Post by Trish on Sept 14, 2012 22:25:02 GMT -5
×X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X×
PART-TIME STUDENT
Player: Somejax
Name: Kriss Garrison
Codename: Gauntlette
Age: 17 physically, 6 years of memory, 3 years chronologically
Height: 5'3''
Weight: 115
Hair: Red
Eyes: Red
Nationality: Caucasian
Occupation: Student
Appearance: Kriss is a pretty girl. She has flawless smooth peachy skin with reddish-brown eyes and a small nose, along side a decently small mouth, and lots of wavy bright red hair. Despite her girlish appearance, loser examination will reveal impressive muscle tone and trained movements and reactions. She's a piece of hard candy, no doubt. Kriss's personal wardrobe is largely uniforms - either schoolgirl uniforms or girly military-style uniforms. She also favors a hair clip shaped like an anime angry-vein.
Costume: Gauntlette wears a buckled black push-up corset with her symbol on it. She wears a swishy skirt swirled with the 5 colors of her elements; red, brown, silver, blue, and green. She wears a mirrored visor, black thigh-highs, and shiny black knee-high modified combat boots. Sometimes she wears a turtleneck and tights under it. Sometimes she wears her VBS Prototype Armor under it.
Insignia: The underside of a fist, with each finger a different color; Red for fire, Brown for Earth, Grey for Metal, Blue for Water, and Green for Wood.
*Symbols- When Kriss forms a Gauntlet, it has strange symbols etched into it or floating around it. She cannot read them, they are of no Earthly language. For those who can read them, they say pretty obvious things.
Picture:
Personality: Kriss is a complex girl. She is a natural born free spirit who had discipline beat into her again and again and again for as much of her life as she can remember - and now, she's free. She's in a subconscious rebellious phase, exploring the world around her and her limits in it. So, she may talk like a sailor, and steal cigarettes, and show too much skin, and mouth off to authority - she's not a bad person, she just has a lot of catching up to do. Besides her fiery, passionate personality, she is a loyal friend and a fearless soul, worth the effort of getting on her good side. Notably, she is always perfectly behaved in class.
*Note: Kriss is a little weird in that she does not 'know' stuff people take for granted. She does not know a lot of old celebrities, or old movies or music. She doesn't know how to act in certain situations. She does not know what 'parents' and other things are till someone explains it to her.
Background: Kriss's life until age 11 is a mystery for her. In fact, the last six years seem to have gone by very fast - she only remembers three Christmases, for example. However, those six years are memories she will never forget.
Her earliest memories are of being pulled from some strange bed and having people she did not know bark orders at her. Almost instantly she was in some strange military school. The only comfort was that her classmates did not seem to remember anything either - though there was not much time allowed to talk.
School was tough. There was lots of physical education, and the other classes were demanding. Room for error was very low, and below-average grades were met with strict punishment. Even minor infractions of classroom etiquette were punished with a strike from a yardstick or riding crop.
They never got to go outside. There was an 'outdoors' area, but it was walled in, with a glass dome. They got to watch cartoons and read comic books, but much of it seemed edited. The food was good, but table manners were all strictly enforced. The clothes were comfortable and cool, but everyone wore the same thing. All in all it was a good life, as long as she and every other student did every last thing they were told to exactly as they were told.
She had what she assumed to be the normal classes; math, science, history, gym, martial arts, firearms. These classes were strict but stimulating to her little mind, and while she struggled at first, the yardsticks helped her learn to learn. Two years of this flew by until her first Christmas. She got a new uniform, some makeup, some cute Japanese hair accessories, a shiny new semiautomatic pistol, a 13 inch hunting knife, and her very first ever taste of candy. It was the greatest week of her life, and it led up to the Firearms Exam.
The Firearms Exam was a whole new kind of thing. It was scary, but they were promised all sorts of treats if they could pass it. Better classes, nicer clothes, more free time. Kriss was promised she could let her hair grow however she liked. Beyond this, they said passing the exam would make them into SUPER HEROES. The class was loaded into a plane and taken for a ride, to a big indoor facility. They met other classes of kids their own age. The other classes were strange; one group never smiled, one group all looked the same, one group had strange empty eyes, and one group was robots! The classes were all given guns and told to kill each other.
Kriss was sure glad they were so strict in Firearms class now! She could put a bullet in a forehead from the whole way across the facility, and she could dodge bullets that came at her. She killed a bunch of those kids that all looked the same, they were too predictable! Didn't their teacher tell them not to be predictable? This kids that didn't smile, though - they were worse. They traveled in a pack, and dodged before she could even shoot! They shot her in the right shoulder so she couldn't aim her gun with that arm. Now, some people say they can't use their left hand as good as their right. Those people have never had to pick up a gun with that left hand and aim it before a bullet came at them! Kriss learned to use her left hand very quickly, and killed two of those weirdos. She ran away, but was shot in both legs and barely made it under a bridge where her surviving classmates were. One of them yelled 'shoot up!' and she did not understand, but they all did it. The glass cracked, and blades rained. That other kid, was pretty smart.
Having come victorious, they all got ice cream and got to spend the next day in a special bathtub that healed all their wounds. They noticed that some of their classmates were not there, and the teachers had to explain to them what 'death' was. It made her very sad.
Still, the promises came true! All of them. She began to be able to do things, to sense a purity in the objects around her, and to call upon that purity. She could make a rock, into a glove, and then use that glove to punch a hole in a concrete wall. The other kids got different stuff, and it was explained she had an X-Factor.
