Hex (Brent Preston) Dec 19, 2015 13:02:37 GMT -8
Post by jarrod on Dec 19, 2015 13:02:37 GMT -8
Character Name: Brent Preston
Player Name: Jarrod
Concept: Reality Warper
Build: 230 lbs
Description: See picture.
-Human augmented by alien science.
Brent Preston was born in 1986 to a relatively normal set of parents in Cambridge Ontario. Athletic, and getting decent grades in High School, Brent was one of those people - someone most people liked, and that everyone thought was going somewhere in life. And he did. He decided to serve in the millitary right out of high school, and became a career soldier. He spent a lot of time with the Motor Pool guys, picking up what he could - figuring you never knew when being able to fix a vehicle on the fly would come in handy. When the Canadian Special Operations Forces Command was established in 2006, he was one of the first sodiers chosen to serve in CSOR (Canadian Special Operations Regiment). One of his first missions was in Afganistan.
Just before heading off on that mission, his long term girlfriend (Haylee Nickerson) gave him a copper coloured scarf, for luck, which he kept with him. Some of the guys would rib him about it when he'd hold it at night, thinking of her - but you did what you could to get by when you're deployed in hostile territory. He was out doing recon when he was abducted by an alien race - he never saw any of them, but their language just wasn't human, the feel of their hands on him (skin just too rubbery), their power... It just wasn't people. And they did things to him. Opened him up, bound technology to his body - the most obvious of which are his arm cuffs, but there was a lot more underneath.
He was listed as MIA for several months, but eventually he was found - naked in some shrubs by a desert road, shivering. No one believed his story about the aliens. They figured he was captured and tortured by a terrorist cell, and so they placed him in a secure facility to observe him, try to help with his mental health, and ensure whatever was done to him wasn't a danger to the public. One of the only things that would keep him calm was the copper-coloured scarf, and so they let him keep it.
Years passed as he was kept in the facility - eventually they listed him as KIA, not wanting to admit to the public what had happened to him overseas. Meanwhile, he began to develop powers. Secretly he trained himself to use them, and eventually was able to use them to escape. Luckily the facility was out west, where he could cross the border where there were no roads or checkpoints - letting him get into the US, and away from his pursuers - who wouldn't look for help from their neighbour to the south because the political embarassment would be too high.
As he made his way across the country, he did odd jobs to get by like any drifter, and also managed to stop a few different crimes and disasters as a super-hero. Eventually, like the lodestone for superheroism an villiany that it is, however, he came to New York...
Brent is a little unhinged from his experiences, and it makes him a bit unpredictable.
Psyche----> Excellent / Poor VS Fear/Illusion effects
None. His previous contacts are essentially burned.
Things you would expect from a career millitary man in the special forces:
Hand to Hand Combat
REALITY WARPING: Hex has the ability to warp reality, which is granted to him by the alien implants within his body - whether this is a manipulation of the power cosmic, or some other form of control no one knows. Either way, his reality warping for the moment, is limited to the following effects - a list which may grow with time as he further adjusts to what was done to him. Most of them hinder his foes, thus his name:
Minor Appearance Alteration: This is the power that lets him quickly change between his normal self, and his super-hero persona. He is unable to change things such as his height, weight, build, or primary features. However, he is able to change hair length, style, and colour (including facial hair), and clothing worn with a regular action.
This is a Typical for the moment, and isn't yet strong enough for Hex to take on any appearance he hasn't looked like at some point in his life.
I'm Invincible!: Hex's Psyche score is added to his HP. If Hex is healed to what his max HP would be without this power, the excess recovers automatically.
Of course there's a door!: One of the abilities that was instrumental to his escape. A somewhat wacky, and oddly specific sub-power, it was one of the first he developed (perhaps explaining its narrow focus). For every foot of thickness, roll the Material Strength of whatever is in the way VS this power's rank of [Remarkable], which is rolled only once. A Material Strength of +2CS or greater to the power's rank cannot be 'opened' without a Red, and only one attempt is given. A stranger limitation to this power is that it can't create a door in a surface that already has one.
On a success, Hex immediately creates the door where he wants it, not even taking his turn. This door opens to the other side of the wall it's in, and can be used by anyone. It persists four 24 hours.
On a failure, Hex is dazed briefly (loses the rest of his turn) and takes a -1CS penalty to attempting to make a door on the same surface. A roll reduced to Typical will be his last, and once it has failed, he can't try again for 24 hours.
*Panic Memory - Due to the origins of this power, it functions without fail if Hex is trying to make a door in any alien-made material, regardless of material strength.
Air like marshmallow fluff!: Hex is able to modify the air around his foes in such a way that it feels like the air they're moving through is roughly the consistency of marshmallow fluff (known by many for its use in a fluffernutter sandwich). This does not affect their ability to breathe, as strange as that may be, however, it does make it annoyingly hard to move around and fight. Not impossible, just annoyingly hard.
Affects Remarkable (3) targets, as long as they're relatively close together; Leaving the Fluff Zone without taking a full action requires an Agility or Strength roll that beats the Fluffing check, or any super travel power. Until this is done, the targets suffer from the following effects based on Color. Hex can maintain one Fluff Field at a time, and making a new one destroys any old ones.
