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Inceptum Terminus: Presenting Inceptum Terminus the Gifted Team


The_Patriot

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This is the Gifted team that works for the New Confederation and given the code name Inceptum Terminus since they are freedom's last hope. The title of the world is taken from their name. Comments and questions are always welcome.

 

SOUND STAR

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

23 DEX 39 14- OCV: 8/DCV: 8

14 CON 8 12-

14 BODY 8 12-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

18 COM 4 13-

 

8+8 PD 5 Total: 8/16 PD (0/8 rPD)

8+8 ED 5 Total: 8/16 ED (0/8 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

10 REC 8

28 END 0

30 STUN 2 Total Characteristic Cost: 145

 

Movement: Running: 6"/12"

Flight: 18"/72"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

32 Offensive Light Powers: Multipower, 80-point reserve, (80 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½)

3u 1) Light Bolt: EB 12d6, Personal Immunity (+¼) (75 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 7

3u 2) Pulse Laser: RKA 3d6+1, Autofire (3 shots; +¼), Personal Immunity (+¼) (75 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 7

3u 3) Ultrabright Flare Blast: Sight Group Flash 9d6, Personal Immunity (+¼), AP (+½) (79 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 8

1u 4) Nova Blast: EB 5d6, Personal Immunity (+¼), MegaScale (1" = 1 km; +¼), Explosion (+½), NND ([standard]; Sonic Waves; +1) (75 Active Points); Increased Endurance Cost (x10 END; -4), NCC (Occurs when the character feels as if she has lost those closest to her.; -2), Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 70

2u 5) Holograms: Sight and Hearing Groups Images Increased Size (8" radius; +¾), +/-4 to PER Rolls, Personal Immunity (+¼) (54 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 5

1u 6) Create Light: Sight Group Images Increased Size (8" radius; +¾), +/-4 to PER Rolls (38 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½), Only to create light (-1) 4

54 Defensive Light Powers: Multipower, 136-point reserve, (136 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½)

1u 1) Sound and Light Harmonic Field: FF (8 PD/8 ED/8 Power Defense) (24 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 2

2u 2) Flight 18", x4 Noncombat (41 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 4

2u 3) I Feel the Sound: Absorption 8d6 (Sonic Energy, Offensive Light Powers Multipower), Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (50 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½)

1u 4) Sound Absorption Field: Hearing Group Flash Defense (8 points) (8 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½)

1u 5) Light Absorption Field: Sight Group Flash Defense (8 points) (8 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½)

16 Digital MP12 Player and Speaker Helmet: Aid END Reserve 3d6, Persistent (+½) (45 Active Points); OIF Fragile (-¾), 1 Continuing Charge lasting 5 Minutes (-¾), Limited Special Effect Very Common SFX (Sound; -¼) [1 cc]

26 Absorbed Sound Pool: Endurance Reserve (110 END, 15 REC) (26 Active Points)

 

Perks

8 Reputation: Singer and Actress (A large group) 11-, +4/+4d6

 

Talents

3 Perfect Pitch

3 Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

3 Acrobatics 14-

3 Acting 14-

3 Breakfall 14-

3 Disguise 12-

3 High Society 14-

3 KS: Music and Musical Theory 12-

0 Language: English (completely fluent; literate) (4 Active Points)

4 Language: Italian (completely fluent; literate)

3 Oratory 14-

3 Persuasion 14-

3 PS: Singer 14-

3 Seduction 14-

3 Stealth 14-

2 Survival (Temperate/Subtropical) 12-

3 Teamwork 14-

1 TF: Grav Vehicles/Hovercraft

 

Total Powers & Skill Cost: 205

Total Cost: 350

 

200+ Disadvantages

20 Dependence: Sound Powers Gain 11- Activation Roll (Very Common; 5 Minutes)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching)

10 Psychological Limitation: Loves the spotlight (Uncommon; Strong)

20 Psych. Lim.: Maternal Instincts Directed At Night Daemon (Common; Total)

10 Psych. Lim.: Mourning the loss of her daughter and husband (Uncommon; Strong)

10 Psych. Lim.: Vengeful (Uncommon; Strong)

20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major)

20 Susceptibility: Soundless Environments 3d6 damage per Minute (Common)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Gabriella Stiletto was born in Macon, Southern States of America on September 28, 22into a media star family. Her mother was a news reporter and her father was a fashion model. When she was 5 her powers began to manifest themselves when she would listen to music. She went to the best schools her parents could afford and did really well in the structured private schools. By the time she had reached adulthood, Gabriella was taken by Travers Entertainment Network to work as a media star and released her first album. When she was 22, she met Roberto Stiletto and they were married shortly after a spicey romance. Nine months later, Bethany was born and quickly became the focus of the two parents. Gabriella continued to work and release albums for TEN plus began hosting her own holovid show. Life was perfect until Gabriella and her family went to Nashville, Southern States of America to film a music video for her current number one hit 'Fiends with Benefits'. While shooting the video, six Biogenetic special operations teams attacked the set and quickly overpowered the security assigned. During the fierce firefight, Gabriella saw her husband, carrying Bethany, fall to his death when a section of the stage opened up from an explosion. Outraged, Gabriella lost control and an explosion erupted from her that destroyed a 5km radius centered on her. Several other Biogenetics teams were sent in and recovered her.

