Rima Kell

O.M.A.X-23's page

43 posts. Alias of Black Dow.


Race

Initiative +10/+14 | Toughness 10 | Dodge 10/14 | Parry 12 | Fortitude 10 | Will 7 | Perception +10 | Hero Pts 0 | OMAX-23

Classes/Levels

Senses:
Normal Sight [Extended], Normal Hearing [Extended], Scent [Extended, Ranged, Accurate, Acute, Tracking], Low-Light Vision, Microscopic Vision

Gender

Female Augmented Mutant |

About O.M.A.X-23

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“The first thing you learn is how to be alone. You learn, or suffer. It is an easy lesson. You suffer
more when people are around. People make you feel alone. And loneliness is a quiet wound.”

― Marjorie M. Liu, X-23, Vol. 1: The Killing Dream
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BIO:

Real Name: Laure Blanc
Aliases: ORGANOID MUTANT AUGMENTATION EXPERIMENT-23
Age: 6 (1X biologically)
Height: 5'1"
Weight: 130 lbs.
Eyes: Green
Hair: Black
Race: Mutant (Augmented)
Gender: Female (she/her)
Unusual Features: 2 claws in each hand and one in each foot
Identity: Public?
Status: Active
Occupation: Adventurer (former Assassin)
Base of Operations: XXX, formerly Canada
Nationality: Canadian (Property of Weapon-M)
Affiliations: Weapon-M

ORIGIN:

A hybrid character of Marvel's X-23 (Laura Kinney) & DC's O.M.A.C (Buddy Blank)

COMPLICATIONS:

Accident: As part of her Weapon-M conditioning, a specific synthetic "Quarry Scent" can be used to trigger Laure into a lethal rage in which she will attack the marked target (and others in the immediate vicinity) with extreme prejudice.
Emotionally Stunted: With her being raised a weapon, Laure sometimes struggles with regular human emotion and thinking of people as more than targets. When she is reminded of her past or feels bad about herself she can resort to self-harm.
Enemy: Professor Andre Thorton and the Weapon-M project.
Power Loss: If the Communications Link to Cerebrother is blocked or offline, then OMAX-23's linked Cerebral Processing powers become unavailable.
Power Loss (22 Minutes to Complete Mission): Once OMAX-23 activates her Biomolecular Genehancements, a failsafe of her Weapon-M design is they last for exactly twenty-two minutes, and no more. In addition she cannot reactive them until an hour has passed after those powers fade.
Prejudice: Mutant created in a lab.
Reputation: Laure is a clone who was created, trained and brainwashed by Weapon-M to operate as an assassin and can still find herself feared or distrusted by those aware of her past.
Weakness: Due to the Adamantium coating on her claws, she is slightly more vulnerable to magnetic attacks.

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POWER LEVEL & POINTS SPEND:

Power Level [PL]: 12
Power Points [PP]: 180
PP Earned:
PP Spent: Abilities 70 + Powers 52 + Advantages 19 + Skills 27 + Defences 12 = 180/180

ABILITIES (70PP):

STRENGTH [STR] 2/7 | STAMINA [STA] 7/8 | AGILITY [AGL] 6/10 | DEXTERITY [DEX] 4 |
FIGHTING [FGT] 12 | INTELLECT [INT] 2 | AWARENESS [AWE] 2 | PRESENCE [PRE] 0

POWERS (52PP):

MUTANT POWERS [38]

”Adamantium-Laced Bone Claws”Slashing Strength-based Damage 4 (Extras: Multi-attack; Penetrating 4), Movement 2 (Wall-Crawling, Safe Fall [Limited to near surfaces]) [14]

”Enhanced Senses”Senses 10 (Normal Sight [Extended], Normal Hearing [Extended], Scent [Extended, Ranged, Accurate, Acute, Tracking], Low-Light Vision, Microscopic Vision) [10]

”Healing Factor”Immunity 2 (Ageing, Disease [Limited*], Poisons [Limited**]); Enhanced Advantages 2 (Diehard, Great Endurance) & Regeneration 5 (1 every 2 rounds; Extras: Persistent) [13]

”Psychic Reinforcement”Enhanced Advantages 1 (Second Chance -When Resisting Mental Control) [1]

* OMAX-23's natural healing also affords her the virtual immunity to poisons and most drugs. She can be affected by some drugs, such as tranquillisers, if she is exposed to a massive dose.
** Due to her highly efficient immune system, OMAX-23 is immune to all Earthly diseases and infections.

WEAPON-M GENEHANCEMENTS [14]

”Acute Cerebral Processing”Senses 1 (Visual Communication Link: Cerebrother [HUD], Linked) Enhanced Advantages 2 (Assessment & Eidetic Memory, Linked) [3]

”Decrease Biomolecular Density”Enhanced Agility 4, Enhanced Skill 4 (Athletics), Speed 1 [11]

[AE] ”Increase Biomolecular Density”Enhanced Strength 4 (Limited: Damage only), Feature 1 (+1 Mass Rank), Leaping 2, Protection 3 (Sustained; Quirk: Negates Defensive Roll) [9]

ADVANTAGES (19PP):

