Redhawk gazed down at the rain-soaked crowd far below. “He could be anywhere,” he muttered under his breath. “Or everywhere.”
The entire crowd halted mid-step and turned their faces to him, the same expression of arrogant confidence marring their features.
“Team, weapon up,” he whispered into his comlink, “Identity has found me.”
At first, it was believed that a single man controlled the crime syndicate around Southside. In a way, that’s right – but it’s also far from the truth. One man, 2,500 bodies, and an infinite number of faces.
Identity is a single consciousness able to create bodies at will, each able to alter their appearance and operate in complete isolation of the rest. Where one gang leader gets caught, all too often another duplicate appears disguised as a cop to release him. How do you hold a person who can be in 2,500 different places at once? Right.
Dirty little secret: Who (or what) is Identity? I ain’t tellin’ – but I know, and it’s a work of brilliance, even if I say so myself.
Notes: Morph is the ability to alter your character’s appearance. Duplication is the ability to…. well…. duplicate. Combine the two and you’ve got someone who can create multiple versions of himself that look different. That’s another example of trying to make something game-breaking in Mutants & Masterminds and you just end up with something insanely cool because the rules can take it. Oh yeah.
In this case, Identity can create up to 2,500 duplicates, each of which can alter their appearance (and clothes, thanks to the Quick Change feat) at will. They’re all in telepathic communication (Mental Link), and Horde means Identity can summon the whole cast as a Standard Action, should he wish. The Survival extra means our heroes will have to take out all of the duplicates to bring down Identity; there’s no single central controller. Yuck.
Okay, that’s cool. Enough to make me fantasize about playing in a M&M campaign against this dastardly foe!!!