Monday, September 10, 2012

Exiles - Emma Frost


EMMA FROST

AFFILIATIONSSolo D8
Buddy D6
Team D10

DISTINCTIONS
Ice Queen
My Own Worst Enemy
One Step Ahead Of You

POWER SETS
Cold As Ice
    Enhanced Durability    D8          Enhanced Speed     D8
    Ice Blast                       D10        Ice Mastery             D10
  • SFX:  Area Attack.  Target multiple opponents. For every additional target add a D6 and keep +1 effect die.
  • SFX:  Ice Constructs.  When using COLD AS ICE to create assets, add a d6 and step up your effect die.
  • SFX:  Immunity.  Spend 1 PP to ignore stress or trauma from fire, heat, or cold.
  • SFX:  Multipower.  Use two or more COLD AS ICE powers in your dice pool, at -1 step for each additional power.
  • Limit:  Melting.  Shutdown all COLD AS ICE powers vs. Heat/Flame attacks and gain 1 PP.  Recover power by activating an opportunity or during a Transition Scene.
  • Limit:  Mutant.  Earn 1 PP when affected by mutant-specific Milestones and tech.
SPECIALITIES [You may convert Expert D8 to 2D6, or Master D10 to 2D8 or 3D6]
Business Master D10
Crime Expert D8
Psych Expert D8
Science Expert D8
Tech Expert D8

MILESTONES
It’s Only Arrogance If It’s Not True
1 XP when you explain to another hero exactly what you think of their stupidity.
3 XP when you engage in a conflict with other heroes in order to prove your superior qualities.
10 XP when you either sacrifice an important personal goal to validate a point of ego, reputation or pride or you swallow your pride and admit to your own error.

My Word Is My Bond
1 XP when you give a hero of villain your word.
3 XP when you either break your word to that hero or keep your word to that villain.
10 XP when you either prove to that hero that breaking your word helped them or prove to that villain that keeping your word hurt them.

HISTORY
The Frost family does not reward weaklings. Emma Frost’s father raised strong-willed and ruthless daughters, but a disappointingly fragile son.

Seeing the brother she loved cruelly used as yet another of her father’s object lessons, Emma finally walked away from her family, determined to make her way alone. On her own she learned hard lessons about life that honed her native aggression and ruthlessness even further and landed her in jail.

It was there that Professor X found her and offered to take her in at his school where she became one of his original X-Men alongside Angel, Beast, Cyclops and Marvel Girl.

Emma never got along with Marvel Girl and always seemed to be the center of drama amongst the original students and some of the later X-Men.  In fact, she views one of her greatest accomplishments was stealing Scott Summers away from Jean and keeping his affections focused on her.

After graduation, Emma returned home and deposed her father as head of his company and the family, before returning to Xavier’s school with her younger brother.  After occasional stints with the X-Men both old and new, and some solo adventures, she left again to marry Summers.  After five years, she came back with her husband, but this time, they came back as teachers.

PERSONALITY
Emma Frost is not a nice person. She is domineering, manipulative, ruthless, sometimes cruel, and far less encumbered by the moral scruples she perceives as hampering her teammates. One thing she always is though, is honest. About herself and her own motivations and desires.

While she has come a lot closer to the side of the angels while working with the X-Men, she retains most of the ice queen persona that helped her survive in her life before Xavier’s school. She is still trying to find a stable equilibrium between her own nature and the role she’s chosen to play in her new environment, and there have been a few stumbles along the way.

ABILITIES & RESOURCES
Emma has the power to project cold and ice from any part of her body. She can use this power to hurl blasts of cold, encase her body in a protective layer of ice, and even create shapes and objects from ice. She is proficient in creating ice slides which allow her to “skate” along the ground at high speeds as well.

Even without her mutant abilities, Emma is a master manipulator. She’s fully aware of her beauty and is shameless about exploiting it and any emotional weaknesses her insight into human psychology might reveal. She is also very proficient with electronics and capable businesswoman.

