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Villian version of Blip


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Blip/ The Lady In Red

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

18 DEX 16 13- OCV: 9/DCV: 9

25 CON 15 14-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 1 - 1

10 PRE 0 11- PRE Attack: 2d6

 

9 OCV 30

9 DCV 30

1 OMCV -6

1 DMCV -6

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

 

25 PD 0 Total: 25 PD (15 rPD)

25 ED 0 Total: 25 ED (15 rED)

10 REC 6

50 END 6

12 BODY 2

45 STUN 13 Total Characteristic Cost: 167

 

Movement: Running: 12m/24m

Leaping: 2m/4m

Swimming: 2m/4m

Teleportation: 44m/88m

 

Cost Powers END

Mutant Teleportation powers, all slots Unified Power (-¼)

36 1) Teleport redirection field: Resistant Protection (15 PD/15 ED) (45 Active Points); Unified Power (-¼) 0

12 2) Teleportation redirection field: (Total: 16 Active Cost, 12 Real Cost) +8 PD (8 Active Points); Unified Power (-¼) (Real Cost: 6) plus +8 ED (8 Active Points); Unified Power (-¼) (Real Cost: 6) 0

8 3) Teleport redirection field: Power Defense (10 points) (10 Active Points); Unified Power (-¼) 0

7 4) Portal viewing: Penetrative with Sight Group (15 Active Points); Lockout (cannot run,swim,leap; -½), Costs Endurance (Only Costs END to Activate; -¼), Unified Power (-¼) 1

7 5) Portal viewing lensing effect: +10 versus Range Modifier for Sight Group (15 Active Points); Lockout (-½), Costs Endurance (Only Costs END to Activate; -¼), Unified Power (-¼) 1

Notes: No Range Mods till After 250m

2 6) Instinct : Absolute Range Sense (3 Active Points); Unified Power (-¼)

7 7) Teleportation: Floating Fixed Location (2 Locations) (10 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Unified Power (-¼) 1

3 8) Teleportation: Fixed Location (4 Locations) (4 Active Points); Unified Power (-¼) 0

 

49 Teleportation: Multipower, 61-point reserve, (61 Active Points); all slots Unified Power (-¼)

5f 1) Combat 1 : Teleportation 44m, Position Shift, Safe Blind Teleport (+¼) (61 Active Points); Unified Power (-¼) 6

5f 2) Combat 2 saving yourself: Teleportation 24m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Safe Blind Teleport (+¼) (61 Active Points); Unified Power (-¼) 6

5f 3) Escape : Teleportation 30m, x2 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (61 Active Points); Unified Power (-¼) 6

5f 4) Short to mid-range non-combat teleporting: Teleportation 10m, No Relative Velocity, x64 Noncombat, x8 Increased Mass (60 Active Points); Unified Power (-¼) 6

Notes: range 640m

5f 5) Long range porting: Teleportation 10m, No Relative Velocity, x4 Increased Mass, MegaScale (1m = 1 km; +1) (60 Active Points); Unified Power (-¼) 6

5f 6) Portal Punching/Snatch and Grab: Stretching 41m, Does Not Cross Intervening Space (+¼), Reduced Endurance (½ END; +¼) (61 Active Points); Unified Power (-¼) 2

3f 7) Portal Attacks Fast Strike 9d6 +2ocv(3d6 HKA) ,Leg Sweep 8d6 +2 ocv -1dcv Fall, Takeaway 40 Str: Area Of Effect Nonselective (16m Radius; +½) for up to 55 Active Points of Martial attacks, Limited Range (same as a Combat 1 t-port 35m; +¼), Reduced Endurance (½ END; +¼), Variable Special Effects (Limited Group of SFX; Martial maneuvers; +¼) (47 Active Points); Limited Power Power loses about a fourth of its effectiveness (Can be blocked; -¼), Unified Power (-¼) 2

Notes: max range is equal to max teleport 35m

3f 8) Focused Double Teleport Sonic Area Blast: Hearing Group Flash 9d6, Does Knockback (+¼), Double Knockback (+½), Area Of Effect (16m Cone; +½) (61 Active Points); No Range (-½), Gestures (Requires both hands; -½), Unified Power (-¼) 6

Equipment

2 1) Double Wakizashai: HKA 1 point (2d6 w/STR) (5 Active Points); OAF (-1) 1

Notes: 4d6 hka w/ Fast Strike / Blades sheath into the other's blades handle forming a 15" wooden rod of Red Heart wood//Both blades are offset from center w/ full tangs// Blades are 7" with a 7 ½" handle

6 2) Polarizing contacts: Sight Group Flash Defense (9 points) (9 Active Points); IAF (-½) 0

7 3) Gloves and Boots: Clinging (normal STR) (10 Active Points); OIF (-½) 0

 

4 Fast Strike +2 +0 7d6, Strike

3 Leg Sweep +2 -1 6d6, Strike Target Falls

5 Takeaway +0 +0 35 STR , Strike

16 +4 HTH Damage Class(es)

2 Weapon Element : Blades, Empty Hand,Portal attacks

 

Talents

6 +2/+2d6 Striking Appearance (vs. all characters)

 

