Difference between revisions of "TOA Tara"

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(Progression)
(Attributes (52 CP))
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Revision as of 11:19, 29 May 2007

Background

Tara is a very pale and very shy girl. She's fairly tall, at 5'10", and very thin no matter how much she eats. Her hair is long and a pale enough blond that it looks white, and in the center of her forehead is an odd white star-shaped burst she'll tell you is a scar from a childhood injury.

It's not.

Somewhere in her blood, in the family she's never known, is a unicorn, and some of that blood runs in her veins. She never knew her parents; she was raised by a very rich, very sleazy, very possessive man named Henry who refused to answer any questions about her past. He was arrested for something never explained to her when she was fifteen and she was made a ward of the state.

Henry wanted her for her innate mysticism, and as a result she was terrified of that side of her and tried desperately to escape from it. At seventeen she started taking flying lessons, in part at least because it was as far from occult as she could get.

It was a friend of hers named Mark, an older man who owned her favorite old bookstore, who finally convinced her that running from herself would only get her in trouble, and that the responsible thing to do would be to try to learn about what she had so it wouldn't control her. Mark gave her access to some of the oldest and most unusual books on occult available, and some that weren't ever supposed to be available.

Her senses sharpened and she began to realize just how much was out there. This was about when TOA approached her, and she was reluctantly recruited into its ranks.

She's currently living in a small loft apartment in Soho, a few blocks from Mark's bookstore.

Tara's Notes

Tara's Friends

Stats (28 CP)

Body: 3

Mind: 4

Soul: 7

ACV: 4

DCV: 2

HP: 50

Attributes (52 CP)

Attribute Level CP Notes
Sixth Sense 8 8 magic, danger, evil, virtue; area 4 (1km)
Precog (SS) 6 6 Uncontrolled (-1), 1 day
Divine Relationship 3 3 GM must cry.
Special Attack 2 8 beam of white light; Limited Shots 6 (-1); Short Range (-1); Affects Incorporeal (+1); Level 3 (+3)
Healing 2 8 40 HP
- PMV Targets 3 3 10 Targets
- PMV Range 1 1 10m
Special Movement 2 2 Light-footed, Untrackable
Feature 1 1 Beauty
Gadgets 3 6 TOA ID (minor); L. Airplane (see details)
Gadgets .5 1 Bag O' Ritual Stuff
Highly Skilled 4 4 +40 sp
Alternate Form 1 1 Full-powered form, Unicorn, see details

Airplane Details

4 seats, single-engine prop (major Gadget)

  • Hidden Cargo (minor)
  • Weapon Mount Light (minor)
  • Engine Rebuild (minor)
  • Rocket Engine (major)
  • Extra Capacity (minor)
  • Extra Endurance (minor)
  • Turbocharger (minor)
  • Big Engine (minor)

Maneuver Bonus (MB) +1. Size 2. 500kg cargo (50 kg hidden). 4 Armor, 50 HP. 510 kph top speed. 6-20 hours before refuel needed (3,060 km - 10,200 km).

Special Attack Damage

Dice Roll 2-4 5-8 9-13 14-16
Damage 60+4 45+4 30+4 15+4

Alternate Form Details

Full Powered Form = 9 CP

  • Full Concentration (3 BP)
  • Activation Time 10 Init (1 BP)
    • No Interruption (2 BP)
  • Limited Use (2x day) (2 BP)

Total: 1 CP for 10 CP/form

Unicorn = 10 CP

  • Awkward Size (1 BP)
  • Physical Impairment- no hands, no voice (1 BP)
  • Marked (2 BP)
  • Speed, 100kph (6 CP)
  • Superstrength (4 CP)
  • +2 Body (4 CP)

Defects (5 BP)

Defect BP Notes
Marked 2 star shaped white mark, center of forehead
Phobia 1 Henry
Wanted 2 By Henry and his goons.

Skills (60 SP)

Skill Level SP Notes
Occult 4 24 Rituals
Piloting 2 2 Light airplane
Special Attack 3 18 White beam of goodness!
Power Usage 2 12 Sixth Sense
BANKED 4

Progression

Run 1: 3 CP (2 run + 1 summary)

  • Upped Sixth Sense range to 1km
  • Upped Precog to 1 day
  • Added Movement: Untrackable.

Run 2: 2 CP (banked)

Run 3: 2 CP (4 total)

  • Increased Healing to rank 2, 40hp

Run 4: 2 CP (banked)

Run 5: 2 CP

  • Improved Special Attack by removing some of the limit-shots

Run 6: 2 CP

  • Improved Healing Targets (PMV)

Run 7: 3 CP (2 run + 1 summary)

  • Up Healing PMV to 10 targets and change range from touch to 10m
  • Highly Skilled 1- up special ranged by 1 (for 6) and then... eh, bank the rest. Unless other ideas.

Run 8: 2 CP

  • 1 pt Gadget: Bag O' Ritual Stuff
  • Highly Skilled 1-up Power use

Run 9: 2 CP

  • 2 pt Gadgets (Airplane stuff)
    • Jet Engine (1 major)
    • Extra Capacity (1 minor)
    • Extra Endurance (1 minor)
    • Turbocharger (1 minor)
    • Big Engine (1 minor)

Run 10: missed

Run 11: 3 CP (summary)

  • Soul increase to 7
  • Highly Skilled x1- 1 occult for 6 sp, 1 special attack for 6 sp

Run 12: 1 CP

  • Alternate Form

Run 13: 1 CP

  • Highly Skilled - 6 sp on Special Attack, 4 banked

Run 14: 1 CP (undecided)

Plans for Tara

As a rule I don't want to spend points on things unrelated to what we actually did on the mission, though this may become a more loose rule. For example, I'm only going to improve my airplane when we use it, or we are planning to use it, etc. It sits easier in my head that way...

  • Improve Sixth Sense and Precog
    • more range and time
    • possibly some other "stuff" for Sixth Sense to sense
    • eventually remove the "Uncontrolled" for Precog
  • Improve Healing
  • Improve Special Attack
    • eventually make a Soul Attack
    • De-limit the Shots
      Maybe that's how I progress it; I take off the Shots, add a few levels, then switch it to Soul by dropping the levels and re-limiting the Shots. Then I work from there...
    • Target: Evil (for 1 rank); double damage to evil, no damage to good/neutral. Then I don't need as many ranks :)
  • Improve plane
    • A weapon Dii or someone could use?
  • Possibly get a Mind Barrier (Sorry Ceelie...)
  • Natural Weapon: horn. But this is only in alt form. Hmm. Must talk to GM to see if I can points-swap; like if I bought Tara +1 body, I could drop the Alt Form +2 Body to a +1 and spend those other two CP elsewhere. This may be a stretch.