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Scarab, The (PL15) - ShaenTheBrain (Silver)

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Player Name: ShaenTheBrain

Character Name: The Scarab

Power Level: 15(10) (232/234PP)

Tradeoffs: None

Power Points Unspent: 2

Progress To Gold Status: 84/90

Bronze Reward: 7PP of Equipment for The Scarab, 2PP of Equipment for >Kingsnake, 6PP of Equipment/Minions/Sidekick unclaimed

Silver Reward: Bump PL7/105PP PC to PL12/180PP (>Kingsnake)


In Brief: Phenomenal psionic power contained in a fragile mortal shell.


Alternate Identities: Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation)

Identity: Secret

Birthplace: Santa Lucia, California, USA

Residence: Pyramid Plaza

Base of Operations: Freedom City, New Jersey, USA

Occupation: Freelance Legal Consultant, Philanthropist

Affiliations: Freedom City Historical Museum (Donor), Freedom City Ledger (Lifetime Subscriber), Freedom City Public Library (Donor), Freedom City University (Alumnus, Donor), Law Office of Nelson & Bannerly (Pro Bono Consultant), Rhodes Foundation (Board of Directors, Shareholder)

Family: Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased)







Age: 34 (DoB: 1979)

Ethnicity: Latina

Height: 5'7"

Weight: 135 lbs.

Hair: Black

Eyes: Brown


Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under the shoulder plates never ceases to flow and billow dramatically behind her, subtly guided by her telekinesis. Careful observers will quickly realize that, even when she chooses to walk rather than fly, her feet never quite touch the ground. She cultivates an unsettling mystique with these subtle details.


Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals in law or big business. She tends toward tailored skirtsuits, sweaterdresses, and other outfits which could be described as "understated; feminine and elegant, but unremarkably so." She tends to wear combinations of different shades of red and gold, so as to provide convenient color-coding for the imaginary readers of the Freedom City PBP comic books. When it comes to clothing, she believes in paying for quality, rarely to the point of extravagance.


Elena focuses on cerebral and scholarly pursuits to the exclusion of physical ones, and her body suffers for it. She is quite healthy, with a robust immune system, but she is not athletic. She is fortunate enough to have been born with genes which make weight more difficult to put on than to keep off, but what flesh she does carry lacks muscle tone. Her physique is petite, but doughy. Her facial features are conventionally pretty, but not exceptionally so.


Power Description:

The Scarab’s powers do not usually manifest visibly in their use, only in their effect. If she does choose to make them visible, then glowing auras of gold and/or scarlet appear around her (usually her head and/or hands) and/or the target(s) of the power. Sometimes, these auras take the form of spectral scarab beetles swarming over her target.







In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and self-flagellation, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining the power to exert his will directly upon the world around him.


Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men shared an interest in the study of the paranormal, and they fought together often to defend Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, trapping them within the eggs for all eternity.


Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade Heru-Ra died striking each other a death blow. With Tan-Aktor dead, punishment for the failed treason fell squarely upon Khar-Hotep, who was cursed with eternal unlife and buried alive with a horde of flesh-eating scarab beetles.


When Heru-Ra and Tan-Aktor stood before their gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor for his treachery. Impressed with his courage but insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all: They gave him exactly what he asked for.


Heru-Ra and Tan-Aktor were both doomed to a cycle of unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and to rid himself of his eternal foe.


Alexander Rhodes

Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra and reawakening his ka. With his newfound power, he put on a mask and cape and helped to usher in the resurgence of costumed superheroes as The Scarab.


The Centurion and The Scarab were the the longest-running members of the original Freedom League. The Scarab’s psychic powers and diplomatic nature helped him to fulfill the role of peacemaker on the team, settling conflicts and facilitating teamwork. For nearly 20 years, he was a leader, mentor, comrade and friend to the world’s greatest heroes.


Although Rhodes never personally met the Nazi sorcerer Wilhelm Kantor, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab and the Freedom League foiled OverShadow’s attempts at world conquest.


