Seer
Character Name: Seer
Alternate Identities: Debra Ange: 'Mother', 'Mom'
Player Name: NPC
CHARACTERISTICS
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-
30 EGO 10 40 30 15- ECV: 10
20 PRE 10 10 20/35 13- / 16- PRE Attack: 4d6 / 7d6
20 COM 10 5 20 13-
2 PD 2 0 2/12 2/12 PD (0/10 rPD)
5 ED 5 0 5/15 5/15 ED (0/10 rED)
3 SPD 2.3 7 3/6 Phases: 4, 8, 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" 99 Total Characteristics Points
CHARACTER IMAGE
QUOTE
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 173
Spent: 182
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 532
MOVEMENT
Type Total
Run 6"
Swim 0"
H. Leap 1 1/2"
V. Leap 0 1/2"
DEFENSES
Type Amount
Physical Defense 2/12
Res. Phys. Defense 0/10
Energy Defense 5/15
Res. Energy Defense 0/10
Mental Defense 21
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 4 DCV: 4
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Coup de pied bas 1/2 +0 +2 3 1/2d6 Strike
Coup de pied chasse 1/2 -2 +1 5 1/2d6 Strike
Footsweep 1/2 +2 -1 2 1/2d6 Strike, Target Falls
Crochet (Hook) 1/2 +2 +0 3 1/2d6 Strike
Disarm 1/2 -1 +1 Disarm; 18 STR to Disarm roll
Direct (Jab/Cross) 1/2 +1 +3 1 1/2d6 Strike
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
20 Dependent NPC: Family 11- (Normal; Group DNPC: x5 DNPCs)
Notes: Her family has recently moved to San Diego.
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.
0 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 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: Cannot swim or float (Infrequently; Greatly Impairing)
10 Psychological Limitation: Terrified of any body of water perceived as 'over her head' (Common; Moderate)
Notes: She is partcularly unnerved by bridges though a pier doesn't seem to bother her.
10 Psychological Limitation: Worries about everyone (Common; Moderate)
15 Social Limitation: Secret ID: Debra Ange (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.
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: Seer
Alternate Identities: Debra Ange: 'Mother', 'Mom'
Player Name: NPC
SKILLS
Cost  Name
0 AK: Tidewater, VA 8-
3 Acting 13- (16-)
1 Breakfall 8-
3 Bribery 13- (16-)
3 Bureaucratics 13- (16-)
0 Climbing 8-
0 Concealment 8-
3 Conversation 13- (16-)
0 CuK: Southern Culture 8-
3 Deduction 13-
3 Interrogation 13- (16-)
3 Jack of All Trades
2
1) PS: Dancer 12-
2
2) PS: Lawyer 13- (16-)
2
3) PS: Negotiator 13- (16-)
3 Language: American Sign Language (completely fluent)
0 Language: English (completely fluent; literate) (4 Active Points)
2 Language: Japanese (basic conversation)
3 Oratory 13- (16-)
3 Paramedics 13-
3 Persuasion 13- (16-)
3 Research (Legal) 13-
3 Scholar
2
1) KS: Cooking 13-
2
2) KS: Criminal Law 13-
2
3) KS: Criminal Psychology 13-
1
4) KS: Federal Law Enforcement Procedures 11-
1
5) KS: Federal Meta-Human Regulations 8-
3
6) KS: Modern Dance 14-
1
7) KS: Savate 8-
3 Seduction 13- (16-)
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 12-
3 Trading 13- (16-)
1 WF: Cane
73 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Passport
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
1 Total Perks Cost
 
