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RUSHMORE
RUSHMORE
Russell 'Rusty' Hall
 
Cost

Characteristic

Value Roll Notes
10 STR 20 13- Lift: 400kg; 4d6; [2]

30 DEX 20 13- OCV: 7    DCV: 7
20 CON 20 13-
20 BODY 20 13-
3 INT 13 12- PER Roll 14-
6 EGO 13 12- ECV: 4
5 PRE 15 12- PRE Attack: 3d6
-2 COM 6 10-
4 PD 8   Total: 16 PD (8 rPD)
4 ED 8   Total: 16 ED (8 rED)
0 SPD 3   Mental Defense: 0
0 REC 8   Phases: 4, 8, 12
0 END 40   Running: 6" / 12"
0 STUN 40   Swimming: 2" / 4"
 

Cost

Powers

END

36 Mimic Physical Powers: Variable Power Pool, 20 base + 16 control cost, No Skill Roll Required (+1) (40 Active Points); Limited Class Of Powers Available (Physical Body Powers) (-)
0 1) Create A Few Extra Arms, Legs Or Even A Prehensile Tail: Extra Limbs (10) (5 Active Points) Real Cost: 5 0
0 2) Enhanced Body: +10 BODY (20 Active Points); No Figured Characteristics (-) Real Cost: 13 0
0 3) Enhanced Constitution: +10 CON (20 Active Points); No Figured Characteristics (-) Real Cost: 13 0
0 4) Enhanced Dexterity: +5 DEX (15 Active Points); No Figured Characteristics (-) Real Cost: 10 0
0 5) Enhanced Endurance: +40 END (20 Active Points) Real Cost: 20 0
0 6) Enhanced Recovery: +10 REC (20 Active Points) Real Cost: 20 0
0 7) Enhanced Speed: +2 SPD (20 Active Points) Real Cost: 20 0
0 8) Enhanced Strength: +20 STR (20 Active Points); No Figured Characteristics (-) Real Cost: 13 2
0 9) Enhanced Stun: +20 STUN (20 Active Points) Real Cost: 20 0
0 10) Extra Ears: +5 PER with Normal Hearing (5 Active Points) Real Cost: 5 0
0 11) Extra Eyes: +5 PER with Normal Sight (5 Active Points) Real Cost: 5 0
0 12) Extra Noses: +2 PER with Normal Smell (2 Active Points) Real Cost: 2 0
0 13) Face And Body Sculpting: +15 COM (8 Active Points) Real Cost: 7 0
0 14) Faster: Running 10" (20 Active Points) Real Cost: 20 2
0 15) Getting Bigger And Stronger: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 992 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (20 Active Points) Real Cost: 20 2
0 16) Great Leaps: Leaping 15" (Accurate) (20 Active Points) Real Cost: 20 2
0 17) Hand Shovels: Tunneling 2" through 5 DEF material (19 Active Points) Real Cost: 19 2
0 18) Hand Weapons - Edged: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points) Real Cost: 15 1
0 19) Hand Weapons: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-) Real Cost: 13 2
0 20) Hardened Skin: Armor (8 PD/5 ED) (20 Active Points) Real Cost: 19 0
0 21) Increase Physical Density: Density Increase (500 kg mass, +15 STR, +3 PD/ED, -3" KB) (15 Active Points) Real Cost: 15 1
0 22) Miniature Grappling Spurs On Hands And Feet: Clinging (25 STR) (12 Active Points) Real Cost: 12 0
0 23) Stretch-Swing: Swinging 15", x4 Noncombat (20 Active Points) Real Cost: 20 2
0 24) Stretchy Body: Stretching 4" (20 Active Points) Real Cost: 20 2
0 25) Webbed Hands And Feet: Swimming 10" (x4 Noncombat), Reduced Endurance (END; +) (19 Active Points) Real Cost: 19 1
20 Shape Shifter: Elemental Control, 40-point powers
26 1) Combine Faces To Make A New One: Shape Shift (Sight, Touch and Hearing Groups, humans only), Cellular, Imitation (46 Active Points) 5
8 2) Malleable Shape: Desolidification (affected by All Attacks) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-) 4
5 Control Over Form: Power Defense (5 points) 0
5 Three Heads Is Better Than One: +2 PER with all Sense Groups (6 Active Points); Only When Three Heads Are Present (Not During Shape Shift) (-) 0
2 Three Sets Of Senses Allow For Better Defences I: Hearing Group Flash Defense (3 points) (3 Active Points); Only When Three Heads Are Present (Not During Shape Shift) (-) 0
2 Three Sets Of Senses Allow For Better Defences II: Sight Group Flash Defense (3 points) (3 Active Points); Only When Three Heads Are Present (Not During Shape Shift) (-) 0
18 Automatic Pistol: Killing Attack - Ranged 2d6, 2 clips of 12 Charges (+0), Autofire (3 shots; +) (37 Active Points); OAF (-1) 0
14 Body Armour: Armor (8 PD/8 ED) (24 Active Points); OIF (-), Real Armor (-) 0
 

Cost

Talents

9

Control Over Body: Ambidexterity (no Off Hand penalty)

4

Double Jointed

Cost

Perks

6

Contact: Fixer (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) 11-

2

Contact: Unassigned Counterfeiter (Contact has: useful Skills or resources) 8-

5

Counterfeit Bank Accounts: Money: Well Off

3

Craftsman: Reputation: Counterfeiter (A small to medium sized group) 11-, +3/+3d6

3

Crafted Identities: Anonymity

Cost

Skills

4

+2 with Automatic Pistol

2

Area Knowledge: Seattle, Washington, USA 11-

3

Acting 12-

3

Breakfall 13-

3

Combat Driving 13-

3

Computer Programming 12-

3

Contortionist 13-

5

Cramming

3

Disguise 12-

0

Everyman Skills

Area Knowledge: Chattanooga, Tennessee, USA 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic)

