The Helliquin

Psychiatrist turned into the Vigilante Clown Princess of Justice

Description:

Helliquin_Logo.pngName: Helliquin aka Tara Quinn Glass
Campaign:
Power Level: Classic

Background

Tara was raised by a pair of ex-Olympian parents, who wanted their daughter to become an Olympian like they were. However, Tara’s talents led to the performing arts, and her parents didn’t want her showing off her “assets” on some stage to an oversexed crowd.
Reluctantly, she went along with it. To her credit, Tara was a talented gymnast add well and managed to get a gymnastics scholarship but after an injury forced her off the gymnastics team, was forced to get by on her looks and talents as a singer/dancer. She managed to find work for a number of local bars. She managed to find plenty of work and

Psychiatrist
She was a superstar singer, dancer, gymnast raised by ex-Olympians parents and wanted her to be an Olympian like themselves.

Issue 0
Attending to her patients, she came across one that was being bullied by a local street gang

Origin & Catalyst
Dedication
Death of Family

Drives
Seeking Justice
Bullied as a Child

Classic – Threat Level: National/International
20 CP per Tree; 50 – 50 Power Points, 75 Exp – 75
History 8
Education 5
Origin: Dedication 8
Catalyst: Death of Family 5
Drive(Seeking Justice): 7
Drive: Bullied as a Child 1
Career(Doctor) 5
Wealth 10
Cost 5 + 3 + 5 + 3 + 5 + 7 + 12 = 40 = 20 Exp)

Strength 6
(Cost 4 = 16 CP Converted to Exp)

Dexterity 10
Acrobatics 10
Sleight of Hand 3
Stealth 5
(Cost: 5 + 5 + 5 + 5 = 33 = 13 Exp)

Constitution 10
Fitness 10

Sense 6
Lockpicking 6
Perception 6

Fortune 7
Gambling 7
(Cost: 5 + 9 = 14 = Converted 6 CP to Exp)

Wisdom 5
Area Knowledge(Campaign City) 5
Study (Deviant Psychology) 5
Study (Circuses) 5
(Cost: 3 + 7 + 7 + 7 = 24 = 4 Exp)

Intelligence 6
Maintenance(Firearms) 6
Medical 6

Mental 10
Intimidation 10

Expression 10
Art(Singing) 1
Art(Dancing) 1
Distraction 10
Beauty 5
Wit 10
Area of Influence: Carnie Circuit 1
Cost: 8 + 3 + 3 + 12 + 7 + 12 + 3 = 48 = 28 Exp)
Boons
Distraction: Support: Defense MA
Acrobatics: Support: Defense MA

Drawbacks

Fighting Styles Value
Gun Kata 7
- Dexterity/Offensive
Secondary Role: Defense MA
Cost: 9 + 6 = 13

Powers Value
Gear: M1911 MA 6
Quality 12
Shoot 12
- Dexterity/Offense
Energy Efficient MA
- Free Offense MA
Ranged MI
Devastating MA
- Boost Devastation MA
Limited Uses TY

Damage + 6 Wounds
Range Short

Cost: 10 + 14 + 6 + 6 + 2 + 6 + 6 – 2 = 48/Gear (11) = MA 4 TY = Cost 28

Gear: Mallet
Quality 10
Mallet 9
- Expression/Offense
Devastating MA
- Boost Devastation MA
Blast MI
Cost: 8 + 11 + 6 + 6 + 2 = 33/Gear (11) = MA 3 = Cost 18

Stamina 4
Energy 30
Will 8 (8)

Initiative: Dexterity 10 + Perception 6 Dice 3
Surprised Defense: Fortine 7 Dice 2 Armor 1
Normal Defense: 33 (Dexterity 10 + Acrobatics 10 + Distraction 10 + Gun Kata 3) Dice 4 Armor 4

Defense Notes:
Mental Armor 2 (Study)
Perception: Spend 1 Willpower to Add Perception to Normal Defense
Acrobatics: Acrobatics negates terrain penalties up to the Character’s Level in this Talent.
Stealth: The Character may attempt to hide from Opponents in Combat. Roll Dexterity 10 + Stealth 5 against the Target’s Defense + 10, or Sense + Perception + Tracking, whichever is higher. On a Successful roll the Target loses track of the Character. If the Character follows up with an Attack they use the Target’s Surprised Defense.
Area Knowledge: (Any): Roll Wisdom 5 + Area Knowledge 5 Roll versus a Target of 25. Success: Use Area Knowledge as a Supporting Characteristic for Initiative while in the area.
Medical: Once per Session Medical may be used as a Healing Power, this Heals a minimum of 1 Wound.

