Enforcer84
May 1st, '08, 11:34 PM
From Gadgets & Gear (https://www.herogames.com/viewItem.htm?itemID=183009) pg101
Dragon Slayer
Val  Char  Cost  Roll  Notes
25    STR     15      14-    Lift 800.0kg; 5d6 [1]
26    DEX     48      14-    OCV:  9/DCV:  9
20    CON     20      13-
20    BODY    20      13-
18    INT       8      13-    PER Roll 13-
18    EGO     16      13-    ECV:  6
20    PRE      10      13-    PRE Attack:  4d6
20    COM     5      13-
8/15    PD         3      Total:  8/15 PD (0/7 rPD)
8/15    ED         4      Total:  8/15 ED (0/7 rED)
6    SPD       24      Phases: 2, 4, 6, 8, 10, 12
10    REC       2
50    END     5
50    STUN   7      Total Characteristic Cost:  200
Movement:
Running:  10"/40"
Leaping:  7"/14"
Swimming:  5"/10"
Cost  Powers  END
80  Mithrilium Shield:  Multipower, 160-point reserve, (160 Active Points); all slots OAF (-1)
1u  1) Cover Your Eyes!:  Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Lockout (-1/2), Nonpersistent (-1/4)
5u  2) Protection I:  Force Wall (16 PD/16 ED), Requires a Shield Tricks Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (160 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4)
4u  3) Protection II:  Armor (16 PD/16 ED), Requires a Shield Tricks Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; self and one other person; +1/2) (96 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4)
1u  4) Protection III:  Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1), Lockout (-1/2)
1u  5) Shield Edge:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 1
1u  6) Shield-Bash:  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3
1u  7) Thrown Shield I:  Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u  8) Thrown Shield II:  Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u  9) Thrown Shield III:  Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires a Shield Tricks Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [1 rc]
1u  10) Thrown Shield IV:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), Lockout (-1/2) 2
  Alloy-Augmented Skeleton
4  1) Mithrilium Bone Lacing (Heavier):  Knockback Resistance -2"
3  2) Mithrilium Bone Lacing (Increased Sturdiness):  Armor (1 PD/1 ED)
15  3) Mithrilium Bone Lacing (Unbreakable Bones):  Armor (20 PD/20 ED) (60 Active Points); Only To Protect Against Broken Bones (-2), Only Works Against BODY Damage (-1)
7  4) Mithrilium-Laced Knuckles:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
  Athletics
5  1) Acrobatic:  Leaping 0" (7" forward, 3 1/2" upward) (Accurate) 1
6  2) Endurance Training:  Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR
8  3) Highly Trained Defenses:  Lack Of Weakness (-8) for Normal Defense
2  4) Ki Toughness:  Hardened (+1/4) (2 Active Points) applied to ED
2  5) Ki Toughness:  Hardened (+1/4) (2 Active Points) applied to PD
11  6) Sprinter:  Reduced Endurance (1/2 END; +1/4) (11 Active Points) applied to Running 1
30  7) Warrior's Eye:  Find Weakness 11- with All Attacks
  Gear
2  1) Armored Mask:  Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2)
5  2) Audial Dampers:  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)
12  3) Basic Bulletproof Spandex Costume:  Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
7  4) Cling-Boots:  Clinging (normal STR) (10 Active Points); OIF (-1/2)
6  5) Mask Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4)
5  6) Mindshield:  Mental Defense (12 points total) (8 Active Points); OIF (-1/2)
5  7) Polarized Lenses:  Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)
3  8) Thermalsight Lenses:  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
  Superhuman Constitution
11  1) Rapid Healing:  Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
14  2) Rugged Physiology:  Power Defense (14 points)
7  3) Superhuman Physiology:  Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week)
Karate/Shield Fighting
Maneuver OCV DCV Notes
