Daedalus Darquill (deceased)

F       A       S       E       R       I       P       Res     Pop
Gd 10   Ty 6    Ty 6    Gd 10   Ex 20   Gd 10   In 40   Am 50   Pr -4

Health: 32
Karma:  70

Origin:

As are most individuals from his world with super powers, Daedalus Darquill is a paranormal, a formerly normal human that was forever changed in the wake of the so-called White Event. Though granted incredible psionic powers, Darquill also lost his mind after the Event.

Known Powers:

Natural Psionics (Psimotive Powers):

Dimensional Transit (a): facilitating the growth of the Far Side, Daedalus can open doorways between his mindscape and the real world. This allows direct transit between the two realities with Excellent (20) ability, bringing people in and sending his creations forth.

Mind Walk (t): his most dangerous power, Daedalus' unconscious mind is a continuous delusion he's coined the Far Side. He can constantly maintain this subjective reality with Monstrous (75) ability, readily overpowering the mindscape in his vicinity.

While asleep, his subconscious mind can act at will in the Far Side, using his many powers to either shape it further or mold those he's drawn into his delusion, and those within are treated as if they've used this power to enter his very mind. Which they basically have.

Universal Windows (s): instead of creating fully functional doorways between his mindscape and earth, Daedalus' dream self can build limited portals that merely allow him to view what's going on in the real world. He can do this with Incredible (40) ability.

Natural Psionics (Psipathic Powers):

Mind Wipe (a): greatly aiding the acquisition of new help, Daedalus has the power to excise wide swathes of memory within his targets. He can do this with Remarkable (30) ability, giving him a vast canvas to write new data into the minds of his many victims.

Illusion Projection (t): greatly assisting in the reprogramming of those he draws into the Far Side, Daedalus can project the twisted things he's imagined into his victims' minds. This spreads his madness at Incredible (40) rank, warping others' minds as his fantasies dictate.

Mesmerism (s): while his other psipathics aid Daedalus in turning others to his deranged purposes, its this power that ultimately makes it all happen. Functioning at Remarkable (30) rank, his mesmerism reinforces his other brainwashing techniques until they're no longer needed.

Natural Psionics (Superpsionic Powers):

Psychoplasm Animation (a): while active within the Far Side, Daedalus can use this Remarkable (30) ranked power to directly manipulate the ersatz matter around him as he sees fit, whether changing someone's clothing or generating entirely new, transient beings.

These changes and creations are permanent within the Far Side, but will slowly degrade over time if released into the real world for any serious length of time. However, some of his creations occasionally prove more resilient to transience on earth, as did his original Hounds.

Enlightenment (t): most dangerously, Daedalus can flip switches in others' minds while they're inside the Far Side. This allows Daedalus to activate psionics of variable utility and duration within them, a power he can wield with a distressing, Monstrous (75) skill.

Clone Projection (s): his body being made entirely of psychopasm while active in the Far Side, Daedalus can walk through his dimensional doorways to effectively occupy his home and a second location simultaneously. Daedalus can perform this trick with Good (10) ability.

Most importantly, Daedalus can bolster his subconscious mind with his psychoplasm animation no matter which world his mind is active within. This overrides the usual limits of this power where his ability scores and power ranks are concerned, making him a grave melee threat. 

Limitations / Enhancements:

(none)

Equipment:

Conquest Dynamics: the source of his incredible wealth and power, Conquest Dynamics is the corporate vehicle Daedalus uses to crush the lives of others when lining his pockets. While he owns it, Daedalus has delegated the management of this corporation to his son, Damon.

Quirks:

Insanity: Daedalus Darquill is stark, raving mad. His mind overwhelmed by a delusional reality all its own, Daedalus can only process events occurring around him in the real world by observing them through dimensional windows from within his own, demented mindscape.

Talents:

Business / Finance: generating vast amounts of money via hostile takeovers with his initial seed money, Daedalus is well-versed in modern corporate techniques. His ruthless acumen translates into a +1 CS bonus to his Reason in business matters, and numerous financial contacts.

Crime: while he and his corporation pose as law abiding entities, the simple truth is that Daedalus Darquill and his minions are ultimately overseeing an international drug ring. Daedalus should receive a +1 CS on any ACTION related to his illicit activities.

Manipulation 2: even without his devastating psionic powers, Daedalus Darquill is a master manipulator. He should receive a +2 CS bonus on efforts to twist others to his favor, greatly enhancing Popularity ACTIONs he attempts to sway others to his line of thinking.

Contacts:

Daedalus Darquill is the leader of an international crime syndicate and the ultimate master of the Far Side, the twisted realm within his own mind. He has a veritable army of ill-behaved minions to do his bidding - whether on our world or in the insane realm his delusions have created.

