Valerie Goldstien
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
39 DEX 23 14- OCV: 8  DCV: 8
26 CON 23 14-
4 BODY 12 11-
5 INT 15 12- PER Roll: 12-
4 EGO 12 11- ECV: 4; Mental Defense: 0
5 PRE 15 12- PRE Attack: 3d6
2 COM 14 12-
7 PD 16   Total: 16 PD (6 rPD)
5 ED 16   Total: 16 ED (6 rED)
27 SPD 6   Phases: 2, 4, 6, 8, 10, 12
0 REC 8   Running: 10" / 20"
2 END 50   Swimming: 2" / 4"
4 STUN 35  
Goth | Summary
Real Name: Valerie Goldstien Hair Color: Raven Black
Concept: Speedster (Teleporter) Eye Color: Grey
Affiliation: Solo Height & Weight: 5' 5" (1.65 m) / 79 lbs (35.83 kg)
Played By: NPC Nationality: American
Created By: Noah Thorp Place of Birth: Seattle, Washington
GM: NPC Date of Birth: June 6, 1989
Cost Powers END
75 Shadow Walking: Multipower, 75-point reserve
4u 1) Entering the Shadow Realm: Extra-Dimensional Movement (Single Dimension, Any Location), x8 Increased Weight (40 Active Points) 4
2u 2) Flickering: +6 with DCV (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 3
7u 3) Large Pool: Teleportation 10", Improved Noncombat Movement (x16), No Relative Velocity, x8 Increased Mass, Reduced Endurance (Half END; +1/4) (75 Active Points) 3
2u 4) Run to Ground: Teleportation 10", Megascale (1" = 10,000 km; +1 1/4) (45 Active Points); Can Only Teleport To Fixed Locations Fixed Locations (-1) 4
7u 5) Small Pool: Teleportation 15", Improved Noncombat Movement (x4), No Relative Velocity, Safe Blind Teleport (+1/4), Reduced Endurance (Half END; +1/4) (67 Active Points) 3
5u 6) Through the Shadow Realm: (Total: 55 Active Cost, 47 Real Cost) Teleportation 5", Ranged (+1/2), Usable As Attack (+1) (25 Active Points); Linked (Energy Blast; -1/2) (Real Cost: 17) plus Energy Blast 3d6, No Normal Defense (Life Support-Immunity to Intense Cold; +1) (30 Active Points) (Real Cost: 30) 5
8 Feet Don't Fail Me Now: Running +4" (10" total) 1
5 Memorized Teleportation Locations: Teleportation: Fixed Location (5 Locations)
5 See in Dark: Nightvision
4 Street Tough: Life Support (Safe in Intense Cold; Safe in Intense Heat)
5 Switchable Teleportation Locations: Teleportation: Floating Fixed Location (1 Locations)
Cost Talents
12 Dumb Luck: Combat Luck: 6 PD/6 ED
3 Life on the Streets: Lightsleep
19 My Goth Senses are Tingling: Danger Sense (self only, in combat, Function as a Sense) 14-
Cost Perquisites
5 Old Friend: Contact-Balthazar Neuman (Contact has access to major institutions, Contact has: useful Skills or resources, Very Good relationship with Contact) 8-
Cost Martial Arts
Maneuver Phase OCV DCV Notes
20 Dirty Infighting
Disarm 1/2 -1 +1 Disarm; 23 STR to Disarm roll
Low Blow 1/2 -1 +1 2d6 NND
Punch 1/2 +0 +2 4 1/2d6 Strike
Roundhouse 1/2 -2 +1 6 1/2d6 Strike
Throw 1/2 +0 +1 2 1/2d6 +v/5, Target Falls
Cost Skills
3 Acting 12-
3 Climbing 14-
0 Everyman Skills
AK: Seattle, Washington 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Streetkid 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 KS: Goth Rock 12-
3 Language: Yiddish (Completely Fluent, w/Accent)
3 Lockpicking 14-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
2 Survival (Urban) 12-
200+ Disadvantages
5 Distinctive Features: Dresses in Goth Fashion
20 Hunted: 666 Gang 8-
10 Hunted: Parents 8-
15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention
15 Psychological Limitation: Craves Attention
15 Psychological Limitation: Distrustful
20 Psychological Limitation: Will Not Kill
1 Quirk: Always Packs Extra Makeup
1 Quirk: Doesn't Eat Pork or Other Non-Kosher Foods
1 Quirk: Chews Bubble Gum Constantly
1 Quirk: Collects Goth Rock Albums
1 Quirk: Hides Food In Her Purse When No One Is Looking
5 Social Limitation: Ethnicity: Jewish
5 Social Limitation: Minor
15 Social Limitation: Secret Identity
20 Vulnerability: 2x Effect Drains Common
0 Experience Points
Goth | Points Summary
Characteristics Cost: 133 Base Points: 200
Powers Cost: 129 Disadvantages: 150
Talents Cost: 34 Total Experience: 0
Perks Cost: 5 Spent Experience: 0
Martial Arts Cost: 20 Unspent Experience: 0
Skills Cost: 29 Total Points: 350

