Cry Wolf: a HERO Television Special
Neither truly alive nor truly dead. Blackthorn walks the fine line between the land of the living and the realm of spirits.
“I am nothing but a doll. Dolls are hollow, you see? Completely hollow in body and soul. That void connects them with Death. But even hollow things such as myself seek to fill their emptiness.”
Gertruda Migla [Secret Identity]
Solo D6, Buddy D8, Team D10
Spirit Medium Soldier
Astral Projection D10, Death Sense D10, Mystic Resistance D10, Mystic Sense D8, Precognition D8, Postcognition D8, Telekinetic Attack D8, Telekinetic Control D10
SFX: Ghost Bullet. Spend 1 PP to add Telekinetic Control (or step up by +1 if already in your pool) and reroll all dice on an action or reaction
SFX: Multipower. Use two or more Clairvoyant powers in a single dice pool at -1 step for each additional power
SFX: Possession. On a successful action that uses Astral Projection to deal mental stress, step up Astral Projection by +1 and either spend 1 PP or add the effect die to the Doom Pool. A target that is stressed out from this action gains the complication “Possessed” and is under your control
Limit: Exhausted. Shutdown either Clairvoyant powers to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
Limit: Poltergeists. Earn 1 PP and step up emotional stress caused by hauntings
Body Armor D6, Chameleon Cloak D6, Comms D10, Computer D6, Hazmat Suit D10, Optics D8, Weapons D8, Zombie Jammer D8
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die.
SFX: Burst. Step up or double a Weapons die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Dangerous. Add d6 to the dice pool for an attack action and step back the highest die by -1. Step up physical stress by +1.
SFX. Focus. If a pool includes a Combat Shroud power, you may replace two dice of equal size with one die +1 step larger.
SFX: Protective Gear. Spend 1 PP to ignore stress, trauma, or complications from radiation, chemical, biological and flash-based and sonic attacks
SFX: Special Ammunition. When using Weapons to create assets and complications add D6 and step up effect die by +1.
Limit: Gear. Shutdown a Combat Shroud power and gain 1 PP. Take an action vs. the doom pool to recover.
EXOFRAME – RECON CLASS (“Ghost”)
Flight D6, Grapnel D6, Hydraulics D6, Jumping D6, Running D6, Stealth Camo D8, Terrain Spikes D6
SFX: EMP Shielding. Spend 1 PP to ignore stress, trauma, or complications from electrical and magnetic attacks
Limit: Dead Weight. While swimming, change any Exoframe power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power
Limit: Malfunction. Shutdown an Exoframe power and gain 1 PP. Take an action vs. the doom pool to recover.
EKATERINA THE RESTLESS SPIRIT
Airwalking D6, Enhanced Senses D8, Fear Generation D8, Flight D6, Mystic Senses D8, Melee Attack (Claws & Teeth) D10, Mystic Attack D8, Intangibility D10
SFX: Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die.
SFX: Faithful Sibling. If Blackthorn is stressed out, spend 1 PP to have Ekaterina remove her from the Scene.
SFX Incorporeal Undead. Automatically ignore physical and mental stress or trauma results unless caused by magic.
SFX: Life Drain. Attack a character with Mystic Attack power to recover Blackthorn’s physical stress. Spend 1 PP to recover from mental or emotional stress as well with the same effect die.
Limit: Summoned Creature. Ekaterina The Restless Spirit may be affected by stress, complications and other effects like a normal character. If stressed out or overcome by a complication, shutdown Ekaterina The Restless Spirit and recover as normal during a Transition Scene, or until a successful recover action is completed.
Limit: Unexplainable Absence. Earn 1 PP if you have Ekaterina the Restless Spirit shutdown for the remainder of the Scene.
Enhanced Durability D8, Enhanced Senses D8, Enhanced Strength D8, Enhanced Reflexes D8, Mystic Attack D10, Psychic Resistance D12, Superhuman Stamina D10
SFX: Healing Factor. Spend 1 PP to recover your physical stress and step back your physical trauma by -1.
SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from poison, disease, aging, fatigue, being in a vacuum or extreme temperatures
SFX: Strike Witch. Spend 1 PP or take D6 mental stress to add Mystic Attack to your dice pool until the end of the scene
Limit: Exhausted. Shutdown either Revenant powers to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
Limit: Fading Serum. Gain 1PP and take D6 emotional stress, then step down two Revenant powers by -1. Restore by activating an opportunity or during a Transition scene
Limit: Viral Infection. If Superhuman Stamina is shutdown, take d10 physical stress at the beginning and end of every Action Scene.
