Takhi Washagami (aka Terri Washe)

Code Name: Outlander

Description:

Takhi

Player: Chris

Val  Char   Cost
15  STR5
20  DEX20
16  CON6
14  BODY4
18  INT8
13  EGO3
18  PRE8
 
8/22  PD6
8/22  ED6
5  SPD30
12  REC8
35  END3
40  STUN10
 
32m  RUN0
4m  SWIM0
4m  LEAP0
Characteristics Cost: 147

Cost  PowerEND
3  Naked Adder: Shape Shifting – Imitation: Custom Power (10 Active Points); Must Touch Person To Be Imitated Skin-To- Skin (-1), Limited Power Can remember INT/4 people 5 for -3/4; Must make INT roll for any after most recent -1/4 (-1) 0
18  Environmental Resilience: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 800 Years; Safe in Intense Cold; Safe in Intense Heat) 0
  Base Shape Shifting Powers, all slots Limited Power Doesn’t work in High Radiation field (-1/4) 
22  1) Dermal Armor: Resistant Protection (11 PD/11 ED) (33 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Doesn’t work in High Radiation field (-1/4) 3
4  2) Environmental Adaptations: Life Support (Expanded Breathing; Safe in High Pressure; Safe in Low Pressure/Vacuum) (8 Active Points); Costs Endurance (-1/2), Limited Power Doesn’t work in High Radiation field (-1/4) [Notes: Expanded Breathing: Underwater] 1
12  3) Strong Willed: Mental Defense (15 points total) (15 Active Points); Limited Power Doesn’t work in High Radiation field (-1/4) 0
8  4) Corporal Stability: Power Defense (10 points) (10 Active Points); Limited Power Doesn’t work in High Radiation field (-1/4) 0
8  5) Targeting Scent: Targeting with Normal Smell (10 Active Points); Limited Power Doesn’t work in High Radiation field (-1/4) 0
4  6) Tracking Scent: Tracking with Normal Smell (5 Active Points); Limited Power Doesn’t work in High Radiation field (-1/4) 0
4  7) Keen Nose: 5 PER with Normal Smell (5 Active Points); Limited Power Doesn’t work in High Radiation field (-1/4) 0
    
