Brian: "Major Donovan"
blond
Irish-American Features
20something
lightweight, modified tac armor custom job
16 com
20 pre
Laurie "Surfer Girl"
5'6" 120lb
blond, blue eyed
short sleved wetsuit
15 pre
14 com
Drew "Forge"
6'5" muscular
no hair at all, blue eye
pale grey skin, crossed with surgical scars
H2 armor
12 com
16 pre
S "Tammy"
18 com
25 pre
trendy street clothes
Buddha "Sinew"
short redfurred antrho mouse
5'0"
20 com
20 pre
Diane "Zanti"
5'6"
dark skin,
black hair, curly braids (kenyan)
khaki ranger uniform w/ Kenyan logo on side
ornate necklace
modified rifle on back
pre 16
com 18
Gerald
disembodied voice
Tammy Millner
Val Char Cost
13 STR 3
20 DEX 30
18 CON 16
15 BODY 10
13 INT 3
13 EGO 6
25 PRE 15
18 COM 4
5/30 PD 2
6/26 ED 2
5 SPD 20
10 REC 6
36 END 0
40 STUN 9
6" RUN 0
2" SWIM 0
2 1/2" LEAP 0
Characteristics Cost: 126
Cost Power
80 Multipower, 80-point reserve
8m 1) Flight 20" (40 Active Points)
11m 2) Force Wall (10 PD/10 ED) (Alterable Size) (55 Active Points)
6m 3) Force Field (15 PD/10 ED/5 Flash Defense: Sight Group) (Custom Adder) (30 Active Points)
12m 4) Telekinesis (33 STR), Affects Porous (60 Active Points)
10m 5) Energy Blast 12d6 (60 Active Points); Reduced By Range (-1/4)
12m 6) Entangle 5d6, 5 DEF (Larger Wall (+5")) (60 Active Points)
30 Armor (10 PD/10 ED)
Powers Cost: 169
Cost Martial Arts Maneuver
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 2 1/2d6 +v/5; FMove
Martial Arts Cost: 9
Cost Skill
5 Acting 15-
3 Breakfall 13-
3 Conversation 14-
3 Disguise 12-
3 Mimicry 12-
3 Oratory 14-
3 Paramedics 12-
3 PS: Actor 14-
3 Sleight Of Hand 13-
5 Stealth 14-
9 +3 with any three maneuvers or a tight group of attacks
Skills Cost: 43
Cost Perk
3 Reputation: TV Superheroine / Actress (A large group) 14-, +1/+1d6
Perks Cost: 3
Total Character Cost: 350
Pts. Disadvantage
25 Dependent NPC: Fan Club 8- (Incompetent; Group DNPC: x4 DNPCs)
15 Limited Characteristics Maxima
25 Hunted: V.I.P.E.R. 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)
15 Social Limitation: Public ID (Frequently, Major)
15 Psychological Limitation: C v K (Common, Strong)
15 Psychological Limitation: Hates being seen as a glory-hound (Common, Strong)
10 Dependent NPC: Agent: Leo C. Bray 8- (Incompetent; Useful Noncombat Position or Skills)
10 Accidental Change: 'sleep-walking' / subconscious activation 8- (Common)
10 Social Limitation: Typecast (Frequently, Minor)
10 Reputation: TV Superheroine / Actress, 11-
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Q: When did you first know you had superpowers?
A: That's hard to answer. I didn't get really good with my powers until adolescence, but I had them somewhat even as a baby. There are photos of me playing with must have been energy constructs as a really little kid. I think most people assumed it was some sort of space age modeling clay or something. I quit doing it around other kids when I was barely old enough to remember, because the stuff would vanish if I stopped touching it. Other kids interpreted it that I wouldn't share my "toy" and I got into a lot of fights about it. So I knew there was something I had that other kids didn't, but I didn't really associate it with having a superpower.
I remember the first time I realized it was useful instead of just odd, though. I wanted something up on a counter and I made a bunch of stacked blocks to climb up. I was inordinately proud of myself. The only thing that kept me from bragging was that I was old enough at that point to worry about my image. I was already kind of an outcast as school, because I missed so much for filming. The last thing I needed was one more thing to make me different. So I saved the superpowers for home.
Q: Were you ever tempted to fly to school?
