The Irregulars (Century Station)

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EliBenedict
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Posts: 92
Joined: Mon Nov 01, 2021 11:33 am

The Irregulars (Century Station)

Unread post by EliBenedict »

A first-level superhero team I put together for the Century Station Setting. I probably went overboard on the backstory.

They mostly use the dual-class special Mega-Hero option (Rifter 37,) more for increased options and novelty than power. I wanted to create some interesting builds. They draw on Powers Unlimited 1-3 as well, and their wizard uses the Rifts OCCs alternate option for the Magic Power Category to take the Voodoo Priest OCC from Rifts South America (with the African Priest powers option on that OCC, so very much a variant of a variant.) The builds are decidedly sub-optimal combinations, so for all of being mega-heroes, they’re definitely street-level supers.


Jennifer Smith, Private Investigator
In a world where alien super geniuses and ancient gods of wisdom walk the earth, debatin who exactly is the smartest person alive may be a fool’s errand. Regardless, at fourteen years old, Ai'dah Bitar is shaping up to be a strong contender.

At an early age, her tremendous intelligence and curiosity manifested; but the orphanage where she lived in Cairo had few resources to challenge her. So, she took to sneaking out, and breaking into the halls of learning at Al-Azhar University. The university offered her the knowledge and advancement she craved. Within months, she was privately correcting the theories and dissertations of some of the top professors. Of course, getting into the locked libraries, computer banks and laboratories was a challenge in itself; by necessity she learned the skills of a thief, and a con artist. She discovered that, though her genius was broad, she had a particular flair and talent for the arts of deception and subterfuge. Through all these illicit sojourns her best friend Abdullah was her constant companion. He could never understand why she stole books and bits of technology rather than money, but he didn’t mind much. Mostly, he enjoyed the thrill of getting away with it; that and Ai’dah’s company. It was a magical, carefree time for Ai’dah.

It was not to last.

While sneaking back to the orphanage one night a single anonymous-looking warehouse by the docks caught her eye. Though it was the late hours of the night, unmarked trucks came and went without ceasing. She noticed how even the police looked away as the trucks passed by. The warehouse presented a mystery she couldn’t resist.

The building’s security made the University’s systems seem laughable by comparison; but in the end she broke through, and she and Abdullah were inside. Immediately, she knew it had been worth it. Crates of strange alien technology lined the walls: weapons, vehicles, computers like she had never seen; the place was a treasure trove. Hours passed while Ai’dah pored over schematics and Abdullah kept watch. As the early morning light appeared, they slipped out, but not before Abdullah had picked up an alien ray gun for himself. Like Ai’dah, he couldn’t help himself.

Unfortunately, the warehouse belonged to a major international crime boss. He was using it to move contraband alien technology, banned by both the Covenant, and the U.N. His syndicate had installed gps transponders to keep track of every bit of it, including the ray gun Abdullah had pocketed. As being discovered would mean not only international, but also intergalactic inquiries, the syndicate wasn’t about to take any chances.

Ai’dah woke to discover the orphanage in flames around her. Quick thinking and a level head kept her alive. Abdullah was not so lucky. By the time she got to his bed, he was already dead from smoke inhalation. The arsonists were thorough. No one escaped from the building. Ai’dah managed to find some cover and hunkered down When the rescue crews found her the next morning, she had third degree burns over ninety percent of her body. The paramedics said it was sheer determination that kept her breathing. No one else survived.

Remarkably, within a week the doctors declared that she would make a full recovery. Full, that is, except for horrifying scarring that had disfigured her entirely. Her hair was gone, as were her ears and most of her nose. She noticed the way even the most seasoned trauma nurses winced when they looked at her. Most people would have cracked from the stress of it. Ai’dah just became stronger. As she healed, by an act of sheer will she pushed her already remarkable intelligence to superhuman levels. Since her face made her a social pariah, she would learn the arts of disguise, social graces and manipulation to compensate.

While she recovered, she followed the news closely. Within two days the Cairo police had closed their investigation of the orphanage fire, and declared the whole matter a terrible accident. Ai’dah could read between the lines: the warehouse’s owner was well connected. Since her survival had been so widely published in the local news, he couldn’t touch her while she was in the hospital. But he wasn’t prepared to leave any loose ends hanging either. He planned to have her killed once she was moved to a new orphanage, being careful to make it appear as an unforeseen complication from her injuries.

Ai’dah beat him to the punch. Using stolen pharmaceuticals, she mixed a cocktail that slowed her heart and breathing to the point of being undetectable. Late that night she woke up in the morgue, after the doctors had declared her dead, just as she intended. She had already learned one lesson from her would be assassins about cleaning up a mess. News papers the next day reported on the startling electrical fire in the hospital morgue that had consumed all the bodies there, but left no one injured. More than one paper commented how it seemed that the orphanage fire returned to claim the one survivor it had left behind.

Ai’dah began a new life on the streets of Cairo, once again pilfering the knowledge she needed, but this time from very different sources. It was a testament to her already growing talents that no one ever discovered Fadi Ghanem, a new recruit for Mabahith Amn ad-Dawla, the State Security Investigations Service, was in fact a twelve year old orphan girl. Though she found their methods and ideology questionable, the Service provided skills Ai’dah could learn nowhere else, skills she needed.

By night, she took the guise of Abdullah Nassar (a tribute to her fallen friend), an errand boy for a low-level criminal syndicates. As she studied and trained, Ai’dah used the connections of her new identities to track down the owner of the warehouse she and Abdullah had visited. Whoever he was, he was exceedingly good at covering his trail, and most of her leads went nowhere. But nobody’s perfect. By careful probabilistic analysis of shipping records and criminal activity reports she deduced with a 98.2% certainty that his base of operations was in the American city of Century Station. A little regression analysis into Century Station’s current events gave her a name as well: The Minotaur.

When she was ready, she created a new identity, Jennifer Smith, a documented U.S. citizen, and licensed private eye. She faked Ghanem’s death. Nassar just disappeared. No one would come looking for him. Stowing aboard a cargo freighter, she slipped into the U.S., set up an investigations firm in Century Station and began her plan to avenge Abdullah’s death.

Unfortunately, despite all her talent, training and hard life experience, she was unprepared for the realities of Century Station. The byzantine, constantly shifting web of criminal syndicates provided the perfect hiding place for a patient and savy mastermind like the Minotaur. Tracking his activities, much less finding his headquarters, was proving nearly impossible. It appeared that he never took direct action, but always worked through proxy syndicates. She had managed to provide sufficient evidence to the police to disrupt some of their operations, but the Minotaur himself always slipped through her fingers. She needed help. She found Troubleshooter. Or rather, he found her.

A good private eye always keeps an eye on the competition. So when Curtis Drucker heard there was a new detective in town, with an impeccable case record, he started digging. It took work (Ai’dah was very good at covering her tracks), but Curtis eventually discovered that Jennifer Smith was not who she said she was. He was also fairly certain that she had only come to the states within the last year, probably from somewhere in North Africa. He decided to pay her a visit.

Troubleshooter is used to getting the drop on folks, so he was surprised when, after picking the lock to her office door, and slipping inside, he found her waiting for him. She got wind of the fact that he was checking up on her, and decided to do some digging of her own. What she found, even the dirty secrets Curtis thought no one knew, made her feel she could trust him. He reminded her of Abdullah; what he might have been like if he had the chance to grow up. When she removed the latex mask, wig and contacts she wore at all times, revealing her true face, he didn’t flinch, not even for an instnat. She knew she had been right: this was the friend she needed. She told him everything. Then she asked for his help.

Curtis is an excellent judge of character and talent. He knew he was the best P.I. in Century Station, he also knew he had met his match. Given time, she would exceed him; he could see it. But he could also see blind rage behind her cool front. He saw how she was willing to do anything to avenge Abdullah. As they talked all night, he pointed out how her rash actions at the warehouse had cost Abdullah’s life. How many more people would pay the price as she charged off to avenge him? Yes, he would help her, but carefully, and patiently, so that no one else would have to suffer the way she suffered.

Angry as she was, Ai’dah could see he was right. So she took a step back and tried to consider the situation cooly, and rationally. The Minotaur hid behind the other Syndicates, playing them like chess pieces to cover himself. The answer was to clear the board, take apart all the other Syndicates and masterminds first, slowly, carefully and deliberately. Curtis smiled. For all his skills, he’s mostly a details man. Ai’dah, he could see, had a gift for the big picture. Together they might get the job done. Their partnership began.

To keep up appearances, they both kept their own firms, and publically, maintain a rivalry. If any of the syndicates got word that they were working together, it would make them both high profile targets. While they continue to work their own cases, helping out folks in need as best they can, they have begun meeting secretly once a week, to plan next steps. Things look worse than either initially thought.

By careful statistical regression of criminal reports, Ai’dah has discerned patterns that several independently competing syndicates can’t account for. She estimates an 83% chance that a single organization has some directing influence (not total control, but influence) on nearly all the crime in the city, without ever having made the news. She suspects this may be the Minotaur. But to direct such a complex criminal ecosystem with such subtlety and precision would require an unheard of level of strategic brilliance and insight. Put simply, it would require a genius even greater than her own. More distressingly, pattern analysis suggests at least a 76% chance that whoever is maneuvering crime in Century Station now had a hand in arranging both Project Daedalus, and Alpha Prime’s arrival. If the Minotaur engineered the boom and bust of Century Station for his own purposes, it would indicate terrifying resources and connections. And what motivation could he have for such an endeavor?

While they muddle over the implications of this possibility Ai’dah and Curtis have resolved to continue their plan to take down the syndicates. They both agree that, despite reservations about its tactics, Project Overlord represents the best chance the city has to turn the tide of organized crime. Nonetheless, Ai’dah estimates that the Project has only at 47% chance of success. If the Cavaliers and the Legionaires would cooperate, she estimates that chance would increase to 66%. To that end, she and Curtis have begun arranging opportunities for the two groups to work together. By carefully leading both groups into actions against the various syndicates, she has been able to engineer situations where they are forced to collaborate. It’s a dangerous gambit. If either side realizes they are being played, they’ll turn on each other (as well as Ai’dah and Curtis) even more aggressively. For the time being, the tactic has led to so small gains and successes, not to mention a terrible headache for organized crime.

