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arcadianphoenix:characters:taylor_anne_hebert

Taylor Hebert

Full Name Taylor Anne Hebert
Cape Name Apparition/Volare
Player Arcadian Phoenix
Game Worm 8
Height 5'8"
Weight 100 pounds
Age 15 (born June 19th, 1995)
Apparent Age Late Teens
Hair Dark brown, wavy, armpit length
Eyes Blue
Skin Pale

Attributes & Secondary Characteristics

ST 8 [-20]; DX 12 [40]; HT 12 [20]; IQ 12 [30]; PE 12 [10]; WL 14 [20].
HP 8 [0]; FP 12 [0]; SP 14 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].
SM+0 (1 hex); Basic Lift 13; Damage Thr 1d-4, Sw 1d-1.
Dodge (Mundane) 9, (Power) 11; Parry (Unarmed) 9; Block N/A.

Social Background

TL: 8 [0].
Cultural Familiarities: Anglo [0].
Languages: English (Native) [0].
Status: 0 [0].
Wealth: Dead Broke [-40].

Advantages

  • Appearance (Very Attractive) [8]
  • Contacts (Dockworkers Association Members; Scope, Average, ×1, Availability, 15 or less, ×3, Usually Reliable, ×2, Effective Skill 12) [6]
  • Luck [15]
  • Patron (Father; 18 or less) [40]
  • Versatile [5]
  • Very Grounded [15]

Perks

  • Efficient Housekeeper [1]
  • Patience of Job [1]
  • Standard Operating Procedure (Check the Crowd) [1]
  • Weak Latency (Psi) [1]

Disadvantages

  • Bad Sight (Nearsighted; Mitigator, Contacts/Glasses, -60%) [-10]
  • Enemies (The Trio) [-20]
  • Low Self-Image [-10]
  • Pacifism (Reluctant Killer) [-5]
  • Phobia (Enclosed Spaces; Self-Control 12) [-15]
  • Skinny [-5]
  • Social Stigma (Minor) [-5]

Quirks

  • Determined [-1]
  • Idealistic [-1]
  • Melancholy [-1]
  • Nightmares [-1]
  • Responsible [-1]

Psychic (Psionic, -10%; Talent 6 [60])

Reach {130}
Payload 10 (Cosmic, Extradimensional, +50%; Cosmic, Filching, +50%; Cosmic, Life Support, +150%; Cosmic, Summoning, +50%; Cosmic, Time-Stop, +300%; Mental Carrying Capacity, +20%; PM, -10%) [65]
Snatcher (Can Spend Extra Fatigue, +20%; Can Take Extra Time, +20%; Difficult Conjuring, -50%; Large Items, (Costs 1 FP, -10%), +45%; Improved, +10%; More Weight (Costs 1 FP per step), +55%; Permanent, (Scaling FP cost), +60%; Recall, Attunement, +15%; Unpredictable, Harmless, -15%; PM, -10%) [65]
Steady {168}
3D Spatial Sense (PM, -10%) [9]
Chronolocation (PM, -10%) [5]
Detect Dimensional Anomalies (Precise, +100%; Reflexive, +40%; PM, -10%) [65]
Detect Gravitational Fields (Precise, +100%; Reflexive, +40%; PM, -10%) [22]
Detect Matter (Reflexive, +40%; Short-Range 1, -10%; PM, -10%) [34]
Immunity to Dimensional Effects (PM, -10%) [14]
Immunity to Physical Disorientation (PM, -10%) [5]
Perfect Balance (PM, -10%) [14]
Vanish {1170}
Jumper (World; Access Regulation, +25%; Extra Carrying Capacity, Extra-Heavy, +50%; Faster Concentration 5, +25%; Gyroscopic, +10%; Improved, +10%; Mental Carrying Capacity, +20%; New Worlds, +50%; Omni-Jump, Astral, Pocket Dimension, Time, Time Stop, +40%; Reduced Fatigue 1, +20%; Tracking, +20%; Tunnel, Multiple, Semi-Permanent, +300%; Warp-Jump, +10%; PM, -10%) [612]
Warp (Blind, +50%; Extra Carrying Capacity, Extra-Heavy, +50%; Faster Concentration 5, +25%; Gyroscopic, +10%; Improved, +10%; Mental Carrying Capacity, +20%; No Strain, +25%; Rapid Fire, RoF 300, +300%; Selectivity, +10%; Tracking, +20%; Tunnel, Multiple, Semi-Permanent, +300%; Warp-Jump, +10%; PM, -10%) [837]
Psychic Power Perks {5}
Teleportation: Bamf, Coin Trick, Exo-Draw, Expulsion, That Extra Inch. [5]

