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{{non-canon|source=[https://docs.google.com/document/d/1a2kMh542q80YxKXBeIFci8CfuCL7pHUvL6x3noG2kJg/edit# Weaverdice: Wichita]}} | |||
{{Sequel}} | {{Sequel}} | ||
{{Infobox character | {{Infobox character | ||
|Image = | |Image =Old Man by Taylorbeebert.jpg | ||
|imagecaption = | |imagecaption = Image by [https://taylorbeebert.tumblr.com/post/663878356234829824/could-you-draw-the-old-man Taylorbeebert on Tumblr]. | ||
|name = Jonathan Miller | |name = Jonathan Miller | ||
|alias = The Old Man<br>[[Case Files|Case 12]] | |alias = The Old Man<br/>[[Case Files|Case 12]] | ||
|gender = Male | |gender = Male | ||
|age= | |age= | ||
|sequel =~60s | |sequel =~60s | ||
|alignment = [[Rogue]]<br> | |alignment = [[Rogue]]<br/> | ||
[[Villain]] (pre-amnesty) | [[Villain]] (pre-amnesty) | ||
|team = | |team = | ||
|previous team = | |previous team = | ||
|base of operations = [[The Lodge]], [[Earth N]]<br> | |base of operations = [[The Lodge]], [[Earth N]]<br/> | ||
Witchita, [[USA|USA.Bet]] | |||
|classification = [[Thinker]] | |classification = [[Thinker]] | ||
|web serial = [[Weaverdice]] [ | |web serial = [[Weaverdice]] [https://docs.google.com/document/d/1U047tpyHAftpfv3i7_gC_X8GAnMyEu5Zbh-dNg_vWEQ :Wichita] | ||
|ward = [[Interlude 1 II]] (Unnamed)<br/>[[Black 13.8]] (Identified) | |||
}} | }} | ||
'''The Old Man''', | <br /> | ||
'''{{PAGENAME}}''',<ref name=WDW>[https://docs.google.com/document/d/1a2kMh542q80YxKXBeIFci8CfuCL7pHUvL6x3noG2kJg Wichita GM doc]</ref> aka '''The Old Man''', or [[Case Files|Case 12]], was a gang leader in Wichita, and later the proprietor at [[The Lodge]]. | |||
==Personality== | ==Personality== | ||
Jonathan can easily slip into the background,<ref name=WDWP>Calm, quiet, ever the gentleman. Very patient, but very stern and no-nonsense when it comes to giving up territory. #1 priority is staying in the game, so to speak, and keeping the peace. He’s been building something for a very long time and doesn’t want that fucked with. Spends about a third of his day running his business and a third of his day meeting with people, including business leaders and various captains of the Barbers. Once or twice a month, will meet and dine with heads of other Barber chapters. - [https://docs.google.com/document/d/1a2kMh542q80YxKXBeIFci8CfuCL7pHUvL6x3noG2kJg Wichita GM doc]</ref> having a quiet professionalism that can easily get him discounted.<ref> - [https://www.parahumans.net/2017/12/05 Excerpt] from [[Interlude 1 II]]</ref> | |||
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==Appearance== | ==Appearance== | ||
Jonathan tried to keep a classy image. He is an older black man, who is roughly in his sixties, with a white beard, no hair on the top of his head, but trimmed hair on the sides and back. He wears an earring in one ear.<ref>Behind the bar was a man in his sixties with deep black skin and a white beard, no hair on the top of his head, but trimmed hair at the sides and back. An earring glinted in one ear. - [https://www.parahumans.net/2019/04/27 Excerpt] from [[Black 13.8]]</ref> | |||
The Old Man has a bad leg, making him limp.<ref> The Old Man had a bad leg, apparently, and limped. I held his arm, in part just to keep him from reaching for anything, if the limp was a trick. - [https://www.parahumans.net/2019/05/04 Excerpt] from [[Black 13.9]]</ref> | |||
==Abilities== | ==Abilities== | ||
He receives memories from people who have consumed part of his body, including blood, and flesh. He receives these memories when they go to sleep at the same time as him. The memories he receives are vague, but allow him to get an instinctive feel of who the person is, and how they act.<ref>I wracked my brain. I’d read the file a dozen times, but the last time was a year ago. “When he slept, if people he was linked to were sleeping at the same time, he’d get their memories from the day. Vague, not complete memories, but enough to piece most things together. It gave him other advantages, an instinctive knowledge of how people would react or respond, after he slept. Made it more effective if he went after them, presumably, but he was careful, favored sending people instead of going himself, or attacking them in subtler ways.” - [https://www.parahumans.net/2019/05/04 | He receives memories from people who have consumed part of his body, including blood, and flesh. He receives these memories when they go to sleep at the same time as him. The memories he receives are vague, but allow him to get an instinctive feel of who the person is, and how they act.<ref>I wracked my brain. I’d read the file a dozen times, but the last time was a year ago. “When he slept, if people he was linked to were sleeping at the same time, he’d get their memories from the day. Vague, not complete memories, but enough to piece most things together. It gave him other advantages, an instinctive knowledge of how people would react or respond, after he slept. Made it more effective if he went after them, presumably, but he was careful, favored sending people instead of going himself, or attacking them in subtler ways.” - [https://www.parahumans.net/2019/05/04 Excerpt] from [[Black 13.9]]</ref> | ||
Thanks to the wide net he has cast Jonathon has high competence in a wide variety of skills, but lacks the native familiarity to carry out specialized implementations of those skills.<ref name=WDWS>'''Skills:''' Street Smarts 5, can 3h6 any other skill given memory with lower retention of particulars; doesn’t get other benefits from those skills. - [https://docs.google.com/document/d/1a2kMh542q80YxKXBeIFci8CfuCL7pHUvL6x3noG2kJg Wichita GM doc]</ref> | |||
