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Blip : Update now I just need a back story


Beast

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Got the complications I needed

did a few tweaks

While I felt Power Def was something that fit her,having resistant was a bit much.

So I just went with regular Power Def and freed up some points

so she got 4 fixed locations(L.A,NYC.DC,and Chicago) and 1 floating location

 

I liked Laundry Knights idea of a street angel arch type

As a long distance teleporter I thought she could be a courier as job

she could charge a little less than any standard courier and make it up in the travel fees she would not have to pay for airfare

she would only carry documents, as from her past she had seen what could happen if she was on the wrong side of the law(parents may have died due to gangs or triads

 

Here is what she looks like so far

now for the back story

 

BLIP

 

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-

11 EGO 1 11- ECV: 1 - 1

13 PRE 3 12- PRE Attack: 2 ½d6

 

9 OCV 30

9 DCV 30

1 OMCV -6

1 DMCV -6

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

 

22 PD 5 Total: 22 PD (15 rPD)

22 ED 5 Total: 22 ED (15 rED)

10 REC 6

45 END 5

15 BODY 5

45 STUN 13 Total Characteristic Cost: 185

Combat/Non-Combat Max MPH

Movement: Running: 12m/24m 48

Leaping: 4m/8m 16

Swimming: 4m/8m 16

Teleportation: 43m/700km 700,000

 

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) 0

12 2) Teleport redirection field: Power Defense (15 points) (15 Active Points) 0

20 3) Teleporting move bys: Area Of Effect Nonselective (8 2m Areas; +½) for up to 50 Active Points of attacks (25 Active Points) 2

Notes: with Combat 1 19m ½ move max

3 4) Teleportation: Fixed Location (4 Locations) 4 Act Pts 0

Notes: Los Angeles,New York,Washington DC,Chicago

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

 

48 Teleportation: Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼)

5f 1) Combat 1 : Teleportation 43m, Position Shift, Reduced Endurance (½ END; +¼) (60 Active Points) 2

Notes: 38mph combat

5f 2) Escape : Teleportation 35m, Position Shift, Armor Piercing (x2; +½) (60 Active Points) 6

5f 3) Combat 2 saving yourself: Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Reduced Endurance (1/2 END;+1/4

replaced w/ Combat 2 ) City travel: Teleportation 13m, No Relative Velocity, x2 Increased Mass, x32 Noncombat, Safe Blind Teleport (+¼) (60 Active Points) 6

Notes: 416m non-combat 63mph non-combat

5f 4) Long range porting: Teleportation 7m, x8 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 100 km; +1 ½) (60 Active Points) 6

Notes: 700,000 mph in 700 km jumps

2f 5) Slow explosion(2 objects in the same place at the same time): Hearing Group Flash 10d6, Does Knockback (+¼), Area Of Effect (16m Radius Explosion; +¼), Double Knockback (+½) (60 Active Points); Restrainable (-½), Extra Time (Full Phase, -½), Limited Range (max range same as a combat t-port; -¼) 6

 

 

 

Cost Maneuver OCV DCV Damage/effect

4 Fast Strike +2 +0 11d6 Strike

3 Legsweep +2 -1 10d6 Strike, Target Falls

3 Martial Throw +0 +1 9d6 +v/10, Target Falls

5 Sacrifice Strike +1 -2 13d6 Strike

4 Sacrifice Disarm +2 -2 Disarm, 55 STR to Disarm

16 +4 HTH Damage Class(es)

 

Talents

3 Bump Of Direction

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

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Concealment 13-

2 Navigation (Land) 13-

3 Paramedics 13-

3 Stealth 13-

3 Systems Operation 13-

3 Streetwise 12-

3 Shadowing 13-

3 Security Systems 13-

 

Total Powers & Skill Cost: 216

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)

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)

15 Psychological Complication: Code vs killing (Common; Strong)

 

Total Complications Points: 400

 

EQUIPMENT CARRIED

 

Equipment END

Knife fighting: HKA 1d6 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1)Notes: 3 ½d6 with martial arts 0

weapon element: Custom Power (1 Active Points) 0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics: Martial Artist

terrain changer

 

Campaign Use: Scout

Commando

 

Appearance:

 

 

 

 

COMBAT INFORMATION FOR BLIP

 

