Lord Funk

Strength
6c
Agility
5d
Intellect
6x
Willpower
10d

Hand Size:
Edge:
4 (25)
2

Origin:

Omar Groud was originally an otherwise ordinary human, until intense training of the mind, body and spirit made him psi-active. A powerful empath, Omar has mastered every power within that discipline, and is thus an empathic overmind - which has visibly changed his body!

Powers:

Trained Psionics (Empathic Powers, Overmind):

Having worked on this discipline for the majority of his lifetime, Omar has finally evolved into an empathic overmind. He wields all the powers in this psionic discipline, though he favors those listed below - he's worked them to a higher than normal power level.

Empathy (a) (w): cornerstone of the empathic discipline of power, this art allows Omar to sense the innermost feelings of others with intensity 16 ease. He may also transmit his emotional state to others if desired, doing either within far missile distance of his person.

Empathic Hammer (t) (w): by randomly altering the emotional states of others with astonishing frequency, Omar can cause considerable psychic harm. This intensity 15 power inflicts like damage to those Omar can pass an easy difficulty Empathic Hammer (willpower) action against.

Healing / Others (s) (s): Omar is an intensity 20 healer. He can restore that much lost Health to a person in one fell swoop. This works by flooding the target's body with essential energies, and may only be done once per day without ill effect on others.

Regeneration / Self (a) (s): to avoid metabolic overload, Omar recovers from lost Health with this power instead of a conventional healing. Functioning at intensity 15, this art restores a card of Health on each exchange with a non-negative aura draw.

Cancer (t) (s): a rather hideous use of essential energies, this power heals and supercharges cancer cells in the body of its target. This inflicts intensity 13 SD metabolic damage on a successful easy difficulty Cancer (strength) action.

Recovery (s) (s): in addition to being able to repair direct damage suffered by others, Omar may heal ability score and power losses. Unless it was caused by metabolic overload, Omar may restore up to fifteen points of lost ability or power scores with this intensity 15 power per day.

Resurrection (a) (s): a master of life, Omar has the ability to restore it to those who have passed! He can perform this awesome feat with intensity 15 skill, doing so in two steps: first he must repair a deceased body, and then he must recover its missing anima.

Death Ray (t) (s): Omar is also a master of death, as well. He may fire a beam of anti-life energies at anyone within Near distance who irks his ire, a beam which will inflict intensity 13 metabolic damage with each entropic strike, and functions against Willpower instead of Strength.

Decontamination (s) (s): this skill is useful for removing the taint of anti-life energies - namely those involved with the undead. The power inflicts intensity 11 metabolic damage to undead beings directly, and can prevent the living from becoming undead with like power.

Other Empathic Powers: thanks to his overmind status, Omar actually has all of the known empathic powers, but the ones listed above are his personal favorites. He has the other empathic arts at intensity 3, talents at intensity 4, and skills at intensity 5.

Hindrances / Augmentations:

(none)

Equipment:

Cane (s): Omar carries a funky, oversized cane on him at all times. It is made from titanium steel, and is topped with a mirrored disco ball about two inches in diameter. This item has an effective material strength of 16, and can inflict Omar's Strength +2 per strike.

Skills:

Boxing (s): in addition to his potent martial arts prowess, Omar is quite good in the fine art of fisticuffs. He can divide his pre-card play action score between two unarmed melee attacks, the last of which will occur as a contingent action.

Martial Arts (a): in the event that he does not have access to his psionics, Omar can still put up a good fight. In unarmed combat, he can use either his Strength or Agility to resolve attacks, and may reduce the difficulty of actions meant to dodge attacks or catch thrown weapons.

Skill / Staves (s): as his personal weapon is an oversized cane with a crystal cap in the shape of a disco ball, Omar has learned how to wield this thing effectively in combat. He makes melee attacks with his cane, not to mention other, similar weapons, at a reduced difficulty level.

Trance: Omar can slow his bodily processes to enter a trance - one so deep that he appears dead. He has a minimal need for food, water, and air, and if he can pass an average difficulty Willpower (intellect) action, those viewing him in this state will believe him to be dead.

Contacts:

As one of the ten leaders of Mindwatch, Omar can readily rely upon the group for assistance in a pinch; after all, he's done more for them than they can ever hope to repay. He's also on relatively good terms with his fellows in the first Boogie Brigade - those who still live, anyway.

Calling:

Protector, with a secondary calling of World Domination: Omar wishes to do good with his powers, having originally sought them to help those in need. He seems to be very high on his own self-importance lately though, and could easily slip into sheer villainy.

