Mr Sic
One body. Three bad ideas.
Concept: A CERN janitor turned quantum show-off, Mr Sic retunes his body between near-light speed, stolen identities and rapid regeneration. Megaforce gets a fearless infiltrator and improviser; everyone else gets a running commentary on his own brilliance.
Origin: An 8.8 TeV chameleon-particle accident in the CERN collider gave him control of his body’s quantum state and the ability to tune into other people’s brainwaves.
Race: Metahuman • Rank: Veteran
Attributes · Speed set
Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d4Skills · Speed set
Athletics d8, Common Knowledge d4, Notice d8, Persuasion d4, Stealth d4, Fighting d12, Shooting d8, Focus d10, Taunt d8Speed set statisticsPace: 360; Parry: 8; Toughness: 7 (2); Power Points: 45
Hindrances
- Overconfident (Major): Certain he can improvise his way out of any disaster; takes on foes and experiments he should leave alone.
- Big Mouth (Minor): Brags about himself and blurts out plans or secrets, especially when someone questions his brilliance.
- Loyal (Minor): Never leaves a Megaforce teammate behind, however much he complains about the rescue.
- Phobia (Minor): Dinosaurs, including convincing replicas and transformed creatures, make him lose his swagger.
Edges
Super Powers,The Best There Is,Two-Fisted,Ambidextrous,Elan,Acrobat
Power sets
29 PP per set · 16 PP for additional sets · Power Limit 22 (12 for Armor + Toughness)
Only one set is active. Switch with a Focus roll as an action. With the Transformation Hindrance, roll only once for the transformation and switch. On a critical failure, the chosen set is unavailable for the rest of the encounter (SPC p. 47).
Speed: Pace 360 · Parry 8 · Toughness 7 (2 Armor)
Agility d12 · Smarts d10 · Spirit d8 · Strength d6 · Vigor d4
29 / 29 PP in this set. These stats apply while this set is active. The main traits and defences follow this preview.
Available in every set
- Mind Control(5 PP)Range: 12"/24 yd•Duration: Sustained•Activation: Focus d10Focus success on a visible target: Spirit resists (-2 on a raise). Control one mind; commands must be received (silent orders need Telepathy). Harm to the subject/loved ones or violation of core ethics/duties: Smarts (-2 on the initial Focus raise); success refuses the order, a raise breaks free. Powers Down on loss of concentration.
More rules
Any resistance raise gives +2 future resistance this encounter.
Failed Focus: -2 on further attempts on that mind this encounter; Critical Failure bars them.
Trapping: He tunes his altered brainwaves to override one target’s movements; his characteristic smugness does not bypass the target’s Spirit resistance. - Telepathy(2 PP)Range: 24"/48 yd•Duration: PermanentCommunicate silently with chosen intelligent minds in range.Trapping: A private brainwave channel lets him coordinate Megaforce without speaking aloud; this is communication, not unrestricted mind reading.
- Toughness(1 PP)Range: Self•Duration: Permanent+1 Toughness.Trapping: His retuned tissue absorbs a little punishment in every configuration.
Speed
- Speed(21 PP)Range: Self•Duration: PermanentRun at Near Light Speed (240M MPH). Melee and ranged attacks against the hero suffer -10 while able to move freely; lost when Bound, Entangled or confined. Stacks with other attack penalties except Flight, to a maximum of -10. When Shaken, Stunned or Wounded while running near obstacles, roll Athletics at -2 or collide for 12d6 damage.Trapping: A blue-white quantum wake trails his rapid movement; the near-light tier describes travel, not unlimited combat actions or safe passage through obstacles.Modifiers: Pummel: +4 to one Fighting attack per turn
Gear
- Handcuffs2 lb
- Lantern Oil×4stored4 lb total
One pint.
- Kevlar Vestequipped5 lb
Armor +2 (torso); -4 bullet damage before AP
- Crowbar2 lb
- Flashlight3 lb
10-inch beam.
- Blue Adidas sportsbag; whistle.
Recorded load: 22 / 40 lb
Unpriced items excluded.
- Brass Knuckles Str+d4Not a weapon for Unarmed Defender; Equipped
- Pump Action Shotgun 1-3d6 · Range 12/24/48 · ROF 1 · Shots 6Shotgun; Carried, not equipped
Advances
- Attribute: Agility d10 -> d12
- Skill: Fighting d8 -> d10 & Shooting d6 -> d8
- New Edge: Two-Fisted
- Attribute: Smarts d8 -> d10
- Skill: Focus d8 -> d10
- New Edge: Ambidextrous
- Skill: Athletics d6 -> d8 & Notice d6 -> d8
- Attribute: Strength d4 -> d6
- New Edge: Elan
- New Edge: Acrobat
- Skill: Fighting d10 -> d12 & Taunt d6 -> d8
Backstory
A drunken bet with Les put a CERN janitor in the collider, naked and spectacularly out of his depth. The chameleon-particle beam left him alive, able to retune his body, and certain that this proved he was exceptional. Now he runs with Megaforce, disguising himself as the people who underestimate him and borrowing their powers when charm fails. He wants to be the smartest man in the room, but his real redeeming quality is simpler: when his teammates are trapped, he always comes back for them.
Appearance
A lean, athletic man with warm fair skin, swept auburn hair, circular red goggles with rose lenses and a knowing grin. His fitted crimson suit has a descending white lightning emblem, white torso and sleeve piping, white cuffs and a burgundy trouser centre. He wears red gloves and charcoal lace-up boots with white laces. In a planted, bent-knee stance, he holds a dark-steel, wood-furnished pump-action shotgun close beside his chest, with brass knuckles over his gloves.

