Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH damage 34 DEX 72 16- OCV: 11/DCV: 11 35 CON 50 16- 17 BODY 14 12- 20 INT 10 13- PER Roll 13- 28 EGO 36 15- ECV: 9 15 PRE 5 12- PRE Attack: 3d6 25 COM 8 14- 3 PD 0 Total: 8 PD (5 rPD) 7 ED 0 Total: 12 ED (5 rED) 5 SPD 6 Phases: 3, 5, 8, 10, 12 10 REC 0 70 END 0 63 STUN 20 Total Characteristics Cost: 226 Movement: Running: 6"/12" Swimming: 2"/4" Teleportion: 25"/30,000 km Cost Powers & Skills Quantum Powers 10 1) Body Modification, Adhesive Grip: Clinging (normal STR) 75 Teleportation Powers: Multipower, 75-point reserve 7u 1) Long Range Teleport: Teleportation 3", No Relative Velocity, x4 Increased Mass, Scalable (+1/2), Megascale (1" = 10,000 km; +1 1/4), END 7 7u 2) Short Range Teleport: Teleportation 25", Improved Noncombat Movement (x4), No Relative Velocity, x4 Increased Mass, END 7 Quantum Enhancements 7 1) Catfooted: Stealth; Costs Endurance (Costs END Every Phase; -1/2) 20-, END 1 46 2) Adaptability: Life Support (Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep) 5 3) Regeneration: Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2), END 1 5 4) Detect Lies: Detect: Spoken Lies A Single Thing 15-, Sense Affected As Another Sense: Part of Hearing Group 8 5) Enhanced Initiative: Lightning Reflexes: +5 DEX to act first with All Actions Equipment 4 1) Quantum Reserve: +10 END; IIF (-1/4) (added to Primary Value) 9 2) Eufiber Uniform: Armor (5 PD/5 ED); Only While Holding Endurance (-1/2), IIF (-1/4) Perks 15 Contact: Project Utopia (12-) (Contact has access to major institutions, Contact has: useful Skills or resources), Organization Contact (+2) 5 Money (Well Off) Skills 10 +2 with HTH Combat 12 +4 with handguns 15 +3 with Melee 9 Acrobatics 19- 9 Breakfall 19- 3 Language: English (Completely Fluent, w/Accent; Portuguese is native) 4 Language: Spanish (Idiomatic, Native Accent) 3 Streetwise 12- 5 Stealth 17- 4 WF: Common Melee Weapons, Small Arms 277 Total Powers & Skills Cost 503 Total Cost 400+ Disadvantages 5 Distinctive Features: Extremely beautiful, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Hunted: Project: Utopia, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Physical Limitation: Nova Physiology, Frequently, Slightly Impairing 15 Psychological Limitation: Strives to do the right thing, Common, Strong 10 Psychological Limitation: Hatred of Drug Cartels, Common, Moderate 10 Psychological Limitation: Will do anything to survive, Uncommon, Strong 38 Team Tomorrow New Recruit Bonus 503 Total Disadvantage Points
Background/History: Growing up in Columbia left Melissandra few options. Her family had lived and died among the cocaine cartels for two generations. Her own father had died from coca poisoning and her brother had worked as s smugger until his own men killed him. Melissandra was first noticed by an enforcer at 16 when she killed a man in a street fight. Despite her dreams of being a World class gymnast, she could refuse the offer of training and well paying job.
Melissandra grew into the job quickly, becoming strong and fast. The cartel boss began paying more attention to her and this stirred up the jealousy of her peers. She made too much of a name for herself and eventually, they decided she had to be eliminated. In a particularly slimy move, one of her fellow had her sent on a suicide mission. Melissandra didn't realize the mission was a trap until too late. She found herself trapped in a Federale camp, surrounded by soldiers who would kill her as soon as they found her.
Melissandra's anger grew as she realized what had been done to her. Not all that, but a desire for revenge on the men that had done this to her. She Erupted just as the troops broke down the door. Her powers allowed her to escape easily and she went to Utopia, then Team Tomorrow South America in hopes of avenging herself on the cartels. After the death of Jennifer Landers, Melissandra took her place as the team teleporter. Surprisingly, and encouragingly, Melissandra had taken her chance to become one of the good guys. She's grateful for her rise out of poverty and has developed a strong sense of right and wrong. She endeavors to live up to the Team Tomorrow ideal as much as possible. Inside so, the desperate street child remains and there is little Melissandra will not do to survive.
Personality/Motivation: Melissandra's primary power is teleportation. She can carry herself and up to 4 others thousand of KMs by means unknown. Her teleportation also eliminates all relative velocity, so she can jump safely into and out of moving vehicles, from fall and other dangerous situations. Her natural agility has been enhanced to superhuman levels as her stealth and flexibility. Her body is sustained by quantum energies now so she does not need to eat, breath or drink and is immune to most diseases. Melissandra heals at a superhuman rate as well. Somehow she can "stick" to objects she touches, allowing to move on any surface. Utopia's scientists aren't sure how she accomplishes this either.
Appearance: Melissandra is a strikingly attractive Colombian woman with a very fit, muscular physique. She has long black hair and dark brown eyes. Many people think she bears a strong resemblance to Salma Hyeck. She wears the standard Team Tomorrow jumpsuit and otherwise dresses for simply, in loose clothing designed to allow her to move easily. Melissandra's voice is surprisingly husky for a woman, though not unnaturally so.
(Melissandra Estevez created by White Wolf, character sheet created by Kim Foster [email@example.com])
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