Loretech

Caduceus (Gadget: Can Be Stolen, Quick Contest, Secure, -15%; Superscience, -10%; Unbreakable, -0%; Unique, -25%)
Crushing Attack +4d (Accurate +9, +45%; Alternate Damage, Cutting or Impaling, Full Damage, +60%; Cone, 10-yards (Reduced Range, ×1/10, -30%), +105%; Destructive Parry, +10%; Double Blunt Trauma, +10%; Double Knockback, +20%; Increased Range, 1/2D, 10×, +15%; Melee-Capable, Reach C-4, +40%; Rapid Fire, RoF 3, (Alternative Enhancement to Cone, ×1/5), +10%; Regulatable Limitation, No Blunt Trauma, +20%; Regulatable Limitation, No Knockback, +30%; Regulatable Limitation, No Wounding, +5%; Richochet, +10%; Selective Effect, +20%; Selectivity, +10%; ST-Based, +100%; Underwater, Full Range, +30%; Variable, +5%; Gadget, -50%; Alternative Ability to Telekinesis, ×1/5) [13]
Equipment Quality Talent 6 (Gadget, -50%; Wildcard Power, ×4) [180]
Extra-Sensory Awareness (Bioscan, +50%; Extended Arc, 360°, +125%; Mind Probe (Decreased Immunity 2, +100%; Invasive, +75%; Memory Bank, Unlimited, +150%; Psionic, -10%), +765%; Mind Reading (Decreased Immunity 1, +50%; Long-Range 1, +50%; Multiple Contacts, No Penalty, +100%; Psionic, -10%), +810%; Penetrating, 20 yards, +3,000%; Scanner, +50%; Targeting, +20%; Gadget, -50%) [492]
Flight (Gadget, -50%; Wildcard Power, ×4) [80]
Internal Reconfigurable Mechanism 5 (5×1) (Limited, Accessory Perks Only, -30%; Physical, +100%; Gadget, -50%; Wildcard Power, ×4) [80]
Telekinesis 1 (Area Effect, 8-yard radius sphere, +200%; Cannot Affect Self, -20%; Cannot Punch, -10%; Increased Range, 10×, +30%; Gadget, -50%) [4] + Telekinesis 37 (Area Effect, 8-yard radius sphere, +200%; Cannot Affect Self, -20%; Cannot Punch, -10%; Increased Range, 10×, +30%; Lift Only, -20%; Gadget, -50%) [123]

Skills & Techniques

Skills Dif. Rel. Pts. Lev.
Acting A IQ [2] 12
Area Knowledge (Olympia) E IQ+1 [2] 13
Computer Operation E IQ+1 [2] 13
Current Affairs (Popular Culture) E IQ+1 [2] 13
First Aid E IQ [1] 12
Hiking A HT [2] 12
Housekeeping E IQ [1] 12
Literature H IQ-2 [1] 10
Musical Instrument (Flute) H IQ-2 [1] 10
Observation A PE [2] 12
Running A HT [2] 12
Stealth A DX [2] 12
Streetwise A IQ [2] 12
Swimming E HT [1] 12
Power Skills Dif. Rel. Pts. Lev.
Reach H IQ+2 [1] 14 1)
Steady H IQ+2 [1] 14 1)
Vanish H IQ+2 [1] 14 1)

1) Includes +4 for Parachronokinesis Power Talent.

Reference

Tracking

Cur. Max. Notes
HP 8 8 No current wounds.
FP 12 12 No current fatigue.
SP 14 14 No current stress.
Impulse Points 5 5

Encumbrance

Load Move Dodge Notes
None (0) 0-13 6.00 9
Light (1) 13-26 4.80 8
Medium (2) 26-39 3.60 7
Heavy (3) 39-78 2.40 6
Extra (4) 78-130 1.20 5

Damage Resistance

Costume 15/5 Higher vs pi, burn.

