Name: Nightmask III Val Char Cost 35 STR 25 23 DEX 39 23 CON 26 18 BODY 16 15 INT 5 14 EGO 8 15 PRE 5 16 COM 3 25 PD 18 25 ED 20 5 SPD 17 12 REC - 46 END - 48 STUN - Characteristic Rolls: STR: 16-, DEX: 14-, CON: 14-, INT: 12-, EGO: 12-, PER: 12- Run: 6", Swim: 2", Jump: 7", Lift: 3200 kg Cost Powers END/Roll 12 15PD/10ED Resistant (a guess; she has yet to be hit by a killing attack) 25 Magical Energy Powers EC 25 20" Flight, 1/2 END 25 8d6 EB Mystic, 1/2 END (a guess based on a poster) 6 +2d6 HA (applied self-defense courses and general gung-ho attitude) Cost Skills, Talents, Perks Roll 3 Bureaucracy 12- 3 Computer Programming 12- 3 Persuasion 12-; 2 KS: Family History 11- 2 +1 to each of the Contacts in the Protectors Package 3 Basic German, French and Russian (again, a guess) 24 Protectors Package (8) HRRH IIF collar (if playing early adventures, add a 15- Burnout) (High Range Radio Hearing? Presumably Radio Listen and Transmit?) (3) Federal Police Powers (1) Passport (2) Contact: Phillip Reinhardt, government liason/leader 11- (2) Contact: President Brian O'Brien 11- (5) Contribution to the USS Jefferson, the Protectors' base (2) AK: Washington DC 11- (1) Familiarity: Team tactics and maneuvers 100+ Disadvantages 15 Secret ID: Marcia Beckworth 70 Mystery Disads (price of power, vulnerabilities, etc) 10 Watched: The Eye (MP, 11-) 10 Reputation: Wears costume of hero recently killed on television and may be recognized for that, 11- 15 Psych: Gung-ho amateur attitude 10 Psych: Protective of Philip Reinhart 10 Psych: Either doesn't know or won't tell origin 15 1.5x STUN from all KA's 55 Protectors Package (25) Hunted: Minions of the Great Question (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 (15) Watched: U. S. Government (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0 (15) Reputation: Public fully aware or no-kill clause (14-) OCV: 8; DCV: 8; ECV: 5; Mental Def.: 0; Phases: 3, 5, 8, 10, 12 PD/rPD: 25/15; ED/rED: 25/10 Costs: Char.: 182 Disad.: 210 Powers: + 133 Base: + 100 Exp.: + 5 Total: = 315 Total: = 315 Background: Marcia Beckworth is the granddaughter of one of the assistants of the original Night Mask (codenamed ZL, ZR and ZY). She met Philip Reinhart at the grave of her grandfather, and made such a strong impression on him that he asked she be made his assistant in running the Protectors. For a few weeks she was the behind-the-scenes glue that helped the Protectors stick together, acting as a sort of mother/sister figure. After Richard Reinhart died, she was visited at his tomb by the mysterious Eye, and either granted powers or had her latent powers brought forth. Since then she has demonstrated powers of flight, great strength, resistance to harm (shrugged off what I estimate to be a 9d6 punch in Protectors #11) and general fitness. In a poster of her, her hands are wreathed in energy, implying an energy attack. What price she paid for her power is as yet unknown, although I assume she shares the amateur's shock at being hit by KAs. She wears a costume based on that of Night Mask II, but fills it out (and almost falls out of it) differently, as well as having the second stupidest boots in the team. (Aura has the worst.) Apparently she has chosen to shorten her codename to Nightmask. Writer's Notes: No package deal bonus was taken, since I feel those should only be for Heroic level characters. =============================================================================== Character write-up by by Dave Van Domelen (dvandom@magnus.acs.ohio-state.edu)