the Seven Dimensional Man
| F Ex 20 |
A Ex 20 |
S Gd 10 |
E Rm 30 |
R Rm 30 |
I Rm 30 |
P In 40 |
Res In 40 |
Pop Sh 0 |
| *off Ex 20 |
*dex Rm 30 |
*upr Ty 6 |
*res Rm 30 |
*log Ex 20 |
*alt In 40 |
*will Am 50 |
*mat Am 50 |
*pub Sh 0 |
| *def Ex 20 |
*bal Gd 10 |
*lwr Ex 20 |
*sta Rm 30 |
*mem In 40 |
*awr Ex 20 |
*pre Rm 30 |
*$ Rm 30 |
*sec Sh 0 |
| Health: Karma: |
80 100 |
NH: MH: |
72 112 |
Origin:
The Seven Dimensional Man is actually Horace Bison, an originally normal human who greatly expanded his mind and body with psionic schooling. While still physically within the bounds of a standard human, Horace's mind is possessed of keen powers of space/time mastery.
Known Powers:
Trained Psi-Powers (psimotive, traditional master) Teleportation (a): the core art of the psimotive school of thought, this power allows Horace to move from one point to another without physically crossing the intervening space. He can do this at Excellent (20) rank, giving him a 25,000 mile range (instant global range, for all intents and purposes).
Attack Portals (t): his first real offensive capability, this psimotive talent allows Horace to open a tiny portal between here and somewhere else, which can then vent matter or energy into his current location (and usually with explosive force, for he has raised this power to Monstrous (75) rank).
7-D Memory (s): this handy psimotive skill allows Horace to remember everywhere - and everywhen - he's ever been to. Green FEATs recall locations in the same universe, yellow FEATs recall places in a different time or space, and red FEATs recall locales in other multiverses altogether.
Time Travel (a): greatly expanding his troublemaking range, this psimotive art allows Horace to cross into other time periods, after a fashion, doing so with Unearthly (100) ability. This rank allows him to move ten thousand years forwards or backwards in time - he's that good!
Mindscaping (t): Horace can use this talent to shift his body into the Mindscape, a strange reality generated by all the sentient minds in creation. A realm of the mind - minds, actually - this realm can be exceedingly dangerous to travelers, but Horace can enter this plane with Remarkable (30) ability.
Telelocation (s): Horace may use this Incredible (40) ranked skill to locate any person or object he wishes. Intimately familiar items or persons can be found with a green FEAT, somewhat familiar targets are located with yellow FEATs, and vaguely familiar subjects are found with red FEAT rolls.
Dimensional Aperture (a): wielding this powerful art, Horace can cross the dimensional boundaries, reaching any plane of existence within his timeline. The difficulty of crossing the planes with this Excellent (20) rank art is dependent on Horace's familiarity with the dimension in question.
Defensive Portals (t): these handy holes in space can be generated in a flash, and have the ability to pass energy (kinetic or otherwise) into a realm of pure power. They work with Incredible (40) ability, but only function in a directional sense; Horace must put them between himself and an incoming attack...
Teleport Trigger (s): helping him to escape injury, Horace can use this power to reflexively trigger his teleportation should some pre-determined condition occur (like running out of Hpts, etc...). This Incredible (40) ranked skill must be maintained in order to be effective in the case of an emergency.
Temporal Crossing (a): wielding this Excellent (20) ranked art, Horace can cross the streams of time, landing in alternate realities. He can visit familiar timelines with a green FEAT, rarely visited timelines with a yellow FEAT, and timelines he hasn't experienced before with a red power FEAT.
Phase Shift (t): mastering this psimotive talent during a sudden, pressing need, Horace has learned how to render his body out of phase with the universe around him. This is a Remarkable (30) ranked power, allowing Horace to shift his body 30% out of phase with our universe (and all material perils).
Phase Object (s): working on mastering the art of phasing, Horace has taught himself how to use this psimotive skill to complement his phase shift power. Working at Incredible (40) rank, it can be used to phase up to 10 tons of matter, and is quite effective against living targets, as well.
Equipment:
Sword: no matter where or when you are, you can always rely on cold steel. Made from fantastic materials in a far-flung future, this blade is of Shift Y (200) m.s., can be used to cut through materials of like m.s., and inflicts Horace's Str (upr) +1 CS in Edged Attack damage.
Quirks:
Attitude 3: if anything else, Horace is unbelievably arrogant. He puts everyone beneath him on his personal totem pole, and has a hard time treating anyone - or anything - with respect. In order to do so, Horace must first pass a Psc (will) FEAT roll at -3 CS... not that he attempts this often.
Talents:
Martial Arts type B and E: handy with his fists as well as with a blade, Horace knows several weaponless fighting styles. He can attempt to make unarmed melee attacks at his Ftg (off) +1 CS, and when doing so Horace should receive a +1 initiative modifier - not bad, eh?
Psionic Combat: having paid attention in his Mindwatch combat courses, Horace is well-versed in the fine art of fighting with psi powers. As such, he should receive a +1 CS to any Ftg or Agy FEAT rolls called for by the use of psi powers (either by himself or by others).
Skill / Swords: an unlikely weapon to master in the modern day and age, Horace was thinking of past eras when he trained up in his swordplay. He can attack with a sword or sword-like weapon as though his Ftg (off) was +1 CS higher than is listed above, and looks swank when doing so.