During the year they’ve worked together Ai’dah’s relationship with Curtis has deepened beyond a professional one. In many ways he has become the parental and mentor she never had; he’s probably the only person whose advice she would defer to. Despite himself, Curtis has begun to think of Ai’dah as a little sister. On a couple of occasions he almost tried to talk her out of taking a particularly risky case, before he reminded himself that it was her business and her decision. Even so, he watches out for her. He’s always told himself that revenge is for suckers, but if anything ever happened to Ai’dah, the responsible party would disappear, a couple of corrupt cops would get payouts to call off the search, and Troubleshooter’s bank account would be a few thousand leaner.

When she’s not plotting meticulously to topple organized crime in Century Station, Ai’dah follows Curtis’ example, offering her services as a “problem solver '' to the folks that no one else notices. And she’s good at what she does. She has an almost supernatural instinct for the criminal, easily reading most situations she encounters on the street. She’s a proficient (if not overwhelming) hacker, and while she doesn’t yet have Curtis’ astounding network of contacts, she’s getting there. She’s not afraid of danger, but she generally stays out of direct combat. She prefers playing enemies and rival groups against one another, a trick she is exceptionally good at. Still, when she is forced to it, her special ops training, capacity for multi-tasking and intuitive understanding of the weak points of human anatomy make her a formidable opponent. Curtis has convinced her that the P.I. game is dangerous, and that she needs more preparation for actual physical confrontation. She’s started working out at a local boxing gym, but hasn’t seen any real results yet.

Though she has established a private investigation firm in Century City, she has no public offices. Her cell phone is listed in the yellow pages and on her company webpage, and she usually arranges to meet clients in public areas. She has a private base of operations, including a crime lab and living quarters, located in the basement of a condemned church in Hannigan.

In working with Curtis, she has seen the way her own lone gun mentality can be a liability; so she’s begun to work on recruiting allies with whom she can collaborate more publically than she is able with Troubleshooter. The Irregulars are the result of these efforts. She encountered them all while working other cases. Julio happened to be hacking one of the Red Menace’s data-havens at the same time that Ai’dah was snooping around for some leads on a case. He assumed that she was one of Sergei’s hired guns, and crashed her system; but not before she deduced enough info to track him down. Andre was conducting a raid on a major weapons cartel at the same time Ai’dah was staking the place out. Though his raid destroyed weeks of deep cover work, she was impressed with the precision and skill with which he took out an apparently overwhelming force. When Ai’dah, despite careful planning, found herself surrounded by an entire color gang, Ubon, who happened to be patrolling nearby, jumped into the fray and turned the tide.

A couple months later, all three had received an invitation to an abandoned office building to discuss forming a team. Despites some suspicion, everyone showed up (though Andre had cased the entire building before entering, and Julio attended virtually, via the building's security system cameras and a secure phone line.) Ai’dah laid out her proposal. Being outsiders on the superhero scene, given that they were all interested in avoiding the limelight, and shared an interest in taking out the syndicates, she suggested that they would do well to collaborate, at least occasionally. She had purchased them each a pre-paid two-way pager as an anonymous way to keep in touch; a simple text message code allows any member to set a date, time and place to convene a group meeting on an operation. The group is entirely informal, more of a group of occasional allies than an actual team; which suits them all just fine. Even the title, “The Irregulars” is just Phreak’s nickname for the group.

Logistically, they collaborate efficiently. Andre and Ubon usually manage the hands-on aspect, and work well together. Julio usually stays home and provides intelligence support, while turning any networked security, administrative or civic infrastructure in the area to the group’s advantage (by some strange “coincidence” the group always hits green lights when on the move or fleeing from the scene.) In a pinch he’ll take his armored mini-car (“The Monster”) out for a spin to provide ground support. Ai’dah’s in charge of planning, research and tactics. When it comes time to act, she’ll either back up Julio or Andre and Susie, as the situation merits.

Because the other members of the group all believe that Jennifer is Ai’dah’s real identity, they haven’t bothered to pry further. Julio, always suspicious, did a couple of electronic background checks. He knows that some of her records are faked. He didn’t think too much of it. Everyone has their secrets. An unspoken rule of the Irregulars is that nobody asks personal questions. Of course, Ai’dah has already already deduced their real identities, the location of their hideouts, and the fact that Andre is a hougan. Old habits are hard to break.

Despite all the troubles and horrors she has seen, and despite her quest for revenge, she’s light-hearted, charming and funny. Though more mature and toughened, she is still very much the orphan kid who used to gleefully sneak into universities at night.

Real Name: Ai’dah Bitar
Other Aliases: Dozens! Ai’dah has busily established a whole range of cover identities for herself around Century Station.
Occupation: Private Investigator
Alignment: Unprincipled
Attributes:
I.Q.:
30
P.S.:
10 (Carry: 100 lbs [45 kg], Lift: 200lbs [90 kg])
M.E.:
30
P.P.:
11
M.A.:
30
P.E.:
10




P.B.:
3

Age: 14 (public records report that Jennifer Smith is 20) Sex: Female
Height: Five feet, two inches (1.57 m). Weight: 131 lbs. (59.42 kg)
Experience Level: 1
Hit Points: 13; S.D.C.: 20
P.P.E.: 26
Power Category: Empowered/Natural Genius (special Mega-Hero)
Physical Impairment: Facial Disfigurement (Horror Factor 9)
Emotional Inspiration: Personal Tragedy
Physical Compensation: Super Abilities to Compensate
Minor Super Abilities: Criminal Intuition, Extraordinary Intelligence (Disguise and Impersonation specialty), Extraordinary Mental Affinity, Extraordinary Mental Endurance, Living Anatomy, Multitasking, Speed Tasking
Mental Disciplines: Analytical Mind, Enhanced Memory, Odds Assessment, Speed Reader
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 5
Bonuses: +3 to Initiative, +6 to Pull Punch, +1 to Dodge, +3 to Roll with Punch/Fall/Impact, +6 to Save vs. Horror Factor, +2 to Save vs. illusions, +3 to Save vs. Magical Illusions, +2 to Save vs. Mind Control, +6 to Save vs. Mind Altering Drugs, +8 to Save vs. Possession, +8 to Save vs. Psionic Attack, +13 to Save vs. Insanity, Needs 12 to Save vs. Psionics, +8 to Perception, 97% Trust/Intimidate
Other Combat Info: Punch: 1D4, Maximum Damage Punch: 1D4+1D6+4, Kick: 2D4, Critical from Behind, Critical on 17-20, Paired Weapons
Number of Cyber Attacks: 2
Cyber-Bonuses: +1 to initiative, +10 to strike (+11 vs. systems and opponents she has faced before), +12 to parry, (+13 vs. systems and opponents she has faced before), +11 to dodge
Education Level and Skills: Natural Genius
Bonus Skill (from Living Anatomy):
First Aid 80%
Computer Program:
Basic Electronics 76%, Computer Operations 86%, Computer Programming 76%, Radio: Scramblers 81%
Espionage Program (Taken Twice):
Detect Ambush 56%, Detect Concealment 41%, Disguise 71%, Escape Artist 76%
Forgery 66%, Intelligence 78%, Interrogation 56%, Tracking 41%, Wilderness Survival 46%
Information Broker Program:
Computer Hacking 71% (81% vs. passive security, 76% vs. systems and opponents she has faced before, 86% vs. passive security she has faced before), Computer Repair 71%, Cryptography 56%, Find Contraband and Illegal Weapons 62%, Imitate Voices/Impersonation (Imitate Regional Accent 107%/Imitate Specific Voice 87%, Impersonate Regional Type 107%/Impersonate Profession 103%/Impersonate Specific Person 101%), Law (General) 61%, Radio: Satellite 56%, Research 86%, Electronic Warfare (Break Electronic Counter Measures 66%, Operate Systems 61%), Surveillance Systems/Tailing 71%
Language Program:
English 106%, Japanese 106%, Mandarin 106%, Spanish 106%
Mechanical Program (General):
Locksmith 71% (66% for electronic locks), Mechanical Engineer 51%
Medical Investigation Program:
Advanced Mathematics 101%, Basic Mathematics 101%, Biology 86%, Chemistry 76%, Criminal Science/Forensics 101%, Pathology 96%
Science Program:
Anthropology 66%, Botany 51%, Chemistry: Analytical 71%
Technical Program:
Business and Finance 81%, General Repair/Maintenance 81%, Photography 81%, Writing 71%
Universal Skills:
Arabic 101%, French 101% (Illiterate), Pilot Automobile 66%
Secondary Skills:
Cook 51%, Climbing 56%, Land Navigation 52%, Pilot Motorcycle 60%, Prowl 41%, Radio: Basic 61%, Russian 76%, Sewing 56%, Swimming 66%, T.V./Video 41%,
Weapon Proficiencies:
W.P.Automatic Pistol (+3 to aimed strike, +1 to burst, recognize weapon quality 46%), W.P. Targeting (+1 to strike)
Money: Ai’dah has $4,000 in savings. She stole quite a bit from the Mabahith Amn ad-Dawla operating accounts, but has invested most of it in investigations gear. Though she does a lot of business, she has a soft spot for the down and out, and they usually can’t pay much. The little bit she brings in barely covers living expenses (and she lives cheap).
Weapons:
Glock 17 (2): Range: 164 feet (50 m), Damage: 2D6 single shot, 4D6 three shot burst, 10D6 entire magazine (uses 3 attacks) Payload: 17 shot 9mm magazine. Weight: 1.25 lbs. (.57 kg)
Note: She wears these in a concealed shoulder holsters at all times.
Slimpack Throwing Knives (2): Range: 40 feet (12 m), Damage: 1D6 each Weight: .25 lbs (.11 kg) each
Note: she keeps these sheathed on her belt at all times.
Vehicles and Other Equipment:
Concealed Kevlar Armor: A.R.: 10 S.D.C.: 50 Weight: 12 lbs (5.4 kg)
Note: This is an extremely well tailored kevlar suit that she wears under her street clothes or operating gear at all times.
Honda Motorcycle
Type: Medium Motorcycle
Crew: One driver, one passenger
A.R.: 5 (main body); 5 (tires)
S.D.C. by Location:
Main Body – 100
Tires (two) – 8 each
Maximum Speed: 110 mph (177 kph)
Cruising Speed: 65 mph (105 kph)
Max Load: 350 lbs. (159 kg)
Range: 350 miles (563 km)
Special Equipment: The locked saddle bags for her motorcycle contain 30’ of nylon rope, a portable disguise kit and a change of clothes, 4 keyhole microphones, 4 telephone line transmitters, 4 tracer bugs, a field strength bug meter detector, a magnifying glass, a full grade flashlight and a pair of handcuffs.
Droid 2 Smartphone: This is her main phone line and a back up computer in a pinch. She keeps it networked to the touchscreen tablet in her bag.
Ear Mike CB Radio: This is a concealed ear bud radio that Ai’Dah keeps on and tuned to the police band at all times. Her multi-tasking super power means she can follow breaking events while go about her daily business. It also connects by bluetooth to her cellphone.
Messenger Bag: Ai’Dah keeps this with her whenever out and about, unless she’s undercover. It contains her HP touchscreen tablet, a keyhole microphone, a telephone line transmitter, a tracer bug, her tracphone for contacting the irregulars, night sight goggles, a superior lock pick set, a nylon stocking mask, a pair of gloves, a penlight, binoculars, a 35 mm digital camera, a Leatherman multitool, a pair of handcuffs, and a back-up clip for her glock. Total Weight: 10 lbs. (4.5 kg)
Bethel Methodist Church (Ai’Dah’s Hideout)
Location: Abandoned (5 points)
Installation: Used a Front Company (50 points)
Size: Large (50 points)
Structure: Reinforced (100 points)
Facilities: Small Garage (100 points), Forensics Lab (100 points)
Accessibility: Secret Passages and Slides (15 points)
Living Conditions: Simple Bedroom (2 points), Full Bathroom (3 points), Small Kitchen (2 points)
Defense: Basic Security System (10 points), Natural Defenses (partially collapsed condemned building) (5 points), Puzzle (Entering the basement is possible only from the service shed where she store her bike. To enter, one must arrange a Chinese puzzle box-type sculture on the wall correctly. Failure to do so correctly triggers the tear gas trap) (5 points), Trap (failing the puzzle releases multiple tear gas canisters in the basement and shed) (5 points)
Personnel or Employees: None (0 points)
BETHEL METHODIST CHURCH TOTAL: 453 Points
Note: In addition to the above her base also contains the following:
Dell Desktop Computer: This is the Ai’Dah main computer at her base. She uses it for nearly all her detective work. She will also use it for any serious hacking she needs to do.
Dell Laptop: When working on the go (as she often is) she will sometimes take this laptop with her, though more often she relies on her touchscreen tablet. She backs up all information on this station regularly.
Full Disguise Studio: Everything Ai’Dah needs to assume any of her multiple aliases, including latex prosthesis and an ample wardrobe (gleaned mostly from Goodwill.)

