Early Access Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already figured into her modifications and other stats.
The head of an elite group of assassins, Wrath wants to save the world by killing any person who impedes her vision of perfection—which turns out to be most people. In addition to being one of the most accomplished martial artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal mastermind whose assassins are just one layer of the organization she controls.
Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery, leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist, she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength, and longevity.
Wrath is content to let her $assassins$ (and mobsters, lawyers, and politicians) accomplish many of her goals, though she relishes being present when particularly important adversaries are brought down.
Assassin of Wrath: level 4, stealth as level 7
Motive: Save the world
Environment: Anywhere wrongs (to Wrath’s way of thinking) must be righted
Health: 36
Damage Inflicted: Major wound
Armor: 1
Movement: Short
Modifications: Dodge, attacks, and stealth as level 8
Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. As her action she can make two melee attacks.
Thanks to the influence of the Demon, Wrath regains 3 health each round, even if reduced to 0 health. The only way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of the Demon on her back.
Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually amenable to negotiating because she can anticipate the agenda of others and usually gain far more for herself in the end. However, she is not one to betray her word.
Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath’s larger organization, and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 manifest cyphers, and possibly one or two artifacts.
GM Intrusion: Wrath calls for a group of assassins waiting in the wings to surround the PCs and demand their surrender.
Against mid-rank superheroes, increase her health to 50, increase her Armor to 4, and ease her attacks; increase her assassins’ levels to 5. Against high-rank superheroes, increase her health to 75, increase her Armor to 6, and ease her attacks and defenses; increase her assassins’ levels to 6 and give them Armor 2.