Character Name: Debra Ange
Alternate Identities: Seer: 'mother', 'mom'
Player Name: NPC
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
13 DEX 10 9 13 12- OCV 4 DCV 4
24 CON 10 28 24 14-
8 BODY 10 -4 8 11-
18 INT 10 8 18 13- PER Roll 13-
25 EGO 10 30 25 14- ECV: 8
10 PRE 10 0 10 11- PRE Attack: 2d6
18 COM 10 4 18 13-
2 PD 2 0 2/12 2/12 PD (0/10 rPD)
5 ED 5 0 5/10 5/10 ED (0/5 rED)
2 SPD 2.3 0 2/6 Phases: 6, 12/2, 4, 6, 8, 10, 12
7 REC 7 0 7
48 END 48 0 48
24 STUN 24 0 24
6" Running 6 0 6"
0" Swimming 2 -2 0"
1" Leaping 2 0 1 1/2" 71 Total Characteristics Points
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
Type Total
Run (6) 6"
Swim (2) 0"
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
Type Amount
Physical Defense 2/12
Res. Phys. Defense 0/10
Energy Defense 5/10
Res. Energy Defense 0/5
Mental Defense 19
Power Defense 0
OCV: 4 DCV: 4
Combat Skill Levels:
Maneuver Phase OCV DCV Effect
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
15 Dependent NPC: Family 8- (Normal; Group DNPC: x5 DNPCs)
10 Distinctive Features: Meta-human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Enraged: Panic: If thrown into the water (Uncommon), go 14-, recover 11-
Notes: This isn't a traditional 'enraged' but more of a panic reaction if she is tossed into any water over her head. Though she will attack anyone coming near her, it isn't that much of a threat given her limited physical abilities. Her level of panic precludes using any of her mental powers.
20 Hunted: HARP 8- (Mo Pow, PC is easy to track through the Media, Capture if possible, kill if necessary)
10 Physical Limitation: Cannot swim or float (Infrequently, Greatly Impairing)
20 Psychological Limitation: Terrified of any body of water perceived as 'over her head' (Common, Total)
15 Social Limitation: Secret ID: Debra Ange (Frequently, Major)
15 Social Limitation: Subject to orders (17 or less only) (Frequently, Major)
5 Social Limitation: Minor (16 or 17) (Occasionally, Minor: Cannot vote, buy alcohol, see a doctor without a parent's knowledge, etc.)
20 Watched: U.S. Government 11- (Mo Pow, NCI, PC is very easy to find, Watching)
150 Total Disadvantages Cost

Character Name: Debra Ange
Alternate Identities: Seer: 'mother', 'mom'
Player Name: NPC
Cost  Name
3 Acting 11-
3 Bribery 11-
3 Bureaucratics 11-
0 CK: Chesapeake VA 8-
0 Climbing 8-
0 Concealment 8-
3 Conversation 11-
0 CuK: Southern Culture 8-
3 Deduction 13-
3 Interrogation 11-
0 Language: English (completely fluent; literate) (4 Active Points)
3 Language: American Sign Language (completely fluent)
3 PS: Negotiator 11-
0 Paramedics 8-
3 Persuasion 11-
3 Research 13-
3 Seduction 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
3 Trading 11-
15 +3 with all PRE-based Skills
51 Total Skills Cost
Cost  Power END
62 Telepathic Powers: Multipower, 62-point reserve
Notes: NOTE: Powers in this MP cannot be used through her Point of View power.
1) Mental Paralysis: Entangle 2 1/2d6, 2 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (62 Active Points); Cannot Form Barriers (-1/4)
2) Psionic Stealth: Invisibility to Hearing Group and Normal Sight , No Fringe, Usable Simultaneously (up to 2 people at once; +1/2), Based On EGO Combat Value (Mental Defense applies; +1) (62 Active Points); Only Works Against Sentient Persons Character Is Aware Of (-1/2)
3) Hidden Telepathy: (Total: 60 Active Cost, 45 Real Cost) Telepathy 6d6 (Real Cost: 30) plus Telepathy + 6d6 (30 Active Points); Only To Make Telepathy Undetectable By Victim (-1) (Real Cost: 15)
4) Mental Fog: Drain INT 2d6, Ranged (+1/2), Lingering up to 1 Turn (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points)
5) Neural Blindness: Sight Group Flash 6d6, Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points)
28 Depends on Your Point of View: Clairsentience (Sight Group And Normal Hearing), x16 Range (5,280"), +3 to PER Roll, Mobile Perception Point (can move up to 96" per Phase), Costs END Only To Activate (+1/4) (91 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is almost totally unaware of nearby events; -1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4)7
32 Thinks Faster Than You: +4 SPD (40 Active Points); only with non-physical actions (-1/4)
24 The Connection: Mind Link , Human class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); Requires verbalization to communicate via spoken word (-1/4)0
14 Tough Minded: Mental Defense (19 points total)0
15 Far-Seeing: +10 versus Range Modifier for Sight Group0
5 Night Vision: Ultraviolet Perception (Sight Group)0
5 Heat Vision: Infrared Perception (Sight Group)0
0 Mental Awareness0
18 Insulated Ballistic Armor: Armor (10 PD/5 ED) (23 Active Points); IIF (Focus: ; -1/4)0
228 Total Powers Cost

