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THE MIRROR
Power Level: 7 (105/105PP)
Unspent Power Points: 0
Trade-Offs: -2 Defense / +2 Toughness

 

In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice.
Catchphrase: “Surprise.”
Theme: Shawn Lane – Hardcase

 

Alternate Identity: Robert “Bob” Goodman (secret)
Birthplace: Vibora Bay, Florida (United States)
Residence: The back room of a dingy office, Vibora Bay, Florida (United States)
Base of Operations: A dingy office, Vibora Bay, Florida (United States)
Occupation: Private detective / retired VBPD special agent
Affiliations: None (looking for group)
Family: Selma Clark (estranged ex-wife) & Neil Goodman (estranged son)

 

Description:
Age: 52 (DoB: 1967)
Apparent Age: Varies (formerly 50s)
Gender: Varies (identifies male)
Ethnicity: Varies (formerly Caucasian)
Height: Varies (formerly 6’1”)
Weight: 215lbs
Eyes: Varies (formerly brown)
Hair: Varies (formerly brown)
Description: Not too long ago, Robert Goodman looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Bob was as well-worn by life as his beloved khaki suits. Following his transformation, however, Bob’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits.

 

History:
Years ago, Special Agents Robert Goodman and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again.

 

The loss of his best friend and brother-in-law destroyed Goodman’s marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Goodman retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest.

 

One day, while tailing a wayward husband, Bob learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Bob was captured, disarmed, and forced to enter the factory.

 

There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Bob himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Goodman oozed free of the vat and was able to escape soon after his murderers fled the scene.

 

Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Bob realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's long and storied heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance.

 

Personality & Motivation:
Tough and determined to the point of obduracy, Robert Goodman epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Goodman works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay.

 

Powers & Tactics:
A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to heal himself.

 

The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate.

 

Power Descriptions:
A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all physical in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades.

 

Complications:
Identity: Robert Goodman endeavors to keep the fact that he is also the Mirror a carefully guarded secret.
Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance.
Relationship: Robert has an estranged ex-wife and a son that he desperately wants to reconnect with.
Responsibility: Goodman works as a private detective, working various cases for the people of Vibora Bay.
Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical.

 

Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP
Strength: 14/24 (+2/+7)
Dexterity: 16 (+3)
Constitution: 18/28 (+4/+9)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)

 

Combat: 10 + 10 = 20PP
Initiative: +3 base
Attack: +5 base, +7 melee
Defense: +5, +3 flat-footed
Grapple: +9 base, +12 fluid form, +14 solid form
Knockback: -4 / -9 (solid form)

 

Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +9 (+9 Con, +0)
Fortitude: +9 (+9 Con, +0)
Reflex: +7 (+3 Dex, +4)
Will: +5 (+1 Wis, +4)

 

Skills: 64R = 16PP
Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed)
Diplomacy 4 (+5 base, +13 Attractive)
Disable Device 4 (+5 base, +10 Beginner’s Luck)
Disguise 0 (+1 Base, +26 Morph)
Gather Information 8 (+9 base)
Investigate 8 (+9 Base)
Knowledge Civics 4 (+5 base, +10 Beginner’s Luck)
Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck)
Notice 8 (+9 base)
Search 8 (+9 base)
Sense Motive 8 (+9 base)
Stealth 4 (+7 base, +12 Beginner’s Luck)

 

Feats: 7PP
Attack Focus 2 (Melee)
Attractive 2 (when Morphed)
Beginner’s Luck
Connected
Contacts
Luck 2

 

Powers: 10 + 23 = 33PP
Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 3) [23PP] (Physical, Mutation)
    • Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20}
    • Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20}
    • Alternate Powers: Elongation 3; Insubstantial 1; Speed 1; Strike 5 (Feats: Variable 1 [Physical], Mighty); Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form) {20/20}
    • Alternate Powers: Enhanced Strength 10; Impervious Toughness 9; Speed 1 (Solid Form) {20/20}
Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Physical, Mutation)

 

Drawbacks: (-3) = -4PP
Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]

 

DC Block

ATTACK

RANGE

SAVE

EFFECT

Unarmed

Touch

DC 17 Toughness

DMG Bludgeoning

Strike 5

35ft

DC 22 Toughness

DMG Blg/prc/slsh

Enhanced Strength

Touch

DC 22 Toughness

DMG Blg/prc/slsh

 

Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points

 

Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875
Base Throwing Distance: 175lbs 5ft; 10lbs 25ft
Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft
E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t
E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft
E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft
Speed: 10mph/88ft per round

Edited by Sophistemon

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Nice! Just some minor math things, looks like:

You've bought and paid for 3 APs, but noted 2 in the Array line; the feats in the third AP should probably be on Strike, not Super-Movement; that last AP should be 19/20, not 20/20.

You should also probably note the Impervious version of your knockback (-4 / -9 solid form).

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1st edit: Thank you for your feedback! In order, I've added his Solid Form knockback resistance, fixed the number of alternate powers, moved the power feats to Strike where they belong, and added Speed 1 to his Solid Form alternate power to make up the point difference. Is there anything else you would like me to change?

 

2nd edit: A misunderstanding led me to believe that I had to have certain powers linked to have them together as one alternate power set. I've split them with semicolons.

Edited by Sophistemon

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