Val	CHA	Cost	Roll	Notes
60	STR	50	21-	Lift 102.4 tons; 12d6 HTH Damage [6]
18	DEX	16	13-
25	CON	15	14-
14	INT	4	12-	PER Roll 12-
14	EGO	4	12-
15	PRE	5	12-	PRE Attack:  3d6

6	OCV	15
6	DCV	15
3	OMCV	0
5	DMCV	6
4	SPD	20		Phases:  3, 6, 9, 12

20	PD	8		Total:  20 PD (10 rPD)
15	ED	8		Total:  15 ED (5 rED)
16	REC	12
50	END	6
11	BODY	1
50	STUN	15		Total Characteristics Cost:  200

Movement:	Running:	24m/48m 
		Leaping:	36m/72m
		Swimming:	4m/8m

Cost	Powers & Skills
	Martial Arts:  Jujitsu & Karate
	Maneuver	OCV	DCV	Damage
4	Block		+2	+2	Block; Abort
4	Disarm		-1	+1	70 STR to Disarm
4	Dodge		+0	+5	Dodge vs All; Abort
3	Legsweep	+2	-1	13d6 Strike; Target Falls
4	Punch/Snap Kick	+0	+2	14d6 Strike
3	Slam		+0	+1	12d6 +v/5; Target Falls

22	Tougher Than She Looks:  +10 PD, Resistant (+½) plus +5 ED, Resistant (+½)
1	Can Leap To The Horizon:  Leaping +32m (36m forward, 18m upward), END 2
12	Amazingly Fast On Her Feet:  Running +12m (24m total), END 1

16	+2 with HTH Combat

3	Acrobatics 13-
3	Acting 12-
3	Breakfall 13-
2	CK: New York City 11-
1	Criminology 8-
3	Deduction 12-
1	KS: Jujitsu & Karate 8-
1	KS: Justice Alliance 8-
2	KS: Law & Metahuman Law 11-
2	KS: Police Procedure 11-
0	Language:  English (idiomatic; literate)
0	PS: Student 11-
3	Shadowing 12-
0	TF:  Two-Wheeled Muscle-Powered Ground Vehicles

Total Powers & Skill Cost:  112
Total Cost:  312

300+	Matching Complications (60)
0	Distinctive Features:  Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-
	Used Senses)
5	Distinctive Features:  Teenager Clothing and Attitude (Concealable; Noticed and Recognizable; 
	Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15	Hunted:  Michelle Tora 8- (Mo Pow; Harshly Punish)
15	Psychological Limitation:  Impulsive (Common; Strong)
15	Psychological Limitation:  Protective of Friends (Common; Strong)
10	Psychological Limitation:  Worries Dad Will Get Hurt (Common; Moderate)
0	Social Limitation:  Youth (Frequently; Minor; Custom Adder)

Total Complications Points:  60
Experience Points:  12

Background/History: Jasmine Hawkins is the teenaged daughter of that famous New York metahuman investigator, David Hawkins. Ever since she was very small, Jasmine demonstrated amazing abilities of physical strength. As she go older, she learned to control her abilities, so she wouldn't inadvertently break anything (like people).

Jasmine's primary motivation is to be a investigator like her father. After her father joined the Justice Alliance and became team leader, she has modified her plans a bit to become a member of the Justice Alliance as well. To achieve this end, Jasmine has begun studying such subjects as law (especially metahuman law), police procedures, the basics of criminology, and so on. She has also undergone extensive training in several self-defense courses.

Recently, Jasmine has become a provisional member of the Justice Alliance, her great strength a considerable asset to the team.

Personality/Motivation: Normally, Jasmine is open and fun loving. She likes to hang out with her friends, try to get the boys to notice her, go to the movies, play computer games, and do all the other assorted things one would expect. But, she has her serious side as well. She fully understands there are people out there with powers similar to hers, who have no compunction about using them for personal gain or to cause harm to others. She worries her father may get seriously injured working as a member of the Justice Alliance. Unfortunately, her tendency to act before thinking may end up getting her hurt instead.

Quote: "Oh no, not YOU again!" (spoken to Michelle Tora)

"Aw gee dad, I don't wanna go home NOW, the Sisterhood is going to show up any minute!"

""Me? I'm just your average all-American girl. Honest."

Powers/Tactics: Jasmine is your basic "fast" brick. She is very strong, reasonably resistant to damage and has excellent Leaping and Running abilities. With time, (and experience) her DEX will increase to about 26 and her combat Running will top out at 48 meters a Phase.

Jasmine's tactics are rather basic: she leaps into combat, usually targeting "tough-looking" foes and then proceeds to utilize her martial training to incapacitate her opponent. If her target is relatively "normal," then a simple 60 STR grab and hold is sufficient. More powerful "brick"-type characters will usually be subjected to an assortment of legsweeps and throws. Jasmine usually uses the following sequence when fighting: Block, Legsweep, Punch/Snapkick or Block, Punch/Snapkick. If uncertain as to her foe's resistance, she will try and start out low (say 30 STR) and work her way up.

Appearance: Jasmine stands about 5'6", with an athletic build. She has blond hair and gray eyes. When attending school, she wears the required uniform (skirt, blazer, and so on); otherwise she wears the kind of outfits one would associate with a female teenager with an athletic frame of mind.

Designer's Notes: Jasmine can easily be adapted to just about any superhero campaign. She could be the daughter of any famous or not-so-famous superhero, the newest member of the local superteam, or a young high school student with fantastic powers. In the Justice Alliance campaign, she occasionally acted as the voice of reason, questioning plans and actions that seemed... "unheroic" (i.e. un-lawabiding) to her.

(David Hawkins created by Michael Cannon. Jasmine Hawkins created by Michael Surbrook. Additional material supplied Steve Kramer.)

Jasmine Hawkins's Hero Designer File

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