Friday, August 17, 2012

Exiles - Cyclops

CYCLOPS
AFFILIATIONS
Solo  d10
Buddy  d6
Team  d8

DISTINCTIONS
Cocky Celebrity
Heroic Ambition
Whatever It Takes…

POWER SETS
Optic Beam
    Force Blast        d10
  • SFX:    Area Attack.  Target multiple opponents. For every additional target add a D6 and keep +1 effect die.
  • SFX:    Energy Absorption.  On a successful reaction against an energy-based attack action, convert opponent’s effect die into an Optic Beam stunt or step up Force Blast by +1 until used in an action. Spend 1 PP to use this stunt if opponent’s action succeeded.
  • SFX:    Ricochet.  Step up or double Force Blast die against a single target. Remove highest-rolling die and add an additional die to your total.
  • SFX:    Versatile.  Replace Force Blast die with 2d8 or 3d6 on your next roll.
  • Limit:  Mutant.  Earn 1 PP when affected by mutant-specific Milestones and tech.
SPECIALITIES [You may convert Expert D8 to 2D6, or Master D10 to 2D8 or 3D6]
Combat Expert        d8
Cosmic Expert        d8
Vehicle Expert        d8           
MILESTONES
In Over Your Head
1 XP    when you first use your Energy Absorption SFX.
3 XP    when you first add one of your own stress dice to one of your own action rolls.
10 XP  when you stress out a villain on an action roll not using your Force Blast power die.
Who’s The Man?!
1 XP    when you talk trash to a super villain and the doom pool has at least 2d8 in it.
3 XP    when your refusal to back down when obviously outclassed or overpowered either causes you to take stress or allows one of your allies to gain XP from one of their Milestones.
10 XP  when you publically take full credit for defeating a superior enemy or acknowledge the aid of your allies

HISTORY
Scott Summers was born to be famous. His single father, Christopher Summers, had a successful career as the professional wrestler known as Corsair, and Scott and his younger brother Alex traveled around the world with their father.  All that came to an end when, on one of their trips, their fathers private jet came under attack by a Shi’ar spaceship.
Christopher managed to bring the plane down reasonably safely though he and the boys suffered comparatively minor injuries. When the Shi’ar landed to finish off the wounded family, Scott’s powers manifested and he released a massive blast of concussive force from his eyes, incapacitating the would-be invaders.  Superhumans had been around for almost a century on their Earth and mutants, while uncommon, weren’t subject to any special prejudices.
Upon their rescue and the governments capture of the aliens and their ship, Scott became an instant celebrity and appearances, book deals, and movie offers came rolling in.  Corsair, who’s wrestling career had been cut short by injuries sustained in the crash, became Scott’s manager hired noted psychic and hero trainer Charles Xavier to train Scott in the responsibility of using and controlling his powers effectively.
Now nineteen, Scott is at the height of his popularity, and has been chosen to lead Xavier’s team of superhuman troubleshooters, Charlie’s Angels, on their very first mission. Recently, long range scans of space show a silver, human-sized object on a course to Earth and they’ve been chosen to intercept it. Whatever it is.

PERSONALITY
Scott Summers is a little bit of a jerk and is convinced of his own abilities. He also happens to be a true hero, willing to put himself in harm’s way to help others. From giant monsters to evil mutants, Scott is right in the thick of it and there’s nowhere else he’d rather be.

ABILITIES & RESOURCES
Scott Summers is an alpha-level mutant whose eyes act as apertures to an extra-dimensional source of energy. This energy emits in beam form whenever he chooses but can be filtered safely by ruby quartz lenses. Powerful enough to blast easily through reinforced materials and knock aside heavy vehicles, the beam manifests as concussive force rather than heat or radiation. The visor Summers wears gives him precise control over the beam’s size, intensity, and scatter, though it is not necessary – and he is an expert marksman with his innate attack. Cyclops is immune to the effects of his own blast and the energy powers of his brother Alex, aka Havok.

Friday, August 10, 2012

Exiles - Beast



BEAST

AFFILIATIONS
Solo     d10
Buddy    d8
Team      d6

DISTINCTIONS
Almost Feral
Mysterious Past
Unpredictable

POWER SETS
Savage Bruiser
  Claws                        D8     Enhanced Reflexes    D8
  Enhanced Strength     D8     Godlike Stamina        D12
  Superhuman Senses   D10    
  • SFX:  Berserk.  Borrow a die from the doom pool for an attack action.  At the end of the action return it to the doom pool and step up the returned die by +1.
  • SFX:    Fearsome.  Add d6 and step up effect die by +1 when using Savage Bruiser powers to inflict emotional stress.
  • SFX:    Healing factor.  Spend 1 PP to recover your physical stress and step back your physical trauma by –1.
  • SFX:    Unleashed.  Step up or double any Savage Bruiser power for one action.  If that action fails, add a die to the doom pool equal to the power die you unleashed.
  • Limit:  Mutant.  Earn 1 PP when affected by mutant-specific milestones and tech.
  • Limit:  Mute.  Earn 1 PP when being unable to speak would be disadvantageous.

