Davies
Legend
Karsa Har-ul
Born a bit less than twenty-five solar years ago on the planet Dhakimat, Karsa Har-ul led a fairly typical life on one of the many small family-run farm/ranches that constitute the largest private settlements on her home world. Then she turned sixteen and her number came up in the planetary government's conscription lottery, she was inducted into the military service and her entrance exam indicated that she was a good candidate for the super-soldier project. Despite the difficulty of the training, she developed additional abilities, above and beyond those possessed of all Dhakamites.
Commissioned as a lieutenant, Karsa was assigned to a unit of troopers sent to deal with a group of space pirates operating out of one of their star system's asteroid belts. The mission was a success but their ship sustained some damage during the battle. When their drive engaged to take them back to the mother world, it proceeded to go into overdrive, flinging them from the back reaches of the Imperium to the borders of the Technate, a journey that would normally take years, in less than a second. And then it blew up.
The unit's captain died in the explosion, leaving Karsa in command. Swallowing her panic, she sent out scouts to determine the local circumstances before their powers faded. They soon learned that the planets of the nearest star system were being attacked by a huge force of invaders who were being fought by a much smaller force who seemed to be fighting a delaying action. Karsa will claim that she threw a quill to determine which side to assist, but the truth is that she's always favored the underfrax in any fight. And so, they went to the aid of the Last Men Standing.
They were only supposed to stay in the alliance long enough to repair their ship's drive so that they could start their journey home, but obtaining the materials needed proved harder than expected. They were still stuck in their holding pattern when the Lasters joined forces with Earth's Powerhouse organization in 2015, and Karsa met the last Anacreonite. She was quite impressed with him, but they didn't have long to talk before the Dark Side launched an ambush of the Laster fleet, with the Dhakamite vessel apparently lost with all hands.
In fact, Kharsa alone survived that conflagration, shoved into an escape pod by her sergeant. Injured and dazed, she set the vessel on a course that would take it to Earth and then went into coldsleep. Three years later, it arrived on Earth and crash landed in Northern Ontario, where Paragon discovered it. Kharsa awoke from her slumber, smiled at her rescuer, and then collapsed to vomit all over his nice shiny boots.
She spent a few months recovering from her injuries in Paragon's secret sanctuary, visited by both Paragon and Jora. Towards the end of this period she underwent an interview with Argus agents to determine whether she (a) posed any threat to the people of Earth or (b) had any useful intelligence about the rest of the galaxy. The answer to both questions was a qualified 'no', and so it was arranged for her to receive a special refugee status, leaving her free to explore the planet.
This is more or less what she's done since then. Kharsa tends to stick to rural and wilderness areas, since even the smallest cities are much more heavily populated than anything she's ever known, and make her uncomfortable as a consequence. However, she's slowly becoming accustomed to the different circumstances found on this planet, since she was trained to "improvise, adapt and overcome". Even so, she prefers her own company to most others.
Kharsa is not a superhero ... yet. As already mentioned, she has a strong tendency to stick up for those she perceives as the weaker or wronged party, and this often leads to her taking a stand to protect people. However, she also recognizes that this tendency can get her into a lot of trouble, and so she sometimes tries to suppress it, leading her to walk away from situations where she could help. What she's ultimately going to decide to do once she finally finds her footing is not clear. She still wants to return to Dhakimat and report on her unit's fate, but she suspects that is probably a chipdream and that she's going to be stuck on this planet for the rest of her extended lifespan. If so, then she should probably start thinking about how to make it a home worth having.
Karsa Har-ul -- PL 9
Abilities:
STR 8 | STA 7 | AGL 1 | DEX 1 | FGT 5 | INT 0 | AWE 0 | PRE 0
Powers:
Dhakimat Powers: Array (11 points)
Great Toughness: Immunity 10 (life support); Impervious Toughness 6; Regeneration 5 - 21 points
Advantages:
Close Attack 2, Improved Initiative 3, Interpose, Language (English), Move-by Action, Ranged Attack 4.
Skills:
Expertise: Military 6 (+6), Expertise: Survival 5 (+5), Perception 4 (+4), Vehicles 5 (+6).
Offense:
Initiative +13
Unarmed +7 (Close Damage 8)
Hyper-Strength +7 (Close Damage 11)
Blast Vision +7 (Close Damage 5)
Defense:
Dodge 10/4, Parry 11/5, Fortitude 9, Toughness 7, Will 5.
Totals:
Abilities 44 + Powers 79 + Advantages 5 + Skills 10 + Defenses 10 = 148 points
Complications:
Finding A Purpose--Motivation. Loner. Power Loss (all; exposure to theonite.) Secret Identity.

