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America Girl - Teen Champion (Icons Earth)


Steve

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America Girl

 

Val	Char	Cost	Roll	Notes
12+8	STR	2	11- / 13-	Lift 132.0kg/400.0kg; 2d6/4d6 [½]
11+12	DEX	2	11- / 14-	OCV:  3/7/DCV:  3/7
12+8	CON	2	11- / 13-
11+3	BODY	1	
13	INT	3	12-	PER Roll 12-
13	EGO	3	12-	ECV:  3 - 4
12+8	PRE	2	11- / 13-	PRE Attack:  2d6/4d6
5+9	PD	3		Total:  5/14 PD (0/6 rPD)
4+9	ED	2		Total:  4/13 ED (0/6 rED)
2+2	SPD	0		Phases:  6, 12/3, 6, 9, 12
5+3	REC	1
25+15	END	1
24+16	STUN	2	Total Characteristic Cost:  27

Movement:
Running:	16m/32m
Leaping:	10m/20m
Swimming:	6m/12m

[b]Cost	Powers[/b]
[i]Icon Form Abilities[/i], all slots Only In Alternate Identity (-¼)
6	1)  +8 STR; Only In Alternate Identity (-¼)	1
19	2)  +12 DEX; Only In Alternate Identity (-¼)
6	3)  +8 CON; Only In Alternate Identity (-¼)
6	4)  +8 PRE; Only In Alternate Identity (-¼)
16	5)  +4 OCV; Only In Alternate Identity (-¼)
16	6)  +4 DCV; Only In Alternate Identity (-¼)
16	7)  +2 SPD; Only In Alternate Identity (-¼)
2	8)  +3 PD; Only In Alternate Identity (-¼)
2	9)  +3 ED; Only In Alternate Identity (-¼)
2	10) +3 REC; Only In Alternate Identity (-¼)
2	11) +15 END; Only In Alternate Identity (-¼)
2	12) +3 BODY; Only In Alternate Identity (-¼)
6	13) +16 STUN; Only In Alternate Identity (-¼)
7	14) [i]Distracting Taunts[/i]:  Drain OCV 2d6, Alternate Combat Value (uses OMCV against DMCV; +¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset; character starts making jokes & insults about opponent; +½), Reduced Endurance (0 END; +½); Attack Versus Alternate Defense (Ego Roll; All Or Nothing; -1 ½), One Use At A Time (-1), OCV Reduction Only Affects Attacks On Her (-1), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Must be made each use; Oratory; -¾), Incantations (-¼), Limited Range (-¼), Only In Alternate Identity (-¼)
7	15) [i]Can Take A Punch[/i]:  Physical Damage Reduction, Resistant, 25%; STUN Only (-½), Must Be Aware Of Attack (-¼), Only In Alternate Identity (-¼)
6	16) [i]Rapid Healing[/i]:  Regeneration (1 BODY per Hour); Only In Alternate Identity (-¼)
7	17) [i]Combat Sprinting[/i]:  Running 16m; Only To Make Half Moves In Combat (-1), Only In Alternate Identity (-¼)	2
3	18) [i]Fast On Her Feet[/i]:  Running +4m (16m total); Only In Alternate Identity (-¼)	1
2	19) [i]Powerful Leaper[/i]:  Leaping +6m (10m forward, 5m upward); Only In Alternate Identity (-¼)	1
4	20) [i]Where'd She Go?[/i]:  Teleportation 16m; Requires A Roll (Skill roll; Must be made each Phase/use; Stealth; -1), Can Only Teleport To Places Character Could Normally Go Floating Fixed Locations (-½), Only To "Vanish" When No One Is Looking (-½), Must Pass Through Intervening Space (-¼), no Noncombat movement (-¼), Only In Alternate Identity (-¼)	2

