Senior

Senior



 

Granny2Good

 

Description: Ethel is a spry 88 years old! She walks, slowly, with a cane, but she still gets around. She has silver hair, which she takes great pride in, and is often smiling. She is short, a whole 4’11”, and skinny, weighing 90 pounds with her shoes on. She likes wearing large costume jewelry, and likes clothes and fashions from the 1950’s. She often goes with stylish pink dresses and high heels. She was always a bargain hunter, but is even more so now that her cheating husband is dead (see biography). She is a fixture at local thrift stores, always has her coupon organizer in whatever bag she is carrying, and uses her AARP card with gusto.

Ethel’s picture from our own Adamantium_Art

 

 

 

Real Name: Ethel Falkenberg
Alias(es):
Level: 6
Power Category: Empowered
Educational Level: On the Job
Occupation: Retired

Normal Attributes

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 4 ft, 11 in I.Q. 16 Save vs Magic +0 Strike +1
Weight 90 lbs M.E. 17 Save vs Psionics +2 Parry +2
Nat. A.R. N/A M.A. 16 Save vs coma +0% Dodge +2
S.D.C. 20/20 P.S. 8 Save vs poison/ disease +0 Roll w/ impact +2
H.P. 20/20 P.P. 8 Save vs H.F. +0 Pull punch +2
P.E. 6 Save vs Possession +2 Initiative +1
Exp 28,825 P.B. 8 Save vs Insanity +2 Damage +0
Sex Female Spd 5 Disarm +0
Birthday 3/11/1936 (88) Trust/ Intimidate 40% Death Blow N/A Critical 19,20
HTH Basic Charm/ Impress N/A KO N/A Attacks 5
Alignment Principled H.F. N/A Pin/ Incapacitate N/A Perception +1

 

MOVE DAMAGE NOTES
Punch 1D4
Elbow 1D6
Backhand Strike 1D6
Knee 1D8
Karate 2D6
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.
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.

 

Empowered Attributes

Only applicable When Conscious
VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 4 ft, 11 in I.Q. 16 Save vs Magic 4 Strike +4
Weight 90 lbs M.E. 17 Save vs Psionics 3 Parry +7
Nat. A.R. 11 M.A. 16 Save vs coma 31% Dodge
(Autododge)
+11
(+4)
S.D.C. 1170/1170 P.S. 44 Save vs poison/ disease +4/+7 Roll w/ impact +7
H.P. 160/160 P.P. 16 Save vs H.F. +0 Pull punch +7
P.E. 23 Save vs Possession +3 Initiative +4
P.B. 18 Save vs Insanity +3 Damage +29
+4/20 mph
Sex Female Spd 8 Disarm +1
Trust/ Intimidate 40% Death Blow N/A Critical 19, 20
Charm/ Impress 60% KO N/A Attacks 6
H.F. N/A Pin/ Incapacitate N/A Perception +5

 

MOVE DAMAGE NOTES
Granny Saves the Day Pull Punch Special Range: 350 feet, +30 feet per level starting at level 2 (Current Level 6- 480′)
Attacks Per Melee: Counts as the next attack/ action
Description: When an attacker within Ethel’s range strikes an opponent with a lethal attack, Ethel may use her next action to run over to the attacker and roll a Pull Punch attempt for them, using her Pull Punch bonuses. If the attacker had tried to Pull Punch and failed, the attacker’s Pull Punch bonuses are added to the roll. If successful, Ethel determines how much damage is done. Ethel can only do this once per action.
Whirling Dirvish Multiple Attackers Special Range: Melee
Attacks Per Melee: Counts as two attacks/ actions
Description: When Ethel is faced with multiple attackers she can scream, “Whirling Dirvish” (she doesn’t have to scream, but thinks it adds to the effect) She then begins spinning, using her Extraordinary Speed. At this point she can only use auto-dodge as defense. On the 2nd attack she picks what weapon she is using for damage and rolls a single strike roll for all opponents in melee range- hits do full damage.
Restrained Punch 4D6
Full Strength Punch 1D6×10
Restrained Elbow 4D6
Full Strength Elbow 1D6×10
Restrained Backhand Strike 4D6
Full Strength Backhand Strike 1D6
Restrained Knee 4D6
Full Strength Knee 1D6×10
Restrained Body Block/ Tackle 4D5 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.
Full Strength Body Block/ Tackle 1D6×10 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.
Dodge Lose next action whether successful or not.
Automatic Dodge Dodge up to three attacks between melee actions for no attack loss. Fourth and more counts as a dodge.
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.