Born a bit less than twenty-five solar years ago on the planet Dhakimat, Karsa Har-ul led a fairly typical life on one of the many small family-run farm/ranches that constitute the largest private settlements on her home world. Then she turned sixteen and her number came up in the planetary government's conscription lottery, she was inducted into the military service and her entrance exam indicated that she was a good candidate for the super-soldier project. Despite the difficulty of the training, she developed additional abilities, above and beyond those possessed of all Dhakamites.
Commissioned as a lieutenant, Karsa was assigned to a unit of troopers sent to deal with a group of space pirates operating out of one of their star system's asteroid belts. The mission was a success but their ship sustained some damage during the battle. When their drive engaged to take them back to the mother world, it proceeded to go into overdrive, flinging them from the back reaches of the Imperium to the borders of the Technate, a journey that would normally take years, in less than a second. And then it blew up.
The unit's captain died in the explosion, leaving Karsa in command. Swallowing her panic, she sent out scouts to determine the local circumstances before their powers faded. They soon learned that the planets of the nearest star system were being attacked by a huge force of invaders who were being fought by a much smaller force who seemed to be fighting a delaying action. Karsa will claim that she threw a quill to determine which side to assist, but the truth is that she's always favored the underfrax in any fight. And so, they went to the aid of the Last Men Standing.
They were only supposed to stay in the alliance long enough to repair their ship's drive so that they could start their journey home, but obtaining the materials needed proved harder than expected. They were still stuck in their holding pattern when the Lasters joined forces with Earth's Powerhouse organization in 2015, and Karsa met the last Anacreonite. She was quite impressed with him, but they didn't have long to talk before the Dark Side launched an ambush of the Laster fleet, with the Dhakamite vessel apparently lost with all hands.
In fact, Kharsa alone survived that conflagration, shoved into an escape pod by her sergeant. Injured and dazed, she set the vessel on a course that would take it to Earth and then went into coldsleep. Three years later, it arrived on Earth and crash landed in Northern Ontario, where Paragon discovered it. Kharsa awoke from her slumber, smiled at her rescuer, and then collapsed to vomit all over his nice shiny boots.
She spent a few months recovering from her injuries in Paragon's secret sanctuary, visited by both Paragon and Jora. Towards the end of this period she underwent an interview with Argus agents to determine whether she (a) posed any threat to the people of Earth or (b) had any useful intelligence about the rest of the galaxy. The answer to both questions was a qualified 'no', and so it was arranged for her to receive a special refugee status, leaving her free to explore the planet.
This is more or less what she's done since then. Kharsa tends to stick to rural and wilderness areas, since even the smallest cities are much more heavily populated than anything she's ever known, and make her uncomfortable as a consequence. However, she's slowly becoming accustomed to the different circumstances found on this planet, since she was trained to "improvise, adapt and overcome". Even so, she prefers her own company to most others.
Kharsa is not a superhero ... yet. As already mentioned, she has a strong tendency to stick up for those she perceives as the weaker or wronged party, and this often leads to her taking a stand to protect people. However, she also recognizes that this tendency can get her into a lot of trouble, and so she sometimes tries to suppress it, leading her to walk away from situations where she could help. What she's ultimately going to decide to do once she finally finds her footing is not clear. She still wants to return to Dhakimat and report on her unit's fate, but she suspects that is probably a chipdream and that she's going to be stuck on this planet for the rest of her extended lifespan. If so, then she should probably start thinking about how to make it a home worth having.
Karsa Har-ul -- PL 9
Abilities:
STR 8 | STA 7 | AGL 1 | DEX 1 | FGT 5 | INT 0 | AWE 0 | PRE 0
Powers:
Dhakimat Powers: Array (11 points)
- Blast Vision: Ranged Damage 5, Accurate - 11 point
- Hyper-Speed: Enhanced Flight 5 - 1 point
- Hyper-Strength: Enhanced Strength 3; Enhanced Strength 5, Limited to Lifting - 1 point
Great Toughness: Immunity 10 (life support); Impervious Toughness 6; Regeneration 5 - 21 points
Advantages:
Close Attack 2, Improved Initiative 3, Interpose, Language (English), Move-by Action, Ranged Attack 4.
Skills:
Expertise: Military 6 (+6), Expertise: Survival 5 (+5), Perception 4 (+4), Vehicles 5 (+6).
Offense:
Initiative +13
Unarmed +7 (Close Damage 8)
Hyper-Strength +7 (Close Damage 11)
Blast Vision +7 (Close Damage 5)
Defense:
Dodge 10/4, Parry 11/5, Fortitude 9, Toughness 7, Will 5.
Totals:
Abilities 44 + Powers 79 + Advantages 5 + Skills 10 + Defenses 10 = 148 points
Complications:
Finding A Purpose--Motivation. Loner. Power Loss (all; exposure to theonite.) Secret Identity.