Over the next fourteen years, Gabriella was held as a slave to Biogenetics and endured the torturous experiments. While imprisoned she met Harmony and the two became good friends. When Night Daemon was brought into their section of the facility, Gabriella noticed that he acted the same way as an infant would and took on the responsibility of raising him. After three more years of captivity, Gabriella and Night Daemon escaped from Biogenetics and fled into the underground. It required months of travel to finally reach Jefferson City, Trans-Missouri Freehold and were recruited by the New Confederation. At the meeting she met Mind Locke, Tsunami, and Phenome. They all agreed to work together to better humanity and worked hard to become a team.

 

Personality/Motivation: Gabriella still experiences the loss of her husband and infant. She informally adopted Night Daemon and works hard to be a good mother to him. She is firm and supportive of him. She extends this maternal instinct out to Phenome as well since Phenome is the same age as Bethany. Gabriella treats Mind Locke, Tsunami, and White Wolfe as equals with each playing a role within their diverse family. She is very forceful in her wishes and will ensure everyone knows where she stands on issues they face.

She wishes to see Biogenetics destroyed utterly and views the other Corporate States with contempt. She works to protect the team from outside threats to their freedom.

 

Quote: "When you look at my lightshow it's the last you'll ever see."

 

Powers/Tactics: Gabriella's powers are all inherent to her. She transforms sound into light to use both offensively and defensively. She has a weakness to lack of sound and will die from it. She can lose control under certain circumstances and cause massive property damage.

She prefers to attack from long range and coordinating the team to best effect against opponents.

 

Campaign Use: If the heroes are from Trans-Missouri Freehold, New Confederation, or Gateway Consolidated Aerospace she will help them out. If they aren't then she will try to convince them to join the New Confederation. If they refuse to listen she will attack them to protect her 'family'.

 

Appearance: Gabriella stands 5' 7" tall and weighs 143 pounds. She has shoulder length black hair and blue eyes. She has a petite athletic build and works out often. Her costume is black with gold colored lightning bolts. Gabriella wears a full helmet that contains large speakers that she uses to boost her powers and it plugs into her mp12 player. For normal clothing she dresses in skirts and blouses usually, but does like to wear jeans and t-shirts.

 

 

TSUNAMI

 

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 ½d6 [1]

23 DEX 39 14- OCV: 8/DCV: 8

14 CON 8 12-

14 BODY 8 12-

14 INT 4 12- PER Roll 12-

14 EGO 8 12- ECV: 5

14 PRE 4 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

6 REC 0

28 END 0

28 STUN 0 Total Characteristic Cost: 108

 

Movement: Running: 6"/12"

Flight: 18"/72"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

58 Weather Front: (Total: 125 Active Cost, 58 Real Cost) Change Environment 1" radius, -5 Temperature Level Adjustment, Varying Combat Effects, Personal Immunity (+¼), MegaScale (1" = 10 km; +½), Varying Effect Broad Group (Weather Based Special Effects; +1) (74 Active Points); No Range (-½), Activation Roll 14- (-½), Only In Heroic Identity (-¼) (Real Cost: 33) plus Change Environment 1" radius, +2 Points of Damage, -4 to Characteristic Roll or Skill Roll, Multiple Combat Effects, Personal Immunity (+¼), MegaScale (1" = 10 km; +½) (51 Active Points); No Range (-½), Only In Heroic Identity (-¼), Nonselective Target (-¼) (Real Cost: 25) 12

25 Weather Offensive Powers: Multipower, 50-point reserve, all slots Variable Special Effects (Limited Group of SFX; Weather based special effects; +¼) (62 Active Points); all slots Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼)

2u 1) Weather Entangles: Entangle 2d6, 2 DEF, Area Of Effect (2" Radius; +1) (40 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 4

2u 2) Weather Front: EB 8d6, Variable Special Effects (Limited Group of SFX; Weather Based Special Effects; +¼) (50 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 5

1u 3) Weather Bolt: RKA 2d6, Variable Special Effects (Limited Group of SFX; Weather Based Special Effects; +¼) (37 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 4

2u 4) Thunder and Lightning Clap: Sight and Hearing Groups Flash 9d6 (50 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 5

20 Wind Effects: Multipower, 30-point reserve, (30 Active Points); all slots Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼)

1u 1) Arrows of the Wind: Killing Attack - Ranged 1d6, Armor Piercing (+½) (22 Active Points); Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼) 2

2u 2) Air Manipulation: TK (20 STR) (30 Active Points); Affects Whole Object (-¼), Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼) 3

1u 3) Wind Deflection: Missile Deflection (Any Ranged Attack) (20 Active Points); Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼)

32 Weather Protection Powers: Multipower, 57-point reserve, (57 Active Points); all slots Activation Roll 14- (-½), Only In Heroic Identity (-¼)

1u 1) Shield of the Winds: FF (8 PD/8 ED) (16 Active Points); Activation Roll 14- (-½), Only In Heroic Identity (-¼) 2

2u 2) Flight 18", x4 Noncombat (41 Active Points); Activation Roll 14- (-½), Only In Heroic Identity (-¼) 4

2u 3) Desolidification (affected by Fire based special effects) (40 Active Points); Cannot Pass Through Solid Objects (-½), Activation Roll 14- (-½), Only In Heroic Identity (-¼) 4

18 Strength of the Winds: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Only In Heroic Identity (-¼)

15 Cloud Form: Shape Shift (Sight Group), Instant Change 1

Kyujutsu

Maneuver OCV DCV Notes

4 Basic Shot +0 +0 Strike, +2 DC

3 Defensive Shot -1 +2 Strike

5 Distance Shot +0 -2 Strike , +1 Segment

5 Far Shot +1 -1 Strike

4 Quick Shot +1 +0 Strike, +2 DC

4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

 

Perks

8 Fringe Benefit: Kirisutogomen, Shogun (16 Active Points); Only When In Pacific Northwest Shogunate (-1)

 

