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Mercury (PL8) - Griffalo


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[floatr]MercuryHF.png[/floatr]

Player Name: Griffalo

Character Name: Mercury

Power Level: 8 (115/119PP)

Trade-Offs: None

Unspent PP: 4

Progress to Bronze Status: 14/30

In Brief: The son of the Greek God Hermes and a mortal woman, Elizabeth.

Alternate Identities: Evander Levinson, "Kid Hermes" (a nickname he trialled for about a week when he was 12 and now hopes no-one finds out)

Identity: Public

Birthplace: Arcadia, Indiana

Occupation: High School Student

Affiliations: Claremont Academy

Family: Elizabeth Alexandra Levinson ("Mom").

Logios Hermes, God of commerce, thieves, travelers, sports, athletes, and border crossings, Giver of Charm, Lord of Contests, Conductor of Dreams, Conveyor of Souls. ("Dad").

Age: 16 (DoB: January, 1995)

Gender: Male

Ethnicity: Caucasian

Height: 5'10"

Weight: 190 lbs.

Eyes: Dark Brown (almost Black)

Hair: Brown

Description: Despite his divine heritage, Evander looks almost shockingly average. He dresses in the typical teen uniform of jeans and T-shirts, battered old sneakers trailing laces. His Mediterranean heritage is evident in his dark hair and eyes, and the olive cast to his complexion.

Power Descriptions: Evander's primary power is his ability to wield arcane magic. His speciality seems to be blasts of iridescent green fire, though he's quite an adept sorcerer for his age. By miming arcane sigils and uttering spells he can produce a wide variety of magical effects.

He also wields two powerful birthrights that his father has gifted him. The first is Mercury's Keyring - a fairly nondescript cheap-looking keyring that holds a variety of keys on it. The fob is for a Mercury car, marked with the image of the caduceus on the back. Its primary ability is to make any door a portal to another set of doors - the appropriate type of key is selected, turned in the lock and the portal is formed. True to Hermes' ability as an opener of doors, it can also unlock almost any mundane lock.

It has a secondary ability to allow the user to enter other worlds, most notably Tartarus, realm of Hades and place of the dead. Users should beware though, the keyring grants no protection from its denizens...

The second are a pair of Talaria, the famed winged sandals. They're designed to look like a pair of old white Nike trainers, though the distinctive swoosh have been replaced by embroidered wings. While not imbuing the user with the famed speed of the God of Athletes, they do grant a prodigious ability to get out of harm's way.

History: Elizabeth Levinson was a proud young woman, the assistant manager of a bank in Arcadia, Indiana. Pretty and headstrong, she turned the heads of many a man in the small town, but Elizabeth wasn't tempted. The men of Arcadia seemed too boring, too humdrum. It wasn't until Mark Curry entered her life that she thought she could even see herself finding a man to meet her exacting standards.

Unknown to the inhabitants of Arcadia, Mark Curry was the living embodiment of the Greek God Hermes. He'd visited the town out of a sense of boredom; he appreciated the irony of the name and thought he might have an adventure or two with the inhabitants. The fiery and handsome Elizabeth had caught his eye, and decided that a dalliance might be fun.

A year later he passed through the town again (he'd been exceedingly bored) and decided to look up Elizabeth. When she answered the door of her apartment with a baby in her arms and a stern expression, he thought he should probably come clean.

Over the years Hermes visited his son (who'd been named Evander after his maternal grandfather), checking in on him, making sure that he and Elizabeth were well provided for; after all, the God of Commerce usually had a few dollars to spare.

It was round about Evander's 12th birthday that unusual manifestations began. Hermes correctly assumed that the divine ichor coursing through his son's veins was now making itself manifest, and that without proper tutelage and control Evander could pose a danger to himself and others. Sitting down with his son, he explained how he'd came to be, and what this now meant for the boy. He promised to visit regularly, to tutor the boy in his duties and responsibilities, but more importantly, the use of his gifts.

Evander, of course, was thrilled. He was the son of a God, someone important; and more to the point - kick-ass powers! He took to his lessons eagerly, and over several years became quite adept at the magical arts. Hermes was rightly proud of Evander, and told him so many times. Soon Evander would continue his training with his father in Olympus, like a true demigod.

Emboldened by this, Evander hatched a plan to ensure everlasting fame and glory even among the Gods. He researched an old ritual that would summon a Titan-spawned Beast of the Ancient World. His plan was to defeat it, earning himself accolades in the process.

Naturally, a fifteen year old did not stand much of a chance against such a terrible creature, and Hermes himself was forced to intervene before the entire town of Arcadia was destroyed.

Hermes was furious with his son, and explained that as punishment, he would be forced to remain on Earth in his current state until he'd proved himself ready, worthy of elevation to Olympus. He would be sent to learn with other special children, to mature and learn humility and respect.

In Evander's own words, that sucked big time. It wasn't all bad - Hermes left his son with his abilities, as well as two items that would help to keep him safe - a bunch of keys that would open many doors for him, and a pair of shoes that would protect him from danger.

Now Evander has been sent to Claremont as a transfer, in the hope that he would learn the lessons his father wished, while at the same time fashioning him into more of a hero than his trickster dad.

