INTEGRA
| 5 |
STR |
15 |
12- |
Lift: 200kg; HTH: 3d6; END: [1] |
|
| 21 |
DEX |
17 |
12- |
OCV: 6 DCV: 6 |
| 10 |
CON |
15 |
12- |
|
| 0 |
BODY |
10 |
11- |
|
| 8 |
INT |
18 |
13- |
PER Roll: 13- |
| 30 |
EGO |
25 |
14- |
ECV: 8; Mental Defense: 11 |
| 8 |
PRE |
18 |
13- |
PRE Attack: 3 1/2d6 |
| 3 |
COM |
16 |
12- |
|
| 2 |
PD |
5 |
|
Total: 11 PD (6 rPD) |
| 2 |
ED |
5 |
|
Total: 11 ED (6 rED) |
| 13 |
SPD |
4 |
|
Phases: 3, 6, 9, 12 |
| 4 |
REC |
8 |
|
Running: 6" / 12" |
| 0 |
END |
30 |
|
Swimming: 2" / 4" |
| 4 |
STUN |
30 |
|
|
| |
| Real Name: |
Virginia Morse |
Hair Color: |
Light Blonde |
| Concept: |
Mentalist |
Eye Color: |
Grey |
| Affiliation: |
None |
Height & Weight: |
5' 8" (1.73 m) / 137 lbs (62.00 kg) |
| Played By: |
NPC |
Nationality: |
British |
| Created By: |
Ben Langdon |
Place of Birth: |
Leeds, United Kingdom |
| GM: |
NPC |
Date of Birth: |
November 7, 1960 |
| 15 |
Telepath:
Elemental Control, 30-point powers
|
|
| 23 |
1)
Hallucinations:
Mental Illusions 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Extra Time (Full Phase, -1/2)
|
2 |
| 5 |
2)
Mental Blast:
Ego Attack 3d6 (30 Active Points); Activation Roll 11-, Jammed (-1 1/2), Increased Endurance Cost (x2 END; -1/2)
|
6 |
| 15 |
3)
Mental Communication:
Telepathy 6d6 (30 Active Points)
|
3 |
| 15 |
4)
Mind's Eye:
Mind Scan 6d6 (30 Active Points)
|
3 |
| 13 |
5)
Rewrite Memories:
Major Transform 2d6, Partial Transform (+1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4)
|
4 |
|
|
|
| 6 |
Practised Defences:
Mental Defense (11 points total)
|
0 |
|
|
|
| 9 |
Handgun:
Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (-1), 8 Charges (-1/2), Real Weapon (-1/4)
|
[8] |
| 10 |
Armoured Vest:
Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Real Armor (-1/4)
|
0 |
| |
|
|
| 5 |
Telepathic Database:
Eidetic Memory
|
| |
|
| 5 |
A Little Bit Saved:
Money: Well Off
|
| 30 |
Twelve Loyal Men (75 Points):
Follower
|
| |
|
|
Maneuver |
Phase |
OCV |
DCV |
Notes |
| 25 |
Commando Training |
|
|
|
|
|
Block |
1/2 |
+2 |
+2 |
Block, Abort |
|
|
|
Counterstrike |
1/2 |
+2 |
+2 |
6d6 Strike, Must Follow Block |
|
|
|
Disarm |
1/2 |
-1 |
+1 |
Disarm; 30 STR to Disarm |
|
|
|
Kick |
1/2 |
-2 |
+1 |
8d6 Strike |
|
|
|
Strike |
1/2 |
+0 |
+2 |
6d6 Strike |
|
|
|
+1 HTH Damage Class (already added in) |
| |
|
|
2
|
+1 with Handguns |
|
3
|
Acting 13- |
|
3
|
Breakfall 12- |
|
3
|
Concealment 13- |
|
3
|
Conversation 13- |
|
3
|
Criminology 13- |
|
3
|
Cryptography 13- |
|
3
|
Deduction 13- |
|
0
|
Everyman Skills |
|
AK: Leeds, United Kingdom 11-
|
|
Acting 8-
|
|
Climbing 8-
|
|
Concealment 8-
|
|
Conversation 8-
|
|
Deduction 8-
|
|
Language: English (idiomatic)
|
|
PS: Counsellor 11-
|
|
Paramedics 8-
|
|
Persuasion 8-
|
|
Shadowing 8-
|
|
Stealth 8-
|
|
TF: Small Motorized Ground Vehicles
|
|
3
|
Forensic Medicine 13- |
|
3
|
Interrogation 13- |
|
3
|
KS: Intelligence Community 13- |
|
3
|
Language: French (completely fluent) |
|
3
|
Oratory 13- |
|
3
|
Paramedics 13- |
|
3
|
Persuasion 13- |
|
3
|
SS: Psychology 13- |
|
3
|
Security Systems 13- |
|
3
|
Shadowing 13- |
|
3
|
Stealth 12- |
|
3
|
Streetwise 13- |
|
2
|
Survival (Urban) 13- |
|
3
|
Systems Operation 13- |
|
3
|
Tactics 13- |
|
3
|
Teamwork 12- |
|
2
|
WF: Small Arms |
|
|
|
| 5 |
Age: 40+
|
| 10 |
Hunted: El Disenador 8- (As Pow, Harshly Punish)
|
| 15 |
Hunted: Sanction 8- (Mo Pow, NCI, Mildly Punish)
|
| 20 |
Normal Characteristic Maxima
|
| 20 |
Psychological Limitation: Methodical Planner (Very Common, Strong)
|
| 15 |
