Villainy/Character/Overmind

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Villainy-Overmind.png

Villainy-OvermindTitle.png
DEX
6
INT
16
INFL
7
STR
3
WILL
16
AURA
7
BODY
6
MIND
16
SPIRIT
9

Basics

  • Codename: Overmind
  • Full Name: Jason Francis Kresh
  • Assumed Name: Varies
  • Common Name: Master
  • Classification: Villain
  • Motivation: Power Lust

Physical

  • Gender: Varies (Usually Male) - Currently Male
  • Species: Varies (Usually Human) - Currently Human
  • Ethnicity: Varies - Currently Scottish/Irish/Welsh
  • Age: 83 years old - Currently in a 28 year old body
  • Height: Varies - Currently 6'0"
  • Weight: Varies - Currently 195 lbs.
  • Measurements: Varies - Currently 38/32/36
  • Penis: Varies - Currently 9" (Uncircumcised)
  • Hair: Varies - Currently Medium, Straight, Red
  • Eyes: Varies - Currently Bright Green
  • Skin: Varies - Currently Fair Freckled

Advantages

  • Area Knowledge (Earth): Overmind has been all over the Earth and never forgets anything. His knowledge may be out of date, but he has a good chance of knowing his way around anywhere he finds himself.
  • Attractive: Overmind nearly always chooses vessels that are extremely attractive.
  • Iron Nerves: Overmind has an amazing resistance to fear and fear inducing abilities.
  • Lightning Reflexes: Overmind has reflexes that exceed his body's natural ability to react.
  • Omni-scholar: Overmind has been around so long that with his perfect recall he can be considered an expert on any subject.
  • Sharp Eye: Overmind has an eye for detail, and can pick up on the smallest inconsitencies.

Drawbacks

  • Irrational Attraction (serious, causing taboo sex acts): Overmind sees people as his playthings, and is most amused by breaking social norms in his doll play . . . or especially making his dolls do it themselves.
  • Irrational Fear (serious, cramped spaces): Overmind was tortured to produce his power in a cramped room; and can't bring himself to enter a room that is 8'x8' or less.
  • Psychological Instability (catastrophic, indiscriminate attacks): Overmind can have a psychological break if pushed too far. When this occurs he violently lashes out with his mind at those around him. This usually last an hour or more, and often leaves brain damaged bodies and corpses behind.
  • Traumatic Flashbacks (of his treatment during Project: Prometheus, Triggered in cramped rooms): If forced to remain in a cramped room Overmind has Post Traumatic Flashbacks of his treatment during Project: Prometheus. This often triggers his above instability.

Powers

  • Animal Control: 16E -
  • Animal Summoning: 16E -
  • Broadcast Empath: 16E -
  • Coma: 16E -
  • Comprehend Languages: 16E -
  • Control: 16E -
  • Empathy: 16E -
  • Hypnotism: 16E -
  • Iron Will: 16E -
  • Mental Freeze: 16E -
  • Mental Illusion: 16E -
  • Mind Blank: 16E -
  • Mind Blast: 16E -
  • Mind Drain: 16E -
  • Mind Field: 16E -
  • Mind Over Matter: 16E -
  • Mind Probe: 16E -
  • Paralysis: 16E -
  • Personality Transfer: 16E -
  • Phobia: 16E -
  • Remote Sensing: 16E (Through living target in range) -
  • Sensory Block: 16E -
  • Shouting: 16E -
  • Sleep: 16E -
  • Speak with Animals: 16E -
  • Telepathy: 16E -
  • Recall: 16 -

E = elementally linked. These are all elements of a single power, so if any of these powers is affected by negation, adsorption, or other form of reductive manipulation, they all are.

Skills

  • Accuracy (perception): 13 - Overmind is very perceptive, but does not posses any of the other Accuracy sub-skills; nor does he need them with the powers that he has.
  • Animal Handling: 11 - Overmind is highly skilled at riding and training animals as well as their care.
  • Artist (actor, dancer, writer): 7 - Overmind is a skilled actor, but possesses no other Artist sub-skill.
  • Charisma: 11 - Overmind is highly skilled at interrogation, intimidation, and persuasion.
  • Detective: 11 - Overmind is skilled at clue analysis, counterfeit recognition, identification systems, law, legwork, and police procedure.
  • Medicine: 11 - Overmind is very skilled at brainwashing, first aid, forensics, medical treatment, and surgery.
  • Military Science: 9 - Overmind is skilled in camouflage, cartography, tracking, cryptography, danger recognition, demolition, and field command.
  • Scientist: 11 - Overmind is highly skilled in concealment, escape artistry, locks and safes, pickpocketing, stealth, forgery, and security systems.
  • Vehicles (land, water): 7 - Overmind is skilled in all forms of land, and water vehicles.

Equipment

Family

  • Father:
  • Mother:
  • Siblings:
  • Spouse:
  • Children:

Social

  • Work:
  • Co-workers:
  • Friends:

Description

Personality

History