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Jinx

F *
Rm 30
A
Rm 30
S
Gd 10
E
Gd 10
R *
Gd 10
I
Ex 20
P
Ex 20
Res
Gd 10
Pop
Sh 0


*off
Rm 30
*dex
Rm 30
*upr
Gd 10
*res
Gd 10
*log
Gd 10
*alt
Rm 30
*will
Rm 30
*mat
Ex 20
*pub
Sh 0


*def
Rm 30
*bal
Rm 30
*lwr
Gd 10
*sta
Gd 10
*mem
Gd 10
*awr
Gd 10
*pre
Gd 10
*$
Ty 6
*sec
Sh 0


Health:
Karma:
80
50
NH:
MH:
22
42

Origin:

Natasha is a sorcerously altered human, a young woman that manifested strange and unpredictable powers in the face of an accident involving her father's extradimensional studies.

Known Powers:

Probability Field:
her primary superhuman power, this abiltiy isn't totally under Natasha's control, and it is constantly on. When her control is relaxed, Natasha's probability field is spread out across the cubic area that she occupies, causing her to suffer from the effects of the jinxed quirk (see below). While her field is in this state, however, Natasha has the use of this power:

* Danger Sense: while it is spread out across the cubic area that she's currently occupying, Natasha's probability field gives her the benefit of a Good (10) ranked danger sense. Thus, this allows Natasha to detect any danger coming her way, as long as it is going to happen within the next ten seconds. Unless, of course, this sense is being dampened somehow...

However, Natasha does have the ability to contract her probability field to the point that it only extends about an inch from her person. This has the benefit of removing her Jinxed quirk, if only temporarily, though it also removes her access to that danger sense power. Furthermore, Natasha has access to these powers while her field is in this contracted state:

* Chaos Combat: while encased within her focused probability field, Natasha's combat prowess is remarkably improved, as opponents have a particularly rough time getting a bead on her. In game terms, this prevents the proper operation of martial arts type D, and negates the benefits of magical spells like fighting edge and quirks like fighting logistics.

* Force Field: obscuring Natasha's features, this focused field of probability acts as a barrier against incoming damage. Working at Remarkable (30) rank, this field offers here the following protection:

* Ex 20 / Rm 30 / Rm 30 / Sh 0 / Sh 0

Of course, while this dense probability field makes her immune to most mundane forms of damage, it hampers Natasha's ability to touch things outside of her field; she must pass a yellow agility (dex) FEAT roll in order to do so.

Equipment:

Mag Cannons:
having no attack powers per se, Natasha relies upon her twin pistols to solve her more troublesome problems. These two magnetron-accelerator enhanced slug-throwers fire 9mm ferrite bullets at incredible velocities, bullets that inflict Incredible (40) Armor Piercing Shooting damage per hit, +1 CS if Natasha fires an entire clip off at once (the mag cannons are auto-fire capable).

Targeter Goggles: this specialized piece of combat headgear is essentially a pair of night vision goggles (providing Good (10) ranked infravision), retrofitted with a computerized heads-up display. This computer targeter system grants Natasha a +1 CS to hit opponents with her mag guns, and even prevents her from hitting undesired targets if her opponent is ensconced within a crowd.

Titanium Blades: Natasha's secondary weapons, these finely crafted blades are, in her hands, capable of inflicting Good (10) Edged Attack damage per deadly strike. Sure, she prefers to enter a fight guns a' blazing, but if stealth (or a lack of ammo) prevents such an option, she's fully capable of using these weapons to lethal effect.

Vibro-Blade: swiped from a villain she encountered some time back, Natasha will occasionally use this blade instead of her ordinary titanium knives - it's much deadlier, after all. A nifty high-tech device, this blade vibrates at a super-sonic frequency, granting it an Armor Piercing effect, not to mention being able to cut through items of up to Unearthly (100) m.s. (the blade is of Amazing 50 m.s. itself). *

Quirks:

Action Addict:
Natasha is constantly doing something, because doing nothing bothers her to no end. If she finds herself in such a situation (long lines, etc...), she must pass a Psyche FEAT roll at -1 CS in order to prevent herself from fidgeting and complaining about how bored she is. If the situation isn't immediately rectified, she may wander off in search of excitement...

Ambidexterity: Natasha has always been ambidextrous, able to use either her left or her right hand when using a task, from writing to hitting a target with those guns of hers. Considering that she loves to go into a fight with a gun in each hand, this helps her out a lot, especially since she often uses both of them at the exact same time...

Attitude: considering her frustrating past, it isn't surprising that Natasha has evolved a rather nasty and cynical attitude about life. This attitude permeates everything that she says and does, which negatively alters people's perceptions of her, of course. In fact, Natasha must pass a Psyche FEAT roll at -1 CS in order to act 'nice' to people.

Attractiveness 3: Natasha is a particularly attractive woman. As such, she is treated as if her Popularity score is +3 CS, for the purposes of NPC reaction rolls - as long as the people to be affected, well, like women. Of course, this is offset by her bad attitude problems, though some people can't help but be attracted to her 'type' of person...

Jinxed: Natasha herself doesn't suffer from bad luck; instead, that horror is inflicted upon those around her. You see, at the beginning of game play, a person in her surroundings (chosen at random) must adjust their tenth percentile die roll to read beginning with the lower die rolled (per the bad luck power). After this, of course, another random target must be determined, and so on...

Talents:

Acrobatics:
well-versed in keeping herself uninjured, as well as being naturally limber, Natasha should be considered a competent acrobat. As such, she is granted a +1 CS when attempting any kind of dodging, evading, or escaping maneuvers.

