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Else Earth: White Rose


Enforcer84

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White Rose

 

Val   Char   Cost    Roll     Notes

  15    STR       5       16-       Lift 3200.0kg; 7d6 [1]

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

  20    CON     10      13-

  18    INT        8       13-       PER Roll 13-

  13    EGO       3       12-       ECV:  3 - 5

  20    PRE       10      13-       PRE Attack:  4d6

 

   7     OCV      20     

   7     DCV      20     

   3     OMCV   0      

   5     DMCV   6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

10+7  PD          8                   Total:  10/17 PD (0/7 rPD)

10+7  ED          8                   Total:  10/17 ED (0/7 rED)

  10    REC       6

  40    END       4

  15    BODY    5

  40    STUN   10      Total Characteristic Cost:  173

 

Movement:     Running:  15m/60m

                         Leaping:  8m/16m

                         Swimming:  4m/8m

                         Swinging:  20m/40m

 

Cost   Powers                                                                                   END

20       Billy Club:  Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1)       

                                                                   Notes:  (x2 number of items)

1f        1)  Club:  Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-¼)            1

1f        2)  Hanging Onto Projections:  Clinging (normal STR) (10 Active Points); OAF (-1), Requires A Roll (Characteristic roll; STR; -½), No Movement Allowed (-½), Cannot Resist Knockback (-¼)         0

1f        3)  Hurled Club:  Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½), Range Based On Strength (-¼)  [1 rc]

1f        4)  Lever:  +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Only For Leverage-Based Tasks (-½)

1f        5)  Swingline:  Swinging 20m (10 Active Points); OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½)                                                                             1

           Athletics                                                                                        

7         1)  Acrobatic:  Leaping +4m (8m forward, 4m upward) (Accurate)   1

8         2)  Swift:  Running +3m (15m total), x4 Noncombat               1

           Gear                                                                                                

14       1)  Armored Costume:  Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-½)                0

10       2)  Stealth Suit:  +6 with Stealth (12 Active Points); IIF (-¼)           

9         3)  Throwing Disc:  Blast 6d6 (30 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼)           [4]

           Kung Fu (Wu Shu)

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                 +2       +2      Block, Abort

4         Disarm               -1       +1      Disarm; 55 STR to Disarm roll

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

4         Escape              +0       +0      60 STR vs. Grabs

5         Flying Kick       +1       -2      13d6 Strike

3         Joint Lock/Grab -1       -1      Grab Two Limbs, 55 STR for holding on

5         Kick                   -2       +1      13d6 Strike

4         Knife Hand       -2       +0      HKA 4d6 +1

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

4         Punch                +0       +2      11d6 Strike

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

4         Tien-hsueh Strike       -1      +1 3d6 NND

4         Tiger/Dragon Claw    +0      +0 13d6 Crush, Must Follow Grab

4         Uproot/Sand Palm      +0      +0 60 STR to Shove

1         Weapon Element:  Blades

1         Weapon Element:  Chain Weapons

1         Weapon Element:  Clubs

1         Weapon Element:  Hook Sword

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

1         Weapon Element:  Three-Section Staff

1         Weapon Element:  Wind and Fire Wheels

 

           Perks

1         Certified Computer Forensic Analyst:  Fringe Benefit:  License to practice a profession

 

           Talents

1         Hot Nerd:  Lightning Reflexes (+1 DEX to act first with All Actions)

3         Maths:  Lightning Calculator

 

           Skills

3         +1 with Kung Fu

3         Acrobatics 13-

3         Breakfall 13-

5         Computer Programming 14-

3         Concealment 13-

3         Contortionist 13-

3         Criminology 13-

3         Deduction 13-

3         Electronics 13-

3         Interrogation 13-

3         Inventor 13-

1         Language:  English (imitate dialects) (5 Active Points)

1         Mimicry 8-

3         PS: Network Security Analyst 13-

3         SS:  Computer Sciences 13-

3         Scholar

1         1)  KS: Chinese Philosophy (2 Active Points) 11-

2         2)  KS: Computer Forensics (3 Active Points) 13-

1         3)  KS: Extreme Sports (2 Active Points) 11-

1         4)  KS: Kung Fu (2 Active Points) 11-

2         5)  KS: The Metahuman World (3 Active Points) 13-

2         6)  KS: West Coast Underworld Figures (3 Active Points) 13-

2         Security Systems 13- (3 Active Points); Only Versus Computer Security Systems (-½)

3         Sleight Of Hand 13-

3         Stealth 13-

5         Streetwise 14-

3         Systems Operation 13-

7         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Hook Sword, Three-Section Staff, Wind and Fire Wheels

 

Total Powers & Skill Cost:  227

Total Cost:  400

 

400+ Matching Complications

10       Distinctive Features:  Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15       Hunted:  Her Father's Crime Family Frequently (Mo Pow; NCI; Watching)

5         Hunted:  Rival Hacker Infrequently (As Pow; Mildly Punish)

10       Psychological Complication:  Meticulous, pays attention to every detail. Dislikes "spontenaity." (Common; Moderate)

15       Psychological Complication:  Thrillseeker (Common; Strong)

15       Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

 

Total Complications Points:  400

 

Background/History:  Victoria Hunter is a transplanted english rose, who moved to Seattle in 2004 to work for Microsoft and establish herself as a top Forensic Analyst in the computer/network realms. There's another reason she came to the states however, she has a past she's not proud of.

