TOA Tara
Contents
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.
Stats (32 CP)
Body: 3
Mind: 5
Soul: 8
ACV: 5
DCV: 3
HP: 55
Attributes (56 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 | 3 | 12 | beam of white light; Limited Shots 3 (-2); Short Range (-1); Soul Attack (+5); Level 2 (+2); Slow 1 round (-1) |
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 | 40+4 | 30+4 | 20+4 | 10+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: 2 CP (to use later, Run 18)
Run 11: missed
Run 12: 3 CP (summary)
- Soul increase to 7
- Highly Skilled x1- 1 occult for 6 sp, 1 special attack for 6 sp
Run 13: 1 CP
- Alternate Form
Run 14: 1 CP
- Highly Skilled - 6 sp on Special Attack, 4 banked
Run 15: 1 CP (banked)
Run 16: missed
Run 17: missed
Run 18: 1 CP
- +1 Soul
BONUS: 2 CP
- +1 Mind
Run 18: 2 CP (summary)
- Improve Special Attack:
- Change Limited Shots 6 (-1) to Limited Shots 3 (-2)
- Level 3 (+3) to Level 2 (+2)
- Soul Attack (+5)
- Affects Incorporeal (+1) now unneccesary (+0)
- Add Slow 1 round (-1)
- CP spent: 4 (1 rank)
Run 19: 1 CP
- +1 Highly Skilled
- +1 Special Attack
- +1 Unarmed Defense
- +1 Piloting
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 Precog
- remove "Uncontrolled"
- Improve Healing
- More HP
- Improve Special Attack
- Improve Level
- Remove Slow
- De-limit the Shots
- 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 of some kind
- Possibly get a Mind Barrier (Sorry Ceelie...)
- Improve Unarmed Combat for unicorn kicks, etc.
- Max out Soul (10?)
- Buff Mind