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Characteristics Cost: 147

50Atlantean Energy Infusion: Multipower, 50-point reserve 
2f1) Hand-To-Hand Setting: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), Stun Only (-0)2
1f2) Low Blast: NND Blast 6d6 (30 Active Points); OIF (-1/2), Attack Versus Alternate Defense (ED FF; All Or Nothing; -1/2)3
3f3) Takedown Shot: Blast 10d6, STUN Only (+0) (50 Active Points); OIF (-1/2)5
3f4) Long-Term Effect: Drain STUN 5d6 (50 Active Points); OIF (-1/2)5
1Fighting Staff: (Total: 2 Active Cost, 1 Real Cost) Stretching 2m; OIF (-1/2) (Real Cost: 1)1
41Shadowy Protective Field: Force Field (14 PD/14 ED/6 Flash Defense: Sight Group) (51 Active Points); IIF (-1/4)0
7Disturbing Subsonic Vibrations: +15 PRE (15 Active Points); Linked (Shadowy Protective Field; -1/2), IIF (-1/4), Does not work against anyone with Hearing Flash Defence (-1/4) 
12Reflex-Enhancement Field: +9 DEX (18 Active Points); Linked (Shadowy Protective Field; -1/2) 
4IR Goggles: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4)0
7Attached Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)0
12Atlantean Physiology: Life Support (Immunity Viral Infections; Immunity: Bacterial Infections; Longevity: Immortal)0
17Line-Gun: Multipower, 25-point reserve, (25 Active Points); OIF (-1/2) 
1f1) Swingline I: Swinging 20m, x4 Noncombat (15 Active Points)1
1f2) Swingline II: Leaping 20m (10 Active Points); Only To Carry User Upward (-1/2), Cannot Add Leaping From STR (-1/4), no Noncombat movement (-1/4)1
1f3) Winch: Telekinesis (10 STR) (15 Active Points); Only To Pull Objects Towards User (-1/2), Affects Whole Object (-1/4)1
12Utility Belt: Multipower, 25-point reserve, (25 Active Points); all slots OAF (-1) 
1f1) Advanced Lockpick Set: Aid DEX 1d6, Can Add Maximum Of 10 Points (8 Active Points); OAF (-1), Only to enhance Lockpicking skill (Power loses about a third of its effectiveness) (-1/2)1
1f2) Crime Scene Kit: Aid INT 1d6, Can Add Maximum Of 10 Points (8 Active Points); OAF (-1), Only to increase skill rolls for crime scene and forensic analysis (Power loses about a third of its effectiveness) (-1/2)1
1f3) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) 
1f4) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) 
1f5) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4)[6]
1f6) Rebreather: Life Support (Expanded Breathing: Breathe Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; -0)[1 cc]
1f7) Smoke Pellets: Darkness to Sight Group 2m radius (10 Active Points); OAF (-1), Range Based On Strength (-1/4), 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -0)[8 cc]
1f8) Flashlight: Sight Group Images, +3 to PER Rolls (19 Active Points); OAF (-1), Only To Create Light (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; -0)[1 cc]

Powers Cost: 183

CostMartial Arts Maneuver
 Weapon Elements
0Weapon Element: Clubs (Hand-to-Hand Maneuvers only)
0Weapon Element: Pistols (Ranged Maneuvers only)
 Jeet Kune Do
41) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
52) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
43) Dodge: 1/2 Phase, — OCV, +5 DCV, Dodge, Affects All Attacks, Abort
44) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
45) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
36) Grab/Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
47) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
58) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
41) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC;
32) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike;
53) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike;
54) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment;