A: Not at all. I never flew at all until I started playing Zanelle. They had to coach me into it. I 'fly' by putting my weight on some of the plasma and then moving the plasma. Being completely out of touch with the ground was really uncomfortable for me. If you look carefully at any of the "flying" scenes, especially early on, you'll find they're a whole lot more like hovering than flying. Even now, I don't really fly recreationally; self-powered flying gets tiring after a while - not to mention air traffic control issues.
Q: How do you get around, then?
A. I have a motorcycle. It's cheaper and easier to park than a car. I can protect myself from the elements and impact, so I don't have to worry about the additional risks. And I also take mass transit a lot. Barring emergencies, it really is easier to just stick to the ground.
Q: A lot of former child stars have problems with drugs or alcohol, and you've been fairly open about your mother's struggle with addiction. How did you stay clean?
A: I didn't. I was fairly clean during my child modeling career and Superheroine Next Door because I was too busy to party much, and the studio was kind of keeping an eye out for issues. After the show was canceled and I couldn't find work, though, I went through a kind of rough patch.
Fortunately, I never managed to do any really dramatic damage, but... let's just say that drugs and superpowers don't mix. We don't let drunk people drive because of the damage an out of control car can cause. And I can do a whole lot more damage than a car, if only because I can get in to where the breakable stuff is. Nobody who thinks a stoned superhero would be funny thinks so after they're stuck in a room with one. Finally I got to the point where I scared myself out of any desire to take drugs ever again. I'll still drink socially, but I have a two drink per party maximum, and multiple houses in one night still counts as one party.
One of the downsides to having superpowers is that you're not as free to screw up as an average person, because you have the potential to make things so much worse. I have to be clean because they can't let someone like me run around loose otherwise.
Gerald: "Magus" (as per Chicago game).
Brian: had originally considered a Martial Artist, may reconsider
Laurie: a brick.
Drew: cybernetic/genetic/nanotech adulterated human. No memory of who did it. martial artist, light brick, much life support.
Karmakaze: Tammy Miliner
Buddha: "Sinew" (Theresa) - anthromorphic mouse, can create stem cells and most organic chemicals.
Diane: 30something former veternarian/ranger from Kenya. Has a thing about poachers. Gunbunny. (sniper)
The Four Questions:
1 - Why is your character a hero?
2 - What are you character's views on killing?
3 - Why would you want to be on a team?
4 - Why would a team/this team want you?
Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]
33 DEX 69 16- OCV: 11/DCV: 11
20 CON 20 13-
15 BODY 10 12-
18 INT 8 13- PER Roll 16-
13 EGO 6 12- ECV: 4
18 PRE 8 13- PRE Attack: 3 ½d6
20 COM 5 13-
6+15 PD 3 Total: 6/21 PD (0/15 rPD)
6+15 ED 2 Total: 6/21 ED (0/15 rED)
6 SPD 17 Phases: 2, 4, 6, 8, 10, 12
20 REC 26
40 END 0
50 STUN 18 Total Characteristic Cost: 204
Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 11"/22"
Teleportation: 20"/80"
Cost Powers END
8 Life Support (Vacuum, breathe water) (Expanded Breathing; Safe in High Pressure; Safe in Low Pressure/Vacuum)
9 +3 PER with all Sense Groups
25 Gun: Energy Blast 10d6 (50 Active Points); OAF (-1) 5
20 Elemental Control, 40-point powers
20 1) Invisibility to Sight, Smell/Taste and Hearing Groups , No Fringe (40 Active Points) 4
20 2) Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+4 versus Range Modifier): +4 (34 Active Points)
24 3) Shape Shift (Sight, Touch, Smell/Taste and Hearing Groups, limited group of shapes), Imitation, Instant Change (44 Active Points) 4
25 4) Armor (15 PD/15 ED) (45 Active Points)
25 5) Killing Attack - Hand-To-Hand 3d6 (3 ½d6 w/STR) (45 Active Points) 4
40 6) Drain EGO 6d6 (60 Active Points) 6
40 7) Healing BODY 8d6 (80 Active Points); Self Only (-½) 8
55 8) Teleportation 20", No Relative Velocity, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+¼) (75 Active Points) 7
