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[CHAR]Mindwrecker


Enforcer84

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Mindwrecker

Val Char Cost Roll Notes

11 STR 1 11- Lift 114.9kg; 2d6 [1]

17 DEX 21 12- OCV: 6/DCV: 6

20 CON 20 13-

11 BODY 2 11-

18 INT 8 13- PER Roll 13-

25 EGO 30 14- ECV: 8

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

24 PD 6 Total: 24 PD (16 rPD)

26 ED 6 Total: 26 ED (16 rED)

5 SPD 23 Phases: 3, 5, 8, 10, 12

10 REC 8

60 END 10

35 STUN 8 Total Characteristic Cost: 153

 

Movement:

Running: 6"/12"

Flight: 16"/32"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

87 Mental Powers: Multipower, 87-point reserve

4u 1) Mental Cloud: Darkness to Mental Group 8" radius (40 Active Points) 4

9u 2) Mind Blast: Ego Attack 7d6, Reduced Endurance (Half END; +1/4) (87 Active Points) 3

9u 3) Mindbar: Mind Control 14d6, Reduced Endurance (Half END; +1/4) (87 Active Points) 3

9u 4) Mindscapes: Mental Illusions 14d6, Reduced Endurance (Half END; +1/4) (87 Active Points) 3

9u 5) Mindspeach: Telepathy 14d6, Reduced Endurance (Half END; +1/4) (87 Active Points) 3

8u 6) Mindwipe: Drain EGO 3d6, Reduced Endurance (Half END; +1/4), Ranged (+1/2), Delayed Return Rate (5 Points per Hour; +1) (82 Active Points) 3

20 Psychokinetic Abilities: Elemental Control, 40-point powers

60 1) Psychokinesis: Telekinesis (20 STR), Fine Manipulation, Based On EGO Combat Value (Standard Defenses apply; +1) (80 Active Points) 8

13 2) Psychokinetic Defense: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); Costs Endurance (-1/2) 4

20 3) Psychokinetic Flight: Flight 16", Reduced Endurance (Half END; +1/4) (40 Active Points) 1

20 4) Psychokinetic Shield: Force Field (16 PD/16 ED), Reduced Endurance (Half END; +1/4) (40 Active Points) 1

Mental Powers

30 1) Group Shields: Mental Defense (35 points total), Usable Simultaneously (up to 8 people at once; +1) (45 Active Points); Costs Endurance (-1/2) 4

40 2) Mental Energy: Endurance Reserve (200 END, 20 REC) (40 Active Points)

87 3) Mindfinding: Mind Scan 14d6, Reduced Endurance (Half END; +1/4) (87 Active Points) 3

10 4) Mindshield: +10 Mental Defense (35 points total)

5 5) Mindshield: Power Defense (5 points)

50 6) Post-Hypnotic Suggestion: Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; character defines trigger condition each time he uses ability; +1 1/4) for up to 40 Active Points of MInd Control (50 Active Points) 5

25 7) Psychomorph: Shape Shift (Mental Group, any shape) 2

Skills

6 +2 with Psychokinetic Elemental Control

9 +3 with Mental Powers Multipower

3 High Society 13-

3 Interrogation 13-

0 Language: English (idiomatic) (4 Active Points)

1 Language: French (fluent conversation) (2 Active Points)

2 Language: German (completely fluent) (3 Active Points)

2 Language: Spanish (fluent conversation)

13 Power: Mentalism 19-

3 Power: Psychokinesis 14-

3 Scholar

1 1) KS: American History (2 Active Points) 11-

1 2) KS: Pop Culture (2 Active Points) 11-

1 3) KS: Psionic Etiquette (2 Active Points) 11-

1 4) KS: The Psionic World (2 Active Points) 11-

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Streetwise 13-

2 Survival (Urban) 13-

3 Teamwork 12-

 

Total Powers & Skill Cost: 573

Total Cost: 726

 

200+ Disadvantages

15 Enraged: when someone resists his control or attacks Uncommon, go 11-, recover 11-

20 Hunted: Hyperion Institute 8- (Occasionally), More Powerful, NCI, Harshly Punish

20 Hunted: Metahuman Tactical Response 8- (Occasionally), More Powerful, NCI, Harshly Punish

20 Psychological Limitation: Casual Killer Common, Total

15 Psychological Limitation: Disdain Of Normals; Considers Other People's Minds His Playthings Common, Strong

15 Psychological Limitation: Overconfidence (Very Common, Moderate)

10 Psychological Limitation: Showy and demonstrative; likes to be noticed. (Common, Moderate)

15 Reputation: dangerous mentalist supervillain, Frequently (11-), Extreme

15 Social Limitation: Secret Identity Frequently (11-), Major

5 Unluck: 1d6

376 Experience Points

 