Professional Skill: College Student 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles

11

Forgery (Documents, Money (Counterfeiting), Credit Cards) 15-

2

Gambling (Card Games) 12-

3

High Society 12-

2

Knowledge Skill: American History 11-

3

Knowledge Skill: Computer Viruses 12-

3

Knowledge Skill: Counterfeit Culture (Customers, Intermediaries and Counter-Counterfeit Law Enforcement Squads) 12-

1

Language: Spanish (basic conversation)

3

Lockpicking 13-

3

Professional Skill: Counterfeiter 12-

3

Persuasion 12-

3

Security Systems 12-

3

Seduction 12-

3

Shadowing 12-

3

Sleight Of Hand 13-

3

Stealth 13-

3

Streetwise 12-

3

Systems Operation 12-

1

Transport Familiarity: Large Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

2

Weapon Familiarity: Small Arms
200+ Disadvantages

10

Distinctive Features: Three-Faced Man (In Normal Form)

20

Hunted: FBI 8-

10

Hunted: Jack of Hearts 8-

15

Hunted: Venom 8-

20

Normal Characteristic Maxima

15

Physical Limitation: Weird Biochemistry Requires Specialist Medical Care

15

Psychological Limitation: Coward - Will Only Fight When The Numbers Are With Him

10

Psychological Limitation: Greedy

15

Psychological Limitation: Reluctant To Kill

15

Social Limitation: Wanted Criminal

5

Unluck: 1d6
5 Experience Points
 
Characteristics Cost 100 Base Points 200
Powers Cost 136 Disadvantages 150
Talents Cost 13 Experience Points 5
Perks Cost 19 Total Points 355
Martial Arts Cost 0
Skills Cost 87
Total Cost 355
 
Concept Metamorph Hair Colour Red
Nationality American Eye Colour Brown
Place of Birth Chattanooga, Tennessee, USA Height 1.76m / 5' 9"
Date of Birth April 5, 1981 Weight 62kg / 137 lbs
 
Background

Rusty never managed to complete his college education, even though it was really going nowhere to begin with. When he woke up one morning with three faces he knew his normal, laid-back life was over. Later that same morning he was nearly beaten to death by his fraternity brothers and only escaped because they thought he was dead and went to find some other amusement.

He spent some time hiding in abandoned warehouses and even in cemeteries, shunning society as it would surely shun him. He stole what he needed and tried to simply vanish. Seattle was home to a band of outsiders: ubers and other freaks of society who banded together to survive. Rusty found himself accepted in the underground tunnel systems and became known as 'Happy Face'. With a little more security he began to look for ways to improve his lot, and discovered that there was a real need for quality counterfeiters in the area. He was apprenticed to the Frog Prince and began to excel at false IDs and counterfeit credit cards. The 666 Gang became interested in his skills and persuaded him to leave the Outsiders and join their posse. Rusty was attracted to Damien's charisma and downed tools in the Frog Prince's cavern and went to work for the opposition.

During his time with the 666 Gang Rusty discovered that he had some control over his physical form and began to experiment, casting off his codename of 'Happy Face' and taking on the name of 'Morph'. While his skills at counterfeiting and shapeshifting increased his reliance on the 666 Gang and the hidden world of the street ubers diminished. He realised he simply didn't need them anymore, so one night he left.

He got on a bus and made his way to New York City. Within weeks he had set himself up as a counterfeiter and small time mercenary. While there was initially some resentment from the established criminal syndicates, Rusty's command over his appearance meant he could evade them until they had realised that he would be better as an ally than a corpse. He went into business for all the main criminal families, using a different alias and form for each.

He eventually crossed paths with the FBI and got a taste for the 'bigger game'. He decided to test his powers against superheroes and travelled to Argus City where he impersonated Jack of Hearts for a month and managed to live the life of a hero without having to worry about all of the hero's codes. As Jack of Hearts he spent a lot of time living the fast life which gave Jack a bad reputation and resulted in Jack of Hearts developing an ongoing hatred for Rusty. The shape shifter tired of this game and travelled further south where he came into contact with Venom and briefly joined their team of criminals as Tarantula. He managed to swindle the team out of eight million dollars and fled.

It's not precisely clear how he managed to join S.U.M.M.I.T. or take on the name Rushmore, but by 2006 he was a regular member of the team. He has given up the need for serial betrayal and apart from making lifelong enemies of Venom and Jack of Hearts, he has proven himself to be quite loyal to S.U.M.M.I.T.

Personality
Rusty Hall is a small time criminal who has managed to become one of the first rate criminals through association with S.U.M.M.I.T.. He is greedy and a coward, and no amount of money or fine clothing will truly wash that away, even though Rusty tries to do so by immersing himself in the lifestyle he believes he is a part of. Even attending rich socialite parties, Rusty still looks like a country boy.
Quote
"Here, look at this: I'm the President!"
Powers

Rushmore is an uber with some control over his physical form. Initially this manifested as three separate faces, but has developed to a point where he can change his appearance to look like nearly anyone (even though his default form is the three-faced one). He is able to manipulate his body to produce a variety of physical powers such as hardened skin; extra arms, legs and sensory organs; enhanced physical attributes or weapons made out of his bare hands. There seems to be no limit to the changes he can make, although he can only manage one major change at a time.

Appearance

Rushmore is able to change his physical appearance but this takes effort. When he is not concentrating he looks like a bit of a slob, with a beer gut and dry skin. His most obvious feature is his three faces, each one looking the same but looking out at a slightly different angle. As Rushmore he usually wears the faces of three presidents, but this changes according to his mood.