SPECIALTIES [You my convert Expert D8 to 2d6, or Master D10 to 2d8 or 3d6]
Acrobatic Expert     D8
Combat Master        D10
Covert Expert          D8
Menace Master        D10

MILESTONES
Favored Teammate (Choose one)
1 XP    when you first choose use your buddy affiliation in a conflict.
3 XP    when you inflict stress on a foe who has inflicted stress on your chosen teammate.
10 XP  when you avenge a fallen comrade or take trauma in avenging your comrade’s fall.

Grrrrrrrrrrrrrr…
1 XP    when you first choose to inflict physical stress in a scene.
3 XP    when another hero rebukes you for your violence or you threaten another hero with violence.
10 XP  when you kill someone in front of innocents or recover from your berserker rage in front of innocents without having inflicted trauma on anyone.

HISTORY
Henry McCoy grew up taunted as “Monkey boy” and “Joey bananas” because of his apelike appearance; when he was identified as a mutant, his parents rejected him as well. In his late teens he was recruited by Jean Grey (Marvel Girl) and dubbed Beast, becoming a founding member of Charles Xavier‘s X-Men.

Always intelligent, Henry developed a fascination with genetics, applying his brains to the issue of mutation and corresponding with other scientists on the subject.  One of these scientists was Dr. Kavita Rao, with whom he developed a relationship.  Attending a conference on the subject of human-mutant relations, the conference was attacked by the brotherhood, a cadre of militant mutant supremacists and Henry was near mortally wounded.

In an attempt to save his life, Dr. Rao exposed Henry to an untested mutagenic vapor, which had been discovered to emanate (under certain conditions) from a crystallized mineral found in a remote location.  This mutagen kickstarted Henry’s already impressive recuperative abilities and enabled him to heal himself.  Unfortunately, it also triggered his continued mutation into his current animalistic state.  A mutation that, sadly, robbed Henry of a large portion of his intelligence and his ability to speak in more than grunts and growls.  Dr. Rao returned with Henry to Xavier’s and stayed on in the hopes of restoring the man she loved.

PERSONALITY
Before his additional mutation, Henry McCoy was a bit bookish and fairly serious.  Before his time as an X-Man, he used to joke and wisecrack more to cover up his insecurity he felt as a mutant.  In time, he became a combination of the two - prone to academic musings as well as self-deprecating witticisms and bon mots.  He had developed into a dedicated scientist and a loyal friend, maintaining both human and mutant contacts with equal ease.

Since his change, his bestial nature often asserts itself, and has reverted him to an almost feral state.  His intellect has been greatly lessened and he is more of a wild thing than a human.  He tends to focus on others as friends or threats and will defend his friends with great ferocity.

ABILITIES & RESOURCES
Beast possesses superhuman strength, endurance, speed, and agility.  He is an amazingly agile and able to use his clawed hands and feet to cling to surfaces and climb walls.  He also possesses uncanny stamina and recuperative abilities. This healing factor allows him to recover from terrible wounds, rendering him functionally immune to poisons and diseases, and greatly retarding his aging.  In addition to increasing his already formidable physical abilities, his feral mutation also enhanced his senses to superhuman levels.

Exiles - Colossus


Sorry for the little hiatus folks.  Getting back to this blog has been tricky.  I'm still working on my con scenario and will be running it at Nerd NYC Recess come September.  For now, here is the next Exile.



COLOSSUS

AFFILIATIONS
Solo  D6
Buddy  D8
Team  D10
DISTINCTIONS
Ironclad Loyalty
Mutant Protector
"There Is Always Hope"
POWER SETS
The Bigger They Are…
  Enhanced Stamina             D8     Growth                         D10

