Post by Ebon on Nov 6, 2015 20:16:30 GMT -8
Character Name: Hieronymus Mitchell Player Name: Geode Alias: Detective Mitchell Concept: Mysterious-Substance Enhanced, Action Cop Age: 'Mature' Height: 6'8 Build: Heavy-Set Skin: Caucasian Hair: Black Eyes: Ice-Cold Blue Race/Species: Scots/Irish-American/Human Description: See Pic Occupation: N.Y.P.D. Lieutenant-Detective (Department ~ Meta-human Crime). |
ARCHETYPE
-Altered Human (Ex-Swat/Currently Detective): Mitchell started out as a human, but something happened to him, to make him something different.
ATTRIBUTES
Fighting--> In
Agility---> Rm
Strength--> In
Endurance-> Rm
Reason----> Ex
Intuition-> Am
Psyche----> Rm
CONTACTS
-=BASIC: Nick Fury
-=TALENT: N.Y.P.D., SHIELD. Stark Enterprises. (investments).
TALENTS
Business Administration, Detective/Espionage*, Heir to Fortune, Law Enforcement*, Marksmanship*, Martial Arts: All, Military, Survival, Thief, Weapon-master.
POWERS
Hyper Running/Speed (Rm): Mitchell can run and swim at roughly 90 mph. He reacts fast enough to gain an extra attack a round, sans penalty, but the 'three hit' rule is still in effect across both.
Regeneration/Self-Resilience (Rm): Mitchell can regenerate 3 hp's or 3 endurance per turn, though when his endurance is gone to -30 he is -=REALLY=- goddamn dead. Vital organs come back first, RP wise, while limbs and digits come back last. This is a cellular issue, not a neurological one. Cranial damage won't stop him, but he'll definitely be out of the fight until he recovers.
Self-Sufficiency (NA): Mitchell can go without breathing. He must eat. Bad things happen if he doesn't eat, which isn't to say that he feels hunger, and given
business (or necessity) he will 'forget' about it, until he keels over and passes out from cellular degeneration. Unlike a normal person, it generally takes him a year to starve and he can subsist on much less then a normal human.
True Indestructibility (Rm): Mitchell is good for the first 30 points of damage from anything that isn't purely magical or cosmic in nature. This includes, diseases and all varieties of poisons(etc.). Except Tear-gas. Tear-gas will fuck him over proper, just like it will anyone else.[/font]
WEAKNESSES=
-=Weakness (Eyes): Mitchell's eyes regenerate last and on a different scale of time depending on the damage taken. Complete destruction of his eyes will require him to be out for roughly a week or two, as his optical nerves -=correctly=- re-heal.
-=Vocally Pro-Mutant: ((oops))
BOOK-KEEPING
Health --------> 140
Mental Health -> 135
Karma ---------> 270
Popularity ----> Cops generally like him. The public know about him.
Resources -----> Rm
HISTORY
==Born into a family of policemen, Mitchell was raised by his Grandfather, and his handicapped (one-armed) father. He was steeped in roughly a centuries worth of peace-keeping tradition and (more importantly) experience.
==He joined the Army, fresh out of high school, and served well and smartly, navigating the snares and noob mistakes that had plagued his forefathers. As soon as he was qualified, he joined the Army Rangers, and served with distinction until he was allowed to leave, spending a heavy amount of time in Afghanistan & Iraq along the way. Then he went home and took some counselling and seasoning while attending college. He graduated with a Bachelors in Criminal Justice (minored in introductory Forensics).
==Here things deviate from the plan. Mitchell was approached by SHIELD, fresh from college, and joined up as a cadet, passing up his rights to a higher rank due to his degree. This was new ground for him, and he'd start from a proper beginning. He served well for roughly five years, rising through the ranks at a slower pace then what he'd accomplished in the military, but still faster then those around him. Near the five year mark, something classified happened... and Mitchell was politely, but firmly discharged. Neither he nor SHIELD will discuss the matter.
(At this point, Mitchell passed from being nominally unnoticeable as a bright cog in the SHIELD machinery, to 'a person of interest' for good or ill, to one Director Fury. This is a bad thing, no matter how many favors or goodies he might gain from SHIELD because of it. This is technically the flaw 'Weirdness Magnet', only SHIELD focused. SHIELD likes Mitchell. Fury may or may not like Mitchell, but knows of and tolerates his existence. When SHIELD needs a cop, 'cause weird shit abounds in the meta-being community, they tap Mitchell, equip him appropriately, and kick him into the fray. Thus the ST's are invited cordially to fuck with this character).
