A note on presentation: You will notice that several of the Omegas listed or described here do not have Descriptors or Planets accompanying them, and some of those that do are incomplete. This is not a mistake. This chapter provides a framework for you to build upon, so some of the Omegas are just ideas, or even only names, to serve as a jumping-off point.
The Hall of Justice is the largest organization of Omegas in the known world. It boasts well over 50 members, with another dozen former members that have since died or left for other lands. Since all Omegas in Milano are required to be members in good standing, it is a fairly loose affiliation. All kinds of Omegas are members, from those who never use their powers and would just as soon be normal, through those who are reluctant members and use their powers only for themselves, to those who see their Omega status as a calling, and spend much of their time at the Hall and aiding others.
Physically, the Hall is a great stone structure, second in size only to the cathedral and the town hall (in both cases out of deference). It stands 30 feet tall, is 30 paces wide and more than 100 paces long. The front area consists of a huge meeting hall, with an entertainment stage and food and drink served. All are welcome, though mostly only Omegas are found here. The rest of the Hall has some spartan dormitories37, a few cells, some offices and small meeting rooms, a library, and the training area. The training area consists of an arena-like room, set partly beneath the ground, more than 20 paces on a side. It is equipped so that it can be partly flooded, and has movable interior walls and other obstacles. There are arrow loops and observation points set around the upper walls. Together with many other sophisticated features, the members of the Hall can use this room to learn to better use their powers, to practice combat techniques, or just about anything else.
The Hall of Justice was founded in 1420 by The Brown Wasp (deceased in 1457); Matteo da Milano (now known as the villain Logomancer); and the Ineffable Shroud. The current building was built by Gibraltar in 1458. While there is no leadership, per se, The Cardinal, Gargoyle, and The Mystic Rose take care of most of the decision making about the Hall itself.
The Ineffable ShroudKnown: OmegaThe Cardinal
Passion: Omega
Dynamic: d6
Static: d6
Lost: Omega
Power: Reductio ad Absurdum
Power: Summonable -- shows up when you need her most
Power: Bribe the Fates -- always has a hand of 5 Storypath cards.
Weakness: Must Speak in Riddles
Weakness: Can only show up when you want her least
Weakness: Cannot use Storypath cards to directly affect herself
Quirk: She is her own Platonic Ideal, so her shadows and reflections are imperfect, and never look like her.
Quirk: Has a Buddhist-like indifference to her good acts
Quirk: Ineffable
Inveigling Tongue
Inescapable Wrath
Incomprehensible Motives
Indelible Will
Inerrable Logic
Incommutable Appearance
Known: d8Gargoyle (Giuseppe Verde)
Passion: Omega
Dynamic: d6
Static: d6
Lost: d20
Power: Strength of God: When wearing a cross, is incredibly strong
Weakness: Shield of Faith: unable to harm true believers
Quirk: Honors Christian Icons
Power Stunt: Inhuman Endurance: draws upon the infiniteness of God's wisdom to never tire
Power Stunt: Shake the Earth: by striking the ground with his cross, he can cause great tremors
The Word of God: memorized even the most apocryphal of Christian texts
Papal Politics: familiar with to getting The Church to issue favorable edicts
Literate: Can read Latin, Greek, Hebrew, and Aramaic
Combat: Practiced in both melee and missile
Scent of Corruption: can track villains unerringly
The Wealth of The Church: can tap into vast amounts of money in his quest to rid the world of evil
Resist Temptation: cannot be swayed away from the righteous path
Read Heretical Books: familiar with diabolical and pagan rites and knowledge
Flaw: Underestimates Heretical Power: believes that he will always prevail over nonbelievers, no matter the odds
Flaw: Afraid of Questioning his Faith: God can do no wrong, therefore His plans are always Perfect
Known: d6The Mystic Rose
Passion: d6
Dynamic: d6
Static: d6
Lost: Omega
Power: Magically Transformed into Gargoyle: claws, stone skin, able to glide
Weakness: Mechanical Disinclination: cannot use machines more complex than a wheel
Quirk: looks like a gargoyle
