Name: Christina Jane Anderson, Chris or CJ (Shard)
Sex: Female
Species: altered human (mutant)
Height: 5'9
Weight: 145lbs
Age: 20 ( Born September 12th, 1994 )
Age in appearance: 20-23
Hair Color: blue-black (blonde wig for alter ego)
Eye Color: ice blue
Skin Color: pale
Personality: She is a very direct girl, though spends a lot of time working on her projects. She will talk at length about her projects, but finds little time to talk about things she doesn't find interesting. Will do what she can to help others.
Weakness: technology, fire, claustrophobic
Description: Black hair with a goth look to her when she is CJ. She favours the black sort of steampunk look at times, with goggles often part of her attire and overalls. She has blonde hair, blue eye mask and skin tight blue/black costume when she is Shard.
Profession: Singer-&-Songwriter and technical whizz
Weapons: none
Armor: none (Good armour when as shard, due to the fabric of her costume)
Items: Necklace of the Manta: 1 charge of breathe water. self only. lasts monstrous ( 75 ) minutes. Requires 24 hours to recharge.
Earrings of the Dolphin - allows Christina to communicate with the Deity Yemaya near any body of water such as a fountain or a puddle.
guitar, toolkit, backpack and laptop
Skills: Performer - A juggler, dancer, singer, and more apply under this skill. +1 CS to the stat used for that skill. (singer, songwriter and guitar player)
Robotics
Mechanics
Computers
Picture:
Fighting: Excellent
Agility: Remarkable
Strength: Typical
Endurance: Remarkable
Reason: Fantastic
Intuition: Excellent
Psyche: Good
Health - 86
SP - 76
mana - 65
Motto(s):
Those that can, have a duty to uphold.
'With science! and ice'
Spells / Special Abilities:
Ice Creation - Remarkable
This power allows the mutant to create ice, so long as there is a source of water nearby to freeze.
Water Manipulation - Remarkable
The mutant can move water around with this power
Water Creation - Remarkable
This power allows the mutant to create water, by pulling it from the atmosphere. This cannot work in dry environments such as deserts.
Water/Ice blast - Remarkable
The mutant can fire an ice blast or water blast, for Excellent damage. This can be volleyed with a multi-attack.
Water blasts, on a Yellow, knock the target back, possibly into hazards, and two such hits will force them to take an action to re-enter melee range.
Ice blasts, on a Yellow, chill the opponent, and two such hits will force them to make physical actions at -1CS to their roll on all actions until the a full round has completed. 10 SP per per blast
Jet - Remarkable
This ability forces a jet of water towards the target with the intention of pushing them back, or even knocking them down. On a red roll it will temporarily stun the target for 1 round, and knock them down, while on a Yellow they will just be knocked down. This can only be fired once per round and deals Remarkable nonlethal damage. 5 SP per Jet
Ice Jet - An extremely dangerous technique, Jet with a kiss of ice. This forms an extremely fast moving, jagged projectile, dealing Remarkable, highly lethal damage that ignores 10 points of armor. This cannot be fired on the same round as a standard Jet. 10 SP
Water Orb - Remarkable
This ability shapes available water into a large orb, the size is dependent on the amount of water available. Roll power stat -1cs to determine how well the orb holds/retains its shape. On an orange or red, it will resemble a perfect sphere, on a green it will be slightly unstable and on a white roll it will fall apart. It will need to be rolled again to re-form the orb. This ability can also be used in conjunction with the freeze/create ice ability, as a means of holding someone. On a green Create Ice roll, the ice would be only part formed and so could be easily broken with a strength stat, or melted with heat, or shattered with outside force. Additional 5 SP / Round cost to maintain
Ice Ramp/ice slide - Remarkable
This ability creates ramps of ice, or a sheet of ice on which to slide on/up. Used as a means of transportation.
Frozen Armor - Remarkable ( only if GM requires a roll )
This ability encases the mutant in ice, protecting them with Feeble protection vs all physical damage and Poor protection vs all magic damage except mind and fire. Costs 5 SP per round to maintain. Unlike other mutant powers, this power can be active while using other powers.
Biography: CJ was always a technical whizz, from a very young age. Mathematics she could fathom out, but things like human interaction she found very difficult. Machines made more sense to her, they fit together and she understood how they worked. Life was good, and simple. Things changed when she reached puberty, she discovered she was a mutant. Life was never the same again. She discovered she had ice abilities and could control water to an extent as well. Her friends didn't understand these new powers, and were a little afraid. She managed to make it through her final years of school, then decided to leave home, to study elsewhere. She worked on her own time to figure out her powers, what she could do and how. Being a scientist in nature, she experimented and tested the limits of what she could do.
She discovered she had several talents, and begun to use them in secret. She would put on a costume and a wig, completely different from what she normally looked like, so she could save people. She was so afraid people would hunt her down, and study her for their own gains, that she kept her abilities completely secret. Keeping no friends, she had acquaintances such as Hans, a man whom she'd buy scrap metal from to build her experiments. She sells her robots and her services as a repair guru, to fund her building.
Proposed changes: Endurance to Marvelous, Reason to Fantastic