PRT | PRT believed that the effects of his power were permanent.<ref>Tattletale nodded. “Two, three days?”<br/><br/>“Maybe five,” I lied. As far as the PRT figured it out, it was indefinite. So long as he was alive. - [https://www.parahumans.net/2019/05/04/black-13-9/ Excerpt] from [[Black 13.9]]</ref> | ||
==History== | ==History== | ||
===Background=== | ===Background=== | ||
Miller was one of the first [[mastermind]]-style villains that PRT had encountered. The investigation into his activities was filed under [[Case Files|Case 12]]. | Miller was one of the first [[mastermind]]-style villains that PRT had encountered. The investigation into his activities was filed under [[Case Files|Case 12]].<ref name="II13.9"/> | ||
===[[Gold Morning]]=== | ===[[Gold Morning]]=== | ||
Survived the event. | Survived the event. | ||
At some unknown point he was somehow compromised by [[Teacher's Cauldron]].<ref>[[Black 13.x]]</ref> | |||
===Early-[[Ward]]=== | ===Early-[[Ward]]=== | ||
Opened a new bar on the outskirts of civilization and arranged alliance with [[Marquis]]. | Opened a new bar, [[The Well]], on the outskirts of civilization and arranged an alliance with [[Marquis]].<ref> - [https://www.parahumans.net/2017/12/05 Excerpt] from [[Interlude 1 II]]</ref> | ||
===Post-[[ | ===Post-[[Time Bubble Pop]]=== | ||
During [[Victoria]] and [[Tattletale]]s investigation, the Old Man was outed<ref>[[Black 13.8]]</ref>, and subsequently threatened with death by local villains. He | During [[Victoria]] and [[Tattletale]]s investigation into the recent targeting of heroes by [[Cradle's Army]], the Old Man was outed<ref>[[Black 13.8]]</ref>, and subsequently threatened with death by local villains. He suffered severe head-trauma while leaving the location.<ref name="II13.9">[[Black 13.9]]</ref><ref>He’d been knocked out as part of the fall, and he stayed that way for seven minutes before stirring awake. - [https://www.parahumans.net/2019/05/07/black-13-10/ Excerpt] from [[Black 13.10]]</ref> | ||
He was | He eventually got medical attention when he was delivered into The Wardens custody.<ref> - [https://www.parahumans.net/2019/05/11/black-13-11/ Excerpt] from [[Black 13.11]]</ref> | ||
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== Trivia == | |||
relevant part, in case: | |||
The Old Man/Jonathan Miller - The vast majority of triggers happen before age 30, and Miller, by virtue of having triggered in 1992 at that cusp, is fairly old for a parahuman, being 49, with graying hair. Spry despite this, he plays up the image and his class. He never aspired much higher than Wichita, and given his years in the city and his method of control, is one of the people who people go to when they want to buy information, though his prices are steep. Exceedingly capable and experienced, the specifics of his power aren’t known - only the fact that he knows the every move of his subordinates and biggest enemies. | The Old Man/Jonathan Miller - The vast majority of triggers happen before age 30, and Miller, by virtue of having triggered in 1992 at that cusp, is fairly old for a parahuman, being 49, with graying hair. Spry despite this, he plays up the image and his class. He never aspired much higher than Wichita, and given his years in the city and his method of control, is one of the people who people go to when they want to buy information, though his prices are steep. Exceedingly capable and experienced, the specifics of his power aren’t known - only the fact that he knows the every move of his subordinates and biggest enemies. | ||
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Stats: 3 Brawn, 3 Athletics, 3 Dex, 5 Wits, 4 Social, 4 Know, 3 Guts | Stats: 3 Brawn, 3 Athletics, 3 Dex, 5 Wits, 4 Social, 4 Know, 3 Guts | ||
Skills: Street Smarts 5, can 3h6 any other skill given memory with lower retention of particulars; doesn’t get other benefits from those skills. | Skills: Street Smarts 5, can 3h6 any other skill given memory with lower retention of particulars; doesn’t get other benefits from those skills. | ||
{{ | <ref name=WDW>[https://docs.google.com/document/d/1a2kMh542q80YxKXBeIFci8CfuCL7pHUvL6x3noG2kJg Wichita GM doc]</ref> | ||
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{{Reflist}} | |||
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{{Case Files Navibox}} | |||
{{DEFAULTSORT:Old Man}} | |||
[[Category:Villains]] | [[Category:Villains]] | ||
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[[Category:Rogues]] | [[Category:Rogues]] | ||
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[[Category:Weaverdice Characters]] | |||
Latest revision as of 03:49, October 9, 2022
<infobox> <title source="name"><default>Jonathan Miller</default></title>
<image source="Image"></image> <image source="image"></image> <group><header>Basic Information</header> <label>Civilian Name</label> <label>Aliases</label> <label>Gender</label><default>Unknown</default> <label>Death</label> <label>Age</label><default>Unknown</default> <label>Post-timeskip</label> <label>Ward start</label> <label>Relations</label> <label>Family</label></group> <group><header>Professional Status</header> <label>Occupation</label> <label>Classification</label> <label>Unique Features</label> <label>Alignment</label>
<label>Status</label><format> <label>Location</label>
<label>Teams</label>
<label>Previous Team(s)</label>
<label>Base of Operations</label></group>
<group><header>First Appearance</header>
<label>Worm Debut</label>
<label>Ward Debut</label></group>
</infobox>
Jonathan Miller,<ref name=WDW>Wichita GM doc</ref> aka The Old Man, or Case 12, was a gang leader in Wichita, and later the proprietor at The Lodge.
