Nonce
| Strength 6c |
Agility 4d |
Intellect 8x |
Willpower 11b |
| Hand Size: Edge: |
5 (30) 3 |
Powers:
Trained Psi-Powers (superpsi, traditional master)
Psionic Awareness (a) (w): core of the superpsi discipline of power, this art acts as the foundation of all superpsi powers. It also allows Clark to perceive the energetic residue left over by the use of psionic powers, and allows recovery from anti-psion exposure in half the time (intensity 8).
Power Duplication (t) (i): wielding this talent, Clark has the ability to copy other psi powers used in his vicinity. He can do this with intensity 14 skill, though each power duplicated counts as one maintained power. When not in use, Clark typically keeps empathic healing powers in mind (he can store one for free).
Clone Self (s) (w): this handy skill allows Clark to create an immaterial, psychic projection of himself, through which he can use any of his psi powers. This clone has unlimited range, but can only be maintained for the duration of a single encounter (a few minutes); this is an intensity 10 power.
Polarized Art (a) (w): in order to greatly reduce the odds of his powers being negated by anti psions, Clark has learned how to fuel his arts with anti psions themselves. He can do this to any of his arts, but each one used in this fashion counts as two powers for the purposes of power maintenance (intensity 7).
Polarized Talent (t) (w): likewise, Clark has learned this power in order to reduce the likelihood of having his talents negated by superpsis wielding anti psions. He can use anti psions himself to fuel any of his talents, but each one so used counts as two powers for the purposes of maintenance (intensity 10).
Polarized Skill (s) (w): finally, Clark mastered the third power in this class to totally close the power negation gap, and he can now use anti psions to power any of his psionic skills. Of course, each skill so used counts as two powers for the purposes of power maintenance (intensity 13).
Macrosense (a) (w): this potent superpsi art allows Clark to expand his mind, and make connections between different subjects that may or may not be readily apparent. The difficulty of actions involved with this intensity 13 power depend on just how obscure knowledge about the power's subjects is.
Psionic Blast (t) (i): learned primarily in order to teach it to his psi blade, Clark has mastered the art of setting off psionic 'grenades'. When in use, this power detonates to inflict intensity 13 psychic (defended by Willpower) damage to everybody within striking (near missile) distance, whether he be friend or foe.
Psi Sense (s) (w): this skill allows Clark to sense the use of psi powers in his vicinity. Thanks to his skill level of 13, Clark can usually detect such powers with ease, and can do so anywhere within firing distance of his person. Any difficulties only come from attempts to mask the use of such abilities.
Empowering (a) (w): perhaps his most valuable superpsi power, this art allows Clark to build psionic items. He has mastered this power at intensity 10, which gives him a wide amount of flexibility when crafting such devices, as is described in detail in the Manual of the Psi.
Splitself (t) (w): Clark uses this power to build a duplicate of his own mind within his own brain. Functioning at intensity 15, it allows him to engage in two separate thought processes simultaneously. Having two minds doubles the total amount of powers he can maintain per difficulty level (one for each mind).
Using his intimate knowledge of the inner workings of the human mind and psi powers, Clark has developed this power with a stunt that has allowed him to create a permanent splitself. At the point this stunt was activated, he effectively became two separate people, his minds diverging from that point.
His 'core' personality is the one everyone knows, in both Mindwatch and the world in general. However, Clark's second personality is his deep cover operative, the one who is aware of his true allegiances and goals, as decided by both Clarks before the secret one removed his memories of such.
Trained Psi-Powers (psipathic, traditional student)
Telepathy (a) (w): with this handy art, Clark can maintain direct two-way, mind to mind communications with another being. This power works at intensity 8, allowing him to maintain this connection with anybody within line of sight range of his person, though each person connected counts as one maintained power.
Languages (t) (i): wielding this power at intensity 8, Clark has managed to master a massive variety of languages. He speaks all major languages spoken on earth, not to mention a few used on other planets - and in other dimensions! He can easily drop older languages for new ones, as well.
Psychic Invisibility (s) (i): using this skill, Clark can render himself invisible to psi powers. Functioning at intensity 18, this means that, while he can still be perceived with standard senses, Clark is very unlikely to be noted by the use of psi powers - a power his splitself maintains constantly.
Mindwipe (a): (w) with this art, Clark can remove a number of days' worth of memories equal to this power intensity (10) from another body's mind. This is a daunting mindwipe (willpower) action, and requires five minutes (at least). If this action fails, Clark is reduced to but one card as a result.
