Capítulo II: Marco Referencial
2.2 Marco Teórico
2.2.4 Franquicias de Comida Rápida
Determined to find a superhero mate with a Greek heritage, the Toronto superheroine comes barrelling into town to woo one of the PCs, whom she’s sure has to be Greek. An experiment to measure the light spec- trum signature of her duplicates has yielded an unexpected result: Prism Girl can now separate into fourteen duplicates, two of each shade of the spectrum! Unfortunately, one of each of those duplicates is evil, but no one can tell which is which.... A dimensional portal opens, and the armies of Istvatha V’han’s troops come storming through the breach. The portal can be closed by a blast of life energy “that encompasses the entirety of the EM life spectrum,” the energy produced by Prism Girl’s duplication. Unfortunately, duplicat- ing herself in the portal will kill her... and her teammates will not allow one of their own to die because of the lack of good alterna- tives.
200+ Disadvantages
20 Dependent NPC: Mother 11- (Incompetent) 10 Hunted: Teleios 8- (Mo Pow, NCI, Watching) 20 Hunted: VIPER 8- (Mo Pow, NCI,
Capture/Kill)
10 Psychological Limitation: Code Versus Killing (Common, Moderate)
10 Psychological Limitation: Excessively Social, Always Presumes A Close Relation- ship (Common, Moderate)
5 Vulnerability: 1½ x BODY from Sonic
Attacks (Uncommon)
5 Vulnerability: 1½ x STUN from Sonic
Attacks (Uncommon) 260 Experience Points
Total Disadvantage Points: 540
Background: Kathy Gerussi was secretary at a Toronto security firm who fell in love with her boss, Ned Martin. They married, and Kathy became his business partner as well as his life part- ner. Unfortunately his life was cut short when he discovered one of the firms his company guarded was a VIPER front and reported it to the authori- ties. VIPER doesn’t like squealers, and some of the agents eluded capture... and murdered him within a week of the Nest’s destruction.
Kathy found herself a widow running a security company and a vendetta against VIPER. She used contacts in the security busi- ness to track down the remainder of the Nest but made the mistake of getting too close — the
leery agents spotted and captured her. The sur- viving leader, who fancied himself as something of a mad scientist, trapped Kathy in an experi- mental laser grid chamber and decided to carve her into pieces. For a truly sadistic touch, he pumped in an experimental drug designed to keep her from passing out.
The combination of drug and energy mutated Kathy unpredictably. She found herself divided into seven forms, one for each color of the spec- trum. The seven Kathys destroyed the chamber then “singlehandedly” wiped out the agents. Little did the Nest Leader suspect that the gas he pumped into the chamber was actually a mutagen designed by Teleios, who’d slipped it to him and encouraged him to use it. Teleios noted its success and returned to his work. He’d have to keep an eye on “Subject Martin.”
“Subject Martin” she realized her powers and security background made her a good fit for the hero business, so she volunteered to help the Toronto PD. (She realized she could probably make more money running a superhuman secu- rity agency, but her dreams were never that mer- cenary.) After some thought she settled on Prism
Girl as her nom de guerre. Sure, it was a little con-
descending, perhaps even demeaning, but it also made her feel younger. (Odds are she’ll change it in a couple of years.) The Toronto PD hooked her up with Justiciar as he was putting together the replacement StarForce, and she became one of the team’s most valued members.
Personality: Prism Girl is
a passionate, bubbly, often excitable young woman. She has a tendency to want to form social bonds (she claims it’s a byproduct of her Greek heritage) but she’s no fool, and has a low tolerance for stupidity in her workplace. She culti- vates an image that’s more ethnic and exotic than jus- tified by her usual behavior; she likes to think herself as more eccentric than she is. She’s at a point in her life where she’s reconnected with her Greek culture (and the Greek Orthodox Church) and is a little over the top about it. She’s also chafing at being a widow and hopes to snare either a handsome young Greek- Canadian superhero (if one exists) or, as a fallback, Justiciar (whom she doesn’t realize is gay).
The personalities of her duplicate selves vary slightly according to the color of
the spectrum. The violet-blue duplicates are more reserved than the others, while the red-orange duplicates are more rash and impulsive.
Quote: “Taste my Rainbow!”
