Beta Character
MNEMONIC - PL 10, 150pp
Concept: Memory Mimicker
ABILITY SCORES
Strength [STR]: 20
Dexterity [DEX]: 20
Constitution [CON]: 20
Intelligence [INT]: 20
Wisdom [WIS]: 20
Charisma [CHA]: 20
PP Spent: 60
SAVES
Fortitude [FORT]: +5
Reflex [REF]: +5
Willpower [WILL]: +5 (+15 Mind Shield, +15 Mental Grapples)
Toughness [TGH]: +5 (+8 Armored Jumpsuit)
PP Spent: 0
SKILLS
Acrobatics (+5), Bluff (+5), Climb (+5), Computers (+5), Concentration (+5), Craft (+5), Diplomacy (+5), Disable Device (+5), Disguise (+5), Drive (+5), Escape Artist (+5), Gather Info (+5), Handle Animal (+5), Intimidate (+5), Investigate (+5), Knowledge (+5), Medicine (+5), Notice (+5), Pilot (+5), Profession (+5), Ride (+5), Search (+5), Sense Motive (+5), Sleight of Hand (+5), Stealth (+5), Survival (+5), Swim (+5)
PP Spent: 0
FEATS
Attractive (1), Beginner's Luck, Connected, Eidetic Memory, Equipment (5), Jack-of-All-Trades, Luck (4)
PP Spent: 14
COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: Unarmed DC 20, Power Knucks DC 24, Blaster DC 20
Defense [DEF]: 20
Initiative [INIT]: +5
PP Spent: 40
POWERS
Enhanced Will (Flaw: Only for Mental Grapples -1) [10]
Mental Duplication (Extra: Alternate Save-Fortitude +0, Flaw: Split Personality -1) [5],
Mimic (All Feats at once; Extra: Linked to Mental Duplication +0, Duration +1, Flaws: Split Personality -1, Saving Throw-Fortitude -1) [5],
AP: Mental Transform (Alter Memory; Extra: Duration +1, Flaw: Range -1) [10]
Mind Shield (Extra: Duration +1, Flaw: Duration -1) [10],
Quickness (Flaw: Mental -1) [10]
PP Spent: 41
DRAWBACKS
Power Loss [Mental Duplication/Mimic/Quickness if Successfully Attacked with a Mental Effect; 3pp]
Involuntary Transform [Temporary Amnesia when Succesfully Attacked with a Mental Effect; 1pp]
Involuntary Transform [Occasional Personality Change to Past Victims of Memory Absorption; 1pp]
COMPLICATIONS
Amnesiac
Flashbacks of Residual Memories
Difficulty sorting absorbed Memories from his own.
Factions of Institute want to do more "Invasive" Research on Ras.
EQUIPMENT
Masterwork Power Knucks [Strike 4, Mighty, +1 on attack roll; 6ep]
I-Phone [Laptop, Video Camera, Cell Phone; 4ep]
Goggles [Nightvision Goggles, Flash Goggles; 2ep]
Armored Jumpsuit [Protection 3; 3ep]
Blaster Pistol [Blast 5; 5ep]
CHARACTER STORY
One year ago a local fishing trolley hauled the body of an unidentified male out of Freedom Bay. The man barely conscious, and was immediately airlifted to McNider Memorial Hospital.
There he was determined that, despite his waterlogged condition, he was in perfect health.
Moreso, he was in
perfect condition. No scars, no immunization marks, nothing. Stranger, the man had no memory of who he was, and how he got to the river. His first vague memories were that of being drug aboard the Trolley. Having no proof of identity, much less insurance, he was to be admitted to the care of the State, but due to displaying a unique "Omni-Competance" he was turned over to the Albright Institute for study.
There it was determined his brainwaves had a weird chameleon-like ability to mimic those he was in close contact with. When touching someone he could "absorb" thier Memories and Personality. Jokingly called "Tabula Rasa" (meaning the Blank Slate) or Ras for short, the John Doe continued living at the Institute until an inevitable break-in by a Supervillain on its premises, using his unique skills, he thwarted a major theft. and probably saved the city.
Thrilled by the rush of the encounter, Ras decided to adopt a new Identity as the Costumed
Mnemonic.
NOTES
Mnemonic is Omni-Competant. With his attributes and feats he is +5 with any skill, equal to a professional level of training, if the skill involves memory he rises to +9 on his rolls, considered an "expert" in the field. If he so chooses by spending a HP these bonuses rise to +10 (expert) and +14 (virtual mastery) with a particular skill. Since his mind works so quickly to process information, he can almost instantly Take 20 on any purely Mental Task.
By touching someone, Mnemonic recieves up to 100 skill ranks from someone and up to 25pp in feats. Both may be kept indefinitely, though when he touches another victim his feat array "resets" itself. He may keep or trade in skill ranks as he sees fit however.
Though no Drawback or Flaw has been taken to represent it, Feats received are due to a Memory Descriptor, and must make sense somehow for him to access the Feat. (It may be appropriate to Mimic a Benefit: Wealth Feat for example by knowing all of the Targets Financial Information, such as Account Numbers, Passwords and PINs)
Mnemonic's Mind Shield is Permanent, he cannot lower it for even beneficial, or benevolent effects such as Telepathy. Any attempts to access his Mind on any level have resulted in either failure or wiping his Mind of its current memories.
Recently Mnemonic has learned he the Memory Synch he achieves with a Target can work both ways, instead of altering his Brainwaves he can alter the targets, thereby manipulating thier memories.