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Cracklin' Rosie
Cracklin' Rosie
Cynthia Scott
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
39 DEX 23 14- OCV: 8  DCV: 8
36 CON 28 15-
0 BODY 10 11-
8 INT 18 13- PER Roll: 13-
6 EGO 13 12- ECV: 4; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
4 COM 18 13-
0 PD 3   Total: 24 PD (21 rPD)
0 ED 6   Total: 27 ED (21 rED)
17 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 9   Running: 6" / 12"
-3 END 50   Swimming: 2" / 4"
0 STUN 31   Flight: 23" / 184"
Cracklin' Rosie | Summary
Real Name: Cynthia Scott Hair Color: Brown
Concept: Energy Blaster Eye Color: Gray
Affiliation: The Denver Defenders Height & Weight: 5' 6" (1.68 m) / 115 lbs (52.00 kg)
Played By: Michael House Nationality: American
Created By: Michael House Place of Birth: Kitty Hawk, North Carolina, USA
GM: Joe Senecal Date of Birth: 24 May 1975
Cost Powers END
55 Superconductivity: Multipower, 69-point reserve, (69 Active Points); all slots Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4)
5u 1) Cracklin': Energy Blast 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4)
     [Notes: Reduced END not in Intense Magetic Fields]
5u 2) Overload/Short-circuit: Dispel Electrical Devices or Electrical Systems 13d6, Any Electrical Device or Electrical System Power One At a Time (+1/4), Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4) (68 Active Points); Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4)
     [Notes: Reduced END not in Intense Magetic Fields]
2u 3) High Conductivity: Healing Endurance 2d6, Uncontrolled (can be negated by connecting to regular working power supply, short-circuit; also fades after 30 minutes ; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Only to Power Electrical Devices (-1 1/2), Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4)
     [Notes: Reduced END not in Intense Magetic Fields]
2u 4) High Resistance: Suppress Electrical Device or Electrical Systems 2d6, All Electrical Device or Electrical System Powers Simultaneously (+2), Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Cumulative (24 points; +3/4), Area Of Effect (4" Radius; +1) (52 Active Points); No Range (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4)
     [Notes: Reduced END not in Intense Magetic Fields]
5u 5) Synaptic Cracklin': Energy Blast 6d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense (Defense is Electrical or Magnetic Powers, Being Insulated, Having an ED Force Field, or Lacking an Organic Nervous System; +1) (67 Active Points); Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4)
     [Notes: Reduced END not in Intense Magetic Fields]
2u 6) Superconducting Supercharger: (Total: 60 Active Cost, 24 Real Cost) Absorption 3d6 (energy, REC), Delayed Fade Rate (points fade at the rate of 5 per Hour; +1) (30 Active Points); Only vs. Electricity Uncommon SFX (-1), Not in Intense Magetic Fields Power loses about a fourth of its effectiveness (-1/4), Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4), All absorbed REC fades instantly in Intense Magnetic Fields Power loses less than a fourth of its effectiveness (-0) (Real Cost: 12) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Only vs. Electricity Power loses about half of its effectiveness (-1), Not in Intense Magetic Fields Power loses about a fourth of its effectiveness (-1/4), Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4) (Real Cost: 12) 0
2u 7) Electrokinesis: Telekinesis (30 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Only vs. Electricity (+1) (up to 6 Damage Classes or equivalent, approx. 20,000 volts) Very Limited Group of Objects (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Affected by Negative Adjustment Powers Used On Superconductivity Elemental Control Power does not work in Uncommon Circumstances (-1/4)
     [Notes: Reduced END Not in Intense Magnetic Fields]
31 Superconductivity: Elemental Control, 62-point powers
38 1) MagLev: (Total: 70 Active Cost, 67 Real Cost) Flight 23", x8 Noncombat (Real Cost: 56) plus Reduced Endurance (1/2 END; +1/4) for up to 56 Active Points of Flight (14 Active Points); Conditional Power Reducecd END does not work in Intense Magnetic Fields (-1/4) (Real Cost: 11)
     [Notes: Actual END cost is 3]
30 2) Electro-Curtain: (Total: 62 Active Cost, 60 Real Cost) Force Field (21 PD/21 ED), Hardened (+1/4) (52 Active Points) (Real Cost: 52) plus Reduced Endurance (1/2 END; +1/4) for up to 42 Active Points of Force Field (10 Active Points); Conditional Power Reducecd END does not work in Intense Magnetic Fields (-1/4) (Real Cost: 8)
     [Notes: Action END cost is 2]
-1 Cost Adjustment on Flight: Custom Power (-1 Active Points) 0
12 Electro-Sensitivity: High Range Radio Perception (Radio Group) 0
7 Electro-Awareness: Detect Electrical Currents/Fields/Flows 13- (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (15 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), must take half-phase each phase to maintain thereafter Power loses about a third of its effectiveness (-1/2) 0
Cost Perquisites
4 Money: $400,000 Annually
1 Fringe Benefit: Passport
3 Team Base Donation
1 Engineer License: License to practice a profession
1 Doctorate in Electrical Engineering: Membership
Cost Skills
20 +2 Overall
2 Artistic Skill: Trumpet/Flugelhorn 11-
3 Electronics 13-
0 Everyman Skills (Cost: 0)
Acting 8-
AK: Kitty Hawk, North Carolina (Everyman) 11-
Climbing 8-
Computer Programming 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (idiomatic) (4 Active Points)
Paramedics 8-
Persuasion 8-
PS: Electrical Engineer (Everyman) 11-
Shadowing 8-
Stealth 8-
TF: Custom Adder, Small Motorized Ground Vehicles
2 KS: Jazz 11-
4 Language: Spanish (Idiomatic)
8 Scientist Package (Cost: 4)
KS: Research Methods 13-
PS: Academic Researcher 11 or less
PS: Electrical Engineer 13-
15 Scientist
SS: Electrical Engineering 15- (5 Active Points)
SS: Mathematics 13- (3 Active Points)
SS: Particle Physics 13- (3 Active Points)
SS: Physics 13- (3 Active Points)
SS: Superconductors 13- (3 Active Points)
3 Seduction 13-
3 Streetwise 13-
2 AK: Denver and Environs 11-
200+ Disadvantages
10 Dependent NPC: Barbara Johanssen, Grant Smith, or Martin Vasquez (Lovers) 8- (Normal)
10 Distinctive Features: Tangible Sensuality (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Mystery 8- (Mo Pow; Harshly Punish)
10 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Infrequently; Greatly Impairing)
10 Psychological Limitation: Amorous (Common; Moderate)
20 Psychological Limitation: Code vs. Killing (Common; Total)
20 Psychological Limitation: Swashbuckler (Very Common; Strong)
20 Psychological Limitation: Honorable (Common; Total)
1 Quirk: Avowed Atheist
1 Quirk: Doctor Who Fan
1 Quirk: Doesn't Smoke, And Doesn't Like Being Around People Who Do
1 Quirk: Night Owl
1 Quirk: Quotes from Song Lyrics
15 Social Limitation: Secret Identity (Cynthia Scott) (Frequently; Major)
10 Susceptibility: Intense Magnetic Fields 2d6 damage per Minute (Uncommon)
5 Vulnerability: 1 1/2 x STUN Magnetic Attacks (Uncommon)
10 Social Limitation: Occupation (Scientist): (Frequently; Minor)
10 Social Limitation: Publish or Perish: (Occasionally; Major)
19 Experience Points
Cracklin' Rosie | Points Summary
Characteristics Cost: 120 Base Points: 200
Powers Cost: 195 Disadvantages: 170
Talents Cost: 0 Total Experience: 19
Perks Cost: 10 Spent Experience: 17
Martial Arts Cost: 0 Unspent Experience: 2
Skills Cost: 62 Total Points: 389