Skills

3 Conversation 12-

3 High Society 12-

0 Language: Japanese (completely fluent; literate) (4 Active Points)

3 Language: English (fluent conversation; literate)

3 Scholar

2 1) KS: Code of Bushido (3 Active Points) 12-

2 2) KS: History (3 Active Points) 12-

2 3) KS: Kyujutsu (3 Active Points) 12-

3 Tactics 12-

3 Teamwork 14-

1 WF: Bows

 

Total Powers & Skill Cost: 242

Total Cost: 350

 

200+ Disadvantages

10 Accidental Change: Whenever an innocent is threatened. 11- (Uncommon)

15 DF: Cloud Body in hero ID (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Mitsu-Pan 11- (Mo Pow; Harshly Punish)

20 Hunted: Biogenetics 11- (Mo Pow; Harshly Punish)

20 Psych. Lim.: Code of Bushido (Common; Total)

10 Psych. Lim.: Claustraphobia (Common; Moderate)

20 Psychological Limitation: Must Avenge All Insults to Self (Common; Total)

10 Soc. Lim.: Subject to orders from the New Confederacy (Occasionally; Major)

25 Social Limitation: Ronin (Very Frequently; Severe)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Hohiro Tetsumo was born on August 1, 2214 in New Kyoto, Pacific Northwest Shogunate. Both of his parents were samurai under the Shogun Miatsu and he eventually joined their ranks after going to school. While in school he was trained in the Art of the Bow and was an expert at it by the time he turned 18. When he was just 10 his powers manifested themselves and he was trained in their use by using the techniques learned from Kyujustu. Once he finished school he began to work missions for Mitsu-Pan into the Republic of West Coast States and Rocky Mountain Confederation. During one of these missions he found a copy of Thomas Paine's Common Sense and realized that freedom is something that everyone should enjoy not be limited to the Emperor or the Shogunate. Upon his return to Mitsu-Pan, he rose up against Shogun Miatsu and defeated him in single combat. He took control over the shogun's land and forces. For ten years he continued to work for the Emperor and tried to institute many reforms based upon the pamphlet he found. War loomed on the horizon as the Emperor and the other Shoguns resisted these changes. Forced to Flee from Mitsu-Pan he headed to Jefferson City, Trans-Missouri Freehold and worked through the underground to get there. Hohiro eventurally met with the other future members of Inceptum Terminus and quickly allied with him. He still retains his holdings within Mitsu-Pan, but the Shogunate hasn't made any moves towards it since he hasn't been declared ronin.

 

Personality/Motivation: Hohiro is a very serious individual and follows to the dictates of Bushido. Occassionally, Hohiro lets his humor and kinder side shine through by helping Julio play a practical joke. He helps Gabriella in raising Night Daemon informally and is very strict while disciplining him. Hohiro enjoys talking to Phenome and he is friends with the rest of the team. He enjoys studying ancient texts from the Age of Enlightment in his spare time.

He wishes to see the New Confederation succeed and to free the people held under the Emperor's iron fist.

 

Quote: "I am the wind and strike at thee."

 

Powers/Tactics: Tsunami has excellent control over weather patterns and their force of nature. He can cause the temperature to drop or rise by 100 degrees plus manipulate weather effects within that temperature range.

He prefers to stay out of physical combat, but will fight if pressed. He uses the wind and objects around him to attack with in addition to the weather based attacks. He has excellent control over the wind to use as protection.

 

Campaign Use: If the heroes are from the New Confederation, Trans-Missouri Freehold, or Gateway Consolidated Aerospace he will help them within reason. If the heroes are from Pacific Northwest Shogunate he will attempt to reason with them to abandon their mission and if that fails he will attack them. If the heroes are from the remaining corporate states he will attack and try to eliminate their threat.

 

Appearance: Hohiro stands 5' 11" and weighs 181 pounds. He has long black hair tied in a samurai top knot and has brown eyes. He has a slight muscular build and practices Kyujutsu to keep in shape. His form becomes a living cloud with lightning arcing across his body when he wants to control the weather. For every day clothing he wears traditional 15th century Japanese clothing.

 

 

Mind Locke

 

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 ½d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

18 CON 16 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

30 EGO 40 15- ECV: 10

23 PRE 13 14- PRE Attack: 4 ½d6

14 COM 2 12-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

10 REC 6

40 END 2

31 STUN 0 Total Characteristic Cost: 165

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

12 Mental Powers: Elemental Control, 50-point powers, (25 Active Points); all slots Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1)

12 1) Brain Drain: Drain EGO 2d6, Ranged (+½), BOECV (Mental Defense applies; +1) (50 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1) 5

14 2) Mind Blast: EB 6d6, BOECV (Mental Defense applies; +1) (60 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Increased Endurance Cost (x2 END; -½) 12

20 3) Mental Paralysis: Entangle 3 ½d6, 3 DEF, BOECV (Mental Defense applies; +1) (70 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Stops Working If Mentalist Is Knocked Out (-¼) 7

16 4) Compartmentalization: Major Transform 2 ½d6 (change memories and Psychological Limitations), BOECV (Mental Defense applies; +1) (80 Active Points); Limited Power Add only to remove memories (-1), Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Limited Target ([slightly Limited]; Humans; -¼), Stops Working If Mentalist Is Knocked Out (-¼) 8

21 Heavy Protective Full Body Armor: (Total: 36 Active Cost, 21 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 11) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8) plus +2 Mental Defense (8 points total); IIF Durable (-¼) (Real Cost: 2)

