Powers & Abilities: Charles (during this time line) is the most powerful telepath to be discovered. He is able to perceive the thoughts of others and project his own thoughts for quite some distance.
He can warp a person’s perceptions; allowing himself (or others) to look different or seem invisible, he can create illusions, erase memories, induce pain and cause temporary paralysis. If the range is within a mile or so he can manipulate multiple minds at once, however if he is attempting to take full control he can only do so with one individual. He can alter or impede the body’s natural senses; causing the subject to lose control of their sight, hearing, smell, taste, powers (if mutant) and more. With this he can also cause unconsciousness or even death.
He can, by picking up the brainwaves of other beings, identify who they are and in some cases where they’re located.
Weaknesses: Charles, for all his intelligence, is not much of a fighter. Having a short stature of five-foot-seven and a thin build he’s built more for leading and organizing than he is for actual combat.
His single minded nature is a large flaw; so focused on his goals and arrogant (if not somewhat correct) belief that he could help change the course of man and mutantkind, his personal relationships often suffer. He tends to take may of his close relationships for granted, as he did with Raven, and only realizes after something has gone awry that he’s done wrong.
Nerf: Obviously this falls within the overpowered category and thus must be brought down into a more reasonable level. In order to make him more applicable to the game I was thinking perhaps Charles would only be able to use his ability to control and manipulate as far as the room he's in and perhaps sense people a room or two over at most, which is far more reasonable.
Also it doesn't work on zombies.
Items on their Person: One flight suit, One set of heavy boots One set of gloves, One headset,
Samples; (All samples must be set in the game's universe)
no subject
He can warp a person’s perceptions; allowing himself (or others) to look different or seem invisible, he can create illusions, erase memories, induce pain and cause temporary paralysis. If the range is within a mile or so he can manipulate multiple minds at once, however if he is attempting to take full control he can only do so with one individual. He can alter or impede the body’s natural senses; causing the subject to lose control of their sight, hearing, smell, taste, powers (if mutant) and more. With this he can also cause unconsciousness or even death.
He can, by picking up the brainwaves of other beings, identify who they are and in some cases where they’re located.
Weaknesses: Charles, for all his intelligence, is not much of a fighter. Having a short stature of five-foot-seven and a thin build he’s built more for leading and organizing than he is for actual combat.
His single minded nature is a large flaw; so focused on his goals and arrogant (if not somewhat correct) belief that he could help change the course of man and mutantkind, his personal relationships often suffer. He tends to take may of his close relationships for granted, as he did with Raven, and only realizes after something has gone awry that he’s done wrong.
Nerf: Obviously this falls within the overpowered category and thus must be brought down into a more reasonable level. In order to make him more applicable to the game I was thinking perhaps Charles would only be able to use his ability to control and manipulate as far as the room he's in and perhaps sense people a room or two over at most, which is far more reasonable.
Also it doesn't work on zombies.
Items on their Person:
One flight suit,
One set of heavy boots
One set of gloves,
One headset,
Samples; (All samples must be set in the game's universe)