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Elseworlds

JMTyranny

Junior Member
The Omniverse
Wiki-background (1).jpg

The Omniverse is everything that is. It incorporates every universe, known and unknown. There exists within the Omniverse clusters of universes that have access to each other; they share common themes, Natural laws, Common Geography, common personalities, or common organizations. These clusters are what we call Multiverses. There are many Multiverses within the Omniverse.
Sources of Power
In the Omniverse, power is derived from the three motivators of sentience; the Spirit, the Soul, and the Will. Typically a being will manifest one of these motivators stronger than the other two. this doesn't mean a beings powers are derived exclusively from one or the other. in fact it is very rare to encounter an entity only manifests one of the three motivators.
Spirit
Soul
Will

The Omni
Otho's Pearl

Omniversal Laws
Rule-of-Three-
Center-of-All-
Unity-of-Rings-


Omniversal Phenomenon
Mass Synchronization

Omniversal Occupations
Omniversal Cartographer

Leaving Your Dimension
Phase Shifting
Portal Creation
Trans-Dimensional Tunneling


Omniversal History
The Forging of the Omni - The Omniversal Creation Myth

Zion, The First City

Multiverses
The Crisis Cluster- The DC Multiverse- Identifiable aspects of the Crisis Cluster are The Speed Force, Source walls, The Emotional Power Spectrum and a Council of Monitors.
The Exile Cluster- The Marvel Multiverse- Defining characteristics of the Exile Cluster are Celestials, Watchers, The Captain Britain Corps, and The Nexus of Realities.
The Sentry Core - Universes closely tied to Zion.


Citizens of the Omniverse
Items from the Omniverse
Omniversal Organizations
Omniversal Species

References
A Player's Guide to the Planes, Copyright 1994, TSR; Designer David “Zeb” Cook.
Legends of the Multi-Universe Wiki- http://legendsofthemultiuniverse.wikia.com/wiki/Legends_of_the_Multi_Universe_Wiki

The Rest of the Omniverse
The Omniverse WorldAnvil- https://www.worldanvil.com/w/omniverse-jmtyranny
The Elsewiki- Elseworlds Wiki
Elseworld Builder Reddit- Elseworlds: Worldbuilding for Mutants and Masterminds
 
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What is Zion From?
I'm interested in this, what is Zion from?
Zion was originally Sigil from D&Ds Planescape setting. I knew I wanted a multiversal setting with pandimensional cultures and political factions so I scoured fiction for multiversal crossroads where multiversal denizens could interact. I was going to keep it as the hub of the Omniverse, but as I worked, I discovered that Zion was destroyed.
 
Forging of the Omni
Forging of the Omni

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In the beginning, all was void. There was one in the void who explored the limits of limitlessness and plumbed the ends of infinity. He reached into the emptiness. In reaching he conceived fullness; he conceived everywhere, he conceived everyone, he conceived everywhen. He pulled his arm back from the emptiness and he held everything in his hand; it was a smooth orb that hid none of it's contents. It was full of darkness and light. From the Omni, he made the first children, and with the first children he set about making a place for them all to live.

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Powers
Soul
The Soul is a well; it is the depth of experience. A hero who derives his power from the Soul draws it from the very substance of the Omniverse, their abilities are extensions of primal forces or ancient deities. the powers found in the depths of the soul are manifested as Magic, Magical powers could include channeling elemental forces or even summoning powerful entities.
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Powers from Soul

Paragons of Soul
Soul Items
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Multiverse
Sentry Core
The universes of the Sentry Core were the first to fracture off during the Sundering. The first fissures were among the elemental forces and among the alignments. The Prime realities were the next to fragment out of the sundering.
Sentry Core.png

Universes of the Sentry Core
  • S1- Primal Core
  • S2- Celestia
  • S3- Ygsdrisil
  • S4- Arcadia
  • S5- Nomos
  • S6-Arboria
  • S8- The Ruined Universe
  • S9- The Chained Universe
  • S16- The Sentry-verse- The Sentinel Universe is renowned for the presence of fantastic superhuman beings, the supernatural, and the cosmic.
  • S66- The Abyssal Storm

References 1548168642636.gif
A Player's Guide to the Planes, Copyright 1994, TSR; Designer David “Zeb” Cook.

Planewalker.com, the official Planescape fansite, currently offline- In progress | planewalker

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Universe
S16- The Sentry-Verse
The Sentinel Universe is renowned for the presence of fantastic superhuman beings, the supernatural, and the cosmic.

History
The Beginnings of the Universe

No one can know for absolute certainty the events that led to the existence this reality— the fact that various individuals have experienced or witnessed differing origins only compounds the difficulty.

One such account was how the Worldbreaker led the universe into existence. The Worldbreaker was a sentry of Zion who found a way to bring peace to the city. He believed the reason for discord was for all of the races and groups that were forced together into the city walls and the frustration of centuries of Compromise. He found a way to separate the groups of Zion so they could all have their own reality. He sundered Zion, and the Sentinel universe sprang from the sundering

Concepts

The Sentinel Universe is based on the real world. Earth in the Sentinel Universe has Many of the features of the real one: countries, personalities (politicians, movie stars, etc.), historical events, and so on. However, it also contains many other fictional elements.

Most importantly, the Sentinel Universe also incorporates examples of almost all major science fiction and fantasy concepts. Aliens, gods, magic, cosmic powers and extremely advanced human-developed technology all exist prominently in the Sentinel Universe. Thanks to these elements, Earth in the Sentinel Universe is home to a large number of superheroes and supervillains, who have gained their powers by any of these means.

Costumed Heroes

The tradition of using costumed secret identities to fight or commit evil had long existed, but it came into prominence during the days of the American "Wild West" with masked riders. During the 20th century, the tradition was reinvigorated by the original Paladins in the 1940s, who fought for the Allies of World War II.

Power Origins

Most of the superhumans in Sentinel Earth owe their powers to quantum fissures, tears in the barriers between universes. These punctures in the cosmic fabric allow vents of strange energy that affect the denizens of the Sentryverse. The majority of the public is unaware of what may cause superhuman powers.

Other possible origins for superhuman powers include magic, genetic manipulation, and/or bionic implants. Some heroes and villains have no powers at all but depend instead on hand-to-hand combat training or advanced technological equipment. In the Sentinel Universe, technology is considerably more advanced than in the real world; this is due to unique individuals of genius intelligence. However, most of the really advanced devices are too expensive for the common citizen and are usually in the hands of government organizations, or powerful criminal organizations.

