Epiphysis  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
20 INT 10 10 20 13- PER Roll 13-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
14 COM 10 2 14 12-
5 PD 3 2 5 5 PD (0 rPD)
5 ED 3 2 5 5 ED (0 rED)
4 SPD 2.4 16 4 Phases: 3, 6, 9, 12
10 REC 6 8 10
30 END 30 0 30
40 STUN 30 10 40
6" Running 6 0 6"
1" Swimming 2 -1 1"
2 1/2"/1"" Leaping 3 0 2 1/2" 114 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 1" [2" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Flight 4" [16" NC]
Teleport 15" [30" NC]
EXPERIENCE POINTS
Total earned: 300
Spent: 300
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 650
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 11"
Weight:  175 lbs
Description:
As Aaron Cartes a reasonably handsome man of bookish and erudite appearance that looks suprisingly like Gregory Peck. See illustrations for each of his five supervillainous personas.

 Epiphysis  
DEFENSES
Type Amount Notes
Physical Defense 5 Current BODY:
Res. Phys. Defense 0 (15)
Energy Defense 5 Current END:
Res. Energy Defense 0 (30)
Mental Defense 20 Current STUN:
Power Defense 0 (40)
STUNTS & FIGHTING STYLE
Be mindful of very thin defenses
Make the most of capability to strike at LOS w/ N-Ray Vision

COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+1 Overall
+4 with Mental Combat
+6 with DCV; Only vs Human & Animal Intelligence (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Epiphysis  
SUPERPOWERS!
Cost  Power END
Powers Of Pineal Potency Elemental Control
33 Elemental Control, 66-point powers
27   1)   Third Eye:  Duplicate Sight Power 17- (no Sense Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Mental Awareness, Mystic Awareness, N-Ray, Nightvision, Range, Rapid: x10, Sense, Targeting, Telescopic: +10, Tracking (74 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 7
27   2)   Alternate Identities:  Shape Shift (Sight, Hearing, Touch, Mystic, Smell/Taste and Mental Groups, Zardoz, Fearun, Mindtwister, Phantasm), Imitation, Instant Change, Reduced Endurance (0 END; +1/2) (67 Active Points); Only vs Human & Animal Intelligence (-1/4) 0
27   3)   Mental Invisibility:  Invisibility to Sight, Hearing and Mental Groups , No Fringe, Reduced Endurance (0 END; +1/2) (67 Active Points); Only vs Human & Animal Intelligence (-1/4)
Notes: Do not mind me. I am somebody else's problem.
0
25   4)   Drawing The Veil:  Darkness to Mental and Mystic Groups 7" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); No Range (-1/2) 0
Gaze of the Third Eye Multipower
90 Multipower, 75-point reserve, all slots Reduced Endurance (0 END; +1/2) (112 Active Points); all slots Only Usable While Third Eye Is Activated (-1/4)
5u   1)   Gaze of Arresting Depths:  Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points); Cannot Form Barriers (-1/4)
Notes: Point Target Control
0
4u   2)   Gaze of Blinding Truth:  Sight, Mental and Mystic Groups Flash 3d6, Based On EGO Combat Value (Mental Defense applies; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-1/2)
Notes: Crowd Control Power
0
5u   4)   Gaze of Searing Radiance:  Ego Attack 3d6+1 (Human class of minds), Area Of Effect (8" Cone; +1), Selective (+1/4) (74 Active Points); No Range (-1/2)
Notes: Chump Dropper
0
3u   4)   Gaze Into My Eye And See Your Doom:  Killing Attack - Ranged 1d6 (vs. MD), Does BODY (+1), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1), +4 Increased STUN Multiplier (+1) (75 Active Points); Eye Contact Required (Constant Power requires eye contact throughout use; -1)
Notes: Slowly kills the mind from within
0
6u   5)   I See A Flaw In Your Assertion:  Dispel 20d6, any Magic power one at a time (+1/4) (75 Active Points)
Notes: Niche Concept Power
0
6u   6)   I See A Flaw In Your Conjecture:  Dispel 20d6, any Mental power one at a time (+1/4) (75 Active Points)
Notes: Niche Concept Power
0
6u   7)   I See Right Through Your Soul:  Ego Attack 6 1/2d6 (Human and Animal classes of minds) (75 Active Points)
Notes: Primary Attack
0
6u   8)   I See What You Mean:  Telepathy 15d6 (75 Active Points)
Notes: Mentalist
0
6u   9)   Mind Probe:  Telepathy 1d6 (Human and Animal Class of Minds classes of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Continuous (+1), Cumulative (96 points; +1 1/2) (75 Active Points)
Notes: Walking the inner frontier
0
6u   10)   Mind Wiring:  Mind Control 4d6 (Human and Animal Class of Minds classes of minds), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (96 points; +1) (75 Active Points) 0
6u   11)   Mind Worm:  Mental Illusions 1d6 (Human and Animal Class of Minds classes of minds), Reduced Endurance (0 END; +1/2), Continuous (+1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (96 points; +1 1/2) (75 Active Points) 0
6u   12)   You See What I Mean?:  Mental Illusions 15d6 (75 Active Points)
Notes: Point Target Control
0
Pineal Protection
24   1)   Mental Misdirection:  +6 with DCV; Only vs Human & Animal Intelligence (-1/4)
30   2)   I Saw It Coming:  Combat Luck (15 PD/15 ED)
33   3)   Iron Will:  Mental Defense (20 points total) (Resistant), Hardened (+1/4) (33 Active Points) 0
2   4)   Spatial Anchor:  Flight 1", Reduced Endurance (0 END; +1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Persistent (+1/2) (5 Active Points); Only To Anchor Self In Midair (-1), no Noncombat movement (-1/4) 0
12   5)   Spatial Anchor:  Knockback Resistance -6", Linked (Spatial Anchor; Greater Power is Constant or in use most or all of the time; +0) 0
From Points A to B With Pineal Geometry Multipower
30 Multipower, 30-point reserve
3u   1)   Levitation:  Flight 4", x4 Noncombat, No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (29 Active Points) 0
3u   2)   Jaunt:  Teleportation 15" (30 Active Points) 3
3u   3)   Junket:  Teleportation 5", Safe Blind Teleport (+1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points) 3
434 Total Powers Cost

