Midnight

Brick/Blaster with a self-confidence problem

Description:
Midnight
Alternate Identities: Quindy
Player Name: Julian
Hair Color: Canary Yellow Eye Color: Grey
Height: 5’ 5" 1.66 m
Weight: 181 lbs 82.00 kg







Characteristics
Value  Char   PointsRollNotes
20/60  STR1013- / 21-HTH Damage 4d6/12d6 END [2/6]
15/20  DEX1012- / 13-
20/30  CON1013- / 15-
10  INT011-PER Roll 11-
9  EGO-111-
10  PRE011-PRE Attack: 2d6
5/8  OCV10
4/6  DCV5
1  OMCV-6
3  DMCV0
3/5  SPD10Phases: 4, 8, 12/3, 5, 8, 10, 12
8/18  PD68/18 PD (0/10 rPD)
8/18  ED68/18 ED (0/10 rED)
6/11  REC2
40/80  END4
12/17  BODY2
30/50  STUN5
 
12m  RUN0END [1]
4m  SWIM0END [1]
4m  LEAP04m forward, 2m upward
Characteristics: 73

Cost  PowerEND
  Only in Hero ID, all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) 
20  1) Resistant Form: Resistant Protection (10 PD/10 ED) (30 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
12  2) Enhanced Physiology: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
10  3) Enhanced Phisiology: Power Defense (15 points) (15 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
27  4) +40 STR (40 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 4
7  5) +5 DEX (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
7  6) +10 CON (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
10  7) +3 OCV (15 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
7  8) +2 DCV (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
13  9) +2 SPD (20 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
7  10) +20 STUN (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
3  11) +5 BODY (5 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
5  12) +40 END (8 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
3  13) +5 REC (5 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 
6  14) Knockback Resistance -9m (9 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
5  15) Protected Eyes: Sight Group Flash Defense (8 points) (8 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
7  16) Mining Sight: Partially Penetrative (Through Rock and Many Minerals) with Sight Group (10 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
3  17) Darkness Vision: Nightvision (5 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
41  Solid Energy Constructs: Multipower, 61-point reserve, (61 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) 
4f  1) Grapple Web: Entangle 5d6, 6 PD/6 ED (Dismissable) (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
4f  2) Grappler: Telekinesis (25 STR), Affects Porous, Costs Endurance Only To Activate (+1/4) (61 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 5
    
41  Multipower, 62-point reserve, (62 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) 
4f  1) Drill Blast: Killing Attack - Ranged 4d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
4f  2) Narrow Beam: Blast 10d6, Armor Piercing (+1/4) (62 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
4f  3) Broad Beam: Blast 12d6 (60 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 6
3f  4) Mining: Tunneling 20m through 12 PD material (44 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 4
    
30  Multipower, 45-point reserve, (45 Active Points); all slots Only In Alternate Identity (-1/4), Unified Power (-1/4) 
3f  1) Thruster: Flight 40m, x4 Noncombat (45 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 4
3f  2) Atmospheric Flight: Flight 20m, x64 Noncombat (45 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 4
3f  3) Faster-Than-Light Travel (15 Light Years/hour) (44 Active Points); Only In Alternate Identity (-1/4), Unified Power (-1/4) 0
    
30  Energy Damage Reduction, Resistant, 50% 0
30  Physical Damage Reduction, Resistant, 50% 0
2  Life Support (Eating: Character only has to eat once per week; Sleeping: Character only has to sleep 8 hours per week) 0
4  Regeneration (1 BODY per Day) 0
4  +15 PRE (15 Active Points); Attack Only Power loses about half of its effectiveness (Attack Only; -1), Must be sexually attracted Power loses about a third of its effectiveness (Must be sexually attracted; -1/2), Must use smell / Not L/S No need to breathe Power loses about a third of its effectiveness (Must use smell; -1/2), Charm attacks only Power loses about a third of its effectiveness (Charm attacks only; -1/2) 
Powers: 366

Cost  Martial Arts Maneuver
4  Martial Strike (Max 14d6): 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 14d6 Strike 
3  Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 12d6 +v/10, Target Falls 
4  Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
Martial Arts: 11

