Wednesday, April 27, 2011

V&V A to Z: Windwitch

Character Name: Windwitch     Secret I.D.: Nadia Al-Salah     Side: Evil
Gender: Female     Height: 5'4"     Weight: 110 lbs     Age: 22
        
Physical Description: A very attractive female of Arabic descent. Her costume consists of a light blue bodysuit, with dark blue boots, gloves, and cape.  Her civilian clothes are quite expensive, and always of the latest fashions. 

STR: 11     END: 13     INT: 12     AGL: 16     CHA: 16

Level: 3rd     XP: 5,722     Basic Hits: 3     Hit Points: 8     Healing Rate: 0.9/day
Movement: 40" ground, 629” flight      Power: 52    Carrying Capacity: 145 lbs     
HTH Damage: 1d4 Damage Modifier: +1    Accuracy: +2    
Detect Hidden: 10%     Detect Danger: 14%  Inventing Points: 0.6    Inventing: 36%     
Reaction Modifier: -2 good/+2 evil     Training: STR  

Powers/Talents
Flight - 143 mph (629”)
Heightened Expertise: +4 to hit with Wind Blast
Heightened Senses (can perceive air currents within a 12” (based on INT) radius, acts similar to radar sense)
Wind Blast (range = 22” (STR x 2), 3d6 damage, PR = 3, attack as Vibratory)

Areas of Knowledge
Inheritor (former), Business, Government

Character Notes/Origin/Personality: When one is young and wealthy, there is much that one can acquire that might be out of reach of the common man. Some might purchase expensive jewelery, others might seek to obtain a private jet.

Nadia Al-Salah bought herself superpowers.

Born in Saudi Arabia the daughter of a wealthy businessman who would go on to be part of that country's Council of Ministers, Nadia was attending college in the United States when her father died. She used the opportunity to reroute some of her father's business holdings into her private account – she needed the money to pursue a vision that had consumed her for years.

As a child, Nadia had wanted for nothing. However, it galled her that, for all her family's wealth, she was still a normal mortal being, unlike the various superhumans in their colorful costumes that could be found across the globe. It seemed to her a great unfairness that she was denied such glorious power.

And so, when she was in the U.S. as a student, Nadia had discreetly made contact with Intercrime, in hopes that they could (for the right price, of course) grant her the power she desired. Having obtained sufficient funds after her father's death, she subjected herself to Intercrime's scientific cabal, who had for years sought a method of creating their own superhumans.

As it turned out, the experiment was a success. Nadia quickly learned how to control her air-based powers, just in time for CHESS to attack the Intercrime facility. Windwitch, as she now called herself, was barely able to escape capture. The facility was mostly destroyed in the raid, and much of the fine details of the experiment that gave Nadia her powers was lost.

To her chagrin, her theft of her father's funds was discovered, and her finances were frozen. She now had to steal, not only to survive, but to keep herself in the lifestyle that she was accustomed to. As a solo villain, she prefers high-wealth robberies and thefts, and has a weakness for targeting fine jewelry. She will consider joining a villain group, if their operations can consistently pay off well enough for her to live in continued luxury. Long used to getting her way, she can grow petulant and irrational if things do not go as planned.         

Campaign Use: Windwitch can work decently well as a solo villain, although her obsessive need for wealth and luxury, and her dislike for the occasional need to lay low, can work against her. A smart PC could easily set a trap for her if they know taste for fine jewelry. She could be an effective team member, but this would require a strong leader who would be able to keep her ego in check.

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