Power Stunt: Tenderness of the Stone-doesn't feel pain
Power Stunt: Falls like a Rock-a very flat, low density, winged rock
Power Stunt: Stillness of the Night- nearly invisible when motionless
Superbly Trained: the Greek ideal of athleticism
Resourceful: carries a small alchemical lab
Knows how to find information: has good hunches about relevant sources
Underworld Contacts: knows various characters of ill repute
Alchemist: Well-versed in alchemical theory and practice
Meticulous: very methodical, leaves no stone unturned
Terrifying: can easily intimidate people with his fearsome visage
Driven By Revenge: relentless in his quest to rid the world of evil
No Humours: mood and health never change
Known: OmegaThe Spook
Passion: d12
Dynamic: d10
Static: d8
Lost: d4
Power: The Sorcerous Might of the Blue Garden
Weakness: Lunar Gift: must recharge every moonrise in the Blue Garden
Quirk: Obeys Aristotelian gravity
Power Stunt: Blue Garden's Duty: grants one of the powers of the Eternal Bloom's choice after moonrise meditation
Power Stunt: Blue Garden's Favor: grants one of the powers after a Planet roll where Saturn ranks Minor or higher
Power Stunt: Blue Garden's Gift: grants one of the powers after a Planet roll where Saturn ranks Major or higher
Power Stunt: Blue Garden's Boon: grants one of the powers after a Planet roll where Saturn ranks Dominant
Former Clergyman: Can speak Latin and understands the workings of The Church
Imposing: can intimidate those of a lesser will
Sleepless: does not need to sleep normally
Obliging Clothing: sorcerous robes will never get in the way at all
Occult Connections: knows where to get supernatural information
Ritual Magic: familiar with diabolical and pagan rites and knowledge
Flaw: Subtle and Quick to anger: speaks rather obtusely, and becomes enraged when others do not grasp his meaning
Sorcerous Might Details
Each moonrise, the Eternal Bloom in the Blue Garden brings forth another blossom. Its color determines the gifts the Mystic Rose receives when he meditates there.
Red
Brambles: can generate thorny structures
Know the Soil: Supernatural Tracking
Lord of the Forest: Control Plants
Sowing the Seeds: Plant suggestions
Yellow
Boon of the Garden: make any plant create nutritional food
Scents on the Wind: Rolls planets before determining action
Vines: create vines from staff
Wind in the Leaves: Flight
Black
Autumns Reward: His bones may be used to sow the seeds of the next Blue garden
Flesh of Bark: Skin grows barklike and gives physical protection
Oak Against the Storm: Extraordinary strength
Rustling of the Leaves: Send and receive messages through the rustling of leaves
to a
specific target
White
Root: Regenerates as long as he remains motionless
Taint of the Nightshade: Cause vegetation to secrete a paralytic poison
Thorns of Fury: Create thorns over flesh and staff
Weather the Elements: Resilient to the Environment
Known: d10Golem, the Savage Thunder
Passion: Omega
Dynamic: d8
Static: d6
Lost: d12
Power: Psychological Invisibility
Weakness: Subconscious Obstacles: Even when "invisible", people will get in his way
Quirk: Unswayed by emotional extremes
Power Stunt: The Bond Effect: can use his real name as an "alias" and no one will catch on
A Gypsy in every Port: well known and liked among the Rom, who can be found almost everywhere
Cunning Linguist: speaks many languages
Extraordinarily Well Equipped: usually has the right tool for the job, whatever that might be
Graceful Movement: highly dexterous, rarely stumbles or falls
Master of Disguise: Can alter his appearance to deceive others
Suave & Debonair: presents a smooth, polished persona
Terribly Mysterious: not much is known about his past, and he uses that to his advantage
Trained in the Orient: has traveled to The East, and learned some of their ways
Well Traveled: familiar with remote and exotic lands
Gypsy Amulet: A gift from the Gypsies, this amulet preserves health and speeds recovery time
Flaw: Mistrusts Science: Will go with a less complex solution that is harder to accomplish over an easy one that is technological
Known: d10Renaissance Man (Guglielmo de Batsoni)
Passion: Omega
Dynamic: d4
Static: d4
Lost: Omega
Power: Seventh Sense
Power: Body Construct
Weakness: Cannot Create
Weakness: Broadcast Power
Quirk: Unfeeling
Quirk: Spiritual Magnetism: spirits pay an unusual amount of attention to him
Power Stunt: Know Human Nature: can determine innermost motivations