She started to have other changes too, and was told that was normal. By the next Christmas, she was a pretty young woman with long hair. She was in more advanced classes; stealth, explosives, survival, health, home economics, art. Christmas again was a great part of life! Again, the new year brought a terrible test. On New Years Day they were all told to disrobe, get one item from their room, and report for transport. Most of them were shy of being bare around each other, but Kriss took the opportunity to get an eyeful! The had different things. The smart boy had a notebook, one of the boys had a teddy bear, one of the boys had a machete, one of the girls had a cigarette lighter, one girl had a flashlight. Kriss had her gun.
They were flown far away from home, and dropped in the snow of a mountain. Their task was to find their way home, alive.
This time, they tried to work together. A few ran off alone, but the rest of the group cuddled close to keep warm. Teddy turned out to be great kindling for a campfire, and smart guy made them all shoes out of pine tree bark. Kriss killed some animals and soon they all had something to cover themselves with. The group made it home in a few days. One of the stray girls beat them back, but the others were never seen again.
Brand new uniforms and new rooms waited for them! More presents - Kriss got a special fireproof glove and the rest got stuff for their powers. Better classes, cuter uniforms, better weapons. The new teachers lost the suits and yardsticks and were replaced with armor and cattle prods. Class became what felt like a hundred times more strict. An all new gym was made for powers only, and they left that room every day so tired they could die. However, they had a hundred times as much freedom outside of class, and life was pretty good. Christmas came again and she was dating the smart guy. Presents were less this year, disappointing. The new year came and - nothing. No big test this year. A few months into the year, they were told that the school was closing down. This was hard to understand for Kriss and her remaining classmates - this school was the entire world! The staff said something about budget cuts and robots and things she did not understand, but in the end they had to accept that their world was over. They were separated, given strange treatments, and allowed to pack up whatever they wanted. Kriss was given an apartment in a place called Los Angeles, am amazing city. The rent was paid for two years and she was given a stipend, but told she would have to start supporting herself soon.
Now, her whole world is gone, and there is no one to tell her what to do. The days seem twice as long, and she can't even remember the faces of her teachers or the name of that smart guy. She's free, and now she has to figure out what that means.
-----------------------------------------------------------------------------------------
Fighting----- Incredible (40)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Spectacular (50)
Reasoning---- Excellent (14)
Intuition---- Incredible (40)
Psyche------- Incredible (40)
Hit Points: 140
Mental health: 94
Resources: Exellent
Source of Income- Stipend from unknown source
Origin of Powers: Mutant
Powers: Kriss has the power to extract 'pure elements' from reality and command them if she remains in contact.
Elemental Extraction- Kriss can draw 'pure elements' from existing matter and energy and stabilize them to exist for her use. This powers is at Incredible(40) level. Once matter has been 'extracted', it becomes fragile and flimsy, and will deteriorate in a few days or weeks. Extracting pure Wood kills the source unless it is massive. If she is touching a piece o matter, she can 'call' element from nearby matter she is not directly in contact with. She can always call Water.
*'Pure Elements'- Pure Elements are a highly-refined form of the building blocks of reality. Quasi-supernatural Fire, Earth, Metal, Water, and Wood. Theft on their own these tend to degrade into normal matter and energy, but while pure they are very powerful.
Tactile Pure-Element Command- Incredible(40). Upon extracting the pure element, she can command it as long as she is in contact with it. Currently she can express this in three ways a Bolt, a Weapon, or the powerful Gauntlet. Otherwise, she may be able to do random interesting things with a small amount of Pure Element.
A Bolt requires a small amount of the element - maybe a pound of matter or a book of matches.
A Weapon requires more, 5-10 pounds of matter, several gallons of water, or a mostly-full cigarette lighter.
The Gauntlet requires a lot.
Earth can be done so long as she is on the ground, but she'll need to move about a hundred feet to do it again.
Metal requires an entire car, at least a sedan.
Water requires access to a large pond, or a city water main. Burst fire hydrant is not enough.
Wood requires several good sized trees, or a small park, large garden, or maybe the entire produce section of a grocery store.
Fire requires a bonfire or badly burning building, a forge, or a high-voltage cable, or a huge running internal combustion engine such as a bus.
The Bolt is a single-use quick effect.
The Weapon is a hand-held weapon made of pure element.
The Gauntlet is a huge armored glove and sleeve made of pure element.
*Wood- Life, Evolution
**Bolt- Energy bolt. Can be fired for Remarkable(20) damage, or Good(10) healing, or absorbed to restore 10 HP. Damage is Solar. Damage/Healing not modified by color of roll.
**Weapon- Broad Axe. Deals +20 damage. If the sun is out, the user can spend a turn holding it up to the sun, and on the next attack the damage deals double damage (the extra damage is Solar).
**Gauntlet- A huge tree of an arm, with clawed roots at the hand and leaves up at the shoulder. Claws do +20 damage.
*Fast Healing- The Wood Gauntlet grants Good(10) Fast Healing (10 points per round).
*Life Drain- Half the damage (net, rounded down) done by the claws of the Wood Gauntlet are returned to Kriss as HP.
*Evolutionary Armor- any round in which the user takes damage from any type other than Slashing/Piercing/Bludgeoning or Fire, the user gets +10 armor vs that type of damage at the end of the round. The Gauntlet 'forgets' this armor when dismissed and recalled.
*Solar Beam/Tackle- If the sun is shining, Kriss can spend a turn charging up the Wood Gauntlet. The Solar Beam is a ranged attack that deals Monstrous(100) Energy damage. The charge is consumed when the user fires the attack. The Solar Tackle deals the extra damage on top of the regular damage of a physical attack. It is discharged the first time the user connects or rolls a White.
