PRT THREAT ASSESSMENT: GARY QZ-01
DOCUMENT ID: PRT-NCD-TA-774-NIGHTMARE
LAST UPDATED: March 4th, 2011
CLEARANCE: LEVEL 3

Most solid state Nightmare has been observed in by PRT Agents

Alias: Nightmare
Civilian Identity: N/A. Subject is a confirmed Case 53. No pre-transformation identity has been recovered.
Affiliation: Wonderland (Leader, Founder)
Threat Classification: Changer 6, Shaker 5, Striker/Mover 4
Disposition: Hostile. Major political power within QZ-01.

ABILITIES
Changer 6 (Primary): Subject's body is composed of an amorphous, sapient mass of black, smoke-like particulates. Subject demonstrates complete control over this form, allowing for shapeshifting, rapid regeneration, and the generation of solid constructs (see Striker). Subject is capable of assimilating inanimate matter he is in physical contact with, converting it into additional particulate mass. This process appears to be his primary means of "healing" or increasing his total mass. Subject is permanently locked in this state.

Shaker 5: Nightmare passively emanates a low-density cloud of his particulate matter in a wide radius. Current satellite and drone analysis estimates this field's effective range at a 10-kilometer radius from his core body. The particulates act as a powerful, slow-acting sedative. Prolonged exposure within the field induces drowsiness, followed by deep sleep. Subject can apparently control this effect, designating individuals or entire areas within his range to be immune, or even preventing unconsciousness entirely. Individuals sleeping within the Shaker field are vulnerable to having their dreams observed and manipulated by Nightmare. This is believed to be his primary method of control and information gathering. The long-term psychological effects of this influence are severe (see Psyche Profile).

Striker 4: Physical contact with Nightmare's core body or high-density constructs can induce immediate, temporary paralysis. He can form his particulate matter into solid objects, most commonly weapons and armor for himself and his followers. These constructs are reported to be exceptionally durable.

Mover 4: Subject's non-solid form grants high mobility, allowing him to flow through small openings, glide, and achieve limited flight. His speed is comparable to an unpowered human, but his ability to traverse difficult terrain is unparalleled.

Additional Properties: Analysis of recovered constructs and particulate samples reveals extreme thermal and chemical resistance. The material acts as a near-perfect superinsulator, rendering energy weapons (laser, plasma) and fire-based attacks ineffective. It is also highly resistant to corrosive agents.

PSYCHE PROFILE
Summary: Subject presents as a detached, intelligent, and highly manipulative individual with atypical motivations. Standard villain drivers (wealth, territorial conquest for its own sake) appear secondary to his primary goal: the cultivation of his Shaker/Master effect, and constant acquisition of followers.

Analysis: Nightmare exhibits behavior consistent with a severe lack of empathy, bordering on a unique form of sociopathy. He treats the population under his control less as subjects and more as a resource. It is hypothesized that he derives some form of stimulation or sustenance from the dream-states he manipulates. Field reports from undercover assets describe a pattern of escalating stimuli; initial contact with his influence provides euphoric, pleasant dreams, but over time, he introduces elements of intense fear, pain, and psychological torment alongside pleasure. This creates a powerful addiction/trauma bond with his victims, who become dependent on the euphoric "highs" and live in fear of the "lows."

Unlike the majority of Case 53s, Nightmare displays no overt psychological distress or identity crisis related to his condition. His complete lack of concern for his monstrous form is considered highly unusual and suggests either a pre-existing psychological condition or a fundamental alteration of his psyche by his trigger event. He is a planner and a politician, not a raging monster, making him significantly more dangerous.

All of Nightmare's actions are bent towards maintaining and expanding his "garden" of sleeping minds. He provides security, food, and shelter in exchange for the populace's passive submission to his influence. He is pragmatic and will engage in diplomacy and trade with other factions, but reacts with swift, overwhelming force to any threat against his civilian population or territory.

BACKGROUND
Nightmare was one of the first major parahuman threats to emerge in the chaos following the city's designation as Quarantine Zone 1. He first appeared during the "Ashfall Riots," where his Shaker ability to induce mass slumber effectively quelled the violence in entire city blocks. He presented himself not as a conqueror, but as a savior offering peace and escape from the waking nightmare of the riots. Unfortunately for PRT personnel, this was a short-lived reprieve as his psyche began to degrade from overuse of his power, starting the riots once more with even more fervor.