Power Stunt: Explosive Powerup: can instantly become fully charged
Power Stunt: Thunderclap: can deafen those around him
Power Stunt: Energy Anchor: can attach to mystic ley lines and become unmoving
Brilliant Musician: has studied nearly every instrument
Fists of Fury: unstoppable in hand to hand combat
Outsmart Demons: able to devise ways to foil the most insidious plans
Hulking Brute: as strong as a small crowd, and nearly as large
Iron Will: able to resist mental commands and suggestions
Endless Health: apparently unaffected by wounds
Known: d4Tabula Rasa, the Wax Man
Passion: d8
Dynamic: d4
Static: Omega
Lost: d10
Power: HUZZAH: Handsome, Untiring, Zephyrlike, Zestful, Articulate, Herculean
Weakness: Inept: most of the time (until he says "HUZZAH"), he is amazingly inept at everything
Quirk: Height of Fashion
Power Stunt: Lucky: things just seem to go right for him
Power Stunt: Dramatic Entrance: when he shifts, it is in a highly dramatic way
Well Read: has read the popular philosophers and poets
Scientific Mind: well versed in theory and practice
Master of the Arts: poet, painter, sculptor, composer
Convincing Casanova: women are captivated by him, and can be easily manipulated
Wordsmith: has a way with words
Perfectly Pious: would never go against the interests of The Church
Fencing & Fisticuffs: master swordsman and boxer
Acrobatics: amazing feats of dexterity
Spontaneous Exposition: the pen , or in this case, the tongue, can be mightier than the sword
Rudimentary Mechanical Knowledge: ability to fix and modify simple machines
Good Timing: knows when to say HUZZAH
Known: d10
Passion: d10
Dynamic: d4
Static: Omega
Lost: d10
Power: Shapeshifting
Weakness: Melted by Fire
Quirk: Illustrative Nomenclature: will work the initials TR into his form somewhere
Power Stunt: Strength of Steel: can temporarily make his flesh as strong as steel
Power Stunt: Partial Transformation: able to shift only a part of him. e.g. just a hand
Power Stunt: Platonic Standards: can pinpoint flaws in people or objects by comparing them to Platonic Ideals
Power Stunt: Slips Through the Cracks: can fit through very small openings
Alchemical Transformations: has studied conversions of precious metals
Cultural identification: can mimic regional peculiarities
Present a False Face: can give mistruths without detection
Flaw: Changing From: Cannot hold a single shape for more than a few Panels
Flaw: Weak body: normally, cannot support much weight at all
Flaw: Inexact Guise: unable to mimic a specific person
The Daring Davincis are just about the only group of full-time crime fighters in Italia (Ebony & Ivory being the other one). After designing the super-soldier serum for the government, da Vinci decided that he'd like to investigate the possibilities a bit further. He started to put together a team of Omegas, created initially as experiments to try and understand the nature of the Forces. He recruited the most gifted of his artist friends to be his guinea pigs, and the first of them were the sister and brother who became known as Firefly and Dragonfly. Right from the start, he headed down two different paths. For Firefly, he used alchemy alone to warp her nature, tying light and thought together. For Dragonfly, he initially wanted to simply build an apparatus, but discovered that the demands on the pilot were too much for a normal person to handle. So he used his alchemical skills to enhance Dragano's reflexes and perceptions, and then to bond the apparatus to him, so that it would work for no other. Soon after, he created Pillbug, an armored exoskeleton, and bonded it to its wearer similarly. Then came Bombardier Beetle. These four made up the original Davincis, until Bombardier Beetle, always a bit aggressive, killed an innocent. Da Vinci insisted he leave the team, and soon created Cricket and Spider to fill out the team. With Renetrafusca, he thought he had finally found someone who can handle one of his apparati without alchemical aid, but either the 8 legs of Spider were too much even for him, or da Vinci simply underestimates the complexity of his inventions. Finally, with Moth and Chrysalis, his two paths have reached their current culmination. Moth has an apparatus, the smallest one yet, that enables her to defy physical reality, while Chrysalis is the successful recipient of an alchemical treatment that enables her to alter continuously, not just the once that created Firefly.
