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Radiant - Elasmid - PL7 Hero


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Player Name: Radiant

Character Name: Ell Plunder

Power Level: 7 (105/105PP)

Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness

Unspent PP: 0

Progress to Bronze Status: 0/30

In Brief: Stretchy morphic creation of Minnesota's maddest scientist/supervillain/pirate, sent off to school to learn a more upstanding trade.

Alternate Identities: Elasmid, Unit 036EL

Identity: Public

Birthplace: Plunder HQ 3, Minnesota

Occupation: Student

Affiliations: Claremont Academy

Family: Dr. Bartholomew Plunder ("Father," in jail), Emily Noin (Guardian, St. Paul)

Age: 17 (DoB: March 13, 1993)

Apparent Age: Variable

Gender: Shapeshifter (more often male)

Ethnicity: Genetically engineered composite being (most often appears Caucasian)

Height: 5'0"-6'6"

Weight: 120 lbs

Eyes: Variable (most often blue)

Hair: Variable (most often black)

Description:

Ell looks like whatever Ell wants to look like. As an 'elasmid'- Dr. Plunder's term for his shapeshifting creation- Ell doesn't really have a natural form or even a defined gender, though most of the Claremont student body has settled on male pronouns, if only because he uses the boys' locker room. His human forms run the gamut of all (adult) sizes, shapes, and shades. However, for the convenience of those around him, he has chosen a day-to-day form, which has grown more comfortable in the same way a familiar jacket might. On a normal school day, Ell takes a lanky, fair-skinned, androgynous form, a bit tall for a girl, a bit short for a guy, with messy black hair.

The shapeshifter has also designed a suit for all things heroic, simple bright white tights with a matching mask across the eyes, trimmed with gray. Across the back is Dr. Plunder's insignia, an inverted beaker above crossed wrenches.

Power Descriptions:

Ell has an extreme level of control over his body, starting with the ability to assume the form of virtually any human. However, his power goes beyond that; he is capable of stretching out his body to extreme lengths, regrowing limbs, and becoming so flexible as to be nigh-fluidic, among other feats.

History:

Ell's story begins with Doctor Bartholomew Plunder, a supervillain who once operated out of Minnesota, and was once the area's premier mad-scientist (and self-styled pirate, to boot). The man was constantly creating new armies with which to conquer the state and declare his own country, usually using robots, though sometimes he'd use cyborgs for a change of pace. However, he knew time would claim his body eventually, and so, he took to creating a new one. But not a robotic body, no; he'd already had to replace too much of himself with metal and wire. No, this would be an organic body, a perfect body. He shifted his efforts to the development of organic soldiers, in an effort to refine an ideal body. After numerous failed experiments that ended up little more than fodder for local heroes, he created unit 035EL, the pinnacle of his elasmid line, created from a composite of genetic material stolen from half the state, paired with his own modifications. It was healthy, stable, strong, useful. And it had a lifespan of about six weeks thanks to accelerated aging, but it yielded useful data and that feature was removed for the real product, unit 036EL. The doctor wasn't so decrepit that he couldn't wait a couple decades for the creature to mature naturally before removing its brain and implanting his own, after all. And in the mean time, there would be plenty of time to finish founding his own country.

There was just one problem. Plunder was a very lonely man, who'd rarely had any company in his life. As his creation grew over the years, the doctor grew fond of it. He grew soft, eventually raising it as if it were his own child, protecting it from the perils of villainous life. 036EL became just L, and then Ell. He received an education more appropriate to a child than "how to build a robot horde."

In the end, Ell proved to be his undoing. Plunder's base was raided and he was separated from his 'child.' He was faced with a choice. He could either escape and destroy the base and everyone in it, or he could let himself be captured. He chose the latter, on the condition that Ell be taken care of, giving every reassurance a supervillain can that his creation had nothing to do with his attempted conquests. There was a full investigation, but in the end, he was found innocent and assigned to a guardian trained in the care of superchildren and was integrated into public life. A slow and painful process.

But even from prison, Plunder could provide one boon to his creation; money. While he may have been an evil conqueror, most of his funding came through legal means; he holds the patents on a great many advanced prosthetics and machining innovations, and even after being sued for reparations, his holdings are considerable. With this wealth, Ell has always been well cared for, has attended the best schools, and has never had a shortage of pocket money for long. Then, when Ell was nearly old enough, the mad scientist made a decision that launched another wave of investigations. Dr. Plunder had learned from his mistakes, and wanted Ell to do something better with his life, so he decided Ell shall attend Claremont.

