Difference between revisions of "TOA Tara"

From UtterChaos
Jump to: navigation, search
m (Attributes (65 CP))
m (Progression)
 
(19 intermediate revisions by the same user not shown)
Line 20: Line 20:
  
 
[[TOA_Tara_Friends | Tara's Friends]]
 
[[TOA_Tara_Friends | Tara's Friends]]
 +
 +
[[TOA_Tara_Family | Tara's (Foster) Family]]
  
 
[[TOA_Tara_Diary | Tara's Diary]]
 
[[TOA_Tara_Diary | Tara's Diary]]
Line 26: Line 28:
 
[[Chadius: TOA: Main | Back to TOA: Main]]
 
[[Chadius: TOA: Main | Back to TOA: Main]]
  
===Stats (40 CP)===
+
===Stats (52 CP)===
Body: 4
+
Body: 6
  
 
Mind: 8
 
Mind: 8
  
Soul: 10
+
Soul: 12
  
ACV: 7
+
ACV: 8
  
DCV: 5
+
DCV: 6
  
HP: 70
+
HP: 90
  
===Attributes (65 CP)===
+
===Attributes (73 CP)===
 
{| border=0 cellpadding=2
 
{| border=0 cellpadding=2
 
|- align="left"
 
|- align="left"
Line 50: Line 52:
 
| Divine Relationship || 3 || 3 || GM must cry.
 
| 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)
+
| Special Attack || 6 || 24 || beam of white light; 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)
 
| Alternate Attack KICK || 2 || 2 || Kick in the face; Melee (-2); Muscle-powered (+1); Accurate +2 (+1); Level 2 (+2)
Line 60: Line 62:
 
| - PMV Range || 1 || 1 || 10m
 
| - PMV Range || 1 || 1 || 10m
 
|-
 
|-
| Special Movement || 2 || 2 || Light-footed, Untrackable
+
| Special Movement || 3 || 3 || Light-footed, Untrackable, Dimension Hop-TOA (I am assuming Dimension Hop from TOA -> earth will return Tara to wherever she last hopped from -> TOA.)
 
|-
 
|-
| Feature || 1 || 1 || Beauty
+
| Feature || 2 || 2 || Extra beauty; Tara's heritage beginning to shine through in more tangible physical ways, like extra shiny hair, a faint radiant glow, smelling really good, etc.
 
|-
 
|-
| Gadgets || 3 || 6 || TOA ID (minor); L. Airplane (see details)
+
| Gadgets || 4 || 8 || TOA ID (minor); L. Airplane (see details)
 
|-
 
|-
 
| Gadgets || .5 || 1 || Bag O' Ritual Stuff
 
| Gadgets || .5 || 1 || Bag O' Ritual Stuff
 
|-
 
|-
| Highly Skilled || 7 || 7 || +70 sp
+
| Highly Skilled || 8 || 8 || +80 sp
 
|-
 
|-
 
| Alternate Form || 1 || 3 || Full-powered form, Unicorn, see details
 
| Alternate Form || 1 || 3 || Full-powered form, Unicorn, see details
 +
|-
 +
| Special Defense || 1 || 1 || Aging (1); Tara will now age slowly, like an elf
 
|}
 
|}
  
Line 84: Line 88:
 
* Turbocharger (minor)
 
* Turbocharger (minor)
 
* Big Engine (minor)
 
* Big Engine (minor)
 +
* Extra Capacity (2nd) (minor)
 +
* Pontoons (removable) (minor)
 +
* Supercharger (2 minor)
 +
* Weapon, standard Machine Gun (major)
 +
** Damage: 20; Auto-Fire, Spreading; Static; uses Heavy Weapons (Machine Gun)
  
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).
+
Maneuver Bonus (MB)/Initiative +3. Size 2.  1,000kg cargo (50 kg hidden).  4 Armor, 50 HP.  525 kph top speed. 6-20 hours before refuel needed (3,060 km - 10,200 km). Can fit four people comfortably + 3-4 in the cargo area.
  
 
'''Special Attack Damage'''
 
'''Special Attack Damage'''
 
{| border=1 cellpadding=4
 
{| border=1 cellpadding=4
 
|- align="left"
 
|- align="left"
! Dice Roll !! 2-4 !! 5-8 !! 9-13 !! 14-16  
+
! Dice Roll !! 2-4 !! 5-8 !! 9-13 !! 14-16 || To Hit
 
|-
 
|-
| Light Lance || 40+7 || 30+7 || 20+7 || 10+7
+
| Light Lance || 40+7 || 30+7 || 20+7 || 10+7 || 15
 
|-
 
|-
| Mule Kick || 40+7 || 30+7 || 20+7 || 10+7
+
| Mule Kick || 40+7 || 30+7 || 20+7 || 10+7 || 10
 
|-
 
|-
| Mule Kick (alt form) || 50+8 || 38+8 || 25+8 || 12+8
+
| Mule Kick (alt form) || 50+8 || 38+8 || 25+8 || 12+8 || 11
 
|}
 
|}
  
Line 127: Line 136:
 
|}
 
|}
  
===Skills (90 SP)===
+
===Skills (100 SP)===
 
{| border=0 cellpadding=2
 
{| border=0 cellpadding=2
 
|- align="left"
 
|- align="left"
Line 140: Line 149:
 
| Power Usage || 2 || 12 || Soul || Sixth Sense
 
| Power Usage || 2 || 12 || Soul || Sixth Sense
 
|-
 
|-
| Unarmed Defense || 2 || 12 || DCV || Holds
+
| Unarmed Defense || 3 || 18 || DCV || Holds
 
|-
 
|-
| Unarmed Attack || 1 || 6 || ACV || Strikes
+
| Unarmed Attack || 2 || 12 || ACV || Strikes
 
|-
 
|-
 
| Cultural Arts || 1 || 3 || Mind || Literature
 
| Cultural Arts || 1 || 3 || Mind || Literature
 
|-
 
|-
| Perfoming Arts || 1 || 3 || Average || Dance
+
| Perfoming Arts || 1 || 3 || Average || Dance (In unicorn form, Prance)
 
|-
 
|-
| BANKED || || || 2
+
| BANKED || || 0
 
|}
 
|}
  
Line 154: Line 163:
 
