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Teen Champions: The Mean Girls (Redwood Academy)


phoenix240

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The Mean Girls are perhaps the first "Supervillain team" in the Redwood Academy universe but are actually more of a gang, a group of friends and Specials who use their abilities to get kicks with acts of petty vandalism, theft and intimidation against their mutual enemies more than any grand schemes. Their ostensible leader is Caress who holds the position through a combination of social manipulation and outright brutality but, like a pack of wolves, the alpha position is always open to someone more powerful or more ruthless and Caress has became quite paranoid about maintaining her position. Most of the girls maintain a "secret id" of a sort, using make up and simple disguise to conceal themselves when acting overtly in public but don't consider themselves "supervillains" or anything so corny. Their codenames are more nicknames than anything else though Stopwatch and Caress have bought into the "homo superior" mindset and consider their alternate ids their "real" names with their original "monkey names" affectations used to get along in "sape" society.

 

 

The Mean Girls operate out of Caress' parent's vacation home in hills outside of Canterville (campaign city). The two story "mcmansion" is laden with convenience and luxurious but not terribly secure or equipped to be a "base". Not that the girls really see it as such. It's more a clubhouse and crash pad as well as occasionally party, ground zero for a night of wild fun and storehouse for questionable items they'd rather not explain to their parents.

 

 

Currently the Mean Girls include:

 

 

Caress: A Special with power to generate and excrete powerful caustic compounds from her skin, Caress is the founding member of the gang and its current leader. She is intelligent and manipulative but shallow and cruel as well as something of a bully and slight sadist. Her tongue is almost as cutting as her powers and she can reduce most people to tears with a few remarks.

 

 

Stopwatch: The oldest member, a Special with power temporal manipulation powers. Stopwatch is starting to grow tired of the entire scene and stays with group more of inertia and loyalty than anything else. She just can't think of what else she wants to do. She's bored and apathy laden and would take up a cause if someone could just present her with something that interested her.

 

 

Material Girl: The youngest member and excited to be here. Material Girl is a creature of simple drives. She wants things, lots of things and right now. She's from the poorest background and feels that acutely and tries to make up for it with extravagant greed. Caress never lets her forget her "poor" (actually lower middle class) background and that she should be grateful to even been allowed to hang up with the rest them. As such, Material Girl is something of a sycophant when it comes to Caress and is always trying to impress her.

 

 

Typhoon Mary: Wild and uncontrollable, Mary is in this for the party, the destruction and chaos. She doesn't care much for anyone or anything but her own fun. Her powers are wind and weather control and highly suitable for her attitude. She's considered trying to take leadership away from Caress more than once but doesn’t actually want the responsibility of leadership.

 

 

Plain Jane: The meek one, quiet and unassuming. Jane is extremely easy to overlook and underestimate compared to her more beautiful and flamboyant associate. That would be a mistake as Plain Jane is easily the most physically powerful of the Mean Girls possessing superhuman strength and a degree of invulnerability rarely seen among Specials. She is very restrained in the use of her powers, tries not to hurt anyone (badly) and to mitigate the others excesses. Typhoon Mary and sometimes Caress scare her but she can't resist their personal magnetism. Plain Jane is the classic "good girl" under bad influence and would be the easiest Mean Girl to save from their current road to ruin.

 

(Character sheets to come soon)

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Re: Teen Champions: The Mean Girls (Redwood Academy)

 

Caress

Angela Burke

 

 

Player: NPC

 

 

 

Val Char Cost

10 STR 0

18 DEX 24

18 CON 16

11 BODY 2

15 INT 5

11 EGO 2

13 PRE 3

20 COM 5

 

 

5/18 PD 3

5/17 ED 1

4 SPD 12

6 REC 0

44 END 4

25 STUN 0

 

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 77

 

 

Cost Power

7 Acid Powers:

 

Elemental Control, 20-point powers, (10 Active Points); all slots Activation Roll 14- (-1/2)

 

 

18 1) Acid Sheathe: Killing Attack - Ranged 1d6, Damage Shield (Offensive; +3/4), Continuous (+1) (41 Active Points); Activation Roll 14- (-1/2), Limited Power:Must fail an activation roll to consiously turn it off Power loses about a fourth of its effectiveness (-1/4)

 

 

5 2) Acidic Field: Force Field (10 PD/10 ED) (20 Active Points); Only Works Against Limited Type Of Attack:Attacks with a physical vector Limited Type of Attack (-1/2), Activation Roll 14- (-1/2)

 

 

27 Acidic Powers:

Multipower, 40-point reserve, (40 Active Points); all slots Activation Roll 14- (-1/2)

 

 

2u "How about a little kiss?" : Energy Blast 5d6+1, Penetrating (+1/2) (40 Active Points); Restrainable (-1/2), Activation Roll 14- (-1/2), No Knockback (-1/4), Beam (-1/4)

 

 

1u 2) "Let me hold you...": Killing Attack - Ranged 1d6+1, +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (35 Active Points); No Range (-1/2), Activation Roll 14- (-1/2), No Knockback (-1/4)

 

 

2u 3) Acid Beats Rock: Tunneling 3" through 11 DEF material (39 Active Points); Increased Endurance Cost (3x END; -1), Activation Roll 14- (-1/2)

 

 

2u 4) Leaving my Mark: Drain COM 1d6, Delayed Return Rate (points return at the rate of 5 per 5 Years; +2 3/4) (37 Active Points); Activation Roll 14- (-1/2)

 

 

6 armored costume: Armor (3 PD/2 ED) (9 Active Points); OIF (-1/2)

 

Powers Cost: 70

 

 

 

 

Cost Skill

3 Bureaucratics 12-

3 Disguise 12-

1 Language: French (basic conversation)

1 Language: Spanish (basic conversation)

3 Lockpicking 13-

3 Persuasion 12-

3 Seduction 12-

3 Streetwise 12-

3 KS: The Club scence 12-

3 CuK: Movie Stars and E List celebs 12-

3 KS: Make up 12-

4 TF: Skateboarding, Skating (iceskating or rollerskating), Snowboarding, Two-Wheeled Motorized Ground Vehicles

5 Cramming

5 Cramming

Skills Cost: 43

 

 

Cost Perk

10 Money: Wealthy

Perks Cost: 10

 

 

 

 

Total Character Cost: 200

 

 

Pts. Disadvantage

10 Physical Limitation: Powers activate when she gets angry (Infrequently; Greatly Impairing)

5 Enraged: Takes Body (Uncommon), go 8-, recover 14-

10 Social Limitation: Famous (Frequently; Minor)

5 Social Limitation: Minor (Occasionally; Minor)

5 Rivalry: Professional (Redwood Academy Heroine; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry; Custom Adder)

10 Hunted: Metranon 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Watching)

15 Psychological Limitation: Vain (Common; Strong)

15 Psychological Limitation: Arrogant (Common; Strong)

15 Hunted: Metranon 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

5 Distinctive Features: Odd acrid scent (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

5 Unluck: 1d6

Disadvantage Points: 100

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

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