Advanced Guns: though she's a competent wielder of standard firearms, Natasha has been trained by her subversive patrons in the use of various, advanced types of guns. This allows her to use energy weapons and other nonstandard firearms at +1 CS.

First Aid: after hooking up with a gang of vigilante super-humans, Natasha learned rather quickly how necessary it is for somebody to patch folks up after a brawl. Using this talent, Natasha can stop folks from dying if they're headed that way, and even aid them in recovering a bit of Endurance. *

Guns: having no superhuman 'gimmick' attacks, Natasha resolved early in her career to be the best she could possibly be with a firearm. Her intense training with such weapons has granted her a +1 CS to her agility (dex) in the use of such items.

Martial Arts Types E and F: though trained in the use of various guns and knives, Natasha is also well-versed in unarmed combat. These two martial arts styles allow Natasha the ability to make quick strikes in combat (+1 to initiative), and adds a +1 CS to all 'dirty' fighting maneuvers.

Skill / Knives: in the event that she should lose the ability to wield her guns in battle, Natasha has made sure that she was trained in knife combat, as well. This skill grants her a +1 CS to her fighting (off) rank when making melee attacks with a knife or any other short, pointy objects.

Two Guns: Natasha's already-considerable gun skills also allow her to wield two pistols simultaneously, which lets her make one additional gun attack per turn than she normally would be allowed. Of course, Natasha uses this skill to dramatic effect in combat...

Contacts:

Natasha's most reliable contact is her father, a rather... experimental scientist. The man would do just about anything for her, should she only ask. Other reliable folks in Natasha's life is her ex-fiance, Joseph Frieghten, a private investigator, and her father's military contact, a General in the United States Army. Of course, her patron organization can also be relied upon for aid and such.

As long as, of course, it's in their best interests to do so... It should also be noted that Natasha is on good terms with a group of vigilante super-folk that have no particular name to speak of. She typically serves as the brains of this outfit (if you can imagine that), which includes the likes of Ari, Masque, Och, Rebound, and Stone Cold - and several other folks that come and go over time.

Costume:

Natasha prefers to wear functional gear when on the job. This often consists of a black skinsuit with the appropriate utility belts and holsters. She will often have her hair pulled back in a severe ponytail, or tucked up into a bun and under a black hood.

Image:

Natasha is your classic Russian Ice Queen. She got most of her looks from her mother, but is built a bit sturdier. She excels in athletics, and is an avid gymnast despite her well-developed bust. This has tightened her physique, giving her the sculpted musculature and grace of a cat.

Personality (in the words of Bil):

Natasha is a bitch. She's a good looking woman who likes the attention of a man, but can't let anyone get too close to her because they'll most likely have a piano fall on them within a week of meeting her. This has given her a really cynical view on life, and she's started to vent through her job as a position as a Black Op.

She's found the rush of the hunt and danger of her missions to be almost addictive and appears to only be in a decent mood when in the middle of a gun-fight.

Real Name: Natasha Huston
Occupation: operative of the Direct Action Americans
Legal Status: American citizen with a probable criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: Natasha is a Direct Action American, and a member of an unnamed vigilante squad

Height: 5' 9"
Hair: blonde
Eyes: icy blue
Weight: 150 lbs (she's rather muscular and (according to Bil) stacked
Other Distinguishing Characteristics: when her powers are active, Natasha is surrounded by a gray aura of light, but other than that, none.

Story:

While visiting her father's laboratory, Natasha inadvertently tripped over a random cable laying about, and disrupted one of her father's experiments. This wouldn't usually be such a big thing, mind you, but while in a laboratory where a man is performing experiments involving the piercing of the dimensions themselves, well, bad things can happen. And they did.

The portal her father had opened up with his equipment failed... spectacularly. In it's explosion, energy from the space-time rift was thrown about the room and, since Natasha is essentially a bad luck magnet, most of it struck her. This forever altered her, magnifying her normal bad luck into a superhuman presence about her at all times, a presence that would forever disrupt her life.

Despite the fact that she was forever jinxed, Natasha continued on with her life, faltering through high school, though she eventually met a young man in her Champaign-Urbana, IL, self-defense class that seemed to understand her, and make her happy. He was Joseph Freighten, and he'd started his very own private detective agency: Closed-Case Investigations.

The two worked together for a while, and almost got married, but Natasha broke off the engagement after her inherent bad luck almost killed Joseph during a string of near-fatal accidents. It was during one of these terrible events that Natasha first manifested her ability to control her probability field, in that her field protected her from a spray of bullets that were meant for Joseph.

She started to work alone, trying to find her niche, and drew the attention of a very shadowy organization, known as the Direct Action Americans to its operatives. She has been working for them as a Black Op ever since, using her skills as a markswoman and her inherent bad luck to foul up the plans of her targets. And she's rather good at it, too...

Of course, after a job to infiltrate Ariel-Shijitzu Systems went bad, Natasha had to hide out for a time, and while doing so, she literally tripped over a small but growing group of ascendant human vigilantes. After dealing with various members of the G.I. Joe team and the psychotic Plantmaster, she joined their team in order to do more good; they seemed luckier than most, after all.

Natasha generally keeps her distance from these folks, at least on an emotional level, for fear of getting them horribly killed somehow. But she functions well with them even if they completely lack tactical ability or even common sense, since the unnamed group seems to do rather well in trashing threats to freedom. Heck, Natasha has even helped to save the world once or twice!

* Note: when she began play, Natasha only had Typical (6) Reason and Excellent (20) Fighting, and lacked a talent in First Aid; these are advancements purchased with Karma. On the other hand, her vibro-blade is something she 'confiscated' from a villain quite a while back, so unless she purchases it with Karma properly, it is always subject to the dictates of Plot Device... which may or may not add to the fun.

Extra Goodies:

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