Liberty
Character Name: Liberty
Alternate Identities: Carin April Masterson, Blinks
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
25 DEX 10 45 25 14- OCV 8 DCV 8
21 CON 10 22 21 13-
11 BODY 10 2 11 11-
22 INT 10 12 22 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
15 PD 3 12 15/25 15/25 PD (0/10 rPD)
15 ED 4 11 15/25 15/25 ED (0/10 rED)
6 SPD 3.5 25 6 Phases: 2, 4, 6, 8, 10, 12
7 REC 7 0 7
60 END 42 9 60
30 STUN 30 0 30
7" Running 6 2 7"
3" Swimming 2 1 3"
3" Leaping 3 0 3" 153 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Oh, Mark!" Often heard coming from dark corners or from behind closed doors.
COMBAT RATING SYSTEM
EXPERIENCE POINTS
Total earned: 246
Spent: 246
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 596
MOVEMENT
Type Total
Run 7"
Swim 3"
H. Leap 3"
V. Leap 1 1/2"
Teleport 30"
DEFENSES
Type Amount
Physical Defense 15/25
Res. Phys. Defense 0/10
Energy Defense 15/25
Res. Energy Defense 0/10
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +2 with DCV , +10 with her Shotgun power , +3 with Handguns and Rifles , +2 with Teleport Enhance Combat Technique , +16 with DCV; Costs Endurance (-1/2), Extra Time (Full Phase, -1/2)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Teleporting Disarm 1/2 -1 -1 Disarm, 30 STR to Disarm; FMove
Teleporting Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Teleporting Grab 1/2 -2 -1 Grab Two Limbs, 30 STR for holding on; FMove
Teleporting Strike 1/2 +1 +0 4d6 +v/5; FMove
Teleporting Throw 1/2 +0 +0 4d6 +v/5; Target Falls; FMove
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.
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: Code Against Killing (Common; Moderate)
20 Psychological Limitation: Feels she has to take her brother's place in serving her country (Common; Total)
0 Psychological Limitation: In Love with Mark Law (Common; Total)
15 Psychological Limitation: Tends to side with Mark Law (Very Common; Moderate)
5 Rivalry: Professional and Romantic (Any female that shows interest in Mark Law; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
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.
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: Liberty
Alternate Identities: Carin April Masterson, Blinks
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 14-
0 Acting 8-
8 Animal Handler (Equines) 15-
7 Breakfall 16-
3 Climbing 14-
3 Concealment 13-
3 Conversation 12-
3 Deduction 13-
3 Jack of All Trades
2
1) PS: Rideo Rider 14-
2
2) PS: Roping 14-
4
3) PS: Veternarian 15-
0 Language: English (idiomatic)
2 Language: Japanese (basic conversation)
2 Language: Spanish (fluent conversation)
2 Navigation (Land) 13-
3 Paramedics 13-
3 Persuasion 12-
5 Riding 15-
5 SS: Veternary Medicine from UC Davis 15-
3 Scholar
1
1) KS: Criminal Law 8-
2
2) KS: Equine diseases and ailments 13-
1
3) KS: Federal Law Enforcement Procedures 11-
1
4) KS: Federal Meta-Human Regulations 8-
4
5) KS: Veternary First Aid 15-
3 Shadowing 13-
3 Stealth 14-
2 TF: Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Tactics 13-
3 Teamwork 14-
3 Traveler
1
1) AK: East Coast 11-
1
2) AK: Texas 11-
1
3) CK: Dallas TX 11-
1
4) CK: San Diego CA 11-
1
5) CK: Washington DC 11-
2 WF: Handguns, Rifles, Shotguns
12 +6 with Missile Deflection
10 +2 with DCV
10 +10 with her Shotgun power
9 +3 with Handguns and Rifles
6 +2 with Teleport Enhance Combat Technique
146 Total Skills Cost
PERKS
Cost  Name
10 Money: Wealthy Family
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
10 Total Perks Cost
 
POWERS
Cost  Power END
101 Teleportation Powers: Multipower, 81-point reserve, all slots Safe Blind Teleport (+1/4)
Notes: Liberty has become proficient at targeting a safe point at the end of a teleport as well as becoming accustom to the physical stresses of her powers.
4u
1) Blink Teleport: +16 with DCV; Costs Endurance (-1/2), Extra Time (Full Phase, -1/2)
Notes: This power is a series of extremely fast and very short teleports that makes her appear to be 'blinking' in and out of existance making her nearly impossible to hit. It requires her full phase and cannot be used at anything but full value. By its nature this is not effective against AOE/Explosions.
8
6u
2) Close Aportation: Teleportation 12", Position Shift, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable As Attack: Defense is Teleportation, Extra-Dimensional Movement, or Force Wall (+1); no Noncombat movement (-1/4)
Notes: This power teleports the target against their will over a short distance. In doing so she is able to control the target's positioning. This usually means 'head down' and 24 meters or so in the air. She has been know to use it on a teammate to get them under cover or out of sight if being targeted by a foe. Under these circumstances she will teleport a teammate into cover using the Position Shift. Gravity has no effect on a teleport..
