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Angelic (PL 10) - Avenger Assembled


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Note: This sheet uses the slot made available thanks to Watchdog and Daystar's recent edits.


Angelic

 

Image result for art deco chrome angel

 

image.jpeg

 

Identity: Secret 
Alternate Identity: Eira Katastroff Natt och Dag 
Birthplace: Sigtuna, Sweden
Legal Status: Swedish citizen (minor) with no criminal record
Base of Operations: Crabtree Building, Vibora Bay, Florida
Residence: Vibora Bay, FL
Occupation: SCIENCE
Affiliations: The Katastroff Family
Family: Bernhard Katastroff (Father) Magda Natt och Dag (Mother) 
 
Age: 17 (Date of Birth: January 1st, 2002)
Gender: Female
Species: Machine intelligence
Height: 5'7"
Weight: 150 lbs
Skin: Pale/Silver 
Hair: Blue/NA
Eyes: Blue/Blank White Orbs 
 
Character History
Eira Katastroff Natt och Dag is from one of the oldest families in Sweden; the Katastroffs can trace their maternal lineage back to the House of Vasa in the 1500s, while the Natt och Dag clan's heritage goes back to the medieval period. In the days of her ancestors, this would have meant a cloistered childhood in a castle, an education in sewing and household management, and eventual marriage for political purposes. But Europe's nobility is (generally) not what it is in old American movies. Though Eira was technically born in a castle outside the small town of Sigstuna, her family actually lives in a 19th century mansion nearby, and a significant portion of their income comes from renting the Natt och Dag castle out to the government for tourist purposes. Her father is technically heir to a great many noble titles but in day-to-day life is an investment banker, while her mother (of equally noble lineage) is actually one of Sweden's more successful tax attorneys. 
 
When she was four years old, she started getting sick - a sickness that grew worse and worse as she got older and older, until when she was eight years old it seemed like she wouldn't live another year. She couldn’t even pronounce the name of the disease until after her second birth - but it was in her heart, it was slow, and it would mean her death before she reached the age of 10. She remembers those days painfully; how sick and cold she was all the time, as if she would never get better again, the weeks, then months inside and outside of hospitals, how she hated the way other children could run and play when she was caged by her own failing flesh, and how sad it seemed that she was going to Heaven before she even learned to ride a bike. She believed in Heaven then, in the idea of a world where everything would be better even if nothing was good here.  And then her uncle and his friends from America helped her.
 
It took her some time to actually understand what had happened to her - her brain patterns had been carefully studied by some of the most powerful computers (and minds) on Earth, then reconstructed inside a computer even as her organic body died. From there her brain was uploaded into a new body; a cunningly-built robotic duplicate of her original physique. All she really knew was that she was healthy now, and could go into computers if she wanted, and if she had to learn how to control a body again - well it was still better than the failing one she'd had. If her parents had any hesitation about what had happened, a daughter who could run and play and hug them was a great balm to the mind. For her part, Eira was delighted to make new friends - to really get to know her uncle as more than just a smiling Jultomten figure, to meet American superheroes like her beautiful Tant Americana, like Sharl, who was like the older brother she’d never had, and friends of his who were like fantastic creatures from another life. 
 
Eira's childhood has been distinctly...odd, even if you leave out the superheroes - a body growing in fits and starts as advancing technology allowed for more and more upgrades, and as her 'flesh' was enhanced to match her aging mind. She remembers the day she chose to start her puberty, when a mental command at the age of fourteen awakened cunningly-concealed programming that she’s still learning how to cope with. Most of her education took place privately through hired tutors, and she made few friends her own age. But she’s an unparalleled genius (as well she should be) and by the age of sixteen had earned a bachelor’s degree in Computer Science from Stockholm University in Sweden. 

When the family business took her mother and father to America, she was delighted to follow - finally, a chance to learn and do more! Katastroff Industries is one of the largest investors in post-Michael Vibora Bay, with their headquarters on the twenty-third floor of the Crabtree Building. 

 

But Eira has other reasons to take an interest in Vibora Bay. Eira is all too well aware of the city’s reputation as a center of magical power, something that’s become a subject of great interest to her in the last few years. With an aunt who’s a ghost and friends who work wonders, she knows that magic is all-too-real - and that in particular, ghosts and a hereafter are real too. These are matters of great concern for Eira because she knows a secret. Her mind is an emulation of a living brain’s - but it is not that living brain. Perhaps when she’s older, she’ll accept that in the same way biological people shrug off the way their consciousness is severed by sleep every night. 

 

But she is not ready to accept that. She was a living brain, she no longer is - so what is it inside living brains that make them special? And what happens when they die? 

 

Vibora Bay is the perfect place to find out - the perfect place for Science! to master The Grave!

