Superhero fangirl Shelley Harper couldn’t believe it when her own brother became a superhero! Fuelled by the sibling rivalry that had steered much of her childhood, Shelley invented the Zephyr System Windsuit! Now, driven by her thrill-seeking nature, and the love of justice she got from her dad, Shelley fights with her brother, rather than against him, as Zephyr!
Secret Identity: Shelley Harper
Gender: Female
Born: 1984
Height: 5’ 8”
Weight: 135 lbs.
Origin Type: Homemade
Personality Archetype: Thrill seeking daredevil
Level: 4
Experience Points: 10,500
Experience Points: 10,500
Player: NPC / Greg
Super Powers and Super Skills:
1) Heightened Intelligence: +7
2) Wind Control Device: The Zephyr Windsuit: 15 charges.
a) Limited Weather Control: As per Weather Control rules except Zephyr can only create wind effects. May create a blast of wind that attacks as per Tornado or Hurricane, except the damage caused is not hit point damage to a character. Rather, the 3d6 or 2d12 respectively are a Knockback Effect caused by high winds. Example: Zephyr rolls 2d12 against a villain, and gets a 10. Subtract the villain’s basic hits (4) and he is pushed back 6” as per the Knockback rules. 1 charge per use.
A defense may be activated by created high winds around Zephyr. Cost: 1 action to set up the defense and 1 charge per hour. Defends as per Vibratory. (Level Four Advancement to upgrade defense from TK)
b) Flight (half speed): Zephyr may fly at 117 MPH (515” per turn). 1 charge per hour.
c) Heightened Senses: Can sense air current patterns near her. Range: 10”. This essentially works like radar sense (she can sense objects and their movements by the way they displace air currents). Detects are x3. 1 charge per hour of use.
d) Armor: 25 points of body armor to protect her body from buffeting winds. Suit also has flight goggles for the same reason.
3) Heightened Physique: +4 Strength, +2 Agility (Level Two Advancement)
4) Patron: Vehicles, base, mundane gear and weapons are all available through an employer.
Weaknesses:
1) Special Requirement: Air: Limited Weather Control, Flight and Heightened Senses need an atmosphere to work (don't work underwater or in a vacuum) and may be reduced if she is in a natural weather pattern that already has overwhelmingly strong wind currents (a tornado or hurricane).
2) Super Power Limitation: Zephyr’s powers stem from the windsuit, which can be removed from her and possibly used by others!
3) Patron: Character may be required to perform tasks and duties at employer’s request.
Statistics:
Strength 13
Endurance 18
Agility 17
Endurance 18
Agility 17
Intelligence 21
Charisma 17
Hit Points: 17
Power Points: 69
Carrying Capacity: 260 lbs.
Hand-to-Hand Damage: 1d6
Accuracy: +2
Damage Modifier: +3
Detect Hidden: 20% (60%)
Detect Danger: 60% (72%)
Reaction Modifiers: +2 from Good, -2 from Evil
Movement: Ground: 48” per combat turn. (One inch equals 5 feet)
Air: 117 MPH (515” per turn).
Healing Rate: 1.5 hit points per day.
Luck Points: 4.2
Occupation: CHESS Scientist
Skills: Physics, Robotics, Cybernetics, Electronics, Computers, Meteorology, Occult Studies, Vanguard nonverbal signal code, First Aid, Manta Craft Pilot, Tactics, Biology
Skills: Physics, Robotics, Cybernetics, Electronics, Computers, Meteorology, Occult Studies, Vanguard nonverbal signal code, First Aid, Manta Craft Pilot, Tactics, Biology
Notes:
Windsuit designed by Shelley with Hal's help.
Shelley used her Level Three Advancemen to learn the CHESS/Vanguard skill package
Zephyr quit Vanguard after the events of the Vanguard Omega Saga.
Windsuit designed by Shelley with Hal's help.
Shelley used her Level Three Advancemen to learn the CHESS/Vanguard skill package
Zephyr quit Vanguard after the events of the Vanguard Omega Saga.