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Mister Motley (PL12 NPC, Tier 1)

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"I could do... such things, with your talents."

Character Name: Mister Motley

Power Level: 12

Trade-Offs: None

Power Points: 210

In Brief: Gangster turned drug dealer turned horrifying apotheosis of power, seeking constantly to explore the sources of powers and exploit them for himself

Alternate Identities: Kenneth Malory

Identity: Public

Birthplace: Freedom City, NJ

Occupation: Gangster/amateur metabiologist

Affiliations: The Ennis Family

Family: James Malory (brother, FCPD beat cop); Laura Malory (sister, lawyer)

Age: 36 (DoB: May 23rd, 1974)

Apparent Age: 36 (in default form)

Gender: Male

Ethnicity: Irish-American

Height: 6' (in default form)

Weight: 180 lbs. (in default form)

Eyes: Blue (in default form)

Hair: Black (in default form)

Description: When focusing very hard and not in the presence of heroes or other powered humans, Mister Motley tends to take on his old form -- a hard yet somewhat handsome man in his mid-30s, clad in a three-piece pinstriped suit. This form, however, becomes unpredictable in the presence of those with powers, as his flesh twists, shifts and mutilates to reflect the powers he's taking on. Fire control may result in flaming hair or charred hands, super-strength may result in bulging muscles, and invulnerability may result in his suit turning into a hardened set of scales.

Power Descriptions: Mutation, Chemical, Variable

History: Kenneth Malory worked his way up the ranks of the Ennis Family slowly but surely, his eyes always on the top. From his first days in the Irish mob, he sought a way to unseat or succeed William Ennis, the head of the family. He found new ways to smuggle heroin into the country, ways to more efficiently manufacture meth in the Pine Barrens, ways to get into untapped segments in prostitution and vice. But if the cops weren't beating down his door, the heroes were. While Kenneth managed to wash his hands of every scheme and just avoid prosecution, he knew his chances were running out, and if he didn't do something to preserve his reputation, he'd never have a chance of climbing to the top.

That was when one of his men brought news of the doctor. Word had made its way back that there was a man at St. Aloysius specializing in "metahuman development" - people who developed powers with a biological, chemical or psychic component. Malory quickly had one of his men contact the doctor, setting up an arrangement -- if anything came along that could be usable, he'd be alerted. He finally hit pay dirt a year in, when a new subject entered the hospital -- a mutant known only as "Subject M," with the ability to adapt to any present danger. Extensive research had shown the source of her powers was a unique neurotransmitter, tentatively dubbed "metapeptide."

Malory sent his men to ensure Subject M was rendered into his custody. Over the next few weeks, he set up the doctor with a private research facility to see if metapeptide could be rendered into a stable form that would allow it to be sold as a street drug. After a few weeks, a product - Delta - was offered up for testing. The tests could have gone better - for every successful case where a subject gained powers, there were two where the powers didn't quite work. A case of telepathy where the subject couldn't control the flow of thoughts, or hulking size that the body could not support. Such cases drew the attention of heroes, who traced the flow of Delta, arrested the doctor, and liberated Subject M. As the heroes bore down on his door, with the prospect of failure staring him right in the eyes, Malory did the only thing a desperate man could do - he took the Delta.

The drug instantly took hold, wracking his body with incredible changes. His flesh turned to solid putty as his organs and skeletal system became redundant. His body burst outwards, like rising dough, until he finally managed to wrestle it back into a manageable shape. New power flowed through it, the power of the heroes who came for him. It was not enough, however, as they managed to beat him into unconsciousness.

Malory came to in Blackstone with a power nullifier wrapped around his neck. As his case proceeded to trial, he was visited by a friend in the Family, who told him they'd lend him support and try to get his case reduced, and even have some cash set aside for his service to the family once he got out. Malory read between the lines -- he knew he was being shoved to the side, so he'd no longer be an embarrassment to the organization. The trial came and went -- with the testimony of the heroes and the scientist, it was pretty much open and shut.