47 Neural Blocking: Variable Power Pool (Drain/Suppress), 40 base + 7 control cost, (60 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Only for Drains and Suppresses (-1)

 

Perks

16 Fringe Benefit: Chairman of BoD of a major business, Head of State

 

Skills

3 KS: Business 13-

3 Jack of All Trades

2 1) PS: Accountant (3 Active Points) 13-

2 2) PS: Accounting (3 Active Points) 13-

2 3) PS: Businessman (3 Active Points) 13-

3 Scientist

2 1) SS: Accounting 13- (3 Active Points)

2 2) SS: Algebra 13- (3 Active Points)

2 3) Science Skill: Anaylysis 13- (3 Active Points)

2 4) Science Skill: Applied Mathematics 13- (3 Active Points)

2 5) Science Skill: Calculus 13- (3 Active Points)

2 6) Science Skill: Statistics 13- (3 Active Points)

 

Total Powers & Skill Cost: 185

Total Cost: 350

 

200+ Disadvantages

10 DF: Bullet scar that curves around the right side of the face (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

10 Hunted: Wetware 8- (Mo Pow; Mildly Punish)

20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching)

20 Psych. Lim.: Committed to the cause of the New Confederacy (Common; Total)

20 Psych. Lim.: Code vs. Killing (Common; Total)

5 Psychological Limitation: Doesn't like the caste system (Uncommon; Moderate)

25 Soc. Lim.: Secret ID: Chairman of Cyberware (Very Frequently; Severe)

20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Julio Martinez was born in Nuevo Angeles, Republic of West Coast States on February 25, 2216 to a family that were part of the street king caste. His older brother, Jesus, was a member of Chancy's Cobras while Julio tried to avoid the life of a street king. He applied himself to his schooling and earned excellent grades. When he was 14, the 12th Street Sidewinders, a rival street king unit, did a drive by shooting of his family's apartment. His entire family was killed while Julion was in the bathroom. Determined to change how things were done in the Republic of West Coast states he was hired as an accountant by Cyberware when he turned 18. For the next 10 years, Julio worked his way up the corporate ladder and eventually landed a position on the board of directors. He had the rules of engagement changed to where families were protected from attacks by the street kings. One day during a meeting of the board an assassin attacked from extreme range and killed almost every member of the board, except for Julio. He had a bullet that was deflected by his skull and created a scar running across his right cheek. At that moment, his latent mental powers activated. Security Specialists and street king units forced the assassin out of hiding which resulted in his capture. Julio was taken to a local hospital and recovered from his wound. A new board of directors was appointed and Julio became the chairman of Cyberware. Knowing that his life was in constant danger he went underground and eventually joined up with the New Confederation. He continues to work for Cyberware in preparation for when the Republic of West Coast States can be freed.

 

Personality/Motivation: Julio abhors violence due to his experiences, but does understand that there are times when it is the only option. He is a practical joker and will play practical jokes on anyone. He also spoils Night Daemon with treats against the wishes of Sound Star and Tsunami. He gets along with his team members and tries to help them with their problems.

Julio wishes to see the New Confederation and freedom restored to the former United States. He also works to maintain his position as chairman, but from an undisclosed location.

 

Quote: "You've forgotten more than you realize."

 

Powers/Tactics: Julio uses his powers to erase memories for skills or seeing the team from the target. He will reluctantly use his powers to alter a target's personality into something totally different.

He prefers to stay out of physical combat as much as possible. He prefers to block out the memories of his opponent to allow for a non-violent solution to occur.

 

Campaign Use: If the heroes are from the Republic of West Coast States or the New Confederation he will help them as much as possible. If they are from opposing corporate states he will use his powers to alter their memories of their current mission to orders of giving themselves up.

 

Appearance: Julio stands 6' tall and weighs 224 pounds. He has black hair that is stylish and brown eyes. He has a build that is chubby around his waistline, but he is still very attractive. His current costume is a standard issue heavy protective full body armor that incorporates a psionic shield. When not in costume he prefers to wear the most expensive clothes and fashion accessories.

 

 

PHENOME

 

Val Char Cost Roll Notes

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

20 DEX 30 13- OCV: 7/DCV: 7

14 CON 8 12-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

13 PRE 3 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

10 REC 8

44 END 8

30 STUN 1 Total Characteristic Cost: 121

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

98 Human Mimicry: Variable Power Pool, 70 base + 28 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (140 Active Points); Requires A Successful HTH Attack Roll (-½), VPP Mimics Target's Powers (-½), Powers May Only Be As Powerful As Target's Powers (-½)

21 Enhanced Human Mimicry: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Cellular, Imitation (59 Active Points); Skin Contact Required (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾) 6

26 Armored Clothing Mimicry: (Total: 54 Active Cost, 26 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 11) plus Cosmetic Transform 4d6, Reduced Endurance (0 END; +½) (30 Active Points); OIF Durable (-½), No Range (-½) (Real Cost: 15)

8 Wakizashi: Killing Attack - Ranged 1d6, Required Hands One-Handed (+0) (15 Active Points); 1 Recoverable Charge (-1 ¼), OAF Durable (-1), Strength Minimum 8 (-½), Range Based On Strength (-¼), Real Weapon (-¼) [1 rc]

Notes: (x2 number of items)

Martial Arts: Aikido

Maneuver OCV DCV Notes

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Escape +0 +0 30 STR vs. Grabs

