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Victoria Jayne Winters

Countess of Westwick, Lady Westwick, "M"
POV: ????
Appearance: ????.

Background ⚠ (:showhide div=background init=hide:)

One's path through existence is shaped by a confluence of factors, ranging from the relatively minor to the life-changing. The death of ones parents at an early age is one of the most extreme circumstances, and the changes it can create are great indeed. This is what happened to young Victoria Jayne when her parents, the Count and Countess of Westwick, perished under a run-away carriage in the middle of her 7th year. It took days for the news to reach the elite boarding school the young Lady was attending, and its arrival brought with it grief, shock and a strong sense of uncertainty. That latter feeling only lifted days later, with the arrival of the large severe man that would come to be her mentor and closest confidant.

Lord Ebenezer Wodehouse, Earl of Kimberley, had come to fetch his orphaned niece and take her back to his country estate. There she was schooled by an unending rotation of tutors, always under the unflinching gaze of her Uncle, and not just in the simple matters she'd learned at school. History, Etiquette and "Women's Studies" were joined with fields such as Politics, Fencing, Philosophy, and even several styles of Unarmed Combat. In all of these fields she was expected to excel, and in many ways her life was even more harshly segregated than it had been at school. It would have been unbearable, if not for the presence of her Uncle, who while he was strict none the less always seemed to come down in her favor. Indeed, outwitting and outmaneuvering her governess and various tutors seemed almost a game and one that her Uncle encouraged. Oh, she was punished- when she was caught -but always with a amused hint of acceptance from her Uncle.

As she grew older, the lessons only grew, and many of them began to come directly from her Uncle. She learned what he called "Criminology", "Comparative Cognitive Science", and numerous skills that seemed most untoward in one of the Nobility but were none the less quite fun to learn. By the time she was 17, she could pick a lock with a hairpin in seconds and was running a gambling racket amongst the servant staff while still maintaining the outward semblance -- to everyone except her uncle, who always seemed to know what she was up to -- of a lady of proper bearing. The most important lessons that she learned, however, were the ones that she learned on her own without the need for any overt instruction. Most notable was that of romance, in which her and her uncle played a little game, in which she would single out a young man and he would find some pressure point to turn him against her. The frustrations were endless, but taught her much of love and romance, and how to best comport herself in the delicate dance of male and female.

Humble Beginnings: ????.

Follies of Youth: ????.

First Awakenings: ????.

Mysterious Origins: ????.

Great Failing: ????.

Character Sheet

Archetype (8 points)

Agent: Essentially normal, you've been equipped with numerous impressive items and are quite well trained.

Source: Driven
Permissions: Hypertrained, Super-Equipment, One Power: Hyperstat (Command)
Intrinsics: None.

Stats (100 points)

 Body 2d
 Coordination 4d
 Sense 3d
 Mind 3d
 Charm 4d
 Command 4d

Convictions (30 points)

 First Conviction 1
 Second Conviction 1

 Base Will 18

Skills (62 points)

 Awareness 2d				(B/-/-; Sense)		
 Confidential Agent 5d			(B/F/I)			
 Educated Abroad 4d			(B/F/-)			
 Noble Title 3d				(-/-/I; Command)	
 Trained To Kill 4d                     (B/F/-)			
 Wife of a Wealthy Gadgeteer 2hd	(-/-/I; Charm)		

Powers (80 points)

Equipment

Multigun 5d (1pts per die; 5 points)

Attacks (a storm of hot lead)

Attacks Extras: Spray (2d) +2, Penetration +1
Attacks Faws: Depleted -1, Limited Damage (Killing only) -1, Focus (Multigun) -2

Useful (a high-tensile towline and grapple gun)

''Useful Extras: High Capacity +1, Power Capacity(Mass) +2
''Useful Flaws: Focus(Multigun) -2, Slow -2

Focus: Horace Winter's Compact Multi-Role Hand Repeater (-2 focus)
Extras and Flaws: Focus, Accessible, Booby Trapped, Delicate, Operation Skill(Pistols).

