Bell
Character Name: Bell
Alternate Identities: Belle Campbell, Tinker, Tink, Whachu, Chewy
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
25 CON 10 30 25 14-
10 BODY 10 0 10 11-
28 INT 10 18 28 15- PER Roll 15-/20-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
14 COM 10 2 14 12-
5 PD 2 3 5/30 5/30 PD (0/25 rPD)
5 ED 5 0 5/25 5/25 ED (0/20 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
10 REC 7 6 10
70 END 50 10 70
32 STUN 28 4 32
6" Running 6 0 6"
2" Swimming 2 0 2"
2" Leaping 2 0 2" 159 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"No, ya can't 'ring my bell' unless ya want me ta ring your balls!" : "Whachu mean?" : "Whachu want?"
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 283
Spent: 283
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 633
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 2"
V. Leap 1"
DEFENSES
Type Amount
Physical Defense 5/30
Res. Phys. Defense 0/25
Energy Defense 5/25
Res. Energy Defense 0/20
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +3 with all Multipower Attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +1 +3 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Jab 1/2 +1 +3 4d6 Strike
Kick 1/2 -2 +1 8d6 Strike
Punch 1/2 +0 +2 6d6 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
25 Dependent NPC: Grandmother, Brother and sister 8- (Incompetent; Group DNPC: x3 DNPCs)
10 Distinctive Features: Meta-human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
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 Psychological Limitation: Belligerent and confrontational (Common; Moderate)
10 Psychological Limitation: Overconfident in Powers (Common; Moderate)
15 Social Limitation: Secret ID: Belle Campbell (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: Bell
Alternate Identities: Belle Campbell, Tinker, Tink, Whachu, Chewy
Player Name: NPC
SKILLS
Cost  Name
3 Acting 13-
0 AK: Local Philly Neighborhood 8-
0 Climbing 8-
3 Concealment 15-
3 Conversation 13-
0 Deduction 8-
3 Jack of All Trades
2
1) PS: Cellist 14-
2
2) PS: Composer 15-
2
3) PS: Drummer 14-
2
4) PS: Guitarist 14-
2
5) PS: Pianist 14-
2
6) PS: Saxophonist 14-
2
7) PS: Street Musician 14-
1
8) PS: Student 15-
3 Scholar
2
1) KS: Classical Music 15-
1
2) KS: Criminal Law 8-
1
3) KS: English Literature 8-
1
4) KS: Federal Law Enforcement Procedures 11-
1
5) KS: Federal Meta-Human Regulations 8-
2
6) KS: Gospel Music 15-
2
7) KS: Hip Hop Music 15-
2
8) KS: Music Composition 15-
2
9) KS: Musical History and Theory 15-
2
10) KS: Rock Music 15-
2
11) KS: Sound Theory 15-
0 Language: English (Idiomatic)
3 Mimicry 15-
13 Musical Instrument Familiarity (Aerophones, Chordophones, Idiophones, Membranophones, Steel Guitar, Synthesizer) 14-
3 Paramedics 15-
3 Persuasion 13-
3 Shadowing 15-
3 Stealth 14-
3 Streetwise 13-
2 Survival (Urban) 15-
3 Tactics 15-
3 Teamwork 14-
0 TF: Bicycles, Small Motorized Ground Vehicles
1 WF: Handguns
12 +3 with all Multipower Attacks
100 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
TALENTS
Cost  Name
5 Eidetic Musical Memory
Notes: If she hears it once, she can play it.
3 Perfect Pitch
8 Total Talents Cost
 
POWERS
Cost  Power END
72 Powers of the Liberty Bell: Multipower, 72-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Does Not Work In A Vacuum (-1/4)
6u
1) Deafening Note: Hearing Group Flash 24d6
Notes: This power represents the user's ability to focus a single note on a opponent thereby deafening the target.
