Cayden Cailean

Cooper Harris's page

146 posts. Alias of LAB Rat.


Race

Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light)

Classes/Levels

Hero Points: 2

About Cooper Harris

Name: Cooper
Official Name: Cooper Harris
True Name: Cooper David Harris

Power Level: 7; Power Points Spent: 131/140

STR: +1 (12), DEX: +0 (10), CON: +2 (15), INT: +5 (20), WIS: +0 (10), CHA: +2 (14) 21 PP
Tough: +4 (Con+2), Fort: +10 (Con+8), Ref: +8 (Dex+8), Will: +10 (Wis+10) 28 PP

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +4, Telekinesis: +7) 6 PP
Defense: 12 (Flat-footed: 6), Knockback: -? 4 PP
Initiative: +4

Skills: 20 PP
Bluff +6,
Climb +3,
Computers +10,
Concentration +10,
Diplomacy +6,
Disable Device +10,
Drive +6,
Gather Information +7,
Investigate +9,
Knowledge(Arcane Lore) +9,
Knowledge(Technology) +8,
Knowledge(Current Events) +6,
Notice +10,
Perform(String) +7,
Profession(Secretary) +2,
Search +11,
Stealth +3,
Swim +3
Feats: Equipment 4, Uncanny Dodge 1 (Auditory-based), Well Informed 1, Ritualist 1, Attack Specialization(Telekinesis) 2, Improved Initiative 1, Improvised Tools, Skill Mastery(Drive, Disable Device, Investigate, Notice) 12 PP
Drawbacks: Vulnerable (Fire, Common, Moderate) -3 PP
Complications: White Council, Responsibility (Job, Parents, "Uncle," Roommate, Apartment)
Languages: English

Equipment: Ancient Nokia Flip Phone, Digital Audio Recorder, Binoculars, Leather Jacket, Flashlight, Motorcycle (10 EP), Apartment (5 EP)
Motorcycle: Str 15, Speed 5, Def 10, Tough 8, Medium Size, Alarm Feature
Apartment: Diminutive Structure, Tough 10, Fire Prevention, Garage, Living Space, Security System, Communications, Defense System

Powers:
Magic 16 (Limitation: Dresdenverse Magic)(5 Alternate Powers) 32-16+5=21 PP
* Regeneration 30 (Recovery Bonus +8, Bruised Rank 3, Injured Rank 6, Disabled Rank 8, Ability Damage Rank 5)(Persistent, Regrowth) (Reaction, Personal, Permanent)
* Telekinesis 7 (Perception, Burst Area)(Precise, Selective, Subtle 2, Homing) (Standard, Perception, Sustained)
* Duplication 8 (Survival, Horde)(Progression 2, Mental Link) (Standard, Personal, Sustained)
* Create Object 10 (Duration)(Precise, Subtle) (Standard, Ranged, Continuous)
* Blast 16 (Toughness DC22, Penetrating) (Standard, Ranged, Instant)
* * Ice 6 (Piercing [Ice Spears])
* * Water 6 (Bludgeoning [Water Jet])
* * Lightning 4 (Electricity [Static Shock])
* Super-Senses 32 (Free, Ranged, Permanent)/(Move, Ranged, Permanent)
* * Third Sight (Counters Concealment 2, Counters Illusion 2, Counters Obscure 5, Detect 5, Awareness 1, Tracking 3)
* * * Counters Concealment 2 (Visual)(Linked*) 2
* * * Counters Illusion 2 (Visual)(Linked*) 2
* * * Counters Obscure 5 (Visual)(Linked*) 5
* * * Detect 5 (Magical, Evil, Good, Emotions, All Senses, Ranged, Acute 2)(Linked*) 7
* * * Awareness 1 (Magical, Mental)(Linked*) 1
* * * Tracking 3 (Magical, Visual)(Linked*) 3
* * Soul Gaze (Postcognition 1, Detect 5)
* * * Postcognition 1 (Limited: Requires A Soul, Requires Eye Contact, Once Per Lifetime)(Linked**) 4
* * * Detect 5 (Magical, Evil, Psychic Trauma, Visual, Free, Ranged, Limited: As Postcognition)(Linked**) 2

Teleport 5 (Limitation: Dresdenverse Magic) 10+10-5=15 PP
(Portal, Medium[Mirror], Accurate) (Free, Touch, Concentration)

Device 1: Motorcycle Jacket (Hard to Lose) (Limitation: Dresdenverse Magic) 4 PP
* Force Field 8 (Ablative, Impervious) (Free, Personal, Sustained)
* Alternate Power: Magic: Obscure 5 (Visual, Auditory, Duration)(Selective, Subtle) (Standard, Ranged, Continuous)

