Now for a huge post. The reworked, revamped and updated for 3rd edition organization, The Center.
The Center The Center, the simple name given for an organization that exist throughout many realities and has an unusual goal. To obtain, catalogue and, either contain or study and replicate for eventual public use, items of an exotic nature. Whether magical, technological, etc. in nature. This goal has extended to include the capture and study of unusual creatures, normally at branch facilities instead of their main base.
Founded in 1222 in an undisclosed location in England in an unnamed reality, a cabal of powerful wizards sought to limit the influence of their dark counterparts. Thus they began to obtain any and all magical items they could, to keep them out of the hands of the foolish or arrogant that would use them and endanger humanity. Most were minor items that would be dangerous only in the hands of the creative, but some truly ancient artifacts were sealed away in the vaults of the first base.
Almost 300 years pasted, when an artifact of unknown origin came into their possession. Simply called the Gate of All Realities, their studies of it lead to being able to make lesser copies. Expanding their organization into other realities, they saw the same threats and worse in other worlds. Even ones capable of destroying all realities. Thus new bases and groups were set up as needed. Some realities were deemed, and still are, off-limits, either due to having powerful defenders already or being too hostile to human life.
The existence and more frequent visits of alien crafts to different Earths lead to the expansion of their original goal. With alien devices lost by their owners or simply left behind, the group which would become The Center began to obtain and contain them as well. With the late 19th and early 20th centuries adding even more exotic items, such as steam tech and O.O.P.O. or Out of Place Objects, to their list of items to obtain and keep from the general public. It was also around this time they settled upon the name they still use to this day, The Center.
By the 1930s their goals once again expanded, to include the capture and study of unusual creatures, as well as trying to replicate some of the more benign items for eventual public use. The exact extent of the resources available to The Center are unknown, as they could exist in anywhere from 10s of thousands to millions of realities. With contacts almost everywhere on each Earth they are located, they can find and obtain nearly anything they choose to.
Due to the extent of their reach, full details on their total membership, direct resources and equipment, as well as number of bases, is impossible to gauge for those outside the organization and even many within it. As such membership numbers, resources, etc. below refer to those available to just 1 reality's worth of The Center.
Leadership:Each Center base and operations has a 7 member council to oversee all activities in a particular reality. Votes on what to do with any newly obtain items, etc. fall to them.
Members and Staff: Each base has 1,000 basic staff members, who take care of maintenance, repairs, food preparation for all staff and can act as back-up medical personnel in case of emergencies. The security personnel number 600 strong, outfitted with the best armor and weapons while still allowing mobility so they can best do their job. Medical staff members are highly trained and have access to tools other doctors can only dream of, numbering around 200 in total.
Those who study items and creatures are split between the scientists and arcanists, numbering around 500 and 300 respectively. Then there are the operatives who go out and obtain the items and creatures, from the field agents outfitted with armored suits designed to handle nearly any threat, to the stealth operatives whose suits allow them to sneak in anywhere. Around 200 field agents and 80 stealth agents are active at any time.
Unique/Custom Equipment Available Any equipment from the main book is available to any staff member upon request. Unique/custom pieces of equipment used by members and staff of The Center are included below.
Advanced armors
Basic security personnel armor: This advanced armor is comprised of a ceramic/plastic hybrid, based upon a studied O.O.P.O. It includes temperature control and H.U.D. display on the helmet visor, as well as exoframe strength enhancement.
Basic Security Armor: Enhanced Advantages 4 [Improved Aim, Precise Attack [Ranged, Cover], Ranged Attack 2,], Enhanced Strength 2, Immunity 2 [cold, heat], Protection 4, Impervious • Cost: 18 ep
Flexible Medical Armored suit: This suit is designed for medical personnel, allowing them to maintain full hand dexterity despite wearing gloves. Made of an advanced plastic/rubber hybrid and tear-proof, it provides greater protection than even police body armor and protects the wearer from all environmental and biological threats.
Flexible Medical Armored suit: Immunity 10 [life support], Protection 4 • Cost: 14 ep
Basic personnel suit: An advanced fabric of secret design, it acts as body armor for the wearer, is immune to chemical damage and self-repairing. Can be made to look like any normal work outfit.
Basic suit: Feature 1 [Self-repairing], Immunity 5 [chemical damage], Protection 3, Subtle • Cost: 10 ep
Scientist suit: These suits appear to be basic hazmet suits, designed from advanced plastic/rubber composite. They provide full life support for the wearer and advanced body armor.
Scientist suit: Immunity 10 [life support], Protection 4, Impervious • Cost: 18 ep
Arcanist clothes: A tough denim/kevlar weave, these clothes are covered in various arcane runes, designed to completely protect the wearer from all forms of magic.