4  Atemi Strike -1 +1 2d6 NND
4  Block +2 +2 Block, Abort
4  Disarm -1 +1 Disarm; 35 STR to Disarm roll
4  Dodge -- +5 Dodge, Affects All Attacks, Abort
4  Knifehand Strike ("Chop") -2 +0 HKA 1d6 +1
3  Legsweep +2 -1 6d6 Strike, Target Falls
4  Punch/Snap Kick +0 +2 7d6 Strike
4  Ranged Disarm +0 +0 Disarm, +3 DC to Disarm
4  Ranged Trip -1 -1 v/5, Target Falls
4  Shield Toss +0 +0 Strike, +2 DC
5  Side/Spin Kick/Shield Bash -2 +1 9d6 Strike
1  Weapon Element: Disc Shield
1  Weapon Element: Karate Weapons
1  Weapon Element: Staffs
Perks
3  Anonymity
5  Money: Well Off
15  Safehouse:  Vehicles & Bases
40  Vehicle Fleet:  Vehicles (Car, Motorcycle, Personal Jet)
Talents
9  Cat-Like Quickness:  Lightning Reflexes: +6 DEX to act first with All Actions
2  Walks on Air:  Trackless Stride
6  Mistress of Disguise:  Skill Master (+3 with Disguise)
Skills
8  +1 with All Combat
12  +2 with HTH and Ranged Combat
3  Acrobatics 14-
3  Acting 13-
3  Analyze: Style 13-
3  Breakfall 14-
3  Climbing 14-
3  Combat Driving 14-
3  Combat Piloting 14-
3  Concealment 13-
3  Contortionist 14-
10  Defense Maneuver I-IV
3  Demolitions 13-
3  Disguise 13-
3  Fast Draw 14-
3  Feint 14-
3  Jack of All Trades
1  1) PS: Appraise (2 Active Points) 11-
1  2) PS: Attache (2 Active Points) 11-
1  3) PS: Courier (2 Active Points) 11-
5  Language: English (idiomatic) (4 Active Points)
0  Language: Japanese (idiomatic) (4 Active Points)
3  Lockpicking 14-
3  Navigation 13-
3  Persuasion 13-
13  Power: Shield Tricks 19-
3  Research 13-
3  Scholar
1  1) KS: Karate (2 Active Points) 11-
1  2) KS: The Dragon Foundation (2 Active Points) 11-
1  3) KS: The Martial World (2 Active Points) 11-
1  4) KS: The Superhuman World (2 Active Points) 11-
3  Security Systems 13-
3  Seduction 13-
3  Shadowing 13-
3  Sleight Of Hand 14-
3  Stealth 14-
3  Streetwise 13-
3  Systems Operation 13-
5  TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles
3  Tactics 13-
3  Teamwork 14-
3  Tracking 13-
7  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand
Total Powers & Skill Cost:  550
Total Cost:  750
200+ Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15  Hunted: Rogues Gallery 11- (As Pow, Harshly Punish)
10  Hunted: Showdown 8- (As Pow, Harshly Punish)
25  Hunted: The Dragon Foundation 11- (Mo Pow, NCI, Harshly Punish)
15  Psychological Limitation: Competitive (Very Common, Moderate)
15  Psychological Limitation: Enemy of Tyrants everywhere (Common, Strong)
20  Psychological Limitation: Honorable (Common, Total)
15  Psychological Limitation: Protective of Innocents (Common, Strong)
10  Rivalry: Professional (Another Martial Artist; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15  Social Limitation: Secret Identity (Frequently, Major)
400 Experience Points
Total Disadvantage Points:  750
Background/History:  Megan Yamura is the granddaughter of a major player within the Dragon Foudation. The Foundation, seeking to bring Japan back to a military power is a political, business, criminal, and propaganda beast. Though he was greatly displeased that his son married a european woman and gave his daughter a western name, Megan's grandfather was overjoyed when his son confided with him that Megan had displayed superhuman recovery abilities.The elder Yamura had Megan taken by the Foundation. Using data stolen from Crucible Industries, they bonded the lightweight, nearly indistructible alloy called Mithrilium to her skeletal structure. Her superhuman physiology allowed her body to recover from the drastic procedure and not reject the artificial material. When his son and daughter-in-law found out about this they were not pleased. However, sacrifices need to be made and they were eliminated.
Megan was then trained by the Foundation's military and espionage experts and forged into a weapon for the Foundation's goals. Given a gaudy costume and unique shield weapon, she would be a public agent for change in Japan.