In 1979, seeking to rid himself of his eternal foe once and for all, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleash the Scions of Sobek upon the world. OverShadow then manipulated the crocodile-headed sorcerers into hunting down The Scarab. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control powers. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both heroes their lives.


The general public believes that Alexander Rhodes suffered a fatal brain aneurysm. This was technically true, although the public does not know that it was related in any way to the incident at Pyramid Plaza. Daedalus fulfilled the previously agreed-upon contingency plans regarding The Scarab’s corpse. Decoy bodies were cloned. One was buried in the public grave of Alexander Rhodes, while the other was interred in a fake burial chamber in The Scarab’s Lair, the underground base Rhodes had constructed beneath the site that would eventually become Pyramid Plaza. The real body was hidden in a secret chamber of The Lair. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will and testament, his controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for tending to The Scarab's Lair. Maria eventually she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place as C.E.O. of the Rhodes Foundation.


Elena Guerrero

Adrian Eldritch also had a role in the contingency plans for The Scarab’s death. He cast a spell which obscured any attempt to locate the next reincarnation of Heru-Ra. This protected that next incarnation from OverShadow, but also hid her from any of The Scarab’s allies. Left to her own devices, it would be nearly 30 years before she of Heru-Ra became fully aware of her own destiny.


Elena Guerrero was conceived in 1979, at the moment of Alexander Rhodes’ death. Physicians had told Josefina and Eduardo that they would never conceive a child, but the soul of Heru-Ra overcame all biological barriers. Subsequent attempts by the couple to provide Elena with siblings were not successful.


Josefina and Eduardo were illegal Medican immigrants, who made it over the border just in time for Elena to be born in Southern California, becoming an American citizen by default. The family settled in Santa Lucia, a small city with a large, poor Latino population, and an affluent Caucasian minority.


Some children are born with a silver spoon in their mouth. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. There was no schoolyard bully she wouldn’t confront, and no poor child with whom she wouldn’t split her sandwich at lunch. As childhood gave way to adolescence, childish games stood aside to make room for a revolving door of “noble causes.†Elena’s parents indulged her pickets and protests with equal parts amusement and pride.


An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her juris doctorate. As a lawyer, she planned to use “the system†to oppose injustice and oppression, to fight for those who couldn't fight for themselves. During her studies at FCU, Elena was amazed how Freedom City felt more like "home" to her than Santa Lucia ever did. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline.


Unfortunately, her graduation from FCU was a bittersweet occasion, as both of her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people in Santa Lucia were either having difficulty conceiving children, or were dying premature, cancer-ridden deaths, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a joint venture between subsidiaries of Delphic Industries and Grant Conglomerates (which are ultimately pawns of The Labyrinth). a wholly-owned subsidiary of Grant Conglomerates. Specifically, it was the poor Latino residents who were dying, while the upper-class Caucasian minority looked the other way. Bribing them cost Locusta less than cleaning up the dump sites and enacting new safety procedures.


The townspeople finally organized a class-action lawsuit against Locusta, but they couldn't afford a lawyer. Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic about a local-kid-done-good spearheading the effort. They had a lawyer they could trust, a mountain of evidence, and a line of credible witnesses. It appeared to be an open-and-shut case, which is why everyone was so surprised when they lost.


Witnesses either disappeared or recanted their testimony. Existing evidence was lost or destroyed, while new evidence on behalf of Locusta “appeared.†The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta Pharmaceuticals.


The *crack* of the judge's gavel echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. She started hearing the thoughts of other people, some who weren’t even present at the trial. She saw past events as if they were happening right then and there in front of her. She saw the bribes, the blackmail, and the violence, all threads in the grand tapestry of atrocity Locusta had woven around Santa Lucia. Overwhelmed and demoralized, she staggered out of the courtroom, drank herself to sleep, and caught the first bus out of town.


It would be her first and last case as an attorney. Her defeat completely disillusioned Elena regarding the entire legal system. It wasn’t a shield with which she could protect the innocent and defenseless. It was a bucket in which the rich and powerful could drown those people to save a few dollars on their bottom line. If the system was so easily and thoroughly subverted by Evil, then she needed to restore the balance.