*Water- Freedom, Trickery
**Bolt- Spurt of water, ice, or steam. Deals Good(10) damage. Can choose Cold, Bludgeoning, or Heat damage.
**Weapon- Whip. Deals Strength in damage, can melee-attack at range. Can grapple as though an extra limb. +1CS to Fighting.
**Gauntlet- A giant clear arm made of water. Twice as strong as regular arm, can melee attack at range. Can grapple at range, +2CS to Fighting. The user can breathe underwater and can swim at their Agility rank.
*Ice Fist- Can exchange grappling ability for huge weapon made of ice at end of arm. +10 Damage.
*Ice Shield- Can turn entire gauntlet into ice, exchanging ability to attack at range for +10 Armor.
*Ice Cage- Once a target is grappled with the water hand, the water hand may disconnect and trap the victim in a cage of ice. The cage has 100 hp and Good(10) Armor.
*Mist- The Water Gauntlet can spray a jet of mist up to 100 feet away. This expands to a persistent, obfuscating cloud of up to 30 feet across. Within the cloud normal visual sight is reduced to blindness.
*Mind Grab- Grabbing the head of a conscious, non-resisting or helpless person with the Water Gauntlet allows the user to extract information from their mind. Roll Tactile Pure Element Control vs Psyche, targeting one thought or piece of info at a time.
*Grapple- the arm can reach out and grab something sturdy, and the user can pull themselves up - along with however much weight they can bench. Note: They can sorta do this with the whip.
*Metal- Permanence, Unnatural Change
**Bolt- Little flying metal blade of some sort. Good(10) damage, 100% Armor Piercing.
**Weapon- Whatever sort of sword. +10 damage, 100% Armor Piercing, ignores 10 points of True Invulnerability.
**Gauntlet- A techy giant metal gantlet with a robotic hand and knife-tipped fingers. Does +20 damage with 100% Armor Piercing, ignores 10 points of True Invulnerability. User gets Remarkable(20) Armor vs all damage.
*Metal Cannon- The clawed hand transforms (robbing the user of the armor piercing ability of their melee attacks). It becomes a large-bore cannon. Once per round, it can fire a massive metal slug that deals Spectacular(50) damage with Fantastic(30) Armor Piercing. The gauntlet's hand can only transform once per round.
*Magna-Beam- The clawed hand transforms (robbing the user of the armor piercing ability of their melee attacks). It can now fire bludgeoning beams of magnetic energy that deal Fantastic(30) damage. These may deal extra damage to highly computerized targets. The gauntlet's hand can only transform once per round.
*Tech-Copy- Roll T.P.E.C., target a device. a Green, the user can instantly replicate the effect of that device once. On a Red, a copy of the device becomes incorporated into the hand, letting the use both the hand or any of its transformed states, as well as a copy of the device. On a Yellow, The clawed hand transforms (robbing the user of the armor piercing ability of their melee attacks). It now exclusively replicates the effect of the device. The gauntlet's hand can only transform once per round.
*Metal-Missiles- The fingers of the gauntlet transform into edged missiles. As long as the gauntlet has any fingers, the user can still use their armor-piercing claw attack. At any time, as a free action, a finger can fire off as a guided missile. This has Unearthly(150) accuracy, and is not affected by and does not affect multiple action. Once a finger is fired off, it is completely consumed (so the user only has 5 missiles). It cannot come back until the Metal Gauntlet is discarded and regenerated. The missiles explode into shrapnel, dealing Spectacular(50) damage with 100% Armor Piercing and ignores 10 points of True Invulnerability. Mo Power Attack or Called Shot.
*Earth- Stability, Unstoppable
**Bolt- Smooth little rock. Fantastic(30) damage, deals double damage to solid objects.
**Weapon- Hammer. -2CS to Fighting and Agility. Deals +30 Damage, deals double damage to solid objects.
**Gauntlet- A thick arm of dense earth and jutting stones. Deals +40 damage. Double damage to inanimate objects. User gets -2CS to Agility, Fantastic(30) Armor vs all damage.
*Boulder Throw- Once per round as a full-round action, if they are within reasonable range of deep earth, the user can call up a giant boulder from below the surface and throw it for Phenomenal(80) damage. Deals Double Damage to inanimate objects.
*Tectonic Strength- For the purposes of lifting, pulling, and pushing, the Earth Gauntlet arm has +4cs to Strength. This does not apply to attacks and cannot be used to inflict damage.
*Gravity Well- Roll T.P.E.C. as a ranged attack vs a flying target. If it hits, no damage is dealt, but the target immediately loses the ability to fly. They do not take damage from landing. On a Yellow, the target cannot fly or jump for the next two rounds.
Note: most enemies, even robots and such, cannot be considered Inanimate Objects. Per GM.
*Fire- Rebirth, Consumption
**Bolt- Little fireball. Remarkable(20) Damage with Good(10) Armor Piercing. Can set things on fire.
**Weapon- Sword. +20 damage with Remarkable(20) Armor Piercing.
**Gauntlet- A clawed arm made of opaque roaring flame. +30 damage with Remarkable(20) Armor Piercing. The Fire Gauntlet is made of Fire and deals 30 fire damage per round to anything it is touching (this does not stack with the attack damage. The user gets +1cs to all physical abilities. The user is completely immune to fire.
*Fireball- Ranged fireball deals Fantastic(30) Fire damage with Remarkable(20) Armor Piercing.
*Fireblast- Power Attacking with a Fireball deals double damage.
*Firestorm- Roll Agility. Everyone and every thing that can be damaged by fire within 30 feet rolls Agility. Anyone who does not beat the user's roll takes 30 Fire damage. This damage is not modified by the color of the roll, but a White still fails.
*Heat Lightning- Once per round, as an action, the user may fire a lightning bolt that deals Incredible(40) damage and is at +2cs to attack.
