Claim the Sky
All current members of the Royal House of Videsh—the ruling family of Villarama, a tiny but wealthy south Asian nation secluded in the mountains—wield superpowers. Whether this is the result of genetic engineering, secret technologies, or just happenstance, no one knows.
In addition to individual powers, all members of the Royal House can fly a long distance each round, telepathically communicate with other family members in short range, and automatically regain at least 1 health each round.
Claim the Sky
The head of the house is Lord Eswar, and while he can't be lumped in with so-called villains or petty criminals, this is due in part to his status as the ruler of a sovereign nation. BASTION and other international law enforcement agencies recognize the entire family as a potential threat with great power.
As the ruler of his own country, Lord Eswar enjoys wealth, the services of a small but well-trained army, and diplomatic immunity—not to mention his own superpowered family, although none of them entirely have his trust (for good reason). Although Villarama was virtually unknown decades ago, it has exploded onto the world stage, and that's because of Eswar. As likely to be found exploring an Azaki ruin as at a diplomatic gala with his entire entourage, Eswar seeks knowledge that will increase his power even further. While not a mastermind to equal Baron Shadow or Z, he is cunning and ruthless. He doesn't care who or what gets in his way, and has almost certainly committed serious crimes across the globe. Even if someone tries to confront him or prove his guilt, apprehending him is doubly difficult given that he can turn intangible with a thought.
Motive: Gather power
Environment: Usually Villarama, but potentially anywhere, often with a retinue of royal guards and sometimes with a family member or two
Health: 40
Damage Inflicted: Major wound (8 points)
Movement: Short; long when flying
Modifications: Intangibility power and attacks as level 8
Combat: Lord Eswar is rarely caught without at least a couple of royal guards (level 5) to assist him, should conflict arise. As part of another action, he can shift into an intangible form that allows him to pass through solid objects (and fly). When he phases through something solid, like a foe, he can choose to disrupt the object, inflicting damage (ignores Armor).
Eswar's physical touch can turn a foe intangible like himself, usually in an attempt to phase them halfway into the ground or wall. When he lets go, the target becomes tangible again, taking damage (ignores Armor) if released in a solid object, and is trapped until they can escape.
While intangible, Lord Eswar takes no damage from mundane physical sources, and he takes only half damage from attacks that use energy (including magic). While intangible, he regains health at a rate of 4 points per round.
Interaction: To be brought into Lord Eswar's presence in the royal court can be a great honor, though it might be because he has a demand to make. He's not used to being refused his requests, but on the other hand, he is not a cold-blooded killer. He prefers to imprison those who displease him.
Use: A delegation from Villarama is suspected of spying on a nearby computer manufacturing facility.
Other Equipment: Lord Eswar often wears expensive rings and clothing. One or more of these is likely to be a manifest cypher, such as an information sensor or an intelligence enhancement.
GM Intrusion: The character is phase-grabbed by Lord Eswar and dropped into a prison cell a short distance underground with no physical doors or exits.
Claim the Sky
Mana is Eswar's daughter. She spends about a third of her time in her homeland, and a third amid the young and beautiful celebrity dilettantes that seem to be constantly attending parties or events with a great many photographers. The rest of the time, she uses her time-jumping ability to exploit future occurrences in the present. For instance, simply by reading the next day's news, Mana can make an absolute killing on various international stock markets, or get the scoop on a scandal that might affect wealthy socialites that she knows (and despises).
Motive: Gather power
Environment: Almost anywhere, always accompanied by a bodyguard, and sometimes with a family member or two
Health: 35
Damage Inflicted: Moderate wound (7 points)
Movement: Short; long when flying; immediate when time-stepping
Modifications: Speed defense as level 8 (due to seeing an instant into the future); time-jumping ability and chrono slap attacks as level 8
Combat: Mana is usually watched over by at least one bodyguard (level 5), who steps in to protect her if conflict arises. Usually, she's happy to let others fight for her, and she steps through time a few hours early or later as her action to avoid conflict. If she has a full hour to concentrate, she can step through up to one year of time in one go.
If she can't escape conflict, she can make two chrono slaps as her action, aging each target's xtremities, which inflicts Speed damage (ignores Armor). Instead of dealing damage, she can send a foe she slaps up to a minute forward in time.
She's cautious about making too many fine temporal adjustments. For instance, although she could have her future self join her present self in a fight, it's not safe. Any time she does this, she risks alerting chronophages. Against such creatures, she is hindered by three steps.
