Ballistic

   Ballistic was apparently out of an actual comic book, albeit one I’m not familiar with. Unfortunately, the player – Clint Walker – was a purist as well as an enthusiast: he wanted the character to have exactly the same abilities, history, and disadvantages as she did in the comics where he’d found her. Given that the comic involved a lot of characters, situations, and events which did not exist in the emergence campaign setting, the only real solution was to (1) adapt the character as necessary, to both the game system and the setting, and (2) to have this “Ballistic” be seriously delusional and pursued by psychic constructs which arose from her own tortured mind.

   I still don’t know whether Clint was simply playing it straight or whether he never actually accepted that some adaption had been required. Either way, the effects were about the same. Ballistic fought valiantly during the opening stages of the Darkstorm war, but her extreme ruthlessness – as well as increasing paranoia, violence, and personal delusions – fairly quickly led to her splitting with the Mandate and, eventually, to them turning her in for psychological treatment.
.

Ballistic (Cassandra Lane)

Value Characteristic Points
15 STR 5
15 DEX 15
18 CON 16
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
16 COM 3
4 PD 1
4 ED 0
4/6 SPD 15
8 REC 2
32 END -2
29 STUN 0
  Total 69

 .

Points Powers END
8 Elemental Control; Cybrenetic Arm (10-pt reserve); OIF; Bionic Arm, Cybrenetic Powers Only (-.25)  
a-15 Armor (12 PD/12 ED); Activation: 9-, -1½; Visible: -¼; Hardened: ×2, ½  
b-5 +25 STR; Increased END: ×2, -½; Only affects actions with arm; 9- Activation as far as HTH is concerned.: -¾; Doesn’t Affect Figured: -½ 4
c-6 +2 SPD; Extra phases only usable for ranged attacks.: -½  
d-8 Missile Deflection (All Ranged Attacks, None, OCV 5); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 5  
     
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; Martial Arts Techniques Only: -1 0
u-1 Martial Strike; Hand-to-Hand Attack (5d6, Total 8d6); Range: 0; Reduced END: Zero, +½; Martial Arts Techniques Only: -1 0
u-1 1d6+1 Killing Strike (HKA) (Total 2d6+1); Range: 0; Reduced END: Zero, +½; Martial Arts Techniques Only: -1 0
u-1 Choke Hold (Hand Attack) (3d6, Total 4d6); Range: 0; No Normal Defense (Hard neck armor, Force Field, Need Not Breathe): +1; Reduced END: Zero, +½; Continuous: +1; Martial Arts Techniques Only: -1 0
u-1 Nerve Strike (Hand Attack) (3d6, Total 4½d6); Range: 0; No Normal Defense (Armor, Force Field, No normal nervous system): +1; Reduced END: Zero, +½; Martial Arts Techniques Only: -1 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
10 Armor (4 PD/4 ED); Not cumulative with armor from arm: -¼  
6 Mental Defense (8 pts); Add to Total  
6 Running (+3″, 9″, NC: 18″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 13 2
1 Swimming (+1″, 3″, NC: 6″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 4 1
     
  Usual Equipment Load :  
31 RL-17B Assault Cannon Multipower (100-pt reserve); Full Power Only: -¼; Variable Limitations: -½, -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).
The RL-17B Assault Cannon is a combination particle-beam projector and multi-magazine grenade launcher. While not as powerful as many other ultra-tech weapons, it’s very versatile.
 