Powers Reference:
Analytical Mind
-Can process, prioritize and analyze enormous amounts of data, formulate a response and anticipate problems and formulate contingencies quickly. Can perform high order mathematical functions mentally without technological assistance.
Criminal Intuition
-Instinctively recognizes crime as it unfolds, and understands its general nature.
-Instinctively recognizes and remembers turf boundaries, gang colors and the like.
-Upon meeting an individual immediately recognizes their general status level within the criminal hierarchy (criminals 6th level or higher are immune to this effect.)
-Can immediately recognize a crime scene, even one that has been covered up, and with some limited investigation, determine how the crime unfolded, how many offenders were involved, who the victim might be, whether there were any fatalities, where the bodies might be hidden, and whether the crime was committed by an amateur, an experience professional, organized crime or a government agent
-Can intuitively sense when she is being targeted for a criminal act. By surveying the area she can determine what crime will most like transpire, and who the most likely perpetrator may be.
-This ability is hindered by the general experience of the criminal in question, as well as her familiarity and comfort with the target.
Enhanced Memory
-Recalls events and facts with great clarity. (Roll percentile for any given memory: 1-60% recalls all details with perfect clarity, 61-90% remembers the general details can paraphrase conversations and operate machines from memory. 91-00% recalls basic concepts, no details.)
Living Anatomy
-Can quickly determine if subject is angry, scared, calm, happy or sad.
-Can determine if subject is lying or telling the truth (roll percentile 1-60% reasonably certain, 61-89% uncertain, but with a guess, 90-00% certain and correct)
-Can determine if subject is suffering serious (H.P), moderate (H.P), minor (S.D.C.) or insignificant (minor S.D.C.) damage.
-Can determine if subject is exhausted or rested.
-Can determine if subject is suffering from illness, internal injury, bloodless, drugs or insanity.
Multi-Tasking
-Can engage two separate tasks simultaneously with no loss of ability, provided there is no physical impediment to doing so (includes ability to use left and right hands on distinct tasks with perfect ambidexterity.)
Odds Assessment
-Can quickly run the odds of any specific event happening. If the odds are favorable, Jennifer is +1 to initiative, strike, parry and dodge, +2 to disarm, pull punch and roll with impact; and +5% to skills involving chance (Pick Pockets, Picking Locks, Safe-Crackin, Demolitions, Card Sharp, ect.) If the odds are unfavorable Jennifer suffers equivalent penalties.
Speed Reader
-Can read 30 pages a minute, and remember it clearly.
Speed Tasking
-Can perform any task in half the usual time with no penalty or loss of ability; and while talking about, listening to, or watching an unrelated subject.
EliBenedict
Wanderer
Posts: 92
Joined: Mon Nov 01, 2021 11:33 am

Re: The Irregulars (Century Station)

Unread post by EliBenedict »

Rude Girl
When it comes to fighting, some people just can’t be taught. Rude Girl is one of them. It doesn’t matter though. She’s still the best there is.

Ubon’s parents emigrated to the United States twenty four years ago from Thailand. While most of her family settled in New York or Los Angeles, Annan and Kulap Santisakul had heard the stories of Project Daedalus and saw the promise of the future. At first, it seemed fortune was smiling on them. Century Station’s unique legal status made immigration simple. The couple managed to get jobs with Avtran, at one of the first “air car” production plants. Scrimping every penny, they saved enough for a down payment on a two story row house in Waingroh. It was cramped, and the neighborhood wasn’t the greatest, but change was in the air, and with Century Stations’ fortunes on the rise, it seemed like a good investment. Then Ubon was born, and their joy was complete.

From the start, Ubon wasn’t quite what they expected. It wasn’t just the stark white hair that graced her temples, making her look old beyond her years. Always precocious, she was walking comfortably at four months. Even as a toddler, she was a fearless explorer, escaping out of windows, climbing up to rooftops, and sprinting off into oncoming traffic. She gave her parents no end of headaches; but somehow, miraculously, she never seemed to get hurt. She had an almost preternatural grace. Though they often thought she would lead them to early graves; they loved her. As crazy as life was, in this strange city, with their wild daughter, everything was perfect.

Of course, it didn’t last. Alpha Prime arrived, and along with all of Century Station, Annan and Kulap’s dream’s crashed into reality. Avtran stayed through the hard times, so the Santisakuls kept their jobs, unlike most of their neighbors. Even so, profits were down, so their hours were reduced, and their wages decreased. Just paying the mortgage meant all luxuries had to go, and both parents had to take on extra work to keep afloat. Worst of all was the way their neighborhood changed. Muggings and gang fights were a common sight. For her parents, Ubon’s outings and adventures went from nerve-wracking, to down-right terrifying. Annan and Kulap sat Ubon down and managed to impress on her the need to stay in the house when she wasn’t at school. She understood their fears. She didn’t want to worry them. So she took to sneaking out at night to explore, while they were asleep. On these nights, alone, she found she could scale nearby buildings with natural ease, and by leaping from rooftop to rooftop she could stay out of sight of the local color gangs. It was a moment of freedom and joy in an otherwise difficult life.

High school was tough for Ubon. Violence and bullying were par for the course at Waingroh High School. Ubon’s parents always tried to do the right thing, even when it was difficult. She wanted to follow their example, to help the other kids around her, but her parents had also told her just to keep her down, get her education and survive. Which is what she did, but she was never happy about it. All that changed on Bloody Monday.

Ubon, her parents and the house were all out of range of the nuclear blast, and survived, but overnight their neighborhood went from bad to an all-out warzone. While fleeing back to the house, Kulap was assaulted by a rioting color gang. Annan showed up, and together they managed to escape, but not before Kulap’s leg was broken in the melee. Annan, Kulap and Ubon all holed up in their house, hoping to wait out the riots. After two days, their food ran out. Annan and Ubon headed out to scavenge. Unfortunately the same color gang that had assaulted Kulap earlier found Annan and Ubon before they made it to the grocery store. Annan told Ubon to run home, and that he would hold them off as long as he could. She did as she was told, until she looked back and saw her father knocked unconscious. The gang descended on him and the beating began. At that moment Ubon stopped running, forever. Grabbing the first thing at hand, two lengths of iron rebar scattered among all the debris in the street, she charged the rioters with a roar.

Ninety seconds later she was surrounded by the unconscious forms of six gang members. They didn’t stand a chance. Without any formal training, Ubon had handled them with the precision and skill of a Special Forces operative. She loaded her father onto her shoulders and headed home. Later that day she headed out to find food, with a new sense of confidence.

Once the National Guard pacified the riots, life returned to some semblance of normalcy. Ubon returned to school, but with a determination to develop her newfound abilities. One of the school’s gym teachers gave after-hours courses in self-defense. Ubon signed up. It became clear immediately that it was a waste of time. While Ubon had an intuitive understanding of hand to hand combat that put her at the head of the class, she found she was completely unable to apply the techniques she was taught. Her own instincts always took charge.

Still, she could feel she was getting better with experience; which she sought out at every opportunity. The toughs and bullies and Waingroh High School quickly learned not to start any trouble when Ubon was around. She would inevitably leap to the defense of the underdog in a fight, and win handily. She got a few lumps and bruises along the way, and the first time someone pulled a gun was a real scare for her, but none of it slowed her down. The teachers were so relieved for the sense of calm she brought to classes and hallways, they never bothered to report her.

Eventually though, taking on class bullies and gang members got dull. It didn’t provide the experience she craved. Fighting groups was much more instructive, but she was keenly aware of the need to keep a low profile. A seventeen year old girl taking on a young tough twice her weight could be explained away by luck and tenacity, but she knew if she started fighting whole gangs at school, she would get a kind of attention she didn’t need. And, so, her nighttime outings turned into patrols. Hapless bystanders in Waingroh found they had a new guardian angel. Here she could let loose entirely, against overwhelming odds. As careful as she was to avoid attention, eventually some reports made it back to the media. Because of the disaffected, street-practical look of her costume (a hoody, cargo pants, sneakers and a stocking mask), reporters took to dubbing her “Rude Girl.” She liked it.
After graduating from high school, Ubon looked for work. Jobs were hard to come by, but she managed to cobble together a full time pay check, working part time as a customer service rep at Integrated Thinking Systems, a truck driver for the postal services, and doing odd jobs around the neighborhood as a handywoman. She’s smart, and learns new skills quickly. Her parents would like her to think about college; but Ubon refuses to leave them with Waingroh the way it is right now. And neither Annan nor Kalap can deny that the money she brings home does help take the pressure off.

At night she still patrols as Rude Girl, doing what she can to keep Waingroh safe. About a year ago she saved Jennifer’s life when the detective was surrounded by some local mob enforcers. A couple months later she found herself recruited into the “Irregulars.” Jennifer convinced her that, if she really wanted to change things, she needed to start thinking bigger than just Waingroh. It’s worked out well. The informal nature of the group suits her free spirit and unpredictable schedule just fine; and she likes all the members personally, especially Julio: he can always make her laugh. Professionally, she and Andre work together on raids like a well oiled machine. Their targets never know what hit them.

For Rude Girl, it seems like things are looking up. Life is tough, but as she imagines the future, she sees only hope.

Rude Girl
Real Name: Ubon Santisakul
Other Aliases: None
Occupation: Customer Service Rep., Delivery Girl, Handywoman
Alignment: Scrupulous
Attributes: I.Q.: 13, M.E.: 16, M.A.: 9, P.S.: 19, P.P.: 38, P.E.: 24, P.B.: 12, Spd: 21 (14.7 mph/23.7 kph)
Age: 22 Sex: Female
Height: Five feet, four inches (1.62 m) Weight: 161 lbs. (73 kg)
Experience Level: 1
Hit Points: 38; S.D.C.: 80
P.P.E.: 21
Power Category: Mutant
Unusual Characteristics: Ambidextrous, Double Jointed, Hair Streaked with White
Major Super Abilities: Natural Combat Ability
Minor Super Abilities: Extraordinary Physical Prowess, Extraordinary Physical Endurance, (Note: Ubon’s powers are unstable and will grow with age. At level 3, she will gain Living Anatomy. At level 6, she will gain Heightened Sense of Awareness. At level 10 she will gain Lightning Reflexes. At level 10 she will gain Multitasking.)
Combat Training: Hand to Hand: Special
Number of Attacks: 7
Bonuses: +3 to Initiative, +8 to Strike, +10 to Strike with any weapon, +8 to Dodge, +3 to Automatic Dodge, +9 to Parry, +4 to Damage, +1 to Pull Punch, +3 to Roll with Punch Fall or Impact, +1 to Disarm, +1 to Entangle, +18% to Save vs. Coma/Death, +1 to Save vs. Horror Factor, +1 to Save vs. Insanity, +5 to Save vs. Magic, +1 to Save vs. Mind Control, +5 to Save vs. Poison, +1 to Save vs. Possession, +1 to Save vs. Psionic Attack
Other Combat Info: Punch 1D6+6, Power Punch 2D6+6 (counts as two melee actions), Kick 2D4+4, Karate Kick 2D6+6, Jump Kick (automatic critical strike, counts as two melee actions), Head Butt 1D6+4, Leap Attack (critical strike), Knock Out on 19-20, Judo Flip 2D4+4 (opponent loses initiative and one attack), Jump (10 feet [3m] high, by 15 feet [4.6 m] long, increased by 50% with running start), Paired Weapons, Rate of Fire with ranged weapons is 8
Education Level and Skills: Street Schooled
Special Skills:
Backflip 82%, Escape when Tied 49% (79% if only feet and hands are bound), Exceptional Balance 80%
Street Skills:
Art (Drawing, Painting) 35%, Cardsharp 24%, Concealment 20%, Cook 35%, Prowl 40%, Sewing 40%, Streetwise 34%
Universal Skills:
English 75%/98%, Mathematics: Basic 45%, Pilot Automobile 60%, Hmong 50%/30%
Secondary Skills:
Climbing 55%, Computer Operation 40%, First Aid 45% General Repairs/Maintenance 35%, Swimming 65%, Pilot Truck 40%
Money: Ubon makes it from paycheck to paycheck. Currently she has about $400 in the bank.
Weapons:
Iron Rebar (2): Damage: 2D4+4 Weight: 2 lbs. (.9 kg) each. These are same lengths of rebar she used to defend her father during the Bloody Monday riots. They have sentimental value to her. When patrolling, she keeps them tucked into her belt.
Rocks: Damage: 1D6 Range: 20 feet Payload: Keeps a couple of handfuls (ten or so) in her pockets. Note: As improvised thrown weapons, Ubon is only +9 to strike with these. Moreover, she suffers an additional -3 penalty to strike for each 10 foot range increment beyond 20 feet. On the plus side, she can throw eight of them in a single round.
Vehicles and Other Equipment:
The clothes on her back, a pre-paid trakphone, a few odds and ends around the house, and not much else. Her “costume” for patrol is a hoody, a stocking mask, and a pair of cargo pants. She either walks or takes the bus anywhere she needs to go.
Ubon’s Family House
Location: None (0 points)
Installation: Off the Shelf (0 points)
Size: Medium (10 points)
Structure: Basics (0 points)
Facilities: None (0 points)
Accessibility: On Person (0)
Living Conditions: 2 Simple Bedrooms (4 points), 2 Full Bathrooms (6 points), Small Kitchen (2 points)
Defense: None (0)
Personnel or Employees: None (0 points)
UBON’S FAMILY HOUSE TOTAL: 22 Points
EliBenedict
Wanderer
Posts: 92
Joined: Mon Nov 01, 2021 11:33 am

Re: The Irregulars (Century Station)

Unread post by EliBenedict »

Phreak
Julio Garcia, under his handle “Phreak” is rapidly developing a name the internet’s Robin Hood. That suits him just fine.

Growing up, Julio was a happy, brilliant kid. His parents did their best to shield him from the violence and harsh realities of Century Station. They did their best, but at six years old he was caught in a drive-by while he and his mother crossed the street. She was killed instantly, and a bullet severed Julio’s spine, paralyzing him from the waist down, permanently.

Julio’s father, Daniel, stepped up, pushing past his own grief, and raised his son the best way he could. Since he couldn’t afford day care, Daniel brought Julio to the auto shop where he worked after school. To keep him busy, and to distract him from his injury, Daniel started teaching Julio the basics of auto mechanics. Julio showed an uncanny aptitude, especially for the electrical systems.

Julio loved it. At school, he was a freak: his classmates either bullied or pitied him. Every moment reminded him that he couldn’t walk, that he was the weakest one around. At the shop, grown men, four times his size and as tough as nails, applauded his skills.

Within a few weeks, Julio was handling repair jobs on his own. Within a month he had built a compact, alcohol driven engine for his wheelchair from scratch. Which was about the time he got bored. There was simply nothing more to learn at the auto shop. Seeking new ways to challenge his son, Daniel called in a few favors with a friend who worked at WCTV, Channel 9, and got Julio an exclusive tour of the station’s tech room after school one day.

As luck would have it the day they showed up to visit, WCTV was having a total meltdown. A freak electrical fire had taken off in the techies’ work room. Though they were able to put out the blaze, it had already burned through most of their broadcasting equipment, and destroyed all the tapes of pre-recorded stories for that evening’s news. Daniel’s friend quickly let him know that this was not the time for a tour. Daniel turned to tell Julio that they would have to come back another day, but Julio was already gone.

In the chaos, it took them fifteen minutes to track down the eight year old. When they found him, in a corner of the burned out tech room, working madly, Julio had already jury-rigged a work around for the destroyed systems, and was busily upgrading one of the beta-max players so it could read the partially-burned tapes that had survived. Thanks to Julio, the broadcast went off without a hitch, and neither Century Station nor (more importantly) the WCTV executives were any wiser as to what had happened.

Julio began spending most of his afternoons at WCTV. The techies gave him new gadgets to understand and play with, and he was always on hand to bail them out when things got bad. It worked out for everyone. Two years later the WCTV executives informed the tech department that they were now also the IT department (with no additional pay). They would be responsible for setting up the station's web page, viewer feedback forums and live streaming broadcasts (again, without any increase to their budget). The tech crew almost rebelled at the news, until Julio told them not to worry, he would take care of it. He’s been the station's webmaster ever since.

With hardware scavenged from thrift stores and old station cast-offs, Julio cobbled together a system with the processing power of a military mainframe. It was total overkill, of course, but it was also Julio’s first experience with computers and digital communications, and he was smitten.

In the digital world of the internet, Julio found a freedom he never knew in the real real. Here, he was just as nimble as anyone else. Here no one stared or pitied him. Here he didn’t need to worry about ramps and “accessible” facilities. Here he could go wherever he pleased. In his mind, anyway. The digital world was never as “real” as he longed for, but it presented possibilities he could reach nowhere else.

Of course there were some locked doors here and there, but he didn’t mind: the security around the Pentagon’s classified data-haven was more of a fun challenge than an annoyance. Inside he found a treasure trove: reversed engineered schematics of alien cybernetics; classified military biotechnologies. Combining the two, and adding in his own computer know-how, Julio devised a design for a swarm of self-replicating nano-bots that would accelerate his neural pathways and allow him to interface with electronics on a biological level.

When he injected himself with the nanites, and merged himself with a computer interface for the first time, Julio experienced the internet in a way he never thought possible. He could see, hear and touch it, just like real life. This was the reality he longed for.

He took to spending every free moment online. All the time that Julio passed cruising the internet taught him an important lesson: just like at school; there were bullies everywhere. Wealthy executives, powerful politicians, ruthless gangsters; all stepping on the weak to get ahead. But in the digital world, Julio wasn’t weak. Here he could fight back.

