Alicia Connor is the daughter of Derek Connor, an international mercenary, and an unknown mother. She spent her childhood and young adulthood in the Philippines, learning the mercenary trade while in the care of her famous (or infamous) father, an irregular asset often hired by the Huk for high-profile insurgent actions against the Nipponese occupiers.
Alicia had inherited her father's talents as an adept, and was, by her teenaged years, a deadly martial artist and knife-fighter, with a preference for a pairing of deadly wavy-bladed kris knives. The arts she studied, at her own interest and with her father's support, were brutal and efficient, complementing her cold and businesslike nature.
Her father eventually retired, after an injury that left him with a permanent limp and a certainty that he'd reached too venerable an age to continue the dangerous exploits of his youth. Marrying a local woman, he began a small security consulting business in Manila. Alicia, now a mercenary and shadowrunner with her own hard-earned reputation, continued sporadic work for the Huk insurgents.
Recruited in the late 2040s by Slate, himself a mercenary who was in the process of building a network of talented operatives as part of a private organization, she began working on the other side of the Pacific rim, operating in Seattle and Los Angeles. She rose fairly high in the ranks of Slate's shadow organization, though leadership roles never suited her skills or personality.
After a brief period of inactivity as she adapted to the effects of SURGE, in 2059, Alicia resumed her trade with renewed vigor. Approaching her third decade, she is among the most lethal close-combat specialists in the world.
Her power as an adept is exceptional, though her outlook toward her abilities is more practical than mystical. Though her training and powers focus on edged weapons, she carries and is proficient in the use of a semiautomatic pistol.
Alicia is tall and rail-thin, with dirty blond hair pulled back in a ponytail. Her slightly tan skin tone and the shape of her brown eyes are hallmarks of her quarter-Philippine heritage. Alicia speaks rarely and does not mince words, her voice carrying the roughness of a woman with a fondness for whiskey, who has chain-smoked since she was a teenager. She does not cough, though she almost always clears her thoat before speaking.
Not terribly attractive by anyone's standards, her stern and intimidating mannerisms keep her distanced from even those she works with regularly. She dresses in dark brown or black leather pants and jackets, along with white or gray tank-tops. Alicia favors lower-class establishments, typically ones frequented by bikers.
Since her run-in with SURGE, she has kept much more to herself. After the advent of SURGE, Alicia's appearance underwent a dramatic transformation. She developed a snakelike scaly layer on her epidermis, slitted pupils, and sharpend fanglike canines, complete with venom sacs. She is now also permanently attuned to the astral plane, and possesses the ability to secrete a neurotoxic contact poison, capable of inducing paralysis, at will.
She makes little effort to hide her changed appearance, though she has taken to wearing sunglasses to conceal her unusual pupil shape. After a few incidents involving impolite patrons, she is rarely troubled at the bars she frequents. Anyone calling negative attention to her SURGE traits does so at their own peril.
Body: 5 Quickness: 7 Strength: 6 Charisma: 2 Intelligence: 6 Willpower: 5 Essence: 6.0 Bio Index: 0.0 Essence Index: 0.0 Magic: 14 Reaction: 6(10) Initiative: 10(+3d6)
Astral: 8 Combat: 9 Karma: 23
Athletics: 6(10) Biotech: 2 First Aid: 4 Bike: 5 Car: 3 Centering: 6 Edged Weapons: 6(12) Kris Knife: 8(14) Edged Weapons(B/R): 4 Etiquette: 2 Intimidation: 5 Pistols: 6 Pentjak-Silat: 9(16) Small Unit Tactics: 4 Stealth: 6 Thrown Weapons: 6 Knives: 8
Martial Arts: 6 Mercenary Groups: 4 Katas: 6 Rebel Groups: 3 The Huk: 5
English: 5 English(R/W): 2 Japanese: 2 Japanese(R/W): 1 Malay: 4 Malay(R/W): 2 Spanish: 3 Spanish(R/W): 1
Pentjak-Silat(Rating 8) Blind Fighting Whirling Whirling(Edged Weapons) Sweep
Adept Powers(18 Power Points):
Improved Ability(Athletics)(Rating 4) Improved Ability(Edged Weapons)(Rating 6) Improved Ability(Pentjak-Silat)(Rating 7) Improved Balance(Rating 1) Improved Reflexes(Rating 2) Improved Physical Senses Flare Compensation Low-Light Vision Killing Hands(M) Missile Mastery Missile Parry Pain Resistance(Rating 3) Quickdraw Wallrunning
Metamagic(Grade 8 Initiate):
Attuning Centering Centering(Melee Combat) Centering(Ranged Combat) Empowering(Improved Reflexes)* Empowering(Pain Resistance)* Masking Precognition*
Ambidexterity(Rating 4) Aptitude(Pentjak Silat) Double-Jointed
Compulsion(Addiction, Nicotine) Vindictive
Fangs Paralyzing Touch(as critter power) Venom(bite)
Dual-Natured Scaled Skin Strange Eyes(Slitted)
Balanced Throwing Knives(Dikote Treated)(30) BMW Blitzen 2050 Colt Mahunter Forearm Guards(+0/+1) Real Leather Clothing(0/2) Secure Jacket(5/3) (2)Weapon Foci(Kris Knives)(Force 4)
Precognition is a divination-related metamagic which provides certain benefits due to split-second intuitive insight into the future, rather than a more detailed but abstract insight provided by divination. Empowering is a metamagic that allows the adept to add 1 PP worth of enhancement to an existing power, raising its rating by a value commensurate with 1 additional PP spent towards the power in question. Empowering may not be used to raise a power beyond its limits as defined by the rules.