Catseye
Sharon Smith
Ferals
If you did not want me to joyride and crash your car, you shouldn't have left it all abandoned in the garage. By the way, if anyone used up all your shampoo it wasn't me.
Abandoned as a child, Sharon spent her earliest years living as a stray cat, fending for herself on the streets. Raised by Emma Frost, she has since blossomed into a cunning and deadly reprobate whose formidable intellect and sharp instincts are abused in the pursuit of her own whims. Her friends' whims, too. Occasionally. [Insert cat pun here.]
Feature Character
Identity
- Nationality
- American
- Birthplace
- Boston, Massachusetts, USA
- Apparent Age
- 26
- Gender
- Female
- Height
- 170 cm (5'7") (M)
- Eyes / Hair
- Yellow / Blonde
- Marital
- Single
- Training
- Snow Valley Academy
- Generation
- Second Generation
- Teams
- —
- Played by
- Imogen Poots
Plasticity
Plasticity 0
III
0/60 to next
Their Level III
Descriptor Alpha Girls
Marie-Ange
Alpha Girls
She reads the future. I just make sure it goes our way.
Mind Palace • (Habituation Perk) • (Psionics)
Always having visitors in your head forces you to keep the place tidy.
Gain: +3 on Willpower saves to resist telepathic powers.
Telepathic Chatter • (Habituation Perk) • (Psionics)
You're getting used to having voices in your head, always warning you of thigns. No, it isn't weird, promise!
Gain: You always keep the best Sensorial check between yourself and your bond.
The Black Bug Room • (Habituation Perk) • (Psionics)
You have seen - or was made to see - some unsettling stuff in your own head. You know how nasty telepathy gets.
Gain: Decrease Telepathic damage from Lethal to Mild.
III
0/60 to next
Their Level III
Descriptor Alpha Girls
Jennifer
Alpha Girls
She brings the luck, I bring the claws.
Attributes
Physiology: Feral Morphotype γ
Feral Morphotype γ is the lithe, solitary counterpart to the heavier Feral expressions. Where others are built to absorb punishment and close ground in packs, γ individuals survive by avoiding danger: a lighter frame, a flexible spine, and fast-twitch musculature capable of explosive acceleration from a standstill. Their tissue regeneration is real but modest, closing shallow wounds over minutes rather than seconds.
The γ sensorium is tuned for ambush rather than pursuit. Low-light vision, acute hearing and a heightened sensitivity to motion let them read a room before entering it, and their threat responses favor evasion, misdirection and the sudden decisive strike over sustained confrontation. Behaviorally they tend to be curious, territorial and independent - poorly suited to rigid hierarchies, and inclined to work alone. Under heavy stimulation the morphotype's arousal response escalates quickly: excitement, pain and the momentum of a fight feed one another, and an individual pushed past that threshold may lose deliberate control to a burst of frenzied, indiscriminate aggression before the crash that follows.Phenotype: Ferals
Hit Die: d10✦Agility: +4
Endurance: -2
Perception: +2✦Regeneration: +1
The γ sensorium is tuned for ambush rather than pursuit. Low-light vision, acute hearing and a heightened sensitivity to motion let them read a room before entering it, and their threat responses favor evasion, misdirection and the sudden decisive strike over sustained confrontation. Behaviorally they tend to be curious, territorial and independent - poorly suited to rigid hierarchies, and inclined to work alone. Under heavy stimulation the morphotype's arousal response escalates quickly: excitement, pain and the momentum of a fight feed one another, and an individual pushed past that threshold may lose deliberate control to a burst of frenzied, indiscriminate aggression before the crash that follows.Phenotype: Ferals
Hit Die: d10✦Agility: +4
Endurance: -2
Perception: +2✦Regeneration: +1
Agility
Represents coordination, reflexes, and grace in motion. A high AGI allows a character to dodge attacks, move with precision, and perform acrobatic feats that others can’t. It governs balance, speed, and manual dexterity.
Base: 16
Feral Morphotype γ: +4
Total: 20 20 +5 Added to every roll made with Agility: a bonus when positive, a penalty when negative.
Base: 16
Feral Morphotype γ: +4
Total: 20 20 +5 Added to every roll made with Agility: a bonus when positive, a penalty when negative.
Brawn
Measures raw physical strength and muscle power. It determines how hard a character can hit, how much they can lift, and how forcefully they can exert themselves. Essential for melee combat and physical feats of might.
15
+2
Added to every roll made with Brawn: a bonus when positive, a penalty when negative.
Endurance
Reflects stamina, toughness, and resistance to physical harm. END governs how long a character can exert themselves without tiring, how well they resist injury, and how quickly they recover from strain.
Base: 14
Feral Morphotype γ: -2
Total: 12 12 +1 Added to every roll made with Endurance: a bonus when positive, a penalty when negative.
Base: 14
Feral Morphotype γ: -2
Total: 12 12 +1 Added to every roll made with Endurance: a bonus when positive, a penalty when negative.
