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Peacekeeper (PL12 NPC, Tier 2)

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“I just want you to realize that I’m trying to help you. There’s a bright, shining person deep inside, under all that rage and fear. I know we can bring it out.â€

Name: Peacekeeper

Power Level: 12

Trade-Offs: None

In Brief: Grieving father with psychic powers who wishes to smash “aberrant†subcultures and make young people “normal.â€

Alternate Identities: Warren Wilkins

Identity: Secret

Birthplace: Freedom City, NJ

Occupation: Psychiatrist

Affiliations: None

Family: Jennifer Wilkins (wife), Ben Wilkins (son), Faith Wilkins (daughter, deceased), Danielle Wilkins (daughter)

Age: 45 (DoB: April 16, 1966)

Apparent Age: 45

Gender: Male

Ethnicity: WASP

Height: 5'10"

Weight: 180 lbs.

Eyes: Brown

Hair: Brown

Description: In his civilian identity, Warren dresses in a friendly, professional fashion, not much unlike a minister or a high school guidance counselor. He wears slacks, dress shirts, and sweater vests, and keeps his face clean-shaven and his brown hair combed and parted. As Peacekeeper, he wears a black Kevlar bodysuit with midnight blue highlights, topped by a black mask that covers his entire head.

History: Warren Wilkins was wholesome growing up. You could almost call him corny. A product of the suburbs of Freedom City, he went the route of achievement in high school – perfect grades, track team, Honor Society, even a regular slot in Glee Club. He avoided the teenage subcultures of the Eighties, staying away from groups like the punks, metalheads, or gamers, who he saw as “broken†in one way or another. He went to Princeton to study psychology, and ended up graduating summa cum laude. It was during his graduate studies that he met Jennifer, his wife, who was pursuing a degree in pharmacology and shared many of his interests. Their relationship blossomed alongside their studies, and by the time they’d earned their Ph.Ds, they were happily married and expecting their first child. They settled back in the suburbs, and soon found themselves raising a family of three – Ben, Faith, and Danielle.

Ben followed his father’s early athletic passions, becoming a star athlete. Danielle took after Jennifer’s intellect, dominating the Science Fairs of hwe elementary school. But Faith was… different. She was bright, certainly, and showed a passion for gymnastics from a young age. But there was always a little spice underneath the sugar, a temper that could easily be roused. Warren tried to use his cognitivist training to try to help Faith deal with her issues, but every time he thought they were dealt with, they emerged in a new form. Faith fell in with a rough crowd in high school, taking to wearing black clothes, listening to music that was either too morbid or too angry, and dying her hair such hideous colors. Warren and Jennifer tried to get her to quit these behaviors; when cajoling and therapy failed, grounding and other punishments took their place. The relationship deteriorated, eventually degrading into a screaming row wherein Faith stomped out of the house and didn’t return.

The disappearance of Faith set off something in Warren – something hidden deep. He began to notice startling success at his psychiatric practice, with patients making marvelous breakthroughs regarding their personal issues. It was only after charting the correlation and engaging in a blind study that he realized, somewhat to his horror, that he was literally reshaping their personalities with the right words. He would’ve given up on his practice and gone entirely into research work… had the officers from the FCPD not arrived on his doorstep that afternoon.

There had been an accident. Faith had gone to a party thrown by her friends in Freedom City. There had been booze. A fight had broken out, and Faith was pushed out onto the balcony by the fracas. She misjudged her balance, and fell three floors to her death. Warren wrestled with the news all night, at first blaming himself for Faith’s death. But then he realized the real target – these groups that preyed on the rage, the fear, the sadness of children. The ones that offered illusions of power, fleeting fantasies, or sordid pleasures of the flesh. He had the power. He could hurt the ones who peddled these lies, and he could save the children they ensnared.

With the aid of the right financial backers – Warren had a talent for talking them into supporting the endeavor – he had the Faith Wilkins Center for Youth Rehabilitation opened. As the center was being built, however, Warren was busy establishing a network of contacts and working on an arsenal and a costume. Peacekeeper would take to the streets, and clean them of this filth.

Personality and Motivation: In his civilian identity, Warren is friendly, gregarious and encouraging. He’s always willing to talk someone through their problems, which is somewhat aided by his powers. He’s always keen to try and convince someone to set their troubles aside and be happy. As Peacekeeper, he’s a menacing figure who’s keen to use intimidation, striking from the shadows and laying out every single fault of his targets as he bears down on them.

Warren upholds the idea that everyone can be happy and normal, a sort of egalitarian suburban mindset where everyone gets along regardless of race, color, creed or orientation – as long as they fit within the lines. He’s fine with having black or gay neighbors, just as long as they act like part of the neighborhood – none of that rap music or those weird things you see at a pride parade, thank you very much.

Warren believes pretty much every negative stereotype about subcultures that have been targeted by moral guardians – he thinks punk is violent and anarchistic, Goths are morbid and nihilistic, gamers (both video and tabletop) tend to be dangerously lost in their own delusions, rap and the associated subcultures glorify brutality and misogyny, any sort of kink leads to degradation and death, and so on. He even thinks greasers were overly romanticized hoodlums and hippies threatened the integrity of America. He does have his limits, of course; he holds no grudges towards mainstream rock and roll, and is fine with video games that aren’t too violent or too immersive.

In his civilian identity, he works to help teenagers who’ve been “caught up†in such “delusions,†using humanist techniques to try to get them to accept that who they are is great, and they don’t need to take on this “other†personality – and if they don’t cotton to it, he’ll “encourage†them to set aside their issues. As Peacekeeper, he targets groups that propagate these subcultures – he’s not going to attack a punk rock show and strike at the band, but he may have a “one-on-one session†with the lead singer. He mostly gets violent towards groups that “perpetuate†such subcultures in a violent fashion, such as the Crusaders (skinheads), Los Diablos Rojos (the thug lifestyle), and the 4Ses (punks/metalheads).

Powers and Tactics: As Peacekeeper, Warren doesn’t like to get “explicit,†preferring to use powers that can be passed off as combat techniques. He uses throwing knives to pin his targets to the ground, but he throws them with his mind, not his hands. Likewise, he can exercise his telekinesis through his limbs to knock an opponent to the ground, something they might pass off as a martial arts secret or, if he pushes it, super-strength. And when he breaks into a subject’s mind and relates their secrets, well, that just means he’s well-informed.

When confronted in his civilian identity or pushed to the limit, Warren will use his psychic powers to full impact, attempting to defuse violence and, failing that, incapacitate his attackers. Despite being the cornerstone of his psychic powers, however, Warren doesn’t use Mental Transform in combat, or even as a first resort. He prefers to talk his targets out of their lifestyles, with reassuring discussion for his patients and threats for his victims. It’s only when they refuse to give in that he recalibrates their personalities… and he will keep a close watch to make sure the target doesn’t “regress.â€

Attributes: 4 + 6 + 4 + 4 + 6 + 6 = 30 PP

STR 14 (+2)

DEX 16 (+3)

CON 14 (+2)

INT 16 (+3)

WIS 16 (+3)

CHA 16 (+3)

Combat: 12 + 12 = 24 PP

Initiative: +7

Attack: +6 (+12 Mentalism)

Grapple: +8/+24 Telekinesis

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

Knockback: -11

Saving Throws: 5 + 6 + 7 = 18 PP

Toughness: +12/+2 (+2 CON, +10 Protection, 9 Impervious)

Fortitude: +7 (+2 CON, +5)

Reflex: +9 (+3 DEX, +6)

Will: +10 (+3 WIS, +7)

Skills: 128r = 31 PP

Acrobatics 8 (+11)

Bluff 8 (+11)

Computers 4 (+7)

Concentration 8 (+11)

Diplomacy 8 (+11)

Disable Device 8 (+11)

Gather Information 8 (+11)

Intimidate 6 (+9)

Investigate 4 (+7)

Knowledge (behavioral sciences) 10 (+13)

Knowledge (civics) 6 (+9)

Knowledge (current events) 6 (+9)

Knowledge (life sciences) 4 (+7)

Knowledge (streetwise) 6 (+9)

Medicine 6 (+9)

Notice 8 (+11)

Profession (psychiatrist) 6 (+9)

Search 6 (+9)

Sense Motive 8 (+11)

Feats: 20 PP

All-Out Attack

Benefit (credited medical expert)



Defensive Attack


Dodge Focus 6


Fascinate (Diplomacy)

Improved Initiative

Move-By Action

Power Attack

Prone Fighting

Quick Change

Second Chance (mind control)

Powers: 38 + 19 = 57 PP

Mentalism (35 PP Array, Power Feats: Accurate 3) [38 PP]

  • Base Power: Mental Transform (personality) 10 (Extras: Range [Perception]; Flaws: Distracting, Sense-Dependent (audio); Power Feats: Alternate Power 5) [35 PP]
    • Mind Reading 10 (Extras: Sensory Link; Power Feats: Subtle) [21 PP]
Confuse 9 [9 PP]

AP: Emotion Control 12 (Extras: Area Burst; Flaws: Limited to Calm) [24 PP]

AP: Mental Blast 7 (Power Feats: Reversible, Sedation) [30 PP]

AP: Enhanced Strength 20 [20 PP] + Enhanced Feats 7 (Improved Block, Improved Disarm, Improved Grab, Improved Pin, Improved Sunder, Improved Throw, Improved Trip) [7 PP] (“inhuman strengthâ€)

AP: Telekinesis 9 (Extras: Damaging; Power Feats: Homing, Precise, Improved Pin) [30 PP] (“unerring accuracyâ€)

Protection 10 (Extras: Impervious 9) [19 PP]

DC Block:

ATTACK           RANGE      SAVE                        EFFECT

Unarmed          Touch      DC17 Toughness (Staged)     Damage (Physical)

Mental Transform Perception DC18 Will                   Personality shift

Mind Reading     Perception DC20 Will                   Mind read     

Confuse          Perception DC19 Will                   Confused

Emotion Control  Perception DC22 Will                   Calmed

Mental Blast     Perception DC17 Will (Staged)          Damage (Mental)

Telekinesis      Touch      DC27 Toughness (Staged)     Damage (Physical)

Telekinesis      Ranged     DC24 Toughness (Staged)     Damage (Physical)

Attributes (30) + Combat (24) + Saving Throws (18) + Skills (31) + Feats (20) + Powers (57) = 180 PP

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