Difference between revisions of "TOA Tara"

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'''Run 44:''' 1 CP (banked)
 
'''Run 44:''' 1 CP (banked)
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'''Run 46:''' 1 CP (banked: 2 CP in bank)
  
 
'''Plans for Tara'''
 
'''Plans for Tara'''

Revision as of 13:45, 1 October 2008

About Tara Wordle

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

Tara's Diary


Back to TOA: Main

Stats (40 CP)

Body: 4

Mind: 8

Soul: 10

ACV: 7

DCV: 5

HP: 70

Attributes (65 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 4 16 beam of white light; Limited Shots 3 (-2); Short Range (-1); Soul Attack (+5); Level 2 (+2)
Alternate Attack KICK 2 2 Kick in the face; Melee (-2); Muscle-powered (+1); Accurate +2 (+1); Level 2 (+2)
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 7 7 +70 sp
Alternate Form 1 3 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
Light Lance 40+7 30+7 20+7 10+7
Mule Kick 40+7 30+7 20+7 10+7 +10 from Superstrength when in Alternate Form

Alternate Form Details

Full Powered Form = 9 CP

  • Full Concentration (3 BP)
  • Activation Time 10 Init (1 BP)
    • No Interruption (2 BP)

Total: 3 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 (90 SP)

Skill Level SP Stat Notes
Occult 4 24 Mind Rituals
Piloting 4 4 Body Light airplane
Special Attack 4 24 Soul White beam of goodness!
Power Usage 2 12 Soul Sixth Sense
Unarmed Defense 2 12 DCV Holds
Unarmed Attack 1 6 ACV Strikes
Cultural Arts 1 3 Mind Literature
Perfoming Arts 1 3 Average Dance
BANKED 2

Progression

Previous Progression

Run 30: 1 CP(banked)

Run 31: 1 CP

  • Raised Soul to 10 (max)
    • This ups ACV/DCV/HP

Run 32: 1 CP

  • +1 Highly Skilled
    • Performing Arts (Dance) 1
    • Unarmed Defense +1

Run 33: 1 CP + 1 CP from belated run 31 summary

  • +1 Mind

Run 34: 1 CP + 1 CP from belated run 30 summary

  • +1 Mind

Run 35: 1 CP + 1 CP from belated run 32 summary

  • +1 Mind

Run 36: 1 CP (banked)

Run 37: missed

Run 38: 1 CP

  • Special Attack: Mulekick (2 CP)

Run 39, 40: missed

Run 41: 1 CP (banked)

Run 42: 1 CP

  • Improved Body +1 (2 CP)

Run 43: missed

Run 44: 1 CP (banked)

Run 45: missed

Run 46: 1 CP (banked: 2 CP in bank)

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 Special Attack
    • 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 Level
  • Improve Unarmed Combat for unicorn kicks, etc.
  • Improve Healing
    • More HP
  • Buff Body (6?)
  • Improve Precog
    • remove "Uncontrolled"
  • Improve plane
    • A weapon of some kind
  • Possibly get a Mind Barrier (Sorry Ceelie...)
  • Max Mind (10)