Personality & Motivation: At the moment, Evander's motivation is that of any kid whose suffering a punishment - do almost anything to get it reversed. Right now, that means being a good student, being responsible. Maybe even heroic, if he can find the time. His father has promised him rewards for good behaviour, pending reports from his teachers and his mother. Evander's keen to earn them.

Powers & Tactics: Evander's primary utility is his ability as a spellcaster. He knows a couple of spells by rote, and can improvise more with the right tools. He also has a backup role as a competent translator and jumper for the group, though Mercury's Keyring doesn't have quite the versatility of a true teleporter.


Complications:

Disruption: Mercury's spell of transmutation takes a lot of intensive focus. He needs to concentrate hard while employing it. Should he fail a Concentration check while maintaining it, the power can go awry in... unusual ways.

Enemy (Jealous Gods): Being a trickster God, Hermes has made more than a few enemies in his time. Though according to the Pact Evander has no official relationship or affiliation with his father, it does make him a juicy target for those who might try to trick or threaten Hermes in some way.

Obsession (Magic): Evander loves learning "cool" spells, and is fascinated by all things Arcane - sometimes to his detriment.

Power Loss - Magic: Evander must be free to speak and gesture to cast his magic. If he is bound and/or silenced, he cannot use spells.

Abilities: 0 + 0 + 0 + 10 + 4 + 2 = 16PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4, +8 Magic

Grapple: +3, +14 Telekinesis

Defense: +8/+4 (+4 Base, +4 Talaria), +4/+2 Flat-Footed

Knockback: -7, -1 Flat-Footed, -2 Unarmored, -0 Flat-Footed + Unarmored

Saving Throws: 2 + 0 + 8 = 10PP

Toughness: +7 (+0 Con, +4 Defensive Roll, +3 Armor)

Fortitude: +2 (+0 Con, +2)

Reflex: +10/+0 (+0 Dex, +10 Talaria)

Will: +10 (+2 Wis, +8)

Skills: 20R = 5PP

Bluff 4 (+5)

Computers 1 (+6)

Concentration 6 (+8)

Investigate 2 (+7)

Knowledge (Arcane Lore) 2 (+7)

Knowledge (Cosmology) 2 (+7)

Knowledge (Popular Culture) 1 (+6)

Medicine 1 (+3)

Swim 1 (+1)

Feats: 8PP

Attack Specialization (Magic) 2 (+4 Attack)

Defensive Roll 2 (+4 Toughness)

Equipment 2 (10EP)

Ritualist

Ultimate Save (Will)

Armor (Protection 3) [3EP]

Cell Phone (Masterwork) [1EP]

Laptop Computer (Masterwork) [1EP]

Contribution to Shared HQ [5 EP]

Powers: 6 + 16 + 18 + 19 + 1 = 60PP

Comprehend 3 (Languages 2 [speak Any, Understand Any, Read Any]) [6PP]

Device 5 (25PP Container, Flaws: Easy-To-Lose 2, Feats: Indestructible) (Mercury's Keyring) [16PP]

Enhanced Skills 12 (Disable Device 12 [+17]) [3PP]

Super Movement 2 (Dimensional Movement 2 [Dreamlands, Olympus, Tartarus], Flaws: Medium [Doors]) [2PP]

Teleport 5 (5 miles, Extras: Accurate, Portal 2, Flaws: Medium [Doors]) [20PP]

Device 4 (20PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) (Talaria) [18PP]

Enhanced Defense 4 [8PP]

Enhanced Reflex 10 [10PP]

Flight 1 (10mph / 100ft per Move Action, Drawbacks: Minimum Speed) [1PP]

Speed 1 (10mph / 100ft per Move Action) [1PP]

Magic 8 (16PP Array, Feats: Alternate Power 3) [19PP]

  • Base Power: Blast 8 (10 80ft Range Increments / 800ft Max Range) (Fire Bolt) [16/16PP]

    Alternate Power: Create Object 8 (10 80ft Range Increments / 800ft Max Range, 8 5ft cubes, Toughness +8, Lifting STR 40 [Heavy Load: 3 tons]) [16/16PP]

    Alternate Power: Move Object 8 (10 80ft Range Increments / 800ft Max Range, Lifting STR 40 [Heavy Load: 3 tons]) (Telekinesis) [16/16PP]

    Alternate Power: Transform 5 (Inanimate Objects, 25 lbs., 10 50ft Range Increments / 500ft Max Range, Flaws: Action [Full], Distracting) (Transmutation) [15/16PP]

Super-Senses 1 (Magical Awareness [Mental]) [1PP]

Drawbacks: -0PP

None

DC Block:

ATTACK                            RANGE          SAVE                       EFFECT

Unarmed                           Touch          DC15 Toughness (Staged)    Damage (Physical)

Create Object (Dropped Object)    Ranged/Area    DC23 Reflex                No Damage

                                                 DC23 Toughness (Staged)    Damage (Physical)

Create Object (Trap)              Ranged         DC23 Reflex                Trapped

Fire Bolt                         Ranged         DC23 Toughness (Staged)    Damage (Energy)

Telekinesis (Thrown Object)       Ranged         DC23 Toughness (Staged)    Damage (Physical)

Transmutation                     Ranged         DC15 Fortitude             Transform

Abilities (16) + Combat (16) + Saving Throws (10) + Skills (5) + Feats (8) + Powers (60) - Drawbacks (0) = 115/119 Power Points

  • 5 months later...
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