Lifeline
Character Name: Lifeline
Alternate Identities: Colleen Grady
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
21 CON 10 22 21 13-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
4 PD 3 1 4/9 4/9 PD (0/5 rPD)
4 ED 4 0 4/14 4/14 ED (0/10 rED)
5 SPD 2.8 22 5 Phases: 3, 5, 8, 10, 12
8 REC 7 2 8
42 END 42 0 42
30 STUN 29 1 30
7" Running 6 2 7"
4" Swimming 2 2 4"
4" Leaping 3 1 4" 98 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"There might be someone still under there!"
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 350
MOVEMENT
Type Total
Run 7"
Swim 4"
H. Leap 4"
V. Leap 2"
DEFENSES
Type Amount
Physical Defense 4/9
Res. Phys. Defense 0/5
Energy Defense 4/14
Res. Energy Defense 0/10
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels:
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 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.
25 Psychological Limitation: Must Save Everyone (Very Common; Total)
Notes: Colleen will ALWAYS be the last to give up on a disaster site believing if she stays just a little longer she can find one more alive.
20 Psychological Limitation: Will Not Take A Break (Very Common; Strong)
Notes: If there is a chance to save someone, she will work until she drops. Usually she must be dragged from the scene to even eat or rest ... or they just wait for her to pass out.
5 Psychological Limitation: Haunted by the 'People She Missed' (Uncommon; Moderate)
Notes: Colleen is always second-guessing herself and every time they pull a body that she did not find from under the rubble she feels responsible.
15 Social Limitation: Secret ID (Frequently; Major)
10 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: There is ALWAYS some sort of disaster happening around the country.
10 Watched: HARP 8- (Mo Pow; PC is easy to track through the Media; Watching)
Notes: Due to Colleen's appearant abilitiy to show up at the scene of a disaster regardless of distance between, HARP has taken a 'watching' stance toward her until they can figure out how she moves around so freely. Since disasters are unpredictable, unless you are Quake, they 'plan' to watch her. Their success in actually getting to an instance of her appearance is limited, hence the 8-.
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally reported by news broadcasts; Watched)
Notes: While her envolvement at a specific scene is never announced, it doesn't take long for a news team to show up. She is generally on-call for building collapses and will always be envolved if there is an earthquake strong enough to knock down structures.
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: Lifeline
Alternate Identities: Colleen Grady
Player Name: NPC
SKILLS
Cost  Name
0 AK: Home Town Area 8-
3 Acting 12-
3 Climbing 13-
3 Combat Piloting 13-
0 Concealment 8-
3 Conversation 12-
0 Deduction 8-
0 KS: Computer Operations 13-
6 KS: Structural Design 16-
3 Linguist
1
1) Language: Cantonese (fluent conversation)
0
2) Language: English (Idiomatic)
0
3) Language: English (idiomatic)
1
4) Language: Japanese (basic conversation)
1
5) Language: Korean (basic conversation)
1
6) Language: Mandarin (fluent conversation)
2
7) Language: Spanish (completely fluent)
1
8) Language: Tagalog (fluent conversation)
0 PS: Player's Choice 11-
7 Paramedics 15-
3 Persuasion 12-
6 Science Skill: Structural Engineering 16-
3 Seduction 12-
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 12-
3 TF: Common Motorized Ground Vehicles, Bicycle, Helicopters, Two-Wheeled Motorized Ground Vehicles
3 Teamwork 13-
3 Traveler
2
1) CuK: Chinese Culture 13-
2
2) CuK: Filipino Culture 13-
2
3) CuK: Japanese Culture 13-
2
4) CuK: Korean Culture 13-
2
5) CuK: Mexican Culture 13-
10 +2 with all Cultural type Skills
10 +2 with all PRE-based Skills
89 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Pilot's License
2 Reputation: Recognized Rescue Expert (First Responders) 8-, +2/+2d6
12 Contact: Quake of the Minuteman Blue Team (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own (the entire Minuteman Project), Very Good relationship with Contact) 15-
15 Total Perks Cost
TALENTS
Cost  Name
3 Environmental Movement (no penalties on walking on building debris)
3 Total Talents Cost
 
