Hellcat
Character Name: Hellcat
Alternate Identities: Kena Ember
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
28 DEX 10 54 28 15- OCV 9 DCV 9
22 CON 10 24 22 13-
10 BODY 10 0 10 11-
15 INT 10 5 15 12- PER Roll 12-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
5 PD 2 3 5/26 5/26 PD (0/21 rPD)
10 ED 4 6 10/38 10/38 ED (0/28 rED)
6 SPD 3.8 22 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 6 8 10
54 END 44 5 54
26 STUN 26 0 26
11" Running 6 10 11"
0" Swimming 2 -2 0"
3" Leaping 2 1 3" 150 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Remind me again why I gotta learn this shit?"
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 144
Spent: 144
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 494
MOVEMENT
Type Total
Run 11"
Swim 0"
H. Leap 3"
V. Leap 1 1/2"
Flight 25"
DEFENSES
Type Amount
Physical Defense 5/26
Res. Phys. Defense 0/21
Energy Defense 10/38
Res. Energy Defense 0/28
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels: +2 with Fire Powers Multipower
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 Accidental Change: If startled she may burst into flame. (Fiery Form) 8- (Uncommon)
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
20 Hunted: HARP 11- (As Pow; PC is easy to track through the Media; Harshly Punish)
Notes: Notes: This has increased from 8- after a character becomes known to the Media. Because of that media coverage, it is fairly easy to find the character if necessary.
10 Physical Limitation: Sinks like a stone in water, can't swim or float (Infrequently; Greatly Impairing)
0 Psychological Limitation: Can Be Short tempered (Common; Moderate)
15 Psychological Limitation: Dislikes water/being wet/rain (Very Common; Moderate)
Notes: This manifests as extreme grumpiness and will pop up just about everytime she takes a shower or bath. She usually just burns the dirty off which makes her smell something like a campfire.
15 Psychological Limitation: Protective Of Innocents (Common; Strong)
0 Social Limitation: Clothes Are Burned Up by Her Powers (Frequently; Minor)
Notes: This disadvantage is offset by a costume designed specifically to avoid this.
15 Social Limitation: Secret ID (Frequently; Major)
0 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: Unless there is a huge uptick in metahuman crime, the usual calls are for assistance in emergencies such as ships sinking, skyscraper fires, earthquakes, flooding, etc.
5 Vulnerability: 1 1/2 x STUN Water-based Attacks (Uncommon)
Notes: This vulnerablity would include the use of a water cannon.
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
0 Watched: U.S. Government 8- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: While the Government isn't specifically Watching, they are aware of where to find and how to contact.
100 Total Disadvantages Cost

Character Name: Hellcat
Alternate Identities: Kena Ember
Player Name: NPC
SKILLS
Cost  Name
1 Acrobatics 8-
3 Acting 12-
0 AK: Orange County 11-
3 Breakfall 15-
3 Combat Driving 15-
3 Climbing 15-
7 Concealment 14-
3 Conversation 12-
0 Deduction 8-
0 Language: English (idiomatic)
1 Language: Japanese (basic conversation)
5 Mechanics 13-
3 Paramedics 12-
3 Persuasion 12-
4 PS: Auto Mechanic 13-
3 Scholar
2
1) KS: Automobile Repair 12-
1
2) KS: Convience Store Security 8-
1
3) KS: Criminal Law 8-
1
4) KS: Federal Law Enforcement Procedures 11-
1
5) KS: Federal Meta-Human Regulations 8-
2
6) KS: Internal Combustion Engines 12-
2
7) KS: Muscle Cars 12-
2
8) KS: San Diego 12-
1 Seduction 8-
3 Shadowing 12-
3 Sleight Of Hand 15-
3 Stealth 15-
7 Streetwise 14-
6 Survival (Urban) 14-
3 Tactics 12-
3 Teamwork 15-
4 TF: Common Motorized Ground Vehicles, Skateboarding, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
6 +2 with Fire Powers Multipower
93 Total Skills Cost
PERKS
Cost  Name
0 Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Law Enforcement Rank: U.S Marshall
0 Police Powers: Federal
0 Weapon Permit: Licensed Superpowers
0 Total Perks Cost
 
