Lord Funk

F
Ex 20
A
Gd 10
S
Gd 10
E
Ex 20
R
Ex 20
I
Mn 75
P
In 40
Res
Rm 30
Pop
Sh 0

*off
Gd 10
*dex
Gd 10
*upr
Ty 6
*res
Rm 30
*log
Gd 10
*alt
Am 50
*will
In 40
*mat
In 40
*pub
Sh 0

*def
Rm 30
*bal
Gd 10
*lwr
Ex 20
*sta
Gd 10
*mem
Rm 30
*awr
Un 100
*pre
In 40
*$
Ex 20
*sec
Sh 0

Health:
Karma:
60
135
NH:
MH:
42
112

Origin:

Omar is one of many otherwise ordinary humans that has gained power through intense training that activated normally dormant abilities - in other words, he is a psi. An empath, to be precise, and Omar has grown over the years into one of the most powerful of such beings on earth.

Known Powers:

Trained Psi Powers (empathic overmind):

Having worked on his discipline of power continually for the majority of his lifetime, Omar has evolved into an empathic overmind. He has all the powers in the empathic discipline of psi power, though he favors those listed below - he's worked them to a higher than normal power level.

Empathy (a): cornerstone of the empathic discipline of power, this art allows Omar to sense the innermost feelings of others with ease. He may do so with Monstrous (75) ability, and can also transmit his emotional state to those within one are of his person, though he does this rarely.

Essential Awareness (t): this talent allows Omar to perceive the essence, a realm of life force coincident with the multiverse, and thus all living beings within it. Specifically, though, Omar can use this Amazing (50) ranked talent to sense all living things within 20 areas of his person.

Essential Focus (s): using this empathic skill, Omar can sacrifice up to an Amazing (50) amount of his own Hpts in order to add the lost health to any one of his ability or power ranks for a one-time boost in power. This damage will then heal normally, unless Omar uses his powers to achieve this first.

Restorative Field (a): a vast meta-power that works with any of his healing abilities, this art allows Omar to broadcast any of his empathic healing powers across an area with a fifty yard radius, affecting anyone within that he chooses. This is an Amazing (50) ranked power.

Regeneration (t): this nifty talent allows Omar to enhance the healing powers of either himself or another person, though in a more gradual way than normal healing (can be used more than once per day). This power works at Amazing (50) rank, allowing its recipient to heal 5 Hpts, NH and MH per turn.

Healing (s): Omar is an Unearthly (100) ranked healer, able to restore his power rank number in lost Hpts, NH and MH all at once. This works by flooding a damaged body with essential energy and vastly stimulating the body's repair mechanisms; this may be done repeatedly without ill effect.

Revival (a): an upgrade of his resuscitation power, this dangerous empathic art allows Omar to literally raise the dead - not just those who have died within the last couple of minutes. The difficulty of the FEAT involved depends on the condition of the corpse and just how much of it is present (Amazing (50)).

Resuscitation (t): thanks to this handy empathic talent, Omar can raise from the dead anybody that has passed within the last fifty turns - being an Amazing (50) ranked power and all. Nothing more than a green power FEAT roll is usually needed, unless the body is particularly mutilated...

Recovery (s): this Amazing (50) skill allows Omar to restore lost End ranks caused by anything but excessive healing. Green FEATs restore one lost rank, yellow FEATs recover two, and red FEATs replace three. Of course, using this power on others costs Omar one End rank himself...

Killing Field (a): the penultimate version of his entropic assaults, Omar can use this immensely lethal empathic art to wipe out anyone within fifty yards of his person. Functioning at Amazing (50) rank, this art will cause like MB damage to anyone within range that fails an End (res) FEAT vs this rank.

Death Ray (t): a more potent attack than his death touch, this empathic talent allows Omar to fire a ray of deleterious energies at an opponent. This ray will, if it can hit Omar's target, inflict Amazing (50) MB damage per attack, usually enough to flatten all but the most hardy of foes.

Touch of Death (s): Omar can use this power to charge his body with entropic energies, a power which will be released on touch to inflict his power rank in MB damage with every strike. Wielding this empathic skill with Monstrous (75) ability, Omar can be truly terrifying in melee combat.

Other Empathic Powers: thanks to his overmind status, Omar actually has all of the known empathic powers, but the ones listed here are his personal favorites. He has all the other arts at Remarkable (30) rank, the talents at Incredible (40) rank, and the skills at Amazing (50) rank.

Equipment:

Cane: Omar carries a funky, oversized cane on him at all times. It is made from titanium steel, and is topped with a crystal ball about 2 inches in diameter, that is cut in the shape of a disco ball. This item has an effective material strength of Monstrous (75), and can inflict Omar's Str (upr) +1 CS per strike.

Quirks:

Paranoia: like many Mindwatch operatives, Omar is rather paranoid. While he maintains no secret identity, per se, the fact is that he's on the bad side of the B.A.H., and fears that they might come to 'collect' him at any time. He must pass a Psc (will) FEAT roll to implicitly trust someone - if he wants to, that is.

Talents:

Martial Arts types A, B and E: in the event that he does not have access to his psi powers, Omar can still put up a good fight. In unarmed combat, he can Slam or Stun a foe regardless of his comparative Str or End scores, and receives both a +1 CS to hit and a +1 initiative modifier.

Psionic Combat: one of the world's greatest psis, Omar has fought hard over the years to master this skill - it's helped to keep him alive, after all. When engaged in combat, Omar may add a +1 CS to any Ftg or Agy FEAT roll called for by the use of psi powers - whether his own or someone else's.

