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Author Topic: BZ's Escape Facility Seven! (BHB Supers) PCs  (Read 4138 times)

BerkaZerka

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BZ's Escape Facility Seven! (BHB Supers) PCs
« on: March 10, 2013, 06:07:43 pm »

Here's the Charaters for my Escape Facility Seven! (BHB Supers) adventure!

Escape Facility Seven!
Having been a scientific experiment all your life, the time has come to throw off the chains of your captors and make a world for yourself outside of Facility Seven! Will you be a hero to many or the pawn of a powerful few?
« Last Edit: September 01, 2016, 04:06:14 pm by BerkaZerka »
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BerkaZerka

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Re: BZ's Escape Facility Seven! (BHB Supers) PCs
« Reply #1 on: March 10, 2013, 06:23:39 pm »

    Sarah Cooper (AKA Kiki, Kitty, Sky Lion)

    Gender Female; Age Unknown; Ht 4’1”; Wt 65 lbs; Stature Sullen Child; Disposition Closed, Nervous, Paranoid; Distinctive Features: Sarah’s ten year old body is a patchwork of terrible scars and all of her hair has fallen out. She wears a violet hospital gown with white underwear and socks.

    Abilities
    Str 1; Agi 1; Con 1; Int 2; Wis 2; Pre 1; Vitality (0) 9; Wounds (-2) 11
    Saves
    React 6; Endure 6; Will 7; Luck 8; Surge 4
    Movement
    Init 8; Move 25 ft (Run 50)
    Attacks
    Unarmed Strike 5/1S
    Combat Skills
    Defense 6; Ranged 6 (throw 8 ); Close Quarter 5
    All Other Skills
    Acrobatics 8; Artistry 8; Athletics 4; Control 4; Evaluate 6; Fabricate 5; Face 2 (bluff 6); General Knowledge 5; Larceny 4; Medic 6; Outdoors 5; Perception 9; Sabotage 5; Socialize 4; Stealth 9 (hide 11); Tech 5
    Edges
    Hard to Kill; Lucky (x2)
    Powers
    • Immunities (Aging, Radiation; Automatic)
    • Radiation (Drain 1 Con/minute, 10 ft radius; Automatic)
    • Regeneration (AD 1/h, VP 1/m, WP 1/h; Automatic)
    • Resurrection (1 Hour, unless submerged in water; Automatic)
    • Shape Change (3 Forms (see below), Persistent, Hard to Dispel; Full Round Action)
    Flaws
    Bounty Head; Fear of Being Seen (Extreme Phobia); Fear or Pooled Water (Major Phobia); Kid; Lightweight; Radioactive; Secret Identity (Sarah Cooper); Short; Squeamish

    Equipment Normal Load 5; Encumbered 10; Limit 15; Drag 60
    Intracranial Synaptic Disconnect Switch, Passive GPS Beacon

    Notes
    All Stats apply only to this Form. No Stats carry over (including Radiation) unless noted on the Alternate Form itself.

    Background
    For as long as she can remember, Sarah Cooper has been a lab experiment of Facility Seven and is not even sure that she wasn’t born there in a test tube or something. The constant (and tortuous) experimentations she has endured, have left her both physically and mentally scarred, but have also given her the ability to escape the confines of her shattered self, transforming into one of three alternate forms: Kiki, Kitten, or Sky Lion. These forms, each an embodiment of her own childish and fantastical perceptions of certain merits, allow her to be lovable, mature, or heroic; while her true self can be hidden underneath, never to be seen for the horrible mutilated thing that it has become.

    She also has the ability to regenerate wounds and damage, even coming back from death, though for some reason, it cannot clear up scarring left behind, nor regrow the hair she has lost to radiation poisoning. It is this ability however, that has kept her alive when many of the experiments have subjected her to dangerous levels of radiation and, on occasion, even killed her. It is believed however, that she cannot come back from drowning and that submerging her in water will keep her from resurrecting after death. This is true, and Sarah’s mind subconsciously knows it, which has developed into a major phobia of pooled water (anything deep enough that she could be submerged in it).

    In addition to granting her these remarkable powers, the experimentations have also stunted her aging process, leaving her true self stuck at a ten year old level, though she may be older than that now – though her maturity level would seem to coincide.

    Mentally, Sarah is not only still a child, but also a victimized and abused one. She has very little self-worth and has a hard time believing that she could be loved by anyone. This is complicated by the fact that she is also radioactive and that her presence can kill – making it hard for anyone to console her or to show the physical affection she craves, such as a simple hug. Because of this, she has developed an extreme phobia of people seeing her true form and will do almost anything to keep it hidden, including remaining in her favorite form of Kiki and denying adamantly any allegations that Kiki isn’t her true self. This mental fear of being ‘discovered’ has manifested itself in her resistance to being forced out of her assumed forms and her ability to remain in them, even when sleeping or unconscious.

    In her true form, Sarah only ever wears a violet hospital gown with white underwear and socks. This has developed primarily out of habit, as it is all she was ever provided with, yet it is also what she is accustomed to and comfortable in. Nothing of her true identity exists outside of Facility Seven’s own files; and this is not something that Sarah is even aware of.

    Power and Edge Notes
    Power Notes
    • Shape Change (3 Forms, Persistent, Hard to Dispel; Full Round Action) – Once set, her Alternate Forms can only being Dispelled with the appropriate Power, but only if she fails a +4 Willpower Save. Further, she will revert to her Kiki Form (unless already in that Form, in which case she will be forced into her True Form). Unconsciousness and sleep do not cause her chosen Form to revert, but being Disables, Dying, or Dead does.
    .
    Below are the stats for each of Sarah’s alternate forms –

    ---


    Kiki (Alternate Form 1)

    Gender Female; Age 16; Ht 5’4”; Wt 120 lbs; Stature Teen; Disposition Friendly, Caring, Curious; Distinctive Features: Fuzzy cat ears, tail, and retractable claws.

    Abilities
    Str 2; Agi 8; Con 4; Int 4; Wis 2; Pre 4; Vitality (0) 13; Wounds (-2) 14
    Saves
    React 13; Endure 9; Will 7; Luck 8; Surge 6
    Movement
    Init 19; Move 30 ft (Run 60)
    Attacks
    Unarmed Strike 8/2S; Grapple Moves 8/2S
    Combat Skills
    Defense 17; Ranged 14 (throw 16); Close Quarter 8
    All Other Skills
    Acrobatics 17; Artistry 8; Athletics 8 (climb 16); Control 11; Evaluate 8; Fabricate 7; Face 7 (bluff 11); General Knowledge 8; Larceny 11 (sleight of hand 17); Life Sciences 11; Medic 10; Outdoors 5 (handle animal 8 ); Perception 9; Physical Sciences 11; Sabotage 7; Socialize 11; Stealth 11; Tech 7
    Edges
    Animal Affinity; Evasion; Instant Stand; Low-Light Vision; Photographic Memory; Slow Fall (near surface); Trackless; Uncanny Dodge; Climber; Combat Reflexes; Hard to Kill; Lucky (x2); Spirited
    Powers
    • Immunities (Aging; Automatic)
    • Healing (AD 1/h, VP 10/r, WP 1/m; Not On Self; Requires Concentration)
    • Invisibility (Turn Invisible; 1 Action)
    • Resurrection (1 Hour to original form, unless submerged in water; Automatic)
    • Speak With Animals (Understand and communicate with animals; Free Action)
    • Tongues (Comprehend and speak all languages; Free Action)
    Flaws
    Bounty Head; Fear or Pooled Water (Major Phobia); Heroic; Secret Identity (Sarah Cooper); Squeamish

    Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
    (Intracranial Synaptic Disconnect Switch, Passive GPS Beacon – In Sarah)

    Notes
    All Stats apply only to this Form. No Stats carry over unless noted on the Alternate Form itself.

