Hydra

History and Appearance

The pre-comet form of Hydra is Scott Somerson, a police lieutenat detective and unarmed combat instructor (known in his precinct as "supercop"). He is tall and imposingly muscled, dedicated to duty, hard but fair etc. His superiors would consider him the perfect officer if he would only pay more attention to the paperwork side of things...

After the effects of the comet became obvious, Somerson was quickly moved to "special duties" as officer-in-residence on the team responsible for paranormal investigation. As these new duties involved increasing amounts of paranormal conflict, Scott augmented his regular police eqipment with SWAT force gear and increased his combat training regimen. Still, it was obvious that as known paranormals proliferated and increased in power, that it was becoming harder and harder for him to compete. During this period of strain, Scott formed a friendship with two backup members of the team. Dr. Andevers was a brilliant scientist, recruited for his expertise in paranormal powers. However his widespread expertise also included a love of gadgets and tinkering. He became Scott's (and the team's) unofficial armourer. Another member was Ariel Southern, a black steetwise teenager who had developed astounding mental powers in the aftermath of the comet. Surprisingly, she and Scott became close friends before the incident that created Hydra.

 

Character origin

Though he kept it secret, Dr. Andevers suffered two effects of the comet himeself. Firstly, it augmented his already superb intelligence. Secondly, it gave him a rapidly progressive brain cancer for which modern medicine had no cure. His own mastery of biological science allowed him to realise that his remaining time was very short. However, with her burgeoning pyschic powers, Ariel could not be prevented from finding out this secret, although since there was nothing that could be done, she communicated it to no-one. Not long after the formation of the team, Dr. Andevers suffered a stroke and died. Ariel, who was with him at the end, reached into his mind in an attempt to ease his pain, and found that she was able to "absorb" his personality - in essence containing two minds within her own brain. Ariel kept silent about this discovery, until she was able to decide how to best reveal it and think through the consequences. However, with Dr. Andever's enormous knowledge available, she began to take a more active role in team affairs. This led to a second tragedy, when in a combat with a superpowered foe, her own body was fatally injured. When Scott reached her side, she begged for help, and not knowing exactly what he was consenting to, Scott agreed. With that, she transferred her own mind - and that of Dr. Andevers - into Scott's body. And thus, the hero known as Hydra - three minds in one body - was created.

Val

CHA

Cost

Roll

Notes

20

STR

10

13-

1600kg, (4d6) [4]

20

DEX

30

13-

OCV: 7 / DCV: 7

20

CON

20

12-

15

BODY

10

12-

18

INT

8

11-

PER Roll 13-

14

EGO

8

11-

ECV: 5

15

PRE

5

12-

PRE Attack: 3d6

11

COM

12-

8

PD

4

Total:

8

ED

4

Total:

4

SPD

10

Phases: 3, 6, 9, 12

10

REC

4

36

END

-2

40

STUN

5

Total Characteristics Cost: 116
Total powers Cost: 134
Total Character cost: 250

Movement: Running: 9"
Superleap: 4"

POWERS & SKILLS

6

+3" Running

17

Martial arts multipower 26 point reserve (restrainable, -1/4, variable limit -1/4)*

2

(u) Eye Gouge (5d6 flash vs sight, unranged)

1

(u) Martial Strike (+3d6 HA AP, side effect: 6d6 EB, triggered if punch has no effect)

2

(u) Killing Strike (1d6 HKA, +2 STUN multiple, reduced penetration, no KB)

2

(u) Takedown (+3d6 HA, double KB, side effect: 6d6 EB, triggered if punch has no effect)

1

(u) Missile deflection/dodging - all attacks, costs END

2

(u) Martial Dodge + 5 DCV (cannot be combined with attack)

15

Body armour (10 PD/ED, OIF, activate 14-)

21

Personality 2 (205 point multiform, Extra Time: Full phase, 0 DCV concentration to activate

5

Personality 3 (205 point multiform), Extra Time: Full phase, 0 DCV concentration to activate

13

30 point Utility belt multipower (all items OAF, variable limit, -1/4)

1

(u) .357 magnum Diamondback 2d6 RKA (2 clips of 6 shots, -1/2)

1

(u) Mini smoke grenades (2" radius Darkness, to sight group), 6 charges lasting 2 phases each ( 1/2), range based on STR (-1/4)

1

(u) Mini Flash grenades (4d6 Flash to sight group, explosive), 8 charges (-1/2), range based on STR (-1/4)

1

(u) Mini Thermite grenades (1d6 RKA, AP, 1 hex AoE), 6 charges lasting 2 phases each (-1/2), range based on STR (-1/4)

1

(u) Nerve gas capsules (2d6 EB, NND, totally invisible effects, continous, uncontrollable, 0 END), 12 charges (-1/4), range based on STR (-1/4). Defense is self-contained breathing

1

(u) Minivideo camera (eidetic memory, 1/2 DCV throughout)

1

(u) Binoculars (+6 to Range Mods for sight group, 1/2 DCV throughout)

1

(u) Swing line (10" swinging, requires DEX roll to anchor, -1/2)

1

(u) Mini-receiver (high range radio hearing , 1/2 DCV throughout)

1

(u) Rebreather (LS: self contained breathing) 4 Charges lasting 1 hour each

1

(u) Subvocal microphones and earphones (mind link, related group up to 4 persons) 1 use lasting 1 hour (limited battery life, -1/2)

1

(u) Painkillers (25% resistant physical and energy Damage reduction), 3 uses lasting 1 hour, Extra time: Full phase

1

(u) Stimulants (2d6 Aid to SPD, return rate 1 point per minute) 3 uses lasting 1 hour, Extra time: Full phase

1

(u) Lockpicking Kit (+3 to lockpicking roll, 1/2 DCV throughout)

1

(u) Crime scene kit (+3 to criminology roll, 1/2 DCV throughout)

3

Concealment 13-

3

Criminology 13-

3

Lockpicking 13-

3

Security Systems 13-

3

Shadowing 11-

3

Stealth 13-

3

Combat sense 13-

4

PS: Police Officer 12-

9

CSL: +3 with Martial Arts

100+

DISADVANTAGES

20

Normal CHA maxima

10

Psych: Grim and Brooding

10

Psych: Loyal to friends and superiors

20

Psych: Enforces justice not law

10

Psych: Hates giving up body to other personalities

15

Enraged: Mistreatment of innocents 11-/11-

15

Secret ID

20

Hunted by ? (8-, MoPo, NCI)

20

Watched by Cointelpro (8-, MoPo, NCI)

10

Accidental change if psych lim triggered, 11-

*the commonest limitations on his slots are listed - however, these can change - for example, the side effect limitation on his strike (reflecting hurting himself if he tries to punch through a tank with is hand) could be replaced with OIF (weapon of opportunity) and so on.

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