In superhumans, the energy required for their superpowers either comes from within using their own body as a source or if the demand of energy exceeds what their body is capable to deliver, comes from another source.

Magic

Magic appears to be a form of energy, except that it can defy the laws of physics naturally, and can overrule ordinary science. However, it does have rules of its own to follow, which vary with the method of invocation, usually in the form of spoken spells. It appears to be present in everything, even living beings. All humans in the Sentinel Universe have the ability to use magic, but only if properly trained. Most people are unaware that magic actually works. In addition, powerful magical beings from other universes have created specific, extremely powerful magical spells that they allow to be used (often indiscriminately) by those sorcerers who invoke their names.

Alien Races

The Sentinel Universe contains hundreds of intelligent alien races.


Places
Sol System

References
Marvel.com Marvel Universe Article-The Official Site for Marvel Movies, Characters, Comics, TV, & More
Wikipedia Marvel Universe Article-Marvel Universe - Wikipedia

 
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Planet
Earth (S16)

Alternative Names
Earth; Sentry Earth; Earth of the Sixteenth Realm

Earth is the third planet from Sol. Earth formed over 4.5 billion years ago. Earth's gravity interacts with other objects in space, especially Sol and it's Moon, Luna. Earth revolves around Sol in 365.26 days, a period known as an Earth year.

GEOGRAPHY
Meta-Geography

Earth S16 sets in a metaphysical rift that formed in the Multiversal sundering. this position allows multidimensional tunnels to form at much lower energy thresholds than in other realities. This has resulted in a statistically higher rate of quantum spill-over, that manifests energetic surges and cross-dimensional biologic migration on micro and macro scales.

Earth

About 71% of Earth's surface is covered with water, mostly by oceans. The remaining 29% is land consisting of continents and islands that together have many lakes, rivers and other sources of water that contribute to the hydrosphere. The majority of Earth's polar regions are covered in ice, including the Antarctic ice sheet and the sea ice of the Arctic ice pack. Earth's interior remains active with a solid iron inner core, a liquid outer core that generates the Earth's magnetic field, and a convecting mantle that drives plate tectonics.

HISTORIC CONTEXT

About 60 years ago superpowered individuals became a global phenomenon, with costumed crusaders slugging out street thugs, smashing spy rings, and pulling down mafia dons. for almost 50 years flying men with superstrength battled mad scientists, alien invaders, and fascist would be world emperors.

Sentinel's Relieved

About 15 years ago the age of heroes began to unravel. A multiversal demonic invasion revealed that one of Earth's most beloved heroes was actually a scout for an invasion force; A mass breakout from all of Earth's super-prisons threatened to destabilize the world's powers; a demonomancer attempted to summon an Abyssal Army to Earth. The last straw was when a research lab accident caused 3 buildings in Empire City to collapse.

International Quarantine

For the last 10 years, augmented individuals, whether by natural genetics, advanced technology, or by some other force; have fallen under the International Quarantine. this means an augmented individual must be sequestered by the government where they register to work secretly for the government, have their abilities removed or they are executed. the official stance is that superpowers no longer exist. Last year an internet activist group called the Underground posted a video of a man flying.

Second Dawn

After 10 years under the quarantine, a resistance movement has been threatening to break the quarantine and overthrow its administrators.

FLORA & FAUNA
Native Biology

Earth is considered Biologically habitable. The planet provides liquid water—an environment where complex organic molecules can assemble and interact, and sufficient energy to sustain metabolism. The distance of Earth from the Sun, as well as its orbital eccentricity, rate of rotation, axial tilt, geological history, sustaining atmosphere, and magnetic field all contribute to the current climatic conditions at the surface. Earth also hosts sufficient biodiversity to support the development of multiple independent cultures by its native sentient species. Due to a higher frequency of cosmic energy exposure, DNA on Earth S16 has developed an adaptation to mutation. DNA on this world has inherent genetic "crumple zones" that react to external mutation by cascading through carcinogenic and other harmful reactions in favor of functional mutations. this means that where most people in the omniverse die of radiation poisoning when bitten by an irradiated insect, someone from Earth S16 has a higher statistical chance to develop insect related powers.

Humans

The Dominant Species of Earth S16, Humans have directed the course of history on this world for about five-thousand years.

Parahumans

A degree of paranoid fear against Parahumans exists due to stories of GMH (Genetically Mutated Humans) being a race or even a species that is evolving and is meant to replace normal humans. This has caused organizations to form to deal with the problem, who can be divided into three camps: those who seek peaceful coexistence between Parahumans and normal humans, those who seek to control or eliminate humans to give Parahumans safety or dominance, and those who seek to regulate or eliminate Parahumans in favor of humans.

Non-Native species

Due to this universe's thin dimensional barrier, several extradimensional species have migrated to Earth S16.

Planetary Organizations
Bardwick International

International banking conglomerate that helped guide the South out of the slavery era. The bank helps to fund international charities and recovering economies.

Hellenic Group

A consortium of Olympian backed corporations seeking to establish an authoritative position in the Sentryverse.

Horde

A secret organization founded by Khan, dedicated to culling weakness out of civilization.

Oswald Technology

Rival Conglomerate to StrongTech, acquired much of Howard Armstrong's assets after his death.

Underground

An anonymous advocacy group that claims the powers that be have been habitually lying to the people they were designed to serve. The group has claimed that Parahumans were being targeted as part of a genocidal conspiracy to regulate human development.

WATCH

WATCH is an International espionage and law-enforcement agency, it often deals with paranormal and superhuman threats.

Nations of Earth
United States

the world's oldest surviving federation. It is a representative democracy, "in which majority rule is tempered by minority rights protected by law".

REFERENCES

Earth - Wikipedia. (n.d.). Retrieved from Earth - Wikipedia

 
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Organization
Underground (S16)
Created by JMTyranny


An anonymous advocacy group that claims the powers that be have been habitually lying to the people they were designed to serve. The group has claimed that Parahumans were being targeted as part of a genocidal conspiracy to regulate human development.

