Infinity
When one perceives something of great beauty that has been damaged, whether by time or by deliberate action, it is normal to feel a certain sense of sorrow, of regret for the loss that this represents. When one perceives the member of the Scarlet Knights known by an alias that translates as the English word 'Infinity', it is also normal to feel something similar to that, a sense that someone who was meant to be stand for something of great importance has been horribly, horribly twisted from what she was meant to be. But this is usually not perceived as sorrowful, but terrifying. And if you see her, she sees you, and that is likely to be one of the last things you ever see.
More than a century* ago, the second ambassador to the Imperium from the Yusei Star Kingdom, preceding Sir Ashuha, did not journey to his new post alone but rather was accompanied by a small army of aides and bodyguards. Among the latter was a Yusei woman known by the name Maezu, a practitioner of Yusei mystic traditions and a skilled combatant. While not protecting her charge, she spent much of her time in conversation with the representatives of the Starlight tradition of mysticism, learning from them as well as teaching them.
When the ambassador was at last recalled at the start of the Galactor crisis, Maezu chose to remain within the Imperium and continue her studies on Hasham, which she received permission to do. Maezu broadened her understanding of the hidden powers of the universe under the tutelage of the Starlight masters, most notably developing a unique talent from what she learned about those who had, through the practice of a tradition learned from a world in the Unclaimed Regions, learned how to synthesize a single entity from a group of themselves. Maezu became able to reverse that, creating a large group of slightly weaker duplicates.
When the Crimson King rose to power, Maezu was unfortunate enough to be on Taranta with some of the other mystics, and to face the great traitor who would become the first Grand Inquisitor. She was defeated and badly hurt in the battle that followed, but the Grand Inquisitor chose to spare her life. This was not an act of mercy, however, but the start of a decades*-long period of confinement and torment. It is possible that he sought to learn the secrets of the Yusei tradition, at least at the start. Over time, it became simply an entertainment for him, a way to practice the traditions of the Nightmare path on a single soul. He broke her mind repeatedly, building up new identities within it and then crushing them again.
After the Grand Inquisitor at last perished during the disaster at Gelesh, the Crimson King finally learned of his partner's interesting choice of leisure activities while reclaiming the man's headquarters on Taranta. What vestigial conscience he possesses was disturbed by this discovery. While perfectly willing to commit great cruelty in the pursuit of his goals, he found the petty sadism of this act to be pathetic and unworthy. However, Maezu sought no vengeance, but rather seemed to have developed a profound loyalty to the Grand Inquisitor that now transferred to the Crimson King. The latter eventually placed her among the Scarlet Knights, expecting that she would probably die in battle but regarding this as better than what she'd endured to this point.
Of course, Infinity knows perfectly well that her true master is not dead. After all, everything that she is presently enjoying is just one more nightmare to which he is kindly subjecting her. None of the people she kills are in any way real, and eventually he'll end this one too, destroying her and then remaking her in a way that suits him. Until then, she will employ her talents as she pleases, having lost whatever nobility of spirit she once possessed and replaced it with cruelty and madness learned from her master.
Because of the extraordinary violations that her body, mind and possibly even spirit have suffered, Infinity often experiences a phenomenon she dubs 'flickering', considering it proof that she's not actually experiencing anything real. Her body parts randomly shift out of phase with what she believes to be an illusionary physical universe, never enough to allow her to pass through solid objects (at least not yet) but sometimes limiting her actions. Watching this happen is almost as disturbing as the obvious madness that can be seen in her eyes ...
Infinity -- PL 12
Abilities:
STR 2 |
STA 3 |
AGL 5 |
DEX 5 |
FGT 12 |
INT 1 |
AWE 4 |
PRE 5
Powers:
Bonded Starsword: Damage 5, Penetrating 5, Accurate; Easily Removable (-4 points) - 7 points
Fission: Summon Duplicate 8, Active, Horde, Mental Link, Multiple Minion 3 (maximum of 8 duplicates), Limitation (main character ceases to exist for the duration) - 65 points
Longevity: Immunity 1 (aging) - 1 point
Touched by the Essence: Enhanced Defenses 8 (Dodge 4, Parry 4); Senses 4 (danger sense, acute extended mystical awareness) - 12 points
Advantages:
Agile Feint, All-Out Attack, Assessment, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Quick Draw, Redirect, Ritualist, Taunt, Teamwork, Uncanny Dodge, Weapon Bind.
Equipment:
Jetpack (Flight 5), Space Suit (Immunity 10 [life support]).
Skills:
Acrobatics 11 (+16), Athletics 10 (+12), Close Combat: Sword 3 (+15), Deception 9 (+14), Expertise: Galactic 10 (+11), Expertise: Magic 6 (+13), Insight 8 (+12), Perception 10 (+14), Stealth 9 (+14), Vehicles 6 (+11).
Offense:
Initiative +9
Unarmed +12 (Close Damage 2)
Sword +17 (Close Damage 5)
Defense:
Dodge 14/10, Parry 16/12, Fortitude 9, Toughness 8/3, Will 11
Totals:
Abilities 74 + Powers 78 + Advantages 25 + Skills 40 + Defenses 18 = 235 points
Offensive PL: 11
Defensive PL: 12
Resistance PL: 10
Skill PL: 11
Complications:
Psychopathy--Motivation. Flickers In and Out of Phase.
Duplicates -- PL 8
Abilities:
STR 0 |
STA 0 |
AGL 3 |
DEX 3 |
FGT 8 |
INT 0 |
AWE 2 |
PRE 2
Powers:
Bonded Starsword: Damage 5, Penetrating 5, Accurate; Easily Removable (-4 points) - 7 points
Touched by the Essence: Enhanced Defenses 6 (Dodge 3, Parry 3); Senses 4 (danger sense, acute extended mystical awareness) - 4 points
Advantages:
Agile Feint, All-Out Attack, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Quick Draw, Redirect, Taunt, Teamwork, Uncanny Dodge, Weapon Bind.
Equipment:
Jetpack (Flight 5), Space Suit (Immunity 10 [life support]).
Skills:
Acrobatics 9 (+12), Athletics 9 (+9), Close Combat: Sword 1 (+9), Deception 8 (+10), Expertise: Galactic 8 (+8), Insight 8 (+10), Perception 7 (+9), Stealth 8 (+11), Vehicles 6 (+9).
Offense:
Initiative +7
Unarmed +8 (Close Damage 0)
Sword +11 (Close Damage 5)
Defense:
Dodge 9/6, Parry 11/8, Fortitude 7, Toughness 5/0, Will 9
Totals:
Abilities 36 + Powers 13 + Advantages 22 + Skills 32 + Defenses 17 = 120 points
Offensive PL: 8
Defensive PL: 8
Resistance PL: 8
Skill PL: 7