Life was rough for Valerie Goldstein, or at least she thought so at the time. Living with her mom was okay, but she just didn’t seem to understand her, and the three times a year she saw her father, the big time lawyer, was like a total waste of time. People just didn’t seem to get the problems facing a young Jewish girl in Seattle. And in a way, Valerie liked it that way. It was fun to see the look of shock on her moms face when she started going Goth.

Her mom acted like she was going to have a heart attack or something when she first saw Val in black clothes with torn nylons. And when her mom caught her smoking, it was a quick trip to Rabbi Bernstein, in which both Rabbi and her mom talked about like she wasn’t even there. Not that Val really cared, life was grim enough, the rabbi and her mom couldn’t make a change. The more the two hounded her the more she seemed to withdraw from life. Eventually she just couldn’t take it anymore, nobody cared anyway. Packing a bag, Val left.

Life on the streets was rough, rougher than Val thought they’d be. She fell in with a group of runaways, orphans, and people who just didn’t fit into societies norms; a few of them were even meta’s. They even had a name for themselves. They called themselves the Outsiders, after some movie their leader had seen. Their leader was this meta who called himself King Kewl. Val, who had taken to calling herself Goth kept away from King Kewl, as he was a little unstable in more than one way.

The Outsiders lived under the streets of Seattle, in a hidden room under an abandoned building, which they called the Lair. They even had some comforts of home, because Sparks, a dude whose electrical powers were so weak that the best he could do was to run an electrical heater. Sparks kept the Outsiders warm in the winters, and even ran a stolen air conditioner in the summer.

Her only true friend in the Outsiders was this boy they called Mouse. Mouse kept the Outsiders safe from the rodent population that infested the building. He could talk to the animals, and even control them. Mouse even used the rats as sentries to warn the Outsiders if the police were getting to close to the Lair. The odd thing about Mouse is that he really was a good-looking dude with a lot of muscles, you’d expect him to be more mousy, but he wasn’t. It was Mouse who protected Goth from King Kewls’ advances. King Kewl respected Mouses abilities and didn’t want to mess with him.

After a few weeks with the Outsiders drinking diet coke, and eating cold Micky Dees that Goth started getting sick. None of the other knew what to do for her. It was King Kewl who pronounced that she was going through the change from normal to meta-human. While everyone else backed away, Mouse kept close at hand. One never knew how the change would happen, and sometimes the results could be dangerous.

It was when Mouse had to step out to use the restroom that all hell broke lose. A band of Ubers attacked the Lair in the dead of night. The attackers were the 666 Gang. Unfortunately for the Outsiders, very few of their Ubers had any real abilities, except for King Kewl, and possibly Mouse. Lilith slashed with her whip, Inferno with bursts of fire, Belcher belching toxic gas, and Goat Boy slammed a fist into the ground knocking most of the Outsiders to the ground.