Put on the coffee and Miles Davis, Bubbles," Cynthia Scott said into the radio frequencies. "I'm coming home."

"Sure thing, 'Rosie,'" Barbara Johanssen replied in that distinctive husk of hers. "We'll leave the window open."

Flying through the air under her own power, in her superhero guise of 'Cracklin' Rosie,' Cynthia replied, "Are the guys home yet?"

"Just out of the shower. And there's a fire in the fireplace." Her voice softened a notch. "All we're waiting on now is you."

"Roger that. I'm on my way." Then she smiled as she turned into one more loop around the area. It had been a fairly quiet night: a burglar, a couple of would-be muggers, helping evacuate a burning house. She could go home with a clear conscience, even if she had called Barbara 'Bubbles' again. Sure, she said she hated that nickname--a holdover from college--but she'd sure gotten even with the nickname Cynthia had now.

Had it only been two years ago? No, it went further back than that, if she were honest. In some sense, for as long as she could remember, Cynthia had felt that there was something she had to do with her life. The problem was figuring out what, which wasn't easy, despite growing up in the legendary birthplace of modern aviation. About the only thing she was sure of was that staying there, like the rest of her small-minded family had, was the worst thing she could do. Getting accepted out of high school to UC San Diego, with its strong electrical and electronic engineering programs, was a big step in the right direction, though just how big would not become clear until much later. Cynthia's parents begged, pleaded, cajoled, argued, and finally threatened her, but she was determined to go, one way or another.