Interaction: Willful and danger-seeking like many just entering their twenties, Mana's ambition knows no bounds, and risks make her excited. She's not evil, although she is petty and even cruel. She could be led into terrible situations by those with fewer morals or, conversely, inspired to do great works by those who make her stop and think about her actions.
Use: One of the character's relatives (child, niece, sibling) or the character themselves is befriended by Mana while attending university abroad.
GM Intrusion: A future version of Mana appears, whispers in the present Mana's ear, then blinks away. The remaining Mana's tasks are eased for the rest of the combat.
Claim the Sky
Half-brother of Lord Eswar, Rai will probably never rule his homeland. He accepts this limitation, for now. Rather than plot against his more powerful and popular brother, he's secretly developed business interests around the world under a variety of assumed names and shell companies.
Rai won't hesitate to call upon his command of ice and cold to further his ends. He often makes personal strikes against cartels, pirates, and even superpowered individuals who cross him.
Motive: Advance his business interests
Environment: Anywhere
Health: 37
Damage Inflicted: Moderate wound (6 points)
Armor: 5 (from ice shield)
Movement: Short; long when flying
Modifications: Cold generation and attacks as level 7
Combat: As part of another action, Rai can create a protective shield around himself by freezing the moisture in the air. He can create ice objects with a thought that allow him to skate around an area, create barriers, and fashion other needful things.
Offensively, he can release a short-range cold blast that drains the heat of any creature standing along the line of the attack that fails a Might defense roll; affected targets take Speed damage (ignores Armor). Alternatively, he can attack every creature within immediate range with his "cold snap"—a detonation of needle-sharp ice shards that inflict a minor wound (2 points) even on a successful Speed defense roll.
Interaction: Rai enjoys a good joke. In fact, he appreciates humor so much that someone using it effectively can turn an initially contentious interaction into a true negotiation.
Use: Rai's interest in a series of illicit businesses in the city's heart is challenged by a local criminal gang, leading to several open conflicts in the streets that have harmed innocent bystanders.
Other Equipment: Though often covered by a sheath of ice, Rai enjoys wearing very expensive clothing, watches, and rings, including his royal signet ring (a very expensive item). He also has a couple of manifest cyphers, including a level 10 cypher that restores 10 health, a level 6 cypher that grants the ability to see in the dark for an hour, and a psychic communique.
GM Intrusion: The character is trapped in a cube of ice, taking 6 points of Speed damage (ignores Armor) each round until they can break free.
Claim the Sky
Of all the active members of the Royal House of Videsh, Tauseef (Tau) seems the least power-hungry. Instead, this twenty-something son of Eswar is focused on gathering lost knowledge and information, especially regarding his own royal family and the abilities that seem to be passed down patrilineally, but generally about anything related to the supernormal on Earth and beyond. You might think this passion would endear him to his father, but Tau is somewhat put off by Eswar's focus on research for power's sake, while his father is disappointed in Tau's "lack of ambition."
Tau spends about half his time researching in the extensive Royal Archives in Villarama, and the other half working archeological and paleontological digs around the world. His matter-manipulation abilities allow him to recreate entire tablets, scrolls, and other relics with a touch. But he keeps his power secret.
Though Tauseef's matter-manipulation ability is mostly useful for creating illusions, in time the power could grow into something far more effective, letting him create something from nothing or transform extant objects (or even other people) into something else.
Motive: Gather knowledge, especially as related to paranormal ability origins
Environment: Almost anywhere, often with at least one bodyguard
Health: 35
Damage Inflicted: Moderate wound (7 points)
Armor: 5
Movement: Short; long when flying
Modifications: Matter manipulation and illusion crafting as level 7
Combat: Even when at a dig site, Tau is usually watched over by at least one bodyguard (level 5), who steps in to protect him if conflict arises. Tau uses that distraction to change his clothing to armor.
Tau's matter manipulation can be used to create pseudo-real illusions within an area a short distance across, illusions with actual substance, but only while he maintains concentration (and for about one minute after). He has a difficult time directly affecting living tissue, so he usually creates weapons, creatures, or explosive events to attack foes.
Or he might create an illusion that hides him or gives the impression that he's been killed by a foe's attack.
Interaction: If one comes bearing the promise of knowledge relating to historical (or better yet, prehistorical) superhuman events, Tau is all ears, eager to talk. That is doubly true if the Azaki are mentioned. Otherwise, he can seem a bit absent-minded.
Use: An archeological investigation into a previously obscure site in Antarctica is fully funded by Tau.
GM Intrusion: On a failed Intellect defense roll, the character's shoes fuse with the ground, holding them fast until they can escape (or until Tau leaves the area).