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Character - Mercurite


Guzalot

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Any input, critique or suggestions are much appreciated. Thanks in advance. It was difficult to get this character squeezed into the campaign guidelines of 200 + 100 and he still doesn't feel quite right.

 

Mercurites powers are based around his Mercurization Belt which transforms his body into living mercury. This makes him extremely dense and heavy and allows him to stretch and contort his body. Also, since mercury is semi-frictionless, he can "skate" very quickly. He has also constructed a pair of Power gauntlets that have a variety of non-lethal attacks.

 

Mercurite

aka: Dr. Marcus Curry

 

 

Val Char Cost

15/30 STR 5

20/26 DEX 30

18/23 CON 16

10 BODY 0

23 INT 13

17 EGO 14

10 PRE 0

14 COM 2

 

9/12 PD 6

9/12 ED 4

4/6 SPD 10

8 REC 0

46 END 0

31 STUN 1

 

21" RUN 0

2" SWIM 0

3"/6" LEAP 0

Characteristics Cost: 101

 

Cost Power

10 Mercurizer Belt: Elemental Control, 30-point powers, (15 Active Points); all slots OIF (Belt; -1/2)

10 1) Heavy: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); OIF (Belt; -1/2)

8 2) Squeeze Through Cracks: Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), OIF (Belt; -1/2)

8 3) Malleable: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (Belt; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)

7 4) Malleable: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (Belt; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power Power does not work in Uncommon Circumstances (Not vs. Electrical Attacks; -1/4)

10 5) Frictionless : Running +15" (21" total) (30 Active Points); OIF (Belt; -1/2)

11 6) Elastic: Stretching 5", Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF (Belt; -1/2)

 

35 Power Gauntlets: Multipower, 52-point reserve, (52 Active Points); all slots OIF (Power Gauntlets; -1/2)

3u 1) Neuro Blast: Energy Blast 7d6, 16 Charges (+0), STUN Only (+0), Armor Piercing (+1/2) (52 Active Points); OIF (Power Gauntlets; -1/2), No Knockback (-1/4)

3u 2) Energy Web: Entangle 4d6, 6 DEF (50 Active Points); OIF (Power Gauntlets; -1/2), 12 Charges (-1/4)

3u 3) Optic Pulse: Sight Group Flash 10d6 (50 Active Points); OIF (Power Gauntlets; -1/2), 12 Charges (-1/4)

 

9 Reflex Enhancers: +6 DEX (18 Active Points); OIF (Powerbelt; -1/2), No Figured Characteristics (-1/2)

13 Reflex Enhancers: +2 SPD (20 Active Points); OIF (Powerbelt; -1/2)

7 Stamina Boost: +5 CON (10 Active Points); OIF (Powerbelt; -1/2)

5 Strong Will: Mental Defense (8 points total)

 

Powers Cost: 142

 

Cost Martial Arts Maneuver

5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 / 6d6 +v/5; FMove

5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 / 6d6 +v/5; Target Falls; FMove

 

Martial Arts Cost: 10

 

Cost Skill

3 Breakfall 14-

3 Computer Programming 14-

3 Deduction 14-

3 Electronics 14-

3 Inventor 14-

3 Mechanics 14-

3 Paramedics 14-

3 Scientist

2 1) SS: Biochemistry 14- (3 Active Points)

1 2) SS: Biology 11- (2 Active Points)

2 3) SS: Chemistry 14- (3 Active Points)

1 4) SS: Force Field Physics 11- (2 Active Points)

2 5) SS: Genetics 14- (3 Active Points)

2 6) SS: Medicine 14- (3 Active Points)

1 7) SS: Metallurgy 11- (2 Active Points)

1 8) SS: Physics 11- (2 Active Points)

2 Weaponsmith (Energy Weapons) 14-

 

Skills Cost: 38

 

Cost Perk

2 Money: Well Off

1 Fringe Benefit, M.D.: License to practice a profession

 

Perks Cost: 3

 

Cost Talent

6 Combat Luck (3 PD/3 ED)

Talents Cost: 6

 

Total Character Cost: 300

 

Pts. Disadvantage

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Tachyon 8- (As Pow, Harshly Punish)

15 Psychological Limitation: Code Versus Killing (Common, Strong)

15 Psychological Limitation: Scientific Curiosity (Common, Strong)

15 Psychological Limitation: Seeks Justice (Common, Strong)

15 Social Limitation: Secret ID (Dr. Marcus Curry) (Frequently, Major)

10 Dependent NPC: Dr. Alicia Sales 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

Disadvantage Points: 100

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Background:

 

Marcus Curry has always possesed a natural scientific curiosity. Because of this he was a top student and graduated at the head of his class from Kansas University Medical School. He continued his studies and earned a PHD in Physics and Biotechnology from MIT. Highly recruited out of college Dr. Marcus Curry chose a position with The Devalier Research Institute in Chicago. Unbeknownst to Marcus, DRI was actualy a cover organization for VIPER, who planned to use his inventions for their own purposes. During his work on the Human Mercurization Project, Marcus began to get suspicious of his employers motives. While doing research late one night he stumbled on documents linking DRI with VIPER. He knew he couldn't allow his inventions to fall into the hands of such a dangerous organization. Marcus destroyed his research data and donned the Mercurization Belt to make his getaway. He was confronted by the supervillain mercenary Tachyon who was working as security for VIPER. In the ensuing battle Marcus managed to incapacitate Tachyon and make good his escape.

 

Since then Marcus has taken on the name of Mercurite and devoted himself to opposing crime (and VIPER in particular). To this end he has perfected his Mercurization Belt and developed a pair or powerful gauntlets to give him some added firepower for his fight against crime. Marcus patented some of his lesser biotechnology discoveries and is now living off of the royalties. Marcus recently moved to Millennium City to be "closer to the action" as the crimefighter Mercurite.

 

Personality

 

Marcus is an introvert. He's not antisocial, but he chooses his friends carefully and only has a few people that he would call true friends. Marcus would rather spend an evening in the lab doing research or taking apart a captured piece of hi-tech than going out on the town. Despite that, he does have a good sense of humor and is basicly a good natured person. He is very loyal to his friends and is commited to fighting crime. He prefers to stay out of the spotlight and avoids interacting with the media whenever possible.

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Re: Character - Mercurite

 

Nice character concept.

 

I'd avoid putting powers that don't inherently cost END in an EC, even if I gave them a 'Costs END' limitation, but not my campaign, so not my call.

 

As a fairly equivalent effect, using FF, Only Costs END to Start (+1/4), you can get 12 rPD/12 rED for only 10 CP. You can save the 6 pts from Combat Luck, gain resistant defenses, and come out 11 CP ahead to invest otherwise (such as in increased CON?)

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