Firefly (Lucia dal Sol)Known: OmegaDragonfly (Dragano dal Sol)
Passion: d6
Dynamic: d8
Static: d12
Lost: d6
Power: Luminescent Psychic Energy
Weakness: Hidden Venus: cannot affect those with Passion Wed
Quirk: Constantly Glowing
Power Stunt: Arouse Feelings: can cause changes in emotion in others
Power Stunt: Prismatic Manipulation: and bend light to her whims
Power Stunt: Blinding Smile: no, really. they go blind
Art: Glassworker: knows how to stain and blow glass
Extensive Playbook: the Davincis have trained together and have plans for nearly every occurrence
Fiery Temper: normally a cheerful person, you wouldn't like her when she's angry
Dislikes Earthtones: feels they represent blandness of personality
Field Commander: she has been given command of the da Vincis
Force of Will: once set, her mind is unable to be changed
Sparkling Personality: bright and cheerful
Tactile Luminescence Transfer: able to cause other object to glow for a short while by touching them
Flaw: Insect Attraction: bugs swarm around her light, especially at night
Known: OmegaPillbug (Dante "The Dashing")
Passion: d10
Dynamic: d6
Static: d12
Lost: d12
Power: potion bonded to flight apparatus
Weakness: electric enmity
Quirk: never touches the ground
Power Stunt: Dive Bomb & Hover Flight: amazing control over flight apparatus
Power Stunt: Needle in Flight: can cause a small area of complete silence to surround himself
Art: Painter
Extensive Playbook: the Davincis have trained together and have plans for nearly every occurrence
Pulls up at the very last second: likes to show off and work flashy stunts into plans
Spontaneous Originality: can come up with odd but useful ideas
Excellent Vision
Hasten Perceptions: sees the rest of the world in slow motion and can react quickly to it
Divine Inspiration
Flaw: Short Attention Span: because of his sped up perceptions, thinks that everything takes too long, and can't pay attention for very long
Flaw: Frail: not that tough physically
Flaw: Excessively Grandiloquent Multisyllabic Vocabulation: uses really big words when they really aren't needed
Known: OmegaCricket (Don Antonio Capello)
Passion: d10
Dynamic: d6
Static: d4
Lost: d20
Power: potion bonded to pillbug armor
Weakness: flowing permeability: armor is porous, and useless against liquids
Quirk: Fastidiously clean
Power Stunt: Human Bowling Ball: when armor is folded around him, he can knock many people over
Power Stunt: Exoskeleton Armor: armor increases strength and offers protection
Power Stunt: Feel the Rage: Can cause opponents to become cross and make mistakes
Art: Champion Wrestler: performed for the entertainment of the crowd
Extensive Playbook: the Davincis have trained together and have plans for nearly every occurrence
Favorite of the Ladies: catches the attention of women everywhere
Elaborate Combat Maneuvers: makes even the simplest action into an elaborate event
Center of attention: makes sure that all eyes are on him
His own commentator: maintains a running monologue describing his actions
Flaw: Nonlethal combatant: untrained in causing mortal harm to opponents, he has many other ways to incapacitate them
Feedback Dependent Adrenaline Boost: without the roar of a crowd, he can't perform at his best
Mystically Challenged: unable to grasp the powers of the supernatural
Known: OmegaSpider (Renetrafusca Giovanni)
Passion: d6
Dynamic: d10
Static: d20
Lost: d10
- An aural machine that 'Vinci devised
- (Power)
- But his ears became overly acute.
- (Weakness)
- He rhymes all the time to prove he's no brute
- (Quirk)
- His chirp is quite stunning; you've been advised
- Power Stunt: stunning chirp
- Harm done to him is noisily excised.
- Power Stunt: bleed off damage as sound
- Master Musician: piano and flute;
- Art: Master Musician
- The playbook he shares -- held in good repute.
- Extensive Playbook
- Comic or Drama; his acting is prized
- Master Thespian
- A tongue of silver lends weight to his speech
- Silver tongue
- His breath he controls, not to interfere
- Exceptional breath control
- Hear countless sounds, perfectly mimicked each
- Mimic any sound
- His pride swells larger with every premiere
- Flaw: a bit of a primo don, convinced he is the penultimate performer
- The Cricket dons the costume of silver
- "Combat Evil!" the line to deliver.
