The variable equipment does sound kind of cool, but my character isn't really gear based, and should suffice from just the free goodies the Trust gave him, plus his own innate abilities. He's more the kind of spy who uses his cunning and interaction skills more than bugs and trackers; HUMINT, if you will.
The codename I'm now leaning towards is Errant, which should refer to the heroic underpinnings of the knight-errant of ye olden times. And of course, it doesn't refer to any kind of shapeshifting abilities (it doesn't pay to advertise your deceptive abilities, Kirinke). How does the color look, by the way?
I had meant to write up my background tonight as well, but it took me a little too long to finish my other writing. Here's the new character sheet.
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Christopher Dodgson – Errant
PL 11 – 172 PP
Abilities:
Strength 14
Dexterity 14
Constitution 18/32
Intelligence 10
Wisdom 10
Charisma 14
20 points
Skills:
Acrobatics +10 (8 ranks)
Bluff +18 (16 ranks)
Disable Device +12 (12 ranks)
Disguise +6/+31 (4 ranks)
Gather Information +14 (12 ranks)
Notice +12 (12 ranks)
Search +4 (4 ranks)
Sense Motive +10 (10 ranks)
Sleight of Hand +14 (12 ranks)
Stealth +12 (10 ranks)
25 points
Feats: All-Out Attack, Benefit: Alternate Identity, Contacts, Distract, Improved Initiative, Luck , Power Attack, Uncanny Dodge (mental), Well-Informed
9 points
Saves:
Toughness +11
Fortitude +11
Reflex +9
Will +11
18 points
Attacks and Defenses:
Base Attack +2
Base Defense +3
Attack Focus: Melee +4
Dodge Focus +8
22 points
Powers:
Morph 5 (all humanoid shapes) - Precise
-AP: Concealment 5: All Visual, Hearing – Close –Passive
12 points
Enhanced Constitution 14
Regeneration 18 – Bruise no action, Injured no action, Staggered 1 rnd, Disabled 1 min
32 points
Grue Powers Array:
Telepathy 10 – Subtle + Comprehend 2
-AP: Mental Blast 11 – Distracting, Full Round Action
-AP: Strike 8 – Penetrating 2 - Mighty – Enhanced Feat: Attack Focus 6, Improved Grapple, Improved Pin, Improved Critical 2 – Elongation 2 (Free Action)
27 points
Movement Array:
Speed 1, Leaping 2
-AP: Swim 2, Immunity Drowning
-AP: Super-Movement: Wall Climbing 1, Speed 1
-AP: Flight 2 – Limited (Wings)
6 points
Super Senses: Low Light Vision
1 point
Devices and Equipment:
1 multitool , 1 set of masterwork handcuffs (2ep), 1 commlink (1ep), 1 iPhone (masterwork computer, cell phone, camera 4ep), 1 flashlight (1ep), 1 SigSaur P226 9mm masterwork heavy pistol w/silencer, laser sight, and ammo (11ep, +4dmg, +2 to attack), 1 set of lockpicks
0 points, from the Trust
Complications
Addiction – Medical drugs
Enemy – The Foundry
172 points
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Everything look good? Background coming tomorrow.