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Else Earth: The Governess


Enforcer84

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The Governess

 

Val   Char   Cost    Roll     Notes

  70    STR      60      23-      Lift 409.6tons; 14d6 [7]

  17    DEX     14      12-

  30    CON     20      15-

  20    INT      10      13-      PER Roll 13-

  15    EGO      5       12-

  40    PRE      10      17-      PRE Attack:  8d6

 

  10    OCV     35     

   8     DCV     25     

   5     OMCV  6      

   5     DMCV  6      

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

 

8+12 PD          6                   Total:  8/20 PD (0/12 rPD)

8+12 ED         6                   Total:  8/20 ED (0/12 rED)

  18    REC     14

  90    END     14

  20    BODY  10

  90    STUN   35      Total Characteristic Cost:  306

 

Movement:    Running:  32m/256m

                         Leaping:  54m/108m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

60      Combat Tricks:  Multipower, 60-point reserve                       

1f       1)  Agile Haymaker:  Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Extra Segment, -½), Hand-To-Hand Attack (-¼)                                                                                                  2

3f       2)  Bearhug:  Blast 6d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼)                                                                                6

2f       3)  Crushing Grip:  Killing Attack - Ranged 1d6+1, Attack Versus Alternate Defense (any sort of rigid Resistant PD; All Or Nothing; +½), Does BODY (+1) (50 Active Points); Must Follow Grab (-½), No Range (-½)     5

3f       4)  Flick Of Unconsciousness:  Blast 8d6, Attack Versus Alternate Defense (rigid Resistant PD covering the head, or any innate Resistant PD protecting the head; All Or Nothing; +½) (60 Active Points); No Range (-½), Requires A Roll (Brick Tricks roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼)               6

2f       5)  Insta-Barrier:  Barrier 8 PD/8 ED, 8 BODY (up to 12m long, 4m tall, and 1m thick), Opaque Sight Group (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Defense Depends On Materials Used (-½), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; always causes considerable damage to the environment; -0)         6

           Notes:  Cost was not including 1m thick, it is 60 active points and 24 real.

1f       6)  Intimidation:  +20 PRE (20 Active Points); Only To Make Fear/Intimidation Based PRE Attacks (-1), Extra Time (Full Phase, -½)                                                                                                  

2f       7)  The Big Wrap-Up:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -½), Defense Depends On Materials Used (-½), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0)                      6

2f       8)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½)                                           5

30      Robotic Mobility:  Multipower, 30-point reserve                  

3f       1)  Pedal to the Metal:  Running +20m (32m total), x8 Noncombat (30 Active Points)            3

3f       2)  Powerful Legs:  Leaping +50m (54m forward, 27m upward) (Accurate) (30 Active Points)              3

           Robotic Form                                                                               

40      1)  Conventional Warfare Immunity:  Damage Negation (-5 DCs Physical, -5 DCs Energy) (50 Active Points); Only Works Against Conventional Modern Weaponry (Up to and Including Nukes) (-¼)              0

           Notes:  This is mostly just her ability to survive Gunfire/Missile/Etc attacks. Conventional weapons is Code for NON-Player Fire power

60      2)  Machine Body:  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)           0

36      3)  Machine Body:  Resistant Protection (12 PD/12 ED)    0

10      4)  Machine Mind:  Mental Defense (10 points total)         0

27      5)  Merge With The Machine:  Telepathy 8d6 (Machine class of minds) (40 Active Points); No Range (-½)        4

10      6)  Nano Defenses:  Power Defense (10 points)                    0

40      7)  Robo-Form:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)      0

58      8)  Self-Repairing:  (Total: 91 Active Cost, 58 Real Cost) Regeneration (1 BODY per Turn), Can Heal Limbs, Resurrection (Real Cost: 41) plus +50 BODY (50 Active Points); Only To Prevent Death (-2) (Real Cost: 17)      0

           True Universal Translator                                                          

5         1)  UT BOdy Language II:  Detect Subject's Current Emotional State (INT Roll)  13- (Sight Group)       0

5         2)  UT Body Language I:  Detect Body Language Falsehood (INT Roll)  13- (Sight Group)     0

19      3)  UT Decipherment:  Cryptography 21-                               

3         4)  UT Lie Detector:  Detect Spoken Falsehood (INT Roll)  13- (Hearing Group)        0

10      -10)  UT Math:  Science Skill:  Mathematics 21- (11 Active Points)              

10      6)  UT Read Symbolism:  Detect Symbolic Meaning (INT Roll)  13- (Sight Group)     0

20      7)  Universal Translator 13-                                                       

           Perks

6         Well-Cared For:  Money:  Wealthy

1         Fringe Benefit:  Licensed Nanny/Governess

 

           Talents

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

3         Precise Range:  Absolute Range Sense

3         Precise Timing:  Absolute Time Sense

1         Two-Fisted Teacher:  Ambidexterity (-2 Off Hand penalty)

3         Internal Compass:  Bump Of Direction

3         Math Whiz:  Lightning Calculator

10      Hypercombatant:  Lightning Reflexes (+10 DEX to act first with All Actions)

8         Scanning:  Speed Reading (x1,000)

 

