Teleporting MA
Blip
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
18 DEX 16 13- OCV: 9/DCV: 10
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
10 DCV 35
1 OMCV -6
1 DMCV -6
4 SPD 20 Phases: 3, 6, 9, 12
22 PD 0 Total: 22 PD (12 rPD)
22 ED 0 Total: 22 ED (12 rED)
10 REC 6
45 END 5
12 BODY 2
45 STUN 13
Total Characteristic Cost: 153
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Teleportation: 121m/242m
Tunneling: 10m/20m
Cost Powers END
Mutant Teleportation powers, all slots Unified Power (-¼)
29 1)
Teleport redirection field:
Resistant Protection (12 PD/12 ED) (36 Active Points) 0
12 2)
Teleportation redirection field:
(Total: 16 Active Cost, 12 Real Cost) +8 PD (Real Cost: 8)
plus
+8 ED (Real Cost: 8) 0
12 3)
Teleport redirection field:
Power Defense (15 points) (15 Active Points) 0
2 4)
Instinct :
Absolute Range Sense (3 Active Points)
16 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0
2 6) Teleportation: Fixed Location (3 Locations) (3 Active Points) 0
Equipment
2 1)
Double Wakizashai:
HKA 1 point (2d6 w/STR) (5 Active Points); OAF (-1) 1
Notes:
3d6 hka w/ Basic 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
8 2)
Polarizing contacts:
Sight Group Flash Defense (12 points) (12 Active Points); IAF (-½) 0
100
Teleport,, Gates and Portals:
Variable Power Pool (Teleport ,gates and portals), 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Special Effect Uncommon SFX (-1), Unified Power (-¼)
0 1)
Portal viewing 0.0Default:
Penetrative with Sight Group (15 Active Points) Real Cost: 15 0
0 2)
Portal viewing lensing effect 0.1Default:
+6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9 0
0 3)
Portal see and hear:
Clairsentience (Sight And Hearing Groups), Analyze, Discriminatory, Telescopic: +12, Transmit, Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
0 4)
Combat Default 0.2:
Teleportation 36m (36 Active Points) Real Cost: 36 4
0 5)
Combat 1 :
Teleportation 35m, Position Shift, Reduced Endurance (½ END; +¼), Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 2
0 6)
Combat 2 saving yourself:
Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 6
0 7)
Combat 3:
Teleportation 60m (60 Active Points) Real Cost: 60 6
0 8)
Short to mid-range non-combat teleporting:
Teleportation 5m, x2 Increased Mass, x256 Noncombat, Safe Blind Teleport (+¼) (56 Active Points) Real Cost: 56 6
0 9)
Combat Escape 1.0:
Teleportation 25m, Position Shift, Safe Blind Teleport (+¼), Reduced Endurance (½ END; +¼), Armor Piercing (x2; +½) (60 Active Points) Real Cost: 60 2
0 10)
Non-Conbat Escape 1.0:
Teleportation 9m, x16 Noncombat, x4 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) Real Cost: 59 6
0 11)
Short range gate:
Teleportation 12m, x8 Noncombat, Safe Blind Teleport (+¼), Constant (+½), Usable Simultaneously (up to 8 people at once; +1) (60 Active Points) Real Cost: 60 6
0 12)
Long range porting:
Teleportation 5m, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) Real Cost: 60 6
0 13)
Long range gate:
Teleportation 10m, Costs Endurance Only To Activate (+¼), Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Usable Simultaneously (up to 32 people at once; +1 ½), MegaScale (1m = 1,000 km; +1 ¾) (57 Active Points) Real Cost: 57 5
0 14)
Slow explosion(2 objects in the same place at the same time):
Hearing Group Flash 10d6, Does Knockback (+¼), Area Of Effect (8m Radius Explosion; +¼), Double Knockback (+½) (60 Active Points) Real Cost: 60 6
0 15)
Portal Punch:
Stretching 40m, Does Not Cross Intervening Space (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
0 16)
Can opener:
Drain PD 4d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Limited Power Power loses about half of its effectiveness (Drain only last 1 segment the returns to normal value; -1), No Range (-½), Linked (Double Wakizashai; -¼) Real Cost: 22 2