POWERS
Cost  Power END
35 Fire Powers: Elemental Control, 70-point powers
17
1) Fiery Form: Killing Attack - Ranged 1 1/2d6, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Damage Shield (Offensive; +3/4), Continuous (+1); Can be extinguished by normal firefighting practices (-1 1/2), Conditional Power Power Does Not Work In Water or Heavy Rain (-1/4), Side Effects, (Will incinerate anything she is wearing that is not fireproof; -0)
Notes: Heavy rain is any rainfall in excess of 7.5 mm or 0.3 inches per hour.
3
23
2) Fiery Flight: Flight 25", x4 Noncombat, Leaves A Trail (+0), Reduced Endurance (1/2 END; +1/4); Restrainable (If Extinguished Like Any Other Fire; -1/4), Conditional Power Power Does Not Work In Water (-1/4)
2
24
3) Fire Invulnerability: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1); Only To Protect Against Fire And Heat (-1), Always On (-1/2), Takes Normal Knockback (-1/2), Cannot Pass Through Solid Objects (-1/2)
0
15
4) Fire Shield: Force Field (20 PD/26 ED), Reduced Endurance (0 END; +1/2); Limited Power Power loses about half of its effectiveness in Heavy Rain (-1), Power Does Not Work In Water (-1/4)
Notes: Heavy rain is any rainfall in excess of 7.5 mm or 0.3 inches per hour.
0
42 Fire Powers: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Limited Power Power loses about half of its effectiveness in Heavy Rain (-1), Does Not Work In Water (-1/4)
Notes: Heavy rain is any rainfall in excess of 7.5 mm or 0.3 inches per hour.
3u
1) Fire Ball: Energy Blast 10d6, Area Of Effect (One Hex; +1/2)
Notes: This attack creates a small, 2 meter, diameter ball of fire.
3
3u
2) Fire Blast: Energy Blast 15d6
Notes: This is a standard fiery blast.
3
3u
3) Fire Bolt: Killing Attack - Ranged 1d6, Continuous (+1), No Normal Defense (ED Force Field or Fire Powers; +1), Does BODY (+1)
Notes: This power creates a continuous stream of fire that will melt through just about anything, given time.
3
3u
4) Fire Bolt: Killing Attack - Ranged 5d6
Notes: A powerful, concentrated bolt of fire.
3
3u
5) Fire Bomb: Energy Blast 10d6, Explosion (+1/2)
Notes: The attack creates a ball of fire that explodes when it reaches its target.
3
3u
6) Fire Broil: Energy Blast 7d6+1, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1)
Notes: This power effectively boils the blood of the target.
3
3u
7) Fire Call: Energy Blast 10d6, Uses Existing Fire (+0), Indirect (Any origin, always fired away from attacker; +1/2)
Notes: This power will call existing fire from any point to attack the target.
3
3u
8) Fire Extinguisher: Dispel Fire Powers 20d6, One At A Time (+1/4)
Notes: This power allows her to put out an existing fire, such as a house fire.
3
3u
9) Fire Hand: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Reduced Endurance (0 END; +1/2)
Notes: The attack causes the user's hand to burst into flame increasing hand to hand damage .
0
3u
10) Fire Spear: Energy Blast 10d6, Armor Piercing x1 (+1/2)
Notes: This attack creates a bolt of fire so hot it will pierce armor.
3
3u
11) Fire Spray: Energy Blast 10d6, Autofire (5 shots; +1/2)
Notes: This attack creates sequential bolts of fire.
3
3u
12) Smoke Cloud: Darkness to Sight Group 4" radius; Does Not Work In High Winds Or Rain (-1/4) plus Energy Blast 2d6, No Normal Defense (LS: Self-Contained Breathing; +1), Area Of Effect (4" Radius; +1 1/4); Does Not Work In High Winds Or Rain (-1/4)
3
38 Fire Control: Telekinesis (43 STR), Fine Manipulation; Only Works On Fire (-1)
Notes: This power gives the user the abilty to shape fire into any imaginable form.
8
8 Fire Starter: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Costs END Only To Activate (+1/4), Uncontrolled (+1/2), Indirect (Any origin, any direction; +3/4), Continuous as long as there is fuel (+1); OAF Expendable (Easy to obtain new Focus; Random Flamable Items of Opportunity e.g. Driftwood and old pallets are common fuels on the beach; -1), Limited Range (20") (-1/4), Conditional Power Power Does Not Work If Exposed To Rainfall (-1/4)
Notes: This power starts a small fire that will burn and spread until all fuel is exhausted, just like a real fire.
2
3 Campfire: Life Support (Safe in Intense Cold), Usable By Other (+1/4), Persistent (+1/2), Area Of Effect (2" Radius; +1 1/4); Linked (Fire Starter; Lesser Power can only be used when character uses greater Power at full value; -3/4)0
5 Fire Sight: Infrared Perception (Sight Group)0
2 Self-Warming: Life Support (Safe in Intense Cold)0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
1 Q Costuming Mk 1.0a: Life Support (Safe in Intense Heat); OIF Flame Resistant (-1/2)
Notes: Keeps her from becoming naked every time she activates her powers.
0
251 Total Powers Cost
EQUIPMENT
Equipment END
Minuteman Earwig Radio: Encrypted: Radio Perception/Transmission (Radio Group), Concealed (-10 with Radio Perception/Transmission PER Rolls); IIF (-1/4)0
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Heatset; -1 1/4)
Q Body Armor Mk.3.0: Armor (1 PD/2 ED); OIF (-1/2) plus Life Support (Safe in Intense Heat); Only to prevent costume from burning (-1)
Notes: This is a simple 'cat suit' designed to safeguard Hellcat's modesty. It provides minimum protection from energy attacks in and of itself but will not turn to ash when Hellcat actives her powers.
0

Character Name: Hellcat
Alternate Identities: Kena Ember
Player Name: NPC
APPEARANCE
Hair Color: Soot Black
Eye Color: Reddish-orange
Height: 5' 3"
Weight: 106 lbs
Description:
Kena has reddish orange eyes and short, soot black hair that shifts to red usually just before bursting into flames. Normally she wears a black jacket, over a white tube top, with black jeans. Her uniform is a all black skin tight suit with orange flames on the legs and is flame resistant.
BACKGROUND
Kena is 18. She and Thomas 'Techno' Nguyen have become a bit more than close friends.
POWERS/TACTICS
Kena's powers have increased in power with practice as has her ability to call upon them without a fear of failure. She has also become quite used to their use and as with most things, with pracitice they has become less of a strain on her endurance. To start her array of power was formitable and as she has this vast array, she has not made an effort to increase her existing options very much. The one power she has added is a choaking smoke cloud.
PERSONALITY/MOTIVATION
Kena has discovered the joy of auto mechanics and so has become the first member of any Minuteman Team that has opted for something other then college. She has been through all of the most interesting technical schools Miller could find for her and is now awaiting the proper government backing for a workshop. She is currently working with Q on the mechanical side of his research.
CAMPAIGN USE
DESIGN NOTES
Created: Mon, 15 May 2023 11:17:57

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