*Consuming Flameblast- The user rapidly burns up some nearby highly flammable material. This is translated into an immediate roaring gout of flame. It lasts long enough to target up to three separate targets. The damage is determined by the GM based on what was used to power it. Keep away from fuel tankers.
*Burn Anything- Touch the target, full round action, roll T.P.E.C. It cannot be a target that is resisting. On a success, the target ignites. It does not matter what it is. Elemental Fire can burn anything; metal, asbestos, water. Generally the ignited object (or person) will take 30 fire damage per round on a Yellow.
Important Note: Kriss cannot control fire until she has touched it. She does not have her resistance to fire damage until she has formed the Fire Gauntlet. If she attempts to touch fire she will be badly burned.
*FORMING THE GAUNTLET Each gauntlet can only be formed once per day. Forming a Gauntlet on her right hand is a full-round action requiring no roll, assuming the materials are available and in contact with her. Dismissing it is another full-round action and the pure elements evaporate.
*Off-Hand Gauntlet- Kriss may roll T.P.E.C. to get a Gauntlet on her left arm assuming the materials are handy and she has not summoned that element's gauntlet yet today. On a Yellow or better she forms the Gauntlet; on any other outcome the pure element is drawn out but evaporates immediately.
*Gauntlet Bolts- Kriss my freely fire normal Bolts from the Gauntlet she has equipped without having any extra materials.
Power-
*Stunt-
Talents:
Ambidexterity- Kriss can make one additional action each round with her off-hand at -2, or two additional actions with it at -3 and -4 respectively.
Cosplay- Given a [roper schoolgirl-styled uniform made to match whatever place she is going to, Kriss is very skilled at pretending to belong to a particular organization.
Equipment:
Fire Glove- A cute little glove of black fabric and grey mesh with a flame design on the back. It fits her right hand and allows her to touch fire without hurting herself.
Arsenal- Kriss has a collection of guns that she (illegally) owns. They do not see a lot of action as they pale in comparison to the power of any Gauntlet.
Fake ID- Kriss has a very good fake ID that says she is 22 years old and named Kriss Shackleford.
Secret School Uniform- Her last uniform from her school consists of a low-cut black-and-grey military style jacket with orange trim, an orange skirt, black stockings, and shiny all-black saddle shoes.
Lighters- Kriss always has a few butane cigarette lighters on her.
VBS Gear- As part of her severance package, Kriss collected a lot of gear and prototype items intended for use by the VBS.
*VBS Heavy Pistols- two pistols that fire VBS rifle rounds for Remarkable(20) damage.
*VBS Rifle Mk 2- A self-steadying smart-targeting VBS rifle. It deals Remarkable(20) damage with Good(10) Armor Piercing and is at +2CS to attack. Requires 2 hands, not an effective blunt weapon.
*Prototype VBS Female Armor- Streamlined, female-formed, advanced VBS armor rejected for being too expensive. Wearer gets Remarkable(10) Armor vs all damage and +1CS to agility. The suit has a built in free-access internet tablet on the left arm and a pressure and temperature control unit and a defilibrator in the chest. The suit runs off a battery and requires power to provide benefits. Depowered, it provides Remarkable(20) Armor. It is insulated against electricity and is waterproof.
**Prototype VBS Armor Helmet- Fantastic(30) Armor to the head. There is a built-in gas mask that protects from all airborne effects. The suit has a night-vision mode to reduce the effects of darkness by 2CS. There is a communications system, but with no other suits to communicate with she can largely just use it to listen to the radio.
*VBS Bikini 1.0- A small orange spandex bikini with the Vindicator logo on the left breast. This suit was replaced by a somewhat less revealing grey model and is not available to general VBS agents.
Note: Obviously, Kriss does not become helpless without her powers.
Weaknesses:
False Psyche- Kriss has always considered her life to be 'normal'. If she ever learns the truth, there is no telling what will happen to her Psyche rating.
Haunted- Something supernatural surrounds Kriss. It acts up most often when she is near the purer material states of the elements. She can be dangerous around Fire and has strange experiences in the bath. In truth, she is nigh-constantly surrounded by curious or annoyed elemental spirits that she and mortals in general cannot perceive.
Secrets of the Blood- There is no 'Kriss Garrison'. She cannot remember her parents because she never had any. She, as all her classmates, is a clone of an existing mutant. She is unaware of this and simply has never thought much about not having any history before she was 11. She is a clone of a normal mutant names Chris Selkin. Only a DNA test or fingerprints will reveal this and Chris is not aware that he has been cloned.
Arm-or- The Gauntlets that provide armor can be bypassed with a Called Shot, as they truly just cover her arm. Armor that covers the rest of her does NOT stack with Gauntlet armor, but protects against Called Shots. Nothing can protect her from puns.
Contacts:
Shadow Government- Kriss has contact with the remnants of the group that created her, to assist her as best they can in staying out of trouble.
Black market Arms- Kriss knows where and how to buy weapons illegally up to and including assault rifles.
Knowledges: Kriss lacks simple knowledge of many things people raised in society take for granted.
Driving- Kriss knows how to hotwire and drive a car, even a stick shift. She can do the same with most vehicles, up to and including simple and commercial planes and helicopters.
Military Protocol- Kriss is trained how to act in a military or volatile situation.
Speaks- English, Mandarin, Japanese, Russian, Korean, French, and Canadian.
Cleanup- Kriss also knows how to clean an area to make it like she was never there. Her apartment is immaculate.
Skills: Kriss is trained in fighting, assassination, firearms, explosives, espionage, martial arts, and everything else a good little super soldier should nose.
Notable Notes: Kriss has no idea that her upbringing was abnormal.