3
8u
3) Far Aportation: Teleportation 13", MegaScale (1" = 1 km; +1/4), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable As Attack: Defense is Teleportation, Extra-Dimensional Movement, or Force Wall (+1)
Notes: She uses this power in one of two ways. First to teleport the injured or endangered to a pre-determined Aid Station. Second to teleport criminals to a pre-arranged Holding cell at a local police station. In this instance she avoids teleporting a metahuman that might be able to escape that holding cell and harm the police at the station. Those with small arms will find themselves in a locked cell with, usually, no targets. This power's maximum range is about 13 kilometers or @ 7 1/2 miles.
3
8u
4) Long Range Teleport: Teleportation 20", No Relative Velocity, x2 Increased Mass, x8 Noncombat, Reduced Endurance (1/2 END; +1/4)
Notes: This power allows her to travel near distances very quickly. Non-combat distance is 192".She can take one other person with her (usually Mark).
3
2u
5) Shotgun: Energy Blast 3d6, No Normal Defense (Teleportation, Extra-Dimensional Movement, or Force Wall; +1), Autofire (10 shots; +2); OAF (Small available objects like pebbles.; -1), Extra Time (Full Phase, -1/2)
Notes: While this attack is not very powerful except for the x10 Autofire combine with her uncanny accuracy with it (+10). This makes it entirely possible for her to hit with all 10 shots for an average of 120 STUN. Problem is, it burns all of her END leaving her just about powerless until she can recover. It takes a full phase to use.
6
5u
6) Short-Range Acrobatic Teleport: Teleportation 10", No Relative Velocity, plus +4 DCV, plus Clinging (normal STR), Position Shift, Reduced Endurance (1/2 END; +1/4); Requires An Acrobatics Skill Roll (-1/2), no Noncombat movement (-1/4)
Notes: This power allows the user to bounce around very quickly and in unexpected directions, like hanging from the ceiling. It makes the user more difficult to hit in combat ans well as catching an opponent off guard. This power is normally used with her Teleport Enhanced Combat Technique.
3
8u
7) Total Team Teleportation (TTT): Teleportation 1", No Relative Velocity, Position Shift, Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4), Usable As Attack: Defense is Teleportation, Extra-Dimensional Movement, or Force Wall (+1), Area Of Effect (20" Radius; +1 1/2), Selective (+1/4)
Notes: This power allows her to teleport the entire team into an area of interest or just as quickly back out. It is usable as an attack on anyone within the AOE. The target, of course, has no choice but since it is usually the team, there is little objection.
4
5u
8) Transcontinental Teleportation: Teleportation 10", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4); Gate (-1/2)
Notes: She creates a 'gate' between her current location and a designated 'Floating/Fixed Location'. This gate can be used by two people per phase for as long as she holds it open (Max. 8 phases). She often uses this to travel home with Mark. Other uses include travel to Washington DC, or back to the San Diego School from anywhere. Maximum range is @10000 km or @6000 miles. the created Gate opens to a flat, stable surface and cannot form over water.
8
30 Teleportation Sense: Multipower, 30-point reserve
Notes: Each use of this power is a half Phase action.
3u
1) Short-Range Sense: Clairsentience (Sight Group), x2 Range (200"), +3 to PER Roll (28 Active Points)
Notes: Used to locate an open area for a safe teleport at long range.
3
3u
2) Long-Range Sense: Clairsentience (Sight Group), +4 to PER Roll, Megascale (1" = 1 km; +1/4) (30 Active Points)
Notes: Used to locate an open area for a safe Total Team Teleport.
3
Teleport Points
5
1) Current Home: Teleportation: Floating Fixed Location (1 Locations)
Notes: This will be wherever she is living during her college years, then wherever she settles down with Mark.
0
5
2) Nearest Aid Station: Teleportation: Floating Fixed Location (1 Locations)
Notes: If time allows she will memorize the nearest hospital in a potential combat area. Under normal circumstance this will be the closest hospital to her home.
0
5
3) Nearest Police Jail Cell: Teleportation: Floating Fixed Location (1 Locations)
Notes: If time allows she will memorize the nearest police station in a potential combat area. Under normal circumstance this will be the closest station to her home.
0
5
4) Location of Necessity: Teleportation: Floating Fixed Location (1 Locations)
Notes: Usually set up prior to a more permanent site.
0
1
5) Family Home in Texas: Teleportation: Fixed Location (1 Locations)
Notes: This point is located in her childhood bedroom, the place she is most familiar with.
0
1
6) First Floor Lounge At The San Diego School: Teleportation: Fixed Location (1 Locations)
Notes: She set this up originally to give her a return point from home.
