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Dexter Mills
#1
This is Whirda’s second character.

CHARACTER NAME: Dexter Mills

CHARACTER SOURCE: Original

CHARACTER HISTORY: Dexter Mills grew up near Seattle, Washington in a world not unlike our own. A math and science prodigy from a young age, Dexter saw the world in numbers and patterns the way others did in colors and sounds. To Dexter, all things were linear, subject to an underlying logic he felt determined to understand and explain. In the pursuit of that explanation, Dexter went to the University of Washington, voraciously pursuing a career as a theoretical physicist and excelling at every turn, soon surpassing his professors and the experts in his prospective field. It was at the university he met Harmony, a woman--truly, a girl--who introduced chaos into his ordered existence. In spite of himself, Dexter became hopelessly intertwined with Harmony, a drama student who saw no sense in explaining much of anything, let alone the logic of the universe and human existence. A tour guide for the Seattle Underground, a subterranean city upon which much of modern Seattle had been built following a catastrophic fire, Harmony led Dexter on a series of adventures, delving ever deeper beneath the city through dust-choked corridors with only the pale glow of a flashlight to guide them. It soon occurred to Dexter that it was unlikely, perhaps even impossible, for the Seattle Underground to extend so deep below the city.

PHYSICAL DESCRIPTION: Define Dexter: sharp, angled, bespectacled, linear. An unremarkable 20-year-old with thick glasses and bony elbows and knees, a haphazard tangle of black hair atop his head. Yet in his gray-green eyes lurks something extraordinary, hinting at a wisdom and understanding beyond his years.

STATS:
ATK: 1
DEF: 2
SPD: 2
TEC: 5

STARTING PROFICIENCIES: 2,000
Ranged Proficiency (1,000)
Debuff Proficiency (1,000)

STARTING POWERS: 1,500

Telepathy (1,500)
Shrink (800)

STARTING MOVES:

Impart – Confusion (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Upon making eye contact with an enemy within thirty yards, Dexter creates a telepathic channel through which he bombards the enemy with abstract mental images. This is a channeled move, and while channeling Dexter cannot use other abilities, can only move at half speed, and must hold eye contact. While the channel is open, enemies are incapable of looking away. Maintaining the bombardment for more than five seconds is mentally exhausting for Dexter and this move’s duration maxes out at ten seconds, at which point Dexter will experience significant fatigue. While being bombarded enemies act dazed, as if they are in a stupor, but this move can be overpowered by primal rage and its effects and duration are mitigated as the opponent’s TEC increases. After the images fade, a pounding headache and disorientation stick with his enemy for several minutes. If the enemy moves further than thirty yards from Dexter, the tether breaks and the images cease.

Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, creating a telepathic channel between himself and a target. Once the tether is completed, the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created. The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

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Dexter Mills - by Gambit - 05-01-2018, 09:38 AM

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