Costume:

Daedalus' actual human body is typically swaddled in mundane clothing, often a business suit with a generous cut. In the confines of the Far Side, he wears brown hide trousers, red leather boots, a brown leather belt with a gold buckle, red fingerless gloves, and a fur cape.

Personality:

Daedalus Darquill is Cuckoo for Cocoa Puffs (TM). Having completely lost his sanity in the wake of the White Event, the emergence of his vast psionic powers destroyed Daedalus' rational mind, forcing him to live out a delusional fantasy life in a sinister world literally of his own making.

Real Name: Daedalus Darquill
Occupation: crime boss
Legal Status: citizen of the United States with no known criminal record, legally deceased
Marital Status: unrevealed
Alias(es), if any: Dad
Group Affiliation: the undisputed master of the Far Side

Height: 6' 3"
Hair: white
Eyes: blue
Weight: 200 lbs.
Other Distinguishing Characteristics: Daedalus wears a long moustache and goatee at all times.

Story:

A criminal mastermind, Daedalus Darquill cheerfully engaged in all manner of illicit behavior over the years. Impatient with the pace of his progress, Daedalus increased the flow of cash into his coffers by abusing the American financial systems via his own corporation.

Funneling the proceeds of his drug ring into the founding of Conquest Dynamics, Daedalus engaged in the hostile takeover of various corporations, using leveraged buyouts and other abusive tactics to greatly increase his wealth at the expense of his fellow Americans.

Taking these lethal yet unethical proceeds to greatly bolster his criminal networks, Daedalus eventually gained the notice of the Justice Department. They put one of their best agents, John Tensen, on Daedalus' trail, but he was waylaid by the power of the White Event.

This government operative was striken down as a result of this strange astronomical event, terrible migraines preceding the emergence of powerful psionics the White Event instilled within him. Of course, Tensen wasn't the only one who gained powers after this occurrence.

Daedalus Darquill himself developed staggering psionic powers in the wake of the White Event, arguably even stronger than those Tensen received. That may be why Daedalus' mind turned in on itself as his powers emerged, causing him to descend into his own, delusional reality.

This strange mindscape, which Daedalus dubbed the Far Side, included two different lands at war: the land of Spring, the eternally warm realm of goodness, and the Winterlands, a land of evil sorcerers lorded over by Daedalus himself. But this was only the beginning for Darquill.

Quickly drawing others into his madness, Daedalus absorbed his son, Damon Conquest, into the Far Side, along with numerous other lackeys from his criminal syndicate, such as Tattoo. And those he couldn't recruit, Daedalus just made outright, as he did with his vile Hounds.

When Tensen came to infiltrate Daedalus' operation through Conquest Dynamics, he was drugged by Damon, who then passed him through a portal to the Winterlands. This fantastic encounter caused Tensen's own powers to emerge, allowing him to partially resist Daedalus' psionics.

An uncontrolled wrench upsetting his carefully laid narrative within the Far Side and his illicit operations in the real world, Tensen continually opposed Daedalus in his efforts to corrupt both realities. In fact, the two battled for over a year, though rarely face to face.

Tensen's mind eventually repaired some of the damage Daedalus inflicted upon it, and he began to remember his original life on earth. By this time, however, Daedalus' fantasy had run its course, and his Winterlands forces had finally conquered the glorious land of Spring.

Triggering a final conflict between himself and Tensen, Daedalus sent Tensen's corrupted love, Rebecca Chambers, to assassinate him. To protect an ally, Tensen was forced to kill her, and he then fought his way into the Far Side when Daedalus opened another doorway to earth.

Smashing his way through Daedalus' forces, Tensen finally slew Damon, the principal foe he'd been facing in his efforts against Darquill. Furious beyond measure, Darquill directly assaulted Tensen, seemingly slaying him but in reality he merely ejected Tensen from the Far Side.

Appearing near Daedalus' slumbering body in the real world, Tensen reunited with another ally, Nightmask, and discovered Daedalus' ultimate secret. Realizing that killing Darquill in his Baja California home would end his evil in both worlds, Tensen didn't hesitate to strike him down.

As Daedalus Darquill died, the Far Side faded from existence with him. Presumably, any humans he'd seemingly drawn into his mindscape were ejected into the real world. However, none of them have ever been seen since, so it's quite possible that they ceased to exist as well.

If they ever did in the first place.

Chronology: Justice # 1, Justice # 2 (off-panel), Justice # 3 (off-panel), Justice # 5, Justice # 7, Justice # 8, Justice # 10, Justice #11, Justice # 15, Justice # 21 (in a hallucination), Justice # 22 (in a hallucination).