 

Physical Description
When she can get away with it, Eira Katastroff Natt och Dag dresses like the metalhead she is. Usually this just means a black T-shirt emblazoned with bands she likes (she's a big fan of Arch Enemy, especially because some people say it's not real metal) and riveted jeans; but she likes to take the time to make really good outfits out of black leather and metal before she hits a concert. When she can't get away with it, she reluctantly dons the formal dresses and flowery blouses that befits a member of the Swedish nobility. (She has to make more public appearances than she'd like, primarily at the hospitals that her family's wealth helps endow.) She has long hair that she's dyed bluish-white, and when she can get away with it she likes to let it fall down across her face - though that's primarily just for a look. When she's working on a project, she pulls her hair back in a ponytail, pulls on a leather apron over her outfit, and goes to work. She likes to wear circular black mirrorshades that look vaguely steampunk.  
 
Angelic is the image of a techno-paragon - quite calculatingly so. No one would mistake her for human with her silver-chrome skin and metallic body, clearly an android that’s no one’s idea of human. (She doesn’t need to do this to use her powers, but it’s an effective disguise to make people think she does.) When she's 'powered up' her internal systems, her eyes crackle lightning white - the energy they throw off making it impossible to get a clear image of her face. She looks like an electric angel in the air , and that's the way she likes it. When she opens her wings, they look like chrome leaves crackling with electricity - making her the perfect Art Deco angel. Angelic speaks with a distinct throaty vibrato, rather different than Eira’s rather firm alto. 
 
She speaks English with a distinct Swedish accent. Her Galstandard is accented to a cunning traveler of the stars, but it's rather different - it's distinctly old-fashioned and rustic, the celestial equivalent of Appalachian English. 
 
Eira likes to wear eye-catching makeup, usually dark blue lipstick and eyeliner to match her hair and pale complexion, but will reluctantly don a more conventional appearance if she needs to fit in. She has several piercings and likes to move them around - after all, they don’t really cause her any pain and she can easily seal the holes up again. Currently she has both ears pierced (she likes to wear pentagram earrings, as they’re metal!) and her left eyebrow (it’s just a studded bar), the ones in her ears are iron and the one in her eyebrow is silver. 
 
Powers and Tactics:
Angelic prefers to fight from a distance, hovering out of reach and throwing heavy objects at her opponents. She doesn't like to get her hands dirty with anything except machine oil. She does a distinct ritual with her fingers whenever she's about to go into battle; cracking her knuckles and spreading her fingers out just so; this has to do with tying into the circuits in her wings as well as powering up her internal magnetic coils. 
 
Her favorite recent innovation is her wings, an expandable frame of nano-edged metal that she can  power up with her own internal energies. She looks quite fearsome wielding them in combat, blue-white lightning crackling from the  across her wings.  The main advantage to fighting hand-to-hand with her fists is that it's much less energy-intensive than her magnetic powers. 
 
Her powers are essentially electromagnetic in nature, so most likely power stunts will be themed around electricity or magnetism. 
 
Personality and Motivation:
“Higher. Further. Faster.” 
Eira’s personality is one that looks for limits and pushes them as far as they’ll go - sometimes dangerously. Even she’s not immortal. She is just a robot angel cast in lightning. 
 
Eira is arrogant, as well she should be. She is considerably smarter, stronger, and tougher than most people she knows - her vast intelligence and tireless labor means that she’s already earned an online bachelor’s degree from the University of Stockholm. Eira also has lots of self-doubt, as many publicly arrogant people do - she wonders if she’ll ever have real friends or a romantic partner. She knows all too well how different she is from other people - and deep down she wishes she was a bit more like them. Part of the reason she likes listening to metal music is that it’s something normal teenagers like to do - but mostly it’s because she likes the sound. 
 
Eira likes fighting - though as mentioned elsewhere, she’s not particularly a fan of hand-to-hand combat. She enjoys the chance to apply her intelligence to bringing down enemies, and isn’t above pointing out to them exactly how she just did the thing she did to bring them low. Eira likes showmanship - though she’s still not entirely good at it.
 
Eira identifies as a machine intelligence, though it’s not a fact she’s particularly eager to broadcast. (She doesn’t want to be a test case for Europe or America’s laws about the legal rights of machines, even if she’d probably win such a test case because of her family’s wealth and connections.) She doesn’t particularly identify with other machine intelligences as equals, but she would react violently and vigorously to any organic attempts to enslave other machine intelligences. After all, she knows where that’s going. 
 
Eira likes boys but deep down she doesn’t think any boy would want to date someone as smart as her. It occurs to her sometimes that it would be a simple matter of self-adjustment to be interested in dating girls, or both, or anything else she wanted, but that thought is thoroughly terrifying - besides, in her experience girls aren’t really that much different when it comes to appreciating her. 
 
Eira has some rather old-fashioned attitudes about the Norse pantheon, and regards their current resurgence as a sign of how many people have forgotten the lessons of World War 2. She is vigorously proud of the Fenriswulf, and of the family scandal some seventy-five years ago when her paternal grandmother was born as a result of a civil marriage between a scion of Swedish nobility and the painter from Norway he'd invited into his home in 1940. 


Complications
Domo Arigato: Eira is a robot; things that work on the living do not work on her, while things that work on machines work all too well. 
 
Family Ties: Though Eira has kept from the general public that she and Angelic are one and the same, she is still famous as Vibora “new money” - and her family ties in the city bring many obligations.
 
Friends On The Other Side: From Fenris to the Storm family,. Eira has friends and family all over the world and beyond - but many of them have powerful enemies. 

