Deathwish

Deathwish



 

Deathwish

 

Description:

 

Game Notes

Deathwish (Ava Allison) is a Maverick who fights with wild abandon in various areas of Brisby. She has a friendly relationship with the owners of the Cover Charge Bar and Grill in Waingroh. She is one of the three heroes The Geist invited to join his team who did not accept the invitation. She has been described as a dark skinned woman in a black leather outfit who uses two tonfa as her weapons of choice.

One colorpunk at The Skull and Rose had this to say about her: “That bitch was crazy! She came straight at us like she just fuckin’ dared us to do something! So we did. I don’t know how but all our shots missed as she broke into a run. She reached Big Nasty first. She broke his wrist with her fucking sticks and dropped him out cold since they were fucking electrified too. Then she turned and came straight for Baller. Same story. I think he was able to hit her when she got in close but she just took it like it was nothing she cared about. She beaned him on the side of the head with both her sticks and he was on the ground too. I didn’t stick around any more – I fuckin’ ran. I tell you, her name is accurate. The way she comes after you, the way she fights… it’s like she has no thought of self-preservation. She’s got a real death wish all right. But I’ll be damned if I’m going to try and be the one to give it to her again. She fucked up my boys real good.”

Tuesday, January 23rd, 2024: The Geist met her at the bar, with Black Phantom sitting nearby to observe. The owners of Cover Charge remained on guard and wary of the both of them. The conversation was designed to help them determine if Deathwish was the one who called the CSPD the night of their initial meeting. Through the execution of their plan they learned some of her secrets and she is no longer a strong suspect.

Real Name: Ava Allison
Alias(es): Deathwish
Level: 4
Power Category: Empowered
Educational Level: Three Years of College
Occupation: Unemployed

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 5ft, 5in I.Q. 15 Save vs Magic +13 Strike +6
Weight 129 lbs M.E. 27 Save vs Psionics (15) +12 Parry +9
Nat. A.R. N/A M.A. 11 Save vs coma +46% Dodge
(Autododge)
+5
(+5)
S.D.C. 224 P.S. 12 Save vs poison/ disease +15 Roll w/ impact +8
H.P. 79 P.P. 19 Save vs H.F. +3 Pull punch +2
P.E. 28 Save vs Possession +11 Initiative +4
Exp 0 P.B. 23 Save vs Insanity +6 Damage +X
Sex Female Spd 27 Disarm +3
Birthday 1988 Trust/ Intimidate N/A Death Blow N/A Critical 20
HTH Expert Charm/ Impress 50% KO 20 Attacks 5
Alignment Anarchist H.F. N/A Pin/ Incapacitate N/A Perception +2

 

MOVE DAMAGE NOTES
Punch 1D4
Elbow 1D6
Backhand Strike 1D6
Knee 1D8
Karate Kick 2D4
Body Block/ Tackle 1D4 Counts as two attacks. Opponent loses next attack if hit is successful. 60% chance to knock down opponent (those with Maintain Balance get a second chance vs their skill). If knocked down opponent loses initiative and is knocked 1D6 feet away.
Power strike ×2 Doubles the damage of the attack. Counts as 2 attacks.
Pull Punch Roll damage as per normal. Roll 1D20 + pull punch bonus; requires an 11+ to succeed. If successful reduce damage to any value between 0 and the amount rolled.
Disarm Counts as one melee attack. A strike, hold or grappling maneuver to cause the opponent to drop their weapon or handheld item. Can be a defensive move (needs a 19+ to succeed) or a strike roll (opponent defends as normal).
Automatic Parry Parry up to three attacks between melee actions for no attack loss. Fourth and more counts as a dodge.
Automatic Dodge Dodge up to three attacks between melee actions for no attack loss. Fourth and more counts as a dodge.
Dodge Lose next action whether successful or not.
Entangle Counts as the next melee action. A defense that attempts to trap the weapon or arm of your attacker. Must roll higher than the attack roll; if successful the entangled can try to escape on their turn by rolling a dodge vs the entangling roll. Every melee round it’s maintained roll Entangle again as an attack/ action. Cannot make any other attack without releasing the entangle.
Roll with punch/ fall/ impact Must roll above attacker’s roll. Counts as next melee attack.
Arm Hold Use both hands to twisting the opponents arm around their back and immobilize them. If strike succeeds the victim is helpless until released. Any items in the hand of the arm being held can be easily removed. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.
Leg Hold Use both hands to force the victim on the ground with his leg held up. If the strike succeeds there’s no way for him to get up until the hold is released. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.
Body Hold Use both hands to force the victim into any number of wrestling holds. If the strike succeeds the victim can be immobilized on the ground or in a standing position. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.
Neck Hold Use both hands to hold the victim around the neck from behind. If the strike succeeds the victim is immobilized and totally vulnerable to attacks from any other character. Neither of you can attack, parry, or dodge while hold is maintained. Victim can escape by rolling (1d20 + P.P.) vs your (1d20 + P.P. + P.P. bonus + any Hold bonuses); high roll succeeds.

