Skygirl

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Janz (Scenesys ID: 6985)
HEhajgg.jpg
Quote
"I have faced worse in the arena."
Profile
Full Name: Janz of Kormo
Gender: Female
Species: Kormoan
Theme: Original (OC)
Occupation: Student
Citizenship: Kormoan
Residence: Metropolis
Education: Kormoan Space Academy
Status: Shelved
Groups:
Other Information
Apparent Age: 23 Actual Age: 23
Date of Birth 21 July 2004 Actor:
Height: 174 cm (5'9") Weight: 72 kg (158 lb)
Hair Color: Auburn Eye Color: Green
Theme Song: "I Am Invincible" by Cassadee Pope

Profile

Exiled from her home planet Kormo and captured by the Psions, Janz was experimented upon and forced to fight for her life as a gladiator. She escaped in a stolen ship and crashed on Earth. Janz is learning to make the most of what her current life has to offer. (Image credit to LucasGomes on DeviantArt)

Current Player Approved: Not Applicable

Sheet

Description

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Description:

Janz is a fairly typical female of her species, with Auburn hair (darkened to reddish-brown with maturity, but still Auburn), blue-green eyes, and flawless pale skin (no freckles on Kormoans). She is in good physical condition, even for a girl from a high gravity planet, and is a bit taller and more slender than most of her species (due to gravity, many of her kind are rather squat).

History

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History:

Janz was the younger child of a Lawman on Kormo, raised to respect the law and taught basic self defense. She learned early how to fly a ship...which is fairly common as many children start pilot training before they are 20 local years old (Kormo, orbiting a Red Dwarf, has years much shorter than Earth, about half an Earth year). She entered the Space Academy, which trains all the military and merchant marines and was specializing in piloting when the plague swept the planet.

Millions sickened from a disease brought back from an alien world that resisted local treatments. A cure was finally found, but Janz was allergic to the cure. The scientists had discovered an important detail while exploring, on many worlds, notably those with a Yellow or Blue Sun, their species possessed great powers. The only hope for the survival of Janz and the others who were allergic to the cure was to be sent to such a solar system where their powers might possibly cure them. It was, however, feared that the solar cure might not work, that they might still carry the disease if they returned.

A radical group sabotaged the navigation systems on the life-craft, so that when they exited the space lane that the navigation charts would be erased. It would be nearly impossible for any of the exiles to return. Each of the Exiles was also launched towards a different destination, so they are unlikely to encounter one another very often.

Janz exited in the vicinity of a Blue-white star and almost immediately came under attack by the hostile natives who lived there. She was rescued by someone who claimed to be a goddess, who healed the disease. She still found herself unable to locate her home (thanks to the sabotage) and spent some time wandering the Galaxy before being captured by the Psions.

After determining that her species is similar to the Tamaranians, the Psions conducted a series of experiments on Janz to discover HOW similar. Unlike Starfire, she DID explode when her energy overloaded...but survived the explosion. She was, for some time, powerless. The Psions sold her to someone who ran a string of gladiators on the interstellar arena circuit. She was forced to fight to survive, even after her powers returned she was kept in check with a collar that would bombard her with Q-band radiation.

A raid by another group (Janz dies not know who) gave her the chance to steal a ship and escape. Unfortunately, the craft was unfamiliar, and came under attack during her getaway. She wound up crashing on Earth with the ship wrecked beyond repair.

Personality

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Personality:

Janz was young and free spirited before her illness, but the betrayal by the radicals and her enslavement have changed her. The Experiment that overloaded her powers also changed her biologically, her hormones are more reactive making her emotions stronger and harder to control. She is also aware that she can no longer go home, no matter how much she misses it. As a result, she often seems to suffer from a manic/depressive personality. She is still a nice girl, friendly and helpful, but less trusting.

