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Singularity (PL 12) - Electra (Electrum)

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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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If the Water Walking is not limited to while running, Singularity can stand on water.  If that's what you want that's fine.  But, otherwise you could up the speed or put something else in the slot with the PP saved by limiting it to while moving.

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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. :D

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