Known: OmegaMoth (Carmelita)
Passion: d20
Dynamic: d6
Static: d12
Lost: d10
Power: Potion bonded to spider apparatus
Weakness: Aquatic enmity: apparatus shuts down when it gets wet
Quirk: Compound Irises
Power Stunt: Spider legs: retractable into apparatus, can climb nearly any surface
Power Stunt: Net launcher: can launch nets to entangle opponents
Art: Circus Acrobat: used to be a performer, and has incredible balance and gymnastic ability
Extensive Playbook: the Davincis have trained together and have plans for nearly every occurrence
Former Cat Burglar: Spider also used to be a thief and has the skills of that trade
Devoted Stoic: represses emotions and is indifferent to pleasure or pain
Extensive Planner: is always examining possibilities of a situation
Flaw: Cold and Calculating: rarely figures the well being of others in his planning
Flaw: Solitary: would rather work independently, even as a member of a group
Flaw: Scrawny: slight of build and not all that tough
Known: OmegaChrysalis (Constanza Paradiso)
Passion: d8
Dynamic: d12
Static: d6
Lost: d10
Power: potion bonded to moth apparatus
Weakness: Radiant Prohibition: cannot use powers in bright light
Quirk: leaves moth dust behind
Power Stunt: Grain Moth Intrusion: can become insubstantial
Power Stunt: Cloak of the Nightwing: can become invisible
Power Stunt: A Whisper on the Wind: can send messages across a great distance
Art: Sophisticated Poet: She is a sensitive artist, and nobody understands her because she is so deep.
Extensive Playbook: the Davincis have trained together and have plans for nearly every occurrence
Nimble Little Minx: highly dexterous
Nondescript: people are unable to recall descriptions in great detail
Terribly Mysterious: her past is a complete mystery
Attention to Detail: nothing escapes her notice
Flaw: Perfectionist: nothing is ever done quite as well as she would like
Flaw: Proscribed Congruence: can only be insubstantial or invisible, not both
Known: Omega
Passion: d12
Dynamic: d12
Static: d8
Lost: d12
Power: Metamorphosis
Weakness: Protracted Transformation: requires at least three panels to change
Quirk: Leaves shell behind
Power Stunt: Impenetrable Shell: when in chrysalis form
Power Stunt: Path of the Monarch: can always sense the way home
Art: Sculptor: feels God's hands sculpt through her
Extensive Playbook: the Davincis have trained together and have plans for nearly every occurrence
Sunny Disposition: mood varies with time of day -- happy during daylight, depressed during nighttime
Self Adaptation: adapts quickly to new forms
Incredibly Confident: sure she can accomplish just about anything
Brightly Colored: after transformation. Shell is drab
Flaw: Culture Shock: adapts slowly to strange places
Flaw: Hideous form: feels her natural form is ugly, and takes pains to conceal it
Flaw: Caterpillar's Sleep: must revert to natural form to sleep, and must slumber within her shell
With the rise of independent Omegas, the government of Roma decided they wanted a group of Omegas that they could count on being on their side. They embarked on a secret program, recruiting Leonardo da Vinci to their plan. Initially, they wanted to develop an alchemical formula or treatment that, when given to a person of their choosing, would result in a powerful Omega. However, there was an accident38, and the lab with all of the notes and samples blew up. In the accident, three of the prospective recipients, Bishop Rudolpho, Sergeant Roberto, and Sergio de Roma (an accomplished merchant) were soaked by the flaming remnants of the serum. The flame changed it somehow, and the three became one. Once they sorted out how to cooperate, they decided they were Captain Italia, and discovered that they could separate into their old selves for as much as a day at a time. All three were strong believers in the importance of the State, vehement Italian patriots, and had a very strong sense of justice. Since that time, they have spent as much time as possible as Captain Italia, sailing the fastest ship on the Seven Seas in defense of Truth, Justice, and the Italian Way. The Super-Soldier Serum greatly retarded aging, so his companions have changed over the many years. Rego Aquam is apparently unaging, or at least long-lived, and has been by his side almost since the beginning. The other current members have been around for varying lengths of time, with The Whirling Dervish being the most recent addition.
