Moya (Experiment, APPROVED) Leveled to 5

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Moya (Experiment, APPROVED) Leveled to 5

Postby Moya » Sat Aug 18, 2018 8:35 pm

Player Name: E Bell
Hangouts Handle:
Character Name: Moya Thunderbird
Power Category: Experiment
Alias: Thunder, Mo Thunder
Occupation: Demolition Expert
Alignment: Unprincipled
XP Level: 5
XP Points: 18,701 XP (Updated end of Quad 3 2019 by Major James Smith)
Next Level @ XP: 24,501 XP
Birth Order/Family Ties: First born
Land of Origin: United States
Childhood Environment: Countryside
Social/Economic Background: Labour/lower class
When Extraordinary Abilities First Manifested: Adult (recent)
Disposition: Stoic, quiet and reserved. Likes being in the background. Tries to avoid the spotlight.
Insanity: Phobia: Doctors. When Moya would need medical attention, from the abuse of her father, her father would make her lie and cover it up. Enforced further by the experiments she experienced as an adult.

I.Q.: 17
M.E.: 13
M.A.: 18
P.S.: 18 (superhuman when it comes to lift/carry)
P.P.: 17
P.E.: 24
P.B.: 19
Speed: 24, run at 300 mph (+20 mph)

PPE: 22
ISP: 51
HP: 174
SDC: 299
Age: 25
Sex: Female
Height: 5’ 9”
Weight: 125
Description: Long black hair, usually in braids or tied back into a ponytail. High cheekbones with an athletic build.

Experiment Side-Effects:
Breathe without air. Impervious to gasses. No smell or taste.

Sponsoring Organization & Status:
Private Industry and Allowed to leave on very good terms, friendly relationship. Both superbeing and organization may ask the other for the occasional favor.

Nature of the Experiment & Type:
Radiation or other energy. A deliberate and successful attempt to make a human with superpowers, but results cannot be duplicated.

Natural Abilities
Perception Bonus: 30%
Charm/Impress: 48%
Invoke Trust/Intimidate: 53%
Max. Encumbrance: 1,800
Max. Carrying Weight: 3,600
Max. Lifting Weight: 5,400
Max. Jumping Ability: Length: 9’0” Height: 4’9”

Super Abilities
Major Ability
  • Most physical attacks do no damage (includes fire, cold, heat, electricity, other types of energy, bullets, falls, ect. ) . Supernatural Strength does Half damage. Poisons, toxins, radiation, drugs, chemicals, and disease are at half potency. Deadly poison, radiation and disease cannot kill her but will make sick. Survive without food for 80 days.

Minor Ability
Healing Factor (mutated)
OOC Comments
  • Recovers 3 S.D.C. every 10 minutes (18 per hour)
  • Recovers one hit point every 15 minutes (4 per hour).
  • Special superhealing: Can instantly regenerate 4d6 hit points, two times per day (24 hour period).
  • Does not fatigue, whatsoever!
  • Resistant to fire and cold; does half damage.
  • Resistant to drugs, toxins, and poisons. When the character doesn't save against them, their effects (duration, penalties and symptoms) and damage are a mere one third normal .
  • No scarring when healed.
  • Broken bones heal completely, without any sign of having ever been broken, at a rate 10 times faster than normal. This means a leg fractured in several places will be completely healed in about 8-10 days instead of 11 -15 weeks.

Energy Expulsion: Energy (mutated)
OOC Comments
    Range: 600 ft
    Damage: increments of 1d6 up to 7d6 (+1d6)
    +3 aimed shot, +1 wild shot

Physical Perfection
  • Appears to be perfect specimen of the human race. Appears 1d4 levels higher and more powerful than she really is.
Extraordinary Speed
  • The ability to move and run faster than most vehicles without tiring. It also enable the ability to sidestep attack without losing an attack.

