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Marionette CS

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Hudson City
Where Heroes Lose Their Innocence


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Name: Ophilia DiSantiago
Player: China Pittenger

Val Char Base Cost
7 STR 10 -3
14 DEX 10 12
10 CON 10 0
10 BODY 10 0
15 INT 10 5
20 EGO 10 20
18 PRE 10 8
18 COM 10 4
2/8 PD 1 1
2/8 ED 2 0
4 SPD 2.4 16
3 REC 3 0
25 END 20 3
20 STUN 19 1
4" RUN 6 -4
2" SWIM 2 0
1" LEAP 1 0

STR Roll: 10- Run:  4"
DEX Roll: 12- Swim:  2"
CON Roll: 11- Leap:  1"
INT Roll: 12-
EGO Roll: 13-
PER Roll 12-

Disadvantages Pts
   
Psychological Limitation: Doesn't Like to Be Told What to Do: (Uncommon, Strong) [Notes: This character reacts to instruction, regardless of how politely states or how inoccuous, with hostility. He stubbornly refuses to do what he is told, regardless of how sensible the directions are. When confronted by authorities, he is sarcastic and resistive at best, downright hostile and violent at worst. If the character happens to do what he was told anyway because such a course is the best action in a given circumstances, the character will make it clear that he's not doing it because he was told to do it, but because he wanted to do it anyway. At Common, Strong the character can swallow his pride when necessary to go along with directions.]  10
Psychological Limitation:: Commited to Solving the Dean Masterson Vanishing (Uncommon, Strong)  10
Psychological Limitation:: Craves Respect & Credibility (Common, Moderate) [Notes: The character has a strong need to be respected, and to be treated with the deference due his position. In addition, he needs to be seen as knowledgeable and truthful. If not given sufficient respect, or treated as ignorant/lying, he becomes depressed or angry, and will attempt to regain it. The character can often be tempted to do unwise things with the promise of renewed respect or credibility. Other Psychological Limitations will determine how far he is willing to go.]  10
Psychological Limitation: Has Complete Trust in Sebastian DiSantiago (Common, Total) [Notes: A character with this Disadvantage trusts another character enough to put his life in the other's hands. He willingly and commonly confides in the other, believes the other will never betray him, and can put himself in danger knowing that the other character will back him up. The character will never, ever have the slightest doubt about the other character, even if shown evidence that a betrayal of some kind has taken place. (The character will rationalize the evidence away.)]  20
Psychological Limitation: Explosive Temper Uncommon, Total [Notes: Description: This is used to simulate a character whose temper has no "throttle" on their anger. (Or, in other words, they go immediately from "mildly annoyed" to "just shy of berserk", with no intermediate steps.) Such a character will resort to violence easily and quickly soon after "going off". This character might be one of the easiest-going, patient people alive, and yet when they finally get mad, they immediately lash out physically. This sets it apart from Hair-Trigger Temper. At the Strong level the character can restrain himself with an Ego Roll, while at Total, the character cannot restrain himself except in the most dire of situations.]  15
Physical Limitation: Achilles Heel: Hypertrophic Cardiomyopathy (Infrequently, Greatly Impairing) [Notes: Description: This character's defenses have some flaw that is either obvious or can be easily perceived or deduced by an experienced foe. Opponents receive a bonus of +2 to all Find Weakness attempts against the character. The Frequency of this Disadvantage should be increased if one of more people with the Find Weakness talent are Hunting the character.]  10
Physical Limitation: Tires Easily (Infrequently, Greatly Impairing) [Notes: For whatever reason (perhaps his body hasn't fully adapted to his new powers, or perhaps he's out of shape), the character tires easily, and takes longer to recuperate from getting tired than other character's do. He suffers a -2 penalty on STR and CON rolls pertaining to physical exertion (such as holding a heavy object off the ground). If he Pushes, the character must spend 150% of the normal Endurance cost for such an action. Worst of all, when he wishes to take a Recovery (or has to), he must use two Full Phase Actions in order to do so.]  10
Social Limitation: Attainder of Blood: DiSantiago Curse (Frequently, Slightly Impairing) [Notes: Description: An ancestor of this character performed some deed so dark and terrible that the aftereffects and punishments are still felt and suffered by the descendents of the ancestor. Despite the fact that the character himself is guiltless, he is seen as a beneficiary and perpetuator of the original crime. In the case of Attainder of Blood, the character is innocent of the crime though seen as guilty by the general public.]  10
Social Limitation: Secret Identity (Frequently, Major)  15
Social Limitation: Jerk Magnent (Frequently, Minor)  10
Quirk: Can't Resist a Dare  1
Doesn't Scare Easily  1
Doesn't Date (Fearful of Commitments)  1
Familial Social Obligations  1
Whatever it Takes to Win  1
   
DiSantiago Family Package Disadvantages   
DiSantiago Family Package - Psychological Limitation: Loyalty to Family: (Common, Moderate)  10
DiSantiago Family Package - Monitored: by High Society: 11- (As Pow, Watching)  5
DiSantiago Family Package - Reputation: Useless Dilettante: , 11-  10
 