Captain ItaliaKnown: d6The Navigator
Passion: Omega
Dynamic: d6
Static: d10
Lost: Omega
Power: Champion of Justice
Power: Drank da Vinci's Super Soldier Serum
Weakness: Can't do wrong
Weakness: Gestalt: Bishop Rudolpho, Sergeant Roberto, Sergio de Roma
Quirk: Constantly Has Chastity Tested
Quirk: Often mistaken for Rudolfo, Roberto, or de Roma
Power Stunt: Never Harms an Innocent: able to selectively dish out damage so that bystanders aren't harmed
Power Stunt: Olympic Gymnast: athletic prowess not seen since Ancient Greece
Power Stunt: Physique of Three Men: retains the strength and endurance of his three component members
Power Stunt: Shield Blindness Attack: can blind opponents
Bishop: knowledge of Catholic rites and rituals, status within The Church
Master Negotiator: able to persuade
Veteran Soldier: master of combat and tactics
Indestructible Shield: a gift from da Vinci, no earthly power can destroy it
Known: d6Rego Aquam
Passion: d16
Dynamic: d8
Static: d20
Lost: Omega
Power: Knows his way around: can find the path between any two locations
Weakness: blind
Quirk: Thinks out loud about astrology: can hear the crystal spheres moving
Power Stunt: St. Elmo's Fire: always knows where he is & where he is going
Power Stunt: Spatial Misdirection: impossible to follow due to his command of physical space
Power Stunt: Well traveled: doesn't make cultural faux pas
Student of History: knowledge of notable past events
Veteran Sailor: knowledge of sailing and sea lore
Bark of Authority: able to have commands obeyed
Sea legs: not bothered by violent ship motion
Shipsense: shares sensations with whatever ship he is navigating
Scent of the Storm: can smell changes in the weather
Flaw: Can't sleep on Land: has spent so much time at sea that it is impossible for him to fall asleep unless on a ship
Flaw: Restless: wants to keep moving and spend as little time in one area as possible
Flaw: Cultural Relativism: in a time when the Church defines what is civilized, being willing to accept heathens and savages can draw unwanted attention
Known: OmegaGibraltar
Passion: d20
Dynamic: d4
Static: d12
Lost: d6
Power: Control Water
Weakness: Atlantean Belt: item of power: keeps him from dehydrating, but can be taken away
Quirk: Indistinct Features
Power Stunt: Dowsing: able to find even small amounts of water
Power Stunt: Flowing Water: can create a high pressure blast of water
Power Stunt: Interrupt Shape: can become nonhumanoid for a few Panels
Body of Water: body is completely constructed of water
Atlantean Knowledge: ancient rites and rituals, maritime knowledge
Surface Tension: body can maintain its shape
Atlantean Aikido: able to flow around physical attacks
Musical Skill: all Atlanteans have studied their own mysterious, haunting musical style
Groupmind: since all Atlanteans flow together, even when separated from the flock they tend to refer to themselves as "we" and "they"
Flaw: Freezable: because Atlanteans need to separate themselves from seawater, they freeze easier
Flaw: Fluid Personality: seemingly random mood swings
Flaw: Experience Junkie: because they have little experience with the surface world, Atlanteans are drawn into possibly dangerous situations simply because they've never done them before
Flaw: Tied to the Tides: affected by the ebb and flow of the tides: stronger at high tide, weaker at low tide
Known: d12The Whirling Dervish
Passion: d12
Dynamic: Omega
Static: d4
Lost: d6
Power: Elemental Force of Nature: can turn body to stone
Weakness: Binding Ring: cannot channel or release the Elemental while inside a circle
Quirk: Incredibly Heavy
Power Stunt: Ruggedly Enduring: able to undertake feats of endurance
Power Stunt: Steady as a Rock: cannot be moved unless he wills it
Power Stunt: Stone Generation: one cannonball sized stone per panel
Power Stunt: Strength of the Earth: incredibly strong
Devout Catholic: knowledge of Catholic rites and rituals
Drawn to places of Druidic Power: ancient rites and rituals
Journeyman Mason: knowledge of stonework
Peak Physical Condition: even when not channeling the Elemental, he is physically fit and athletic
Steadfast: once set on a course of action, cannot be drawn away from it
University Dropout: some knowledge of literature and science
Working class stiff: garners trust among the common folk
Flaw: Doesn't know the extent of his abilities: because his powers were gained through accident, he has a tendency to over- or underestimate his capabilities
Flaw: A Spaniard in Italia: as an outsider, he faces prejudice and hostility
Known: d6
Passion: Omega
Dynamic: d6
Static: d12
Lost: d10
Power: Control Wind
Weakness: Broad Strokes: no fine control of his power
Quirk: Shining example of dignity and good grace, but annoying about it
Power Stunt: Spin of a Thousand Blades: able to create an impenetrable wall of steel from several swords
Power Stunt: The Dancing Scimitar: if he's only controlling a few, he can actually use the blades in combat
Power Stunt: Windshield: can block various airborne objects with wind
Power Stunt: Steal the Voice: by manipulating the winds, he can cause someone to become silent
Scholar: is fairly well read and studious
Warrior Poet: balances martial ways with contemplative reflection
Devout Muslim
The Forbidden Poetry of Abdul al Bandaras: The Kama Sutra meets Barry White
"Expert" quotation: continually quotes different experts on various subjects. These experts may or may not be made up
Professor Omega is a middle-aged man who has been quietly setting up his school for over 20 years. It only became public knowledge 3 years ago, though the authorities in Venicia have known about it for a decade. Professor W has the unique Power of identifying others' Powers, and he has chosen to use this ability for the betterment of society. He feels that Omegas deserve the same rights as other people, and should be judged only on their actions, not their nature39. He also believes that Omegas owe something to society due to their unique gifts, and that forms the basis of the philosophy of his school. He takes Omegas of all ages, but mostly those who would otherwise be heading off to an apprenticeship, and trains their bodies and minds, not only with regard to their powers, but also in mundane ways. So far, only two students have begun to take on the life of the crime-fighter, apprenticing, as it were, aboard the Santa Francisca de Paola, but as time goes on his school is likely to have an even greater influence than the Hall of Justice does now.
