The criminal respon- sible for the Constable’s death came to the PCs’ hometown, got caught in the crossfire of a battle between the PCs and a villain, and the villain was fatally wounded. He needs a heart transplant or he’ll die. If he dies, the Con- stable’s purpose ends and he vanishes into the ether. Is keeping a foreign revenant-super- hero alive worth pulling strings to procure a heart transplant for a criminal (instead of a law-abiding citizen)? The PCs are working a cold case which has suddenly turned hot — a serial killer who once terrorized Toronto is at work in their home- town. The only cop with information on that case is a now-dead offi- cer named Ben Pinsent, whose revenant is the Constable. How can the PCs get the information they need out of him? After numerous com- plaints about PC mis- behavior and bad man- ners, a judge (or a team sponsor) orders the PCs to spend seventy-two hours in the company of the most polite, con- siderate, well-mannered superhero around — the Constable. Can they stand spending three days and three nights with a supernaturally polite Canadian?
200+ Disadvantages
5 Enraged: when someone insults the honor
of the Toronto PD (Uncommon), go 8-, recover 14-
10 Hunted: Vancouver Underworld 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Cap- ture/Kill)
20 Psychological Limitation: Code Versus Killing (Very Common, Strong)
20 Psychological Limitation: Must Be Polite (Very Common, Strong)
10 Reputation: wacko police superhero, 11- 10 Unluck 2d6
55 Experience Points.
Total Disadvantage Points: 350
Background: No one was quite sure who the Con-
stable was when he first appeared in the Toronto PD squadroom. Tall, polite, impossibly hand- some, he seemed like a big joke until the police checked the records and discovered an unnamed “Constable” was an official member of the force... and had been for the last 32 years. On a whim the superintendent sent him into the field. On his first day, the Constable stopped a bank robbery, broke an auto theft ring and two major narcotics rings, exposed a corrupt judge, persuaded five teen prostitutes to accept counseling, and returned an escaped tiger to the Toronto Zoo.
Not all of the Constable’s days were quite so dramatic, but it was clear from the beginning that “Dewey South” (a nickname bestowed because his mannerisms and abilities reminded people of the RCMP officer from the TV show Due South) was special. No one knew exactly what he was; Dewey just knew he was a police officer. He never went home, he just hung around the station... and had long conversations with the ghosts of murdered police officers, whom he could see and hear.
Needless to say, the Constable creeped every- one out at the station — they liked him, but he still creeped them out. Eventually the higher-ups decided he was a superhero and needed to be around other superheroes. So they made him the official Toronto Police liaison to the newly founded StarForce.
The members of StarForce found Dewey a little creepy too, but gradually they accepted him. In time they peeled back the layers of mystery surrounding his past. They discovered he wasn’t a living human being — he was a revenant, a spirit made flesh. In life, he’d been Constable Ben Pinsent, a 32-year veteran with the Toronto PD who’d been gunned down on the day of his retirement. He came back look- ing as he did when he was a rookie to solve his own murder. Realizing that solving his murder would end his revenant existence, Ben let that case remain cold so he could concentrate on policework. Superheroing, though more bizarre, was close enough to police work to serve as an acceptable substitute. He’s now gradually restor- ing ties to his (still unremembered) old life while serving as a member of StarForce. Personality: In life, Ben was an ordinary guy who swore a lot, drank too much, smoked, and was known as the laziest person on the force. Part of the Constable’s penance seems to be that he’s everything Ben was not: respectful, conscientious, diligent, capable. No one’s quite sure whether he’s atoning for his misdeeds or reliving the promise of his early career.
The Constable is polite to the point of irrita- tion, particularly as he explains his actions.
Quote: “Excuse me, Mr. VIPER Agent? I don’t mean to contradict your Nest Leader’s commands, but if you don’t surrender, I’ll be forced to admin- ister a sound thrashing. Please cooperate.”
Powers/Tactics: The Constable is a revenant — a
spirit who’s returned from death he assumed a corporeal form. But unlike most of his kind he’s set aside the mission that resurrected him to pro- tect the common good. His powers seem to reflect that desire to live in the modern world; his sole supernatural powers are extraordinary compe- tence (his high Characteristics) and the ability to talk to ghosts. Although he carries a standard issue Toronto PD sidearm, nobody’s ever seen him draw it, except to fire a shot in the air when he needs to settle an angry crowd.
The Constable prefers to negotiate and settle matters without violence. When this fails (as it does all too frequently), he sighs in exasperation, then closes to HTH Combat range to settle the conflict with his fists (or by Grabbing an opponent so one of his more powerful teammate can blast that foe). This tactic puts him at a disadvantage against opponents with Ranged attacks, though sometimes he’ll find just the right weapon lying beside him when he’s pinned down (Luck can be a very powerful ability).
Campaign Use: Aside from fitting one of the great Canadian stereotypes (which the GM can evolve the Constable away from it if it gets too irritating), the Constable is a good ally for someone who needs a Canadian superhuman investigator as an ally. He makes a great comic foil if the PCs want to play up the brash Ameri- can/calm Canadian comic contrast.
To make the Constable more powerful, add +6 PD/ED to his Combat Luck and give him more Combat Skill Levels (and possibly some PSLs). To weaken him, reduce his SPD to 5 and his STR to 25.
The Constable Hunts criminals in the city of Toronto. He Watches people suspected of crimes in the Toronto city limits.
Appearance: The Constable appears to be a handsome man in his mid-twenties, 6’2” and 214 pounds. He has an athletic (though slightly stocky) build, dark brown hair worn short, and a boyish face. He typically wears a Toronto PD con- stable’s uniform.
PRISM GIRL
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 [3]
20 DEX 30 13- OCV: 7/DCV: 7 25 CON 30 14-
11 BODY 2 11-
18 INT 8 13- PER Roll 13-
20 EGO 20 13- ECV: 7
11 PRE 1 11- PRE Attack: 2d6
14 COM 2 12- 18 PD 15 Total: 18 PD (6 rPD) 18 ED 13 Total: 18 ED (6 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 4 50 END 0
32 STUN 0 Total Characteristics Cost: 140
Movement: Running: 6”/12”
Flight: 20”/40”
Cost Powers END
50 Prism Blast: Energy Blast 10d6 5
100 Improve Energy Blast: Aid Energy Blast 10d6, Trigger (when desired while Reflecting her Prism Blast, see text; Trigger immediately automatically resets; +1); Self Only (-½), Dice Usable
Limited By Reflection (see text; -½) 0
33 Attack Reflection: Missile Deflection and Reflection (any Ranged Attack, any target); Only Works Against Limited Types Of Attack (electromagnetic spectrum attacks,
see text; -½) 0
6 Resilient: Damage Resistance (6 PD/6 ED) 0
40 Energy Flight: Flight 20” 4
115 Reflected Forms: Duplication (creates 6
500-point Duplicates) 0
Perks
2 Fringe Benefit: Local Police Powers
Skills
10 +2 with Ranged Combat
12 +4 OCV with Missile Deflection and Reflection 3 Breakfall 13- 3 Concealment 13- 3 Criminology 13- 3 Electronics 13- 4 CK: Toronto 14-
1 Language: French (basic conversation;
English is Native)
3 Language: Greek (completely fluent)
3 PS: Security Consultant 13-
3 Streetwise 11-
3 Systems Operation 13-
3 Security Systems 13-
Total Powers & Skills Cost: 400 Total Cost: 540