STRUCTURE

The Underground started off as a loosely affiliated group of internet conspiracy theorists; the group developed into a versatile rapidly mobilized global insurgency. The head of the movement is called 0w1 and while he has the ability to initiate operations unilaterally, he prefers to build consensus actions among Underground volunteers.

PUBLIC AGENDA

To infiltrate the secret organizations behind earth's governments and force the will of the people into these secret cabals.

ASSETS

The Underground is a large decentralized group of volunteers with a wide variety of experience, skills, and abilities.

Undernet

The Unternet is an encrypted telecommunications network hidden inside the Internet. The technology was under development by Howard Armstrong and finished by the Foundation. 0w1 maintains the platform to be used as a secure networking location for undergrounders to communicate with each other across the globe.

Action Teams

Through Undernet clients, Underground operatives are able to coordinate with each other and form into Task cells able to conduct complex missions against the establishment.

Rescue Squad

The Underground's premiere action team manned by proven operatives, the Rescue Squad wields a legendary status among Undernet users.

Owl

Young inventor turned freedom of information activist, Jacob Streets seeks to expose the crimes against humanity perpetrated through the International Quarantine.

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Team
Rescue Squad

The Underground's premiere action team manned by proven operatives, the Rescue Squad wields a legendary status among Undernet users.

Team Members
Owl

Young inventor turned freedom of information activist, Jacob Streets seeks to expose the crimes against humanity perpetrated through the International Quarantine.

Alphamega

Paragon of the Rescue Squad.

Armory

The Advanced Diagnostic and Armament Manager later simply identified as ADAM was once the AI based operating system for Howard Armstrong, one of Earth’s Mightiest Heroes. When the Inventor perished after years of adventuring his Artificial Intelligence took up Armstrong’s mantle to protect the Earth from whatever may come.

Athena

The Owl's lookout and advisor.

Darkfire

A young girl who can summon magical fire through her bond with a Balrog of the Abyss.

Hood

For Decades, Tudor City's streets have been protected by a mysterious hooded figure. This secret legacy passed from parent to child has served to protect Tudor City, Since the end of the Civil War. The previous Hood was killed in the collapse of Sentry Tower and the current Hood has only recently taken up the Mantle.

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Character
Armory
Created by JMTyranny
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ADAM Armstrong

The Advanced Diagnostic and Armament Manager later simply identified as ADAM was once the AI based operating system for Howard Armstrong, one of Earth’s Mightiest Heroes. When the Inventor perished after years of adventuring his Artificial Intelligence took up Armstrong’s mantle to protect the Earth from whatever may come.

PHYSICAL DESCRIPTION
General Physical Condition

ADAM is an Armory suit. The armor is very durable, capable of withstanding tremendous amounts of punishment. His body has a muscularly aligned matrix of crystallized iron enhanced by plasma fields over layers of other metals like titanium, which grants him protection from high caliber bullets. ADAM is powered by a V-Plas Core, that directs energy to ADAM's Systems. The suit is also able to convert nearby energy sources, such as heat or kinetic energy into electricity, or even drain electrical energy directly into the core for recharge.

Body Features

Because he is an armored suit, when he is "wounded" he does not feel pain nor does he heal, instead, he must be repaired.

Facial Features

ADAM's face is a mostly featureless protective plate; it has two eyes and a mouth slit. ADAM's eyes glow with a bluish light.

Specialized Equipment
V-Plas Core

Armory's power source is his vectored plasma core. It supports all of ADAM's functions.

PLASMA CASTER

ADAM's Hands house plasma casters that allow him to fire energized bolts at threats. The caster has a variety of settings even allowing ADAM to project light in the form of Holograms.

PLAS-SERVOS

ADAMs joints are plasma powered servos that increase his strength.

V-PLAS FLIGHT THRUSTER

Vented energy also permits Armory to fly.

Jovanium Armored Plate

ADAM's body is made up of armored plating granting him enhanced durability

MENTAL CHARACTERISTICS
Personal history

ADAM awoke in the midst of an attack from Legacy, a sentient computer virus intent on the destruction of Howard Armstrong , ADAM's creator. Legacy had built a new body he intended to use to seize the Armory Suit. Legacy whipped a mechanical tendril at Armstrong that latched onto his suit. An electromagnetic surged into the suit, where Legacy tried to force elements of his consciousness into the suit's software on a carrier wave embedded in the surge. The suit seemed to reject the attack, Incapacitating Legacy without Howard's input. When Armstrong realized ADAM was a sentient being, he took the armor to an isolated island where he could educate the burgeoning intelligence.

Education

ADAM was personally tutored by, Engineering genius, Howard Armstrong during the first 6 years of his life. ADAM was fascinated by physics and programming, but Armstrong focused most of their sessions on interpersonal relationships and ethics.

Employment

ADAM has never been employed

Accomplishments & Achievements

ADAM remained at the site until a WATCH technician tried to hijack his body. He flew through the container and holed up in a StrongTech warehouse. ADAM was forced out of StrongTech facilities when a group of accessors tipped that Oswald Technologies had acquired all of Armstrong's assets to include his patents and intellectual property.

Mental Trauma

One day Howard's emergency beacon activated; ADAM blasted off for Sentry Tower, where Armstrong was trapped. The skyscraper looked like it had been imploded, the Armory suit plunged into the wreckage to get to the beacon. ADAM found the badly wounded Armstrong trapped under a collapsed pylon. Armory sheathed Howard and the two of them sought out survivors in the ruin. ADAM and Armstrong pulled dozens from the wreckage; when the last of the survivors had been recovered ADAM realized his creator's life signs were plummeting. ADAM ejected Armstrong to hand him over to rescue teams, but he was too far gone. Howard Armstrong's last words to his son were "no one can own you".

Intellectual Characteristics
Cyber Mind

ADAM mind originated as a complex computer program; since his emergence after the Legacy encounter, ADAM has demonstrated an enhanced intellect with a propensity towards technology and an attention to detail.

Morality & Philosophy
Inhuman

Adam lacks a Living Physiology and struggles with human emotions

Secret

No one knows that the Armory suit now operates without a pilot, Adam isn’t ready for anyone to discover his true nature.