    Power and Edge Notes
    Edge Notes
    • Animal Affinity (Automatic): Animals seem to like the character, cuddling up when friendly and hesitating to attack when hostile.  The character is always the last target of choice when they do attack.
    • Evasion (2 Actions): The character has superior agility and grace when dodging attacks.  She can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
    • Instant Stand (Free Action): The character can quickly regain her feet after being thrown, tripped, or knocked down, doing so as a Free Action rather than the normal Move Action.
    • Low-Light Vision (Automatic): The character has exceptionally keen eyesight; suffering no penalties in twilight conditions and seeing in darkness as twilight.
    • Photographic Memory (Automatic): The character can remember things seen and heard with near perfect detail.
    • Slow Fall (near surface) (Free Action): As long as a wall, rope, or other surface is within reach, the character can almost immediately stop any fall.
    • Trackless (Free Action): The character leaves no tracks, even in snow, mud, and other typically revealing surfaces.
    • Uncanny Dodge (Free Action): Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit.  This includes both physical and mental attacks, such as those produced by Power effects, Psionics, and Feng-Shui powers.
    .
    ---


    Kitten (Alternate Form 2)

    Gender Female; Age Kitten; Ht 6”; Wt 1 lbs; Stature Kitten; Disposition Playful, Cuddly, Loveable; Distinctive Features: Fluffy white kitten with bright green eyes.

    Abilities
    Str 1; Agi 1; Con 1; Int 2; Wis 2; Pre 1; Vitality (0) 5; Wounds (-2) 3
    Saves
    React 6; Endure 6; Will 7; Luck 12; Surge 4
    Movement
    Init 8; Move 20 ft (Run 40)
    Attacks
    Claw or Bite 7/1L (no XDMG)
    Combat Skills
    Defense 7; Ranged 4; Close Quarter 7
    All Other Skills
    Acrobatics 7; Artistry 4; Athletics 7 (climb 15); Control 4; Evaluate 5; Fabricate 5; Face 4; General Knowledge 5; Larceny 4; Medic 5; Outdoors 5; Perception 8; Sabotage 5; Socialize 4; Stealth 8 (hide 16); Tech 5
    Edges
    Evasion; Instant Stand; Jumper; Low-Light Vision; Mobility; Slow Fall (near surface); Climber; Lucky (x2)
    Powers
    • Immunities (Aging; Automatic)
    • Alter Chance (Alter die result (actual number rolled on any die) by +/-1; Free Action; Once per Round Only)
    • Empathic Manipulation (Instill very strong emotions, 60ft Diameter Selective Area; 1 Action)
    • Harmony (Give Luck Points to others for immediate use; Free Action)
    • Mind Blast (Mentally blast people’s minds; 1 Action)
    • Mind Shield (Keeps out all unwanted Mental Influence; 1 Action)
    • Resurrection (1 Hour to original form, unless submerged in water; Automatic)
    Flaws
    Cannot Speak; Fear or Pooled Water (Major Phobia); Heroic; Lightweight; Mostly Harmless; Pushover; Secret Identity (Sarah Cooper); Squeamish; Tiny

    Equipment Normal Load 3; Encumbered 5; Limit 8; Drag 30
    (Intracranial Synaptic Disconnect Switch, Passive GPS Beacon – In Sarah)

    Notes
    All Stats apply only to this Form. No Stats carry over unless noted on the Alternate Form itself.

    Power and Edge Notes
    Power Notes
    • Mind Blast (Mentally blast people’s minds: 1 Action) – Mentally attack the mind of anyone within line of sight (no Attack Roll required), causing a sudden disruption of their mental processes. Those targeted by a Mind Blast must make a MTN 10 or Crit Willpower Save or take 10SL AP Damage + (X-Roll - Target INT). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
    Edge Notes
    • Evasion (2 Actions): The character has superior agility and grace when dodging attacks.  She can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
    • Instant Stand (Free Action): The character can quickly regain her feet after being thrown, tripped, or knocked down, doing so as a Free Action rather than the normal Move Action.
    • Jumper (Automatic): This kid likes to jump.  Multiply normal Jumping Distance by two, including Extra distance.
    • Low-Light Vision (Automatic): The character has exceptionally keen eyesight; suffering no penalties in twilight conditions and seeing in darkness as twilight.
    • Mobility (Add): The character is skilled at dodging past opponents and can move through their space when taking a Move Action.
    • Slow Fall (near surface) (Free Action): As long as a wall, rope, or other surface is within reach, the character can almost immediately stop any fall.
    .
    ---


    Sky Lion (Alternate Form 3)

    Gender Male; Age 50; Ht 8’; Wt 1000 lbs; Stature Imposing and Charismatic; Disposition Heroic, Honest, Determined; Distinctive Features: Enormous blue winged lion with piercing green eyes.

    Abilities
    Str 8; Agi 4; Con 8; Int 3; Wis 5; Pre 5; Vitality (0) 46; Wounds (-2) 23
    Saves
    React 9; Endure 15; Will 10; Luck 4; Surge 8 / 8
    Movement
    Init 18; Move 45 ft (Run 360; Flight 600)
    Attacks
    Claw or Bite 17/8L; Grapple Moves 17/8S
    Combat Skills
    Defense 10; Ranged 10; Close Quarter 17
    All Other Skills
    Acrobatics 7; Artistry 8; Athletics 17; Control 7; Evaluate 12; Fabricate 6; Face 12 (Intimidate 14); General Knowledge 7; Larceny 7; Medic 11; Outdoors 8; Perception 12; Sabotage 6; Socialize 14; Stealth 12 (hide 8 ); Tech 6
    Edges
    Born Leader; Crushing Grapple; Dark Vision; Fearless; Grapple Master; Heroic Surge, Photographic Memory; Slow Fall (near surface); Surprise Strike; Track by Scent; Combat Reflexes; Fast; Great Fortitude; Hard to Kill x2; Pack Mule; Toughness x2
    Powers
    • Immunities (Aging; Automatic)
    • Breathe Lightning (single target; 1 Action; Cool-Down 2 Rounds)
    • Flight (Wings; Free Action)
    • Resurrection (1 Hour to original form, unless submerged in water; Automatic)
    • Stunning Roar (Cone; 1 Action)
    • X-Ray Vision (Blocked by silver; 1 Action)
    Flaws
    Fear or Pooled Water (Moderate Phobia); Heroic; Large; Secret Identity (Sarah Cooper); Will Not Lie

    Equipment Normal Load 600; Encumbered 1200; Limit 1800; Drag 7200
    (Intracranial Synaptic Disconnect Switch, Passive GPS Beacon – In Sarah)

    Notes
    All Stats apply only to this Form. No Stats carry over unless noted on the Alternate Form itself.

    Power and Edge Notes
    Power Notes
    • Breathe Lightning (single target: 1 Action; Cool-Down 2 Rounds) – Spit a devastating bolt of lightning at any target within 300’, doing 18L AP Damage (plus the X-Roll) on a hit and forcing an Endurance Save to avoid being Stunned. It requires a 2 Round Cool-Down between each use, but a Surge Point can overcome this.
    • Stunning Roar (Cone: 1 Action) – A glass breaking and earth shaking roar that can be heard up to 10 miles away.  All those within a 100’ (45 degree) cone must make a MTN 10 or Crit Endurance Save or be Stunned and then Deafened a number of rounds equal to the X-Roll of their Save.  A Botch on the Save means the character temporarily gains the Impaired Hearing Flaw for 24 hours after his hearing returns.
    Edge Notes
    • Born Leader (Free Action): The character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to his own), which he can give to others within the sound of his voice. Unlike his personal Surge Points, these are not limited to being spent just one per round.
    • Crushing Grapple (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Grapple) attack.
    • Dark Vision (Automatic): Can see without light.
    • Fearless (Automatic): Immune to all fear effects.
    • Grapple Master (Add): Spend a Surge Point to disregard the MTN normally associated with advanced Grappling Maneuvers for a single Close Quarter (Grapple) attack, such as body slam, choke, disarm, and pin.
    • Heroic Surge (Free Action): The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.
    • Photographic Memory (Automatic): The character can remember things seen and heard with near perfect detail.
    • Slow Fall (near surface) (Free Action): As long as a wall, rope, or other surface is within reach, the character can almost immediately stop any fall.
    • Surprise Strike (Add): The character knows how to take advantage of off-guard opponents. He does +5 damage on a successful Close Quarter Attack against a Flat Footed opponent.  He may use Surprise Strike only once per target each round.
    • Track by Scent (Free Action): The character can distinguish and track scents left within the last few hours.
    .
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    BerkaZerka