Abilities

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Flight:
The mechanism by which a Kormoan flies is clear enough, they use their resonance field to channel stellar energy into kinetic energy, so the fact is that they can...sometimes. Under a yellow sun, A Kormoan can fly: on Earth one might possibly reach orbit with great effort and can relatively easily fly at supersonic speed (Maximum roughly Mach 3 in the lower atmosphere). Of course, being ABLE to fly does not mean one knows HOW to fly. Most often Janz uses this ability to assist her leaping, so she can clear roughly a quarter mile and land on target.

Kormoan Adaptation:
The Planet Kormo is a heavy gravity world that orbits a red dwarf star. As a result, the natives are adapted to an environment with higher gravity and dimmer and redder light. An average Kormoan on Earth without their powers is roughly twice as strong as a human, more resistant to broken bones, has reflexes twice as fast as a human, and can run faster and jump farther than a human can as well. They can also see further into the infrared (so they can see the beams of motion detectors and infrared electric eyes), however they can not see heat and have trouble distinguishing colors in the indigo and violet range. Janz is in good shape, but is not an exceptional athlete by Kormoan standards: She can lift over 200 pounds, run at about 30 mph for roughly 5 minutes (and sprint 45 for about 15 seconds).

Life Support:
A Kormoan's absorbed stellar energies can support their metabolism, but not entirely replace it. Janz needs to breathe roughly every half hour and requires nearly half as much food and water every day as a human her height and build would. She might, possibly, be able to breathe water, as long as she does not dive deeper than the sun reaches.

Senses:
Kormoans senses of Sight and Hearing are greatly boosted by their stellar field. Under a Yellow sun, they can see and hear roughly thirty-two times as well in terms of sensitivity, distance, and discernment.

Additionally they have another ability that they interpret as sight and hearing, but is a function of their resonance field that is more akin to radar. The send out an energy impulse from their resonance field that causes matter in the target area to resonate in a fashion that lets them pick up vibrations on a molecular, possibly even atomic, level. Their kind interprets this as sight and hearing at even greater distances than their normally boosted senses allow, as much as four times as far. Also, this sense can work through otherwise opaque materials...with the exception of lead which absorbs the energy impulse (Lead can not be sensed nor sensed through), the distance at which things can be sensed through is relatively limited, on the order of a hundred feet.

Solar Healing:
A Kormoan's ability to recover from injuries is directly proportionate to their running speed. Under a yellow, they heal about 30 times human speed.

Stellar Field:
In appropriate conditions, the body of a Kormoan produces a field that absorbs and distributes Stellar Energies. This, in turn, jump starts a process that allows them to produce far more energy than they actually absorb. Further, it enables them to absorb energy over a comparatively small part of their body and rapidly spread it to every cell. The generated energy then fuels their other powers. As a result of this, anything that impairs or damages the Stellar Field can likewise impair all powers they have. The field, as a side effect, greatly increases their resistance to most stellar type phenomena, including heat, light, plasma, and radiation (see weaknesses).

Production of this field required the presence of a vitamin that, under a red sun, acts much like vitamin D does for humans. Exposure to the light of other suns alters the vitamin to form which triggers the Stellar Field. It is unknown if this vitamin has any metabolic impact on humans.

Strength:
Under a yellow sun, the Stellar Field greatly amplifies the Strength of a Kormoan. In her current state of fitness and maturity, Janz can lift roughly 100 tons under normal Earth surface conditions.

Swiftness:
A Kormoan's speed is enhanced by their Stellar Field as well. Janz can react reflexively roughly thirty times human speed under a yellow sun and can run at over 500 miles an hour, sprinting briefly at up to the speed of sound is possible, but tiring requiring her to drop to half her normal speed for at least ten times as long as she sprinted to catch her breath.

Toughness:

Strength and toughness tend to be pretty much proportionate in Kormoans. If her powers are canceled, Janz is only slightly tougher than a human, except her bones which are significantly harder to break. Under a yellow sun they re an estimated two thousand times human standard, which would be nearly impervious to bullets and standard physical attacks...literally tougher than if they were solid steel.

Skills

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Alien Expert:
Janz knows all the common alien races in the Galaxy and a few of the larger extragalactic Empires like the Kree, Skrull, and Shi'ar. Rarer Races she might not be familiar with. She also speaks Interlac, the Galactic common language.