However, part of the process that gave her her powers enabled her to resist much of the mental programming they had hoped to use to control her. Though she acted the part for several years, and performed beyond expectations, she was using her espionage skills to find out the truth behind her parents' deaths. Once her suspicions were confirmed, Megan made good her revenge and then escape. Her grandfather, now in prison and hated throughout his homeland, has lost much of his influence in the Foundation.
Megan escaped to America and took up residence in Seattle where she works as a bicycle courier and crime fighter. She dropped her old identity and took the mantle of the Dragon Slayer.
Personality/Motivation:  Dragon Slayer is believer in freedom; her early upbrining was normal but the machinations of her grandfather stole her family and her childhood from her. Starting over in America was something of a symbolic move for her. She appreicates her life in Seattle and uses her training and abilities to help others.
Megan is not a believer in large monolithic entities, she tends to distrust organizations, particularly those with any form of political agenda. (and that would be most).
Beyond this however, she comes across as a friendly, if a little competitive, woman doing what she can to make the world a better place...one bloody nose at a time.
Quote:  It's okay, don't get up, I'll show myself out.
Powers/Tactics:  the lacing of her skeleton with Mithrilium allowed Dragon Slayer to achieve much greater muscle mass and durability than she would have been able to otherwise. Though not tall nor muscle bound, she has a greater muscle mass than she appears to. This gives her nearly superhuman strength. She is very durable and nimble as well. Her training with the shield has made her an expert in its use and she's combined this with her Karate training to create a systemic shield fighting style.
Campaign Use:  A local superheroine or fill in for a west coast team. Dragon Slayer is a high level martial artist, but her DC's aren't out of the ordinary for Else Earth. To make her closer to beginning level heroes, drop her Find Weakness, lower her characteristic a tad (though keep her STR around 20-25) and reduce the Shield's active points to something more appropriate. If she's not tough enough, up her find weakness and give her more combat skill levels.
Appearance:  Short, lithe with a hint of the strength she possesses. Dragon Slayer wears a light gray one piece costume with a white top, black gloves, boots, and belt. Her mask has a yin/yang symbol on the forehead and the shield is made to look like the symbol as well.
As a courier she dresses in top of the line athletic gear. When she is meeting clients or making special deliveries she dresses in tailored suits. She has long black hair and brown eyes.
Dragon Slayer
Val  Char  Cost  Roll  Notes
25    STR     15      14-    Lift 800.0kg; 5d6 [1]
26    DEX     48      14-    OCV:  9/DCV:  9
20    CON     20      13-
20    BODY    20      13-
18    INT       8      13-    PER Roll 13-
18    EGO     16      13-    ECV:  6
20    PRE      10      13-    PRE Attack:  4d6
20    COM     5      13-
8/15    PD         3      Total:  8/15 PD (0/7 rPD)
8/15    ED         4      Total:  8/15 ED (0/7 rED)
6    SPD       24      Phases: 2, 4, 6, 8, 10, 12
10    REC       2
50    END     5
50    STUN   7      Total Characteristic Cost:  200
Movement:
Running:  10"/40"
Leaping:  7"/14"
Swimming:  5"/10"
Cost  Powers  END
80  Mithrilium Shield:  Multipower, 160-point reserve, (160 Active Points); all slots OAF (-1)
1u  1) Cover Your Eyes!:  Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Lockout (-1/2), Nonpersistent (-1/4)
5u  2) Protection I:  Force Wall (16 PD/16 ED), Requires a Shield Tricks Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (160 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4)
4u  3) Protection II:  Armor (16 PD/16 ED), Requires a Shield Tricks Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; self and one other person; +1/2) (96 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4)
1u  4) Protection III:  Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1), Lockout (-1/2)
1u  5) Shield Edge:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 1
1u  6) Shield-Bash:  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3
