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Cabochard

Rerun (PL10) - Cabochard

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Player Name: Cabochard
Character Name: Rerun
Power Level: 10 (150/150PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Power Copycat

 

Residence: Claremont Academy
Base of Operations: Claremont Academy
Catchphrase: “Nice trick, but I think I can do it better!”


Identity: Anna Albright
Birthplace: Fremont, California
Occupation: Student (Sophomore)
Affiliations: None.
Family: Parents, brother, sister.

 

Description:
Age: 16
Apparent Age: Teenager
Gender: Female
Ethnicity: Caucasian
Height: 5'9”
Weight: 120lbs.
Eyes: Blue
Hair: Black

A leanly-muscled young woman, standing relatively tall for her age, though she doesn't seem to be growing much anymore. Her hair is usually kept short and out of the way.
 

Power Descriptions:
Rerun only has one power, but it comes with plenty of versatility. She can make a copy of other people's powers, so long as she can touch them, her cells changing and reproducing rapidly to allow her to use a new set of powers – so long as they have a blueprint to work off of.

 

History:
Neither Anna nor her family has ever been quite sure when or how she first acquired her powers. The event that revealed them to others, however, they're quite sure of. Growing up, Anna had been a bored, depressed child. She made her way through life without finding any real enjoyment in things – not when she could watch TV and see people who's lives were so much more interesting than hers ever could be. This boredom is what drove her to, one day, run off to personally watch a superpowered fight that had somehow spilled over into a neighborhood within running distance of hers.

 

Ignoring commands to stop from the police, she rushed through a barricade, and to the heart of the fight, where she thought she might finally be able to find a thrill. At the center of the small disaster area that was the center of the fight, she found a villain knocking a hero into a building, destroying half of it, and knocking the hero out cold. Working more on instinct than any actual thought process, the girl rushed to try to help the hero, hoping to drag him away or something of the sort.

 

When she grabbed the hero's arm, everything clicked. For just a second, she understood the hero's power - a simple energy projection power - and how his body was designed to work with it. In the next second, her body adjusted to duplicate it, though she could only manage a far weakened version of it. Anna turned and unleashed her power at the villain. She only hit him because he wasn't expecting anything of the sort, but it was enough to at least hurt him. They fought a short, chaotic battle, as she struggled to figure out how to use her powers, and he tried to predict her actions – no easy task when even she wasn't sure what she was doing.

 

The fight ended when a small team of heroes arrived and restrained her opponent. The young girl who'd used emergent powers to defend someone was commended, and returned to her parents with a strict warning not to do anything of the sort ever again, without training. With that warning in mind, Anna spent the next few months looking for a place where she could be trained, and then be allowed to experience the rush of battle once again. After much research, she stumbled across a rumor that Claremont Academy did such, once the powered had reached a certain age. She sent an email to the principal, informing him of her powers and that she would be interested in enrolling a few years later, and received a message telling her that they would consider her admission once she was the right age.

 

Now the right age, having done research into the fields of genetics already, as well as working to learn various martial arts, hoping to improve her power with simple knowledge if not practice, Anna Albright AKA Rerun, is enrolled for her first year in Claremont Academy, on the way to becoming a superhero. As a gift for having received admittance, her parents are not only paying her tuition (of course), but also worked through various channels to acquire a jumpsuit inset with armored plates to keep her even safer..
 

Personality & Motivation:
Anna's powers are well-suited to her personality, naturally. Much like she behaves in a fight, she prefers to attach herself to someone popular or otherwise powerful, socially, and act as a lackey, leeching off of their success to add to her own. When behaving on her own, she often shows deference to any conversational partner, but otherwise often acts bored and uninterested, except in two situations: whenever there is a chance of testing a new power, or getting into a fight with powered individuals, she becomes much more excitable and jumpy.

 

Powers & Tactics:
Rerun is only effective so long as she has powers to steal. Because of this, she almost always operates with a group of powered individuals who's powers she can fall back on. Given her ability to change powers on the fly in combat, so long as she can acquire contact, she is extremely versatile and adaptable, and is usually willing to jump into any situation or role, so long as she can be provided with appropriate powers.

 

Complications:

Secret Identity: Can't let anybody know who she is! Shhhhh.