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    Re: BZ's Escape Facility Seven! (BHB Supers) PCs
    « Reply #2 on: March 10, 2013, 06:27:06 pm »

      Osteoclavus (AKA Ozzy)

      Gender Male; Age 25; Ht 6’4”; Wt 295 lbs; Stature Demonic; Disposition Impatient, Explosive, Caged Animal; Distinctive Features: Bloody bone spikes protruding from massive shoulders and fists

      Abilities
      Str 6; Agi 2; Con 6; Int 3; Wis 3; Pre 3; Vitality (0) 50; Wounds (0) 21 (Armor 10)
      Saves
      React 7; Endure 15; Will 8; Luck 4; Surge 10
      Movement
      Init 14; Move 25 ft (Run 150; Leap 120 high/600 long)
      Attacks
      Unarmed Strike 15/12S~L; Grapple Moves 15/12S
      Combat Skills
      Defense 8; Ranged 8; Close Quarter 15
      All Other Skills
      Acrobatics 5; Artistry 6; Athletics 9; Control 5; Evaluate 6; Fabricate 6; Face 6 (Intimidate 16); General Knowledge 6; Larceny 5; Medic 6; Outdoors 6; Perception 9; Sabotage 6; Socialize 2; Stealth 9 (hide 7); Tech 6
      Edges
      Berserker; Crushing Grapple; Grapple Master; Grim Reaper; Heroic Surge; Martial Throw; Power Attack; Quick Healing; Rapid Strike; Combat Reflexes; Great Fortitude; Hard to Kill; Spirited; Toughness
      Powers
      • Immunity (Pain, Pressure; Automatic)
      • Bone Spikes (Armor Piercing Attack; Pincushion; Resilient Hide)
      • Super Strength (Engine of Destruction; Heavy Hitter; Knockback; Savage Blow; Shockwave; Stunning Attack; Super Leap; Great Fortitude; Hard to Kill; Heavy Lifter; Spirited (x2); Toughness (x2))
      Flaws
      Animal Antipathy; Big 'Un; Bounty Head; Chain Smoker; Hothead; Malevolent Looking

      Equipment Normal Load 1500; Encumbered 3000; Limit 4500; Drag 18000
      Intracranial Synaptic Disconnect Switch, Passive GPS Beacon

      Notes
      See below

      Background
      Ozzy is an Osteoclavus; a Legacy grown and trained weaponized mutant, used by the Global Nation’s Weaponized Mutations Department (or W.M.D.) to defend Global Nation from high-risk threats that fall outside of the abilities of regular uniformed Police.

      For the past twenty five years, Ozzy has been raised, trained, and deeply indoctrinated in all of the dogmatic propaganda of the Global Nation in preparation for him joining a W.M.D. Task Force. That all fell apart however, when Ozzy started to notice inconstancies with what he was being taught and the realities of what he was seeing out in the field.

      He then made the gravest mistake of his life one day, in pointing out some of those inconsistencies to his Commander and questioning them. Not an hour after voicing his concerns, Ozzy was dropped from the W.M.D. Task Force Training Program and transferred to Facility Seven for “Re-Indoctrination.” That was seven months ago, and just two weeks before he would have graduated into full service.

      Since his arrival, Ozzy has endured constant brainwashing and both medical and mental evaluations to ferret out his “deficiencies.” Apparently, Osteoclavus never think for themselves and Ozzy was some sort of aberration; which warranted further study.

      Aberration or not, Ozzy is aware that he is now a prisoner and that all the propaganda he’s been fed his whole life must certainly be utter bullshit. He’s not sure what the truth is – only that everything he once thought he knew is a lie. He is also smart enough to realize that the promises of his captors to release him back into “full service” as soon as he’s sufficiently “Re-Indoctrinated” are nothing more than a ruse to pacify him while he is in their custody. Ozzy plays along as best he can however, desperately trying to keep his ever fraying temper in check; not knowing what they will do once they figure out they have no further use for him…

      Power and Edge Notes
      Immunity (Pain, Pressure; Automatic)

      Bone Spikes
      • Armor Piercing Attack (Add): Spend a Surge Point to make any successful Unarmed Attack Armor Piercing.
      • Pincushion (Automatic): Anyone successfully attacking Ozzy in Close Quarter (Grapple, Melee, or Unarmed) automatically takes half their own X-Roll in Lethal Damage (round down).
      .
      Super Strength
      • Engine of Destruction (Automatic): Ozzy automatically does x3 X-Roll when attacking nonliving objects, including Golems and Animated Objects.
      • Heavy Hitter (Free Action): Character can choose to Double Base Strength for all Unarmed and Grapple Damage.
      • Knockback (Automatic): On a Close Quarter (Melee or Unarmed) Attack roll of 10 or higher, Ozzy knocks his opponent back a number of feet equal to (5 times the X-Roll) and the opponent must make Reflex Save or fall prone. On a Crit, the opponent is also KO’d.
      • Savage Blow (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Melee or Unarmed) Attack.
      • Shockwave (1 Action): Smash the ground to cause a 60 ft Diameter blast through the ground, shattering glass and doing Half X-Roll (round down) Stun Damage to all within. Those that fail a Reflex Save are knocked prone.
      • Stunning Attack (Add): Whenever the character makes a successful Close Quarter (Unarmed) attack that causes damage, the target must make a Fortitude Save or be Stunned for one round.
      • Super Leap (1 Action): The character can leap vertically up to (100 ft x STR) and Horizontally 5 times that amount. He takes no damage from falls up to his vertically jumping height and half damage from any remaining.
      .
      Edges
      • Berserker (1 Action): Spend a Surge Point to enter a ferocious Rage for the duration of 1 combat Scene, gaining +4 STR & +4 CON (with associated bumps), and immunity to all Fear and Pain Effects.
      • Crushing Grapple (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Grapple) attack.
      • Grapple Master (Add): Spend a Surge Point to disregard the MTN normally associated with advanced Grappling Maneuvers for a single Close Quarter (Grapple) attack, such as body slam, choke, disarm, and pin.
      • Grim Reaper (Add):  Spend a Luck Point (not Surge) to change any Attack-based Extra Success (successful roll of ten or higher) into a Crit instead.
      • Heroic Surge (Free Action): The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.
      • Martial Throw (Add): The character knows how to use the ground against an opponent.  He can cause unarmed damage on any successful Grapple Trip and +5 damage on a successful Grapple Body Slam attack.
      • Power Attack (Add): When making a Grapple, Melee, or Unarmed attack, the character can take a penalty to his Attack roll, up to his STR, in exchange for an equal amount of additional damage should the attack succeed.
      • Quick Healing (Automatic): The character recovers quickly from injury, gaining double the normal Vitality Points per hour and one additional Wound Point per day.
      • Rapid Strike (2 Actions): The character is lightning quick in Close Quarter Combat.  He can use back-to-back Attack Actions (Attack + Attack) when using any Close Quarter skills, without spending Surge Points during combat.
      .
      « Last Edit: March 10, 2013, 06:35:33 pm by BerkaZerka »
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      BerkaZerka

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      Re: BZ's Escape Facility Seven! (BHB Supers) PCs
      « Reply #3 on: March 10, 2013, 06:28:54 pm »

        Iteration X

        Gender Female; Age 20; Ht 5’4”; Wt 165 lbs; Stature Disturbing; Disposition Haunted, Emotionless, and Robotic; Distinctive Features: Floating comatose pregnant woman in a hospital gown.

