NAME : Ailean Ghlasglanan-Adams PLAYER : non-player character Created by Ken Hallaron and Sanrda Hover 20 10 STR 0 14- 900 lbs; 4d6 24 14 DEX 12 14- OCV:8 / DCV:8 15 CON 10 12- 17 14 BODY 8 13- 18 INT 8 13- PER roll: 13- 20 EGO 20 13- ECV:7 20 [30] PRE 10 13- PRE attack: 4d6 30 24 COM 7 15- 5 3 PD 1 tPD:22 rPD:22 75% rRed 5 3 ED 0 tED:22 rED:22 75% rRed 4 3 SPD 6 3,6,9,12 |
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10 6 REC 2 50 30 END 0 40 25 STUN 0 6" RUN 0 2" SWIM 0 4" 2" JUMP 0 Characteristics Cost: 84 |
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5 The kind men like: +10 PRE, Only with friendly interactions with people of the appropriate sexual oriantation(-1) 5 Instant Change 11 Curse of the Bhan Sidhe: Clairsentience - Sight Group: Discriminatory, Precognition, @ 0 END(+½); No Conscious Control(-2), Limited Power: Only to tell who's 'destined' to die(-2), Precognition Only(-1) Human/Ghost Hybrid Characteristics, all slots: Hero ID Only(-¼) 41 a) +10 STR; 20 STR Affects Physical World(+2) @ ½ END(+¼), +1 24 b) +10 DEX 16 c) +5 CON 5 d) +3 BODY 2 e) +6 COM 4 7) 5 PD/5 ED Damage Resistance 13 -8" Knockback Resistance, Hero ID Only(-¼) 24 Ghostly Form: Elemental Control, Hero ID Only(-¼) 25 a) Flight 17" x16 non-combat, @ ½ END(+¼) 2 24 b) Desolidification : Magic, Costs END Only To Activate(+¼), @ ½ END(+¼) 2 24 c) Damage Reduction, Physical, Resistant, 50% and Damage Reduction, Energy, Resistant, 50% 27 d) Armor 17 PD/17 ED, Hardened (+¼) 27 e) Life Support: Character does not eat, Immunity to all disease biowarfare agents, poisons and chemical warfare agents; Immortal; Safe in High Pressure, High Radiation, Intense Cold/Heat; in Low Pressure/Vacuum; Self-Contained Breathing; does not sleep; Immune to scarring; Inherent(+¼) 10 f) Regeneration: Healing 3 BODY, @ 0 END(+½), Persistent(+½); Extra Time: 1 Turn (Post-Segment 12; Regeneration only) (-1¼), Self Only(-½) 67 Banshee Wail: 101 pt. Multipower, Hero ID Only(-¼); Sound must be able to get between Banshee and target(-¼) 7 u Energy Blast 11½d6 (vs. PD) @ ½ END(+¼) Penetrating(+½) 4 7 u Energy Blast 16d6 (vs. PD) @ ½ END(+¼) 4 7 u Energy Blast 20d6 (vs. PD) 10 7 u Energy Blast 9d6 @ ½ END(+¼) No Normal Defense(+1): sonic powers, Flash Defense vs Hearing, or deafness 4 6 u Energy Blast 6d6 @ ½ END(+¼), No Normal Defense(+1): as above, Area Of Effect: 6" Radius(+1) 4 6 u Energy Blast 4½d6 @ ½ END(+¼), No Normal Defense(+1): as above, Affects Physical World(+2) 4 7 u Energy Blast 4d6-1 @ ½ END(+¼), No Normal Defense(+1): as above, Area Of Effect: 8" Radius(+1), Affects Physical World(+2) 4 Powers Cost: 401 Champions of Justice Computer Communicator COJ-001: 7 a) Communications: High Range Radio Perception, Flashed as Sight and Hearing Group as well as Radio Group(-½), IIF(-¼) 18 b) Broadcast Tracking: Detect Source of radio transmissions 12-, Analyze, Discriminatory, 360° Increased Arc of Perception, Range, IIF(-¼) 8 c) Onboard Computer: 50 Base, 0 Disads., IIF(-¼) 5 d) Scrambled Transmission Function VPP, Scrambler Pool, only for one Language at a time(-1), IIF(-¼) Equipment Cost: 38 3 Acting 13-/15- 3 Conversation 13-/15- 3 High Society 13-/15- 3 Persuasion 13-/15- 3 Seduction 13-/15- 3 Teamwork 12-/14- 3 Stealth 12-/14- 3 Disguise 13- 12 +4 with Sonic Wail 3 KS: High Fashion 13-, INT-based 5 PS: Model 15-/17-, PRE-based 3 PS: Dancer 12-/14-, DEX-based Champions of Justice Package Skills 3 a) Breakfall 12-/14- 2 b) AK: New York City 11- 2 c) KS: Champions of Justice 11- 2 d) KS: CoJ Enemies 11- 3 Linguist 0 Language: English, Idiomatic, native 2 Language: French, Completely Fluent, w/Accent 3 Language: Gaelic, Idiomatic, native accent 2 Language: German, completely fluent, w/Accent 3 Traveler 0 AK: Clare, Ireland 8- 1 AK: Empire City, DE 11- 1 AK: London, UK 11- 2 AK: Los Angeles 13-, INT-based 2 AK: Milan, Italy 13-, INT-based 1 AK: New York City 11- 2 AK: Paris, France 13-, INT-based Skills Cost: 92 2 Fringe Benefit (International Driver's License, Passport) 8 Money (Wealthy) Champions of Justice Package Perks 3 Assorted contacts in the Fashion and Entertainment world 11- has significant Contacts