XP
36
Base Points : 200
Disads Total + 150
Experience Spent + 40
Total Cost = 390


Pts.  Power/Skill/Perk/Talent END
60   Mental Domination: Multipower, 60-point reserve   
4u   1) Strong Paralysis III: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Standard Defense; Mental Defense applies; +1) (50 Active Points); Cannot Form Barriers (-1/4)  5
6u   2) Strong Mind Blast: Ego Attack 6d6 (60 Active Points)  6
6u   3) Lethal Psionic Assault II: Killing Attack - Ranged 1d6, Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Does BODY (+1), Continuous (+1) (60 Active Points)  6
6u   4) Strong Psionic Palsy II: Drain DEX 2d6, Ranged (+1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Attacker Chooses Defense (+1/2) (60 Active Points)  6
6u   5) Mental Domination: Mind Control 12d6 (60 Active Points)  6
5u   6) Go Where You Are Told: Teleportation 10", Usable As Attack (+1), Line Of Sight (+1) (60 Active Points); Must Pass Through Intervening Space (-1/4)  6
6u   7) Deep Telepathy: Telepathy 12d6 (60 Active Points)  6
      
13   Empath: Elemental Control, 40-point powers, (20 Active Points); all slots Side Effects (Side Effect affects both character and recipient of Power's benefits; Establishes Bond. Two way Stun if either party is hurt.; -1/2)   
40   1) Mental Scanning: Mind Scan 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); Side Effects (Side Effect affects both character and recipient of Power's benefits; Establishes Bond. Two way Stun if either party is hurt.; -1/2)  8
13   2) True Psychic Bond Mental Link: Mind Link , Specific Group of Minds, Any dimension, Number of Minds (x8), Psychic Bond (40 Active Points); Side Effects (Side Effect affects both character and recipient of Power's benefits; Establishes Bond. Two way Stun if either party is hurt.; -1/2)  0
8   3) Empathy: Telepathy 4d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1/2) (40 Active Points); Empathy All Emotions (-1/2), Always On (-1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; Establishes Bond. Two way Stun if either party is hurt.; -1/2)  0
12   4) Sensory Link: Clairsentience (Sight, Smell/Taste And Hearing Groups), Mobile Perception Point (45 Active Points); Only Through The Senses Of Others (-1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; Establishes Bond. Two way Stun if either party is hurt.; -1/2)  4
      
12   Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)  0
      
40   Hunches: Multipower, 40-point reserve   
2u   1) Precognitive Aim: +4 with All Combat (32 Active Points); Only To Increase OCV (-1/2), Costs Endurance (-1/2)  3
2u   2) Precognitive Defense: +6 with DCV (30 Active Points); Costs Endurance (-1/2)  3
1u   3) Uncontrollable Precognition: Precognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (-2), Precognition Only (-1), Vague and Unclear (-1/2), Time Modifiers (-1/2)  4
4u   4) Greater Premonitions I: Danger Sense (General Area, Any Danger, Function as a Sense) (37 Active Points) 12-   
2u   5) Looks Like I Win Again: Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 22- (30 Active Points); Costs Endurance (-1/2)  3
3u   6) Winning Ways: +8 with all Interactive Skills (40 Active Points); Costs Endurance (-1/2)  4
     
     
      
   DiSantiago Family Package   
2   AK: Any city with a high class cache 11-   
3   Conversation 13-   
3   High Society 13-   
2   PS: Public Relations 11-   
2   KS: DiSantiago Family Politics 11-   
3   Athletic Skill: Any Rich Man Sport 12-   
2   TF: Sailboats and Yachts : Large Motorized Boats, Large Wind-Powered Boats   
      
3   Bribery 13-   
6   Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 12-   
3   Cryptography 12-   
3   Deduction 12-   
2   Forgery (Documents) 12-   
3   Lockpicking 12-   
3   Oratory 13-   
3   Persuasion 13-   
3   Riding 12-   
3   Security Systems 12-   
3   Seduction 13-   
3   Sleight Of Hand 12-   
2   Systems Operation (Communications Systems) 12-   
     
      
   DiSantiago Family Package   
6   Money (6-15 Points: Players Choice): Wealthy   
1   Contact (5 Points: Players Choice) 8-   
     
12   Combat Luck (6 PD/6 ED)   
     
     
 251 : Powers Cost
 76 + Skills Cost
 63 + Characteristics Cost
 390 = Total Cost
Base OCV:  5 Base DCV:  5
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +4 with All Combat (32 Active Points); Only To Increase OCV (-1/2), Costs Endurance (-1/2),+6 with DCV (30 Active Points); Costs Endurance (-1/2)

Combat Maneuvers
Name Phase OCV DCV Effect
Block 1/2 +0 +0 Block, Abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 --- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4DC to attack
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged attacks only
Strike 1/2 +0 +0 STR or weapon

Range 0-4 5-8 9-16 17-32 33-64 65-128
RMod 0 -2 -4 -6 -8 -10

DEX: 14 SPD: 4 ECV: 7
Phases: 3, 6, 9, 12
2/8 PD (0/6 rPD) 2/8 ED (0/6 rED) MD: 0
END: 25 STUN: 20 BODY: 10