Base OCV 9 Base DCV 9

Base OMCV 1 Base DMCV 1

Adjustments +/- Adjustments +/-

___________ ____ ________ ____

___________ ____ ________ ____

Total OCV ____ Total DCV ____

Combat Skill Levels:

 

COMBAT MODIFIERS

 

Range 0-8 9-16 17-32 33-64 65-125 126-250

RMOD 0 -2 -4 -6 -8 -10

 

DEFENSES

 

Amount Defense SFX

Physical Defense 22 ___________

Resistant Physical Defense 15 ___________

Energy Defense 22 ___________

Resistant Energy Defense 15 ___________

Mental Defense 0 ___________

Flash Defense (________) ______ ___________

Power Defense 15 ___________

 

COMBAT MANEUVERS

 

Maneuver Phase OCV DCV Effect

Brace & shoot ½ 9 ½ +2 OCV vs. Range Mod.

Dodge ½ — 12 Abort, vs. all attacks

Grab ½ 8 7 Grab 2 limbs

Grab By ½† 6 5 Move & Grab; +(v/10) to STR

Set 1 10 9 Ranged attacks only

Fast Strike ½ 11 9 11d6 Strike

Legsweep ½ 11 8 10d6 Strike, Target Falls

Martial Throw ½ 9 10 9d6 +v/10, Target Falls

Sacrifice Strike ½ 10 7 13d6 Strike

Sacrifice Disarm ½ 11 7 Disarm, 55 STR to Disarm

 

ATTACKS

 

Flash vs hearing 10d6 does KBx2 16m radius for 1st fall off

Area attack 8 2m hexes contiguous non selective max 10 dc damage

 

 

 

DAMAGE TRACKER

 

STUN 45 BODY 15 END 45

[ATTACH=CONFIG]42306[/ATTACH]

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Re: Blip : Update now I ju8st need a back story

 

Well as a rough background we can take what we know:

 

She's got a strong moral upbringing, could be developed due to good upbringing, or conversely, rebelling against a criminal upbringing...I like the second it makes the hunted seem more important than its cost indicates.

 

Blip's mutant abilities appeared young and her family either by necessity or perhaps some sort of loathing for their "different" daughter, pushed her into a life of crime to make herself useful - they didn't love her but knew she could provide for them. There was someone who treated her right and stood up to her parents - or whomever raised her; an example may have been made of them (kind of a dark background so far) as she grew she was introduced to the triad and found something of a niche - but she was still a tool. In the Triads she encountered someone else who treated her as a human being not just a tool for their own betterment, and this time she was able to protect that person and this reinforced her ideals and helped give her the strength to leave the gang life behind her.

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Re: Blip : Update now I ju8st need a back story

 

Minor notes:

1) I assume the significant vulnerability to mental powers is intentional?

2) With Long Range Porting, I don't think you need a separate slot for City Travel - 6E Megascale can be scaled down as small as you want.

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Re: Blip : Update now I ju8st need a back story

 

1)every character needs some holes in their defenses they can get filled with exp

2)yeah your right I had made it as a slot catch herself if she had to port very high and need to save herself a 1 other from a hard landing

I replaced it with this

 

Combat 2 saving yourself: Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Reduced Endurance (1/2 END; +1/4) (60 Active Points)

 

 

Minor notes:

1) I assume the significant vulnerability to mental powers is intentional?

2) With Long Range Porting, I don't think you need a separate slot for City Travel - 6E Megascale can be scaled down as small as you want.

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Re: Blip : Update now I ju8st need a back story

 

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

Life goes well for Blip,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 Blip 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"

 

 

Well as a rough background we can take what we know:

 

She's got a strong moral upbringing, could be developed due to good upbringing, or conversely, rebelling against a criminal upbringing...I like the second it makes the hunted seem more important than its cost indicates.

 

Blip's mutant abilities appeared young and her family either by necessity or perhaps some sort of loathing for their "different" daughter, pushed her into a life of crime to make herself useful - they didn't love her but knew she could provide for them. There was someone who treated her right and stood up to her parents - or whomever raised her; an example may have been made of them (kind of a dark background so far) as she grew she was introduced to the triad and found something of a niche - but she was still a tool. In the Triads she encountered someone else who treated her as a human being not just a tool for their own betterment, and this time she was able to protect that person and this reinforced her ideals and helped give her the strength to leave the gang life behind her.

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