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Char: Amp


Enforcer84

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Amp

Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 [2]

15 DEX 15 12- OCV: 5/DCV: 5

35 CON 50 16-

34 BODY 48 16-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

14 PD 7 Total: 14 PD (14 rPD)

14 ED 7 Total: 14 ED (14 rED)

4 SPD 15 Phases: 3, 6, 9, 12

14 REC 0

70 END 0

70 STUN 0 Total Characteristic Cost: 193

 

Movement:

Running: 6"/12"

Leaping: 7"/14"

Swimming: 2"/4"

 

 

Cost Powers END

72 Protective Absorbing: (Total: 87 Active Cost, 72 Real Cost) Absorption 6d6 (physical, STR), Can Absorb Maximum Of 90 Points' Worth Of Physical Damage (Real Cost: 57) plus Armor (20 PD/0 ED) (30 Active Points); Linked (Absorption; -1/2), Only Up To Amount Rolled By Absorption (-1/2) (Real Cost: 15)

Super Physiology

9 1) Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (9 Active Points) applied to STR

13 2) Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

17 3) Tough as nails: Damage Resistance (14 PD/14 ED), Hardened (+1/4) (17 Active Points)

3 4) Tough as nails: Hardened (+1/4) (3 Active Points) applied to ED

3 5) Tough as nails: Hardened (+1/4) (3 Active Points) applied to PD

Skills

20 +4 with HTH Combat

3 Acrobatics 12-

3 Breakfall 12-

3 Combat Driving 12-

3 Hoist 12-

2 KS: The Superhuman World 11-

2 PS: EMT 11-

3 Paramedics 12-

1 TF: Large Motorized Ground Vehicles, Small Motorized Ground Vehicles

 

Total Powers & Skill Cost: 157

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Paul Collins (Brother) 8- (Normal; Unaware of character's adventuring career/Secret ID)

20 Hunted: Conquest 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Rock Candy 8- (As Pow, Harshly Punish)

5 Hunted: Tabloid Press 11- (As Pow, Watching)

20 Hunted: The Iron Right 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

15 Psychological Limitation: Flirtatious (Very Common, Moderate)

15 Psychological Limitation: Loves to be center of attention (Very Common, Moderate)

10 Reputation: Media Whore, 11-

15 Social Limitation: Secret Identity (Frequently, Major)

5 Unluck: 1d6

 

Total Disadvantage Points: 350

 

 

 

Background/History: Deidre Collins comes from a dedicated, scientific oriented family. Her father was a doctor, her mother a research physicist. She and her older brother Paul followed in their footsteps; Paul studied several sciences and Diedre became an EMT. Two years ago, Paul got into a bit of trouble; an accident at his lab was pinned on him and he lost his job. He was working on a series of experiments to aid his father and sister in their medical careers: faster, safer anesthetics, polymer skin grafts, quick absorbing pain killers, and genetic treatments that strengthened bone and muscle tissue to aid in repairning tears and breaks. Dispondant, Paul spent more and more time at his folks home while he tried to find work. His dismissal made this difficult. His parents, fearing that he was bordering on a nervous breakdown; convinced him to continue his work, at home. While they couldn't provide him a lab, he could do research and computer models.

This wasn't good enough for Paul and he secretly started trying to convert his basement apartment into a makeshift laboratory. One night, while setting up some of his first actual samples, the neighborhood's power surged. Paul's poorly protected lab caught fire. Thinking he was alone, he panicked and ran outside, calling 911 on his cell phone.

What he didn't know was that Diedre had come to visit and thier parents, wanting to surprise him, came home early to take everyone out to dinner. Paul saw their cars as he was pacing and realized they were in the house. He rushed forward, screaming warnings at the top of his lungs but to his horror, the house simply exploded infront of him. He was thrown back several feet by the blast.

 

Diedre awoke in the hospital. She felt sore but otherwise unharmed. Paul was in her room and sobbing uncontrollably. Their parents had died in the explosion. After the funeral, Paul spent some time at the mental health institution as it was feared that he might commit suicide. While her brother was being treated, Diedre discovered her superpowers. The decision to become a superheroine was easy, but the decision to keep it from Paul was hard. He got out and now they share a duplex so they can look out for eachother. Paul doesn't approve of Diedre's "long nights" and "wild times" but he doesn't suspect that she spends most of her off duty time fighting crime as Amp.

 

Personality/Motivation: Help other and look good doing it. She's still pretty young and her heroic motivations are occasionally overshadowed by her desire for attention, particularly from handsome and or powerful men. Diedre's brother Paul doesn't know his sister gained superpowers in the accident that claimed his parents lives. He might be able to overcome his depression if that was the case...a silver lining would help his guilt. However, Deidre is afraid to tell him that she's acting as a superheroine. So he constantly worries about where she is and why she occasionally has knicks and bruises. He closely scrutinzes any man that comes a' courting.

 

Quote: "Oooh. You like to hit girls? Does it make you feel all bad and macho? Try that crap with me, punk!"

"Hi Captain Tempest!"

"Hi Mr. Baldwin!"

"Oh my god! Did you see that guy? He was so hot!"

Powers/Tactics: Amp's powers are basically low level brick abilities with the ability to absorb kinetic damage and convert it into considerable strength. At her peak she's a whopping 125 STR! She's got combat experience (levels) but no formal combat training. She's considered it, but she's waiting to find the right teacher.

 

Campaign Use: There for the thrills heroine. Amp is a good, kind hearted person who just happens to love the spotlight and flirts with any cute guy who comes into contact with her. She can easily be a romantic interest with a hero or a good natured annoyance.

 

Appearance: Amp is a beautiful young woman with mixed Native American and Asian features. She has a svelte, feminine physique and honestly doesn't look anything like a brick.She wears a green costume, that leaves her shoulders and arms bare, black gloves and boots, and a short green jacket with lighter green accents. the jacket is always open and 3/4 sleeve. She wears a black domino mask.

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Re: Char: Amp

 

Very nice, not sure about the reasoning for the acrobatics, nothing in the write up showed a proclivity (oooh, big word!) for the exercises.

 

I think I'd link some Knock back resistence in there. As her power absorbs the energy of a blow, nothing is transmitted to knock her back... maybe not though. As it is, she could get slammed, knocked back a loing way, take no damage from the attack and now have to run back for the return blow. Hmmm.

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Re: Char: Amp

 

Very nice, not sure about the reasoning for the acrobatics, nothing in the write up showed a proclivity (oooh, big word!) for the exercises.

 

I think I'd link some Knock back resistence in there. As her power absorbs the energy of a blow, nothing is transmitted to knock her back... maybe not though. As it is, she could get slammed, knocked back a loing way, take no damage from the attack and now have to run back for the return blow. Hmmm.

Good point. Perhaps I'll dust the Acrobatics...and at least 1" of kbr...?

 

 

To Oddhat, no, just another martyr for my background cause. :)

I've been feeling the "throw something out there" jones this week.

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