The Banshee
Character Name: The Banshee
Alternate Identities: Fiona O'Rourke
Player Name: NPC
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
10 CON 10 0 10 11-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
23 EGO 10 26 23 14- ECV: 8
10 PRE 10 0 10/60 11- / 21- PRE Attack: 2d6 / 12d6
16 COM 10 3 16 12-
2 PD 2 0 2 2 PD (0 rPD)
2 ED 2 0 2 2 ED (0 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
4 REC 4 0 4
20 END 20 0 20
20 STUN 19 1 20
6" Running 6 0 6"
2" Swimming 2 0 2"
1" Leaping 2 0 1 1/2" 87 Total Characteristics Points
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 105
Total Points: 228
Type Total
Run 6"
Swim 2"
H. Leap 1 1/2"
V. Leap 0 1/2"
Flight 20"
Type Amount
Physical Defense 2
Res. Phys. Defense 0
Energy Defense 2
Res. Energy Defense 0
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
OCV: 8 DCV: 8
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
10 Distinctive Features: Meta-human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: HARP 8- (Mo Pow, Kill)
15 Physical Limitation: Drawn To Site Of Imminent Death (Infrequently, Fully Impairing)
15 Physical Limitation: Must Use Banshee's Wail When At The Site of Imminent Death (Infrequently, Fully Impairing)
25 Psychological Limitation: Hates and Fears Her Powers (Very Common, Total)
10 Social Limitation: Minor ( 15 and under) (Occasionally, Major: Cannot vote, buy alcohol, drive, drop out of school, get into R rated movies, see a doctor without a parent's knowledge, etc.)
15 Social Limitation: Secret ID (Frequently, Major)
105 Total Disadvantages Cost

Character Name: The Banshee
Alternate Identities: Fiona O'Rourke
Player Name: NPC
Cost  Name
0 Acting 8-
0 AK: Belfast Area 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 CuK: Irish Culture 8-
0 Deduction 8-
2 KS: Irish Folk Songs 11-
0 Language: English (Idiomatic)
0 Language: Irish (Idiomatic)
2 Musical Instrument Familiarity (Chordophones) 11-
0 Paramedics 8-
0 Persuasion 8-
3 PS: Musician 14-
0 PS: Student 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Bicycles, Small Motorized Ground Vehicles
7 Total Skills Cost
Cost  Name
5 Latent Psionic
5 Total Talents Cost
Cost  Power END
The Powers of the Banshee
1) Banshee's Death Sense: Danger Sense (immediate vicinity, any danger, Function as a Sense, Targeting Sense, Telescopic (+10)); Only Senses Impending Death (-1) 18-
Notes: The user will only sense impending death whether by accident, malice or natural causes. This is subject to the GM's design. The range of this sense without range modifiers coming into play is about 256 meters but even so at ranges of up to about 8000 meters (5 miles) the possibility of the sense detecting a death is 8-. Only at ranges of 32000 meters (20 miles) or greater, does a death become undetectable. The Targeting aspect of the power is only used to direct the user to the location of the impending death.
2) Cry of the Banshee: Hearing Group Images 1" radius, +/-8 to PER Rolls, Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Set Effect (only to amplify character's voice; -1), Power Only Works During the Night (-1/2) plus +50 PRE, Ranged (+1/2); No Conscious Control (-2), Offensvie Only (-1), Can Only Cause Fear (-1/2), Power Only Works at Night (-1/2), Linked (The Banshee's Wail; Lesser Power can only be used when character uses greater Power at full value; -1/2)
Notes: The Cry of the Banshee occurs once the user arrives at the death site. It will usually last until just before sunrise, or if the user is summoned to another death site. Under normal circumstances the PRE attack from the Cry is +3d6. +1d6 for surprise (no one expects it): +1d6 for Soliloquy (i.e. a scary AF Scream: +1d6 for the reputation of a Banshee
3) Flight of the Banshee: Flight 20", Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Power Only Works at Night (-1/2), no Noncombat movement (-1/4)
Notes: The course of this flight is always to the death site. The user cannot control it.
4) Banshee Ghost Form: Desolidification , Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Does Not Protect Against Damage (-1), Instant (-1/2), Only To Pass Through Barriers That Prevent Her Reaching Death Site (-1/4)
Notes: This power only allows the user to pass through anything that might block the path to the death site. It is only active for the time it takes to pass through the blockage and provides no defenses. It actives automatically and the user has no control over it.
5) Form of the Banshee: Shape Shift (Sight and Hearing Groups), Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Conditional Power Power Only Works at Night (-1/2)
Notes: This power gives the user the appearaance of a ghost version of herself. She has no control over it.
Other Metahuman Powers
1) Can't Be Killed: Healing 2d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
2) Immortal: Life Support (Longevity: Immortal)
3) Night Sight: Nightvision
129 Total Powers Cost

Character Name: The Banshee
Alternate Identities: Fiona O'Rourke
Player Name: NPC
Hair Color: Once Dark Brown, Now White
Eye Color: Blue
Height: 5' 2"
Weight: 90 lbs
Metahumans, in general, come into their powers gradually, starting around puberty. It can be a slow increase of physical strength or a quickening of reflexes, wings. Usually this will happen over a year or so, some a few months, a rare few, over night. Fiona was an 'over nighter'.
In many ways Fiona is a banshee of myths. Yes, she can sense an impending death if it is within her range. When she does sense a death, as soon as the sun sets, she becomes a banshee. She can fly, but only to the site of the upcoming death. She will pass through any barrier that comes between her and that goal. She takes on the appearance of a 'banshee', a ghostly form of herself that seems to be non-coporeal but isn't. When she reaches her goal, she will land on the roof of the building or somewhere high. She then begins the Cry of the Banshee, a terrifying wail that affect all within hearing range. This 'wail' is PRE-attack pure and simple and a person with a high PRE can withstand it. The effect on any hearing it ranges from running in terror, to cowering in fear.
Fiona is a terrified young girl who has just lost her entire family. She has no idea what has happened to her or how to control it, let alone stop it. She is emotionally fragile and want nothing more than to run and hide ...
Fiona is an innocent and bears no malice to any. She has no other significant powers other than her 'banshee' set. The change, the manifestation of her powers, has given her a significant boost in most characteristics. She does NOT have any resistant defenses. She has no experience in combat and no skills to speak of so other than her banshee cry, she is harmless. What powers she may develop in the future, who can say.
Created: Fri, 9 Aug 2019 20:33:13

If you have questions or comments please contact