0 17) Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points) Real Cost: 60 6
0 18) Tunneling 10m through 25 PD material (60 Active Points) Real Cost: 60 6
0 19)
Removing it from this dimension:
Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Area Of Effect (8m Cone; +¼) (56 Active Points) Real Cost: 56 6
0 20)
Portal to her private pocket dimension 12 levels 4m tall x 22.6m x 22.6m 512m square:
Custom Power (60 Active Points) Real Cost: 60 0
3 Basic Strike +1 +0 11d6 Strike
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
3 Legsweep +2 -1 10d6 Strike, Target Falls
5 Takeaway +0 +0 Grab Weapon, 55 STR to take weapon away
16 +4 HTH Damage Class(es)
2 Weapon Element : Blades, Empty Hand,Portal attacks
Talents
6 +2/+2d6 Striking Appearance (vs. all characters)
Skills
3 Breakfall 13-
3 Climbing 13-
3 Conversation 11-
3 Deduction 13-
3 Disguise 13-
2 Navigation (Land) 13-
3 Security Systems 13-
3 Stealth 13-
0 Everyman skills
0 1) Concealment 8-
0 2) AK: USA 8-
0 3) Language: English (idiomatic; literate) (5 Active Points)
0 4) Persuasion 8-
0 5) PS: Stunt Actor (Custom Adder) 11-
1 6) TF: Custom Adder, Small Motorized Ground Vehicles
Total Powers & Skill Cost: 248
Total Cost: 400
400+ Matching Complications
10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: Innocents harmed (Common), go 8-, recover 14-
15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
15 Psychological Complication: Protective of innocents (Common; Strong)
15 Psychological Complication: Code vs killing (Common; Strong)
Total Complications Points: 400
EQUIPMENT CARRIED
Equipment END
Equipment
1) 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) Acting 11-
2) Bribery 11-
3) Charm 11-
4) Contortionist 13-
5) Conversation 11-
6) Criminology 13-
7) Deduction 13-
8) High Society 11-
9) Navigation (Air, Dimensional, Land, Marine, Space, Temporal) 13-
10) Tracking 13-
Stats
1) possitive thinking: +10 EGO
2) Self confidence: +13 PRE
Powers and training
1) Mental Defense (12 points total) 0
2) Combat Sense (Sense) (17 Active Points); Unified Power (-¼) 13-
3) Instict: Defense Maneuver I-IV (10 Active Points); Unified Power (-¼)
Background/History: the simple version might be that her parents got killed standing up to a gang or triad, and they are the moral fiber in her life
it may also be where powers first appeared
as the bullets struck her parents, her power kicked in an protected her from them(figure 9mm and 12 ga 3d6ka reduced penatration)
Her only thought was to get away to her favorite place the roof of their home/business
While down below the gang/triad saw Blip disappear,they decided to firebomb the place and leave
the killers are not caught for 5yrs,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 killers are caught and Karrin is asked to ID them
Before she and her uncle can leave to return to her home town ,others in the gang/triad ambush Blip and her uncle killing him
Blip looses it and cripples the new killers
Later she goes and Id's her parents killers and they are convicted getting LWoP
Word later gets to Blip that she and the gang/triad are at war
Blip just says "Bring it on Scum"
Karrin spent 5yrs with her uncle karrin knew one day she would have to take up defending the weak
So she spent her time learning how to defend herself and takedown bad guys
Personality/Motivation: generally happy ,till innocents get hurt ,then watch out
Quote: Bring it on scum
Powers/Tactics: Martial Artist
agent stomper
terrain changer
Long range trannsport
Campaign Use: Scout
Commando
Appearance: early 20's
Amer-Asian ancestory
34c-23-35
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