4 Extend Ki +0 +0 STR+15 to resist Shove; Block, Abort

5 Joint Break -1 -2 Grab One Limb; HKA 1d6 +1 , Disable

4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls

4 Redirect +1 +3 Block, Abort

4 Martial Strike +0 +2 5d6 Strike

3 Martial Throw +0 +1 3d6 +v/5, Target Falls

3 Takedown +1 +1 3d6 Strike; Target Falls

3 Weapon Element: Blades, Polearms and Spears, Staffs

 

Perks

3 Anonymity

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

4 Double Jointed

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bugging 13-

3 Concealment 13-

3 Contortionist 13-

3 KS: Akido 13-

0 Language: Japanese (completely fluent; literate) (4 Active Points)

4 Language: English (completely fluent; literate)

3 Mimicry 13-

3 Stealth 13-

 

Total Powers & Skill Cost: 229

Total Cost: 350

 

200+ Disadvantages

20 Hunted: Mitsu-Pan 8- (Mo Pow; NCI; Capture)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching)

20 Psych. Lim.: Code vs. Murder (Common; Total)

20 Psych. Lim.: Honorable (Common; Total)

10 Psychological Limitation: Values human life (Common; Moderate)

20 Soc. Lim.: Secret ID Artificial Gifted(Frequently; Severe)

20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Kanada Kasumi was born on May 22, 2232. She holds the distinction as the first artificially created gifted for Mitsu-Pan. Kasumi was given the lead scientist's family name to give her a sense of belonging. She is the oldest of the triplets that were born. She was raised normally by the project staff and was given an education that was centered around what her future missions would be like. After completing her training she was given the assignment of impersonating a New Confederation congressman and infiltrated the underground to reach Jefferson City, Trans-Missouri Freehold. She shadowed the target and managed to make skin contact when the congressman was asleep. Kasumi shape shifted into the congressman and when it came time to finish the impersonation by killing the target she couldn't. Broken the congressman convinced Kasumi to join Inceptum Terminus and has been with the team for the past three months.

 

Personality/Motivation: Kasumi is head strong, but polite. She will attempt to negotiate out of a combat situation, but will not hesitate to defend herself as needed. Kasumi is also laid back and will help take care of Night Daemon. She gets along really well with Inceptum Terminus and enjoys spending time with Tsunami. She and Tsunami understand each other because of their shared culture and spend hours talking.

Kasumi would like to see people allowed to make their own choices and be free enough to choose their government.

 

Quote: "Am I really you or are you really me?"

 

Powers/Tactics: Kasumi will use her Akido to defend herself and reasons that the individual is only hurting themselves. She will try to make skin contact with a gifted in order to use their powers if need be.

She enjoys being in the forefront of combat to help direct Night Daemon and will use her abilities to defeat their opponents. She listens to the orders given by Sound Star or Tsunami.

 

Campaign Use: If the heroes are from the New Confederation or Trans-Missouri Freehold she will help them out as much as she can. If they aren't then she will attempt to impersonate one of them in order to find out their plans then alert the New Confederation.

 

Appearance: Kasumi stands 5' 5" tall and weighs 112 pounds. By a fluke in her genetic design she has natural red hair that is waist length and has green eyes, but her features are Japanese. She has a petite athletic build and works out constantly to keep her figure. Her costume mimics whatever clothing her target wears, but by default it is black with red trim.

 

 

Michael O'Toole

 

Val Char Cost Roll Notes

12 STR 2 11- Lift 132.0kg; 2d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

13 CON 6 12-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

13 PRE 3 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

8+9 PD 6 Total: 8/17 PD (0/9 rPD)

8+9 ED 5 Total: 8/17 ED (0/9 rED)

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

9 REC 8

50 END 12

30 STUN 4 Total Characteristic Cost: 114

 

Movement: Running: 8"/16"

Leaping: 5"/10"

Swimming: 5"/10"

 

Cost Powers END

15 Multiform (200 Character Points in the most expensive form) (Instant Change) (45 Active Points); NCC (Whenever only holy ground form is unavailable; -2)

16 Standard Protective Full Body Armor: (Total: 28 Active Cost, 16 Real Cost) Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 8) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8)

22 Combat Arms G-10 Gauss Assault Rifle: (Total: 80 Active Cost, 22 Real Cost) Killing Attack - Ranged 2d6, 4 clips of 30 Charges (+½), Armor Piercing (+½), Autofire (5 shots; +½) (75 Active Points); OAF Durable (-1), Strength 10 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 20) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) [30]

11 Neural Interface Jack: (Total: 24 Active Cost, 11 Real Cost) Mind Link , One Specific Mind (5 Active Points); Only when jacked into another object that has a NIJ (-½), IIF Durable (-¼) (Real Cost: 3) plus +1 SPD (10 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Durable (-¼) (Real Cost: 4) plus +3 DEX (9 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Durable (-¼) (Real Cost: 4)

 

Perks

5 Anonymity

20 Laptop Computer: Vehicles & Bases

 

Talents

6 Combat Luck (3 PD/3 ED)

3 Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

9 Bugging 16-

9 Climbing 16-

14 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 16-

11 Concealment 17-

9 Cryptography 16-

18 Electronics (Medical Systems, Air/Space Traffic Control Systems, Broadcast Communications, Cellular and Digital, Medical Sensors, Metal Detectors, Radar, Radio, Sensor Jamming Equipment, Sonar, Telephone Communications) 17-

9 Forgery (Documents, Credit Cards) 16-

0 Language: English (completely fluent; literate) (4 Active Points)

9 Security Systems 16-

9 Shadowing 16-

9 Stealth 16-

11 Streetwise 16-

8 Survival (Temperate/Subtropical) 16-

11 Systems Operation 17-

2 WF: Blades, Gauss Guns

 

Total Powers & Skill Cost: 236

Total Cost: 350

 

