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Blip 225pts 1948 super game


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About This File

Blip aka Karrin Harrington

 

 

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

18 DEX 16 13- OCV: 7/DCV: 6

20 CON 10 13-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 1 - 1

13 PRE 3 12- PRE Attack: 2 ½d6

7 OCV 20

6 DCV 15

1 OMCV -6

1 DMCV -6

4 SPD 20 Phases: 3, 6, 9, 12

12 PD 3 Total: 12 PD (7 rPD)

12 ED 3 Total: 12 ED (7 rED)

8 REC 4

40 END 4

10 BODY 0

40 STUN 10
Total Characteristic Cost: 109

 

Movement: Running: 12m/24m

Leaping: 4m/8m

Swimming: 4m/8m

Teleportation: 32m/64m

 

 

Cost Powers END

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

17 1)
Teleport redirection field:
Resistant Protection (7 PD/7 ED) (21 Active Points) 0

4 2) Teleportation: Floating Fixed Location (1 Locations) (5 Active Points) 0

12 3)
Extra Dimensional Space:
Custom Power (30 Active Points); Restrainable (-½), Gestures (Requires both hands; -½), Costs Endurance (Only Costs END to Activate; -¼) 3

Notes:
4m wide x 4m deep x 2m high 32 hex area APG2 pg 27

 

32
Teleportation:
Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼)

2f 1)
Teleporting move bys:
Area Of Effect (8m Radius; +½), Selective (+¼) for up to 40 Active Points of attacks +2 ocv and 6d6 damage, Variable Special Effects (Limited Group of SFX; +¼) (37 Active Points); Extra Time (Full Phase, -½) 4

3f 2)
Combat 1 :
Teleportation 32m, Reduced Endurance (½ END; +¼) (40 Active Points) 1

3f 3)
Portal effects:
Stretching 23m, Does Not Cross Intervening Space (+¼), Reduced Endurance (0 END; +½) (40 Active Points); No Velocity Damage (-¼) 0

3f 4)
Medium range non combat:
Teleportation 10m, No Relative Velocity, x32 Noncombat (40 Active Points) 4

3f 5)
Escape :
Teleportation 13m, x8 Noncombat, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (40 Active Points) 4

3f 6)
Long range porting:
Teleportation 12m, Safe Blind Teleport (+¼), Armor Piercing (+¼), MegaScale (1m = 1,000 km; +1 ¾) (39 Active Points) 4

 

4 Fast Strike +2 +0 7d6 Strike

3 Legsweep +2 -1 6d6 Strike, Target Falls

5 Takeaway +0 +0 Grab Weapon, 35 STR to take weapon away

8 +2 HTH Damage Class(es)

 

Talents

3 +1/+1d6 Striking Appearance (vs. all characters)

 

Skills

2 Navigation (Land) 13-

3 Stealth 13-

3 Streetwise 12-

3 Language: Japanese (completely fluent)

0 Everyman Skills

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

0 2) Acting 8-

0 3) Climbing 8-

0 4) Concealment 8-

0 5) Deduction 8-

0 6) Paramedics 8-

0 7) Persuasion 8-

0 8) PS: Courier 11-

0 9) Shadowing 8-

0 10) TF: Everyman Skill, Small Motorized Ground Vehicles

0 11) AK 8-

 

Total Powers & Skill Cost: 116

Total Cost: 225

 

 

300+ 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)

10 Enraged: Innocents harmed (Common), go 8-, recover 14-

15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)

5 Hunted: Street gang Infrequently (Less Pow; Harshly Punish)

15 Psychological Complication: Protective of innocents (Common; Strong)

(2 points unspent)

 

Total Complications Points: 225

 

EQUIPMENT CARRIED

 

 

Equipment END

Knife fighting: HKA 1 point (1d6+1 w/STR) (5 Active Points); Unified Power (-¼)Notes: 3d+1HKA with martial artsno focus as she has tons of cheap blades in an extra dimensional pocket 1

weapon element: Custom Power (1 Active Points) 0

Portal vision: Penetrative with Sight Group and Normal Hearing 0

+22 versus Range Modifier for Sight Group and Normal Hearing 0

Tracking with Sight Group 0

Transmit with Hearing Group and Normal Sight 0

 

Background/History: Karrin's father was an american mad scientist who fled america w/ his wife and child, back to his wife's home country of Japan as he was a wanted fugitive in the USA

Karrin's father was recruited to work with Unit 731 http://en.wikipedia.org/wiki/Unit_731

Toward the end of the war Karrin and her family where all together in Hiroshima when the atomic bomb was dropped there

the bomb caused a cave in in her father's lab

Both her mother and father where killed in the cave in

Karrin survived because she was inside her father's teleport pod which was finished but needed a large burst of energy to make it function

Little Boy provided more than enough power to over power the machine and dump dimensional energies into Karrin

Karrin survived for a week underground protecter from most of thev deadly radiation effects

Karrin soon learned to control and manipulate the dimensional energies infused into her body in the 3 yrs since the bomb

 

Personality/Motivation: generally happy ,till innocents get hurt then watch out

 

Quote:

 

Powers/Tactics: Martial Artist

agent stomper

Long range trannsport

 

Campaign Use: Scout

Commando

 

Appearance: Amer-Asian ancestory


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