 

MODERN WEAPON PROFICIENCIES LEVEL ACQUIRED AIMED BURST WILD NOTES
W.P. Revolver 1 +6 N/A +2

 

ANCIENT WEAPON PROFICIENCIES LEVEL ACQUIRED STRIKE PARRY THROWN NOTES
Blunt 1 +2 +2
Paired:Blunt

 

WEAPONS DAMAGE NOTES
.45 Revolver 5D6
Dempsey, the Cane 1D6 100/100 SDC
Kiss 2D6+2
Stinger 1D4+ Non-Lethal Save Lose init -5 to strike, parry, dodge, skills -10% for 1D6 minutes

 

SKILLS ACQUIRED BASE % BONUS START CURRENT TOTAL %
Language: Native Automatic 50+5 +42% 1 6 98%
Literacy: Native Automatic 30+5 +37% 1 6 92%
Pilot: Hovercraft Automatic 50+5 +17% 1 6 92%
Mathematics: Basic Automatic 45+5 +17% 1 6 87%
Cook Domestic program 35+5 +17% 1 6 77%
Gardening Domestic program 36+4 +17% 1 6 73%
Housekeeping Domestic program 35+5 +17% 1 6 77%
Sewing Domestic program 40+5 +17% 1 6 82%
Astrology Technical program 30+5 +17% 1 6 72%
History (General) Technical program 60+4 +17% 1 6 97%
History (U.S.) Technical program 40+5 +17% 1 6 82%
Photography Technical program 35+5 +17% 1 6 77%
Research Technical program 50+5 +17% 1 6 92%
Wardrobe & Grooming Secondary 50+4 +2% 1 6 72%
Holistic Medicine Secondary 20+5 +7% 1 6 52%
Identify Plants & Fruits Secondary 25+5 +2% 1 6 52%
Preserve Food Secondary 25+5 +2% 1 6 52%
Brewing Secondary 25+5/ 30+5 +2% 1 6 52/57%
Philosophy Secondary 40+5 +2% 1 6 67%
Hand to Hand: Basic Secondary 1 6
WP Blunt Secondary 1 6
W.P. Revolver Secondary 1 6
W.P. Paired: Blunt Secondary 3 6
Prowl Secondary 25+5 6 6 25%
Estimate direction of sound Superpowers 50+5 +2% 1 6 77%

 

ABILITIES/ POWERS DESCRIPTION NOTES
Extraordinary Speed Can run fast! 240 mph, + 20 mph/ additional level. Current 340.
+4 to Damage per 20 mph. Standing still can only do +8.
Power is only active when Ethel is conscious and not tech enhanced.
Superlative Sense: Sight Ethel’s sense of sight is enhanced to peak human ability. She has 20/10 eyesight. Vision is sharp enough that she can read a small sign or recognize a face from up to a mile away. Power is only active when Ethel is conscious and not tech enhanced.
Superlative Sense: Hearing Ethel’s sense of sight is enhanced to peak human ability. She can hear clearly within the full audio range of normal human hearing (from 15-20 Hz to 20-28 kHz). Nearby sounds as faint as light footsteps or breathing can be heard, while a whisper can be heard from up to 50 feet away. She can estimate the direction a sound is coming from at a skill of 50%, +5% per level of experience. Power is only active when Ethel is conscious and not tech enhanced.
Supernatural Strength Fatigues at 1/10 the normal rate.
Carry 13,200 lbs (6.6 tons).
Deadlift 22,000 lbs (11 tons)
Restrained Punch 4D6
Full (1d6*10) + 44 + ?{Speed +4/20|0}
Power is only active when Ethel is conscious and not tech enhanced.
Massive Damage Capacity +1 A.R. level 3, 6, 9, 12, 15.
+10 H.P. per level.
+100 S.D.C. per level.
Fatigues at 1/3 the normal rate.
Regenerates 1 H.P. or S.D.C. every 2 minutes
Magic and Magic Weapons do ×2 damage.
Power is only active when Ethel is conscious and not tech enhanced.
Advanced Vision & Hearing Ethel’s vision and hearing are both enhanced to peak human ability. Vision is sharp enough that she can read a small sign or recognize a face from up to a mile away. Hearing is so clear that nearby sounds as faint as light footsteps or breathing can be heard, while a whisper can be heard from up 50 feet away. Ethel’s vision and hearing are both enhanced to peak human ability. Vision is sharp enough that she can read a small sign or recognize a face from up to a mile away. Hearing is so clear that nearby sounds as faint as light footsteps or breathing can be heard, while a whisper can be heard from up 50 feet away.

