It hit me that I had an old hero concept for a game that never got off the ground that, with some minor tweaking, could make a decent villain concept:
Shane Collins was a troubled young man. Prone to fits of anger, he couldn't hold down a job, and his penchant for graffiti didn't exactly endear him to the police. He squatted in a worn-down tenement, stuck in a hole and going nowhere. That's where he ran into Asim, an old homeless immigrant squatting in the same building. And for whatever reason, Shane found himself actually taking a shine to the withered old man. He gave the old man a share of the food he pilfered from the market, even managed to find some pain pills that helped ease his suffering when he broke into a local pharmacy.
Asim was always gibbering nonsense, but since it meant Shane wasn't alone with his own thoughts, he didn't mind. Asim claimed that he was the last of The Order of Khonsu, dedicated to protecting Egypt and her people from those who would seek to subjugate her. Through his selflessness, Shane had shown Asim his good soul, the old man said, and to repay his kindness--and keep the light of Khonsu alive--one night he told him he had chosen Shane to bear Khonsu's mark. He opened his shirt to reveal a circle of heiroglyphs tattooed upon his chest, then before Shane could object, he grabbed the young man's hand and pulled it to touch the symbols.
Shane watched in amazement as the heiroglyphs travelled off of the old man and up his own arm, twisting into a spiral around his forearm before Asim's grip relaxed. Shakir pulled away, frightened by what he had witnessed, and realized only then that Asim had not just let go of Shakir, but of life itself. Finally, fully alone, Shakir despaired that he would never leave his hovel. He stared at the dirty, broken window and wished desperately that he could touch the brighter world on the other side.
And, with a jolt in his forearm and a rush of air, he was on the other side, out on the street thanks to the gift of a dying old man.
But Asim's gift didn't create the altruistic hero of the people the old man hoped for. Empowered for the first time in his life, Shane decided it was time to 'get what he had coming.' He robbed, he stole, he intimidated, and--true to his graffiti roots--he always marks the scene 'The Fist of Khonsu.'
Of course, leaving a calling card made it all the easier for Trapmaster to identify the new villains MO, and whatever magical gifts the former street punk had, he was no match for one of the most brilliant minds on the planet.
Then again, it's hard to keep a teleporter locked up...
*******
Basically a teleporter with some other ability enhancements. The earlier game was a lower PL, so not sure if I want to beef up those powers or add a couple of other abilities.
Shane Collins was a troubled young man. Prone to fits of anger, he couldn't hold down a job, and his penchant for graffiti didn't exactly endear him to the police. He squatted in a worn-down tenement, stuck in a hole and going nowhere. That's where he ran into Asim, an old homeless immigrant squatting in the same building. And for whatever reason, Shane found himself actually taking a shine to the withered old man. He gave the old man a share of the food he pilfered from the market, even managed to find some pain pills that helped ease his suffering when he broke into a local pharmacy.
Asim was always gibbering nonsense, but since it meant Shane wasn't alone with his own thoughts, he didn't mind. Asim claimed that he was the last of The Order of Khonsu, dedicated to protecting Egypt and her people from those who would seek to subjugate her. Through his selflessness, Shane had shown Asim his good soul, the old man said, and to repay his kindness--and keep the light of Khonsu alive--one night he told him he had chosen Shane to bear Khonsu's mark. He opened his shirt to reveal a circle of heiroglyphs tattooed upon his chest, then before Shane could object, he grabbed the young man's hand and pulled it to touch the symbols.
Shane watched in amazement as the heiroglyphs travelled off of the old man and up his own arm, twisting into a spiral around his forearm before Asim's grip relaxed. Shakir pulled away, frightened by what he had witnessed, and realized only then that Asim had not just let go of Shakir, but of life itself. Finally, fully alone, Shakir despaired that he would never leave his hovel. He stared at the dirty, broken window and wished desperately that he could touch the brighter world on the other side.
And, with a jolt in his forearm and a rush of air, he was on the other side, out on the street thanks to the gift of a dying old man.
But Asim's gift didn't create the altruistic hero of the people the old man hoped for. Empowered for the first time in his life, Shane decided it was time to 'get what he had coming.' He robbed, he stole, he intimidated, and--true to his graffiti roots--he always marks the scene 'The Fist of Khonsu.'
Of course, leaving a calling card made it all the easier for Trapmaster to identify the new villains MO, and whatever magical gifts the former street punk had, he was no match for one of the most brilliant minds on the planet.
Then again, it's hard to keep a teleporter locked up...
*******
Basically a teleporter with some other ability enhancements. The earlier game was a lower PL, so not sure if I want to beef up those powers or add a couple of other abilities.