Alley Orzech

Epiphany

Proverbs 17:9
Name: Dr. Alica "Alley" Orzech

Alignment: Scrupulous
Sex: Female
Birth Order: Third Born
Weight: Average
Height: Average
Age: 25

Disposition: Analytical. Tends to size up every situation, look for all the angles. Relishes the opportunity to solve problems or puzzles. Believes that sufficient thoughtfulness can overcome any obstacle.
Environment: Population Center; Chi-Town.
Family Origin: Earth native.
Sentiments toward the Coalition: Bittersweet. Once a devoted, patrotic member of a Coalition science team, Alley's circumstances have put her permanently at odds with the people and culture she used to call home. She likes them but knows they don't like her.
Sentiments towards Non-Humans: Honestly tries to accept D-Bees as equals and gives them the benefit of the doubt, but still tends to be wary and suspicious of nonhumans.
Reason for Adventuring: Outlaw/wanted and on the run.

Natural MDC: 93
Experience Level: 6
XP: 26,800
O.C.C.: RCSG (Rift Control Study Group) Scientist / Super-heroine - Coalition War Campaign pg. 82
Savings: 3,000 credits.

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History:
Alley grew up in Chi-Town, the third daughter to a military family. Father was a Technical Officer, Mother was a Research Medical Doctor. It seemed only natural that Alley go into the sciences like her parents. Her phenomenal natural intellect combined with diligent study paid off; by the time she was old enough to enlist in the Coalition's armies, she'd already earned a Doctoral degree in Engineering, specializing in robot retrofitting and power generation. Her flexible mind and adaptive instincts led her out of the Technical Officer core and right into the Rift Study Control Group program. Deployed to Saint Louis to study the Devil's Gate, she learned everything she knows about magic, ley lines, and the demonic forces beyond the Rifts from her colleagues even as she built out the tools and devices they needed for their experiments.

It all came to an end a year ago when an unpredicted ley line storm overloaded the Saint Louis facility's power grid right as Alley was engaged in delicate power systems upgrades. Magical and nuclear energy combined, killing a dozen of her colleagues and bathing her in a cosmic light that left her curiously...changed. She was stronger, hardier, as durable as armor...and time itself obeyed her command. Naturally, the RSCG program locked her up and tried to dissect her. Only her poorly-understood powers allowed Alley to rescue herself from the Saint Louis facility. Blacklisted from ever entering Coalition territory again on pain of lethal experimentation, Alley was forced to turn to a frightening world she barely understood. In time, the sheer indifference of the D-Bee community softened her propaganda-fueled beliefs.

A girl has to make a living though. Settling down in one spot to run her own garage bay or research lab was a surefire way for the Coalition to chase her down, though. In the meantime, her unusual abilities gave her a certain competitive edge in hostile situations and the traveling life of a mercenary was an excellent way to move on before anyone local got too familiar.

Attributes

IQ: 28 (+14% bonus to skills, +7 to Perception)
ME: 22 (+4 vs. psionic attack, +5 vs. insanity)
MA: 23 (75% trust/intimidate)
PS: 19 (+4 to Hand to Hand damage)
PP: 31 (+8 to parry and dodge, +8 to strike)
PE: 33 (+33% vs. coma/death, +8 vs. magic/poison, impervious to disease, fatigues at half the usual rate)
PB: 27 (83% charm/impress)
Spd: 342 (Can run approximately 234 miles per hour)

