Thera

Thera Foreman (Gang Star – the Demon of Sector 9)

Bio

Age: 13

Height: 5’2″

Likes: Sports, Chewing Gum, Successful Planning

Dislikes: Authority

Dreams: Travel the vast sea of stars

Secret: Has saved enough credits on her fake ID card to pay for one person’s tuition at an Overcity school and give them a chance at a better life. Hasn’t decided who should get to go.

Thera’s parents and siblings lost their lives in an airship accident outside the city of Modos ten years ago. She doesn’t care much for the Gods. After all, if they’re so mighty, why didn’t they save her family? She can remember seeing the natural sun and sky for the last time then, before being brought to Modos. She grew up at St. Emilia’s Orphanage in Sector 9 and came to be respected by her peers. She formed a gang of miscreants from the orphanage looking to survive and perhaps even get ahead in life, and they’ve become like family. The gang caught the attention of Carmine Fiore, the top crime lord in Sector 9, who allows them a degree of freedom in exchange for help moving the cogs of his various enterprises. Rival gangs have started calling her “the Demon of Sector 9” based on her fiendish appearance and a particularly successful streak of busted kneecaps. There are pink bats (the animal) printed all over her aluminum bat.

Appearance

Pale rosy skin with moderate patches of red and gold scales around her wrists, elbows, knees, ankles, the sides of her neck, the back of her hands, and the top of her feet; short blood-red hair; pink eyes; pointed ears; elongated canine teeth; small dark red impish horns that curve forward; a smooth red tail with an arrowhead-like tip.

Wears a dark brown leather jacket unbuttoned over an untucked white cotton button-down shirt and loosely-tied red tie, a gold chain necklace featuring the golden letters “TF” combined, dark blue denim pants, dark brown leather belt with a gold buckle, brown leather dress shoes, and shaded eyeglasses.

Abilities

Weapon Mastery (Bats)

Believe It

You refuse to accept the use of strength or dexterity for physical endeavors and insist on using charisma instead. For STR/DEX/CON saving throws and skills, Initiative, melee/ranged attacks and damage, and calculating HP, use CHA modifier instead of the relevant physical stat.

Limit Break: All Out of Gum

You gain priority in Initiative Order. You gain temporary HP equal to your Charisma Score. Make a melee attack and add your Charisma Score to the attack and damage rolls. After making the attack, your speed becomes 0 until the end of your next turn. Targets of your choice within 120 feet of you that can see or hear you may move up to their speed without provoking opportunity attacks.