He established his territory, "Wonderland," in the old industrial sector, turning abandoned factories and warehouses into dormitories. He drew in the city's vast population of homeless and displaced citizens with promises of safety and pleasant dreams. This initial population became the foundation of his power base. Over time, as their psychological dependency grew, Wonderland solidified from a refugee camp into one of the most stable and fiercely loyal factions in the Zone.

He currently holds an aloof and somewhat tense relationship with most of the other villainous powers in the city. The vast majority of newer villains (and even many Vigilantes and Rogues) have commissioned their initial costumes and gear from Nightmare, or assembled them from scavenging pieces from his followers.

FACTION: WONDERLAND
Wonderland is less a traditional gang and more a city-state or cult operating under Nightmare's authority.

Primarily composed of non-parahuman civilians who are now psychologically dependent on Nightmare's dream influence. They display extreme loyalty and will defend him and their territory with zeal.

Nightmare equips his followers with weapons and armor made from his smoke. This makes the Wonderland "militia" one of the most uniformly well-equipped forces in QZ-01, their gear rendering them highly resistant to fire and conventional attacks.

Wonderland seems to primarily profit off of the sale of equipment made by Nightmare, the sale of personalized dreams to visitors, and permanent detainment of Heroes and ransom targets.

RISK OF QUARANTINE BREACH: 7/10
Nightmare's power presents unique and hazardous vectors for a potential breach. While his lack of teleportation or high-speed Mover abilities makes a direct escape unlikely, the particulate nature of his Shaker field is a primary concern. The escape of "infected" individuals or even airborne particulates could lead to a wide-scale civilian incapacitation event outside the Quarantine walls.

COUNTERMEASURES & ENGAGEMENT PROTOCOL
QZ-01 perimeter walls in sectors bordering Wonderland territory are to be maintained with fully airtight seals and positive-pressure airflow systems to prevent particulate leakage. Automated Drone Patrols (ADPs) equipped with atmospheric sensors are to constantly monitor for particulate anomalies.

All PRT personnel assigned to QZ-01 must reside in designated secure housing located a minimum of 15 km from the Quarantine perimeter. Regular psychological screenings for personnel on perimeter duty are mandatory to detect signs of undue drowsiness or abnormal dream activity.

Agents must be issued PRT-issue or Tinker-derived combat stimulants prior to entering Nightmare's Shaker field. Booster shots are to be administered on a strict schedule.

Standard-issue firearms are of limited use against Nightmare's core form and constructs. Recommended loadouts include high-capacitance energy weapons (for concussive force, not thermal damage), tasers and electrical weaponry, and specialized pneumatic weaponry to temporarily disrupt the consistency of his form. Containment Foam deployment is highly effective against his followers due to their lack of ranged weaponry.

Engagement with Nightmare's core form is to be avoided. The primary objective of any operation in Wonderland territory is to neutralize his followers and retreat, minimizing exposure time to his Shaker field.

All standard Master/Stranger Protocols are in effect at all times within the entirety of QZ-01.




Build Receipt:
Gestation
15 C + 15 S

Path: Villain

Insert
Male
Adult

Civilian Identity:
Dock Worker

Skills:
Strategy
-5 C
Stealth
-3 C

Shard:
Natural Trigger
+3 C

Perks:
ST x2
-8 C, -6 S
Noctis Cape
-1 S
Power Slot
-1 S

Flaws:
Case 53 x3
+6 S
Permanently in Mist State - he can turn objects into more mist or condense them into 'real' items, but he can't do it for his own body.
Numbed Emotion
+3 S
Can only experience emotions vicariously through the dreams of his victims. Has gotten worse over time.
Worst Day Ever x1
+3 C, +2 S
Will expand later - first writefag will either be a flashback to the riots when he triggered, or show its effects on him.

Powers:
Insomnia ST
-5 S
Mist Form ST
-7 S
Paralysis
-5 S
Immunity
-1 S

Gang:
Wonderland
Mooks + Money
-5 C

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Pub: 10 Jun 2025 19:34 UTC

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