Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 13- 13 BODY 6 12- 14 INT 4 12- PER Roll 12- 8 EGO -4 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 10 PD 6 Total: 10 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 35 STUN 2 Total Characteristic Cost: 95 Movement: Running: 7"/14" Leaping: 6"/12" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Kickboxing Maneuver OCV DCV Damage 3 Backbreaker +2 +1 6d6 Strike; You Fall, Target Falls 4 Block +2 +2 Block, Abort 4 Elbow/Knee Strike +2 +0 8d6 Strike 5 Kick -2 +1 10d6 Strike 4 Knife Hand -2 +0 HKA 2d6 3 Mary Headbuster +0 +1 6d6 +v/5, Target Falls 5 Mary Spider -2 -2 HKA 1d6 +1, Grab One Limb, Disable; Target Falls 4 Punch +0 +2 8d6 Strike 5 Roundhouse Kick +1 -2 10d6 Strike 3 Sweep Kick +2 -1 7d6 Strike, Target Falls 8 +2 HTH Damage Classes (already added in) 4 Tough In A Fight: Physical Damage Reduction, 25%; Only Works Against HTH Attacks (-1/2), STUN Only (-1/2), Must Be Aware Of Attack (-1/4) 2 Springing About: Leaping +2" (6" forward, 3" upward), END 1 2 Fast On Her Feet: Running +1" (7" total), END 1 Perks 3 Well-Connected 1 1) Contact 11- 1 2) Contact 11- 1 3) Contact 11- 1 4) Favor (x2) Skills 6 +1 with HTH and Ranged Combat 6 +2 with Kickboxing 3 Acting 13- 2 AK: Eastern Europe 11- 3 Breakfall 13- 3 Bribery 13- 3 Bureaucratics 13- 2 Computer Programming (Personal Computers) 12- 3 Conversation 13- 3 Electronics 12- 2 Gambling (Card Games) 12- 3 High Society 13- 0 Language: English (idiomatic; literate) 4 Language: German (completely fluent; literate) 4 Language: Russian (completely fluent; literate) 1 PS: Fixer 8- 3 PS: Tradecraft 12- 3 Security Systems 12- 3 Stealth 13- 3 Streetwise 13- 1 TF: Large Motorized Ground Vehicles 2 WF: Small Arms 3 Scholar 1 1) KS: Finance 11- 1 2) KS: Soviet Military 11- 1 3) KS: Soviet Union 11- 2 4) KS: The Espionage World 12- 1 5) KS: The Military/Mercenary/Terrorist World 11- Total Powers & Skill Cost: 135 Total Cost: 230 100+ Disadvantages 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 20 Hunted: CIA 8- (Mo Pow, NCI, Capture) 10 Psychological Limitation: Alcoholic, Drinks To Forget Her Past (Common, Moderate) 15 Psychological Limitation: Follower Mentality, Prefers To Let Others (i.e. Sofia) Make All The Tough Decisions (Common, Strong) 15 Psychological Limitation: Likes To Get Into Fights, Helps Her Work Her Aggressions Out (Common, Strong) 5 Unluck: 1d6 55 Experience Points Total Disadvantage Points: 230
Background/History: When Mary Davis found the door to her cell opening, she figured it was time for another question and answer session at the hands of certain SMERSH operatives. She certainly wasn't expecting a tall blond Russian woman armed with a whip. "Agent Davis," the woman had stated in excellent English, "We are leaving this installation. You can come with us, or stay here and rot. I think it might be best it you came with us." 'Us' turned out to mean Sofia (the woman with the whip) and an East German army officer who went by the name of 'Matrix'. Apparently Sofia had gotten wind of some sort of reorganization in the ranks and didn't want to be caught up in the resulting fallout. Mary, who was currently sitting in her cell awaiting what ever fate befell American CIA agents who were unlucky enough to be captured, realized she had no choice but to agree.
Upon escaping from the combination prison/intelligence center (no small feat in itself), the three women headed east into Siberia with the intent of losing themselves in the Pacific Rim. Along the way, Mary learned from Sofia that the once-proud Soviet Union was on it's last legs and that it was only a matter of time until the country collapsed into numerous independent states. In addition, the unification of the two Germanys was a given, the Iron Curtain was coming down all over Europe and there was no longer any place in the world for the likes of Mary (or Sofia and Matrix).
Shortly after leaving the Soviet Union, Sofia announced her idea to form a team of mercenaries, allowing the trio to put all their military and espionage experience to good use. Mary, feeling she had no other valid options, agreed to go along, and even adopted a proper 'code name'. Having been nicked named "red, white and blue Mary" by Sofia and Matrix during their travels, she chopped it down to the more manageable "Blue Mary."
Personality/Motivation: Simply put, Blue Mary is a mess. She feels she was abandoned by her government and that with the end of the Cold War she no longer has a purpose in life. She hooked up with Sofia as a way of getting out of the Soviet Union, and now realizes she's in too deep with the Femme Fatales to make any attempt to return to the CIA and her previous life as an intelligence agent.
Currently, Mary works as Sofia's fixer, using her scattering of contacts from her old-secret agent days to try and set up jobs for the Femme Fatales. She does her best to acquire equipment and supplies as needed and has been instrumental in allowing the team to acquire a base of operations. Blue Mary also operates in the field, although she is not one of the team's front line combatants.
Off duty Mary is quiet and reserved, and usually can be found in a bar drinking a great deal and trying to forget about all of her past mistakes (both real and imagined). As she tends to get overly moody when drunk, Sofia has had to bail her out for bar fights more than once (fights which Mary seems to enjoy starting).
Quote: "Yeah, whaddevah."
"Sure thing Sofia, I'll get right on it."
"C'mon! You want dance? Let's go! Right here, right now!"
Powers/Tactics: As Blue Mary has no real metahuman powers, she tries to avoid tangling with most paranormals. Her normal tactic in a fight is to pair herself with either Matrix or Sofia and double team any available target. As Sofia's whip requires a fair amount of room to use effectively, Mary will usually work with Matrix, a combination Sofia has found to be fairly effective. Normally, Matrix will attempt to stun or disorient a target, at which point Mary will use one of her throws to put her victim down and out.
If alone Mary will fight conservatively, using elbow and knee strikes to wear down her opponent until she can use a finishing move such as a roundhouse kick or one of her throws. If outnumbered, Mary will try to block and then respond with quick high OCV strikes in hopes of battering down her attacks until the odds are more even.
As a final note, the Mary Spider is performed with Mary grabbing her target by the head. The HKA damage is done to the neck area. This maneuver can be very lethal.
Appearance: Blue Mary is of average height, standing about 5'6" and weighing a well muscled 130 lbs. She has a well-defined, but attractive build, and wears her blonde hair straight and trimmed at the shoulder. Mary doesn't wear any sort of real field uniform, although she tends towards loose fatigue pants, boots, a tight halter top and a leather jacket.
Relations with team members:
Blue Mary's Hero Designer File
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