Character Name: Debra Ange
Alternate Identities: Seer: 'mother', 'mom'
Player Name: NPC
Hair Color: ash blonde
Eye Color: Heterochromia: left blue, right green
Height: 5' 4"
Weight: 104 lbs
Deb has always been the 'little one' growing up. At only 5' 4" and 104 pounds she is kind of used to it. Thing is, with her new teammates, she is actually about average for a girl, with only Chris and Wren markedly taller, where as she actually looks down on Brit. Her diminutive height, however, was not the only distinguishing feature. Her eyes were heterochomatic, the left green and the right blue, and this made her even more striking. Deb is a huge fan of the beach, even though terrified of the water, and it show in her dark tan that almost rivals Nat Ryan's. Her long ash blonde hair is thick and wavy, and cascaded to the middle of her back.  
The occupants of the small cottage looked perfectly normal. Okay, so maybe he was a bit taller than normal, like seven feet or so, and she was stunningly beautiful but they didn't look any different then anyone else her age. From a compact stereo something she didn't recognize blasted and the pair danced. She graceful and elegant, he, graceful as well but tentative, tried to follow her. A giggle threatened as she saw him fumble and look sheepish. The girl though, merely said "Again".
"Miss Ange," said the man in the front seat of the SUV. "Shall we go?"
It took a moment to reorient her mind to her body but she blinked mismatched eyes and regarded the agent. She had already 'read' him, self-important, bigoted against her kind but dedicated to his mission. A total asshole. It hadn't really been necessary to 'read' him but she just liked to confirm initial impressions.
The SUV's driver opened her door and she stepped out into a blazing Southern California noon. A mild breeze pushed in from the beach bring a variety of odors both natural and man-made. Before her was what had once been a two-car garage that someone had decided would make a nice little cottage. White, blinding in the sunlight, with blue shutters and door, it was fronted by a small yard of scrubby Bermuda grass and sand.
The door opened before the agent had even stepped onto the short concrete path. A tall shadow, the boy from inside, loomed in the doorway.
"Miller," the boy said, the tone laced with distain.
"Lovely, another Sunday ruined," the girl said. She was just visible behind the boy.
"Who is this?" The whole aura of the boy changed, not to out-right friendliness but to guarded interest.
Miller stepped back to allow her to pass.
"This is Debra Ange," the agent replied. "Your new classmate ... and teammate."
The girl stepped around her tall companion and pushed open the screen door.
"As long as you leave the garbage on the street, you are welcome," she said her eyes fixed on Debra.
Miller audibly gritted his teeth. "I'll leave you to it to get her set up at school." He turned on his heel and he climbed back into the SUV slamming the door.
"Well, now that we've taken care of the trash ... I am Wren Collins," she held out a hand. "Please come in out of the heat."
"Wren, it is not hot," the boy said playfully.
He had vanished into the darkened interior of the house.
"By the way, I'm Nat Ryan," he said as she stepped into the cool of the room.
He was hunched over peering into the refrigerator.
"What can I get you?"
The kitchen was to the left of the door and the living room to the right with a hallway up the center. All the furniture, save one rocking chair, was of heavy oak and well padded. It made the rocker look even more delicate.
"Please, make yourself comfortable," Wren said, gesturing to the couch. "Why don't we have some lemonade, Nathaniel?"
"You got it."
As she sat the cling of metal came from the kitchen and moments later Nathaniel appeared with a tray loaded with with looked like the 'hey Kool-Aid' pitcher only metal, and three matching glasses. He set it on the coffee table before Wren who took a seat at her side. Nathaniel dropped into a huge chair.
It was always hard to sort through the cacophony of a new mind during that first read but she picked up a lot of information on Nat right away. Some of it was externally obvious such as his curiosity about her, some of it was insignificant, like his concern about the sweetness of the lemonade. Deeper down there were a couple things she probably could have discerned without 'reading' him, like that he was madly in love with Wren and dreamed about sex with her a lot, but she also saw a bit that scared her a little. Nat really wanted to rip some guy apart, literally, for his attempt to rape Wren. The visions in his mind were even more graphic then the sexy things with Wren. Her mind slipped free of the chaos that was Nat's mind and ... nothing ... at all ... Wren was a blank.
Something huge and very heavy landed on her. The couch groaned but did not buckle and she forgot how to breathe.
"Wren?" Nat didn't sound alarmed but more concerned.
"She was trying to get into my mind," Wren said through clinched teeth.
The weight on Deb's chest seemed to double then Nat was at Wren's side, his hand on her arm. The weight disappeared and when her vision cleared she saw the two of them eyeing her.
"You have five second to explain," Wren said, "before I make floor paint out of you."
"Not again, Wren," Nat said, trying to repress a smile. "You weren't the one that had to mop it all up."
For an instant she thought to read Nat again but the look in Wren's eyes scare the shit out of her.
"I'm sorry!" She grabbed her head, fingers gripping her hair. "I just do it automatically."
Wren's tone was brittle, "Obviously not."
"It's like a defense thing, I want to know what people think about me, are they a threat, do they have ulterior motives? Are they telling the truth, that kinda thing."
"And you already probed around in Nat's head, didn't you?"
Nat raise an eyebrow. Deb nodded, looking down at her hands.
"I may have to make you floor paint just for that," Wren said coldly.
Deb felt the blood run from her face and then blackness. Vaguely, through a blanket of fog she heard voices.
"Crap, Wren, you scared her to death," Nat said calmly.
"Once more Miller becomes useful, he can dispose of the body."
Fingers touched her throat.
"She's alive," she heard Nat say.
"Not for long, I suspect, if she insists on using her power on anyone else in the team."
She heard water running.
"Here," Wren said.
A cool cloth was laid across her forehead and things began to clear.
"I'm sorry," she murmured. "Won't do it again."
She moved out of her body and took a look around the room. Nat was sitting on his heels beside the couch with the cloth draped over her head. Wren was standing back, arms crossed looking scary pissed.
"You're a telepath," Nat said. "I understand why Miller put you with us then."
"To spy on us?" Wren sneered.
Nat shook his head. "I don't think so. If she's a telepath, she's already read Reggie and knows he's a dick. I think a telepath is something the team needs."
"You know if she tried something like that on Chris, she might be dead before she hits the floor."
Who was Chris. Damn, she should have read something about the team from Miller!
"Kena wouldn't think twice about burning her, even if it was just for the scar effect."
Deb snapped back into her body.
"I said I won't do it again!" She snatched the cloth from Nat and threw it at him. He caught it. "I have never been around other Metas and I didn't know I wasn't supposed to read you people!"
"You people?" Wren said sarcastically. "You are one of 'you people', remember that."
"Easy, Wren," Nat said soothingly. "Let's talk it out."
"You were the one that said having your mind read was like rape when Raven did it to you."
"Who is Raven?" Deb asked.
"No one of consequence," Wren replied.
"I know," Nat admitted. "And if I had noticed it, I might have reactly ... even worse than you." He was looking up at Wren. "Maybe it is because I didn't notice, I don't know."
"So rape you don't notice is okay?" Wren was getting hot.
Both of them looked at her.
"Look, I have been taking care of myself since my powers manifested and one of the ways that I learned to survive is to read everyone that I come into contact with. I don't know you and I was told that you were both metas, so what was I supposed to do, go in blind?" She stood. "I'll just go back to Miller and tell him it isn't going to work."
"Yes, you go in blind," Nat said.
Wren offered Deb a phone. "Miller is 1 on speed dial."
"I don't think we need that, Wren," Nat said, taking the phone. The plastic casing crumpled in his hand. "Crap."
Wren closed her eyes and her face relaxed. She smiled slightly.
"We have more," she said, taking the scraps from Nat. "Why don't you pour the lemonade? I am sure it is sweet enough."
How did she know he was worried about that?
"Sit, please," Nat said. "Let's try this again without the mind reading."
Slowly she sat back down and watched Nat pour the lemonade. Wren opened a cabinet and took out a new phone box.
"Does that happen often?" Deb said, pointing at the box Wren was opening.
"Yeah, couple times a week," Nat replied.
"And that's why I answer the phone," Wren said, still engrossed in the unwrapping.
"I don't always control my strength," Nat explained. "I tend to crush things ... like glasses." He gestured at the metal pitcher and glasses. "Titanium."
"So are you going to claim your telepathy is like Nat's strength and you can't control it?" Wren asked as she set the new phone into the base.
"No, I control it," Deb admitted. "It's just like I said, I do it be reflex when I meet new people."
"I suggest you learn quickly to curb that reflex," Wren said, lifting a glass to her lips. "Perfect," she said after a sip.
"I'll try," she said softly.
"There is no try, only do, or do not," Nat said in a bad Yoda, then continued in his normal voice. "We are metas, Debbie, and you never know what abilities we might have that will surprise you."
"I prefer Deb," she said. "Please."
"Okay, fair enough, so how did you end up in Miller's clutches?"
Seer has the ability to disincorporation her perception from her physical body allowing her to 'travel' over a tremendous range (@ 20 miles). She can see as well as hear what is going on within her normal perception range subject to normal modifiers. There are a number of limitations, such as 'getting into the right state of mind' (Extra Time to Activate) and getting herself hyped for the mission (Only cost END to Activate). Once established she becomes mostly unaware of what is going on around her body and usually operates from a safe location. 'Almost totally unaware' means that she can hear and respond if spoken to directly through 'the Connection' but she does not 'see' or 'hear' what is occurring near her. A typical scenario would be for Seer to set up in her safe place, activate her power, then navigate her point of view to the desired location which will take time based on the distance to that location. She is unrestricted as to where her point of view can go as it can pass through obstacles such as walls and even earth however during these instances she is effectively blind and deaf depending on the material she is 'passing ' through. She can move her point of view to very close up or into a high altitude to provide a overview of a larger area. While in her 'Point of View' state, she is hyper alert and able to rapidly take in (read) a situation including noting the location of all elements within the area (team, villains, normals, dogs, cats, vehicles, etc.). With her 'Connection' power Seer is able to act as an eye-in-the-sky or spy for the team.
Her 'Connection' is a power that allows her to mentally communicate with up to eight people at a time. She must have permission to make the 'Connection' and cannot force it. Through the 'Connection ' she is able to 'project' what she sees to others but this is a one-way thing. Those in the group will see what she sees as an overlay to their normal sight which may take some getting used to. The communications part of the 'Connection' is a shared hearing. This allows each member of the Connection to verbalize as if the group were on a common radio channel. Any message must be spoken aloud, even if only in a barely audible whisper.

Deb is also an adept mentalist with a variety of power. Her most commonly used power is 'Hidden Telepathy' which she has learned to her horror is not always all that hidden. Wren's threat to turn her into floor paint is something she has taken to heart and now consciously avoids 'reading' her teammates. Others, however, are free game. Her second most commonly used power is 'Psionic Stealth'. She uses this power to make those in an area 'not see or hear her'. This power does not effect other mentalists, those with a strong will, i.e. Wren Collins, or mechanical devices like cameras.

She can 'Mentally Paralyze' people, leaving them temporarily immobile, 'Neural Blindness' that basically shuts off their brain's vision center, and 'Mental Fog' which 'befuddles' the target for an extended period of time.

Deb is NOT even close to being on par physically with her teammates. She is markedly slower, weaker and far more fragile. She does, however, have an extremely agile mind. While she may only act/react physically at SPD 2, for any purely mental action, i.e. her mental powers AND skills that use INT/PRE/EGO, she has a SPD of 6. On Phase 6 and 12, she must decide if she is in Physical Mode or Mental Mode as she can use only one or the other. When in the Physical Mode, she uses her DEX to determine her order on the SPD chart. When in Mental Mode, she uses her EGO.

Deb is the team's combat coordinator and provides an overview much like a drone. She is not limited to this role though as she can get unseen into places others cannot, such as a bank during a hostage situation. And there is one other thing that she is very good at, negotiations. It will not take long before Miller realizes her ability to communicate before she becomes the teams PR expert.
"Though she is but small, she is fierce." That's pretty accurate. For someone so small she IS fierce when it comes to defending someone important to her or defending an ideal.

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