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The Eel - PL7 Bedlam PC - WIP

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The Eel

Power Level: 7 (105/105PP)
Tradeoffs: -3 Toughness/+3 Defense 
Unspent PP: 0
In Brief: Amnesiac former Labyrinth agent with induced mutations
Identity: Unknown
Birthplace: UK?
Occupation: Currently unemployed
Affiliations: The Labyrinth (former)
Family: Unknown


Age: Mid-twenties?
Gender: Female
Height: 5’6”
Weight: 125 lbs.
Eyes: Brown
Hair: Brown with blonde highlights


The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but it responds to her chameleonic coloration, as well as offering others some protection from her secreted toxin. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns.




Personality & Motivation:


Powers & Tactics:

There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and the befuddling toxin she secretes can't be turned off. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like.



I Don't Remember, I Dont Recall: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place.


I Think I Used To Be Awful: Sometimes Eel will catch a glimpse of her previous life,  or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees.


Sounds A Bit Posh, Don't She: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK.


You're A Bloody Ghost: The Eel has no ID, credit cards or cellphone, and doesn't show up in any databases; this makes living in the modern world very difficult.


Abilities: 2 + 6 + 12 + 2 + 4 + 8 = 34PP
Strength: 12 (+1)
Constitution: 16 (+3)
Dexterity: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 6 + 6 = 12PP
Initiative: +6 (+6 Dex)
Attack: +3, +7 Melee (+3 Base, +4 Attack Focus), +3 Ranged
Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs])
Defense: +10 (+3 Base, +10 Dodge Focus)


Saves: 0 + 4 + 1 + 4 = 9PP
Toughness +4 (+3 Con, +1 'Eelskin' suit)
Fortitude +7 (+3 Con, +4)
Reflex +7 (+6 Dex, +1)
Will +6 (+2 Wis, +4)


Skills: 40R = 10PP

Acrobatics 2 (+8)

Bluff 1 (+5)

Diplomacy 1 (+5)

Disable Device 4 (+5)

Escape Artist 0 (+6, +12 w/ Elongation)

Gather Information 1 (+5)

Knowledge (Streetwise) 4 (+5)

Notice 6 (+8)

Sense Motive 6 (+8)

Stealth 4 (+10)

Swim 11 (+12)


Feats: 4 + 1 + 7 + 1 + 1 + 1 + 1 = 16PP

Attack Focus (Melee) 4

Benefit: Ambidexterity (Hands and feet)

Dodge Focus 7

Equipment 1

Grappling Finesse

Improved Grab

Improved Grapple (free w/ Additional Limbs)

Improved Pin

Uncanny Dodge (Auditory)


Equipment: 1PP = 5EP

Binoculars 1EP

'Eelskin' protective suit 1EP

Handcuffs 1EP
Lockpicks 1EP
Multi-tool 1EP


Powers: 2 + 4 + 7 + 6 + 3 + 3 + 5 = 30PP (All powers have the Mutant descriptor)

Additional Limbs 2 (Both Legs) [2PP]

Concealment 4 (All Visual Senses, Flaws: Blending) [4PP]

Drain Wisdom 7 (Extras: Poison, Flaws: Permanent) [7PP]

Elongation 6 (250 feet) [6PP]

Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning) [3PP]

Super-Senses 3 (Accurate Ultrasonic Hearing)[Sonar]

Swimming 5 (Speed: 50 mp) [5PP]


Drawbacks: (-6) = -6PP


Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP]


Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP]


DC Block


ATTACK        RANGE      SAVE                    EFFECT


Unarmed      Touch        DC 16 Tough       Damage


Drain              Touch       DC 17 Fort            Drain


Abilities 34 + Skills 10 (40 ranks) + Feats 16 + Powers 30 + Combat 12 + Saves 9 + Drawbacks 6 = 105 points

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