of his own, isn't that useful in crime fighting, limited by identity, Good relationship with Contact, Organisation Contact(+1) 3 a) Fringe Benefit: Membership in the Champions of Justice 5 b) Contribution towards CoJ Bases: 25 pts. 5 c) Contribution towards CoJ Vehicles: 25 pts. Perks Cost: 26 3 Perfect Pitch 10 Fascination Talents Cost: 13 Total Cost: 654 Base Points: 350 15 Social Limitation: Secret Identity, Frequently 11-, Major 10 Social Limitation: Famous celebrity/model in civilian life, 8-, Major 10 Distinctive Features: Tall, knockout brunette, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Distinctive Features: Eerily beautiful ghost-woman, Causes Major Reaction Easily Concealed, Always Noticed, Detectable By Commonly-Used Senses 15 Psychological Limitation: Code against killing, Common, Strong 15 Psychological Limitation: In love with Jeff Adams, Common, Strong 20 Bound by the "Elder forces" to use powers for good, or else. 5 Hunted: Power Lord, As Powerful, 8-, Occasionally, Mildly Punish 20 Hunted: Kristoffer's Cadre, More Powerful, 8-, Harshly Punish, double identity is known to Kristoffer 10 Vulnerability: magical attacks, common, x1½ STUN 10 Vulnerability: magical attacks, common, x1½ BODY 60 Champion of Justice Bonus Disadvantages Total: 200 Experience Spent: 104 Experience Total: 122 Total Points: 654
Known Background: Banshee first appeared in Ireland about fifteen years ago, in a quick spate of saving people all around Dublin, and the surrounding areas, from certainly fatal accidents or criminal encounters. It was in these early weeks, as her fame spread, that she became aware of the imminent invasion from der Nacht. She traveled to the western United States and helped Burt Remington, Dragon, the first Guardian, and Morning Star stop the invasion. In the wake of this, those heroes, minus Guardian, formed the Champions of Justice. Banshee remained with the team for the next several years, splitting her time between Los Angeles, Dublin, and eventually New York. During that time she was romantically linked with Morning Star. After the team disbanded and reformed, her work with the team dropped off, and in the appearances she did make it became clear her relationship with Morning Star, while amicable, had clearly changed. Banshee has stopped working activly with the Champions of Justice, except under the gravest of circumstances. She still works solo, again focussing on saving people from near-certain death.
Personality: Banshee is a reluctant heroine. The hero work was easier for her when she thought she was in love with Morning Star, when in fact, she was more in love with his image. She has softened through the years, originally being quite haughty. Today, she seems more like a woman in love, and a woman seperated from her family. There is a tragic side to her powers, and in that sense she resents them, but feels tremendously guilty when she doesn't use them.
Powers/Tactics: Banshee's obvious powers stem from her ghost-like nature. She is partially discorporeal, and can become completely spirit-like, passing through walls, and allowing objects and attacks to pass through her. This makes her very hard to hurt. Also, she posesses the Banshee's wail, a powerful, painful sonic attack that she can use on an individual, or on a crowd. She also learned to focus the vibrations into a powerful physical blast. Her least obvious power is also the one that she is both the most grateful for and the most resentful about. Just as a traditional banshee is appears at a time of someones death, Banshee has a sporadic sense of knowing when someone is about to die, so she can appear. Unlike her namesake, though, this Banshee chooses to do something about it.
Appearance: Banshee appears as a preternaturally beautiful young woman. She has long, flowing, dark hair and bright green eyes. Originally, her only clothing was a gauzy dress. She quickly added shoes, a black eye-mask and a number of dark swimsuits to the ensemble.
Banshee was originally created, designed and played by Sandy Hover. Ken Hallaron has adapted heavily from that.
© Copyright 1987, 2012 - Kenneth G. Hallaron