Combat Expert D8, Covert Expert D8, Doll-crafting Expert D8, Recon Master D10, Menace Master D10, Parapsychology Master D10, Vehicle Expert D8
I See Dead People
1 XP When you experience your first Haunting and activate your Poltergeists limit
3 XP When you are visited and tormented by the ghosts of those you have killed in the past
10 XP When you communicate peacefully with a restless spirit and help that spirit with their unfinished business
The Scariest Girl In the Room
1 XP When you first choose to inflict emotional stress on an enemy by intimidating them.
3 XP When you manage to prevent a conflict from starting by causing your foes to back down from you.
10 XP When you manage to survive a difficult battle with at least d10 in two types of stress, or when you have to back down from a foe that you could normally defeat easily.
- Chameleon cloak, handguns (usually Sig Sauer 226 and Glock 17), rocket launcher or recoilless rifle, designated marksman rifle or sniper rifle, anti-material rifle (usually M107 Barret), “Triclops 2” multi-vision goggles, motion sensors, fortune telling and scrying devices
‘’I don’t dislike rain. My favourite is the cold rain that falls in midwinter, just before it turns into snow."
“That girl. You never know that she’s there. It’s almost like she’s a ghost.”
Real Name: Gertruda Migla
Current Alias: Blackthorn, Trudy, Thorn, The Goddess of Dolls, The One that Does Not Exist, Ghost Whisperer
Affiliation: SHADOW Company (Kill Team Edelweiss)
Base of Operations: Falcon’s Nest, Zurich, Switzerland
Identity: Secret (true name known to SHADOW Company and SHIELD)
Marital Status: Single
Occupation: Mercenary, doll maker, student
Theme Song: “In Your Eyes” by DJ Foggy
Eyes: Rust Brown (right eye); Green (left eye)
Place of Birth: Silute, Lithuania
Date of Birth: 24 April 1995
The life of Gertruda Migla has always been marked by tragedy. She was separated from her financially troubled biological mother at birth and her adoptive family treated her like a complete stranger, giving an early rise to her aloof and independent streak. Her best friend and twin sister Ekaterina painfully died from leukemia, a death which left her with an enormous degree of guilt.
A tumor caused the loss of her left eye, requiring a surgery that nearly killed her and forced her to wear a glass eye not dissimilar to the ones used for dolls. With her left artificial eye being a different color from her original one, being green instead of brown and having been compelled upon her by her foster mother, the young Gertruda was usually mistaken as suffering from heterochromia and resulted in a great many superstitious folk regarding her as a being of detrimental omen. This prompted the luckless girl to wear a patch over her left eye in the vain hopes of maintaining any semblance of a normal existence.
She spent her early school life being shunned by her peers who saw her as a living jinx, earning her the nickname “The One That Does Not Exist”, partly because of her stoic and meek nature, but mostly because of her frighteningly pale complexion and the eye patch that she wore. As a result, Gertruda spent most of her days daydreaming in the classroom, reading and drawing in the library or the rooftop, or just skipping school altogether. She also used this peculiar freedom to master the craft of making dolls from her mother and she is usually seen surrounded by her own creations like they were the only friends she ever had.
During this time, her innate mystic abilities slowly began to surface. She found that she could see the auras surrounding people as well as perceive lost souls whenever her false eye was exposed. Both to her delight and apprehension, she was able to make contact with the soul of her dead sister, albeit on a very irregular basis, who became her only true companion and friend. Just the same, Gertruda developed an interest in the paranormal, most particularly in psychometry and she sought as much information as she could.
Despite these series of unfortunate events and the weight of the ostracism thrown her way, all that Gertruda wanted was a carefree life as a high school student and enjoy all the things that teenage girls do. It was not meant to be. Her childhood dreams were shattered on one dark rainy night during a school trip.
As if giving credence to the allegations of bad luck following her every step, a Starspawn summoned by an underground group called the Cult of the Seagull created a Miasma that engulfed the summer town that she and her class stayed in. While Gertruda herself was surprised that she did not feel any ill effects, the poisonous air drove every living soul in it insane. The young girl became an unwitting player in a deadly game of cat and mouse that pitted her against the cultist townsfolk driven to a murderous spree by the Miasma as well as her own classmates whose accumulated fear and hatred of her had devolved into a bloodthirsty rampage.
For what must have been several day, Gertruda did all she could to survive. Her resourcefulness and newly discovered Warp-enhanced prowess allowed her to evade her stalkers and managed to kill some of them with common objects as she attempted to find a way out of the Miasma. During her ordeal, her powers of seeing into the past and future aided her, but they were not enough. The lucky streak came to an end when she was caught and beaten to submission, leaving her helpless to the whims of her captors.
