Gaming w/Jemal: Mutant Apocalypse Cast - Page 2




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    Enoch Prince

    Enoch Prince - PL 9

    Pic


    Background
    The son of former Congressman and active Fellowship Foundation member Joe Prince, Enoch grew up with the highest of expectations placed upon him. Anything short of perfection in scholarly and religious matters, or anything short of perfect obedience would bring on vicious verbal abuse from both parents.

    Through this Enoch did his best not to disappoint, but mid-way through his fourteenth year of age, he started having visions, and everything changed. At first all he could make out was a jumble of strange objects. When he reported it to his parents, he was met with quiet denial that he had said anything, and an escalation of insults and yelling over any other perceived faults. He quickly stopped talking about what he saw. But then, at a dinner party hosted by his parents, Enoch had a terrible flash of insight. Several of the guests were responsible for ordering covert missions to murder thousands of people. In horror, he blurted out what he saw.

    The very next day he was quietly checked in to the Starke Institute, a private psychiatric institution catering to the Washington elite. Only then did Enoch see his parents hypocrisy, and like the single spark that grows to an inferno, resent them and all they stood for. The staff at the hospital were professional and not unkind. Enoch took the anti-psychotic medicine they proscribed. But all it did was make him sleepy. If anything his visions continued to grow stronger. So, not long after, he began hiding the medication under his tongue and spitting it out later. A few days after that, one of his stranger visions, a complex four dimensional glowing object, seemed so real that it seemed he could reach out and touch it. So he did ... and grasped it. He kept the object hidden, not knowing what the reaction of others would be, and more than half afraid that it was just in his mind, and he really was crazy. But with it he soon found that he could manipulate many of the other glimpsed and jumbled objects of his vision. He wasn't sure what it all meant, but he experimented continuously, as there was little else to do at the institution. Then one of the orderlies caught him with the strange object and demanded that he hand it over. With a mixture of insight born of experimentation and instinct, Enoch altered the trajectory of one of the jumble of glimpsed objects orbiting the orderlies head. Immediately the man began quacking like a duck. Another change and the orderly ran from the room screaming.

    For the next few weeks, Enoch learned to fine tune his new abilities. By the end of it he had taken over the institution. He felt guilty for messing with the others minds. But, even more disturbing, he realized that expand his influence indefinitely, sending his new minions out as carriers to subject others to his will. He was repulsed by the thought, however, and soon left the institution, releasing both staff and other patients from his control. But, though he could control the will and perceptions of those around him, he had no resources. And returning to his parents, either for money or vengeance, seemed like a poor idea. But an idea as to where a person with mental could make a ton of money, and have a great time doing it, occurred to him. He headed to Las Vegas.


    Tradeoffs: None
    Trait: Offense
    Earned Points: 0
    Points Spent: 0
    Hero Points: 0

    Strength 0, Stamina 3, Agility 2, Dexterity 0, Fighting 0, Intellect 1, Awareness 4, Presence 0

    Advantages
    Assessment, Defensive Roll 5, Diehard, Uncanny Dodge, Well-informed

    Skills
    Insight 12 (+16), Perception 2 (+6), Technology 1 (+2), Treatment 1 (+2)

    Powers

    'Mental Plane' Perception 6 pp total
    Comprehend: Comprehend 1 (Languages) 2pp
    Enhanced Trait: Enhanced Trait 6 (psionic) Investigation: 12(+13) (Limit: Only usable for Well Informed) - 3 pp
    Senses: Senses 4 (psionic, Accurate, Acute, Ranged mental perception, Custom: requires a move action to use) 2pp

    Invincible Ignorance: Device (Easily Removable (indestructible)) 16pp total (-9 removable)
    The object/manifestation Enoch refers to as invincible ignorance is a flat grey truncated cube, a little over 3 inches per side, wrapped in wire to keep it on a chain around the neck. If asked about it, Enoch insists that the visible cube is just one cell in a truncated tesseract.
    Concealment: Concealment 10 (All Senses; Resistible: Will) 10pp
    Enhanced Trait: Enhanced Trait 15 (Dodge +7 (+9), Parry +8 (+9)) 15pp

    Sleep of Reason: Device (Easily Removable (indestructible)) 66pp (-41 removable)
    Enoch claims that the object/manifestation sleep of reason is a curved irregular four dimensional object, with most cell shaped vaguely like an air plant. It gives off a faint luminescence in mottled red and purple tones. From time to time it changes shape and/or seemingly disconnected tendrils of the object emerge from thin air, moving as if a part of the whole.
    Mass Hallucination 105pp
    Illusion: Illusion 11 (Linked; psionic, Affects: All Sense Types, Area: 2000 cft., DC 21; Selective; Resistible: Will) 55pp
    Damage: Burst Area Damage 11 (Linked; mutant, psionic, DC 26; Burst Area: 30 feet radius sphere, Increased Range 2: perception, Indirect 4: any point, any direction, Selective, Variable Descriptor 2: broad group - any hallucination; Limited: Only when illusion succeeds) 50pp
    AP - Hypnotic Suggestion: Mind Control 11 (psionic, DC 21; Custom 4: Delayed recovery (1min/2hrs), Custom: Effect can be interrupted until target encounters a trigger., Insidious, Precise, Reversible, Subtle 2: undetectable) 104pp
    AP - Poison Idea: Progressive Burst Area Affliction 11 (mutant, psionic, 1st degree: Figment, Vulnerable, 2nd degree: Phantasm, Defensless, 3rd degree: Immersion, Controlled, Resisted by: Will, DC 21; Burst Area 3: 120 feet radius sphere, Contagious, Extra Condition, Insidious, Progressive, Reversible, Selective, Subtle 2: undetectable) 103pp

    Offense
    Initiative +2
    Damage: Burst Area Damage 11 (DC 26)
    Grab, +0 (DC Spec 10)
    Hypnotic Suggestion: Mind Control 11 (DC Will 21)
    Poison Idea: Progressive Burst Area Affliction 11 (DC Fort/Will 21)
    Throw, +0 (DC 15)
    Unarmed, +0 (DC 15)

    Complications
    Motivation: Acceptance
    Quirk: Dislikes and distrusts authority
    Reputation: Crazy

    Languages
    English

    Defense
    Dodge 9/2, Parry 9/1, Fortitude 7, Toughness 8/3, Will 8

    Power Points
    Abilities 20 + Powers 89 + Advantages 9 + Skills 8 (16 ranks) + Defenses 9 = 135
    Last edited by Voidrazor; Monday, 23rd July, 2012 at 10:19 PM.
    My Games
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