1u  7) Thrown Shield I:  Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u  8) Thrown Shield II:  Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u  9) Thrown Shield III:  Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires a Shield Tricks Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [1 rc]
1u  10) Thrown Shield IV:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), Lockout (-1/2) 2
  Alloy-Augmented Skeleton
4  1) Mithrilium Bone Lacing (Heavier):  Knockback Resistance -2"
3  2) Mithrilium Bone Lacing (Increased Sturdiness):  Armor (1 PD/1 ED)
15  3) Mithrilium Bone Lacing (Unbreakable Bones):  Armor (20 PD/20 ED) (60 Active Points); Only To Protect Against Broken Bones (-2), Only Works Against BODY Damage (-1)
7  4) Mithrilium-Laced Knuckles:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
  Athletics
5  1) Acrobatic:  Leaping 0" (7" forward, 3 1/2" upward) (Accurate) 1
6  2) Endurance Training:  Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR
8  3) Highly Trained Defenses:  Lack Of Weakness (-8) for Normal Defense
2  4) Ki Toughness:  Hardened (+1/4) (2 Active Points) applied to ED
2  5) Ki Toughness:  Hardened (+1/4) (2 Active Points) applied to PD
11  6) Sprinter:  Reduced Endurance (1/2 END; +1/4) (11 Active Points) applied to Running 1
30  7) Warrior's Eye:  Find Weakness 11- with All Attacks
  Gear
2  1) Armored Mask:  Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2)
5  2) Audial Dampers:  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)
12  3) Basic Bulletproof Spandex Costume:  Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
7  4) Cling-Boots:  Clinging (normal STR) (10 Active Points); OIF (-1/2)
6  5) Mask Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4)
5  6) Mindshield:  Mental Defense (12 points total) (8 Active Points); OIF (-1/2)
5  7) Polarized Lenses:  Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)
3  8) Thermalsight Lenses:  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
  Superhuman Constitution
11  1) Rapid Healing:  Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
14  2) Rugged Physiology:  Power Defense (14 points)
7  3) Superhuman Physiology:  Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week)
Karate/Shield Fighting
Maneuver OCV DCV Notes
4  Atemi Strike -1 +1 2d6 NND
4  Block +2 +2 Block, Abort
4  Disarm -1 +1 Disarm; 35 STR to Disarm roll
4  Dodge -- +5 Dodge, Affects All Attacks, Abort
4  Knifehand Strike ("Chop") -2 +0 HKA 1d6 +1
3  Legsweep +2 -1 6d6 Strike, Target Falls
4  Punch/Snap Kick +0 +2 7d6 Strike
4  Ranged Disarm +0 +0 Disarm, +3 DC to Disarm
4  Ranged Trip -1 -1 v/5, Target Falls
4  Shield Toss +0 +0 Strike, +2 DC
5  Side/Spin Kick/Shield Bash -2 +1 9d6 Strike
1  Weapon Element: Disc Shield
1  Weapon Element: Karate Weapons
1  Weapon Element: Staffs
Perks
3  Anonymity
5  Money: Well Off
15  Safehouse:  Vehicles & Bases
40  Vehicle Fleet:  Vehicles (Car, Motorcycle, Personal Jet)
Talents
9  Cat-Like Quickness:  Lightning Reflexes: +6 DEX to act first with All Actions
2  Walks on Air:  Trackless Stride
6  Mistress of Disguise:  Skill Master (+3 with Disguise)
Skills
8  +1 with All Combat
12  +2 with HTH and Ranged Combat
3  Acrobatics 14-
3  Acting 13-
3  Analyze: Style 13-
3  Breakfall 14-
3  Climbing 14-
3  Combat Driving 14-
3  Combat Piloting 14-
3  Concealment 13-
3  Contortionist 14-
10  Defense Maneuver I-IV
3  Demolitions 13-
3  Disguise 13-
3  Fast Draw 14-
3  Feint 14-
3  Jack of All Trades
1  1) PS: Appraise (2 Active Points) 11-
1  2) PS: Attache (2 Active Points) 11-
1  3) PS: Courier (2 Active Points) 11-
5  Language: English (idiomatic) (4 Active Points)
0  Language: Japanese (idiomatic) (4 Active Points)
3  Lockpicking 14-
3  Navigation 13-
3  Persuasion 13-
13  Power: Shield Tricks 19-
3  Research 13-
3  Scholar
1  1) KS: Karate (2 Active Points) 11-
1  2) KS: The Dragon Foundation (2 Active Points) 11-
1  3) KS: The Martial World (2 Active Points) 11-
1  4) KS: The Superhuman World (2 Active Points) 11-
3  Security Systems 13-
3  Seduction 13-
3  Shadowing 13-
3  Sleight Of Hand 14-
3  Stealth 14-
3  Streetwise 13-
3  Systems Operation 13-
5  TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles
3  Tactics 13-
3  Teamwork 14-
3  Tracking 13-
7  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand
Total Powers & Skill Cost:  550
Total Cost:  750
200+ Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15  Hunted: Rogues Gallery 11- (As Pow, Harshly Punish)
10  Hunted: Showdown 8- (As Pow, Harshly Punish)
25  Hunted: The Dragon Foundation 11- (Mo Pow, NCI, Harshly Punish)