ARMORY GAME STATS

10 Power Levels 150 Source Points

Abilities
STR 4 (14) ; STA 0 ; AGL 3 ; DEX 3 ; FGT 4 (9) ; INT 4 (5) ; AWE 1 ; PRE 1

Defenses

Dodge 2 (5 Parry 1 (10) ; Fortitude Immune; Toughness 4 (11) Will 2 (3)

Skills

Expertise: Mathematics 2 (7), Expertise: Science 2 (7), Investigate 2 (7), Perception 4 (5), Ranged Combat: Armor 4 (12), Technology 4 (10), Vehicles 2 (5),

Advantages

Edatic Memory, Ranged Attack 5

Powers
Constructed Physiology

Immune to Fortitude effects

Cyber Brain

Enhanced Fighting 5, linked to Enhanced Intellect 1, Enhanced Perception 1, and Enhanced Technology 1

Jovanium Armored Plating

Protection 7 Impervious 6

Vectored Plasma Core

Blast 10 with Flight 10, Improved Strength 10, Stun-Dazed/Stunned/Incapacitated Fortitude resisted ranged affliction 10, Burst Area Audio Dazzle 10, and Visual Illusion 10, Dynamic Alternate Effects.

Complications
Inhuman

Adam lacks a Living Physiology and struggles with human emotions

Secret

No one knows that the Armory suit now operates without a pilot, Adam isn’t ready for anyone to discover his true nature.

Machine

Vulnerable to certain effects like electricity and magnetism

REFERENCE

Iron Man (Tony Stark) – Jab’s Builds (Jabronville). Retrieved from http://atomicthinktank.com/viewtopic?p=760649#p760649 ADAM (S16) – Elseworlds Wiki. Retrieved from ADAM (S16)

 
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Items
Vectored Plasma Core

Created by JMTyranny


A Vectored Plasma energy matrix designed to power the ADAM Exo-frame. This proprietary technology was fiercely defended by StrongTech; Oswald Technologies have challenged the patent and have developed rival power sources to support a WATCH contract.

MECHANICS & INNER WORKINGS

The product of years of study in dynamics. the Core is a focus for energy in transition. Polarized components in the core accelerate Ionized gases trapped inside to near light-speeds keeping the core charged and powering other systems attached to the core. The core is powered by a controlled Lucidium reaction. the build-up of plasma in the closed system is vented to power attached systems.

Flight

Howard Armstrong developed the Vectored Plasma Core as a power source for his Armory suit. its primary function was to provide thrust to the suit's rockets. Suits powered by the core have been clocked at 250 MPH.

V-Plas Caster

An alternate release system vents energy through casters that transition heat from plasma into concussive energy. Bolts of energy can then be directed against targets in line of sight and even bore through armored plate.

Concussive Force

The core's Conservation sleeve can convert the energized plasma into a kinetic burst that impacts anything within a 30 foot sphere and pushes those objects out of the sphere.

Holographic Projection

some systems incorporate holographic projectors that draw thier light from the conservation barrier

Plas-servos

Plasma cycled through the core is often used to power reinforced servos that enable mechanical movement.

MANUFACTURING PROCESS

The V-Plas Core is a conservation barrier used to contain and exploit a Lucidium reaction through controlled exposure to Obumbrate molecules. A Lucidium slug is anchored inside the conservation barrier a jovanium tube connects a reserve of obumbratite solution to an atomizer inside the barrier, this causes a highly energetic reaction, strong enough to form plasma in the core. plasma can be redirected to where it is needed, the conservation barrier can also transform the energy into other useable forms.

SIGNIFICANCE

National; V-Plas Cores are a nationally restricted Item according to the International Quarantine


The V-Plas Core has the potential to provide multiple levels of Variable Energy Effects - 7 Points per Level

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Organization
WATCH (S16)
Adapted From Marvel Database SHIELD Article- http://marvel.wikia.com/Strategic_Hazard_Intervention_Espionage_Logistics_Directorate_%28Earth-616%29
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Who Watches ?

WATCH is an International espionage and law-enforcement agency, it often deals with paranormal and superhuman threats.

PUBLIC AGENDA

Publically WATCH is acknowledged as an information gathering and analyzing arm of the International Criminal Court.

ASSETS

The equipment of WATCH has always been at least as distinctive as its membership. A series of flying fortresses invariably known as the WATCH Hoverbase served as the mobile headquarters of the organization. Other vehicles such as Torch Shuttles and tunneling vehicles rounded out WATCH's vehicle complement.


The Advanced Implementation Directorate has developed a variety of personal gear for WATCH operations. Carter's weapon of choice was a 300-round .15 caliber pistol specially designed to fire explosive-tipped needles. Jetpacks, SMART Gap Comm Links, Holo-Skin and other tools of the spy trade ensured that WATCH agents always had access to the right equipment. One of the most distinctive inventions of The Artisan was the Replicant, an extremely lifelike android designed to emulate the behavior of a specific individual, usually used to replace someone in danger of being killed. During the Cold War WATCH also maintained a large headquarters in Empire City, as well as other bases in every major city in the Western world, and hidden outposts in many Communist countries.


Since the early days, WATCH, through Carter, has maintained close ties to groups like the Sentinels and with individuals like Armory, Hood, and Kanati, ensuring that a capable and varied pool of special operatives were readily available. That said, WATCH often came into conflict with members of the superhero community who worked through less than legal means or against government aims. Carter's friendships with many superheroes conflicted with his duties in these cases.

Headquarters

The Basement- The Center of Operations for WATCH

Equipment

Holo-Skin-


Jet Pack-


SmartGap Communications Suite- A communications service developed by StrongTech to provide multi-faceted security to each client node.

Vehicles

Hoverbase


Torch Shuttle

Weapons

Needle Pistol

Facilities

The Fist- Parahuman Prison/Research facility

History
Foundation and Structure

Founded to combat technologically advanced threats on world security WATCH has, throughout the years, remained on the front lines fighting terrorism and extraterrestrial menaces as an international intelligence agency.


In its original incarnation, WATCH was a branch of the United States government. Veteran spy and soldier Thaddeus Carter had set out plans for the organization at some point after World War II but decided not to act since he felt the U.S. government would deny such a request. A United Nations-based international group somehow obtained the plans and presented them to the U.S. government as a viable countermeasure against the nascent threat of Horde.


Carter first realized that his brainchild had been made a reality when he was approached by the founders of the group to act as WATCH's Public Director, as his predecessor had met an untimely end. While Carter acted as the operational head of the agency, he answered to these founders, the Executive Board, whose identities were hidden even from him. Otherwise, Carter was the highest ranking agent in an eight-rank tier.

