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TheJoshie - Enigma - PL6 Villain (NPC Tier 2)


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Players Name: Josh

Power Level: 6

Trade-Offs: +3 defense/ -3 toughness

Unspent PP:

Characters Name: Enigma

Alternate Identity: Mariko Hiroshi

Height: 5'4"

Weight: 125 lbs

Hair: Black (She dies it blond to throw off suspiscion)

Eyes: Silver (In her Civilian Identity, she wears Green Contacts).

Description:

Mariko is beautiful. Elegant cheekbones, full lips, angled eyes with lengthy lashes and is often wrapped in elegant robes or business suits. She goes the extra mile to look good infront of the public and the cameras to hide her sinister nature.

History:

Mariko was raised by snakes. Her mother was a Yakuza enforcer and her father was he head of an expanding Yakuza family in Freedom City. Her birth was a secret, one that her parents took to the grave, as they were gunned down in a bloody battle between Coda and Foreshadow (Coda was sent by a rival Mob family to end Yakuza influence in Freedom). The shambles of the family packed up and left Freedom, and the fires of vengeance left a very bitter taste in Mariko's mouth.

In the following years, Mariko began training and studying the ways of both the Ninja and that of the Shimbola.Using the wealth she inherited from her father, she began an expedition that ended with the discovery of a shimbola temple, where she trained for a majority of her childhood.

Learning all she can about disguise, subterfuge andstealth, Mariko returned to Freedom City, where she bought a private estate just outside the city limits. Since her birthright as a Yakuza princess was unknown, many looked at her as another Japanese heiress who is merely trying to muscle her way into the high society of Freedom. Through a year of blackmail and strong armed coercion, she managed to muscle her way into a posistion on Freedom's City Council, her plans to rebuild an empire in honor of her father begins...

Personality & Motivation:

Mariko is a woman who lives three lives. Two out of the three are false. Her first life is a very shallow one. She plays an innocent, childish act that is overly innocent and sweet. She smiles in front of cameras, kisses babies, date wealthy men and go out to social events and the occasional party. Many see through this but accept it as many Politicians have dirt they try to cover up. This life is an obvious lie.

The Second life is one she carefully crafted and is one that most are stopped by. Mariko has carefully started a rumor of Homosexuality and embezzlement of funds, both damaging enough to both hurt her image AND threatens jail time (cause of the embezzlement). She even went as far as starting a few flings under the table with other closeted partners, leaving faint clues for a tabloid reporter or a nosy vigilante. She does this as a cover to explain away why her money and sometimes herself disappear without explanation.

Her third life is her real one: Her persona of Enigma. Just like her name sake, she has many faces, both men and women. She has a ton of alternate identities, each with their own driver license, ID's and DMV records. She is slowly working on taking over Freedom from the inside out without EVER having to show her real face. Only her maid knows of her real identity... and she is mute.

As Enigma, Mariko works on forming bonds, contacts and friends in many Mafioso families and criminal factions, as well as gather dirt on many public officials so that she have a finger in some of the politics of Freedom. While she may not be able to become mayor, her goal is to ultimately have one of her many puppets be elected.

Enigma is a woman who has a reputation of getting things fixed. She takes care of people, things, information, or whatever else someone wants taken or gotten rid of. All she asks for in return are 'favors'. Since she's already rich, she has no need to ask for money, thus making her a cheap alternative to other mercs. It should be noted that Enigma is NOT an Assassin. Her way of taking out a target is by learning everything she can about him or her, then attack by misdirection. Either by blackmail (her favorite is learning secrets), or by the threat of the death of a loved one (again, she doesn't kill, but she made sure that her enemies doesn't know that). Plus she isn't beneath having someone else do the dirty work).

Enigma avoids direct attacks unless she must. If she has to, she aims to stay in the shadows, outside the vision of her opponent, and try to take him or her down with a quick strike to a vulnerable area. Whenever she expects Super Hero interference, she calls on her resources to buy the help of an equally powerful partner.

Powers & Tactics:

Mariko is powerless, yet she is not without power. Through extensive study and training, Mariko has learned the ability to disguise her voice and her appearance through subtle manerisms, latex masks of incredible likeness, and an keen eye to detail. She uses her ability of disguise to go in where others can't, hide where others don't look, and cause discord from a direction people don't bother to look towards.

