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Marie Antoinette d'Angers
Cost Characteristic Value Roll Notes
-5 STR 5 10- Lift: 50.0kg; HTH: 1d6; END: [1]
24 DEX 18 13- OCV: 6  DCV: 6
16 CON 18 13-
4 BODY 12 11-
8 INT 18 13- PER Roll: 13-
20 EGO 20 13- ECV: 7; Mental Defense: 15
8 PRE 18 13- PRE Attack: 3 1/2d6
3 COM 16 12-
4 PD 5   Total: 5 PD (0 rPD)
1 ED 5   Total: 5 ED (0 rED)
12 SPD 4   Phases: 3, 6, 9, 12
0 REC 5   Running: 2" / 4"
2 END 40   Swimming: 2" / 4"
6 STUN 30  
Marionette | Summary
Real Name: Marie Antoinette d'Angers Hair Color: Blond
Concept: Mentalist Eye Color: Blue
Affiliation: Solo Height & Weight: 1' 8" (0.51 m) / 50 lbs (22.68 kg)
Played By: NPC Nationality: French
Created By: Noah Thorp Place of Birth: Angers, France
GM: NPC Date of Birth: August 11, 1983
Cost Powers END
Diminutive Size Package
5 1) Easily Hidden: +4 to Concealment ; Self Only (-1/2)
20 2) Hard to Hit: +4 with DCV
8 3) Hard to Perceive: +4 with Stealth
-10 4) Diminutive: Physical Limitation: Diminutive (.5m; +6" KB)
-8 5) Short Legs: -4" Running (2" Running)
41 Marionette Control Powers: Elemental Control, 82-point powers
120 1) Army of Marionettes: Summon 32 300-point Marionettes, Reduced Endurance (1/2 END; +1/4), Slavishly Devoted (+1) (191 Active Points); Extra Time (Delayed Phase, -1/4) 8
27 2) My Eyes and Ears: Clairsentience (Hearing And Sight Groups), x32 Range (225"), Reduced Endurance (0 END; +1/2) (82 Active Points); Only Through The Senses Of Marionettes (-1/2)
12 Flash Pellets: Sight Group Flash 5d6 (25 Active Points); 8 Charges (-1/2), IIF (-1/4), Range Based On Strength (-1/4)
7 Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
35 Many Marionettes, One Mind: Mind Link , Marionettes class of minds, One Specific Mind, Number of Minds (x32), Psychic Bond
3 Porcelain Mask I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
7 Porcelain Mask II: Mental Defense (15 points total) (11 Active Points); OIF (-1/2)
41 Psychic Powers: Multipower, 50-point reserve, all slots Indirect ( Same origin, always fired away from attacker; +1/4) (62 Active Points); all slots Only Through Marionettes (-1/2)
3u 1) Mental Control: Mind Control 9d6 ( Human class of minds) (45 Active Points); Only Through Marionettes (-1/2) 4
3u 2) Psychic Assault: Energy Blast 5d6, Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Only Through Marionettes (-1/2) 5
3u 3) Psychic Blast: Ego Attack 5d6 ( Human class of minds) (50 Active Points); Only Through Marionettes (-1/2) 5
2u 4) Psychic Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (Physical Attacks; +1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Mental Defense Adds to EGO (-1/2), Cannot Form Barriers (-1/4) 5
3u 5) Telepathy: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only Through Marionettes (-1/2) 2
Cost Talents
4 Flexible: Double Jointed
Cost Perquisites
2 Crimelord: Accepted Underworld Crime Boss
10 Ill Gotten Gains: Money: Wealthy
40 Marionette: Marionette (200 Base + 100 Disad)
Cost Skills
3 Acting 13-
3 Artistic Skill: Marionette Making 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Climbing 13-
3 Concealment 13-
3 Contortionist 13-
3 Deduction 13-
3 Disguise 13-
0 Everyman Skills
AK: Angers, France 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: French (Idiomatic, native accent)
[Notes: Native Language]
PS: Marionette Maker 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
3 KS: Underworld Tactics 13-
3 Language: English (completely fluent)
3 Lockpicking 13-
3 Mimicry 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
3 Teamwork 13-
13 Ventriloquism 18-
1 WF: Blades
300+ Disadvantages
10 Distinctive Features: Doll Sized
20 Hunted: Local Law Enforcement 8-
15 Hunted: The Brotherhood 8-
15 Hunted: Trinity 8-
15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention
10 Psychological Limitation: Cold And Calculating
10 Psychological Limitation: Detached from Humanity
20 Psychological Limitation: Manipulative
1 Quirk: Collects Dolls
1 Quirk: Color Coordinates with Marionettes
1 Quirk: Dresses Only in Frilly Dresses
1 Quirk: Drinks One Glass of Wine a Day
1 Quirk: Refuses to Shake Hands, or Kiss Cheeks
15 Social Limitation: Pretends to Be a Marionette
15 Social Limitation: Secret Identity
102 Experience Points
Marionette | Points Summary
Characteristics Cost: 103 Base Points: 300
Powers Cost: 322 Disadvantages: 150
Talents Cost: 4 Total Experience: 102
Perks Cost: 52 Spent Experience: 102
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 71 Total Points: 552

Marie Antoinette was raised in a Catholic orphanage in France. The nuns cared for the little girl the best they could, but they never understood her at all. When Marie was four she disappeared for almost a day. The nuns were later to find her in one of the lost attics where were stored dress mannequins, scraps of clothing, and other odds and ends. The nuns were really surprised that in that time Marie was able to build a doll from the stuff in the room. They were truly shocked because the doll was the exactly likeness of Marie.