Cost  Skill
8  +1 with HTH Combat 
10  +2 with Multipowers 
0  AK: Los Angeles 8- 
3  Acrobatics 12- (13-) 
0  Acting 8- 
3  Analyze: Materials 11- 
3  Breakfall 12- (13-) 
3  Climbing 12- (13-) 
0  Concealment 8- 
0  Conversation 8- 
0  Deduction 8- 
1  KS: Mutant Undergroud 8- 
0  Language: English (idiomatic) (4 Active Points) 
3  Lipreading 11- 
2  PS: Exotic Dancer 11- 
2  PS: Zero G Miner 11- 
0  PS: Waitress/Server 11- 
0  Paramedics 8- 
0  Persuasion 8- 
0  Shadowing 8- 
5  Stealth 13- (14-) 
1  Streetwise 8- 
3  Survival 11- 
0  TF: Small Motorized Ground Vehicles 
3  Teamwork 12- (13-) 
Skills: 50

Perks Cost: 0

Cost  Talent
3  +1/+1d6 Striking Appearance (vs. all characters) 
Talents Cost: 3


Val  Complication
10  Distinctive Features: Midnight black skin w/ canary yellow hair (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted: Manslaughter Infrequently (Mo Pow; Harshly Punish) [Notes: Manslaughter is a mining/slave labor organization wants to get their property back.] 
5  Reputation: Trainee Superhero, 8- 
20  Psychological Complication: Always Obeys orders from Superiors (Common; Total) 
10  Psychological Complication: Low self confidence (Uncommon; Strong) 
10  Psychological Complication: Masochistic (Uncommon; Strong) 
15  Social Complication: Secret ID: Quindy NLN Frequently, Major 
10  Vulnerability: 1 1/2 x Effect Mental Powers (Common) 
    
  Quirks 
1  1) Wears bondage themed items as often as possible (handcuff belt or earrings, collars, cuffs) 
1  2) Gravitates towards big, strong men. 
1  3) Doesn’t react negatively to ass pinching and slaps 
1  4) Takes unnecessary risks  
1  5) Likes getting into fights where she might get hurt. 
Complications Points: 100

Base Points: 450
Experience Earned: 54
Experience Spent: 53
Experience Unspent: 1
Total Character Cost: 503

Bio:

Quindy.png Quindy Cleve grew up as a very troubled child. She wasn’t dumb by any means but she kept doing things that earned her a spanking or getting switched. Unfortunately, due to her unusual durability, most of her punishment were almost laughable to her. So, as she grew into her teens, she was always looking for something to satisfy her masochistic hunger. She started hanging out with the “rough crowd”, but that wasn’t quite enough. She discovered her abilities after one particular acquaintance failed to do more than slap her in the face. She had gone to a cave that she had frequented on nights like tonight. She punched the wall as per usual, only this time she fired an energy blast that put a hole in the wall. Almost before she registered what she had done, she was bathed in a strange light as she was kidnapped by aliens.

The aliens had been watching her since she was alone in that cave and looked like a possible candidate for their operations. When she suddenly transformed and manifested that drilling ability they wasted no time in capturing her. After examining her and testing her, she was added to the slave pool and taken to the the asteroid belt to mine for Manslaughter.

After 5 years of this, Quindy was less than enamored with her Masters and was on the lookout for a way out. An explosion caused by one of the other miners was her ticket to freedom. She didn’t stick around to find out what really happened as she stole one of the ‘sleds’ and made the 93 million mile trip in 3 weeks. Dehydrated but free, Quindy, after she had slowed to a speed she could survive a crash from, destroyed the sled with her tunneling ability and made her way to shore, landing not too far from LA.

Having nothing but the alien clothes on her back, Quindy, praying the anti-pregnancy supplement the aliens gave her was still working, turned to prostitution as a way to earn money. Long hours and many trips to the public health clinics, she had gathered enough money to get a room and find a job in a strip club as a waitress. As she was not a dancer, she still supplemented her income by turning tricks occasionally. That is until she ran into another girl with bad luck and dwindling resources. Quindy offered her a place to stay and even took her to the club to try for a dancer’s position, something she herself wasn’t confident enough to try yet.

Midnight

Champions: The Mutant Chronicles 966deadman DarkSaint138