 

INSANITY DESCRIPTION NOTES
Crazywoman The crazy-woman type hero is a wild, flamboyant, zany, dynamic, caustic and hyper daredevil who acts cocky and carefree. These characters are extremely hyper and can’t seem to sit still. In combat, the crazy-woman hero usually appears to be fearless. They tend to be reactionary, believe themselves to be indestructible, take needless risks, and have a complete disregard for personal safety – especially when an innocent life is at stake. These heroes tend to be physically and action oriented, thus they are usually too impatient to master skills that require sitting still and/or intense contemplation or study. -10% on all skills other than physical, piloting and weapon proficiencies. Add +10% to prowl, climbing, swimming, gymnastics and dancing skills. Add +4 to roll with punch, fall and explosion. Also +1 to dodge and autododge.
Obsession: Crime-busting The character loves to be a hero and is obsessed with stomping out crime and evil everywhere. An obsession may drive a character to incredible, even outrageous lengths to satisfy her irrational feelings.
Phobia: Funerals, graveyards, and anything that reminds her of her unavoidable, impending death. Characters who suffer from a phobia will become terrified when the object of fear is encountered. 40% chance to contain herself long enough to safely avoid it when surrounded by friends/ allies; otherwise overcome by phobic panic and reaches the breaking point. Upon reaching the breaking point, the character’s mind will respond by either passing out/ falling unconscious, fleeing/ running away at top speed, or becoming paralyzed with fear.
Phobia: Time travel. Characters who suffer from a phobia will become terrified when the object of fear is encountered. 40% chance to contain herself long enough to safely avoid it when surrounded by friends/ allies; otherwise overcome by phobic panic and reaches the breaking point. Upon reaching the breaking point, the character’s mind will respond by either passing out/ falling unconscious, fleeing/ running away at top speed, or becoming paralyzed with fear.

 

MODERN WEAPON PROFICIENCIES LEVEL ACQUIRED AIMED BURST WILD NOTES
W.P. Rifle 1 +4 +2 +1

 

ANCIENT WEAPON PROFICIENCIES LEVEL ACQUIRED STRIKE PARRY THROWN NOTES
W.P. Blunt 1 +2 +2
W.P. Paired Weapons Blunt 1

 

WEAPONS DAMAGE NOTES
Paired Electric Stun Tonfu ? ?

 

ARMOR A.R./ S.D.C. NOTES

 

