Name |
Andrea Serrano |
Gender |
Female, she/her, straight
|
Homeworld |
Twoarth, Skin-side Argentina, currently residing in Crescent City |
Species |
Human, Magically Enhanced possibly extra mutations |
Totem |
Adder, the Oooh Pretty Scales Owww That Hurt! totem. Pretty, fast, naturally slender and lithe, and will definitely bite you if you get too close; +2, +3, +1, 0, 0, 0, +1, 0, +6kk |
Nut |
One of those pistachios that you think is going to be delicious and then you realize it's rotten to the core but you've already swallowed it so now you're going to die, you're going to die, right? If she bites you, you absolutely will die |
Class |
Junior, 30kks |
Smarts |
7 |
Bod/Feet |
9 (4 strength, 7 agility/dexterity, 9 speed) |
Command |
2 (6 RWP daddy) |
Luck |
2 |
Drive |
4 |
Looks |
5 |
Cool |
7 |
Bonk |
1 |
Powers |
As the daughter of a man who attached himself to magical items before she was born, Andrea's abilities certainly stem from a combination of her solid genetics and that added magical enhancement. She has had the benefit of being given any appropriate talisman or item of power in Alejandro's extensive collection, and she's chosen to use a few of them to great effect. Enhancing her own natural flexibility and speed, and aiding in her sneaky sneaky stealth, these items may be swapped out for others, but those described are the ones that she's had the most practice using. If they are physically present, they may be stolen or broken, but they cannot be used by others since she's attuned them to herself using another arcane ritual that her father provided. The disguise talisman seems to take the form of a small makeup kit, while her traversal item is a wrist chain with a dangling bauble, indistinguishable from any given tennis bracelet. Even if they are taken from her, she is still markedly good with these 'powers' by virtue of practice and skill
Master Of Disguise - While a talisman can help, her own skills at manipulating makeup, hair, posture, vocal intonation, and the like allow her to effectively become virtually anyone. The talisman actually seems to help in the speed of this process, rather than actually changing her appearance physically. Any human shaped being of around 4'10" to 5'9" in height can be emulated, even portly ones or unusually furry ones - she's got enough practice to pretend to be a number of Fur-side species, though she must rely on gadgets to emulate their tails or other such features. She usually sticks with humans, but within that realm she's an absolute master-class makeup artist. Her vocal range is amazing, and though she doesn't sing with it very well, she can speak in a deep, gruff manly tone, or up in a child's register, and has a grasp of dialect and accents that let her speak as though native in several languages. It takes her about 10 minutes to apply whatever costume, makeup, or prosthetics needed to complete the look, but if she's had access to watching someone's behaviors, stance, listening to their voice, and seeing how they live or work for around 8 hours worth of observation, she can successfully emulate that person enough to pose as them at least in passing, as long as the costume is on. Only those people who can detect motive or can read deep thoughts, or sense auras and know that person in detail, can detect this disguise, she's good enough to fool surface telepathy. This also aids her in significantly allowing her to remain unseen when she's just trying to observe, as she knows where to stand or how to blend in with the scenery to a degree
Traversal - A talisman aids her in the rapid travel across town or even just a crowded hallway, but it only boosts her naturally occurring mental map! She is incredibly talented at knowing just where to step to avoid getting bumped, her movements are at once precise and calculated, and almost faster than the eye if she needs to move quickly. She can remain still and unmoving for minutes on end, and then suddenly just be somewhere across campus in a flash, having decided her exact route in her mind's eye, and put it into effect using the talisman. She doesn't need to have been in a place physically but she does have to know its rough layout in order to do this in new locations. This can come in the form of a map, blueprint, security camera footage, or even still photos in a yearbook. Thus the only variables for a new location are changes that were made after the images she's seen, or people and items in the way. She can adjust for any of that while present. The talisman can help her get into some quite odd places like air ducts and on the top of improbable scaffolding, where she's quite happy to dangle upside down and assess the area, or remain completely quiet and still until danger passes. Those who can detect magic in-use will detect 'something was here', but since it's basically only on for a very brief moment, it's hardly ever seen while active |
Clusters 12 |
Spycraft +4 If it has to do with sneaking about, breaking and entering, subduing simple enemies, or cracking codes, she's all over it. Andrea loves puzzle games and mazes, and has numerous programs and video games that help train her eye and hands, though she loves putting this all to use in the danger room as well as in the field. She can recognize guard patterns, find the security cameras as well as their output or control station, slip into a building silently - or even just walk right in, once she's got that guard's uniform on... Her skill at navigation allows her to glance at a 'you are here' sign and proceed to her destination unhindered, unseen, and unheard. She does know how to choke out a burly guard, and since this is Twoarth, she also has some amount of skill in throwing off her scent or creating distractions for more keen-eyed or eared (or nosed) furry guards. Additionally she has a good skill in knowing how to get out if things go bad, even if she was discovered, grabbing what she came for and Traversing back outside in a blur. As long as there are no locked doors along the way that's the last anyone will see of her, and they most certainly won't have seen her... This also extends, as she's matured, into using small weapons, knives, garrotes, caltrops, dart guns, small handguns, and even has trained with sniper rifles though she doesn't prefer them, since she likes to be up close and personal. Andrea has definitely made a deal with herself, that if she's going to be killing anyone, and she will be, she'll do it close enough to hear the body hit the floor, not with a long distance between. She would absolutely use poison to harm someone enough to kill them, but she'll be there when they flop lifeless in the bathroom...