Costume:

Omar doesn't go for the standard Mindwatch theme. He does wear leather pants, but they have faded to gray from age. He complements this with a rainbow tie-dye shirt, a well-worn pair of old, brown leather sandals, and a pair of smoky, round-rimmed sunglasses.

Personality:

Omar keeps his feelings close to the vest, since he's so used to sensing everyone else's emotions all the time. He generally tries to do the right thing, but there's an adage about absolute power, and sometimes Omar thinks that other people ought to more readily do what he asks of them...!

Real Name: Omar Groud
Occupation: Mindwatch administrator
Legal Status: citizen of Canada with no known criminal record
Marital Status: married
Alias(es), if any: Funkenstein (his original 'hero' name back in the Day)
Group Affiliation: the Boogie Brigade, Mindwatch

Height: 6'
Hair: golden
Eyes: golden
Weight: 175 lbs
Other Distinguishing Characteristics: Omar's hair and eyes are golden in color, though both his eyes and afro were originally brown. Psionic abilities normally don't leave a visible, permanent mark on their wielder, but Omar's extreme power seems to have done just that.

Story:

Omar's story began back in the '60s, during a micro-bus road trip to the States one day. There he and his ride fell victim to a freak happenstance (not Freakenstance, mind you), caused by a rogue psi. Luckily for Omar, the psionic vigilantes known to few as Mindwatch were on the scene.

Though Omar lived, he was seriously injured due to the rampage that Mindwatch's unnamed foe caused. He might have died if not for the intervention of a Mindwatch empath, who healed him up amazingly fast - with the mere snap of her fingers! Omar was fascinated by this act.

Fascinated so much that he had to know more. Though his saviors split with their captive foe, Omar started digging around for information on this mysterious group, and after two years his research took him to Tibet. There, he met the psis in their home, and asked them to teach him.

To transform him into an empath! Reading his mind, Mindwatch's leaders saw how much he knew about them, as well as his burning desire to do good with the power he sought. As such, they brought him into the fold, and allowed one of their number to take Omar under her wing.

Fast forward several years, and Omar had become a master empath. Wielding spectacular power, he returned to Canada, at which point he adopted a code name and fought crime. Toronto, Ontario had not seen the likes of Funkenstein, and he started to make a name for himself.

That's how Disco Head found him.

You see, that high tech innovator had run afoul of Gerald R. Ford, who was apparently possessed of demonic powers, and needed help in defeating the villain. Not an easy task, considering that a lot of people disinclined to take on the President of the United States.

Sensing that Disco Head was sincere in his claims, Omar decided to join his crusade, and became a member of the Boogie Brigade. When that group was assembled, they launched an assault on the White House, but were quickly beaten back by the leadership of the newly formed B.A.H.

This group, and ultra-secretive government agency built to deal with the threat of super-human beings, took the Boogie Brigade apart easily. When they were routed, most of the Brigade tried to flee, but only Omar and the original Miss Behavior evaded capture.

The rest vanished altogether.

Feeling the heat, thinking that the Man's new super-thugs were on his tail, Omar fled to Mindwatch's Tibetan facility. There he explained just what had happened in D.C., and how he strongly suspected that the group faced a new threat in the form of this B.A.H.

Though he fears it to this very day, Omar has yet to receive another visit by the Bureau of Ascendant Humans. Perhaps they don't know where Mindwatch hails from, or simply prefer not to face the group on its home turf. Regardless, Omar is exceedingly paranoid about being caught.

This is why he rarely leaves Mindwatch's headquarters. He remains in Tibet these days, usually within their fortress proper, only exiting the joint if something serious occurs with that requires his attention - or that Mindwatch's leadership must address together.

This is because, over the last thirty years, Omar has become quite a power in the Mindwatch organization. Already powerful when he was in the Boogie Brigade, the man has evolved into an empathic overmind, and one of the ten psis that guides the group on its ultimate mission.

This occurred shortly after Omar met the group's founder, a mysterious psi of incalculable power known only as Iomni, who asked him to accept the responsibility. Wary at first, what with him being not all that much of a leader to begin with, Omar reluctantly agreed to help run the group.

With that, Omar abandoned his original code name to be more respectable. After a fashion. Not that Lord Funk is all that much more dignified than Funkenstein, mind you, but it's got 'lord' in it. That and it does still somewhat refer to an emotional state, so it's not quite a disco reference.

That's what Omar would like you to believe, at any rate...

Extra Goodies:

Lord Funk Saga System 13 Text File Download

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