3
4u
2) Deafening Wave: Hearing Group Flash 12d6, Area Of Effect (8" Cone; +1); No Range (-1/2)
Notes: Similar to Deafening Note but it covers an area(Cone) directly in front(No Range) of the user.
3
6u
3) Disorienting Note: Change Environment 16" radius (-2 to Hearing Group PER Rolls, -6 DEX Roll and all Skill Rolls based on DEX, Multiple Combat Effects), Personal Immunity (+1/4)
Notes: This power represents the user's ability to generate such a carcophony of sound that all in the target area have their balance and coordination severly hampered. It can be maintained for as long as she wishes to spend the END.
3
6u
4) Harmonic Note: Dispel Sonic Powers 19d6, One At A Time (+1/4)
Notes: This power represents the user's ability to find the proper harmonic of a sonic attack and neutralize it to a degree.
3
6u
5) Piercing Note: Killing Attack - Ranged 5d6-1
Notes: This power represents the user's ability to concentrate a note on an area so precisely that it can do massive physical damage.
3
6u
6) Ringing Note: Energy Blast 14d6
Notes: This power represents the user's ability to focus a note over a broader spectrum. While still damaging, it is not as lethal as the Piercing Note.
3
3u
7) Sonic Wave: Telekinesis (47 STR); Push Only (-1), Affects Whole Object (-1/4)
Notes: Creates a wave of sound powerful enough to push loose objects/people (max. Weight @3000kg) away from the user. Distance Pushed is based on Standing Throw ranges i.e. a 100kg man would be pushed back about 11"(22m).
3
2u
8) Sonic Wave: Telekinesis (23 STR), Area Of Effect (8" Cone; +1); Push Only (-1), No Range (-1/2), Affects Whole Object (-1/4)
Notes: Creates a wave of sound powerful enough to push loose objects/people (max. Weight @200kg) away from the user. Distance Pushed is based on Standing Throw ranges i.e. a 100kg man would be pushed back about 5"(10m).
3
6u
9) Sound Manipulation: Hearing Group Images x8" Radius (+3/4), -7 to PER Roll, Alterable Size, Reduced Endurance (0 END; +1/2)
Notes: The power represents the user's ability to control sounds. Generally it is used during her street performances as background accompanyment. People hearing it assume it is some electronic device. It can also be used as a loud speaker.
0
6u
10) Stunning Note: Energy Blast 7d6, No Normal Defense (Deafness, hard ear covering, Flash Defense (Hearing Group); +1)
Notes: This power represents the user's ability to focus a note is such a way as to disable the target without physical damage.
3
4u
11) Stunning Wave: Energy Blast 4 1/2d6, No Normal Defense (Deafness, hard ear covering, Flash Defense (Hearing Group); +1), Area Of Effect (10" Cone; +1); No Range (-1/2)
Notes: Similar to Stunning Note but it covers an area(Cone) directly in front(No Range) of the character.
3
6u
12) Sustained Note: Energy Blast 7d6, Continuous (+1)
Notes: This power represents the user's ability to sustain a note once targeted.
3
6u
13) Wall of Sound: Force Wall (14 PD/9 ED; 2" long and 1" tall) (Varying Dimensions)
Notes: This power represents the user's ability to project a wall of sound as defense from incoming attacks. It is considerably more effective on Physical attacks rather than Energy. It is this power that saved the lives of her family during the driveby shooting.
3
45 Surrounded by Bells: Force Field (25 PD/20 ED), Reduced Endurance (1/2 END; +1/4); Does Not Work In A Vacuum (-1/4)
Notes: The manifestation of this power is the sound of tiny bells surrounding the user.
2
37 Listen!: Passive Sonar (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees)0
33 High Pitch Hearing: Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Targeting, Tracking0
30 Ping: Active Sonar (Hearing Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Tracking
Notes: A suggestion by Nat Ryan led to the discovery that Belle is capabile of emitting a tone which acts as active sonar.