It was at college that she met the people who would become the family she wished she'd had: Barbara, Grant Smith and Martin Vasquez. The four of them had hit it off almost from the start, talking long into the night about their lives, their ideas, their plans for the future. And their different backgrounds and majors made no difference, though Cynthia knew her straitlaced parents would have a stroke if they had known the kinds of people their little girl was getting mixed up with, so far from home: the very thing they had feared would happen.

But that was the way things were with the four of them: they had no secrets from one another. They sympathized with her background, and helped her see the world outside the picket fences she'd grown up behind. It was a natural extension of their friendship for them to move in together, to share their lives. Their parents all came to their graduation, but Cynthia's parents all but disowned her, having decided that she had become totally "heathen and decadent" for associating with people "not of their kind."

Fortunately for Cynthia, the people she had come to think of as family stood by her that night, as she stood up to her parents for the last time. There would be no contact between them after that. Her parents were by no means poor, but Cynthia refused to take anything from them, knowing that she would pay a bigger price that way.

They pooled their resources in this heady atmosphere, forming a company to market their skills. Cynthia with her engineering degrees and music (she played a pretty fair jazz trumpet, having discovered performers like Miles and John Coltrane in spite of her parents as she grew up), Barbara with programming, dance and literature, plus flute, Grant with mathematics, theater, and drums, and Martin with an MBA and looking to pick up a law degree, while blowing sax--they were well suited to start. And what name could be more suitable than the nickname they'd picked up in school? Thus was born Four Musketeers, Inc. It wasn't long before they began making sufficient money to enable them to live quite well indeed, concentrating on development of software and content as their primary line of work, while working on advanced research.

It was the latter situation that set the stage for change. Since her undergrad days, Cynthia had been working on metallic hydrogen, which had been proposed as a candidate for, among other things, a new class of fuel cells and possibly room-temperature superconductors, the Holy Grail of electronics. And she was in the right place at the right time to theorize that a microgravity environment might aid fabrication. A venture capital group, sponsored by utility companies, high-tech firms, and transportation systems was formed to bankroll a trip to Gateway Station, in exchange for a suitable share of resulting intellectual property and other proceeds.

The results were everything that had been promised, and more. When she came back to Earth, Cynthia brought with her the biggest potential high-tech advance since the Jaffe Battery. Admittedly, the production process was neither simple nor inexpensive at this stage, requiring a very large accelerator/compactor and very large Jaffe Batteries, on top of transportation costs. These factors meant that the results would only see use in specialized applications for some time to come. With rewards as great as these, however, it was a given that the work would continue, however long it might take to make metallic hydrogen viable for widespread use. And Cynthia would also continue to be involved, for personal as well as professional reasons.

What Cynthia didn't tell anyone else at first was that she had brought something else back with her to Earth. There had been an accident during the setup for one of the test runs, resulting in Cynthia being struck by live conducting metallic hydrogen. The experiment was halted while she was examined, but continued at her insistence and that of her VC angels, when it was determined that she was apparently suffering no harmful effects, although there would be a nasty scar on her back where the material had made contact with her flesh. By the time she made planetfall again, however, Cynthia had already noticed that her body was demonstrating the properties of the substance. The effect was slight and intermittent, however, even for the first several months after her triumphant return. She didn't have the time to do more than cursory investigation at the time, even if something more substantial had happened, so caught up was she in the follow-up to her big success. She promised herself she would find the time, though.

That was how matters stood about four months later, when the four of them finally had a chance to go out to celebrate. Their evening was spoiled, however, when a group of thugs with some fancy equipment decided to crash the hit show that they had treated themselves to, looking to loot a room full of wealthy theatergoers. One of them shot Cynthia with some sort of blaster to show everyone else that they meant business.

Thus, he was more surprised than anyone when Cynthia got up, less than 30 seconds later. Energy was crackling, arcing over her body at various points. This time, several of the thugs shot at her. But she jumped out of the way, suddenly much faster than she'd been before. Another surprise was that she stayed in the air, rather than touching down again. But the biggest surprise was yet to come, when she took another blast dead center with no apparent effect. Then, with a cry of rage and fear for her friends and the other bystanders in the audience, she let loose with a bolt of her own. The same energy arcing over her body lanced out from her hands, sending the apparent leader of the intruders through a wall and out into the lobby.

