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.