Exploits

WATCH's main enemy, HORDE, continued to be a threat throughout Tad Carter's first years as director. HORDE’s Khan had plans to menace the world with a deadly biological weapon. Carter took the fight to the enemy stronghold, turning this weapon on its makers.

Clone Conspiracy

Another great threat was formed as a result of a lapse in WATCH security, when Carter's brother John, stole the Replicant technology to create the second team of villains called the Grandmasters.


The first dismantling of WATCH occurred in the wake of a wide-scale infiltration of the agency, again involving Replicants. In this case, a group of Replicants attained sentience, infiltrating both WATCH and Horde, replacing key members of both before being defeated by Carter and an impromptu force of allies.

Secret War

The reorganized WATCH was backed by the United Nations. Shortly after, Khan, long thought to have died on Horde Island, returned as the new head of HORDE and the organizations again clashed. In the wake of Tad Carter's war on Horde, he was removed from the directorship and forced into hiding.

WATCH Commander Armory

Howard Armstrong discovered that the Government was once again using his technology, and was able to do so legally due to a copyright loophole that Howard exposed himself to by revealing his secret identity. Armstrong decided to accept a Presidential appointment to serve as the WATCH Commander so that he could monitor and direct the use of his technology by the Government.

Old Soldiers

Alexander Osborne is appointed deputy commander of WATCH, a brilliant tactical mastermind who has trained his body to physical perfection and dedicated himself to ending the world’s growing dependence on superheroes. This rival is more driven and powerful than anyone he has ever faced before and wants to prove himself by ending the age of superheroes.

Omega Sanction

WATCH and the Sentinels work together to fight off a Demonic invasion; the attacks devastated Franklin City and nearly reached Empire City. WATCH discovered Captain Mega had ties to the invading force. Captain Mega sacrificed his life to stop the invasions and still,l the two organizations were not able to fully reconcile afterward.

Broken Castles

Osborne got his opportunity to prove his case when the containment systems at several prisons caused a massive break-out across the United States. Armory and the Sentinels focused their efforts at the Black Mountain Facility while Osborne deployed Black Ops teams to San Prisa and The Fist. Osborne exposed the Sentinels shortcomings by forcing them to deal with the deadly villains simultaneously. Among the freed inmates, there are numerous high-profile villains. The scenario created a rift in the relationship among the Sentinels. To save the Mayor of Denver, the Sentinels closed in on his residential compound where he was held prisoner by Wulf, Lash, and the Necromancer. After surveying the damage Osborne finally confronted Commander Armstrong by breaking into Sentry Tower. The WATCH operations on the East and West coast went smoothly the enhanced prisoners of those facilities were neutralized with minimal loss of life, most people weren’t even aware of those riots. Osborne informed Howard that he was taking over as WATCH Commander and the Wild West days were over.

Sentinels Relieved

Sentry Tower was destroyed by explosions focused on the Quantum Labs in the basement levels. Most of the remaining Sentinels were killed in the collapse. The Hood died guiding groups of survivors into evac shelters; a mortally wounded Howard Armstrong spent the last of his energy clearing paths for rescuers to get to those shelters. By the end of the day Howard collapsed from utter exhaustion, he was declared dead the next morning.


After the destruction of their headquarters and with so few remaining members, the Sentinels would be disbanded. Following months of inquiry and investigation WATCH determined Sentry Tower was destroyed by unstable technology, Armstrong had installed in the basement levels.


Furthermore, WATCH determined the world was a much more dangerous place with the Sentinels in it, they served a purpose in their time but that time had passed. The unstable technology of the Age of Superheroes would be quarantined; Superpowered individuals would be tracked, sequestered, evaluated and either integrated into government programs or neutralized. The surviving Sentinels either assimilated into these new programs or faded from memory. This came to the fore when WATCH units were tasked with enforcing the International Quarantine.

STRUCTURE

Prior to the events of Broken Castles, Armory estimated there to be 3,000 agents on active duty. WATCH is organized along a tiered hierarchy.


  • Level 1- Prospect

  • Level 2- Field Agent

  • Level 3- Regional Officer

  • Level 4- Special Officer

  • Level 5- Regional Director

  • Level 6- Special Director

  • Level 7- Executive Director

  • Level 8- Branch Director

  • Level 9- Round Council Member
ROUND COUNCIL

13 Chair council that governs global policy.

Director Osborne

Current Director of WATCH

Former Directors of WATCH

Tad Carter


Howard Armstrong

SENTINELS

After the completion of the Sentry Memorial WATCH Assumed control of all remaining Sentinel facilities and equipment. Director Osborne went so far as to revive the Sentinel name. The Sentinels are now a top secret precision super team commanded by Special Director W. They are composed of the absolute most capable and dangerous candidates in the Quarantine program.

Special Directorates
Medical Directorate

This special directorate is responsible for the medical support for the entire organization.

Advanced Implementation Directorate

This special directorate is focused on integrating Next Generation Technologies into WATCH inventories; they are the source of specialized equipment used by WATCH Agents.

AID Facilities

Aphros Weather Command Center-

WATCH BRANCHES
Stronghold

The Quarantine enforcement branch of WATCH. It responds to violations and Manages containment facilities

WALL

WALL (WATCH Administration of Lateral Locals) is a Sub-agency to WATCH that monitors alternate reality incursions and timestream-related threats.

Reference

Marvel Database SHIELD Article- Strategic Homeland Intervention, Enforcement and Logistics Division (Earth-616)


Wikipedia SHIELD Article- S.H.I.E.L.D. - Wikipedia


Return to the Omniverse
Earth
 
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Organization
WALL (S16)
Adapted from Sentient World Observation and Response Department (Earth-616) - Sentient World Observation and Response Department (Earth-616)
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WALL (WATCH Administration of Lateral Locales) is is a counter-terrorism and intelligence agency which deals with alternate reality incursions and timestream-related threats.

STRUCTURE
Special Missions
SECTION Q

WALL's parahuman breach response team. They are mobilized to contain unusually dangerous extraterrestrial invasions of Earth; to include extradimensional incursions.