Ebony and Ivory are very unusual in Italia: not only are both foreign-born
Omegas, but both are African. Ebony is a tall gaunt Æthiopian man from
the mountains south of Addis Ababa. Ivory is a beautiful Moorish woman, who
just walked out of a terrible dust storm in the middle of the Sahara one day.
They are further unusual for the nature of their powers: both have a closeness
with the absolutes of Good and Evil that makes the church nervous. Ivory is the
current incarnation of the soul of the Virgin Mary, and is so pure that her
very touch burns away the Evil in others, which can be quite painful if there
is much Evil. Ebony, meanwhile, has an intimate knowledge of Evil, and in fact
his Power stems from controlling a powerful dimension of Evil within himself.
So while Ivory knows only Goodness and Light, Ebony leads a tortured existence,
constantly forcing Evil to do his bidding. And the Church is terrified of them
both, not for their power, but for the theological questions they raise if
their explanations are correct. So no one has ever done anything to find out
the truth of the matter.
Sadly, not all Omegas choose to put their power to good use. Some see their
power as an indication of their inherent superiority. Others are just selfish,
having no concern for the fates of others. And still others are sociapaths,
with no understanding of the concepts of right and wrong. Whatever the reasons,
there are some Omegas who deserve no other label than villain. These are a few
of them.
Commander Dæmon rules the country of Dobrudia with an iron fist, and
spends most of his time working towards his ultimate goal: ruling the world.
Chameleon and The Mythic Beast are brothers often found in the service of
Commander Dæmon. They have powers of transformation, but can only
activate them together. They also share the dubious honor of being the only
villains to have come from Professor Omega's school.
Known: d8The Mythic Beast
Passion: d20
Dynamic: d8
Static: Omega
Lost: d8
Power: Shape of [a particular person]
Weakness: Permanently stuck in form if model person dies
Quirk: Reverts when brother does
Known: d8The Victorian is the most dangerous villain of the current age. Or rather, he is the most dangerous villain prowling the current age. In actuality, he is from the far future, a time he calls the "Victorian", thus his name -- he has never told anyone his true name. He dresses in strange clothes, with bland shirts, loose pants, a strange scarf tied around his neck, and a hat that looks more like an upturned bucket, and talks with an accent resembling something from Brittania. Nonetheless, whether he is truly from the future or not, he has access to many an amazing device, and has been known to use objects that even da Vinci is amazed by. His favorite tools of power are undoubtedly his quick wit and automatons, some of which can pass for human for quite some time. He tends to manipulate other villains, and even heroes, into doing his dirty work for him, and has the frustrating habit of disappearing just when his defeat or capture seem unavoidable.
Passion: d6
Dynamic: d6
Static: Omega
Lost: d4
Power: Form of [a mythic creature]
Weakness: Can't transform if not touching the ground
Quirk: Reverts when brother does
37 free to members, paid for by membership dues
38 some say it was sabotage, but if anybody actually knows and is still alive, they aren't talking
39 It is rumored that he also believes in equal rights for women and foreigners, and if so, he has very ambitious goals.
Copyright © Anno Domini 2001 by woodelf & Epidiah Ravachol.
Permission is granted to copy, distribute and/or modify this document under the terms of the October Open Game License, Version 1.0 or any later version published by the RPG Library; with the Invariant Sections being "Appendix IV: Designers' Notes" and "Colophon", with the Front-Cover Texts being "Four Colors al Fresco: A Roleplaying Game of Pulp-Style Superheroes in an Alternate Renaissance", and with no Back-Cover Texts.
A copy of the license is included in the section entitled "Appendix V: October Open Game License".
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