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Destiny 2 (o)

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Destiny 2 (gh)

Fighting: 

Pr

Agility: 

Ty

Strength: 

Pr

Endurance: 

Ex

Reason: 

Gd

Intuition: 

Un

Psyche: 

Mn

Health: 

34

Karma: 

185

Resources: 

Gd

Popularity: 

3

Real Name: Irene Adler
Occupation: Special agent for the U.S. Government
Legal Status: Citizen of the United Kingdom with a criminal record
Identity: Secret
Place of Birth: Salzberg, Austria
Marital Status: Widowed
Known Relatives: None
Base of Operations: Washington, D.C.
Past Group Affiliations: Freedom Force (originally Brotherhood of Evil Mutants)
Known Powers:
Precognition: Destiny has a 97% chance of predicting the correct timeline for the next round of game- play, but loses 10% of her accuracy for every round following the initial one. Another factor that may alter the timeline is any totally unexpected, irrational behavior by her teammates. If Destiny takes an active hand in the actions of the next few rounds, her chance of guiding her team to the right prediction is improved.

This has the following effects:

  • As long as Destiny can clearly communicate with her comrades, her team will always immediately gain surprise (their initiative die roll is always considered 11). All of Destiny’s teammates must be within three unobstructed areas of her for this power to work. If Destiny is rendered unconscious, or is otherwise unable or unwilling to participate, all the advantages are lost.
  • Destiny can use her Karma to help another character’s actions (as she would normally help her own) if the other character is within three unobstructed areas of her.
  • If Destiny attempts to make a long range prediction (more then five rounds in the future), the Judge should secretly make a Psyche FEAT roll for her. Predicting up to 15 minutes into the future requires a green FEAT roll, up to 24 hours in the future is a yellow FEAT roll, and beyond that is a red FEAT roll. Any white failure means that she has completely failed and sees nothing, while a colored failure means that she sees the wrong timeline and the Judge should present a misleading scenario.
When she fails, all surprise and initiative advantages, and the ability to confer them on others, are lost for the next 1-10 rounds.
Equipment:
Weapon: Destiny occasionally carries a crossbow pistol which has a range of Good and does Good damage.
Weakness:
Blindness: Destiny is blind and usually carries a cane in her normal identity. When in battle, she wears a full face mask. Her powers allow her to see the most probable objects characters, etc., that are present. She cannot be attacked by holograms or optical attacks (though some psionic illusions, aka Hallucinations, will still fool her). If her mental powers are stripped or neutralized she cannot see.
Talents:
Destiny has the Bows talent. She is fluent in German and English.
Contacts:
Other than the fact that she is an old and dear friend of Mystique, nothing is known of Destiny’s prior life.
Role-Playing Notes:
Destiny is not much of a fighter but prefers to act as a counselor to Mystique. She acts as team leader when Mystique is elsewhere.
History:
Almost nothing has been revealed about the woman named Destiny. It is not even known how old she is, for whereas she appears to be a woman in her 60’s, it has been speculated that she is far older. She is a longtime friend of Mystique, and joined the latter’s new criminal Brotherhood of Evil Mutants.

Aware of the U.S. government’s growing anti-mutant activity, Mystique decided to offer the Brotherhood’s services to the government, and renamed it Freedom Force. Destiny participated in Freedom Force’s first mission for the U.S. government: the capture of Magneto, leader of the original Brotherhood of Evil Mutants.

Destiny recently traveled with the Freedom Force to Dallas, where she foresaw the deaths of the X-Men in battle against the Trickster. Her face was revealed on national television during the course of the battle.