He took the handle “Phreak” (since that’s how people saw him) and began waging a one man digital war on every unscrupulous businessman, shady politician and crook he could find. He came up for air just enough to maintain his grades, and fulfill responsibilities at the WCTV. As the years went by, several thuggish entrepreneurs and mob bosses found themselves suddenly bankrupt while their accounts were drained, the funds electronically transferred to deserving charities. More than one contract was taken out on Phreak’s life, but he was meticulous about covering his tracks, and, so far, no one knows who he really is.

About six months ago, he was hacking the Red Menace’s secure data-haven, hoping to find some compromising information he could pass on to the authorities. Unfortunately, the Menace was smart enough not to keep any electronic records. Julio was just about to call it quits when he noticed another uninvited guest on the mainframe. When she tried to trace his signal, Julio crashed her system. He was convinced she hadn’t discovered anything; and so was understandably shocked when Jennifer contacted him in a private chat room (under his real name) inviting him to a rendezvous. He was curious enough to attend (virtually of course.)

He was intrigued by her proposal, and even he had to admit there were limits to what his digital vigilantism could accomplish. So far he’s really enjoyed working with Jennifer’s informal team. He coined their name “The Irregulars” and he’s still the only one who really uses it at all. Tactically, he plays a pivotal role in the group, collecting vital information, and hacking the nearly endless surveillance systems in Century Station to provide his comrades real-time reconnaissance, anytime, anywhere.

Three months ago, Jennifer, Andre and Ubon had all gotten pinned down in an abandoned warehouse when a raid on a drug-cartel went wrong. There were no networked electronic systems of any sort in the vicinity, so Julio couldn’t get any sense of what was going on, and could do even less to help. An hour later he got a call from a nearby emergency room. They had managed to escape, but Ubon had taken a bullet. The doctors said she would be alright. The experience re-ignited all of Julio’s old feelings of helplessness. He was determined not to let it happen again. So he began to brush off his long neglected mechanical skills.

A month later, when the group once again found themselves pinned down and outside of cyber-contact (they don’t always have the best luck), Julio showed up in the armored vehicle he’d build (“the Monster,”) guns blazing, and saved the day. It was the first time he had ever met any of the Irregulars in person. At first, they had no idea who he was, but Jennifer put the pieces together very quickly. Since then, he’s begun doing more and more field work at their side. He doesn’t have much in the way of combat ability, but he can compensate by using Machine Merge with his fire-arms and vehicle. Fighting beside the Irregulars, he’s discovered something the digital world could never give him: real friends, people who knew exactly who he was, and still liked him.

For his part, he finds them all fascinating: Andre is mysterious and intriguing, Jennifer is the first person he’s met who is actually smarter than him, and he’s developed a bit of a crush on Ubon (though he would never tell her that.) For the first time in years, Phreak feels normal.

Real Name: Julio Garcia
Other Aliases: None
Occupation: Cyber-Criminal, T.V. News Intern, High School Student
Alignment: Unprincipled
Attributes:
I.Q.:
26
P.S.:
14 (Carry: 140 lbs [63 kg], Lift: 280lbs [126 kg])
M.E.:
13
P.P.:
7
M.A.:
19
P.E.:
9




P.B.:
12




Spd:
1 (.7 mph, [1 kph]) (9 in a wheelchair) (7.3 mph, [10.5 kph])

Age: 17
Height: Five feet, seven inches (1.7 m) Weight: 152 lbs. (68.9 kg)
Experience Level: 1
Hit Points: 15; S.D.C.: 35
P.P.E.: 20
Power Category: Empowered/Hardware: Analytical/Electrical (Special Mega-Hero)
Physical Impairment: Cannot Use Legs
Major Super Abilities: Machine Merge, Mechano-Link
Minor Super Abilities: Extraordinary Intelligence (Hacking and Computer Programming Specialty), Speed Reader
Combat Training: None
Number of Attacks: 1 (will not gain a second attack until 10th level)
Bonuses: +2 to save vs. Mind Control, Possession or Illusions, +7 to Perception, 55% Trust/Intimidate [when not in wheel chair or the Monster: -1 to Initiative, +1 to Dodge]
Other Combat Info: Punch 1D4
Cyber Attacks: 7 (w/o Merging: 5)
Cyber Bonuses: +1 to Initiative, +17 to Strike, +18 to Parry, +20 to Dodge, Automatic Dodge, Automatic Parry (w/o Merging: +1 to Initiative, +15 to Strike, +16 to Parry, +16 to Dodge, Automatic Dodge, Automatic Parry)
Education Level and Skills: Special
Special Electrical Skills:
Computer Hacking 134% (164% vs. passive security), Electronics Construction 120%, Evaluate and Diagnose Electrical Systems 82%, Hotwiring 122%
Special Analytical Skills:
Analyze and Operate Devices 112%, Build/Modify Armor 112%, Electronic Counter Measure 102%
Mechano-Link/Machine Merge Skill Bonuses:
Pilot Any Vehicle 60%, Understand/Operate Unknown Machines 60%, +2 bonus to attack with any modern weapon, When Machine-Merged with any device with electronic components, uses that device at +5 levels proficiency (for most skills this means a +25% skill bonus. For most weapons this means +6 to Strike with aimed shots, +4 to Strike with bursts, and +3 to Strike wild [including his +2 bonus to Strike with any modern weapon], on the downside, while merged to any device he suffers a -15% penalty to any skill not involving a device that he has merged with.)
Scholastic Skills:
Basic Mechanics 77%,Chemistry 52%, Chemistry: Analytical 47%, Computer Operation 87%, Computer Programming 92%, Computer Repair 67%, Electrical Engineer 77%, Intelligence 49%, Locksmith 72% (77% for electronic locks), Mechanical Engineer 69%, Mathematics: Advanced 92%, Optic Systems 72%, Radio: Basic 72%, Read Sensory Instruments 82%, Robot Mechanics 74%, Robot Electronics 72%, Surveillance Systems 82%, Weapons Engineer 67%
Communications Program:
Basic Electronics 52%, Cryptography 42%, Radio: Scrambler 57%, T.V./Video 47%
Universal Skills:
English 97%, Mathematics: Basic 67%, Pilot Automobile 102%,
Secondary Skills:
Auto Mechanics 37%, Photography 47%, Pilot: Motorcycle 97%, Research 37%, Swimming 62%, Writing (Journalistic Style) 47%
Money: Julio has saved up $6200 from his various crimes. He’s actually stolen several hundred thousand (so far), but has “redirected” most of it to needy individuals. He’s spent the remainder outfitting the Vault and purchasing his gear.
Weapons:
Custom 9mm Pistol w/ Motion Tracking Weapon Sights: Range: 164 feet (50 m), Damage: 2D6 single shot, 4D6 three shot burst Payload: 10 shot 9mm magazine. Weight: 1.25 lbs. (.57 kg) Note: The motion tracking weapon sights are networked to Julio’s multi-optic sunglasses. He wears this pistol and his taser on a pair of belt holsters, along with a back up 9mm clip, but only when “super-heroing.” The system has an eight hour rechargeable battery, and can receive charge from an induction charger (takes 20 minutes.)
Open Market Value: $50,300
Custom Taser w/ Motion Tracking Weapon Sights: Range: 100 feet (50 m), Damage: Target saves vs. 16 or is -10 to Strike, Parry and Dodge for 2D4 melees Payload: 10 taser darts. After that it must be reloaded, and recharged. Can receive charge from an induction charger (takes 2 hours.) Weight: 1.25 lbs. (.57 kg) Note: The motion tracking weapon sights are networked to Julio’s multi-optic sunglasses. He wears this taser and his pistol on a pair of belt holsters, along with a back up 9mm clip, but only when “super-heroing.”
Open Market Value: $51,000
Taser Baton: Damage: 1D6. When used as taser, target is -10 to Strike, Parry and Dodge, -60% to all skills, -80% to Speed, and can make only 2 attacks/round for 2D4 rounds (on successful save vs. 16 is only -5 to Strike, Parry and Dodge and -30% to all skills) Payload: Can make 2 taserized strike. After that it must be recharged. Can receive charge from an induction charger (takes 2 hours.) Weight: 2 lbs. (.9 kg)
Open Market Value: $1000
Vehicles and Other Equipment:
Concealed Armor (4 sets): Julio has worked a concealed combination of kevlar and chainmail into four sets of clothes. Each provides 40 S.D.C. subtracted before his own S.D.C. or hitpoints. One of these is his “costume,” a featureless set of grey coveralls with a ski-mask and welding goggles. The other three are standard street clothes.
Open Market Value: $8,000 each