200+ Disadvantages

20 Hunted: Biogenetics 11- (Mo Pow; Harshly Punish)

15 Hunted: New Confederacy 14- (Mo Pow; Watching)

20 Normal Characteristic Maxima

25 Phys. Lim.: Possessed by Night Daemon (All the Time; Fully Impairing)

20 Psych. Lim.: Staunch Christian (Common; Total)

20 Psych. Lim.: Naive (Common; Total)

15 Psych. Lim.: Honest (Common; Strong)

15 Soc. Lim.: Minor (Very Frequently; Minor)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Michael O'Toole was born in Duluth, High Plains Alliance on June 5, 2234. His father was a minister and his mom helped with their ministry. He grew up a normal child that was dedicated to Christianity, but one night when he was 14 a Biogenetics special operations team captured him. He was taken to St. Paulapolis and was part of a ritual that summoned a demon, instead of being sacrificed the demon took over his body. Michael hasn't been seen since.

 

Personality/Motivation: Michael treats people fairly and he helps whenever he can. He is extremely curious and uses his netrunning skills to seek out information. Michael is very generous and honest when dealing with strangers, but he is also naive.

He is interested in the forbidden knowledge that Biogenetics doesn't want to be seen. He also will help people when he can.

 

Quote: "Our Father who art in Heaven..."

 

Powers/Tactics: Michael has no powers, but he is extremely skilled with computers. He prefers netrunning and is quite good at it. He has a laptop, body armor, and a gauss rifle for self defense.

His first option he chooses is to run and if that isn't available he will fight.

 

Campaign Use: If the heroes treat Michael well he will help them, but if they do not then he will try to escape from them.

 

Appearance: Michael stands 5' 5" tall and weighs 160 pounds. He has long brown hair with brown eyes. He wears modified New Confederation military body armor for combat and regular clothes when not on missions. He has a slight build and rarely works out.

 

 

NIGHT DAEMON

 

Val Char Cost Roll Notes

30+10 STR 20 15- / 17- Lift 1600.0kg/6400.0kg; 6d6/8d6 [¾]

23 DEX 39 14- OCV: 8/DCV: 8

25 CON 30 14-

16 BODY 12 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV: 4

30 PRE 20 15- PRE Attack: 6d6

4 COM -3 10-

 

8+10 PD 2 Total: 8/18 PD (0/8 rPD)

8+10 ED 3 Total: 8/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

12 REC 2

70 END 10

44 STUN 0 Total Characteristic Cost: 168

 

Movement: Running: 8"/16"

Flight: 15"/60"

Leaping: 7"/14"

Swimming: 4"/8"

 

Cost Powers END

20 Daemonic Hand to Hand Powers: Multipower, 25-point reserve, (25 Active Points); all slots Doesn't work on holy ground (-¼)

2u 1) Fangs: HKA 1d6+1 (2 ½d6 w/STR) (20 Active Points); Doesn't work on holy ground (-¼) 2

2u 2) Claws: HKA 1 ½d6 (3d6+1 w/STR) (25 Active Points); Doesn't work on holy ground (-¼) 2

1u 3) Tail Swipe: HA +4d6 (20 Active Points); HA (-½), Doesn't work on holy ground (-¼) 2

8 Daemonic Defensive Powers: Elemental Control, 20-point powers, (10 Active Points); all slots Doesn't work on holy ground (-¼)

24 1) Immortality: Healing BODY 1 ½d6, Can Heal Limbs, Resurrection (40 Active Points); Only works when unconscious (-¼) 4

4 2) Hellfire: Energy Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½), Doesn't work on holy ground (-¼) 2

4 3) Hellfire: Physical Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½), Doesn't work on holy ground (-¼) 2

6 4) Daemonic Body: Density Increase (2,800 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½), Doesn't work on holy ground Power does not work in Uncommon Circumstances (-¼)

11 5) Daemon Skin: Armor (8 PD/8 ED) (24 Active Points); Doesn't work on holy ground (-¼)

20 6) Daemonic Wings: Flight 15", x4 Noncombat (35 Active Points); Doesn't work on holy ground (-¼) 3

16 Daemonic Ranged Offensive Powers: Elemental Control, 40-point powers, (20 Active Points); all slots Doesn't work on holy ground (-¼)

16 1) Hellfire Breath: EB 8d6 (40 Active Points); Doesn't work on holy ground (-¼) 4

16 2) Daemon Body Temperature: Energy Blast 2 ½d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Persistent (+½), Damage Shield (+½) (36 Active Points); Doesn't work on holy ground (-¼)

5 Tail and Wings: Extra Limb (1), Inherent (+¼) (6 Active Points); Doesn't work on holy ground (-¼)

4 UV Perception (Sight Group) (5 Active Points); Doesn't work on holy ground (-¼)

8 Nightvision, Discriminatory (10 Active Points); Doesn't work on holy ground (-¼)

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

0 Language: English (completely fluent) (3 Active Points)

3 Shadowing 12-

3 Teamwork 14-

3 Tracking 12-

 

Total Powers & Skill Cost: 182

Total Cost: 350

 

200+ Disadvantages

25 DF: Daemon Form (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching)

30 Hunted: Biogenetics 14- (Mo Pow; NCI; Capture)

20 Social Limitation: Subject to Orders from Faction (Very Frequently; Major)

25 Psych. Lim.: Amnesia (Very Common; Total)

10 Psych. Lim.: Has a 5 year old child's mentality. (Common; Moderate)

10 Vulnerability: 2 x STUN Holy Water (Uncommon)

10 Vulnerability: 2 x Effect Holy Objects (Uncommon)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Not much is known about Night Daemon prior to his escape from Biogenetics. He currently works for the New Confederation and performs missions for them.