Powers

Stretch Time
She has the ability to modify time for short periods within a limited range. Time itself will actually be affected within the area under her influence. The time distortion is not permanent and time "snaps back" to normal within a few seconds after she stops using her super ability.
  1. Speed up Individuals and/or Vehicles: She can increase the speed of herself and as many as two other individuals or one vehicle (car, truck, boat, etc.) for a brief period of time. Targets of the "speed up" effect feel as if they are moving faster than those around them, and that everyone and everything else is moving slowly while they are moving fast.
    Bonuses: The speed of the affected person (or vehicle) is increased by 50%, they gain one additional melee attack, and are +2 on initiative, and +2 to strike, parry and dodge. Can also dodge a bullet, energy beam or thrown object without penalty, because the sped-up characters can see it moving toward them at what appears to be a reduced speed.
    Range: Self and as many as two others by touch.
    Duration: One minute per level of experience with at least a one minute break between usage.
    Attacks per Melee: Engaging the power on oneself counts as one melee action/attack, and each additional character (up to two) also counts as one melee attack/action each.
    Saving Throw: None.
  2. Split-Second Acceleration: The ability to increase time and speed on herself for a split-second to allow the character to throw high speed punches and kicks.
    Range: Self, but the attacks are leveled against others.
    Duration: Takes a split-second.
    Attacks per Melee: As below.
    Damage: Fast Punch - 2D6 damage; counts as one melee attack. Super Fast Punch - 4D6 damage; counts as two melee attacks. Fast Kick - 3D6 damage; counts as one melee attack. Super Fast Kick - 6D6 damage, but counts as two melee attacks.
  3. Accelerate Thrown Weapons: She can accelerate any thrown weapons, just as she releases them to increase their range; increase by 50% and does an extra die of damage. The item must be thrown and does not work on arrows, crossbow bolts, bullets, energy blasts or modern weapons.
  4. Warning Glimpse about the Future: She can touch someone or an object or pause to think about her next action (walking through a particular door, attacking someone, etc.) and see what will happen if he does so. This functions as a small glimpse of the future in which she's able to see what happens in the next 6-10 seconds after she makes her move. This is a way to avert traps, avoid mistakes, prevent a dangerous reaction, etc. This gives her some insight on what or what not to do and also provides bonuses to parry and dodge if she sees an incoming attack.
    1. To use the Warning Glimpse about the Future, she must focus and will it to happen, burning up one of his melee attacks/actions. However, the ability can only be performed four times per level of experience per 24 hours, and no more often than once every four melee rounds (one minute).
      Range: Self only.
      Duration: About three seconds/one melee action.
      Attacks per Melee: Uses up one.
      Bonuses: +4 to parry, dodge, roll with impact, and pull punch.
Slow Motion Control
She has the awesome ability to slow or distort time for short periods within a limited range. Time itself will actually slow within the area under her influence. The time distortion is not permanent and time "snaps back" to normal within a few seconds after she stops using her power. Only the character who possesses this ability is unaffected within the area of effect.
  1. Slow Individuals and/or Vehicles: She can slow up to two individuals or one vehicle (car, truck, etc.) per level of experience for 15 to 60 seconds; 1D4 melee rounds. Victims of the time distortion feel as if they are weighed down and cannot move quickly no matter how hard they try. None of those affected have initiative, plus reduce all combat bonuses, attacks per melee, and speed of the affected persons or vehicle by half. Likewise, damage inflicted by slowed attackers is also half.
    Range: Limited to a specific handful of targets up to 140 feet away +5 feet per level or a 40 foot radius area affect around her (still limited to targets as above, must choose targets).
    Duration: 1D4 melee rounds; roll for each character or target affected.
    Saving Throw: None; the desired target is instantly affected.
    Attacks Per Melee: Only used once per melee round, but only counts as one melee attack.