Intellect
Measures analytical ability, reasoning, and problem-solving skills. A high INT allows a character to recall information, process complex ideas, and outthink their opponents in high-pressure situations.
16
+3
Added to every roll made with Intellect: a bonus when positive, a penalty when negative.
Perception
Represents awareness of surroundings and attention to detail. It affects spotting hidden dangers, tracking subtle movements, and noticing small clues that others might overlook.
Base: 16
Feral Morphotype γ: +2
Total: 18 18 +4 Added to every roll made with Perception: a bonus when positive, a penalty when negative.
Base: 16
Feral Morphotype γ: +2
Total: 18 18 +4 Added to every roll made with Perception: a bonus when positive, a penalty when negative.
Skills
Athletics
BRN
0
Brawling
AGI
0
Firearms
PER
0
Investigation
PER
0
Meditation
INT
0
Melee
AGI
0
Shields
AGI
0
Strategy
INT
0
Moves
Cat Scratch
Cat Scratch
Attack
✦
A quick rake of the claws, in and out before they can answer.
Speed 5 + Agility
Reach Adjacent
Damage 2 (Slashing)
Base Attribute Agility
On-Hit Overstimulation
Overstimulation +1
Give Me Your Face!
Give Me Your Face!
Attack
✦
Everything she has wound up, unloaded at once into one target's face.
Speed 2 + Agility
Reach Adjacent
Damage 3 (Slashing)
Base Attribute Agility
Spends All Overstimulation
Bonus Dice +2 per Overstimulation
Overstimulation
Tumble Terror
Tumble Terror
Attack
✦
She rolls, springs and lands claws-first on them from three hexes out.
Speed 3 + Agility
Reach Leap 3
Damage 4 (Slashing)
Base Attribute Agility
On-Hit Overstimulation
Overstimulation +1
Hiss
Hiss
Attack
✦
Ears flat, back arched. It is more unsettling than it has any right to be.
Speed 7 + Perception
Reach 2 Hexes
Cat Only, Slow 1
Pounce
Pounce
Attack
✦
Small, purple, and suddenly on your face.
Speed 6 + Agility
Reach Leap 3
Damage 2
Base Attribute Agility
On-Hit Overstimulation
Cat Only, Exposed, Overstimulation +1
Underfoot
Underfoot
Attack
✦
Everyone trips over the cat eventually.
Speed 7 + Agility
Reach Adjacent
Damage 1
Base Attribute Agility
Cat Only, Knockdown
Primal Roar
Primal Roar
Attack
✦
Something very old and very hungry, out of a teenage girl's throat.
Cost 1 Stamina
Speed 5 + Perception
Reach Cone 3
Target Wave
Werecat Only, Fear, Willpower Save, Cooldown 3
Rending Sweep
Rending Sweep
Attack
✦
A full turn with every claw out.
Speed 4 + Agility
Reach Radius 1
Damage 4
Base Attribute Agility
Target Wave
On-Hit Overstimulation
Werecat Only, Lacerating, Overstimulation +1
Bye, Felicia
Bye, Felicia
Defense
✦
Not today. She is somewhere else before the shot arrives.
Cost 1 Stamina
Speed 6 + Agility
Stops Melee, Ranged
Perfect Defense, Dodge
Cat Form
Cat Form
Transformation
✦
Sharon goes small: a purple housecat with eyes that are a little too knowing.
Speed 9 + Perception
Duration Toggle
Grants HissPounceUnderfoot
Instant, Cat Form
Werecat Form
Werecat Form
Transformation
✦
Sharon goes big: a purple panther that walks like a woman.
Cost 1 Stamina
Speed 8 + Perception
Duration Toggle
Grants Primal RoarRending Sweep
Instant, Werecat Form
Health • Stamina • Saving Throws
Health
54 / 54
Stamina
5 / 5
Reflex +2
Your ability to dodge area attacks and the like.
Agility Bonus + Bonuses Fortitude -1 Your resistance to threats like poison or disease.
Endurance Bonus + Bonuses Willpower +0 Your resistance to mental influence and domination.
Intellect Bonus + Bonuses
Agility Bonus + Bonuses Fortitude -1 Your resistance to threats like poison or disease.
Endurance Bonus + Bonuses Willpower +0 Your resistance to mental influence and domination.
Intellect Bonus + Bonuses
Damage Reduction 0
Every hit taken is reduced by this much before it touches Health.
Regeneration 1
The amount of Health restored per turn in combat and outside of it.
Nature
Mutant
Born with the X-gene. Vulnerable to mutant-only effects.
CLICK TO ENTER
Mosaics
Blood and Bone
Dr. Alia Gregor was a Soviet geneticist whose scientific outlook was shaped by the rigorous, materialist traditions of Soviet research. In her 1992 book Blood and Bone, she examined human-mutant relations through the ecological principle of competitive exclusion, arguing that their overlapping needs and radically different capabilities could produce conflict even without hatred or prejudice. Following the Genoshan Genocide, her research revealed that mutantkind was recovering far faster than expected. Presenting her findings in Geneva in 1996, Gregor warned that mutants could become Earth's dominant species within twenty years, arguing that humanity needed to establish the conditions for coexistence before it was too late. Though she remained committed to scientific objectivity and rejected the idea that biological difference implied moral inferiority, her conclusions placed her research at the center of an increasingly urgent debate over humanity's future.