40 9) Energy Blast 6d6, No Normal Defense (hardened defense, too much mass to teleport; +1) (60 Active Points) 6
20 10) Physical Damage Reduction, Resistant, 50% (30 Active Points)
5 Defensive Strike +1 +3 2 ½d6 Strike
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
3 Martial Grab -1 -1 Grab Two Limbs, 23 STR for holding on
4 Martial Escape +0 +0 28 STR vs. Grabs
Talents
4 Double Jointed
23 Universal Translator 16-
Skills
15 +3 with HTH Combat
3 Acrobatics 16-
3 Breakfall 16-
7 Combat Piloting 18-
7 Concealment 15-
3 Sleight Of Hand 16-
3 Deduction 13-
5 Disguise 14-
2 Forgery (Documents) 13-
3 Lockpicking 16-
3 Mimicry 13-
9 Security Systems 16-
7 Shadowing 15-
9 Stealth 19-
5 Streetwise 14-
2 TF: Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Military Spacecraft, Personal Use Spacecraft, Science Fiction & Space Vehicles
2 WF: Small Arms
Total Powers & Skill Cost: 502
Total Cost: 706
500+ Disadvantages
15 Social Limitation: Secret ID (Frequently, Major)
20 Psychological Limitation: Subject to Orders (Common, Total)
15 Hunted: The Empire 14- (As Pow, NCI, Watching)
30 Vulnerability: 2 x STUN Heat Based Attacks (Very Common)
20 Psychological Limitation: Curious / Adores Mysteries (Very Common, Strong)
20 Psychological Limitation: Tricky (Very Common, Strong)
20 Hunted: Ky'Ree 11- (Mo Pow, Harshly Punish)
10 Social Limitation: Criminal Record in Some Parts of the Galaxy (Frequently, Minor)
56 Experience Points
(4 points unspent)
Total Disadvantage Points: 706
Earned Experience: 60
Spent Experience: 56
Unspent Experience: 4
Background/History: Roxy’s race is exclusively water-breathing. This does reduce the amount of information oxygen breathers have. There isn’t a real air-resonant name for them. The sonar-to-air translation comes out to ‘the Green Water People'.
Personality/Motivation: The Green Water People use a high level of nonverbal communication - color changes in skin bear a lot of information. This is naturally lost when one stays in (or deals with) a monoform. They are generally known to be a subtle people. Direct questions are not actually rude among them, they’re just unusual. Direct answers, though, are a little. A too-detailed answer is a sign that (a) the speaker wants to deny the listener the challenge of working through the subtleties or (b) the speaker doesn’t think the listener is smart enough to figure things out.
Powers/Tactics: Roxy’s people are all shapeshifters, although of variable skill. The least skilled can only change surface color and texture, and the most skilled can change their body chemistry and grow new limbs. Roxy’s something like 70th-80th percentile. She can adjust her biochemistry and physical structure to breathe air. She;s able to reinforce her physical structure enough to resist damage and to survive hard vacuum.
She's had a galactic tranlator bug put in.
The Green Water People are not generally teleporters. They have vestigial teleportation abilities (the spatial awareness and telekinesis, for example), but, evolutionarily speaking, they seems to have traded full teleportation for increased mental capacity some time ago. There are some creatures native to the planet that do still teleport. If a sentient inhabitant exhibits the ability, it’s rare enough to be considered a mutation, not a throwback. Roxy had her latent ability artificially activated. Why? You’d have to ask her. The unexpected edge has a lot to do with why she was able to stay free for long enough to rack up so many charges against her. The process also improved her secondary teleportation abilities somewhat. By her people’s standards, Roxy is either the low end of Meta, or the high end of Para.
Campaign Use: Advanced Troublemaking.
Appearance: Roxy’s body temperature is a little low compared to homo sapiens norms. She’s still warm blooded, but she’ll always be the coldest person in the room to IR. A doctor under the impression she was a normal human would probably be very concerned.
In her default form, she will pass for human at a cursory glance or in still photography. Her skin has an iridescent sheen to it and her hair is highly refractive (in still photography, it just looks like a little glare). She has gills across her torso/back, unless she deliberately conceals them. She does need them ‘open’ to breathe water.
