Difference between revisions of "Sublime Minal"

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(Abilities)
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===PL10===
 
===PL10===
 
===Abilities===
 
===Abilities===
Strength 0, Stamina 3+2, Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 2, Presence 1
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Strength 0, Stamina 3+2 (10 with Defensive Roll), Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 3+7, Presence 0
  
 
===Powers===
 
===Powers===

Revision as of 11:22, 28 May 2017

Sublime Minal

SherylLevi

PL10

Abilities

Strength 0, Stamina 3+2 (10 with Defensive Roll), Agility 3, Dexterity 0, Fighting 3+2, Intellect 0, Awareness 3+7, Presence 0

Powers

    • Blink [120-feet Teleportation]:** Teleportation 2 [Mental, Psychic, Senses; Change Direction, Change Velocity, Turnabout] (7 points)
    • Subliminal Presence [Concealment]:** Concealment 6 [Mental, Psychic, Senses; All Visual Senses, All Aural Senses; Passive] (6 points)
    • Forgotten Wounds [Regeneration]:** Regeneration 2 [Mental, Psychic, Psionic, Senses] (2 points)
    • Mind of Steel [Immunity]:** Immunity 7 [Mental, Psychic; Critical Hits, Emotion Effects; Sustained] (7 points)
    • ESP-Enhanced Super Soldier [Enhanced Abilities]:** Enhanced Stamina 2, Enhanced Fighting 2, Enhanced Awareness 7 [Mental, Psychic, Psionic; Permanent] (22 points)
    • ESP-Enhanced Combat [Damage]:** Damage 10 [Mental, Psychic, Psionic; Penetrating 3; DC 25] (13 points)

Equipment

Advantages

Daze (Deception), Defensive Roll 5, Eidetic Memory, Hide in Plain Sight, Improved Critical 4: Unarmed, Improved Trip, Move-by Action, Power Attack, Ranged Attack 10, Redirect, Takedown 2, Taint, Trance

Skills

Acrobatics 1 (+3), Athletics 5 (+5), Close Combat: Unarmed 5 (+10), Deception 10 (+10), Insight 5 (+15), Intimidation (+0), Perception 2 (+12), Persuasion 5 (+5), Sleight of Hand 4 (+4), Stealth 7 (+10)

Offense

Initiative +3 ESP-enhanced combat (unarmed) +10, Damage 10, Crit 16-20

Unarmed +10, Damage 0, Crit 16-20

Defense

Dodge 10, Parry 10 Toughness 5 (Def Roll 5), Fortitude 5, Will 15

Power Points

Point Breakdown

Abilities 24 + Powers 57 + Advantages 30 + Skills 22 + Defenses 17 = Total 150

Complications

Doing Good (Motivation): At the core of it all, Sublime Minal desires to fight the Nazis and protect the populations they oppress, and not just European Jews.

Responsibility: She's still a soldier whose duty is to obey orders, and she respects the army too much to easily ignore her superiors, even when more questionable commands are given.

Subverted Perceptions (Power Loss): Sublime Minal needs to have a person's perception to subvert in order to use most of her powers: teleportation involves movement during blinking or at the edge of one's vision, regeneration requires that an observer forgets for an instant she's wounded, ESP-enhanced combat aggravates somebody's perception of a blow (whether on themselves or somebody else) to make it reality, and invisibility... well, duh. The corollary is that if there isn't anybody else's perception to subvert, they don't work; her own perception doesn't seem to matter in order to use her powers, unlike most psychics. The conclusion is therefore that Sublime Minal doesn't want to stay alone, even if that means being surrounded by enemies; being injured and left to die alone in an abandoned cell, for instance, would be dreadful. (Straight enhancements of her abilities, though, don't suffer the same weakness.

Nazis (Enemy): Obviously, and even though this isn't written on her forehead, Nazis generally dislike finding out the combatant who's kicking their asses actually is among the category of people they're actively trying to exterminate.

Rogue Psychics (Enemy): More personally, there are psychics who arbor hateful feelings toward Sublime Minal, due to her impressive development and (intentionally) poor interpersonal conflict management within the project. Some of them managed to leave the labs they were experimented in. If they managed that, they might have managed to leave America, too...

Background

Sheryl Levi, in her early 20's, wanted to take part to the war effort in Europe; being Jewish herself, she was overjoyed to hear that the United States had at last entered the conflict against the Nazis.

She volunteered for military programs; being a woman proved to be an obstacle, which she eventually overcame when tests showed her potential, allowing her to be taken seriously. Following that, the project - aiming to develop psychic abilities in potential super-soldiers - proved... intensive. Strange drugs, hours of watching equally bizarre footage and pictures, endless tests. It all did a number on her sanity; Sheryl became unable to provide a coherent retelling of much of her civilian life before the program, and certain sounds or sights would make her react unusually. But she was still motivated, very loyal, and, most importantly, did develop powers. They weren't the expected ones: no telepathy, no telekinesis, no precognition. Instead, they seemed to focus on the perceptions of her observers, and proved useful nonetheless. The physical training finally followed. This secret program had also proved to be competitive, and cruel at times. Test subjects would try to sabotage each others. When her powers developed whereas fitter, stronger men had died - or disappeared - over the experiments, Sheryl attracted resentment and jealousy. Not all guinea pigs stayed loyal to the military.

Little of this mattered to Sheryl, codename Sublime Minal (as a reference to her subtle psychic powers). She'll soon finally get to do what she signed up for, even if she had to sacrifice part of her mind for it.


Hero Points: 1 Bruises: / Fatigue: /


https://wiki.rpg.net/index.php/Fight_Fire_With_Fire