He returned to Blackstone to serve a twenty year sentence. The first days of his stay were characterized by painful nausea; he could feel his body trying to contort to duplicate the assortment of powers surrounding him, but the nullifier kept it down every time. He was transferred to solitary, both as a gesture of mercy and as a safety precaution in case his shifting did overpower the collar. Isolated from the onrush of power, however, Malory was able to pick up on the frequencies of the collar. For one instant, he managed to overpower it -- and turned the collar's own properties against it, effectively short-circuiting his bonds. He took full advantage of his brief freedom, shifting into a liquid form and pouring his way through a weak spot in the cracks of his cell.

After settling back into Freedom, Malory - now calling himself "Mister Motley" - set up shop in an abandoned warehouse. Working through his old contacts, he managed to gather chemical supplies and set up an improvised lab. He may have lost Subject M, but enough Delta ran through his nervous system that he could possibly synthesize the effects. And with drugs like max, zoom, and zombie powder on the market, one could easily generate a synergistic effect that could lead to greater results. What had once been about profit was now entirely about enlightenment.

Personality and Motivation: Mister Motley rarely takes the field, usually working through agents, pawns, distributors and contractors to do his dirty work. It's not because he wants to get his hands dirty, which he's fully willing to do if it comes down to that -- it's because of his condition, which forces his body to radically mutate in the presence of superpowered individuals. It's hard to be subtle and run a criminal enterprise when any walk down the street risks giving you diamond skin and chiropteran wings. He tries to generate a little profit by producing enough drugs to fill his coffers, but his main goal is finding a way to bring power to individuals. It's not about the short-term fix demanded by the addict, but about bringing others into wisdom, showing them the true potential of humanity. Sure, one or two people might get hurt in the process, but no one ever said the path to enlightenment was smooth.

Powers & Tactics: Mister Motley's powers in the field of battle depend almost entirely on who he's facing. He can copy magic and technology just as well as mutations and alien physiology, and will usually draw upon a protective power (Force Field or Protection), an offensive power (Blast, Strike, or Damage), and a support or restrictive power (Healing/Boost or Snare/Emotion Control/Paralyze) if the opportunity presents itself. If the fight goes badly, he knows when to cut and run, adopting his liquid state and flowing towards the nearest open pipe.

Abilities: 0 + 4 + 2 + 4 + 4 + 4 = 18 PP

STR 10 (+0)

DEX 14 (+2)

CON 12 (+1)

INT 14 (+2)

WIS 14 (+2)

CHA 14 (+2)

Combat: 16 + 12 = 28PP

Initiative: +10 (+2 DEX, +8 Improved Initiative)

Attack: +8 (+12 Mimic)

Grapple: +8

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -0

Saving Throws: 8 + 8 + 5 = 21PP

Toughness: Variable/+1 (+1 Con, +Variable Mimic)

Fortitude: +9 (+1 Con, +8)

Reflex: +10 (+2 Dex, +8)

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

Skills: 76r = 19 PP

Bluff 10 (+12)

Craft (chemical) 8 (+10)

Diplomacy 8 (+10)

Gather Information 8 (+10)

Intimidate 10 (+12)

Knowledge (civics) 4 (+6)

Knowledge (physical sciences) 8 (+10)

Knowledge (streetwise) 8 (+10)

Notice 4 (+6)

Sense Motive 8 (+10)

Feats: 20PP

All-Out Attack



Defensive Attack

Dodge Focus 6


Move-By Action

Improved Initiative 2

Power Attack

Prone Fighting


Stunning Attack

Uncanny Dodge (visual)


Powers: 2 + 5 + 121 = 128PP

Immunity (critical hits) 2 [2 PP]

Insubstantial (liquid) 1 [5 PP]

Mimic (All Powers) 12 (60PP, Extras: Action 3 [Reaction], Duration [Continuous], Extra Subject 2 [5 subjects], Range 2 [Perception]; Flaws: Tainted, Uncontrolled; Power Feats: Accurate 2, Drawbacks: Noticeable [Mister Motley takes on physical features showcasing the powers he is currently copying]) [121 PP]

Drawbacks: 0PP


DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

Abilities (18) + Combat (28) + Saving Throws (21) + Skills (19) + Feats (20) + Powers (128) - Drawbacks (0) = 234 Power Points

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