POWERS
Cost  Power END
45 Clairsentience (Sight, Touch And Hearing Groups And Spatial Awareness), Analyze, Discriminatory, Mobile Perception Point (can move up to 6" per Phase), Targeting, Transmit, Costs END Only To Activate (+1/4); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)
Notes: Think of it as a fiberoptic cable that snakes it's way through the debris, Not only does it allow her to see what is under there even if it is pitch black but she can hear and communiate through it. It also gives her the ability to feel her target allowing her to diagnose a victim's condition, pulse, breathing, any physically evident injuries such as broken bones, cuts etc. While she cannot do anything about these injuries directly, she can prepare the EMTs for what is coming. Also, being able to talk with a victim is a great comfort to those trapped beneath several tons of debris.
7
39 Telekinesis (60 STR), Affects Porous, Fine Manipulation, Costs END Only To Activate (+1/4); Extra Time (1 Minute, Only to Activate, -3/4), No Range (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Perception Roll using her Clairsentience ability (-1/2), Affects Whole Object (-1/4)
Notes: Can lift up to 100 tons but never any higher then her reach. It takes her about a minute to 'spread' her power over her target.
11
20 Detect Structural Weaknesses 13- (Sight Group), Discriminatory, Analyze0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
Q's Firefighter Armor, all slots OIF (-1/2)
Notes: This is the second prototype of a suit of armor commissioned for Flameout of the Minutemen Blue Team. It has been sightly redesigned for ease of manufacture and cost reduction so it does not include the Strength Augmentation system of the orginal. Lifeline is giving it a practical field test for her brother.
16
1) Insulated Ceramic Armor: Armor (5 PD/10 ED)
0
10
2) Rescue Breathing Equipment: Life Support (Self-Contained Breathing), Usable Simultaneously (up to 2 people at once; +1/2); 2 Continuing Fuel Charges lasting 20 Minutes each (-0)
Notes: This is nothing more than a small face mask she can put over a victim's face allowing them to breathe normally. It also provided Self-contained Breathing for the wearer.
[2 cc]
7
3) Radio Comms: Radio Perception/Transmission (Radio Group)
Notes: This is a standard Fire Department radio imbedded in the helmet. It is only for use when firing a fire.
0
5
4) Fire Blanket: +10 ED, Usable By Other (+1/4); 2 Recoverable Charges (-1)
Notes: These are a standard fire blanket that can be used to cover a victim. While it will protect from normal fires, it does not protect from direct contact with flames (Killing Attacks). She carries 2.
1
5) Insulation: Life Support (Safe in Intense Heat)
Notes: Protects the wearer from heat.
0
145 Total Powers Cost

Character Name: Lifeline
Alternate Identities: Colleen Grady
Player Name: NPC
APPEARANCE
Hair Color: Red
Eye Color: Amber
Height: 5' 10"
Weight: 111 lbs
Description:
Colleen is a very attractive young woman whose appearance lives up to her Irish name. Flaming red hair, pale skin and a smattering of freckles across her nose. The amber eyes do tend to throw people off when they notice them, but not in a bad way. She has no lack of interested men, especially the emergency response people she works with and a few of her rescuees. She feels that she is still young and has people to save before she starts thinking about romance. She hasn't been told yet about her extended life span.
BACKGROUND
Born 7/4/1988.
POWERS/TACTICS
Colleen's powers are pretty limited by Gen 6 standards with only her telekinetics and clairsentience being of note. A more 'hidden' power is her social adaptability and the ease with which she picks up other languages. This 'hidden' power can play an essential part in her rescues as she can communicate with victims a language they might be more comfortable with plus her understanding to many cultures allow her to sympathize in ways most cannot.
PERSONALITY/MOTIVATION
Colleen is a caring young woman who wants to use her powers to save everyone. If she doesn't find a victim in time, she takes it very hard but still pushes through when the next disaster strikes. As one might expect being a twin, she is very concerned for her brother's safety but he has reassured her many times that a fire is not much of a threat to him personally. Still, she worries about a building collapse while he is in it and her being out of range.
CAMPAIGN USE
When Colleen was introduced to the Minuteman Project and her abilities were revealed, Mike 'Quake' Zykowski became her biggest fan. With his earthquake prediction abilities, he would be able to alert her before any earthquake even started. This allowed her to be pre-staged for to any event. She relies on Mike's judgement on the severity of an upcoming quake and knows he would not contact her for something minor or something out in areas with a low possiblity of any major structural damage.
DESIGN NOTES
Created: Tue, 16 Apr 2024 21:18:40

If you have questions or comments please contact