Generally, Julio prefers to work, and crime-fight from home. When he has to go out, he travels in “The Monster,” an enclosed, armed and armored, three wheeled car that he keeps in the sub-basement. He also has a beat up Toyota Tercel with a standard issue overhead assembly to pick up and store his wheelchair (for non-crime fighting use), and a standard issue collapsible wheelchair.
Toyota Tercel
Type: Compact Car
Crew: One driver, three passengers
A.R.: 5 (main body); 5 (tires)
S.D.C. by Location:
Main Body – 300
Tires (four) – 8 each
Maximum Speed: 110 mph (183 kph)
Cruising Speed: 65 mph (108 kph)
Max Load: 1000 lbs. (450kg)
Range: 350 miles (583 km)
Special Equipment: Standard issue, automatic car-top wheel chair carrier; and hand controls for gas and brake.
The Monster
Type: Light Reverse Tricycle
Crew: One driver
A.R.: 18 (main body); 16 (passenger compartment); 14 (gas tank); 10 (tires)
S.D.C. by Location:
Main Body – 1400
Gas Tank - 400
Passenger Compartment – 500
Tires (three) – 20 each
Maximum Speed: 408 mph (680 kph)
Cruising Speed: 150 mph (250 kph)
Max Load: 250 lbs. (112 lbs.)
Range: 1200 miles (2000 km)
Weapons:
5.56 Light Machine Gun: Range: 2000 feet Damage: 5D6 burst Rate of Fire: Burst Only Payload: 200
Special Equipment: Self-Sealing/Self-Inflating Tires, Super Fuel Efficiency, Theft Alarm System, Thief Proof Locks
Special: The Monster has no visible controls or instrument panels. Julio controls it via Machine-Merge and Mechano-Link. The rear of the vehicle opens (again without a key, it responds to a vocal command with his voice pattern recognition), with the bottom door becoming a small ramp that he can enter on his wheel chair. Once inside the chair locks in place. It also includes an inductive charging dock for the Obelisk, his pistol, taser, taser baton and multi-optic sunglasses.
Open Market Value: $91,500
The Obelisk: This is Julio’s primary computer, the equal of most cutting edge military grade mainframes. It is has four parallel 128 bit, 5.2 GHz, pipelined, superscalar processors; and 2 terabytes of storage. When using it, Julio gains a +10% bonus to Computer Programming, Cryptography and Hacking rolls, and +1 bonus to strike, parry and dodge in cyber combat. It also includes a light signal filter that partially shields him from damage in cyber-combat (providing A.R. 12, S.D.C. 30). The obelisk includes a satellite uplink and interface for any available wireless or cell phone networks, which allows Julio to access the internet virtually anywhere. Like most of Julio’s creations it has no visible interface, he uses it via Machine Merge and Mechano-Link. He wears it concealed on a backpack-like harness under his clothes at all times, allowing him to merge with it at will. It has twelve hour rechargeable battery, and can accept power from an inductive charger (takes an hour). Physically, the Obelisk is featureless, shiny, black, rectangular, prism, half an inch thick, four inches wide and six inches long, weighing two pounds (.9 kg).
Open Market Value: $285,000
Hacking Software: Julio has a battery of self-written software to assist him in hacking. In a Reality Enforcement System; these provide: Prowl, Climbing and Swimming*
Multi Optics Sunglasses: Essentially the equivalent of a multi-optics helmet, networked to the motion sensors on his gun and taser. He wears these at all times, whether crime fighting or not. Again, there are no visible controls for them; he uses them via Machine-Merge and Mechano-Link. The system has an eight hour rechargeable battery, and can receive charge from an induction charger (takes 20 minutes.)
Open Market Value: $55,000
The Vault (Julio’s Hideout)
Location: Underground (50 points)
Installation: Split Contracts (100 points)
Size: Grand (100 points)
Structure: Reinforced (100 points)
Facilities: Advanced Computer Station (120) Electronics Lab and Clean Room (120 points), Manufacturing Shop (100 points), Small Garage (100 points),
Accessibility: Secret Passage Way (15 points)
Living Conditions: Deluxe Chef’s Kitchen (10 points), Lounge (5 points) Spacious Bedroom (3 points), Super Bathroom (5 points),
Defense: Electrified Door Locks (These are on the locks to the Bedroom, Computer Station, Electronics Lab, Garage, Manufacturing Shop, Hideout, and Secret Passage. Attempting to open the panel on the lock triggers a debilitating shock) (35 points), Knock Out Gas Trap (If the security system notes any intruders, it will fill the whole vault with an anesthetizing agent) (5 points), Self Destruct System (100), Ultimate Security System (100)
Personnel or Employees: None (0 points)
VAULT TOTAL: 1068 points

Powers Reference:
Extraordinary Intelligence
j
Mechano-Link
Machine Merge
EliBenedict
Wanderer
Posts: 92
Joined: Mon Nov 01, 2021 11:33 am

Re: The Irregulars (Century Station)

Unread post by EliBenedict »

Dead Eye
Everyone’s got ghost’s in their past. Some days, Andre Roche wishes his ghosts could have stayed there.

When he was five, his parents were killed in a car crash. It taught him the world would always be set against him. After the funeral, he was sent to live with his grandfather. Grandpa Roche was a tough man, a World War II vet, and a cop in New Orleans from the days before the Civil Rights Movement, he knew something about fighting hard battles. He was also a voudoun initiate, and a devotee of Chango, a fact he kept very private. The New Orleans Police Department might have been willing to accept a Black cadet, but there were certain lines they weren’t prepared to cross.

Grandpa Roche tried to raise Andre in the principles of his faith, teaching the boy balance, and commitment to his community. Andre learned the rituals, and the prayers, but the wound of his parents' death was too raw for him to find balance. He was full of rage, all the time, always fighting, not really looking out for anyone but himself. He became a bully.

But he loved his grandfather, and longed to please him. When Grandpa Roche died of a sudden heart attack, Andre knew once and for all that the world would never cut him any breaks.

He was eighteen years old, with nowhere to go, but he knew wanted to hurt someone, so he took the only course that would let him do it legally and joined the Marines. Within six months he had been accepted to the Seals training program. By three years he was deployed on his first tour abroad. Working covert ops in the field, he could channel his rage with cold precision. Every target in his sights became a stand in for a world that stole his parents and grandfather. Andre was decorated many times over, and had been noted as an exceptional soldier. But war was consuming what little compassion remained in him.

That all changed one day. Andre had been assigned to take out the leaders of an terrorist cell, as a part of a three man team. They were on his way out of the compound before anyone knew the target was dead. On their way out, his commanding officer drew a bead on two boys guarding the back gate. Andre felt a pang of remorse, but told himself it wasn’t his business. He closed his eyes and prayed for Chango to have mercy on their souls. Chango heard him.

The Loa of lightning and Fire overtook Andre, In seconds he had beaten his commander unconscious, and fled into the night. By the time Chango had relinquished control, Andre was miles away into a wilderness he didn’t know. When he was picked up by his superiors, he had no explanation for insubordination; he didn’t really understand what had happened himself. He was given a dishonorable discharge, and returned to New Orleans.

He was wondering what to do with the rest of his life, when Chango intervened again. A vision, accompanied by a splitting migraine overtook him. Chango appeared and said that Andre had lost his way, and must redeem himself. The loa declared he needed Andre’s help. A corrupt bokur, calling himself Papa Zombie, had set up shop in Century Station; Chango wanted him removed. Andre initially tried to ignore the message; but Chango was persistent and the visions kept coming. When Andre still wouldn’t listen, Chango sent the spirit of Grandpa Roche to him.

Though he wished the circumstances were different, Andre was overjoyed to see his grandfather again. Grandpa Roche told Andre how much he loved him, and also how much he was disappointed in him, and the course his life had taken. He needed to make something better of himself.

A grandfather’s guilt trip accomplished what a god’s urging could not. Andre bought a bus ticket to Century Station.

Once Andre had found an apartment in Hannigan, and a job, Chango put him to work. Andre wasn’t quite ready to confront Papa Zombie and the Juju Macoute yet, but there were other tasks Chango needed done. He set Andre to work taking down the local weapons cartels. It was easier than he expected. He had his SEAL training, and since accepting Chango’s call, Andre found that the prayers and rituals he learned as a boy actually worked.

Andre began scouting out and raiding the incoming shipments at the docks. During one of these raids, he unknowingly interrupted Jennifer Smith’s stake out. Undaunted, she approached him afterward, with an offer of cooperation. At Chango’s urging, Andre accepted. He was uncomfortable when she suggested forming a group, but soon discovered that he worked well with the rest of the Irregulars, and especially with Ubon. For the time being, their goals line up with his own.

When on missions, Andre mostly relies on his covert ops training. He’s still somewhat distrustful of magic. Plus, he likes to keep his connection to Chango secret. Rituals require many more participants that he would prefer, so he’s mostly limited to spell magic. Breathe Without Air lets him use his scuba training without equipment, and Levitation plus Simple Invisibility offers him a perfect sniper’s perch anywhere. He usually summons a loa before any mission. With their psionic powers and ability to possess others, they’ve saved his life more times than he can count.

He generally tries to keep his grandfather’s spirit out of the line of fire, but Grandpa Roche is determined to help. As an invisible spirit, he can provide unparalleled reconnaissance. Telepathy lets him communicate this intelligence to Andre instantly and silently. If things get really rough, Andre can always call on the spirit of Chango to bail him out. He regards this as an absolute last resort however. Though it grants him great power, Chango takes complete control of his body. The aspect of Chango’s spirit that possesses him is especially single minded. When possessed, Chango comes to the aid of any defenseless person he sees, and seeks out any evil doer he notices. Chango isn’t stupid; he pursues his goals with care and astute strategy, but he can’t be dissuaded. Which tends to cause problems for Andre after the fact.

Andre avoids using his powers in the sight of others; and won’t willing reveal that he’s a hougan to anyone. Thus far, it’s worked. The Century Station Police, and the syndicates all think he’s just another gun toting maniac. Because of his obvious skill as a sniper, the cops have labeled him “Dead Eye.” Even the other Irregulars believe he’s just extremely lucky. All except Jennifer, of course, who has figured out exactly what he is.

When he’s not waging a war on crime on Chango’s behalf he works a line job at an automobile production plant. Apart from that, there’s not much to Andre’s life at the moment. Chango’s demands and Grandpa Roche’s constant company leaves little room for a social life.