18	[i]Throwing Discs[/i]:  Blast 8d6; OAF (-1), Range Based On Strength (-¼), 8 Recoverable Charges (-0)	[8 rc]
12	[i]Armored Costume[/i]:  Resistant Protection (6 PD/6 ED); OIF (-½)
8	[i]Armored Gloves & Knee-High Boots[/i]:  Resistant Protection (2 PD/2 ED) (Impermeable); Requires A Roll (9- roll; -1), OIF (-½) plus Hand-To-Hand Attack +1d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack (-¼)
10	[i]Genetic Superiority[/i]:  Power Defense (10 points)
3	[i]You Don't Frighten Me[/i]:  +10 PRE; Only For Defense (-1), Only Versus Fear/Intimidation-Based Presence Attacks (-1)
3	[i]Pheromones[/i]:  Mind Control 1 point (Human class of minds), Visible To Smell Group (+0), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +0), Area Of Effect Nonselective (5m Radius; +¼), Persistent (+¼), Invisible Power Effects (Invisible to Mental Group; +¼), Constant (+½), Reduced Endurance (0 END; +½), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; (near Human male with 1+ levels in attractive Striking Appearance/18+ PRE); +¾), Cumulative (32 points; +1 ¾); Limited Class Of Minds Only Works On Human Males (-½), No Range (-½), Set Effect (Love Me; -½), Extra Time (Full Phase, -½), Time Limit (1 Day; -¼)
1	[i]Strong Swimmer[/i]:  Swimming +2m (6m total)	1
2	[i]Can't Get Drunk[/i]:  Life Support  (Immunity: Alcohol)
1	[i]Pearl Diver Lungs[/i]:  Life Support  (Extended Breathing: 1 END per Turn)
4	[i]Pregnancy Control[/i]:  Life Support  (Immunity: Pregnancy); Nonpersistent (-¼)
7	[i]Superior Genetics[/i]:  Life Support  (Immunity: All terrestrial diseases; Longevity: 200 Years; Sleeping: Character only has to sleep 1 hour per night)
3	[i]Tireless Physique[/i]:  Reduced Endurance (½ END; +¼) applied to STR

[i]Martial Art: Instinctive Fighting[/i]
Maneuver	        OCV	DCV	Notes
4	Block	        +2	+2	Block, Abort
3	Disarm	        -1	+1	Disarm; 32 STR  / 40 STR to Disarm; Only In Alternate Identity (-¼)
3	Elbow/Knee Strike	+2	+0	6d6 / 8d6 Strike; Only In Alternate Identity (-¼)
3	Escape	        +0	+0	37 STR  / 45 STR vs. Grabs; Only In Alternate Identity (-¼)
4	Flying Dodge	--	+4	Dodge All Attacks, Abort; FMove; Only In Alternate Identity (-¼)
4	Low Blow	        -1	+1	3d6 NND
4	Punch/Kick	+0	+2	6d6 / 8d6 Strike
8	+2 HTH Damage Class(es)

[i]Martial Art: Disc Hurling[/i]
Maneuver	        OCV	DCV	Notes
5	Far Shot	        +1	-1	Strike, Range +4
3	Leg Shot	        +0	-1	Weapon +2 DC Strike, Throw
4	Ranged Disarm	+0	+0	Disarm, 27 STR  / 35 STR to roll
4	Trained Shot	+2	+0	Weapon  Strike
0	Weapon Element:  Throwing Disc

[b]Perks[/b]
2	[i]It's America Girl![/i]:  Positive Reputation:  Teenaged Superheroine (Orchardsville & Ravenswood Academy) 14-, +1/+1d6
1	Fringe Benefit:  Membership: Geek Clique

[b]Talents[/b]
3	[i]Beautiful Teenager[/i]:  +1/+1d6 Striking Appearance (vs. all characters)
2	[i]Pheromones[/i]:  +1/+1d6 Striking Appearance (vs. human males)
2	[i]I'm Not That Kind Of Girl![/i]:  Resistance to Charm (+5 to roll); Only Vs. Charm Used For Sexual Seduction (-1)

[b]Skills[/b]
2	[i]Lockpicks[/i]:  +2 with Lockpicking; OAF (-1)

[i]Icon Form Skills[/i], all slots Only In Alternate Identity (-¼)
6	1)  [i]Combat Quips[/i]:  +4 with Distracting Taunts; Only In Alternate Identity (-¼)
3	2)  [i]Combat Quips[/i]:  +4 with Oratory; Only To Make Jokes & Insults (-1), Only In Alternate Identity (-¼)
8	3)  [i]One Against Many[/i]:  Defense Maneuver I-IV; Only In Alternate Identity (-¼) 
2	4)  Acrobatics 11- (14-); Only In Alternate Identity (-¼)
2	5)  Breakfall 11- (14-); Only In Alternate Identity (-¼)
2	6)  Climbing 11- (14-); Only In Alternate Identity (-¼)
2	7)  Concealment 12-; Only In Alternate Identity (-¼)
2	8)  Contortionist 11- (14-); Only In Alternate Identity (-¼)
2	9)  Lockpicking 11- (14-); Only In Alternate Identity (-¼)
2	10) Paramedics 12-; Only In Alternate Identity (-¼)
2	11) Stealth 11- (14-); Only In Alternate Identity (-¼)
2	12) Tactics 12-; Only In Alternate Identity (-¼)
2	13) Teamwork 11- (14-); Only In Alternate Identity (-¼)
3	14) TF:  Parachuting, Advanced, Parachuting, Basic, SCUBA, Two-Wheeled Motorized Ground Vehicles ; Only In Alternate Identity (-¼); Only In Alternate Identity (-¼)

