Jinx
| Melee RV 30 |
Coordination RV 30 |
Brawn RV 10 |
Fortitude RV 10 |
Intellect RV 10 |
Awareness RV 20 |
Willpower RV 20 |
Lifestyle RV 10 |
Repute RV 0 |
| Health: Fortune: |
80 50 |
Origin:
Natasha Huston is a sorcerously altered human, a formerly normal (more or less) young woman that manifested strange and unpredictable powers in the face of an accident involving her father's extradimensional studies. Bathed in inexplicable energies from beyond in this accident, Natasha has developed a variety of beneficial abilities that vaguely mirror raw, uncontrolled magical power.
Known Powers:
Probability Field: her primary superhuman power, this ability isn't totally under Natasha's control, and it is constantly on. When she relaxes her control, Natasha's field will cover the cubic sector she currently occupies, but she concentrates Natasha can contract her p-field to within an inch of her body. Depending on its current state, Natasha has access to these super human abilities:
* Chaos Combat: while her probability field is tightly contracted around her person, 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 style D, and negates the benefits of ascendant abilities like combat edge and quirks like fighting logistics.
* Danger Sense: while it is spread out across the cubic sector that she's currently within, Natasha's probability field gives her the benefit of a rank value 10 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.
* Force Field: if Natasha compresses her probability field tightly around her person, she benefits from the effects of this power. This power is strongly limited, in that it can not be used to produce other force field configurations, and Natasha must pass a blue Coordination ACT to touch anything while it is active. On the other hand, it also obscures her features, being a dull gray in hue.
This rank value 30 force field offers Natasha the following protection from injury:
RV 20 / RV 30 / RV 30 / RV 0 / RV 0
Limitations / Enhancements:
(none)
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 slug-throwers fire 9mm ferrite bullets at incredible velocities, bullets that inflict rank value 40 AP Piercing damage per hit, +1 RS 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 rank value 10 infravision), retrofitted with a computerized heads-up display. This computer targeter system grants Natasha a +1 RS 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 rank value 10 Slashing 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 bested 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 the ability to cut through items of up to m.v. 100 (the blade is of m.v. 50 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 Willpower ACT roll at -2 RCS 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 performing a task, from writing to hitting a target with those incredibly lethal 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. In fact, Natasha must pass a Willpower ACT roll at -2 RS in order to act 'nice' to people - should she ever wish to actually do so.
Attractive 3: Natasha is a particularly attractive woman. As such, she is treated as if her Repute score is +3 RS, 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 - despite the inherent risk to life and limb.
Jinxed: Natasha herself doesn't suffer from bad luck; instead, that horror is inflicted upon everyone around her. You see, once per hour of game play, a person in her surroundings (chosen at random) must disregard the normal order of their next die roll, taking the lower result as the 'tens' digit and the higher result as the 'ones' digit - as if suffering from the negative aspect of the Luck power.
Skills:
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 RS when attempting any kind of dodging, weaving, evading, feinting, or escaping maneuvers. Not to mention whenever she's attempting any sort of action that could readily be considered acrobatic in nature.
Advanced Guns: though she's a competent wielder of standard firearms, Natasha has been trained by her subversive patrons in the Direct Action Americans in the use of various, advanced types of guns. This allows her to use energy weapons and other nonstandard firearms as if her already impressive Coordination trait was +1 RS higher than is listed above.
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, even being able to restore one lost Fortitude rank value with such efforts, and can even resuscitate those who have fallen within the last five turns.
Guns: having no superhuman 'gimmick' attacks to rely upon, 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 RS to her Coordination in the use of such items, whether she's wielding a standard, semi-automatic or fully automatic rifle or pistol, or even odd weapons such as a shotgun.
Martial Arts styles B and E: 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 to strike foes in unarmed combat as if her Melee was +1 RS higher than is listed above, and when doing so she should receive the benefit of a +1 to her initiative thanks to her ability to strike quickly.
Skill / Knives: in the event that she should somehow lose the ability to wield her guns in battle, Natasha has made sure that she was trained in knife combat. This skill grants her a +1 RS to her Melee rank value when making melee attacks with a knife or any other short, pointy objects - though she forgoes her initiative bonus when doing this instead of fighting unarmed.
Two Guns: in addition to being able to wield conventional or energy-based projectile weaponry, Natasha has the ability to handle two such weapons simultaneously. Thanks to this curious training, Natasha can either add one gun attack per turn (on top of those she can already manage thanks to her Melee score) or engage in a bursting attack to inflict +1 RS damage.
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 include 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 (and inexplicably) serves as the brains of this outfit, since out of the lot of them she has the most tactical experience available to her. If not, you know, the common sense or natural leadership capabilities one would expect from such a teammate.
Costume:
Natasha prefers to wear functional gear when on the job - either with her 'amateur' vigilante buddies or the Direct Action Americans. This often consists of a black skinsuit with the appropriate utility belts and holsters for her miniature adventuring arsenal. 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 quite 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 - which comes in handy as much as she gets herself in trouble with her various vigilante buddies.
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 with a Black Ops group.
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 an obscuring gray aura of light.
Story:
While visiting her father's laboratory, Natasha inadvertently tripped over a random cable laying about, and disrupted one of his many 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 was 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 a government anti-terrorist strike team and the psychotic Plantmaster, she joined these vigilantes 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!
Extra Goodies:
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