It was King Kewl who stood up against Damien. While neither one could really hurt one another, it certainly was making a mess. And finally the Beast was battling against Mouse; it was anyone’s guess who’d win that battle. The Lair was quickly becoming a charnel house, and if Lilith, and Belcher didn’t kill everybody, then Inferno and Goat Boy were going to bring the building down.

Mouse had just flipped the Beast off of him, when he felt a tug at his leg. Glancing down at the floor, he saw a pool of darkness and Goth was in the middle of it, controlling it.

“Come on you idiot,” Goth shouted over the din of the battle, “we’ve got to get out of here before this place falls down around our ears.”

Before Mouse knew what was going on, Goth tugged him into the pool, and for a while everything was in total darkness, and it was cold; Mouse thought he was going to freeze to death. When he opened his eyes again, they almost popped out. Mouse and Goth were standing on top of the Space Needle, which is about ten miles from the Lair. They figured that they were the only survivors of the Outsiders.

While standing there on the Space Needle, they both heard a loud explosion. It was at that time they truly knew that the Outsiders were no more. That night, Mouse held Goth, while they both wept over the loss of their friends. It was cold on the Space Needle, but Mouse didn’t seem to notice, and he kept Goth warm through the night.

Dawn came over Seattle, and Goth with her mascara running, along with Mouse bid the Emerald City good bye. Neither one could stay here anymore. For awhile they traveled together, Portland, Eugene, Sacramento, and it was in San Francisco that they parted. Mouse wanted to travel to Hong Kong, and see more of the world, but Val refused to go. Sure she had been living on the streets for some time, but didn’t want to leave the United States. Their parting was tearful as Mouse, had been the only friend, Val had ever known. Mouse easily smuggled himself aboard a tramp freighter bound for Hong Kong. Val stood all day at the docks, watching the ship slowly fade in the distance. She had never even learned Mouses’ real name.

“Now, what am I going to do?” thought Val.

Editor's Note: The battle described above took place before the current group known as the Outsiders was formed.


One of the things that most people don’t realize about Val is her desire for attention. This is one of the root reasons, why she turned to Goth in the first place, and when it didn’t go the way she thought it would at home, Val just had to leave. However, the desire for acceptance, and attention is still a driving force in her life.

Val has a hard time trusting people. The people in her life who should’ve understood her the most, her parents, just didn’t get it or her life style. And her best friend left her all alone. Sure Val could’ve gone with him, but she had no desire to see Asia. Val had enough problems fitting into the world. Put her in Asia, where she would stand out like a sore thumb, no thanks.

Val saw enough killing with the 666 Gang destroyed the Outsiders. It was enough to make her ill. Val tries not to think about it too much. Sure, her powers, could be used in such a way to take a life, but Val figures it would probably make her sick for about a week. Besides the sight of blood makes her nauseous.


“Like back off man, I wasn’t like doing anything wrong.”


Goth is able to access another dimension, which she calls the Shadow Realm. It’s a place of insubstantial, featureless, intense black material of an unknown nature, with no light at all, even when viewed from a light source. When accessing the Shadow Realm, Goth creates a pool of darkness nearby, which is about a little bigger than her body. Normally she can create her access within her vicinity, usually under her or behind her.

By entering the access point Goth is able to “teleport” herself from one point to another on Earth’s surface by enter the Shadow Realm, crossing a distance, and issuing back into Earth’s dimension. Goth can take along others with her, or she can “teleport” others, or objects from one place to another by projecting them through the Shadow Realm, while she remains behind. Distance in the Shadow Realm differs from those on Earth. IE a mile on Earth might be a matter of feet in the Shadow Realm.


Val doesn’t have a standard costume per se, generally using her darkness abilities to hide her identity. She likes to vary her clothing as much as possible. Of course living on the streets hasn’t left her many options. What clothing Val does have is primarily black leather. One of her most prized possessions is a red leather jacket, which was given to her by Mouse. Otherwise Val, is a petite teenager who likes to wear a lot of white face paint, along with a ton of mascara. Val doesn’t go for tattoos, body piercing, or satanic symbols.