| 30 |
Light Baton:
Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)
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|
| 2u |
1)
Balled Light:
(Total: 60 Active Cost, 24 Real Cost) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 18) plus Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 6)
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| 3u |
2)
Bladed Light:
(Total: 60 Active Cost, 28 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) (Real Cost: 22) plus Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 6)
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| 1u |
3)
Light Source:
Sight Group Images Increased Size (4" radius; +1/2), Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), OAF (-1)
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| 2u |
4)
Strobe Effect:
Sight Group Flash 12d6 (60 Active Points); OAF (-1), 8 Charges (-1/2)
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| 2u |
5)
Swingline:
Swinging 20", x4 Noncombat, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1)
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| 2u |
6)
Wrapped Up in Light:
(Total: 60 Active Cost, 22 Real Cost) Entangle 3d6, 3 DEF, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), No Range (-1/2), Cannot Form Barriers (-1/4) (Real Cost: 16) plus Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 6)
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|
|
|
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| 58 |
Spare Parts:
Variable Power Pool (Gadget Pool), 45 base + 13 control cost, (68 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots IIF (-1/4)
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| 0 |
1)
Ear Plugs:
Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) Real Cost: 4
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| 0 |
2)
Escape Clause:
Teleportation 5", x8 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4), Can Be Scaled Down: 1" = 1km (+1/4) (44 Active Points); 6 Charges (-3/4), IIF (-1/4) Real Cost: 22
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| 0 |
3)
Goop Bomb:
Entangle 1 1/2d6, 1 DEF, Trigger (+1/4), Sticky (+1/2), Area Of Effect (3" Radius; +1) (41 Active Points); 4 Charges (-1), IIF (-1/4) Real Cost: 18
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| 0 |
4)
Smoke Bomb:
Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (+0), Trigger (+1/4) (37 Active Points); IIF (-1/4) Real Cost: 30
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| 14 |
Defense Suit:
Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
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| 17 |
Jump Boots I:
Flight 10", 8 Continuing Fuel Charges lasting 1 Turn each (+1/4) (25 Active Points); OIF (-1/2)
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| 4 |
Jump Boots II:
Leaping +4" (8" forward, 4" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); OIF (-1/2)
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|
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3
|
Acrobatics 13- |
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3
|
Athletic Skill: Gymnastics 13- |
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3
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Breakfall 13- |
|
3
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Climbing 13- |
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3
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Computer Programming 12- |
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3
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Contortionist 13- |
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3
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Electronics 12- |
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0
|
Everyman Skills |
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AK: Belgrade, Serbia 11-
|
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Acting 8-
|
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Climbing 8-
|
|
Concealment 8-
|
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Conversation 8-
|
|
Deduction 8-
|
|
Language: Serbo-Croatian (Idiomatic, native accent)
[Notes: Native Language] |
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PS: Extreme Freedom Fighter / Terrorist 11-
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Paramedics 8-
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Persuasion 8-
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Shadowing 8-
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Stealth 8-
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TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill] |
|
3
|
Inventor 12- |
|
3
|
Language: English (completely fluent) |
|
3
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Mechanics 12- |
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11
|
Scientist |
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SS: Electrical Engineering 12-
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SS: Holographic Imaging 12-
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SS: Mechanical Engineering 12-
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SS: Physics 12-
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|
3
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Security Systems 12- |
|
3
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Shadowing 12- |
|
3
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Sleight Of Hand 13- |
|
3
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Stealth 13- |
|
3
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Teamwork 13- |
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3
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WF: Common Melee Weapons, Flails |
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3
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Weaponsmith (Energy Weapons, Muscle-Powered HTH) 12- |
| 20 |
Hunted: Dawnstars 8-
|
| 20 |
Hunted: Europol 8-
|
| 10 |
Hunted: Professor 8-
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| 20 |
Normal Characteristic Maxima
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| 15 |
Physical Limitation: Weird Biochemistry, Requires Specialist Medical Care (Frequently, Greatly Impairing)
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| 15 |
Psychological Limitation: Cannot Resist Tinkering with Machines (Common, Strong)
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| 10 |
Psychological Limitation: Cheerful Charlie (Common, Moderate)
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| 20 |
Psychological Limitation: Will not Kill (Common, Total)
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| 5 |
Social Limitation: Orphan (Occasionally, Minor)
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| 15 |
Social Limitation: Public Identity (Frequently, Major)
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| 0 |
Experience Points |
Milena Milosivic, like the rest of the Serbian Six is an orphan. She hasn’t taken much time to look back, because Milena spends most of her time looking forward. As a child she was constantly hyper, but in a way that the scientists liked. Milena has an insatiable appetite for learning, and at the age of four she could read and write. It was only later that the scientists regretted the young girls hyper-intelligence, especially after she hacked into their computer systems, and then forwarded all the embezzling they were doing to her “father”. Needless to say those scientists disappeared the next day. Milena really did miss them.Her only other passion besides machines, was gymnastics. Milena tried her best to get her “siblings” interested in the sport, but most scoffed at her idea, or just ignored her like Dvoje. It was only her big brother Neko who showed the slightest interest, but he proved too inflexible for tumbling and quickly gave up.One of Milena’s biggest finds was schematics for a solid light projector, by some dead scientist from India. It’s amazing what one can find on the internet. At first Milena thought it’d be cool to build a light baton for use with her gymnastics, but it was Neko who convinced to build it like a weapon.When Yugoslavia went to war tearing itself into independent republics, the Serbian Six were called into the fighting as well. This was their real reason for existence. At first Milena was enthusiastic about the whole thing, but quickly grew horrified at the actions of the others. By the end of the war, Milena was using more of her time hiding people, or helping them escape the country. She would’ve left Serbian Six, but as bad as some of them were, they were still the only family she knew. Milena felt a lot of relief when “father” was sent to the Hague for war crimes. She certainly knew that he was a “bad” person. However, Milena was dumbfounded when Neko proposed that they all go to the Hague to rescue Slobodan. She was going to argue the point with Neko, but she knew how headstrong he could be, and gave up. Milena went along with the others, but held back. She knew someone had to rein in the carnage the rest of the Serbian Six could do.When Neko had Drvo act as a decoy for them to get into the prison, Milena knew she had to act. Feigning an equipment failure, she broadcast a call to the Dawnstars, not realizing how many super-heroes would actually show up. Milena was the last of the Serbian Six to make it to Slobodan’s cell, and was just as glad that he was dead. Outside the prison, more super-heroes than Milena had ever seen before were arguing. Neko gave the order, and Milena pulled out one of her Escape Clause gizmo’s, and in quick order the Serbian Six were on their way back to Serbia.Melina thought that things would come down, but in fact they didn’t. Neko had proposed that with “father” dead it was up to them to take over Serbia, and install themselves as the leaders of the Serbian people. Melina had a sinking feeling in her stomach. She guessed she’d have to remain with the Serbian Six to make sure they didn’t turn into another Slobodan Milosovic. |