Skills

0 Dex Based

3 1) Acrobatics 13-

3 2) Breakfall 13-

3 3) Stealth 13-

0 Pre Based may get +2 from Striking Appearence

3 1) Charm 11-

0 Int Based

2 1) Navigation (Land) 13-

0 Everyman skills

0 1) Concealment 8-

0 2) Conversation 8-

0 3) Deduction 8-

0 4) AK: USA 8-

0 5) Language: English (idiomatic; literate) (5 Active Points)

0 6) Persuasion 8-

0 7) PS: Criminal (Custom Adder) 11-

1 8) TF: Custom Adder, Small Motorized Ground Vehicles

 

Total Powers & Skill Cost: 234

Total Cost: 400

 

400+ Matching Complications

5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Primus Infrequently (Mo Pow; NCI; Harshly Punish)

15 Hunted: Local Hero Group Infrequently (Mo Pow; Harshly Punish)

15 Psychological Complication: Hatred ofSuper Powered Heroes (Common; Strong)

10 Social Complication: Subject to Orders from (insert master villain here) Infrequently, Major

 

Total Complications Points: 400

 

wish list for exp

 

1) Para-wing cloak: Flight 12m (12 Active Points); Gliding (-1), OIF (-½), Restrainable (-½), OIAID (-¼), no Noncombat movement (-¼), Cannot Hover (must move at least 2m per Phase; -¼) 0

2) polarizing contacts: Sight Group Flash Defense (15 points) (15 Active Points); OIF (-½), OIAID (-¼) 0

3) Video recorder hiddin in N-space seeing and hearing what Blips sees and hears: Eidetic Memory (5 Active Points); Unified Power (-¼), IIF (-¼)

Skills

1) TF: Parachuting, Advanced, Parachuting, Basic

2) Acting 11-

3) Bribery 11-

4) Bugging 13-

5) Contortionist 13-

6) Conversation 11-

7) Disguise 13-

8) Deduction 13-

9) High Society 11-

10) KS: Criminal underworld 11-

11) KS: Superpowered World 11-

12) KS: Heroes 11-

13) KS: Law Enforcement Agencies 11-

14) KS: Fashion World 11-

15) Navigation (Air, Dimensional, Land, Marine, Space, Temporal) 13-

16) Instict: Defense Maneuver I-IV (10 Active Points); Unified Power (-¼)

Stats

1) possitive thinking: +10 EGO

2) Self confidence: +13 PRE

Powers and training

1) Mental Defense (12 points total) 0

2) +6 versus Range Modifier for Sight Group 0

3) Combat Sense (Sense) (17 Active Points); Unified Power (-¼) 13-

4) Perfect Assassin(telepoorting steel ball berings into her target): RKA 1d6, Half Range Modifier (+¼), Attack Versus Alternate Defense (Resistant PD Hardened; All Or Nothing; +½), Does BODY (+1), +5 Increased STUN Multiplier (+1 ¼) (60 Active Points); Limited Range (-¼), Costs Half Endurance (-¼), 16 Charges (-0) 3

5) Portable Hideout (Extra Dimensional Space): Custom Power (50 Active Points); Increased Endurance Cost (x5 END; -2), Restrainable (-½), Costs Endurance (Only Costs END to Activate; -¼)Notes: 512 sq meters 128mx128mx4m 25

6) Near Instant Change: Cosmetic Transform 16d6+1 (same size and weight but any look Blip/Lady in Red thinks up, changing clothes and removing makeup), Variable Special Effects (Limited Group of SFX; +¼) (61 Active Points) 6

 

Background/History: Karrin's parents got killed by a reckless superhero energy blast during a fight

it is also be where powers first appeared

as the energy beam sliced through her parents,Karrin was saved by her emerging mutant powers deflecting the beam that cut down her parents

Her only thought was to get away to her favorite place the roof of their home/business, and Karrin's teleport powers did just that

While down below a large fire started to engulf her home

The Super left to deal other things

 

The Super was not brought up on charges until 5 yrs of investigations and stalling

By then Karrin has been moved to live with an uncle,a Master Sargent in the U.S.Army

Life goes well for Karrin,she masters her powers,learns to defend herself and enjoy most of her teenage years

Then just before she turns 20, her parents killer is finally brought into court and tried on various charges and he is found not guilty and let go

 

Other victims of this Super had made plans should he get off the hook

As Karrin and her uncle left the courthouse ,without not so much as an apology from the Super

The other victim's assassin takes his shot almost downing the Super, but the Super gets up in a berserker rage and starts blasting everything and everybody

He kills Karrin's uncle and 7 other innocent normals

Karrin is forced to use her Focused Double Teleport Sonic Area Blast to get the Super away from the survivors

The blast was just about the most perfect shot she had ever done

It knocked back the super 20m into the corner of the courthouse breaking his back and crippling him permanetly

 

Karrin was not brought up on charges, as it was self defence

Karrin however hates Super powered heroes

 

 

 

Personality/Motivation: generally happy ,till Superheroes show up ,then watch out

 

Quote: Bring it on scum

 

Powers/Tactics: Martial Artist

agent stomper

terrain changer

Long range transport

 

Campaign Use: Scout

Commando

 

Appearance: early 20's

Amer-Asian ancestory

34c-23-35

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