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About Mike O'NeillGame Stats (Mutants & Masterminds):
Strength: 1
Stamina: 0 Agility: 2 Dexterity: 3 Fighting: 1 Intellect: 2 Awareness: 3 Presence: 0 Dodge: +2 Parry: +2 Fortitude: +2 Toughness: +1 Will: +3 Initiative: +10 Power Level: 5 Acrobatics +3, Athletics +3, Close Combat (unarmed) +2, Deception +0, Expertise (drifter) +4, Insight +6, Intimidation +0, Investigation +4, Perception +5, Persuasion +0, Ranged Combat (guns) +6, Sleight of Hand +4, Stealth +6, Technology -, Treatment -, Vehicles +4 Advantages:
Assessment: Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly.
Beginner's Luck: By spending a hero point, you gain an effective 5 ranks in one skill of your choice you currently have at 4 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits. Diehard: When your condition becomes 'dying' you automatically stabilize on the following round without any need for a Stamina check, although further damage can still kill you. Eidetic Memory: You have a +5 circumstance bonus on checks to remember things, including resistance checks against effects that alter or erase memories. You can also make Expertise skill checks to answer questions and provide information as if you were trained, meaning you can answer questions involving difficult or obscure knowledge even without ranks in the skill. Evasion (rank 2): You have a +5 circumstance bonus to Dodge resistance checks to avoid area effects. Favored Foe (zombies): You gain a +2 circumstance bonus on Deception, Intimidation, Insight, and Perception checks dealing with your Favored Foe. This circumstance bonus is not limited by power level. Improved Aim: When you take a standard action to aim, you gain double the normal circumstance bonus: +10 for a close attack or ranged attack adjacent to the target, +5 for a ranged attack at a greater distance. Improved Initiative (rank 2): You have a +8 bonus to your initiative checks. Improvised Tools: You ignore the circumstance penalty for using skills without proper tools, since you can improvise sufficient tools with whatever is at hand. If you’re forced to work without tools at all, you suffer only a –2 penalty. Improvised Weapon (rank 2): When wielding an improvised close combat weapon, you use your Close Combat: Unarmed skill bonus for attack checks with the “weapon” rather than relying on your general Close Combat skill bonus. Additional ranks in this advantage give you a +1 bonus to Damage with improvised weapons per rank. Your maximum Damage bonus is still limited by power level. Instant Up: You can go from prone to standing as a free action without the need for an Acrobatics skill check. Jack of All Trades: You can use any skill untrained, even skills or aspects of skills that normally cannot be used untrained, although you must still have proper tools if the skill requires them. Quick Draw: You can draw a weapon from a holster or sheath as a free action, rather than a move action. Ranged Attack (rank 2): You have a +1 bonus to ranged attacks checks per rank in this advantage. Your total attack bonus is still limited by power level. Uncanny Dodge: You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility. Gear:
Combat Gear:
- S&W M29 .44 Double-Action Magnum Revolver (heavy pistol): +8, ranged damage 4, critical 20 - Glock 20 Semi-Automatic (light pistol): +8, ranged damage 3, critical 20 - FN P90 Submachine Gun (submachine gun): +8, ranged multiattack damage 4, critical 20 - Pipe bombs (2): ranged burst area damage 5, dodge DC 15 - Timer bomb: ranged burst area damage 10, dodge DC 20 - Riot vest: protection 3, limited to ballistic, subtle Other Gear:Clothing (pants, shirt, boots), knife, 1 roll duct tape, gas mask, notepad, pen, sunglasses Background:
Mike O'Neill was born in 1988 in Middletown, New York, United States. His family, while somewhat affluent, did their utmost to plow him under creatively and force him to get a 'real job,' instead of playing music. Mike left home in '04, traveling to Washington, DC. He managed to pay his way through one year at the Washington Community College before he was fired from his job as a fry cook at Burger Lord.
Admitting defeat, Mike packed up his meager possessions and was prepared to leave. However, a chance meeting with home-grown anti-celebrity Ian MacKaye caused Mike to head out on a cross-continental odyssey of self-discovery. Making his way across the Continental U.S, first to LA, then Seattle, he finally crossed the border into Canada in early 2008. Life began to look up. He'd been living in the back room of the Mercy Club eating ramen, and he had actually landed a gig as the lead vocalist of a local hardcore band known as The Victims. Things were groovy. Then, the plague hit. Appearance and Personality:
Mike is a tall young man of twenty-two, with brown eyes, dirty, crew-cut brown hair, and a week's worth of stubble. His arms and chest are covered in tattoos: logos of his favorite bands (Black Flag, the Misfits, and Minor Threat), several declarations of "I've Got the Straight Edge", razor blades, a portrait of Henry Rollins, and the names "Mikey Victim" and "Alexander Supertramp." He dresses in cheap, beat-up clothing: a dirty, ripped Gorilla Biscuits shirt, bleach-stained jeans, and a pair of battered combat boots. Mercurial by nature, Mike can switch from irrepressible mirth to sullen anger in the blink of an eye. He derides "society" as a whole, refusing to buy anything that costs more than twenty dollars, and refusing to vote in any elections (though registered in the Communist party, he is, in philosophy, an anarchist). He scorns religion as part of the "herd mentality", but does not refer to himself as an atheist. Mike frequently quotes underground personalities such as Ian MacKaye, Chris McCandless, Karl Marx, and in particular, Henry Rollins- mainly because he feels that their words will carry more meaning than his own. Game Stats (D20 Modern):
Smart 2 / Fast 2 Abilities: Str 11, Dex 16, Con 8, Int 16, Wis 10, Cha 13 HP: 22 (2d6 + 2d8 - 4 + 3) CMB +2 CMD 15 Fort +3 (+7 vs. disease), Ref +6, Will +4; AC 19 (+5 class, +3 Dex, +1 Dodge) Talents: Savant (Perception), Evasion Reputation +1; Base attack +2 Base action points: 24 Feats: Simple Weapons Proficiency , Skill Focus (Perform (vocal)),Iron Will (bonus), Resist Disease (bonus), Dodge, Personal Firearms Proficiency, Point Blank Shot, Two-Weapon Fighting, Toughness Skill ranks: Drive (1 rank) +7; Investigate (4 ranks) +10; Knowledge (current events)(4 ranks) +10; Knowledge (music history)(4 ranks) +10; Knowledge (philosophy)(4 ranks) +10; Knowledge (tactics)(4 ranks) +10; Perception (4 ranks) +9; Perform (vocal)(4 ranks) +5; Profession (musician)(2 ranks) +2; Profession (drifter)(2 ranks) +2; Repair (3 ranks) +9; Research (3 ranks) +9; Stealth (4 ranks) +10 Attack: knife +1 melee / +4 ranged (1d4; critical 19-20/x2) Attack: unarmed strike (brass knuckles) +1 melee (1d4+1) Attack: (firearms) + 3 ranged (+4 within 30 feet) Possessions: On person: backpack, Glock 20, FN P90, H&K USP, military knife, brass knuckles, clothing, notepad, pen At Karl's: S&W M29, 1 copy Das Kapital, 1 copy Black Coffee Blues, pencil, sunglasses Known aliases: Alexander Supertramp II; Mike O'Malley; Alexander O'Neill; Chris Rollins; Mikey Victim Known affiliations: The Victims (Vancouver hardcore band) - Clothing (pants, shirt, boots)
S&W M29 .44 Double-Action Magnum Revolver:
Glock 20 Semi-AutomaticGlock 20
FN P90 Submachine GunDamage: 2d6
H&K USP .45Damage: 2d6
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