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The Acolyte


Our first COTW this week is a super-heroine and philosophical disciple of a controversial religious leader, using her powers to fight crime and spread the Way...


The Acolyte; enlightened illusionist super-hero

(c) copyright 2001 S D Anderson

Total Points: 500 Points

Age early 20s; 5'3"; 110 pounds; a petite but athletic young woman with a shaved head, pretty green eyes and an attractive smile.

There is an illustration of her in costume
here.

ST 10  [-] - thrust 1d-2, swing 1d
DX 15 [60] - basic speed 7, move 7, dodge 7
             parry (judo) 8
IQ 15 [60]
HT 13 [30]
WL 15  [-] - immune to fright checks

ADVANTAGES: Appearance (Attractive) [5]; Blessed (Oneiromancy) [10]; Charisma +1 [5]; Damage Resistance 20 [60]; Flight [40]; Healing (Power 7) [21]; High Pain Threshold [10]; Stone Missile (Power 10/LC6; Advantageous Knockback Only, +10%; Animated Illusions, +20%; Area Effect, +50%; Controlled Knockback, +30%; Increased Knockback x2, +40%; Instantaneous, +20%; Movable Illusions, +20%; Selective Effect, +50%; Wall x2, +60%) [240]; Super-Flight x1 [20]; Unfazeable [15].

DISADVANTAGES: Code of Honour (Modern Chivalric) [-10]; Fanaticism (Barnow's Philosophy) [-15]; Honesty [-10]; Overconfidence [-10]; Secret Identity [-10]; Sense of Duty (The Unenlightened) [-10]; Truthfulness [-5]; Vow (Always answer a plea for help) [-15]; Weirdness Magnet [-15].

QUIRKS: Enjoys using her super-powers; Overly self-controlled; Loves to listen to music; Shaves her head; Meditates often. [-5]

SKILLS: Area Knowledge (Eugene, Oregon)-14 [.5]; Bard-15* [1]; Boating-12 [.5]; Dancing-13 [.5]; Dreaming-5** [0]; Driving/TL7 (Automobile)-10# [0]; Enthrallment (Persuade)-14 [1]; Enthrallment (Sway Emotions)-14 [1]; Illusion Art-13 [1]; Jeweler/TL7-12 [.5]; Judo-12 [.5]; Law-12 [.5]; Leadership-14* [.5]; Literature-12 [.5]; Meditation-12 [1]; Merchant-14 [1]; Occultism-14 [1]; Performance-13*** [0]; Philosophy (Barnowism)-14 [2]; Savoir-Faire-14 [1]; Singing-12 [.5]; Skating-12 [.5]; Speed Reading-13 [.5]; Swimming-11# [0]; Teaching-15 [2]; Theology (Human Potential Movement)-14 [2].
 *includes +1 from Charisma
 **default from IQ
 ***default from Bard
 #default from DX

LANGUAGES: English (native)-15 [0]; French-13 [.5].

PSI SKILLS: Healing-12 [1].

SUPER SKILLS: Stone Missile-15 [8].

EQUIPMENT

The Acolyte wears a costume: a dark blue body-suit adorned with her insignia on the chest, a golden belt and golden bracers at the wrists, with thigh-high fuchsia boots and a hooded cloak of the same colour. The cloak usually hides her face in shadow; even if it is removed, however, the Acolyte's features are concealed behind a silk mask worn over the top half of her face. Her insignia is an image of a golden pyramid reaching up to a celestial city. The costume is made from light-weight materials, weighs no more than normal clothes, and offers no protection from injury. The Acolyte carries no other equipment.

BIOGRAPHY

Marta Erinsen was born in 1979 in Oregon, where her parents - an eccentric pair, leftovers from the social revolutions of the late 1960s - were zealous students of all things occult. They went out of their way to meet people who supposedly knew arcane secrets, and invested considerable time and money in their pursuits... In this way they broadened their philosophical horizons - and also got taken in more than a few scams and frauds as well. Young Marta grew up in this environment, and was raised to believe in what many people would label the "lunatic fringe"; she lapped it up obediently, and it was the only way she ever knew.

By the time Marta was a little girl, her parents had become devoted followers of a spiritual teacher named Rosemary Barnow, who preached that humans were separated from the Divine by perceptions corrupted by pain, anguish and grief. Through meditation and expressions of creativity, one could learn to see past these barriers, to True Matter. Barnow applied no formal name to her movement, as she and her followers eschewed the very concept of churches and temples; they considered themselves a community, but one without enforced conventions. The Erinsens soon became converts, contemplated on the contents of Barnow's books, and Marta was taught the foundations of the philosophy as soon as she could talk. In 1984, when Marta was in Kindergarten, her parents took her on a pilgrimage to Barnow's retreat in Colorado; the meeting made a profound impact on Marta.