[[TOA_Tara_Progression|Previous Progression]]
 
[[TOA_Tara_Progression|Previous Progression]]
  
 +
At this power level (d10), max skills: 5, max stats: 18.
  
'''Run 38:''' 1 CP
+
'''Run 55:''' 1 CP (banked)
* 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 56:''' 1 CP (banked)
 +
* + 2 XP for belated run summaries, runs 49 & 50. (banked)
  
'''Run 44:''' 1 CP (banked)
+
'''Run 57:''' 1 CP
  
'''Run 45:''' missed
+
'''Run 58:''' 1 CP (6 in bank, all used below)
 +
* Gadgets for plane - 2 CP
 +
** Extra Capacity (minor)
 +
** Pontoons (minor)
 +
** Supercharger (2 minor)
 +
** Machine gun (major)
 +
* Buffed Body x2- 4 CP
  
'''Run 46:''' 1 CP (banked: 2 CP in bank)
+
'''Run 59, 60, 63, 66:''' 4 CP (61, 62, 64, 65 missed)
 +
* Improve Soul x2 (4 CP)
  
 
'''Plans for Tara'''
 
'''Plans for Tara'''
Line 177: Line 187:
 
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...
 
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...
  
 +
* Add PMV to Dimension Hop: Targets (so I can bring people)
 +
* Improve all stats, max Soul
 +
* Conquer fear of Henry & buy off this Defect
 
* Improve Special Attack
 
* 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 :)
 
** 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 Level
Line 184: Line 196:
 
* Improve Healing
 
* Improve Healing
 
** More HP
 
** More HP
* Buff Body (6?)
 
 
* Improve Precog
 
* Improve Precog
 
** remove "Uncontrolled"
 
** remove "Uncontrolled"
* Improve plane
 
** A weapon of some kind
 
* Possibly get a Mind Barrier (Sorry Ceelie...)
 
* Max Mind (10)
 

Latest revision as of 11:00, 17 September 2009

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 (Foster) Family

Tara's Diary


Back to TOA: Main

Stats (52 CP)

Body: 6

Mind: 8

Soul: 12

ACV: 8

DCV: 6

HP: 90

Attributes (73 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 6 24 beam of white light; 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 3 3 Light-footed, Untrackable, Dimension Hop-TOA (I am assuming Dimension Hop from TOA -> earth will return Tara to wherever she last hopped from -> TOA.)
Feature 2 2 Extra beauty; Tara's heritage beginning to shine through in more tangible physical ways, like extra shiny hair, a faint radiant glow, smelling really good, etc.
Gadgets 4 8 TOA ID (minor); L. Airplane (see details)
Gadgets .5 1 Bag O' Ritual Stuff
Highly Skilled 8 8 +80 sp
Alternate Form 1 3 Full-powered form, Unicorn, see details
Special Defense 1 1 Aging (1); Tara will now age slowly, like an elf

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)
  • Extra Capacity (2nd) (minor)
  • Pontoons (removable) (minor)
  • Supercharger (2 minor)
  • Weapon, standard Machine Gun (major)
    • Damage: 20; Auto-Fire, Spreading; Static; uses Heavy Weapons (Machine Gun)

Maneuver Bonus (MB)/Initiative +3. Size 2. 1,000kg cargo (50 kg hidden). 4 Armor, 50 HP. 525 kph top speed. 6-20 hours before refuel needed (3,060 km - 10,200 km). Can fit four people comfortably + 3-4 in the cargo area.

Special Attack Damage

Dice Roll 2-4 5-8 9-13 14-16 To Hit
Light Lance 40+7 30+7 20+7 10+7 15
Mule Kick 40+7 30+7 20+7 10+7 10
Mule Kick (alt form) 50+8 38+8 25+8 12+8 11

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 (100 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 3 18 DCV Holds
Unarmed Attack 2 12 ACV Strikes
Cultural Arts 1 3 Mind Literature
Perfoming Arts 1 3 Average Dance (In unicorn form, Prance)
BANKED 0

Progression

Previous Progression

At this power level (d10), max skills: 5, max stats: 18.

Run 55: 1 CP (banked)

Run 56: 1 CP (banked)

  • + 2 XP for belated run summaries, runs 49 & 50. (banked)

Run 57: 1 CP

Run 58: 1 CP (6 in bank, all used below)

  • Gadgets for plane - 2 CP
    • Extra Capacity (minor)
    • Pontoons (minor)
    • Supercharger (2 minor)
    • Machine gun (major)
  • Buffed Body x2- 4 CP

Run 59, 60, 63, 66: 4 CP (61, 62, 64, 65 missed)

  • Improve Soul x2 (4 CP)

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...

  • Add PMV to Dimension Hop: Targets (so I can bring people)
  • Improve all stats, max Soul
  • Conquer fear of Henry & buy off this Defect
  • Improve Special Attack
    • 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
  • Improve Precog
    • remove "Uncontrolled"