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Tranquility Tyrant (PL10 NPC, Tier 1)


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Power Level: 10 (150/150PP)

Trade-Offs: None

In Brief: An old man in a suit of powered armor with a grudge against nearly everyone, the Tranquility Tyrant fights those he sees as deserving of his wrath with a barrage of Anti-Sound based weaponry!

Alternate Identities: Humphrey Wright; The Tranquil Lord (self-given name, only used by Wright himself)

Identity: Secret

Birthplace: South London, England

Occupation: Retired Financier

Affiliations: Himself, England

Family: None living.

Age: 100 (DoB: May, 1910)

Apparent Age: Late 40s

Gender: Male

Ethnicity: English

Height: 6'1"

Weight: 155 lbs

Eyes: Green

Hair: White

Description: Humphrey Wright is a tall, lean man. His face makes him look even leaner; even though he appears much younger than he ought to, his drawn face suggests his true age. The goatee he's grown out tends to smooth out the sharp angles of his face, as well as granting him a more dignified look. When about in his civilian identity, Humphrey almost always dresses in finely tailored suits of dark, subdued colors. At his most casual, he wears crisp slacks with a button-up shirt, albeit with no tie.

As The Tranquility Tyrant, Wright wears a thick, heavyset suit of powered armor. His forearms and palms have various emitters for his high-tech weaponry; his feet and back encase special "sound jets" that propel him through the air. His head is fully encased, with a "T" visor of black, non-reflective material keeping his face hidden. A simple crown is merged into his helmet. The armor's primary color is a subdued gold, with red and silver highlights scattered about.

Power Descriptions: Humphrey Wright's only powers native to himself are the effects of the anti-aging formula he ingested, with have given his body a bit of a boost in the physical abilities department. Otherwise, it all resides in his armor, which provides him with enhanced strength, protective armor, flight, and an array of anti-sound-based attacks.

History: Humphrey Wright was born into a proper English family in 1910. His father, and his fathers before him, had all been proper English gentlemen. The fact that the Wright family was old money only helped. His father was "important" enough to avoid needing to enter the First World War, though he did invest in various weapons-making companies.

Humphrey was the younger of two sons to the Wright family, and so was given somewhat less attention for many of his early years. His brother was, after all, the "primary heir" of the family empire.

The '20's came along, and the Wright fortune only increased. This meant, of course, that the '30's hit them fairly hard, though they were never reduced to the level of the more common peons in the world.

When Britain began gearing up for war, Humphrey decided to show his independence, and signed up for the British Army. He figured his natural poise, intelligence, and charm would land him an officer spot almost immediately. He was partly right; he did end up going through officer training, and becoming a Leftenant before long. But his "charm" was almost nonexistant; Humphrey was never very good at leading more than a few men. Thus, he stalled at the rank he was at. in 1940, he signed up for the British Commando program, wanting both the challenge and the prestige. He served with distinction for his rank, becoming quite skilled at his job. After World War II, he moved on to be a member of the Special Air Service until 1955, when a knee injury forced him to retire.

By this point, Humphrey's parents had passed away, and his brother had a grown son who was married himself and had a child on the way. Edmund and his family were driving to meet with Humphrey at the ancestral home, to celebrate Humphrey's retirement, when a drunk driver caused a crash fatal for all involved. In the space of a year, Humphrey Wright no longer had a purpose, a family, or much hope for the future. He'd never had luck with women, something he always blamed on them, but which was actually due to his own overbearing sense of superiority.

Over the next few decades, Humphrey grew increasingly bitter. He watched the world change around him in ways he found upalatable, unproductive, and just plain wrong. He found that about the only thing he could do was not invest in companies that offended him...Until he found that essentially every company did things he didn't like. He tried buying one or two out and forcing change, but more and more the laws of the land prevented that.

By the time of the Terminus Invasion, Humphrey Wright was a bitter, secluded old man with far too much money, and fart too few things to do. Even having done everything he could to stay healthy, at 83, he was living on borrowed time. Then one of the pharmecutical companies he had a large investment in contacted him. Recent developments had allowed them to produce the first test batch of what they called a "permanent de-aging formula". Eager to perhaps gain a bit of his old life back, Humphrey volunteered to test it. Initial reluctance was soothed by undisclosed grants going to the company. Humphrey made sure his will was up to date, and traveled to the lab.

Once there, they explained the product and procedures to the old war veteran, and got to work. Instead of a single dosage, the chemical actually took several smaller doses to gently integrate itself into his body. The laboratory's doctor cautioned that effects might not present themselves until the final dosage, and even then the change would be gradual. Humphrey didn't care, so long as they blasted gone on with it. And so, Humphrey Wright's life was changed forever as he was injected with the experimental cocktail. A man with nothing to lose was about to gain a lot.