 

INVENTORY COUNT LOCATION DESCRIPTION
Ready Cash $1050 On hand
Life Savings $79,312.72 Bank
Aircar 1 Home Garage 1 year old
Home 1 Retropolis
Personal Communication Device 1 Purse
Clothing Lots Home Fashion Maven
Sewing Machine 1 Home
.45 Revolver 1 Purse
Ammo 18 Purse
Ammo (Home) 54 Wall Safe
Camera and Case 1 Home
Multiple Camera Lens, camera gear Home
Small Digital Camera 1 Purse
Spy Camera 1 Purse
Dempsey, the Cane 1 Carried
Kiss, Ethel’s Kissentite Club 1 Carried
Stinger, Ethel’s Atorian Stun Club 1 Sheathed
BP special grenades 10 Carried (1d6x10)+(4d4x10) to main body

 

LUCK & DRAMA COUNT NOTES/ DESCRIPTION
Luck Points 3
Drama Card Big Badda Boom Play this card to suffer no damage from an explosion or fall. Some outside circumstance intervenes to protect you from the damage.
Drama Card Forensics Play this card when you are trying to piece together seemingly meaningless clues. The Game Master shall give you insight into what you are seeing.
Drama Card
Drama Cards Played
Drama Card Charm Play this card when you are attempting to influence someone. You not only succeed but gain a critical success. 9-22-18 Used to try and convince group to believe in Jake’s plan
Drama Card Backup Play this card when you need assistance. Someone will show up and back your play. 6-30-18 Played for police backup against Papa Zombie.
Drama Card A Secret Revealed Play this card while dealing with a member of a Secret Organization of the Military. During the course of the conversation he or she will reveal a secret of some sort. Played to get more information from captured mage in Antarctica.
Drama Card Evil as Sin Play this card when you are about to perform some kind of criminal act. You get away with the deed provided you do it alone and with no witnesses. 4-7-18 Played to give Molly and Amp to members of the group
Drama Card Cameo Play this card upon receiving it. A famous or infamous person shall make an appearance this game session. 4-21-18

 

Miscellaneous Notes:

Birth Order: 2nd of 2 kids
Land of Origin: Century Station
Childhood Environment: Typical 1950’s
Social/Economic Background: Upper Middle Class until husband died last month
When Extraordinary Abilities First Manifested: Still manifesting

 

Character Bio:

She was just a normal Old Lady, appropriately named Ethel Falkenberg. Married for 50-something years to Harold Falkenberg, who recently passed away. Her husband forbade her from seeing her crazy wack-job brother Jake, so she hasn’t seen him in at least 30-40 years. After Harold, who was a VP for Xander Financial, died Ethel looked up Jake to reconnect because she was pissed at her ex-husband because he lost all the money in their retirement account. One of the first phone calls she made after the funeral was to her brother to spite her dead husband.

Harold had pissed away the entire retirement account, over 8 million dollars, on “business trips”, which were extravagant trips and gifts to his mistress and secretary, Sharon. Every time Ethel mentions Harold’s name she spits in disgust! She really hates her dead husband, and Sharon!

The first encounter with Jake and Ethel, after more than 40 years of not seeing each other, was the following when Ethel surprised Jake by showing up at his home.

Jake was tinkering around with a 15-year-old inner-city kid he calls “Shorty” when Ethel showed up. Shorty mowed the lawn while they talk, and he had his own harrowing mini-adventure in the background that both Jake and Ethel were oblivious to. The lawnmower went out of control and attacked poor Shorty, who was able to keep dodging away until it stopped.

Ethel: “You were right this whole time!”
Jake: “I know.”

Jake and Ethel go on a cruise at Ethel’s request with Jake’s strange younger friend, Shorty, who goes on the cruise to “carry the bags.” After 2 days of this, Jake is bored beyond belief. Contrary to Jake, Ethel and Shorty, who tells Ethel his real name is Sherman Williams, are having a great time. However, when Ethel’s spa day gets canceled due to some health issues discovered in the spa, Jake jumps on the opportunity to go elsewhere.

After they return to Jake’s backyard with the Atorian spaceship, Ethel is very blown away by the experience. Jake opens the door for her, and excitedly Ethel says, “Let me open yours for you!”, and as Jake and Shorty try to yell “NO!” Ethel pushes a button, and Jake’s door, already opening, slams onto Jake’s head, immediately severing it from his body! They land in the backyard and Jake opens his door to get out. Ethel presses a button too that she thinks will open her door but instead it closes Jakes door on him, crushing him brutally.