94  Body Adaptations: Variable Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (1) (120 Active Points); Requires A Shape Shifting Skill (INT) Roll (; -1/2); all slots Unified Power (-1/4) 
0  1) Morph: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, limited group of shapes – Humanoids), Reduced Endurance (0 END; +1/2) (37 Active Points); Unified Power (-1/4) Real Cost: 30 [Notes: Reported to SAR. [-4 to Skill]] 0
0  2) Minor Change in Appearance: Shape Shift (Sight Group), Reduced Endurance (0 END; +1/2) (12 Active Points); Unified Power (-1/4) Real Cost: 10 0
0  3) Adrenal Stimulation I: Aid 4d6 (standard effect: 12 points), Expanded Effect (x4 Characteristics or Powers simultaneously) (END, CON, STUN, SPD; +1 1/2) (60 Active Points); Only to Aid Self (-1), Unified Power (-1/4) Real Cost: 27 [Notes: Since this power is Instant, it can be used and the effects will not end (but will fade at the normal rate). Reported to SAR. [-6 to Skill Roll]] 6
0  4) Adrenal Stimulation II: Aid 6d6 (standard effect: 18 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (DCV, CON; +1/2) (54 Active Points); Only to Aid Self (-1), Unified Power (-1/4) Real Cost: 24 [Notes: Since this power is Instant, it can be used and the effects will not end (but will fade at the normal rate). Reported to SAR. [-6 to Skill Roll]] 5
0  5) Muscle Augmentation: 25 STR, Reduced Endurance (0 END; 1/2) (37 Active Points); Unified Power (-1/4) Real Cost: 30 [Notes: Reported to SAR. [-4 to Skill Roll]] 
0  6) Major Muscle Augmentation: 45 STR, Reduced Endurance (1/2 END; 1/4) (56 Active Points); Unified Power (-1/4) Real Cost: 45 4
0  7) Slipping Through the Cracks: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Unified Power (-1/4) Real Cost: 22 [Notes: Reported to SAR. [-6 to Skill Roll]] 0
0  8) Natural Weaponry – Claws: Killing Attack – Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Unified Power (-1/4) Real Cost: 30 [Notes: Reported to SAR. [-4 to Skill Roll]] 1
0  9) Hand Scythe: Killing Attack – Hand-To-Hand 4d6 (5d6 w/STR) (60 Active Points); Unified Power (-1/4) Real Cost: 48 6
0  10) Porcupine’s Quills: Killing Attack – Ranged 1d6, Area Of Effect (1m Surface; Surface (Personal – Damage Shield); +1/4), Reduced Endurance (0 END; +1/2), Constant (1/2), Penetrating (1/2) (41 Active Points); No Range (-1/2), No Knockback (-1/4), Unified Power (-1/4) Real Cost: 20 [Notes: Reported to SAR. [-4 to Skill Roll]] 0
0  11) Eel’s Touch: Blast 6d6, Attack Versus Alternate Defense (target is insulated; +1) (60 Active Points); No Range (-1/2), No Knockback (-1/4), Unified Power (-1/4) Real Cost: 30 6
0  12) Thrown Quills: Killing Attack – Ranged 2d61, Autofire (3 shots; 1/4) (44 Active Points); Range Based On Strength (-1/4), No Knockback (-1/4), Unified Power (-1/4) Real Cost: 25 [Notes: Reported to SAR. [-4 to Skill Roll]] 4
0  13) Tree Frog Venom (It was nice knowing you…): Killing Attack – Ranged 1d6, Damage Over Time, Lock out (cannot be applied multiple times) (6 damage increments, damage occurs every 5 Minutes, +0), Area Of Effect (1m Surface; +1/4), Invisible Power Effects (Inobvious to Sight Group; +1/4), Constant (1/2), NND (Life Support (appropriate Immunity to Poisons); 1), Does BODY (1) (60 Active Points); Extra Time (5 Minutes, Onset time begins 5 minutes after target is touched; -2), 4 Charges (-1), Limited Power Skin Contact Required (-1), No Range (-1/2), Limited Power Only vs. Living Beings (-1/2), No Knockback (-1/4), Unified Power (-1/4) Real Cost: 9 [Notes: Reported to SAR. [-6 to Skill Roll]] 4
0  14) Grow Wings: Flight 24m, Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; 1/4) (42 Active Points); Physical Manifestation (-1/4), Unified Power (-1/4) Real Cost: 28 [Notes: Reported to SAR. [-4 to Skill Roll]] 1
0  15) Plainsrunning: Running +20m (32m total), Reduced Endurance (0 END; +1/2) (30 Active Points); Unified Power (-1/4) Real Cost: 24 [Notes: Reported to SAR. [-3 to Skill Roll]] 
0  16) Gecko Crawl: Clinging (normal STR) (10 Active Points); Unified Power (-1/4) Real Cost: 8 [Notes: Reported to SAR. [-1 to Skill Roll]] 0
0  17) Of course I can reach it: Stretching 10m (10 Active Points); Unified Power (-1/4) Real Cost: 8 [Notes: Reported to SAR. [-1 to Skill Roll]] 1
0  18) Dermal Camouflage: Invisibility to Sight Group , Reduced Endurance (1/2 END; +1/4) (25 Active Points); Unified Power (-1/4) Real Cost: 20 [Notes: Reported to SAR. [-2 to Skill Roll]] 1
0  19) LIght Bending Camouflage: Invisibility to Sight Group , No Fringe, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Unified Power (-1/4) Real Cost: 30 1
0  20) Damage Recovery: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (0 DCV; -1/2), Unified Power (-1/4) Real Cost: 20 [Notes: Reported to SAR. [-5 to Skill Roll]] 15
0  21) Neural Overload: Drain SPD 4d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (DEX & SPD; +1/2) (60 Active Points); No Range (-1/2), Extra Time (Extra Segment, -1/2), Unified Power (-1/4) Real Cost: 27 [Notes: Reported to SAR. [-6 to Skill Roll]] 6
0  22) The Invisible Killer: Drain CON 2d6, Invisible Power Effects (Invisible to Sight Group; +1/2) (30 Active Points); Unified Power (-1/4) Real Cost: 24 3
0  23) Sensory Shutdown: Sight, Mental, Hearing, Smell/Taste and Touch Groups Flash 6 1/2d6 (53 Active Points); No Range (-1/2), Unified Power (-1/4) Real Cost: 30 [Notes: Reported to SAR. [-5 to Skill Roll]] 5
0  24) Spider’s Web: Entangle 3d6, 5 PD/3 ED, Area Of Effect (2m Cone; +1/4) (44 Active Points); Reduced By Range (-1/4), Unified Power (-1/4) Real Cost: 29 [Notes: [-4 to Skill Roll]] 4
0  25) Pain Resistance I: Physical Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-1/4) Real Cost: 24 [Notes: [-3 to Skill Roll]] 0
0  26) Pain Resistance II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-1/4) Real Cost: 24 [Notes: [-3 to Skill Roll]] 0
0  27) Damage Dispersal: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; Only to activate; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) Real Cost: 27 [Notes: Can rearrange points to be -12 DCs for either PD, ED, or MD, if needed. [-6 to Skill Roll]] 12
0  28) Damage Dispersal (Lesser – Abort Action): Damage Negation (-7 DCs Physical) (35 Active Points); Unified Power (-1/4) Real Cost: 28 [Notes: [-3 to Skill Roll]] 0
0  29) Energy Transfer: Absorption 18 BODY (energy, END & STUN), Expanded Effect (x2 Characteristics or Powers simultaneously) (1/2), Delayed Return Rate (points return at the rate of 5 per Minute; 1) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) Real Cost: 30 [Notes: [-4 to Skill Roll]] 4
0  30) Body of Depleted Uranium: Density Increase (2,621,400 kg mass, +75 STR, +15 PD/ED, -30m KB) (60 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), Unified Power (-1/4) Real Cost: 30 [Notes: [-6 to Skill Roll]] [2 cc]
0  31) Fly on the wall: Shrinking (0.1088 m tall, 0.0195 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +24m KB), Reduced Endurance (1/2 END; +1/4) (30 Active Points); Unified Power (-1/4) Real Cost: 24 [Notes: [-3 to Skill Roll]] 1
0  32) Human Lockpicks: 5 with single Skill or Characteristic Roll (10 Active Points); Limited Power Only vs. Mechanical Locks (-1), Costs Endurance (-1/2), Unified Power (-1/4) Real Cost: 4 1
Powers Cost: 177