Real Name: Andre Roche
Other Aliases: None
Occupation: Factory Line Worker
Alignment: Unprincipled (Scrupulous when transformed)
Attributes:
I.Q.:
11
P.S.:
17 (Carry: 340 lbs [154 kg], Lift: 680lbs [308 kg])
M.E.:
12
P.P.:
14
M.A.:
13
P.E.:
17




P.B.:
7




Spd:
21 (14 mph [22.5 kph])

Attributes (Transformed State)
I.Q.:
11
P.S.:
42 (Carry: 4200 lbs [1905 kg], Lift: 8400 lbs [3810 kg])
M.E.:
23
P.P.:
14
M.A.:
19
P.E.:
17




P.B.:
7




Spd:
105 (73 mph [117 kph])

Insanity: Multiple Personality (SPECIAL: In his transformed state, Andre takes on the persona of Chango. Any of the normal triggers for personality change will cause Chango to take over, which, in turn, will immediately trigger his transformation. Andre can willingly activate the transformation, but Chango will still take over in this case. Likewise, if Chango’s transformed state is successfully disrupted through a negate magic spell, Andre will take over again.)
Age: 24
Height: Five feet, eleven inches (1.8 m) Weight: 189 lbs. (59.87 kg)
Experience Level: 1
Hit Points: 20 (45 transformed); S.D.C.: 62 (220 transformed)
P.P.E.: 62 (86 transformed)
Power Category: Voodoo Priest/Mystically Bestowed (Special Mega-Hero)
Mystic Abilities: Commune with Spirits, Control Spirits, Exorcism 8%, Turn Dead 20%,
Special: Grandpa Roche, the ghostly loa of Andre’s grandfather, has 50% chance to be at his side at any time.
Spells: Breathe Without Air (5), Invisibility: Simple (6), Levitation (5)
Rituals: Chant of Blessing (50), Chant of Exorcism (90), Chant of Water Doubling (50), Chant of Warning (120), Dance to Chase Away Evil Spirits and Witches (750), Dance of Blessing Weapons (890), Dance of Flames (700), Dance of Good Medicine (475), Dance of Life (550), Dance of Protection from Bad Medicine (550), Dance of War (240), Dance to Close a Dimensional Rift (540), Drums of Protection (140), Ritual of Divining (90)
Minor Super Abilities (Transformed): Extraordinary Mental Endurance, Extraordinary Physical Prowess, Extraordinary Physical Strength, Healing Factor
Combat Training: Hand to Hand: Martial Arts
Number of Attacks: 5
Bonuses: +2 to Damage, +2 to Initiative, +3 to Pull Punch, +2 to Parry, +2 to Dodge, +3 to Roll with Punch/Fall/Impact, +25% to Save vs. Coma/Death, +2 to Save vs. Disease, +4 to Save vs. Horror Factor, +4 to Save vs. Magic, +6 to Save vs. Magic Curses, +4 to Save vs. Poison and Toxins, +4 to Save vs. Possession, +3 to Save vs. Psionic Attack, Opponents need a 12 to resist his magic
Other Combat Info: Punch 1D6+2, Kick 2D4+2, Body Block/Tackle 1D4+2 (opponent must dodge or parry or be knocked down and lose one melee attack), Crush/Squeeze 1D4+2, Knock Out 20, Pin/Incapacitate 18-20
Number of Attacks (Transformed): 6
Bonuses (Transformed): +8 to Strike, +27 to Damage, +2 to Initiative, +3 to Pull Punch, +8 to Parry, +8 to Dodge, +3 to Automatic Dodge, +8 to Roll with Punch/Fall/Impact, +20% to Save vs. Coma/Death, +2 to Save vs. Disease, +30 to Save vs. Horror Factor, + to Save vs. Illusions, +5 to Save vs. Magic, +7 to Save vs. Magic Curses, + 1 to Save vs. Magical Illusions, + to Save vs. Mind control, +6 to Save vs. Mind Altering Drugs, +5 to Save vs. Poison and Toxins, +10 to Save vs. Possession, +4 to Save vs. Psionic Attack, +6 to Save vs. Insanity, 55% Trust/Intimidate, needs a 12 to Save vs. Psionic Attack
Other Combat Info (Transformed): Punch 1D4+27, Kick 2D4+27, Body Block/Tackle 1D4+27 (opponent must dodge or parry or be knocked down and lose one melee attack), Crush/Squeeze 1D4+27, Knock Out 20, Pin/Incapacitate 18-20
Education Level and Skills: Military Specialist
Espionage Program:
Detect Ambush 45%, Intelligence 47%, Tracking 40%, Sniper, Wilderness Survival 45%
Military (Basic):
Climbing 60%, Military Etiquette 50%, Radio: Basic 65%, Running
Military Demolitions Program: 20
Basic Electronics 50%, Basic Mechanics 50%, Demolitions 80%, Demolitions Disposal 80%, Underwater Demolitions 76%
Physical Program:
Boxing, Prowl 35%, S.C.U.B.A. 60%, Wrestling
Universal Skills:
English 98%, French 75% (illiterate), Mathematics: Basic 45%, Pilot Automobile 60%
Secondary Skills:
Holistic Medicine 20%, Lore: Demons and Monsters 25%, Streetwise 20%, Swimming 50%
Weapon Proficiencies:
W.P. Automatic Pistol (+3 to aimed strike, +1 to burst, recognize weapon quality 30%), W.P. Rifle (+3 to aimed strike, +1 to burst, recognize weapon quality 50%), W.P. Revolver (+3 to aimed strike, +1 to burst, recognize weapon quality 50%), W.P. Sub-Machine Gun (+3 to aimed strike, +1 to burst, recognize weapon quality 50%), W.P. Knife (+1 to strike when thrown)
Education Level and Skills (Transformed): Trade School
Physical Program (Taken Twice):
Acrobatics (Sense of Balance 85%, Walk Tightrope 85%, Climb Rope 95% Back Flip 75%), Body Building, Boxing, Climbing 80%, Gymnastics, (Work Parallel Bars and Rings 85%, Back Flip 95%), Prowl 55%, Swimming 65%, Wrestling
Universal Skills:
English 98%, French 75% (illiterate), Mathematics: Basic 45%,
Secondary Skills:
Athletics (General), Running
Weapon Proficiencies:
W.P. Blunt (+1 to strike and parry), W.P. Knife (+1 to strike when thrown), W.P. Targeting (+1 to strike)
Money: Andre has $635 in savings. He gets by as best as he can from his factory pay check, and drops every last available cent into crime fighting; mostly because of his grandfather’s nagging.
Weapons:
Glock 17 (2): Range: 164 feet (50 m), Damage: 2D6 single shot, 4D6 three shot burst, 10D6 entire magazine (uses 3 attacks) Payload: 17 round 9mm magazine. Weight: 1.25 lbs. (.57 kg) Note: Andre wears both of these in two military style shoulder holsters whenever he’s patrolling. He has 1000 rounds of ammunition at home.
7.62mm RAI Convertible Long-Ranger Rifle Model 300: Range 4265 feet (1300 m), Damage: 5D6 single shot, Payload: 5 round 7.62mm magazine. Weight:
12.5 lbs. (5.67 kg) Note: Andre carries this over his shoulder when patrolling. He has 1000 rounds of ammunition at home.
Dart Gun (2): Range: 110 feet (33.5 m), Rate of Fire: 2 Damage: Renders victim uncouncious within 1D4 melees. Effect lasts 4D4 minutes. Payload: 2 darts, Weight: 1.25 lbs. (.57 kg) Note: Andre wears these in two belt side holsters when patrolling. He has 40 darts at home.
Tranquilizer Rifle: Range: 800 feet (240 m), Rate of Fire: 2 Damage: Renders victim uncouncious within 1D4 melees. Effect lasts 4D4 minutes. Payload: 2 darts Weight: 12.5 lbs. (5.76 kg) Note: Andre will sometimes carry this in place of his sniper rifle, if he needs to take someone alive.
Blessed Combat Bush Knife: Damage: 1D6+2 (+1 to strike when thrown, counts as a magical weapon) Weight: 1 lbs. (.45 kg) Note: This weapons enchantment is specific to Andre, in anyone else’s hand it is an ordinary knife.
Dynamite (10 sticks): Damage: 1D4x10 per stick, Effective Casuality Radius: 10 feet (3 meters)
Plastic Explosives (20 oz.): Damage: 1D4x10 per 2 oz., Effective Casuality Radius: 1 foot (.3 meters) Note: Andre has 10 detonation caps.
Vehicles and Other Equipment:
Point Blank Vest: A.R.: 10; S.D.C.: 70, Weight: 14 lbs. (6.4 kg), Note: Andre wears this over his battle dress at whenever patrolling.
Honda Motorcycle
Type: Medium Motorcycle
Crew: One driver, three passenger
A.R.: 5 (main body); 5 (tires)
S.D.C. by Location:
Main Body – 300
Tires (two) – 8 each
Maximum Speed: 110 mph (177 kph)
Cruising Speed: 65 mph (104 kph)
Max Load: 1,250 lbs. (567 kg)
Range: 350 miles (563 km)
Special Equipment: Andre keeps most of his gear in two locked cases in the trunk.
Black Battle Dress Uniform (Pants and Shirt)
Navy Style Face Mask
Battle Harness: Andre always wears this when on patrol. It includes four 5 five round clips for the sniper rifle, four 17 round clips for the glocks, eight darts for the tranquilizer guns, two pairs of heavy duty handcuffs and a kel-lite flashlight. Weight: 10 lbs. (4.5 kg)
Motorola Razr Cellphone
Pre-Paid Tracphone (For contacting the Irregulars)
Andre’s Apartment
Location: None (0 points)
Installation: Off the Shelf (0 points)
Size: Medium (10 points)
Structure: Basics (0 points)
Facilities: None (0 points)
Accessibility: Small, Secure and Portable Storage (his car) (2 points), Secret Closet (in his apartment) (5 points)
Living Conditions: Simple Bedroom (2 points), Full Bathroom (3 points), Small Kitchen (2 points)
Defense: Basic Security System (10 points), Trap (The door to his secret closet triggers a fragmentation grenade if the handle is turned to the left) (5 points), Trap (The front door of his apartment triggers a fragmentation grenade if the handle is turned to the left) (5 points)
Personnel or Employees: None (0 points)
ANDRE’S APARTMENT TOTAL: 43 Points
Note: Andre’s apartment is located along a minor ley line. It boosts Andre’s abilities somewhat, but more importantly, it provides the P.P.E. that Grandpa Roche requires to survive.