Martial Arts Cost: 50

20+2 with All Combat
4+2 with Defensive Strike
6Penalty Skill Levels: +2 vs. Range Modifier with All Attacks
3AK: City of Boston 13-
3Acrobatics 14-
5Acting 16-
3Breakfall 14-
4Computer Programming (Hacking and Computer Security, Personal Computers) 13-
5Criminology 14-
5Deduction 14-
3Demolitions 13-
3Disguise 13-
3Electronics 13-
3Interrogation 15-
3KS: Jeet Kune Do (Jun Fan Kung Fu) 13-
3KS: Superheroes of the Northeast US 13-
5Language: Russian (idiomatic; literate)
1Language: Tagalog (basic conversation)
3Lockpicking 14-
3Mechanics 13-
5Paramedics 14-
5Security Systems 14-
5Shadowing 14-
3Stealth 14-
3Streetwise 15-
2Survival (Urban) 13-
2TF: Small Motorized Ground Vehicles, Small Planes
3Teamwork 14-
3Tracking 13-

Skills Cost: 119

4Money: Well Off
2Deep Cover (Marishka Petrovskaya)
2Contact: Fyodor Kuznetsov (Contact has useful Skills or resources, Contact limited by identity) 11-
9Vehicles & Bases
1Reputation: Dark Vigilante (A small to medium sized group) 11-, +1/+1d6

Perks Cost: 18

1Ambidexterity (-2 Off Hand penalty);
2Lightning Reflexes: +2 DEX to act first with All Actions (+2 DEX to act first with All Actions);

Talents Cost: 3

Total Character Cost: 515

20Psychological Limitation: Will Not Kill (Common; Total)
15Social Limitation: Secret ID (Frequently; Major)
20Dependent NPC: Grandmama 8- (Incompetent)
20Hunted: Campaign Hunted 11- (Mo Pow; Harshly Punish)
 Cool Stuff Points: II

Disadvantage Points: 75

Base Points: 400
Experience Required: 120
Total Experience Available: 120
Experience Unspent: 0

Mellisa has always known there’s been some dark secret in her family.  When she turned 13, she was looking for presents, she found the secret.

She found out she was the granddaughter of one of America’s greatest heroes… and villians, The Cloak.  His hat, his cape, his costume, stuck in a trunk in the attic.  She confronted her mother, who admitted they had been left behind with her mother. Mrs. Flanagan also pulled out something she’d kept under her bed: a forcefield vest and a pair of guns.  One of the guns was broken, but the other worked fine.

Mellisa had always wanted to be a super-hero, too.  She thought it would be cool.  She’d taken martial arts lessons, learned gymnastics, all the things she thought a super-hero could be.  She wasn’t really superpowered, but there were heroes out there that were just talented!  Her grandmother, rich and a little dotty, was more than happy to indulge her granddaughter in these things.  After all, Grandmama always said, someone should try to redeem the family name!  So, horribly enabled by her Grandmother, she started doing more.  She taught herself enough electronics to fix the gun, and she’s trying to figure out what’s broken with the other one.

She dropped out of high school to find her father, who appeared in her life briefly, then was taken away by Russian agents in Logan Airport. She returned with her skills sharpened, her abilities (granted when the gun was damaged and she was affected by the Atlantean technology within) enhanced, an excellent grasp of Russian, a smattering of Tagalog, a fake Russian passport, and an appreciation of the American system of vaccination.

Personality/Motivation:  Mellisa is a thrillseeker at heart, but at least her heart’s in the right place.  She wants to be a superhero, and now she’s living her dream.

    1. Prime Mover, Rush
      A song about, well, life, and rolling with it.
    2. D.I.Y., Peter Gabriel
      A song about doing it yourself.
    3. Army of Me, Bjork
      A song about standing up for yourself, sometimes getting a kick in the ass to do so.
    4. Mission: Impossible Theme
      Seriously, do I have to suggest what this one is about?
    5. Battle without Honor or Humanity, Tomoyasu Hotei
      Mood Music: walking into the place like you own it and making sure everyone else know it too.
    6. The Immigrant Song (the version by Karen O, Trent Reznor and Atticus Ross)
      Another mood song.
    7. Truth – A Great Detective of Love, Two-Mix
      Fighting music!
    8. This Will Be The Day, Jeff Williams feat. Casey Lee Williams
      They see you as small and helpless
      They see you as just a child
      surprise when they find out that a warrior will soon run wild…

      A song about who you really are and why you fight.


Homecoming: The Last Day of Traveling
Coming Home: The Night Returns to Boston
Case File: Amanda Mulligan