Thought Projection (t) (w): a complement to his telepathy power, this psipathic talent allows Clark to broadcast his thoughts over a very large area, if he so chooses. Functioning at intensity 10, this power can send Clark's thoughts to anybody within 50,000 miles, an effective global range.
Equipment:
Psi Blade (w): Clark's personal creation, this powerful sword is a potent psionic artifact. Taking a considerable amount of time to produce, this item was originally forged from mundane materials, but was enhanced to m.s. 25 with a healthy addition of psionic support woven in.
The blade itself is an oversized, two-handed weapon. While the blade and handle are made from polished chrome, the hilt is gold with a large sapphire worked in to each side. This glittering prize isn't noted for just being nigh-unbreakable, though. It is sentient, and has these statistics:
| Strength 0x |
Agility 0x |
Intellect 4x |
Willpower 8x |
| Hand Size: Edge: |
2 (10) 0 |
* Languages (s) (i): Clark's psi blade has been granted the power of languages, so it can converse with others (it can talk, though it has no vocal apparatus) regardless of their language. It can possess several languages at a given time (intensity 8), and may quickly drop one for another if necessary.
* Power Duplication (t) (i): the psi blade can duplicate the use of any psi powers it witnesses in use around it. It may do so with intensity 10 ability, though each power duplicated counts as one psi power for the purposes of power maintenance. When not in use, the blade can retain but one power template.
* Psionic Blast (t) (w): when merely hacking away at someone fails, the wielder of Clark's psi blade can set off a powerful psionic blast. This attack affects everybody within the blade's area (except for its wielder), all of which will suffer intensity 14 psychic (vs Willpower) damage - a real party stopper!
* Psychic Invisibility (s) (i): in order to better surprise his foes, Clark built this ability into the blade, so that it is invisible to the use of psi powers. Functioning at intensity 15, the blade is all but invisible to most psionic senses, though it can still be detected normally with standard sensory organs.
* Personality: Clark's psi blade is a thoughtful, introspective entity. It has a desire to do good, and definitely has the means of doing so, though it is largely redundant in the face of Clark's greater power. As such, it talks Clark into lending it out for a time, in order to be of greater use to other psis.
Hindrances:
(none)
Skills:
Animal Handling / Pokémon (w): during his time in a particularly oddball timeline, Clark learned how to train super-powered animals of approximately human intelligence. With time, he can befriend and train almost any Pokémon into an effective combatant and competitor.
Boxing (s): while locked away in a Chinese prison, Clark mastered several unarmed fighting forms. To begin with, he has the ability to divide his pre-cardplay action score between two weaponless melee strikes, the last of which he may attempt as a contingent action.
Martial Arts (a): furthermore, Clark has the ability to use either Strength or Agility to resolve unarmed attacks, whichever may be convenient at a given moment. Finally, he may reduce the difficulty of actions meant to lower falling damage or to catch weapons thrown at his person.
Psionic Combat (w): Clark has learned through valuable experience how to use his psi powers effectively in combat, and Mindwatch's training was only a brush-up. In battle, he receives a difficulty reduction any Strength or Agility action called for by the use of psi powers, whether his own or his opponent's.
Swords (s): after he learned how to use swords in battle, Clark made his very own, a heavy blade which he then imbued with potent psi powers. Whether using his personal blade or any other sword, Clark may do so at one difficulty level lower than is normally necessary.
Trance (w): Clark has the ability to enter a deep, death-like trance, one in which his respiratory and circulatory rates almost cease. He can experience intense mental breakthroughs in such trances, and can fool others into believing he's dead with an average difficulty Willpower (intellect) action.
Calling:
Idealist: considering his rather harsh, hardship-filled history, Clark has grown to despise tyranny in all its forms, and strives to free others from its evil yoke constantly. As such, he holds loyalty to no particular organization, ensuring a detached viewpoint that allows him to spot the flaws in any group he belongs to.
Costume:
Nonce is an adventurous fellow, and his uniform reflects this. He wears black leather trousers, black leather boots, a black stretch fabric tank top under a black leather jacket with his Mindwatch badge pinned on, black leather fingerless gloves, a billowy red cape, and a white belt holding his six Poké-balls.
Personality:
Clark is a driven man. Having lost too many loved ones to the forces of tyranny, he goes out of his way to fight them at every turn, even permanently mutilating his own mind in order to do so. He's not so zealous that he'll act irrationally, though; no, Clark is also a master planner.