The fight had set much of the equipment in the building on fire, and though the sprinkler system had kicked in, it appeared that by itself, it would be inadequate. The audience was now a panicked crowd, and it was all Cynthia could do to clear a path to the exits and keep the other would-be bandits at bay. It took some time, but police and fire units brought the situation under control. It turned out that the equipment worn by the robbers was not exactly top quality, and whatever

Cynthia had hit it with had shorted most of its circuitry, removing their threat. When questioned by police and the press, the bystanders were grateful to the mystery woman who had come out of nowhere to save them, and then vanished just as mysteriously. The local papers were full of speculation about the new super, and they weren't the only ones.

Cynthia and her friends spent several days figuring out what had happened, starting with her at last confiding in them the apparent aftereffects of her accident at Gateway. It soon became apparent that Cynthia could now generate energy from within herself, discharging it in a variety of effects. There were other changes taking place as well, apparently to toughen her body so that it could handle the demands these new abilities placed on it. The obvious conclusion was that

Cynthia had manifested a latent mutagene. And being basically decent, caring people, it also didn't take them long to decide what Cynthia should do with her abilities. In addition to crimes committed by ordinary people, the nuts with the powered gadgetry weren't the only wackos using dangerous power for personal gain, while endangering people in the process. If she were really going to join superpowered society, though, she would need a suitable disguise, both to protect her friends and to enable her to maintain some semblance of a normal life.

It was then that Barbara had her fateful inspiration. Taking her cue from the energy arcing and crackling over Cynthia's body when she did her thing, she started singing a song that had been popular when they'd all been kids: "Cracklin' Rosie." The four of them looked at one another, not saying a word. Then they all burst out laughing, got out their instruments, and did a jam of the song for about an hour.

Once the name was in place, it didn't take long to build an identity around it. They made a costume, aiming for both functionality and style, while also doing their best to find out what she could do. And for a while, Cracklin' Rosie made a name for herself as a local crimebuster. Her vivacity and swashbuckling style earned interest quickly. Their business was also doing well, based partly on her reputation, for better or for worse. When the startup firm founded by the same VC group that sponsored her original experiments relocated to Colorado, it made them an offer they couldn't refuse, and they moved to the Rockies to take advantage of the opportunity. And after having had a look at the situation in their new home base of Denver, and seen the call for new members of the Denver Defenders, Cynthia decided that it was time for Rosie to strut her stuff again. At last, she feels she is starting to find what it is she's been looking for all her life.

"Cracklin' Rosie make me a smile/Girl if this lasts for an hour well that's all right/'Cause we got all night/To set the world right/Find us a dream that don't ask no questions/"


In manner as in dress, Rosie is every inch a swashbuckler, inspired by the likes of Emma Peel and Modesty Blaise. Similarly, she is is also unashamedly amorous and affectionate, which combines with a smoldering sensuality to strong effect. Those who know her for any length of time, however, soon discover that although she enjoys the use of her power, especially flight, she is equally concerned with the responsibility that goes with that power. In reaction to her upbringing, she has cultivated a strong ethic, and though she does not give her word lightly, it is her bond. Dishonesty and pettiness burn her up, to say nothing of hypocrisy.


"I could say something about the sweetest Rose having the sharpest thorns, but you can see that for yourself. Can't you?"


The accident which triggered Cynthia's latent mutagene has given her the ability either to generate, or channel, certain frequencies of electromagnetic energy (it is currently unclear whether she actually generates this power within herself, or acts as an antenna for some external power source). To date, she has been able to fly at several hundred kph, release the energy as bolts of varying devastating effect, produce force fields around herself, and sense and transmit up and down the communications bands, from radio through terabit and beyond. She is also significantly stronger and tougher than she was before. She and her friends suspect that these alterations make her body capable of withstanding the energies she now manipulates, and that there may be further changes in store as well. It is conceivable that the delay between the accident and the first full manifestation of Cynthia's powers was taken up with her body's initial adaptations to the power.


Cynthia Scott is an attractive Caucasian brunette of medium height, with gray eyes, though she normally wears non-corrective brown-colored contact lenses or dark glasses out of costume. If anything, she seems to be even more attractive than before her accident, one indication that there may be more changes taking place than meet the eye.

As Rosie, she wears a black mask over the upper part of her face, with a red leather bomber jacket, open at the collar, and matching low-heeled thigh-high boots, turned down at the top, over an insulated black bodystocking. The back of the jacket has a stylized rose design in a darker shade of red. When the jacket's wide lapels are open, a smaller version of the same rose can be seen on the left lapel, with a similarly stylized stem. When she wields her powers, small arcs of the energy she generates flicker over her body, making crackling sounds in air. Whatever form it takes, the energy she wields always looks like a sort of blue-white lightning discharge.