           Skills

3         Bureaucratics 17-

3         Charm 17-

3         Combat Driving 12-

3         Combat Piloting 12-

3         Computer Programming 13-

5         Conversation 18-

5         Cramming

5         Deduction 14-

3         Demolitions 13-

2         Gambling (Card Games) 13-

5         High Society 18-

3         Interrogation 17-

3         Jack of All Trades

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

2         2)  PS: Cook (3 Active Points) 12-

2         3)  PS: Dancer (3 Active Points) 12-

2         4)  PS: Instructor (3 Active Points) 17-

2         5)  PS: Singer (3 Active Points) 17-

3         Linguist

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

2         2)  Language:  French (idiomatic) (4 Active Points)

3         3)  Language:  Spanish (idiomatic) (4 Active Points)

3         Oratory 17-

3         Paramedics 13-

3         Persuasion 17-

3         Scholar

4         1)  KS or SS: favored subject of study (5 Active Points) 15-

2         2)  KS: Folk Music (3 Active Points) 13-

7         3)  KS: History (8 Active Points) 18-

2         4)  KS: International Cuisine (3 Active Points) 13-

2         5)  KS: Literature (3 Active Points) 13-

1         6)  KS: Politics (2 Active Points) 11-

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

2         8)  KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-

2         9)  KS: The Technology World (3 Active Points) 13-

2         10)  KS: Victorian Era Dance (3 Active Points) 13-

3         Scientist

1         1)  SS:  Biology 11- (2 Active Points)

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

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

2         4)  SS:  Metahuman Medicine 13- (3 Active Points)

2         5)  SS:  Physics 13- (3 Active Points)

8         TF:  Common Motorized Ground Vehicles, Riding Animals, Helicopters, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3         Traveler

1         1)  AK: The American South (2 Active Points) 11-

2         2)  AK: The United Kingdom and Its Territories (3 Active Points) 13-

1         3)  CK: Fort Worth, Texas (2 Active Points) 11-

1         4)  CK: London (2 Active Points) 11-

1         5)  CK: New Orleans (2 Active Points) 11-

1         6)  CK: New York (2 Active Points) 11-

1         7)  CK: Oxford (2 Active Points) 11-

 

Total Powers & Skill Cost:  639

Total Cost:  945

 

400+     Matching Complications

0         Distinctive Features:  Robot (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

10      Hunted:  Enemies of the Child Infrequently (As Pow; Harshly Punish)

5         Physical Complication:  Heavy (Infrequently; Barely Impairing)

20      Psychological Complication:  Absolute Loyalty to her Charge (Common; Total)

10      Psychological Complication:  Pinochio Dreams - Wishes she had a "real" body (Common; Moderate)

10      Vulnerability:  1 ½ x STUN Magnetic Based Attacks (Common)

20      Vulnerability:  2 x Effect Magnetic Based Attacks (Common)

545    Experience Points

 

Total Complications Points:  945

 

Background/History:  Chantal was once a real woman. She had been hired by Arthur Bell, the Step-Child in 1847 to serve as his "Governess" and be his adult by proxy. His last caretaker was getting older and he wanted a younger, more attractive model. Chantel made the grade and was brainwashed into absolute loyalty.

 

Over the next decade, her master grew surprisingly (to him) fond of her and he decided to keep her around. Bargaining with one of the master technicians of the day he had her brain removed and placed in an advanced (for the time) robot body. Chantal went a bit crazy and caused some damage before the Step Child and his agents got her under control.

 

As the decades turned to centuries, Arthur has continually upgraded and updated the body that houses Chantal's brain.

 

Personality/Motivation:  Chantal is a fairly stern, dour woman who can put on her old charm when she needs to but kind of hates her lot in life. The more advanced robotic forms have given her some easing of the loss of her body and she's been able to see so much and do so much that she's finally come to grips with it.

 

Though she is absolutely loyal to "Master Arthur" and dotes on him, she has in recent decades begun wishing for a normal body and a normal life. She keeps this hidden from her charge.

 

Quote:  "Of Course, Master Arthur."

"It's time for your Piano, Master Arthur."

 

 

Powers/Tactics:  A powerful robotic body and keen intellect with almost 2 centuries of experience in social situations and 150 years of experience as a robot bodyguard.

 

Campaign Use:  Lieutenant to one of my creepier Master Criminals, the Governess could be used as a somewhat tragic figure or just a standard sub-boss level threat. She's powerful but I spent a lot of points on non-combat things. She should not be a match for a whole team of supers but can give your team brick fits.

 

Appearance:  Chantal appears to be an attractive woman on the cusp of middle age, she has sharp, stern features and wears her clothing to reflect this. Her usual outfit is a grey jacket with white blouse, grey vest,  and a skirt that goes to her knees. She wears black heels, glasses, a black choker, and her long hair in a bun.

7080ab52fed2745cde1e87ce84794282.jpg

it's not a perfect picture but it works. 

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  40    PRE      10      17-      PRE Attack:  8d6

 

 

  ...

 

 

Appearance:  Chantal appears to be an attractive woman on the cusp of middle age, she has sharp, stern features and wears her clothing to reflect this. Her usual outfit is a grey jacket with white blouse, grey vest,  and a skirt that goes to her knees. She wears black heels, glasses, a black choker, and her long hair in a bun.

 

Mild overkill?

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