Continuing from the last post, this second row represents the SHARP resources that Buzzard can call into play.
Psi-Phon: Seril Wembler’s initial escape was aided by the recently promoted Lt. Cooper, who personally cornered the boy and gave him money and contact information rather than capture him. Since then Psi-Phon has had a symbiotic relationship with Buzzard, using his powers to track down and weaken super-villains to improve Cooper’s department’s numbers – his special psi-tracking and incarceration unit is called ‘the freakshow’. As long as Cooper keeps providing him with money, shelter and most importantly delicious new powers to try Psi-phon will keep working with him. Make the following updates:
* Node Level: Two
* Increase level to 3; he’s been at this a little longer and received some police training.
* Feel free to give him as wide an array of psionic powers as you like, since the police are feeding him other psis.
* He has an indirect access to a Security Clearance 18 and the small group of 8 special weapons SHARP officers in the Freakshow. While it’s clear that Cooper directly orders them it’s not clear whether his human officers or Wembler makes decisions about their tactics.
If the players are nosing around the Freakshow in the basic campaign Psi-Phon it’s likely because of Od (in a more extended conspiracy they might have backtraced Bandit as well) but if they haven’t Seril will buy time by trotting the art psycho out again as a distraction while the Freakshow hides itself.
If that doesn’t work Syril will move to a more physical confrontation. Low level as he may be in this incarnation he’s similar to Syler from _Heroes_ - a mass of possible powers that make it possible for him to take out the hero team. He’ll start, obviously, with other psychics to boost his own power but will take on anyone. The Freakshow agents will keep in the background for this, but will move in to take out wounded or tired heroes. Captured heroes will vanish into an off the books SHARP holding facility, since killing them is always more trouble than its worth.
Od & The Avant Guard
Omar Drekman was an early capture by the Freakshow, but Psi-Phon saw something of his earlier self in young Od and arranged to have him cut loose with supervision and hypnotic conditioning. Od now runs his collection of street gangs, as well as his elite Avant Guard, in the city as a dangerous theme villain that keeps both the street gangs and super-heroes occupied. Make the following updates
* Node Level 2
* Design his crimes to befit a theme villain – he should feel like a Batman villain with crimes that perpetuate his art fixation and a gang of thugs dressed to match his madness.
If the PCs enter the conspiracy through this node it’s because they’re either fighting gang crime and stumble on Od running his latest gang or because Od has received subliminal orders and is engaging in another multi-target art themed crime for the PCs to investigate/encounter and lose or have Od escape/ escape deathtrap or track down his current base. If the latter it’s because the Freakshow or Cooper is running some other op and needs the media distracted and Od is their go-to murderous lunatic.
Psychic heroes might suss out Od’s programming (not that he wouldn’t be crazy without it) and backtrack that to the Freakshow. Street detective ones will determine that there’s some linkage between Od and the Nicotines in that he never targets or recruits from them – there should be a war there and there isn’t. Any suspicious player might wonder how this guy keeps getting away, leading them to question SHARP and finding the Freakshow inside it.