×X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X×
PART-TIME STUDENT
Player: Somejax
Name: Kriss Garrison
Codename: Gauntlette
Age: 17 physically, 6 years of memory, 3 years chronologically
Height: 5'3''
Weight: 115
Hair: Red
Eyes: Red
Nationality: Caucasian
Occupation: Student
Appearance: Kriss is a pretty girl. She has flawless smooth peachy skin with reddish-brown eyes and a small nose, along side a decently small mouth, and lots of wavy bright red hair. Despite her girlish appearance, loser examination will reveal impressive muscle tone and trained movements and reactions. She's a piece of hard candy, no doubt. Kriss's personal wardrobe is largely uniforms - either schoolgirl uniforms or girly military-style uniforms. She also favors a hair clip shaped like an anime angry-vein.
Costume: Gauntlette wears a buckled black push-up corset with her symbol on it. She wears a swishy skirt swirled with the 5 colors of her elements; red, brown, silver, blue, and green. She wears a mirrored visor, black thigh-highs, and shiny black knee-high modified combat boots. Sometimes she wears a turtleneck and tights under it. Sometimes she wears her VBS Prototype Armor under it.
Insignia: The underside of a fist, with each finger a different color; Red for fire, Brown for Earth, Grey for Metal, Blue for Water, and Green for Wood.
*Symbols- When Kriss forms a Gauntlet, it has strange symbols etched into it or floating around it. She cannot read them, they are of no Earthly language. For those who can read them, they say pretty obvious things.
Picture:
Personality: Kriss is a complex girl. She is a natural born free spirit who had discipline beat into her again and again and again for as much of her life as she can remember - and now, she's free. She's in a subconscious rebellious phase, exploring the world around her and her limits in it. So, she may talk like a sailor, and steal cigarettes, and show too much skin, and mouth off to authority - she's not a bad person, she just has a lot of catching up to do. Besides her fiery, passionate personality, she is a loyal friend and a fearless soul, worth the effort of getting on her good side. Notably, she is always perfectly behaved in class.
*Note: Kriss is a little weird in that she does not 'know' stuff people take for granted. She does not know a lot of old celebrities, or old movies or music. She doesn't know how to act in certain situations. She does not know what 'parents' and other things are till someone explains it to her.
Background: Kriss's life until age 11 is a mystery for her. In fact, the last six years seem to have gone by very fast - she only remembers three Christmases, for example. However, those six years are memories she will never forget.
Her earliest memories are of being pulled from some strange bed and having people she did not know bark orders at her. Almost instantly she was in some strange military school. The only comfort was that her classmates did not seem to remember anything either - though there was not much time allowed to talk.
School was tough. There was lots of physical education, and the other classes were demanding. Room for error was very low, and below-average grades were met with strict punishment. Even minor infractions of classroom etiquette were punished with a strike from a yardstick or riding crop.
They never got to go outside. There was an 'outdoors' area, but it was walled in, with a glass dome. They got to watch cartoons and read comic books, but much of it seemed edited. The food was good, but table manners were all strictly enforced. The clothes were comfortable and cool, but everyone wore the same thing. All in all it was a good life, as long as she and every other student did every last thing they were told to exactly as they were told.
She had what she assumed to be the normal classes; math, science, history, gym, martial arts, firearms. These classes were strict but stimulating to her little mind, and while she struggled at first, the yardsticks helped her learn to learn. Two years of this flew by until her first Christmas. She got a new uniform, some makeup, some cute Japanese hair accessories, a shiny new semiautomatic pistol, a 13 inch hunting knife, and her very first ever taste of candy. It was the greatest week of her life, and it led up to the Firearms Exam.
The Firearms Exam was a whole new kind of thing. It was scary, but they were promised all sorts of treats if they could pass it. Better classes, nicer clothes, more free time. Kriss was promised she could let her hair grow however she liked. Beyond this, they said passing the exam would make them into SUPER HEROES. The class was loaded into a plane and taken for a ride, to a big indoor facility. They met other classes of kids their own age. The other classes were strange; one group never smiled, one group all looked the same, one group had strange empty eyes, and one group was robots! The classes were all given guns and told to kill each other.
Kriss was sure glad they were so strict in Firearms class now! She could put a bullet in a forehead from the whole way across the facility, and she could dodge bullets that came at her. She killed a bunch of those kids that all looked the same, they were too predictable! Didn't their teacher tell them not to be predictable? This kids that didn't smile, though - they were worse. They traveled in a pack, and dodged before she could even shoot! They shot her in the right shoulder so she couldn't aim her gun with that arm. Now, some people say they can't use their left hand as good as their right. Those people have never had to pick up a gun with that left hand and aim it before a bullet came at them! Kriss learned to use her left hand very quickly, and killed two of those weirdos. She ran away, but was shot in both legs and barely made it under a bridge where her surviving classmates were. One of them yelled 'shoot up!' and she did not understand, but they all did it. The glass cracked, and blades rained. That other kid, was pretty smart.
Having come victorious, they all got ice cream and got to spend the next day in a special bathtub that healed all their wounds. They noticed that some of their classmates were not there, and the teachers had to explain to them what 'death' was. It made her very sad.
Still, the promises came true! All of them. She began to be able to do things, to sense a purity in the objects around her, and to call upon that purity. She could make a rock, into a glove, and then use that glove to punch a hole in a concrete wall. The other kids got different stuff, and it was explained she had an X-Factor.