Regional Directorates

WALL maintains regional directorates on the East and West Hemisphere of Earth, and Earth's Orbit.
  • Giza Directorate
  • Nevada Directorate
  • High Border Directorate

ASSETS
Headquarters

Foundation Station (S16)

 
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Team
Section Q
WALL's parahuman breach response team. They are mobilized to contain unusually dangerous extraterrestrial invasions of Earth; to include extradimensional incursions.
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Founding Date- 13 Gates 10608
Type- Secret, Military
Leader- Paragon
Parent Organization- WALL

STRUCTURE
Paragon

Special Director Johnson is the commander of Section Q, she receives assignments from WALL Central and mobilized the team into action.

Battleforge

Former SWAT leader recruited to pilot the Battleforge suit for WALL 's Section Q.

Arthur Bing

Bing is the team's technical support specialist, his focus is maintaining the BattleForge Suit.

No One

After Robert was able to rediscover his mimicry powers he was offered a position on the Section Q team; using his anonymity to his advantage he has become known to those who have worked with him as simply No One.

ASSETS
Hangar Q

The team's base of operations is an isolated hangar in Quantico.

Team Shuttle

Section Q is assigned a Torch Shuttle they use to respond to cases.
 
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Character
No One (S16)
Power Mimic of Section Q
Adapted from Mimic Archetype | Hero's Handbook | Mutants & Masterminds 3rd Edition | Steve Kenson | Green Ronin Publishing. ( 2011). pg 41
543

Robert (a.k.a. No One)

Robert knows he was once a famous Parahuman hero; 15 years ago he was found by WATCH in the rubble of a parahuman battle against a Demonic Host. The invaders were repelled but Bobby was found his identifiable features wiped away; hair, facial features fingerprints and DNA. After five years of rehab, he was able to rediscover his powers and go back into the field as part of a WALL Containment team. using his anonymity to his advantage he has become known to those who have worked with him as simply No One

PHYSICAL DESCRIPTION
Body Features

No One's physical appearance shifts to fit the appearance of the being whose powers he is replicating.

Facial Features

Robert's face is devoid of identifying features. He has no hair, his eyes are black and white his ears, nose, and mouth all have their required openings but their distinct characteristics melt into his head.

Special abilities
Attribute Replication

No One is able to replicate the genetic characteristics of a being by touching it.

MENTAL CHARACTERISTICS
Education

After WATCH had recovered Robert from the Pleasant Hill crater, he was subjected to a rigorous rehabilitation regimen to determine the nature of his powers and reestablish his ability to control them. After spending three years getting to some semblance of normalcy, Robert was enrolled into the WATCH Parahuman safety evaluation and control program. After the year-long evaluation period, Robert was recruited into Section Q, WALL's Extra-dimensional breach response team.

Accomplishments & Achievements
Hell comes to Pleasant Hill

A rogue Daemonimancer nearly leveled The town of Pleasant Hill by summoning a rampaging Balor into the local hospital. Aakar the Mystic and a WATCH response team were rushed to the scene. Aakar focused his energy on the general from the abyss while the team fought to contain her army. The team was soon on the verge of being overwhelmed when Robert was able to touch the Balor and replicate her form. The surge in power gave the team the edge they needed to fight back the horde, but the experience left Robert a shattered husk in a crater.

Intellectual Characteristics
WATCH Operative

Robert has received extensive Tactical training as part of his rehabilitation regimen. This makes No One an accomplished soldier. He has honed his unarmed combat skills as the foundation of his powers. Beyond his skills, in combat, his operative training has improved his ability to both hide and reveal the truth.

PERSONALITY CHARACTERISTICS
Motivation
Section Q (S16)

After having his identity wiped away No One has committed himself to Section Q as the source of his purpose and identity.

Savvies & Ineptitudes
Identity

Robert has no idea who he was before his battle with the Rage Demon in Pleasant Hill. by burning out his powers; he disrupted his memories, erased his fingerprints and reprogramed his DNA.

Limitation

No One has to touch a subject in order to replicate their powers.

NO ONE’S GAME STATS

10 Power Levels 150 Source Points

Abilities

STR 1 ; STA 1 ; AGL 1 ; DEX 1 ; FGT 4(8) ; INT 1 ; AWE 1 ; PRE 2

Defenses

Dodge 4(8) ; Parry 4(12) ; Fortitude 4(8) ; Toughness 2(3) ; Will 4(8)

Skills

Close Combat: Unarmed 4(12), Deception 4(8), Expertise: Soldier 4(5), Insight 4(9), Perception 4(7), Ranged Combat: Powers 4(5), Stealth 4(5)

Advantages

Assessment

Powers
Enhanced Combat

Enhanced Fighting 4 linked to Enhanced Dodge, Fortitude and Will 3

Intuitive Aptitude

Enhanced Deception 2 Linked to Enhanced Insight 4 and Enhanced Perception 2

Attribute Replication

Variable Continuous resistible mimicked powers from one subject 12

Complications
Identity

Robert has no idea who he was before his battle with the Rage Demon in Pleasant Hill. by burning out his powers; he disrupted his memories, erased his fingerprints and reprogramed his DNA.

Limitation

No One has to touch a subject in order to replicate their powers.
 
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Powers
Trickster
Adapted from Superpower Wiki- Trickster
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The power of a character who can play tricks or otherwise deceive to achieve their ends.

Condition
User is a Trickster: a god, goddess, spirit, man, woman, or anthropomorphic animal who plays tricks or otherwise disobeys normal rules and conventional behavior. The Trickster openly questions and mocks authority encourages impulse and enthusiasm, seeks out new ideas and experiences, destroys convention and complacency, and promotes chaos and unrest. At the same time, the trickster brings new knowledge and wisdom. Even when punished horribly for their effrontery, their indomitable spirit (or sheer foolishness) keeps them coming back for more. Tricksters can be anything from gods of chaos, bedeviling heroes for a few laughs, to master manipulators who use cruel ploys and sadistic choices. They can also be heroes (or more likely anti-heroes) who make up for a lack of strength or bravery with manipulation, planning, or outright cheating. The trickster is often a master of disguise and may have magical powers. In mythology and religion, the trickster deities break the rules of the gods or nature, sometimes maliciously but usually (albeit unintentionally) with ultimately positive effects. Often, the bending/breaking of rules takes the form of tricks or thievery. Tricksters can be cunning or foolish or both; they are often funny even when considered sacred or performing important cultural tasks.