Trance: this handy talent allows Horace to play dead by entering a deep trance that slows his heart and respiratory rate to a near-stop; this also helps him find deep inner truths when conventional means fail. Folks seeing Horace in a trance must pass an Int (alt) FEAT to tell if he is alive or not.
Contacts:
Horace was a long-lived member of the Mindwatch organization who was, until very recently, in good standing. He has a long list of Mindwatch operatives who owe him their lives, and they would gladly help him out should he only ask - which is what got him in trouble in the first place...!
Costume:
The Seven Dimensional Man wears a flamboyant costume. It consists of a silver stretch fabric body suit with black leather boots and gloves, a black leather belt, a black fedora, his holographic Mindwatch belt buckle, and of course, his rippling black cape, which he usually poses in for dramatic effect.
Personality:
Horace is a snide, arrogant cuss. He's always on the lookout for number one, and has no problem sacrificing others for his benefit. At the same time, he has shown a curious dedication to the Mindwatch organization in the past, but this may mask an ambition of conquering the group at a later date...
Real Name: Horace Bison
Occupation: adventurer, former professional vigilante, former troubleshooter
Legal Status: citizen of the United States with a criminal record in several nations, dimensions, and time periods (but not the modern-day U.S.A.)
Marital Status: single
Alias(es), if any: none
Group Affiliation: former member of Mindwatch (thrown out), former leader of the Posse Pillory
Height: 6' 2"
Hair: none, formerly black
Eyes: brown
Weight: 250 lbs, formerly 220 lbs
Other Distinguishing Characteristics: after a fateful fight with the vigilante Stone Cold, Horace had his head phased into a brick wall. He survived by mastering the power of phasing in a jiffy, but was not left undamaged by this encounter, and now has brick matter stuck in his head.
This has given him the appearance of a bad 'Dick Tracy' ™ villain, since his head looks to be made of nothing more than brick, save for his eyes (which are normal, thanks to a Mindwatch healer). This incident caused him to lose his hair, and gain an inadvertent 30 pounds of mass.
Story:
The Seven Dimensional Man started out as a mere psimotive student accepted into Mindwatch's ranks after his master, a Mindwatch operative himself, was killed on some mission against strange, extraplanar brain-sucking monsters. This was both a good thing and a bad thing, though.
The good thing was that Horace had already learned a lot of the basics, years of material Mindwatch wouldn't have to bother with. The bad thing was that Horace had grown exceedingly arrogant as he progressed in his training, a trait that has marked him as being 'difficult' to this very day.
Nonetheless, Horace worked hard as a Mindwatch student, and later as one of their field operatives. He has participated in and even led all manner of dangerous missions for the organization, and has earned quite a lot of respect from his fellow psi vigilantes as a result.
The respect of his peers, and the rewards of a job well done weren't enough for Horace, though. He felt that he deserved more due to his prowess, and as a result he began to rent his services out to the highest bidder, doing all manner of 'troubleshooting' work for unsavory folks.
Most of this work was easy enough, but one particular job tripped Horace up. He was paid a handsome amount of money to get rid of a mutant calling himself Stone Cold, and his friend, a troublemaking telekinetic known as Mindgame. Horace figured he'd just drop them in the Ice Age and be done with them.
The two didn't agree with this, though, and beat Horace senseless upon their arrival in the past. Unconscious for most of their trip to the distant past, Horace was merely carried around like a slab of beef until he woke up in the midst of ancient Morbis' place of power - at which point he fled to the present.
Horace then collected his money, but imagine his surprise when his targets resurfaced in the present, thanks to a powerful artifact known as the Stellar Key. Going after Stone Cold a second time, Horace found himself in a fight to the finish that ranged across the States, a fight he lost.
He was doing fine until Stone Cold phased his head into a brick wall. Though knocked unconscious by this, Horace didn't die. He would've, though, had he not mastered the talent of phasing in a REAL hurry. Even this didn't solve his problems, though, for Horace now had 30 pounds of brick coincident with his head!
Mindwatch healers alleviated this some, but now that he was a veritable 'brick head', Horace became obsessed with vengeance. Using his influence, Horace convinced a gaggle of Mindwatch operatives to help him deal with Stone Cold and his allies once and for all, using his friend Mindgame as a hostage.
Imagine Horace's surprise when Stone Cold and company didn't take the bait. Imagine his further surprise when he found out Mindgame was also a member of Mindwatch - this put him in a highly precarious position. When matters finally came to a head weeks later, Horace's 'minions' betrayed him in the end.
Defeated by his foes and humiliated by his allies, Horace was dragged back to Mindwatch's headquarters to be tried for his crimes. When it was revealed he lied to most of his cohorts to get them in on his plot, they were mostly left off the hook. But Horace, he had betrayed Mindwatch's trust.
As such, the group banished him from its ranks. They could've killed him, or even put him in the dreaded 'brain cage', but since he had done so much for the group in the past, his Mindwatch superiors didn't feel up to such a 'reward' for a once great operative who had gone wrong at the end.
So, Horace is now a man without a posse, his quest for vengeance having ruined him. Will he learn from this and choose a new path to follow, or will he regress into base villainy, and risk further harm to himself by both his enemies and Mindwatch, should they declare him a menace? Only time will tell...
Extra Goodies:
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