Disguise Kit 1d (1 pts per die; 1 points)

Useful (look like someone else)

Useful Extras: Endless +3
Useful Flaws: Delayed Effect -2, Touch Only -2, Focus(Disguise Kit) -1

Focus: Horace Winter's "False Face" Kit; Patent Pending (-1 focus)
Extras and Flaws: Focus, Bulky, Immutable, Manufacturable

Kinetic Armor 1d (3 per die; 3 points)

Defends (provides 3 LAR)

Defends Extras: Endless +3, Area +1, Controlled Effect (Enemies only) +1, Controlled Effect (Environment Only) +1
Defends Flaws: Armored Defense -2, If/then (Using Area extras requires spending Power Points) -2, Reduced Capacities -1
Free Extras: Area +4, Spray (2hd) +4, Electrocuting +1, No Upward Limit +2, Extra Defends

Effect: When activated, the Lady benefits from 3 LAR and can choose to release stored power in a 1-yard radius burst of Area damage. If she does not use the Friend-Or-Foe identification system in her armor, it can damage her as well.

Useful (generate energy)

Useful Extras: None
Useful Flaws: Locational -1

Effect: When first powered up, Lady Jayne's Kinetic Armor provides 3 "power points" usable for her Defends power. This pool is increased either through a lengthy recharing process at her husband's lab, or through absorbing the energy from attacks. A hit to the chest that inflicts more than 5 shock or killing damage disables this power until the corset can be repaired.

Focus: Horace Winter's 'Kinetic Corset' Armored Corset (-0 focus) Extras and Flaws: Focus, Booby-Trapped

Briefcase of Techno-Goodies 1d+1wd (3 pts per die; 15 points)

Useful (Lots of cool items)

Useful, Variable +4, Endless +3, Attached (Charm + Wife...) -2, If/then (must be used for Variable Effect) -1, If/then (Must be strange technology) -1, Depleted (Go home to get more stuff) -1, Focus -2, Full Power Only -1

A,D -

Variable +4, Permanent +4, Always On -1, Attached (Useful - Lots of cool items) -2, If/then (must be used for Variable Effect) -1, If/then (Must be strange technology) -1, Depleted (Go home to get more stuff) -1, Focus -2, Full Power Only -1

Focus: Horace Winter's "Technological Armament" Case (-2 focus)
Focus -1, Accessible -1, Booby Trapped +1, Bulky -1, Durable +1, Unwieldy -1

High Quality Equipment and Training 1d (42pts per die; 42 points)

Hyperstat, Native Power +1, Augments +4, If/then (Only for Augments) -1
Speeding Bullet +2, Spray (3d+2hd) +7, Penetration +2, Area +4, Burn +2, Electrocuting +1, Radius +2, Booster +3, Duration +2, No Upward Limit +2, Subtle +1, Extra Attacks,Defends,Useful (1,1,1) +6

Skills

Interrupt 2hd (1pts per die; 4 points)

Useful (Make an action when needed)

''Useful, (Free Use +2), Go First +3, Direct Feed -2, Self Only -3, Slow -2

Effect: Interrupt lets you Declare an additional action at any time, with a base Speed of the Interrupt power's Width. But it's very exhausting. New Extra: the Free Use extra allows a power to be used without taking an action to be activate it first. Treat like Endless, but the power isn't active for more than a single action unless it has some Duration extra as well.

All Kinds o' Stuff 1d (6 pts per die; 6 points)

Hyperskill (Variable (B/F/I))

Duration +2, Variable +4, If/then (Only for Variable) -1, If/then (Only Hyperskills) -1, Power Theme (Sekrit Agent Gal) -2

Effect: Yeah, well, this is a flexible skill, so, you can just add 1d to whatever Stat is appropriate for the skill you're trying to make and roll that. Huzzah! It'd be way better as a wiggle die, obviously.

Knockout Blow (1 pts per die; 4 points)

Hyperskill (Trained to Kill)

Duration +2, Daze +1, Slow -2, Direct Feed -2, Full Power Only -1

Effect: In addition to doing damage, the target is Dazed, suffering a penalty that lasts and takes the same damage every turn until he inevitably passes out.