Device 1: Baseball Cap (Easy to Lose) (Limitation: Dresdenverse Magic) 3 PP
* Dimensional Pocket 1 (500 lbs.)(Progression 2) (Standard/Move, Touch, Instant [Lasting])
* Environmental Control 2 (Light, 10 ft. Radius, Bright Light) (Standard, Ranged, Sustained)

Mechanics:

Magic 16
Regeneration 30 (Reaction, Personal, Permanent)
Gain a +3 on Constitution checks to recover from damage, plus Con Mod. Recover from bruised, unconscious, injured, staggered, and disabled every round with no rest.Recover a point of ability damage every minute. Can regenerate Incurable damage and regrow limbs/organs.

Telekinesis 7 (Standard, Perception, Sustained)
Affects anything that can be perceived in a 35 ft. radius area, excluding what I choose, without needing an attack roll to move it. Completely unnoticeable as coming from me. Can be used for precise tasks and gets a second chance to hit the round after the initial miss. Second chance does not need another standard action to go off, it just happens.

Duplication 8 (Standard, Personal, Sustained)
Spawn 5 PL 8 Duplicates with 120 PP each in one action that can be communicated with at any distance. I know everything they know and if I die while duplicated, I become one of the duplicates instead. Remember to pack different colored shirts if planning to make use of this in public.

Create Object 10 (Standard, Ranged, Continuous)
Create any object with parts as complex as desired. Object can be maximum ten 5 ft. cubes in size with Toughness +10. Lasts until destroyed or I dismiss it. Objects created look just like real objects. Can trap a target inside a hollow object, forcing Ref save to avoid trap. Can drop on a target as an Area Attack (Don't do this!)

Blast 16 (Standard, Ranged, Instant)
Ice Spears
Form of spear of ice out of ambient water in the air or the environment and fling it at an opponent. Deals piercing damage for a DC21 Toughness save.
Water Jet
Blast a concentrated stream of water at an opponent formed from water in the air or in the environment. Deals bludgeoning damage for a DC21 Toughness save.
Static Shock
Draw static electricity from own body to hurl a jolt of electricity at an opponent. Deals electricity damage at a DC19 Toughness save.

Super-Senses 32
Third Sight (Move, Ranged, Permanent)
Can see through concealment, obscure, and illusion effects with this active. Allows detection the fine details of magic, evil, good, and emotions using sight, smell, and hearing at a normal range increment. Can Notice effects with the magic descriptor at normal range increment, as well as follow magical trails at full speed with no penalty.
Soul Gaze (Free, Ranged, Permanent)
Can detect evil and psychic trauma using all sight, smell, and hearing, as well as make Notice and Search checks to pick up on past information about the subject. Only works on creatures with souls, once per person per lifetime, and through prolonged eye contact. Done at normal range increment.

Teleport 5 (Free, Touch, Concentration)
Make a portal using mirrors (and only with mirrors) to teleport anywhere within 500 ft. or within 5 miles if dodge bonus is forfeited at the other side. Only need to be able to generally describe destination. Portal is 5x5'.

Device 1: Motorcycle Jacket (Hard to Lose)
Force Field 8 (Free, Personal, Sustained)
Magical shield of force that adds a +8 to Toughness while active, ends if stunned and fail Concentration check. Damage bonuses less than +8 do nothing, penetrating damage ignores this. Can only provide bonus for 8 hits before it must be turned off to recharge.
Obscure 5 (Standard, Ranged, Continuous)
Create a 250 ft. radius blob of fog up to 50 ft. away that negates all visual and auditory perception within it. Lasts until dismissed, changed, or nullified. Requires no concentration, can be moved as a Move action. Can only be noticed with a DC20 Notice check and I choose who is left out of the blind/deafness.

Device 1: Baseball Cap (Easy to Lose)
Dimensional Pocket 1 (Standard/Move, Touch, Instant[Lasting])
Can hold up to 500 lbs. of material or creatures within pocket, takes a move action to put things into and take things out. Can be used to trap opponents within with a melee attack roll, but don't bother. No point with such low ranks.
Environmental Control 2 (Standard, Ranged, Sustained)
Can shed light as bright as a sunny day in a 10 ft. radius, eliminating concealment provided by natural darkness. Can counter Obscure with darkness descriptor with a successful power check.

