Angry Annie

F
Gd 10
A
Ex 20
S
Ty 6
E
Ex 20
R
Gd 10
I
Gd 10
P
Rm 30
Res
In 40
Pop
Ty -5

*off
Ty 6
*dex
Rm 30
*upr
Pr 4
*res
Gd 10
*log
Ty 6
*alt
Gd 10
*will
In 40
*mat
In 40
*pub
Ty -5

*def
Ex 20
*bal
Gd 10
*lwr
Gd 10
*sta
Rm 30
*mem
Ex 20
*awr
Gd 10
*pre
Ex 20
*$
In 40
*sec
Ty -5

Health:
Karma:
56
50
NH:
MH:
42
72

Origin:

Unlike her sister Janet, Annie is naught but a normal human, one who lacks any sort of inherent or talent-based powers, since she has a primarily mundane background. However, she is an avenging, high tech villainess (more or less), with a pair of high tech bracelets that let her do some damage - and the training to use 'em. Of course, the origin of these things is still a mystery, as of yet...

Known Powers:

(none)

Equipment:

Kevlar Costume: Annie wears a somewhat impractical costume, to be sure, but it's not totally useless (even if it looks like it). Her biker shorts and tank top have been sewn from a handy Kevlar weave (expensive, but doable), which provides her Typical (6) protection from physical attacks that strike her in the torso area. Of course, called shots elsewhere can damage her normally.

Power Bracelets: these twin devices, one for each of Annie's arms, are long, cylindrical affairs. Both being about six inches long, these things look to be made of silver, though they were built from stronger (Monstrous (75) m.s.) materials than that gaudy metal, and are smooth in appearance. Save for the hinges that allow them to be removed, and the nifty blasters, of course.

Mounted on each of these bracelets is a particle emitter that gives off an unfocused blast at Annie's command, thanks to a neurological field control interface, blasts that inflict Incredible (40) Force damage per painful impact. Furthermore, these devices have no apparent power source, nor do they seem to require one; in fact, they have no discernible electronic parts whatsoever, which makes them quite a mystery...

Quirks:

Temper 3: Annie is rather... temperamental in nature. Whenever something gets her goat - and that's not too hard a feat to achieve - she tends to fly off the handle. With even the slightest provocation, Annie must pass a Psyche (will) FEAT at -3 CS to keep her cool under stress, should she wish to restrain herself. As you can imagine, Annie doesn't really attempt to restrain herself all that much...

Talents:

Martial Arts type C: knowing her quest would get her mixed up with super human trouble, Annie made sure she learned how to defend herself before seeking out her sister, Janet. In combat, she can attempt dodge, block, and escape maneuvers at a +1 CS to the applicable ability score. She prefers not to get up close and personal with her foes, mind you, but is prepared to if that becomes absolutely necessary.

Targeting: after she acquired her power bracelets, Annie received extensive training in their use, in order to keep herself from getting chewed up once she found the people she was looking to hurt. When using her power bracelets, or any other similar device, she attacks at her Agy (dex) +1 CS. Of course, this is the only type of weapon she can use in battle; anything else is virtually useless in her hands.

Two Weapons / Power Bracelets: a further facet of Annie's high tech training, this skill represents her ability to utilize both of her blaster bracelets in battle. This talent grants her the skill to make an additional power bracelet attack per turn - though she must use both (not just the same one twice). This tends to make Annie a surprisingly effective combatant - at least, after listening to her gripe for an hour or so.

Contacts:

Annie was a member of the Tenacious Ten for a time, using Elys to get at Jinx as much as that elder dragoness was using her in return. She sort of got on well with the team, since she wasn't quite as cold as some of the other women there, so she may be able to count most of 'em as contacts. She can also rely on the mystery man Anthropist who gave her her bracelets for aid, if necessary... the man seemed helpful.

Costume:

When going into action, Annie tends to wear a somewhat impractical outfit, proving that you shouldn't get your costume inspiration from video games. She wears a large pair of insulated brown leather boots (with big ol' treads), a pair of sleek black biker shorts with blue racing stripes, a blue tank top that's way too tight for its own good, a black leather belt (with two empty pouches on it, for effect), and blue Oakleys.