15  Psychological Limitation: Competitive (Very Common, Moderate)
15  Psychological Limitation: Enemy of Tyrants everywhere (Common, Strong)
20  Psychological Limitation: Honorable (Common, Total)
15  Psychological Limitation: Protective of Innocents (Common, Strong)
10  Rivalry: Professional (Another Martial Artist; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15  Social Limitation: Secret Identity (Frequently, Major)
400 Experience Points
Total Disadvantage Points:  750
Background/History:  Megan Yamura is the granddaughter of a major player within the Dragon Foudation. The Foundation, seeking to bring Japan back to a military power is a political, business, criminal, and propaganda beast. Though he was greatly displeased that his son married a european woman and gave his daughter a western name, Megan's grandfather was overjoyed when his son confided with him that Megan had displayed superhuman recovery abilities.The elder Yamura had Megan taken by the Foundation. Using data stolen from Crucible Industries, they bonded the lightweight, nearly indistructible alloy called Mithrilium to her skeletal structure. Her superhuman physiology allowed her body to recover from the drastic procedure and not reject the artificial material. When his son and daughter-in-law found out about this they were not pleased. However, sacrifices need to be made and they were eliminated.
Megan was then trained by the Foundation's military and espionage experts and forged into a weapon for the Foundation's goals. Given a gaudy costume and unique shield weapon, she would be a public agent for change in Japan.
However, part of the process that gave her her powers enabled her to resist much of the mental programming they had hoped to use to control her. Though she acted the part for several years, and performed beyond expectations, she was using her espionage skills to find out the truth behind her parents' deaths. Once her suspicions were confirmed, Megan made good her revenge and then escape. Her grandfather, now in prison and hated throughout his homeland, has lost much of his influence in the Foundation.
Megan escaped to America and took up residence in Seattle where she works as a bicycle courier and crime fighter. She dropped her old identity and took the mantle of the Dragon Slayer.
Personality/Motivation:  Dragon Slayer is believer in freedom; her early upbrining was normal but the machinations of her grandfather stole her family and her childhood from her. Starting over in America was something of a symbolic move for her. She appreicates her life in Seattle and uses her training and abilities to help others.
Megan is not a believer in large monolithic entities, she tends to distrust organizations, particularly those with any form of political agenda. (and that would be most).
Beyond this however, she comes across as a friendly, if a little competitive, woman doing what she can to make the world a better place...one bloody nose at a time.
Quote:  It's okay, don't get up, I'll show myself out.
Powers/Tactics:  the lacing of her skeleton with Mithrilium allowed Dragon Slayer to achieve much greater muscle mass and durability than she would have been able to otherwise. Though not tall nor muscle bound, she has a greater muscle mass than she appears to. This gives her nearly superhuman strength. She is very durable and nimble as well. Her training with the shield has made her an expert in its use and she's combined this with her Karate training to create a systemic shield fighting style.
Campaign Use:  A local superheroine or fill in for a west coast team. Dragon Slayer is a high level martial artist, but her DC's aren't out of the ordinary for Else Earth. To make her closer to beginning level heroes, drop her Find Weakness, lower her characteristic a tad (though keep her STR around 20-25) and reduce the Shield's active points to something more appropriate. If she's not tough enough, up her find weakness and give her more combat skill levels.
Appearance:  Short, lithe with a hint of the strength she possesses. Dragon Slayer wears a light gray one piece costume with a white top, black gloves, boots, and belt. Her mask has a yin/yang symbol on the forehead and the shield is made to look like the symbol as well.
As a courier she dresses in top of the line athletic gear. When she is meeting clients or making special deliveries she dresses in tailored suits. She has long black hair and brown eyes.