Val CHA Cost Roll Notes 30 STR 20 15- 1600kg; 6d6 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 12 BODY 6 12- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 16 PD 10 Total: 16 PD/8 PDr 16 ED 11 Total: 16 ED/8 EDr 5 SPD 16 Phases: 3, 5, 8, 10, 12 11 REC 0 50 END 0 40 STUN 0 Total Characteristics Cost: 162 Movement: Flight: 20"/80" Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills Combat Training: 16 Combat Skill Levels: +2 with Combat 4 Combat Skill Levels: +2 vs Range Modifiers with Multipower Ice Demon Powers: 60 Ice/Frost Multipower: 60 Point Pool 6 u Frost Blast: EB: 12d6, END 6 6 u Ice Bonds: Entangle: 5d6, Block Sight Group, END 6 4 u Ice Blade: HKA: 2d6, 0 END (+1/2) 4 u Ice Darts: RKA: 1d6+1, Autofire: 5 (+1/2), 1/2 END (+1/2), END 5 4 u Ice Spear: RKA: 2d6, 1/2 END (+1/4), END 1 8 Demonic Heritage: Damage Resistance: 8 PD/8 ED 27 Cloud of Ice Crystals: Desolidification [Affected by heat and wind attacks] Not through airtight (-1/2), END 4 12 Demonic Heritage: Life Support: Immune to Aging and Disease, Safe in Extreme Heat/Cold, High Pressure 45 Flight: 20", x4 NCM, END 4 10 Create Frost: Transformation Attack: 1d6 Cosmetic, Cumulative (+1/2), Continuous (+1), Uncontrolled (+1/2), 0 END (+1/2), Extra Time: Phase (-1/4), No Range (-1/2) Skills 2 Contact: Owner/Manager of "The Ice House" 11- 3 Talent: Ambidexterity 3 Talent: Double Jointed 10 Talent: Edetic Memory 3 Talent: Lightsleep 20 Talent: Universal Translator 13- 2 AK: Los Angeles 11- 2 AK: LA District 16 11- 1 High Society 8- 2 KS: LA Underworld 11- 3 KS: Occult Lore 13- 3 KS: The "Demon Realms" 13- 3 PS: Bouncer 13- 3 PS: Flute 14- 3 Seduction 13- 3 Streetwise 13- 1 Survival (Urban) 8- 273 Total Powers & Skills Cost 435 Total Character Cost 100+ Disadvantages Distinctive Features: 15 Aura of cold (NC) 15 Cool to the touch, Icy clothing, White skin and hair (C, Maj) 10 Hunted: Assorted demon hunters (As Pow) 8- 15 Physical Limitation: Cannot cross magic barriers, circles and wards (Inf, Fully) Psychological Limitation: 15 Can't stand to be idle, a demon needs to be doing something (VC, M) 15 "Cool" tempered, doesn't get angry, outraged or overly emotional (VC, M) 15 Lonely, wants to be 'loved' (C, S) 5 Reputation: The Ice House's tough bouncer (Ext, Lim Geo) 8- 15 Susceptibility: Certain enchanted objects and wards: 1d6/phase 30 Vulnerability: Fire x2 STUN 10 Watched: The AMP (MoPow, NCI) 8- 175 Experience 435 Total Disadvantage Points
Background/History: Mara is an Ice Demoness, which means that she hails from an extra-planar realm of ice and snow. She originally came to this world (Earth) in search of her sister, Marller the Fire Demoness. Unfortunately, Marller was already dead, killed in a battle with the sorcerer Shang Tzung and the Attacked Mystification Police. Mara, deeply saddened by this event, found comfort in the arms of AMP officer Takahashi Jones, and fell in love.
When Takahashi was transferred to Los Angeles, Mara followed, but now discovered that her former "lover" now had a new woman in his life - AMP Officer Amara Asano. Dismayed, she visited him less and less, and spent most of her time wandering about the back alleys of Los Angeles.
Mara's life then hit an all time low when she discovered that Takahashi had been killed in action. She slid into an alcoholic haze, and spent most of her time curled up in an abandoned storeroom. To make matters worse, a trio of demon hunters showed up and tried to kill her. At this point the AMP stepped in, chased the demon hunters off, and tried to help Mara get back on her feet. They provided her with a visa (of sorts) and put into motion a process to make her legal citizen. Soon afterwards, a local nightclub hired her to act as security, and quickly modified their decor to match Mara's powers. Changing their name to "The Icehouse" the nightclub quickly became the gathering place in District 16.
Personality/Motivation: Mara's personality is a reflection of her powers. She is quiet, and reserved and normally doesn't exhibit strong emotions. Even when under great stress, Mara will do her best to remain calm and impassive. Of course, if pushed, Mara can become quite emotional, and making her truly angry is a very bad idea indeed.
Currently, Mara's only aim is to make some sort of life for herself. She doesn't really care to return to her realm, as without her sister, she has nothing to keep her there. Originally she remained in Los Angeles out of her love for Takahashi Jones, but following his death, she no longer felt much of anything and ended up a drunken derelict for several months. Her job at the Icehouse has given her a sense of purpose (which is something demons need) and keeps her happy for now.
Deep down, Mara desires companionship, preferably of a romantic nature. She misses Takahashi, but is too intimidated by the current crop of AMP officers to try any overt attempts at a relationship. Her powers are more than sufficient to keep most men away, and those that do try and get close to her are usually in search of a cheap thrill and are not what Mara is looking for in a lover. Still, she continues to try.
Quote: I am sorry, where are my manners? I am being rude. I am very pleased to meet you, Officer Noriko Kobayashi of the AMP. I am Mara, who, as you may guess, am not from this fine city.
Powers/Tactics: As an ice demoness, Mara's powers naturally center around the creation and projection of ice, frost and snow. She can project a concentrated blast of sub-zero ice and frost, encase a target in ice and snow, create a long blade if ice, or hurl icy projectiles with lethal force. She can fly as well, and if needed transform herself into a could of frost that can pass through most barriers. As a demon, she is very hard to injure, and is fairly immune to most environmental effects.
In battle, Mara prefers to fight at range and from the air, hurling Frost Blasts. Targets she has stunned of knocked down will then be Entangled with her Ice Bonds. Dangerous targets (such as anyone who has done BODY to Mara) will be attacked with her Ice Darts and Ice Spear. If pressed and unable to escape, Mara will resort to hand-to-hand combat, slashing with her Ice Blade.
Mara will use her Cloud of Ice Crystals ability to either enter or escape an enclosed area. This power cannot be used to cross certain magic barriers, such as protective circles and the like. Barriers such as this serve to contain Mara, regardless of her current form or mode of transport. This wards will also burn Mara, causing her body to steam and smoke. If they left in contact with her for too long, Mara will die.
As a side effect of being an ice demon, Mara constantly creates a thin film of ice and frost over anything she touches or wears. She can turn this power off is she so desires, but it must be a conscious effort.
Appearance: Mara is of average height, standing about 5'6" tall, and weighing only about 120 pounds. Her skin is a smooth shade of white, while her hair is somewhat darker, more chalky in color. Mara's eyes are large and blue, and tend to glow when she's in shadow. Thin stripes across her cheeks and forehead glow a similar shade of blue.
For clothing Mara wears black knee-high boots, gray trousers and a loose white long-sleeved tunic. The tunic falls to her knees, but is open up the sides to her waist. It is also open to her waist in the front, and is kept secured by a broad sash in bight blue and silver. Over this Mara wears a ankle-length black coat. Due to her powers, this coat is often dusted in frost and ice crystals.
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