Duplicates:

Power Level: 7; Power Points Spent: 113/120

STR: +1 (12), DEX: +0 (10), CON: +2 (15), INT: +5 (20), WIS: +0 (10), CHA: +2 (14) 21 PP
Tough: +4 (Con+2), Fort: +10 (Con+8), Ref: +8 (Dex+8), Will: +10 (Wis+10) 28 PP

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +4, Telekinesis: +7) 6 PP
Defense: 12 (Flat-footed: 6), Knockback: -? 4 PP
Initiative: +4

Skills: 20 PP
Bluff +6,
Climb +3,
Computers +10,
Concentration +10,
Diplomacy +6,
Disable Device +10,
Drive +6,
Gather Information +7,
Investigate +9,
Knowledge(Arcane Lore) +9,
Knowledge(Technology) +8,
Knowledge(Current Events) +6,
Notice +10,
Perform(String) +7,
Profession(Secretary) +2,
Search +11,
Stealth +3,
Swim +3
Feats: Equipment 4, Uncanny Dodge 1 (Auditory-based), Well Informed 1, Ritualist 1, Attack Specialization(Telekinesis) 2, Improved Initiative 1, Improvised Tools, Skill Mastery(Drive, Disable Device, Investigate, Notice) 12 PP
Drawbacks: Vulnerable (Fire, Common, Moderate) -3 PP
Complications: White Council, Responsibility (Job, Parents, "Uncle," Roommate, Apartment)
Languages: English

Powers:
Magic 16 (Limitation: Dresdenverse Magic)(4 Alternate Powers) 32-16+4=20 PP
* Regeneration 30 (Recovery Bonus +8, Bruised Rank 3, Injured Rank 6, Disabled Rank 8, Ability Damage Rank 5)(Persistent, Regrowth) (Reaction, Personal, Permanent)
* Telekinesis 7 (Perception, Burst Area)(Precise, Selective, Subtle 2, Homing) (Standard, Perception, Sustained)
* Create Object 10 (Duration)(Precise, Subtle) (Standard, Ranged, Continuous)
* Blast 16 (Toughness DC22, Penetrating) (Standard, Ranged, Instant)
* * Ice 6 (Piercing [Ice Spears])
* * Water 6 (Bludgeoning [Water Jet])
* * Lightning 4 (Electricity [Static Shock])
* Super-Senses 32 (Free, Ranged, Permanent)/(Move, Ranged, Permanent)
* * Third Sight (Counters Concealment 2, Counters Illusion 2, Counters Obscure 5, Detect 5, Awareness 1, Tracking 3)
* * * Counters Concealment 2 (Visual)(Linked*) 2
* * * Counters Illusion 2 (Visual)(Linked*) 2
* * * Counters Obscure 5 (Visual)(Linked*) 5
* * * Detect 5 (Magical, Evil, Good, Emotions, All Senses, Ranged, Acute 2)(Linked*) 7
* * * Awareness 1 (Magical, Mental)(Linked*) 1
* * * Tracking 3 (Magical, Visual)(Linked*) 3
* * Soul Gaze (Postcognition 1, Detect 5)
* * * Postcognition 1 (Limited: Requires A Soul, Requires Eye Contact, Once Per Lifetime)(Linked**) 1
* * * Detect 5 (Magical, Evil, Psychic Trauma, Visual, Free, Ranged, Limited: As Postcognition)(Linked**) 2

Totals: Abilities 21 + Skills 20 (80 ranks) + Feats 12 + Powers 43 + Combat 10 + Saves 28 - Drawbacks 3 = 131/140

Height: 6'1"
Weight: 160
Age: 29
Eyes: Hazel
Hair: Short-cropped dirty blonde
Appearance: Tall and lean, Cooper looks fairly young for his age, possessing few of the hard lines of muscle or wrinkles of age. Stubble of nearly every natural color sprouts along his jaw and he keeps his hair short enough to only barely peek out from beneath his hat. He is almost never seen without a weathered baseball cap that was once navy blue atop his head or tucked into a back pocket. The well-loved hat no longer bears any indication of the team it signified, but he does not seem to mind. Though not white as a sheet, his skin is a bit more pale than most, speaking of a life spent indoors more often than is strictly wise. His voice holds a calm, relaxed timbre that tends to creep into a higher pitch when excited. Regardless of his tone, the accent has the very slight twang of a Southern US drawl to it.

