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Pyro Girl

Name:                                                DOB: 4/3/1986

Actor: Margo Harshman                  DOB: 4/3/1986

Character Type: Champion

Life Points: 53        Drama Points: 10

Attributes (20 + 3 from Drawbacks) = 23

Strength 3
Dexterity 4
Constitution 4
Intelligence 3
Perception 4
Willpower 5

Qualities (20 + 7 from Drawbacks) = 27

Attractive +4 (4)
Hard to Kill 5 (5)
Pyrokinesis 6 (18)

Drawbacks (10) = 10

Adversary (Incidental) (2)
Covetous (Mild Lechery) (Part of Screwed-up Adolescent Drawback)
Emotional Problem (Anger and Resentment) (Part of Screwed-up Adolescent Drawback)
Screwed-up Adolescent (4)
Uncontrollable Power (5)

Skills (30) = 30

Acrobatics: 3

Knowledge: 4

Art: 0

Kung Fu: 5

Computers: 1

Languages: 0

Crime: 1

Mr. Fix-It: 2

Doctor: 0

Notice: 2

Driving: 0

Occultism: 4

Getting Medieval: 3   

Science: 2

Gun Fu: 0

Sports: 0

Influence: 3

Wild Card: 0

Maneuvers       Bonus Base Damage    Notes

Aiming

7

None

Adds Success Level to Shooting Roll (see p109)

Big Knife

6

21

Slash/stab

(Decapitation)

4

21

x5 Damage
Bow Shot 6 20 Slash/stab; Ranged Attack Modifiers Apply (see p115)
(Through the Heart) 2 20 x5 vs. vamps

Dodge

13

None

Defense Action

Grapple

15

None

Resisted by Dodge

Jump Kick

8

27

Bash
Kick 12 18 Bash
Parry 10 None Defense Action
Parry Ranged 8 None Defense Action

Punch

10

16

Bash

Spin Kick

11

20

Bash

Stake

9

16 

Slash/stab

(Through the Heart)

6

16 

x5 vs. vamps
Background on the Pyro Girl

Margo is the daughter of two students who entered into experiments for a government agency in the 70s. The experiment was shrouded in suspicion and mystery, and seemed to be related to psychic abilities. The two were married and had a daughter Margo, who has the ability to start fires by merely thinking about it. Naturally, the government takes a great interest in Margo.

Now, though, Margo has decided to master her powers.

Quote: “It’s nothing but showy gypsy stuff.”

Roleplaying the Pyro Girl

Dani has always been a strong individual. In her first encounter, she had the courage to speak against and defy Quentin Travers in order to proclaim her pride in her Heritage. She was at first untrusting of anyone outside of her tribe, but she learned to make new friends and gained much experience and humility when she was one of the leaders of a Watchers Council commando team. She showed her conviction when she refused to follow Nigel and has proven her worth as a force for the side of the good, going on to help build her own team and to work as an undercover agent after her disassociation with the Watchers. She may have quit the team, but her spirit and dedication never left.




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