Cost  Skill
5  Acting 14- 
0  Climbing 8- 
0  Concealment 8- 
3  Conversation 13- 
3  Deduction 13- 
3  Disguise 13- 
0  AK: Virginia 8- 
3  Linguist 
0  1) Language: Algonquin (idiomatic) (4 Active Points) 
3  2) Language: English (idiomatic) (4 Active Points) 
1  3) Language: French (fluent conversation) (2 Active Points) 
1  4) Language: German (fluent conversation) (2 Active Points) 
1  5) Language: Russian (fluent conversation) (2 Active Points) 
1  6) Language: Vietnamese (fluent conversation) (2 Active Points) 
1  Lockpicking 8- 
20  +4 with a large group of attacks 
0  Paramedics 8- 
3  Persuasion 13- 
0  PS: Spy (Custom Adder) 11- 
3  Shadowing 13- 
3  Stealth 13- 
19  Power 21- 
0  TF: Custom Adder, Small Motorized Ground Vehicles 
3  Tracking 13- 
Skills Cost: 76

Cost  Perk
0  Computer Link: ARPANET (Custom Adder) 
0  Fringe Benefit: Custom Adder, International Driver’s License 
0  Fringe Benefit: Custom Adder, Federal/National Police Powers 
0  Fringe Benefit: Custom Adder, Passport 
0  Fringe Benefit: Custom Adder 
0  Fringe Benefit: Concealed Weapon Permit (where appropriate), Custom Adder 
Perks Cost: 0

Cost  Talent
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 6

Total Character Cost: 406

Val  Disadvantages
15  Psychological Complication: Distrusts U.S. Government’s Motives (Common; Strong) 
15  Psychological Complication: (Very Common; Moderate) [Notes: Questions Orders (This is not Refuses To Follow Orders; the character can and will go along with what his superiors tell him to do. However, he will ask questions, make comments, and possibly offer other alternatives before doing so. A character with the Moderate level can rein in his urge to question orders if he has to.)] 
10  Psychological Complication: Must Help Those in Need (Common; Moderate) [Notes: At the Moderate level, the character participates in passive methods of helping, such as giving to charities and performing volunteer work.] 
5  Social Complication: Harmful Secret (Divulged his most commonly used powers when registering as a SPB, but not nature of VPP) Infrequently, Minor 
5  Social Complication: Familiar Face: Infrequently, Minor [Notes: The character has one of those faces that people are sure they’ve seen somewhere before. The majority of people shrug this off, but every so often someone will try to figure out who the character is, or reminds them of.] 
10  Rivalry: Professional (Soviet Spy who has shown up at missions), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry [Notes: Sergey is a Soviet spy (Ukrainian actually) who has appeared at missions where both U.S. and Soviet agents are involved. He and Takhi have had friendly banter and neither is entirely pleased with their employers so the rivalry is professional and each seeks to “one up” the other.] 
15  Social Complication: Secret Identity Frequently, Major 
0  Hunted: Glenn Breckinridge Infrequently (Less Pow; Watching) [Notes: There’s a conspiracy theorist who has been been studying SPBs for a few decades. He’s convinced that they have been around a lot longer than the government is willing to admit. Glenn is convinced that a photo he has from around the time of WWI is a photo of Takhi and is now looking for other photos as evidence. He’s mostly harmless and only a handful of like-minded people take him seriously.] 

