Difference between revisions of "TOA Tara"
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'''Run 44:''' 1 CP (banked) | '''Run 44:''' 1 CP (banked) | ||
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'''Plans for Tara''' | '''Plans for Tara''' |
Revision as of 13:45, 1 October 2008
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 (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
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)