Outside of her disguises, she also has studiedlong and hard thew abilties of the Shimbala masters. while her fighting abilities still need work, one skill she has learned is the Art of the Heavenly Winds... being able to enter and leave a location without a trace. Bordering close to super-human, Mariko can traverse the grond without a sound, leaving no footprints, smell, or any other disturbances that could tip others to her presence. Sometimes, however, she may play with a persons senses by leaving a window open, or moving a stray coffee mug, something to work on a person's paronoia.

In combat, she uses the art to stay just out of sight of her foes, waiting for them to lose track of her, then aim to take them down in one hit (or even better, retreat and wait for them to leave).

Complications:

Yakuza Honor: As Enigma, who she considers is her true face, Mariko is bound by the honor of her Yakuza heritage. Don't kill unless absolutely necessary, never fall back on a promise, and if given a job, see it through to the end. Mariko is lax on this (she retreats from a job to avoid capture) but for the most part, she keeps to them. As of now, she has NEVER taken a life.

Distaste towards ranged weaponry: Mariko never, under any circumstances, used a gun or ranged weapon. Seeing her parents gunned down by coda has given Mariko a fear of using such vile and uncivilized weaponry.

Stats: 23pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 10 (+0)

Int: 20 (+5)

Wis: 13 (+1)

Cha: 18 (+4)

Combat: 8pp

Attack: +3

Grapple: +7

Defense: +8 (+1 flat-footed)

Knockback: -1 (0 flat-footed)

Initiative: +9

Saves: 7pp

Toughness: +3/+0 flat-footed (+0 Con, +3 other)

Fortitude: +0 (+0 Con, +0)

Reflex: +4 (+1 Dex, +3)

Will: +5 (+1 Wis, +4)

Skills: 75r = 18pp

Acrobatics 11 (+12)

Bluff 11 (+15)

Climb 3 (+3)

Computer 1 (+6)

Diplomacy 9 (+13)

Disguise 11 (+15)

Escape Artist 4 (+5)

Gather Info 1 (+5)

Intimidate 1 (+5)

Know: Civics (+5)

Know: Pop Culture (+5)

Know: Streetwise (+5)

Know: Tactics (+5)

Notice 2 (+3)

Prof: Council Woman 4 (+5)

Search 4 (+9)

Slight of hand 3 (+4)

Stealth 11 (+12)

Feats: 30pp

Benefit 2 (Rich)

Connected

Defensive Roll 3

Dodge Focus 6

Eidetic Memory

Equipment 1

Fearless

Hide in Plain Sight

Imp. Init. 2

Improvised Tools

Instant Up

Leadership

Luck

Master Plan

Quick Change 2

Set-up

Sneak Attack

Skill Mastery (Stealth, Disguise, Escape, Gather info)

Speed of thought

Well-Informed

Powers: 4pp

Immunity 5 (ESP) 2pp

Super-Movement (Trackless)2pp

Equipment:5ep

Camo Clothing (+5 to Stealth Checks when used)

Digital Audio Recorder

Mini-Tracers

Parabolic Microphone

PDA

Drawbacks: 0pp

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Unarmed 15/Tough Bruise

Costs: Abilities (23) + Combat (08) + Saves (07) + Skills (18) + Feats (30) + Powers (04) - Drawbacks (00) = 90

Link to comment

Players Name: Josh

Power Level: 6

Trade-Offs:

Unspent PP:

You need to list trade-offs and unspent pp, even if there are none.

History:

Could you back and spellcheck it? There are some errors. Also, by Shimbala do you mean Shambala?

Adds up.

I'm not allowing you to buy up 7/8 of your attack in attack focus. Maybe 1/2 to a 1/3.

The maths seems off on defence. Your one rank in base defence gives +0 base defence, as you round down, not up (I'm aware that errata exists changing that. We've never played it that way, sorry)

Adds up, but your Fort is quite low.

Adds up.

Can you list them alphabetically, and write a couple of names in full (i.e. Initiative, Information).

Super-Movement (Trackless) is probably closer to what you're looking for. Especially as Search and Survival aren't Interaction skills.

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  • 3 weeks later...
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