Arcanist clothes: Immunity 10 [magic-descriptor], Protection 4 • Cost: 14 ep
Center Tactical Armor-01: An advanced piece of technology designed to allow field agents to face off against even the likes of dragons or alien warships and come back alive. Composite ceramic armored plating is reinforced by a personal force field. An anti-gravity unit allows flight at speeds up to 120 mph, the exoframe provides enhanced strength, response time and stamina, while full life support is provided by a sealed system.
A multi-sensor array is built into the helmet's H.U.D. display, able to detect electromagnetic energy and magic, sight in any lighting, scan through any substance except lead and microscopic zoom down to the atomic level. Powerful blaster units mounted on the top of the arms can shift and change to any technological form as needed, while power negator cannons capable of taking out any magical or technological effect are shoulder-mounted.
Center Tactical Armor-01: Armor with force field: Protection 3, Impervious, Sustained, Protection 4, Impervious;Anti-gravity unit: Flight 6 [120 mph]; Built-in exoframe: Enhanced Advantages 2 [Great Endurance, Improved Initiative], Enhanced Strength 5; Life support systems: Immunity 10 [life support]; Multi-sensor array: Senses 22 [Detect Electromagnetic energy [Acute, Extended, Ranged], Detect magic [Acute, Extended, Ranged], Darkvision, Direction Sense, Distance Sense, Microscopic Vision 4, Vision Penetrates Concealment [except lead], Radio, Time Sense]; Blaster unit/power negator array: Ranged Damage 12, Affects Insubstantial 2, Incurable, Precise, Variable Descriptor 2 [any technological], Alt powers: Nullify [magical-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained, Nullify [technological-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained • Cost: 101 ep [Can be built as Removable device if wanted.]
C.S.A.-02: These advanced suits as designed with stealth in mind, capable of allowing the wearer to infiltrate nearly any place with ease. Armor made of light composite plating is reinforced by an advanced force field. The same anti-gravity unit as the Center Tactical Armor-01 allows flight at speeds up to 120 mph, while the light-weight exoframe enhances the wearer's agility and reflexes a great degree. Full life support systems are included as well.
Advanced chameleon technology allows full masking from all senses, including magical ones. While retractable enchanted fingerblades on the gloves allow both easier climbing and the ability to cut through nearly any substance. The mask and built-in visor enhance normal hearing to a great degree and allow the detection of many spectrums of energy, magic and technology.
C.S.A.-02: Light-weight armor with advanced force field: Protection 4, Impervious, Subtle, Sustained, Protection 2; Anti-gravity unit: Flight 6 [120 mph]; Light-weight exoframe: Enhanced Advantages 3 [Improved Initiative 3], Enhanced Agility 4; Life support systems: Immunity 10 [life support]; Chameleon tech: Concealment 10, Passive; Retractable fingerblades: Enhanced Skill 4 [Athletics 8, Limited to Climbing checks], Strength-Based Damage 8, Affects Insubstantial 2, Penetrating 5; Sensors: Senses 17 [Normal Hearing [Accurate, Extended], Detect Magic [Ranged], Detect Alien Technology [Ranged], Detect Advanced Technology [Ranged], Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion] • Cost: 88 ep [Can be built as Removable device if wanted]
Advanced weapons
The Center Blaster Rifle: An advanced pulse electromag rifle with the ability to affect even spirits and incorporal beings. It has an advanced targeting system that helps aim and is rapidfire capable.
Center Blaster Rifle: Ranged Damage 8, Accurate, Affects Insubstantial 2, Multiattack, Precise • Cost: 28 ep
Optional Extras: The Center Blaster Rifle can be outfited with additional options, each activated with a dial. These include a sleep ray [Ranged Cumulative Affliction 8, Resisted by Fortitude, Fatigued, Exhausted, Asleep, Accurate, Affects Insubstantial 2, Precise], repulser/tractor beam [Move Object 12], Energy Webbing [Ranged Cumulative Affliction 8, Hindered and Vulnerable, Defenseless and Immobile, Accurate, Affects Insubstantial 2, Extra Condition, Precise, Resisted by Dodge, Limited Degree] and power disabler ray [Ranged Cumulative Affliction 8, Resisted by Will, Powers Impaired, Powers Disabled, Transformed [powerless], Accurate, Affects Insubstantial 2, Precise]. Each above option is an alternate effect to the blaster's Ranged Damage and cost 1 ep.
Center Blaster Pistol: A smaller and more limited version of the Center Blaster Rifle. It can't have any of the optional extras the rifle can and tends to run out of juice faster as well.
Center Blaster Pistol: Ranged Damage 5, Accurate, Affects Insubstantial 2, Multiattack, Precise • Cost: 19 ep
Advanced Stun Gun: A piece of reversed engineered alien tech, this gun fires a beam which disrupts the nervous system of the target or electrical systems of machines.