Attacks & Defences

Mode Dam. Rng. Sk.
Unarmed (DX-12, Parry-9)
Punch Normal 1d-5(0.5) cr C 12
Committed 1d-4(0.5) cr
All-Out 1d-3(0.5) cr
Kick Normal 1d-4(0.5) cr C,1 10
Committed 1d-3(0.5) cr
All-Out 1d-2(0.5) cr
Grapple 1d-3 cp C 12

Equipment

Item Cost Weight Description & Notes
Bandage Spray Can, ×3 $90 1.5 lb. This spray-on antiseptic bandage seals and disinfects minor wounds while acting as an analgesic. The foam is high-visibility yellow. First Aid using bandage spray receives a +2 (quality) bonus to skill to stop bleeding, requiring 10 seconds and restoring 1 HP. Does not help with major wounds, or injuries to arteries/veins, brain, eyes, or vitals hit locations. Six applications.
Clothing, Ordinary Free 4 lbs. Status 0. Includes shoes.
Cord, 1/16" $60 3 lb. Ten pieces of synthetic cord, each one ten yards long. 62.5 pound dynamic load.
Costume, Bioplastic $40,000 5 lbs. A featureless full-body suit of black bioplastic. Self-cleaning and mending, with built in biomedical sensors (+1 to Diagnosis, automatic tourniquet for limbs), climate control (30° to 100°), hardened striking surfaces (+1 damage, no armour multiplier, no hurting self), HUD, nasal filter plugs (+5 to HT vs gas), and Programmable Chameleon Surface (+4 to Stealth vs Vision when stationary; Halved vs Hyperspectral, Quarted vs Extended Hyperspectral). Provides DR 15/5 (pi & burn/all) [All; Impact Hardening], Protected Hearing & Vision, Radiation Protection (PF 2), and Sealed. 1B/20 hrs. Attuned.
Electro-Optical Binoculars $1,000 0.6 lb. Digital Camera, HUD, Laser Rangefinder, Night Vision 9, No Peripheral Vision, Telescopic Vision 6. 2B/100 hrs.
Electronic Cuffs, Heavy-Duty, ×4 $750 2 lbs. Escape at -6, first attempt is 1 second, further attempts are 10 minutes. ST 40, DR 15. 1A/1 wk.
Flashlight, Mini $20 0.25 lb. Projects a 15-yard beam. Tunable color, from IR to UV, adustable from a wide flashlight cone to a pencil-thin laser pointer (150-yard range). Can function as a dazzle laser (HT-5 blindness for [margin of failure] minutes); Range 170/500).
Flexcuffs, ×50 $25 1.25 lb. Flexible plastic loops that give -1 to Escape. DR 1, HP 2.
Molecular Glue $4 neg. This glue sets in ten seconds and can only be removed by a special solvent, which takes one minute to weaken each dose of the glue. Pulling apart two objects that have been glued together requires a Regular Contest of ST vs ST 23. Inflicts 1d-4 damage to the weaker subject. 10 applications.
Multi-Tool, Fine $1,000 0.5 lb. A "Leatherman"-style belt tool with numerous memory-metal attachments. Counts as improvised gear (-3 instead of -5) for most repairs, and includes a small knife.
Neural Stun Baton, ×2 $4,160 3 lbs. On a hit, the victim gets a HT-5 roll to resist, with +1 per 2 points of DR. On a failure, the victim's knocked unconscious for minutes equal to the margin of failure. 1B/20 charges.
Powercells, B-cell, ×5 $60 0.25 lb. Spare powercells for her baton, binoculars, or costume.
Slipspray $60 0.5 lb. This aerosol lubricant can turn smooth ground (e.g., a floor or a road) into a nearly frictionless surface. Anyone crossing it at faster than Move 1 must make a DX roll (at +3 if crawling, -3 if sprinting) every second to avoid falling. Vehicles must make a control roll (p. B469) at -5 to avoid losing control. Slipspray breaks down in about an hour in air. A can covers 100 square feet, spraying 10 square feet per second from up to 2 yards away.
Voice Mask $400 0.1 lb. This wearable mike obscures the speaker’s voice. She can set it to sound human, but different than her normal voice, or to change her apparent age, race, or sex. It will also alter the speaker’s voiceprint. 1B/20 hrs.

Background & Notes

arcadianphoenix/characters/taylor_anne_hebert.txt · Last modified: 2015/04/21 12:01 by Deanna