 

Personality/Motivation: Night Daemon currently has the mentality of a five year old boy. He enjoys playing with his toys, eating ice cream, and playing superheroes and supervillains. Night Daemon is also extremely curious and enjoys getting into things which drives the rest of the team up the wall. He looks up to Gabriella as his mother, Tsunami as his dad, Mind Locke as his uncle, Phenome as his older sister, and White Wolfe as his aunt. He is very protective of them and will do anything to keep them from harm. He is scared of monsters and tries to avoid them at all costs.

He tries to listen and behave himself, but sometimes he just can't control himself.

 

Quote: "For Optimal Primus!"

 

Powers/Tactics: Night Daemon's powers are natural abilities. His high body temperature protects him from damage and makes him too hot to grab.

In combat he tries to attack at long range then move in closer to keep the opponent occupied with hand to hand combat.

 

Campaign Use: Night Daemon isn't very helpful to heroes and will not talk to strangers, instead he will try to get them to talk to Sound Star or another member.

 

Appearance: Night Daemon stands 8' tall and weighs 1,543 pounds. He has large daemonic wings, two horns on his head, and an elongated snout. Night Daemon has cloven hooves and his knees are bend the opposite way than normal. His skin color is orange and black tiger striped. He also wears a high heat resistant loin cloth.

 

 

WHITE WOLFE (HUMAN FORM)

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

13 CON 6 12-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

17 EGO 14 12- ECV: 6

18 PRE 8 13- PRE Attack: 3 ½d6

16 COM 3 12-

 

7 PD 4 Total: 7 PD (0 rPD)

7 ED 4 Total: 7 ED (0 rED)

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

8 REC 4

30 END 2

31 STUN 4 Total Characteristic Cost: 110

 

Movement: Running: 8"/16"

Leaping: 4"/8"

Swimming: 4"/8"

 

Cost Powers END

21 Shamanistic Ritual Magic: Variable Power Pool, 20 base + 1 control cost, (30 Active Points); Extra Time (20 Minutes, Character May Take No Other Actions, -2 ¾), Gestures, Requires Gestures throughout (Requires both hands; Complex; Dancing; -1 ½), Incantations (Requires Incantations throughout; Complex; Singing; -1), Requires A Skill Roll (KS: Shamanism; -½)

45 Werewolf: Multiform (200 Character Points in the most expensive form) (Instant Change)

7 Tomahawk: Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR), Required Hands One-Handed (+0), Range Based On STR (+¼) (19 Active Points); OAF (-1), Strength Minimum 6 (-½), Real Weapon (-¼) 2

10 Knife: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Required Hands One-Handed (+0), Range Based On STR (+¼) (12 Active Points); OAF (-1), Strength Minimum 4 (-¼), Real Weapon (-¼) 1

Notes: (x2 number of items)

7 Bow, Medium: Killing Attack - Ranged 1d6+1, 12 Recoverable Charges (+¼) (25 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼), Strength Minimum 9 (-½), Required Hands Two-Handed (-½), Beam (-¼), Real Weapon (-¼), Range Based On Strength (-¼), Concentration (½ DCV; -¼) [12 rc]

6 Standard Armored Duster: Armor (6 PD/6 ED) (18 Active Points); Duster (Protects Locations 7-14) (-1), OIF Durable (-½), Real Armor (-¼)

6 Hardened Leather Clothing: Armor (6 PD/6 ED) (18 Active Points); Suit (7-16; -1), OIF Durable (-½), Real Armor (-¼)

5 Hardened Leather Mocassin Boots: Armor (6 PD/6 ED) (18 Active Points); Boots (17-18; -2), OIF Durable (-½), Real Armor (-¼)

 

Perks

5 Anonymity

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

20 Animal Friendship

4 Environmental Movement (no penalties in Temperate/Sub-Temperate Climates)

3 Lightsleep

4 Mounted Warrior (HTH Combat)

4 Mounted Warrior (Ranged Combat)

4 Rapid Archery

 

Skills

3 AK: Woodlands 13-

3 Acrobatics 13-

3 Animal Handler 13-

3 Breakfall 13-

3 Climbing 13-

3 Concealment 13-

3 Contortionist 13-

3 CuK: Mohican Traditions 13-

3 Fast Draw 13-

3 KS: Flora And Fauna 13-

3 KS: Herbalism And Healing-Lore 13-

3 KS: Arcane And Occult Lore 13-

3 KS: Shamanism 13-

0 Language: Mohican (completely fluent) (3 Active Points)

2 Language: English (fluent conversation)

3 Mimicry 13-

2 Navigation (Land) 13-

3 Paramedics 13-

3 PS: Shaman 13-

3 Riding 13-

3 Shadowing 13-

3 Stealth 13-

4 Survival (Temperate/Subtropical, Mountain) 13-

3 Teamwork 13-

3 Tracking 13-

10 Two-Weapon Fighting (HTH)

5 WF: Axes, Maces, Hammers, and Picks, Bows, Clubs, Flintlocks, Javelins and Thrown Spears, Nets, Thrown Knives, Axes, and Darts, Thrown Rocks, Unarmed Combat

 

Total Powers & Skill Cost: 240

Total Cost: 350

 

200+ Disadvantages

10 Accidental Change: Whenever her life is in danger 11- (Uncommon)

10 DF: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Dai-HK 8- (Mo Pow; NCI; Limited Geographical Area; Mildly Punish)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching)