u-3 2d6 RKA Particle Beam; Range: 485; Armor Piercing: 1, +½; Invisible (Silent): One Sense Group, +½; Charges: +125, +¾; Increased STUN Multiplier: 1, ½; Charges shared with autofire slot.: -¼; No Knockback: -¼; Full Power Only: -¼; Variable Limitations: -½, -¼ 0
u-3 2d6 RKA Autofire P.B. Mode; Range: 485; Autofire: 5 shots, ½; Armor Piercing: 1, +½; Charges: 125, +¾; Penetrating: +½; Charges shared with autofire slot.: -¼; No Knockback: -¼; Full Power Only: -¼; Variable Limitations: -½, -¼ 0
u-3 11d6 Energy Blast; Concussive Particle Blast; Range: 480; Versus: ED; Charges: +125, +¾; Active Points: 96; Full Power Only: -¼; Variable Limitations: -½, -¼; This does knockback, but does not work in water. 0
u-3 4d6 Flash Grenade (Hearing, Sight); Range: 500; Area Effect (Radius): 5″ radius, +1; Charges: 16, +0; Full Power Only: -¼; Variable Limitations: -½, -¼ 0
u-3 3d6 RKA Fragmentation Grenade; Range: 505; Area Effect (Radius): 6″ radius, +1; Charges: 32, +¼; Full Power Only: -¼; Variable Limitations: -½, -¼ 0
u-3 5d6 Energy Blast; Neural Disruptor Grenade; Range: 500; Versus: ED; Affects Desolidified: +½; Area Effect (Radius): 8″ radius, +1; No Normal Defense; Exotic/no nervous system, airtight armor, EM shielding, etc.: +1; Charges: 64, +½; Active Points: 100; Full Power Only: -¼; Variable Limitations: -½, -¼ 0
     
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″, 23″, NC: 46″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼ 4
u-1 Swinging; Grapnel Line (+20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼ 4
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; Continuing Charges: 5 Minutes, -4 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; Range: 100; Charges: +16, +0; Universal OAF (Equipment Belt): -1; Gestures: Instant Power, -¼ 0
     
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  
112 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 12-
3 Breakfall 12-
3 Climbing 12-
3 Combat Driving 12-
3 Combat Piloting 12-
3 Conversation 12-
3 Deduction 12-
3 Demolitions 11-
3 Paramedic 12-
3 Persuasion 12-
2 Research 11-
3 Security Systems 12-
3 Shadowing 11-
3 Stealth 12-
3 Streetwise 12-
3 Tactics 12-
3 Tracking 12-
5 Transport Familiarity (Air Vehicles, Ground Vehicles, Parachuting)  
     
  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, 3d6+v/5)  
4 Martial Block (OCV +2, DCV +2)  
     
  Perks :  
3 Contact; Aristotle; Usefulness: Very, +1 11-
     
  Design Notes :  
32 +4 level w/Overall Levels
; Actually levels in “All Combat: added to make “Overall Levels” show up in combat attributes.
 
144 Total Skills, Talents, Perks  

 .

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 Warforge (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
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 (Cyberdata, Et Al) (Very Common, Total)
15 Overprotective Of Sister (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…
15 Cybrenetic link with Aristotle (All the Time, Slightly)
10 Sets off metal detectors, sensors, etc. (Infrequently, Greatly)
5 Drug Addiction (Infrequently, Slightly)
   
  Other Limitations :
20 Normal Characteristic Maxima
20 Vulnerability; 1.5x Stun & Body vrs Electrical Attacks (1½× STUN and BODY); Attack: Common, +10
15 Reputation; Ruthless Bitch with enhanced combat skills and big guns. (11-, Extreme)
15 Secret Identity
10 Distinctive Features; Scarred Cyborg, Otherwise Beautiful; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
10 2d6 Unluck
5 DNPC; Carin Lane/Velocity (Slightly Less Powerful, 11-); Skills: Useful, -5
5 Occasional Drunk (Uncommon, Moderate); Situation: Uncommon, +5; Intensity: Moderate, +0
200 Total Disadvantages

 .

COSTS: Char.   Powers   Total Total   Disadv.   Base
  69 + 256 = 325 325 = 200 + 125

 .

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 8 8/4 8/4 2, 4, 6, 8, 10, 12

.

   Story: Raised in a highly disfunctional family, Ballistic has a wide variety of emotional scars, memory trouble, and various personal delusions. Her sister is a mutant as well, with limited hyperspeed powers.

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

   Appearance: Stereotypical “Heroic” good looks and skintight outfit with blue eyes and blonde hair. Her looks are somewhat marred by her bionic eye, arm, and a number of scars… She usually wears a brown leather overcoat.

 

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