Katrea (Bushi)
Power Level: 10; Power Points Spent: 255/255
STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)
Tough: +3/+7, Fort: +9, Ref: +12, Will: +9
Skills: Acrobatics 12 (+15), Bluff 12 (+15), Climb 7 (+10), Diplomacy 2 (+5), Disable Device 7 (+10), Disguise 7 (+10), Drive 12 (+15), Escape Artist 12 (+15), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (tactics) 12 (+15), Medicine 2 (+5), Notice 12 (+15), Pilot 12 (+15), Sense Motive 12 (+15), Sleight of Hand 12 (+15), Stealth 12 (+15), Survival 12 (+15), Swim 7 (+10)
Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization 2 (Grapple), Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Defensive Attack, Defensive Roll, Dodge Focus 3, Elusive Target, Endurance (+4), Evasion, Grappling Finesse, Hide in Plain Sight, Improved Aim, Improved Critical (Sniper Mode (Blast 6)), Improved Critical 2 (Automatic Fire (Blast 6)), Improved Critical 2 (Poison Dart Rounds (Paralyze 6)), Improved Critical 2 (Restraint Foam Rounds (Snare 6)), Improved Critical 2 (Sticky Shock Rounds (Stun 6)), Improved Critical 2 (Sword Slash (Strike 3)), Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Instant Up, Move-by Action, Power Attack, Quick Draw, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Startle, Stunning Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory)
Powers:
Omnilingual (Comprehend 3) (languages - read all, languages - speak all, languages - understand all)
Warrior's Armor (Device 7) (Hard to lose)
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Integral Grapple Gun (Super-Movement 3) (swinging, wall-crawling 2 (full speed))
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Integral Radio (Communication 6) (sense type: radio; Subtle (subtle))
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Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive); Impervious)
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Life Support Gear (Immunity 9) (life support)
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Tactical Goggles (Super-Senses 4) (extended (type): Visual 1 (-1 per 100 ft), infravision, ultravision)
Warrior's Rifle (Device 6) (Easy to lose)
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Rifle Settings (Array 11) (default power: blast)
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Automatic Fire (Blast 6) (Default; DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5); Precise, Subtle (subtle))
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Flamethrower (Strike 6) (Array; DC 21; Line Area (5x150 ft. line - General), Secondary Effect)
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Flash Bomb Launch (Dazzle 6) (Array; affects: visual senses, DC 16; Burst Area (20-150 ft. radius - General); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5))
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Frag Grenade Launch (Blast 6) (Array; DC 21; Burst Area (20-150 ft. radius - General); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5))
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Poison Dart Rounds (Paralyze 6) (Array; DC 16, Feats: Improved Critical 2 (Poison Dart Rounds (Paralyze 6)); Range (ranged); Precise, Subtle (subtle))
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Restraint Foam Rounds (Snare 6) (Array; DC 16, Feats: Improved Critical 2 (Restraint Foam Rounds (Snare 6)); Autofire (interval 2, max +5); Improved Range (150 ft. incr), Precise)
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Sniper Mode (Blast 6) (Array; DC 21, Feats: Improved Critical (Sniper Mode (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 3000 feet), Subtle (subtle))
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Sticky Shock Rounds (Stun 6) (Array; DC 16, Feats: Improved Critical 2 (Sticky Shock Rounds (Stun 6)); Range (ranged); Precise, Subtle (subtle))
Warrior's Sword (Device 3) (Hard to lose)
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Sword Slash (Strike 3) (DC 21, Feats: Improved Critical 2 (Sword Slash (Strike 3)); Penetrating [3 extra ranks]; Mighty, Precise, Thrown (Range: 50 ft., incr 10 ft.), Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing))
Warrior's Training (Container, Passive 1)
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Leaping 1 (Jumping distance: x2)
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Quickness 1 (Perform routine tasks at 2x speed)
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Speed 1 (Speed: 10 mph, 88 ft./rnd)
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Super-Movement 1 (slow fall)
Attack Bonus: +14 (Ranged: +14, Melee: +14, Grapple: +21)
Attacks: Automatic Fire (Blast 6), +14 (DC 21), Flamethrower (Strike 6) (DC 21), Flash Bomb Launch (Dazzle 6) (DC Fort/Ref 16), Frag Grenade Launch (Blast 6) (DC 21), Poison Dart Rounds (Paralyze 6), +14 (DC Staged/Will 16), Restraint Foam Rounds (Snare 6), +14 (DC Ref/Staged 16), Sniper Mode (Blast 6), +14 (DC 21), Sticky Shock Rounds (Stun 6), +14 (DC Fort/Staged 16), Sword Slash (Strike 3), +14 (DC 21), Unarmed Attack, +14 (DC 18)
Defense: +12 (Flat-footed: +5), Knockback: -5
Initiative: +7
Languages: Japanese Native
Totals: Abilities 36 + Skills 46 (183 ranks) + Feats 37 + Powers 69 + Combat 46 + Saves 21 + Drawbacks 0 = 255
Age (as of Jan 2019): It’s complicated (chronological), mid 20s (biological)
Height: 5’ 9”
Weight: 145 lbs
Ethnicity: Japanese
Hair: Purple (dyed, naturally Black)
Eyes: Dark Brown
Theme Song:
Behind Closed Doors, by Rise Against
Background: Katrea’s origins are..weird. She remembers attending the same training academy Methion did in his youth, taking the combat course as opposed to the magic course. The first problem with is she remembers attending in Japan, during an era where no such training academy existed and even if one did no woman would have ever been sent to it. The second problem with that is she doesn’t remember it happening once, but several times across Japanese history all the way up to the modern era. A Japanese history, incidentally, that doesn’t match historical records in our world. The third problem with that is Methion has ageless immortality. Katrea does not. She is, apparently, aging normally. So there’s no way in hell she’s been alive since the friggin’ Bronze Age. She knows if she asked Methion, he’d tell her the truth. But she’s not entirely sure she wants to know it.