This because his secret mind has plenty of time to work out contingencies for most threats it may encounter, and often has at least two handy for any situation, no matter how suddenly it may manifest. Since he's unaware of the 'stranger' in his own head, Clark sometimes amazes even himself.
Real Name: Clark Hung
Occupation: professional vigilante
Legal Status: citizen of China with an appreciable criminal record there
Marital Status: widower
Alias(es), if any: many throwaway aliases
Group Affiliation: Mindwatch, the Bureau of Ascendant Humans, former member of the Posse Pillory
Height: 5' 7"
Hair: black, with white streaks on his temples
Eyes: brown
Weight: 140 lbs
Other Distinguishing Characteristics: inspired by his friend Mágico, Clark usually mousses his hair up in a large, anime-style bush of pointy black trouble.
Story:
Clark is the only son of an American businessman who married a local girl after the company sent him to China indefinitely. When dad was 'vanished' by the government after supposedly engaging in 'subversive' activities, Clark was enraged. He was also stuck living in China for his foreseeable future.
Nonetheless, Clark got on with his life, eventually marrying as well. Sadly, his wife, too, wound up being slain by government operatives, though her death was incidental; she died after being caught by a stray shot fired at a fleeing religious activist. Crestfallen, Clark was torn between rage and despair.
Saying a few too many things while in a drunken stupor soon afterwards, Clark wound up in a 'political re-education camp' himself. While there, he met a mysterious individual who had been jailed for 'activities contrary to Communist doctrine'. It turned out that this fellow was a psi - a natural psi, at that!
Possessing a veritable grab-bag of psi powers, this fellow sensed Clark's utter despondency, and offered to help him escape, though it would take time - time enough for him to master power of his own. When Clark asked why this fellow didn't escape himself, since he surely could, the old man grinned.
He simply taught others like Clark how to save themselves; that's why he stayed. Intrigued, Clark indeed took this man up on his offer, though the duo had to train in secret, for they were under near constant observation. Wishing nothing but ill will on his Communist captors, Clark was as stealthy as possible.
Within a few years, Clark had indeed learned his first three psi powers, and was well on the road to mastering the superpsi discipline of power. Armed with the ability to duplicate any of his mentor's powers and the skill to create a power-wielding projection of himself, Clark made his escape as soon as he could.
Though a wanted man, Clark had no problem staying in China for a time, causing untold havoc with his abilities, while at the same time mastering even more with deep introspection. The forces arrayed against him grew increasingly desperate, and even threw a Communist psi or two after him, but to no avail.
In time, Clark was approached by several members of Mindwatch, who eventually sensed his attack on the Chinese government. They implored him to stop lest he cause the Chinese government to terminally crack down on anybody wielding psi powers, and after deep thought, Clark relented.
For a time. This was because Mindwatch offered to direct him against oppressors who would use psi powers against ordinary mankind - or would oppress folks with abilities like his own. They also offered to teach him in ways his old mentor never could, so Clark decided to go along with this option for now.
Besides, under their own mandate, Mindwatch would have to at least get rid of China's nascent psi operation. After he pointed this out, his Mindwatch superiors had to relent and do Clark's bidding, though Clark himself couldn't participate in this action, for he was being trained in the Mindwatch way.
Years later, Clark had mastered his first discipline of power, and was beginning work on his second, when he had become dismayed at some of Mindwatch's habits. Absolute power corrupting and all that, the group had a tendency to go for overkill in its operations - usually to lethal effect on innocents.
Having experienced the iron grip of tyranny first-hand, Clark wasn't about to let Mindwatch turn into another such group, especially since it technically had the power to take over the world, and could do so if only it wished to. This is why Clark was especially receptive to the ideas of Jake Russell.
This man was the leader of a group known as B.A.H. - the Bureau of Ascendant Humans. This guy was responsible for keeping all the ascendant humans in America - and the world, after a fashion - in check. He wished to use Clark as an informant on Mindwatch, should it exceed its mandate and menace the world.
At the same time, Jake wanted to create in Clark a ringer of sorts, a surprise in the event that the B.A.H. itself turned against mankind for some reason. Jake was busy doing this with a few individuals, and sensing Jake's genuine wish to help the world against tyrannical super-threats, Clark agreed to help the man.
The problem with this was that Mindwatch was by definition a group of psis. In order to maintain his cover, Clark would have to engage in some deep-cover psionic activity - he would have to hide his covert activities from everyone... even himself! This is why he mastered his splitself power.
With this power (not to mention a unique power stunt), Clark has divided his mind in two, one being the same public face he has always shown the world, and the other being a deep-cover operative for the Bureau - one which subsequently removed Clark's memories of Russell and his new allegiances.
