[h2]Vegas[/h2] [img]http://i.imgur.com/6UFwbJb.jpg?1[/img][img]http://i.imgur.com/VNXywiK.jpg?1[/img] [u][b]Real Name[/b][/u]: Amaryllis (Mara) Denton [u][b]Power[/b][/u]: Mara acts as the team sharpshooter, with her Hard Light manipulation. Forming bolts of solid light in a variety of spectacular colours, which she can then fire at pinpoint accuracy at foes, her range and power is formidable. In close-combat, Vegas can summon up shields of mediocre strength to cover team-mates from enemy fire. [u][b]PRT Rating[/b][/u]: Mara's apt use of blasts, with her accuracy and range, warranted a Blaster 6 rating by the PRT. [hr] [u][b]Backstory[/b][/u]: She was her father's pride and joy. More a doll than a real girl, and boy did she hate it. Anytime her father entertained guests, she would be forced to parade around like a peacock in various expensive and elaborate dresses. Growing up, she became more and more rebellious. Dyeing rainbow colours into her hair, wearing ragged clothing, and running off to join various sketchy groups. One of which, a cult of fanatics worshiping the Simurgh, one of the three Endbringers. She didn't have a great interest in the creature, but it was viewed as taboo, which was much more exciting. When they found out, her parents were [i]livid[/i], hauling her off to be 'de-programmed' by a psychiatrist. The ensuing argument got steadily more heated, until Amaryllis's rage swallowed her whole, and she triggered. Running away from home for good after that, she dropped her full name, prompting for Mara instead. Remembering always where she came from, but refusing to conform to her parents skewed idea of reality. Deciding to be a hero, her first night out as a cape ended when she murdered a drug dealer in cold blood. The hero option was out of the window, as the PRT put a price on her head. Somewhere down the line, Kingmaker found out about the girl, and passed the dossier on to Sickle-Cell. He tracked her down in an alleyway one night, and offered the chance of a better life, and not just for her, but everyone in the city. Working towards a brighter future. And so he gave her a new name. Vegas. [u][b]Personality[/b][/u]: Hot-headed and tomboyish, Mara won't hesitate to slug you, for any number of reasons. Fiercely protective of innocent people, as well as her teammates, she will put herself in harms way rather than see them get hurt willingly. Sickle-Cell routinely calls her by her full name, when reprimanding or jibing her, much to her dismay. Recently, Backdoor has also begun doing so. Any mention of the Simurgh will peak interest from her, due to the time spent with the cult. She hold deep hatred for the hero called Vector, seeing her as everything Mara could have been, if her first night had gone better. Due to her upbringing, Vegas desperately wishes to carve out her own path, to be the best renowned as the best in Boston at something, yet more fuel for the fire when it comes to Vector. The Covenant, in her eyes, is more than just a group of people working towards a common goal. Despite all of their jests, they stand united together, no one player more important than any other. Exactly the kind of family she always wanted. [hr] [u][b]High Concept[/b][/u]: The Brightest Light in Boston [u][b]Trouble[/b][/u]: Forever Outshone [u][b]Aspects[/b][/u]: [indent][b]Origin[/b]: Those Who Live in Glass Houses [b]Growth[/b]: Shredded Ballgowns [b]Adventure[/b]: Devotee to the Sky-Queen [b]Contacts[/b]: A Family of Equals[/indent] [hr] [u][b]Skills[/b][/u]: [indent][b]Great(+4)[/b]: Shoot [b]Good(+3)[/b]: Athletics, Drive [b]Fair(+2)[/b]: Empathy, Contacts, Notice [b]Average(+1)[/b]:Physique, Deceive, Lore, Investigative [/indent] [u][b]Stunts[/b][/u]:[indent] [b]Run and Gun.[/b] Once per scene, you may move one zone, attack with Shoot, and then move one additional zone, provided there are no situation aspects restricting movement. [b]Light-speed.[/b] Through a combination of speed, dexterity, and uncanny timing, you always have a path forward. In a static environment, this means that you are capable of crazy parkour-like movement to get almost anywhere that could be physically accessed. In a more fluid environment you are impossible to pin down or fence in, as you’ll always find the gap. [b]Dazzling Barrage.[/b] +2 to create advantage rolls with Shoot when you create an aspect relating to suppressive fire. [/indent]