POWERS
Cost  Power END
75 Telepathic Powers: Multipower, 75-point reserve
Notes: NOTE: Powers in this MP cannot be used through My Point of View power.
7u
1) Befuddlement: Drain INT 2 1/2d6, Ranged (+1/2), Lingering up to 1 Turn (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points)
Notes: This power is mental 'noise' that makes it difficult for the target to think clearly.
7
6u
2) Communicative Telepathy: Telepathy 8d6, Usable Simultaneously (up to 4 people at once; +3/4); Communication Only (-1/4)
Notes: This power allows two-way communications but does not allow the user to delve any deeper than what the target allows (basically surface thoughts directed at the user).
7
7u
3) Deep Telepathy: Telepathy 15d6
Notes: This power is a full-on assault on another's mind with no subitlty.
7
7u
4) Mass Confusion: Change Environment 16" radius (-7 INT Roll and all INT-based Skills, Alterable Size, Multiple Combat Effects), Personal Immunity (+1/4)
Notes: This is a field of mental static that makes clear thinking difficult. She can adjust the area that it covers from 16" radius to a single hex as needed.
7
6u
5) Mind Lock: Entangle 3d6, 3 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) (75 Active Points); Cannot Form Barriers (-1/4)
Notes: This power tells the target that their muscles no longer work on command.
7
6u
6) Stealthy Read: (Total: 75 Active Cost, 60 Real Cost) Telepathy 9d6 (Real Cost: 45) plus Telepathy + 6d6 (30 Active Points); Only To Make Telepathy Undetectable By Victim (-1) (Real Cost: 15)
Notes: This power allows the user to telepathically read a target but also makes them forget that it happened.
7
7u
7) You're Blind!: Sight Group, Normal Hearing and Mental Awareness Flash 6d6, Based On EGO Combat Value (Mental Defense applies; +1) (72 Active Points)
Notes: This power effectively tells the target that their eyes no long function properly.
7
5u
8) You Can't See Us: Invisibility to Hearing Group and Normal Sight , No Fringe, Usable Simultaneously (up to 4 people at once; +3/4), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Only Works Against Sentient Beings the User Is Aware of (-1/2)
Notes: This power tells those in the area effectively that 'you see nothing, you hear nothing'.
7
50 Telepathic Time Stop: Entangle 4d6, 4 DEF (Stops Normal Sight, Hearing, Touch, Smell, Sense of Time), Takes No Damage From Physical Attacks: (+1/4), Works Against EGO, Not STR (+1/4), Selective (+1/4), Reduced Endurance (0 END; +1/2), Based on ECV (Mental Defense applies; +1), Area Of Effect (21" Radius; +1); Activation Roll 8- (-2), Mental Defense Adds To EGO (-1/2), Stops Working If Mentalist Is Stunned (-1/2), No Range (-1/2), Cannot Form Barriers (-1/4), Susceptible to Mental Powers (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
Notes: Effectively Seer, Giselle, Slater, and Venatrix are immune to this power as would be anyone else with Mental Defense.
0
28 My Point of View: Clairsentience (Sight Group And Normal Hearing), x16 Range (2,720"), Mobile Perception Point (can move up to 96" per Phase), Transmit: Through The Connection, Costs END Only To Activate (+1/4); Concentration, throughout use of 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)
Notes: She is able to freely move her 'Point of View' to any place within her range and at a very high speed. She is also able to transmit what she is seeing to those with whom she has an established mind link. This will give those in the Mind Link the benefit of her Night and Heat Vision.
7
27 The Connection: Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x16); Requires verbalization to communicate (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)4
24 Thinks Faster Than You: +3 SPD; only with non-physical actions (-1/4)
15 Tough Minded: Mental Defense (21 points total)0
15 Far-Seeing: +10 versus Range Modifier for Sight Group0
12 Skilled Communicator: +15 PRE; Only with PRE-based skills (-1/4)
5 Night Vision: Ultraviolet Perception (Sight Group)0
5 Heat Vision: Infrared Perception (Sight Group)0
0 Mental Awareness0
22 Q Costuming Armor Mk 2.0: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold)
Notes: Provides insulation against cold.
0
329 Total Powers Cost
EQUIPMENT
Equipment END
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage
0
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Heatset; -1 1/4), Subject to WIFI Limitations (-1/2)
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Savate
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Coup de pied bas: 1/2 Phase, +0 OCV, +2 DCV, 3 1/2d6 Strike
5 Coup de pied chasse: 1/2 Phase, -2 OCV, +1 DCV, 5 1/2d6 Strike
3 Footsweep: 1/2 Phase, +2 OCV, -1 DCV, 2 1/2d6 Strike, Target Falls
Weapons may be used with
4 Crochet (Hook): 1/2 Phase, +2 OCV, +0 DCV, 3 1/2d6 Strike
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 18 STR to Disarm roll
5 Direct (Jab/Cross): 1/2 Phase, +1 OCV, +3 DCV, 1 1/2d6 Strike
1 Weapon Element: Clubs (Cane)
30 Total Martial Arts Cost

