Haven Tucker
Very little is known about the early life of the woman who calls herself Haven Tucker, which is believed to be an alias, but no one knows for sure. The one definite fact that's known about her is that she was born in 1972, as she indicated that she was exactly forty years old to another member of the Gray Seal on the day in 2012 which she designated as her birthday. It seems likely that she was orphaned or otherwise separated from her biological parents early on, as she's also stated that, when she ran away from home at the age of fifteen, she was not leaving her actual family behind.
The basic narrative of her life, according to her, is that after running away, she became associated with a Seattle street gang which was loosely associated with the Pythonian Insurgency. She was with them only a few months before they attempted to burglarize an electronics supply shop which was covertly run by robots in the service of the artificial superintelligence known as Pythagolem, who captured the burglars and turned them over to their master.
For the next nineteen years, Haven was subjected to numerous 'scientific' tests by Pythagolem, most of which put her life in considerable danger. But there was always a way out of the traps and dooms to which she was subjected, and she always managed to find that way out before she could be killed. She believes that the other members of her gang were subjected to the same thing, and that they probably failed, but she's not sure about the latter part as it's based on Pythagolem's statements to her -- which she came to believe were nearly always lies. On the other hand, she did not see another human being during that entire length of time.
It's not clear whether Haven's superpowers were activated by all of this, or whether they were already latently present before her imprisonment. Both things could be true. She wasn't aware that she was doing anything unusual until fairly close to the end, when she realized that injuries she'd suffered were recovering much more quickly than they had in the past. She sometimes had nightmares that she had died and been reborn as some sort of biological robot, but the fact that Pythagolem never tried to hint at such things suggested that these ideas originated with herself.
Finally, after one last strenuous set of tests, Haven found herself passing through a door that led outside the facility and into an evening in one of Seattle's parks. Initially suspecting that this was just one more trick, she soon determined that she was not in a hologram but actually outside. She turned back to look at the exit from which she'd emerged, and was startled to find Pythagolem's holographic icon looking back at her. Then the door sealed shut. She stared at it for a while, then spoke the first words she'd spoken in nineteen years. "I'll be back," she said, then turned and walked away.
Understandably, Haven found it a bit difficult to make a new life for herself. She had nothing but the clothes on her back, no official records of any kind, and preferred not to talk. She was fortunate in that she was assigned to an extraordinarily compassionate social worker, who arranged for her to get documentation, shelter and work, which kept her off the streets. It was a very marginal existence, but she was free. And if she frequently awakened gasping from nightmares, they were still better than the nightmarish existence she'd known.
Then Evan Albert tracked her down, having heard of her sudden appearance like a latter day Kaspar Hauser. She wrote down her account of what had happened to her and gave it to him, fully expecting to have him dismiss it as the wild tale that it was. When he showed up again, about a year later, with the news that Pythagolem was only one of
four ASIs that were conspiring against humanity, she couldn't even feel any surprise. Evan offered her an administrative position in the organization he was assembling; she silently indicated that she was prepared to take a more active role than that.
Ever since then, Haven has been one of the leading agents of the Gray Seal. She doesn't bother to wonder who the Patron is, since it's enough for her that it facilitates her struggle. She keeps other agents at a polite distance, rarely speaking to them and almost never using more than one or two words at a time. She's only slightly more voluble while using radiotelepathy, almost never engaging in chatter, though she expresses herself in complete sentences when she transmits what she considers important information. She
never talks to anyone outside the agency, especially not robots or androids, which she destroys without mercy ... sometimes to the annoyance of other agents, who'd prefer to have something they can interrogate.
Haven fully intends to keep her promise, one day, even though exploration of the site where she emerged has failed to turn up any passages leading to the facility she remembers. (Not surprising, they had plenty of time to remove them.) Nevertheless, she will come back swinging. Before she destroys Pythagolem, she intends to ask the mad machine why it let her go. She expects that the answer will simply be that it was one of the creature's whims. She
fears that this is all just one more test.
Haven Tucker - PL 8
Abilities:
STR 2 |
STA 3 |
AGL 4 |
DEX 7 |
FGT 8 |
INT 2 |
AWE 3 |
PRE 0
Powers:
Longevity: Immunity 1 (aging); Immunity 2 (disease, poison), Limited to half effect; Regeneration 5 - 7 points
Parkour: Leaping 2 (30 feet); Movement 1 (safe fall), Limited to Distance 0; Movement 1 (sure-footed); Speed 1 (4 mph) - 6 points
Radiotelepathy Mindlink: Selective Area Radio Communication 3, Limited to those with radiotelepathy, Subtle; Senses 1 (radio) - 17 points
Situational Awareness: Senses 1 (danger sense) - 1 point
Studied Strike: Strength-based Damage 3, Check Required (Technology, DC 15), Quirk (only against mechanical opponents) - 1 point
Advantages:
Agile Feint, Benefit (cipher 2, every trick in the book*), Defensive Attack, Defensive Roll, Diehard, Equipment 4, Evasion, Fearless 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Skill Mastery (Acrobatics), Takedown, Uncanny Dodge.
Equipment:
20 points of equipment as needed (usually including a Blaster Pistol [Ranged Damage 5])
Skills:
Acrobatics 6 (+9), Athletics 6 (+8), Close Combat: Unarmed 3 (+11), Investigation 6 (+8), Perception 8 (+11), Ranged Combat: Blaster 4 (+11), Sleight of Hand 5 (+12), Stealth 6 (+10), Technology 6 (+8).
Offense:
Initiative +8
Unarmed +11 (Close Damage 2, Close Damage 5 against mechanical)
Blaster Pistol +11 (Ranged Damage 5)
Defense:
Dodge 9, Parry 11, Fortitude 6, Toughness 5/2, Will 8.
Totals:
Abilities 58 + Powers 32 + Advantages 21 + Skills 25 + Defenses 16 = 152 points
Complications:
Justice--Motivation. Flashbacks. Rarely Talks, And Rarely Says Much.
* Resists Deception-based feints with Fighting.
Ch'ella stima!/Ch'ella stima!/O cara mia, addio!