 Epiphysis  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
10 +1 Overall
20 +4 with Mental Combat
3 Acting 14-; Only To Play Roles Of Deep Cover Identities (-1/2)
3 Analyze: Magic 13-
3 Analyze: Mental Abilities 13-
3 Conversation 13-
3 Criminology 13-
3 Deduction 13-
3 Interrogation 13-
3 KS: Mental Patterns (INT-based) 13-
3 KS: Mystic Lore (INT-based) 13-
3 KS: Superhuman World (INT-based) 13-
3 PS: Psychology (EGO-based) 13-
3 Shadowing 13-
2 TF: Common Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 12-
3 Tracking 13-
77 Total Skills Cost
PERKS
Cost  Name
5 Money: Well Off
Deep Covers
2
1) Deep Cover: Fearun
2
2) Deep Cover: Mindtwister
2
3) Deep Cover: The Phantasm
2
4) Deep Cover: Zardoz
Reputations Limited By Identity, all slots Limited By Identity (-1/4)
2
1) Reputation: Dependable Supervillain / Mercenary Leader (as Epiphysis) (A small to medium sized group) 11-, +3/+3d6 (3 Active Points)
2
2) Reputation: Superpowered All Around Mentalist (as Epiphysis) (A small to medium sized group) 11-, +3/+3d6 (3 Active Points)
2
3) Reputation: Superpowered All Around Mentalist (as Mindtwister) (A small to medium sized group) 11-, +3/+3d6 (3 Active Points)
2
4) Reputation: Superpowered Assassin (as Fearun) (A small to medium sized group) 11-, +3/+3d6 (3 Active Points)
2
5) Reputation: Superpowered Illusionist (as The Phantasm) (A small to medium sized group) 11-, +3/+3d6 (3 Active Points)
2
6) Reputation: Superpowered Mindcontroller (as Zardoz) (A small to medium sized group) 11-, +3/+3d6 (3 Active Points)
25 Total Perks Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
15 Hunted: PRIMUS 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
20 Normal Characteristic Maxima
10 Psychological Limitation: Egomaniacal (Uncommon, Strong)
15 Psychological Limitation: Psyche Observation Complex (Uncommon, Total)
15 Psychological Limitation: Sociopathic Tendencies (Common, Strong)
15 Reputation: Assassin (as Fearun), 11- (Extreme)
15 Reputation: Mindcontroller (as Zardoz), 11- (Extreme)
15 Reputation: Supervillainous Illusionist (as The Phantasm), 11- (Extreme)
15 Reputation: Supervillainous Mentalist (as Epiphysis and Mindtwister), 11- (Extreme)
10 Routed: Loses Half Total Body (Uncommon), go 8-, recover 11-
Notes: Once Epiphysus loses half of his total BODY, the GM should check each Phase to see if Epiphysis seeks to flee at all costs, and once a roll is failed he continues to flee unless he makes a "Recovers from" roll.
5 Susceptibility: Opposing Mental Illusions 1d6 damage Instant (Uncommon)
150 Total Disadvantages Cost