Humphrey didn't regain consciousness until a week and a half after the process ended. Whe he awoke, he could immediately tell something was different. For one thing, he bad knee...wasn't. Both of his knees felt just as strong and secure as they did decades ago! But that wasn't the extent of it! All of his body felt younger, stronger. Slowly, he stood and walked over to a mirror. He was shocked. He looked like an incredibly fit 40-year old man! He felt even younger! Only his face and hair color betrayed more age, but even that was muted!

Perhaps now, he could actually change this blasted world gone wrong. He pondered that question even as the doctors and scientists explained everything. His body was now at peak capacity, and would stay there on its own, with no effort. He'd had the full measure of his body's youthful strength and energy restored, with a bit more besides. He was now immune to disease. And he felt so alive!

For a few years, he was content to focus on revitalizing his wealth, and even growing some of the companies he had a major sharehold in. But as time moved on, things that had previous just annoyed him about modern culture tended to provoke actual rage in him. Oh, a controlled rage, but rage nonetheless. At first, he was slightly worried about this. But as time went on, he grew to accept his new outlook. It was only reasonable, after all. Things just weren't quite right. Maybe he should find a way to fix it. Make things orderly, and peaceful, and quiet again...

He happend upon reports from 2 separate companies. The first was a company researching acoustics, specifically the applications of full acoustic nullification; a whole host of possibilities for less-than-lethal weaponry and related devices. The second company was working with the British Army on cheaper power armor models. While recent years had seen power armor become more than just a vigilante's tool, it still wasn't affordable enough for the regular military. Of course, each group didn't know of the other; Humphrey decided to change that. He gathered select individuals from both groups to work on a joint project. He told them cost was no object, and swore them to secrecy. The money he offered each person involved helped; the fact that he'd picked individuals with fewer scruples helped even more.

Before the year was out, Humphrey Wright had a power armor that held an array of weaponry based on Anti-Sound principles that could stand toe-to-toe with many a "hero". Those upstarts didn't know what they were doing, propping up a diseased culture like the were. He'd have to teach everyone a lesson. Start small, and work up!

And so, "The Tranquil Lord" began his career. At first, he was viewed only with caution, as he seemed to target gangs, thugs, hoodlums, and the like. Minor villains on the scale of things. But slowly, as Humphrey's madness deepened, he began to grow more and more violent, and his target radius grew wider and wider. Before long, his insane quest to "better" the world had him attacking innocent civilians right alongside open criminals. At first, the police were no challenge. Eventually though, some of the local heroes started to fight back, and "The Tranquil Lord" became known as The Tranquility Tyrant to the public at large.

He had to move. Wright needed a new start, and new targets. Britain was too precious to him to risk too much collateral damage. But that upstart America, well, they could use a more serious attitude adjustment. So Humphery Wright spent the next year buying land, building a house, building a couple of small labs, and generally preparing things to move himself, his "quest", and his support crews over to America. He found himself on the outer edges of Freedom City. A city that had plenty of things that needed fixing...

Personality & Motivation: Humphery Wright is, in a word, cranky. Having thought every bit of culture past the 1950's was "new-fangled", "destructive", and just all around bad, he finds himself in a world that he essentially hates. He hates the music, hates the fashions, hates the movies, hates the games, hates the attitudes, hates the slang, hates the politics. All that and more. He hates it. With a dull, cold hate that seats itself in the pit of his soul. Not only does he hate many things about the modern world in general, Wright also has strong prejudice against...lots of groups. Teenagers and 20-somethings, women, other ethnic groups, the Irish, the Americans...the list could go on. What all began as mild annoyances has, over time, devolved into true derangement and psychosis.

For all his high-minded talk, Wright is, at his core, a psychotic terrorist. The negative effects of the youth serum degraded his sanity to the point that he fixates on a different "culture crusade" every week. His plans typically revolve around attacking and destroying the source of his ire at the moment. Often enough, this means civilian targets are fair game. Luckily, he has enough sanity left that he seeks to destroy things more than people. That said, heroes who interfere, especially ones that push one of his many buttons, are likely to be given his full attention, and possibly even receive lethal force in his efforts.

Powers & Tactics: The Tyrant will often open up a fight with a barrage of Anti-Sound Grenades scattered about. Though the effect doesn't last long, it is sometimes enough to disorient opponents, giving him a bit of an upper hand. As well, it can make it harder for multiple opponents to coordinate.

Next, he will fire his Anti-Sonic Cannons, to soften targets up for his later attacks.

