S AMUS ARA NBorn on Earth colony K-2L, Samus as orphaned after Space Pirates raided the colony. Samus was then raised by the Chozo, bird-like aliens with ancient wisdom and incredible technology. She spent some time working for the Galactic Federation’s police force, but eventually struck out on her own to become a bounty hunter. With an advanced Power Suit and otherworldly experience, Samus Aran has achieved goals and taken down villains the rest of the universe thought impossible--including dealing with the likes of Metroids and X-Parasites. With the new, amalgamated universe sprawled out in front of her, Samus wants to continue keeping it safe from biological weapons and the sort of ruthless slavers that killed her parents.CHECKSRoll 3d10and take the highest result for checks involving general mechanical or electrical knowledge, checks involving police or military conduct and regulations, and checks for adapting to alien cultures.Roll 2d10 and take the highest result for attack checks made with ranged energy weapons or explosives, defense checks against energy-based attacks, checks involving athletics or acrobatics, checks to hack or repair electronics (including locks and security systems), checks to gather information, checks to track someone, checks to navigate a labyrinth or in outer space, and checks to pilot, repair, navigate or help run a ship.Roll 1d10 for anything else.XPWhen your narrow, undeterrable focus on dealing with a target causes tensions with your party or leads you into trouble, gain 1 XP.When you get revenge and do something heroic at the same time, gain 3 XP.When you think an enemy is dead or a group is defeated but it turns out you have unfinished business, gain 5 XP.YOU BEGIN WITHVaria Suit:You wear advanced and heavily modified armor designed by the Chozo. You are immune to the effects of extreme heat and cold (though not damage from Fire or Cold based attacks). You have gravity balancing systems that let you move and maintain stable footing regardless of gravity, even underwater. Going with that, your suit has oxygen supplying features that allow you to survive indefinitely in airless environments. The suit filters out toxins in the air, rendering you immune to Poisonstatus if it isn’t induced by damage. Lastly, your suit is equipped with a configurable Arm Cannon, which by default fires condensed balls of energy. You can turn the suit “on” or “off” as a main action; it disappears or reappears in a flash of light. However, you lose access to your abilities when the suit is “down.”LEVEL UP CHOICESAugmented Strength: Your suit grants you immense strength. You may may lift an object regardless of its weight, or automatically succeed on any test of strength or similar physical feat (even if you’ve already rolled for it). After you use this ability, roll 1d10; on a 1-5, shut this ability off.Charge Beam: Your Arm Cannon’s default option has been upgraded. If you take no side actions during your turn (aside from moving), you may roll 3d10 and take the highest result on attack checks with your normal beam instead of the usual 2d10.Grapple Beam: You can fire a 30 foot tethering energy line from your Arm Cannon. This can be used as a side action to pull small objects to you, to pull an enemy up to 15 feet toward you, or to grapple yourself toward larger objects in an instant. You can also give or take energy via your tether; if you use the Grapple Beam to attack, you can force electricity through the line, gaining +2 against enemies weak to Electricity. You can siphon energy via the grapple, recovering in HP whatever damage you deal with the tether--however, this shuts the ability down.Ice Beam: You can modify the blasts from your Arm Cannon to deal Cold damage, gaining a +2 bonus against enemies weak to Cold (but a -2 against enemies that aren’t). If you roll a 10 on an attack check with the Ice Beam, you also inflict Freezing status. You may also choose to inflict Freezing without rolling a 10, but this shuts the Ice Beam down.Morph Ball: Using bizarre Chozo technology, you are able to tuck your entire body into a sphere about two and a half feet in diameter. You travel by rolling in this state, and thanks to some slight tweaks, you are able to roll straight up walls and along ceilings. You can scale even the flattest surfaces at the same speed you normally move. Turning into the Morph Ball or back is a side action; while in the Morph Ball form, you cannot access your other abilities. While in the Morph Ball form, you are able to deploy small, round explosives to attack--the explosion is fairly contained, but because you are immune to the damage from it, you can use it to propel your Morph Ball form into the air.Reserve Tank: Your suit carries emergency energy in the event that the suit’s main shielding is depleted. When you reach 0 HP, roll 2d10 and recover the higher outcome as HP. Shut this ability down after use.Screw Attack: One of the most powerful functions of your Varia Suit, the Screw Attack allows you to vent energy from key points on your suit while somersaulting through the air. In short, it turns you into a buzzsaw of focused energy. You may roll 2d10 and take the higher on melee attack checks. When you use the Screw Attack against airborne foes, you gain a +2 bonus on the attack check. Lastly, you can use the Screw Attack to awkwardly fly--you are technically capable of somersaulting forever, though it’s not very graceful in action. You can “fly” about half as fast as you normally move in combat.Super Missile: You carry a stock of Super Missiles, which deal a contained explosion and high damage upon impact. When you use the Super Missile, treat the enemy’s defense as though it were 2 lower against this, and the next attack made against the same target (by anyone). If you roll a 6 or higher on the attack check, shut this ability down. You must have this ability to take the next one:Seeker Missiles: An upgrade to your Super Missiles, you may lock on and fire Super Missiles at multiple enemies simultaneously, with the Missiles homing in on their respective targets. You may make an attack against up to 5 different targets as a main action, with the same benefits as the normal Super Missile attack against each. However, shut this AND Super Missile down after using Seeker Missiles. You cannot use Seeker Missiles if Super Missile has already been shut down.Visor Upgrade: You have a heavily upgraded visor, allowing you to see in thermal vision and soundwaves,. You also have an X-Ray upgrade to your visor, allowing you to see a short distance through solid objects. Aside from allowing you to see hidden passageways, invisible enemies and through most technology-based illusions (holograms, etc), this makes you immune to Blind status. Finally, your visor has a scan function; this grants you a +2 bonus on any checks to recognize or understand creatures, technology, locations, and visible phenomena.