Rosemary Barnow's movement suffered a traumatic upheaval only two years later. In late 1985, Barnow had acquired the ranch adjacent to her property, planning on using the new property for her commercial concerns while turning her original ranch into a spiritual retreat. The administration of the new ranch was entrusted to Barnow's foreman Jim Frankenberger, who began using an airstrip on the ranch to run drugs. Laundering his profits through the ranch's legitimate business concerns, Frankenberger's activities eventually came to the attention of the authorities. In the summer of 1986, the Barnow ranch was the target of a federal raid, led by the DEA and FBI. It was a disaster from the start, and escalated into a running gun-battle along four and a half miles of country road, and the near total destruction of the ranch house. Many of the ranch's residents - including Rosemary Barnow herself - were killed in the attack which was branded immediately by the media as being excessive and irresponsible.

The controversy was heavy as soon as the smoke cleared. Some claimed that Barnow knew of the drug smuggling, while others maintained that Frankenberger was the mastermind. The authorities were accused of misconduct, for attacking while innocents like Barnow were present. The FBI countered with assertions that the disaster was due to questionable intelligence from local authorities and resistance from Frankenberger's people. The dispute lingered for years, becoming a blemish on the record of the Reagan administration. Years later, a former DEA agent dying of cancer made a much-publicised "death-bed confession", claiming that the agent-in-charge at the Barnow disaster had been Thomas M. Barker, a fundamentalist Christian who allegedly executed the raid at a time that Barnow was known to be inside, and that she had been the "real" target. While Barnow's home burned, Barker supposedly said, "A suitable end for that witch".

But despite the tragedy, Barnow's community of followers survived. For Marta's mother, the death of Rosemary Barnow and the controversy surrounding the affair proved beyond doubt that she had been a genuine visionary, a woman truly in touch with the Divine. And in the following years, when several of her students developed super-powers, the movement enjoyed even greater prosperity. Perhaps Barnow had been a low-powered metahuman herself, with the power to trigger latent powers in others. Maybe, as her disciples claimed, she had been enlightened with a better understanding of the mind, and her teachings guided some of her students into developing abilities some people refer to as "super-human". Whatever the explanation, Barnow's philosophies produced a number of varied super-powered folks who - to some extent - followed her teachings.

And although Marta had only been seven years old when Barnow died, she grew up greatly influenced by the late teacher's writings. She read all of Barnow's books thoroughly, and received countless hours of instruction from her mother. She was taught not only about the movement's search for enlightenment, but about the raid, and the plot to discredit and destroy Barnow's legacy. Marta was made well aware of the fear of Barnow's teaching in many circles. By most of her followers - Mrs. Erinsen included - Barnow's death was seen as an assassination, perhaps by covert elements within the Reagan government, perhaps by the religious right using color of authority. The persecution extended to her super-human followers as well, many of whom ran into trouble with the authorities.

So when - in her adolescent years in the early-1990s - Marta began to manifest her own abilities, she kept them secret from everyone, even her own mother. Over the next few years, Marta developed the power to summon what she called Pure Matter into existence. She could shape it, make it move around like solid illusions, even creating moving jets that propel her through the air. She has learned to see Pure Matter in the Aristotelian sense; it is the uncorrupted material from which ideas and ideals are made, and which the world merely (and imperfectly) copies.

It wasn't until Marta was in college, however, that the years of study all came together. She adopted a costume, so that she could fight injustice and both protect and educate those who aren't "enlightened" - because they should have the chance to see "the way" and because protecting people is clearly a righteous and enlightened thing to do. She never named herself, but as word spread, she picked up the name "The Acolyte". She also suspects that she has picked up unwanted attention as well. Many of the people she thinks might be responsible for Barnow's death are now aware of who she is, and they fear her. On one side, she faces crime and injustice; on the other, conspiracy and intolerance.

ENCOUNTERED

Barnow's teachings were a mix of Theosophy, Santeria and Jungian psychology, with touches of Aristotle and Cassaneda thrown in. She preached that people were separated from God by pain and anger, that the collective consensus of humanity constructed from that anguish what she labeled a Movie Projection Screen (MPS) onto which they projected what they perceived as Reality. The Screen, however, actually blocks their view of the celestial reality. Barnow believed creativity is an expression of Divine Thought, and saw God not so much in the Judeo-Christian mold but as loving Thought/Energy. And Death was merely a transition, and those able to see through the MPS could see and even contact the dead. The MPS was corrupted matter. The soul cannot die and knows this instinctively; it is confused because the MPS keeps telling it otherwise. The soul neither dies nor ages, but the image on the Screen does, thus reinforcing and encouraging the cycle.

