Ever hear the story of the hero cop who won several accommodations and medals, but ignored their family? That was Morris dad, and even though he basically grew up without his dad in his life, he couldn’t wait to become a police officer. He joined the force the day his father retired, easily surpassing others in his graduating class, but Morris had big shoes to fill. Sadly, a rookie mistake of his at a shootout in a hostage situation led to the death of two civilians. No one ever filed any official charges, but the amount of guilt Morris felt was enough to drive him crazy. He spiraled quickly after that, but knew well enough to not succumb to the bottle. It would take time for him to tackle his depression, time he couldn’t give if he still tried to serve as an officer.
Morris gave up his badge and donated his time to working with the youth of his neighbor-hood, becoming a coach and community organizer. It wasn’t long before an AMP with the power to manipulate machines put his school in danger; it ended with Morris taking down the culprit with a well-placed baseball bat to the dome. When announcements of TRAC recruitment went up, it was kismet. Morris donned a new uniform, one where he could make a new name for himself, without having old expectations to overcome. He became Agent Danielson, that day, and has
never looked back.
Sap Name: Morris Danielson Affiliation: TRAC
Integrity: 16, AR: 3/2
Loyalties: Community 4, Comrades 3, Hu-manity 2, Perfection 2, Truth 3
Skills: Athletics 3, Deception 1, Disci-pline 3, Fighting 3, Fortitude 6, Intuition 5, Knowledge 2, Marksmanship 5 (Rifles), Might 4, Perception 3, Persuasion 3, Speed 3, Stealth 3
Primary Power: None
Gifts: Wealth (2), Rank - TRAC (2), Connec-tions - Media (2) and Judicial (3), Quick-draw (2)
Drawbacks: Big Mouth (2), Lifesaver (3) Other: Initiative +8, Movement 11, Strength +7, Carry/Lift 150/300
Cascade
Cassy was a friendly normal girl, involved with her school track team and generally leading a happy life. She lived with her mother and older sister, who taught self-defense courses for women. That all ended when her older sister, Raina, got involved with a group of AMPs who were up to no good. They quickly attracted the interest of TRAC who went after Raina, as well as the rest of the family, obviously following the trend of powers being genetic. The raid on her house triggered Cassy’s power over kinetic energy, as she used it to take down a few of the TRAC agents before her eventual capture.
Her talents did not go unnoticed, and her captors brought Cassy to the Chamber for indoc-trination into Project Hound. She was reassured that no harm would come to her family as long as she played her role and didn’t disobey orders. Her troubles in the prison have only escalated as she has the penchant for eavesdropping on other prisoners’ business. This has won her few friends. They have only sent Cassy out a few times into public, mostly because the Houndmaster senses her willingness to flee the moment she see the chance. She clings to the hope her sister might someday be able to come save her, but with each day that passes that hope wanes just a bit more.
Sap Name: Cassandra Villeneuve Affiliation: Hounds
Strain: Blaster (Force) Integrity: 13, Juice: 1-4 (+1) Loyalties: Comrades 1, Love 2, Per-fection, Self 4,
Skills: Athletics 4, Crafts 4, Disci-pline 4, Fighting 4 (Axe), Fortitude 3, Intuition 2, Knowledge 2, Might 1, Perception 3, Performance 3, Per-suasion 2, Speed 2, Stealth 2, Tech-nology 2
Primary Power: Constructs (Force) 6 Augments: Appendage (T1), Wea-ponized (E0), Energy Lifeform (T1) Secondary Power: Velocity 2 Augments: Change Trajectory (T1) Gifts: Sprinter (4), Extreme (4) Drawbacks: Trail (2), Curious (2), Puberty (2), Tagged (3)
Other: Initiative +5, Movement 10, Strength +5, Carry/Lift 75/150
Cutiepie
Jerry “Timex” Groce a mutant that has sway over luck didn’t know that it ran both ways and how fickle Lady Luck could be until May 18th 2015. On his daughter’s 7th birthday, his luck ran out.
For Alyss’s Birthday they went to visit Ruby Falls, where Timex and his daughter were involved in a cave in. Timex watched his daughter duck, dodge and flip her way out of harm, and he slowed time just enough to get himself underneath a larger rock wedged croocked enough to create a small pocket for him to fit. Trapped in this small space, Timex used the only power that he could, and called upon his sway over luck to create a Miracle. Timex woke up in the hospital, but before he blacked out he remembers his daughter lifting a heavy rock out of the way to get to him.
Alyss “Cutiepie” Groce is one of the youngest amps to gain powers. Since she was 3 her dad has trained her in martial arts, weapons, and gymnastics. This normally wouldn’t matter because of her size, and age, but Alyss is a Bulk who’s been blessed with Behemoth and Evasion, which makes her one scary little Girl. Cutiepie’s is a outgoing energetic 7yr old. Her favorite things are fruit cups, chicken nuggets, lab rat’s TV show, and doing flips and kata’s all over the house. Her weapon of choice is a dull-bladed katana.
Sap Name: Alyss Groce Affiliation: Unaffiliated Strain: Bulk
Integrity: 10, Juice: 2
Loyalties: Community 1, Comrades 2, Hu-manity 2, Love 4, Self 1
Skills: Athletics 8 (+2), Discipline 2, Fight-ing 7 (Martial Arts, Swords), Fortitude 2, In-tuition 4, Might 5 (+8), Perception 2, Persua-sion 2, Speed 5
Primary Power: Evasion 6
Augments: Accurate (E0), Combat Reflexes (E1), You Missed (T1), Avoid the Crash (E2) Secondary Power: Behemoth 4
Augments: Crush (E1-3), Boost Jump (T1-5) Core Ability: +8 to might checks, +200 to carry and +2 to close combat dmg
Gifts: Quick Draw (2), Fast Acting (2) Drawbacks: Kid (5), Phobia - Being by her-self (3), Shy (3)
Other: Initiative +16, Movement 17, Strength +21, Carry/Lift 320/640