| 10 |
Hair Control:
Elemental Control, 30-point powers, (15 Active Points); all slots Restrainable (-1/2)
|
|
| 10 |
1)
Extensions:
Stretching 6", Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only with Extra Limbs (Hair; -1/2), Restrainable (-1/2), no Noncombat Stretching (-1/4)
|
1 |
| 7 |
2)
Hair Carry:
Running 15" (30 Active Points); Does Not Add To Base Running (-1/2), Restrainable (-1/2)
|
3 |
| 10 |
3)
Hair Of Steel:
+45 STR (45 Active Points); No Figured Characteristics (-1/2), Only with Extra Limbs (Hair; -1/2), Does Not Add To Base Strength (-1/2), Restrainable (-1/2)
|
4 |
|
|
|
| 30 |
Power Hair Attacks:
Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2), No Range (-1/2)
|
|
| 3u |
1)
Bad Hair Day I:
Energy Blast 6d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (60 Active Points); Restrainable (-1/2), No Range (-1/2)
|
2 |
| 3u |
2)
Bad Hair Day II:
Energy Blast 6d6, Personal Immunity (+1/4), Explosion (+1/2) (52 Active Points); Restrainable (-1/2), No Range (-1/2)
|
5 |
| 3u |
3)
Bad Hair Day III:
Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); Restrainable (-1/2), No Range (-1/2)
|
6 |
|
|
|
| 6 |
Animated Hair:
Extra Limb (1), Inherent (+1/4) (6 Active Points)
|
|
| 7 |
Easy To Find Handholds:
Clinging (normal STR) (10 Active Points); Restrainable (-1/2)
|
|
| 3 |
Natural Lockpicks:
Minor Transform 1d6 (Changes Locked/Unlocked Key Lock Into Unlocked/Locked Key Lock, Relocking The Lock) (10 Active Points); Limited Target (Locks Only; -1), Concentration (0 DCV; -1/2), Requires A Skill Roll (Lockpicking; -1/2)
|
1 |
| 6 |
Wavy Hair:
Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Restrainable (-1/2), Will Not Work Against Heavy Missiles (-1/4)
|
|
|
|
|
| 14 |
Body Armour:
Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
|
|
|
Maneuver |
Phase |
OCV |
DCV |
Notes |
| 53 |
Hair Fu Martial Arts |
|
Block |
1/2 |
+2 |
+2 |
Block, Abort |
|
Choke Hold |
1/2 |
-2 |
+0 |
Grab One Limb; 2d6 NND |
|
Crush |
1/2 |
+0 |
+0 |
7 1/2d6 (13d6) Crush, Must Follow Grab |
|
Disarm |
1/2 |
-1 |
+1 |
Disarm; 28 (55) STR to Disarm |
|
Escape |
1/2 |
+0 |
+0 |
33 (60) STR vs. Grabs |
|
Grab |
1/2 |
-1 |
-1 |
Grab Two Limbs, 28 (55) STR for holding on |
|
Grappling Block |
1/2 |
+1 |
+1 |
Grab One Limb, Block |
|
Grappling Throw |
1/2 |
+0 |
+2 |
5 1/2d6 (11d6)Strike; Target Falls; Must Follow Grab |
|
Legsweep |
1/2 |
+2 |
-1 |
4 1/2d6 (10d6) Strike, Target Falls |
|
Shove |
1/2 |
+0 |
+0 |
33 (60) STR STR to Shove |
|
Takeaway |
1/2 |
+0 |
+0 |
Grab Weapon, 28 (55) STR to take weapon away |
|
Takedown |
1/2 |
+1 |
+1 |
3 1/2d6 (9d6) Strike; Target Falls |
|
Throw |
1/2 |
+0 |
+1 |
3 1/2d6 (9d6) +v/5, Target Falls |
|
Weapon Bind |
1/2 |
+1 |
+0 |
Bind, 28 (55) STR |
|
10
|
+1 Overall |
|
10
|
+2 with Hair Attacks Multipower |
|
5
|
+1 with Agility Skills |
|
3
|
Acrobatics 14- |
|
2
|
AK: Venice, Italy 11- |
|
3
|
Breakfall 14- |
|
3
|
Concealment 12- |
|
3
|
Contortionist 14- |
|
0
|
Everyman Skills |
|
AK: Prague, Czech Republic 11-
|
|
Acting 8-
|
|
Climbing 8-
|
|
Concealment 8-
|
|
Conversation 8-
|
|
Deduction 8-
|
|
PS: Artist 11-
|
|
Paramedics 8-
|
|
Persuasion 8-
|
|
Shadowing 8-
|
|
Stealth 8-
|
|
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill] |
|
3
|
KS: Art 12- |
|
3
|
KS: Escapes 12- |
|
3
|
KS: Rope Use 12- |
|
12
|
Linguist |
|
Language: Czechoslovakian (Idiomatic, native accent)
[Notes: Native Language] |
|
Language: English (completely fluent)
|
|
Language: German (idiomatic)
|
|
Language: Italian (completely fluent)
|
|
Language: Japanese (fluent conversation)
|
|
Language: Spanish (completely fluent)
|
|
3
|
Lockpicking 14- |
|
3
|
Oratory 13- |
|
3
|
Power: Hair Tricks 14- |
|
3
|
Security Systems 12- |
|
3
|
Sleight Of Hand 14- |
|
3
|
Stealth 14- |
|
3
|
Streetwise 13- |
| 15 |
Dependent NPC: Hat Bowler 11-