To Barnow, the biblical Patriarchal God is a part of the MPS, the image of loving energy profaned by consensual perception into a stern, unloving father-figure. Confusion that such a force of love could be so unloving altered the Consensus again and created the Corrupt God - a darker twin of the Patriarchal God - whose darkness makes the Patriarch look bright. Her analogy was sunspots in reverse; the actual matter in a sunspot radiates light and heat. But in contrast to the hotter solar matter around it, it appears dark. Satan/Surtur/Shiva is so black an entity that the ember-red burning charcoal of the Patriarchal God is seen as bright light. In accordance with Barnow's teachings, Marta Erinsen is able to reach past the MPS to the Celestial Reality beyond it, and draws true spiritual substance from the other side to sculpt into various, animated items (see THE ACOLYTE'S POWERS, below).

Her mentor's death had a profound impact on Marta, and that combined with the emergence of her super-human abilities compelled her to bring enlightenment to the masses. She feels as though she knows The Truth, and has an obligation to bring it to the unenlightened. Mankind has fallen, and the degenerate concepts that separate it from the Truth must be smashed. Humanity must be given a chance to embrace the loving Thought/Energy lest they die empty (or worse) - so caught up in the MPS that when it's finally washed away, they too will be lost. In her civilian identity, Marta works as a telemarketer for a company called Health Food Co-operative. She's rather good at convincing supermarkets to by Co-op's produce and products, as she can be rather persuasive. Even so, Marta is not particularly active in promoting her beliefs as a civilian... Like many fanatics, Marta is really a bit of a snob. And like many fanatics, she really isn't a very nice person. If the topic arises, she'll happily share her opinion, but has to curb her tendency to preach. Even though she generally knows how to behave herself, she recognises that Marta Erinsen is not the ideal vehicle through which to deliver Barnow's message.

Early on, Marta decided it would be best if she had a "safer" venue from which to preach. Since she exhibited powers beyond those of mortal men, going about as a costumed super-hero was a workable solution. As The Acolyte, she's close to being a full-time advertisement for Barnowism. She lectures at high schools, colleges and community group meetings. It's been remarked that there is no more dangerous stretch of Earth than the open space between Texas senator Phil Graham of Texas and a microphone; the Acolyte is not quite as "dangerous" in that regard, but she's on a first name basis with most of the camera crews operating between San Francisco and Vancouver, and is a regular guest on television and radio talk shows.

Contacting the Acolyte is fairly easy. Several years back, she rescued a number of people from a burning office building. To show their gratitude, the company has set up a website for the Acolyte. Visitors to the site are able to post up to 3 Kb worth of text message, with option of doing so publicly or privately. The Acolyte can be e-mailed or faxed through the site. (At one point, there had been a voice phone message to email option as well, but the software proved buggy and it was removed last year.)

As super-heroes go, the Acolyte is certainly one of the most moralistic. She is honest and lawful, and feels compelled to devote herself to the service and protection of unenlightened humanity. There is no one undeserving of her help, and she will not refuse a request for help from anyone, even the most loathsome of criminals. And one on one, she conducts herself in the noblest manner possible, with all the grace and honour of the heroes of Arthurian romances. She is as fanatical in her dedication to her crime-fighting as she to belief in Rosemary Barnow.

THE ACOLYTE'S POWERS

All of the Acolyte's powers stem from her ability to channel Pure Matter into the world, with which she can accomplish a variety of effects. She achieves Flight by expelling her energic illusions behind her, providing lift and propulsion and speeds up to 46 miles per hour. The matter begins to dissipate immediately, creating a colourful trail in her wake. The Acolyte can also perform Healing (see p.P15) by combining Pure Matter with living tissue, fusing them and restoring damage. Her Damage Resistance is an invisible sheath of Pure Matter, constantly protecting her from harm.

