White Witch
Character Name: White Witch
Alternate Identities: Wendy Pierce
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
24 DEX 10 42 24 14- OCV 8 DCV 8
33 CON 10 46 33 16-
10 BODY 10 0 10 11-
23 INT 10 13 23 14- PER Roll 14-/18-
30 EGO 10 40 30 15- ECV: 10
33 PRE 10 23 33 16- PRE Attack: 6 1/2d6
20 COM 10 5 20 13-
4 PD 2 2 4 4 PD (0 rPD)
7 ED 7 0 7 7 ED (0 rED)
5 SPD 3.4 16 5 Phases: 3, 5, 8, 10, 12
12 REC 9 6 12
66 END 66 0 66
31 STUN 31 0 31
6" Running 6 0 6"
2" Swimming 2 0 2"
1" Leaping 2 0 1 1/2" 191 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Don't make us hurt you."
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 323
Spent: 323
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 673
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 1 1/2"
V. Leap 0 1/2"
DEFENSES
Type Amount
Physical Defense 4
Res. Phys. Defense 0
Energy Defense 7
Res. Energy Defense 0
Mental Defense 26
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
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
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Hunted: Genocide 8- (Mo Pow; Limited Geographical Area; Harshly Punish)
Notes: Following the events of 2 Jan. 2003 in Death Valley California, Genocide has been down-graded to a lesser threat and their area of operation is considerably reduced though there is no reason to expect that they have given up their campaign against mutants.
15 Hunted: PSI 8- (Mo Pow; Harshly Punish)
10 Hunted: Various Law Enforcement Agencies 8- (Less Pow; NCI; Capture)
0 Physical Limitation: Required to visit the Time Ship semi-annually to maintain nanobots (Infrequently; Greatly Impairing)
15 Psychological Limitation: Claustrophobia (Common; Strong)
10 Psychological Limitation: Code against killing (Common; Moderate)
15 Psychological Limitation: Determined to Recover Family's Lost Wealth/Estate/Social Standing (Common; Strong)
0 Reputation: Master Con (The Witch), 14- (Known Only To other Con Artists)
15 Social Limitation: Secret ID (Frequently; Major)
100 Total Disadvantages Cost

Character Name: White Witch
Alternate Identities: Wendy Pierce
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 14-
3 Acting 16-
3 Breakfall 14-
3 Bribery 16-
3 Bureaucratics 16-
3 Climbing 14-
3 Concealment 14-
3 Conversation 16-
3 Deduction 14-
3 Disguise 14-
3 High Society 16-
3 Linguist
0
1) Language: English (idiomatic)
2
2) Language: French (completely fluent)
2
3) Language: German (completely fluent)
3
4) Language: Irish (idiomatic)
2
5) Language: Italian (completely fluent)
2
6) Language: Russian (completely fluent)
2
7) Language: Spanish (completely fluent)
2
8) Language: Swedish (completely fluent)
3 PS: Social Engineer 16-
3 Paramedics 14-
3 Persuasion 16-
3 Riding 14-
3 Seduction 16-
3 Scholar
2
1) KS: Diplomacy 14-
2
2) KS: Psychology 14-
2
3) KS: Sociology 14-
3 Shadowing 14-
3 Stealth 14-
3 Streetwise 16-
0 TF: Equines, Small Motorized Ground Vehicles
3 Teamwork 14-
3 Trading 16-
3 Traveler
2
1) AK: Berlin 14-
2
2) AK: Current Hot Nightclubs and Restaurants 14-
2
3) AK: London 14-
2
4) AK: Madrid 14-
2
5) AK: New York 14-
2
6) AK: Paris 14-
2
7) AK: Rome 14-
2
8) AK: San Francisco 14-
2
9) AK: St. Petersburg 14-
2
10) AK: Stockholm 14-
2
11) AK: Viena 14-
2
12) CuK: Current Pop Culture 14-
15 +3 with all PRE-based Skills
132 Total Skills Cost
PERKS
Cost  Name
1 False Identity
1 Fringe Benefit: Passport
2 Total Perks Cost
 