Grandpa Roche (Ghostly Loa)
Real Name: Antoine Roche
Alignment: Scrupulous
Attributes: I.Q.: 13, M.E.: 11, M.A.: 15, Spd: 22 (14 mph [22.5 kph]) (Flying)
Hit Points: 18, S.D.C.: 40
Horror Factor: 10
P.P.E.: 6
I.S.P.: 36
Level (for Psionics): 6
Natural Abilities: Invisible, Intangible, Complete Impervious to All Non-Magical/Non-Psionic Attacks, Can Become Semi-Visible (Horror Factor 10), Possession (Can possess any non-magical creature. Victim gets save vs. Psionics to resist. Grants possessed victim +2D4 P.S., +1D6 P.P., +2D4 P.E., +100 S.D.C.), Energy Vampire (Require 40 P.P.E. a week)
Psionics:
Sensitive: Sixth Sense (2), Telepathy (4)
Super Psionics: Bio-Manipulation (10)
Combat Training: Hand to Hand: Basic
Number of Attacks: 5
Bonuses: +2 to Initiative, +2 to Strike, +4 to Parry, +4 to Dodge, +4 to Pull Punch, +4 to Roll with Punch/Fall or Impact, +3 to Save vs. Magic and Psionics, +10 to Save vs. Horror Factor
Education Level and Skills: Military (Basic)
Military (Basic) (Taken Twice):
Armorer (Field) 50%, Basic Mechanics 60%, Climbing 50%, Military Etiquette 40%, Military Parachuting 50%, Paramedic 50%, Radio: Basic 55%, Recognize Weapon Quality 35%, Running
Police/Law Enforcement:
Criminal Science (doesn’t include Forensic Medicine) 40%, Law (General), Streetwise 25%
Universal Skills:
English 98%, French 75% (Illiterate), Mathematics: Basic 45%, Pilot Automobile 60%
Secondary Skills:
Astronomy 25%, Automotive Mechanics 25%, Cook (Professional Grade) 45%, Fishing 40%, Play Musical Instrument (Violin) 35%, Sewing 40%, General Repair/Maintenance 35%,
Weapon Proficiencies:
W.P. Revolver (+3 to aimed strike, +1 to burst, recognize weapon quality 30%), W.P. Rifle (+3 to aimed strike, +1 to burst, recognize weapon quality 50%)

Divine Loas (Chango, Danbhala, Ertzuli, Legba, Oggun)
Alignment: Scrupulous
Attributes: I.Q.: 18, M.E.: 17, M.A.: 17, Spd: 33 (21 mph [34 kph]) (Flying)
Hit Points: 18, S.D.C.: 40
Horror Factor: 12
P.P.E.: 7
I.S.P.: 70
Level (for Psionics): 6
Natural Abilities: Invisible, Intangible, Complete Impervious to All Non-Magical/Non-Psionic Attacks, Can Become Semi-Visible (Horror Factor 12), Possession (Can possess any non-magical creature. Victim gets save vs. Psionics to resist. Grants possessed victim +2D4 P.S., +1D6 P.P., +2D4 P.E., +100 S.D.C.), Energy Vampire (Require 60 P.P.E. a week)
Psionics: Divine Loas have powers depending on which Loa they represent, as follows:
-Chango: Sensitive: Sense Evil (2), Sixth Sense (2)
Super Psionics: Pyrokinesis (Varies), Psi-Sword (30)
-Danbhala: Sensitive: Clairvoyance (4), Object Read (6)
Super Psionics: Bio-Manipulation (10), Mind Bond (10)
-Ertzuli: Sensitive: Empathy (4), Telepathy (4)
Super Psionics: Empathic Transmisssion (6), Hypnotic Suggestion (6)
-Legba: Sensitive: Astral Projection (8), Sense Magic (3)
Super Psionics: Hydrokinesis (varies), Mind Bond (10)
-Oggun: Sensitive: Resist Fatigue (4), Suppress Fear (8)
Super Psionics: Psi Sword (30), Telemechanics (10)
Combat Training: None
Number of Attacks: 5
Bonuses: +2 to Initiative, +2 to Strike, +4 to Parry, +4 to Dodge, +2 to Pull Punch, +2 to Roll with Punch/Fall or Impact, +1 to Save vs. Insanity, +3 to Save vs. Magic, +4 to Save vs. Psionics, +10 to Save vs. Horror Factor, Trust/Intimidate 45%
Education Level and Skills: Special
Scholastic Skills:
All African Languages 98%, Demon/Monster Lore 98%, French 98%, Haitian Creole 98%, Prowl 88%, Spanish 98%, Tracking (Humans or Animals) 76%, Voodoo Lore 98%, Wilderness Survival 72%
Weapon Proficiencies:
W.P. Blunt (+1 to Strike, +1 to Parry), W.P. Spear (+1 to Strike, +1 to Parry)

Powers Reference:
Spells:
Breath without Air-
Cost: 5 P.P.E., Duration: 3 minutes (12 melees), Range: Self or others by touch
For the duration of the spell, the target can function normally without breathing. This renders him immune to non-magical gas poisons.
Invisibility (Simple)-
Cost: 6 P.P.E., Duration: 3 minutes (12 melees), Range: Self
When cast Andre, his clothes and all items on his person become invisible. He is invisible on the infrared spectrum. Items picked up after casting the spell remain visible, and items dropped after casting it become visible. Engaging in combat cancels the spell.
Levitation-
Cost: 5 P.P.E., Duration: 3 minutes (12 melees), Range: Self, or other within 60' (18.3 m)
Can raise target up or down (only) and cause it to hover for the duration of the spell. Target must weigh 220 lbs (99.1 kg) or less. Maximum height limit is 70' (21.3 m). Unwilling victims get save to resist.
Rituals:
(When engaging a ritual, Andre can draw 1 P.P.E. from each mundane, willing participant, or 4 P.P.E. if they join in chanting and dancing. Willing participants with exceptional P.P.E. reserves can contribute between 50-70% of their total reserve.)
Chant of Blessing-
Casting Time: 10 min., Cost: 50 P.P.E., Duration: 24 hrs, Range: 20' (6 m) area
Up to six individuals in area of the chant gain the following bonuses for the duration of the blessing: +1 to save vs. magic, +2 to save vs. poisons an diseases, +1 to initiative.
Chant of Divining-
Casting Time: 15 min., Cost: 90 P.P.E., Duration: 1 min, Range: 3' (.9 m)
Allows Andre to glimpse the immediate future. He can ask up to 3 questions during the duration of the effect. Questions can cover the following topics: the presence of good magic, the presence of bad magic, the presence of evil spirits or sorcerors, the presence of gods, the presence of revenge/hatred, the presence of greed/lust, the location of a lost child, a time for good hunting, when rains will come, whether diseases or blights are coming, whether a particular person is in danger, whether a particular person speaks the truth, whether a particular visitor is dangerous or has evil intentions, who or what is the cause of a trouble/murder/bad magic (this last question requires an additional 90 P.P.E.)
Chant of Exorcism-
Casting Time: 1 hr., Cost: 90 P.P.E., Duration: instant, Range: 30' (9 m) area
Casts out a possessing spirit. The spirit will have a chance to possess Andre, but he gains a +6 bonus to save.
Chant of Warning-
Casting Time: NA., Cost: 120 P.P.E., Duration: See Below, Range: 1 mile (1.6 km)
Enemies within range are forced to make a save against a Horror Factor 11. Those who fail must flee. Those who save may remain, but suffer a -1 penalty to initiative.
Dance of Blessings Weapons-
Casting Time: 5 min., Cost: 890 P.P.E., Duration: Permanent, Range: 10’ (3 m)
Grants a magic bonus to one weapon (or a dozen arrows or sling stones). Weapons are dedicated to a single warrior. In anyone else’s hands they provide no bonus. Weapons count as magical for the purposes of opponents with invulnerability or other specific resistances/vulnerabilities. Additionally, they gain the following bonuses:
Bow and Arrows Additional 200’ (61 m) to range, double damage, +1 to strike
Knife Never dulls, +2 dmg, +1 to strike when thrown
Spear/Javelin Never breaks, +2 strike when thrown, +2 to damage
Staff Never breaks, +1d6 damage
Sword Double damage
Throwing sticks or irons Double damage and range
War club, mace, hammer or axe Double damage, +1 to strike, +1 to parry
Dance to Chase Away Evil Spirits and Witches-
Casting Time: 30 min., Cost: 750 P.P.E., Duration: 24 hrs., Range: .5 (.8 km)mile radius
All evil spirits, demons or possessed persons in area must save (vs. 16) or be paralyzed for 24 hours.
Dance of Flames-
Casting Time: 1 hr., 5 min.., Cost: 700 P.P.E., Duration: 2 hrs., Range: self or other person
Grants subject the following bonuses: Impervious to fire, heat and poison, +5 to save vs. all types of magic.
Dance of Life-
Casting Time: NA, Cost: 550 P.P.E., Duration: As longs as dance lasts
Range: 100’ (30.5 m) radius
With 10 or more subjects, all subjects immediately heal 1d6 hit points, and get +2 bonus to save vs. poison, sickness or magic, +20% to save vs. coma, heal at double normal rate for duration. With 2 or less subjects, all subjects heal 2d6 hit points, and get +4 bonus to save vs. poison, sickness or magic, +40% to save vs. coma, heal at double normal rate for duration.
Dance of Protection from Bad Medicine-
Casting Time: 1 hr., Cost: 550 P.P.E., Duration: 24 hrs., Range: Entire Neighborhood
Prevents any demon, evil practitioner of magic or their minions from entering affected neighborhood.
Dance of War-
Casting Time: NA, Cost: 240 P.P.E., Duration: as long as drums beat,
Range: 2 miles (3.2 km)
All allies are +1 on initiative, +1 to save vs. Horror Factor, +1 on all saving throws, +1 to strike, +1 attack/melee. All enemies are -1 to strike, parry, dodge, initiative and -2 to save vs. Horror Factor.
Dance to Close a Dimensional Rift-
Casting Time: 1 hr., Cost: 540 P.P.E., Duration: NA, Range: 200’ (61 m)
Closes a dimensional rift within 200’. The rift gets a save (vs. 16) to resist.
Transformation:
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taalismn
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Re: The Irregulars (Century Station)

Unread post by taalismn »

Hmmm...Interesting group.
Though I can imagine some snarky villain taunting them about needing more fiber in their diet.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Warshield73
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Re: The Irregulars (Century Station)

Unread post by Warshield73 »

taalismn wrote:Hmmm...Interesting group.
Though I can imagine some snarky villain taunting them about needing more fiber in their diet.

Yeah my first thought was a villain that sends them boxes of laxative as a calling card so the avenues for bad jokes are almost endless. So of course I will be barrowing the name.
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EliBenedict
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Re: The Irregulars (Century Station)

Unread post by EliBenedict »

Warshield73 wrote:
taalismn wrote:Hmmm...Interesting group.
Though I can imagine some snarky villain taunting them about needing more fiber in their diet.

Yeah my first thought was a villain that sends them boxes of laxative as a calling card so the avenues for bad jokes are almost endless. So of course I will be barrowing the name.


Ha! Love it.
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Reagren Wright
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Re: The Irregulars (Century Station)

Unread post by Reagren Wright »

Not bad. Always nice to see someone else contribute some NPCs or possible characters to play to the forum.
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