 

Victoria is the younger daughter of British criminal mastermind Cameron Winslow (from one of his specially chosen mistresses.) taught the family business from the technical end early on in life, despite her initial reluctance to harm others. As expected, Victoria proved an intellectual and physical prodigy, quickly grasping the complex computer science and network intrusion she was being expected to learn.

 

Indeed she surpassed her teachers early, they were older and slightly slower to embrace and adapt new technologies and methods. By the time she was eighteen, Victoria had managed to squirrel away enough money and evidence to implicate her father in all manner of crimes, as well as a few secret identities and forged school diplomas. She disappeared in the night, leaving a warning not to come after her and a sample of the evidence she'd gathered.

 

Once in America, she set about protecting herself, and to do that she'd need money. She got in at the ground floor in Microsoft's network security team and got to work. She found that this was...less exciting than extracating herself from a crime family, and took up a hobby - crime fighting. She took the name "White Rose" from one of her online identities.

 

Personality/Motivation:  Victoria's initial rush from fighting crime has germinated into a full blown passion for helping those unable to help themselves. She joined the Guardians of the Northwest without hesitation and is using their resources to improve her methodology.

 

She gets along quite well with the team and finds herself rather attracted to the team's (other) nerd.

 

Quote:

 

Powers/Tactics:  Keen intellect, intense training, and some slick gadgets. Right now she's two out of three and working on the gadgetry.

 

Campaign Use:

 

Appearance:  Lovely young woman with platinum blond hair and green eyes. she dresses with to catch the eyes of passersby for the most part, often wearing tight t-shirts with suggestive logos or body-hugging dresses. She's not affraid to use her looks to get what she wants. When in her normal identity she maintains her native UK accent - kind of a posh London accent with a bit of eye-poppong profainity thrown in.

 

The white rose wears a dusky gray bodysuit with a cowl that lets her hair free and a white rose on her left breast. Her gloves, boots, and accessories are white. She eschews a cape - though she quite likes them.

 

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White Rose

 

Val   Char   Cost    Roll     Notes

  15    STR       5       16-       Lift 3200.0kg; 7d6 [1]

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

  20    CON     10      13-

  18    INT        8       13-       PER Roll 13-

  13    EGO       3       12-       ECV:  3 - 5

  20    PRE       10      13-       PRE Attack:  4d6

 

   7     OCV      20     

   7     DCV      20     

   3     OMCV   0      

   5     DMCV   6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

10+7  PD          8                   Total:  10/17 PD (0/7 rPD)

10+7  ED          8                   Total:  10/17 ED (0/7 rED)

  10    REC       6

  40    END       4

  15    BODY    5

  40    STUN   10      Total Characteristic Cost:  173

 

Movement:     Running:  15m/60m

                         Leaping:  8m/16m

                         Swimming:  4m/8m

                         Swinging:  20m/40m

 

Cost   Powers                                                                                   END

20       Billy Club:  Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1)       

                                                                   Notes:  (x2 number of items)

1f        1)  Club:  Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-¼)            1

1f        2)  Hanging Onto Projections:  Clinging (normal STR) (10 Active Points); OAF (-1), Requires A Roll (Characteristic roll; STR; -½), No Movement Allowed (-½), Cannot Resist Knockback (-¼)         0

1f        3)  Hurled Club:  Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½), Range Based On Strength (-¼)  [1 rc]

1f        4)  Lever:  +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Only For Leverage-Based Tasks (-½)

1f        5)  Swingline:  Swinging 20m (10 Active Points); OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½)                                                                             1

           Athletics                                                                                        

7         1)  Acrobatic:  Leaping +4m (8m forward, 4m upward) (Accurate)   1

8         2)  Swift:  Running +3m (15m total), x4 Noncombat               1

           Gear                                                                                                

14       1)  Armored Costume:  Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-½)                0

10       2)  Stealth Suit:  +6 with Stealth (12 Active Points); IIF (-¼)           

9         3)  Throwing Disc:  Blast 6d6 (30 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-¼)           [4]

           Kung Fu (Wu Shu)

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                 +2       +2      Block, Abort

4         Disarm               -1       +1      Disarm; 55 STR to Disarm roll

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

4         Escape              +0       +0      60 STR vs. Grabs

5         Flying Kick       +1       -2      13d6 Strike

3         Joint Lock/Grab -1       -1      Grab Two Limbs, 55 STR for holding on

5         Kick                   -2       +1      13d6 Strike

4         Knife Hand       -2       +0      HKA 4d6 +1

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

4         Punch                +0       +2      11d6 Strike

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

4         Tien-hsueh Strike       -1      +1 3d6 NND

4         Tiger/Dragon Claw    +0      +0 13d6 Crush, Must Follow Grab

4         Uproot/Sand Palm      +0      +0 60 STR to Shove

1         Weapon Element:  Blades

1         Weapon Element:  Chain Weapons

1         Weapon Element:  Clubs

1         Weapon Element:  Hook Sword

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

1         Weapon Element:  Three-Section Staff

1         Weapon Element:  Wind and Fire Wheels

 

