Chameleon
Character Name: Chameleon
Alternate Identities: Marishka Trelane
Player Name: Sarah
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
20 CON 10 20 20 13-
20 BODY 10 20 20 13-
20 INT 10 10 20 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
20 COM 10 5 20 13-
5 PD 2 3 5/15 5/15 PD (0/10 rPD)
5 ED 4 1 5/15 5/15 ED (0/10 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
40 END 40 0 40
37 STUN 35 2 37
6" Running 6 0 6"/18"
2" Swimming 2 0 2"/14"
2" Leaping 2 0 2" 116 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 41
Spent: 41
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 391
MOVEMENT
Type Total
Run (6) 6"/18"
Swim (2) 2"/14"
H. Leap (2") 2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 5/15
Res. Phys. Defense 0/10
Energy Defense 5/15
Res. Energy Defense 0/10
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Altered Form Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Body Like Water 1/2 +0 +0 25 STR vs. Grabs
Malleable Block 1/2 +1 +1 Grab One Limb, Block
Mallet Hand 1/2 +0 +2 4d6 Strike
Sharpened Hand 1/2 -2 +0 HKA 1d6 +1
Shifting Limbs 1/2 -1 -1 Grab Two Limbs, 20 STR for holding on
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
25 Accidental Change: If takes BODY or is knocked out: Always (Common)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Stunningly Beautiful (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Brotherhood of Evil Mutants 8- (Mo Pow, Harshly Punish)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: Legal Minor (Infrequently, Slightly Impairing)
10 Psychological Limitation: Code Against Killing (Common, Moderate)
15 Psychological Limitation: In Love with Iceman (Common, Strong)
15 Psychological Limitation: Practical Joker (Common, Strong)
10 Social Limitation: Legal Minor (Frequently, Minor)
15 Social Limitation: Secret ID (Frequently, Major)
150 Total Disadvantages Cost

Character Name: Chameleon
Alternate Identities: Marishka Trelane
Player Name: Sarah
SKILLS
Cost  Name
0 AK: France 8-
3 Acrobatics 13-
0 Acting 8-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 13-
0 Conversation 8-
5 Cramming
0 Deduction 8-
0 Language: English (Idiomatic; literate)
0 Language: French (idiomatic; literate)
0 PS: Student 11-
3 Paramedics 13-
3 Persuasion 12-
3 Scholar
0
1) KS: History 8-
0
2) KS: International Law 8-
0
3) KS: Law 8-
0
4) KS: Mutant History 8-
3 Scientist
1
1) SS: Zoology 11-
0
2) SS: Biology 8-
0
3) SS: Chemistry 8-
0
4) SS: Humanities 8-
0
5) SS: Mathematics 8-
0
6) SS: Philosophy 8-
0
7) SS: Physics 8-
3 Shadowing 13-
3 Stealth 13-
36 Total Skills Cost
TALENTS
Cost  Name
5 Eidetic Memory
5 Total Talents Cost
 