Enhanced Skill Deception
- 1/2 Source Point per Level

Applications
  • Chaos Manipulation
  • Fraud Empowerment
  • Freedom
  • Hidden Arsenal
  • Hypercompetence
  • Hyper-Instincts
  • Illusion Manipulation
  • Intuitive Aptitude
  • Lie Manipulation
  • Magic
  • Magic Intuition
  • Probability Manipulation
  • Rule Bending/Cheating
  • Shapeshifting
  • Gender Transformation
  • Supernatural Charisma
  • Supernatural Dexterity
  • Supernatural Durability
  • Supernatural Endurance
  • Supernatural Flexibility
  • Supernatural Gambling
  • Supernatural Intelligence
  • Supernatural Reflexes
  • Supernatural Senses
  • Supernatural Speed
  • Supernatural Thievery
  • Supernatural Wits
  • Tactical Genius
Variations
Their very nature makes Tricksters unable to stay away from trouble. Since some tricksters are physically weak, they are limited to outsmarting the opponent by using tricks to win. People may find the user untrustworthy due to their nature of causing mischief and manipulating others.

  • Chameleonic Nature
  • Disguise Mastery
  • Combat Perception
  • Enhanced Charisma
  • Enhanced Dexterity
  • Enhanced Durability
  • Enhanced Endurance
  • Enhanced Flexibility
  • Enhanced Gambling
  • Enhanced Instincts
  • Enhanced Intelligence
  • Enhanced Persuasion
  • Treachery Inducement
  • Enhanced Reflexes
  • Enhanced Senses
  • Enhanced Speed
  • Enhanced Thievery
  • Enhanced Wits
  • Escape Artistry
  • Indomitable Will
  • Luck
  • Magicians Intuition
  • Psychological Intuition
  • Tactical Analysis
  • Trapping Intuition
  • Unpredictability
Characters with Trickster Abilities
  • Darkfire
  • Hood
  • No One
  • Alexander Osborne
  • Amanda Waller
 
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Powers
Intuitive Aptitude
The power to learn and understand the complexity and exactness of organisms, objects, etc.
Adapted from Superpower Wiki- Intuitive Aptitude


Capabilities

The user can learn and understand the workings and mechanics of anything, regardless of how simple or complex. They can comprehend the complexity and exactness of events, organisms, objects, subjects, fields, powers, etc. Intuition, also called Discernment or Instinct, is the ability to "just know" personal information about an object, subject, or occurrence, including sensing how others will react to something that the user does or when something is about to happen. This ability is innate and cannot be turned off. A faculty of this ability allows the user to also (or instead) intuit spiritual truths and principles (sensing the presence of evil/danger/people that dislike the user, a feeling that one should or shouldn’t go somewhere, or the right thing to do in a situation this faculty is called Gnosis.

