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Mirage (PL8) - Griffalo


Griffalo

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Mirage
Power Level: 
8 (150/150PP)
Unspent Power Points: 0
Trade-Offs: Attack Bonus +1/Save DC -1, Defense Bonus +1/Toughness Save -1

 

In Brief: Illusion controller searching for inner truth

Catchphrase: None

Theme: Do You Want the Truth, Or Something Beautiful?

 

Alternate Identity: Noel Wells (Secret)
Birthplace: Marblehead, MA

Residence: Claremont Academy, Freedom City
Base of Operations: Claremont Academy, Freedom City
Occupation:  Student
Affiliations: Claremont Academy
Family: Michael "Mickey" Wells, unemployed.

 

Description:
Age: 17 (DoB: 2005)
Apparent Age: 17
Gender:  Male
Ethnicity: Caucasian.
Height:  5' 10"
Weight:  230lbs
Eyes:  Brown
Hair:  Blonde

 

 

History:
Noel Wells was a quiet child, a gentle soul who found himself with the build of a linebacker. From a young age he felt different, not least because his father was ill suited to raising him. A low-level street enforcer with the minor mutant ability to create small bursts of static electricity, his father had given him two reasons to be picked on from the beginning. His quiet introverted nature won him few friends, and as he grew into a teen his own burgeoning queerness further intensified the gulf between himself and everybody else. 

 

At the same time his own mutant ability was developing. He was surprised by the strength of his new ability, either to project realistic illusions or to inflict overwhelming visions at individuals. Given that he hadn't had the best upbringing, it wasn't surprising that the first order of business was to take his revenge on his tormentors. Harmless pranks became serious threats until local heroine Stoneheart thwarted his activities. Thankfully rather than kicking his butt and sending him to juvie, Stoneheart helped Noel through the inner turmoil, showing him that lashing out wouldn't ultimately be fulfilling, and that there was a good person beneath the layers of pain.

 

From that point on, he worked on being a better person, using his abilities to help others. His new heroic activities didn't square too well with his father, and before too long Boston heroes got in touch with the faculty of Claremont to try and further the teen's education. 

 

Personality & Motivation:
Mirage is still rather quiet and shy, though anyone who knew him even a few years ago would notice a marked improvement. He's eager to make friends but is inexperienced in how. He's getting the college experience a little early - that is, moving somewhere no-one knows who he was and thus has a chance to completely reinvent himself as a fun and interesting person and will probably end up doing something ill-advised like getting something pierced or buying a leather jacket that doesn't suit him.

 

Powers & Tactics:
Mirage can create wide ranging illusions that affect all senses as well as duplicate the appearance of other humanoids. By default this puts him on infiltration and distraction duty. At a shorter range he can create 'realistic' illusions with the capability of inflicting psychosomatic injuries, which he tends to manifest as intense beams of light or fearsome weapons. Finally he can project crude but powerful illusions at individual targets that overload the senses, should the need come up to subdue opponents without causing lasting harm. Failing that, he's a working class kid with a thug for a father - he knows how to throw a punch and avoid one.

 

Power Descriptions:
Being an illusionist, Mirage's powers can look like anything or nothing; however, as a teenager his powers are often influenced by pop-culture and his own experiences; recreating locations or characters from movies or TV, for example. When using his Dazzle ability it is a sheer sensory overload; blinding flashes, screaming eardrums, nerves on fire.

 

Complications:
Cruel and Unusual (Reputation): He's on the straight and narrow now, but it wasn't too long ago he tormented other teens with nightmares that would make Freddy hang up his hat and glove. There are those who feel a great deal of bitterness that Mirage has been 'allowed' to move on with his life.

Daddy Issues (Secret): He's keenly aware that being a hero with a criminal father could be... problematic. Though he doesn't think about it often, 'Mickey the Spark' hangs like the Sword of Damocles, potentially waiting until the exact worst moment to give a tell-all to the media.


