Brilliant scientist Dr. Hal Harper dedicated his life to investigating the biggest mysteries of our time: what are "super powers" and where do they come from? In his groundbreaking exploration into genetics and mutation, Harper invented the "Harper Harness"--a device that imbues the wearer with the ability to copy the extranormal powers of other superhuman beings! Now, armed with his harness, his sense of adventure and his insatiable curiosity, Harper joins the ranks of the extranormals he had studied and admired for so long… as Symbiote!
Secret Identity: Dr. Hal Harper
Gender: Male
Born: 1974
Height: 6’
Weight: 180 lbs.
Origin Type: Homemade
Personality Archetype: Knowledge Seeker
Level: 7
Experience Points: 27,000
Experience Points: 27,000
Player: Greg
Super Powers and Super Skills:
1) Absorption (x2): Symbiote may mimic an entire set of extranormal powers from any one subject at a time! The Harper Harness analyzes DNA and then actually modifies Symbiote’s DNA to match! Therefore, only biological-based extranormal abilities may be duplicated. Learned skills, devices, supernatural and psionic abilities cannot be absorbed.Costs: one action and one charge. The Harness has 14 charges before it requires recharging in lab.Range: Requires hand to hand contact.
Duration: Powers stay for 2 hours (Level Three Advancement).
At the Vanguard Vault, Hal may load the telemetry of past sampled subjects into the Harness at a cost one charge and one hour per subject. Removing them regains the charge. (Level Five Advancement)
2) Heightened Intelligence: +15
3) Heightened Expertise: +4 to hit with hand to hand attacks.
4) Heightened Endurance: +7 (Level Two Advancement)
5) Heightened Intelligence: +3 (Level Six Advancement)
6) Patron: Vehicles, base, mundane gear and weapons are all available through an employer
7) Special: Willpower defense vs. Mind Control attacks. PR: 1 per use (Level Seven Advancement)
6) Patron: Vehicles, base, mundane gear and weapons are all available through an employer
7) Special: Willpower defense vs. Mind Control attacks. PR: 1 per use (Level Seven Advancement)
Weaknesses:
1) Minor Low Self Control: When duplicating extranormal super powers, Symbiote also absorbs a subject’s weaknesses if they are seated within the subject’s DNA. Psychological flaws, physical disabilities that arose from accidents, and prejudice against the subject are examples of weaknesses that would not be mimicked.
2) Super Power Limitation: To sample DNA effectively, Symbiote must touch the palm of either glove to a subject’s skin.
3) Super Power Limitation: Symbiote’s absorption ability stems from the Harper Harness device, which can be removed from him and possibly used by others!
4) Patron: Character may be required to perform tasks and duties at employer’s request.
Statistics:
Strength 15
Endurance 22
Agility 18
Strength 15
Endurance 22
Agility 18
Intelligence 28
Charisma 19
Hit Points: 43
Hit Points: 43
Power Points: 83
Carrying Capacity: 502 lbs.
Hand-to-Hand Damage: 1d8
Accuracy: +3 to hit (+7 with HTH attacks)
Damage Modifier: +5
Detect Hidden: 27%
Detect Danger: 31%
Reaction Modifiers: +3 from Good, -3 from Evil
Movement: ground: 55” per combat turn. (One inch equals 5 feet)
Healing Rate: 2.4 hit points per day.
Occupation: Scientist
Skills: Science, Genetics, Mechanical Engineering, Electrical Engineering, Extranormal History, Research, Academic Subculture, English, Medicine, First Aid, Surgery (MD skills are Level Four Advancement), Occult Studies
Luck Points: 4.6 as of Issue 183
Notes: The Harper Harness was created in an unrepeatable breakthrough. Harper cannot duplicate the Harness.
Hal’s dad, Bill, a
retired policeman, is the former partner of NYPD Detective Hank Archer.
Hal's sister is CHESS Rook Shelley Harper, aka Zephyr.
Hal's sister is CHESS Rook Shelley Harper, aka Zephyr.
DNA Telemetry: Hyena, Lightning Strike, Slingshot, Mother Russia, Clone, Morgue, Talon, Skin Deep, Zero G, Inhuman, Accelerator