Disadvantage Points: 75

Base Points: 400
Experience Required: 9
Total Experience Available: 9
Experience Unspent: 3

Bio:

Takhi isn’t certain of the year he was born since he and his people didn’t keep track of time the way humans do now. His best guess, based on the number of seasons that had passed before he learned how the invaders kept track of time, is December 1892. The day he was born doesn’t matter to him, but his most recent government-issued ID card says December 21, 1959. It’s just easier than telling people the truth and Takhi has become very adept at telling people what they want to hear.

After he was old enough to hunt and was considered a man, the person he called his father told him that he and the woman he called his mother had found him as winter began. They found him naked, laying in the first snow of the season. They had no idea how long he’d been there but he did not cry despite the harsh weather. The other members of their tribe were suspicious when they came back from gathering with an infant; some thought it was a good omen while others felt they should have left him to the elements. Takhi did not eat much as a child, which kept him alive when food was scarce. The tribe’s shaman noticed these things and approached his parents when he was 8, saying Takhi was blessed by the spirits and that he would begin his shaman training.

Takhi learned to hunt and fight like the other children of the tribe and other than his ability to eat very little and his immunity to the cold and heat, he learned at about the same pace as the others. As he approached puberty, however, something inside him was drastically changing. He was becoming much more aware of his body and how he could control it using only his mind. His teacher was very pleased at how well he was listening to the spirits. He learned about his ability to change his appearance by accident. He had been wrestling with one of the other boys earlier that day, but when he went back home, his parents called him by the other boy’s name and asked where Takhi had gone. Although confused at first, he simply told them he’d look for “Takhi” and went to check his reflection in the nearby stream. He was looking at his friend’s face and even sounded like him. He quietly focused his mind, closed his eyes and pictured his own face. When he opened his eyes, Takhi was staring back at him. This particular gift was the source of much mischief as he practiced over the years and would often imitate the men (and women) who had driven his people from their homes and broken their word when they sat down to cease hostilities. He learned English and their way of life by changing his appearance and spending time among those he considered his enemies.

Time marched on for his people and their way of life was mostly forgotten. His family and friends got older, suffered from diseases that sometimes killed them, while Takhi never looked more than 20 in his natural state and never got sick. Eventually, he could not hide how different he was and old doubts about where he came from and what he was made him decide it was time to leave the only home he knew. He made his way to the nearest city and found out that there was a battle raging around the globe. The year was 1914 and the U.S. had declared its neutrality. Takhi decided he would explore the world through the eyes of people living in other countries. Appearing to fit in while living in Russia and France was easy and he learned enough of the language to get by. He stayed in other countries for brief periods of time, long enough to get a feel for how governments treated their citizens but not always long enough to learn the language. He returned home after almost two years and retreated back to small towns near where he grew up. His desire to help those in need gave him a reason to stay, but the occasional busy body trying to place his “familiar face” and his general distrust of the government kept him from staying too long. He heard about Super-Powered Beings, but wasn’t interested in being taken advantage of more than his people already had been.

The events of WWII got him to think twice about joining the war effort, but his distrust of the government won out. He moved around more than usual, but his helpful nature and “default” familiar face kept him on his toes. The internment of Japanese citizens put him on high alert and he decided to travel to Europe again and see what was happening there with his own eyes. He was horrified by what was happening in Nazi Germany and often found himself helping people escape from soldiers by pretending to be one of them. He would simply escort them to safety and then let them go. They were usually confused and frightened, but better that than dead. After witnessing the devastation caused by one of the Axis Ubermenschen, he knew he had to do something but he didn’t feel that he was ready so he headed back home to develop his own powers.

He did not enlist for the Korean War, but did register for the SRA in 1956. Having witnessed what had happened during WWII, registering with a government he distrusted was better than being kidnapped and brainwashed by a foreign agency that would just assume use him as spare parts or a lab rat. Frankly, it afforded him some protection and would allow him to see the powers of other SPBs first-hand and perhaps add to his secret repertoire. His distrust of the government ran deep and he kept some of the powers he had developed under wraps back then. He has since refined his body adaptations and has added some (the most obvious ones) to the database, while keeping others hidden as his “ace in the hole” should things ever go bad within JASOC. He did participate in the Vietnam Conflict, but the public’s response to the involvement of SPBs soured him on joining the military again. Given his shape shifting abilities, he decided the CIA was a natural fit for someone who preferred to work alone most of the time and could look like almost anyone.

Takhi Washagami (aka Terri Washe)

Cold War Champions maxfaraday amiteufel