Recognizing the girl’s immunity, the cult and their Starspawn master sought to dispose of her but could not due to her accelerated healing. Though this same ability allowed Gertruda to survive any injuries inflicted on her, this also proved to be a curse as she was subjected to unimaginable torture to the sick pleasure of the corrupted fellow students and townspeople.
The torment inflicted on her body inadvertently activated her ability to separate her spirit from her physical form. She quickly learned to enter the bodies of her captors and take control of their movement and thinking. Mostly insane with pain and rage, a vengeful Gertruda used the full extent of her powers to lash out and slaughter her tormentors in the worst possible ways, paying them back for all the abuse heaped upon her. She was soon aided by the spirit of Ekaterina and the two cut a bloody swath of corpses until they reached the Starspawn. The alien monstrosity made short work of Gertruda and the latter was about to accept her fate when she saw a fleeting glance of a blade-wielding dark-clad assassin deal a fatal blow to the Starspawn.
Gertuda remembered little of what took place next, except that she had been wandering outside the demolished town when she was spotted by a SHADOW Company helicopter. With her powers spent and her body gravely wounded and weakened, she could do nothing as the Disinfestors took her into custody.
The black-haired ethereal girl’s troubles did not end there. With her mind nearly broken, she spent years in an asylum ran by an affiliate of SHADOW. Being infected with the Insania Virus, she was put through a battery of tests including deliberately allowing captured incorporeal demons to attack her, revealing Gertruda’s powerful resistance against possession. Despite her debilitated state, Gertruda escaped no less than a dozen times only to be recaptured, but not after causing the deaths of scores of Company personel.
After her last try for freedom, a dying Gertruda was visited by none other than Marzanna Kriegvogel
-- the same individual that helped her vanquish the Starspawn in Lithuania. The stoic assassin offered Gertruda the option to either die by her hand, or join her team and live out an existence of blood and slaughter.
Gertruda chose the second choice without hesitation, and against Foxglove’s orders, Nightshade administered the Amaranthus serum and turned the Clairvoyant girl into a new Revenant. The brutal training under SHADOW’s instructors (including Nightshade herself) forged her into a superb fighting machine and a powerful tool of destruction.
While Foxglove doubted the new girl’s value, the spirit medium proved her physical effectiveness as well as the combat potential of her Clairvoyant abilities. She won a spot as the secondary sharpshooter of Kill Team Edelweiss and was granted the callsign Blackthorne which means “difficult” in the language of flowers
- most likely a reference to the complexity of her rehabilitation as well as her indomitable will.
Even before discovering her powers, Blackthorn was never comfortable around other people. Yet beneath her uncommunicative and reserved exterior, Trudy (the nickname given to her by her fellow Edelweiss members) possesses a rarely tapped comely personality. Her time with SHADOW, particularly her teammates in the Kill Team, has made her more accustomed to the presence of others.
Though seemingly cold and devoid of emotions, Trudy subtly shows a sincerely warm care and concern for her new friends in the Edelweiss, and even becoming particularly close to Kill Team heavy weapons specialist Violeta Fantomas whom she now treats like a surrogate sister. A far cry from her school days, the company of Revenants such as herself has eroded her once staunch solitary personage and although she is not one to start conversations, she willingly if not eagerly participates in one.
She had initially ostracized herself from any human contact, a likely result of the terrible abuse she underwent in the Miasma and her rehabilitation was a slow and difficult process. She has since learned to cope with her past and realized that only the company of her new friends and brethren at arms helped her steer clear from the path to absolute madness.
Trudy is the second youngest as well as the shortest member of the Edelweiss, and despite being fresh out of her 20s, she is often mistaken for a teenager when not in her wargear. The latter assessment is not without merit since Gertruda is surrounded by a glow of childishness. She is easily distracted by petty things such as toys (most especially dolls), frilly bright-colored dresses, cute animals, and family-friendly cartoons, the latter two of which almost puts her on the same level as avid anime fan Gentian. It is only during such moments of silliness that Gertrude tends to smile and laugh, and even crack jokes, an occurrence that may be fun to behold for some while others experience only fear.
At present, Gertruda has mostly set aside her unwarranted guilt over her twin sister’s death, allowing her to be more open to others while she and Rosemary are the only Edelweiss members who keep in touch with their respective (living) families albeit while keeping their actual occupation a secret.
Oddly enough, and unlike the tech-savy Gentian, the eye-patched girl is averse to using any form of technology. She abhors gadgets such as mobile phones and laptops since (in her own words) she is disturbed by the idea of being connected to others by electronic waves, and carries them only when required to.
Even with her slight dislike for technology, her expertise with ISTAR (Intelligence Surveillance Target-acquisition and Recon) is unmatched and is therefore equipped with a broader range of electronic surveillance instruments than her fellow Disinfestors. Her skill in quickly detecting enemies and other forms of dangers on the field had prevented the failure of numerous Edelweiss missions.