0
1
7) North Island Hanger: Teleportation: Fixed Location (1 Locations)
Notes: This allows her to open a Gate inside the team's Training Hanger.on the North Island Naval Air Station in San Diego.
0
1
8) Pago Pago, American Samoa: Teleportation: Fixed Location (1 Locations)
Notes: Near Ave's family home
0
1
9) Hanger 4, Hickam Air Force Base, Oahu, Hawaii: Teleportation: Fixed Location (1 Locations)
0
1
10) Hydaburg, Alaska: Teleportation: Fixed Location (1 Locations)
Notes: Near Ern's family home.
0
1
11) Gales Creek, OR.: Teleportation: Fixed Location (1 Locations)
Notes: Near Dusk's Family Home.
0
1
12) Ranger's Side: Teleportation: Fixed Location (1 Locations)
Notes: This allows her to travel to Mark's side from anywhere.
0
1
13) The Beach Cottage: Teleportation: Fixed Location (1 Locations)
Notes: She added the cottage some years ago when she realized it was acting as an unofficial headquarters for the whole team during their school years.
0
1
14) San Francisco HQ: Teleportation: Fixed Location (1 Locations)
Notes: The Minuteman (read Wren Collins) acquired a rather rundown Victorian Mansion on Nob Hill. It was renovated and became the official headquarters of the White Team.
0
1
15) Washington Minuteman HQ: Teleportation: Fixed Location (1 Locations)
Notes: This is the rather 'government grey' headquarters built near the Pentagon.
0
20 Aportation Point Defense: Missile Deflection (Any Ranged Attack)0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
Minuteman Equipment
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
258 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
Teleport Enhance Combat Technique
5
1) Teleporting Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove
5
2) Teleporting Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
3) Teleporting Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on; FMove
5
4) Teleporting Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove
5
5) Teleporting Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove
4
6) +1 HTH Damage Class(es)
0
7) Weapon Element: Empty Hand
29 Total Martial Arts Cost

Character Name: Liberty
Alternate Identities: Carin April Masterson, Blinks
Player Name: NPC
APPEARANCE
Hair Color: Blonde
Eye Color: Hazel
Height: 5' 8"
Weight: 139 lbs
Description:
Carin is 5í8Ē and weighs about 139 pounds. She has dark blonde hair which she wears long, down to between her shoulder blades, and hazel eyes. While she does not possess the stunning beauty of Mal or the elegance of Wren she has a wholesome girl-next-door quality that never fails to draw the eye even when she is surrounded by her teammates. Being a Texas girl she is partial to jeans, cowboy boots and plaid shirts but lately she has been asking for clothing advice from both Mal and Wren. Though never one to wear much in the way of makeup, she has joined Christiana in taking lessons from Mari, who really doesnít NEED makeup but loves it.
BACKGROUND
Note: Blinks is a nickname given to her by her brother, Ray when she was a little girl and he used it teasingly for the rest of his life. Though her family is aware of the nickname, out of respect for her brother, none use it. At some point she is likely to share it with Mark but that time hasn't come, yet.
POWERS/TACTICS
Originally Carin was seen by Mark Law as a method of transport only but since Nat Ryan's arrival she has become a major part of all Team Red's battle plans. She can be used to extract an individual or to pull the whole team out in the blink of an eye. In all but emergent combat situations, Carin will pick a safe location miles from a combat scene and set it as her EVAC points. Much of her time now is spent teleporting innocent bystanders to safety as well as the injured but she now has an ace up her sleeve. With Nat's help she has developed her 'Shotgun' attack. This attack teleports minute matter into the body of the target and while it doesn't do any lasting damage, it is painful as hell and will generally take the target out of the fight. The problem is that it takes every bit of energy Carin has to do it so she will only use it as a last resort.
PERSONALITY/MOTIVATION
Carinís loss of her older brother a couple of years ago made her withdraw from her friends and it wasnít until Mark Law entered her life that she began to emerge from her self-imposed seclusion. Slowly she is returning to the friendly out-going girl she was in Texas but is more easily embarrassed then she once was. As Liberty she is totally reliant on Ranger to provide her with directions and if he were not available it is possible she would be at a loss for what to do in a combat situation.

On the personal side she was practically born in the saddle and was, up until her brotherís tragic death, a promising rodeo rider. Since her powers began to manifest both her riding and roping have improved remarkably. She has been schooled in all things concerning horses and plans to study veterinary medicine in college. She has yet to convince Mark Law that horses will not stomp him into the mud first chance they get and lives for the day she can get him on a horse.
CAMPAIGN USE
Carin is designed to provide Team Red with a quick escape but as I built her, I began to see more and more possibilities. Now she has become a more rounded and useful member of Team Red.
DESIGN NOTES
Created: Tue, 6 Feb 2024 10:19:13

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