Powers/Tactics: Prism Girl is the product of a genetic mutation triggered by an experimental mutagen. She duplicates herself into Red, Orange, Yellow, Green, Blue, Indigo, and Violet duplicates (each of which is a bit weaker than her original form, mainly due to slightly lower Characteris- tics). Her original form is the Green Prism Girl; the other six are “solid photon beings” she forms from her body. They have independent control of their actions and free will, but usually act in accord with Green’s commands.
Prism Girl can fire a bolt of energy that’s rain- bow-colored, though dominated by the color of the self shooting it. Her most impressive attack is to “reflect” a fired bolt through one or more of her selves, which increases the attack’s power — she gains +2d6 of Aid effect for each self that success- fully uses Missile Reflection to “channel” the bolt. She’s hoping to expand the range of her energy blasts, and is working hard at this while training with her teammates. She can also use her Missile Deflection and Reflection against other Ranged attacks, but only those involving the electromag- netic spectrum (electricity, light, magnetism, radio waves, gamma rays, and so on; see The Ultimate
Energy Projector for more information).
As StarForce’s only flyer, Prism Girl usually has to provide “air support” and take on flying villains. Campaign Use: Prism is an excitable NPC char- acter whose tendency to get close might produce embarrassing situations in the campaign. She’s a good “guest star” character or potential romantic interest.
To raise Prism Girl’s power level, add Infra- red and Ultraviolet duplicates both of whom have Invisibility (and possibly a wider range of attacks). As a disturbing option, Infrared may be a ber- serker prone to fits of madness, while Ultraviolet is so devious and calculating that she turns against her fellow Prisms. You could also give her a Force Field, Flight, and other energy projector-type powers. To reduce her power level, decrease her EB to 8d6 (and her Aid accordingly).
Prism Girl Hunts remnants of VIPER in the city of Toronto. The likelihood of her Hunting a PC is directly proportional to his involvement with VIPER.
Appearance: Prism Girl is a young woman with
shards of mirrored glass permanently embedded into her skin, from which her reflective powers are derived. She’s 5’5” tall and weighs 130 pounds; she keeps her dark brown hair long. She wears a white costume that becomes saturated by the color of her duplicate.
DUST DEVIL
Val Char Cost Roll Notes
40 STR 30 17- Lift 6,400 kg; 8d6 [4] 29 DEX 57 15- OCV: 10/DCV: 10 28 CON 36 15-
14 BODY 8 12-
13 INT 3 12- PER Roll 12-
10 EGO 0 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
14 COM 2 12- 20 PD 12 Total: 20 PD (10 rPD) 20 ED 14 Total: 20 ED (10 rED) 6 SPD 21 Phases: 2, 4, 6, 8, 10, 12 14 REC 0 56 END 0
48 STUN 0 Total Characteristics Cost: 193
Movement: Running: 21”/6”
Leaping: 8”/6”
Cost Powers END
101 Trail Of Lightning: RKA 3d6, Area Of Effect (Trail; +1), Reduced Endurance
(½ END; +¼) 4
Martial Arts: Wrestling
Maneuver OCV DCV Notes
4 Escape +0 +0 55 STR vs.
Grabs
3 Hold -1 -1 Grab Two
Limbs, 50 STR for holding on 4 Reversal -1 -2 55 STR to Escape; Grab Two Limbs 3 Slam +0 +1 8d6 +v/5, Target Falls 10 Toughness: Damage Resistance
(10 PD/10 ED) 0
44 Superspeed: Running +15” (21” total), x4 Noncombat, Reduced Endurance
(½ END; +¼) 1
2 Pressured: Life Support (Safe Environment:
Low Pressure/Vacuum) 0
Perks
2 Fringe Benefit: Local Police Powers
Skills
9 +3 with Grab, Move By, And Move Through
2 Animal Handler (Equines) 13-
3 Breakfall 15-
3 AK: Canadian Prairies 12-
1 KS: History 8-
1 KS: The Superhuman World 8-
2 PS: Cowboy 11- 1 PS: Instructor 8- 3 Riding 15- 3 SS: Genetics 12- 3 Stealth 15- 3 Shadowing 12-
Total Powers & Skills Cost: 207 Total Cost: 400