She started to have other changes too, and was told that was normal. By the next Christmas, she was a pretty young woman with long hair. She was in more advanced classes; stealth, explosives, survival, health, home economics, art. Christmas again was a great part of life! Again, the new year brought a terrible test. On New Years Day they were all told to disrobe, get one item from their room, and report for transport. Most of them were shy of being bare around each other, but Kriss took the opportunity to get an eyeful! The had different things. The smart boy had a notebook, one of the boys had a teddy bear, one of the boys had a machete, one of the girls had a cigarette lighter, one girl had a flashlight. Kriss had her gun.
They were flown far away from home, and dropped in the snow of a mountain. Their task was to find their way home, alive.
This time, they tried to work together. A few ran off alone, but the rest of the group cuddled close to keep warm. Teddy turned out to be great kindling for a campfire, and smart guy made them all shoes out of pine tree bark. Kriss killed some animals and soon they all had something to cover themselves with. The group made it home in a few days. One of the stray girls beat them back, but the others were never seen again.
Brand new uniforms and new rooms waited for them! More presents - Kriss got a special fireproof glove and the rest got stuff for their powers. Better classes, cuter uniforms, better weapons. The new teachers lost the suits and yardsticks and were replaced with armor and cattle prods. Class became what felt like a hundred times more strict. An all new gym was made for powers only, and they left that room every day so tired they could die. However, they had a hundred times as much freedom outside of class, and life was pretty good. Christmas came again and she was dating the smart guy. Presents were less this year, disappointing. The new year came and - nothing. No big test this year. A few months into the year, they were told that the school was closing down. This was hard to understand for Kriss and her remaining classmates - this school was the entire world! The staff said something about budget cuts and robots and things she did not understand, but in the end they had to accept that their world was over. They were separated, given strange treatments, and allowed to pack up whatever they wanted. Kriss was given an apartment in a place called Los Angeles, am amazing city. The rent was paid for two years and she was given a stipend, but told she would have to start supporting herself soon.
Now, her whole world is gone, and there is no one to tell her what to do. The days seem twice as long, and she can't even remember the faces of her teachers or the name of that smart guy. She's free, and now she has to figure out what that means.
-----------------------------------------------------------------------------------------
Fighting----- Incredible (40)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Spectacular (50)
Reasoning---- Excellent (14)
Intuition---- Incredible (40)
Psyche------- Incredible (40)
Hit Points: 140
Mental health: 94
Resources: Exellent
Source of Income- Stipend from unknown source
Origin of Powers: Mutant
Powers: Kriss has the power to extract 'pure elements' from reality and command them if she remains in contact.
Elemental Extraction- Kriss can draw 'pure elements' from existing matter and energy and stabilize them to exist for her use. This powers is at Incredible(40) level. Once matter has been 'extracted', it becomes fragile and flimsy, and will deteriorate in a few days or weeks. Extracting pure Wood kills the source unless it is massive. If she is touching a piece o matter, she can 'call' element from nearby matter she is not directly in contact with. She can always call Water.
*'Pure Elements'- Pure Elements are a highly-refined form of the building blocks of reality. Quasi-supernatural Fire, Earth, Metal, Water, and Wood. Theft on their own these tend to degrade into normal matter and energy, but while pure they are very powerful.
Tactile Pure-Element Command- Incredible(40). Upon extracting the pure element, she can command it as long as she is in contact with it. Currently she can express this in three ways a Bolt, a Weapon, or the powerful Gauntlet. Otherwise, she may be able to do random interesting things with a small amount of Pure Element.
A Bolt requires a small amount of the element - maybe a pound of matter or a book of matches.
A Weapon requires more, 5-10 pounds of matter, several gallons of water, or a mostly-full cigarette lighter.
The Gauntlet requires a lot.
Earth can be done so long as she is on the ground, but she'll need to move about a hundred feet to do it again.
Metal requires an entire car, at least a sedan.
Water requires access to a large pond, or a city water main. Burst fire hydrant is not enough.
Wood requires several good sized trees, or a small park, large garden, or maybe the entire produce section of a grocery store.
Fire requires a bonfire or badly burning building, a forge, or a high-voltage cable, or a huge running internal combustion engine such as a bus.
The Bolt is a single-use quick effect.
The Weapon is a hand-held weapon made of pure element.
The Gauntlet is a huge armored glove and sleeve made of pure element.
*Wood- Life, Evolution
**Bolt- Energy bolt. Can be fired for Remarkable(20) damage, or Good(10) healing, or absorbed to restore 10 HP. Damage is Solar. Damage/Healing not modified by color of roll.
**Weapon- Broad Axe. Deals +20 damage. If the sun is out, the user can spend a turn holding it up to the sun, and on the next attack the damage deals double damage (the extra damage is Solar).
**Gauntlet- A huge tree of an arm, with clawed roots at the hand and leaves up at the shoulder. Claws do +20 damage.
*Fast Healing- The Wood Gauntlet grants Good(10) Fast Healing (10 points per round).
*Life Drain- Half the damage (net, rounded down) done by the claws of the Wood Gauntlet are returned to Kriss as HP.
*Evolutionary Armor- any round in which the user takes damage from any type other than Slashing/Piercing/Bludgeoning or Fire, the user gets +10 armor vs that type of damage at the end of the round. The Gauntlet 'forgets' this armor when dismissed and recalled.
*Solar Beam/Tackle- If the sun is shining, Kriss can spend a turn charging up the Wood Gauntlet. The Solar Beam is a ranged attack that deals Monstrous(100) Energy damage. The charge is consumed when the user fires the attack. The Solar Tackle deals the extra damage on top of the regular damage of a physical attack. It is discharged the first time the user connects or rolls a White.
*Water- Freedom, Trickery
**Bolt- Spurt of water, ice, or steam. Deals Good(10) damage. Can choose Cold, Bludgeoning, or Heat damage.
**Weapon- Whip. Deals Strength in damage, can melee-attack at range. Can grapple as though an extra limb. +1CS to Fighting.
