Friday, April 22, 2011

V&V A to Z: Sanadora

Character Name: Sanadora     Real Name: Maria Jiminez     Side: Good
Gender: Female     Height: 5'4""     Weight: 160 lbs     Age: 23
        
Physical Description: A somewhat pudgy looking Hispanic female with black hair and brown eyes, who favors causal, but somewhat-conservative clothing.

STR: 9     END: 12     INT: 12     AGL: 10     CHA: 11

Level: 1st     XP: 0     Basic Hits: 4     Hit Points: 5     Healing Rate: 0.9/day
Movement: 31"     Power: 86    Carrying Capacity: 154 lbs     HTH Damage: 1d4
Damage Modifier: -     Accuracy: -     Detect Hidden: 10%     Detect Danger: 14%  
Inventing Points: 1.2     Inventing: 36%     Reaction Modifier: -     
Training: Weight loss  

Powers
Mutant Power: Healing Touch (can restore 1d6 HP for PR=4; can not raise the dead, cure disease, or regenerate lost limbs, can heal muscle damage with effects beyond HP loss (i.e. torn hamstring, punctured lung) for +10 PR, can re-knit broken bones for +20 PR (bones should ideally be re-set before being healed in this manner))
Mutant Power: Human Battery  (power score is doubled)

Areas of Knowledge
Religion, Medical

Character Notes/Origin/Personality: Maria is a second-generation Mexican-American born into a very religious and conservative family.  Her father in particular, besides being devoutly Catholic, was also of the opinion that any superhuman abilities were the mark of the devil, no matter how benign they might be, or to how much good use those abilities might be used.  This was a source of great conflict for Maria, who learned at an early age that she had a 'healing touch'.  Desperate to not reveal this to her father, she kept this ability hidden, only using it in a secretive manner.

Shortly after she graduated from high school, Maria's best friend Carisa was badly injured in a car accident. Without thinking about the consequences, Maria used her abilities to stem the bleeding, saving Carisa's life. When he found out, her father's reaction was entirely predictable. Maria left later that night, having been disowned by her father.

Staying with a friend for a few days, Maria had no idea what her future would bring. It was then that she saw in the local newspaper that a star athlete for a local professional sports team was expected to be out of the game for the rest of the season. Maria managed to contact the athlete, and offered to heal his injury for a fraction of what his total hospital and rehabilitation costs would be. The athlete was back playing a few days later, and would go on to help lead his team to the playoffs.

Word got out, and suddenly Maria had a booming business as Sanadora ('healer' in Spanish) in healing wealthy athletes, as well as the occasional politician, celebrity, or rock star. She began taking first aid classes to aid with her healing touch, and would occasionally go out riding in ambulances at night to do pro bono work.

She misses her younger brothers and sisters terribly, but has not yet attempted to supersede her father's wishes that she never return. Those meeting her find that she is soft-spoken, somewhat shy, and seemingly completely unaffected by her new-found wealth. She takes solace in her faith as a Catholic, but unlike her father knows better than to judge others unduly.        

Campaign Use: Superheroes get hurt on a frequent basis, and the PCs should be no exception. They may go to Maria to help heal up some life-threatening or incapacitating injuries, or to have them heal a friend or ally in need. Maria doesn't care about the money so much (she has more than she'll ever really need at this point), but she might ask that they make a sizable donation to the charity of their choice, or might otherwise ask for some sort of favor in return.

Of course, supervillains might wish to kidnap her, to keep around for general healing purposes, or perhaps to help keep a brilliant-but-dying supervillain active for just a little while longer...

2 comments: