Karrin Harrington
Code name: Blip

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POWERS
Cost Power END
111 Teleport/Portal Pool: Variable Power Pool, 60 base + 51 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1); Teleport/Portal Powers only (-1/2), Unified Power (-1/4)
0 1) Portal Take Away: Area Of Effect Nonselective (up to 6″ Any Area; +3/4) for up to 55 Active Points of up to 55 STR Active points of Take Away, Limited Range (+1/4) Real Cost: 51 5
0 2) Portal Viewing 0.0: N-Ray Perception (Sight Group), Telescopic: +4 Real Cost: 12 Notes: Stopped by Force Fields and Force Walls 0
0 3) Portal Viewing 1.0: N-Ray Perception (Sight Group), +2 to PER Roll, Discriminatory, Analyze, Telescopic: +18 Real Cost: 31 Notes: Stopped by Force Fields and Force Walls 0
0 4) Portal Viewing 2.0: N-Ray Perception (Hearing Group), +18 to PER Roll, Discriminatory, Analyze Real Cost: 38
Notes: Stopped by Force Fields and Force Walls 0
0 5) Combat Teleport 0: Teleportation 24″ Real Cost: 48 5
0 6) Combat Teleport 0.1: Teleportation 21″, Position Shift Real Cost: 47 5
0 7) Combat Teleport 0.2: Teleportation 19″, No Relative Velocity Real Cost: 48 5
0 8) Combat Teleport 0.3: Teleportation 19″, Safe Blind Teleport (+1/4) Real Cost: 47 5
0 9) Combat Teleport 0.4: Teleportation 14″, No Relative Velocity, Safe Blind Teleport (+1/4) Real Cost: 47 5
0 10) Combat Teleport 0.5: Teleportation 24″ Real Cost: 48 5
0 11) Combat Teleport 0.6: Teleportation 8″, No Relative Velocity, Safe Blind Teleport (+1/4), Armor Piercing (+1/2) Real Cost: 45 4
0 12) Combat Teleport 1.0: Teleportation 30″ Real Cost: 60 6
0 13) Combat Teleport 1.1: Teleportation 26″, Position Shift Real Cost: 57 6
0 14) Combat Teleport 1.2: Teleportation 25″, No Relative Velocity Real Cost: 60 6
0 15) Combat Teleport 1.3: Teleportation 24″, Safe Blind Teleport (+1/4) Real Cost: 60 6
0 16) Combat Teleport 1.4: Teleportation 19″, No Relative Velocity, Safe Blind Teleport (+1/4) Real Cost: 60 6
0 17) Combat Teleport 1.5: Teleportation 17″, Safe Blind Teleport (+1/4), Armor Piercing (+1/2) Real Cost: 59 6
0 18) Combat Teleport 1.6: Teleportation 12″, No Relative Velocity, Safe Blind Teleport (+1/4), Armor Piercing (+1/2) Real Cost: 59 6
0 19) Combat Teleport 2.0: Teleportation 27″, x2 Increased Mass Real Cost: 59 6
0 20) Combat Teleport 3.0: Teleportation 25″, x4 Increased Mass Real Cost: 60 6
0 21) Non-Combat Teleport 1.0: Teleportation 5″, x128 Noncombat, x2 Increased Mass, Safe Blind Teleport (+1/4) Real Cost: 56 6
0 22) Non-Combat Teleport 2.0: Teleportation 6″, x4 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1″ = 10,000 km; +1 1/4), Can Be Scaled Down 1″ = 1km (+1/4) Real Cost: 60 6
0 23) Short Range Gate: Teleportation 6″, x8 Noncombat, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Continuous (+1) Real Cost: 60 5
0 24) Gate 1.0: Teleportation 5″, x2 Increased Mass, MegaScale (1″ = 1 km; +1/4), Usable Simultaneously (up to 4 people at once; +3/4), Continuous (+1), Area Of Effect (5″ Radius; +1) Real Cost: 60 6
0 25) Gate 2.0: Teleportation 5″, x2 Increased Mass, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), MegaScale (1″ = 100 km; +3/4), Continuous (+1) Real Cost: 60 6
0 26) Portal Strike: Area Of Effect Nonselective (up to 5″ Any Area; +3/4) for up to 45 Active Points of Martial Arts Basic Strike 9d6, Limited Range (+1/4) Real Cost: 42 4
0 27) Ranged Smack: Stretching 8″, Reduced Endurance (1/2 END; +1/4), Does Not Cross Intervening Space (+1/4) Real Cost: 60 2
0 28) Slow Explosion: Hearing Group Flash 8d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) Real Cost: 60 6