POWERS
Cost  Power END
40 Mental Powers: Elemental Control, 100-point powers, all slots Not in tight places (-1/4)
48
1) Psionic Surgery: Major Transform 4d6 (Add, Remove, or Alter Memories and Psych Limitations, Healed back by Psionic Surgery), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1); Limited Target Humans (-1/2)
13
40
2) I Can Read You Like a Book: Telepathy 16d6, Reduced Endurance (1/2 END; +1/4)
4
44
3) The Voice In Your Head is Me: Mind Control 14d6, Reduced Endurance (1/2 END; +1/4), Telepathic (+1/4)
4
42
4) You Can't Hide From Me: Mind Scan 16d6, +1 ECV, Reduced Endurance (1/2 END; +1/4)
4
23
5) Uncontrollable Fear: Mental Illusions 7d6+1, Reduced Endurance (1/2 END; +1/4), Uncontrolled (turns off if target is affected by or attacked wth any other Mental Power) (+1/2), Continuous (+1); No Conscious Control (only to force target to experience his greatest fear; -1)
4
20 Strong Minded: Mental Defense (26 points total)0
7 Twin Communications: Mind Link , Only with Sister, Any distance, Psychic Bond; Only With Others Who Have Mind Link (-1)0
5 I'm Not Impressed: +10 PRE; Defensive Only (-1)
7 SAAT Comm Unit: Radio Perception/Transmission (Radio Group); IIF (-1/4), Does not work in Water (-1/4)0
Nanobots
Notes: These nanobots provide the listed 'powers' and will function for about six months before going inert. They must be reset by the Time Ship if this happens.
25
1) Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
Notes: Nanobots repair damage including regrowing limbs and reviving the subject from death. It will not, however, work if the subjects body is totally destroyed.
0
12
2) Protected Sight: Sight Group Flash Defense (10 points), Hardened (+1/4)
0
10
3) Chemical Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)
Notes: Nanobots accelerated tissue regeneration will instantly repair any chemical type damage.
0
10
4) Disease Resistance: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
Notes: Nanobots function as super white cells and will instantly combat any disease, infection or biological intrusion such as parasites and biological poisons, i.e venom.
0
8
5) Keen Eyed: +4 PER with Sight Group
0
5
6) Dim Light Vision: Ultraviolet Perception (Sight Group)
0
2
7) Stopped Aging: Life Support (Longevity: 400 Years)
Notes: Nanobots actually stop aging but can only do this for about 400 years, after that, the subject begins to age normally.
0
348 Total Powers Cost

Character Name: White Witch
Alternate Identities: Wendy Pierce
Player Name: NPC
APPEARANCE
Hair Color: Blonde
Eye Color: Blue
Height: 5' 10"
Weight: 134 lbs
Description:
The girls are simply stunning. Tall, slim, athletic, with long blonde hair and beautiful blue eyes no male can resist their charms. Because of their looks they have been featured heavily in their yearbook and now in their senior year are shoe-ins for a shared Homecoming Queen. Also their beauty acts as a mask for their powers as most believe they get their way because they are so gorgeous, a fact they never fail to exploit.
BACKGROUND
Wendy Pierce, along with her twin sister, Stacy, were every teenage boys wet dream. Tall, blonde, friendly and very sexy, the girls co-captained the cheerleader squad at their high school. Every BMOC wanted them from the day they entered as freshmen but something always seemed to get in the way. The fact the twins where connected in a way unlike any other set of twins made them disconcerting to be around. Wendy would speak and Stacy finish the thought. It always seemed each knew what was happening to the other and showed up at the most inopportune moment to interrupt the captain of the football team's amorous advances.
POWERS/TACTICS
Wendy's powers involve the more traditional mental powers and for the most part she acts as a typical Mentalist. Her normal mode of combat is a Telepathy on a target to find a weakness, then Mind Control to exploit it. That failing, Ego attack until out. She uses her Mind Scan to find and identify targets, directing her team mates in via the radio, or in Stacy's case, Mind Link. If injured or in danger, Stacy will teleport her out of harm's way while she uses her Ego attack to discourage pursuit.
PERSONALITY/MOTIVATION
The Pierce sisters are outwardly typical teens and typical cheerleader types. Bubbly, spirited and friendly are the good points but they are also chicish and mean to those not in their 'group'. They sport all the lastest fashion, go to all the hottest concerts and date only the richest and most popular boys. When it comes to digging dirt on classmates OR teachers, these two are unsurpassed to the point that they actually have a number of both under their dainty little thumbs. Though they are careful not to reveal their powers, a few have are begining to suspect there is more to the twins then meets the eye.

One question would probably be ... Why are they still going through high school when they were born in 1971. Well. first, they still look like they are in their teens but it is actually a power thing. They can quickly come to rule the society of any school they decide to attend. They like to play with people.
CAMPAIGN USE
SAAT's social engineer
DESIGN NOTES
Since being 'infected' by Timelord's nanobots, the twins have not failed to return at the proper time to have the 'bots reset and so, have not aged a single day since they were sixteen.
Created: Mon, 19 Nov 2018 20:13:06

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