• No results found

PROFESSOR PARADIGM FACTS

n At some point in time, perhaps as early as the creation, Reality was “shattered” into multiple dimensions. The dimensions must be recom-bined, like making a cake from ingredients and/or putting together a jigsaw puzzle, to re-create true Reality. (Thinking along these lines causes Professor Paradigm to study Displacer intently and try to find ways either to enhance his powers, or to reproduce his powers with technology on a vast scale.)

„

n Earth is the one true Reality; all other dimen-sions are imperfect “reflections” of it and need to be elminated so that the actual nature of Reality can be perceived by humanity. (This theory leads Professor Paradigm to study ways to “collapse” or destroy entire dimensions — a difficult task he hasn’t yet found a way to accomplish. If he succeeded, particularly with multiple dimensions, he might weaken the structure of the Multiverse irreparably, and/

or attract the unwelcome attention of Istvatha V’han, Skarn, and Tyrannon to Earth.)

„

n “Real Reality” will be revealed when enough sentient beings want it to be (which may require them to be insane...). (This theory prompts Professor Paradigm to try to sway millions or billions of people to one view of Reality, either through weird crimes intended to “open their eyes,” schemes to drive the entire world mad, and so on.)

„

n Just as in human legends the “true king” makes a kingdom prosperous and powerful, Reality will reveal its true self only when its true ruler

— Professor Paradigm — controls all dimen-sions of the Multiverse. (When this thinking dominates his mind, the Professor tries to conceive of a way he could cast down Istvatha V’han and assume her throne; she doesn’t rule all dimensions, but “a billion” of them is a good start.)

Similarly, Professor Paradigm is incensed by any attempt to conceal, change, or obfuscate “the truth” (whatever that may be). The use of Images- or Mental Illusions-based powers tends to enrage him, but he’s nearly as upset with more mundane

“illusions” like political cover-ups, encrypting data, and the like. Occasionally something like that may attract his attention, prompting a destructive attack or some other scheme. For example, in 2007 he and the Paradigm Pirates attacked the NSA, causing significant damage to its main facility and computer systems before being driven off by the Capital Patrol.

Related to his obsession with “real Reality,”

Professor Paradigm often thinks deeply about how people perceive. He wants to know how they see things, what their take on “Reality” is, and chal-lenge their perceptions and preconceptions. To this end, some of his crimes are essentially massive public art projects where he and the Paradigm Pirates “create” a massive “work of art.” Some of these projects are essentially just whimsical and weird, and may even meet with critical and public approval; others are destructive, deadly, or disgusting.

Professor Paradigm is fascinated by magic and the magical powers of superhumans like Witchcraft, Talisman, and the Demonologist (though he lacks the mental gifts, and at this point in his life the sanity, to learn to cast spells himself). He doesn’t actually believe in “magic”;

he thinks “magic” is a higher-order science that most of humanity simply hasn’t learned how to master yet. He believes that eventually science and technology will be able to do what is now called “magic.” He’s conducted extensive research along these lines, and one of his inventions, the Luathon Projector, seems to bear out his theories (at least in his mind).

Quote: “What’s really going on? Do you want to know? Do you care?”

Powers/Tactics: The Malevolent Metaphysician (to use Dr. Silverback’s coined nickname for him) wears a suit of advanced powered armor that gives him the ability to bend and warp Reality to a limited degree, and to access other dimen-sions. For example he can Teleport or become intangible, and a field surrounding the armor

“transmits” the impact of attacks into another, barren, dimension so that it doesn’t harm the Professor.

The main weapon built into the armor is the Luathon Projector, a device Paradigm claims precisely duplicates many of the effects of the Lights Of Luathon spell (CU 67) using only tech-nology that’s recognizable as techtech-nology, rather than magic. He continues to conduct research along these lines and may already have modified his armor to include other “magic” devices.