Advanced Stun Gun: Ranged Affliction 6, Resisted by Fortitude, Dazed, Stunned, Incapacitated, Affects Objects • Cost: 18 ep
Paralyzer Ray: A device which appears to be a simple rod, it can fire a powerful beam of energy which can paralyze any living being. Normally used in concert to take down big and tough creatures.
Paralyzer Ray: Ranged Affliction 8, Resisted by Fortitude, Hindered and Vulnerable, Defenseless and Immobile, Paralyzed, Accurate, Extra Condition • Cost: 25 ep
Advanced gear
Portable scanner unit: Able to create an advanced 3D image of an area, enabling easier location of clues, hidden items, traps and other details and in less time.
Portable scanner unit: Enhanced Skill 4 [Investigation 8, Limited to Search checks], Quickness 3, Limited to Search checks • Cost: 3 ep
Advanced medical kit: An advanced piece of technology with medical scanners and nanites which can be programmed to rapidly repair injuries or cure sicknesses.
Advanced Medical kit: Healing 4, Check Required 4 [Treatment DC 14], Distracting, Persistent, Restorative, Stabilize • Cost: 6 ep
The Center Containment Unit: A portable armored vault, designed to contain almost any power or energy in the universe and beyond. It contains a portal to a localized pocket dimension which can hold items of nearly any size and up to 100 ton limit per item/creature. The actual physical vault appears to be made of rune-inscribed iron and has a personal anti-gravity unit so it can be easily moved. Each unit of field agents is outfited with one and kept in their unit van.
Center Containment Unit: Feature 2 [Floats up to 5' off ground, Only those wearing Center Tactical Armor-01 can open and close door to containment unit or move it], Movement 1 [Dimension Travel [pocket dimension], Extra Rank 9, Increased Mass 12 [100 tons] • Cost: 25 ep
Center omni-tool: A simple device made of morphic metal, it can repair any damage done to itself and change into any tool needed.
Center omni-tool: Enhanced Advantage 1 [Improvised Tools], Feature 1 [Self-repairing] • Cost: 2 ep
Center Vehicles/Mecha
The Center Titan: The Titan is the ultimate weapon available to the Center, besides the numerous items stored in their bases for emergency use. It is a humanoid mecha designed for dealing with the likes of ancient dragons, awakened and berserk golems, alien warlords and their resources, and other threats of similar power level. Expensive and bulky, they are only sent out when absolutely needed.
Made of enchanted and rune covered mythril, each one is human in appearance, like Talos of ancient myth. Varying in size from 16' to 30', each one weighs 14-25 tons but is lighter than it appears due to the enchantments. A one-man unit, the operator can maneuver like a giant human. Sealed against the environment, the mecha provides superhuman strength and stamina to the wearer.
The operator can detect magical energy, the distance to things and has true sight. The armored plating has powerful protective runes, capable of taking fire from the maingun of a battleship with little to no harm. Various weapon systems include arcane energy grenade launchers, variable shoulder-mounted cannons, palm ion cannons, arcane energy missile barrage, chest magical energy discharger which creates a cone of magical energy that can affect even insubstantial beings and its most powerful weapon, a massive energy made of magic which takes both hands of the mecha to wield and can harm virtually anything.
Center Titan: Armored Form: Impervious Toughness 2, Protection 10, Impervious; Giant Form: Growth 8 [Innate, Permanent; +8 Str and Sta for operator, +4 Intimidation bonus, +1 Speed, -8 Stealth, -4 Dodge and Parry]; Sealed Systems: Immunity 10 [life support]; Advanced Movement systems: Speed 4 [30 mph], Alt: Flight 2 [8 mph]; Sensors: Senses 12 [Detect Magic [Extended, Ranged], Distance Sense, Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion]; Weapon Systems: Magic Energy Blade: Weaken Toughness 10, Affects Object, Linked to Damage 20, Alt Effects: Variable Shoulder-Mounted Cannons: Ranged Damage 15, Extended Range 4, Incurable, Split 2, Variable Descriptor 2 [any technological], Arcane Energy Grenades: Ranged Damage 14, Area [Burst], Activation [Standard Action, -2 points]; Palm Ion Cannons: Damage 14, Area Line 2 [15' wide, 60' long], Activation [Standard Action, -2 points]; Arcane Energy Missile Barrage: Ranged Damage 10, Area Burst 2 [60' radius]; Chest Magical Energy Discharger: Damage 12, Cone Area 2 [120' cone], Affects Insubstantial 2, Incurable, Precise • Cost: 111 ep [Can be built as Removable device if wanted, raises Field Agent to PL 15 when using it.]
Field Van: The basic van given to a unit of field agents. Armored tougher than a tank, immunity to all forms of magic for it and its occupants. Appearing to be a simple black van from the outside, the inside is covered in runes. A Center Containment Unit is kept in the middle and brought out through the side doors, while the back has a mounted nullifier cannon which can take out almost any magic or technology in one hit.
