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Vinite Adoremouse

DEX
10
STR
0
BODY
1
INT
2
WILL
4
MIND
5
INFL
1
AURA
4
SPIRIT
3
Initiative
15
Hero Points
436

POWERS

(* Linked Powers)
Psychic Telekinetic Powers:
Telekinesis [12AP, Base 15, FC 6-1 =135HP] This is what happens when Vinnie tries to move objects with his mind. He reduces the APs of weight of the object to zero, then he can propel the object with his remaining APs. Power Restriction: No Damage. No matter how fast he moves an object, it arrives at its destination with no appreciable momentum, unable to damage anyone but the smallest insects. After he mentally releases an object, it will have normal mass again and could do falling damage. (Vinnie uses this power to make his costume appear to walk and to do many other ordinary daily activities.)

Psychic Telepathic Powers:
Life Sense [ 5 AP, Base 35, FC 4 =51HP] Vinnie can reach out with his mind very gently and count the locations of other living minds.
Empathy [ 1 AP, Base 10, FC 3 =12HP] This is what happens when Vinnie gently tries to read a person's mind. He reads their base animal emotions.
Comprehend Languages [ 8 AP, Base 5, FC 2+1 =35HP] Vinnie can tap into the communication centers of other minds well enough to speak and read the language of any uncloaked mind within AP range. Quirk: Vinnie usually does not realize he is using this power, he just starts to wonder what a word means, and he sets off this power, searching for a mind that understands the word.
Speak with Animals [ 1 AP, Base 5, FC 2 =6HP] Vinnie can easily tap into the communication centers of other animals' minds. The closer they are to rats, the better.
Phobia [ 10 AP, Base 15, FC 4-2 =32HP] The Big Gun. This is what happens when Vinnie tries really hard to get into a human's head. Having a rat enter your mind is apparently completely revolting to humans. Serious Catastrophic Burnout (Burnout on 3 or less)

Rat Powers:
Digging [ 1 AP, Base 5, FC 2 =6HP] Rat teeth can punch through most homebuilding materials given a little time.
Running [ 2 AP, Base 0, FC 2 =2HP] Motivated rats can move at Ludicrous speed, so fast as to be a blur to the eye.
Analytical Smell & Tracking Scent [ 6 AP, Base 10, FC4 =34HP] Rats have a super-human sense of smell.
Super Hearing [ 1 AP, Base 5, FC 1 =6HP] Rats can hear dog whistles.

 

BONUSES AND LIMITATIONS

SKILLS

(* Linked Skills)
Detective [INT, 6 AP, Base 10, FC 7- 4 =28HP] Clue Analysis only
Acrobatics [ Default off DEX 10] Climbing and Dodging.
Thief [Default off of DEX 10] Escape Artist, Stealth
(A Character who is attempting Unskilled Use must substitute his Link Attribute for the APs of the appropriate Skill and add +2 Column Shifts to the OY and RV of the action.)

ADVANTAGES

LIGHTNING REFLEXES [20HP] +2 Base Initiative, Rats have extremely quick reflexes.

DRAWBACKS

Kleptomania: Serious Irrational Attraction to Stealing small items (-25HP, Resist on 11 or better) and storing them in the rats nest in his costume.
Serious Irrational Fear of house cats (-25HP, Resist on 11 or better)
Strange Appearance (rat) when outside of disguise costume. (-30HP)
Mistrust (-50HP) Few people like rats and nobody trusts an advertising robot.
Not legally a person: It is not a crime to kill a rat, which might disappoint a supervillain someday. You don't get into the Evil League of Evil for killing a rat, even a talking one.

OCCUPATION AND WEALTH

Amateur Mystery Investigator
: Wealth 0 ( Approx. Annual Income : $1250)

EQUIPMENT

ROBOT COSTUME [Body 1 =2HP] with electronic voice-changer. This is a Halloween costume for a child, approximately four feet tall.
Pack-Rat Packings - The costume is stuffed with the following potentially useful rat's nest of junk:
One pocket knife. One Banana Peel from a banana Vinnie ate earlier today.
Five pennies, Phillips head screwdriver, straight-edge screwdriver, 1 black Sharpie marker, 10 feet of dental floss, a fishing hook, a roll of masking tape, a roll of double-sided Scotch tape, 1/2-full tube of Krazy Glue, 1/4-full tube of toothpaste, 10 small Post-It notes, one 6" steel ruler, 2 plastic zip-ties, 3 wire twist-ties, one sandwich-sized Ziplock bag, pocket-sewing kit with 3 sewing needles and 7 colors of thread, one lady's compact with neutral-white powder puff and mirror, 1 lipstick nearly empty.

SUBPLOTS

Vinnie could some day possibly find his way back to the laboratory where he gained sentience and find out how it was done to him, and whether it could be undone, and whether it might wear off someday, and who did it to him, and whether there are any more like him. Someone who did this to him might still be looking for him.

ATTRIBUTE BREAKDOWN

Attribute
Benchmark (based on current attributes above)

 
DEX (Dexterity)
This person possesses the best agility that is humanly possible.

 
STR (Strength)

 
BODY (Body)
A normal human who is susceptible to normal amounts of pain.

 
INT (Intelligence)
This person has the problem-solving abilities of the average high school graduate.

 
WILL (Willpower)
The person has a focused will and can summon the courage to save victims from hazardous situations such burning buildings. They might naively risk his life for stories or glory.

 
MIND (Mind)
This person's mind is equipped to deal with great stress as a part of daily life. Undercover agents, leaders of nations and most heroes are in this category.

 
INFL (Influence)
The individual recieves the normal attention accorded any living creature.

 
AURA (Aura)
This individual possesses an aura equivalent to a very amiable person, such as an actor or a priest.

 
SPIRIT (Spirit)
The person's Spirit is equivalent to that of an individual who can weather an assault on his or her core beliefs.

 
WEALTH
This person can afford to spend up to $25 per week

 
 

 

Created by

Paging Doctor KILLJOY.

System

DC Heroes

Statblock Type

DCH3e Character Sheet

Link/Embed