  Superhuman Durability     D10    Superhuman Strength    D10
  •  SFX:   Area Attack.  Target multiple opponents. For every additional target add a D6 and keep +1 effect die.
  • SFX:   Get Behind Me.  Spend 1 PP to take physical stress intended for a nearby ally or friend.
  • SFX:   Multi-power.  Use two or more The Bigger They Are… powers in your dice pool, at -1 step for each additional power.
  • SFX:   Pushing Your Limits.  Add a D6 to the Doom Pool to step up or double a The Bigger They Are… power for the for your next roll.
  • Limit:   Conscious Activation.  While stressed out, asleep, or unconscious, shutdown The Bigger They Are…  Recover The Bigger They Are… when you recover that stress or wake up. If you take physical trauma, shutdown The Bigger They Are… until you recover that trauma.
  • Limit:   Huge.  Change any The Bigger They Are… power into a complication to gain 1 PP.  Activate an opportunity or remove the complication to recover that power.
  • Limit:   Mutant.  Earn 1 PP when affected by mutant-specific Milestones and tech.
SPECIALITIES [You may convert Expert D8 to 2D6, or Master D10 to 2D8 or 3D6]
Combat Expert            D8
Menace Expert            D8
Psych Expert               D8

MILESTONES
Last Of The X-Men
1 XP    when you first lead a team including more mutants than non-mutants.
3 XP    when you defeat a foe without any team member becoming stressed out.
10 XP  when you either lead your team to victory over mutant issues or disband them in the face of persecution.

The Harder They Fall
1 XP    when you first use your Get Behind Me SFX.
3 XP    when you allow another hero to talk you out of a dangerougs course of actiony.
10 XP  when you either sacrifice yourself for your allies or fight until you’re the last hero to fall.

HISTORY
Born on the Ust-Ordynski Collective in Russia, Piotr Rasputin grew up a dutiful son and a responsible worker on his family’s farm. His mutant abilities manifested when he rescued his younger sister Illyana from a runaway tractor. Soon after, Charles Xavier recruited him to join the second generation of X-Men, whose first mission was rescuing the previous team from the living island of Krakoa.

His tenure with the X-Men taught Rasputin how to control his powers and introduced him to many good friends and his long-time love, Kitty Pryde. It also pushed him into a life where he has lost many loved ones and discovered uncomfortable truths about his family, his brother, and his homeland.

In his reality, the mutant-killing Legacy Virus never appeared but the mutant population was decimated by the creation of the mutant-hunting robots known as The Sentinels.

After his team was killed by the Sentinel Nimrod and a cadre of dozens of Sentinels, Colossus dedicated his life to the protection of mutantkind and when a corruption of Sentinel programming caused them to target humans as well, Colossus led a team of Earth’s heroes in a massive campaign against the robots.  In the middle of the final push versus Nimrod and The Master Mold, Colossus vanished from his reality to join the world-hopping team known as the Exiles.

PERSONALITY
Piotr Rasputin is a simple and caring soul often forced into violent situations. Before losing his friends and fellow mutants, he was shy, trusting, and somewhat guileless, though capable of tremendous rage when he sees his friends hurt or innocents suffer. He is also selfless, bravely putting himself in harm’s way time and time again to protect those weaker than himself. He prefers to hide his deeper emotions behind a stoic exterior, although his artistic talents provide an outlet for his friends to appreciate.
Given the tumultuous events of the past few years on his Earth, particularly the deaths of his entire team of X-Men at the hands of the mutant hunting Sentinels, he has an even greater appreciation for the fragile joys of love and life. As a result, he has rededicated himself to the protection of mutantkind.

ABILITIES & RESOURCES
Using his mutant gifts, Colossus can grow to massive heights. In this form he possesses superhuman strength and resistance to injury.  Early in his career Piotr could only increase to 15 feet tall, but as his powers matured, this limit disappeared. Years of training with Professor X and the Danger room and with other heroes has made him an effective hand-to-hand combatant, especially at giant size.

Monday, May 14, 2012

DC Interlude - The Ragman Cometh!

Now I know it isn't a Marvel character, but this guy came up today and I really like the character and backstory so I decided to stat him up for use in MHRPG.  Without further ado, I give you.


RAGMAN

AFFILIATIONS
Solo  D10
Buddy  D6
Team  D8
DISTINCTIONS
An Untainted Soul
Family Legacy
Punisher or Redeemer?
POWER SETS
Suit of Rags
     Enhanced Durability     D8             Enhanced Senses      D8
     Enhanced Stamina        D8             Enhanced Strength    D8
     Enhanced Reflexes       D8             Teleport                    D6
  • SFX:  Suit of Many Talents. Use two or more Suit of Rags powers in your dice pool, at -1 step for each additional power.
  • SFX:  Drawing on the Souls. Borrow a die from the doom pool for an attack action. Step up the doom die by +1 and return to the doom pool.
  • Limit:  Fire Vulnerability. When making a reaction against fire-based actions, Ragman takes emotional stress equal to the effect die of the attack. If the reaction is successful, emotional stress is reduced -1 step.  This effect happens regardless of whether he also takes physical stress. If he’s stressed out by emotional stress, he flees immediately.