==Disappointed and dejected, Mitchell dithered for a few months and then recovered. He got back on track and joined the NYPD, utilizing his skill and aquired experience, and upgrading what was necessary with a swiftness and canniness that startled a few of his superiors. Instead of going for a Detective's badge, however, he hooked in with NYPD-S.W.A.T. and stayed there for a few years, before taking his Detective test. He passed with flying colors. However, he still trained and worked out with his SWAT buddies, maintaining a rapport between both the investigative and door-kicking communities. Heavily built and trained for bear, his superiors stuck Mitchell into a rotating program of street level specialization which included 'Homicide, Narcotics, and Vice' after a cursory amount of training. He did well anyway.
=An unknown assailant attacked and injected an unknown substance marked only as 'Hybrid Q' into Mitchell's thigh, during a peculiarly violent investigation. The goal of said investigation was to halt the growth of a newly minted Mutant-Growth-Hormone 'farming' operation. The mission failed due to the inability of the N.Y.P.D. officers to handle the the heavily MGH-enhanced mutant, with their randomly shifting powers, and their accomplices at the site. Casualties where high. Mitchell missed the vast majority of this, as he was taken out early in the affair. He was given a clean bill of health except for a temporary limp, and was allowed to take time off to deal with his private life, while everyone else grimly waited, expecting the worse. The detectives in his department handled this preemptive grief, as cops are wont to do, by setting up a betting pool on exactly when and how, Mitchell would kick it.
=Mitchell survived and gained super powers. Detective Henderson in Narcotics won $20,000.00 in the betting pool. Mitchell used his 6 months of (unusually lengthy) medical leave to work out the length and breadth of his new found abilities, and returned to work with a superior knowledge of what exactly he could do... However... there was some argument as to weather it would be appropriate to continue to let him to return to the force at all, much less return to the Vice department... Instead he was miraculously picked for the newly formed Metahuman Affairs Division (yes yes. M.A.D. It couldn't be helped), who's dual purpose was to liaise with the crime-fighting efforts metahumans, supernatural beings, aliens and the like, as well as to enforce the law upon the same.
PERSONALITY
-=For a person steeped in a history and tradition of military and law enforcement participation, Mitchell is remarkably (albeit functionally and strategically) flexible in his mentality and expression. Mitchell is convincingly and believably talkative and outgoing (if occasionally and necessarily stern and gruff), while keeping his personal thoughts reserved and deep for later or concurrent perusal. He loves a good fast-paced environment, but can take-five when appropriate or necessary: appreciating an enjoyable rare moment of peace, honestly and without fidgeting. Often he will actually figure out a problem in his head, and then re-work the idea with others to make sure everyone on the same basic footing. As for people paying attention to him, outside of a command capacity, he can take it or leave it - but tolerates little unhealthy insubordination.
-=Mitchell is remarkably realistically focused, but his view of reality is broad. There are layers to reality, and Mitchell tends to be aware of them all, seeing the concrete facts and details of the individual lives, all of which matter in the big picture of things, and shaping his enforcement action's accordingly. He prefers a clear way of describing things to others, often straying far from a specific and literal way to make sure that people swiftly understand via common jargon and poetic references. (To quote: <Mitchell> "So and so is a dick.")
-=When it comes to decision making, however, Mitchell plays few games, recognizing the importance of impersonal and logical decision making in his line of work... that being said he -often- does the same for philosophical and 'moral' issues, acting smartly in a manner that solves short and long term problems, that people would rather prefer to dither and bitch about. They will enjoy the fruits of his labor, once they shut up. He is tough but fair, preferring real and balanced policing over cold punishing justice, when justice as defined simply won't do if the actual problem won't be solved. This is still a pragmatic view as he is not an overly forgiving man, and his memory for score-keeping is long. Overall, he is not a robot, and is reasonable and level headed but warm in his decision making process.
