Champions – Ballistic of the Mandate

“Ballistic” possessed a powerful, if mostly unconscious, talent for molecular manipulation – and, unfortunately, a highly disfunctional family. Without parental reassurance her various childhood nightmares started to manifest in the physical world – which made her paranoia worse and worse and frightened away every other child who might have played with her. Her mightmare predictions came true with frightening regularity.

Of course, her own power provided “playmates” and even a few accepting, if nonexistent, siblings. Her parents and relatives denial that they knew anything about those kids she hung around with didn’t help her persecution complex one little bit.

As ever-stranger horrors born of her own subconscious mind attacked her, she fought back – finding arsenals of weapons ready to hand wherever she lived for a time, unconsciously guiding her attacks and assisting her other activities, and learning psychic “martial arts” based on various movies. Along the way, she convinced herself that she had a cybrenetic eye – and so she did.

Now fully convinced that she was pursued by evil organizations, assorted villians, and various outright monsters, “Ballistic” fell in with the Mandate, and participated in a number of their adventures – during which time they made extensive (if futile) efforts to break through her delusions and get her to use non-lethal weaponry. Unfortunately, “Ballistic” eventually had one too many outright psychotic breaks, and targeted a mouthy youngster with lethal force while being recorded by Ranko’s cameras. The rest of the Mandate promptly turned her over to Primus and Project; Thunderbolt for trial and treatment.

Given her utterly blatant insanity, “Ballistic” was taken into government custody for intensive treatment. Relatively recently, with her delusions more or less under control thanks to extensive telepathic treatment (using her experience to buy off the “Delusional” and “Random Nonexistent Villians” limitations), Project; Thunderbolt has deployed her on several (carefully supervised) missions. She will not, however, be considered for any form of unsupervised mission until she buys off the rest of her psychological problems.

 

Ballistic

 

Value Characteristic Points
40 STR 30
23 DEX 39
18 CON 16
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
16 COM 3
10 PD 2
10 ED 6
5 SPD 17
12 REC 0
36 END 0
41 STUN 0
Total 127

 

Points Powers END
10 Multipower; Bionic Eye (20-pt reserve); Optical Sensory Powers Only (-1), OIF (-.5)
m-2 Enhanced Perception; Sight (Normal Sight, +10 to PER)
u-1 Combined Powers Slot; Frequency Compression
(2) Infrared Vision
(2) Ultraviolet Vision
u-1 Flash Defense (Sight, 10 pts)
u-1 Microscopic Vision (×1000)
15 Martial Arts Multipower (30-pt reserve); Martial Arts Techniques Only: -1
u-1 +20 STR (For use with Grab/Escape, Throw, & Disarm ONLY); Doesn’t Affect Figured: -½; Reduced END: Zero, +½. 0
u-1 Martial Strike; Hand-to-Hand Attack (5d6, Total 13d6); Range: 0; Reduced END: Zero, +½. 0
u-1 1d6+1 Killing Strike (HKA) (Total 2½d6); Range: 0; Reduced END: Zero, +½. 0
u-1 Choke Hold (Hand Attack) (3d6, Total 5½d6); Range: 0; No Normal Defense (Hard neck armor, Force Field, Need Not Breathe): +1; Reduced END: Zero, +½; Continuous: +1. 0
u-1 Nerve Strike (Hand Attack) (3d6, Total 7d6); Range: 0; No Normal Defense (Armor, Force Field, No normal nervous system): +1; Reduced END: Zero, +½. 0
Other Abilities :
12 2d6 60-Point Equipment Allowance Aid (Fade/month, Max. 60); 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; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
15 Armor (5 PD/5 ED)
6 Mental Defense (8 pts); Add to Total
6 Running (+3″, 9″, NC: 18″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11 2
1 Swimming (+1″, 3″, NC: 6″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 4 1
75 Total Powers  

 

Points Skills, Talents, Perks Roll
24 +12 level w/Ranged Combat (Psychic Targeting); A mutant power; Subject to effects which target mutant abilities.: -½; OCV Only: -½; “Visible”; Character “Detects” as a mutant.: -¼; Will not work in water or other impeding media: -¼
23 +4 level w/Overall Level; Mutant Psychic Power; Affected by relevant abilities.: -½; “Visible”; User “Detects” as a mutant.: -¼
Skills :
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Demolitions 11-
3 Paramedic 12-
3 Security Systems 12-
3 Shadowing 11-
3 Stealth 14-
3 Streetwise 12-
3 Tracking 12-
Talents :
5 Combat Sense 13-
5 Defense Maneuver
14 Find Weakness with Single-Target, Focused, Ranged Attacks; Attack Type: Group, +10; Not vrs Force Fields or Mystical Defences: -½; Concentrate: ½ DCV, -¼ 12-
3 Lightsleep
5 Resistance (+5 to EGO Rolls)
Martial Arts :
3 Martial Throw (OCV +0, DCV +1, 8d6+v/5)
4 Martial Block (OCV +2, DCV +2)
122 Total Skills, Talents, Perks  

 

