FREEDOM FORCE

MENTOR

Val	CHA	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage
20	DEX	30	13-	OCV:  7/DCV:  7
20	CON	20	13-
10	BODY	0	11-
23	INT	13	14-	INT Roll:  14-
20	EGO	20 	13-	ECV:  7
10	PRE	0	11-	PRE Attack:  2d6
10	COM	0	11-

4	PD	2		Total:  10 PD (6 rPD)
4	ED	0		Total:  10 ED (6 rED)
4	SPD	10		Phases:  3, 6, 9, 12
6	REC	0
40	END	0
25 	STUN	0		Total Characteristics Cost:  95

Movement:	Running:	6"/12"
		Swimming:	2"/4"

Cost	Powers & Skills
67	Psionic Energy Manipulation:  Multipower, 67 points
4u	1) Psyche-Slash:  EGO Attack 5d6, Reduced Endurance (1/2 END; +1/4); 
	No Range (-1/2), END 3
7u	2) Cortical Suppression:  Drain INT 3d6, Area Of Effect (3" Radius; +1), Personal 
	Immunity (+1/4), END 7
3u	3) Instinct Dominance:  Mind Control 10d6, Telepathic (+1/4); Only To Make Target 
	Berserk (-1), END 6
2u	4) Telepathic Interrogation:  Telepathy 12d6; Extra Time (1 Turn; -1), 
	No Range (-1/2), END 6

12	High-Tech Costume:  Armor (6 PD/6 ED); OIF (-1/2)
25	Telepathic Communication:  Mind Link, any four minds

	Perks
15	Base:  The Freedom Fortress (75 pt. base)

	Skills
3	KS:  The Domain, 14-
3	Paramedic 14-
3	Systems Operation 14-
1	TF:  Small Spacecraft
3	Scientist
2	1) SS:  Energy X Physics 14-
2	2) SS:  Medicine 14-
1	3) SS:  Physics 11-
2	4) SS:  Superpower Physics 14-
155	Total Powers & Skills Cost
250	Total Character Cost

150+	Disadvantages
10	Distinctive Features:  Enlarged Cranium, Alien Behavior (Concealed With Effort, 
	Noticed)
15	Hunted:  Lord Dominion (More Powerful, Kill), 8-
15	Hunted:  Nuclear Winter (More Powerful, Kill), 8-
15	Psychological Limitation:  Altruist (Common, Strong)
15	Psychological Limitation:  Scientific Curiosity (Common, Strong)
15	Psychological Limitation:  Seeks To Protect Earth From Aliens (Common, Strong)
10	Vulnerability:  x2 STUN from Radiation Attacks (Uncommon)
5	Experience
250	Total Disadvantage Points

Background/History: In 1962, Earth attracted the attention of an alien tyrant called Lord Dominion, or 'the Warlord.' Using advanced technology and a vast army, he had formed an empire called simply The Domain, which had conquered not only other planets but other dimensions. Surveying his holdings, Lord Dominion found only one world with sentient life that was not within his Domain: Earth. In his sadism, Lord Dominion decreed that he would not simply invade Earth with troops, but cause the world to destroy itself. When his Praetor, a senior official, asked Lord Dominion how this was to be accomplished, Lord Dominion told him they would give the humans Energy X—the Domain's secret weapon! Energy X was an unquantified radiation that could cause life-forms exposed to it to become smarter, faster and stronger. Lord Dominion told the Praetor to gather several canisters of Energy X and select the most venal, aggressive and evil members of the human species for exposure, enabling the criminals to become warlords who would bring ruin to their planet.

However, one other advisor heard the tyrant's speech to the Praetor. Another advisor to Lord Dominion, called the Mentor, realized that the warlord's plan would destroy any chance of creating opposition to his rule by eliminating the last world that could oppose him. But Mentor also realized that he could seize the Energy X for himself and devise a counterstrategy; going to Earth, he could seek out heroes who might wish to fight the Domain, and use the energy canisters to empower them. Mentor successfully commandeered the ship the Domain was sending to Earth, but did not escape unnoticed, and several attack craft followed the ship through the warp gate to Earth. Mentor was convinced that the Domain would not pursue him into Earth's atmosphere and reveal their existence to Humanity too early, but at the last second, a lucky shot hit one of his engines, and Mentor's craft broke up over Patriot City, the Energy X canisters scattering in various areas, leading to random radiation accidents.

Mentor was apparently dead. However, his mind transferred itself into the body of a triple-murderer on Death Row called "Clubber" Johnson. Once he realized where he was, it was a simple matter for Mentor to fake the death of the condemned man and make his way into the world. Gathering as much of his technology as he could, Mentor concealed his presence from the world until he could attempt to resume his plan. Finding that several people, both good and evil, had been exposed to Energy X, Mentor became one of the heroes in order to guide their path.

Personality/Motivation: While he accepts Minuteman as the natural leader of Freedom Force, it is in fact Mentor who is not only the brains of the outfit but its reason for being. He would willingly do whatever it takes to preserve humanity from the threat of the Domain, and seeks to educate his colleagues in that regard. At the same time, Mentor is a being of science from a more advanced civilization, and he often sometimes feels resentful at the sacrifice he made by giving up that civilization in order to educate and protect such a primitive race of beings.

Quote: "For the good of all!"

Powers/Tactics: Mentor is a natural Psionic, whose powers will (with experience) enable him to manipulate various forms of energy directly. At the beginning of the game, he is mainly limited to telepathic effects. Mentor is arguably the weakest member of the Freedom Force team in combat, as most of his powers operate at No Range, and his natural defenses are lacking. However, his Cortical Suppression can render the average being (with an 8-10 INT) effectively stupefied if the target is reduced to negative INT. Mentor's most effective combat power is definitely the Instinct Dominance attack, which does work at range and can cause members of the enemy team to attack each other and do much of the heroes' work for them.

In some ways Mentor is most effective behind the scenes. With his access to alien science, he constructed the Freedom Force base, which includes medical facilities, labs, and citywide scanners allowing the team to detect new Energy X signatures around town so the incidents can be investigated. Mentor's telepathic abilities also allow him to act as a virtual 'switchboard' by linking up to four others at once, enabling perfect communication between teammates even if Mentor is not with them in the field.

NOTE: The Freedom Force game doesn't operate under HERO System 5th Edition's rules convention that Mental Powers operate on different 'classes' of minds, and Mentor's telepathic powers can work on all animate targets, including giant insects and robots. If the GM wishes him to have 'Alien', 'Animal' or 'Machine' classes of minds, Mentor either needs more points or lower Damage Classes on his powers.

Appearance: Mentor's human body still appears somewhat alien because of his now-enlarged cranium and his often strange mannerisms. Mentor is bald with startling green eyes. He wears a green and purple costume with a purple cape and a metallic crown-type headdress. On his chest is a metallic symbol that vaguely looks like an 'M'.

[Freedom Force characters copyright 2002 Irrational Games LLC. HERO System write-up by James Gillen]


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