Field Van: Crew: 1 [driver]; Size: Huge; Strength: 10; Speed: 9 [1k mph]; Defense: 8; Toughness: 14, Impervious 10; Features: Alarm 3 [DC 30], Navigation System, Remote Control, Smokescreen, Immunity 10 [magical-descriptor], Mega-Nullifier Cannon: Nullify 10, Broad [magical], Concentration, Simultaneous, Sustained, Linked to Nullify 10, Broad [technological], Concentration, Simultaneous, Sustained • Cost: 157 ep
Skystriker: An advanced jet of alien design, it is capable of speeds up to 128,000 mph, although it normally keeps to 1,000 mph in atmosphere. An advanced armored hull hides systems capable of detecting foes as far away as the Earth's moon with ease. Dual laser cannons and energy torpedo launchers make up the extent of the weapon systems. An emergency teleport system sends the pilot back to The Center base if the ship is in danger of being destroyed.
Skystriker: Crew: 1 [pilot]; Size: Huge; Strength: 10; Speed: 16; Defense: 8; Toughness: 16, Impervious 11; Features: Alarm 5 [DC 40], Navigation System, Emergency Teleport System [Teleport 20, Extended, Extended Only, Limited to Emergency Escape [-2]], Weapon Systems: Dual Laser Cannons: Ranged Damage 12, Extended Range 6, Multiattack, Alt Effect: Energy Torpedos: Ranged Damage 10, Extended Range 6, Area Burst • Cost: 115 ep
Space City: Each Center base only has one of these, a city space base in orbit around the moon, capable of supporting up to several cities worth of living beings. Its hull is self-repairing and made of an alloy which is kept secret, all but unbreakable by most weapons. Hydroponics bays and water reclimation systems keep food and water in good supply, while oxygen scrubbers allow for trips to last years without going to port. They definately can defend themself, with high-powered blaster cannons and defensive lasers. PL is 20 for each Space City.
Space City: Size: Awesome; Toughness: 20, Impervious; Features: Communications, Computer, Defense System [non-lethal stun rays and gases interior; defensive lasers and blaster cannons exterior], Dual Size: Awesome+3, Fire Prevention System, Gym, Hanger, Holding Cells [Toughness 30], Hydroponics bays and water reclimation systems: Immunity 1 [starvation and thrist], Infirmary, Isolated [in space], Laboratory, Library, Living Space, Personnel [maintenance robots], Power System, Self-Repairing, Unbreakable Hull and Rapid Self Repair: Regeneration 10, Persistent, Workshop • Cost: 55 ep
Headquarter: Each Center base is designed using dimensional folding techniques, allowing them to be much larger on the inside than the outside. The exterior appears to be a warehouse with basement level parking. A hidden elevator leads to the true base interior, only accessable by registered staff personnel.
Built underground, the exterior of the base is the size of a small town but the interior is the size of a large city. A massive garage is used to store all vehicles, including aircraft. Aircraft have to be raised above ground before use. Advanced technological and magical advancements include the following: A teleportation system that is accurate and can transport anyone or anything up to 16k miles, as long as the mass doesn't exceed 100 tons. Minimum distance for teleports is 2 miles. ; Advanced and accurate tractor beam system all over the base which prevent injury from falls and falling objects, as well as being able to move anything up to 6k tons as needed.
An advanced force field array can do the following anywhere in the base or cover the base: Cosmic level impenetrable force field that can affect even insubstantial beings and selectively filter anything down to microbes, generate force fields over interior walls, doors, etc. up to and including the holding cells, form plugs to seal holes in walls and most important of all, to form individual containment fields for any device within the base, tuned to the individual item.
DNA scan and vocal recognition are used to access the hidden elevator. The first sub-basement is the infirmary, used for recovery and detox area, including radiation clean up. The area includes advanced scanners both technological and arcane in nature, which can detect anything concealed including invisible intruders or shapeshifters. All staff must be checked out on this level before being given the all-clear to access further levels of the base.
2nd sub-basement is the largest floor in the facility, acting as a dorm for staff as needed, although most have homes to go to away from work. Male and female sections are sub-divided, along with special quarters for each member of the council to use as they please. Public bathrooms and a large den with rec room area are included for staff needs.
3rd sub-basement is divided between two sections. The mess hall, for those who don't have time to cook for themselves, includes a large selection of foods from countless cultures. A gymnasium with olympic-sized swimming pool and full acrobatics gear makes up the other section with first aid stations for emergencies. Back-up arcane reactors are kept on this level as well, behind reinforced walls and only accessible by authorized personnel.
Sub-basement 4-10 are outfitted with advanced labs, both scientific and arcane, and containment units. All designed for the ability to safely [or as safe as possible] study any and all items brought into The Center by field units. Each level down handles increasingly dangerous items, from sub-basement 4 from the Babel Stone is kept; to sub-basement 10 where the Omega Stone is kept contained and studied.
