From RPGnet
Jump to: navigation, search


Another of the mutants created by the Kiev incident, Echo received mental abilities and lost her ability to life her own life.

She was an upbeat cheerful young woman when she was ordered to get the men off the ship. She emerged the same as before, but soon strange things started to happen to her commanding officers. The Interrogator was called in and he soon found that the girl had powers.

She was given the power to put people in a sort of mental induced coma, from there she would look into the mind and learn all that was there. She would live her live though the thoughts of others. A sort of memory junky. What's more was that it was difficult for anyone to know that it was her that was doing this.

Always looking for effective spies, the government "trained" her to be loyal then assigned her to Mass Reaction as scout and information gatherer. It was up to her to accomplish the mission of the team, that of learning secrets about Americas nuclear programs and about the American Superheroes. The rest of the team was to be the "cover" from which she worked.

As Echo she will hardly ever engage in direct combat, she will stay in the background and provide assistance from a concealed location by paralyzing heroes at just the right moment for her teammates to do their thing. She wears clothes that are slightly out of style and loose fitting with glasses, all to make sure that she fits in with the crowd.

Her job is the public relations officer of the team and because of this she is always around, though in the background on missions.

Echo PL 11 (165PP)

Init +2; 30ft (Run); Defense 19/19 (6 Base, 2 Dex, 1 Dodge); BAB +6; +6 Melee, +8 Ranged, +10 Mental (10 Paralysis); SV Dmg +4, Fort +4, Ref +2, Will +4; Str 10, Dex 14, Con 18, Int 18, Wis 18, Cha 18 (Total 58PP)

Skills: Diplomacy 3/+7, Disguise 3/+7, Driving 1/+3, Mechanical 1/+9, Disable Device 1/+9, Move Silently 1/+3, SC: Aeronautics 1/+9, SC: Nuclear Engineering 1/+9, Computer 1/+9, KS: Cryptography 1/+9 (Total 14PP)

Feats: Dodge, Photographic Memory, Detect: Living Minds (Total 6PP)


  • Combat Sense +3 (Source: Mutation) (Cost 1 / Total 3PP)
  • Super Intelligence +4 (Source: Mutation) (Cost 2 / Total 8PP)
  • Mental Sedation (Paralysis) +10 (Source: Mutation; Extras: Subtle, Mental, Sustained, Telepathy [Subtle]; Stunt: Mental Blast) (Cost 7 / Total 70+2PP)
  • Running +2 (Source: Training) (Cost 2 / Total 4PP)