Elena spent the next few months learning how to control her new powers, and how to profit from them. Precognition helped her make a killing on the stock market (and in one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." Her powers helped select jury members who would render a favorable verdict, and who would be resistant to coercion from the opposing side. Those same powers could verify or refute testimony, and leave no evidence uncovered. No matter what dirty tricks the opposing legal teams or their employers used to obscure the truth or distract from it, Elena’s powers let her stay one step ahead of them. None of the law firms she worked alongside knew about her superhuman abilities; they thought she was "just that good." Most of those firms paid top dollar for her services, though she would aid “underdog†causes free of charge.


The money piled up faster than she could spend it. She donated most of it to charity, or gifted it anonymously to the individual victims the system had failed. But no matter how many cases she helped win for “the good guys,†or how much money she gave away, her sleep was tormented with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough, that she had to do more.


Several years after her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to the downtown area, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance into the underground complex. She realized that the daydreams and nightmares were memories. Once inside The Scarab’s Lair, her lair, everything finally made sense.


Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb of Alexander Rhodes for what it was, and guided Sofia unerringly to his true resting place. She was able to tell Sofia things, about herself, her mother, and about Rhodes, that no one else would or could know. Eventually, Sofia was convinced, and pledged her renewed support.


At long last, almost thirty years since his death, The Scarab was reborn, and all the pieces were in place to make up for lost time.




Personality & Motivation:

Each incarnation of Heru-Ra is an individual, with their own experiences and quirks, shaped by whatever bodies, families, cultures and time periods into which they happened to be born. But they are also connected to the experiences of every other lifetime that soul has lived. The first and the most recent incarnations tend to be the loudest, clearest voices in the choir, but all the voices come through, even if only as a dull roar in the background. Some traits remain constant in every incarnation. At its core, the soul of Heru-Ra is an unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault.


In and out of costume, Elena carries herself with an air of serene, almost unflappable nobility. She walks tall, speaks deliberately, and looks everyone directly in the eye. What some mistake for indifference or repression is in fact the calm confidence of someone who really has “seen it all.â€


The Scarab’s powers force her to be empathic. They allow her to see the best in others even when they cannot see it in themselves. They force her to see the world as others see it, to feel their joy and pain as if it were her own. This drives her to begin every conflict by seeking peaceful resolution, striving to turn today’s enemy into tomorrow’s ally. However, once a foe exhausts her formidable patience, there is no gradual progression between “understanding counselor†and “ruthless warrior.†Her trigger has a heavy pull, but once pulled, the result is as sudden and decisive as any other gunshot. She always gives her enemies a chance, but she rarely gives them a second one.


Having both five millenia of accumulated life experience and one of the most powerful telepathic minds in the history of the world tends to make The Scarab almost uncomfortably blunt in social interactions. She usually manages to stop short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects, and gives voice to matters others leave unspoken. She has little patience for engaging in deception or manipulation, or indulging it in others.


When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. This soul has lived at every point along the spectrums of ethnicity and gender identity, all the while seeing into the minds and souls of so many others. After a hundred lifetimes of watching the fickle human standards of beauty change from one culture and generation to the next, very little importance is placed upon upon the particular body those souls come wrapped in.


When Elena puts on the mask of The Scarab, she changes her persona to match. Her speech pattern and word choice leans harder toward the dramatic and formal, even archaic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright “hammy†speeches. The Scarab does not "speak;" she proclaims, and occasionally, she quips.




Powers & Abilities:

The Scarab is the archetypal "Psionic" superhero, able to exert her will directly on the world around her, both the physical objects and the minds of other sapient beings. She can move objects from a distance, without touching them, at amazing speeds. She perceives the thoughts of those around her, and the psychic echoes those thoughts leave behind, without the normal constraints of time or space; past, present, and future events are all potentially open to her. She can also project her own thoughts into the minds of others. If she chooses, she can project her thoughts into the minds of others so forcefully that she overwhelms them, seizing control or inflicting injury.


