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Nano Angel/Nanogirl WIP


souffle_girl

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OK, this character has been mulling around in my head for a lot of time, I built a version of her for 3rd ed, now I have to convert her back to 2nd, and I'm afraid I'll need help for that. Also be free to comment and criticize.

Diane is a lesbian. I hope that's not a problem.

 

Warning: wall of text incoming!

 

Name: Diane Joan Davies
Age: 28
Codename: Nano-angel/Nanogirl

Story: Diane was born in Denver, and always showed a keen mind and an interest in science that drove her to become an engineer, specifically a nanotechnology expert. She loved to find out she had been selected for a PhD in one of the most advanced research centers in the country, where she was confronted with a device of unknown origin. The team she worked with spent years analyzing its working, but its secrets still eluded them. One day, she found out by accident that her employers were actually using her research to try creating supersorldiers by injecting unwilling victims with nanites. Disgusted by them, Diane tried to destroy the device.
However, she underestimated the power of the thing. As she smashed it, it blew up, severely injuring her and showering her in nanites.

But Diane didn't die. The nanites, perhaps guided by her dormant psychic powers, flooded her body and repaired it. Four days later she awoke, no longer fully human, a bizarre fusion of flesh and machine.
Her employers couldn't believe their luck: where they had repeatedly failed, a young girl succeedid by mere accident. They imprisoned Diane and poked, prodded and experimented on her for months.

 

In the meantime, however, Diane's disappearance hadn't gone unnoticed. She had been declared dead in the accident, but Diane's girlfriend Natalie wasn't just a human. Unknown to Diane's captors, Natalie was a minor superheroine, a mutant catgirl with minor psychic powers. She could feel Diane's mind, still alive somewhere, calling to her. It took her months to pin the lab down, but she finally called in a few favors and busted into the complex with a full team of supers, freeing Diane.

 

The woman she found was just a shadow of who dhe had been. Her trials had left her deeply scarred, traumatized and terrified of her new powers. Since then, Natalie tried to get Diane back on her tracks. She's slowly recovering, but still suffers from her past, and took her place as a superheroine next to Natalie.

Appearance: At first sight, she looks like a young woman in a suit of sci-fi, matt white power armor, and with a lot of makeup and gloves could pass as one. In truth, the armor is her real skin. Only her hands and head are still quite human-looking, only with a fine pattern of circuitry embedded in her pale skin. Her red hair is the only strictly human thing she's left.

She has two seven feet long wings sprouting from her back, that can be retracted on her shoulder blades and have "fins" in place of feathers. She can only use them to glide or manouver, but needs her telekinesis to provide thrust while flying.

Finally, her forearms hide a compartment containing four coiled, fifteen feet long tentacles (she calls them "probes") on each arm. The walls of the compartment have a very sharp edge and Diane can use them as if they were melee weapons.

Powers: Diane has two areas of power:

Techno-organic body:

A good part of her Diane's body mass consists in self replicating nanomachines. They repaired her body, including most of her vital organs, after the accident and now are integral to her organs, with the nervous system, skin and probes being the most rich in nanites. If Diane is injured, the nanites repair the damage allowing her to regenerate, but they tend to take the place of more organic tissue each time.
Diane's techo-organic nature allows her to connect directly to electronic equipment using her probes as "jacks", and this makes her a whiz at electronics.
Finally, Diane's body is highly reliant on the nanites to survive, meaning that EMP attacks or very advanced informatic viruses could damage her to the point of killing her.

Psionics:

Diane's brain has been extensively modified by the nanites, and she acquired psychic powers in the process. She possesses both telepathic and telekinetic abilities, but is still struggling to control them properly.

Personality: Diane is young and afraid of what she is. While a caring and motherly person at heart, she's been deeply scarred by her methamorphosis and the time spent as a lab rat. As a result, she's slow to trust people and has developed anxiety disorders and kind of an obsessive-compulsive personality, spending a great deal of time in a laboratory studying herself and pretty much every other interesting piece of tech she stumbles upon. Basically, she's a mad scientist, only on the right side of the fence,

Meaningful NPCs:

- Natalie Harrington: Natalie is Diane's girlfriend, and a mutant catgirl with low level psychic powers. A couple of years younger than Diane, she's obsessed with everything Japanese, including martial arts, anime and manga, something that earned her the nickname "Neko". She's never been a superheroine (her "powers" are little more than cosmetic changes) and is a professional martial arts teacher. Since Diane's disappearance she's been actively looking for her and, depending on story needs, she might have been instrumental in tracking her down and freeing her. In game terms, she's Diane sidekick.