. . Said truth, incidentally, is that Katrea is the result of the formation of a nexus point. It’s a big multiverse. Infinite possibilities. And infinite potential for it to glitch out. The chronomancy and various other magics used by Methion and Serine to obscure their origins did not help. Basically, several different versions of Katrea have served Methion. Every time one dies, another one (“reset” to her early 20s) shows up later as if nothing had happened and the previous one’s body vanishes. There is no set duration for this effect. It can be anywhere from a few seconds to several years, though longer times are rare. The members of the Revolution have learned not to mention it, as it confuses her. Our universe simply seems to have a Katrea requirement at this point, and is pulling them in from other universes while haphazardly adjusting their memories to fit in. Methion could, technically, fix this. But 1) it’s benefiting him and 2) altering reality on such a vast scale would require power beyond what most deities collectively possess. It’d take a lot of effort and a lot of time and he’s friggin’
busy enough.
. .In the meantime, as she always does, Katrea runs the Military Action Group. Because while the Drone Horde and Special Tactics Group are very good at their jobs, they’re also quite limited in number and tend to be…well, known quantities. The MAG is where the vast majority of the Revolution’s personnel are allocated, and they do a little bit of everything. Mercenaries, spies, and terrorists oh my.
Powers & Tactics: Katrea has no superhuman powers. No, the Omnilingual enchantment from Methion (that lets her speak any language fluently) doesn’t count. In her mind, anyway. What she has is weapons, armor, and apparently several lifetimes of training. Warrior’s Training makes her move faster, jump higher, and helps her survive long falls. Warrior’s Sword is an excellent sword. Warrior’s Armor has a grapple gun, a radio, the expected armor plating, fully sealed systems, and special goggles that improve her vision.
. . Warrior’s Rifle is slightly more complicated. It is just an excellent rifle. However, it is specially chambered to fire several types of non standard ammunition (such as poison darts, shock gel, and foam that expands and hardens on impact) and has a grenade launcher under the barrel (the better to launch fragmentation grenades and flash bombs; it can also function as a flamethrower).
. . Tactically, Katrea is laden with options. Under normal MAG combat situations (meaning against anti-terrorist military forces), she doesn’t bother with the exotic effects; sticking with Automatic Fire, Frag Grenade Launch, and occasionally Flamethrower. In close quarters she may stow the rifle and start cutting soldiers apart. It’s a lot quieter, after all. It is against superheroes that the other effects come out. She doesn’t actually have a preference, though. Whatever gets the job done. Optionally you can pretend she has intel on the heroes’ strengths and weaknesses. Sticky Shock targets Fort saves, Restraint Foam Rounds targets Reflex, and Poison Dart Rounds targets Will. So you can play with that. She is completely unconcerned with killing people, as a professional soldier should be. However, she could have special instructions not to kill a certain person. Or only kill the one person, which is what Sniper Mode is exceedingly useful for. She can and does Feint, Demoralize, Startle, and Taunt all at Improved level. She does not power stunt.
Personality: Professionalism. Self discipline. Intensity. You’d be surprised how few people know what those mean in this day and age. Katrea is a warrior. I’ll repeat that, since I’m certain some of you, my dear readers, didn’t understand. Katrea is a warrior. The entire sum total of the purpose of her existence is to fight. To wage war in the name of the patron she has chosen, and not dishonor them with her methods and personal conduct. She is not a samurai. The code of bushido was developed in peacetime by men who had never fought a real battle, much less engaged in warfare. Her personal honor and dignity are irrelevant. She is a highly trained, incredibly skilled, and extremely competent professional combatant. That is her entire personal identity. Her only reason to speak is in service of this. Her only reason to act is in service to this. Her weapons speak more often than she does. Few can withstand the intensity of her gaze for long. So she wears an eyepatch she doesn’t need outside of combat, which blunts the effect to a degree.
. . There may be a misunderstanding. Being the leader of the Military Action Group does not conflict with the above. It is an expansion of it. Her people are an extension of herself. She must keep them well cared for, highly trained, and excellently led. As a taskmaster and a commander she is stern and uncompromising, but fair and forgiving. It is a style that has bred a loyalty verging on the fanatical among the rank and file.