 Epiphysis  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 11" Hair: Brown
Weight: 175 lbs Eyes: Brown
As Aaron Cartes a reasonably handsome man of bookish and erudite appearance that looks suprisingly like Gregory Peck. See illustrations for each of his five supervillainous personas.
PERSONALITY & MOTIVATION
Aaron's mind simply was not yet ready for the level of awareness he attained via his personal quest for enlightenment, and the resulting stress magnified some of his underlying personality traits of dispassionate observation, clinical analysis, and subconscious superiority complex (which were actually useful to someone in his profession) to the point of a dangerous psychosis.

As a result his motivations are bizarre and impossible for a sane person to truly comprehend. However, they rule Aaron's existence with a monomaniacal intensity, though he hides it from others and keeps no confidants in any of his personas.
CATCH PHRASE(S)
"Yes, I see..."
POWERS & SPECIAL EFFECTS
Aaron Cartes is a very powerful and dangerous mentalist / mystic with a broad assortment of abilities.

His most important ability, and the the source of all of his powers, is his Third Eye which functions as a duplicate of standard Sight, but is bought as a seperate sense and thus cannot be flashed or affected by Sense Affecting Powers that do not directly target it (which would be an unlikely power for any save a person using a Cosmic Variable Power Pool of some sort). This makes him effectively immune to most Sense Affecting Powers. Further the Eye has greatly enhanced perception and affords Aaron a broad level of awareness.

Other abilities include the capacity to fool the minds of others into thinking he looks like one of a variety of personas, or not see him at all, and to make people think that he is actually standing a couple of feet to the right or left of his true position, making it very difficult to hit him. All of these Powers only work vs. those with a Human or Animal mind however. He can also occlude the Mental and Mystical awareness of others in a broad area around himself. He is also able to anticipate and avoid almost any attack that he is aware of, and he has strong mental defenses.

Aaron's enlightened awareness allows him to perceive space differently and correspondingly move through space by an act of will. In practical effect this allows him to Anchor himself in midair, to Levitate, and to teleport both short and long distances.

In addition to these useful abilities, Aaron also has a wide array of mental affects available to him (Gaze of the Third Eye Multipower) which allow him to play havok with the minds of others in just about any fashion he wants to.

If this character is too powerful for your campaign or your PC's are not well set up to deal with such an insidious and dangerous mentalist, it is probably best to simply not use him rather than diminish his capabilities; otherwise the net effect of the multiple personas is lost. In the event that the character is not powerful enough for your campaign, simply increase the Reserve of his Multipower Pool; giving him some reliable persistent defense would be a good idea as well, and you could also improve his telepathic Shapeshifting abilities. A few more ECV levels would also likely come in handy.

 Epiphysis  
ORIGIN
"In a dream, one's senses perceive things that seem real, but do not actually exist...but if I am being deceived, then surely "I" must exist. You perceive your body through the use of the senses; however, these have previously proved unreliable...so all I can know for sure is that I am a thinking thing. Thinking is my essence as it is the only thing about me that cannot be doubted. Consider a piece of wax: my senses inform me that it has certain characteristics, such as shape, texture, size, color, smell, and so forth.

However, when I bring the wax towards a flame, these characteristics change completely. Yet it seems that it is still the same thing: it is still a piece of wax, even though the data of the senses inform me that all of its characteristics are different. Therefore, in order to properly grasp the nature of the wax, I cannot use the senses: I must use my mind.

Thus what I thought I had seen with my eyes, I actually grasped solely with the faculty of judgment, which is in my mind...as if I my mind itself has an "eye", which cannot be deceived, and with which I can perceive things as they truly are and not merely as they seem...." -- from the final pages of the journal of Aaron Cartes, missing psychologist and New Age dabbler.


Aaron Cartes was always a strange man, strangely detached and introspective even as a boy. As he grew older he took to self educating himself about mysticism, meditation, psychology, and philosophy. He attained a degree as a psychologist and opened up a small but succesful practice in San Francisco, catering to a clientele of "New Agers" of similar off-brand outlooks. During the day he saw patients an hour at a time at a respectable billing rate, and at night he continued his own personal pursuit of broadening his internal awareness and understanding of the universe.