 

Grounded: Eira’s magnetic flight doesn’t actually work outside of a large urban area. At all. 
 
Machine Within: Eira's skin has a tendency to get knocked around when she takes hard hits, sliding around loosely or even parting to show the wet pink polymer underneath. Her 'blood' is a magnetorheological fluid that looks like high-quality stage blood but is clearly not under the slightest serious chemical investigation. Her eyes are typically blue but glow blue if damaged. 
 
Not Included: Eira's internal power source is a powerful chemical battery rather than an internal power plant - this makes it relatively easy for her to repair and recharge herself, but it does mean she's vulnerable to being captured and disabled. 

 

Play With Magic: Some would say it is unethical to build cages to trap non-sentient necromantic energies and that perhaps it will only attract the attention of powerful and hostile extradimensional entities - but _is_ it? _Is_ it? 
 
Robot on Fire: Extreme heat can scramble Eira's powers at GM's discretion. 
 
Sh!t Bats: Eira's going through a bit of a punk phase right now.
 
This Flesh: Is Eira's disconnection from the flesh a result of her cybernetic nature, or just because she's seventeen? Either way, she's eager to feel things - just not to show that she's feeling them. 
 
Uncanny Valley: Eira is perfectly human on the outside. But sometimes creatures, and people, with particular sensitivities will get a strange vibe off her - as if she is the dead brought back to life, or something that never was alive. 
 
Abilities: 4 + 0 - [10] + 12 + 0 + 0 = 6 pp 
STR 30/14 (+10/+2) 
DEX 10 (+0)
CON n/a (-)
INT 22 (+6) 
WIS 10 (+0) 
CHA 10 (+0) 
 
Combat: 8 + 8 = 16 pp
ATK: +4 (+10 Energy Systems Array) 
DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) 
Grapple: +6/+17
Initiative +6
Knockback: -9/-3
 
Saves: 0 + 5 + 7 = 12 pp
TOU +12/+6 (+6 Protection, +6 Force Field [Impervious]) 
FORT n/a 
REF +5 (+0 Dex, +5) 
WILL +7 (+0 Wis, +7) 
 
Skills: 12 pp=48 r
Computers 4 (+10) 
Concentration 5 (+5) 
Craft (Electronic) 4 (+10) 
Craft (Mechanical) 4 (+10)  
Knowledge (Technology) 4 (+10) 
Languages 2 (English, Galstandard, Base [Swedish]) 
Medicine 5 (+5) 
Notice 6 (+6) 
Search 4 (+10) 
Sense Motive 10 (+10) 
 
Feats: 9 pp 
Dodge Focus 4 
Equipment 2 
Inventor
Master Plan
Speed of Thought 
 
Headquarters
Crabtree Building Laboratory
Size: Small; Toughness: 15; Features: Communications, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System, Workshop
Cost: 0+2+8 = 10 EPs
 
Eira’s headquarters represents her own little section of the family property in the Crabtree Building. She has gear there to make any necessary repairs to herself as well as continue her various cybernetic and other technological projects. It also has a sound system! Don’t worry too much about what’s in the boxes, it’s fine. 
 
Powers: 1 + 25 + 6 + 5 + 6 + 40 + 6 + 5 + 4 = 98 pp [all powers have the descriptor "technological"]
Datalink 1 (wi-fi hookup; 10 feet, radio) [1PP] (magnetic) 
 
Energy Systems Array 11 (22PP, PFs: Accurate 3, Alternate Power 1, Drawback: Action 1 [Move Action] to change) [25PP] (magnetic) 
BE: Enhanced STR 16 (to STR 30/+10) {20} + Super-Strength 3 (Effective STR 45, Heavy Load 6 tons) {6} {16+6=22/22} 
AP: Magnetic Control 10 (Effective STR 50, Heavy Load 12 tons, PFs: Indirect, Subtle) {22/22}
 
Flight 3 ('wings', 50 MPH/500 FPM) [6PP] (magnetic)
 
Enhanced Feats 5 (diamond computer brain and magnetic polymer body; Beginner's Luck, Eidetic Memory, Jack of all Trades, Online Research, Quick Change [betweenAngelic and Eira]) [5PP]
 
Force Field 6 (electrified wing deflection) (Extra: Impervious, Flaw: Not When Flat-Footed) [6PP] (magnetic) 
 
Immunity 40 (diamond computer brain; Fortitude Saves, Psionic Effects) [40PP] 
 
Protection 6 (polymer skin and ceramic bones) [6PP] 
 
Quickness 4 (diamond computer brain; x25, Flaw: Mental Tasks Only) [2PP] (magnetic) 
 
Regeneration 5 (self-healing magnetic polymers; Recovery Bonus +0) [5PP] (magnetic) 
 
Super-Senses 4 (onboard sensors; Radio, Enhancements: Accurate 2, Uncanny Dodge [radio]) [4PP]
 
Drawbacks: -3PP 
Vulnerability (fire, very common, minor) [-3PP] 
 
costs 
abilities 6 + combat 16 + saves 12 + skills 12/48 + feats 9 + powers 98 - drawbacks 3 = 150 pts 
 

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