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Electra

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About Electra

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    Team Mom
  • Birthday 04/19/1982

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  1. Singularity is apparently looking at some butterflies or something, she goes on 22. She is also going to attempt to Interpose for Sea Devil if it should be necessary.
  2. Every instinct in Erin's body wanted her to meet the monster in the air, as far as possible from her comrades and before it had a chance to hit the city. But this city wasn't her city, and the last thing they needed was to draw attention to themselves with a showy battle in the skies. With speed that belied her reluctance, she snagged Edge around the waist with one arm and stepped off the building after Midnight, plunging through the familiar darkness of Midnight Mist as she prepared herself to meet the ground however many feet below. As she fell, she allowed herself a moment to hope that flying sharks didn't travel in packs.
  3. Singularity was out through the floor a moment after Cobalt Templar, though she didn't make nearly so much noise. Without a word or a sound she bounded away and straight into the densest grouping of drones she could find, falling upon them like sudden doom. She fought with great economy of motion, using the shield's surface to block or its edge to slice even as she wielded her bat with expert, deadly grace. The first half-dozen were dispatched in seconds but she was already moving on, her eyes empty and her face nearly slack as she cut a wide swath of destruction through the assembled foes.
  4. She's not ready to put up yet, but here's the backstory for my tortoise girl Claremonter! Stephanie Munson loved tortoises more than anybody else. That was a fact. As a child, she became fascinated with the landbound species of order Chelonia, and would angrily correct anybody who tried to say she liked turtles. Turtles were all well and good, but they were not tortoises (at least not in American English!) Growing up in semi-rural Arizona gave her a chance to help the local college students track and monitor tortoise populations even as she absorbed the classes that would let her pursue the biological sciences herself. Through college and grad schools she scrimped, saved and fought to take research trips to the Galapagos islands for their giant tortoises and to India to see beautiful and endangered star tortoises in their natural habitat. She wrote papers, published articles, and worked with the leading lights in the field of tortoise research and conservation until she’d learned everything they knew. When it came time to pursue a romantic partner, she chose a fellow traveler, a handsome man named Arthur Holmes who just happened to be the head reptile keeper at the Albuquerque Zoological park. It was an excellent match amongst like-minded people who loved each other almost as much as they loved their studies. In a world of magic, passion is a powerful thing. Enough passion can shape the world, change lives, even draw the attention of unknowable forces. Since antiquity, humans have acknowledged the power of turtles and tortoises as agents of stability and wisdom, imbued with life force beyond the understanding of mortals. All of that is true in the way that all folklore has a heart of truth that is only strengthened by belief. At the juncture where life and passion and freefloating magic all meet, strange things can happen. Life can be created that is not the same as other lives. An avatar can be created. Not that Stephanie and Arthur knew any of that. All that they knew was that Stephanie’s pregnancy did not go at all as planned, that the fetus was lively but did not thrive, that even after adjusting forward the estimated date of conception several months past when Stephanie first suspected she was pregnant, the size-for-week was all wrong. Stephanie did know that she stopped counting the weeks after a full year had passed since the first pregnancy test and started wondering if this pregnancy would ever end. Normally no doctor worth their salt would let a pregnancy go so long out of fear for the mother, but Stephanie was healthy and the female fetus seemed healthy as well, just growing very, very slowly. They left the choice to her, and Stephanie chose to go on. And on, and on. It wasn’t a great time, but in March of 1986, a full year and a half after that first test, she gave birth to a perfect, healthy, beautiful baby girl just the right size for a newborn half her gestational age. After eighteen months of consulting baby name books, Danica Kameyo Izegbe Mirabella Holmes was probably lucky to not get even more names piled onto her tiny head. The strangeness of this baby did not stop with the delivery. Danica was an amiable baby, eating and sleeping like she should, alert within the limits of her fuzzy vision and hearing, not unduly fussy, but she began missing milestones almost right away. She gained only half a pound in the first month and grew only half an inch. By the time she was four months old, she was only beginning to reach for items above her head or push herself up on her arms, and she was still the size of a two-month old child. Stephanie and Arthur both took a break from their life-long passions to focus all their considerable analytical attention on what might be wrong with their beloved child. After exhausting all the local specialists and everything the Mayo Clinic in Arizona had to offer, they began widening their search. Finally in Southern California they encountered a shaman who said their daughter was special, that she was an avatar. An avatar of what, he could not say, he didn’t have the skill, but it was a clue at least. Cachet in the scientific community didn’t always translate across fields, but by using all their considerable connections they managed to land an interview with Adrian Eldritch, the Master Mage of Earth. They’d have gone to Freedom City if they had to, but instead Eldritch had shown up in their living room and spent almost twenty minutes playing with the year-old Danica, who was just starting to sit up and tolerate rice cereal. Eldritch confirmed that the shaman was right, that