SPECIALITIES [You may convert Expert D8 to 2D6, or Master D10 to 2D8 or 3D6]
Acrobatic Expert        D8
Combat Expert           D8
Crime Expert              D8
Mystic  Expert            D8

MILESTONES
To Be Determined
1 XP    when...
3 XP    when...
10 XP  when...

To Be Determined
1 XP    when...
3 XP    when...
10 XP  when...

HISTORY
A community of Jews in 16th century Eastern Europe created the Ragman to replace the Golem, their previous defender.  Gerry Regan was the last European Ragman, as he, still named Jerzy Reganiewicz, fled to the United States after failing to protect the Jewish population from Nazi persecution.  After settling down in Gotham City, Regan passed the mantle of Ragman to his grandson Rory who took up the suit to avenge his grandfather’s death at the hands an evil gang.

Currently each of the patches in the suit is made from the soul of an evildoer that the Ragman had punished and absorbed.  The absorption of these souls caused a problem for Rory at one point, when the evil souls hungered for murder and finally freed themselves of Ragman.

It was only with the support of Batman and Regan's old friend, Rabbi Luria, that he regained control, though at the cost of Luria's life.  Ragman's powers have increased since then and he can absorb new souls into his costume.  With each new soul added, a rag is added and he can call upon the souls in his costume to lend him their attributes or power.

PERSONALITY

ABILITIES & RESOURCES
The Ragman can draw upon the physical powers of any number of the corrupted souls that make up his suit. This way he can increase his strength, speed and stamina dozens or even hundreds of times over, though he has stated that it isn't easy to tap into a large number of souls at once (at the time, he commented that the most he had ever done was somewhere over a hundred). This also allows Ragman to avoid most wounds as he can use one of his other souls to take the damage for him, allowing him to continue to operate at peak efficiency while the souls he has trapped use the damage for him.

Most significantly, having defeated an enemy, he can acquire new souls by absorbing them with the suit, although he can only do this for truly evil souls; as an example, he was unable to absorb the soul of super-villain Blue Moon because she was regularly sent to prison as her powers only worked at night, her time in prison counting as her having 'served her time' and preventing Ragman 'punishing' her himself. This adds a new rag to the suit, and thus adds to the Ragman's power supply. However, Rory has mentioned that the process of acquiring a new soul gives him stomach cramps and nausea. Once a corrupted soul has helped him a certain amount of times, it is allowed to pass on to Heaven, having earned redemption for the sins it committed in life that would have sent it to Hell if it had simply died in the normal manner.

Thursday, May 10, 2012

Exiles - Magik


 
MAGIK

AFFILIATIONS
Solo D10
Buddy D6
Team D8

DISTINCTIONS
Black Magic Woman
Classically Educated
Resourceful

POWER SETS
Red Room Training
  Enhanced Reflexes  d8               Enhanced Senses     d8
  Enhanced Stamina   d8               Psychic Resistance   d8
  Teleportation          d10
  • SFX: Focus. In a pool including a Red Room Training die, replace two dice of equal steps with one die of +1 step.
  • SFX: Immunity. Spend 1 PP to ignore stress, trauma, or complications from aging, disease, or psychic attack.
  • Limit: Subconscious Programming. When you take emotional trauma, shutdown any Red Room Training power and gain 1 PP. Recover power when you recover that emotional trauma.
Pneumamancy
  Enhanced Durability d8              Soul Weapons       d8
  • SFX: Unstoppable. Add d6 and step up effect die by +1 when using Soul Weapons to inflict emotional stress.
  • SFX: Absorption. On a successful reaction against an energy-based attack action, convert your opponent’s effect die into a Pneumamancy stunt or step up a Pneumamancy power by +1 for your next action. Spend 1 PP to use this stunt if opponent’s action succeeded.
  • Limit: Soul-draining. Count 1s and 2s on dice as opportunities when using a Pneumamancy power.
  • Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.

SPECIALTIES [You may convert Expert d8 to 2d6, or Master d10 to 2d8 or 3d6]
Acrobatics Expert d8
Combat Expert d8
Covert Master d10
Menace Expert d8
Mystic Expert d8

MILESTONES
Flexible Loyalties
1 XP    when you first use your Covert Specialty in an action and succeed.
3 XP    when you convince a team member to make a painful or difficult choice.
10 XP  when you either betray a team member in a critical moment or sacrifice yourself for them.