0
20 Sonic Tolerance: Hearing Group Flash Defense (20 points)0
18 Read Sound Like a Book: Detect Soundwave Structure 15- (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees)0
10 Ears Like a Bat: +5 PER with Hearing Group0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
334 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 Headset; -1 1/4), Subject to WIFI Limitations (-1/2)
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Streetfighting
8
1) +2 HTH Damage Class(es)
5
2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
4) Jab: 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike
5
5) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4
6) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
1
7) Weapon Element: Clubs
32 Total Martial Arts Cost

Character Name: Bell
Alternate Identities: Belle Campbell, Tinker, Tink, Whachu, Chewy
Player Name: NPC
APPEARANCE
Hair Color: Black
Eye Color: Greenish Brown
Height: 5' 4"
Weight: 140 lbs
Description:
Belle is shorter than average with nicely rounded curves and dresses in jeans, usually black, and a tee with a leather jacket. She's pretty girl though she plays it down by foregoing make-up or any other ebellishment that might catch the eye of the wrong type guy. She hasn't settled on a hair style as yet so it is not unusal to see her switch from corn rows to a short afro to extensions. If left to it's own devices her hair is straight and just touches her shoulders. Her eyes are a greenish brown that most would call hazel but there are time when a hint of gold will creep in.
BACKGROUND
Belle's level of power has increased with practice. This 'practice' has included a certain amount of physical exercise which has increased her strength and overall health. She has also been practicing hand to hand combat with Mark.
POWERS/TACTICS
Belle has the ability to control sound to an amazing degree. This can manifest in a number of ways from a deafening note up to and including the a power to shatter stone and steel or bones. She can suppress sound by using noise canceling or create a wall of sound that can stop bullets. As she gain experience she is sure to discover other uses for her powers.
PERSONALITY/MOTIVATION
Growing up in Lower North Philly is a hard life for anyone but for an attractive young girl with the soul of a musician it all seemed pretty dreary. Belle, her mother loved Disney movies, learned how to survive and how to protect her siblings. From an older guy, he had figured on getting her into bed, she’d learned street fighting and something about guns. From her friends she’d learned the art of getting along without getting hurt.
She managed to avoid many of the pitfalls of her neighborhood, the sex, the drugs, the gangs but she had always known she was just putting off the inevitable. In the older girls she’d seen it, a baby, crack and a road to nowhere. This power she’d been blessed with, and to her it was a blessing, saved her from all that.
Though she is outwardly a hard Philly girl, into rap and that scene, she has a musical gift just waiting to explode on the world and has a romantic side that makes her name Belle, appropriate even if she'd rather die than show it.
She has already gained a new nickname, 'Whachu' from her habit of its constant use. So far it hasn't been a problem but someone is sure to use it one too many times ...
CAMPAIGN USE
Belle is a lot of attitude but also very caring young woman. She will protect her brother, sister and gran with her life though its not certain how far she would be willing to go for the Team. Loves CLASSICAL music. Thinks everything musical beyond about the 18th century is shit. Thinks Rap music isn't music and thinks lyrics in any music is detracting from the music. While she prefers to listen to classical, she will listen to instrumentals of modern music to hear what's beneath the lyrics. Listens to rap and hiphop because it is expected of her but she actually can almost completely tunes it out, even if it is blasting from her earbud. She is also not so stupid as to play her music that loud without protection so she asked Q to make her a set of earbuds that actually block the noise that might pound her eardrums to deafness. She is studying music at Juilliard has recently decided to English Literature. Favorite authors include the Bronte sisters, Charles Dickens, George Eliot, H.G. Wells, H. Rider Haggard, Lewis Carroll, Bram Stoker, and Robert Lewis Stevenson. She also appreciates the American authors Ralph Waldo Emerson, Nathaniel Hawthorne, Herman Melville, Mark Twain and Henry James.
DESIGN NOTES
Created: Thu, 1 Feb 2024 16:18:20

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