Danica was an avatar of an ancient, nameless tortoise spirit that had been looking for a way to manifest on earth. Worship, Eldritch had told them dryly, could take many forms, but it always made spirits stronger. Danica was growing so slowly because she was growing on a timeline much different from humans, not because she was sick or damaged. It wasn’t all bad news, he assured them. She would age very slowly her whole life, and likely live a very, very long time. Think of everything such a child would see! It took awhile for Stephanie and Arthur to sort out all the immediate responses to this, but one question came up very quickly: how would they take care of a child who wouldn’t be grown until they were old? If Danica continued at her current rate of growth, by the time she was ready for college both of them would be long since retired. Eldritch smiled a little and reported that the spirit had granted them a boon as well: as long as their daughter was a child, they would not age as humans did either. Only when she reached maturity would they go back to experiencing their normal lifespans. He couldn’t give them specifics beyond that rather vague wording, but it was something, at least. And at least they knew what was happening now. Eldritch finished by saying that it was entirely likely that Danica would develop some kind of magical abilities at some point, and they should definitely let him or his successor know. So Danica grew up, so very, very slowly as the decades passed around her. Her parents were not interested in spreading the word of her condition around, so they began moving around, first from daycare to daycare, then school district to school district. Danica legally had to be in school, despite the problems that would inevitably arise, so they did the best they could. It was fairly easy in the eighties and nineties to fudge a birthdate here and there, letting Danica enroll with children half her age but the exact same developmental stages. It was also easier in the eighties and nineties to avoid explaining to Danica why she never kept the same friends for more than a year or two, or why the people on the television shows looked different as the years passed. She was a bright and curious child who liked to read and garden, though she wasn’t much for playing outdoors because it took her such a long time to get anywhere. By the time she was fourteen, she started wanting to know why she was different from the other kids, why nobody ever stuck around, why she really didn’t look or act the same as other children her age. Her parents explained the basics of her situation to her in ways that a seven-year-old could understand. It made sense for her to make friends with much younger children because her years were twice as long as other children’s. The 2000s brought an era of electronic recordkeeping with it that made a lot of their previous strategies untenable. Danica turned eighteen in 2004, automatically aging her out of the public school system, so it didn’t make much sense to move around anymore. Stephanie and Arthur settled in and opened a tortoise and terrapin sanctuary in New Mexico and began a freewheeling sort of unschooling that worked well for a child who learned things just fine but took so much longer to mature. She made friends among the local kids, and for awhile it was almost like being normal, with best friends and sleepovers and talk about favorite cartoon shows and books. Inevitably, however, Danica’s friends grew up. By the time she was ten (more or less), her friends were twelve, and when she was emotionally eleven, they were fourteen and teenagers, heading into high school and no longer very interested in the things she liked. This was rather painful, but she did her best to make new friends, often with the younger siblings of her old friends. It wasn’t particularly successful, since now she was known in the neighborhood as the weird girl who liked baby stuff and wasn’t getting taller or starting her period or anything. When Danica was twenty-six, she was a little dismayed to find herself moving slower than ever. She could walk just fine, it was simply that she couldn’t walk fast. Even if she ran, she ran slowly, pedaled a bike slowly, rode a scooter slowly. It only became more apparent as her body got older and she still couldn’t keep up with other kids her apparent age. In retaliation for this (against who is unclear, perhaps just the world) she went through a brief tree-climbing phase where instead of moving forward, she just moved up instead. New Mexico isn’t known for its tall trees, but the neighborhood she lived in had a few good ones and she was able to get a good thirty feet up the one in her backyard, shinnying with knees and elbows, before she fell the whole way down right in front of her startled parents. The impact was jarring, but when she stood up she was completely unhurt and had a beautiful brown and cream shell covering torso and abdomen. The shell could be summoned and dismissed at will, usually appeared on its own if she felt threatened, and was big enough that she could tuck her limbs and head in for maximum protection. Unlike an actual tortoise’s shell, it appeared over her clothing and she could climb in and out of it if she really wanted to. Her parents were fascinated but baffled, and realized quickly that they were beyond their field of expertise. Another call to Adrian Eldritch put Stephanie and Arthur in touch with the Nicholson School, an elementary and middle-school program for children with exceptional abilities. It was all the way across the country in Freedom City, far from their homes and their work, but it sounded like exactly the thing Danica needed. They’d just spend a few years doing other things, that was all. The Holmes family packed up and moved into a little townhouse near the school and Danica began attending. Super school was a lot easier and more fun for Danica, who finally got to just tell other people about her aging issue instead of figuring out more and more creative lies, and it let her be around other kids who were at least as different as she was. Unfortunately, she was a little too old to stay at Nicholson very long, so after two years she was sent off to Claremont Academy, the super high-school.