Frequent exposure to other-dimensional energies has affected Professor Paradigm’s body, making him stronger, faster, and tougher than most people even before he puts on his super-tech armor. On the other hand, it’s also affected his mind, which wasn’t exactly that stable to begin with. The resulting “mental topology”

is so confusing and convoluted that anyone who makes strong telepathic contact with him becomes “trapped” in it until the victim can exert the willpower to free himself. (In game terms, this is an Entangle Mental Damage Shield that’s triggered only by Telepathy, telepathic Mind Control, Mind Link, or maintaining a Mind Scan lock-on; casual mental contact, such as a standard (Instant) Mental Blast or Mind Scan without a lock-on, doesn’t go “deep” enough to trap the mentalist.)

For all his abilities, though, Professor Para-digm isn’t really a combatant. He fights if he has to, particularly when someone threatens to disrupt one of his “experiments,” but he doesn’t really want to hurt anyone (at least not that way) and is quick to flee if that seems like the best option.

Campaign Use: Professor Paradigm is a “wild card” master villain who can fulfill all sorts of roles in your campaign, from deadly reality-warping adversary to armored artist-clown. His motivations are hard for others to discern and

PROFESSOR PARADIGM FACTS

Here are some facts characters and NPCs might know about Professor Paradigm if they succeed with an appropriate Skill Roll:

N/R: Professor Para-digm and his minions, the Paradigm Pirates, commit all sorts of bizarre crimes — some dangerous and deadly, some merely weird (or even humorous).

K/R: Professor Para-digm seems to believe that “Reality” is “not real,” and that it’s up to him to somehow reveal the “true Reality,”

regardless of the conse-quences of doing so.

-1: Professor Para-digm has some innate abilities, but most of his powers come from the powered armor he wears.

-2: Professor Paradigm is an expert on the structure of the Multi-verse and dimensional travel/science; many of his powers and weapons are devices that exploit dimensional energies or travel in some way.

-4: Professor Paradigm is fascinated by magic, spellcasting, and the like.

-6: Professor Para-digm’s mind is a chaotic, jumbled mindscape that can

“trap” telepaths who make mental contact with him.

-8: Experts believe that Professor Paradigm knows more about Istvatha V’han than any other human being.

-10: His Secret Identity is Phileas Burcato.

144 n Professor Paradigm Hero System 6th Edition grasp; he doesn’t care for money or fame, just

his quest to “reveal Reality” — a goal so abstract that figuring out his next move is usually next to impossible.

To make the Professor a tougher foe, improve his armor by adding more devices that “re-create”

magical spells, draw on extradimensional energies, or the like. Perhaps the ultimate gadget for him would be one that allowed him to Duplicate by pulling other-dimensional versions of himself too him, but that might be more than his mind could handle. To weaken him, remove the Luathon Projector so that he has almost no fighting abilities but is very difficult to stop or capture.

Associates, Allies, And Adversaries: Most supervillains want nothing to do with Professor Paradigm; they regard him as a dangerous nutcase.

If he were to come close to succeeding with one of his schemes to unveil the true nature of Reality, there’s a good chance more than a few of them would join Earth’s superheroes to try to stop him.

On the other hand, some of them (for example, Takofanes) may regard him as a cat’s-paw or a resource.

Professor Paradigm knows about Skarn and is utterly intrigued by him. He’s studied everything he can about the lord of the Congeries, and could love to meet him and observe him in person if he could do so safely. Skarn’s ability to conquer and

“merge” dimensions is one the Professor would love to have... or at least understand.

Similarly, Paradigm wants to know more about Istvatha V’han, who effortlessly moves between dimensions and has conquered millions of them. He may be one of humanity’s best tactical resources the next time she attempts to invade Earth’s dimension — assuming he can be persuaded to oppose her rather than try to study her.

