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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