pointyman2000
Feb 24th, '06, 02:33 AM
Hi guys,
I've been trying my hand at building a Mentalist NPC for the Teen HERO game I'm running and I sort of came up with this. I'm pretty sure it's legal (except for maybe the detect sense in the VPP) and I wanted to see what you guys thought of it.
Pardon the code name, I couldn't think of anything else that would fit her. :D
Shirley Temple
A Star in her own Mind
0 STR 10 11- HTH Damage 2d6 END1
30 DEX 20 13- OCV 7; DCV 7
10 CON 15 12-
0 BOD 10 11-
5 INT 15 12- PER Roll 12-
30 EGO 25 14- ECV: 8
15 PRE 25 14- PRE Attack: 5d6
8 COM 25 14-
0 PD 2 2/14PD (0/12rPD)
0 ED 2 2/14ED (0/12rED)
10 SPD 4 Phases: 3,6,9,12
0 REC 5
0 END 30
0 STUN 23
0 Running 6"
0 Swimming 2"
0 Leaping 2" Forward / 1" Upward
Total Characteristics Cost: 108
Skills:
5 Acting 15-
3 Breakfall 13-
15 +3 with DCV
3 Conversation 14-
3 Disguise 12-
3 High Society 14-
3 KS: Theatre 12-
3 Mimicry 12-
3 Persuasion 12-
3 PS: Actress 14-
3 PS: Volleyball 13-
3 Ventriloquism 12-
Total Skills Cost 50
Powers:
20 Costume: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2),
Real Armor (-1/4)
10 Mental Conditioning: Mental Defense (15 points total)
20 Psi Training: Elemental Control, 40-point powers
16 I'm Every Woman: Shape Shift (Sight , Mental , Hearing , Smell/Taste
and Touch Groups, Human), Costs END Only To Change Shape (+1/4) (40
Active Points); Extra Time (Full Phase, Only to Activate, -1/4) END 3
13 Mindscape: Mental Illusions 4d6 ( Human class of minds), Invisible to
Mental Group, Source Only (+1/4), Cumulative (48 points; +3/4) (40 Active
Points); Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is
Knocked Out (-1/4) END 4
13 What's your Motivation?: Detect Psychological Limitations 20- (Unusual
Group), Concealed (-10 with Detect PER Rolls), Discriminatory, Range,
Telescopic (+9 versus Range Modifier) (40 Active Points); Concentration (1/2
DCV; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) END 4
Total Powers Cost: 111
Disadvantages:
20 Psychological Limitation: Too Curious for her own Good (Common, Total)
15 Psychological Limitation: Gossip (Common, Strong)
20 Psychological Limitation: Code vs. Killing (Common, Total)
15 Psychological Limitation: Meddler (Common, Strong)
15 Hunted: Elite School Headmaster (Father) 11- (Mo Pow, NCI, Watching)
15 Social Limitation: Subject to Orders (Team Leader) (Frequently, Major)
Total Disadvantages: 100
Her backstory is that she's actually the daughter of the headmaster of an elite school exclusively for Metahuman teenagers. She's got a passion for theatre, and she occasionally plays volleyball as a hobby.
She's not a traditional superhero in the sense that she comes in with a bang and a speech. Instead, she prefers to morph into an attractive woman and put her acting skills to use to lure Villains to grabbing her as a hostage. Once the villain is holding on to her, she can then take her time in gathering cumulative effect points in mental illusions, keying into her target's psychological limitations to form an "acceptable" illusionary scenario.
While the villain is trapped in his own dreamworld, she'll call the authorities (or her team mates) to subdue or arrest the guy, ending the illusion when he's safely in his cell.
:)
I've been trying my hand at building a Mentalist NPC for the Teen HERO game I'm running and I sort of came up with this. I'm pretty sure it's legal (except for maybe the detect sense in the VPP) and I wanted to see what you guys thought of it.
Pardon the code name, I couldn't think of anything else that would fit her. :D
Shirley Temple
A Star in her own Mind
0 STR 10 11- HTH Damage 2d6 END1
30 DEX 20 13- OCV 7; DCV 7
10 CON 15 12-
0 BOD 10 11-
5 INT 15 12- PER Roll 12-
30 EGO 25 14- ECV: 8
15 PRE 25 14- PRE Attack: 5d6
8 COM 25 14-
0 PD 2 2/14PD (0/12rPD)
0 ED 2 2/14ED (0/12rED)
10 SPD 4 Phases: 3,6,9,12
0 REC 5
0 END 30
0 STUN 23
0 Running 6"
0 Swimming 2"
0 Leaping 2" Forward / 1" Upward
Total Characteristics Cost: 108
Skills:
5 Acting 15-
3 Breakfall 13-
15 +3 with DCV
3 Conversation 14-
3 Disguise 12-
3 High Society 14-
3 KS: Theatre 12-
3 Mimicry 12-
3 Persuasion 12-
3 PS: Actress 14-
3 PS: Volleyball 13-
3 Ventriloquism 12-
Total Skills Cost 50
Powers:
20 Costume: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2),
Real Armor (-1/4)
10 Mental Conditioning: Mental Defense (15 points total)
20 Psi Training: Elemental Control, 40-point powers
16 I'm Every Woman: Shape Shift (Sight , Mental , Hearing , Smell/Taste
and Touch Groups, Human), Costs END Only To Change Shape (+1/4) (40
Active Points); Extra Time (Full Phase, Only to Activate, -1/4) END 3
13 Mindscape: Mental Illusions 4d6 ( Human class of minds), Invisible to
Mental Group, Source Only (+1/4), Cumulative (48 points; +3/4) (40 Active
Points); Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is
Knocked Out (-1/4) END 4
13 What's your Motivation?: Detect Psychological Limitations 20- (Unusual
Group), Concealed (-10 with Detect PER Rolls), Discriminatory, Range,
Telescopic (+9 versus Range Modifier) (40 Active Points); Concentration (1/2
DCV; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) END 4
Total Powers Cost: 111
Disadvantages:
20 Psychological Limitation: Too Curious for her own Good (Common, Total)
15 Psychological Limitation: Gossip (Common, Strong)
20 Psychological Limitation: Code vs. Killing (Common, Total)
15 Psychological Limitation: Meddler (Common, Strong)
15 Hunted: Elite School Headmaster (Father) 11- (Mo Pow, NCI, Watching)
15 Social Limitation: Subject to Orders (Team Leader) (Frequently, Major)
Total Disadvantages: 100
Her backstory is that she's actually the daughter of the headmaster of an elite school exclusively for Metahuman teenagers. She's got a passion for theatre, and she occasionally plays volleyball as a hobby.
She's not a traditional superhero in the sense that she comes in with a bang and a speech. Instead, she prefers to morph into an attractive woman and put her acting skills to use to lure Villains to grabbing her as a hostage. Once the villain is holding on to her, she can then take her time in gathering cumulative effect points in mental illusions, keying into her target's psychological limitations to form an "acceptable" illusionary scenario.
While the villain is trapped in his own dreamworld, she'll call the authorities (or her team mates) to subdue or arrest the guy, ending the illusion when he's safely in his cell.
:)