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novi

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About novi

  • Birthday 12/31/1982

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  1. Long time roleplayer here who is suffering a slight problem. I just can't seem to grok MnM. Which makes me a little embarrassed, since Hero System is my default system, and I have no problem understanding it. So while I can understand the rules, I just can't picture what a properly made character looks like. And while I could just play something simple out of a book, that's too easy. So I was hoping I could get some help putting a character together. Player Name: novi Character Name: Polymer Power Level: 10 (150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: animate lump of malleable plastic with a comatose real body Alternate Identities: Identity: Birthplace: Occupation: chemical researcher Affiliations: (People and/or groups you work with) Family: Age: (DoB: Month [Optionally, Day & Month], Year) Gender: Ethnicity: Height: Weight: Eyes: Hair: Description: Power Descriptions: (if applicable) History: Genius chemist is working on an experimental, highy complex plastic. Some kind of accident/malfunction/origin story happens. Wakes up inhabiting/controling body of said plastic, while normal body is unresponsive. Personality & Motivation: Wants to know what happened, and what it will take to wake up original body. OTOH, I'm an F-in superhero! I'm going to have some fun now! Also, is a skeptic: does not deny fae, people who claim to use magic, or the like exist, but thoroughly believes that everything is quantifiable and explainable by science Powers & Tactics: The experimental plastic responds to mental commands, capable of reforming into almost any shape. Other physical properties can be adjusted, allowing for a wide range of shapeshifting and stretching type powers. Not so good with fine details just yet. OTOH, is capable of forming simple working mechanisms. Complications: My Real Body: Real body has been comatose since accident. It's being taken care of in a long term care facility. Kinda wants to use it again at some point. Skeptic: Believes everything is explainable by science, and follows its logic. Tends to get tripped up when things use other logic or rules. Abilities: 10 + 6 + -10 + 14 + 2 + 2 = 24PP Strength: 20 (+5) Dexterity: 16 (+3) Constitution: - (-) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4 (+8 Melee) Grapple: +13 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 0 + 3 + 3 = 6PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: - (+0 Con, +0) Reflex: +6 (+3 Dex, +3) Will: +4 (+1 Wis, +3) Skills: 28R = 7PP Acrobatics 2 (+5) Computers 4 (+11) Craft (Chemical) 8 (+15) Knowledge (Physical Sciences) 6 (+13) Knowledge (Technology) 4 (+11) Medicine 2 (+3) Stealth 2 (+5) Feats: 14PP Ambidexterity Attack Focus (Melee) 4 Chokehold Dodge Focus 4 Grappling Finesse Improved Grapple Improved Pin Inventor Powers: 30 + 5 = 35PP Immunity (Polymer Body, Immunity to Fortitude Saves) [30PP] Regeneration (Polymer Body, +5 to Recovery Checks) [5PP] Drawbacks: (-0) + (-0) = -0PP Disability (No sense of smell, and limited taste, Frequency: [Common], Intensity: [Moderate]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Abilities (24) + Combat (16) + Saving Throws (6) + Skills (7) + Feats (14) + Powers (35) - Drawbacks (-3) = 99/150 Power Points As you can see, I was thinking of doing it as a construct. I was also planning on being off the combat caps, since the character doesn't have a good reason to be that good at fighting. Beyond that, I was looking at Plastic Man-esque powers. So I would appreciate help massaging the numbers and filling in the rest of the character. Thanks in advance.
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