Steve “Reflection” Moore
Campaign: Three Rivers Academy
Power Level: Classic
Background
Lost his home after displaying his powers
Taken in by a street gang
Served as a spotter
Was given the name Reflection by the gang
Shot by a fellow member of the gang
Found by the cops, near death
A MCPD agent arranged for him to go to Three Rivers
Spent several weeks(months?) with the MCPD at the local Phoenix police academy and picked up a passion for running
Introvert
Track is his only public activity
Attributes
History 12
Strength 7
Dexterity 10 (1 AP)
Constitution 7
Sense 7
Fortune 5
Wisdom 7
Intelligence 7
Mental 12
Expression 10 (1 AP)
Backgrounds
Generational (Mutant) 12
The only place I can be me 8
Gender Inequality 5
Stabilize/Deescalate Situations 1
Empathize with those he copies 1
Contact: Right hand of the Desert Ashes (Street Gang) 3
Talents
Disguise 11 (1 AP)
(S) Impersonation 8
Etiquette 5
Fashion 5
Fasting 3
Fitness 6 (1 AP)
Hold Breath 3
Intuition 4 (1 AP)
Movement: Running 12
(S) Distance Running 10
Perseverance 4 (1 AP)
Never Back Down 4 (1 AP)
Sport: Track and Field 7 (2 AP)
Subterfuge 6 (1 AP)
Stealth 8 (1 AP)
Streetsmarts 10
Boons
False ID TY
Favors TY
Movement Supports Defense TY
– Must take a Movement Action First
Movement Supports Offense TY
– Must take a Movement Action First
No Need For Sleep TY
Surprising MA
Cost: 7 AP
Powers
Copycat 12
Mental/Defense
Absorption (Power Replication, Boost Duration 5 (1 hour), Healing Absorption, Offensive Absorption) MA9
Limited Power: Power Replication Only/Healing only from Attacks by powers they have Absorbed.
Secondary Role: Support Expression (Full Role) MA2
Alter Self (Flexible Alter Self (Absorption Source), Improved/Worse Results (Takes on Attributes of those he Mimics, Max Power Level)) MA3
Locked Power: Alter Self can only be used to mimic the appearance of the person whose powers they have absorbed.
Limitation: No Control: Automatically Replicates Powers an Appearance on contact.
Limitation: Can only absorb inherent powers, not powers granted by technology or knowledge.
Cost 1 Power + 12 Selections +12 AP
Stamina 15
Will 7 (12)
Experience Spent /Earned 3
Starting AP 30 (Attributes 2 + Talents 9 + Boons 7 + Power 12)
Initiative: 14 (Dexterity 10 + Intuition 4) Dice 3
Surprised Defense: 5 (Fortune 5) Dice 2 Armor 1
Normal Defense: 24 (Mental 12 + Copycat 12) Dice 3 Armor 2
After Moving Normal Defense: 30 (Mental 12 + Copycat 12 + Support: Movement 6) Dice 4 Armor 3
Mental Defense: 12 (Mental 12) Dice 2 Armor 1
Defense Notes:
Power Replication: When attacked by an Inherent Power or making skin to skin contact the Character takes on the physical appearance and powers of the Target. The Character uses the lower Value of Copycat 12 or the Original Power.
– Appearance: The Character’s appearance and physical Attributes change to match their Target. This cannot exceed 12 but may cause some Attributes to be lowered.
Healing Absorption: While copying a Power if the Character is Attacked by the Original Power and Take Damage they Heal 2 Stamina Once per Turn.
Movement Supports Defense: Apply half Movement (6) to Defense after a Movement Action.
Etiquette: Once per Session use Etiquette as a Supporting Characteristics when Defending against Mental Attacks that bypass normal Defenses.
Fashion: Once per Session use Fashion as a Supporting Characteristics when Defending against Mental Attacks that bypass normal Defenses.
Fitness: Reduce the the number of Actions Staggered by 1.
Intuition: Once per Session the Character may use Intuition (4) with Surprised Defense.
Movement: Spend 1 Willpower to Move as an Action instead of a Turn.
Perseverance: The Character may add their Perseverance (4) to any Normal Defense Roll after they have suffered a number of Wounds equal to their Perseverance. This lasts for 1 Turn and may be used Once per Session.
Street Smarts: Characters with Street Smarts gain 1 Free level of Armor when taking an Active Defense in Urban Environments.
Favored Attack: Someone Else’s Power 24 (Mental 12 + Copycat 12) Dice 3 Range Variable Damage Variable Notes Range and Damage based on absorbed power
Secondary Attack: Run and Hit (Dexterity 10 + Support: Movement 6) Dice 3 Range Close Damage 4 Wounds Notes Most take a movment action first. On a Successful Strike, can absorb powers.
Offense Notes:
Disguise: Characters that are Disguised when Attacking an unaware Target use Surprised Defense and add 2 Wounds. This cannot be used once the Target is aware the Character is a Threat.
Impersonation: Increase the Damage from Disguise to 3 Wounds if the Target believes they know the character.
Movement Supports Offense: Apply half Movement (6) to Offense after a Movement Action.
Sport: Sport Talents may be used as a Supporting Characteristics to related rolls Once Per Session. Example: An American Football player tackling a running target.
Stealth: Hide from Opponents. Roll Dexterity 10 + Stealth 8 VS the Highest Sense + Perception + Tracking. On a Successful roll Reflection hides. Stealth Attacks use a Target’s Surprised Defense. Increase Difficulty by 10 for repeated attempts.
Subterfuge: Characters with Subterfuge add 1 additional Wound when attacking a foe using their Surprised Defense.