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Misha of the Warheads operating electronics (Marvel Comics UK)

Misha

(Warheads)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Warheads was an obscure Marvel Comics UK series during the 1990s. They received some *very* early DC Heroes RPG writeups because the books were cheap to get for research.


Powers & Abilities

Misha is a trained Warhead operator. She doesn’t carry big guns, but her skill in the martial arts and with a bladed fan make her more dangerous than she looks.

She also has a voice speaking in her mind. It sort of, more or less warns her of impending danger. She can get :

  • Hazy impressions (“Something is wrong”).
  • Apparently senseless instructions (“Stacy must not wear her armour and Leona must wear a hat”) that turn out to be life-saving.
  • Prophecies (“Two men and a woman will die”).
  • Detailed data (“The grenades are not duds, they’ve been replaced by the cherubs for a practical joke. They’ll explode in ten minutes with the following consequences”).
  • Near-clairvoyance (“Those men you are seeing and hearing in your mind are plotting against you. What you see and hear is happening now.”).
  • And so on.

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History

Kether Troops are mercenaries who plunder time and space for a cut of the profit. Their employer, Mys-tech, is a powerful British cabal made up of powerful mages. They have sold their souls to Mephisto in exchange for immortality. They also have swore to provide Mephisto with a steady stream of souls in order to gain knowledge.

Most Kether Troops do not know or care much about the terrible evil that is their employer. Most are lied to, and believe they work for an agency that wishes to protect humanity from various menaces. Many are just in for the money. The more deranged ones are in for the thrills.

Mys-tech has access to tremendous techno-magical power, including an excellent knowledge of what they call wormholes rifts through space, time and dimensions . While it is impossible for them to predict what is on the other side, they have an excellent success rate at sending people and gear through those rifts, and picking them back up when the rift inverts itself.

If there’s anything left to pick up, that is.

Warheads

Kether Troops are under orders to grab any technological, magical or other resources they come across, and to compile as much information as possible. Their loot brings tremendous resources to Mys-tech.

However, Kether Troops have an extremely high attrition rate, due to the unpredictable and often hostile conditions they find on the other sides of the wormholes. A wormhole, for instance, could very well open inside a sun. That’s unlikely, but it’s entirely possible.

The best-known Kether Troop is known as the Warheads. While they have lost many members to innumerable dangers, they have an excellent survival and success rate… for Kether Troops, that is.

IIRC, Mys-Tech was destroyed during a big crossover when the Marvel UK initiative was cancelled. I didn’t take into account this crossover. However, the beautiful thing about Warheads is that they could appear in *any* campaign, probably at the worst moment for everyone.


Description

Misha wears a breatplate, a sort of black dress open to the front, and white slips.

She has long, raven-black hair. While her skin is pale yellow, her features are European.

Her eyes are heavily made up in black, and she has a black rectangle around her mouth.


Personality

Misha is a very odd, mysterious woman. She seems to have much respect for Liger, but lives in a world of her own. There are precognitive voices talking in her head, and she’s very much aware of what lies below the realities.

She doesn’t talk much, except for professional purposes.

She likes Japanese culture and is trained in meditation and the martial arts.


Quotes

“I hope none of you were hurt by the exploding demon”


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Game Stats — DC Heroes RPG Print Friendly

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Misha

Dex: 06 Str: 03 Bod: 05 Motivation: Mercenary
Int: 06 Wil: 08 Min: 06 Occupation: Psi-scout
Inf: 05 Aur: 03 Spi: 05 Resources {or Wealth}: 05
Init: 019 HP: 030

Powers:
Danger Sense: 10, Life sense: 07, Remote sensing: 10

Bonuses and Limitations:

  • Misha’s Danger Sense can be extremely accurate. For each use, roll 1d10. On a 1, she only gets very hazy impressions ; on a 10, she gets an exhaustive description of the threat. Use the intermediate values to evaluate the detail of information available (+3).
  • Danger Sense is Usable on Other Warheads (+2).
  • Danger Sense is Always On (-0).
  • Danger Sense has a Minor Burnout (-1).
  • Remote Sensing has a Major Burnout (-3) and can only be used with Danger Sense (-1).

Skills:
Acrobatics*: 06, Martial artist: 07, Occultist: 06, Thief: 06, Weaponry: 06

Bonuses and Limitations:
Occultist (precognition) only costs Misha 5 HPs per use (+2).

Advantages:
Iron Nerves, Low Security Clearance (Mys-tech), Sharp Eye.

Drawbacks:
Minor IA toward the paranormal, Magician’s code.

Equipment:

  • ARMOR [/BODY/ 07, Flight: 05, Radio coms: 06, Limitations : Flight is R#5].
  • War fan [BODY 09, EV 03 (04 w/STR, 08 w/Martial Artist), +1CS for Block maneuvers].
  • Small 9mm [BODY 03, Projectile weapons: 03, Ammo: 08, R#3].
  • Misha also has several scanners allowing her to analyse the environment and determine the spatiotemporal coordinates.

By Sébastien Andrivet.

Source of Character: Warheads comics (Marvel UK Subuniverse).

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