1	Language:  Klingon (basic conversation)
1	Language:  Tolkien Elvish (basic conversation)
3	Oratory 11- (13-)
3	Scholar
1	1)  KS: America Woman 11-
1	2)  KS: Comic Books 11-
1	3)  KS: Movie Quotes 11-
1	4)  KS: Role-Playing Games 11-
1	5)  KS: The Superhuman World 11-

Everyman Skills
0	1)  Acting 8-
0	2)  Climbing 8-
0	3)  Concealment 8-
0	4)  Conversation 8-
0	5)  Deduction 8-
0	6)  Language:  English (idiomatic; literate)
0	7)  Paramedics 8-
0	8)  Persuasion 8-
0	9)  Shadowing 8-
0	10) Stealth 8-
0	11) AK: USA 8-
0	12) CK: Orchardsville 8-
0	13) PS: High School Student 11-

[b]Total Powers & Skill Cost:  323[/b]
[b]Total Cost:  350[/b]

[b]300+	Complications[/b]
0	Distinctive Features:  Geek Clique (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10	Distinctive Features:  Makes Jokes And Taunts Her Opponents In Combat (Concealable With Effort (Ego roll at -3), Noticed and Recognizable, Detectable By Commonly-Used Senses
5	Distinctive Features:  Super-Soldier Genetic Modifications (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
0	Hunted:  Geek Clique Frequently (As Pow; NCI; Watching)
5	Physical Complication:  Raging Hormones (Frequently; Barely Impairing)
15	Psychological Complication:  Code Of The Hero (Common; Strong)
0	Psychological Complication:  Crush Of The Week (Common; Moderate)
15	Psychological Complication:  Strives To Emulate America Woman (Very Common; Moderate)
0	Social Complication:  Minor (Under 18) Infrequently, Minor
10	Social Complication:  Secret ID Infrequently, Major
50	Experience Points

[b]Total Complication Points:  60[/b]

 

Shannon_Carter_(Earth-982).jpg

 

Background/History: Donna Davis was born and raised in the small suburb of Orchardsville, near Millenium City. An only child, she was taken in at the age of eight by her aunt and uncle after her parents were killed in an automobile accident while she was in school. Her uncle, a kind but quiet man, was an avid comic book fan, having a collection going back five decades. He shared his love for comic books and their four-color adventures with the girl, and she thought they were wonderful. Over time, she branched out from comic fandom to fantasy and science-fiction. She also plays D&D weekly in an all-girl gaming group.

 

When the first Icons began appearing in the world a year ago, she was entranced. She began collecting numerous newspaper and magazine articles about them, filling scrapbook after scrapbook. Three months ago, when America Woman first appeared in Millenium City, Donna knew she wanted to be just like her. The star-spangled superheroine became her number one favorite Icon, a woman who was tall and strong, confident in herself and her abilities, pure of heart, and brave and fearless against the evildoers she faced.

 

One night, while walking home by herself after a gaming session, she suddenly discovered Icons. She could have sworn the storefront hadn't been there a moment before, but there it was. Her curiosity aroused, she went inside, and the Tailor greeted her with an enigmatic smile and a nod as he stood up from behind the front counter, looking almost expectantly at her. He studied her for a long monent as they locked gazes and then nodded, gesturing with one hand towards the racks of costumes, as if in invitation. He only spoke a single phrase to her.

 

"Hero or Villain?" The way he said it, you could hear the first letters being capitalized.

 

"Hero!" she blurted out immediately.

 

The Tailor suddenly smiled at her and nodded, his eyes twinkling, and Donna suddenly felt almost a compulsion to wander the racks. There was something about the place that drew her in, something magical.

 

She was quickly drawn towards a red, white and blue patriotic costume with a cowl mask on one of the racks, complete with knee-high red leather boots and elbow-length gloves. It looked like a junior version of America Woman's costume! Donna squealed a bit in fangirlish pleasure. She wanted to try it on. It had this funny sparkle to it, like something enchanted. Putting it on in the dressing room sent an electric surge through her whole body when she finally settled the cowl over her head, like a circuit closing within her. Her body swelled with sudden power, and she felt more capable and vital than she had ever felt before. And she was even a little taller when she emerged and looked at herself in one of the full-length mirrors.

 

Once in full uniform for the first time, her height and build suddenly transformed, gaining two inches in height and an increase in muscle mass and definition. The Tailor smiled encouragingly at her as she left the store in a state of wonder, almost forgetting her bookbag, and he looked satisfied and pleased. Instead of going home, she went on patrol in the neighborhood, stopping a couple of street crimes, feeling an obligation to use her new abiltiies. When she finally arrived home a little later, she took the costume off, but her height and build remained in its new appearance. But only a sliver of the full strength she had in costume remained with her.

