Seraph (deceased) F A S E R I P Res Pop Ex 20 Gd 10 Gd 10 Ex 20 Gd 10 Ex 20 Rm 30 Gd 10 Ty -6 Health: 60 Karma: 60 Origin: Like most paranormals, Seraph received his powers shortly after the White Event, an inexplicable astronomical event that bathed his world in paradoxical energies. Unlike many of his peers, Seraph received several parabilities, though they are all focused through an external object. Known Powers: Energy Absorption: the first of two defensive abilities he can focus through his scythe, Seraph has the ability to absorb energy-based assaults targeting his person, doing so with Unearthly (100) ability, though this requires a shielding maneuver to work. Flaying: Seraph has an extremely limited form of this ability, one he can focus through his scythe. It surrounds his blade with a highly lethal energy field, one which inflicts Amazing (50) Armor Piercing Edged Attack damage. It works whether or not the scythe is in his hands. Kinetic Absorption: the second of the defensive abilities focused through his scythe, Seraph can absorb the offensive energies of physical attacks directed towards him with this weapon, doing so with Monstrous (75) skill. This also requires a shielding maneuver to function. Telekinesis: finally, Seraph has an extremely limited form of this power, one which allows him to manipulate his scythe no matter where it is in relation to his person. He can do this with Excellent (20) ability, but cannot move any other matter with his mind. Limitations / Enhancements: Focus: all of Seraph's powers are focused through an object - namely, his scythe. It is unknown if any scythe will work for this purpose or if his specific scythe is required for his powers to function, the former being a weak limitation while the latter is an exreme limitation. Equipment: Scythe: the only equipment Seraph carries, and arguably the only item he needs, this weapon is deadly in his hands even without his powers bolstering its lethality. He can swing this weapon unaided to inflict his Strength rank +1 CS in Edged Attack damage when needed. Quirks: Nerd: perhaps he just takes himself and his adopted mission too seriously, or maybe Judge Mental has fried his brain somewhat. Either way, Seraph often speaks like a character from a Shakespearean play, which is off-putting enough that others react to him at a -2 CS. Talents: Performer: it is unknown whether or not Seraph is an actor of some sort, but he sure projects the bearing of a Shakespearean character most of the time. Assuming he has this skill, he can earn ten Karma points for a full week of on stage work as an actor or the like. Skill / Scythe: when he began to develop his parabilities through a scythe, Seraph quickly trained hard in its use as a personal weapon. As a result, he can wield it and similar weapons at a +1 CS to his Fighting score, whether using it offensively or defensively. Contacts: As Judge Mental's chief lieutenant and enforcer, Seraph is highly placed within the Forsaken. He can usually direct his fellows to do his bidding and actually have them obey for the most part, though presuambly he can only do so as long as it is in the Forsaken's best interests. Costume: Seraph's costume consists of a long sleeved, open-chested shirt with a high collar and frilly cuffs, which he wears under a long, flowing brooched black cape with an even higher collar, along with black stretch fabric trousers, a dark gray sash, and black leather boots. Personality: Seraph takes his self-apponinted mission as the protector of all paranormals very seriously. He's also haughty and arrogant, which often causes others to consider him either a buzzkill or a sanctimonious jerk. The regular use of outdated slang and verbiage doesn't help, either. Real Name: unrevealed Occupation: enforcer Legal Status: citizen of the United States with no known criminal record, legally deceased Marital Status: unrevealed Alias(es), if any: none Group Affiliation: the Forsaken Height: 6' 2" Hair: black Eyes: blue Weight: 200 lbs Other Distinguishing Characteristics: Seraph wears his luxurious black hair long, and has especially arched eyebrows. Story: Much of Seraph's background is a mystery. However, like many paranormals, he developed his unique abilities soon after the White Event, that bizarre phenonemon that seemingly blanked out everything in the world for several seconds. And Seraph came out of the White Event okay. It is unknown how he figured out most of his powers could be focused through an object, though they presumably did so while he was wielding a scythe in the midst of archaic farming chores or when wielding one on stage in some performance or another. The important thing is that he did. Quickly falling into the orbit of Judge Mental, a deranged paranormal with powerful psionic abilities, Seraph joined with him and his Forsaken, helping him forge something of a paranormal underground. They helped paranormals, and so-called parabnormals, to seek safety in numbers. His first known appearance outside of the Forsaken's Coney Island lair was in Philadelphia, when Seraph drove off several normals tormenting Jimmy the Geek, a paranormal who gained his powers after the Black Event, a parability that enlarged his ears considerably. Joining Jimmy the Geek as he attended the Pitt-Aid concert, Seraph quickly came into conflict with Justice, a paranormal vigilante he'd heard about through the underground. Watching him from afar, Seraph attacked Justice when he menaced Jimmy for pestering his daughter. The two then fought in the midst of the Pitt-Aid throng, ultimately causing a stampede of concertgoers. As the police approached the two dueling paranormals, Seraph melted into the crowd, leaving Justice to the mercy of the Philadelphia police department - such as it was. Seraph continued his journeys across the country after this, helping many more paranormals in distress to find their way to the Forsaken's home. This all changed, however, when several investigators from the National Security Council came looking into the Forsaken's activities. When they were captured, Seraph was on hand when Judge Mental put them on trial for their ostensible crimes against the group. This was interrupted by the one and only Captain Brooklyn, however, who had arrived to rescue the government operatives from the Forsaken's clutches. Though the costumed hero possessed super strength and steel-hard skin, Seraph was nonetheless able to fatally wound him with his scythe. While reeling from this assault, Seraph crammed a grenade into his mouth, watching it pulp Brooklyn's insides against his skin when it detonated. Soon after, Justice arrived at Coney Island while searching for his missing compatriots, accompanied by his daughter. They were quickly taken prisoner by the Forsaken, and when Judge Mental confronted Justice and blocked his powers, Justice simply shot the Forsaken's ringleader. Infuriated, Seraph tried to kill Justice, and came quite close to doing so as the two battled once more. Using his own powers against him, however, Justice ultimately beat Seraph, causing him to fall from Coney Island's still functioning Wonder Wheel... to his death. Chronology: Justice # 20, Justice # 31, Justice # 32.