Sometimes, he will fire a wave of Anti-Sound, so concentrated that the utter stillness causes extreme disorientation in those affected.

Applied properly, the disturbing stillness of his Anti-Sound can even cause people to feel ill.

Most often, The Tyrant will open with a scattering of Anti-Sound Grenades, then follow up with his Nauseauate attack or Confusion attack. He will then finish them off with Blast.

When forced to fight up close, The Tyrant will attempt to grapple an opponent, then quickly take them out of the fight with Chokehold and his Strike attack. If he cannot grapple them, he will simply continue to mix his various attacks, including his Strike.

Complications:

Money Trail : Someone searching long and hard enough could trace The Tranquility Tyrant's armor and weaponry back to the companies Humphrey Wright has invested in.

Overconfident : Humphrey's sense of superiority can tend to make him monologue at inappropriate moments.

Prejudiced : Humphrey is prejudiced against...nearly everyone who isn't "properly English". As well, he disdains the modern woman, thinking that women should know their place: the home. He tends to look down on all other ethnic and country groups equally, though.

Psychotic : Humphrey is by no means sane; thus, his targets and goals can shift without warning, making it hard for him to accomplish his original intent.

Support Crew : Humphrey cannot maintain his suit on his own; he must bring it back to a hidden lab and have a support crew provide maintenance and repairs.

Abilities: 2 + 2 + 2 + 4 + 4 + 0 = 14PP

Strength 20/14/12 (+5/+2/+1)

Dexterity 14/12 (+2/+1)

Constitution 14/12 (+2/+1)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 10 (+0)

Combat: 20 + 20 = 40PP

Initiative: +2

Attack: +10

Grapple: +20/+12/+11

Defense: +10, +5 Flat-Footed

Knockback: -9/-1/-0

Saving Throws: 3 + 4 + 5 = 12PP

Toughness: +10/+2/+1 (+2/+1 Con, +8 Protection) (Impervious 8/0)

Fortitude: +5 (+2 Con, +3)

Reflex: +6 (+2 Dex, +4)

Will: +7 (+2 Wis, +5)

Skills: 84R = 21PP

Acrobatics 10 (+12/+11)

Climb 8 (+13/+10/+9)

Drive 4 (+6/+5)

Escape Artist 6 (+8/+7)

Knowledge (Business) 10 (+12)

Notice 10 (+12)

Search 10 (+12)

Stealth 10 (+12/+11)

Survival 10 (+12)

Swim 6 (+11/+8/+7)

Feats: 16PP

Accurate Attack

All-Out Attack

Ambidexterity

Benefit 3 (Wealth 3)

Blind-Fight

Chokehold

Eidetic Memory

Improved Aim

Improved Grab

Improved Grapple

Improved Pin

Instant Up

Precise Shot 2

Powers: 2 + 2 + 2 + 2 + 116 = 124PP

Device 29 (145PP, Flaws: Hard-To-Lose) [116PP] (Tranquility Tyrant Battlesuit)

Blast 10 (Extras: Penetrating 10) [30PP] (Anti-Sound Cannons)

Confuse 10 (Extras: Area [100ft Cone]) [20PP]

Enhanced Strength 6 [6PP]

Flight 5 (250mph) [10PP]

Immunity 9 (Life Support) [9PP]

Nauseate 10 (Extras: Area [100ft Cone]) [30PP]

Obscure 3 (Auditory, 25ft radius, Extras: Independent) [3PP]

Protection 8 (Extras: Impervious [8]) [16PP] (Armor Plating)

Strike 5 (Extras: Mighty) [6PP]

Super-Senses 5 (Darkvision, Infravision, Radio, Ultra-Hearing) [5PP]

Super-Strength 5 (Heavy Load: 6 tons) [10PP]

Enhanced Constitution 2 [2PP]

Enhanced Dexterity 2 [2PP]

Enhanced Strength 2 [2PP]

Immunity 2 (Aging, Disease) [2PP]

Drawbacks: -4PP

Normal Identity (Full Action) [-4PP]

DC Block:

ATTACK      RANGE         SAVE                        EFFECT

Unarmed     Touch         DC17 Toughness (Staged)     Damage

Blast       Ranged        DC25 Toughness (Staged)     Damage

Confuse     Perception    DC20 Will                   Confused

Nauseate    Touch/Area    DC20 Fortitude (Staged)     Sickened/Nauseated/Helpless

Strike      Touch         DC20 Toughness (Staged)     Damage

Abilities (14) + Combat (40) + Saving Throws (12) + Skills (21) + Feats (16) + Powers (124) - Drawbacks (4) = 223 Power Points

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