Red - Requires 2 checks/actions to escape with anything short of teleportation. Roll colors of anything but an escape attempt are reduced by 1. Agility and Fighting are both rolled at -2CS.
Yellow - Agility and Fighting are rolled at -2CS.
Green - Agility and Fighting are rolled at -1CS.
Trash Magnet!: Hex is able to make someone, temporarily, attract virtually any object not worn, held, bolted, or tied down as though they were a powerful magnet! Oh no, that potted plant flew right at their head!
Marks a single target to attract any solid object which can move freely and has 'line of sight' with the target. This is rolled on Hex's Psyche, versus the target's Agility, and can do anything from 1 to 100 damage, unaltered by color. It either works or it doesn't, and the damage is only changed by the contents of the room which hurl themselves at the target. Hex should be careful with this; the damage can easily be fatal, and there's no way to tone it down.
After the initial damage, the target will be debuffed for 4 Rounds (2 on a Green, 1 on a White); Any projectile attack with mass gains +1 Color when targeting them.
Limitation; While not actually a factor of magnetism or gravity, Hex BELIEVES this to be the case. This power can be contested with Magnetic or Gravitic control, and fails outright if the target is implicitly in a 'bubble' of either force.
The Ground is Quicksand!: [Remarkable]. This functions on the same mental frequency as the marshmallow air, so only one or the other can be in effect at any given time for now.
Hex is able to make the ground in an area (roughly three people large) act exactly like quicksand for a short period of time. It does revert to normal after a time, potentially trapping anything that's fallen into the quicksand within; Its exact duration is set when Hex 'casts' it, with a minimum based on Color (Yellow: 1 round, Green: 3 rounds, White: 6 rounds)
Characters entering the trapped area roll Agility to determine how trapped they get; Beating the initial check means they escape. From there they can Struggle (With Agility, Strength, or a travel-based power) to get free; The effect this has is also based on color.
Red: 0 Stuck. / -4 Stuck on a Struggle check
Yellow: 1 Stuck. / -2 Stuck on a Struggle check.
Green: 3 Stuck. / -1 Stuck on a Struggle check.
White: 5 Stuck. / +1 Stuck on a Struggle check.
*Super Stuck!: When the duration runs out, the Stuck count of everyone still stuck is doubled. They can't, however, get any more stuck.
0 - Escaped the stuckness!
1-2: Feet are stuck. -1CS to Agility; Can leave the affected area with a full round action.
3-4: Stuck up to the knees. -2CS to Dodging, -1CS to Fighting. Can't leave the affected area without struggling. Can't target anyone out of range.
5-7: Stuck up to the waist. Can take Ranged actions, or Melee actions but only on someone close enough to hit. -2CS to Agility/Fighting checks.
8-10: Stuck up to the chest. Can take Ranged actions only at -3CS to Agility/Fighting checks.
11+: Stuck up to the neck. Can't take any action whatsoever.
That's not a knife, it's a cornbread muffin!: Hex is able to temporarily transform weaponry into more harmless objects. Much like the door ability above, this can be more difficult with some weapons than others - as much about who is trying to employ them, as the weapon itself, however.
Rolled as Remarkable VS the target's Psyche, with a modifier based on how much faith they have in their weapon and skill.
Already Pretty Harmless: -3CS.
Improvised Weapon: -1CS. It's easy to believe they just grabbed something harmless by mistake.
"Weapon" Weapon: +1CS. Any object that is, implicitly, a weapon, made for only that purpose.
Professional/Magical Weapon: +2CS. Army grade but still mass produced weaponry. Anything a soldier would carry.
Unique Weapon: +3CS. A weapon the character has owned for a long time, customized heavily, or that was made specifically for them. If it has a name, it's probably unique.
Legendary Weapon/Natural Weaponry: May be impossible without a Red roll or the target's mind being compromised somehow already. GMs Discretion.
A high tier magical weapon will never actually be transformed by this ability. It isn't within Hex's power. Even in the case of a Red, he just manages to get the object replaced with something harmless somewhere.
On a success, the target weapon temporarily becomes something harmless. This lasts 4 Rounds on a Yellow, but persists indefinitely on a Red.
Paranoia: paranoid characters truly believe that everyone is out to get them. Usually this isn't the case, but the character can become a real basket case if he gets caught in some conspiracy or another. In the long run, this can become especially annoying for the character's pals. In game play, this normally won't affect the relationship between the paranoid character and his close pals, unless they do something overtly suspicious. If they do, he must pass a Psyche FEAT roll at -1 CS to retain his trust of his allies. On the other hand, paranoid characters absolutely distrust those that they do not know intimately. Changing this usually requires a Herculean feat of friendship. In order to even give others the benefit of the doubt, the character must pass the same roll indicated above.
Health --------> 120/120
Mental Health -> 36/36
Karma ---------> 186
-Carried Clothing, wallet
High Quality Pocket Knife - +6 damage per strike, Excellent material grade. Cuts easily through rope or fabric-like objects of Good material grade or less.
-Owned Not much.
-Vehicles None currently.
-I'm sure he has some poutine and timbits on him.
NOTES: Values left blank to more easily balance character.
Approved by: (GM puts in Nick and Date)