Psionic Theory: since he has become one of the main figures in the Mindwatch organization, Omar has arranged to have himself taught the finer points of psionic theory. When he must draw upon such knowledge, Omar may make the required Rsn FEAT rolls at a +1 CS.

Skill / Staff: as his personal weapon is an oversized cane with a crystal cap in the shape of a disco ball, Omar has learned how to wield this thing effectively in combat. He makes melee attacks with his cane, not to mention other, similar weapons, at his Ftg (off) score +1 CS.

Trance: Omar can slow his own bodily processes to the point that he enters a deep trance, and appears dead. Those viewing him in this state must pass a yellow Intuition FEAT in order to see that he is, in fact alive. While in this state, he has a minimal need for food, water, and air.

Contacts:

As one of the nine leaders of the Mindwatch organization, Omar can readily rely upon the group for assistance in a pinch; after all, he's done more for them than they can ever hope to return in kind. He's also on relatively good terms with his fellows in the first Boogie Brigade - those that are free, anyway.

Costume:

Omar doesn't go for the standard Mindwatch theme. He does wear leather pants, but they aren't black - no, they're more gray, being rather faded with age. He complements this with a rainbow tie-dye shirt, a well-worn pair of old, brown leather sandals, and a pair of smoky, round-rimmed sunglasses.

Personality:

Omar tries to keep his feelings close to the vest, since he's so used to sensing all the emotions of everybody around him. He generally tries to do the right thing, but there's an adage about absolute power, and sometimes Omar thinks that other people ought to more readily do what he asks of them...!

Real Name: Omar Groot
Occupation: Mindwatch administrator
Legal Status: citizen of Canada with no known criminal record
Marital Status: married
Alias(es), if any: Funkenstein (his original 'hero' name back in the Day)
Group Affiliation: the Boogie Brigade, Mindwatch

Height: 6'
Hair: golden
Eyes: golden
Weight: 175 lbs
Other Distinguishing Characteristics: as is noted above, Omar's eyes are golden in color, though they were originally brown (as was his afro). While psionic abilities do not normally leave a visible, permanent mark on their wielder, it is possible that Omar's extreme power has done just that.

Story:

Omar's story began during a road trip in a micro-bus to the States, on one fateful day in the sixties. There he and his ride fell victim to a freak happenstance (but not Freakenstance, mind you), one caused by a rogue psi. Luckily for Omar, the psionic vigilantes known to few as Mindwatch were on the scene.

Though Omar himself lived, he was seriously injured due to the rampage that Mindwatch's unnamed foe caused. He might have died if not for the intervention of a Mindwatch empath, who healed him up amazingly fast - with the mere snap of his fingers, in fact. Omar was fascinated by this act.

Fascinated so much that he simply had to know more. Though his saviors split with their captive foe, Omar was left to start digging around for information on this mysterious group, and after two years of research, he wound up in Tibet. There, he met the psis in their home, and asked them to teach him.

To transform him into an empath! Reading his mind, the Mindwatch leaders saw how much he knew about them, not to mention his burning desire to do good with the power he was seeking. As such, they allowed one of their number to take Omar under his or her wing, and Omar was brought into the fold.

Fast forward several years, at which point Omar had become a master empath. Wielding spectacular power, he returned to the United States, at which point he adopted a code name and began to fight crime. Chicago, Illinois had not seen the likes of Funkenstein, and he started to make a name for himself.

That's how Disco Head found him. You see, that high tech innovator had run afoul of Gerald R. Ford, who was apparently possessed of demonic powers, and needed help in defeating the villain. Not an easy task, considering that a lot of sensible people aren't inclined to take on the President of the United States.

Sensing that Disco Head was sincere in his claims, Omar decided to join his crusade, and became a member of his Boogie Brigade. When that group was assembled, they launched an assault on the White House, but were quickly beaten back by the leadership of the newly formed B.A.H.

This group, and ultra-secretive government agency built to deal with the threat of super-human beings without eliminating them, took the Boogie Brigade apart easily. When they were routed, most of the group tried to flee, but only Omar and the original Miss Behavior evaded capture.

The rest vanished altogether.

Feeling the heat, thinking that the Man's new super-thugs were going to hunt him down, Omar fled the country, returning to the Mindwatch facility in Tibet. There he explained just what had happened in D.C., and how he strongly suspected that the group faced a new threat in the form of this B.A.H.

Though he feared it then, and still fears it to this very day, Omar has yet to receive another visit by the Bureau of Ascendant Humans. Perhaps they don't know where Mindwatch hails from, or simply prefer not to face the group on its home turf. Regardless, Omar is exceedingly paranoid about being caught.

This is why he rarely, if ever, leaves Mindwatch's headquarters. He remains in Tibet to this very day, usually within their fortress proper, only exiting the joint if something serious occurs with his students that requires his attention. Either that or something happens that Mindwatch's leadership must address.

This is because, over the last thirty years, Omar has become quite a power in the Mindwatch organization. Already powerful when he was in the Boogie Brigade, the man has evolved into an empathic overmind, and one of the nine psis that guides the group on its ultimate mission.

This occurred shortly after Omar met the founder of Mindwatch, a mysterious psi of incalculable power known only as Iomni, who asked him to accept the responsibility. Though wary at first, what with him being not all that much of a leader to begin with, Omar reluctantly agreed to help run the group.

At this point, Omar abandoned his original code name, Funkenstein, and adopted something a bit more... respectable. Not that Lord Funk is all that much more dignified than Funkenstein, mind you, but it's got 'lord' in it. That and it does still somewhat refer to an emotional state, so it's not quite a disco reference.

That's what Omar would like you to believe, at any rate...

Extra Goodies:

Lord Funk Classic Text File Download

Return to the Mindwatch main page!

Return to the Boogie Brigade main page!