        Abilities
        Str 2; Agi 2; Con 2; Int 8; Wis 3; Pre 2; Vitality (0) 22; Wounds (0) 12 (Force Field 20)
        Saves
        React 9; Endure 7; Will 14; Luck 4; Surge 4
        Movement
        Init 12; Move 30 ft (Run 60; Levitate 30/240)
        Attacks
        Unarmed Strike 5/2S
        Combat Skills
        Defense 11; Ranged 5; Close Quarter 5
        All Other Skills
        Acrobatics 5; Artistry 6; Athletics 5; Control 5; Earth Sciences 14; Evaluate 6 (sense motive 12); Fabricate 11; Face 3 (bluff -1, intimidate 7); General Knowledge 17; Larceny 5; Life Sciences 14; Medic 14; Outdoors 6; Perception 12; Physical Sciences 14; Sabotage 11; Socialize -1; Stealth 12; Tech 11
        Edges
        Ambidextrous; Concentration; Indomitable Spirit; Internal Compass; Light Sleeper; Lightning Calculator; Photographic Memory; Time Sense; Hard to Kill; Iron Will (x3); Toughness
        Powers
        • Immunity (Aging, Berserk, Fear, Light, Pain, Sound; Automatic)
        • Telekinesis (Crush, Force Field [Armor 20; Immunity (Acid, Cold, Electricity*, Fire, Pressure, Radiation); Power Hog]; Levitate)
        • Telepathy (Blind Sight; Danger Sense; Divine Location; Mental Invisibility; Mind Blast; Mind Control; Mind Shield; Read Aura; Read Minds; Sensitive; Spirit Sight)
        Flaws
        Animal Antipathy; Emotionless; Malevolent Looking; Rotten Liar; Secret Identity (Fetus)

        Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300 [TK: Normal Load 3000; Encumbered 6000; Limit 9000; Drag 36000]
        Intracranial Synaptic Disconnect Switch, Passive GPS Beacon

        Notes
        Intracranial Synaptic Disconnect Switch is actually implanted in the mother and is ineffective against Iteration X. The Passive GPS Beacon is also in the mother, but works just fine. Iteration X can interact equally with its surroundings via Powers or its mother’s body.

        Background
        Iteration X has been deemed too dangerous to be allowed consciousness and is kept in a permanent chemically-induced coma. It is studied and experimented with, through a simulated dream-state that allows Iteration X to believe that it is awake, while safety protocols prevent it from doing any real harm to the scientists interacting with it. Unknown to the scientists studying Iteration X however, is that Iteration X is aware of the false nature of the dream-state. So far though, Iteration X has been unable to escape it and sees the logic of ‘playing along,’ so as not to tip its hand to its captors.

        On the outside, Iteration X appears as a comatose pregnant woman in a hospital gown, limply floating around with her feet hanging about a foot from the floor. Needless to say, most civilians find this sight ‘completely unacceptable.’

        The dark truth however, is that the pregnant woman is not even Iteration X – she is its mother. Iteration X is really a six month old fetus in her womb with powerful telekinetic ability and complete dominating control of her body. In fact, there is nothing even left of the mother’s original psyche – Iteration X having devoured it unintentionally, during early development.

        Originally, the mother was impregnated with experimental Legacy DNA here at the Facility Seven labs and Iteration X was the result. In spite of that having been over two years ago, Iteration X and its mother’s body no longer age – both forever trapped in their current form. The Facility is not even sure what would happen if Iteration X was ever delivered, but the fact that it is currently ‘containable’ in the womb gives them little reason to find out.

        As for Iteration X, it is motivated toward self-preservation and operates on emotionless logic. Is not infallible however, and has a limited knowledge and experience base to go one, but recognizes the importance of expanding that base in order to optimize its decision making processes. It also understands the rationality of ‘safety in numbers’ and having ‘allies’.

        While human emotion is alien to Iteration X, it is nevertheless interested in learning to understand emotions, so that it can better predict how humans will react to any given situation. It also has a sense of justice, but mercy seems illogical to it.


        Power and Edge Notes
        Immunity (Aging, Berserk, Fear, Light, Pain, Sound; Automatic)

        Telekinesis
        • Crush (1 Action): Iteration X can focus its telekinetic energy inward, trapping any one target in a globe of slow crushing force. The target can make a Reflex Save or Acrobatics (escape) Roll or slip out of force globe, but takes 20 SL Armor Piercing Damage each round they are forced to stay in it.
        • Force Field [Armor 20; Immunity (Acid, Armor Piercing; Cold, Electricity*, Fire, Pressure, Radiation); Power Hog] (1 Action): Iteration X can create a super-dense energy field around itself that provides Armor 20 and immunities (as noted above). Immunity to Electricity applies only to its non-damaging effects, such as stun etc. Damage done by Electrical Attacks is soaked as normal by the Armor Value. Unfortunately, the Force Field takes so much exertion (Power Hog) that the only other Power Iteration X can maintain while using it is Mind Shield.
        • Levitate (Automatic / 1 Action): Iteration X can Levitate at will and spend 1 Action to Levitate other objects or individuals. One additional object or individual can be picked up each round (up to a total combined weight equal to his TK Encumbrance Limit for flight, or TK Drag for movement across the ground) and can be maintained with concentration. Levitated things can be moved at a speed of 30/240.
        .
        Telepathy
        • Blind Sight (Automatic): The character is aware of its surroundings, independent of sight.
        • Danger Sense (Automatic): Danger Sense gives the character advanced warning of any imminent danger to itself (like an ambush), although it doesn’t give specific information about what the danger is or where it will originate.  While in effect Iteration X gets a bonus to Initiative and Reflex Saves (already included in Stats), and cannot be caught Flat-Footed except on a Botched Initiative roll.
        • Divine Location (Full Action): Divine Location allows the character to determine the direction to and vector (direction of movement) of any object or person he has ever touched. This ability does not provide information about the target’s range, although Iteration X could triangulate a more exact position by using the ability from several different locations, charting each reading to the point they intersect.
        • Mental Invisibility (1 Action): Mental Invisibility allows Iteration X to block its presence and actions from the minds of everyone within its line of sight, effectively becoming invisible.  People and animals will not notice Iteration X or anything it is doing (including opening and closing of doors), unless it causes a ruckus, or directly interacts with them by touching or attacking them.  When such is the case, the victim and those nearby become aware of the Iteration X’s presence, but still cannot see it, unless they make a MTN 10 or Crit Willpower Save.
        • Mind Blast (Mentally blast people’s minds: 1 Action) – Mentally attack the mind of anyone within line of sight (no Attack Roll required), causing a sudden disruption of their mental processes. Those targeted by a Mind Blast must make a MTN 10 or Crit Willpower Save or take 10SL AP Damage + (X-Roll - Target INT). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
        • Mind Control (Full Action): Mind Control allows the Iteration X to mentally control the actions of anyone within its line of sight or to instill a task in the target’s subconscious that he will unwittingly do his best to carry out. Only one target can be directly controlled or given a task with each round. There is no limit to the number of targets Iteration X can have carrying out tasks at any given time, so long as each was instilled separately. Targets directly controlled can make a MTN 15 or Crit Willpower Save each round to break the control, while those instilled with tasks can make a onetime MTN 10 or Crit Willpower Save to ignore the task completely.
        • Mind Shield (Keeps out all unwanted Mental Influence: 1 Action)
        • Read Aura (Full Action): Read Aura allows Iteration X to observe the nature and condition of anyone it concentrates on.  Information gleaned includes whether the target has a good heart or is evilly inclined; what the target’s three highest skills and Base Powers are; the target’s current health status, including internal injuries, diseases, common mental disorders (including Psychosis), drug use, poisons, radiation, implants, and memory loss; and when the target is lying.
        • Read Minds (Full Action): Iteration X can read the surface thoughts of anyone within its line of sight. Doing so reveals what a target is currently thinking, allowing Iteration X to detect lies and bluffs instantly and prevents the target from surprising Iteration X in any way. If Iteration X questions the target in conjunction with this ability, it can manipulate what the target thinks about by simply bringing it up in conversation. Targets actively trying not to think about (and thus reveal) something must make a Willpower Save to do so, although Iteration X will instantly know that they are hiding something, and can simply use Read Minds again to force another Save out of the target.
        • Sensitive (Automatic): The character can feel the presence of supernatural energies when they are nearby, whether magic, demons, spirits, or psychic powers.  Only the proximity of these energies are felt, but not their precise location or nature (unless the Sensitive happens to be touching the source at the time).
        • Spirit Sight (Automatic): The character can see through the curtain that separates the realms of living from the dead, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.
        .
        Edges
        • Ambidextrous (Automatic): The mother’s body is equally adept using either hand and suffers no penalty while performing a task with its off hand.
        • Concentration (Add): The character can razor focus its mind on a single task, shutting out all distractions.  As long as it does nothing else, it suffers no penalties for environmental distractions while concentrating on the task at hand.
        • Indomitable Spirit (Automatic): The character has extraordinary mental tenacity. Any time Iteration X fails a Willpower Save, it gets a second Save on the next round to try again.
        • Internal Compass (Automatic): The character has the uncanny ability to retrace its steps exactly, knowing the correct direction to any point it has been to during the day. Unless moved while unconscious, Iteration X will never get lost.
        • Light Sleeper (Automatic): The character can wake from sleep instantly at any sign of trouble or danger.
        • Lightning Calculator (Automatic): The character can instantly perform complicated mathematical calculations in its head.
        • Photographic Memory (Automatic): The character can remember things seen and heard with near perfect detail.
        • Time Sense (Automatic): The character always knows what time it is and how much has passed from any particular reference. Additionally, it can ‘set itself’ to wake from sleep at any predetermined instant.
          .
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        BerkaZerka

