Cost: 417

250+ Disadvantages 10 Hunted: PRIMUS 8- (Mo Pow; NCI; Watching) 20 Social Limitation: Subject to Orders (Very Frequently; Major) 10 Distinctive Features: Looks Like Seven-Year Old (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone) 5 Physical Limitation: Multible Classes of Minds (Human and Alien) (Infrequently; Slightly Impairing) 15 Psychological Limitation: Loves Messing With People (Common; Strong) 15 Psychological Limitation: Childish (Common; Strong) 15 Psychological Limitation: Curiosity (Common; Strong) 10 Reputation: That Kid…., 14- (Known Only To A Small Group) 67 Experience Points

Total Disadvantage Points: 417

Bio:

Background/History: Little is known about Ben’s birth. However, it is known that he was raised in an catholic orphanage in New York. One day when a nun named Sister Martha was watching over the babies, she saw Ben telekenetically levitate some blocks over to his crib. Realizing that he was gifted with psionic powers, she contacted the police who then gave Ben over to PRIMUS. He spent the next 20 years of his life living at PRIMUS’es headquaters in New York, where he was trained and tested on. PRIMUS learned through testing that he was not in fact a mutant, but half-human and half-alien. PRIMUS also discovered that he ages slower than other people. PRIMUS recently unloaded Ben on to the White Tiger and Concreata group in lue of the Fun-Tac incident which gave Ben infamy amongst the members of Primus and for some reason, a Bar-Tending lisence in the state of Road Island.

Recently, Ben has began recruiting superhumans to be part of a none-violent group of super-powered tricksters know as J.E.S.T.E.R.

Personality/Motivation: Ben looks like he is seven, and acts as such. He is a prankster with a habit of getting into the most bizzare curcumstances. He is also very childish. At first, he can seem like a curse, bu once you get to know him, you can’t help but like him.

Quote: Speaking into wrist radio ” “Hey guys, if you rub some of goo I found on the lab floor together, it make a funny sound”

Powers/Tactics: Most of the time, Occupo Mens will stay in back of the party and set up an illusion to hide his true location. He uses his Ego Attacks to take out weaker opponents and his Mental Lockdown, Mind Control and Hallucinations to take out tougher foes. If he encounters an enemy with a particularly high ego and/or high mental defense, he uses his Psionic Push. He always goes into battle with his Force Field and Telekintetic Flight on.

Campaign Use: Plot Seeds

1. The alien race that he is half part of may want him back.

2. Sometimes, Ben is called in to help heal metally ill patients, such as the Midnight Shade.

3. Sometimes, Ben’s jokes get him in trouble.

4. Ben’s curosity can lead him to discover important imformation.

5. Twisted villians such as the Black Harliquin, might chalenge him to a prank-off.

6. Ben might get kidnapped be other people hunteds and used a bait.

7. Orginazations such as PSI might want Ben for his Psionic abilities.

8. Sister Martha may occasionally call Ben in if there is something wrong at the orphanage

Appearance: Occupo Mens looks like an average 8-year-old boy due to the fact that he ages much slower than normal. He doesn’t wear a costume but instead wears regular clothing.

Occupo Mens (Seize The Mind)

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