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.
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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.
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POWERS & SKILLS
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6
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+3" Running
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17
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Martial arts multipower 26 point reserve (restrainable,
-1/4, variable limit -1/4)*
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2
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(u) Eye Gouge (5d6 flash vs sight, unranged)
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1
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(u) Martial Strike (+3d6 HA AP, side effect: 6d6 EB,
triggered if punch has no effect)
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2
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(u) Killing Strike (1d6 HKA, +2 STUN multiple, reduced
penetration, no KB)
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2
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(u) Takedown (+3d6 HA, double KB, side effect: 6d6 EB,
triggered if punch has no effect)
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1
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(u) Missile deflection/dodging - all attacks, costs
END
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2
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(u) Martial Dodge + 5 DCV (cannot be combined with
attack)
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15
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Body armour (10 PD/ED, OIF, activate 14-)
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21
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Personality 2 (205 point
multiform, Extra Time: Full phase, 0 DCV concentration to
activate
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5
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Personality 3 (205 point
multiform), Extra Time: Full phase, 0 DCV concentration to
activate
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13
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30 point Utility belt multipower (all items OAF, variable
limit, -1/4)
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1
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(u) .357 magnum Diamondback 2d6 RKA (2 clips of 6 shots,
-1/2)
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1
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(u) Mini smoke grenades (2" radius Darkness, to sight
group), 6 charges lasting 2 phases each ( 1/2), range based
on STR (-1/4)
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1
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(u) Mini Flash grenades (4d6 Flash to sight group,
explosive), 8 charges (-1/2), range based on STR (-1/4)
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1
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(u) Mini Thermite grenades (1d6 RKA, AP, 1 hex AoE), 6
charges lasting 2 phases each (-1/2), range based on STR
(-1/4)
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1
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(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
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1
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(u) Minivideo camera (eidetic memory, 1/2 DCV
throughout)
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1
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(u) Binoculars (+6 to Range Mods for sight group, 1/2 DCV
throughout)
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1
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(u) Swing line (10" swinging, requires DEX roll to
anchor, -1/2)
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1
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(u) Mini-receiver (high range radio hearing , 1/2 DCV
throughout)
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1
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(u) Rebreather (LS: self contained breathing) 4 Charges
lasting 1 hour each
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1
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(u) Subvocal microphones and earphones (mind link,
related group up to 4 persons) 1 use lasting 1 hour (limited
battery life, -1/2)
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1
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(u) Painkillers (25% resistant physical and energy Damage
reduction), 3 uses lasting 1 hour, Extra time: Full
phase
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1
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(u) Stimulants (2d6 Aid to SPD, return rate 1 point per
minute) 3 uses lasting 1 hour, Extra time: Full phase
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1
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(u) Lockpicking Kit (+3 to lockpicking roll, 1/2 DCV
throughout)
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1
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(u) Crime scene kit (+3 to criminology roll, 1/2 DCV
throughout)
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3
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Concealment 13-
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3
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Criminology 13-
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3
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Lockpicking 13-
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3
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Security Systems 13-
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3
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Shadowing 11-
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3
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Stealth 13-
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3
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Combat sense 13-
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4
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PS: Police Officer 12-
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9
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CSL: +3 with Martial Arts
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*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.