Ethel presses buttons in a panic – manages to open and close the door on his body repeatedly, crushing him worse every time until finally Shorty finds the right button for her door. She runs out all panicked and goes to find a passerby, “My brother needs help! Oh my God, what have I done?!?” Ethel exclaims, and rushes out of the ship. Rush is an understatement! The usually slow senior explodes out of the yard, suddenly gifted with a form of super speed! Running away at hundreds of miles an hour and Ethel must spend time getting her new “power” under control, so she can get help and bring them back. The bystander she runs into is the Beast. The Beast is a four-legged, green-skinned furred creature with cat legs and a human face with orc fangs and a blue afro. Ethel exclaims, “There has been an accident! You must help me! I recognize you- you are that Beast guy! Please help!” Without turning around she begins to move down the street, this time at her normal speed with her cane. The Beast offers his back to ride on to get there faster. She accepts, but due to safety concerns and bad directions they arrive back at Jake’s house after an hour has passed.

Ethel, suddenly remembering that there are security measures, asks the Beast to wait on the sidewalk when they arrive, and goes to the backyard. There she finds a youthful Jake, who doesn’t remember their adventure. Jake invites the Beast into the yard, and there the Beast tells Ethel, Jake, and Shorty a little bit about himself. In the yard near them still sits the spaceship and a fresh mound of dirt, grave sized.

The Beast tells both of them the story of his past.

About three years ago The Beast decided to join a corporate-sponsored superhero team. Called The Power Professionals™ and sponsored by Helion Light & Power, they were ostensibly formed to reduce crime in the Dreadzones of Century Station. They didn’t know that their real focus would be to crack down on the rampant water and power piracy in the Dreadzones. The team consisted of:

Deluge, Water-controlling surfer dude.
Talon Seeker, Mutant bird-man with electrical senses
Robo Ruby, Cyborg muscle.
Ember Shot, Pyrokinetic sniper.
The Beast, Mutant pursuer.

The Power Professionals™ last mission was a famous failure. After a few moderate successes, Helion L&P decided to ramp things up by sending their team into the Labyrinth where the most utility piracy occurred. The City Council and Mayor Zardona refused to devote any city resources to help with this endeavor – the wounds of the Bloody Monday disaster were still too fresh. In fact, even their fellow members of the Council of Industry tried to tell them not to do this. But the more Hellion L&P was told what a bad idea this was, the more determined they became to go forward with it. Hellion went ahead and sent the Power Professionals™ in with a modest backup team of mercenary soldiers. None of the mercenaries survived and only two members of Power Professionals™ returned: The Beast and Deluge. Hellion L&P fired them on the spot for incompetence and tried to prosecute them, but backed down after the story went public.

More Background on Ethel:

Ethel has a revolver – it’s registered to Harold. She knows how to use it to protect herself, and carries it always in her purse. She loves Astrology, and “new age” / “old person” stuff. She actually uses astrology to make many of her decisions- she ignored some warnings in the past of Harold’s affair, and now is determined to pay more attention to what the stars tell her. She is also a tea expert, and believes many ills can be cured by specific teas.

Ethel gets a Social Security check, which is her limited check plus half of Harold’s for income. She has a 1-year old Aircar, and needs a pillow to sit on to see in between the steering wheel and dashboard. This was Harold’s car, it was the last thing he bought – she had to sell her car to pay for his funeral.

Ethel was a freelance photographer. She’s done shows of B&W shots of stars, the moon, and the messages they send to her, usually interplayed with the cities skyscrapers. She’s had two shows:

One was a focus of the stars and skyscrapers against the night sky. Black and white.
One was the old-school forgotten ways of the ancient 50’s. Canning, Holistic, Tea… it’s all done in all 50’s color adds. Teas, herbal remedies, etc. Overly bright colors.

Her photos are all over her very unique “House of the Future”. She lives in Retropolis, Yesterday Park. Her father bought it new, and it is the only home that is left in Retropolis, for Ethel refused to sell it at any price!

There were a bunch of houses like this, but this is the last one. She gives tours once a month on the 3rd Sat of the month to help raise money. This house was built in the 1950’s as part of a development that was the “homes of the future.” Ethel owns her house. Jake’s house is in the suburbs.

Ethel’s house picture from Yesterland

 


 

Updated 9/24/18