Shimmer
Shimmer

Selinda Flinders (Secret Identity) FC
Non-player Character


PHYSICAL DESCRIPTION

HEIGHT:

 

5' 9"

WEIGHT:

 

123 lbs.

EYE COLOR:

 

Brown

HAIR COLOR:

 

Red

ETHNICITY:

 

Caucasian

BIRTHDATE:

 

Mar 27, 1982

AGE:

 

1025

GENDER:

 

Male


LEGAL INFO

CITIZENSHIP: Australian, Adult; Criminal Record
PLACE OF BIRTH: Sydney Australia
MARITAL STATUS: Single
OCCUPATION: Terrorist
AFFILIATION: Fearsome Five (formerly The Society)
BASE OF OPERATIONS: Australia


PSYCHOLOGICAL PROFILE

ORIENTATION:

 

Straight

DEMEANOR:

 

Thrill-Seeker

NATURE:

 

Survivor


CHARACTER STATS

DEX: | STR: | BOD: | IQ: | WILL: | MIND: | INF: | AURA: | INIT +:

CLASSIFICATION:

 

HUMAN - Class H: Homosapien Sapien

POWER RANK:

 

0

SKILL LEVEL:

 

Some formal training

APTITUDE:

 

Lacks any knowledge or understanding of Language and machines

WEALTH:

 

Unemployed, Social Security or allowance


SPECIAL ABILITIES

ADVANTAGES:

 

Matter Transmutation: Shimmer possesses the ability to transmute matter, which allows her to transform one element or compound into another. Her transformations only last for a few minutes.

SKILLS & ABILITIES:

 

Assessment: You can tell the difficulty of many tasks and judge the abilities of others. If you take a full exchange to analyze a person or task, you can learn the difficulty of a task or one ability or intensity score about an individual.

Brawling: This skill lets you inflict bloody damage when using fists, claws, teeth, or any other natural attack. If you reduce a foe to 0 cards or 0 Health this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles.

Biochemistry: The science of life processes of plants and animals. You know about drugs, organic poisons, and diseases of all types.

Biology: The science of living creatures. You understand animal and plant taxonomy, can predict the behavior of unknown species, and know what eats what. Specialties include entemology (insects), ichthyology (fish) and ornithology (birds), among many others.

Chemistry: The science of chemicals. You can develop new formulas, develop antidotes for inorganic poisons, and identify chemicals by their smell, touch, and taste.

Computers: The science of electronic intelligence. You can program computers, design computer-run equipment, and control (to a certain extent) artificial intelligences.

Disguise: Making yourself look like someone or something else.

Driving: Piloting any landbound vehicle, from a motorcycle to an eighteen-wheeler.

Equestrian: Riding horses and other four-legged beasts, with or without wings. You can use your Agility to control the mount and perform tricks (see Animal Handling under Willpower Skills).

Escape Artistry: Getting out of dangerous places. You can reduce the difficulty to squeeze through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind.

Espionage: The art of spying. You can notice small clues, operate spy equipment, and tell when someone is on your trail.

Fast Exit: You can attack physically and move to firing distance before any foe can complete an action that affects you. But make sure you've properly analyzed the situation, because if even one of the opponents has an Intellect higher than your Agility, any of your opponents can redirect actions toward you, and you can't dodge any of them.

Gaming: Playing games, including, but not limited to, board, card, computer, dice, strategy, and tabletop games. This skill also covers gambling.

Intimidation: Terrifying someone into doing or saying what you want. Make an average Willpower (Willpower) action against an individual, and if successful, the individual does what you want, at least temporarily.

Law: The workings of the legal system. You have an extensive background in the law of the United States or some other jurisdiction. You may reduce the difficulty for a client who is in danger of being convicted of a crime.

Leadership: Keeping a team together and focused on goals. If a leader makes an average Willpower action, all allied characters gain +1 on all actions. But once this inspiration is triggered, if the leader stops leading (leaves or is knocked out, for example), all allies suffer ­1 on all actions until the leader returns.

Lockpicking: Opening locks of all sorts. You can also reduce the difficulty in securing locks and making locks and keys.

Manipulation: Getting people to do what you want without letting them know it. This includes scheming, seduction, and other such machinations.

Observation: The use of all sensory powers with Willpower trump suits, plus a general ability to tell when something is interesting or out of place.

Physics: The science of physical laws. You understand spatial geometry, flight, light and sound, and the motions of planets and stars.

Resist Domination: You reduce the difficulty to avoid or resist mental attacks by one level.

Seduction: The art of using ones sensuality and sexuality to manipulate another.

Sleight of Hand: Stage magic. You can make small items appear and disappear by a combination of misdirection and swift, fluid gestures. You can also use this skill to pick someone's pocket by making an average Agility (Intellect) action.

Survival: Dealing with the rigors of outdoor life. You can use this skill any time you are faced with natural challenges, such as frigid cold, desert heat, starvation, and loss of direction.

Taunting: Cracking wise in combat, to the detriment of easily irritated opponents. If you spend at least one exchange talking up a storm (and you must roleplay it), you can attempt an average Willpower (Willpower) action to cause an opponent to attack immediately. When so enraged, the opponent cannot make surprise attacks or use any skills to modify the difficulty of the attack.

Tactics: If you take a full exchange to analyze an ongoing or anticipated combat situation and are able to share your insights with allies, you and all your allies gain a +4 to all actions in their first exchange and a +2 to all actions in their second exchange. Not all allies need to attack at the same time to gain this benefit ­ some may hold themselves in reserve and still receive the bonuses on their first exchange, rather than on the exchange that others first engage in combat.

Weapon Systems: The science of complex weaponry. You can build and dismantle high-powered guns and guidance systems.


CONTACTS

CONTACTS:

 

Fearsome Five The group was founded by the psychopathic criminal Doctor Light, through an ad he placed in the Underworld Star, a criminal underground paper with the purpose of mutual assistance. Sadly,while they proved deadly, they lack sophistication as criminal planners, a cohesive focus or loyalty, and are prone to in-fighting, backstabbing, and disbandment.

Dr. Light (Dr. Arthur Light) Team founder. A sadistic supervillain with the ability to manipulate various forms of energy. He was violently expelled from the group he founded by his teammates.

Gizmo (Mikron O’Jeneus) Charter member. A dwarf genius inventor of high-technology devices and weapons who flies around on a jet pack.

Psimon (Dr. Simon Jones) Charter member; Team leader. A scheming telepath/telekinetic with a transparent skull who took over leadership from Dr. Light after their first encounter with the Titans.

RELATIVES:

 

Mammoth (Baran Flinders) Charter member. Shimmer’s brother, a hulking brute with immense strength and invulnerability who is emotionally and intellectually underdeveloped.


HISTORY

Selinda grew up in Australia with her brother baran. Both of them possessed superhuman powers that set them apart from their schoolmates, who teased them mercilessly for being different. When the frustrated siblings used their powers against the local children, enraged and fearful adults tried to drive Selinda and Baran's entire family out of town. As a compromise, the children's father brought his two children to the renowned Markovian scientist Dr. Helga Jace. Jace helped the siblings understand and expand their powers, while' trying to instill a sense of morality in the two teenagers. Nevertheless, Selinda and Baran turned to crime and established criminal records as Shimmer and Mammoth.