  5. "Oh for hell's sake, you stupid-" Scythe Erin had been wrapping a nasty gash on her arm but paused to glare at Aquaria (which was a fairly disturbing sight in itself) before giving the Evil Erin a boot to the side of her head. "The monologue is when they trigger their bomb or whatever they're going to do! Why would you even think-" "Yell at her later," White-Hair encouraged, looking off the side of the bridge. "We've got problems now. Hey Mark!" she yelled at the empty sky. "Get your lucky ass down here and rearrange some probability!" "Does that work?" Jessie asked, looking up at the sky expectantly. Her face was a melange of bruises from being thrown into a bridge support and she'd chosen to sit before she fell. White-Hair shrugged. "Works in my universe." Midnight Erin, who was already bleeding sluggishly from a cut along her side, stripped out of her cowl and attached what looked like a SCUBA apparatus to her mask. "Belt and suspenders," she advised. "Remove the devices, clear the bridge, call in Edge." She did a clean dive off the side of the bridge, followed almost immediately by Deep One Erin and Blue Hair Erin. Erin tried to disguise the limp that was probably a sprained ankle as she moved to divert traffic. It was already considerably lighter than usual, thanks both to the hour and the savviness of Freedom City commuters, but better safe than sorry. The evil doppelgangers words were twisting in her head, despite the obvious unreliability of their origin. No time to think about it now.
  6. "Backstab you-" Erin began, but any combat banter was interrupted by Singularity leaping forward and attempting to tackle the Evil Erin to the ground. She'd been expecting something like that, but was just villainous enough to expect the heroes to allow her to gloat just a bit more. White Hair and Hell Queen lost no time in exploiting the moment of distraction, and suddenly Evil Erin was fizzing with red light and trying to keep her balance with White Hair throwing super-fast punches and Singularity attempting to wrap herself around her legs. Erin glanced at Trevor for a half-second with a "what did you really expect?" shrug before diving in as well. It was a much more pitched battle than any of them might have expected. Even among doppelgangers, the Evil Erin was notably stronger and insanely fast, and she was not at all averse to fighting to kill. In a one on one or one on two fight, it was easy to see how she could've killed her doubles, especially with surprise on her side. But this fight was four on one, with some support from Aquaria and Midnight as well despite being relegated to the sidelines as entirely too fragile for this sort of brawling. Even then, Evil Erin managed to eel out of the scrum long enough to jump off the bridge support... and straight into the other group, with the first set falling behind her like extremely dangerous precipitation. Once the fight was eight on one it was essentially over, it just took longer than it really needed to because Erins are terrible at working together. Finally, though, the Evil Erin was subdued, neatly hogtied with a rope Cowboy Hat apparently kept with her at all times and gagged by something that looked suspiciously like a sock. The other Erins stood around, bruised and bloody, catching their breaths. "What the hell?" White Hair finally asked, speaking for all of them.