As if Skarn and V’han weren’t enough to occupy the Professor’s attention, he’s also deeply interested in the Janus Key. He’s searched for it himself, but at this point has resigned himself to (a) hoping it will reveal itself to him, or (b) taking it from whoever does find it. Anyone who has it and doesn’t surrender it to him will become a hated enemy.

ARGENT would love to acquire Paradigm’s technology, and has assigned a team of researchers and soldiers to do so.

Appearance: As befits someone who intends to one day rule the Multiverse and shape it to his will, Professor Paradigm garbs himself in a regal — but decidedly strange — suit of armor. In some respects it resembles suits of powered armor designed by humans; in others its aesthetics or stylings are bizarre, nonhuman, alien. Its various sub-assemblies and sections are made of various materials (mostly metals) in various colors. From his shoulders two forward-curving “bars” rise up; a matching assembly rises over his bald head to protect it from behind (his skin is white; his eyes blue).

Champions Villains Volume One: Master Villains n Professor Paradigm 145

Val Char Cost Roll Notes

15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]

16 DEX 12 12-18 CON 8

13-25 INT 15 PER Roll 14-20 EGO 10

13-30 PRE 20 15- PRE Attack: 6d6 8 OCV 25

8 DCV 25 3 OMCV 0 10 DMCV 21

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 8 PD 6 Total: 30 PD (22 rPD)

8 ED 6 Total: 30 ED (22 rED)

8 REC 4

30 END 2 10 BODY 0

40 STUN 10 Total Characteristics Cost: 209 Movement: Running: 12m

Teleportation: 30m-300,000 km Cost Powers

END 40 Powered Armor Batteries: Endurance Reserve (160

END, 30 REC) OIF (-½)

42 Luathon Projector: Multipower, 63-point reserve all OIF (-½)

3f 1) First Setting: Sight Group Flash 8d6

5 Area Of Effect (1m Radius; +¼); OIF (-½)

4f 2) Second Setting: Blast 10d6

6 Area Of Effect (1m Radius; +¼); OIF (-½)

4f 3) Third Setting: Blast 6d6

6 AVAD (Sight Group Flash Defense; +1); OIF (-½) 4f 4) Fourth Setting: RKA 2½d6

6 Penetrating (+½); OIF (-½)

4f 5) Fifth Setting: Dispel Invisibility 21d6

6 OIF (-½)

4f 6) Sixth Setting: Dispel Magic Powers 14d6

6 Variable Effect (any on Magic power or spell at a time; +½); OIF (-½)

80 Fractured Mental Topology: Entangle 4d6, 4 PD/4 ED 0 Area Of Effect (personal mental Surface — Damage Shield; +¼), Constant (+½), Persistent (+¼),

Reduced Endurance (0 END; +½), Takes No Damage From Attacks (see 6E 1 217; +¾), Works Against EGO, Not STR (+¼); Mental Contact Only (see text; -¾)

44 Powered Armor: Resistant Protection (22 PD/22 ED) 0 OIF (-½)

40 Dimensional Shunt Field: Damage Negation (-6 DCs PD and ED)

0 OIF (-½)

90 Dimensional Travel: Multipower, 135-point reserve All OIF (-½)

9f 1) Dimensional Bypass: Teleportation 30m, x8 Increased Mass

13 MegaScale (1m = 10,000 km; +2); OIF (-½)

2f 2) Dimensional Shifting: Extra-Dimensional Movement (any physical location in any dimension corresponding to Paradigm’s location in his current dimension)

4 OIF (-½), Requires A Navigation Roll (-½), Side Effects (if roll fails he ends up in the wrong dimension; -¼) 27 Dimensional Phasing: Desolidification (affected by

magic)

4 OIF (-½)

Talents

5 Lightning Reflexes: +5 to act first with All Actions Skills

3 Computer Programming 14-3 Cryptography

14-3 Electronics 14-3 Inventor 14-3 Mechanics

14-6 Navigation (Dimensional) 16-3 Systems Operation 14-3 Scholar

4 1) KS: Humanity’s Knowledge Of Istvatha V’han 16-2 2) KS: Humanity’s Knowledge Of Skarn The Shaper 14-2 3) KS: Layman’s Arcane And Occult Lore