Cost Equipment
25 Assault Cannon Multipower (75-pt reserve); Full Power Only: -¼
; Breakable Universal OAF (Assault Cannon, -1), Must be free to fire (Restrainable / “Gestures”, -.25). All powers must use charges, which can only be recovered at armory (Grenades) or by recharging (Energy Bursts) (-.5), Full Power Only (-.25), Variable LImitation (-.25. Particle Beam Modes share charges (-.25) and No Knockback (-.25), Grenades cannot be fired in water (-.25) and do not work in intense magnetic fields (They trigger the detonation circuit unpredictably, -.25). Her Assault Cannon is a combination particle-beam projector and multi-magazine grenade launcher. While not as powerful as some other ultra-tech (or psionically boosted) weapons, it’s very versatile.
u-2 2d6 RKA Particle Beam 0; Range: 375; Armor Piercing: 1, +½; Invisible (Silent): One Sense Group, +½; Charges: 16, +0; No Knockback: -¼; Increased STUN Multiplier: 1, ½; Full Power Only: -¼
u-2 2d6 RKA Autofire P.B. Mode 0; Range: 375; Autofire: 5 shots, ½; Charges: 250, +1; Full Power Only: -¼
u-2 12d6 Energy Blast; Concussive Particle Blast 0; Range: 375; Versus: ED; Charges: 32, +¼; Full Power Only: -¼; This does knockback, but does not work in water.
u-2 3d6 Flash Grenade (Hearing) 0; Range: 375; Area Effect (Radius): 12″ radius, +1; Increased Area: ×4, +½; Charges: 16, +0; Full Power Only: -¼
u-2 2d6 RKA Fragmentation Grenade 0; Range: 375; Area Effect (Radius): 8″ radius, +1; Increased Area: ×2, +¼; Charges: 32, +¼; Full Power Only: -¼
u-2 4d6 Energy Blast; Neural Disruptor Grenade 0; Range: 375; Versus: ED; Affects Desolidified: +½; Area Effect (Radius): 6″ radius, +1; No Normal Defense; Exotic/no nervous system, airtight armor, EM shielding, etc.: +1; Charges: 32, +¼; Full Power Only: -¼
9 Utility Belt; Multipower (20-pt reserve); Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
u-1 Regeneration Serum (2 BODY/Turn) ; Regenerate: Standard, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
u-1 Superleap; Jump Belt (+20″, 28″, NC: 56″) 4; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 74; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
u-1 Swinging; Grapnel Line (+20″, NC: 40″) 4; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 74; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
u-1 Survellience Package; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
(4) Eidetic Memory (Audiovisual Recorder; Also works with eye).; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
(4) Parabolic Microphone; +5 Hearing Perception (Normal Sight, +5 to PER) ; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
u-1 +6 DEX; Stim Pills ; Doesn’t Affect Figured: -½; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
u-1 Spectrum Antidote; Activation: 12-, -¾; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
; A broad-spectrum antidote/scavenger/antibiotic shot; it’s effective against most common items; exotic or magical diseases & toxins will bypass it, as will truly massive doses – hence the activation roll.
(5) Need Not Breathe ; Activation: 12-, -¾; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
(1) Immune to Disease ; Activation: 12-, -¾; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
u-1 1d6+1 RKA Throwing Knives 0; Range: 100; Charges: +16, +0; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼
6 Minor Items :
(1) Assorted Paperwork (Passport, Weapons Permits, PI License); Forged; Will not stand up to any investigation: -1
(1) Cell Phone
(4) Vehicle (Motorcycle): 20
59 Total Equipment

 

125+ Disadvantages
Hunted/Watched :
20 Genocide (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Random Nonexistent Villians (Psychic Projections). (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0; Ballistic was so psychotic that she spontaneously projected psychic constructs built out of her own paranoid fantasies to hunt herself down. In effect, she was hunted by her own private set of supervillians that appeared randomly from nowhere to attack her and her friends.
10 Watched; Project Thunderbolt/Primus (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
Psychological Limitations :
25 Delusional (Very Common, Total); Ballistic lived in a world full of evil corporations that committed mass murder, agonizing months in the hospital, people implanting things in her brain, and similar suspicions. None of this was real, but she could not be convinced of that.
15 No Code Vrs Killing (Common, Strong)
10 Vengeful (Uncommon, Strong)
Physical Limitations :
20 Projects Psychic Constructs (Frequently, Fully); Unlike most characters with delusions of plots and conspiracies, Ballistic’s come right out to get her…
Other Limitations :
20 Vulnerability; 1.5x Stun & Body vrs Electrical Attacks (1½× STUN and BODY); Attack: Common, +10
10 Vulnerability to Mental Illusions (2× Effect); Attack: Uncommon, +5
15 Reputation; Lethal Maniac (11-, Extreme)
15 Secret Identity
15 3d6 Unluck
195 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.
127 + 197 = 324 324 = 195 + 125 + 4

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 4 8 15/5 15/5 3, 5, 8, 10, 12

 

Height: 175cm (5’9″), Weight: 57kg (125 lbs), Sex: Female, Age: 26, Race: Human (Mutant)

Appearance: Stereotypical “Heroic” good looks with a tight-fitting bodysuit and trenchcoat to keep her weapons in.

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3 Responses

  1. […] Ballistic: Martial Arts Mercenary with a massive persecution complex […]

  2. […] Ballistic – A lunatic weapons-master pursued by her own hallucinations. […]

  3. […] Ballistic – A lunatic weapons-master pursued by her own hallucinations. […]

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