Lee Avery

She can put on whatever face she'd like.by Beth Hayden

Lee Avery was born into one of the ghettos of Metro City. Like most mutants, she developed her powers shortly after hitting puberty, making for an extra awkward transition into adulthood. In Lee’s case, she managed to avoid most of the humiliation and prejudice against her, because her powers allowed her to shapeshift into any other humanoid being. As a result, Lee had a rare opportunity among mutants: the chance to live a normal life.

Although Lee didn’t let others know about her mutant heritage, she still identified strongly with mutantkind, and saw their plight as her own. She took the prejudice against them personally, even further enraged by the fact that she was treated normally by the same people who despised mutants.

In her adult years, Lee has acquired a high level of training in a variety of fields. Able to take on any identity and any appearance, she can always adjust her physical self to meet any organization’s needs, and has passed entrance exams for a number of federal organizations, high-level corporate jobs, and more. She has a variety of different fully-fleshed out personalities of both genders. When fighting crime, she often takes on the identity of “The Bull,” a super-skilled vigilante who uses his strength and speed to fight crime. Even those who know Lee’s true identity wonder if she is really Lee Avery or if that too is another personality she invented.

The main motivation for Lee is mutant rights. She spent her formative years as a mutant but passing as a human, and seeks to improve life for mutants from “the other side.” To this end, Lee can be somewhat vicious in her attacks, often even dealing lethal damage against those who harm mutants. Similarly, she could potentially be swayed away from superheroism and closer toward villainy by a particularly charismatic mutant evildoer.

Lee Avery (Power Level 10)

Str +2 (14), Dex +5 (20), Con +2 (14), Int +2 (14), Wis +2 (14), Cha +6 (22)
Toughness +5, Fortitude +5, Reflex +10, Will +10

Skills: Acrobatics 8 (+13), Bluff 12 (+18), Computer 4 (+6), Disable Device 6 (+8), Escape Artist 10 (+15), Gather Info 10 (+16), Intimidate 8 (+14), Investigate 12 (+14), Knowledge (current events) 8 (+10), Knowledge (streetwise) 8 (+10), Notice 10 (+12), Search 10 (+12), Sense Motive 10 (+12), Stealth 16 (+21)

Feats: Ambidexterity, Grappling Finesse, Improved Initiative, Improved Trip, Instant Up, Quick Change, Skill Mastery (Bluff, Disguise, Escape Artist, Stealth), Taunt, Uncanny Dodge, Power Attack, Attack Focus (Melee +4), Dodge Focus (+4), Equipment (2)

Powers: Morph 4 (humanoid), Elongate 3 (linked: Strike 2: Mighty, Enhanced Feat: Dodge Focus +2), Regeneration 1

Equipment: Undercover vest (+3 toughness), Collapsible Staff (use as club +2/can be thrown, or staff +2 with 10 ft. reach), Handcuffs

Combat: Attack +8/melee +12, Damage +4, Defense +12,/+14 Initiative +9

Math: Abilities 38 + Skills 36 (144 ranks) + Feats 18 + Powers 10 + Combat 32 + Saves 16 = 150 PP


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