She is also able to tap into the experiences of her past lives, although the process of sifting through those memories is neither complete nor consistent. When she makes contact with the mind of another, the “voice†they “hear†is often a choir made up of the distinct voices of a hundred different lifetimes, all speaking in unison.


These powers come at a cost. Even the “enlightened†human mind has limits to the amount of information it can take in and process, and The Scarab’s mind receives a staggering amount of input. She has had to develop almost superhuman levels of concentration and willpower to compensate, and even still, the strain of her powers frequently cause painful migraines, fatigue, and many nights of restless sleep, as visions of lives lived and events yet to come seep into her dreams.






Addiction: Elena ingests copious amounts of caffeine and over-the-counter painkillers, to compensate for the migraines, fatigue, and loss of sleep caused by her powers. Occasionally, she must even resort to prescription-strength amphetamines and painkillers to keep herself going. If she is denied access to these medications, then she can suffer penalties as if she had a “Weakness†drawback, with the interval and severity of the cumulative penalties at the GM’s discretion.

Enemy (The Labyrinth): The Labyrinth is not currently aware that Elena Guerrero is behind so many of the lawsuits and indictments that Delphic Industries and Grant Conglomerates have failed to repel in the last few years, nor are they aware that Elena Guerrero is The Scarab. However, Taurus does know that The Scarab is the reincarnation of Heru-Ra. Constantine Urallos, Jonathan Grant, Elena Guerrero, and Sofia Cruz all live at Pyramid Plaza in close proximity to one another. The corporate offices for both Delphic Industries and Grant Conglomerates are also based in Pyramid Plaza.

Enemy (SHADOW): OverShadow is the reincarnation of Tan-Aktor, eternal foe of Heru-Ra. He does not know the identities of The Scarab (past or present), but he does know that both Scarabs are Heru-Ra reincarnated.

Family & Friends: Sofia Cruz is both like a daughter and like a sister to Elena. Sofia is married, with children. Any threat to the safety of Sofia or any member of her family will consume the totality of Elena’s attention until it is dealt with.

Feedback: If damage is inflicted on the target of The Scarab’s Mind Control or Mind Reading powers, then she may receive psychosomatic damage as well. She may also receive damage if her Mind Reading, Postcognition, or Precognition powers reveal particularly intense or traumatic memories. (See the “Feedback†flaw in the description of the “Mind Reading†power in Ultimate Power for details.)

Legacy: The soul of Heru-Ra has walked the Earth for over a hundred lifetimes. In each one of them, friends and enemies were made, and debts were accumulated on all sides. Elements from any one of those lifetimes could come back to haunt Elena in the present.

Nightmares: Elena’s telepathic and post/pre-cognitive powers and past-life memories tend to slip into her dreams, robbing her of restful sleep and leaving her Fatigued.

Power Loss (Lead): The Scarab’s psychic powers cannot penetrate a lead barrier of at least 5mm / 1/4 inch thickness. Any mental connection she has with a target will be immediately severed if that target retreats behind such a barrier relative to her.

Power Loss (Teleport Beacon): Any power effect, such as Obscure Radio, which would interfere with Radio Communication or Radio-type Super-Senses, will also disrupt the teleport beacon’s signal to The Scarab’s Lair, making it impossible to open a teleportal at the beacon’s location.

Prejudice: Elena is female, Latina, openly bisexual, and “new money.â€

Reputation: The Scarab has engaged in an on-again/off-again romantic relationship with the super-spy and cat-burglar known as Bombshell, in multiple lifetimes. Bombshell has found herself on both sides of the law in the past. Accusations of that relationship are now a matter of public record, and The Scarab has never publicly responded to those accusations. In the eyes of some, the rumors of that relationship call into question The Scarab’s status as a hero.

Secret (Identity): It is not public knowledge that Elena Guerrero is The Scarab, or that The Scarab is the reincarnation of Prince Heru-Ra of Egypt.