  7. "We have to kill them all anyway, right?" Singularity pointed out, her voice flat. "If we can burst up through the floors, we'll take them by surprise without going through whatever outer ring of guards may be posted. Every hour we lose is more time for them to open new portals into the city." She tipped her head back to consider the material that made up the ceiling, then turned to Cobalt Templar. "I'm pretty sure I can get through that floor," she told him. "What about you?"
  8. "Taunting us," several of the Erins said in unison, and the situation was grave enough that they barely bothered to glare at one another over the inadvertent chorus. Erin continued on alone since it was, after all, more her hometown than anybody else's. "The Pramas bridge is a, um, a special site for Trevor and I. We went there on our first date, and now we go there for, you know, important occasions and stuff. That Erin must know that." "She's callin' us out," Cowboy Hat said grimly, her face dark. "But it cain't be just her against all of us, that's suicide. It's gotta be some kinda trap." "Could it be some kind of electronic mirage?" Goggles asked Trevor. "She could be trying to draw us away from the manor and leave it open to attack. She could be trying to pick off the most vulnerable of us first." "I could go look," Jessie offered. "I'm not really an Erin, so maybe she won't want me." Midnight Erin had snorted laughter over Trevor's claim of difficulty before turning her attention back to the larger conversation. She gave Jessie a funny look. "Why would you be any less an Erin than the rest of us?" Jessie paused at that. "I... I don't know," she admitted, blushing. "I could go," Megan volunteered. "I am absolutely not an Erin." "No!" came a chorus from all around the room, and this time all glares were directed straight at Megan.
  9. Singularity was on full alert every moment in the tunnels, though it could mostly be seen only in the tiny movement of her eyes and the way she walked poised on the balls of her feet. This was all very familiar, too familiar, but any attempt to chase down the memories ended only in the blank white emptiness in the center of her memory. Bad, it was very bad to be in tunnels like this, she knew that much. She could practically hear the screaming echoing off the curved walls. The fork was a problem; all three ways were much the same to her, even the dropoff wouldn't provide much of a challenge if they decided to go that way. But somebody needed to tell her where to go, because the only advice her own brain was giving her was retreat. "Left," she repeated tonelessly after Cobalt Templar's suggestion. "Okay." Shield raised, baton ready, she led the way down the corridor.
  10. "It's better not to think about it," Erin told Mark, curtly but not unkindly. She herself had apparently shaken off the transit instantly, moving in a crouch to check out the entire roof and make sure they were as secure as it was possible to be while in the belly of the beast. "There's a lot of bad worlds out there, and a lot of versions of all of us that didn't end up okay. There's no way to fix everything, so you just do what you can and try to forget about the rest." She partially collapsed her bat and held the rest flush against the inside of her arm, the better to conceal its light while keeping it ready at a moment's notice. "Are you finding anything?" she asked the other two.
  11. Singularity jumped in first, without a moment's hesitation. There'd been a subtle change in her demeanor since the moment they arrived at the plant. Gone was the diffidence, the uncertainty, the thread of all different kinds of fear that edged Jessie's attitude nearly all the time. Now she was focused, intent, her spine straight, her pupils slightly dilated as she took in everything around her. She was still not talking much, but there wasn't a lot to say. With her bat in her hand, she assessed the underground space for threats before waving her teammates down to join her.
  12. Erin squeezed Trevor's fingers and then let go; the comfort of holding his hand as they went through wouldn't make up for the tactical disadvantage of not having their hands free. She drew her bat and extended it to full length, the silver metal gleaming in the light of the workshop. "Stay together," she reminded everyone tersely, "don't trust anything you see or hear over there. We know they have access to duplicates of us, god only knows what kind of games they might try and play." She took one deep breath, feeling the familiar pull of dread that came from leaving the universe that had been her salvation, then walked through the portal.
  13. Singularity had followed Sea Devil in silently, taking in everything without speaking. Her blonde hair, which had gone curly and a little crunchy from ocean water, was pinned close to her head, leaving her face bare and her brown eyes large against pale skin. "It does seem pretty straightforward, she finally offered, "kill the Omegadrones and shut down the power source, right? We can do that." There was no boastfulness in her tone or even confidence, simply a statement of the facts as she understood them. Once she saw everyone else stepping forward to take their drink she did so as well, throwing it back and then making the kind of involuntary, exaggerated yucky-face that belied much of her previous stoicism. "When do we go?"
