Davies
Legend
Chiropterri
According to a fable supposedly set down by Aesop, at one point the birds and the beasts prepared to make war on each other. But the Bat found himself unsure for which side he should fight, for he was in some ways both. When the beasts bid him join them, he claimed to be a bird; and thus also when the birds bid him join them did he claim to be a beast. At last, peace broke out -- yet this was not a good thing for the Bat, for he was welcome among neither side, now. One who is neither one thing nor another has no friends.
Terri Cooper entered the superhuman community in 2010, as one of the victims of Dr. Charles MacCorkindale, alias the Manimalist, a mad scientist who developed a process of imprinting certain animal traits on human beings in the belief that this would allow his 'patients' to live lives unencumbered by what he considered the false and hypocritical morality of civilization. Basilea stopped the rampaging animal-people from doing too much damage and prevented Dr MacCorkindale from transforming himself into a kaiju-style creature, and used Hesperan medical technology to reverse the treatment he'd performed on most of his victims.
While transformed into a humanoid bat, Terri retained more of her original mindset than most of MacCorkindale's victims. While flying under her own power was an experience that she thoroughly enjoyed, she wasn't interested in 'rampaging' or hurting anybody, and actually helped to prevent one of the other transformed victims from doing that. However, when she overheard that the Hero of Hespera was planning on returning her to her original form, Terri panicked and few away as fast as she could, escaping that fate.
She made her way from California up to Illinois, occasionally engaging in petty crimes to keep herself fed, but also sometimes assisting people she encountered who needed help. Her somewhat vague plan was to present herself to Darkwing as a new partner in crimefighting, figuring that her abilities would be a useful compliment to his. To her annoyance, he tried to arrest her for all those minor offenses and wouldn't even listen to her explanations! He was able to fly rings around her, too, and so she went to jail.
There she stayed for a few years, until she got out for good behavior. While somewhat hardened by her experiences, Terrri -- Chiropterri, as she now called herself -- still wasn't interested in being a serious supervillain. But it was pretty clear that she wouldn't be welcomed as a superhero, either. So she's settled for trying to just do what she thinks is best, helping people when she feels like it, and committing petty crimes when it suits her. As a result, most of the villainous community in Chicago are disgusted with her, and Darkwing also keeps trying to put her back in the joint. One who is not one thing or another has no friends.
In addition to her wings and the claws at the ends of them, Chiropterri has the ability to release a shrill cry that can stun those in her immediate vicinity. This attack is both sonic and ultrasonic in nature, and so ordinary protection from sonic attacks doesn't assist in resisting it. Absolute sound-blocking techniques might work, however. She also recovers from most injuries quickly, and can echolocate like a real bat.
Chiropterri -- PL 9
Abilities:
STR 4 | STA 4 | AGL 7 | DEX 3 | FGT 8 | INT 0 | AWE 4 | PRE 1
Powers:
Bat-Signal: Burst Area Cumulative Affliction 6 (Resisted and Overcome by Fortitude, Dazed, Stunned), Concentration, Limited Degree - 18 points
Claws: Strength-based Damage 2 - 2 points
Healing Factor: Regeneration 10 - 10 points
Keen Senses: Senses 7 (accurate radius tracking hearing, acute smell, danger sense, ultra-hearing) - 7 points
Wings: Flight 2, Wings - 2 points
Advantages:
Agile Feint, All-out Attack, Defensive Roll, Evasion, Improved Initiative, Move-by Action, Uncanny Dodge
Skills:
Acrobatics 7 (+14), Athletics 7 (+11), Close Attack: Claw 4 (+12), Expertise: Streetwise 10 (+10), Intimidation 8 (+9), Perception 8 (+12), Stealth 6 (+13).
Offense:
Initiative +11
Unarmed +8 (Close Damage 4)
Claws +12 (Close Damage 6)
Defense:
Dodge 12, Parry 10, Fortitude 5, Toughness 6/4, Will 6
Totals:
Abilities 62 + Powers 39 + Advantages 7 + Skills 25 + Defenses 10 = 143 points
Complications:
Thrills--Motivation. Neither One Thing Nor The Other. Prejudice (animal looks).
