Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)

Proposed changes:

Increase Protection (and impervious) by 2 - 4pp

SKILLS
Acrobatics 4 (+6), Deception 6 (+6), Perception 8 (+9), Expertise (Sculpting) 4 (+5), Insight 5 (+6), Intimidate 4 (+4), Ranged Attack (Cold Control) 3 (+11)

17 point total - 2pp

Immunity (hunger and first, aging, poison, disease, crit, suffocation, cold) (13) - 2pp

FORTITUDE 10, WILL 9 - 2pp
 

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A huge grin spreads across Enoch's face. "Low profile? Why would the 'scary evil mutant terrorist' who is about to save The William Lyons, live on TV no less, want to skulk around? Dude, you're about to be a hero! It'll be awesome!"
I assumed Uomo hasn't the phone on free speaker, so nearly no one is currently knowing about the plan, right?
 

I was concerned about that. But, regardless of what Gryphon's plans might be, Enoch is pretty interested in changing the media's image of mutants. The false terrorist label is tied up in his mind with his father's hypocracy.
 

We'll assume everyone was filled in on the basics once Gryphon arrived and the NPC's had gone in the van.. Sorry, I missed this post.
 

[MENTION=2710]jkason[/MENTION], Regarding your in game post about Grid's EMP:
Area doesn't work exactly like that. Basic area Burst is a 30' radius. It doesn't increase in size with the rank of the effect, but doubles each time you apply the area effect again. So if you pay +2/rank it would be 60', +3/rank = 120', etc.
Range is affected by the rank of the effect itself, so the burst would be something you could CENTER up to a thousand feet away.

Would you like to redesign the effect with that in mind?
Here's a suggestion: Nullify 5(Electronics, Area:Burst 4, Distracting) - 20pp
Not as powerful, but a much larger burst, at 250' radius. (500' diameter). That's a respectable EMP capable of knocking out 'normal electronics' and having at least some chance of affecting higher end electrical devices/powers.
 

[MENTION=2710]jkason[/MENTION], Regarding your in game post about Grid's EMP:
Area doesn't work exactly like that. Basic area Burst is a 30' radius. It doesn't increase in size with the rank of the effect, but doubles each time you apply the area effect again. So if you pay +2/rank it would be 60', +3/rank = 120', etc.
Range is affected by the rank of the effect itself, so the burst would be something you could CENTER up to a thousand feet away.

Ah! Okay. That makes sense.

Would you like to redesign the effect with that in mind?
Here's a suggestion: Nullify 5(Electronics, Area:Burst 4, Distracting) - 20pp
Not as powerful, but a much larger burst, at 250' radius. (500' diameter). That's a respectable EMP capable of knocking out 'normal electronics' and having at least some chance of affecting higher end electrical devices/powers.

Hrm. That does sound neater, and probably more of what I was thinking. In that configuration, it's still an effect he can create at range, just not as far, right? 500' away at its center? Distracting makes sense, too, since unlike his other electrical stuff, an EMP would require him to finesse the charge rather than just zap.

I'll try to get my sheet updated later today. Thanks for the advice. :)
 



Okay, finally got Cassie's stuff up to date and updated in the RG.

Various skill boosts, and incremental power increases to cover PL limits are most of it. Her Will and Fort are still her weak spots, though they did increase by 2 points each, not 1 point...so she's slowly gaining ground there.

Physically, she's pretty beefy, at cap with Dodge, Parry and Toughness, and with full Impervious layered on that Toughness. Direct physical attacks are definitely the least optimal path with Fulcrum, as befits her powers. :)
 

I'd like to make the following changes to Enoch with the XP bump:
+6 Investigate (total +19) part of Mental Plane Perception power (cost recalculated)
+1 dodge and parry part of Invincible Ignorance power (to stay at cap)
converted 1 parry from regular defenses to part of Invincible Ignorance
+1 rank to each of the Sleep of Reason powers (to stay at cap)
+1 will


[sblock=Enoch Prince]Enoch Prince - PL 10

[sblock=Pic]
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[/sblock]

[sblock=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.
[/sblock]

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 10 pp total
Comprehend: Comprehend 1 (Languages) 2pp
Enhanced Trait: Enhanced Trait 18 (psionic) Investigation: +18(+19) (Limit: Only usable for Well Informed) - 6 pp
Senses: Senses 4 (psionic, Accurate, Acute, Ranged mental perception, Custom: requires a move action to use) 2pp

Invincible Ignorance: Device (Easily Removable (indestructible)) 17pp total (-9 removable)
The object/manifestation Enoch refers to as invincible ignorance is a flat grey truncated cube, a little over an inch 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 18 (Dodge +8 (+10), Parry +10 (+10)) 18pp

Sleep of Reason: Device (Easily Removable (indestructible)) 71pp (-45 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 114pp
Illusion: Illusion 12 (Linked; psionic, Affects: All Sense Types, Area: 2000 cft., DC 21; Selective; Resistible: Will) 60pp
Damage: Burst Area Damage 12 (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) 54pp
AP - Hypnotic Suggestion: Mind Control 12 (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) 113pp
AP - Poison Idea: Progressive Burst Area Affliction 12 (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) 111pp

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 10/2, Parry 10/0, Fortitude 7, Toughness 8/3, Will 9

Power Points
Abilities 20 + Powers 98 + Advantages 9 + Skills 8 (16 ranks) + Defenses 10 = 145[/sblock]
 
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