  14. I'm going to let her stand on water, one thing she can do that Wander cannot. I'm just going to say it's some kind of magic having to do with accepting the Shield of Creepy Magicness.
  15. Singularity Power Level: 12 (180/180pp) Unspent Power Points: 0 Trade-Offs: +2DMG/-2ATK, +2TOU/-2DEF In Brief: Refugee doppelganger brought to Prime to save her from a lifetime of use as an extremely lethal weapon, now a college student and semi-reluctant sidekick to a frog prone to wacky hijinks. Catchphrase: “You really don't want to do that.” Theme: “Nothing to Remember” by Neko Case Alternate Identity: Jessie White, formerly Erin White Birthplace: Seattle, Earth EZO1(e) Residence: DuTemps Building in Freedom City, roommates with Aquaria Base of Operations: DuTemps Building Occupation: College Student Affiliations: Aquaria, Wander, DuTemps Residents, Project Freedom Family: Erin Hunter-White (Wander): Sister(ish), Trevor Hunter (Midnight): Brother-in-law(ish) Description: Age: 25 (DoB November 11, 1992) Gender: Female Ethnicity: White, very fair Height: 5'8 Weight: 175 Eyes: Brown Hair: Dyed blonde, short Singularity bears a very strong relationship to Wander, though the two are obviously different if seen close together. It's more than the hair color, it's the entire bearing. Jessie holds herself extremely close, often slouching or rounding her shoulders, hugging her arms to her chest or ducking her head, making herself small unless she is deliberately trying to intimidate. Her wardrobe is very typical for a poor college student, for all she's getting to the older end of the demographic, lots of jeans and t-shirts or light blouses throughout the year because she never gets cold. Her uniform is black with a few orange-brown accents, and she wears an ankle monitor at all times. Lately she has taken to carrying a strange shield with an arcane symbol painted on it. History: Once upon a time there was a girl named Erin who lost her home. This is something of an understatement, honestly, but the whole story would take much too long. Suffice it to say that everyone she loved died, and everyone she hated died, and everyone she was mostly indifferent to died, so that eventually she had nobody left in the whole empty world but herself. So she went mad for a little while, and in the process, she lost track of herself as well. This is how it happened once: Erin was running through Oklahoma City and killing zombies like a running-and-killing robot, which was what she spent most of her time doing. Killing zombies was disgusting work but she was very good at it by now, and it was much better than stopping and having to risk thinking about everyone who had died. On this particular evening she spotted an electric light and thought that maybe she wasn't alone anymore, that maybe there were people and electric lights and human voices that did more than howl or scream, but she was wrong. When she found the light, it was a solar-powered sign that nobody had ever turned off, telling her that it was Christmas Eve and that everyone here was dead too. Unable to stand still and deal with that truth, she ran away as far and fast as she could and never looked back. Eventually she made her way to Freedom City and then to another Earth, where she lived happily ever after, or close enough. This is how it also happened: Erin did not run away. She couldn't do anything but stare at the sign she had hoped for so badly, until in her blurred vision it was just one more zombie. She attacked it as though it personally were responsible for all her many losses, screaming her rage as she smashed the light into darkness, the words into glass fragments. When it was done, she was left kneeling in the snow, her breath rasping so loudly in her ears that she didn't hear the footsteps or the voices until it was too late, much too late. She was not alone anymore, she had been found by a group of people who liked destructive things and were drawn to destroyed worlds in the hopes of finding more of them. Erin was captured and taken to another Earth, to another Freedom City, where she was ripped into tiny pieces. On Anti-Earth, the scientists were disappointed that whatever had killed Erin's world could not be replicated out of her cells, so there would be no exciting new plagues for them to play with. They gave her to The Academy to see what they could make of her, since she was the right age and had killed a number of scientists and guards in escape attempts that proved her aptitude. Erin proved stubbornly resistant to the Academy's culture and morals, however, so she was given to another new student as an extra-credit assignment. Pathos was more than happy to take on the work of bringing her around. The easiest and fastest way was simply to batter down all of Erin's mental defenses, then stroll through her mind, throwing away some memories while adding others, distorting others beyond recognition, and turning a few well-chosen ones into irresistible triggers. In