Mentor
When he realized the trap into which he had not so much fallen as blindly stepped, Kent Wildman knew greater despair than he had ever imagined it was possible to feel. None of the options he could see were good ones. He could either cause the death of everyone he knew and loved, or cause the death of a vast number of innocents,
or produce unimaginable chaos. And the longer he hesitated before making a decision, the worse the outcome would be. There was only one thing to do -- he was going to have to die.
And die he did, but under circumstances that neither he nor Drummond had considered a possibility, such that he was reborn as one of the first Ascendants of the current era. Given the task of guarding the new reality that would emerge from this calamity, he was -- for the second time that day -- daunted. How could he possibly act as a guardian of a world as alien to him as this one would be? Tanelorn would be part of this new world, but its basis was a completely different reality than the one he had abandoned long before.
With the assistance of one of his new colleagues, however, he was able to reach out to a being who had been his counterpart in the history of that world, Ken Hazard, in the moment of
his death. In speaking together, however, something unexpected happened -- they merged, creating a being who was not quite Kent Wildman and not quite Ken Hazard, retaining all of their memories and yet distanced from their experiences. A counsellor, a conscience, a consoler ... the Hierarch of the Sphere of Mind, Mentor.
Since the new reality stabilized, a bit more than a month or so, Mentor has found himself busy. He has fulfilled a promise that Wildman made to see to the restoration of the Primal Pattern, and has since guided them towards their role as protectors of Earth. Unfortunately, this required him to negotiate with the rather amoral Merlin so that the latter would "nudge" matters so that the elementals would return under unusual circumstances. That is a favor that he does not look forward to repaying.
He has also investigated the possibility of transferring the minds contained in the Underworld out of their virtual reality prison, powered by an object that is of his domain, and into an extradimensional space where they would hopefully be more comfortable, and better positioned to be of aid in future conflicts. This project is in its early stages, as he does not truly understand the mechanisms by which the Underworld functions, and too blunt an approach could destroy what he hopes to preserve. He will need allies for this, too.
One thing that he has deliberately chosen not to do is to approach the survivors of Wildman or Hazard. He knows that some of those who cared for the former are searching for him, and fears what will happen when they learn of the truth. Despite this, he sometimes observes them, especially the daughters of Hazard, for there is still something in him that cares for them in turn, even if it is fainter than he remembers. He cannot help them, save perhaps indirectly, and that vexes him.
The struggles that are coming are those which he will not be able to fight personally, only guide those who will have to do the fighting. "
Guide sounds so much better than
use", he murmurs, just a bit bitterly. At least he has been able to warn the one called Paragon of the darkness that is to come, of Asmodeus and the Imperium and other threats, and take comfort in the confidence of that great champion. Misplaced confidence, perhaps, but still ...
Mentor -- PL 15
Abilities:
STR 10 |
STA 10 |
AGL 11 |
DEX 9 |
FGT 13 |
INT 8 |
AWE 9 |
PRE 7
Powers:
Ascendant: Immortality 5 (one day), Only When On Home Plane; Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to mystical planes), Standard Action - 10 points
Enhanced Body: Impervious Toughness 10 - 10 points
Mental Awareness: Senses 5 (acute extended radius mental awareness, danger sense) - 5 points
Psychic Abilities: Array (24 points)
- Become Invisible: Concealment 8 (all but mental), Resistible (Will DC 18), Affects Others and Self - 1 point
- Shattering Glance: Perception Range Damage 8, Resisted by Will, Sensory Dependent (visual) - 1 point
- Shielding: Selective Burst Area Affects Others Impervious Will 12, Limited to Mental Effects - 1 point
- Vitality: Energizing Healing 8 - 1 point
Shielded Mind: Impervious Will 12, Limited to Mental Effects - 6 points
Striking Strength: Strength-based Damage 3, Affects Insubstantial 2 - 5 points
Telepathic: Selective Area Communication 4 (planetary); Cumulative Mind Reading 12 - 64 points
Advantages:
All-out Attack, Defensive Attack, Defensive Roll, Equipment 4, Evasion 2, Improved Defense, Improved Initiative, Inspire 2, Interpose, Jack-of-all-trades, Leadership, Move-by Action, Power Attack, Takedown, Teamwork, Uncanny Dodge.
Equipment:
Home Plane: Size Huge;
Toughness 14;
Features Communications, Concealed, Defense System, Dimensional Portal (Pandiomon), Effect (Dimensional Extended Only Accurate Teleport 9), Grounds, Gym, Isolated, Library, Living Space, Power System, Security System - 19 points.
Skills:
Acrobatics 6 (+17), Athletics 6 (+16), Close Combat: Unarmed 4 (+17), Expertise: Dimensional 6 (+14), Intimidation 6 (+13), Investigation 6 (+14), Insight 6 (+15), Perception 6 (+15), Persuasion 8 (+15), Technology 6 (+14).
Offense:
Initiative +15
Unarmed +17 (Close Damage 13)
Shattering Glance -- (Perception Range Damage 8, Resisted by Will)
Defense:
Dodge 15, Parry 17, Fortitude 14, Toughness 12/10, Will 15
Totals:
Abilities 154 + Powers 127 + Advantages 21 + Skills 30 + Defenses 18 = 350 points
Offensive PL: 15
Defensive PL: 15
Resistance PL: 15
Skill PL: 12
Complications:
Responsibility--Motivation. Family (from whom he is isolated.)
Secret (Ascendant.)
"That's truly all this is to you, isn't it? A game."
"If I allow it to be more than that ... I could not go on."