As with her time as a thief in Dublin, Alani found life with the IRA to be lacking. She didn’t like Belfast, didn’t care much about the English, Protestants, or Catholics, and found it hard to identify with the IRA’s ideology. So, once again, she jumped ship, this time to work with the infamous Doctor Ganss. A brilliant scientist dedicated to unlocking the source of metahuman powers, Ganss was well-known among the various criminal factions of the world for his working in imbuing people with metahuman capabilities. He tended to recruit from the so-called criminal element for two reasons: one, his methods were somewhat unethical; and two, the process was rather expensive, meaning anyone granted superhuman powers by Ganss had to work off their debt by doing his bidding for a time. For Alani, this seemed a small price to pay and she gladly signed up.
After a short physical examination showed Alani had the kind of physique Ganss was looking for (apparently growing up on a farm was good for something), she was taken to his lab. One body-wrenching stay in Ganss’s so-called Übermensch Machine later, and Alani found herself transformed into a full-blown metahuman, with superhuman levels of strength, endurance, and durability, not to mention the power of blasting things apart with beams of concussive force. Dubbed “Plastinex” by Ganss, Alani was quickly made one of the doctor’s field agents. After spending the required time working for the (let’s be honest, not-so-) good doctor, Alani went solo, hiring herself out to whomever could pay her fees, regardless of their aims or ideology.
Personality/Motivation: What Plastinex wants, more than anything else, is to make that one big score, settle down, and retire. Of course, as is typical for people in her line for work, much of the money she does acquire usually ends up going straight to Doctor Ganss (she’s still paying off his fee) or is used to set up a new job. Thus, Plastinex is caught in a vicious cycle of sorts, where no matter what she does, or how much money she pulls in, it’s never enough. On the other hand, her superhuman physiology has given her powers and abilities beyond her wildest dreams, and right now the life of a costumed mercenary is far more exciting than life on the farm.For all of her power, Plastinex is surprisingly amoral in her views. Unlike many granted metahuman capabilities, she doesn’t think herself self as any different than the rest of humanity, and isn’t interested in arguments based on race, religion, origin, creed, or anything else. What she is interested in, as mentioned before, is money. That, and occasionally getting the chance to blast things into bits and pieces, because really... what’s the point of having metahuman powers and abilities if you don’t use them from time to time?
Quote: “Give me a few minutes alone with my Emerald Ire and I’ll soften ‘em up for ye.” Powers/Tactics: In combat, Plastinex’s tactics are simple and to the point. She blasts a target until it goes down, and then looks for a new one. Normally, she uses her Effortless Energy Blast to start out with, often firing two or three as part of a Multiple Power Attack. Tougher targets get the Piercing Emerald Energy attack, while her basic Emerald Energy blast is either used against soft (i.e. low DEF) targets or is spread in order to affect large areas or groups. Aside from her ranged blasts, Plastinex can surround herself with a storm of energy (useful for getting rid of a crowd), can deliver damaging punches by releasing a burst of energy with each strike, and can project a blast of energy from her hands, allowing her to fly. This latter power has its hazards, however, as the downward-direct blast may wreck the surface she’s trying to take off from. Appearance: Standing a curvaceous and well-toned 5’6”, Plastinex Emerald Ire powers have permanently tinted her skin, eyes, and hair green. The latter she’s given up on cutting, and instead allows to flow in waves far down her back, ending beyond her waist. Her costumes are almost always a mixture of black and green, and Plastinex tends to switch designs frequently. Due to her green-tinted body, Plastinex doesn’t bother to wear a mask. Designer's Notes: Plastinex is what you get when I take fan art of Shego (from Disney’s Kim Possible) and give her an origin borrowed directly from Astro City’s Steeljack. I also tried to recreate an old NPC from the long-defunct Nightwatch campaign—a supervillainess by the name of “Plastique” (who was inspired by the DC Comics character of the same name). Thus, I ended up with a green-tinged energy blasting mercenary for hire, who doesn’t care what the cause is, just as long as she gets paid.As a side note, “Plastinex” is a portmanteau of the words “plastique” and “Frangex” an Irish-made plastic explosive.
(Character sheet created by Michael Surbrook)
Plastinex's Hero Designer File
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