Valerie Vector, known as Voyager, is the daughter of the Grandmaster, gifted with the ability to bend space, manipulate memories, and traverse the cosmos. Introduced as a “lost Avenger,” it was eventually revealed that her history with Earth’s Mightiest Heroes had been artificially implanted into the minds of nearly everyone on Earth. Despite the deception, Voyager chose to become a genuine hero, seeking to earn through her actions the place among the Avengers that she once possessed only through illusion.
Solo d8, Buddy d6, Team d10
The Avenger Who Never Was, Daughter of the Grandmaster, Seeking a Place She Actually Earned
Teleportation d12, Flight d8, Time Travel d10, Spatial Awareness d10, Cosmic Durability d8
SFX: Everywhere at Once. Add a d6 and keep an additional effect die when using Teleportation to move multiple allies, civilians, or enemies.
SFX: Impossible Angle. On an attack using Teleportation, step up or double Teleportation. Remove the highest rolling die and gain 1 PP.
SFX: Far Shore Passage. Spend 1 PP to teleport yourself and others to or from an impossible, cosmic, or metaphysical location.
SFX: Vanishing Rescue. Spend 1 PP to take physical stress intended for a nearby ally, then immediately move that ally out of danger.
Limit: Quantum Exhaustion. Shutdown Teleportation or Time Travel and gain 1 PP. Recover during a Transition Scene or by activating an opportunity.
Memory Manipulation d10, Psychic Influence d8, Illusions d8
SFX: I Was Always There. When creating a false-memory asset or complication, add a d6 and step up your effect die.
SFX: Rewritten History. Spend 1 PP to create a scene distinction based on altered memories, such as Old Friend of the Avengers or You Remember Me Differently.
SFX: Emotional Anchor. When helping an ally recover emotional or mental stress, add Memory Manipulation to the recovery roll.
Limit: The Truth Breaks Through. When someone exposes or proves your memory alterations, shutdown MEMORY-WOVEN LEGACY and gain 1 PP. Recover during a Transition Scene.
Limit: Organic Minds Only. Memory Manipulation cannot affect synthetic minds, machines, or beings without conventional memory structures.
Cosmic Expert d10, Covert Expert d8, Menace Expert d8, Psych Expert d10, Vehicle Expert d8
1 XP when you reference your false history as an Avenger or are confronted by someone who doubts your place among heroes.
3 XP when you choose honesty over the easier path of memory manipulation.
10 XP when you either accept a permanent place among Earth’s heroes or leave them behind because you still believe you haven’t earned it.
1 XP when you recognize a contest, wager, trap, or cosmic game before anyone else does.
3 XP when you defy the Grandmaster, the Elders, or another cosmic manipulator.
10 XP when you either reject your father’s legacy completely or use his methods to win a greater heroic victory.