“It’s Not Safe Getting Close To Me”
1 XP    when you choose to flirt with another hero.
3 XP    when you make a decision or create a circumstance that puts your chosen hero directly in harm’s way.
10 XP  when you either abandon your chosen hero at a critical moment or sacrifice something you hold dear in order to preserve your chosen relationship.

HISTORY
Born Natasha Romanova, Magik of her Earth is a mutant who was recruited by and works in secret for the Red Room, an occult secret society created and let by Grigori Rasputin.  The organization existed to thwart the rising power of the Nazi's Thul Society and, through espionage and mystical means, allowed the allies to defeat Hitler in WWII.  Flash forward to the present day where the Soviet Union is the major power in the world and the Soviet Super Soldiers are the premeir heroes.  Rasputin still lives and guides his secret police and Magik is one of his most valued agents.

PERSONALITY
Coming soon.

ABILITIES & RESOURCES
Magik is a Mutant with the ability to use her personal soul-energy to create weapons and armor which she can use to defend herself.  These weapons are ephemeral but can be focused to do both actual phsyical damage as well as damage to the spirits of living creatures.  The only drawback is that the use of this energy can drain her as well.

Her mystical training in the Red Room increased her already strong physical abilities and magickal senses and she became skilled in apportation, the creation of teleport discs enabling her to carry herself and others with her over long distances.

Friday, May 4, 2012

Exiles - The Hulk



THE HULK

AFFILIATIONS
Solo  D8
Buddy  D10
Team  D6

DISTINCTIONS
Green Guardian
Legal Background
Savage

POWER SETS
Gamma Gal
  Superhuman Strength           D10     Superhuman Stamina  D10
  Superhuman Durability         D10     Leaping                      D8
  • SFX:    Collateral Damage. Instead of spending 1 PP, add d6 to the doom pool to create a Gamma Gal stunt.
  • SFX:    Second Wind. Before you make an action including an Gamma Gal power, you may move your physical stress die to the doom pool and step up the Gamma Gal power by +1 for this action.
  • SFX:    Versatile. Replace any D10 Gamma Gal power with 2d8 or 3d6 on your next roll.
  • Limit:  Bad Temper. Earn 1 PP and step up emotional stress caused by anger by 1.

SPECIALITIES [You may convert Expert D8 to 2D6, or Master D10 to 2D8 or 3D6]
Combat Expert            D8
Crime Master              D10
Menace Expert            D8
Psych Expert               D8

MILESTONES
Bad Temper
1 XP    when you activate your BAD TEMPER Limit.
3 XP    you take offense when none is offered.
10 XP  when you either leave your team due to your destructive nature or allow others to convince you to join a team because of your good deeds.

Settle The Score
1 XP    when you declare a villain an old foe.
3 XP    when you inflict trauma on your foe.
10 XP  when you forgive your foe or they big for your forgiveness and you let them go.

HISTORY
Jennifer Walters-Banner is the daughter of her world’s most famous scientist, Bruce Banner.  Her father spent his career perfecting gamma-radiation technologies that served to make his world a better place.  Not following in her father’s footsteps, Jennifer joined the police department and went to law school, later becoming a famous prosecutor.  That came to an end when she was shot by a criminal that she put away who had been released.

Immediately taken for medical care, a transfusion and state-of-the-art medical science patented by her father saved her life.  The techniques used in her healing were gamma-based and triggered an overdose, not taking into account her genetic makeup and lifelong exposure from her father’s research.  Her body began absorbing all of the gamma radiation and mutated to her present form.

PERSONALITY
Long a proponent of law and order, Jennifer was never a timid soul, possessing a balanced outlook on things.  In spite of her distinctive appearance, since her mutation, she has become more forceful and confident and has since developed a bit of a bad temper which sometimes directs her actions.  On the whole, she still sees herself as a proponent of justice and tries to comport herself as such.

ABILITIES & RESOURCES
The Hulk’s green skin is incredibly durable and capable of withstanding amazing punishment, such as being knocked through several buildings by a devastating blow, only to emerge slightly woozy and very annoyed.  She is capable of lifting great weights and slugging it out with giant monsters and other menaces.

Her new, powerful form combined with her superhuman strength enables her to also leap great distances.

Having worked as a police officer and a lawyer, she possesses many contacts in law enforcement and is a skilled negotiator.