Aside from being created by a supervillain, Ell's background was clean. The elasmid seemed capable and sincere enough, and the doctor's motives checked out even under mind scan. And tuition was covered. In the end, there was no reason to keep him out.

Personality & Motivation:

Ell's view of criminals- supervillains in particular- are very much shaped by his father, who Ell never saw as evil despite an entire state ranking him among the most heinous scum the planet has ever had the ill fortune to produce. Rather, he sees his father's days of conquest as a misguided lashing out and believes his actions stemmed from loneliness rather than malice. In his naive mind, this view extends to most other villains as well; they're not evil, just hurting, and while they must be stopped, it is as much for their good as for the good of the public. On the most basic level, he cares about everyone, no matter how "evil" they supposedly are.

Ell is rather short on basic social skills, and doesn't understand many major faux pas. Like why people wouldn't like him wearing their faces. A horrible judge of character, Ell is easily misled. However, he takes to deception quite naturally paired with a bad habit of thinking of people as tools and toys when there isn't a crisis going on.

Powers & Tactics:

Find face. Punch face. Possibly from half-way across a football field.


Complications:

Sympathy: Ell is way too sympathetic with regards to the criminal element and always has faith that they are fundamentally good people, if you dig deep enough. This is easily exploited.

Reputation: Being the 'child' of a supervillain, many are extremely mistrustful of this shapeshifter, particularly the authorities and Minnesotans.

Reputation: Once or twice, Ell has used his shapeshifting to pull pranks on some of his fellow students. This backfired badly, as he's become the go-to scapegoat for anyone who wants to pawn their actions off on him.

Honor: Family is one of Ell's highest values. Family does not turn against family, and always tries to help the same. Unfortunately, being a composite being made of stolen genetic material, just about everyone who was living in Minnesota in the 70s or 80s is technically Ell's sibling, and their children are technically his nieces and nephews, which gives them significant sway over him.

Abilities: 11 + 4 + 8 + 0 + 0 + 4 = 27PP

Strength: 21 (+5)

Dexterity: 14 (+2)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 14 (+2)

Combat: 6 + 8 = 14PP

Initiative: +6

Attack: +3 (+9 unarmed)

Grapple: +13

Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

Knockback: -4 (-2 flat-footed)

Saving Throws: 4 + 3 + 3 = 10PP

Toughness: +8 (+4 Con, +4 Defensive Roll), +4 flat-footed

Fortitude: +8 (+4 Con, +4)

Reflex: +5 (+3 Dex, +2)

Will: +3 (+3 Wis, +0)

Skills: 16R = 4PP

Acrobatics 3 (+5)

Bluff 2 (+4, +12 with Attractive)

Diplomacy 2 (+4, +12 with Attractive)

Disguise 0 (+11 with Morph and Shiftsuit)

Notice 5 (+5)

Perform: Acting 4 (+6)

Feats: 16PP

Ambidexterity

Attack Specialization: Unarmed 3

Attractive 2

Benefit: Wealth 1

Chokehold

Defensive Roll 2

Dodge Focus 2

Eidetic Memory

Elusive Target

Improved Initiative

Power Attack

Powers: 4 + 5 + 2 + 2 + 6 + 4 + 3 + 7 + 1 = 34PP

Device 1: (Shiftsuit, Flaws: Hard to Lose, gives 5 device PP) [4PP] (technological, nanotech)

Enhanced Trait 1: (+4 Disguise) [1PP]

Feat: (Quick Change 2) [2PP]

Feature: (Always Clean) [1PP]

Feature: (Infinite Wardrobe) [1PP]

Elongation 5: (Elastic Form) [5PP] (Genetic)

Growth 2: (Size Modulation, Flaws: Dispersal) [2PP] (Genetic)

Immunity 2: (Amorphous Anatomy, immune to critical hits) [2PP] (Genetic)

Insubstantial 1: (Malleable Form, Feats: Selective) [1PP] (Genetic)

Leaping 4: (Elastic Bound) [4PP] (Genetic)

Morph 1: (Any human, Feats: Innate) [3PP] (Genetic)

Regeneration 7: (Accelerated growth, +1 to recovery checks, full-round action to recover from bruised or injured, Feats: Regrowth) [7PP] (Genetic)

Shrinking 1 (Size Modulation) [1PP] (Genetic)

DC Block:


ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC20 Toughness (Staged)     Damage (Physical)

Abilities (27) + Combat (14) + Saving Throws (10) + Skills (4) + Feats (16) + Powers (34) - Drawbacks (0) = 105 Power Points

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