           Perks

1         Certified Computer Forensic Analyst:  Fringe Benefit:  License to practice a profession

 

           Talents

1         Hot Nerd:  Lightning Reflexes (+1 DEX to act first with All Actions)

3         Maths:  Lightning Calculator

 

           Skills

3         +1 with Kung Fu

3         Acrobatics 13-

3         Breakfall 13-

5         Computer Programming 14-

3         Concealment 13-

3         Contortionist 13-

3         Criminology 13-

3         Deduction 13-

3         Electronics 13-

3         Interrogation 13-

3         Inventor 13-

1         Language:  English (imitate dialects) (5 Active Points)

1         Mimicry 8-

3         PS: Network Security Analyst 13-

3         SS:  Computer Sciences 13-

3         Scholar

1         1)  KS: Chinese Philosophy (2 Active Points) 11-

2         2)  KS: Computer Forensics (3 Active Points) 13-

1         3)  KS: Extreme Sports (2 Active Points) 11-

1         4)  KS: Kung Fu (2 Active Points) 11-

2         5)  KS: The Metahuman World (3 Active Points) 13-

2         6)  KS: West Coast Underworld Figures (3 Active Points) 13-

2         Security Systems 13- (3 Active Points); Only Versus Computer Security Systems (-½)

3         Sleight Of Hand 13-

3         Stealth 13-

5         Streetwise 14-

3         Systems Operation 13-

7         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Hook Sword, Three-Section Staff, Wind and Fire Wheels

 

Total Powers & Skill Cost:  227

Total Cost:  400

 

400+ Matching Complications

10       Distinctive Features:  Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15       Hunted:  Her Father's Crime Family Frequently (Mo Pow; NCI; Watching)

5         Hunted:  Rival Hacker Infrequently (As Pow; Mildly Punish)

10       Psychological Complication:  Meticulous, pays attention to every detail. Dislikes "spontenaity." (Common; Moderate)

15       Psychological Complication:  Thrillseeker (Common; Strong)

15       Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

 

Total Complications Points:  400

 

Background/History:  Victoria Hunter is a transplanted english rose, who moved to Seattle in 2004 to work for Microsoft and establish herself as a top Forensic Analyst in the computer/network realms. There's another reason she came to the states however, she has a past she's not proud of.

 

Victoria is the younger daughter of British criminal mastermind Cameron Winslow (from one of his specially chosen mistresses.) taught the family business from the technical end early on in life, despite her initial reluctance to harm others. As expected, Victoria proved an intellectual and physical prodigy, quickly grasping the complex computer science and network intrusion she was being expected to learn.

 

Indeed she surpassed her teachers early, they were older and slightly slower to embrace and adapt new technologies and methods. By the time she was eighteen, Victoria had managed to squirrel away enough money and evidence to implicate her father in all manner of crimes, as well as a few secret identities and forged school diplomas. She disappeared in the night, leaving a warning not to come after her and a sample of the evidence she'd gathered.

 

Once in America, she set about protecting herself, and to do that she'd need money. She got in at the ground floor in Microsoft's network security team and got to work. She found that this was...less exciting than extracating herself from a crime family, and took up a hobby - crime fighting. She took the name "White Rose" from one of her online identities.

 

Personality/Motivation:  Victoria's initial rush from fighting crime has germinated into a full blown passion for helping those unable to help themselves. She joined the Guardians of the Northwest without hesitation and is using their resources to improve her methodology.

 

She gets along quite well with the team and finds herself rather attracted to the team's (other) nerd.

 

Quote:

 

Powers/Tactics:  Keen intellect, intense training, and some slick gadgets. Right now she's two out of three and working on the gadgetry.

 

Campaign Use:

 

Appearance:  Lovely young woman with platinum blond hair and green eyes. she dresses with to catch the eyes of passersby for the most part, often wearing tight t-shirts with suggestive logos or body-hugging dresses. She's not affraid to use her looks to get what she wants. When in her normal identity she maintains her native UK accent - kind of a posh London accent with a bit of eye-poppong profainity thrown in.

 

The white rose wears a dusky gray bodysuit with a cowl that lets her hair free and a white rose on her left breast. Her gloves, boots, and accessories are white. She eschews a cape - though she quite likes them.

 

 

 

You could add Missile Deflection to the Billy Club.

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You could add Missile Deflection to the Billy Club.

 

In 6e the ability to Block Ranged attacks exists for ALL characters for appropriate SFX.  The new Deflection Power allows for this at Range.  The new Reflection Power is similar to 5e except that now the Active Points 'Reflected' has to be purchased separately.

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