Sage
Tessa Karisik
Psionics
I have always optimized for survival. Charles taught me there were variables worth sacrificing it for. Surprising as it may be, I find that conclusion... inconveniently difficult to dispute.
Tessa had lost much of her innocence before arriving at the Xavier School. She did what other X-Men couldn't, sacrificing much for mutantkind while believing herself too tainted to share in the dream she fought for. Now, Sage finds herself in the unlikely position of shepherding younger generations, realizing Charles had always wanted more than darkness for her.
Feature Character
Identity
- Nationality
- Latverian / Krakoan
- Birthplace
- Latveria, Europe
- Apparent Age
- 32
- Gender
- Female
- Height
- 170 cm (5'7") (M)
- Eyes / Hair
- Blue / Black
- Marital
- Single
- Training
- Xavier School
- Generation
- First Generation
- Teams
- —
- Played by
- Julia Voth
Plasticity
Plasticity 0
No Plasticity Bonds yet.
Attributes
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.
16
+3
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.
14
+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.
16
+3
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.
18
+4
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.
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
Assault
Assault
Attack
✦
With a precise understanding of her target's patterns, she brutalizes them at close range.
Speed 5 + Agility
Reach Adjacent
Damage 3 (Concussive)
Base Attribute Intellect
Spends all Data, Multi-Hit
Kill Switch
Kill Switch
Attack
✦
She knows exactly where the X-Gene answers the body - and how to turn it off for a moment.
Cost 1 Data
Speed 5 + Agility
Reach Adjacent
Damage 5 (Concussive)
Base Attribute Intellect
Fortitude Save, Powerless
Assess
Assess
Protection
✦
Tessa looks at someone for one second and knows everything worth knowing about them.
Speed 6 + Perception
Reach 4 Hexes
Target Another Ally
Data 2, Exposed
Blueprint
Blueprint
Protection
✦
A battle plan, drawn up in the time it takes everyone else to blink, and shared with the team.
Cost 1 Data
Speed 6 + Perception
Target Team
Stoked, Battle Plan
Firewall
Firewall
Protection
✦
Tessa locks her mind down and reroutes whatever tries to get in back to where it came from.
Cost 1 Stamina
Speed 9 + Perception
Target Self
Instant, Firewall, Data 1
Reboot
Reboot
Protection
✦
Tessa runs the system check, finds the fault and restarts it. Works on others.
Speed 9 + Perception
Reach Adjacent
Instant, Cleanse, Revive
Takedown
Takedown
Defense
✦
Tessa has already worked out where the blow is going. She is simply there first, and uses the power it against her attacker.
Speed 7 + Agility
Stops Melee
Effect Turns it aside
Counter, Knockdown, Data 1
Health • Stamina • Saving Throws
Health
49 / 49
Stamina
5 / 5
Reflex +1
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 +1 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 +1 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 0
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.