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REDDY
REDDY
Helen Reddy
 
Cost

Characteristic

Value Roll Notes
0 STR 10 11- Lift: 100kg; 2d6; [1]

12 DEX 14 12- OCV: 5    DCV: 5
8 CON 14 12-
0 BODY 10 11-
4 INT 14 12- PER Roll 12-
8 EGO 14 12- ECV: 5
4 PRE 14 12- PRE Attack: 2d6
2 COM 14 12-
3 PD 5   Total: 5 PD (0 rPD)
2 ED 5   Total: 5 ED (0 rED)
6 SPD 3   Mental Defense: 0
0 REC 5   Phases: 4, 8, 12
2 END 32   Running: 6" / 12"
8 STUN 30   Swimming: 2" / 4"
 

Cost

Powers

END

121 Gateways: Multipower, 151-point reserve, all slots Usable As Attack (+1) (302 Active Points); all slots Activation Roll 14-, Jammed (-1), Must Concentrate throughout use of Constant Power (DCV; -)
6u 1) Dimensional Gate: Extra-Dimensional Movement (Any Dimension, Any Location), x4 Increased Weight, Reduced Endurance (END; +), Uncontrolled (+), Continuous (+1) (151 Active Points) 7
6u 2) Teleportational Gate I: Teleportation 10", x16 Increased Mass, Megascale (1" = 1 km; +), Safe Blind Teleport (+), Reduced Endurance (0END; +), Uncontrolled (+), Continuous (+1) (140 Active Points) 0
6u 3) Teleportational Gate II: Teleportation 10", x16 Increased Mass, Safe Blind Teleport (+), Megascale (1" = 10 km; +), Reduced Endurance (0END; +), Uncontrolled (+), Continuous (+1) (150 Active Points) 0
6u 4) Teleportational Gate III: Teleportation 10", x8 Increased Mass, Safe Blind Teleport (+), Reduced Endurance (0END; +), Uncontrolled (+), Megascale (1" = 100 km; +3/4), Continuous (+1) (140 Active Points) 0
6u 5) Teleportational Gate IV: Teleportation 10", x8 Increased Mass, Safe Blind Teleport (+), Reduced Endurance (0END; +), Uncontrolled (+), Megascale (1" = 1,000 km; +1), Continuous (+1) (149 Active Points) 0
5u 6) Teleportational Gate V: Teleportation 10", x4 Increased Mass, Safe Blind Teleport (+), Reduced Endurance (0END; +), Uncontrolled (+), Continuous (+1), Megascale (1" = 10,000 km; +1) (135 Active Points) 0
6u 7) Teleportational Gate VI: Teleportation 10", x4 Increased Mass, Safe Blind Teleport (+), Reduced Endurance (0END; +), Uncontrolled (+), Continuous (+1), Megascale (1" = 100,000 km; +1) (142 Active Points) 0
25 Instantaneous Gateways: Multipower, 50-point reserve, (50 Active Points); all slots Activation Roll 14-, Jammed (-1)
2u 1) Miniature Gateways: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points) 0
2u 2) Personal Gate: Teleportation 14", Safe Blind Teleport (+), Reduced Endurance (0END; +) (49 Active Points) 0
2u 3) The 'Zap': Teleportation 10", Ranged (+), Usable As Attack (+1) (50 Active Points) 5
20 Safe Spots: Floating Locations (4) 0
     
18 Taser: Energy Blast 12d6, STUN Only (+0) (60 Active Points); OAF (-1), 4 clips of 4 Charges (-), Limited Range 10" (-), Beam (-), Real Weapon (-) 0
 

Cost

Perks

2

'Reddy, Willing and Abel': Fringe Benefit: Private Investigator License

Cost

Skills

3

Acting 12-

3

Breakfall 12-

1

Bureaucratics 8-

3

Concealment 12-

3

Deduction 12-

0

Everyman Skills

Area Knowledge: Vancouver, British Columbia, Canada 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic)

Professional Skill: Private Investigator 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles

2

Language: Japanese (fluent conversation)

