Steven Grey - Super Genius

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Steven Grey - Super Genius

Postby Claive » Mon Feb 04, 2013 4:38 pm

What do you guys think?

Name: Steven Grey
Nationality: American
Race: Human+
DOB: 24 years 7 months
DOD: -
Height: 5’10
Weight: 198
Appearance: A young man with dark blackish brown hair and intelligent green eyes. He has lost a bit of weight lately.
Known Superhuman Abilities: Superhuman intellect. Superhuman Skill levels. Ability to make contingency plans for any situation in an instant. He is able to fly in a manner similar to Grey Alien UFOs.

Point Total
322/322 (Plus 10 invested into communal resources) (332 total)

Permissions (5 pts)
Power Theme (Super Genius) 5
(* are hyperdice price tracked under powers)

Source
Extra-Dimensional (First is free pts)

Stats (80 pts)
Body 2d (10 points)
Coordination 2d (10 points)
Sense 1d + 1wd* (5 points)
Mind 5d + 1wd* (25 points)
Charm 4d + 1wd* (15 points)
Command 2d + 1wd* (5 points)

Base Willpower: 8
Current Willpower: 12 (Extra earned through play)

Motivations
Loyalty: Axiom University 2
Passion: Make Money 2
Passion: Prepare for the next invasion 3
Passion: Maintain Social Life 1

Skills (68 pts)
Profession: Knowledge (Super Science) 1d (5 pts)
Profession: CEO 5d + 1d* (25 pts)
Profession: Overwatch Technician 1d (5 pts)
Profession: Computer Engineer 1d (5 pts)

Knowledge (Alien Technology) 1d, Knowledge (Conspiracy Theories) 1d, Knowledge (Teaching) 1d+3d*, Knowledge (Writing) 1d, Language (Grey Aliens) 1d, Language (Luytein) 1d, Performance (Clubbing) 1d, Persuasion 1d, Ranged Weapon (Long Rifle) 3d, Research 2d, Stability 1hd*, Streetwise 1d

Powers (169)
HyperBrain (U) 4hd (1 per die, 8 pts)
Useful Extras and Flaws: Endless +3, Self Only -3, If/Then (Mental Actions only) -1, Willpower Investment -1, Subtle +1.
Effect: As the non-combat portion of the Multiple Actions power but only for mental actions. You can accomplish
-a Week's worth of mental effort in a Minute
-a Month's worth in a 10 minutes
-A Year's worth in an Hour
-A Decade's worth in a Day

You must invest 8 willpower to activate this power. It is difficult for people to notice your power in action.

Methodical Analysis (U) 2hd (9 per die; 36 pts)
(3) Attacks Extras and Flaws: Augments (+4), Willpower Bid (-1), If/Then (only for taking your time dice) -1, If/Then (Replaces regular taking your time dice) -1. Capacity: Self
(3) Defends Extras and Flaws: Augments (+4), Willpower Bid (-1), If/Then (only for taking your time dice) -1, If/Then (Replaces regular taking your time dice) -1. Capacity: Self
(3) Useful Extras and Flaws: Augments (+4), Willpower Bid (-1), If/Then (only for taking your time dice) -1, If/Then (Replaces regular taking your time dice) -1. Capacity: Self
Effect: If you can take your time to perform an action, you can do the relevant math in your head to optimize the result. When you take your time (see "Taking Your Time" on page 29) for any task, you may choose to bid a willpower point to gain hard dice rather than regular dice (maximum of 2 dice). Should the effort fail, then this willpower point is lost.

Miniaturized "Grey" anti-gravity Sled (U) 2d + 1wd (4 per die; 24 pts)
Useful Extras and Flaws: Booster +1, Subtle +1, Focus (Self Healing +1) +0. Capacity: Speed (100 mph)
Effect: You have a backpack that lets you fly. It is difficult to determine that the backpack is the source of your power. The flight makes no sound and is difficult to notice. It has three wound boxes and is on your torso.