Abilities: 4 + 4 + 4 + 2 + 8 + 4 = 26PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 14 (+2)


Combat: 18 + 12 = 30PP
Initiative: +2
Attack: +9 Melee, +9 Ranged, +9 Base
Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed

Grapple: +11
Knockback: -3


Saving Throws: 4 + 4 + 3 = 11PP
Toughness: +7 (+2 Con, +3 Armor, +2 Defensive Roll 
Fortitude: +6 (+2 Con, +4)
Reflex: +6 (+2 Dex, +4)
Will: +7 (+4 Wis, +3)


Skills: 20R = 5PP 

  • Bluff 6 (+8)
  • Concentration 6 (+10)
  • Disguise 0 (+2/+22 (With Morph active)
  • Drive 2 (+4)
  • Notice 4 (+8)
  • Sense Motive 2 (+6)


Feats: 12PP

  • Attack Specialisation (Unarmed) 2
  • Defensive Roll
  • Distract (Bluff)
  • Dodge Focus 3
  • Redirect
  • Second Chance (Saves vs. Illusions)
  • Set-Up
  • Taunt
  • Equipment 1 (5 EP)

 

Equipment: 1PP = 5EP 

 

  • Costume (Protection 3) 3 EP
  • Sap Gloves (as Brass Knuckles, STR+1 damage) 2 EP


Powers: 58 + 8 = 66PP (illusion, mutation)

  • Illusion Array 28 (56PP Array: Feats: Alternate Power 2) [58PP]
    • Base Power: Illusion 8 (5D Holography, Affects All Sense Types (4PP rank), Extras: Damaging) [56/56 PP]
    • Alternate Power: Illusion 8 (4D Holography, Affects All Sense Types (4PP rank), Extras: Duration (Continuous) Feats: Area Progression 3 (50ft Radius) [51PP]
    • Alternate Power: Dazzle 8 (Sensory Overload, Affects All Sense Types (4PP rank), Extras: Area (40ft. Burst), Range (Perception), Selective Attack) [56PP]
  • Morph 4 (Illusory Appearance; Broad Group (Humanoids) - 2PP rank) [8PP]


Drawbacks: (-0) + (-0) = -0PP



DC Block

ATTACK               RANGE           SAVE                           EFFECT
Unarmed             Touch             DC 17 Toughness       Damage

Sap Gloves          Touch             DC 18 Toughness      Damage

Illusion 8              Perception     DC 18 Will                   Damage

Dazzle 8              Perception     DC 18 Will                   Blinded/

                                                                                       Deafened

                                                   
Totals: Abilities (26) + Combat (30) + Saving Throws (11) + Skills (5) + Feats (12) + Powers (66) - Drawbacks (0) = 150/150 Power Points

Edited by Griffalo
Edits as per EternalPhoenix
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  • Fox changed the title to Mirage (PL8) - Griffalo

My most immediate concern is that the character doesn't meet their combat caps on offense - Mirage's only offensive abilities are unarmed combat (fighting at PL4.5), Nauseate (at PL7), and damaging Illusions (at PL5). New characters need to hit combat caps for their power level, so Mirage is going to need some kind of combat-useful ability that can function at PL.

 

Fortunately, I think you have the budget to make that happen. Every new player starts with two PL10/150PP slots and a PL7/105PP slot, adding additional character slots as they play via Veteran Awards; you can use a PL10/150PP slot to build a PL8/150PP character if you want, and those extra points will help you round Mirage out.

 

 

Lesser notes are mostly just house rule or helpful things:

 

A character of average wealth (e.g., no Wealth Benefits or Drawbacks) can be assumed to own a cell phone and a normal, every day computer or laptop; no need to buy it with Equipment unless yours is fancy somehow.

 

The +Area Progression on an Illusion power is a Feat, not an Extra; the cost is correct here, just looks like the notation went astray.

 

The 5th D on the Illusion being "Damaging" got a genuine laugh out me. Nicely done.

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