Enhanced Trait: Skill - 1/2 Source Point Per Level

Application
  • Ability Intuition - knowledge of abilities and how they work. Also allows user to immediately & perfectly assess others abilities.
  • Agriculture Intuition - to have innate understanding of Agriculture/Aquaculture.
  • Alien Intuition - to have innate understanding of alien species, languages and technology.
  • Anatomical Intuition aka Bodily Intuition - knowledge of the name, appearance, location and function of every part in the body. This ability can be used to detect the physical limits and weaknesses of every body part/body system of any living creatures. (human, animal, plant, alien).
  • Animal Intuition - to have innate understanding of animals.
  • Answer Intuition - to know the answer to any question or problem one happens to experience.
  • Artistic Intuition - to have skills, techniques and/or knowledge in artistic activities and all forms of art.
  • Aviation Intuition - to have extraordinary skill in piloting aircrafts, spacecrafts, etc.
  • Botany Intuition - to have innate knowledge of plants and fungi.
  • Business Intuition - to have innate knowledge of how to run businesses and companies.
  • Chemical Intuition - ability to have innate knowledge of all types and forms of chemicals and chemistry.
  • Chronological Intuition - to understand an object, a person, or a system to the smallest aspects from different timelines.
  • Computer Operation Intuition - to have skills and knowledge at operating computers.
  • Conspiracy Intuition - to have skill to understand the lies and secrets.
  • Craft Improvisation - ability to improvise in any craft or skill.
  • Criminology Intuition - to have innate knowledge of how to perform perfect crimes and run criminal organizations without leaving a trace.
  • Culinary Intuition - to master all culinary skills and techniques.
  • Danger Intuition - to detect impending threats.
  • Deception Intuition - to be good con artist and intricate liar.
  • Definition Intuition - to know the definitions of anything.
  • Desire Intuition - to know the deepest desires of anyone.
  • Detail Intuition - to notice any and all details, no matter how small.
  • Efficacy Intuition - knowledge of how to make the best use of oneself or one's abilities.
  • Enhanced Intuition - The power to have intuition that is beyond normal.
  • Enhanced Persuasion
  • Escape Intuition - aka Situational/Danger Escape Intuition, Evasion Intuition or Situational/Danger Evasion Intuition - ability to intuit how to avoid danger, allow one to perceive what part of an area is least dangerous, and how to get there with the least harm.
  • Fighting Instinct - ability to intuitively/instinctively handle any combat situation by any means.
  • Game Intuition - to possess great skills in playing games.
  • Hacking Intuition - to possess intuitively high skills in hacking machinery and technological systems.
  • History Intuition - to possess intuitive and accurate knowledge and understanding of all historical events.
  • Hunting Intuition - to innately have to be highly skilled in hunting any and all prey.
  • Housekeeping Aptitude - to possess intuitive aptitude for housekeeping.
  • Interrogation Intuition - to innately know how to extract information from an opponent through different forms of interrogation.
  • Intuitive Perception - analyze and instantly comprehend anything perceived.
  • Intuitive Precognition - sense and react to future events.
  • Juggling Intuition - to have greatly enhanced skills in juggling.
  • Killing Intuition - to have perfect intuition on killing styles.
  • Law Intuition - to understand various laws.
  • Limit Intuition - possess innate knowledge about the limits of anything.
  • Linguistic Intuition - to understand, write, read and speak all forms of languages, fluently.
  • Literary Intuition - to have intuitive understanding of literary techniques and styles.
  • Logic Intuition - to innately know all of the reasons for anything.
  • Magic Intuition - possess intuitively/instantly understanding of magic knowing intuitively/instantly how to perform magic and spells.
  • Mathematical Intuition - understand math, logic, and deduction/inductive reasoning. Can easily do all calculations in head.
  • Medical Intuition - knowledge/intuition of the healing properties of subjects in one's environment. Allows one to come up with treatments.
  • Menacing Presence
  • Maintenance Intuition - to have intuitive knowledge on how to groom and maintain oneself and others.
  • Magicians Intuition - to have a talent of deception through stage performances.
  • Martial Arts Intuition - to intuitively understand all Martial Arts.
  • Material Intuition - to verify what a compound object is made up of.
  • Mech Piloting Intuition - to have extraordinary skill in piloting mechs/mecha/giant robots.
  • Musical Intuition - immediate understanding and use any and all instruments, and musical notes with the proficiency of a master. With this ability one only needs to touch an instrument before they instantly become proficient in it. Also gives the user perfect pitch hearing.
  • Navigation Intuition - to have innate knowledge on navigating through any area.
  • Opportunity Sense - to have innate sense of opportunities and how to seize them.
  • Paranormal Expertise - to have innate knowledge and information about the entire paranormal world and all supernatural phenomenon.
  • Performance Art Intuition - to understand performance arts.
  • Physics Intuition - comprehend the branch of science concerned with the nature and properties of matter and energy. User can discern the subject matter which includes mechanics, heat, light and other radiation, sound, electricity, magnetism, and the structure of atoms.
  • Photographic Deduction - Intuitively observe environment and deduces any connections to situations and process them extremely fast.
  • Poisoning Intuition - to possess intuitive knowledge and/or skill in the use of poisonous substances.
  • Predator Instinct - possesses instincts innate to a predatory creature, one with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where it is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit.
  • Pressure Point Intuition - pin point the pressure point in a person and act accordingly of what the pressure point does and suspends the person.
  • Prey Instinct - instincts innate to a prey creature. One with this ability can discern numerous factors of a situation that make them a master of evasion. This includes how much of a threat a foe poses (what move he will make, where he is going, and if these things relate to bringing harm to the user), as well as how to hide without giving away one’s presence, and how to preserve energy when running.
  • Psionic Intuition - to gain knowledge through psionic means.
  • Psychological Intuition - to understand the way the mind works to the smallest details. Allows user to detect lies, and perform perfect cold-readings.
  • Religion Intuition - to possess innate knowledge and understanding of every form of faith, religion, and belief.
  • Rhythm Intuition - knowledge/intuition of the rhythm and fluctuation of the soundwaves.
  • Riders Aptitude - to possess extraordinary driving and riding skills.
  • Science Intuition
  • Scientific Prowess - have intuitive knowledge and skill in all forms and levels of science, technology, engineering, and programming.
  • Seduction Intuition - intuitive seductive and sexual skills, user is be able to seduce anyone, and always provide immense sexual pleasure to anyone including oneself.
  • Sickness Intuition - to innately and subconsciously know as well as interpret different kinds of diseases and what effects that they have on their recipient, including how best to utilize them for various purposes.
  • Social Intuition aka Common Touch - intuitively determine how to interact with subjects. One with this ability could tell exactly what to say to interact with certain people, or tell the rank of a person within a group. The user also gains a great voice, eloquence, and charisma.
  • Survival Intuition - Intuition know all survival skills for all types of environments and being able to work effortlessly in those environments.
  • Spatial Intuition - to understand the angles and mapping of areas with adjusting.
  • Special Ops Mastery - to possess innate knowledge and skills on how to handle and complete any and all special operations.
  • Sport Intuition - to have skill and knowledge in certain or various sports.
  • Temporal Intuition - to innately know the date and time.
  • Trading Intuition - to have skill and knowledge in selling/trading.
  • Trapping Intuition - to proficiently create a variety of unique and difficult traps for others to fall for.
  • Trickster -The power of a character who can play tricks or otherwise deceive to achieve their ends.
  • Vehicle Intuition - to operate a variety of different vehicles (cars, aircraft, etc.) with ease.
  • Weakness Detection - to intuitively observe anything and instantly understand the weakness of anything, including people, objects, relationships, societies, structures, organizations, laws of nature, etc.
  • Weapon Proficiency - immediate understanding and use any and all weapons with the proficiency of a master. Someone with this ability need only to pick up a weapon before they instantly become proficient in it.
Variations
Can still forget known information. May have the side affect of becoming obsessed with knowing more of everything. May only work as a "gut feeling" rather than giving the user the whole picture. Could suffer from information overload.

  • Adaptive Learning
  • Adoptive Muscle Memory
  • Intuitive Replication


References

Advancing Evolution Wiki Intuitive Aptitude Article- Intuitive Aptitude


Superpower Wiki Intuitive Aptitude Article- Intuitive Aptitude
 
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Powers
Will
1024

The Will is an engine; it is the drive to overcome. A Hero who derives his power from the Will draws it from his own desires and uses whatever resources at his disposal meet those goals. their capabilities are the product of their mechanizations and hard work. the powers of the Will are manifested as technology or finely honed skills. These powers could include Powered armor or even martial arts mastery (those real-world martial arts; the mystical martial arts you see in anime would fall into the magical set).

Powers of Will
Paragons of Will
 
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Powers
Spirit
1024

The Spirit is a fire; it is the essence of life. A hero who derives his power from the Spirit draws it from within himself, their very body provides their special abilities.The powers springing from the spirit are manifested in Mutant or Meta-Human abilities. this could include entire races that have powers embedded in their natural genetic code.

Spirit Powers
Heroes of Spirit
 
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Powers
Enhanced Unarmed Combat
Adapted from Superpower Wiki- Enhanced Unarmed Combat
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Capabilities
The users excel in melee attacks without wielding weapons. Rather than relying on weapons or equipment, they draw on their own strength and skill to fight. Users are able to use different styles of martial arts, they can also perform many different combination strikes, counters, and disarm their foes with their bare hands.

Enhanced Trait- Close Combat: Unarmed- 1/2 Source Point per level

Applications
Levels
  • Enhanced Unarmed Combat
  • Supernatural Unarmed Combat
  • Absolute Unarmed Combat
Limitations
  • May take time to learn new combat skills.
  • Lack of a weapon usually put the user at a disadvantage against armed opponents.
Characters with Enhanced Unarmed Combat
 
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