- Diane's family: Diane has an older sister, and both her parents are alive and well in Denver. She used to have a pretty normal relationship with them, now she doesn't want to have anything to do with them, being afraid her enemies might target them.

- Potato: variably called 'Pott', 'Tato' or 'That frigging ball of fur', Potato is a stray kitten Diane took in a few months ago. He can't be more than an year old, he's ginger, striped, and can usually be found around her house, exploring holes and generally causing mischief. The whole thing of Neko being a half-cat confuses him to no end.

Character Inspiration: In looks and powerset, Diane is explicitly inspired by Artisia, aka Ann Never, the daughter of the namesake character in the Italian sci-fi comic Nathan Never. Artisia as a character references, in turn, many sci-fi classics and, in particular, the Borgs from Star Trek. Actually, the whole story arc Artisia appears in is a huge homage to Gene Roddenberry. The following images are taken from the comic, and Artisia is the woman in white with long blonde hair. Diane looks like her, only shorter and with red hair.
artisia.jpgL6dVsGqqXdXhT4viRY9AW3rxc93K--.jpg9807_b.gif
 

 

3rd edition Character Sheet

 

Abilities
Strength 2, Stamina 3, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 4, Presence 2

Powers
"Telekinesis [biological, Telekinetic]:
     Telekinetic slam: Ranged Damage 8 [Accurate +4]     
     Dyn: Telekinesis: Move Object 8
     Dyn: Telekinetic Flight: Flight 4
(24 points)

Telepathy [biological, Psychic]:
     Mind Reading 5 [Requires check (Expertise: Psionics DC 15)], Mental Communication: Communication 2 [Area; Requires check (Expertise: Psionics DC 15)]
(10 points)

Techno-organic Body [biological, Technological]:
     Armored skin: Protection 7 [Noticeable, Innate] linked w/ Impervious Toughness 4 [Noticeable, Innate], Enhanced Brain: Quickness 2 [Limited to mental actions; Innate], Regeneration 5 [innate], Techno-organic Wings: Flight 2 [Glide, Wings; Innate]
(21 points)

Techno-organic Probes:
     Arm Blades – attack: Damage 3 [Penetrating 2; Innate, Noticeable] linked w/ Arm Blades – parry: Enhanced Parry 4 [innate, Noticeable]
     Alt: Direct Neural Link: Enhanced Trait 13 [Technology; Noticeable]
     Alt: Techno-organic Probes: Extra Limbs 8 [Noticeable, Innate] linked w/ Probe strength: Enhanced Strength 2 [Limited to probes; Innate] linked w/ Probes elongation: Elongation 2 [Limited to probes; Innate, noticeable]
     Alt: Sensor Arrays: Senses 3 [infra-vision, Ultra-vision, Feature; Noticeable]
    
(18 points)

Equipment


Advantages
Eidetic Memory, Improvised Tools, Diehard

Skills
Athletics 0 (+2), Deception  (+2), Expertise: Psionics 10 (+14), Insight  (+4), Intimidation  (+2), Perception 3 (+7), Persuasion 0 (+2), Stealth  (+2), Technology 5 (+9)

Offense
Initiative +2

Telekinetic Slam +6, Damage 10, Toughness DC 18
Arm Blades (Strength-based) +2, Damage 5

Defense
Dodge 9, Parry 9
Toughness 10 (Def Roll 0), Fortitude 10, Will 10

Power Points
Abilities 42 + Powers 73 + Advantages 3 + Skills 9 + Defenses 23 = Total 150

Complications
Motivation: Acceptance; Weakness: EMP attacks; Monstrous; Enemies

Note on enhanced senses: The sensors on Diane's probes detect electromagnetic radiation in wavelengths much longer and shorter than IR and UV, however I considered all these additional senses as a 1 point feature because they're almost useless. Microwaves and radio waves fill our environment to the point all Diane usually sees in that lengths is a bright mist, and X and gamma radiation has very few sources on Earth, so seeing them doesn't do Diane much good besides stargazing.

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