According to a fable supposedly set down by Aesop, at one point the birds and the beasts prepared to make war on each other. But the Bat found himself unsure for which side he should fight, for he was in some ways both. When the beasts bid him join them, he claimed to be a bird; and thus also when the birds bid him join them did he claim to be a beast. At last, peace broke out -- yet this was not a good thing for the Bat, for he was welcome among neither side, now. One who is neither one thing nor another has no friends.
Terri Cooper entered the superhuman community in 2010, as one of the victims of Dr. Charles MacCorkindale, alias the Manimalist, a mad scientist who developed a process of imprinting certain animal traits on human beings in the belief that this would allow his 'patients' to live lives unencumbered by what he considered the false and hypocritical morality of civilization. Basilea stopped the rampaging animal-people from doing too much damage and prevented Dr MacCorkindale from transforming himself into a kaiju-style creature, and used Hesperan medical technology to reverse the treatment he'd performed on most of his victims.
While transformed into a humanoid bat, Terri retained more of her original mindset than most of MacCorkindale's victims. While flying under her own power was an experience that she thoroughly enjoyed, she wasn't interested in 'rampaging' or hurting anybody, and actually helped to prevent one of the other transformed victims from doing that. However, when she overheard that the Hero of Hespera was planning on returning her to her original form, Terri panicked and few away as fast as she could, escaping that fate.
She made her way from California up to Illinois, occasionally engaging in petty crimes to keep herself fed, but also sometimes assisting people she encountered who needed help. Her somewhat vague plan was to present herself to Darkwing as a new partner in crimefighting, figuring that her abilities would be a useful compliment to his. To her annoyance, he tried to arrest her for all those minor offenses and wouldn't even listen to her explanations! He was able to fly rings around her, too, and so she went to jail.
There she stayed for a few years, until she got out for good behavior. While somewhat hardened by her experiences, Terrri -- Chiropterri, as she now called herself -- still wasn't interested in being a serious supervillain. But it was pretty clear that she wouldn't be welcomed as a superhero, either. So she's settled for trying to just do what she thinks is best, helping people when she feels like it, and committing petty crimes when it suits her. As a result, most of the villainous community in Chicago are disgusted with her, and Darkwing also keeps trying to put her back in the joint. One who is not one thing or another has no friends.
In addition to her wings and the claws at the ends of them, Chiropterri has the ability to release a shrill cry that can stun those in her immediate vicinity. This attack is both sonic and ultrasonic in nature, and so ordinary protection from sonic attacks doesn't assist in resisting it. Absolute sound-blocking techniques might work, however. She also recovers from most injuries quickly, and can echolocate like a real bat.
Chiropterri -- PL 9
Abilities:
STR 4 | STA 4 | AGL 7 | DEX 3 | FGT 8 | INT 0 | AWE 4 | PRE 1
Powers:
Bat-Signal: Burst Area Cumulative Affliction 6 (Resisted and Overcome by Fortitude, Dazed, Stunned), Concentration, Limited Degree - 18 points
Claws: Strength-based Damage 2 - 2 points
Healing Factor: Regeneration 10 - 10 points
Keen Senses: Senses 7 (accurate radius tracking hearing, acute smell, danger sense, ultra-hearing) - 7 points
Wings: Flight 2, Wings - 2 points
Advantages:
Agile Feint, All-out Attack, Defensive Roll, Evasion, Improved Initiative, Move-by Action, Uncanny Dodge
Skills:
Acrobatics 7 (+14), Athletics 7 (+11), Close Attack: Claw 4 (+12), Expertise: Streetwise 10 (+10), Intimidation 8 (+9), Perception 8 (+12), Stealth 6 (+13).
Offense:
Initiative +11
Unarmed +8 (Close Damage 4)
Claws +12 (Close Damage 6)
Defense:
Dodge 12, Parry 10, Fortitude 5, Toughness 6/4, Will 6
Totals:
Abilities 62 + Powers 39 + Advantages 7 + Skills 25 + Defenses 10 = 143 points
Complications:
Thrills--Motivation. Neither One Thing Nor The Other. Prejudice (animal looks).