**Gauntlet- A giant clear arm made of water. Twice as strong as regular arm, can melee attack at range. Can grapple at range, +2CS to Fighting. The user can breathe underwater and can swim at their Agility rank.
*Ice Fist- Can exchange grappling ability for huge weapon made of ice at end of arm. +10 Damage.
*Ice Shield- Can turn entire gauntlet into ice, exchanging ability to attack at range for +10 Armor.
*Ice Cage- Once a target is grappled with the water hand, the water hand may disconnect and trap the victim in a cage of ice. The cage has 100 hp and Good(10) Armor.
*Mist- The Water Gauntlet can spray a jet of mist up to 100 feet away. This expands to a persistent, obfuscating cloud of up to 30 feet across. Within the cloud normal visual sight is reduced to blindness.
*Mind Grab- Grabbing the head of a conscious, non-resisting or helpless person with the Water Gauntlet allows the user to extract information from their mind. Roll Tactile Pure Element Control vs Psyche, targeting one thought or piece of info at a time.
*Grapple- the arm can reach out and grab something sturdy, and the user can pull themselves up - along with however much weight they can bench. Note: They can sorta do this with the whip.
*Metal- Permanence, Unnatural Change
**Bolt- Little flying metal blade of some sort. Good(10) damage, 100% Armor Piercing.
**Weapon- Whatever sort of sword. +10 damage, 100% Armor Piercing, ignores 10 points of True Invulnerability.
**Gauntlet- A techy giant metal gantlet with a robotic hand and knife-tipped fingers. Does +20 damage with 100% Armor Piercing, ignores 10 points of True Invulnerability. User gets Remarkable(20) Armor vs all damage.
*Metal Cannon- The clawed hand transforms (robbing the user of the armor piercing ability of their melee attacks). It becomes a large-bore cannon. Once per round, it can fire a massive metal slug that deals Spectacular(50) damage with Fantastic(30) Armor Piercing. The gauntlet's hand can only transform once per round.
*Magna-Beam- The clawed hand transforms (robbing the user of the armor piercing ability of their melee attacks). It can now fire bludgeoning beams of magnetic energy that deal Fantastic(30) damage. These may deal extra damage to highly computerized targets. The gauntlet's hand can only transform once per round.
*Tech-Copy- Roll T.P.E.C., target a device. a Green, the user can instantly replicate the effect of that device once. On a Red, a copy of the device becomes incorporated into the hand, letting the use both the hand or any of its transformed states, as well as a copy of the device. On a Yellow, The clawed hand transforms (robbing the user of the armor piercing ability of their melee attacks). It now exclusively replicates the effect of the device. The gauntlet's hand can only transform once per round.
*Metal-Missiles- The fingers of the gauntlet transform into edged missiles. As long as the gauntlet has any fingers, the user can still use their armor-piercing claw attack. At any time, as a free action, a finger can fire off as a guided missile. This has Unearthly(150) accuracy, and is not affected by and does not affect multiple action. Once a finger is fired off, it is completely consumed (so the user only has 5 missiles). It cannot come back until the Metal Gauntlet is discarded and regenerated. The missiles explode into shrapnel, dealing Spectacular(50) damage with 100% Armor Piercing and ignores 10 points of True Invulnerability. Mo Power Attack or Called Shot.
*Earth- Stability, Unstoppable
**Bolt- Smooth little rock. Fantastic(30) damage, deals double damage to solid objects.
**Weapon- Hammer. -2CS to Fighting and Agility. Deals +30 Damage, deals double damage to solid objects.
**Gauntlet- A thick arm of dense earth and jutting stones. Deals +40 damage. Double damage to inanimate objects. User gets -2CS to Agility, Fantastic(30) Armor vs all damage.
*Boulder Throw- Once per round as a full-round action, if they are within reasonable range of deep earth, the user can call up a giant boulder from below the surface and throw it for Phenomenal(80) damage. Deals Double Damage to inanimate objects.
*Tectonic Strength- For the purposes of lifting, pulling, and pushing, the Earth Gauntlet arm has +4cs to Strength. This does not apply to attacks and cannot be used to inflict damage.
*Gravity Well- Roll T.P.E.C. as a ranged attack vs a flying target. If it hits, no damage is dealt, but the target immediately loses the ability to fly. They do not take damage from landing. On a Yellow, the target cannot fly or jump for the next two rounds.
Note: most enemies, even robots and such, cannot be considered Inanimate Objects. Per GM.
*Fire- Rebirth, Consumption
**Bolt- Little fireball. Remarkable(20) Damage with Good(10) Armor Piercing. Can set things on fire.
**Weapon- Sword. +20 damage with Remarkable(20) Armor Piercing.
**Gauntlet- A clawed arm made of opaque roaring flame. +30 damage with Remarkable(20) Armor Piercing. The Fire Gauntlet is made of Fire and deals 30 fire damage per round to anything it is touching (this does not stack with the attack damage. The user gets +1cs to all physical abilities. The user is completely immune to fire.
*Fireball- Ranged fireball deals Fantastic(30) Fire damage with Remarkable(20) Armor Piercing.
*Fireblast- Power Attacking with a Fireball deals double damage.
*Firestorm- Roll Agility. Everyone and every thing that can be damaged by fire within 30 feet rolls Agility. Anyone who does not beat the user's roll takes 30 Fire damage. This damage is not modified by the color of the roll, but a White still fails.
*Heat Lightning- Once per round, as an action, the user may fire a lightning bolt that deals Incredible(40) damage and is at +2cs to attack.