SKILLS ACQUIRED BASE % BONUS START CURRENT TOTAL %
Language: Native Automatic 50+5 +25% 1 4 90%
Literacy: Native Automatic 30+5 +20% 1 4 65%
Pilot: Automobile Automatic 60+2 +10% 1 4 76%
Mathematics: Basic Automatic 45+5 1 4 60%
Automotive Mechanics Vehicle Mechanic program 25+5 +25% 1 4 65%
Aircraft Mechanics Vehicle Mechanic program 25+5 +15% 1 4 55%
Basic Electronics Vehicle Mechanic program 30+5 +15% 1 4 60%
Vehicle Armorer Vehicle Mechanic program 30+5 +15% 1 4 60%
Basic Mechanics Vehicle Mechanic program 30+5 +35% 1 4 80%
Navigation Pilot: Advanced program 50+5 +15% 1 4 80%
Read Sensory Equipment Pilot: Advanced program 30+5 +15% 1 4 60%
Roadwise Pilot: Advanced program 26+4 +15% 1 4 53%
Pilot: Motorcycle Pilot: Advanced program 60+4 +25% 1 4 93%
Pilot: Truck Pilot: Advanced program 40+4 +25% 1 4 77%
Combat Driving Pilot: Advanced program 1 4 -4%
Hovercraft Pilot: Advanced program 50+5 +15% 1 4 90%
Hand to Hand: Expert Basic Military program 1 4
Running Basic Military program 1 4
Climbing Basic Military program 40+5 +25% 1 4 80%
Military Etiquette Basic Military program 35+5 +15% 1 4 65%
Radio: Basic Basic Military program 45+5 +15% 1 4 75%
W.P. Rifle Basic Military program 30+6 +15% 1 4 63%
W.P. Blunt Secondary 1 4
W.P. Paired: Blunt Secondary 1 4
Outdoorsmanship Secondary 1 4
Prowl Secondary 25+5 +10% 1 4 50%
Computer Operation Secondary 40+5 1 4 55%
Sign Language Secondary 25+5 +10% 1 4 50%
Tailing Secondary 30+5 +15% 1 4 60%
Swimming Secondary 50+5 3 4 55%
I.D. Undercover Agent Secondary 30+4 3 4 34%

 

ABILITIES/ POWERS DESCRIPTION NOTES
Extraordinary Physical Prowess A greatly heightened physical prowess attribute, providing increased speed and agility. +10% to physical skills requiring dexterity and prowess.
Extraordinary Physical Endurance An extremely tough individual who can withstand a great amount of physical strain or punishment. Fatigues at one tenth the normal rate. +1D4 H.P. per level.
Immortality The character who possesses this super ability will retain her youthful appearance and physical attributes until the day she dies. No wrinkles will appear, no loss of muscle tone, no hardening of the arteries, no heart attacks, etc. Nothing associated with aging, illness, or natural death will ever affect the character for as long as she lives. Immune to all diseases, sickness, and radiation.

Natural toxic gases and poisons do only one third their normal damage and effects last only one third as long. Man-made poisons, drugs, chemicals and toxins last half as long and are half as effective and damaging.

Heals twice as fast, without scarring. Limbs and appendages that are amputated do not regenerate. Can recover from damage as excessive as 50 Hit POints, +10 H.P. per experience level, below zero, provided she has not been decapitated or the brain or heart completely destroyed.

Karmic Power An unique power that can adjust the odds in the character’s favor. Provides +10% to any skill when used in a life or death situation.

Opponents receive no bonuses to strike, parry, or dodge this character. Only straight unmodified dice rolls. Death Blows against her do not kill, they only stun. Critical strikes against her do normal damage.

Fate is conspiring to keep her alive; at an unspecified time in the future, this power will fail (stripping her of ALL her combat bonuses) and she will die.

 

INVENTORY COUNT LOCATION DESCRIPTION
Ready Cash $215 On hand
Life Savings $4,800 Bank
Motorcycle 1
Electric stun Tonfa 2 Self

 

LUCK & DRAMA COUNT NOTES/ DESCRIPTION
Luck Points 0

 

Miscellaneous Notes:

Birth Order: Last Born.
Land of Origin: United States.
Childhood Environment: Large City.
Social/Economic Background: Military/ Middle Class.
When Extraordinary Abilities First Manifested: Adult.
The Physical Impairment: Debilitating disease.
Emotional Inspiration: Witness to Tragedy
Physical Compensation: Super Abilities to Compensate (Two Major, Two Minor)

 

Character Bio:

On the day she was diagnosed with a terminal illness, she was accosted by a stranger in a costume. This stranger was mortally wounded and collapsed on the ground in front of her. When Ava reached down to try and help, she was shocked to discover this stranger was her! Slightly older, this dying version of herself told her she was from a date in the future, and time travel sent her here to die. She died before she could say anything else.

On that day, Ava learned the date and time of her death. She became depressed over this for a while, but then realized that knowing this future of hers meant she was basically immortal until that day comes. What could she do with this power? She resolved to become a hero and help others – if she was destined to die anyway, maybe she could make the world a little better before that happened. Maybe she could make her life matter.

 


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