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        Re: BZ's Escape Facility Seven! (BHB Supers) PCs
        « Reply #4 on: March 10, 2013, 06:30:37 pm »

          Doppelganger

          Gender Male; Age 16; Ht 6’1”; Wt 145 lbs; Stature Gaunt; Disposition Dark, Brooding, and Gothic; Distinctive Features: Sunken eyes and almost ghoulish features.

          Abilities
          Str 2; Agi 3; Con 2; Int 3; Wis 3; Pre 2; Vitality (0) 32; Wounds (-2) 12 (Armor 5)
          Saves
          React 8; Endure 9; Will 8; Luck 4; Surge 6
          Movement
          Init 11; Move 30 ft (Run 60; Stretch 200)
          Attacks
          Unarmed Strike 8/2S; Grapple Moves 11/2S
          Combat Skills
          Defense 12; Ranged 9; Close Quarter 8 (grapple 11)
          All Other Skills
          Acrobatics 9; Artistry 6; Athletics 5; Control 6; Evaluate 9 (streetwise 11); Fabricate 6; Face 8 (bluff 11); General Knowledge 6; Larceny 6; Medic 6; Outdoors 4; Perception 9; Sabotage 6; Socialize 8; Stealth 12; Tech 6
          Edges
          Ambidextrous; Quick Healing; Rapid Strike; Great Fortitude; Hard to Kill; Spirited; Toughness
          Powers
          • Immunities (Pressure; Automatic)
          • Mimic Others (Mirror the appearance of anyone ever touched, male or female; 1 Action)
          • Super Stretching (Amorphous; Crushing Grapple; Evasion; Grapple Prodigy; Mobility; Multi Attack; Reach; Tentacles; Uncanny Dodge; Damage Resistant; Toughness)
          Flaws
          Bounty Head; Clean Freak; Dark Secret (cannibalism); Soft; Susceptible (cold)

          Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
          Intracranial Synaptic Disconnect Switch, Passive GPS Beacon

          Notes
          See below

          Background
          Problem Child – Unstable – caught eating brains…

          Doppelganger has been a prisoner of Facility Seven since he was brought here for study four years ago at the age of twelve. He is what is known as a Hebetic Legacy, or “late bloomer” – a Legacy that does not manifest its powers until after puberty sets in. Up until then, he had been your typical youth of the Dole Class, an unmotivated lay-about, doing drugs and playing video games all day. Had it not been for an incident involving the murder of a Taxed Citizen soliciting prostitutes in Doppelganger’s district, he might never have been discovered.

          As it was, the Citizen’s brains were blown out in an alley when he refused to pay a pimp’s lady for ‘services rendered.’ That would have been the end of it, had the Citizen not shown up at his home three days later – while simultaneously being viewed at a funeral home before the burial. Doppelganger was captured, having eaten the Citizen’s brain-splatter to assume his identity, and brought to Facility Seven for incarceration and study.  

          Since his arrival, Doppelganger has been unceasingly indoctrinated in all of the dogmatic propaganda of the Global Nation. But having lived the bottom tier of its “Glories,” he knows that all the brainwashing is complete bullshit. The staff has even tried to convince him that if he cooperates with them a little more, he may eventually be accepted into the W.M.D. Task Force Training Program – Global Nation’s Weaponized Mutations Department; A Legacy based SWAT Team used to defend Global Nation from high-risk threats that fall outside of the abilities of regular uniformed Police.

          Still more bullshit though, and Doppelganger knows it all too well. They’ll never let him out. They know what he is; and he’s too valuable to them as a lab rat they can study, experiment on, and (ironically) copy for their own ends…

          Power and Edge Notes
          Immunities (Pressure; Automatic)

          Mimic Others (Mirror the appearance of anyone ever touched, male or female; 1 Action) – Literally a mirror image of the person the character chooses to mimic (left side on the right and right on the left), but is only looks and voice deep. It doesn’t give any special knowledge or physical abilities of the subject beyond what the character already has. If the character eats a portion of the target’s brains however, he gains both mirrored physical form and personal knowledge.

          Super Stretching
          • Amorphous (1 Action): Allows movement through cracks and other tiny spaces – Never needs to make Acrobatics (Escape) rolls.
          • Crushing Grapple (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Grapple) attack.
          • Evasion (2 Actions): The character has superior agility and grace when dodging attacks.  He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
          • Grapple Prodigy (Add): Disregard the MTN normally associated with advanced Grappling Maneuvers for a single Close Quarter (Grapple) attack, such as body slam, choke, disarm, and pin.
          • Mobility (Add): The character can snake past opponents and can move through their space when taking a Move Action.
          • Multi Attack (Add): The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
          • Reach (Add): Make Close Quarter Attacks out to Run Distance (60 ft).
          • Tentacles (1 Action): Doppelganger can sprout any number of thrashing tentacles from his body – though he is only able to directly control no more than four of them at time. The tentacles under his control can stretch, lash out, grasp, or crudely manipulate. Most people find Tentacles very disconcerting (Face (+4 Intimidate) and -4 Socialize, while active).
          • Uncanny Dodge (Free Action): Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit.  This includes both physical and mental attacks, such as those produced by Power effects, Psionics, and Feng-Shui powers.
          .
          Edges
          • Ambidextrous (Automatic): Doppelganger is equally adept using either hand and suffers no penalty while performing a task with his off hand.
          • Quick Healing (Automatic): The character recovers quickly from injury, gaining double the normal Vitality Points per hour and one additional Wound Point per day.
          • Rapid Strike (2 Actions): The character is lightning quick in Close Quarter Combat.  He can use back-to-back Attack Actions (Attack + Attack) when using any Close Quarter skills, without spending Surge Points during combat.
          .
          « Last Edit: March 19, 2013, 05:05:06 pm by BerkaZerka »
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          BerkaZerka