Psychological Limitation: Reluctant To Kill (Common, Strong)
|
| 15 |
Psychological Limitation: Vengeful (Common, Strong)
|
| 10 |
Reputation: Heartless, 11-
|
| 15 |
Rivalry: Professional (Sanction; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
|
| 10 |
Social Limitation: Wanted Criminal (Authorities Rather Than Everyday Folk) (Frequently, Minor)
|
| 10 |
Vulnerability: 1 1/2 x Effect Chemical-Based Attacks (Common)
|
| 5 |
Vulnerability: 1 1/2 x STUN Ego Attacks (Uncommon)
|
| 8 |
Experience Points |
| |
|
| Characteristics Cost: |
110 |
Base Points: |
200 |
| Powers Cost: |
111 |
Disadvantages: |
150 |
| Talents Cost: |
5 |
Total Experience: |
8 |
| Perks Cost: |
35 |
Spent Experience: |
8 |
| Martial Arts Cost: |
25 |
Unspent Experience: |
0 |
| Skills Cost: |
72 |
Total Points: |
358 |
Virginia Morse worked for nearly a decade in various British Intelligence agencies before moving to the United States where she joined the official superhero team, Sanction. Her telepathic powers were never strong enough to make her part of the field team, but she worked diligently behind the scenes and eventually earned a reputation as a competent undercover agent. Unfortunately, on her third assignment in Colombo, she was caught and held ransom. The US government refused to negotiate and Morse wasn't seen again for nearly two years. Everyone assumed she had been killed, but she had grown disillusioned with her adopted government and begun working on her own escape.The Colombian cartel had neutralised her telepathy through a chemical cocktail designed by the criminal, El Disenador, so Morse had to rely on her mundane skills. She developed a close relationship with some of her captors and eventually managed to have them disrupt her drug routine. When her mental powers resurfaced she used them to escape, taking her allies with her.Morse was a different woman when she surfaced on the Grenadines. She was as efficient as ever, but she no longer felt loyalty to anyone except herself. With a number of enemies and no discernible allies beyond the men she brought with her from Colombo, Morse made the decision to create her own good fortune. While never openly working against the United States, and her former employers Sanction, Morse has shown little regard for any government or law enforcement agency.
|
Integra no longer follows rules. She makes her own. While she is not out to forge a criminal empire, she is determined to never have to rely on anyone again. She targets drug runners, particularly coming from the mainland, and has built a secure base of operations in the Grenadines. A calculating woman, Integra rarely makes mistakes.
|
"Some days I wonder how this happened, how I got here. But, really, this is a world of self-interest and it was only a matter of time before I was sacrificed for the so-called 'greater good'. "
|
Integra is a mid-level telepath with a variety of mostly defensive powers, including the creation of illusions, the reading and manipulation of memories and the ability to scan large areas for particular minds. In addition to her telepathy, she is also a cunning strategist and has a small team of loyal and well-armed men.
|
Morse is an attractive woman in her late forties who has maintained a well-regimented physical training programme. She has a toned physique and a steely gaze. Since leaving Colombo she has never worn her Integra costume again, and prefers wearing conventional clothes.
Occasionally she will wear an armoured vest, but prefers the fluidity of regular attire. |
|