Mercury

Mercury
Robert Netschike

Player: Wayne

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
24 DEX 10 42 24 14- OCV 8 DCV 8
22 CON 10 24 22 13-
14 BODY 10 8 14 12-
19 INT 10 9 19 13- PER Roll 13-
11 EGO 10 2 11 11- ECV: 4
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
18 COM 10 4 18 13-
10 PD 3 7 10/22 10/22 PD (0/12 rPD)
10 ED 4 6 10/22 10/22 ED (0/12 rED)
5 SPD 3.4 16 5 Phases: 3, 5, 8, 10, 12
8 REC 7 2 8
44 END 44 0 44
32 STUN 32 0 32
6″ Running 6 0 6″/18″
2″ Swimming 2 0 2″/14″
2″ Leaping 3 0 2 1/2″ 126 Total Characteristics Points

POWERS
Cost Power END
90 True Shape Shift: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, Any Shape), Cellular, Imitation, Instant Change, Makeover, Costs END Only To Change Shape (+1/4) Notes: This power along with others listed, allow the character to not only take on the appearance of any person but also cars, bears, helocopters, Coke machine, even a pool of water. The character can also PERFECTLY imitate another person down to the appearance, voice, race, sex, fingerprints, retinal pattern and genetics. This power is limited only by the player’s imagination. 7

25 Body Weaponry: Multipower, 37-point reserve, all slots Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later.

2u 1) Natural Weapons: Killing Attack – Hand-To-Hand 2d6 (2 1/2d6 w/STR)  Notes: This power simulates parts of a body or an object that might be used as a weapon such as a bull’s horns, a tiger’s teeth, a backhoe’s scoop, etc. 3
1u 2) Natural Weapons: Hand-To-Hand Attack +6d6; Hand-To-Hand Attack (-1/2)
Notes: This power simulates parts of a body or an object that might be used as a weapon such as a car’s bumper, a dragon’s tail, a wrecking ball, etc. 3

20 Size Shifting: Multipower, 30-point reserve, all slots Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later.

2u 1) Larger Forms: Growth (+30 STR, +6 BODY, +6 STUN, -6″ KB, 6,329 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide)
Notes: Allows the character to take on the size as well as appearance of larger creatures and object such as an elephant or car. 3
2u 2) Smaller Forms: Shrinking (0.2508 m tall, 0.1931 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9″ KB) Notes: Allows the character to take on ethe size as well as the appearance of such things as a child, dog, can of RAID, etc. 3

20 Body Armor: Armor (12 PD/12 ED); Linked (True Shape Shift; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)  Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later. This power allows the character to use Shapeshifting to alter his very skin into whatever is appropriate for a defense, such as dragon scales or the metal of a dumpster. 4

20 Motivation Imitation: Multipower, 30-point reserve, all slots Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later.

2u 1) Ground Movement: Running +12″ (6″/18″ total), x4 Noncombat (29 Active Points) Notes: Legs, wheels, tracks, etc. 3
1u 2) Water Movement: Swimming +12″ (2″/14″ total) (x4 Noncombat) Notes: Fins, flippers, propellers, hydro-dynamic drive, etc. 2
1u 3) Air Movement: Flight 15″; Restrainable (-1/2)  Notes: Bird wings, helicopter blades, airplane wings and engine, etc. 3
18 Regeneration: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0

10 You Can’t See Me: Invisibility to Sight Group ; Chameleon (-1/2), Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shape shifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shape shift and NOT activate the power until later. This power along with the Shape shifting allows the character to transform his body into a piece of the scenery such as part of a building, street or mailbox. He is indistinguishable from whatever he is imatating unless he moves. 2

8 Horrific Transformation: +20 PRE; Only For Fear-Based Presence Attacks During Transformation (-1 1/2)
Notes: Used to create a sudden monstrous appearance to scare the crap out of someone.

7 Environmental Adaptation: Life Support (Expanded Breathing: underwater; Safe in Intense Cold; Safe in Intense Heat); Nonpersistent (-1/4) 0

7 The Eyes Have It: Increased Arc Of Perception (360 Degrees) with Sight Group; Costs Endurance (-1/2) 1
6 Falcon’s Eyes: +6 versus Range Modifier for Sight Group; Costs Endurance (-1/2) 1
3 Animal’s Nose: Tracking with Normal Smell; Costs Endurance (-1/2) 1
3 Cat’s Eyes: Nightvision; Costs Endurance (-1/2) 1
248 Total Powers Cost 

COMBAT MANEUVERS – Battle Shifting
Maneuver Phase OCV DCV Effect
Altered Form Dodge 1/2 +5 Dodge, Affects All Attacks, Abort
Body Like Water 1/2 +0 +0 28 STR vs. Grabs
Malleable Block 1/2 +1 +1 Grab One Limb, Block
Mallet Hand 1/2 +0 +2 4 1/2d6 Strike
Sharpened Hand 1/2 -2 +0 HKA 1d6 +1
Shifting Limbs 1/2 -1 -1 Grab Two Limbs, 23 STR for holding on

24 Total Martial Arts Cost

SKILLS
Cost Name
0 AK: Native Country 8-
3 Acrobatics 14-
0 Acting 8-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Conversation 12-
0 Deduction 8-
0 Language: English (Idiomatic)
0 PS: Player’s Choice 11-
3 Paramedics 13-
3 Persuasion 12-
3 Shadowing 13-
3 Stealth 14-
0 TF: Small Motorized Ground Vehicles
5 Mimicry 14-
32 Total Skills Cost
PERKS
Cost Name
7 Vehicles & Bases
7 Total Perks Cost
TALENTS
Cost Name
2 Eidetic Memory (5 Active Points); Limited Power Power Only Works On Pepole (-1)
2 Total Talents Cost

DISADVANTAGES
Cost Disadvantage
20 Hunted: Genocide 11- (Mo Pow, Harshly Punish)
20 Hunted: Southwest Bio-Labs 11- (Mo Pow, Capture)
15 Psychological Limitation: Greedy: (Very Common, Moderate)
15 Psychological Limitation: Power Hungry: (Very Common, Moderate)
15 Psychological Limitation : Paranoid: (Very Common, Moderate)
15 Susceptibility : Magnetic Fields: 1d6 damage per Phase (Uncommon)
15 Social Limitation : Secert ID: Robert Netschike (Very Frequently, Minor)
10 Vulnerability: 1 1/2 x STUN Sonic attacks (Common)
125 Total Disadvantages Cost

APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6′ 7″
Weight: 218 lbs
Description:
BACKGROUND
P.O Box 3855 Pheniox. AZ, Fake Id as John Smith
POWERS/TACTICS

PERSONALITY/MOTIVATION

 

2 thoughts on “Mercury

Leave a Reply

Your email address will not be published. Required fields are marked *