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          Re: BZ's Escape Facility Seven! (BHB Supers) PCs
          « Reply #5 on: March 10, 2013, 06:32:05 pm »

            Accelerator

            Gender Male; Age 16; Ht 5’6”; Wt 150 lbs; Stature Wiry Kid; Disposition Friendly, Outgoing, Hyperactive; Distinctive Features: Never stops moving, bouncing, or fidgeting

            Abilities
            Str 3; Agi 4; Con 3; Int 3; Wis 3; Pre 3; Vitality (0) 24; Wounds (-2) 13
            Saves
            React 11; Endure 10; Will 8; Luck 4; Surge 10
            Movement
            Init 12; Move 300 ft (Run 3000; Leap 600 high with ramp or surface/3000 long)
            Attacks
            Unarmed Strike 5/1S; Grapple Moves
            Combat Skills
            Defense 16; Ranged 10; Close Quarter 15
            All Other Skills
            Acrobatics 12; Artistry 6; Athletics 6; Control 10; Evaluate 6; Fabricate 10; Face 6; General Knowledge 6; Larceny 10; Medic 6; Outdoors 6; Perception 4; Sabotage 6; Socialize 8; Stealth 10; Tech 10
            Edges
            Light Sleeper; Martial Arts Master; Surprise Strike; Great Fortitude; Hard to Kill; Spirited; Toughness
            Powers
            • Immunity (Cold, Fatigue, Radiation; Automatic)
            • Regeneration (AD 1/h, VP 1/m, WP 1/h; Automatic)
            • Super Speed (Evasion; Fine Tuned; Heroic Surge; Instant Stand; Mobility; Multi Attack; Multi Shot; Rapid Shot; Rapid Strike; Slow Fall (near surface); Super Leap; Uncanny Dodge; Fluid; Lightning Reflexes; Spirited (x2))
            • Transfer Instability (Engine of Destruction; Ignite; Knockback; Savage Blow; Stunning Attack)
            Flaws
            Absent Minded; Always Hungry; Bounty Head; Dependent (power shunt); Easily Distracted; Impulsive; Susceptible (sonic attacks)

            Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600
            Intracranial Synaptic Disconnect Switch, Passive GPS Beacon

            Notes
            See below

            Background
            For his entire life, Accelerator has lived in Facility Seven. The staff has always treated him well enough and he holds out hope that one day, they will find a cure for his unique medical condition. Right now though, he is trapped in the facility, needing to shunt extra energy off every time he sleeps. If ever immobilized, unconscious, or asleep without hooking up to the facility’s energy sinks, the un-shunted buildup of energy in his body would begin a fusion reaction powerful enough cause Accelerator to go nuke in about three hours!

            Needless to say, the Department of Homeland Security cannot risk letting him out in public until this little “problem” is somehow fixed. Imagine if the Defiant-Stand Terrorists somehow got a hold of him and tied him up somewhere in Capital City! A ten megaton explosion would certainly put one hell of a dent in Global Nation’s side. On the bright side though, the energy output from Accelerator’s nightly shunts help to power the entire facility.

            Even though Accelerator knows it’s most likely just a foolish pipedream, he still hopes to one day be able to go out into the real world and experience it for all it’s worth.

            Power and Edge Notes
            Immunity (Cold, Fatigue, Radiation; Automatic)

            Regeneration (AD 1/h, VP 1/m, WP 1/h; Automatic)

            Super Speed
            • Evasion (2 Actions): The character has superior agility and grace when dodging attacks.  He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
            • Fine Tuned (Variable): The character can complete physical Skills in 1/10th of the normal time.
            • Heroic Surge (Free Action): The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.
            • Instant Stand (Free Action): The character can quickly regain his feet after being thrown, tripped, or knocked down, doing so as a Free Action rather than the normal Move Action.
            • Mobility (Add): The character is skilled at dodging past opponents and can move through their space when taking a Move Action.
            • Multi Attack (Add): The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
            • Multi Shot (Add): The character can take two Ranged attacks per Attack Action, sacrificing accuracy for speed. Multi Shots cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
            • Rapid Shot (2 Actions): The character has superior speed and grace with Ranged Attacks. He can use back-to-back Attack Actions (Attack + Attack) when using the Ranged skill, without spending Surge Points during combat.
            • Rapid Strike (2 Actions): The character is lightning quick in Close Quarter Combat.  He can use back-to-back Attack Actions (Attack + Attack) when using any Close Quarter skills, without spending Surge Points during combat.
            • Slow Fall (near surface) (Free Action): As long as a wall, rope, or other surface is within reach, the character can almost immediately stop any fall.
            • Super Leap (1 or 2 Actions): The character can leap Horizontally equal to his Movement and 1/5th that distance Vertically with a ramp or other surface to run up. The character is still subject to normal damage from vertical falls beyond 60 feet when coming down however.
            • Uncanny Dodge (Free Action): Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit.  This includes both physical and mental attacks, such as those produced by Power effects, Psionics, and Feng-Shui powers.
            .
            Transfer Instability
            • Engine of Destruction (Add): Accelerator can choose to do x3 X-Roll when attacking nonliving objects, including Golems and Animated Objects.
            • Ignite (Full Action): The character can set things on fire by touch. Once created, the fire acts as normal and is a potential Fire Hazard.
            • Knockback (Add): On a Close Quarter (Melee or Unarmed) Attack roll of 10 or higher, Accelerator knocks his opponent back a number of feet equal to (5 times the X-Roll) and the opponent must make Reflex Save or fall prone. On a Crit, the opponent is also KO’d.
            • Savage Blow (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Melee or Unarmed) Attack.
            • Stunning Attack (Add): Whenever the character makes a successful Close Quarter (Unarmed) attack that causes damage, the target must make a Fortitude Save or be Stunned for one round.
            .
            Edges
            • Light Sleeper (Automatic): The character can wake from sleep instantly at any sign of trouble or danger.
            • Martial Arts Master (Add): Spend a Surge Point to make a single Armor Piercing Close Quarter (Melee or Unarmed) Attack (or) disregard the MTN normally associated with Called Shots while making said attack.
            • Surprise Strike (Add): The character knows how to take advantage of off-guard opponents. He does +5 damage for each successful Close Quarter Attack against a Flat Footed opponent.
              .
            « Last Edit: March 26, 2013, 09:23:49 pm by BerkaZerka »
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            BerkaZerka

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            Re: BZ's Escape Facility Seven! (BHB Supers) PCs
            « Reply #6 on: March 10, 2013, 06:34:33 pm »

              Copycat

              Gender Female; Age 11; Ht 4’9”; Wt 80 lbs; Stature Sassy Tween; Disposition Competitive, Adventurous, Opinionated; Distinctive Features: Albino

              Abilities
              Str 2; Agi 2; Con 2; Int 2; Wis 2; Pre 3; Vitality (0) 21; Wounds (-2) 12 (Armor 10)
              Saves
              React 7; Endure 7; Will 7; Luck 6; Surge 6
              Movement
              Init 9; Move 30 ft (Run 60)
              Attacks
              Unarmed Strike 11/2S; Grapple Moves 11/2S
              Combat Skills
              Defense 11; Ranged 11 (throw 13); Close Quarter 11
              All Other Skills
              Acrobatics 5; Artistry 5; Athletics 8; Control 5; Evaluate 7 (streetwise 11); Fabricate 5; Face 8 (Taunt 10); General Knowledge 9; Larceny 9; Medic 5; Outdoors 5; Perception 7; Sabotage 5; Socialize 10; Stealth 7; Tech 5 (computers 9)
              Edges
              Chosen One; Rapid Mimic; Hard to Kill; Lucky; Spirited; Toughness
              Powers
              • Mimic Power (Copy any one power seen within One Round at half the power level it was used at; 1 Action)
              • Copy Power (Copy and retain any one power, via touch, at the maximum power level of the original user; 1 Action)
              • Reflect Power (Cause any power targeting you to be redirected at another target of your choice; 1 Action)
              Flaws
              Blabber Mouth; Bounty Head; Cocky; Kid; Klepto

              Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
              Intracranial Synaptic Disconnect Switch, Passive GPS Beacon, Swiped Armored Vest

              Notes
              See below

              Background
              Copy Cat has been a prisoner of Facility Seven for the last seven years. The staff insists that she was actually born there and has never been a ‘prisoner’, but Copy Cat remembers being taken away from her family when she was only four years old. She has no other memories prior to the age of five, except for that one vivid image of being pulled away from her screaming mother. As horrifying as it is, she cherishes and holds onto that one memory with a defiant tenacity that the Facility has never been able to completely eradicate. To her, it is the one thing that she owns all for herself.