|
Skills 18 |
Linguist +3 Bilingual since infancy, Andrea can speak most Romance languages fluently, and a good number of more local dialects such as the variety of Incan and Quetzal-influenced South American Spanish, and has started learning a few phrases in Korean, Japanese, Mandarin, and Urdu. This grasp of language is entirely natural, she picks up individual quirks and turns of phrase very easily, and can recite the same poem or song in six different ways without missing a beat. She definitely is an 'accent sponge', so if she is around someone who doesn't natively speak either English or Spanish, she'll start speaking those languages with their twang or burr, somewhat unconsciously
What's It Worth To You? +3 Andrea's skill with appraisal doesn't end with the mannerisms and speech of other people, it applies to gear, goods, weapons, even land and ideas. She deals in such things, she'd be a fence or even 'just' a thief if she wasn't part of her father's plans. She'd be a master thief, a world-renown fence if that... Spotting small details, knowing what was where in a room that's been upturned, exceptional with forensics and spot the hidden item games alike. And then she barters for these things, carefully watching her client or even their friends or bodyguards, for signs of what they're lying about, hiding, or needy for. She'll dangle the appropriate carrot, jiggle the keys, show off just enough skin to get their guard down, and get the better of every deal she makes if she thinks she can. Knowing that some people must be return customers, she is still 'fair' for the most part, but if she believes that those she's dealing with are sure to fail in their own endeavors, or on their way to parts uknown, Andrea will absolutely ream them for all they're worth, and they won't even know who to complain about when they realize it...
Hand-Eye Foot-Flip Coordination +3 As her Totem implies she's able to contort, freeze in place, strike with great speed and accuracy, and sees just exactly the best points of contact for foot, hand, or even lips. All of her physical skills have been trained both with and without the use of any Talismans, she won't rely on them entirely, since she knows that they might eventually be stolen or broken. Why be left with nothing? In fact, give that back! It's hers! She's quite capable of learning and using martial arts moves just by watching them, though they may be unpracticed or too weak to be truly effective unless she masters them over time. When she's using small firearms or her wrist darts, they are aimed exactly and land just where they're supposed to for best effect. She prefers to have only the clothes and a small snugly packed bag with whatever she needs on a mission, though if she's all disguised up that may include a much larger satchel or backpack, whatever is right for that person's look. Either way she doesn't like being weighed down if she needs to perform actual feats of martial arts or scampering around, so she tends to keep that in mind when she's dressing up for a 'role', disguising herself in the most minimally invasive manner still allowing her to move very freely |
Knacks 6 |
Femme Fatale +5 / -2 Where her raw ability to bark orders or issue commands might fail her in a military sense, as people would underestimate a 16 year old wisp of a girl, she is unafraid to use her pretty face and high social status to get what she wants or needs. She will kiss and not tell, she flirts but won't follow up. She's a tease, but it's like dancing with a cobra for her... If you come too close, she will bite, and you will not soon forget it. She does have trouble keeping any kind of relationship, including 'friends', so she is a bit on the lonely side, and finds it very difficult to open up to people she doesn't know. It's not that she actually has much in the way of a social life, she lives to become a perfect spy, so while she will go to that dance or attend a party, she feels uncomfortable in her own skin, and might be found as a wallflower or even trying to pass as someone else 'practicing' her skills among people that should know her by sight
