Champions – Destine of the Vanguard

Tracy Gillingsford achieved notoriety at age nine, when she – having been used to cheat in various casinos by her parents – because the youngest defendant to be persecuted under the new (and soon hastily adjusted) laws against the use of psychic abilities in criminal enterprises.

As far as her powers go, Destine is a reasonably strong telepath, possesses a talent for shifting probabilities to favor her friends and inconvenience her enemies – and is exceptionally skilled in the use of her telepathy, capable of holding individuals with fairly powerful mental abilities paralyzed, although that will force her to concentrate on that task to the exclusion of most other activities.

While that was underway her mandatory sentence was quietly commuted to being placed with “suitable” foster parents – the Vanguard.

While “Destine” is still not quite seventeen, she’s become a valued member of the team by the simple expedient of using her invisibility talent to sneak along on missions – and quietly staying well out of the way while bending probability on her friends behalf.

 

Destine

 

Value Characteristic Points
8/13 STR -2
11 DEX 3
13 CON 6
10 BODY 0
13 INT 3
23 EGO 26
10 PRE 0
10 COM 0
2/8 PD 0
3/9 ED 0
3/6 SPD 9
5 REC 0
18 END -4
21 STUN 0
Total 41

 

Points Powers END
15 Psychic Elemental Control (26-pt reserve); Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
a-9 Sense Minds; Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
(7) N-Ray Vision; Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
(4) 360-Degree Sensing (Sight); Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
(4) Telescopic Sense (Sight, +7 to PER); Champions Limitation (Only to detect minds, blocked by Ego Defence 15+.): -1; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
b-15 Probability Maniplulation/Two Overall Levels; Area Effect (Radius): 24″ radius, +1; Increased Area: ×8, +¾; Linked (Must be able to sense the minds to be affected.): -½; Selective Target: +¼; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
c-11 Probability Manioulation/Luck (4d6); Area Effect (Radius): 24″ radius, +1; Increased Area: ×8, +¾; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼; Linked (Must be able to sense the minds to be affected.): -½; Selective Target: +¼; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼
d-20 4d6 Probability Manipulation/Unluck; Area Effect (Radius): 32″ radius, +1; Increased Area: ×8, +¾; Linked (Must be able to sense the minds to be affected.): -½; Selective Target: +¼; Reduced END: Zero, +½; Champions Limitation (Only works on active, living, minds): -½; Variable Limitations: -½, -¼ 0
24 Telepathy Multipower (65-pt reserve); Telepathy-Based Powers only (-.5), -.5 in Variable Limitations (usually OIF Mindgem), requires a full phase (-.5) of 0 DCV concentration (-.5).
u-2 Telekinesis (STR 13); Range: 285; Manipulation: Coarse, +0; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½; Invisible (to Sight. Visible to Mental and Mystical Senses): One Sense Group, +½ 0
u-2 8d6 Mental Illusions; Reduced END: Zero, +½ 0
u-2 8d6 Mind Control; Communication: Verbal, +0; Reduced END: Zero, +½ 0
u-2 8d6 Telepathy; Reduced END: Zero, +½ 0
u-1 1d6 Transform” Mental Manipulation (Minor, Limited Class); Range: 185; Penetrating: +½; Cumulative: +½; Active Points: 37; Reduced END: Zero, +½; Invisible: To All Senses, +1 0
u-1 2d6 Energy Blast: Invoking the Id; Range: 200; Versus: ED; Continuous: +1; No Normal Defense (Psionic Telepathy or other Mental Powers): +1; Reduced END: Zero, +½; Uncontrolled: +½ 0
u-2 3d6 Mind Control: Suggestion Field; Communication: Telepathic, +¼; Active Points: 64; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; Reduced END: Zero, +½; Invisible (Mental Senses also): One Sense Group, +½ 0
u-2 Clairsentience (Normal Sight, Hearing); See: Present, +0; Dimensions: Current, +0; Reduced END: Zero, +½; Range: 600″ 0
u-1 Psychometry
(9) Detect Psychic Impressions (+11 to PER); Time Required: Half Phase, +0; Range: Touch, +0
(2) Discriminatory Sense (Detect)
u-2 Universal Translator; Area Effect (Radius): 4″ radius, +1; Reduced END: Zero, +½; Champions Limitation (Only between active minds): -1 14-
u-2 Invisibility: Pay-No-Attention Field (Hearing, Sight, No Fringe); Not vrs Mental Defense 10+: -½; Reduced END: Zero, +½; Active Points: 60 0
10 Mental Defense (15 pts); Add to Total
13 +3 SPD; Generic Limitation (Only for using mental powers): -1; Variable Limitations: -½, -¼
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
142 Total Powers  