 

It's been a month so far, and she's been helping out as best she can in the neighborhoods around her home. The police are starting to get used to her, especially after she stopped a bank robbery without anyone getting hurt (except the beating she gave the two armed robbers, that is). She even has the beginnings of her own rogue's gallery.

 

Since that night, she's been spending a lot of her free time in costume, and her body seems to be soaking up power from it like a sponge, growing stronger and more capable even when out of costume. However, she's discovered with some dismay that her libido is amping up at a similar rate to her body's increasing in strength. Becoming more "boy crazy" as time goes on, she's developing a new crush every week. To maintain her secret identity, she's been dressing in plain, unrevealing clothing and wearing her old glasses to hide her new appearance. Oddly, no one seems to be noticing her increase in height, apparently chalking it up to some kind of growth spurt of hers.

 

Personality/Motivation: Donna is having a lot of fun being a superheroine, but she also she sees it as her duty to protect others and do what's right. While she has a strong moral code, she isn't preachy about it. She also hasn't told her aunt and uncle she's now an Icon, wanting to keep them from worrying about her. In addition to heroing, she's started doing volunteer work at charities, trying to do good deeds out of costume too.

 

Her raging hormones are a constant trial to her, and she seems to have a new crush every week. However, outside of a combat situation, she can't seem to talk coherently to any handsome boy without blushing and stammering, and she'll eventually blurt out some excuse and run away. While she's not nearly as uptight about her sexuality as her idol, America Woman, lewd comments about her appearance annoy her. She's also a bit of a tomboy at heart.

 

Quote: "Don't try to frighten me with your sorcerer's ways, you Darth Vader wannabe, because you're just not that scary."

 

"A d-date with you, Megaboy? I-I'm not sure... I mean... uhh. I gotta go! Bye!" (runs off)

 

Powers/Tactics: In superhuman physical condition with a tireless physique in her Icon form, America Girl's body has begun the "Chrysalis Process" newly-minted Icons all go through, absorbing the powers from her Icon costume and being altered and improved by the super-soldier serum that has begun rebuilding her entire genetic structure. While in costume, she is incredibly strong, fast and able to heal from injuries in mere hours. Like America Woman, she has instinctive fighting skills that flow from no known style, and she uses her mobility to her advantage. Unlike her idol, she has difficulty shutting up in combat, but her banter distracts and infuriates her opponents. She also has small weighted throwing discs attached to her gloves and boots she can detach in an instant to deal with any opponents at range, hurling them with tremendous accuracy.

 

When around handsome men or teenaged boys (1+ levels of Striking Appearance/18+ PRE), her adolescent hormones go into overdrive, and the pheromones her body normally puts out intensify, causing every human male around her to gradually fall in love with her and desire her as a mate. The affect wears off after a day.

 

Campaign Use: America Girl is a front-line fighter for any teenaged superteam, and like her idol, America Woman, she is a loyal team player. Her inner conflict between striving to be a "good girl" superheroine like her idol, and her "boy crazy" raging teenage hormones should provide drama with any male teammates, and she would make for an interesting romantic interest.

 

Appearance: Standing 5'7" in height (5'8" in the boots that came with the costume), America Girl weighs about 130 pounds, with a very shapely and well-defined figure for a 16-year old teenager. Her thick mane of golden-blonde hair flows down her back in a lustrous wave, and her eyes are a sparkling, bright blue in color. She is quite beautiful but with a very wholesome and almost innocent quality to her, and she's always smiling and seems like she's having the time of her life. She has difficulty shutting up during combat, tossing out jokes, one-liners from movies and numerous insults towards her opponents. Her armored, form-fitting costume is red, white and blue, with red, knee-high boots and elbow-length gloves, very similar to America Woman's costume design. Her throwing discs are attached to her gloves and boots, two apiece.

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Re: America Girl - Teen Champion (Icons Earth)

 

Nice pic' date=' but the belt buckle should have been altered to match the chest symbol.[/quote']

 

I agree, but I'm not the artist that made this one.

 

Opale

 

Actually trying to get infos on how to do such manips with such quality

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Re: America Girl - Teen Champion (Icons Earth)

 

Offhand, I'm guessing that the appearance of Russian Girl's outfit would

depend on what era she got her powers in (i.e., some combination of

red, white, and gold for a pre-USSR collapse RG, or an outfit which out-

wardly mirrors the current Russian tricolor; white, red, and blue).

 

 

Major Tom 2009 :cool:

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