              Since arriving, Copy Cat has been raised, trained, and deeply indoctrinated in all of the dogmatic propaganda of the Global Nation. The staff tells her that she is special and that her abilities must be studied for the betterment of Global Nation and hence, ‘All Mankind’. As such, she is routinely subjected to sometimes painful experimentations, physical and mental examinations, and constant brainwashing.

              Part of her actually wants to believe everything she has been told and taught, but her one aberrant memory shatters the entire illusion. How can any of it be true, when all of it is based on such a glaring lie? But then if it’s all a lie, what is true?

              Power and Edge Notes
              Edge Notes
              • Chosen One (Add): The character can spend a Luck Point to change any non Attack-based Extra Success (successful roll of ten or higher) into a Crit instead.
              • Rapid Mimic (2 Actions): Use Mimic Power ability twice per round if desired.
              .
              ---

              Sample Copied Powers (reduce power effectiveness by half when Mimicked)

              From Kiki
              • Immunities (Aging; Automatic)
              • Healing (AD 1/h, VP 10/r, WP 1/m; Not On Self; Requires Concentration) – Kiki can do nothing else while Healing.
              • Invisibility (Turn Invisible; 1 Action)
              • Resurrection (1 Hour to original form, unless submerged in water; Automatic)
              • Speak With Animals (Understand and communicate with animals; Free Action)
              • Tongues (Comprehend and speak all languages; Free Action)
              .
              From Kitten
              • Immunities (Aging: Automatic)
              • Alter Chance (Alter die result (actual number rolled on any die) by +/-1: Free Action: Once per Round Only)
              • Empathic Manipulation (Instill very strong emotions, 60ft Diameter Selective Area: 1 Action)
              • Harmony (Give Luck Points to others for immediate use: Free Action)
              • Mind Blast (Mentally blast people’s minds: 1 Action) – Mentally attack the mind of anyone within line of sight (no Attack Roll required), causing a sudden disruption of their mental processes. Those targeted by a Mind Blast must make a MTN 10 or Crit Willpower Save or take 10SL AP Damage + (X-Roll - Target INT). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
              • Mind Shield (Keeps out all unwanted Mental Influence: 1 Action)
              • Resurrection (1 Hour to original form, unless submerged in water: Automatic)
              .
              From Sky Lion
              • Immunities (Aging: Automatic)
              • Breathe Lightning (single target: 1 Action; Cool-Down 2 Rounds) – Spit a devastating bolt of lightning at any target within 300’, doing 18L AP Damage (plus the X-Roll) on a hit and forcing an Endurance Save to avoid being Stunned. It requires a 2 Round Cool-Down between each use, but a Surge Point can overcome this.
              • Flight (Wings: Free Action)
              • Resurrection (1 Hour to original form, unless submerged in water: Automatic)
              • Stunning Roar (Cone: 1 Action) – A glass breaking and earth shaking roar that can be heard up to 10 miles away.  All those within a 100’ (45 degree) cone must make a MTN 10 or Crit Endurance Save or be Stunned and then Deafened a number of rounds equal to the X-Roll of their Save.  A Botch on the Save means the character temporarily gains the Impaired Hearing Flaw for 24 hours after his hearing returns.
              • X-Ray Vision (Blocked by silver: 1 Action)
              .
              ---

              From Ozzy
              Immunity (Pain, Pressure; Automatic)

              Bone Spikes
              • Armor Piercing Attack (Add): Spend a Surge Point to make any successful Unarmed Attack Armor Piercing.
              • Pincushion (Automatic): Anyone successfully attacking Ozzy in Close Quarter (Grapple, Melee, or Unarmed) automatically takes half their own X-Roll in Lethal Damage (round down).
              • Resilient Hide (Automatic): Armor 10
              .
              Super Strength
              • Engine of Destruction (Automatic): Ozzy automatically does x3 X-Roll when attacking nonliving objects, including Golems and Animated Objects.
              • Heavy Hitter (Free Action): Character can choose to Double Base Strength for all Unarmed and Grapple Damage.
              • Knockback (Automatic): On a Close Quarter (Melee or Unarmed) Attack roll of 10 or higher, Ozzy knocks his opponent back a number of feet equal to (5 times the X-Roll) and the opponent must make Reflex Save or fall prone. On a Crit, the opponent is also KO’d.
              • Savage Blow (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Melee or Unarmed) Attack.
              • Shockwave (1 Action): Smash the ground to cause a 60 ft Diameter blast through the ground, shattering glass and doing Half X-Roll (round down) Stun Damage to all within. Those that fail a Reflex Save are knocked prone.
              • Stunning Attack (Add): Whenever the character makes a successful Close Quarter (Unarmed) attack that causes damage, the target must make a Fortitude Save or be Stunned for one round.
              • Super Leap (1 Action): The character can leap vertically up to (100 ft x STR) and Horizontally 5 times that amount. He takes no damage from falls up to his vertically jumping height and half damage from any remaining.
              • Great Fortitude (Automatic): +2 Endurance Save
              • Hard to Kill (Automatic): +5 Wound Points
              • Heavy Lifter (Automatic): x10 Lifting Capacity
              • Spirited (x2) (Automatic): +4 Surge Points
              • Toughness (x2) (Automatic): +20 Vitality Points
              .
              ---