Total Disadvantage Points: 726

 

 

 

Background/History: When David Lessman first developed his powers he went on a rampage of self indulgance and criminal mischief. He seriously injured or psychologically scarred every authority figure in his life. As his antics became increasingly puplic and obvious, he was surrounded by MTR agents, commanding his high school principal to hold them off with a shotgun. Then, he just collapsed. He was immediately hauled off to the Lockdown (a superhuman facility near New York City). But he never arrived.

David found himself in the Hyperian Institute's New York offices. He met the head of the Institute, Dr. Anton Vought. Dr. Vought made an offer to David; join his organization and accept his tutaledge or be lobotomized and sent to the Lockdown. David smiled and attacked. He was less than satisfied to find that Dr. Vought was also a Psychic. A supremely skilled and powerful psychic. David was crushed. The Psychic Lobotomy was painful yet provided David with his one victory over Vought. David managed to Psychomorph to an inert human, leaving Vought to believe his psychic surgery was successful. Then David was sent to the Lockdown.

Monitored by Hyperion Agents and MTR guards on a constant basis, David lay unmoving in a hospital bed. He carefully practiced his other powers, developing fine control careful to maintain the "appearance" of a vegetable. When Pariah and his Wastelords attacked the Lockdown in response to the incarceration of Hurricane Alice, David used the disturbance as cover and contacted Pariah mentally. He was busted out and joined with the Wastelords.

 

Personality/Motivation: David acts like the world owes him something. He's angry and reacts badly to any kind of impediment to his current goal. He enjoys tormenting and abusing humanity. Killing is fine with him. He's supremely confident in his abilities and tends to blow his stack if he finds himself dealing with an equal. Despite his knowledge of the Psionic World and it's customs and rules, Mindwrecker rarely follows any of the protocols if he feels he can get away with it. Which is often.

 

Quote: "Hey babe, come here."

 

Powers/Tactics: His mentalism abilities are his strong suit. Mindwrecker likes to batter about his foes, making it harder for them to resist him, then make them do horrible things before pushing them to kill themselves. He's not a nice man.

 

Curiously, against other psychics, he tends to panic if they don't fall quickly; despite his power. If they can resist his mindwipe he haymakers his EGO attack and tries to flee.

 

Campaign Use: Arrogant and evil, Mindwrecker is a good "Overt" mentalist. He likes people to know what he's doing and will broadcast his hand in the situation. If you'd prefer him to be a better skulker, alter the psych lim. Then he gets scary.

 

Appearance: Skinny and unkempt; shaggy brown hair and eyes. Dresses in whatever he thinks is cool at the time. Mindwrecker wears a black bodysuit with dark red accents and trim. It's very form fitting and modern. He wears a goatee.

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Re: [CHAR]Mindwrecker

 

Campaign notes: The Hyperion Institute and Dr. Vought fill the PSI/Menton roll in Else Earth. Dr. Vought believes that left unchecked, mentalists can destroy the civilizations of Earth. He feels as the most potent mentalist in the world, it is his duty to unify all mentalists under his banner. The Institute is the public face of this.

Though relatively few mentalists agree with Dr. Vought, he has been instrumental in developing a psionic "neutral ground", the methodology and rules of Psionic Etiquette and networking among the mentalists of Earth. The Hyperian Institute is also on the forefront of Parapsychological Studies and Psionic Engineering.

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Re: [CHAR]Mindwrecker

 

Nasty fellow

 

Cougar would sneak up on him and attack from surprise/ambush. Then make a Will Roll to prevent him from using his Killing Attack.

 

Nemesis would sneak attack and hope for the best. He would turn the him over to the authorities. He would also use his identicle Dulicates to confuse and ambush him.

 

Lifeguard would surprise/ambush him. Then find a way to negate his Powers.

 

 

Unredeemable Villains deserve no mercy in my book.

 

 

QM

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  • 2 years later...

Re: [CHAR]Mindwrecker

 

Your little thread necromancy made me curious. What have you been up to in the last months? I miss your character builds.

Even if only to say that their mental defense is way too high.

 

:lol:

 

Actually I've been mostly gaming and writing some fiction.

But with the Superdraft going on I have to shake the rust off my write up skills.

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