Abilities: 0 + 0 + 4 + 6 + 10 + 8 = 28PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 20 (+5)

Charisma: 18 (+4)




Combat: 8 + 8 = 16PP

Initiative: +12/+0 (+0 Dex, +12 Enhanced Improved Initiative)

Attack: +4 Base [8PP], +10 Telekinesis (+4 Base, +6 Accurate)

Grapple: +4 (+4 Attack, +0 Str), +20 Telekinesis (Power Rank 10, +10 Attack)

Defense: +10/+4 (+4 Base [8PP], +6/+0 Shield), +2 Flat-Footed

Knockback: 10/1, 1 Flat-Footed




Saving Throws: 3 + 4 + 15 = 22PP

Toughness: +10/+2 (+2 Con, +8 Force Field [impervious 10]), +2 Flat-Footed

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

Reflex: +10/+4 (+0 Dex, +4PP, +6 Enhanced Reflex)Evasion

Will: +20 (+5 Wis, +15PP)




Skills: 56R = 14PP

Concentration 10 (+15)Second Chance

Diplomacy 11 (+15)Skill Mastery

Knowledge (Business) 5 (+8)

Knowledge (Civics) 5 (+8)

Languages 2 (Egyptian, English [Native], Spanish)

Notice 7 (+20/+12)Skill Mastery

Search 9 (+20/+12)Skill Mastery

Sense Motive 7 (+20/+12)Skill Mastery




Feats: 7PP

Beginners Luck

Benefit 3 (Status [Legacy of The Scarab], Wealth 2 [Rich])


Equipment 7 (35EP)Veteran Reward


Improved Initiative 3


Jack of All Trades

Quick Change

Second Chance (Concentration)

Skill Mastery (Diplomacy, Notice, Search, Sense Motive)



Italics indicate a feat which was purchased as a power or part of a power. The power point cost of these traits is listed under “Powers,†below.



The Scarab's Lair (PL15 HQ) [35EP]


The Scarab's Lair is an underground pyramid buried beneath the foundations of Pyramid Plaza. Though decorated with an Ancient Egyptian motif, the aged facades are purely cosmetic. Concealed behind them are the highly advanced technology which maintains the complex, courtesy of Daedalus and Doktor Archeville. The Lair is detailed in Freedom City Atlas #2, and it is updated in ?do=embed' frameborder='0' data-embedContent>>this thread.


Size: Huge [3EP]


Toughness: +15 [2EP]


Features: [30EP]



Concealed 2 (+15 DC)

Defense System (Blast 15) (Scarab-Bots*)

Fire Prevention System


Holding Cells (Nullify 15)




Living Space

Personnel (Scarab-Bots*)


Power 2 (60PP)

Power System

Security System 5 (DC40)

Self-Repairing (Scarab-Bots*)




*The Scarab-Bots are tiny robotic scarab beetles, made from a gleaming gold/titanium alloy. Swarms of them scuttle throughout the Lair, guided by a rudimentary artificial intelligence. Each Scarab-Bot is equipped with a powerful miniaturized energy blaster, used as much for utility as for combat. Their primary function is to maintain, repair, and defend the Lair, though they are capable of other basic tasks.


**This Feature is for the chamber in The Scarab's Lair described in Freedom City Atlas #2 as follows:


The vaulted Great Hall is home to many of Alexander Rhodes’ prized ancient artifacts and trophies, including an entire Egyptian chariot, carved pillars and statues from Giza and other parts of Egypt, glass cases of jewelry, frame papyrus scrollwork, and archeological curiosities from other time periods, associated with his other lifetimes.


Powers: [52/60PP]


Teleport 10 (200,000 miles ["Earth To The Moon"], Extras: Accurate, Duration 2 [Continuous], Portal 2, Flaws: Limited [Others], Limited [To/From HQ], Feats: Change Direction, Progression [Portal Size] 1 [10ft x 10ft]) [52PP]


The Scarab's teleportals appear to be giant glowing golden ankh-shaped holes in space. The portals are lined with crackling lightning. Air in the immediate vicinity rushes into the portal, creating a light wind.


In order to open a teleportal, the subject must either be in the teleporter junction room of The Scarab's Lair, or else they must have a Scarab's Lair Teleport Beacon, a small device about the size of a quarter which sends a radio signal to the computer controlling the teleporter. Any power which interferes with Radio Communication or Radio senses can block the signal, in which case the character should receive a Hero Point for the Complication.


