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Oriel Caritoux
Cost Characteristic Value Roll Notes
0 STR 10 11- Lift: 100.0kg; HTH: 2d6; END: [1]
12 DEX 14 12- OCV: 5  DCV: 5
10 CON 15 12-
0 BODY 10 11-
8 INT 18 13- PER Roll: 13-/17- (Hearing/Sight)
10 EGO 15 12- ECV: 5; Mental Defense: 0
5 PRE 15 12- PRE Attack: 3d6
3 COM 15 12-
3 PD 5   Total: 20 PD (15 rPD)
2 ED 5   Total: 30 ED (25 rED)
16 SPD 4   Phases: 3, 6, 9, 12
0 REC 5   Running: 6" / 12"
9 END 48   Swimming: 2" / 4"
7 STUN 30  
SIRČNE | Summary
Real Name: Oriel Caritoux Hair Color: Green (Light Brown)
Concept: Energy Blaster / Gadgeteer Eye Color: Gold
Affiliation: Jeu d'Extrémité (End Game) Height & Weight: 5' 7" (1.70 m) / 121 lbs (55.00 kg)
Played By: NPC Date of Birth: February 3, 1985
Created By: Ben Langdon Place of Birth: Amiens, France
Cost Powers END
60 Siren's Powers: Multipower, 60-point reserve
6u 1) Deafening Blast: Hearing Group Flash 16d6, Does Knockback (+1/4) (60 Active Points) 6
6u 2) Siren's Blast: Energy Blast 12d6 (60 Active Points) 6
6u 3) Stunning Blast: Energy Blast 6d6, STUN Only (+0), No Normal Defense: Flash Defence (Hearing) (+1) (60 Active Points) 6
23 Sonic Field: Force Field (15 PD/25 ED) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Visible: High Keening Sound (-1/4) 4
15 Utility Belt: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)  
1u 1) Mini-Cam: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) 0
1u 2) Mini-Recorder: Eidetic Memory (5 Active Points); OAF (-1), Audio Only (-1/2) 0
1u 3) Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1) 0
1u 4) USB Assistant: +2 with Security Systems (4 Active Points); OAF (-1) 0
1u 5) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Range Based On STR (+1/4) (12 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) 0
1u 6) Flashlight: Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), OAF (-1) 0
1u 7) Radio: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
1u 8) Flash Pellets: Sight Group Flash 4d6 (20 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) 0
37 Backup Gadget Pool: Variable Power Pool (Gadget Pool), 30 base + 7 control cost, (45 Active Points); OAF (-1) 0
5 Golden Eyes I: Infrared Perception (Sight Group) 0
5 Golden Eyes II: Nightvision 0
10 Golden Eyes III: Sight Group Flash Defense (10 points) 0
10 Internal Sonic Equaliser: Hearing Group Flash Defense (10 points) 0
4 Keen Hearing: +2 PER with Hearing Group 0
4 Keen Sight: +2 PER with Sight Group 0
3 Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) 0
Cost Talents
3 Manipulator of Sound: Perfect Pitch
Cost Skills
9 +3 with Siren's Powers (MP)
1 Bugging 8-
3 Bureaucratics 12-
3 Computer Programming 13-
3 Cryptography 13-
3 Deduction 13-
3 Electronics 13-
0 Everyman Skills
AK: Amiens, France 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: French (idiomatic)
PS: Administrative Assistant 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
3 Inventor 13-
3 Language: English (completely fluent)
3 Language: German (completely fluent)
3 Lockpicking 12-
3 Mimicry 13-
3 SS: Mathematics 13-
10 Scholar
KS: Accounting (3 Active Points) 13-
KS: Known Gadgeteers And Their Gadgets (3 Active Points) 13-
KS: Nuclear Power Plants (2 Active Points) 11-
KS: Office Administration (3 Active Points) 13-
3 Security Systems 13-
3 Systems Operation 13-
1 TF: Small Planes
200+ Disadvantages
10 Distinctive Features: Glowing Gold Eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Radioactive (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: French Law Enforcement Agencies 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Trinity 8- (Mo Pow, Harshly Punish)
20 Normal Characteristic Maxima
15 Physical Limitation: Dying From Radiation Poisoning (Infrequently, Fully Impairing)
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Follower (Common, Strong)
15 Psychological Limitation: Reluctant To Kill (Common, Strong)
10 Psychological Limitation: Stickler For Details (Common, Moderate)
5 Unluck: 1d6
0 Experience Points
SIRČNE | Points Summary
Characteristics Cost: 85 Base Points: 200
Powers Cost: 202 Disadvantages: 150
Talents Cost: 3 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 60 Total Points: 350

The daughter of a self-confessed 'wacky inventor', Oriel was always something of an outsider although she always just wanted to fit in and not be noticed. After an uneventful high school and even less exciting university degree she found a job at the Gravelines B 1-4 energy plant as an administrative assistant in the accounting department. Her father was quietly disappointed and Oriel herself found the job less than even she had expected (and her expectations were very low). When Maximum Force forced the plant into meltdown and killed scores of people working and visiting the reactors, it marked a turning point for Oriel Caritoux. She was one of the lucky ones to survive, and the radiation triggered her uberhuman powers elevating her out of the dreary life of an assistant accountant.

She found that she could demand the attention of others, that her voice had the capacity to level buildings if she allowed it. But deep down Oriel was always happy to follow, and when Commandant Cerebrale appeared to her in the Paris hospital she willingly followed him in search of a cure for their lethal dose of radiation. It never really occurred to her that she was dying, and even now, as a member of the End Game, she blindly follows whatever direction she is given because, frankly, at least now she is somebody.

She has even made her father proud, despite the fact that she has also invariably become a super villain.



Oriel is quite and intelligent, although she lacks the ability to lead or even make independent decisions. She is happiest when she is helpful to others, and works tirelessly for her friends. Her powers have given her great power but she is still a little bureaucrat at heart and spends a lot of her time making sure everything is 'just right' - even down to the way in which the team leaves a crime scene. The others have accepted her meekness and she actually loves them for it.



"Every little detail counts, no matter how inconsequential it may seem to us now."



Sirene now possesses the ability to emit powerful bursts of sound which she can focus as destructive beams of sonic energy, deafening roars or high-pitched stunning bolts. She has also developed her father's legacy and become something of a tinkerer and inventor, able to come up with the right gadget at the right time. Her sense of hearing and sight are well developed, and her eyes, which glow a warm golden colour, enable her to see into the infrared spectrum.



Sirene wears a green wig when she is on official End Game business. It's her way of becoming more independent, although it is just an affectation. She roudly displays the French flag on her t-shirt and wears a leather jacket and slightly flared denim jeans. Uniforms don't suit her, she believes; most probably because she doesn't feel like she has the right or the figure to wear them.

The most distinctive feature of Oriel are her golden eyes which burn with radioactive energy and make her stand out, especially at night.