Finally, he acheived a break through...a realization which he diligently pursued to acheive an awakening. He was able to open his "third eye", with which he is able to perceive things on a far greater level of awareness than the "mind blind" masses. Morever, his awareness allows him the ability to affect the minds of others, and to walk hidden pathways beneath the illusion of space and distance that normal people are constrained to. He is also able to dissipate both magic and mental powers by an act of perception and willpower.

However, his mind was not fully ready for the shock of such awareness, and he was slightly unhinged by the experience. His former mild-mannered, scholarly, and benign personality was fractured and in its place an urge to dominate and establish himself as a ruler over the willfully ignorant "mind blind" masses, and bring enlightenment to other seekers of the way arose. But his heightened intuition made it clear to him that superhumans would be an impediment to his plans. He must first grow stronger in his powers and self-educate himself on their ways and how they think. What better way to do that than working against them directly in their natural element, masquerading as a costumed supervillain?

Thus Aaron Cartes went inexplicably missing, and over the next year several different costumed villains with various mental powers arose. Using his powers of Illusion backed up with some costume chicanery and basic acting to fool cameras as well, Aaron assumed not one but five identities, the better to experience a different range of superhuman exploits and gauge the resulting superheroic responses, as well as throw off those who might seek to incarcerate him. Aaron's main persona, which he thinks of as himself in a costume, goes by the moniker of Epiphysis; in this identity Aaron uses the full range of his powers freely. He also constructed four other distinct identities:

As Zardoz he relies on stealth and avoids direct confrontation as much as possible, and uses the Mind Probe, Mind Worm, and Mind Wiring Powers primarily. He pretends to be a Mutant in this guise. His typical exploits revolve around manipulating and probing people remotely and leaving them unawares and then using his control or knowledge towards some nefarious ends.

As Fearun he hunts others and confronts them when they are alone or vulnerable, using the various Gaze attacks primarily. He typically acts as an assassin. He pretends to be a Mutate in this guise.

As The Phantasm he masquerades as a less powerful mentalist (in the 300-350 point range), and primarily uses the You See What I Mean? Power from his multipower. His typical exploits involve participating in jobs with lower echelon villains and mercs to see how they operate first hand, to possibly be approached later in the Epiphysis role. He appears to be a Mutate in this guise.

Similarly as Mindtwister he masquerades as a less powerful mentalist (in the 500 point range), and is very careful to keep the persona distinct from his Epiphysis identity, even going so far on occasion to use his Pineal Geometry Junket ability commit crimes extremely far apart from each other within minutes of each other to further the illusion that they are two different people. He typical uses the various "See" Powers from the Multipower Pool in this role and is careful to not be observed using his Teleportation ability, opting for the Levitation when observed. However, he has on occasion used other Powers from his Multipower when needed -- most of them are invisible anyway. He maintains the Mindtwister persona as a more aggressive, daring, non-leader sort. He appears to be a Mutant in this guise.

Aaron started small with his agenda bedeviling a small team of superheroes active in the bay area, but they proved to be no challenge and he soon moved on, traveling from city to city hatching nefarious plans with the hidden goal of observation, hidden beneath some typical scenario of supervillainy, or getting involved in the plots of other villains. As Epiphysis he took more of an initiator / leader role and often recruited the services of other villains, whether local or mercenary, and soon gained a reputation as a competent facilitator of supervillainy. He quickly found that he was in demand as Epiphysis for his ability to recruit and organize a team and align them towards a goal, and almost accidentally became a supervillainous mercenary...with the funds being carefully squirreled away to one day help fund his ploy for larger stakes.

Finally he was approached by a representative of a firm that Epiphysis had been hearing quite a lot of and seemed to be in competition with called Enforcers Incorporated. An attractive offer was made to work for them at least occasionally on a Will-Call status and he accepted the offer. He has turned several successful contracts, leading less intelligent super-mercs as an effective field commander, and will likely soon be offered either a preferential or exclusive arrangement with the firm. For his part, Epiphysis has found the opportunities for observation decent, and the pay quite good. Amusingly he has established relationships with the firm as Fearun and Zardoz as well, unbeknownst to anyone else, but he keeps the Mindtwister and Phantasm persona's deliberately out of it.


This character is an amalgamam of several other characters. Zardoz and Fearun created by OddHat; Epiphysis created by WilyQuixote and Killer Shrike, The Phantasm created by Travis Fisher (as The Ghost), Mindtwister created by Killer Shrike
Character created with Hero Designer (version 2006053109)