*Consuming Flameblast- The user rapidly burns up some nearby highly flammable material. This is translated into an immediate roaring gout of flame. It lasts long enough to target up to three separate targets. The damage is determined by the GM based on what was used to power it. Keep away from fuel tankers.
*Burn Anything- Touch the target, full round action, roll T.P.E.C. It cannot be a target that is resisting. On a success, the target ignites. It does not matter what it is. Elemental Fire can burn anything; metal, asbestos, water. Generally the ignited object (or person) will take 30 fire damage per round on a Yellow.
Important Note: Kriss cannot control fire until she has touched it. She does not have her resistance to fire damage until she has formed the Fire Gauntlet. If she attempts to touch fire she will be badly burned.
*FORMING THE GAUNTLET Each gauntlet can only be formed once per day. Forming a Gauntlet on her right hand is a full-round action requiring no roll, assuming the materials are available and in contact with her. Dismissing it is another full-round action and the pure elements evaporate.
*Off-Hand Gauntlet- Kriss may roll T.P.E.C. to get a Gauntlet on her left arm assuming the materials are handy and she has not summoned that element's gauntlet yet today. On a Yellow or better she forms the Gauntlet; on any other outcome the pure element is drawn out but evaporates immediately.
*Gauntlet Bolts- Kriss my freely fire normal Bolts from the Gauntlet she has equipped without having any extra materials.
Power-
*Stunt-
Talents:
Ambidexterity- Kriss can make one additional action each round with her off-hand at -2, or two additional actions with it at -3 and -4 respectively.
Cosplay- Given a [roper schoolgirl-styled uniform made to match whatever place she is going to, Kriss is very skilled at pretending to belong to a particular organization.
Equipment:
Fire Glove- A cute little glove of black fabric and grey mesh with a flame design on the back. It fits her right hand and allows her to touch fire without hurting herself.
Arsenal- Kriss has a collection of guns that she (illegally) owns. They do not see a lot of action as they pale in comparison to the power of any Gauntlet.
Fake ID- Kriss has a very good fake ID that says she is 22 years old and named Kriss Shackleford.
Secret School Uniform- Her last uniform from her school consists of a low-cut black-and-grey military style jacket with orange trim, an orange skirt, black stockings, and shiny all-black saddle shoes.
Lighters- Kriss always has a few butane cigarette lighters on her.
VBS Gear- As part of her severance package, Kriss collected a lot of gear and prototype items intended for use by the VBS.
*VBS Heavy Pistols- two pistols that fire VBS rifle rounds for Remarkable(20) damage.
*VBS Rifle Mk 2- A self-steadying smart-targeting VBS rifle. It deals Remarkable(20) damage with Good(10) Armor Piercing and is at +2CS to attack. Requires 2 hands, not an effective blunt weapon.
*Prototype VBS Female Armor- Streamlined, female-formed, advanced VBS armor rejected for being too expensive. Wearer gets Remarkable(10) Armor vs all damage and +1CS to agility. The suit has a built in free-access internet tablet on the left arm and a pressure and temperature control unit and a defilibrator in the chest. The suit runs off a battery and requires power to provide benefits. Depowered, it provides Remarkable(20) Armor. It is insulated against electricity and is waterproof.
**Prototype VBS Armor Helmet- Fantastic(30) Armor to the head. There is a built-in gas mask that protects from all airborne effects. The suit has a night-vision mode to reduce the effects of darkness by 2CS. There is a communications system, but with no other suits to communicate with she can largely just use it to listen to the radio.
*VBS Bikini 1.0- A small orange spandex bikini with the Vindicator logo on the left breast. This suit was replaced by a somewhat less revealing grey model and is not available to general VBS agents.
Note: Obviously, Kriss does not become helpless without her powers.
Weaknesses:
False Psyche- Kriss has always considered her life to be 'normal'. If she ever learns the truth, there is no telling what will happen to her Psyche rating.
Haunted- Something supernatural surrounds Kriss. It acts up most often when she is near the purer material states of the elements. She can be dangerous around Fire and has strange experiences in the bath. In truth, she is nigh-constantly surrounded by curious or annoyed elemental spirits that she and mortals in general cannot perceive.
Secrets of the Blood- There is no 'Kriss Garrison'. She cannot remember her parents because she never had any. She, as all her classmates, is a clone of an existing mutant. She is unaware of this and simply has never thought much about not having any history before she was 11. She is a clone of a normal mutant names Chris Selkin. Only a DNA test or fingerprints will reveal this and Chris is not aware that he has been cloned.
Arm-or- The Gauntlets that provide armor can be bypassed with a Called Shot, as they truly just cover her arm. Armor that covers the rest of her does NOT stack with Gauntlet armor, but protects against Called Shots. Nothing can protect her from puns.
Contacts:
Shadow Government- Kriss has contact with the remnants of the group that created her, to assist her as best they can in staying out of trouble.
Black market Arms- Kriss knows where and how to buy weapons illegally up to and including assault rifles.
Knowledges: Kriss lacks simple knowledge of many things people raised in society take for granted.
Driving- Kriss knows how to hotwire and drive a car, even a stick shift. She can do the same with most vehicles, up to and including simple and commercial planes and helicopters.
Military Protocol- Kriss is trained how to act in a military or volatile situation.
Speaks- English, Mandarin, Japanese, Russian, Korean, French, and Canadian.
Cleanup- Kriss also knows how to clean an area to make it like she was never there. Her apartment is immaculate.
Skills: Kriss is trained in fighting, assassination, firearms, explosives, espionage, martial arts, and everything else a good little super soldier should nose.
Notable Notes: Kriss has no idea that her upbringing was abnormal.
×X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X××X×