At first the nuns were quite upset with the girl, but she seemed to engrossed with the doll, that nothing they could do short of taking the thing away from Marie would do, and the nuns were not that cruel. Marie went everywhere with that doll. The nuns grew a little concerned because Marie stopped playing with the other children, instead only played with the doll, and even talked to it. However, the nuns were burdened with more children than knew what to do with so her oddness was over looked. Over the years Marie was inseparable from the doll. As she grew older, she was constantly sewing new clothes for the doll. Marie liked the dress the doll up to look exactly like Marie. The nuns thought it was charming, but the other children thought it creepy and kept away from Marie.

No one every adopted Marie, and she didn't seemed to notice any ways. The doll was all her life it seemed. With her skills in designing the dolls clothes the nuns helped train Marie how to build other dolls, and Marie quickly gained a reputation for building dolls, puppets, and marionettes.

When she left the orphanage when she was eighteen, Marie was able to open up her own store on a quiet street in Paris. This might have been the end of any interest in Marie, except for the fact that the Marie Antoinette that everyone thought they knew was a fact a marionette. The real Marie Antoinette was actually the doll, and had stopped growing when she was four. The one who everyone thought was Marie was actually a marionette that Marie animated with her psychic powers.

Free of the nuns interference Marie built several more marionettes and set about to become a major crime figure in France, and later across Europe. The shadowy figure of Marionette has since became a major crime lord and is to be feared. However, in a small shop in an out of the way street in Paris the real marionette controls her dolls with a cold calculating mind.


For years Marie has watched people. Little did they know that she was watching them. No secret was safe from her powers. Marie has used her abilities in a way for herself to always come out on the top of any situation. Nothing much has changed since Marie has become a crime lord. She uses her marionettes to scout out the crime she is going to commit, and get as much information before acting. The police have yet to figure out that it's the doll who's really the villain.

Marie doesn't really see herself as human, generally something much much more. People are to be used and then discarded when their usefulness has come to an end. Marie doesn't socialize with others without them thinking that her marionette is the real Marie Antoinette, and that the doll she always carries around with her is nothing but a doll. To Marie this is one of lifes greatest jokes.

One of the few pleasures that Marie gets out of life is manipulating people. Her plans always include some form of manipulation or another. Marie has little regard for any harm her manipulations might cause, because she doesn't think of humanity like a fellow human would. People are like marionettes on strings to her.


"You zall dance upon my zring."


Marie is an Uber who requires a focus to access her powers. This focus is her marionettes. Marie is able to see through the eyes and listen through the ears of her marionettes. She is connected to each one, and is able to use her mental powers through them as well. Foes often mistake the marionettes as the actual villain, and that Marie is merely a focus.

Through her marionettes, Marie is able to read a foes mind, deliver disabling bursts of psychic energy, or even paralyze their bodies with a mere thought. Marie is even able to take direct control of a foes mind making them into one of her marionettes. Without the uses of one of her marionettes, Marie has to fall back upon a knife that she has hidden up her sleeve, or the flash pellets she keeps in her other sleeve.

The marionettes, themselves, are mere automatons directed by Marie. The appear to be human women, but in truth they're made of wood. The marionettes are stronger than a normal person, but not really into a superhuman range. Being automatons the marionettes are resistant to more physical harm, nor are they affected much by their environment. Marionettes pretend to breathe, but in fact they don't need to. They are also tireless, able to keep moving and fighting without rest. Normally the marionettes fight with their fists, while Marie takes out foes with her mental powers. One of the marionettes is always with Marie pretending to be human, while the rest act as her agents.


The marionettes look like average women. It would be quite difficult to tell that they aren't human. Marie dresses them up in a variety of clothing to help them blend in with humanity. Each marionette is of average height and weight for most women. However, their colors will always match with whatever Marie is wearing. One of the marionettes are always carrying Marie.

Marie herself, dresses like a porcelain doll including a mask the covers her entire face. The mask makes her look exactly like a dolls. It also provides her protection from mental attacks, and against flashes. Marie dresses is a frilly blue silk dress along with ribbons in her curly blond hair. Most people mistake Marie for a doll of some sort, and this is the way that Marie wants it to be.