Each Center base uses a different main power supply, designed to best work with the staff they have. Plasma energy generator contained in an induridium shell, arcane reactors drawing upon the mystical energy of the Earth and a gateway into a dimension of energy siphoned into a converter unit are but a few examples.
An advanced computer array controls the base systems and holds data on anything which has been studied by the Center in any reality. Each sector has their own com channels and containment systems, so if one goes down they all don't. Certain sectors have been redesigned from the past, from when they are used to hold creatures for study.
All creature studies are now done at additional facilities away from the main base. This is due to an incident in reality #22, where a dracoant got loose and nearly destroyed 3 levels of the facility. [Reality #22 notes: A Freedom City divergent, few heroes died fighting Omega and his Terminus forces. Centurion survived his fight with Omega and went on to found the Freedom Legion. Bases for such in each major city on Earth, as well as a moon base. ] Each base is PL 20.
Headquarter Stats: Size: Awesome; Toughness: 20; Features: Combat Simulator, Communications, Computer, Concealed 3 [+20 DC], Defense System [advanced arcane and technological weapons], Dimensional Portal 2 [all alternate realities], Dual Size: Awesome+2, Environmental Control [Any room can create any environment as needed], Fire Prevention System, Force Field Array: Protection 17, Affects Insubstantial 2, Features 3 [Containment Field, Interior Field, Plug], Impervious, Selective, Sustained; Garage, Gym, Hanger, Holding Cells [Toughness 30], Infirmary, Laboratory, Library, Living Space, Personnel [various human staff members], Power System, Secret 3 [DC +20], Security System 5 [DC 40], Self-Repairing, Teleport Systems: Teleport [Others] 14, Accurate, Distracting, Extended, Extended Only, Increased Mass 12 [100 tons], Tractor Beam Array: Move Object 18, Feature: Accident Proofing [Any object or living being that falls will be caught by the array before they are cause harm or are hurt], True Sight: Senses 10 [Detect shapeshifters, Ranged] Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion, Linked to Security System], Workshop • Cost: 50 ep
Security Personnel PL: 8 Minion Rank: 7
Abilities
Strength 4, Stamina 2, Agility 2, Dexterity 3, Fighting 4, Intellect 1, Awareness 2, Presence 1
Equipment
Basic Security Armor: Enhanced Advantages 4 [Improved Aim, Precise Attack [Ranged, Cover], Ranged Attack 2,], Enhanced Strength 2, Immunity 2 [cold, heat], Protection 4, Impervious, 18 ep; Center Blaster Rifle: Ranged Damage 8, Accurate, Affects Insubstantial 2, Multiattack, Precise plus 2 Optional extras, 30 ep. 2 ep to get additional equipment as needed.
Advantages Benefit [Center security clearance], Equipment 11, Improved Aim, Precise Attack [Ranged, Cover], Ranged Attack 2, Uncanny Dodge
Skills Deception 4 [+5], Expertise: Tactics 6 [+7], Expertise: Security Guard 6 [+7], Insight 4 [+6], Intimidation 6 [+7], Perception 7 [+9], Ranged Combat: Blasters 1 [+4], Treatment 4 [+5], Technology 6 [+7]
Offense
Initiative +2
Center Blaster Rifle +8, Ranged, Damage 8, Affects Insubstantial 2, Multiattack
Defense
Dodge 10, Parry 8
Toughness 6/2*, Fortitude 8, Will 8
*Without Basic Security Armor
Power Points
Abilities 34 + Advantages 22 + Skills 22 [44 ranks] + Defenses 24= 93 Total
Complications
Dangerous Work: The number of accident may be lower at the Center, but all work there is hazard duty.
Motivation-Responsibility: Each member of the Center staff knows how dangerous the things they handle would be in the wrong hands. Thus they work hard to keep them contained.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: Security Personnel are made up of various people from various backgrounds. But all are hardworking, dedicated beings who will not shirk from a fight, whether to contain an out of control artifact or creature, or to prevent their theft.
Security personnel is divided among the base levels in this way: 10 on the first floor of warehouse cover, 20 stationed throughout warehouse basement cover, 30 for 1st sub-basement, 2nd and 3rd sub-basements each have 15 guards on duty, 4th-9th sub-basement each have 65 guards on duty and the 10th sub-basement has 20 guards on duty stationed just outside the elevator and unable to access the rest of the floor.