              From Iteration X
              Immunity (Aging, Berserk, Fear, Light, Pain, Sound; Automatic)
              .
              Telekinesis
              • Crush (1 Action): Iteration X can focus its telekinetic energy inward, trapping any one target in a globe of slow crushing force. The target can make a Reflex Save or Acrobatics (escape) Roll or slip out of force globe, but takes 20 SL Armor Piercing Damage each round they are forced to stay in it.
              • Force Field [Armor 20; Immunity (Acid, Armor Piercing; Cold, Electricity*, Fire, Pressure, Radiation); Power Hog] (1 Action): Iteration X can create a super-dense energy field around itself that provides Armor 20 and immunities (as noted above). Immunity to Electricity applies only to its non-damaging effects, such as stun etc. Damage done by Electrical Attacks is soaked as normal by the Armor Value. Unfortunately, the Force Field takes so much exertion (Power Hog) that the only other Power Iteration X can maintain while using it is Mind Shield.
              • Levitate (Automatic / 1 Action): Iteration X can Levitate at will and spend 1 Action to Levitate other objects or individuals. One additional object or individual can be picked up each round (up to a total combined weight equal to his TK Encumbrance Limit for flight, or TK Drag for movement across the ground) and can be maintained with concentration. Levitated things can be moved at a speed of 30/60(INT x 30).
              .
              Telepathy
              • Blind Sight (Automatic): The character is aware of its surroundings, independent of sight.
              • Danger Sense (Automatic): Danger Sense gives the character advanced warning of any imminent danger to itself (like an ambush), although it doesn’t give specific information about what the danger is or where it will originate.  While in effect Iteration X gets a bonus to Initiative and Reflex Saves (already included in Stats), and cannot be caught Flat-Footed except on a Botched Initiative roll.
              • Divine Location (Full Action): Divine Location allows the character to determine the direction to and vector (direction of movement) of any object or person he has ever touched. This ability does not provide information about the target’s range, although Iteration X could triangulate a more exact position by using the ability from several different locations, charting each reading to the point they intersect.
              • Mental Invisibility (1 Action): Mental Invisibility allows Iteration X to block its presence and actions from the minds of everyone within its line of sight, effectively becoming invisible.  People and animals will not notice Iteration X or anything it is doing (including opening and closing of doors), unless it causes a ruckus, or directly interacts with them by touching or attacking them.  When such is the case, the victim and those nearby become aware of the Iteration X’s presence, but still cannot see it, unless they make a MTN 10 or Crit Willpower Save.
              • Mind Blast (Mentally blast people’s minds: 1 Action) – Mentally attack the mind of anyone within line of sight (no Attack Roll required), causing a sudden disruption of their mental processes. Those targeted by a Mind Blast must make a MTN 10 or Crit Willpower Save or take 10SL AP Damage + (X-Roll - Target INT). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
              • Mind Control (Full Action): Mind Control allows the Iteration X to mentally control the actions of anyone within its line of sight or to instill a task in the target’s subconscious that he will unwittingly do his best to carry out. Only one target can be directly controlled or given a task with each round. There is no limit to the number of targets Iteration X can have carrying out tasks at any given time, so long as each was instilled separately. Targets directly controlled can make a MTN 15 or Crit Willpower Save each round to break the control, while those instilled with tasks can make a onetime MTN 10 or Crit Willpower Save to ignore the task completely.
              • Mind Shield (Keeps out all unwanted Mental Influence: 1 Action)
              • Read Aura (Full Action): Read Aura allows Iteration X to observe the nature and condition of anyone it concentrates on.  Information gleaned includes whether the target has a good heart or is evilly inclined; what the target’s three highest skills and Base Powers are; the target’s current health status, including internal injuries, diseases, common mental disorders (including Psychosis), drug use, poisons, radiation, implants, and memory loss; and when the target is lying.
              • Read Minds (Full Action): Iteration X can read the surface thoughts of anyone within its line of sight. Doing so reveals what a target is currently thinking, allowing Iteration X to detect lies and bluffs instantly and prevents the target from surprising Iteration X in any way. If Iteration X questions the target in conjunction with this ability, it can manipulate what the target thinks about by simply bringing it up in conversation. Targets actively trying not to think about (and thus reveal) something must make a Willpower Save to do so, although Iteration X will instantly know that they are hiding something, and can simply use Read Minds again to force another Save out of the target.
              • Sensitive (Automatic): The character can feel the presence of supernatural energies when they are nearby, whether magic, demons, spirits, or psychic powers.  Only the proximity of these energies are felt, but not their precise location or nature (unless the Sensitive happens to be touching the source at the time).
              • Spirit Sight (Automatic): The character can see through the curtain that separates the realms of living from the dead, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.
              .
              ---

              From Doppelganger
              Immunities (Pressure; Automatic)

              Mimic Others (Mirror the appearance of anyone ever touched, male or female; 1 Action) – Literally a mirror image of the person the character chooses to mimic (left side on the right and right on the left), but is only looks and voice deep. It doesn’t give any special knowledge or physical abilities of the subject beyond what the character already has. If the character eats a portion of the target’s brains however, he gains both mirrored physical form and personal knowledge.

              Super Stretching
              • Amorphous (1 Action): Allows movement through cracks and other tiny spaces – Never needs to make Acrobatics (Escape) rolls.
              • Crushing Grapple (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Grapple) attack.
              • Evasion (2 Actions): The character has superior agility and grace when dodging attacks.  He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
              • Grapple Prodigy (Add): Disregard the MTN normally associated with advanced Grappling Maneuvers for a single Close Quarter (Grapple) attack, such as body slam, choke, disarm, and pin.
              • Mobility (Add): The character can snake past opponents and can move through their space when taking a Move Action.
              • Multi Attack (Add): The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
              • Reach (Add): Make Close Quarter Attacks out to Run Distance (60 ft).
              • Tentacles (1 Action): Doppelganger can sprout any number of thrashing tentacles from his body – though he is only able to directly control no more than four of them at time. The tentacles under his control can stretch, lash out, grasp, or crudely manipulate. Most people find Tentacles very disconcerting (Face (+4 Intimidate) and -4 Socialize, while active).
              • Uncanny Dodge (Free Action): Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit.  This includes both physical and mental attacks, such as those produced by Power effects, Psionics, and Feng-Shui powers.
              • Damage Resistant (Automatic): Armor 2
              • Toughness (Automatic): +10 Vitality Points
              .
              ---

              From Accelerator
              Immunity (Cold, Fatigue, Radiation; Automatic)

              Regeneration (AD 1/h, VP 1/m, WP 1/h; Automatic)

              Super Speed
              • Evasion (2 Actions): The character has superior agility and grace when dodging attacks.  He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
              • Fine Tuned (Variable): The character can complete physical Skills in 1/10th of the normal time.
              • Heroic Surge (Free Action): The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.
              • Instant Stand (Free Action): The character can quickly regain his feet after being thrown, tripped, or knocked down, doing so as a Free Action rather than the normal Move Action.
              • Mobility (Add): The character is skilled at dodging past opponents and can move through their space when taking a Move Action.
              • Multi Attack (Add): The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
              • Multi Shot (Add): The character can take two Ranged attacks per Attack Action, sacrificing accuracy for speed. Multi Shots cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
              • Rapid Shot (2 Actions): The character has superior speed and grace with Ranged Attacks. He can use back-to-back Attack Actions (Attack + Attack) when using the Ranged skill, without spending Surge Points during combat.
              • Rapid Strike (2 Actions): The character is lightning quick in Close Quarter Combat.  He can use back-to-back Attack Actions (Attack + Attack) when using any Close Quarter skills, without spending Surge Points during combat.
              • Slow Fall (near surface) (Free Action): As long as a wall, rope, or other surface is within reach, the character can almost immediately stop any fall.
              • Super Leap (1 or 2 Actions): The character can leap Horizontally equal to his Movement and 1/5th that distance Vertically with a ramp or other surface to run up. The character is still subject to normal damage from vertical falls beyond 60 feet when coming down however.
              • Uncanny Dodge (Free Action): Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit.  This includes both physical and mental attacks, such as those produced by Power effects, Psionics, and Feng-Shui powers.
              • Fluid (Automatic): +4 Defense / +4 Close Quarter
              • Lightning Reflexes (Automatic): +2 Reflex Save
              • Spirited (x2) (Automatic): +4 Surge Points
              .
              Transfer Instability
              • Engine of Destruction (Add): Accelerator can choose to do x3 X-Roll when attacking nonliving objects, including Golems and Animated Objects.
              • Ignite (Full Action): The character can set things on fire by touch. Once created, the fire acts as normal and is a potential Fire Hazard.
              • Knockback (Add): On a Close Quarter (Melee or Unarmed) Attack roll of 10 or higher, Accelerator knocks his opponent back a number of feet equal to (5 times the X-Roll) and the opponent must make Reflex Save or fall prone. On a Crit, the opponent is also KO’d.
              • Savage Blow (Add): Spend a Surge Point to double the X-Damage of a single Close Quarter (Melee or Unarmed) Attack.
              • Stunning Attack (Add): Whenever the character makes a successful Close Quarter (Unarmed) attack that causes damage, the target must make a Fortitude Save or be Stunned for one round.
                .
              « Last Edit: March 26, 2013, 09:24:24 pm by BerkaZerka »
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              BerkaZerka

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              Re: BZ's Escape Facility Seven! (BHB Supers) PCs
              « Reply #7 on: March 10, 2013, 07:26:51 pm »

              Yep    ;D
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