To complement her stealth and sniping abilities, she was issued a specially-designed holographic digital camouflage gear that blurs her shape and helps her blend with her surroundings, as well as an advanced set of portable ISTAR (Intelligence Surveillance Target-Acquisition Recon) equipment including a specially-designed Triclops goggles that allows her to scan the area of operations and gather and send much needed data.
When not on a mission, and if her presence is not required, Trudy can often be found in her quarters which she requested (under her own specifications) to be re-modeled into a museum for dolls of her own making
-- a craft that she learned from her foster mother who was a master doll-maker. Aside from doll crafting, Trudy also spends her spare time with her childhood hobby of sketching.
In combat, Blackthorn keeps her cool and complies with her orders without disinclination or question. She does not utter a word unless spoken to or if the situation requires it. The rest of the Kill Team suspect that this particular behaviour stemmed from her constant training with the even more silent and introverted Nightshade.
Though fairly new to the team, she had quickly become desensitized to the brutal methods the Edelweiss employs. This is evidenced by her complete lack of empathy for the targets she eliminates and has gone as far as knowingly harming children by booby-trapping her dolls with explosives.
For Blackthorn, all Starspawn are fair game. Although the nightmarish events in Lithuania were far behind her, she displays a merciless hate-filled aura in battle. As her own form of revenge, she savours the chance to kill as many extra-terrestrials as she possibly can while in her eyes every human opponent she encounters look exactly like the cultists and former classmates who tortured her close to death.
Only time will tell if (or should) this unpitying side of her would increase and eventually devour her whole like the very monsters she destroys.
Abilities and Resources
Like every member of Kill Team Edelweiss, Blackthorn is an extremely conditioned and well-trained combatant and covert agent. Her adversity to technology has not stopped her from using any piece of equipment in the SHADOW Company and Kill Team armory at her disposal.
She serves as the alternate designated marskwoman in the Edelweiss alongside Anemone. Besides her training, gear and talents, Blackthorn also owes her excellent shooting ability to her telekinetic power which allows her to steer projectiles while in flight. This same power can also be utilized on its own to shield herself and deflect attacks, as well as offensively like invisible steel fists. Along with Rosemary, Blackthorn also serves as the group’s secondary light artillery as she carries portable rocket launchers as her additional weapon of choice.
As with the other Edelweiss members, Gertruda Migla’s powers surfaced before her exposure to the Insania Virus. She possesses the redoubtable abilities of Clairvoyance. Her psychometric power comes in the form of postcognition which enables her to willfully see glimpses of the past simply by touching an inanimate object or a living being. In contrast, her precognitive ability, which she dubbed as her “Future Sight” that gives her brief, albeit often cryptic, glimpses of (possible) future events. Her mystic senses let her perceive supernatural elements that would otherwise be unnoticeable by other means such as spiritual auras and incorporeal beings.
Her gift (or very likely a curse) as a spirit medium allows her to detect and interact with wandering ghosts, the advantage of which lets her gain useful information from them such as enemy numbers and positions. The downside of such a precarious ability is the danger of possession, especially by disembodied entities of demonic nature, an occurrence that Blackthorn has grown steadily resistant to over the years.
There are times when she unable to keep out the voices of the spirits around her which she can ignore most of the time, though may come to a point when it becomes hard for her to bear. This has become the main reason why Trudy is almost never without her headphones since she uses loud music to block out the ghostly voices that assail her.
Her Astral Projection which grants her the capability of taking control of living beings and even inanimate objects such as vehicles. As useful as the power is, it also leaves her body helpless and vulnerable requiring her teammates to protect her. When not on the job, Trudy could not help but use this very same ability to possess her own hand-crafted dolls and to play (sometimes not so friendly) pranks on other people, much to the dismay of her teammates.
Perhaps her most compelling power as a Spirit Medium is her ability to summon the restless soul of her twin sister and lost love Ekaterina. The spirit does not utter a word, obeys all of Blackthorn’s verbal and mental commands, and fights with deadly magical efficiency. Ekaterina is particularly savage in battle, releasing the pain and anger she felt during her death, and this feeling is magnified further should her sister Gertruda be in danger. Outside of combat, Ekaterina can act as Trudy’s eternally awake guardian or simply provide her with company.
Personally, Trudy loathes these abilities (with the likely exception of Ekaterina’s spirit) as she believes that they help fuel the recurring nightmares and hauntings that she undergoes even during the waking hours and usually only activates them when ordered to.
As attached as she has become to her team, there is no telling how Blackthorn will react should her mystic senses perceive black auras (the ones that signify death) around the Revenants whom she now regards as trusted companions.