Possession of a beacon requires that the character pay 1PP for a Benefit or Feature, and that the character be on ?do=embed' frameborder='0' data-embedContent>>the list of characters to whom The Scarab has granted access.



Powers: 10 + 6 + 2 + 2 + 12 + 3 + 17 + 49 + 8 + 4 + 7 + 25 = 145PP


Enhanced Reflex 6 (Feats: Evasion, Improved Initiative 3) [10PP] (Precognition, Telepathy)


Enhanced Skills 24 (Notice 8, Search 8, Sense Motive 8) [6PP] (Precognition, Telepathy)



As stated in the "Power Loss" Complication (see above), these skill bonuses do not apply to checks made to notice or locate anything or anyone which is hidden behind a barrier of lead at least 5mm / 1/4 inch thick.

Features 2 (Beginners Luck, Jack of All Trades) [2PP] (Past-Life Memory)


Features 2 (Quick Change [Psi-Reactive Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair]) [2PP] (Technology)



See “Equipment,†above, for details regarding the teleport beacon.

Flight 5 (250MPH / 2,500ft [1/2 mile] per Move Action, Feats: Interpose, Subtle) [12PP] (Telekinesis)


Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Telepathy)


Psionic Defense 3 (15PP Container [Active, Free Action, Sustained Duration], Feats: Selective, Subtle) [17PP]



[4 + 5 + 6 = 15PP]


Force Field 8 (Flaws: Limited [Not While Flat-Footed]) [4PP]


Impervious Toughness 10 (Extras: Force Field, Flaws: Limited [Not While Flat-Footed]) [5PP]


Shield 6 [6PP]

Psionics 22 (44PP Array, Feats: Alternate Power 5) [49PP]



Base Power: [15 + 29 = 44PP]



Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Feats: Progression [Counter/Save DC] 5 [Rank 15 / DC25]) [15PP] (Mind Control, Telepathy)


ESP 4 (Mental Senses, 1 mile, Extras: Action [Free], Duration [sustained], Simultaneous, Flaws: Saving Throw [Will], Feats: Progression [Counter/Save DC] 11 [Rank 15 / DC25], Rapid 5 [x100,000], Subtle [DC35 Notice]) [29PP] (Telepathy)



Normally, a search check for an area 1 mile in diameter takes 1 hour, and taking 20 on that check takes 20 hours. With Rapid 3 (x1,000), The Scarab can take 20 on that Search check and hit DC40 in 0.72 seconds, or a free action.

Alternate Power: [42PP]

Damage 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Feats: Precise, Subtle) [42PP] (Mental Blast, Psychosomatic Damage, Telepathy)


Alternate Power: [42PP]

Mind Control 10 (Extras: Conscious, Instant Command, Mental, Sensory Link 2 [simultaneous], Flaws: Action [Full], Staged [Dazed/Compelled/Controlled], Feats: Mental Link, Subtle) [42PP] (Telepathy)



Staged Power Effects:

Fail by 1-4: Dazed. Victim uses all their actions to resist the control.

Fail by 5-9 (or by 1-4 while Dazed): Compelled. Victim can be forced to take one standard or move action per round. Victim uses their other action each round to resist the control.

Fail by 10+ (or by 1-9 while Compelled): Controlled. Standard Mind Control effect.


This flaw is suggested as an option for Mind Control in Ultimate Power.

The "Compelled" condition is adapted from Mutants & Masterminds 3rd Edition.