Not to mention Jake's. You see, should someone co-opt Jake's mind, Clark would be one of the world's last defenses against Jake's organization in the event that something went catastrophically wrong - but if Jake knew of Clark's status, his little ringer wouldn't be that much of a surprise, would it?
So, as time progressed, Clark went on as a member of Mindwatch, his ever-increasing power making him more valuable than ever to the organization. This allowed him ever-more authority on missions, and the leadership of some operations as well, allowing him to better control the excesses of some operatives.
And, when a Mindwatch operative got a bit too out of control, Clark could just send a random telepathic shout-out to Jake, who at this point didn't even know who Clark was, and the problem would eventually be taken care of; Jake knew of his plan to acquire a Mindwatch informant, even if he didn't know who it was.
This is ultimately why Clark agreed to participate in the Seven Dimensional Man's plot to get revenge on Stone Cold, a vigilante who had interrupted his private work in the past. Clark knew that his peer had gone over to the 'dark side', and was hoping for an opportunity to end his criminal ways once and for all.
Before agreeing to this, though, Clark asked the 7-D Man to send him somewhere in the multiverse, to a bizarre variant timeline where he could acquire rare, super-powered animals that he had encountered on a past mission - he'd admittedly become enamored of the strange little beasts.
So, the 7-D Man sent Clark to this world, about five years into the past, and during that time Clark went on to become a notable trainer of these creatures, these strange animals known as Pokémon. When his time had elapsed, Clark was summoned forth from this world with his new friends, and went to work.
As soon as the Seven Dimensional Man's plan was put into action, Clark's secret mind let Jake in on the plot, and he showed up just in time to witness Stone Cold and his allies take the man's gang of Mindwatch cronies, this so-called Posse Pillory, to task. Of course, Clark at least made a show of fighting back.
When they were beaten, Clark healed up the Posse Pillory and called a Quorum into play, after which the group turned on the Seven Dimensional Man and returned to Mindwatch's Tibetan headquarters. There, they put the 7-D Man on trial, and ultimately stripped him of his authority, booting him from the group.
So, without Mindwatch's protection, the Seven Dimensional Man would be at the mercy of B.A.H. should he continue his criminal activities. So, though he did so in a roundabout way, Clark took care of a major threat that Mindwatch posed to humanity. Leaving him to continue policing Mindwatch to this very day.
And, with his two minds, his psi blade, and his Pokémon friends, he's a virtually unstoppable force for good!
Scizor
Gold / Silver / Crystal Version
| Strength 13x |
Agility 6x |
Intellect 3x |
Willpower 6x |
| Hand Size: Edge: * |
3 (17) 1 |
* Pokémon should generally begin with an Edge of zero, especially when they're wild. However, after gaining twenty five levels with a trainer, a Pokémon should gain an Edge score of one, and after gaining fifty levels with a trainer, a Pokémon should gain an Edge score of two.
Known Powers:
Pokémon Physique: Scizor is a Pokémon, a rare creature (in our reality, at least), of the - of course - Scizor variety. This tall, metallic bug-like creature has several super-human powers simply due to the fact that he is a Pokémon, including a special one due to his type, all of which are listed here:
* Body Armor (s): being super-powered animals of various types, Pokémon are rather durable when you get down to it. Scizor, for instance, possess +7 body armor against physical attacks, and +5 armor against special energy attacks, making them far stronger than they look...
* Regeneration (s): tough little creatures, all Pokémon possess this power. Scizor have this ability at intensity 2, allowing them to restore one lost card of Health every exchange, assuming the Narrator makes a positive or neutral aura reading of 2 or less in said exchange.
* Regeneration / Raising the Dead (s): a strange, mystical power that Pokémon all possess, this ability allows them to raise the dead with their tears. Scizor possess this power at intensity 0, and cannot actually use it without other Pokémon present - each of which raises this power score by one point.
Scizor Physique: supplementing the impressive array of powers granted them simply because they are Pokémon, scizor themselves wield additional powers due to their curious physiology. The following powers are those that are known to be possessed by Scizor:
* Invulnerability to Poison Attacks (s): due to his being a bug and steel type Pokémon, Scizor is essentially immune to poison-type attacks, as well as similar effects wielded by non-Pokémon. In other words, no matter how virulent a toxin is used against him, Scizor will be unaffected.