  2. Split-Second Slowing (Automatic Dodge): The ability to slow time and speed for a split-second to allow her to determine the path of an adversary's attack and sidestep it. This character can even dodge a bullet or a burst of bullets, energy blast or thrown weapon, as long as she can see it and knows its coming. Roll to Autododge with +2 bonus.
    Area Affected: Self; can try to dodge any and all attacks coming within her line of sight, including peripheral vision (about 180 degrees). Can also try to dodge attacks from behind which make noise but loses dodge bonuses.
  3. Slow Metabolism: This ability allows her to slow her or another willing or unconscious character's metabolism to extremely low levels. It can be used to simulate death, slow bleeding, or slow the spread/effects of disease, or poison/toxin through the body; half damage and duration from toxins. Adds a bonus of +1 to save vs. poison/toxins/drugs and +10% to save vs. coma.
    Area Affected: Self or another character no more than 40 feet away.
    Duration: As long as she concentrates. No other attacks or actions possible while concentrating.
  4. Mentally Control Timers/Clocks: She has the strange ability to mentally slow or stop the internal mechanisms of clocks, wristwatches, and all timepieces. Can prevent a timer activated bomb or throw off a time release lock on a bank vault.
    Range: 100 feet or by touch.
    Area Affected: Up to 4 different clocks/timepieces.
    Duration: As long as she concentrates. No other attacks or actions possible while concentrating. Clock resumes function as normal once she stops concentrating.
  5. Slow Aging Process: This innate and ongoing process slows the ravages of time on her face and body. She'll look and feel younger than she really is and doubles her life expectancy to about 150 years (at 50, she'll look 25, etc.).
    Range: Self.
    Duration: Constant.
    Bonus: A one time bonus of +6 to PB.
  6. Additional Bonuses: Has an uncanny sense of time and is never late unless she wants to be. Knows the day and time within 1D4 minutes without having to refer to a timepiece.
    +3 to save vs. time altering powers, magic or effects from others including kinetic energy attacks that slow things down.
    +1 attack per melee round.
    +1 to initiative at level 1, 5 and 10.
    +1 to strike.
Extraordinary Physical Prowess: A greatly heightened physical prowess providing increased speed and agility.
Bonuses:
  • Add 2D4 to the P.P. attribute
  • 3D4 to the speed attribute
  • Add one extra attack per melee
  • +10% to physical skills requiring dexterity and prowess, such as prowl, and gymnastics.
  • +3 to automatic dodge; can dodge without using up an attack.
Extraordinary Physical Endurance: An extremely tough individual who can withstand a great amount of physical strain or punishment.
Bonuses:
  • Increase PE to 20 + 1D6.
  • Gains a physical MDC of 2D4x10+20.
Extraordinary Speed: The ability to move and run faster than many vehicles without tiring.
Bonuses:
  • Speed 220 mph (353 km), plus 20 miles (32 km) per level of experience.
  • Add 50 to S.D.C.
  • +1 attack per melee round.
  • +1 on initiative at levels 1, 3, 4, 5, 7, 9, 11, 13 & 15.
  • +2 to strike.
  • +3 to parry.
  • +2 to pull punch.
  • +4 to roll with punch or fall.
  • +6 to dodge by moving, running or diving out of the way.
  • +2 to automatic dodge; can dodge an attack without using up a melee action.
  • +4 to damage for every 20 mph of speed. The best a punch or kick can do from a standing still position is 40 mph, adding +8 to damage.
Healing Factor: This power provides incredible recuperative abilities and immunity to disease and poisons/toxins.
Bonuses:
  • Increase P.E. to 21 + 1D6 (or +2d6 to PE if over 20)
  • Add 50 points to S.D.C.
  • +20% to save vs coma/death
  • +3 to save vs psionics and horror factor, +8 to save vs insanity.
The Healing Factor:
  • Recovers 3 S.D.C. every 10 minutes (18 per hour).
  • Recovers one hit point every 15 minutes (4 per hour).
  • Special super healing: Can instantly regenerate 4D6 hit points two mes per day (24 hour period).
  • Does not fatigue and is resistant to fire and cold; does half damage.
  • Resistant to drugs, toxins and poisons. When the character doesn't save against them, their effects (duration, penalties and symptoms) and damage are 1/3 normal.
  • No scarring when healed.
  • Broken bones heal completely 10 times faster, without any sign of having ever been broken.