well under a year, Erin could barely remember her own name from day to day, much less remember what had been done to her or formulate useful plans for escape. That wasn't to say she didn't try to escape, they just weren't very good attempts, typically full of incredible violence and mayhem that ended almost as soon as they began. The punishments for such attempts were severe, but the good part about not remembering anything was that she didn't remember. She could not be trained and could barely be controlled, but it was all worth it the first time Pathos turned her loose on a bunch of enemies and told Erin they were zombies threatening her little sister. The carnage was intense and very quick. Erin lost her old name but she got a new one: Singularity. The only survivor of a dead world, and an unstoppable force of destruction for anything in her gravitational pull. Pathos was a busy girl who couldn't spend all her time babysitting, so Singularity wound up spending most of her time in a reinforced white box of an underground holding cell, one that became more and more reinforced as she found new ways to almost escape. Pathos took most of her memories away, so she didn't know how long she spent in the box or much of what she did when she left, though she had the occasional scary technicolor dream about it. Eventually she began to associate the box with safety, with the outside world a nebulous place full of fear and fighting. That was where the other Erin found her when she came with her friends, broke the cage open, and dragged Singularity into the blinding light of a new reality. Erin knew that Singularity was dangerous, she knew she couldn't be trusted. Singularity didn't know much, but she knew that about herself. She also knew from what little she remembered of her many escape attempts that Pathos would come looking for her, and that Pathos would find her, and that the consequences would be unimaginably terrible. It was a relief to be arrested and put into the psychiatric ward at Blackstone Prison. The people there were very kind to her even though everyone there knew she was a crazy murderer, and in such a high-security facility, maybe even Pathos would have a hard time getting in. They gave her another new name at Blackstone, because she couldn't be Erin anymore and Singularity was not an appropriate people name. She dipped way back into her scrambled memories and borrowed a name from one of her favorite children's books and that was good enough. Once upon a time there was a girl named Jessie who lost her memory. Well, not lost, not really. She gave it up on purpose and she knew where it went. A girl with the same voice and face as Pathos told her that the fastest way to get better would be to take away all the ruined parts of her memory and replace them with undamaged ones from the Erin who'd lived happily ever after. Jessie was happy at Blackstone, but she did want to be better, and she didn't want to have to think about all the bad things she'd done and had done anymore. And it worked, or at least it worked well enough. Jessie knew the childhood memories she had weren't hers (though they technically were); they had the smooth-edged quality of being watched through a screen, like remembering a movie she'd seen a thousand times. And in all the places where Jessie had been and Erin hadn't, there was nothing, just empty white darkness inside her head. But the nightmares went away, and the fits of uncontrollable rage. She was better. What Jessie had not foreseen was that getting better would lead to the end of safety. When she was better, they would not let her stay in her cozy room in Blackstone with its strict routines and thick steel walls. Instead she went to Project Freedom, where they taught her how to live in the world as a grownup, even though in her mind she'd only lived sixteen and a half years. She met Aquaria there, who was friendly and nice, and who didn't care that Jessie couldn't talk about her past or her family or pop culture or much of anything, or that she'd killed far more people and zombies than anyone could begin to count. Aquaria was her friend, the first one Jessie'd had in two entire worlds. When she went places with Aquaria, Jessie could hide her own painful awkwardness behind Aquaria's cheerfully brash alienness and most people didn't even notice her. Eventually, though, even Project Freedom came to an end, and Jessie had to go out, over her own protests, into the world. Erin stepped back in then, finding Jessie a safe place to live with one of her own friends and even providing the money for college. Jessie knew that the things Erin did for her came mostly from guilt, guilt that somewhere along the line of their shared life, something had gone right for her and terribly wrong for Jessie. It meant they'd probably never be friends, but Jessie was still grateful for the help. She didn't make great progress in college, being constantly called away on Aquaria's crazy adventures, but she