Favored Attack:.Gun Kata 29 (Dexterity 10 + Gun Kata 7 + M1911 12) Dice 3 Energy 0 Range Short Damage 13 Notes: Limited Uses: If the player Rolls two 1s on their Attack they must make a Reset Check. Roll a single D6. On a result of a 1 the Power must be Reset. Resetting the Power requires 1 Action. The Value of this Limitation may be increased to Typical by increasing the Reset Check to 2 or increasing the Reset time to 1 Turn.

Secondary Attack:.Insane Gun Pick Off 24 (Dexterity 10 + Gun Kata 7 + M1911 12 – 5 Heavy Blow) Dice 3 Energy 0 Range Short Damage 15 Notes: Limited Uses.

Willpower Attack: Blaze Away 29 (Dexterity 10 + Gun Kata 7 + M1911 12) Dice 3 Energy 0 Range Short Damage 12 Wounds Notes: Limited Uses Willpower: Power Trick: Radius, Shapeable, Cost 2 Willpower

Additional Attack: Hammer Time! 19 (Dexterity 10 + Mallet 9) Dice 3 Energy 0 Damage 8 Wounds

Additional Attack: Risky Smash 14 (Dexterity 10 + Mallet 9 – 5 Heavy Blow) Dice 3 Energy 0 Damage 10 Wounds

Offense Notes:
Fitness: Characters with Fitness reduce their Energy Costs by 1 for each 5 Levels of their Talent.
Lock Picking: The Character may attempt an Intelligence 6 + Lock Picking 6 Roll against an Opponent’s Defense + 10. On a Successful roll the Character disables 1 piece of Gear the target is using. The Target must spend 1 Turn, or 1 Action and 2 Energy to fix disabled Gear.
Gambling: Characters with the Gambling add 1 Wound for each 5 Levels of their Talent when Attacking with the Heavy Blow Maneuver.
Maintenance: (Firearms): Characters with Maintenance add 1 Wound for each 5 Levels of their Talent when using Gear they personally maintain.
Intimidation: When using Intimidation, they make a statement like “give me your money” and an Intimidation roll against a Difficulty equal to the target’s Mental (A). On a successful roll, the Character may use their Intimidation as a Meddling Power on the Target for 1 Turn. For each 5 Levels of this Talent increase the Duration by 1 Turn. GMs can also assign situational penalties, it’s generally harder to Intimidate someone holding a gun to you when you’re unarmed.
Distraction: The Character may attempt an Expression 10 + Distraction 10 roll against an Opponent’s Defense + 10 or Mental + 10 whichever is higher. On a Successful roll the Character may make their next Attack against the Opponent’s Surprised Defense. Repeated attempts increase the Difficulty by 10.
Beauty: Once per Session Characters may use their Beauty as a Meddling Power. The Character must explain how their Beauty distracts the target.
Wit: (Any): Once per Session a Character may use their Wit as a Meddling Power. The Player must explain how they apply their Wit interferes with someone else.

Bio:

Tara was raised by a pair of ex-Olympian parents, who wanted their daughter to become an Olympian like they were. Her father’s event of choice, the Biathlon, her mother, gymnastics.

However, Tara loved the performing arts, and her father didn’t want her showing off her “assets” on some stage to an oversexed crowd and actively discouraged her from that pursuit.

Reluctantly, she went along with it. To her credit, Tara was a talented gymnast as well, but didn’t place on the Olympic team, but did manage to get a gymnastics scholarship to a prestigious university but after an injury forced her off the gymnastics team and lost her scholarship as a result. This brought on the ire of her demanding father, who shunned Tara for not being more careful.

Tara was forced to get by on her other talents; her singing and dancing. She managed to find work for a number of local bands and to her credit, she did a great job of supporting herself. She got the attention of her future husband where they were a steady item for the years to follow.

Tara went on to get her degree and moved onto psychiatry, thinking it was as cerebral a pursuit as she could to distance herself from her more flamboyant performance past.

The Helliquin

Metahumans Rising: Central City Stories CptPatriot CptPatriot