Special OCC Abilities

  1. Lore — Geomancy or Ley Lines (exclusive to the RCSG scientist): A study of ley lines, burial mounds, places of magic power, megaliths, and geomantic beliefs and practices (past and present). Geomancy and ley lines are the belief that certain places on earth are polarized with an unknown energy or forces that can heal, cause paranormal phenomena, attract supernatural forces, or open dimensional gateways. The study includes "known" locations of such places, as well as the many theories behind them and the legacy of legends, mysteries, disappearances and dangers linked to each. The skill will provide the character with insight about the areas and enable him/her to recognize specific, known places of power, as well as to recognize unknown megalithic markers of these revered or feared places.
    Skill: 69% +5% per level of experience.
  2. Ley line Drifting: The character can open himself to the ley line's energies and walk or float through the air along the length of a ley line. The maximum speed is a mere Spd 10, but it is relaxing and does not cause exertion or fatigue. Best of all, the scientist does not need any personal P.P.E. to do this, but draws on the ambient P.P.E. of the ley line. Applicable only to the RCSG soldier; he cannot magically enable others to float along with him.
  3. Ley Line Rejuvenation: When standing on a ley line or nexus, the RCSG scientist can absorb ley line energy and use it to heal himself! The natural rate of healing is doubled. To do this, the character must concentrate on healing while relaxing on a ley line. In addition, the character can use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours. After about 10 minutes of concentration, 2D6 hit points and 2D6 S.D.C. are magically restored; no personal P.P.E. is needed to do this. Effective only on oneself.
  4. Recognize enchantment: Just as a doctor can recognize flu symptoms and disease, the RCSG scientist can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, and supernatural or magic possession. Illusions, metamorphosis, and psionic powers do not count as enchantment.
    Skill: 74% +5% per level of experience
  5. Recognize magic: The scientist has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It's important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it.
    Skill: 25% +3% per level of experience.
  6. Bonuses:
    +2 to save vs horror factor at levels 2, 4, 8 and 12
    +1 to save vs magic at levels 3 and 8
    +1 to save vs possession
Skills

O.C.C. Skills: +14% from IQ, +10% to physical skills requiring dexterity and prowess, such as prowl, and gymnastics.
Aircraft Mechanics: 64% (+5% per level)
Artificial Intelligence: 65% (+3% per level)
Automotive Mechanics: 74% (+5% per level)
Basic Electronics: 79% (+5% per level)
Chemistry 89% (+5% per level)
Climbing/Rappelling 104%/94% (+5% per level)
Computer Hacking 74% (+5% per level)
Computer Operation 104% (+5% per level)
Computer Programming 89% (+5% per level)
Computer Repair: 74% (+5% per level)
Electrical Engineer: 84% (+5% per level)
Electricity Generation: 99% (+5% per level)
Intelligence 79% (+4% per level)
Jury-Rig: 74% (+5% per level)
Language: America 127% (+3% per level)
Language: Techno-Can 99% (+3% per level)
Literacy: America 109% (+5% per level)
Lore: Demon/Monster: 84% (+5% per level)
Lore: Magic: 84% (+5% per level)
Recognize Magic Symbols, Runes and Circles: 74% (+5% per level)
Recognize Enchantment: 69% (+5% per level)
Identify Magic Artifact: 74% (+5% per level)
Math: Advanced 104% (+5% per level)
Math: Basic 104% (+5% per level)
Mechanical Engineer: 79% (+5% per level)
Military Etiquette: 44% (basic)
Pilot: Combat Helicopter 91% (+3% per level)
Radio: Basic 99% (+5% per level)
Research: 69% (+5%) per level
Robot Electronics: 79% (+5% per level)
Robot Mechanics: 74% (+5% per level)
Running
Sensory Equipment: 59% (+5% per level)
Vehicle Armorer: 64% (+5% per level)
Weapons Engineer: 79% (+5% per level) (+1 to strike when using heavy weapons or vehicular weapon systems)
W.P. Energy Rifle
W.P. Energy Pistol
Hand to Hand: Basic
4 attacks per melee
+2 to pull punch
+2 to roll with punch, fall or impact
Kick attack does 1D8 damage
2 +2 to parry and dodge.
3 Kick attack does 1D6 points damage.
4 + One additional attack per melee.
5 + 1 to strike.
6 Critical strike on an unmodified roll of 19 or 20.
7 + 2 to damage.
8 Judo-style body throw/flip; does 1D6 damage, and victim loses initiative and one attack per melee.
9 + One additional attack per melee.
10 An additional +2 to pull/roll with punch, fall or impact.
11 An additional + 1 to parry and dodge.
12 An additional + 1 to strike.
13 Critical strike or knockout from behind.
14 An additional +2 to damage.
15 + One additional attack per melee.

Bonus Skills:
  • Gain 2 O.C.C. Related skills at levels 4, 8 12.
  • Gain 2 Secondary Skills at levels 3, 6, 9 and 12.
Need to pick 2 Secondary Skills at level 6, with IQ bonus but no OOC bonus.