worked hard and steadily to pass whatever classes she could. She practiced her hero skills too, and helped out wherever she could to keep people safe and evil things at bay. Mostly, though, she tried to figure out what to do with her life. It seemed inevitable that at some point her time at the DuTemps building would have to come to an end too, and she would need to be ready. Personality & Motivation: Jessie really does want to help, but she spends a lot of her time dealing with significant anxiety that is free-floating because its moorings have all been ripped out. She will always follow Aquaria into danger and will usually follow anybody else with a good reason, but she doesn't enjoy hero work and would be happier if she didn't have to do it. She wants a quiet life with no violence where she can concentrate on school, but she is unwilling to have that life at the expense of other people. Powers & Tactics: Singularity is an enhanced human being shaped by training and experience into a finely honed lethal weapon. Training on Earth Prime has helped to take some of the edge off that weapons, so that Jessie can fight nonlethally against most of the threats she deals with as a hero. Jessie's fighting style is raw and unpolished, mostly hitting and kicking, with her hands or with a bat, and counting on overwhelming ruthless strength to win the day. She would prefer not to fight, however, and will often use her ability to intimidate to try and defuse battles before they start. Fighting is bad, because sometimes Singularity will come out during a fight, and Singularity fights to kill. Power Descriptions: All Jessie's powers are of the “punch it till it falls down” or “run with your legs” descriptor. Lately she has also added “hit it with your scary shield” to her repertoire. Complications: The Frog Princess: Aquaria is Jessie's best friend and Jessie loves her very much. Aquaria gets Jessie into trouble ALL THE TIME. Sometimes Jessie wishes Aquaria had more friends. Cinderella: Jessie is latest and least of all the Erins on Earth Prime, so much so that she couldn't even get a piece of their shared name. She has her own identity now, but being third of three is still fraught with all kinds of problems, especially when it comes to mistaken identity. Rapunzel: Jessie's legal status is fairly opaque due to a lot of negotiations on behalf of non-Prime natives who commit crimes in their own worlds, but suffice it to say she is on supervised release. She has a monitoring bracelet and an allowed travel radius, and breaking that can cause a lot of trouble. Gretel: Jessie has most of a lifetime of borrowed memories in her head, but there is almost nothing left anymore of her time in captivity except bone-deep fear without any object. She knows enough to be afraid of Pathos, but this loss of markers might make her vulnerable to others from her past. Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP Strength: 30/18 (+10/+4) Dexterity: 20/14 (+5/+2) Constitution: 30/14 (+10/+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +13 Attack: +6 Base, +10 Melee Grapple: +24 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -12 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield) Fortitude: +10/+2 (+2 Con, +8 Enhanced Con) Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3) Will: +8 (+1 Wis, +7) Skills: 64R = 16PP Acrobatics 10 (+15, SM) Craft (Artistic) 8 (+8) Intimidate 14 (+15, SM) Notice 9 (+10, SM) Sense Motive 9 (+10, SM) Stealth 10 (+15) Survival 4 (+5) Feats: 25PP Acrobatic Bluff All-Out Attack Attack Focus (Melee) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Dodge Focus 4 Environmental Adaptation (Underwater) Evasion Improved Initiative 2 Interpose Luck 2 Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (auditory) Powers: 10 + 16 + 6 + 12 + 1 + 2 + 10 + 9 + 9 + 2 + 8 = 85PP *All carry the following descriptors, unless noted otherwise: chemical mutation, enhanced physicality Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP] (abyssal/magic) Damage 4 (shield strike, PF: Mighty) {5} Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3} Immunity 3 (drowning, environmental cold, high pressure) {3} Force Field 4 {4} Enhanced Constitution 16 [16PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 12 [12PP] Feature 1 (Temporal Inertia) [1PP] (dimensional) Immunity 2 (disease, poison) [2PP] Impervious Toughness 10 [10PP] Movement Array 8 (8 points; PF: Alternate Power) [9PP] BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet), Super-Movement 2 (Slow Fall, Wall-Crawling 1) {4+4=8/8} AP: Speed 4 (100 mph / 1000 feet per move action), Super-Movement 2 (Water-Walking 2) {4+4=8/8) (Super-Movement is abyssal/magic) Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 2 (Accurate Hearing) [2PP] Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC29 Toughness Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (25) + Powers (85) = 180/180 Power Points
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