20 Psych. Lim.: Time Lost (Very Common; Strong)

20 Normal Characteristic Maxima

5 Psych. Lim.: Code vs. Killing (Uncommon; Moderate)

20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major)

15 Soc. Lim.: American Indian (Occasionally; Severe)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: White Wolfe was born on November 23, 1748 in what later became Atlantic Northeast States under a full silver moon and was promised to be a peace keeper for the shamans because of the good omen. She learned how to run in the woodlands silently and was excellent in combat. When she was 14, she transformed for the first time into a werewolf. She learned how to control her abilities while she was undergoing her training as a shaman. She learned how to cast spells and her role within Mohican society. While out hunting when she was 18, a Huron raiding party attacked her village and killed everyone she knew, including her parents. Vowing revenge against the warrior named Pitbull she approached the shamans of a neighboring Mohican village and told them the story of what had happened. The shamans consulted with each for a few days before finally agreeing to her request to hunt down the Huron warrior and began the long ritual for a spell that would enable her to get to her foe quickly. Once the spell was complete, White Wolfe was thrown forward in time to 2250 and saw her hated foed nearby. Quickly she gathered her wits and tried to attack him, but by that time he had left the area. Undaunted she proceeded to use her knowledge of the woods and followed his tracks. Along the way, she was attacked by strange men wearing weird clothing and fired strange weapons at her. During the firefight, a helicopter landed nearby and she was offered the chance to join the New Confederation. She left with Inceptum Terminus and formed friendships with them.

 

Personality/Motivation: She is friends with all of the members of Inceptum Terminus and is especially fond of Night Daemon. She fails to comprehend the changes in technology and tries to put it into the context of the 18th century. She is curious about the developments, but is also afraid of them. She thinks the technology of the current era to be bad magic.

White Wolfe is determined to capture Pitbull and bring him to justice before the council. Nothing else matters to her and she seeks out any information she can find.

 

Quote: "What strange device is that?"

 

Powers/Tactics: All of her abilities are natural and stem from her genetics.

White Wolfe will use her natural form most predominately. If the situation is dire enough she will shapeshift into her werewolf form and fight hand to hand.

 

Campaign Use: No matter which corporate state the heroes are from White Wolfe will be extremely wary of them. She will not give up any information nor assist the heroes in any way.

 

Appearance: Human Form: White Wolfe stands 5' 9" and weighs 143 pounds. She has black hair that reaches to the back of her knees and has brown eyes. She has a petite athletic build. She wears Mohican clothing and is most comfortable wearing it.

Werewolf Form: White Wolfe stands 7' tall and weighs 882 pounds. She is covered head to toe with silverish white fur. She has sharp claws and teeth. She looks like a classic werewolf.

 

White Wolfe (Werewolf Form)

 

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

23 DEX 39 14- OCV: 8/DCV: 8

25 CON 30 14-

18 BODY 16 13-

18 INT 8 13- PER Roll 15-/21-

15 EGO 10 12- ECV: 5

18 PRE 8 13- PRE Attack: 3 ½d6

14 COM 2 12-

 

18 PD 12 Total: 18 PD (8 rPD)

18 ED 13 Total: 18 ED (8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

14 REC 6

70 END 10

50 STUN 4 Total Characteristic Cost: 198

 

Movement: Running: 24"/96"

Leaping: 26"/104"

Swimming: 5"/10"

 

Cost Powers END

Animal Senses

4 1) Animal Ears: +2 PER with Hearing Group

3 2) Animal Ears: Ultrasonic Perception (Sight Group)

4 3) Animal Eyes: +2 PER with Sight Group

4 4) Animal Nose: +2 PER with Smell/Taste Group

6 5) Animal Senses: +2 PER with all Sense Groups

5 6) Animal Eyes: Nightvision

5 7) Animal Nose: Tracking with Normal Smell

8 8) Protective Hide: Damage Resistance (8 PD/8 ED)

13 Werewolf Powers: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (Amulet; -½)

17 1) Fangs: HKA 2d6 (3d6+1 w/STR), AP (+½) (45 Active Points); OIF (Amulet; -½) 4

16 2) Flurry of Claws: HKA 2d6+1 (3 ½d6 w/STR), Autofire (3 shots; +¼) (44 Active Points); OIF (Amulet; -½) 4

17 3) Healing BODY 4d6, Can Heal Limbs (45 Active Points); OIF (Amulet; -½) 4

13 4) Leaping +20" (26" forward, 13" upward) (Accurate, x4 Noncombat) (30 Active Points); OIF (Amulet; -½) 3

14 5) Running +18" (24" total), x4 Noncombat (41 Active Points); OIF (Amulet; -½) 4

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

2 Language: English (fluent conversation)

0 Language: Mohican (completely fluent; literate) (4 Active Points)

3 Navigation 13-

3 Shadowing 13-

3 Stealth 14-

3 Survival 13-

 

Total Powers & Skill Cost: 152

Total Cost: 350

 

200+ Disadvantages

25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

30 Hunted: Biogenetics 14- (Mo Pow; NCI; Capture)

10 Hunted: Dai-HK 8- (Mo Pow; NCI; Limited Geographical Area; Mildly Punish)

20 Psychological Limitation: Time Lost (Very Common; Strong)

5 Psychological Limitation: Code vs. Killing (Uncommon; Moderate)

20 Psychological Limitation: Last of the American Indians in this time period (Common; Total)

20 Social Limitation: Subject to orders from the New Confederation (Very Frequently; Major)

20 Susceptibility: Silver weapons 3d6 damage Instant (Common)

 

Total Disadvantage Points: 350

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