Combat:
A trained military officer, Janz knows both armed and unarmed combat techniques at a fair level, including the use of the Kormoan Stun Ray in both the ship mounted and sidearm version. She is not by any means a martial arts master and may be defeated by those who are.

Gladiator:
Janz spent almost a year on the interstellar arena circuit as a Gladiator. She learned a flashy and aggressive combat style involving a lot of acrobatics and the use of her cape for distraction and blocking. Arena combat is designed to be drawn out, not over too quickly, so this can be less effective than it looks. This style is nearly the polar opposite of her Kormoan combat training, which focuses on making an enemy defeat themselves. Like many people trained in multiple styles of fighting, she has to use one or the other at any time. If she ever decides to join the Unlimited Weight Class Wrestlers, she will fit right in.

Perceptive:
Trained from an early age by her Law Officer father, Janz knows how to evaluate a situation or a person...at least on Kormo. This skill is, however, highly dependent on cues that may well vary with species or culture. On Kormo, she could generally tell if someone was lying, bluffing, or attempting to trick her. She could evaluate a crime scene and have a ballpark analysis of what happened (though, unlike her father and older brother, she is not trained in CSI and can not get detailed information). Likewise, she could generally detect an ambush or concealed weapons on a person or vehicle. She could even do some basic tracking. One can assume that the increased senses she has when her Stellar Field is active will make use of this skill more effective (hearing changes in heartbeat and breathing or seeing minute changes in pupillary dilation for example), the overriding difficulty of familiarity has to be overcome first.

Technology:
Janz knows how to repair and maintain common Kormoan technology and can handle computers and communications gear. She is not as good with the gear of other races yet.

Vehicles:

Janz is an expert pilot and can handle any kind of vehicle found on Kormo. She can figure out how to use other types of Vehicles reasonably quickly, though advanced or extremely alien technology might confound her.

Resources

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Bionic Stinger:
Designed for the use of her arena persona, this is not actually bionic. The device is a mesh of amazingly fine circuits with two modes. In passive mode it becomes a ring that can be removed as easily as any other ring. When deployed for combat, it appears to be a fancy tattoo on her arm. The device charges from the bio-electricity of the wearer and can hold only four charges, taking roughly ten to fifteen seconds to recover one charge. The device is a small, and fairly low-power, version of the Kormoan stun ray. It has a range of only 30 meters in ray mode, and a single charge is enough to paralyze a human or greatly weaken a Khund. She can use multiple charges at once to paralyze tougher foes, two charges would paralyze a Khund while it would take all four to do the same to a fellow Kormoan. Using all four charges can also create an energy burst hitting everything in a 10 meter radius with a base-level effect...this is great for dealing with swarms of low-powered foes but will also hit allies in range. Use of the device is highly visible, by intention. The device can be damaged if targeted, though it can be repaired with a few hours of work. Someone who knows how might be able to return the deployed device to passive mode and remove it (possibly even in combat).

Costume:

Her costume is designed to be showy, it was built for arena fighting. It is also very tough, it can withstand bullets and knives with ease...it was created so that she stood a chance in fights when she had no powers. It has obvious weak points, areas that are not covered and a cape that, while it can be used to block attacks, can also be grabbed. The costume is flexible, so if she is powerless she will take some damage from bullets and blades and get very little benefit against blunt attacks. The costume may protect against some forms of energy attacks, such as fire, for a limited time, but is built not to be fully protective (the spectators want to see a lasting fight, not a match that is over too quickly).

Weaknesses

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Dark Energy:
Dark energies, such as the Shadow powers of the Champion of Talos or the Darkforce wielded by many human champions, are the bane of Janz. They are, effectively, a form of anti-light. They shut down her powers on contact, cancelling out her solar resonance energy. It takes about twenty minutes of direct sunlight for her to recover (longer if the sunlight is indirect or diffused such as by moderate cloud cover).