7

Scholar

Knowledge Skill: Criminal Law (2 Active Points) 11-

Knowledge Skill: International Criminal Organisations (2 Active Points) 11-

Knowledge Skill: Missing Persons (3 Active Points) 12-

3

Stealth 12-

3

Streetwise 12-
170+ Disadvantages

5

Distinctive Features: Neo-Punk

15

Monitored: Local Law Enforcement Agencies 8-

20

Normal Characteristic Maxima

5

Physical Limitation: Needs Reading Glasses

15

Physical Limitation: Weird Biochemistry Requires Specialist Medical Care

20

Psychological Limitation: Code Against Killing

10

Psychological Limitation: Hard Working

10

Psychological Limitation: Self Assured

10

Social Limitation: Occupation: Private Investigator

15

Social Limitation: Public Identity

10

Social Limitation: Weirdness Magnet

10

Unluck: 2d6
5 Experience Points
 
Characteristics Cost 59 Base Points 170
Powers Cost 231 Disadvantages 145
Talents Cost 0 Experience Points 5
Perks Cost 2 Total Points 320
Martial Arts Cost 0
Skills Cost 28
Total Cost 320
 
Concept Speedster (Teleporter) Hair Colour Blue (Blonde)
Nationality Canadian Eye Colour Green
Place of Birth Vancouver, British Columbia, Canada Height 1.70m / 5' 7"
Date of Birth February 21, 1982 Weight 63kg / 139 lbs
 
Background

Helen had a difficult time adjusting to her estranged father's very public success as Canada's Justice Minister, and found herself dropping out of high school - much to her father's surprise. She tried her hand at various low-paid jobs and avoided lectures from her father. Her mother had remarried and was supportive of her daughter's decision to leave school. She even hoped that Helen would take the next step and leave home.

It didn't exactly work out that way.

One day Helen was washing dishes at a diner and wishing she was home watching tv when a shimmering portal of light appeared and through the portal she could clearly see her beaten-up lounge suite and the crackling receptioin of her television. She reached forward tentatively and touched the energy field, instantly transporting herself to her lounge room.

She lost her job.

But she gained a new perspective on life. Just by thinking about a place Helen found that she could open up at gateway and walk through. She had lots of fun with her new powers and as the weeks passed her imagination expanded. She travelled to other countries, other continents and eventually to other dimensions (although it was a complete accident the first time).

When her father was killed in a hold up at a 24-hour grocery store in Ottawa she managed to get on to the scene even before his body was moved. Standing in the pouring rain looking down on her father was a catalyst for change within her. She looked around the scene and saw the confusion and the shock, and realised that her powers should be used to help these people.

She offered to help the police but they told her to go home.

And so Helen Reddy decided to solve the crime by herself. She gathered what little information she could from the police and witnesses who would talk, and spent the next six weeks staking out the area, waiting for the thief to return. She did manage to catch the thief and brought him to justice, teleporting him into the local police station, but Helen decided against advertising herself as the hero. She realised that she had been using her powers without thought, and that by taking credit for the capture would take the light away from those people who worked day in and day out on the job for years.

She kept to the side.

And she kept investigating crimes and bringing criminals to justice. But what she found even more rewarding was locating and reuniting missing persons. She travelled across the country and into the United States in search of young runaways. On one occasion she came across a vampire cult which had kidnapped two girls from Quebec City, and while rescuing the girls she joined forces with Willing and Abel, detectives with a penchant for getting themselves into trouble beyond the expected.

Soon enough the duo became a trio as 'Reddy, Willing and Abel'.

Personality
Helen Reddy is vivacious and puts herself on the line for other people, although she is also very hard working and something of a beginning perfectionist. She is friendly and relates well to young people, something which she has utilised to assist with her 'Missing Persons' work.

A part of her is still adventurous and she loves using her powers to visit new places, although when she is on 'work time' she is very professional. She enjoys working alongside Willing and Abel but doesn't rely on them to solve the problems. She has a tendency to work solo, even within the team - although she is constantly called in to provide emergency pull-out.
Quote
"Next stop... Bangkok, Paris or Guatemala City. Take your pick. Hope you've had your injections."
Powers

Helen is able to create stable ruptures in space, generating portals between two spaces on the planet. She calls them Gates and is able to walk through them as well as allowing others to walk with her. She is able to traverse great distances, up to one million kilometers, although she has yet to test this level. In addition to her gates she is able to generate miniature versions which allow her open gates in her immediate area, re-directing missiles and teleporting objects and other people.

Appearance

Helen considers herself neo-Punk, and enjoys colouring her hair, piercing her skin and acting a little outrageous. She wears bright colours which often clash, although in her professional role as private investigator she tones done her attire and usually wears a standard uniform: tight black pants, crop top and a lime green vinyl jacket. She sometimes carries a taser with her to provide her with a little protection although she is definitely against excessive violence.