Backstory:

Cooper has always tried to do two things: live up to his mother’s expectations and follow in his father’s footsteps. Unfortunately, those two things don’t always align. You see, while his mother was a hard working waitress at a local diner, his father was wizard who ran a magic show with a traveling circus troupe. Sure his father wasn’t around much, but when he was the time he spent with Cooper was filled with fun, adventure, and magic. The stories of magic posing as illusions posing as magic always gave the young boy a chuckle. Learning how to do such things himself was just the cherry on top.

With his father gone so often and little Cooper’s magical abilities coming in strong, he was often left in the care of an old friend of his father who Cooper referred to as Uncle Fergy. Fergus didn’t much like that name, particularly after the Black Eyed Peas hit the top 40, but never discouraged the boy from using it. The pair grew close and Fergus’ usual dour demeanor melted away when the blossoming wizard would come to his home for lessons.

All in all, things were going well for Cooper. That is until it all came burning down around him. Literally in this case. Fergus was running late so Cooper let himself into the house and headed into the basement where Fergus usually ran his lessons. Now being thirteen had its ups and down, and todays adventure involved a roman candle. Aiming it out the window for ‘safety’, Cooper went to light the fuse with a spark of his own magic; a simple trick. But simplicity can lead to carelessness and Cooper missed his target, instead igniting the putrid yellow drapes.

By the time the fire department arrived, it was too late to save the house. Cooper had sustained burns to his abdomen and up one thigh before escaping out of a tiny bathroom window on the main level. When he retold the story later at school he claimed the fire had torched the hair right off his--- Well, that’s neither here nor there. When Fergus arrived on scene he was livid. Everything he had to show for his life’s work had been reduced to rubble and ash. Cooper was beyond apologetic, whimpering out apologies through tears as he was wheeled away to the hospital. But the wound was too fresh for Fergus and he was hearing none of it. It would be years before that relationship was repaired, though it never fully recovered.

Cooper has since moved out and away from his small town roots and now resides in <insert primary urban game location here>. Life has been far from glamorous, but he trudges through his mundane work days as a secretary, bouncing from company to company as the needs of his temp agency dictate. Dating has been dead end after dead end and now it just seems like no one is interested at all. But he keeps himself busy by frequenting the local club where his roommate works and hitting the gym when the guilt hits home, usually after eating a large pizza in one sitting. Outside of flexing his magical muscles for practice in the comfort of his own home, his wizarding hasn’t really gone anywhere. His desire to put his magic to practical use on a more regular basis has never waned and he keeps a sharp eye open for any opportunities to put his skills to work.

Limitation: Dresdenverse rules of Magic:

Technnology: Use of magic has a tenancy to short out or cause modern technological items to fail in the immediate area. The newer the technology, the more susceptible in is to failure. Technological items within the area of influence would presumably get a save of some sort, with a +1 for every decade prior to the current day from which the technology originates (so a modern reproduction of an old-west firearm would still be pretty much immune, given that the technology it uses hasn't changed in such a long time).

Running Water: Running water, belonging to a fresh flow (including rain), but not still or otherwise stagnant, will short out or ground magic. An effect touched by water suffers a Nullify Magic affect of an appropriate strength determined by the GM. Likewise, a wizard in physical contact with running water suffers a similar Nullify effect on any power he/she might be attempting to use. Being near large bodies of such water (though not necessarily in direct contact with liquid water, such as fog, misting rain, or being on a boat on a large body of water) necessitates a similar save vs. Nullify, failure indicating your Magic power is reduced to half ranks, unless Extra Effort is expended.

Sunrise: Dawn is a mark of the renewal cycle, and tends to wash away magical effects that have not been deliberately bolstered to resist the effects of sunrise. Any magical effects active at sunrise suffer a Nullify effect of an appropriate fixed rank (Say 5 - it should be a fixed number as Dresden mentioned many times that dawn tends to wash away minor magics without contest, while heftier magics have a much better chance of surviving, at least for a couple of days). Note that the effect does not need to be struck by daylight or be direct line of sight to the sunrise; the effect occurs at the moment of sunrise in your location, regardless of your position relative to the sun and sky.

The Laws of Magic:

First Law: You may not kill another human being by means of magic, saving in those cases where you are acting in the defense of your life, or the life of another, and such necessity is clearly demonstrable.

Second Law: You may not contravene a human's true nature by altering their shape or species.

Third Law: You shall not enter the mind of another human being.

Fourth Law: You shall not enthrall the will of another human being, or otherwise force them to act against their nature or free will.

Fifth Law: You shall not violate the borders of a human life and death.

Sixth Law: You may not swim against the currents of time.

Seventh Law: You must not seek knowledge from beyond the outer gates.