Medical Staff PL:5 Minion Rank: 4
Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 0, Intellect 2, Awareness 3, Presence 2
Equipment
Flexible Medical Armored suit: Immunity 10 [life support], Protection 4, 14 ep; Advanced Stun Gun: Ranged Affliction 6, Resisted by Fortitude, Dazed, Stunned, Incapacitated, Affects Objects, 18 ep; Advanced Medical kit: Healing 4, Check Required 4 [Treatment DC 14], Distracting, Persistent, Restorative, Stabilize, 6 ep; Cell phone, 1 ep; PDA, 1 ep
Advantages Equipment 8; One of Attractive, Benefit [Well-off], Connected or Languages
Skills Deception 2 [+4], Expertise: Medicine 4 [+6], Expertise: Nurse or Doctor 6 [+8], Expertise: Psychology 4 [+6], Insight 5 [+8], Perception 3 [+6], Persuasion 4 [+6], Ranged Combat: Stun Gun 2 [+4], Technology 4 [+6], Treatment 10 [+12]
Offense
Initiative +1
Advanced Stun gun +4 , Ranged, Damage 6
Defense
Dodge 4, Parry 5
Toughness 5/1*, Fortitude 4, Will 6
*Without Armored suit
Power Points
Abilities 22 + Advantages 2 + Skills 22 [44 ranks] + Defenses 14= 60 Total
Complications
Motivation- Compassion: All Center medical personnel is chosen for their compassion and desire to help others. Healing the sick and injured is their calling, even helping out foes after they have been captured.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: All medical staff members are highly trained in their field, both doctors, nurses and field emts. Some come from successful medical practices, others from working outpatient clinics and even illegal clinics. Some use their looks to help them calm patients or get information out of treated enemies.
All are outfitted with an advanced medical suit which acts as body armor and provides full life support. Trained in the use of advanced stun guns so they can defend themselves and their patients. Each one is given an advanced medical kit with scanners and medical nanites to help with rapid treatment.
Scientific Staff PL:7 Minion Rank:5
Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 0, Intellect 5, Awareness 2, Presence 0
Equipment
Scientist suit: Immunity 10 [life support], Protection 4, Impervious, 18 ep; Center omni-tool: Enhanced Advantage 1 [Improvised Tools], Feature 1 [Self-repairing], 2ep
Advantages Inventor, Equipment 4, Second Chance [1 Expertise skill of choice or Technology checks], Ultimate Skill [1 Expertise skill of choice or Technology]; 4 from among these advantages: Benefit [Security Clearance, Wealth up to Independently Wealthy], Contacts, Eidetic Memory, Evasion, Languages up to rank 4, Skill Mastery [Expertise or Technology skills], Ultimate Effort [Technology]
Skills Deception 2 [+2], Investigation 7 [+12], 3 Expertise skills of choice: 1 at 12 [+17], 1 at 7 [+12], 1 at 6 [+11], Perception 4 [+6], Technology 12 [+17]
Offense
Initiative +1
Unarmed +0, Close, Damage 0
Defense
Dodge 4, Parry 3
Toughness 5/1*, Fortitude 4, Will 8
*Without Scientist suit
Power Points
Abilities 22 + Advantages 11 + Skills 25 [50 ranks] + Defenses 17= 75 Total
Complications
Dangerous Work: Working with items in the Center is worth hazard pay for a reason.
Motivation-Responsibilty: Each scientist who works for the Center feels it is their responsibility to both protect the public from dangerous items and study them for the betterment of mankind.
Owned: Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: The scientist of the Center are varied and numerous, each focusing on their own areas of study and being an expert within their chosen field. All are outfitted with protective suits and an omni-tool to use in their work.
Arcanist Staff PL:7 Minion Rank:7
Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 3, Fighting 0, Intellect 4, Awareness 4, Presence 1
Powers
Magic: Array [12 pp]
Chose base power and 2 Alternate Effects
Equipment
Arcanist clothes: Immunity 10 [magic-descriptor], Protection 4, 14 ep; Masterwork arcanist tools [+2 to Expertise: Magic checks], 1ep
Advantages Artificer, Equipment 3, Ritualist, Second Chance [Expertise: Magic checks], Trance, Ultimate Skill [Expertise: Magic], Uncanny Dodge; Any 6 of these advantages: Animal Empathy, Attractive, Benefit [Cipher], Evasion, Extraordinary Effort, Fascinate, Fearless, Languages, Luck, Sidekick [as familiar], Skill Mastery [Expertise: Magic], Teamwork, Trance
Skills Deception 6 [+7], Expertise: Magic 12 [+16], Expertise: Any two at 8 [+12], Insight 6 [+10], Perception 4 [+8], Ranged Combat: Magic 5 [+8], Technology 1 [+5]
Offense
Initiative +1
Magic +8, Ranged, Damage By Effect
Defense
Dodge 9, Parry 6
Toughness 5/1*, Fortitude 5, Will 9
*Without arcanist clothes
Power Points
Abilities 28 + Powers 14 + Advantages 15 + Skills 25 [50 ranks] + Defenses 23= 105 Total
Complications
Motivation-Responsibility: Like the original wizards who founded the Center, those working for them feel them must protect the public and prevent those who would abuse the power of magic items for their own gain. They study and seek to recreate those magic items which they feel could benefit humanity.