 

Points Skills, Talents, Perks Roll
27 Mentatics; Linked (Only with Psychic Telekinesis): -½
; Since Mentatics is opposed by the Ego and Ego Defense instead of Strength and PD, it can be quite effective on many physically difficult characters.
(3) Martial Block (OCV +2, DCV +2); Linked (Only with Psychic Telekinesis): -½
(2) Martial Grab (OCV -1, DCV -1, STR 38); Linked (Only with Psychic Telekinesis): -½
(3) Martial Strike (OCV +0, DCV +2, 7½d6); Linked (Only with Psychic Telekinesis): -½
(3) Martial Escape (OCV +0, DCV +0, STR 43); Linked (Only with Psychic Telekinesis): -½
(16) +3 DC for Martial Attacks; Based on EGO Combat Value: vs. ECV, +1; Linked (Only with Psychic Telekinesis): -½
6 Mindgem: 30-Point Computer Follower: Basic Skillwires
; Computer: Int 18, Dex 0, Speed 1. Programs: Skill Program Menu (May run up to three additional skill programs at the same time) and System Check/Reset. Base Cost: -20.All Skills usable by others, power lost (+.25), May only keep 3 skills other than overall levels active at one time (-.5), Requires a full phase to change active skill programs (-.25).
0 Skill Programs
(30) +3 level w/Overall Level
0 English (Native Accent); Literacy: Standard, 0
0 French (Native Accent); Literacy: Standard, 0
3 Scholar
1 Knowledge/Psychic Phenomena 11-
1 Knowledge/Spirits 11-
1 Knowledge/The Criminal Underworld 11-
1 Knowledge/Metahumans 11-
1 Knowledge/Politics 11-
1 Knowledge/Psionics 11-
42 Total Skills, Talents, Perks  

 

Cost Equipment
2 Elemental Control: Microfiber Clothing (5-pt reserve)
; All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).
a-8 Armor (8 PD/8 ED) ; Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-2 Instant Change (can look like any clothing) ; Clothes: Any Set, 10
d-2 +3 level w/Stealth (Camoflague)
4 Advanced Military Electronics Package
; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve)
; All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit ; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision ; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER) ; Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts) ; Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts) ; Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER) ; Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER) ; Time Required: Instant, +2; Range: Touch, +0
; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation 14-; Usable By Others: Power Lost, +¼
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2
; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.
(3) Programs
; 1) Monitor instruments and transmit information to user and command systems
2) Place call for emergency assistance if serious health issues are detected.
3) Refuse to activate without proper identification of authorized user.-The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(4) Easy Interface: Computer Programming 12-; Usable By Others: Power Lost, +¼
8 Combined Powers Slot; IAF (Shield Generator on Belt.): -½
(4) +6 ED ; IAF (Shield Generator on Belt.): -½
(4) +6 PD ; IAF (Shield Generator on Belt.): -½
3 +5 STR 1; Doesn’t Affect Figured: -½
; Included to make the martial arts totals come out right.
30 Total Equipment

 

125+ Disadvantages
20 Code Against Killing (Common, Total)
10 Fear of Crowds (Common, Moderate)
20 Honorable (Common, Total)
20 Hunted: Genocide (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
30 Vulnerability: Physical Killing Attacks (2× STUN); Attack: Very Common, +15
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
41 + 184 = 225 225 = 100 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
4 4 8 15 16/8 17/8 2, 4, 6, 8, 10, 12

Sex: Female, Age: 16

 

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