Character Name: Seer
Alternate Identities: Debra Ange: 'Mother', 'Mom'
Player Name: NPC
APPEARANCE
Hair Color: ash blonde
Eye Color: Heterochromia: left blue, right green
Height: 5' 4"
Weight: 104 lbs
Description:
Deb has become used to the novelity of not being the smallest in a group though she sometimes resents that fact. Other than that, she has remained pretty much unchanged other the idea of a team costume has left her unsure of what direction to take. The Minutemen generally have a uniform that at least hints at a certain level of patriotism but she cannot bring herself to take up the red, white, and blue of someone like Ranger. The rest of her team, White, tend to dress in a more 'tactical' style including body armor and long coats. At this point she has settled for this basic black on black but would like something more personal.
BACKGROUND
Deb is 21 and and in her third year at Harvard.
POWERS/TACTICS
The most important power that Deb has developed over the last few years is sort of a combination of 'Mind Lock' and 'Befuddlement' in that is freezes all targets in time over an area some 40 meters in radius. While she does not effective stop time, it appears to do so as it blocks most normal senses for anyone within the area, including the sense of time. Once released those affected do not realize a period of time has elapsed and as the power blocks normal senses, during that time frame they receive no external stimulous. For them it is like a pause between seconds. This is a very new power and she has yet to master it making it unreliable (Activate on 8-). There are an number of other limitations with the most dangerous one being that Deb must actually be physically in the area for it to work making her a possible target should an enemy realize she is the source of the power.

Another power she has developed is 'Mental Fog'. This is a larger scale 'Befuddlement' that she can use to make those affected unable to remember events, think clearly or do much more than drool. Most normal people, i.e. non-meta, are effectively reduced to the mental level of infants. While there is no lasting effect once she turns off the power, those effected have a difficult time recalling events. Think of it as trying to remember your four birthday party and who was there and what you got as presents.

The rest of her powers have improved markedly in power, particularly her 'Stealthy Read'. She has also been able to increase the coverage of her "You Can't See Us' to up to 3 other people now. The 'Mind Lock' is stronger, the 'Mind Finding' is now more reliable and is no longer tied to her location. 'You're Blind! lasts a bit longer.

On the skills side, Deb has finally begun to master Savate though she is not much of a threat to most people as she is still not very strong and, compared to her teammates, slow as cold molasses. Of the White team all but Brit could out muscle her and all are considerably faster. Over on the Red team only Q is pretty much normal, like her.

Academically, she has taken up her one goal in life, criminal law. Her already existing skills that require a good presense and quick mind not only compliment her as a lawyer but give her an unfair advantage in the courtroom. Once she passes the California Bar, she is destined to become a district attorney as the idea of defending someone she knows is guilty is repugnant to her.
PERSONALITY/MOTIVATION
"Though she is but small, she is fierce." This has become much more appearant as her teammates get to know her. Once she has passed the Bar, there is not one of them that would not beg her to represent them should some situation place them in court. She will fight, not until the battle is over, but until she has won her point, or case.
CAMPAIGN USE
DESIGN NOTES
Created: Mon, 15 May 2023 14:54:54

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