Personality:

Needless to say, Annie is angry. Not just because her sister vanished off the face of the earth, oh no - her anger stems from more than that. No matter what she tries to do, everything tends to go sour, mostly because she doesn't ever think through the whole 'cause and effect' thing. Instead of accepting this, Annie simply claims that the world conspires against her... and reacts to it accordingly.

Real Name: Annie Claymore
Occupation: adventurer, mercenary, former travel agent
Legal Status: citizen of the United States with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: the Tenacious Ten

Height: 5' 1"
Hair: auburn
Eyes: green
Weight: 101 lbs
Other Distinguishing Characteristics: none

Story:

Annie has always been angry, even before she became Angry Annie. You see, she's one of those people who just can't deal with the world properly, what with her thinking things should work differently - namely, with her at its center. This has caused her life to be a long string of things that go inexplicably wrong for her, though anybody paying attention can see that she simply does everything wrong.

Her misunderstanding of how just about all things work hasn't caused her to step back and take stock of herself, though. Instead, she just stubbornly pushes her way through life, causing one disaster after another - for both herself and others. This situation came to a head after her twin sister Janet, the psionic talent known as Timeout, went missing in action while going about her clandestine activities.

You see, Janet is a member of both the Mindwatch group and the Direct Action Americans - a precarious position, indeed. Janet vanished shortly after a mission in which she and two other D.A.A. operatives went on an assignment to check out rumors that the Ariel-Shijitzu corporation was building some sort of psionically active processor - in some sort of wacky attempt to build sentient, world-dominating robots.

Annie didn't know how this turned out, but did know that Janet vanished after this job; Annie managed to wrest at least that much out of Janet's D.A.A. boss before his security fellows threw her out of their most recent cover offices. Seeing that drastic measures would be needed, Annie went about looking for powerful hardware, at which point she met Alabaster Jackson-Jones, a member of the Anthropy Society.

Sensing that she was of a similar mindset to his organization, the man easily conned her into working for him for a time, in exchange for giving her the 'empowering' training she needed to figure out exactly what had happened to Janet. Thinking him out to help her out of the kindness of his heart, Annie was more than happy to do a few odd jobs for the man, and by proxy, the Anthropy Society. Even if they were very illegal.

In exchange for this work, though, she received quite a bit of combat training, not to mention a very curious set of bracelets. These things responded to her very thoughts, and fired powerful particle blasts at whoever she was currently unhappy with. Annie liked 'em a lot, and once she'd figured out how to use the things properly, she left on her quest to find Janet - and to get back at the author of her disappearance.

Enter Elys. This powerful creature, a female dragon from another plane of existence who needed some super-powerful minions to deal with a threat to her research, claimed that she could give Annie all the information she needed to find Janet. Intrigued, Annie watched as the dragoness conjured forth images from the past, including images of Janet working with Jinx and a tall, dumb looking fellow in the recent past.

Promising to tell Annie the rest of the story if she'd take care of Jinx for her (since she was one of the so-called heroes that were hot on her trail), Annie gladly hooked up with the super human force Elys was assembling, the Tenacious Ten. She even leapt into battle rather happily once these heroes entered Elys' Antarctic hideout, but didn't get to fight Jinx like she thought she would; those heroes were too tricky.

They switched opponents once the villains of the Ten proclaimed who they wanted to kill horribly, and Annie got herself beaten down by the one and only Crimebuster, martial artist and swordsman extraordinaire. She even got her bracelets lifted by Ari, another of said heroes that the Tenacious Ten was facing off against, when the team had been defeated. At least Elys teleported Annie to safety after the fight.

She even magic-ed Annie's bracelets back, though the magic couldn't take effect until Ari removed said bracelets; something about the neural interface control field they use interfered with it while it was active. Though rescued from an untimely death due to the Antarctic cold once Elys had herself fallen, Annie wasn't ready to call it a day, oh no; she is using what she knows to seek out Janet still.

And that means stalking Jinx until she gives up the ghost, as it were...

Extra Goodies:

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