The Origin
Alger Allen, also known as the pyramid-headed DJ Freak, has fast become one of the leading names in electronic dance music, recognizable for his psychedelic headdress—known as the Temple of the Eye—that he wears during live sets.
What isn't generally known is that some of the amazing special effects that DJ Freak employs are courtesy of his secret metahuman ability that gives him the ability to induce hallucinations in anyone who can hear the same sound (or music) that DJ Freak can hear.
Lately, DJ Freak has turned that ability to unscrupulous uses, including theft, extortion, and even assault. Each success hits him like a drug high, and one that he can't wait to replicate again.
DJ Freak’s ability has a range that depends on the audio range of whatever sound he’s using to carry it, which is usually a long distance, but for loud sounds such as those that play at an EDM club, it’s very long range.
Motive: Exult in criminal and immoral acts
Environment: Anywhere sound carries
Health: 30
Damage Inflicted: Moderate wound (7 points)
Movement: Short
Modifications: Defense rolls as level 8 due to sensory confusion induced in foes
Combat: DJ freak has a psychic ability mediated by sound. When he wishes, and some sort of sound is available (often music, but possibly the sound of his voice), everyone in audio range sees the same hallucination (which could be as simple as strobing symbols and sounds) on a failed Intellect defense roll. If the need arose, he could create a far more dire hallucination and share it with everyone in range who fails their defense roll, such as the realistic hallucination of being trapped alive in a coffin, of drowning, or that everyone nearby is actually a dangerous zombie. Affected targets get another Intellect defense roll each round to eliminate the confusion, and once freed, their defense rolls are eased by three steps to resist for the rest of the encounter. Alternatively, he could focus on a single target within short range, either creating a very in-depth hallucination to influence them, or attempting to cause direct trauma to the brain, inflicting 7 points of Intellect damage (ignores Armor) if the target fails an Intellect defense roll. Creatures who cannot hear him, such as those wearing premium sound-canceling headphones, can't be directly affected by DJ Freak.
Interaction: DJ Freak loves gambling, drinking, partying, and risky behavior. He long ago checked his ethics at the door, and if it seemed like it would be exciting or funny, he thinks nothing of betraying a supposed ally.
Use: The distant thump of a dance club is interrupted by the sounds of screams, then people fleeing out onto the street claiming that they're burning. But they're not. DJ Freak's ability has a range that depends on the audio range of whatever sound he's using to carry it, which is usually a long distance, but for loud sounds such as those that play at an EDM club, it's very long range.
GM Intrusion: The character must succeed at an Intellect defense roll or hallucinate that an ally is actually a hated foe about to attack them. They can attempt another defense roll each round to overcome the hallucination.