Personality[edit]
Jonathan can easily slip into the background,<ref name=WDWP>Calm, quiet, ever the gentleman. Very patient, but very stern and no-nonsense when it comes to giving up territory. #1 priority is staying in the game, so to speak, and keeping the peace. He’s been building something for a very long time and doesn’t want that fucked with. Spends about a third of his day running his business and a third of his day meeting with people, including business leaders and various captains of the Barbers. Once or twice a month, will meet and dine with heads of other Barber chapters. - Wichita GM doc</ref> having a quiet professionalism that can easily get him discounted.<ref> - Excerpt from Interlude 1 II</ref>
Appearance[edit]
Jonathan tried to keep a classy image. He is an older black man, who is roughly in his sixties, with a white beard, no hair on the top of his head, but trimmed hair on the sides and back. He wears an earring in one ear.<ref>Behind the bar was a man in his sixties with deep black skin and a white beard, no hair on the top of his head, but trimmed hair at the sides and back. An earring glinted in one ear. - Excerpt from Black 13.8</ref>
The Old Man has a bad leg, making him limp.<ref> The Old Man had a bad leg, apparently, and limped. I held his arm, in part just to keep him from reaching for anything, if the limp was a trick. - Excerpt from Black 13.9</ref>
Abilities[edit]
He receives memories from people who have consumed part of his body, including blood, and flesh. He receives these memories when they go to sleep at the same time as him. The memories he receives are vague, but allow him to get an instinctive feel of who the person is, and how they act.<ref>I wracked my brain. I’d read the file a dozen times, but the last time was a year ago. “When he slept, if people he was linked to were sleeping at the same time, he’d get their memories from the day. Vague, not complete memories, but enough to piece most things together. It gave him other advantages, an instinctive knowledge of how people would react or respond, after he slept. Made it more effective if he went after them, presumably, but he was careful, favored sending people instead of going himself, or attacking them in subtler ways.” - Excerpt from Black 13.9</ref>
Thanks to the wide net he has cast Jonathon has high competence in a wide variety of skills, but lacks the native familiarity to carry out specialized implementations of those skills.<ref name=WDWS>Skills: Street Smarts 5, can 3h6 any other skill given memory with lower retention of particulars; doesn’t get other benefits from those skills. - Wichita GM doc</ref>
PRT believed that the effects of his power were permanent.<ref>Tattletale nodded. “Two, three days?”
“Maybe five,” I lied. As far as the PRT figured it out, it was indefinite. So long as he was alive. - Excerpt from Black 13.9</ref>
History[edit]
Background[edit]
Miller was one of the first mastermind-style villains that PRT had encountered. The investigation into his activities was filed under Case 12.<ref name="II13.9"/>
Gold Morning[edit]
Survived the event.
At some unknown point he was somehow compromised by Teacher's Cauldron.<ref>Black 13.x</ref>
Early-Ward[edit]
Opened a new bar, The Well, on the outskirts of civilization and arranged an alliance with Marquis.<ref> - Excerpt from Interlude 1 II</ref>
Post-Time Bubble Pop[edit]
During Victoria and Tattletales investigation into the recent targeting of heroes by Cradle's Army, the Old Man was outed<ref>Black 13.8</ref>, and subsequently threatened with death by local villains. He suffered severe head-trauma while leaving the location.<ref name="II13.9">Black 13.9</ref><ref>He’d been knocked out as part of the fall, and he stayed that way for seven minutes before stirring awake. - Excerpt from Black 13.10</ref>
He eventually got medical attention when he was delivered into The Wardens custody.<ref> - Excerpt from Black 13.11</ref>
References[edit]
<references/>
[edit]
| Case 00: Scion • Case 01: The Siberian Incident • Case 02: Behemoth • Case 04: The Player • Case 12: The Old Man • Case 53 • Case 70 | |