Cybernetics:

Clock calendar
Gyro-compass
Molecular analyzer
Headjack with basic ear amplification
Equipment:
C-18 Laser Pistol
Weight: 4 lbs
MDC: 2D4 MD
Rate of Fire: Each shot is one melee attack
Payload: 10 shots
Weight: 7 lbs
MDC: 2D6 single shot, 6D6 burst or 6D6 SDC single shot
Rate of Fire: Each shot or burst is one attack
Effective Range: 2000 feet
Payload: 20 shots per E-Clip, 30 shots per long E-Clip, +30 with E-Clip canisters. 6 SDC shots equals 1 MDC shot.
Laser Targeting: +1 to strike on an aimed shot

Vibro-knife: 1D6 MD (+4 from PS, +4 per 20 mph of speed (40 mph default when standing still)
Survival knife: 1D6 SDC (+4 from PS, +4 per 20 mph of speed (40 mph default when standing still)
CA-3 Light "Dead Boy" Armor

Class: CA-3 light Coalition body armor.
Size: Human equivalent.
Weight: 12 pounds (5.4 kg).
Mobility: Very good to good; -5% to climb and -10% to prowl, swim, do acrobatics and similar physical skills/performance.
M.D.C. by Location:
  • Head/Helmet — 70
  • Arms — 55 each
  • Legs — 70 each
  • Main Body — 80
Special Features:
  • Complete environmental battle armor suitable for use in all hostile environments including space.
  • Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much M.D.C. is remaining and whether or not the armor has been breached.
  • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply.
  • Internal, voice actuated support computer and data base. This secondary computer provides mathematical computations and serves as a data base of basic military data, protocol, rules, laws and procedure. It also includes CS troop and vehicle recognition/identification based on verbal description or optical link (if it's not a friendly, it's probably an enemy). The computer can also "read" for the soldier (85% of all grunts are illiterate). This is done either by reading the letters composing the word (assuming the character knows the alphabet; 70% don't) or with an optic link via multi-optic eye patch or bionic eye linked to the computer.
  • Internal cooling and temperature control.
  • Artificial air circulation systems, gas filtration, humidifier.
  • Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, magic fires and mega-damage fire and heat do full damage.
  • Radiation shielded.
  • Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
  • Built-in loudspeaker; 80 decibels.
  • Directional, short-range radio built into the helmet. Range is five miles (8 km).
  • The helmet can be completely removed, but unlike the old armor, the face plate is not removable; it is one piece with a jointed back plate that is unlocked and opened to put on and remove the helmet quickly and easily.
  • Ammo and supply waist belt, shoulder belts, and shoulder holsters are all standard issue. Pilots and officers have choice of shoulder or hip holster.
  • Boot survival knife or vibro-blade for officers, military specialists and Special Forces.
  • The light areas of the skeleton portions of armor are a light grey color. The material is light sensitive and darkens 20% in low light to prevent giving the enemy a nice, light target to aim for during night attacks.

Four extra E-clips for the rifle
Dress uniform with fine leather gloves
Box of disposable surgical gloves (100 per box)
8 specimen containers
20 medium-size plastic bags
PC-3000 hand-held computer
FDD pocket audio recorder
Portable video camera
Portable language translator
Pocket laser distancer
Pocket flashlight
Portable tool kit
Laser scalpel (equivalent to Wilk's model)
RMK robot medical kit
IRMSS Internal Robot Medical Surgeon System
First-aid kit
Portable laboratory
Backpack
Two satchels
Utility belt
Utility/ combat harness
Air filter & gas mask
Lab coat (10 MDC, empowered by the same freak magical nuclear accident that gave Alley her powers)
Canteen.

Combat Skills:
Number of Attacks: 9 (10 when Sped Up)
Strike: +12 (+1 on aimed shot with rifle)
Parry: +13 (+15 when Sped Up)
Dodge: +16 (+18 when Sped Up)
Autododge: +7 (+9 when Sped Up)
Roll: +4
Pull Punch: +6
Initiative: +7 (+9 when Sped Up)
Disarm: +1
Perception: +7
Saves:
  • +7 vs. psionic attack
  • +7 vs. horror factor
  • +13 vs. insanity
  • +1 vs. possession
  • +53% vs. coma/death
  • +10 vs. magic/poison
  • +3 vs. time altering powers, magic or effects from others including kinetic energy attacks that slow things down
 
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