0 29) Shockwave (Double Port): Hearing Group Flash 8d6, Does Knockback (+1/4), Explosion (+1/2), Nonselective Target (-1/4), Hole In The Middle (+1/4), Double Knockback (+3/4) Real Cost: 60 6
Teleport powers, all slots Unified Power (-1/4)
29 1) Redirect field: Armor (12 PD/12 ED) (36 Active Points) 0
12 2) Redirect field: (Total: 15 Active Cost, 12 Real Cost) +5 PD (Real Cost: 5) plus +2 ED (Real Cost: 2) plus Power Defense (8 points) (8 Active Points) (Real Cost: 6) 0
Equipment
7 1) Generic GPS,Cell Nav,Internet Nav and camera system: Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); OAF (-1) 0
6 2) Contacts: Sight Group Flash Defense (8 points) (8 Active Points); IIF (-1/4) 0
165 Total Powers Cost
MARTIAL ARTS MANEUVERS
Teleporting Martial Arts
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 Strike 5
2) Flying Dodge: 1/2 Phase, — OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5
3) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 55 STR to take weapon away 24
4) +6 HTH Damage Class(es)
SKILLS
Cost Name
0 AK: USA 8-
3 Acrobatics 15-
0 Acting 8-
3 Breakfall 15-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 CuK: Home Culture 8-
0 Deduction 8-
0 Language: English (idiomatic)
2 Navigation (Land) 13-
0 Paramedics 8-
0 Persuasion 8-
0 PS: Courier 11-
3 Shadowing 13-
3 Stealth 15-
0 TF: Bicycles, Small Motorized Ground Vehicles
14 Total Skills Cost
TALENTS
Cost Name
3 Absolute Range Sense
3 Total Talents Cost
DISADVANTAGES
15 Distinctive Features: Very good looking subject to unwanted attention (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Enraged: If normals harmed (Common), go 11-, recover 11-
10 Hunted: Bloodletters 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
10 Hunted: KryptKeepers 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
15 Psychological Limitation: Code vs Killing (Common, Strong)
20 Psychological Limitation: Protective of innocents (Very Common, Strong)
10 Reputation: Bull in a china shop, 11-
15 Social Limitation: Secret ID (Frequently, Major)
20 Social Limitation: Subject to Orders (Very Frequently, Major)
5 Unluck: 1d6
10 Watched: U.S. Government 8- (Mo Pow, NCI, Watching)
150 Total Disadvantages Cost
APPEARANCE
Hair Color: Dark Brown
Eye Color: Brown
Height: 5′ 2″
Weight: 117 lbs
Description:
Early 20’s
Amer-Asian ancestory
34c-23-35
BACKGROUND
the simple version might be that her parents got killed standing up to a gang or triad, and they are the moral fiber in her life it may also be where powers first appeared as the bullets struck her parents, her power kicked in an protected her from them(figure 9mm and 12 ga 3d6ka reduced penatration) Her only thought was to get away to her favorite place the roof of their home/business
While down below the gang/triad saw Blip disappear,they decided to firebomb the place and leave
the killers are not caught for 5yrs,by then Blip has been moved to live with an uncle,a Master Sargent in the U.S.Army. Life goes well for Blip,she masters her powers,learns to defend herself and enjoy most of her teenage years. Then just before she turns 20, her parents killers are caught and Blip is asked to ID them
Before she and her uncle can leave to return to her home town ,others in the gang/triad ambush Blip and her uncle killing him
Blip looses it and cripples the new killers. Later she goes and Id’s her parents killers and they are convicted getting LWoP. Word later gets to Blip that she and the gang/triad are at war. Blip just says “Bring it on Scum”
POWERS/TACTICS
PERSONALITY/MOTIVATION
Generally happy ,till innocents get hurt ,then watch out
CAMPAIGN USE
Martial Artist, agent stomper, long range trannsport