Owned: Owned: Equipment is owned by The Center and only given to staff as needed for work.
Power Loss: Arcanist cannot perform magic if unable to gesture and speak.
Description: From all branches of magic, from wiccan priestesses and druids, to hermetic mages and techno-mages, the arcanist of The Center are varied and diverse. But all are experts in their field of magic and magic in general, able to work with even artifacts with little fear thanks to the clothes they are outfitted with.
Basic Staff PL: 4 Minion Rank:
Abilities
Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 2, Intellect 2, Awareness 1, Presence 0 +1 to Strength or Intellect
Equipment
Basic suit: Feature 1 [Self-repairing], Immunity 5 [chemical damage], Protection 3, Subtle, 10 ep; Powerful Stungun: Affliction 6, Resisted by Fortitude, Dazed, Stunned, Incapacitated, 6ep; Center omni-tool: Enhanced Advantage 1 [Improvised Tools], Feature 1 [Self-repairing], 2 ep; 2 ep of additional gear
Advantages Equipment 4; Any 4 of these: Accurate Attack, Diehard, Evasion, Fearless, Improved Smash, Improvised Weapons, Skill Mastery [Any Expertise or Technology], Tracking
Skills 1 set of either: Deception 2 [+2], Expertise: Magic 4 [+6], Expertise: Sciences 4 [+6], Expertise: two of choice at 8 [+10], Insight 2 [+3], Perception 6 [+7], Technology 8 [+10] or Deception 2 [+2], Expertise: First Aid 6 [+8], Expertise: Chef 8 [+10] Expertise: 1 of choice 4 [+6], Perception 8 [+9], Persuasion 4 [+4], Technology 4 [+6], Treatment 6 [+8]
Offense
Initiative +1
Powerful stungun +2, Close, Damage 6
Defense
Dodge 3, Parry 3
Toughness 5/2*, Fortitude 3, Will 5
*Without Basic suit
Power Points
Abilities 18 + Advantages 8 + Skills 21 [42 ranks] + Defenses 8= Total
Complications
Dangerous Work: Maintenance work in the bowls of a Center base or working in the mess hall can be dangerous work. Especially when some magic, energy chemical somehow leaks or mixes with the food.
Motivation-Responsibility: The proud members of the staff know their work is important, so that the base can keep working and the rest of the staff can keep going.
Owned: Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: The basic members of the staff range from maintenance workers who have to deal with any number of problems, to the mess hall staff who keep everyone feed. They come from various callings in life, from janitors and electricians, to high school cafeteria workers and scientists out of work. The first set of skills are for maintenance workers, the 2nd for chefs in the mess hall.
Field Agent PL:10
Abilities
Strength 7, Stamina 3, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 2
Equipment
Center Tactical Armor-01: Armor with force field: Protection 3, Impervious, Sustained, Protection 4, Impervious;Anti-gravity unit: Flight 6 [120 mph]; Built-in exoframe: Enhanced Advantages 2 [Great Endurance, Improved Initiative], Enhanced Strength 5; Life support systems: Immunity 10 [life support]; Multi-sensor array: Senses 22 [Detect Electromagnetic energy [Acute, Extended, Ranged], Detect magic [Acute, Extended, Ranged], Darkvision, Direction Sense, Distance Sense, Microscopic Vision 4, Vision Penetrates Concealment [except lead], Radio, Time Sense]; Blaster unit/power negator array: Ranged Damage 12, Affects Insubstantial 2, Incurable, Precise, Variable Descriptor 2 [any technological], Alt powers: Nullify [magical-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained, Nullify [technological-descriptor] 7, Broad, Concentration, Distracting, Simultaneous, Sustained, 101 ep; Portable scanner unit: Enhanced Skill 4 [Investigation 8, Limited to Search checks], Quickness 3, Limited to Search checks, 3 ep; 47 ep to cover Team van and Containment unit; Cell phone, 1ep; Handcuffs, 1ep; Video Camera, 1ep; 6 ep of additional gear as needed.
