Click here to hide or display the game stats
Mulholland Black
| Dex: 05 | Str: 02 | Bod: 03 | Motivation: Thrill of Adventure |
| Int: 05 | Wil: 04 | Min: 04 | Occupation: Super-Hero/celebrity |
| Inf: 04 | Aur: 04 | Spi: 05 | Resources {or Wealth}: 005 |
| Init: 014 (022) | HP: 025 |
Powers: Enhanced Initiative: 08, Flight: 05, Mental Blast: 12, Postcognition: 16
Bonuses and Limitations: All Powers but Flight must be Activated (-1, see below)
Skills: Weaponry (Melee): 05
Advantages: Special Credentials (Federal Agent), Expertise (LA history)
Connections: The Order (High)
Drawbacks: Limelight, Power Loss (All Powers are neutralized should she become drunk), Public ID
Equipment:
- Communications Gear [BODY 03, Radio Communications (Scrambled): 10]
- Energy Mallet [BODY 08, EV 05]
Activation
Mulholland must concentrate to activate her Powers, and sometimes has trouble activating them at all. Much of her trouble is psychological, possibly due to the powers working differently to how her innate mutant powers did. In game terms she has to make a Roll using the APs of the Power as the AV/EV and OV/RV, with any success meaning she can use the Power for the remainder of the encounter.
It is possible to spend Hero Points on this Action Check, as usual.
Mutant Powers
Her natural mutant powers seem more stable (when not being messed with by others) than the artificial ones she gained by the SOMA process, so she didn’t have the Limitation, and she exhibited a wider array of abilities, having Force Shield: 08 and Telekinesis: 08.