5/5
House of A: Chamber
No summary written yet.
4/4
House of H: Roulette
They know her as the Hellionest of Them All: Roulette, the Bitch Queen of Snow Valley. Very few people know Jennifer Stavros beyond what she chooses to show them, and that is precisely how she likes it.
5/5
House of H: Tarot
No summary written yet.
5/5
House of H: X-23
No summary written yet.
7/7
House of X: Phoenix
Jean Grey is one of the Original X-Men, and while many know of her deeds very few know the trials and tribulations she has been through. This is her story.
5/5
The Many Lives of Lady Grey
Lady Grey is both a lie and an ugly truth. British noble, sadistic murderer, mind construct, instrument of abuse, and Black Queen of the Hellfire Club. She is long dead and yet she lives still. This is the story of what's left of her say in the matter, one burn at a time.
5/5
The Phoenix Force
The Phoenix Force is fire incarnate and it is inextricably bound to Mutantkind. Perhaps it always was. It is at the heart of Regenesis, forging a second chance for a people on the brink. To some, its akin to a mutant god; to others, a curse of ash and ruin. These are its secrets.
3/3
The Seeds of Krakoa
Following the Genoshan Genocide and Magneto's death, Professor Charles Xavier withdrew from the X-Men, consumed by the question of how mutantkind could survive in a world that had repeatedly failed it. His search led him back to Krakoa, the living island he and Magneto had once misunderstood, where he discovered the potential for a new relationship between mutants and their living homeland. Through Akorak, a chimera born from Krakoa and the X-Men captured in 1983, the X-Men discovered six extraordinary flowers. Beneath the island, they also found the Hatchery, where Krakoa could assist with bringing the Genoshan dead back to life. Together, these discoveries embodied Charles's final vision: a mutant nation built not merely on strength or the hope of human acceptance, but on symbiosis, self-determination, and the possibility of restoring what had been lost.
6/6
Blood and Bone
5/5 Fragments • Complete
Dr. Alia Gregor was a Soviet geneticist whose scientific outlook was shaped by the rigorous, materialist traditions of Soviet research. In her 1992 book Blood and Bone, she examined human-mutant relations through the ecological principle of competitive exclusion, arguing that their overlapping needs and radically different capabilities could produce conflict even without hatred or prejudice. Following the Genoshan Genocide, her research revealed that mutantkind was recovering far faster than expected. Presenting her findings in Geneva in 1996, Gregor warned that mutants could become Earth's dominant species within twenty years, arguing that humanity needed to establish the conditions for coexistence before it was too late. Though she remained committed to scientific objectivity and rejected the idea that biological difference implied moral inferiority, her conclusions placed her research at the center of an increasingly urgent debate over humanity's future.
House of A: Chamber
4/4 Fragments • Complete
No summary written yet.
House of H: Roulette
5/5 Fragments • Complete
They know her as the Hellionest of Them All: Roulette, the Bitch Queen of Snow Valley. Very few people know Jennifer Stavros beyond what she chooses to show them, and that is precisely how she likes it.
House of H: Tarot
5/5 Fragments • Complete
No summary written yet.
House of H: X-23
7/7 Fragments • Complete
No summary written yet.
House of X: Phoenix
5/5 Fragments • Complete
Jean Grey is one of the Original X-Men, and while many know of her deeds very few know the trials and tribulations she has been through. This is her story.
The Many Lives of Lady Grey
5/5 Fragments • Complete
Lady Grey is both a lie and an ugly truth. British noble, sadistic murderer, mind construct, instrument of abuse, and Black Queen of the Hellfire Club. She is long dead and yet she lives still. This is the story of what's left of her say in the matter, one burn at a time.
The Phoenix Force
3/3 Fragments • Complete
The Phoenix Force is fire incarnate and it is inextricably bound to Mutantkind. Perhaps it always was. It is at the heart of Regenesis, forging a second chance for a people on the brink. To some, its akin to a mutant god; to others, a curse of ash and ruin. These are its secrets.
The Seeds of Krakoa
6/6 Fragments • Complete
Following the Genoshan Genocide and Magneto's death, Professor Charles Xavier withdrew from the X-Men, consumed by the question of how mutantkind could survive in a world that had repeatedly failed it. His search led him back to Krakoa, the living island he and Magneto had once misunderstood, where he discovered the potential for a new relationship between mutants and their living homeland. Through Akorak, a chimera born from Krakoa and the X-Men captured in 1983, the X-Men discovered six extraordinary flowers. Beneath the island, they also found the Hatchery, where Krakoa could assist with bringing the Genoshan dead back to life. Together, these discoveries embodied Charles's final vision: a mutant nation built not merely on strength or the hope of human acceptance, but on symbiosis, self-determination, and the possibility of restoring what had been lost.
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