Magical Affinity +3 Though she is hardly the collector that her father is, Andrea applies her appraisal skills and observes magic items or gestures, rituals and script pretty well. It's not a practiced skill, more of a side effect of having grown up around all of this. She could however easily recognize when a spell is being spoken, whether she knows what it is or what its effects could be is irrelevant - she will be on guard unless she knows who's casting it and for what purpose. Her penchant for talisman use however is quite strong, and she can recognize magical items just sitting around, and will definitely swipe them to examine them in private, eventually checking up with dad to see if they're appropriate for the collection. When she does take on new items for her personal use, she does know one very specific ritual that allows that item to permanently bond to herself, even if it had belonged to someone else before that |
Period |
Class / Instructor / Grade (Fail / Pass / Exemplary) |
1 |
Swordsmanship: Close Quarters / Sharpward / Passing |
2 |
Psychology / ** / Exemplary |
3 |
Language: Local / ** / Exemplary |
4 |
Drama / Barre / Exemplary |
5 |
Speech and Debate / Serrano / Exemplary |
6 |
Science: Chemistry / ** / Passing |
Pets |
No, doesn't want the responsibility or the fur on her clothing... |
Parents? |
Father General Alejandro Serrano, mother Adora deceased |
Siblings? |
None, highly unlikely to have extended relatives |
Image From |
Doll Divine Sailor Senshi 3 |
Other Info |
Below |
|
Andrea Serrano was born in Argentina a few years after the General had started his task force and begun applying magic to his life. In an unfortunate and tragic turn of events, while he was out dealing with a much greater danger, one of the local drug gangs that he'd thought he had put an end to, struck out and killed Andrea's mother. They had been on their way to a museum, where some of her archaeological finds had been on display. At that time Andrea was only around 4 years old and expressed interest more in her mother's field, but after the horrible accident she never quite had a taste to even attend museum art exhibits. She knows her father is slightly disappointed that she won't 'come to the dig site!' with him, but he does understand why she hesitates.
They moved to the USA when she was 7, and by the time she was 8 Alejandro had begun working on establishing the high school she attends now. Clearly smart and quite capable on her own, Andrea spent much of her childhood deeply immersed in learning - even if she didn't care for the dusty work or ancient histories, she still enjoyed sciences and languages, impressing both instructors and visitors with her abilities.
Since they had then chosen to avoid attendance at Carramba High, even though it was right there and had plenty of unusual studies available for kids 'just like her' ("There are no children 'just' like her, Andrea is unique," her father always asserts) by the time Fortuna Valora was ready to have students, she was more than ready to be first on the roster. Of course, she wasn't old enough to attend yet!
Now as a Junior in the four-year school, she has had extensive training and experiences both in controlled settings such as the Danger Room, and out in the field on actual missions. She's proven herself to be resourceful and clever on the fly, though she wouldn't consider herself an opportunist. She likes careful planning and preparation, though sometimes that just means pausing before walking into a crowded mall, or perching on the edge of a rooftop to scan for any immediate dangers on the ground.
She is a solo act, and dislikes going on missions where she must participate with a team or even a duo, though on stages and during Drama class she seems quite capable of playing whatever role is needed without complaint. She looks at that class as a training and proving ground, rather than an end goal, she wouldn't make a great actress, for long term projects. When she must be on a team she very much wants to be in command, but her father has insisted that she remember that a good team needs all hands doing what they're best at, not one doing everything. Learning from him that even he digs in the dirt, scrapes away rust and grime, and indeed sometimes he's out on Saturdays with the kids helping to prune hedges and pick up laundry, she has to admit that ... he's probably way better at the whole leadership thing than she ever will be. He will not coddle her nor offer preferential treatment in the classes she has with him, but he is obviously proud of her skills and encourages her to do what she will do.
She will eventually become another of his devoted lieutenants, and quite possibly inherit his talismans, but that is in the distant future - so both of them hope, anyway.
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