No Personal Abilities: Being somebody who's only power is to steal the powers of others isn't easy. If she doesn't have access to a hero who's power she can steal, she's largely at the mercy of others.

Genetic Mimic: There are many kinds of powers out there – and just as many sources. Her powers come from her cells' ability to redesign themselves and copy someone else's, and they can't replicate a machine. She cannot borrow powers born of devices.


 

Abilities: 6 + 14 + 14 + 10 + 10 + 6 = 60PP
Strength: 16 (+3)
Dexterity: 24 (+7)
Constitution: 24 (+7)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 16 (+3)


Combat: 20 + 12 = 32PP
Initiative: +11
Attack: +10 Melee, +10 Ranged
Grapple: +13
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -3/5


Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +7/10 (+7 Con, +3 [Jumpsuit])
Fortitude: +7 (+5 Con, +2)
Reflex: +9 (+7 Dex, +2)
Will: +7 (+5 Wis, +2)


Skills: 20R = 5PP
Computers 4 (+9)
Investigate 3 (+8)

Sleight of Hand 4 (+11)

Knowledge: Life Sciences 4 (+9)

Medicine 5 (+10)


Feats: 10PP
Dodge Focus 4
Improved Initiative

Equipment [5EP]

Defensive Attack

Improved Block

Improved Trip

Instant Up
 

Equipment: 1PP = 5EP

  • Armored Jumpsuit (Toughness +3) [3EP]

  • Flashlight [1EP]

  • Multi-tool [1EP]


Powers: 30 + 7 = 37PP

Mimic 12 (60PP; All Powers (4PP/r*); Extras: Duration (Cont); Flaws: Tainted, Saving Throw, Partially Limited (Half-power with Magic effects); Feats: Innate) [30PP]
*Before Extras/Flaws

Strike 7 (Martial Arts Training; Feats: Mighty) [8PP]


Drawbacks: (-0) = -0PP
None.

DC Block

ATTACK         RANGE          SAVE               EFFECT
Unarmed       
Touch          DC 18 Toughness    Damage 3(Physical)

Martial Arts   Touch          DC 25 Toughness    Damage 10(Physical)

Mimic Grab     Touch          DC 22 Will         Duplicate powers of target (up to 60pp)


 

Totals: Abilities (60) + Combat (32) + Saving Throws (6) + Skills (5) + Feats (10) + Powers (37) - Drawbacks (0) = 150/150 PP

Edited by Cabochard

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So I have a few comments on you character. 

Fluff:
First, characters on these boards cannot be younger than 16 years old, so you will have to increase her age slight. 

Second, regarding her hearing about Claremont, while Claremont’s true nature is generally known to the superhero community (especially the one in Freedom City), its true nature is not known to the general public.  If Anna displayed her powers in such public manner, Headmistress Summers is very likely to have sought her out and extended an invitation to Claremont. 

Regarding some of your abilities/powers and her backstory.  You talk about her having no real training, but she has +10 base combat ability, which makes her a very well trained combatant.  I understand you are wanting to hit PL caps, but there needs to be a bit more explanation for this, particularly as you have a Strike 7 that is represented as martial arts training (which makes her an extremely skilled martial artist).  Having that strike also causes some problems with your Mimic ability, as you can find yourself in a position of breaking caps depending on what sort of powers you are mimicking.

Crunch:
Stats: A few questions and some things that need to be changed.

While they are not breaking any rule, is there a reason for such high stats for the character?  She is at maximum human potential in two and very close in two others?  How does this fit your theme? 

Powers:

So, you have priced your Mimic power wrong.  With a base 4 PP per rank + 1 extra – 3 flaws, that is 2 pp per rank, meaning 12 ranks would only cost 24 PP +1 for the feat.  But…. 

First, I would need a really good explanation as to why this in innate.  Innate is meant to represent something that is a natural part of a character’s species (like an elephant having ranks of Growth because it is just naturally big).  Superpowers are not innate to humans (now the martial arts could be innate, because it is something you learned through training). 

Second, the Partially Limited flaw is not a true flaw.  It does not sufficiently limit the power.  In order to qualify as a flaw, a limitation must effect the power at least 50% of the time.  If the flaw was you were only limited to mimicking magical powers, that would be a flaw.  As you have it, it is a -1 drawback.

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