Explosive Venting:
If a Kormoan is given more solar energy than they can safely metabolize, they will be unable to contain it. This results in an explosive energy release which puts them into a coma that may prove fatal if untreated. When they recover, they are unable to produce the essential vitamin that triggers their powers for several weeks (roughly 2 months). This leaves them weakened to roughly human level from vitamin deficiency (putting them even below their unpowered level). Such an event can have lasting side effects (Janz has found herself becoming far more aggressive because of such an explosion).

Fingerprints:
Kormoans have a species quirk: All members of the species have the same fingerprints. This means that they never learned the techniques of checking a crime scene for prints and criminals of the species do not bother trying to conceal prints. It also means that, in worlds where people DO have different fingerprints, a criminal of the species could commit crimes and have a hero of the species be accused of them.

Magic:
Magic ignores the effects of the Stellar Field, to magic spells and creatures of magic, only the effects of Kormoan Adaptation have any impact.

Q-Band:
Radiation on the Q-band, properly tuned, can cause her Stellar Field to damage her body on a cellular level. Kryptonite Energy, while it is a form of Q-band radiation, is normally the wrong frequency to be fatal to Kormoans, but will weaken them (given time, it will temporarily shut down their powers, and will likely make them feel quite ill). Janz, due to frequent exposure to Q-band energies, has developed an allergy to them, making at Green Kryptonite more effective against her...it would effect her like it would a Kryptonian and might prove fatal after roughly three minutes.

Solar Empowerment:
Janz gains power from the light of the sun of whatever planet she is on. Her Stellar Field quickly adapts, it takes about 20 minutes for her to be adapted to the local sun. On red sun planets, she loses her powers almost entirely (there is some indications she may be able to withstand significant gravitational stress under those conditions...but this is not yet confirmed). On orange sun worlds, she has perhaps one eighth of the powers she has on Earth, still significantly superhuman. Under a yellow sun, like Sol, her powers are as stated. Under a blue sun, her powers are stronger, at least twice that of those she has on Earth. She has yet to test her powers under unusual solar conditions, like exposure to a Brown Dwarf or multiple suns.

Initial generation of the Stellar Field requires the presence of a vitamin precursor produced by a Kormoan naturally. That precursor is changed to active form by solar exposure. If that vitamin is not present in sufficient quantities, then no amount of solar exposure will have any ability to generate powers. Indirect or diffuse light is less effective, taking hours instead of minutes to charge the field. Artificial light needs to be on the proper spectrum and very bright to have any effect, and even then is treated as diffuse or indirect light.

Once the Stellar field is active, it remains, but it slowly decays with a half-life of roughly three days. After a full day without sunlight, her powers will be somewhat reduced (roughly 10% lower), after 2 days they would be roughly 25% reduced, while after a week she would be at about 20% of her normal power.

Temper:

Thanks to the damage done by the Psions, Janz is not the calm pacifist most Kormoans are. She can be taunted into a fight and can lose control if angered. She might severely damage or even kill someone if enraged and is fairly likely to cause property damage if she does not retain control.

Logs

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To Refresh Character's Log List Click Here. Then hit the resulting button to dump the old cached list.

Title Date Scene Summary
Little Lost Alien Girl May 18th, 2020 Janz get offered sanctuary by Ami
Escape to Earth April 27th, 2020 A new arrival comes crashing to Earth.
Going Knowhere May 24th, 2019 Just a night at a bar on Knowhere
Knowhere to go May 7th, 2019 Rocket recruits a waitess from Knowhere
Daughters of Daratar: Epilogue March 15th, 2019 Sindr and Janz bring Thea and Teya back to their father and collect payment.
Daughters of Daratar: Escape from Arcadia February 9th, 2019 The Guardians of the Galaxy and company rescue space princesses.
Nowhere to go but Knowhere September 15th, 2018 Summary needed
From the Depths of Space September 3rd, 2018 Janz arrives in the known galaxy, and is cured, but does not know where home is from here.

Cutscenes

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Title Date Scene Summary
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Gallery

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