Davies
Legend
Zloba
One of her earliest memories is of a rare occasion when her father actually took her with him when he went to visit one of his fellow mad scientists. She must have been four, maybe five years old. She's not sure what made him do it. Maybe her mother was just too busy or too stoned to look after her, or they were between nannies, or he'd heard about 'take your daughter to work day' and decided to make a mockery of it by bringing her along. And of course she didn't understand anything that she saw, not then. But she remembers, very clearly, staring up at the girl in the coldsleep matrix, and feeling ... something like a mix of pity and envy for her. It's funny how the image of that girl, in her slow time, still sticks with her, through all the drugs she's taken since then.
Years passed, and her mother found a way out of the pain that growing old caused her, and it became clear that she was a Hyperbrain, just like Daddy. When they came around to recruit her for a think tank, her father persuaded them to forget the whole business by underwriting their operations for a full year. Ironically, their operation didn't last much longer than that, but she's always been a little grateful that he gave her the chance to let her talents develop as she pleased, rather than for the benefit of the government. It's the only gratitude she feels towards him; her life, she's well aware, was an accident.
At seventeen, she left home and her name behind, and by her eighteenth birthday she was already being accused of being a curse. She owned that, just like she has always owned everything she does -- and nothing else. She gets paid for the work she does, of course, but what she doesn't need immediately, whether for food, work or fun, gets passed on to others who seem to need it more. While she has often caused death and destruction through her activities -- perhaps most heinously blowing up a certain video game company when she heard that they'd stolen her likeness for some silly game of theirs -- that's never the point of them. Whether there is any point, beyond her amusement, is really known only to her.
She's worked with criminals, even supervillains. But she is perfectly happy to lend her assistance to superheroes if the mood strikes her. Her most persistent adversary and associate is Trouble, who has fascinated her ever since they first crossed paths in her first few months of activity. Almost the first words out of her mouth when they met were, "Would you mind if I took you apart, figured out how you work, and den put you back togedder? I can totally do dat last part." (She has problems with the 'th' sound. Also with the truth.)
Those who know Trouble well are aware that nobody, not even Sam Hazzard, can get under Trouble's skin as easily as Zloba can. She expresses more emotions when dealing with the other woman than she ever expresses under any other circumstances -- usually frustration and embarrassment, more than anything else, but neither feeling is usually apparent on her. There is a theory that, despite how Zloba has often put Trouble in great danger, the living weapon experiences a sensation of safety whenever she's in the anarchist's presence, allowing her permission to be more open about her emotions than she can ever otherwise be. Sam Hazzard hates Zloba like poison, incidentally, and Zloba cheerfully returns 'Glass-Eyes'" disdain.
Among the chemical enhancements that Zloba has experimented with, over the years, is a weak variation on the Accelerator. Because of regular doses of the substance, she is biologically overclocked, able to move and think at great speeds -- not nearly as fast as some who've used similar substances, but quite fast all the same. The drugs are almost certainly going to kill her before she turns forty, but she regards this as trivial. She intends to live hard, 'love' fast, and not care about the condition of her corpse. If she realizes that attitude is a permanent barrier between her and Trouble, she's never given any signs of it.
Zloba -- PL 9
Abilities:
STR 1 | STA 3 | AGL 5 | DEX 6 | FGT 8 | INT 6 | AWE 2 | PRE 1
Powers:
Arsenal: Array (15 points), Easily Removable (-8 points)
Overclocked: Enhanced Advantages 2 (Improved Initiative 2, Move-by Action); Enhanced Defenses 6 (Dodge 3, Parry 3); Leaping 2 (30 feet); Quickness 2; Speed 5 (60 MPH) - 10 points
Teleportal Hack: Accurate Extended Only Teleport 6, Portal; Removable (-7 points) - 28 points
Advantages:
Defensive Roll, Evasion, Improved Initiative 3, Instant Up, Inventor, Jack-of-all-trades, Language 3 (many, [Russian is native]), Move-by Action, Power Attack, Ranged Attack 7, Skill Mastery (Technology), Well-informed.
Skills:
Deception 6 (+7), Expertise: Science 2 (+8), Investigation 4 (+10), Perception 6 (+8), Sleight of Hand 3 (+9), Stealth 6 (+11), Technology 6 (+12), Treatment 4 (+10), Vehicles 3 (+9).
Offense:
Initiative +17
Unarmed +8 (Close Damage 1)
Buzz Buzz +13 (Ranged Damage 5)
Squirt Squirt +13 (Ranged Affliction 5, Resisted by Dodge)
Zap Zap +13 (Ranged Fortitude 5)
Boom Boom -- (Ranged Burst Area Damage 5)
Scorch Scorch -- (Cone Area Damage 7)
Defense:
Dodge 13/10, Parry 11/8, Fortitude 5, Toughness 5/3, Will 7
Totals:
Abilities 64 + Powers 51 + Advantages 19 + Skills 20 + Defenses 12 = 166 points
Complications:
Thrills--Motivation. CANNOT Resist a Challenge. Family (father.) Frenemy (Trouble.)
Do you ever wanna catch me?
Right now, I'm feeling ignored!
So can you try a little harder?
I'm really getting bored!
