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Card Sharks


Supercape

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The Card SharksCard Sharks 11.png

 

Power Level: 5 (150/150)
Unspent Power Points: 0

Trade-Offs: None

In Brief: Shark-Human Clones

Alternate Identity: Marina Club/Heart/Spade
Birthplace: French Polynesia (Unknown location)

Residence: Freedom City / The High Steaks
Occupation: Security / Management of The High Steaks

 

Description:
Age: Unknown
Apparent Age: Varies
Gender: Female
Ethnicity: Polynesian – Modified DNA. 
Height: 5’7”
Weight: 55 Kgs
Eyes: Brown
Hair: Brown / Red-Blonde / Black.

 

The Card Sharks appear to be normal women in their twenties of uncertain ethnic heritage, with brown skin. They usually wear smart clothing, black jacket, white shirt, skirt and heel.

 

The clone-triplets look identical, but they have taken to different hair colour to aid in their distinction (sometimes matched by clothing colour). “Club” has brown hair, “Heart” has strawberry blonde hair, and “Spade” has jet black hair.

 

History:
The Card Sharks are the result of a seventy-year project initiated by the Nazi’s and continued by SHADOW/OVERSHADOW. They are genetically altered clones of mutant woman with a debilitating skin condition. Over years, the genome was progressively refined until three identical clone “triplets” were created. And then the Freedom League of the day eliminated the experiment.

 

The Zoss family collaborated with the Nazi’s and, in decades past, held onto some of the research. August Zoss, in his mission to root out the shadow of SHADOW from his companies past, found the files and the three triplets, frozen in ice. August Zoss gave them jobs and training and erased the file data.

 

Personality & Motivation

The Card Sharks have a somewhat icy demeanour, professional, crisp. They are not cruel or sadistic, however.

 

Whilst they are grateful to August Zoss and his company for rescue and rehabilitation, they are not fanatically loyal. They are fiercely protective of their sister-clones. They are loyal to their job and role, and their wealth and status. They do engage in “fun” too; gambling, karaoke, and even the odd martini.

 

Powers & Tactics:
The Card Sharks are fundamentally human, but with the original skin condition twisted into a regenerative boon. They heal fast, and their senses are exceptional. As a peculiar quirk, their skin can absorb oxygen from water, and thus they are able to survive underwater.

 

The three clones seem to be psychically linked, and thus they can communicate with each other telepathically.

 

The Card Sharks are remarkably strong for their build, and have exceptional reflexes. They have moderate combat training. Whilst their main job is security and running the Zoss business (particularly the High Steaks), they are more than capable of handling a few drunken thugs.



Abilities: 6 + 8 + 6 + 4 + 4 + 4 = 32
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 14 + 14 = 28

Initiative: +8 (+4 Dex, +4 Improved Initiative)
Attack: +7
Defence: +7, +4 Flat Footed

Grapple: +10
Knockback: -1

Saving Throws: 5 + 4 + 3 = 12

Fort +8 (+3 Con, +5)

Reflex +8 (+4 Dex, +4)

Will +5 (+2 Wis, +3)

Tough +3


Skills: 120 Rank = 30 PP

Bluff 4 (+6)

Diplomacy 4 (+6)

Disguise 4 (+6)

Drive 6 (+10) Skill Mastery

Gather Information 8 (+10)

Intimidate 4 (+6)

Knowledge (Business) 8 (+10)

Knowledge (Civics) 4 (+6)

Knowledge (Current Events) 4 (+6)

Knowledge (Streetwise) 4 (+6)

Language 4 (Arabic, English [Native], French, Japanese, Spanish)

Medicine 4 (+6) Skill Mastery

Notice 8 (+10)

Perform [Singing] 4 (+6)

Pilot 6 (+10) Skill Mastery

Profession [Gambler] 8 (+10)

Search 8 (+10)

Sense Motive 10 (+12)

Sleight of Hand 8 (+10) Skill Mastery

Stealth 4 (+8)

Swim 8 (+11)


Feats: 17 PP

Attractive

Assessment

Chokehold

Endurance 2

Environmental Adaptation [Underwater]

Favoured Enemy [Jet Set]

Improved Disarm

Improved Grab

Improved Initiative

Improved Pin

Jack of All Trades

Precise Shot

Quick Draw

Skill Mastery (Drive, Medicine, Pilot, Sleight of Hand)

Well Informed

 

Equipment: 10 EP

Silenced Hold out gun with non-lethal ammo clip: Blast 2 (Feats: Masterwork, Subtle, Stun Ammo) [7 EP]

Mini Tracer [1 EP]

Concealable Microphone [1 EP]

Designer Clothes [+5 Bonus to concealing items in it] (1 EP]

Zip Ties [0 EP]

Pack of Playing Cards [0 EP]

 


Powers: 1 + 2 + 18  + 2 + 7 + 1= 31

All powers have genetic/skin descriptor, except communication link [psychic], and swimming (training descriptor)

 

Immunity 1 (Suffocation: Drowning) [1 PP]

 

Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited [Half Effect]) [2 PP]

 

Regeneration 17 (Ability Damage 2 [1/hour], Recovery Bonus 6 [Automatic], Bruised 1 [1/round], Disabled 2 [1/ hour], Injured 3 [1/minute], Staggered 3 [1/minute], Feats: Regrowth) [18 {PP]

 

Super Senses 2 (Communication Link 2 [Other clones]) [2 PP]

 

Super Senses 6 (Extended Visual, Extended Auditory, Extended Scent, Acute Smell [Scent], Tracking 1 [Scent], Low Light Vision, Analytical Touch) [7 PP]

 

Swimming 1 (Speed 2.5mph) [1 PP]


 

Abilities 32 + Saves 12 + Combat 28 + Skills 30 + Feats 17 + Powers 31 = 150/150 PP

Edited by Supercape
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On reflection, Diamondlights minions dont work - too much concept, too complex for minions in my opinion. I think I got carried away with the "Shark" theme. But as I already have a shark PC, this was just a silly pun and obviously I need psychoanalysis to understand the symbolism of sharks. 

 

Anyway. 

 

Could you possibly replace Diamondlights sheet with this much cleaner (in concept and maths) sheeet which strips the Card Sharks back to bare bones (which is still - clones with regenerative powers who act as business and security personel for Zoss).   

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