14-4 4) KS: Metaphysics

16-2 5) KS: Structure And Nature Of The Multiverse 14-3 Scientist

4 1) SS: Dimensional Physics 16-2 2) SS: Mathematics 14-2 3) SS: Ontology

14-2 4) SS: Physics 14-2 5) SS: Topology 14-Total Powers & Skills Cost: 458

Total Cost: 667

400 Matching Complications (75)

20 Enraged: when he realizes he’s been subjected to an Image/Mental Illusion, or sees someone creating one (Uncommon), go 14-, recover

11-20 Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture) 20 Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture)

15 Hunted: ARGENT (Infrequently, As Pow, NCI, Capture/

Steal Technology)

25 Psychological Complication: Determined To Uncover The “Real Reality” (Very Common, Total)

15 Social Complication: Secret Identity (Phileas Burcato) (Frequently, Major)

Total Complications Points: 75 Experience Points: 267

146 n Professor Paradigm Hero System 6th Edition

During his years of building his powered armor and conducting his early investigations into

“real Reality,” Professor Paradigm encountered or heard about several superhumans whose abilities either dovetailed with his, could help him achieve his goals, or raised new questions about his various theories. The first of these was Displacer, whose mutant power of “dimensional merging”

was briefly mentioned in some notes he stole from a leading researcher in 2002. Thrilled by the idea of being able to study someone who could meld multiple realities, he quickly tracked Displacer down and convinced the confused young man to join forces with him.

One follower became two in 2004 when Avant Guard made his debut with a quixotic “attack” on the Millennium City Institute of the Arts. Sensing a potential kindred soul, Professor Paradigm broke him out of jail before he could go to trial;

Avant Guard, for his own indiscernible reasons, agreed to join the Professor’s “team.” Paradigm’s sometimes wondered if he made the right deci-sion. Controlling Avant Guard and getting him to do what the Professor wants is often difficult (to put it mildly)... but so far his contributions to the team outweigh the problems he causes.

The third Pirate, Tesseract, came to Professor Paradigm’s attention in early 2006 as part of a team of villains assembled by Holocaust for an attack on the Champions. The Professor happened to be watching television when live news coverage of the battle broke into regular programming and was instantly captivated by her powers and the skill with which she wielded them. She teleported to safety when the battle went against Holocaust’s forces, and he used one of his devices to trace her dimensional manipulation and find her. Having enjoyed working as part of Holocaust’s “Alliance,”

Tesseract was open to the idea of joining a true team (particularly one she fit into so well) and accepted his offer.

Compared to a mercenary villain team like the Crimelords or the Ultimates, the Paradigm Pirates don’t really have tactics or standard procedures.

They’re all a little unusual (particularly Avant Guard), and the Professor’s found that the best way to handle them in combat is just to let them do what they want. The result is often chaotic and inefficient, and on occasion has resulted in one of them accidentally interfering with another’s powers, but overall it somehow works.

Background/History: Avant Guard’s personal history is shrouded in mystery. He simply appeared one day in 2004 at the Millennium City Institute of the Arts, teleporting his various selves around the place to change the labels on some of the exhibits, rearrange or deface others, and generally create a spectacle. With some timely assistance from Dr. Silverback, a detachment of PRIMUS agents was able to capture and imprison him. A few months later, just before he was about to go on trial, Professor Paradigm “liberated” him.

He’s worked for Paradigm ever since, though even the Professor isn’t entirely sure why.

Personality/Motivation: The Avant Guard’s moti-vations are best described as “unfathomable.” He definitely seems to have some sort of motivation or goal, but it’s so rooted in lunacy that the logic of it continues to escape even the most analytical of minds. Some experts believe he embodies or manifests some spirit of the absurd who simply wants to reveal the pointlessness of existence (or at least of ordered existence).