Her most dramatic use of Pure Matter are the solid illusions she is able to create. This is modelled as Stone Missile, but manifests as forms made of solid other-worldly energy which can be used to fill an area - of any shape - up to seven square hexes. These forms may be shaped to look like anything the Acolyte wishes, made convincing with the use of the Illusion Art. The energy is primarily an attack form, inflicting up to 10d damage (doubled for knockback purposes). In a less lethal manner, the power uses two invented enhancements. The first is Advantageous Knockback Only, which is essentially an optional (and therefore enhancing) version of Knockback only; the Acolyte can choose to make any attack do damage only for purposes of knockback. The second is Controlled Knockback; with the use of this enhancement, any attack (whether or not it does damage) that generates knockback gives the Acolyte the option of choosing which hex the target ends up in, provided it was within range of the knockback done. For example, if she makes an attack that results in five hexes of knockback, the victim may end up in any hex within five hexes of his starting location. (Given the visual nature of these energic illusions, the attack could be made to look like a giant hand picking the target up and putting them down, or a broom pushing them along, etc..)

The Pure Matter channelled into this illusions can also become an extension of the Acolyte's natural charisma and extraordinary talent for oratory. She can use the Illusion Art skill to give her illusions a level of reality that makes them capable of having an emotion/psychological impact on those who view them. In conjunction with her Enthrallment skills, the Acolyte has become adept at creating images and forms that are as psychologically "real" as they are physically solid, the quintessential demonstration of Pure Matter. In combat, the Acolyte will use these illusions to give her an edge as appropriate, instilling a sense of fear or awe in enemies, or a feeling of safety or peace in those she protects. And in the course of her preaching, she uses these emotionally-stimulating illusions to strengthen her bond with her audience.

Finally, the same enlightened awareness that allows her to see and use Pure Matter occasionally manifests in glimpses of intuition in her dreams. Her Blessed advantage gives her the gift of Oneiromancy; on any given morning, she spends 10 Fatigue, and on a 10- on 3d she will have had a dream with possible oracular components. Note that the meaning of these dreams is not necessarily obvious; she must interpret them on her own. (Though it functions exactly as per p.M55, this power is not magical.)

CANONICALITY

The Acolyte is written with the standard GURPS rules, including the -100 point limit for disadvantages for supers. Her Stone Missile - as a "special effect" (see p.SU7) - is meant to represent energic illusions created from Pure Matter. To help justify the beneficial aspects, the Animated Illusions and Moving Illusions enhancements from the Illusion super-power (p.SU61) were added to the Stone Missile. In addition, the power also uses two invented enhancements, described above.

WHAT IF?

The Acolyte is designed for a supers campaign, and the nature of her origin and abilities are probably not applicable for other genres. The mystical and quasi-religious overtones, however, make her ideal for cross-over supers campaigns; she would work well in a Supers/Horror game in which super-people wage wars with weapons (or entities) of Pure and Corrupted Matter. If Martial Arts are a focus, the Acolyte's Pure Matter could be the ultimate expression of Chi, a literal (and physical) extension of her Spirit. If using the Faeries from Castle Falkenstein, her powers could be related to Glamours, and the Movie Screen Projection the barrier between the human world and Arcadia. In an In Nomine/Supers cross-over, the Acolyte might be on the side of the Archangels, manipulating the Symphony by turning sound into energy... The relationship of her powers to the Judeo-Christian God and to the God of Rosemary Barnow's philosophy could be further explored in a Supers game with a focus on Mythology, Folklore or Mysticism.

ADVENTURE SEEDS

Search & Rescue: The PCs encounter the Acolyte helping the Fire Department clean up an area of town damaged in a recent supers battle. She's constructing supports to hold up the wall and ceiling of a badly damaged building, so people can get in and evacuate trapped citizens. It's a Medical/Dental building, and there are no fewer than four offices with explosive hazards, such as tanks of Nitrous Oxide gas. Known heroes, the PCs are asked to help get people out, before the tanks blow... In one office, the damage has caused a false wall to collapse; judging from the age of the mortar, the wall has been up for at least 30 years (the building having been built just after World War II). The interior of the false wall is only about two feet deep. Behind the wall lies a skeleton. And it's not quite a human skeleton...

Cover-Ups: The PCs are out-of-town heroes visiting Oregon following up on the murder of a fellow super back east. The dead hero was a known advocate of Rosemary Barnow's teachings, and the PCs have reason to suspect that his death is related to that, and possibly tied all the way back to the disaster at the Barnow ranch fifteen years ago... The Acolyte is known to preach Barnow's ideals, and is also said to be a virtuous and upright hero. So it's a little bothersome that the PCs cannot find her, and when they finally do, she refuses to talk to them. They interpret her silence as an attempt to conceal her involvement, which puts them in a bind: they know she has a personal stake in the issue, as do they. How can they convince her that they mean well? And that if the conspiracy is as big as it looks, she may actually need their help.

- written by S D Anderson (sdanderson4_5@yahoo.com)
- edits & additional material by andi jones (andi@angelwerks.com)

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