Thrasher
Campaign: Seekers of SICAD
Power Level: Classic
Background
Brash, Cocky Scientist
Young prodigy, graduated MIT at age 18
Candace “Candi” Caine
5′ 4″
The Caine Family loved their daughter but it was clear that she was not like other girls her age. While she was dressed for a cotillion, when she was bored waiting for her parents, she took it upon herself to disassemble the caretakers’ rideable lawnmower.
After being scolded by her parents, they felt they were done with her foolishness until she added remote control capacity to the mower while wearing a pink party dress. At that point, they opted to get their daughter tested and found out about her genius, and did what they could to encourage her development. Once she reached 18, with her diploma from MIT, She was recruited by the government to work with SICAD, she thinking the life of an agent would be filled with excitement, but that was not the case with Candace.
While she excelled in the training, it was hardly ever the life she was looking for. She fell back to her engineering degree, doing research in an attempt to reverse engineer some alien technology. This gave her the first challenge of her career; the recreation of an alien polymer, the ship’s antigravity drive, power plant and inertial dampeners.
She was thankful that the individual units were small enough that she was inspired to combine them into something practical; a flight suit.
Attributes
History 11
Strength 6
Dexterity 10
Constitution 7
Sense 5
Fortune 10
Wisdom 12
Intelligence 10
Mental 10
Expression 5
Backgrounds
Converted Alien Tech to Power Armor 11
Why do we fall? To Save Others 8
To Reach “The Edge” 4
Drive: No Threat Unturned 1
Education 4
Talents
Acrobatics 5
Area of Influence(Scientific Community) 1
Area of Influence(Intelligence) 1
Beauty 3
Contact: SICAD Handler 2
Career: Xeno-Researcher 5
Engineering 5
Escape Artist 5
Fitness 5
Government Resources (Wealth) 5
Intuition 8
Lock Picking 5
Movement: Flight 7 (TO)
Negotiation 5
Outlast 3
Perception 5
Repair 5
Scrounging 5
Stealth 5
Study: Known Aliens 8
Science 5
(S) Formal Science 3
(S) Physical Science 5
Subterfuge 5
Boons
Combo: Neck Trip: Leg Grapple to Flip Trip TY
Combo: Block to Punch Counter TY
Combo: Flying Clothesline TY
Fighting Style
SICAD Specialist Training 10
– Dexterity/Defense
Secondary Role: Offense MA
(S) Combos 10
(S) Combat Maneuvers 10
Gear
Thrasher Anti-Gravity Suit
Flight Suit 10
– Intelligence/Support: Dexterity
Ranged TY
Control (Tractor Beam) MA
– Only for Pulling/Immobilization
New Communication: Radio TY
New Movement: Flight (Boost Speed, Rapid Acceleration) MA3
Secondary Role: Defense MA
Armor MA
Secondary Role: Offense MA
Drawbacks
Enemy: Original Flight Suit Owners
Enemy: IMR
Limitation: Farsighted (Suffers a – 20 to vision rolls without lenses)
Stamina 19
Will 4 (10)
Initiative 23 (Dexterity 10 + Intuition 8 + Perception 5) Dice 3
Surprised Defense: 25 (Fortune 10 + Intuition 10 + Flight Suit 5) Dice 4 Armor 4
Normal Defense: 30 (Dexterity 10 + Perception 5 + SICAD Specialist Training 10 + Flight Suit 5) Dice 4 Armor 5
Counterstrike Defense 25 (Dexterity 10 + SICAD Specialty Training 5 + (S) Combos 10 + (S) Maneuvers 10 + Flight Suit 5 – 10 for Heavy Blow – 10 for Combo) Dice 4 Damage 13 Wounds Notes Active Defense, Followed by Heavy Blow Cost 1 Action Requires Higher Initiative
Defense Notes:
Physics: Once per Session the Character may add either 1 Free Level of Armor, or 1 additional Wound.
Outlast: The Character continues to stay awake, and/or alive for a number of turns equal to this Talent. This does not provide any additional Energy, or Stamina so the Character may be limited in their actions.
For each 5 Levels of Outlast increase the number of Wounds required to Stagger the Character by 1. Example: A Staggering Blow against a character with an Outlast of 5 must spend 2 Wounds to Stagger the character for 1 Action, and 4 Wounds for each Turn.
Favored Attack: Neck Trip 20 (Dexterity 10 + SICAD Specialty Training 5 + (S) Combos 10 + (S) Maneuvers 10 + Flight Suit 5 – 10 for Grapple/Trip – 10 for Combo) Dice 4 Damage 5 Notes Hits Twice – First Hit is a Grapple, Second Hit is a Trip. Grappled Characters Suffer a penalty equal to the Thrasher’s Strength: 6
Secondary Attack: Counterstrike 25 (Dexterity 10 + SICAD Specialty Training 5 + (S) Combos 10 + (S) Maneuvers 10 + Flight Suit 5 – 10 for Heavy Blow – 10 for Combo) Dice 4 Damage 13 Wounds Notes Active Defense, Followed by Heavy Blow
Additional Attack: Flying Clothesline 20 (Dexterity 10 + SICAD Specialty Training 5 + (S) Combos 10 + (S) Maneuvers 10 + Flight Suit 5 – 10 for Heavy Blow – 10 for Combo) Dice 4 Damage 6 Wounds Notes Movement, Followed by Trip
Additional Attack: Tractor Beam 20 (Intelligence 10 + Flight Suit 10) Dice 3 Range Long Notes Control Power Freezes the Target In Place, or Pulls them Towards Thrasher. Thrasher Rolls against the Target’s Strength, or a Difficulty based on Weight. On a successful roll the Character may force the target to take an action they would otherwise be willing to do. With a Margin of 10, the Character may force a target to take any action that does not directly harm themselves or allies. With a Margin of 20, the Character may force the Target to take any action that does not directly harm themselves. With a Margin of 30 the Character may for the Target to take any action.
Additional Attack: Grav Beam 20 (Intelligence 10 + Flight Suit 10) Dice 3 Range Long Damage 4 Wounds
Attack: “Basic Attack” 20 (Dexterity 10 + SICAD Specialty Training 5 + (S) Maneuvers 10 + Flight Suit 5 – Heavy Blow 10) Dice 4 Damage 11
Offense Notes:
Stealth: Hide in Combat. Roll Dexterity 10 + Flight Suit 10 + Stealth 5 = 25 + 4d6 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.
Engineering: Add 1 Wound when Attacking an inanimate objects.
Physics: Once per Session the Character may add either 1 Free Level of Armor, or 1 additional Wound.
Maintenance: (Flight Suit): Add 1 Wound for each 5 Levels of their Talent when using Gear they personally maintain.
Fitness: Reduce Energy Costs by 1.
Lock Picking: Disable: Intelligence 10 + Lock Picking 5 = 15 + 3d6 Roll against an Opponent’s Defense + 10. On 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.
Scrounging: Add 1 Wound when using improvised weapons.
Beauty: Once per Session Characters may use their Beauty as a Meddling Power. The Character must explain how their Beauty distracts the target.
Subterfuge (Expression): Characters with Subterfuge add 1 additional Wound for each 5 Levels of their Talent when attacking a foe using their Surprised Defense.