One of her earliest memories is of a rare occasion when her father actually took her with him when he went to visit one of his fellow mad scientists. She must have been four, maybe five years old. She's not sure what made him do it. Maybe her mother was just too busy or too stoned to look after her, or they were between nannies, or he'd heard about 'take your daughter to work day' and decided to make a mockery of it by bringing her along. And of course she didn't understand anything that she saw, not then. But she remembers, very clearly, staring up at the girl in the coldsleep matrix, and feeling ... something like a mix of pity and envy for her. It's funny how the image of that girl, in her slow time, still sticks with her, through all the drugs she's taken since then.
Years passed, and her mother found a way out of the pain that growing old caused her, and it became clear that she was a Hyperbrain, just like Daddy. When they came around to recruit her for a think tank, her father persuaded them to forget the whole business by underwriting their operations for a full year. Ironically, their operation didn't last much longer than that, but she's always been a little grateful that he gave her the chance to let her talents develop as she pleased, rather than for the benefit of the government. It's the only gratitude she feels towards him; her life, she's well aware, was an accident.
At seventeen, she left home and her name behind, and by her eighteenth birthday she was already being accused of being a curse. She owned that, just like she has always owned everything she does -- and nothing else. She gets paid for the work she does, of course, but what she doesn't need immediately, whether for food, work or fun, gets passed on to others who seem to need it more. While she has often caused death and destruction through her activities -- perhaps most heinously blowing up a certain video game company when she heard that they'd stolen her likeness for some silly game of theirs -- that's never the point of them. Whether there is any point, beyond her amusement, is really known only to her.
She's worked with criminals, even supervillains. But she is perfectly happy to lend her assistance to superheroes if the mood strikes her. Her most persistent adversary and associate is Trouble, who has fascinated her ever since they first crossed paths in her first few months of activity. Almost the first words out of her mouth when they met were, "Would you mind if I took you apart, figured out how you work, and den put you back togedder? I can totally do dat last part." (She has problems with the 'th' sound. Also with the truth.)
Those who know Trouble well are aware that nobody, not even Sam Hazzard, can get under Trouble's skin as easily as Zloba can. She expresses more emotions when dealing with the other woman than she ever expresses under any other circumstances -- usually frustration and embarrassment, more than anything else, but neither feeling is usually apparent on her. There is a theory that, despite how Zloba has often put Trouble in great danger, the living weapon experiences a sensation of safety whenever she's in the anarchist's presence, allowing her permission to be more open about her emotions than she can ever otherwise be. Sam Hazzard hates Zloba like poison, incidentally, and Zloba cheerfully returns 'Glass-Eyes'" disdain.
Among the chemical enhancements that Zloba has experimented with, over the years, is a weak variation on the Accelerator. Because of regular doses of the substance, she is biologically overclocked, able to move and think at great speeds -- not nearly as fast as some who've used similar substances, but quite fast all the same. The drugs are almost certainly going to kill her before she turns forty, but she regards this as trivial. She intends to live hard, 'love' fast, and not care about the condition of her corpse. If she realizes that attitude is a permanent barrier between her and Trouble, she's never given any signs of it.
Zloba -- PL 9
Abilities:
STR 1 | STA 3 | AGL 5 | DEX 6 | FGT 8 | INT 6 | AWE 2 | PRE 1
Powers:
Arsenal: Array (15 points), Easily Removable (-8 points)
- Boom Boom: Ranged Burst Area Damage 5 - 15 points
- Buzz Buzz: Ranged Multiattack Damage 5 - 1 point
- Scorch Scorch: Cone Area Damage 7 - 1 point
- Squirt Squirt: Ranged Cumulative Affliction 5 (Resisted by Dodge, Overcome by Damage; Hindered & Vulnerable, Defenseless & Immobilized), Extra Condition, Limted Degree - 1 point
- Zap Zap: Ranged Cumulative Affliction 5 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) - 1 point
Overclocked: Enhanced Advantages 2 (Improved Initiative 2, Move-by Action); Enhanced Defenses 6 (Dodge 3, Parry 3); Leaping 2 (30 feet); Quickness 2; Speed 5 (60 MPH) - 10 points
Teleportal Hack: Accurate Extended Only Teleport 6, Portal; Removable (-7 points) - 28 points
Advantages:
Defensive Roll, Evasion, Improved Initiative 3, Instant Up, Inventor, Jack-of-all-trades, Language 3 (many, [Russian is native]), Move-by Action, Power Attack, Ranged Attack 7, Skill Mastery (Technology), Well-informed.
Skills:
Deception 6 (+7), Expertise: Science 2 (+8), Investigation 4 (+10), Perception 6 (+8), Sleight of Hand 3 (+9), Stealth 6 (+11), Technology 6 (+12), Treatment 4 (+10), Vehicles 3 (+9).
Offense:
Initiative +17
Unarmed +8 (Close Damage 1)
Buzz Buzz +13 (Ranged Damage 5)
Squirt Squirt +13 (Ranged Affliction 5, Resisted by Dodge)
Zap Zap +13 (Ranged Fortitude 5)
Boom Boom -- (Ranged Burst Area Damage 5)
Scorch Scorch -- (Cone Area Damage 7)
Defense:
Dodge 13/10, Parry 11/8, Fortitude 5, Toughness 5/3, Will 7
Totals:
Abilities 64 + Powers 51 + Advantages 19 + Skills 20 + Defenses 12 = 166 points
Complications:
Thrills--Motivation. CANNOT Resist a Challenge. Family (father.) Frenemy (Trouble.)
Do you ever wanna catch me?
Right now, I'm feeling ignored!
So can you try a little harder?
I'm really getting bored!