Quote: ::stage-whispered between two of his selves during a super-battle:: “Do you know what’s going on here?” “No idea — maybe it’s a rock video?”

Powers/Tactics: Avant Guard possesses various metamorphic powers, primarily shapeshifting and duplication with a limited amount of Stretching.

He can also teleport up to thirty meters. In combat he relies on weapons and gadgets built by Professor Paradigm; usually each Duplicate has the same device.

Avant Guard’s combat tactics defy description.

Sometimes he seems to fight with the precision and skill of a military-trained soldier; at other times half of his selves ignore the battle to pick flowers. In many cases defeating him is less a matter of beating him in physical combat and more a matter of containing whatever havoc he’s trying to create until he gets upset and leaves in a huff.

Avant Guard doesn’t seem to have complete control over his powers — sometimes, when he’s under a lot of stress, one (or all) of his existing selves uncontrollably change shape. Usually this involves something ridiculous (e.g., they all change shape to look like some movie star, but with plaid skin and a neon orange mohawk) or something chameleon-like (i.e., he changes shape to look like someone or something nearby). This only happens once per stressful situation (such as a combat), though; it’s not an ongoing process.

Campaign Use: You can use Avant Guard to inject notes of both hilarity and paranoia into your campaign. For the most part it’s easy to use him as comic relief by playing up the silly aspects of his personality. But if you want to be more serious, you can use his behavior to raise all sorts of issues. On the one hand, the PCs may find them-selves asking where he comes from (are aliens

Champions Villains Volume One: Master Villains n Professor Paradigm 147

Val Char Cost Roll Notes

10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1]

18 DEX 16 13-18 CON 8

13-18 INT 8 PER Roll 13-15 EGO 5

12-15 PRE 5 12- PRE Attack: 3d6 6 OCV 15

6 DCV 15 3 OMCV 0 5 DMCV 6

4 SPD 20 Phases: 3, 6, 9, 12 10 PD 8 Total: 10 PD (3 rPD) 10 ED 8 Total: 10 ED (3 rED)

6 REC 2

35 END 3 15 BODY 5

30 STUN 5 Total Characteristics Cost: 129 Movement: Running: 12m

Cost Powers END

50 Weaponry And Gear: Variable Power Pool

(Gadget Pool), 40 Pool + 40 Control Cost var Focus (all slots must have at least -½ worth of this Limitation; -½), Can Only Be Changed In Arsenal/

Lab (-½)

72 Artistic Form: Shape Shift (Sight, Hearing, and Touch Sense Groups, any shape), Instant Change,

Imitation, Makeover 0

Reduced Endurance (0 END; +½)

16 Flexible Form: Stretching 6m, x4 body dimensions 2

3 Malleable Form: Resistant (+½) for 3 PD/3 ED 0 37 Movin’ Around: Teleportation 30m 4

Armor Piercing (+¼)

216 Look At All The Mes!: Duplication

(create 16 330-point Duplicates) 0 Easy Recombination (as a Zero Phase Action at full DCV), Ranged Recombination (+½), Rapid Duplication (create 8 Duplicates per Half Phase Action; +¾) Skills

3 Acting 12-2 KS: Art History 11-3 Persuasion 12-2 PS: Sculpting 11-2 PS: Singing 11-3 Stealth

13-Total Powers & Skills Cost: 409 Total Cost: 538

400 Matching Complications (75)

10 Accidental Change: may uncontrollably change shape when under pressure or stress (such as in combat) (Common)

8-20 Hunted: UNTIL (Infrequently, Mo Pow, NCI, Capture) 20 Hunted: PRIMUS (Infrequently, Mo Pow, NCI, Capture) 25 Psychological Complication: Utter Lunatic (Very

Common, Total) Total Complications Points: 75 Experience Points: 138