Hyperstat (Sense) 1wd (5 per die; 20 pts)
Extras and Flaws: Native +1

Hyperstat (Mind) 1wd (5 per die; 20 pts)
Extras and Flaws: Native +1

Hyperstat (Charm) 1wd (5 per die; 20 pts)
Extras and Flaws: Native +1

Hyperstat (Command) 1wd (5 per die; 20 pts)
Extras and Flaws: Native +1

Hyperskill (Profession: CEO) 1d (4 per die; 4 pts)

Hyperskill (Stability) 1hd (2 per die; 4 pts)
Extras and Flaws: Native +1

Hyperskill (Teaching) 3d (1 per die; 3 pts)
Extras and Flaws:

Hyperskill (Tactics) 1hd (+5 pt per die; 10 pts)
Extras: Endless +3, No Physics +1
Effect: Your team always uses tactics (and acts using the Ambush and Combat Leadership actions using the "Using Tactics" side bar on page 74, even if you haven't scouted the area before hand and) even if your "team" doesn't practice together regularly. Using the Tactics skill doesn't take up an action (like it says it does under "Combat Leadership") and your team is considered to be always preparing to ambush the enemy, even when they really aren't.

History: Trained as an engineer at Axiom University (masters degree). Studies alien technology as a hobby. Steven believes that if humanity doesn't prepare for the next invasion, we won't have super heroes to save us next time. He listens to a lot of alien conspiracy theories. He has been working as a tech support guy at the company in question... bad economy and any job in a storm... and all that...

The company laid him off and in a fit of stupidity he and a group of his friends broke into their former company looking for advanced technology that would allow them to better compete on the depressed job market. They stumbled upon a teleporter that brought the group to the abandoned base of a super hero. They had a minor tussle with a group of Aegis Security before deciding it would be best if they worked together to escape the (then hostile and running out of power and oxygen) facility. Steven gave the leader of the Aegis Security team his "alias" card.

The group spent their last dime to rent a lab and "process" the loot from their heist. Unfortunately, a time capsule containment system ran out of power and released some sort of Alien Symbiont that latched onto the back of Steven's head, he had just injected himself with the Russian "Widowmaker" psi drug just a moment before the symbiont implanted itself. The drugs are having a mutigenic effect on the Symbiont.

After several months of digging, they managed to access Wayfarer's underground base. By repairing and refueling the base, they managed to gain the main computer's trust. Having gained access to the base's capabilities, Steven chose to remove the alien influence from his mind. Using the detailed scans of the symbiont's biological make up and processes taken by the base's medical scanner he was preparing to do just that. The symbiont didn't like that Steven wanted to separate them and integrated itself deeper and deeper with the workings of his brain until the two were inseparable. This has made Steven a Hyper Genius, who never knows if his thoughts are his own.
Claive
 
Posts: 10
Joined: Wed Aug 01, 2012 10:56 am

Re: Steven Grey - Super Genius

Postby Shane Ivey » Tue Mar 05, 2013 2:18 pm

That's pretty cool. He looks like he'd be fun to play.
Shane Ivey
Site Admin
 
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Joined: Mon Oct 16, 2006 2:09 pm

Re: Steven Grey - Super Genius

Postby Jaxtor » Sat May 11, 2013 4:19 am

I like the concept. However on methodical analysis using will power bid on a power that always works because of hard dice doesn't seem like a disadvantage. I would suggest willpower investment as a more fitting flaw. Cheers hope you have fun gaming!
Jaxtor
 
Posts: 2
Joined: Thu May 02, 2013 1:08 pm

Re: Steven Grey - Super Genius

Postby Claive » Thu Nov 07, 2013 12:33 pm

Jaxtor wrote:I like the concept. However on methodical analysis using will power bid on a power that always works because of hard dice doesn't seem like a disadvantage. I would suggest willpower investment as a more fitting flaw. Cheers hope you have fun gaming!


Well, if he doesn't have willpower available he can't use the power.
Claive
 
Posts: 10
Joined: Wed Aug 01, 2012 10:56 am


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