-=Mitchell prefers to deal with things as they are, settling matters swiftly or over time as necessary. He never closes a door for himself, however, always working to leave his options open, procedurally he comprehends how things should be done: the rules for dealing with a given situation, and can appreciate step-by-step instruction in matters above his pay-grade... but shows no hesitation or regrets when improvising as needed. In fact, as his job often depends upon it, he will frequently improvise to get shit done right.
-=Mitchell is a detective and is often called upon to deal with spontaneous or surprise situation (especially as he deals with the super hero/villain community). To a certain degree Mitchell even enjoys this. This doesn't mean that despite how things will invariably turn up, Mitchell doesn't plan for the day, and plan for missions. But no plan ever survives the first 10 minutes of combat (and he has a spreadsheet to prove it).
-=Mitchell has a moderate sense of humor. This gets him into trouble.
-=Mitchell... has a history, but not particularly a love, of violence. Simply put -violence- gets shit done. Fighting is the other half of the battle (or more like 80%) and sometimes a S.o.B. just HAS to go through a window. He will avoid killing if at all possible, normally, but will not hesitate in abnormal situations, with a clear and present, pragmatic, 'good-shoot'. In other words, he'll definitely kill the Joker. Paperwork will be a beast, tho.
-=Mitchell... has a history of property damage.
-=Mitchell is, in other words, pretty much a (hot) action cop.
EQUIPMENT
-Carried
**BADGE**
.Machine Pistol x4 (Shield Issue)> Bullet Selector, Unlimited Ammo (hot action cop).
==> Standard +AP Ex/20 & Ignores up to Excellent Protection.
==> Rubber Ex/20 'slug-fest (Nonlethal)
==> Explosive +AP rounds In/40 & Ignores up to Excellent Protection. Collateral damage is an issue.
.Hold-out pistol, left ankle. Excellent damage. When detained or searched, grants a +1CS to keep it from being discovered.
.Belt-buckle knife. +5 damage. When detained or searched, grants a +2CS to keep it from being discovered.
.Adamantium Alloy gravity knife. +1CS to damage. On first attack per battle, target must beat the attack with Intuition or it will be considered a Surprise Attack. This weapon is extremely fatal.
.Adamantium handcuffs. Once locked, requires a Red roll with at least Amazing strength to break. A Yellow Intuition check will reveal the handcuffs weakness (The moving parts aren't addy, so using the hardness of the addy against them with proper leverage will snap them open) , lowering the roll requirement to Yellow and the strength requirement to Remarkable.
.Leather-man. Various tools all in one. Allows for fiddling with mechanisms in the field.
.Four freakin holsters.
.Lock-picks. Good for picking locks.
.Nightsticks (a hold over from his beat-cop days) - +1CS Fighting while defending against melee attacks.
.Unstable-Molecular Leather Jacket.
.Unstable-Molecular Bike Shorts.
-Owned
.powercuffs - Paired with 'regular' cuffs for detaining superstrong prisoners; When worn, 'super' strength is negated (If mentioned as a power, reverts Strength to its base without it. If above Remarkable but no specific power exists, reduced to Remarkable). Remarkably flimsy on their own, taking an Excellent (20 damage) hit will disable them.
.sniper-rifle: AM damage. Safety/Rubber -OR- Blunt-Physical -OR- Sharp-Physical -OR- Energy. Called Shots made at -1CS instead of -2CS. Takes a round to set up.
.standard police kit.
-Vehicles (vroom vroom)
.Armored transformable/convertible Hover-cycle. (Transforms into a regular looking Heavy motorcycle) Remarkable air or land speed. Has 100 HP and Excellent armor on the ground, but 50 HP and Good Armor in the air; Thus it won't be able to switch to air form when below 50 HP.
.REALLY fucking unmarked armored car. The car has 200 HP and Remarkable armor. Once at half HP, those inside it can be targets for attack. Excellent land speed.
NOTES
Approved by: (GM puts in Nick and Date)
Rank | Bot Code | Value |
Shift-0 | Sh-0 | 0 |
Feeble | Fb | 02 |
Poor | Pr | 04 |
Typical | Ty | 06 |
Good | Gd | 10 |
Excellent | Ex | 20 |
Remarkable | Rm | 30 |
Incredible | In | 40 |
Amazing | Am | 50 |
Monstrous | Mn | 75 |
Unearthly | Un | 100 |
Shift-X | X | 150 |
Shift-Y | Y | 200 |
Shift-Z | X | 500 |