Advantages Assessment, Equipment 31, Great Endurance, Improved Initiative, Ranged Attack 4, Set Up, Teamwork 2; 4 of these advantages: Accurate Attack, Chokehold, Defensive Attack, Diehard, Evasion, Fast Grab, Favored Foe, Fearless, Improved Aim, Improved Disarm, Improved Hold, Interpose, Leadership, Power Attack, Precise Attack [Ranged, Concealment], Redirect, Takedown, Taunt, Uncanny Dodge
Skills Athletics 2 [+9], Close Combat: Unarmed 7 [+13], Deception 8 [+10], Drive 4 [+8], Expertise: Center Agent 8 [+10], Expertise: Magic 8 [+10], Insight 8 [+10], Investigation 8 [+10] 16 [+18] Search Checks only, Perception 9 [+11], Persuasion 6 [+8], Technology 8 [+10]
Offense
Initiative +8
Blaster Unit +8, Ranged, Damage 12, Affects Insubstantial 2
Unarmed +13, Close, Damage 7
Defense
Dodge 10 Parry 10
Toughness 10/3*, Fortitude 8, Will 12
*Without Center Tactical Armor-01
Power Points
Abilities 50 + Advantages 43 + Skills 38 [76 ranks] + Defenses 17=154 Total
Complications
Motivation-Responsibility: To seek out dangerous items and contain them, to hunt dangerous creatures and subdue them. Center field agents do this to protect the public from the dangers they are unaware of.
Dangerous Work: Field work is the most dangerous of all, encountering artifacts first and fighting dangerous creatures.
Enemy: Various groups after the same items and creatures, along with of the creatures.
Honor: Never endanger civilians in a conflict, protect them with your life.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Description: Former military officers, highly experienced mercenaries, government agents. These are but a few of the people who rise to become a Center field agent. All are highly trained in numerous fields and experienced in combat, before they are trained as Center field agents. Now they are the best of the best and nearly nothing can take on a 4 man unit.
Outfitted with the Center Tactical Armor-01, it gives advanced protection from harm, full life support and an exoframe to enhance strength, reflexes and endurance. Advanced sensors, an anti-gravity unit allowing flight and powerful blaster units make them each one man armies.
Stealth Agent PL: 10
Abilities
Strength 1, Stamina 2, Agility 8, Dexterity 4, Fighting 6, Intellect 3, Awareness 4, Presence 1
Equipment
C.S.A.-02: Light-weight armor with advanced force field: Protection 4, Impervious, Subtle, Sustained, Protection 2; Anti-gravity unit: Flight 6 [120 mph]; Light-weight exoframe: Enhanced Advantages 3 [Improved Initiative 3], Enhanced Agility 4; Life support systems: Immunity 10 [life support]; Chameleon tech: Concealment 10, Passive; Retractable fingerblades: Enhanced Skill 4 [Athletics 8, Limited to Climbing checks], Strength-Based Damage 8, Affects Insubstantial 2, Penetrating 5; Sensors: Senses 17 [Normal Hearing [Accurate, Extended], Detect Magic [Ranged], Detect Alien Technology [Ranged], Detect Advanced Technology [Ranged], Vision Counters Concealment, Vision Penetrates Concealment, Vision Counters Illusion], 88 ep; Center Blaster Pistol: Ranged Damage 5, Accurate, Affects Insubstantial 2, Multiattack, Precise, 19 ep; PDA, 1ep; Digital Audio Recorder, 1ep; Compact Video Camera, 2ep; 4 ep of additional gear as needed
Advantages Agile Feint, Benefit [Cipher 5], Evasion 2, Fast Grab, Grabbing Finesse, Equipment 23, Improved Intiative 3, Improved Critical [fingerblades] 2, Move-By Action, Prone Fighting, Redirect, Takedown 2, Tracking, Uncanny Dodge
Skills Acrobatics 8 [+16], Athletics 4 [+5] 12 [+13], Climb checks only, Close Combat: Fingerblades 5 [+11], Deception 9 [+10], Expertise: Art 8 [+11], Expertise: Magic 8 [+11], Expertise: Center agent 6 [+9], Insight 5 [+9], Investigate 9 [+12], Perception 10 [+14], Sleight of Hand 8 [+12], Stealth 8 [+16], Technology 8 [+11]
Offense
Initiative +20
Retractable fingerblades +11, Close, Damage 9, Critical 18-20
Defense
Dodge 12, Parry 12
Toughness 8/2*, Fortitude 8, Will 10
*Without C.S.A.-02
Power Points
Abilities 50 + Advantages 42 + Skills 48 [96 ranks] + Defenses 22= 162 Total
Complications
Motivation-Responsibility: Stealth agents are the only ones who can get dangerous items or creatures out of the hands of the foolish and arrogant. They will risk anything to do so, to protect humanity.
Owned: Equipment is owned by The Center and only given to staff as needed for work.
Secret: Their very existence is unknown to the public, let alone their individual identities. Capture and being unmasked is not an option.
Description: The elite of the elite in The Center, stealth agents are specially trained to hone their skills and abilities to be able to avoid notice. They slip in and out of places like shadows, their C.S.A.-02 suit making them undetectable except by touch. With superhuman reflexes and agility, there are few who can catch them off-guard.
As part of becoming a stealth agent, all public and government records, save the Center's own records, are erased and all traces of who they were removed. Outfitted with a blaster for those times the fingerblades won't do and additional gear for recording things, they are the ultimate spies.