COMBAT INFORMATION
Base OCV 11 Base DCV 11
Adjustments +/- Adjustments +/-
Total OCV ____ Total DCV ____
Combat Skill Levels: +3 with HTH Combat
DEFENSES
Amount Defense SFX
Physical Defense 6/21 ___________
Resistant Physical Defense 0/15 ___________
Energy Defense 6/21 ___________
Resistant Energy Defense 0/15 ___________
Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]
23 DEX 39 14- OCV: 8/DCV: 8
15 CON 10 12-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
23 PRE 13 14- PRE Attack: 4 ½d6
18 COM 4 13-
5+30 PD 2 Total: 5/35 PD (0/30 rPD)
5+25 ED 2 Total: 5/30 ED (0/25 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
10 REC 8
30 END 0
40 STUN 10 Total Characteristic Cost: 127
Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 2"/4"
Swimming: 2"/4"
Cost Powers END
75 Multipower, 75-point reserve
9m 1) Flight 20", x4 Noncombat (45 Active Points) 4
11m 2) Force Wall (10 PD/10 ED) (Alterable Size) (55 Active Points) 5
8m 3) Force Field (20 PD/15 ED/5 Flash Defense: Sight Group) (Custom Adder) (40 Active Points) 4
12m 4) Telekinesis (33 STR), Affects Porous (60 Active Points) 6
12m 5) Energy Blast 12d6 (60 Active Points) 6
12m 6) Entangle 5d6, 5 DEF (Larger Wall (+5")) (60 Active Points) 6
30 Armor (10 PD/10 ED) 0
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
5 Passing Strike +1 +0 2 ½d6 +v/5; FMove
Perks
2 Reputation: TV Superheroine / Actress (A large group) 11-, +1/+1d6
Skills
5 Acting 15-
3 Breakfall 14-
3 Conversation 14-
3 Disguise 12-
3 Mimicry 12-
3 Oratory 14-
3 Paramedics 12-
3 PS: Actor 14-
3 Sleight Of Hand 14-
5 Stealth 15-
9 +3 with any three maneuvers or a tight group of attacks
Total Powers & Skill Cost: 223
Total Cost: 350
200+ Disadvantages
30 Dependent NPC: Fan Club 11- (Incompetent; Group DNPC: x4 DNPCs)
30 Hunted: V.I.P.E.R. 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)
15 Psychological Limitation: C v K (Common, Strong)
15 Social Limitation: Public ID (Frequently, Major)
15 Dependent NPC: Agent: Leo C. Bray 11- (Incompetent; Useful Noncombat Position or Skills)
15 Psychological Limitation: Hates being seen as a glory-hound (Common, Strong)
10 Accidental Change: 'sleep-walking' / subconscious activation 8- (Common)
10 Social Limitation: Typecast (Frequently, Minor)
10 Reputation: TV Superheroine / Actress, 11-
Total Disadvantage Points: 350
COMBAT INFORMATION FOR Tammy Millner
Base OCV 8 Base DCV 8
Adjustments +/- Adjustments +/-
___________ ____ ________ ____
___________ ____ ________ ____
Total OCV ____ Total DCV ____
Combat Skill Levels: +3 with any three maneuvers or a tight group of attacks
DEFENSES
Amount Defense SFX
Physical Defense 5/35 ___________
Resistant Physical Defense 0/30 ___________
Energy Defense 5/30 ___________
Resistant Energy Defense 0/25 ___________
Mental Defense 0 ___________
Flash Defense (________) ______ ___________
Power Defense 0 ___________
ATTACKS
Telekinesis (33 STR)
Energy Blast 12d6
Entangle 5d6, 5 DEF
Attack SFX ____________________
Other attack SFX ____________________
Q: So, you're not actually an alien princess?
A: No. I'm as human as the next person.
Q: Except you have superpowers.
A: Well, yeah. Except for that.
Q: Where did you get your powers from?
A: Basically, I was born with them.
Q: Do they run in your family then?
A: Um, no. Not really.
Q: Then where did they come from?
A: The short answer is "Just lucky I guess". The long answer is, well... You know how some guy can work in a nuclear power plant, and one day a squirrel that's been drinking from the glowing water dashes out and bites him? And most guys, they'd get rabies, or lukemia or something. But this one guy, that doesn't happen to him. Instead, he winds up the Amazing Squirrel Man, King of the Rodents. There's no reason; he just drew the lucky card and got to be the one guy in the million who has a freak accident and comes out with superpowers.
Q: Your parents worked at a power plant?
A: No. My mother did a lot of drugs when she was pregnant. In a fair world I'd have an IQ of 60, or flippers, or something, But instead there was some wild and improbable combination of chemicals and DNA and whatever, and I got born with superpowers. Which boils down to the short answer: "Just lucky, I guess."
Q: That's not what the press releases said...
A: No. I think the PR flaks correctly decided that crack baby superpowers wouldn't go over well marketing a wholesome teen and they just vaguely said I was "exposed to some chemicals" or dodged the issue entirely. Given the number of whackjobs that drink power plant runoff in the hopes of an origin, I can see their point. The last thing anyone needed was teen mothers trying to imitate what happened.