Psionic Powers
Super Psionic
  • Electrical Resistance Up to 60,000 volts inflict no damage. Greater than 60,000, including lightning and magic electricity inflict half damage. Range: Self Duration: 15 minutes (+3 minutes) I.S.P.: 4
  • Electrical Discharge Can cause a static electricity within a six foot area as well as a electrical discharge. Range: touch or 50 ft. (+10 ft.) Damage: 1 or 2d6 I.S.P.: 2 for 1 point of damage or 4 for 2d6
  • Manipulate Electrical Devices Has control over electrical devices. 12 different functions can be performed per melee round. Does not need to see the device to manipulate it. She can feel their presence. Range: 65 ft (5 ft) Duration: 10 minutes (2 minutes) I.S.P.: 4
  • Sense Electricity Can sense and pinpoint its exact location Can also sense the approaching electrical and Ley Line storms. Range: 65 ft (5 ft) Duration: 2 minutes I.S.P.: 2 pre every 2 minutes. 75% (5%) A failed roll means only 1d6*10% of all electrical devices/ sources of electricity could be sensed

Mind Block Auto-Defense


Scholastic Skills
Core Skills
Language: English 120% (+1%)
Literacy: English 83% (+5%)
Mathematics: Basic 68% (+5%)
Pilot: Automobile 71% (+2%)

Military taken twice
Climbing/Rappelling 93/83% (+5%)
Demolitions 85% (+3%)
Demolitions Disposal 85% (+3%)
HtH Basic
Military Etiquette 68% (+5%)
Radio: Basic 78% (+5%)
Trap & Mine Detection 53% (+5%)
Trap Construction 49% (+4%)
W.P. Rifles

Physical Program
  • Sense of balance 71% (+2%)
  • Walk tightrope / highwire 75% (+3%)
  • Work Parallel bars and rings 75% (+3%)
  • Back flip 81% (+2%)
Prowl 63% (+5%)

Secondary Skills
Basic Electronics 53% (+5%)
Basic Mechanics 53% (+5%)
Camouflage 43% (+5%)
Gambling: Standard 53% (+5%)
Jury-Rig 48% (+5%)
Masonry 63% (+5%)
Sign Language 38% (+5%) level 1
W.P. Archery
W.P. Targeting

Combat Data
HTH Type: Basic
Number of Attacks: 7
Initiative Bonus: +5
Strike Bonus: +2
Parry Bonus: +8
Dodge Bonus: +5, +11 when moving
Auto-Dodge: +2
Disarm Bonus: -
HTH Damage Bonus: +3, an additional +4 for every 20 mph
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +4
  • Karate kick: 2d4
  • Snap kick: 1d6

Weapon Proficiencies
W.P. Archery - +3 to strike, +1 to parry, +2 to disarm
W.P. Rifle - +3 to strike
W.P. Targeting - +2 to strike

Saving Throw Bonuses
Coma/Death: +63%
Toxins (15+): +3
Magic (varies): +8
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): -
Psionics (varies): +3
Last edited by Moya on Sun Nov 10, 2019 5:38 pm, edited 28 times in total.

Moya's Equipment

Postby Moya » Sat Aug 18, 2018 8:38 pm

Equipment List

Carried/In Hand
Long Bow
Worn on Person
150 dollars
Light Camouflage Coveralls
  • Debt card (front right pants pocket)
Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Combat Bush Knife
• Attachment: Quiver, 24 arrows
• Attachment: M67 Delay Fragmentation Grenade
• Attachment: Ammo clip (30 round 5.56mm)

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: S.W.A.T. Entry tool
• Space: (2) Stick of Dynamite
• Space: Wire Cutters
• Space: (4) M67 delay Fragmentation Grenade
• Space: 50 feet snare cord
• Space: Ammo clip (30 round 5.56mm)
• Space: Camouflage Compact (HU2 pg 347)
• Space: Personal toiletries
• Space: Plastic Canteen
• Space: Dry Field Rations (2 days)

Stored in Vehicle
6 oz of Plastic Explosives
6 Detonation caps/fuse
Box of 100 shells of 5.56mm
M-161A (30/30)
Hand held communicator
150' snare cord
Bear trap
Duffel bag
Quiver, 24 arrows
Heavy Camouflage Coveralls

Miscellaneous Valuables
Compact Automobile
Debt card: 2,000 dollars
Lifesaving: $50,133.32 (Blackhaunt - 2/19/20)