|
| 15 |
Distinctive Features: Albino
|
| 15 |
Distinctive Features: Obvious Superhuman (Ankle-Length Green Hair)
|
| 15 |
Physical Limitation: Albino (Frequently, Greatly Impairing)
|
| 15 |
Physical Limitation: Suffers Double Knockback
|
| 15 |
Psychological Limitation: Cannot Resist Taunting Opponents In Combat
|
| 20 |
Psychological Limitation: Code Versus Killing
|
| 15 |
Psychological Limitation: Thrillseeker
|
| 15 |
Social Limitation: Public Identity
|
| 10 |
Vulnerability: 2 x Effect Sight Group Flash Attacks
|
Adrian Jakmanni sat across from the City of Prague Museum. Sighing heavily he wondered how he ever got in this position. The dare his friends had made seemed like a good idea at the time. His special talents would easily allow him to slip in and out of the museum with no one the wiser. The fact the museum had recently added some pieces by his favorite artist, Alphonse Mucha, had only sweetened the pot. Now that he was here it was different. He knew what he was here to do wasn’t right and he sat staring as he warred with himself over his next actions. Adrian felt the presence of his mother watching him. Lenya had tried so hard to give him a good life and here he was about to throw away everything she had taught him. His mind wandered back to when he was eight and he had used his hair to grasp something for the first time. His father, Crisfoff had gone into a rage. He had always suspected his son was a meta, with his pale white skin, pink eyes, and odd green hair but working in the circus his son’s freakishness had been easy to conceal. But with Adrian’s latest display and the circus’ strict no meta policy it could get them all fired. Rather than send Adrian away to live with relatives, Lenya left Cristoff and the circus and settled in Prague.It had been difficult at times with Lenya sometimes working two jobs to make ends meet but she always found time to spend with Adrian. She had been an escape artist in the circus and taught the young Adrian many of her tricks. It was the happiest time in their lives. Cancer shattered that happiness ten years later and Adrian found himself truly alone for the first time in his life. Grieving and looking for a place to belong Adrian fell in with a bad crowd on the fringes of the local goth culture, their dark morbidity appealing to him after his loss.Now he was sitting across from a museum contemplating breaking in and stealing something. Would true friends have ever dared him to do such a thing? He considered returning empty handed but balked at the idea. He wanted to prove he could do it and the notion of giving up gnawed at his gut.Wrestling with the quandary he observed someone else with similar plans and, with the sure way he was going about it, it was clear he wasn’t feeling any guilt. Without quite knowing why, Adrian apprehended the burglar and, leaving him for the police, slipped off into the night. Returning with pride to his companions at the nightclub he said goodbye to the people he had called friends and went home determined to become a hero his mother could be proud of.When the European Union announced they were forming a superhero team, Adrian saw his chance and tried out. He made the team and Slipknot was born. During the next two years he spent with the Dawnstars he discovered he had once more found a family. Despite the pain he felt at Medusa’s sudden departure and Eternity’s untimely death, Adrian had grown to love Venice and when the Dawnstars disbanded he applied for citizenship. Having wisely invested his pay as a Dawnstar, a fact he hadn’t let on to, he had enough money to purchase an old building the government auctioned off. After the assassination of three of his former teammates and attempts on the lives of others he offered the use of his home to the newly reunited team. |