Pokémon Abilities: as do all other Pokémon, scizor have a special ability, a sort of reflexive power that functions automatically under certain conditions. Theirs is the 'Swarm' ability, which enhances the intensity of their bug-type powers by 2 when they suffer from a special condition.
Pokémon Attacks: a relatively high-level (level 48) Pokémon, Scizor has mastered all the powers normally attainable to a creature of his type, a testament to his and Clark's hard work together. Scizor has demonstrated the following Pokémon attacks to date:
* Agility (w): this handy, psychic-type Pokémon power, gained at level 24, allows Scizor to dramatically enhance his, well, Agility. When he uses his Agility, Scizor will receive a +4 boost to this ability score of the same name for an aura duration; this is an intensity 4 power.
* Double Team (w): learned at level 48, this normal-type power allows Scizor to generate a plethora of illusory duplicates, all of which serve to make it harder to hit him in battle. Functioning at intensity 15, double team inflicts an increased difficulty to strike Scizor in combat for an aura duration. *
* False Swipe (s): gained at level 18, this power is perfect for capturing Pokémon. Scizor can use this normal-type attack to inflict his Strength +3 damage, but the trick is that this attack will never reduce an opponent to zero Health - it always leaves him or her at least 1 card. *
* Focus Energy (w): Scizor can greatly increase his odds of scoring powerful hits in battle with this normal-type power, gained at level 6. Though this attack does no damage itself, it reduces the difficulty of hitting an opponent by one difficulty level for an aura duration; this is an intensity 10 power.
* Leer (w): this normal-type power, which Scizor has known since he hatched, can be used to intimidate an opponent with a spooky stare. If he can pass a easy difficulty leer (willpower) action with this intensity 15 power, Scizor will lower his foe's resistance to physical attack by 2.
* Metal Claw (s): learned shortly after he evolved from a Scyther (at level 30), this power takes advantage of Scizor's new steel type. A powerful claw attack using Scizor's pincers, this power can be used to inflict his Strength +5 damage with each deadly swipe - it's a real show-stopper! *
* Pursuit (i): this dark-type power, learned at level 12, attacks an opponent with shadowy tendrils to inflict intensity 6 energy damage per strike. If Scizor's foe flees or withdraws during the turn this power is used, though, the damage is then inflicted a second time. Handy, no?
* Quick Attack (s): using this normal-type attack, gained upon hatching, Scizor can ignore the flow of initiative in a given round of combat and attack first - very handy for ambushes and surprise assaults. This melee strike can be used to inflict Scizor's Strength +3 in damage.
* Swords Dance (w): this normal-type power, learned at level 42, lets Scizor enter a powerful fighting focus that increases his physical damage considerably. Working at intensity 15, it raises the effectiveness of Scizor's physical attack powers by +4 for an aura duration - with a practical limit of 20. *
* If you follow the 'four powers rule' for your Pokémon, Scizor's chosen attacks are marked with an asterisk.
Pokémon Type Modifications: as a bug and steel type Pokémon, Scizor is remarkably hardy, possessing only one vulnerability that his dual types do not cancel out. This is his exceptional susceptibility to fire, which both of his types possess, giving him a -4 to resist fire-type attacks and effects.
Also due to his curious mix of types, Scizor is resistant to a large amount of attack types. When facing attacks of the bug, dark, dragon, ghost, ice, normal, psychic, or steel types, Scizor has a +2 to resist such powers, and is at +4 to resist grass-type attacks (as well as similar powers in the hands of non-Pokémon).
Equipment:
(none)
Hindrances:
(none)
Skills:
(none)
Calling:
Adventurer, with a secondary calling of Soldier: while he fights hard to prove himself, and readily does so when Clark asks him to, Scizor also has an adventurous streak in him. This is yet another reason he likes the guy, since the two wind up going all over the place while working for Mindwatch.
Likeness:
Scizor is an insect-like creature with a humanoid configuration; it has two legs, two arms that end in powerful pincers, and four wings sprouting out of its back. A shiny, metal-like red in color, Scizor has black bands in place, and eye markings on its pincers. It is 5' 11" tall, and weighs about 260 lbs.
Personality:
Scizor is a driven, hard-working Pokémon. Having been with Clark since he hatched, this insectoid creature has a deep fondness for the man, who has worked diligently to train him to become the best he could be. Though he enjoys fighting plenty, he's just as happy spending time with Clark in any other capacity.
(other Pokémon to be detailed as they are revealed)
Extra Goodies:
Return to the Posse Pillory main page!
Return to the Mindwatch main page!
Return to the Bureau of Ascendant Humans main page!