Gear Stats

M67 Delay fragmentation grenade
  • Weight: 71 grams
  • Delay: 4-5 seconds
  • Number of fragments: 600+
  • Blast radius: 20 feet
  • Damage: 2d4×10

  • Cartridge: 5.56 mm
  • Muzzle Velocity: 3,300 ft/s
  • Range: 1,320 ft.
  • Weight: 6.8 lbs.
  • Rate of Fire: Single, burst, automatic.
  • Damage: 4d6
  • Payload: 30 round magazine

Combat bush knife
  • Damage: 1d6
  • Length: 7 inches

  • Range: 640 feet
  • Rate of Fire: 3 shots per melee round
  • Damage: 2d6

Stick of Dynamite
  • Damage: 1d6x10
  • Blast radius: 10 ft

Plastic Explosive
  • Per 2 oz
  • Damage: 1d4x10
  • Blast area is about 1 foot from where plastics have been placed

S.W.A.T. Entry tool
  • 1” thick, stress proof bar, heat treated for durability and strength. On one end is a large chisel, spike-like, pry bar. On the opposite end is a claw/ chisel-point (crowbar). Used to pry open security doors and grilles.
  • Pops normal locks on a roll to strike of 8-20. Pops heavy locks and security doors on a roll to strike of 12-20.
  • Damage: 1d8 (either end)

Compact Car
  • A.R.: 5
  • S.D.C.: 300
  • Speed: 110 mph
  • Range: 300 miles
Last edited by Moya on Sat Sep 29, 2018 8:28 pm, edited 16 times in total.

Moya's Background

Postby Moya » Sat Aug 18, 2018 8:38 pm

Background Story

Born, Moya Thunderbird, on the upper peninsula of Washington state, in a little town called Port Gamble. Her family’s ancestry was from the area, far back as anyone could recall. Being so far removed from the local metropolis, didn't leave much for the way of work. Most of her family were fishermen or local handymen, finding odd jobs wherever they could. When anyone of her relatives world come into large sums of money, they would blow it all on parties and frivolous thing, her parents included. So it was no wonder why Moya’s up bringing was a poor one. Her father was an alcoholic and her mother was a pill popper and a horrible gambler.

It wasn't until her pre teen years that her father turned to violence. With her mother either being gone or in some if pill coma left Moya to take the beatings and defend her younger siblings. When her mother was around or coherent she would always take her father's side and then punish her making up lies. On several occasions, Moya came a close to killing her father in self defense, only stopping before then moment. She would fabricate lies to cover up his wounds. Telling him things like he fell down the stairs or got lost and fell down cliffs and hills on his way back home.

At the age of 18 Moya left for Seattle for bigger and better opportunities. Fearing that her younger siblings couldn't handle her father, she would return home from time to time. After a few months of searching, she joined up with a local paramilitary outfit. The organization served vigilante justice to super villains. Over the next couple of years Moya grew an affinity to explosives. This lead her be part of their demolition disposal group.

When they asked for volunteers for some experimental procedures, Moya was the first one to sign up. Wanting to be better equipped at bringing criminals to justice. Superpowered or not. She remembers getting ready for procedure and the next thing she know is she's waking up 6 months and no longer in the state even. Moya was in Century Station. With no memory whatsoever, of how or why she was there.

During the course of the next several days, Moya pieced together what had happened. She learned that the organization had allowed her leave and she threw herself a party to celebrate. The fruit doesn't fall far from the tree. Feeling embarrassed and humiliated at her actions, especially after giving the rest of her family so much grief for the same thing. Moya decided to stay in Century Station. A new life and new meaning. Over the next couple of weeks she settles in. Finds a place to live, gets a job and settles into a normal routine.
Last edited by Moya on Sat Sep 29, 2018 3:44 pm, edited 4 times in total.

Re: Moya (Experiment, APPROVED) Leveled to 5

Postby Moya » Wed Feb 27, 2019 6:12 am

Level 4 HP Roll - 1d6 = 4
Level 4 ISP Roll - 1d6+1 = 5

Level 5 HP Roll - 1d6 = 5
Level 5 ISP Roll - 1d6+1 = 3

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