Combat Advantages are useful in combat and often modify how various combat manoeuvres are performed.
• Accurate Attack: When making an attack can take a penalty of up to –2 on the effect modifier of the attack and add the same number (up to +2) attack bonus.
• Agile Feint: Feint using Acrobatics skill or movement speed.
• All-Out Attack: When making an attack can take a penalty of up to –2 on active defences (Dodge and Parry) and add the same number (up to +2) to attack bonus.
• Defensive Roll 3:You can avoid damage through agility and “rolling” with an attack. You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defence similar to Dodge and Parry (see Active Defences in Abilities), so you lose this bonus whenever you are vulnerable or defenceless.
• Improved Critical 2 (Claws): Increase your critical threat range with a particular attack (chosen when you acquire this advantage) by 1, allowing you to score a critical hit on a natural 19 or 20. Only a natural 20 is an automatic hit, however, and an attack that misses is not a critical. Each additional rank applies to a different attack or increases your threat range with an existing attack by one more, to a maximum threat range of 16-20 with 4 ranks.
• Improved Initiative: You have a +4 bonus to your initiative checks per rank in this advantage.
• Move-By-Action:When taking a standard action and a move action you can move both before and after your standard action, provided the total distance moved isn’t greater than your normal movement speed.
• Precise Attack 2 (Close, Concealment): When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option
• Prone Fighting: You suffer no circumstance penalty to attack checks for being prone, and adjacent opponents do not gain the usual circumstance bonus for close attacks against you.
• Takedown 2:If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another minion within range and adjacent to the previous target’s location. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target. A second rank in this advantage allows you to attack non-adjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack.
• Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.

General Advantages provide special abilities or bonuses not covered by the other categories.
Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result.
• Diehard:When your condition becomes dying, you automatically stabilise on the following round without any need for a Stamina check, although further damage, such as a finishing attack, can still kill you.
Eidetic Memory: You have perfect recall of everything you’ve experienced. You have a +5 circumstance bonus on checks to remember things, including resistance checks against effects that alter or erase memories. You can also make Expertise skill checks to answer questions and provide information as if you were trained, meaning you can answer questions involving difficult or obscure knowledge even without ranks in the skill, due to the sheer amount of trivia you have picked up.
• Great Endurance: You have a +5 bonus on checks to avoid becoming fatigued and checks to hold your breath, avoid damage from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation and drowning.
Second Chance - Mind Control: Choose a particular hazard, such as falling, being tripped, triggering traps, mind control. If you fail a check against that hazard, you can make another immediately and use the better of the two results.

Skill Advantages offer bonuses or modifications to skill use.
• Languages 2: English, French & Japanese.

SKILLS (27PP):

Acrobatics 6 (+12/+17 @ Decreased Biomolecular Density)
Athletics 6 (+8/+12 @ Decreased Biomolecular Density)
Close Combat 2: Claws (+14)
Deception 2 (+2)
Expertise: Assassin 6 (+8)
Insight 3 (+5)
Intimidation 7 (+7)
Investigation 2 (+4)
Perception 8 (+10)
Stealth 8 (+14/+18)
Technology 2 (+4)
Vehicles 2 (+6)
Spoiler:

Skill Modifier: Your hero’s total modifier with any skill (ability rank + skill rank + advantage modifiers) cannot exceed the series power level +10 (22). This includes untrained skill modifiers using only ability rank, and so sets an effective limit on all abilities associated with skills.

DEFENCES (12PP):

Toughness 10 (STA) [+3 Defensive Roll]
Dodge 10 (AGL) [4]
Parry 12 (FGT)
Fortitude 10 (STA) [3]
Will 7 (AWE) [5]
Immunities: Ageing, Earthly Diseases & Poisons

[DECREASED BIOMOLECULAR DENSITY]

Toughness 10 (STA) [+3 Defensive Roll]
Dodge 14 (AGL) [4+4 Decreased Biomolecular Density]
Parry 12 (FGT)
Fortitude 10 (STA) [3]
Will 7 (AWE) [5]

[INCREASED BIOMOLECULAR DENSITY]

Toughness 10 (STA) [+3 Protection - Increased Biomolecular Density]
Dodge 10 (AGL) [4]
Parry 12 (FGT)
Fortitude 10 (STA) [3]
Will 7 (AWE) [5]

Spoiler:
Defence Class: The main defence class traits are Dodge, Parry, and Will.
Resistance Checks: The main resistance check traits are Dodge, Fortitude, Toughness, and Will.
Parry & Toughness: The total of your hero’s Parry and Toughness defences cannot exceed twice the series power level. Currently 24 (PL12 x2)
Dodge & Toughness: The total of your hero’s Dodge and Toughness defences cannot exceed twice the series power level. Currently 24 (PL12 x2)
Fortitude & Will: The total of your hero’s Fortitude and Will defences cannot exceed twice the series power level. Currently 24 (PL12 x2)

OFFENCES:

Initiative: +11/+14 @ Decreased Biomolecular Density
Close Attack - Unarmed: +12 | Damage 2/7 @ Increased Biomolecular Density (DC17/22)
Close Attack - Adamantine Laced Claws: +14 | Damage 6/13 @ Increased Biomolecular Density (DC21/28) | Penetrating 4 | Critical 18-20
Ranged Attack: +4

Spoiler:

Attack & Effect: The total of your hero’s attack bonus and effect rank with that attack cannot exceed twice the series power level (24). If an effect allows a resistance check, but does not require an attack check, its effect rank cannot exceed the series power level.

MOVEMENT:

Ground: 60ft. (+1)
Leaping: 15ft. (-1)
Wall-Crawling: 15ft. (-1)