Martian Overmind
The current Martian Overmind, sole ruler of their species, only rose to their current position roughly half a century ago. Prior to that, they were just one of the first Martian Masterminds to have led troops on a raid against Earth -- not
the first, not the one who commanded the raid on Duryea. That lack of primacy gives them something of a complex, and informs a number of the choices that they have made during their rule.
Their ascent began after the entity known as the Super Wizard launched what appeared to be a major assault against the headquarters of the former Overmind, then located in what humans refer to as the Utopia impact crater on Mars. The Overmind survived, but only because the Super Wizard seemed distracted, and the episode provoked what could be termed a vote of non-confidence among the Masterminds. Essentially, the Overmind was required to use their psychic mind control abilities against each of the Masterminds in turn; should any of them prove resistant to them, the resistant Mastermind would be elevated to become the new Overmind.
Of course, this was not a test of will alone, but also of cunning, for each of the Masterminds possessed techniques that (they believed) would assist their resistance, and each of them sought to sabotage the techniques used by the others. The current Overmind
believes that they succeeded in sabotaging all of the others while preserving their own, but is not completely certain. The possibility that they rose only because someone decided, for unfathomable reasons, to throw the competition, is one that haunts them.
Regardless, the former Overmind acknowledged their victory, and administered the hormone treatments that transformed them into a new Overmind, possessing vast psychic powers but a diminished body. They then assisted the former Overmind to commit suicide, breathing a sigh of relief that the tradition of former Overminds attempting to psychically transfer their consciousnesses into their successors had fallen into disfavor generations earlier. (At least, they were relieved initially. Now they wonder whether they could have withstood such an assault, whether the fact that they were never tested in that way indicates some weakness on their part.)
Now the new Overmind was left with the decision about what to do about Earth. As their monitoring of the planet revealed that the Super-Wizard had apparently departed the planet for unfathomable reasons, they decided to continue the raids, but urged greater caution on the parts of their Mastermind followers than in the past. They also chose to entertain contact with Vaskhane for the first time, trading Martian psi-electronic technology for improved "cold" tech that could enhance their weapons and vehicles. Both decisions caused grumbling from the Masterminds, but no challenge. Not yet.
The alliance with Vaskhane eventually led to an arranged meeting on Mars between Vaskhane and a human faction, which the Overmind regarded with distaste. Nevertheless, they agreed to participate, and were horrified when another human faction attacked Mars, in cooperation with the blasted Aqueroddi! Immense damage was done to their fortress at Cydonia, and they themselves were wounded. For months, all the Martians hid beneath their fortresses, certain that the nuclear retaliation they had feared for decades was finally upon them.
It never materialized. Not even after two decades, when humans actually intervened to prevent a different alien from attacking Mars, which sent the Martians back beneath their fortresses once again. The Overmind eventually came to the conclusion that these strange beings from another world were
never going to take their richly-deserved vengeance. How utterly bewildering!
Unfortunately, this leads to the conclusion that they owe Earth a debt of gratitude. The raids cannot resume until that debt is repaid, and this is causing considerable strains among the Martians -- the youngest Masterminds are untested, and the population of the troopers is exceeding the resources needed to feed them. Obviously, there is no question that the raids must resume; the notion of peaceful coexistence is utterly ridiculous. But how to repay that debt? The Overmind must find a way and soon, or face a vote of non-confidence of their own -- and they are not sanguine about their ability to triumph there, either.
Martian Overmind -- PL 11
Abilities:
STR -2 |
STA 4 |
AGL -2 |
DEX -1 |
FGT -2 |
INT 11 |
AWE 5 |
PRE 3
Powers:
Mind Field: Sustained Impervious Will 12, Limited to Mental Powers - 6 points
Psychokinetic Shield: Sustained Immunity 10 (life support); Sustained Impervious Protection 10 - 30 points
Telepathic Basics: Selective Area Mental Communication 4 [planetary], Limited (only level 3 [national] with non-Martians) - 23 points
Telepathic Techniques: Array (44 points)
- Implant Image: Illusion 11 (all senses), Insidious, Limited to One Subject, Dynamic - 45 points
- Dominate Mind: Perception Range Cumulative Affliction 11 (Resisted and Overcome by Will; Entranced, Compelled, Controlled), Dynamic - 2 points
- Invade Thoughts: Cumulative Effortless Mind Reading 11, Dynamic - 2 points
- Mass Domination: Burst Area 3 (500 foot radius) Affliction 11 (Resisted and Overcome by Will; Entranced, Compelled, Controlled), Dynamic - 2 points
- Psychic Blast: Perception Range Damage 11, Resisted by Will, Dynamic - 2 points
Vast Intellect: Comprehend Languages 2 (speak and understand); Quickness 8, Limited to Mental Tasks - 10 points
Advantages:
Assessment, Benefit (ruler of Mars), Eidetic Memory, Equipment X, Jack-of-all-trades, Seize Initiative, Second Chance (resistance to mind control), Speed of Thought, Well-informed.
Skills:
Deception 7 (+10), Expertise: Galactic 2 (+13), Expertise: Military 3 (+14), Expertise: Science 3 (+14), Insight 7 (+12), Intimidation 8 (+11), Investigation 4 (+15), Perception 8 (+13).
Offense:
Initiative +11
Unarmed -2 (Close Damage -2)
Psychic Blast -- (Perception Range Damage 11, Resisted by Will
Dominate Mind -- (Perception Range Will 11)
Defense:
Dodge 2, Parry 1, Fortitude 7, Toughness 14, Will 15
Totals:
Abilities 34 + Powers 122 + Advantages 8 + Skills 21 + Defenses 20 = 205 points
Offensive PL: 11
Defensive PL: 8
Resistance PL: 11
Skill PL: 10
Complications:
Power--Motivation. Deep-seated Insecurities. Sessile (no movement without dedicated equipment.)
Weakness (dies in Earth atmosphere without protection.)