POWERS
Cost  Power END
51 True Shape Shift: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, Any Shape), Cellular, Imitation, Instant Change, Makeover, Costs END Only To Change Shape (+1/4); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4)
Notes: This power along with others listed, allow the character to not only take on the appearance of any person but also cars, bears, helocopters, Coke machine, even a pool of water. The character can also PERFECTLY imitate another person down to the appearance, voice, race, sex, fingerprints, retinal pattern and genetics. This power is limited only by the player's imagination.
7
31 Body Weaponry: Multipower, 37-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later.
2u
1) Natural Weapons: Hand-To-Hand Attack +6d6, Indirect (power can manifest from any appropriate part of the character's body; +1/4); Hand-To-Hand Attack (-1/2)
Notes: This power simulates parts of a body or an object that might be used as a weapon such as a car's bumper, a dragon's tail, a wrecking ball, etc.
2
2u
2) Natural Weapons: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Indirect (power can manifest from any appropriate part of the character's body; +1/4)
Notes: This power simulates parts of a body or an object that might be used as a weapon such as a bull's horns, a tiger's teeth, a backhoe's scoop, etc.
2
25 Motivation Imatation: Multipower, 30-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later.
2u
1) Ground Movement: Running +12" (6"/18" total), x4 Noncombat (29 Active Points)
Notes: Legs, wheels, tracks, etc.
1
1u
2) Air Movement: Flight 15"; Restrainable (-1/2)
Notes: Bird wings, helocopter blades, airplane wings and engine, etc.
1
1u
3) Water Movement: Swimming +12" (2"/14" total) (x4 Noncombat)
Notes: Fins, flippers, propellers, hydro-dynamic drive, etc.
1
25 Size Shifting: Multipower, 30-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later.
2u
1) Larger Forms: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,658 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide)
Notes: Allows the character to take on the size as well as appearance of larger creatures and object such as an elephant or car.
1
2u
2) Smaller Forms: Shrinking (0.2222 m tall, 0.1116 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB)
Notes: Allows the character to take on either size as well as the appearance of such things as a child, dog, can of RAID, etc.
1
20 Body Armor: Armor (10 PD/10 ED); Linked (True Shape Shift; -1/2)
Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later. This power allows the character to use Shapeshifting to alter his very skin into whatever is appropriate for a defense, such as dragon scales or the metal of a dumpster.
0
15 Regeneration: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Linked (True Shape Shift; -1/2)0
7 The Eyes Have It: Increased Arc Of Perception (360 Degrees) with Sight Group; Linked (True Shape Shift; -1/2)0
7 Horrific Transformation: +20 PRE; Only For Fear-Based Presence Attacks During Transformation (-1 1/2), Linked (True Shape Shift; -1/2)
Notes: Used to create a sudden monsterous appearance to scare the crap out of someone.
6 Falcon's Eyes: +6 versus Range Modifier for Sight Group; Linked (True Shape Shift; -1/2)0
5 Environmental Adaptation: Life Support (Expanded Breathing: underwater; Safe in Intense Cold; Safe in Intense Heat); Linked (True Shape Shift; -1/2), Nonpersistent (-1/4)0
3 Animal's Nose: Tracking with Normal Smell; Linked (True Shape Shift; -1/2)0
3 Cat's Eyes: Nightvision; Linked (True Shape Shift; -1/2)0
210 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Battle Shifting
4
1) Altered Form Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
2) Body Like Water: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
5
3) Malleable Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
4
4) Mallet Hand: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
4
5) Sharpened Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3
6) Shifting Limbs: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on
24 Total Martial Arts Cost

Character Name: Chameleon
Alternate Identities: Marishka Trelane
Player Name: Sarah
APPEARANCE
Hair Color: Purple
Eye Color: Black
Height: 5' 10"
Weight: 126 lbs
Description:
BACKGROUND
Only fragments of Chameleon's past are known at present. Mariska Trelane was born in the European country of Chalenne, somewhere near France. Her great-grandfather, Aubrey II was the last king of Chalenne, and his only child was a daughter, Marie. Marie wed a Col. Jean-Michel Trelane, who with Aubrey IIís blessing, became the first Prime Minister of the new democracy of Chalenne. The couple had two children, Alexander, who died of fever at age seven, and Patrick, Mariskaís father. Patrick Trelane was less moral than his forebears, and more interested in money and power. He married a shy young woman by the name of Claire, though the marriage was apparently neither happy nor idyllic. She gave birth quickly, to a son whom they named Michel. Two years later, Claire died in childbirth with Mariska Aurora Marie Trelane.

In her early years, Mariska was spoiled and pampered. Her mutant powers manifested when she was attacked by armed gunmen at school. Many years later, her father and brother apparently met with violent, tragic ends, which Dominique blames herself for not preventing.At the funeral, Charles Xavier invite Mariska to attented his school for gifted youngsters. There she learned about her abilities and how to put them to good use. Also she met an older student Robert Drake (aka Iceman) the two have been seeing each other these last few months.
POWERS/TACTICS
metamorphic shape-shifter with a perfect cell memory able to rearrange the formation of her cellular structure in order to:
- take on any human appearance she wishes
- adapt specific genetic traits such as night vision, finger talons, or body armor
- heal surface tissue damage
- suppress her natural aging process
- reboot her genetic template to withstand all pathogens and poisons.
PERSONALITY/MOTIVATION

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