Alternate Power: [43PP]

Move Object 10 (1,000ft Max Range, Lifting Strength 50 [Heavy Load: 12 tons], Extras: Damaging, Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Improved Range 3 [1 1,000ft Range Increment], Indirect, Precise 2, Subtle 2) [43PP] (Telekinesis)


Alternate Power: [42PP]

Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Feats: Subtle, Variable Descriptor [Pain or Sleep]) [42PP] (Mind Control, Telepathy)


Alternate Power: [32PP]

Transform 15 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaws: Action [Full], Distracting, Feats: Precise, Subtle) [32PP] (Mind Control, Telepathy)

Super-Senses 10 (Danger Sense [Type: Mental], Postcognition, Precognition [Flaws: Uncontrolled], Uncanny Dodge [Type: Mental]) [8PP]


Super-Senses 4 (Mental/Psionic/Psychic Awareness [Type: Mental, Frequency: Common Descriptor], Extras: Radius, Ranged [10ft Notice Increments]) [4PP]



As stated in the "Power Loss" Complication (see above), this sense cannot perceive the use of a power effect if the user is hidden behind a lead barrier at least 5mm / 1/4 inch thick. This sense cannot perceive an ongoing power effect if the subject of that effect is hidden behind such a barrier.

Super-Senses 7 (Thought Awareness [Type: Mental, Frequency: Very Common Descriptor], Extras: Acute, Extended [100ft Notice Increments], Radius, Ranged) [7PP]



As stated in the "Power Loss" Complication (see above), this sense cannot perceive thoughts from the minds of beings which are hidden behind a lead barrier at least 5mm / 1/4 inch thick.

Telepathy 12 (24PP Array, Feats: Alternate Power) [25PP]



Base Power: [6 + 2 + 15 + 1 = 24PP]



Communication 8 (Mental, 2,000 miles / Continental, Extras: Linked [Comprehend, Mind Reading, Super-Senses], Flaws: Limited [Not Two-Way], Feats: Rapid [x10], Subtle) [6PP]



As stated in the "Power Loss" Complication (see above), this power cannot be used to initiate contact with the mind of a being who is hidden behind a lead barrier at least 5mm / 1/4 inch thick. Ongoing contact with the mind of a being who moves behind such a barrier is immediately severed.

Comprehend 1 (Languages 1 [speak Any Language], Extras: Linked [Communication, Mind Reading, Super-Senses]) [2PP]


Mind Reading 15 (Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [instant, Lasting], Limited [surface Thoughts]) [15PP]


Super-Senses 2 (Accurate Thought Awareness, Extras: Linked [Communication, Mind Reading, Super-Senses], Flaws: Limited [Mind Reading]) [1PP]



See the standalone “Thought Awareness†Super-Sense, above.

Alternate Power: [16 + 6 + 1 = 23PP]



Mind Reading 15 (Extras: Action [Move/Standard], Linked [super-Senses], Flaws: Duration [instant, Lasting], Feats: Subtle) [16PP]


Super-Senses 6 (Mind Awareness [Type: Mental, Frequency: Very Common Descriptor], Extras: Acute, Analytical, Linked [Mind Reading, Super-Senses], Ranged [10ft Notice Increments]) [6PP]


Super-Senses 1 (Analytical Thought Awareness, Extras: Linked [Mind Reading, Super-Senses]) [1PP]



See the standalone “Thought Awareness†Super-Sense, above.



Totals: Abilities (28) + Combat (16) + Saving Throws (22) + Skills (14) + Feats (7) + Powers (145) - Drawbacks (0) = 232/234 Power Points




Combat Block:


ATTACK                       RANGE                 SAVE                     EFFECT
Unarmed                      Touch                 DC15 Toughness (Staged)  Damage (Physical)
Concealment                  Personal              DC25 Will                Total Concealment
ESP                          Extended (1 mile)     DC25 Will                ESP
Memory Alteration            Perception            DC25 Will                Transformed
Mental Blast                 Perception            DC25 Will (Staged)       Damage (Energy)
Mind Control                 Perception            Will (Staged) vs +10     Dazed/Compelled/Controlled
Mind Reading                 Perception            Will vs +15              Mind Reading
Stun                         Perception            DC20 Will (Staged)       Dazed/Stunned/Unconscious
Telekinesis                  Ranged (1,000ft Max)  DC25 Toughness (Staged)  Damage (Energy)
Telekinesis (Thrown Object)  Ranged (1,000ft Max)  DC25 Toughness (Staged)  Damage (Physical)
Edited by HG Morrison
+2 pp for April 2015
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