The White Rabbit – Nanomei Avatar

The girl who would eventually take on the persona of The White Rabbit began as most others, drudging through the dull and grueling life expected of the uncounted masses. Jessica Dojour was always a longer; torn clothes, piercings, dyed hair, tattoos. From a young age, she had difficulty staying out of petty trouble. She was always in the wrong place and for the wrong reasons. In her teenage years, she grew increasingly rebellious – falling in with a dangerous crowd, slipping in and out of gangs, experimenting with narco-stims, and daring petty crimes.

When the Aetherium opened properly, Jessica saw an opportunity to embrace her vices in a manner unprecedented. While she lacked any sort of natural talent to manipulate the Sim, she was willing to risk anything to sate her desires. She quickly learned the depths of the seedy Blake Lite Serve and began to indulge increasingly dangerous impulses. It was not long until she fell into the path of Nanomei spotters.

Jessica found a natural place amongst the Riot Grlz: aggressive, unpredictable, and committed to chaos. She distinguished herself with an apparent disregard for her own safety and a lack of concern for consequence. She earned the nickname White Rabbit, partly due to the tattoo on her shoulder, and partly due to the pace at which she could turn a peaceful situation into catastrophe. These credentials eventually led to her most dangerous foray into the Aetherium: an assassination attempt on Lady Aemelia Mastrona.

Ever confident, Jessica took on this assignment with relish nearing glee. She was woefully under prepared for the confrontation ahead. Jessica and her companions were outmatched from the start. Some believe that they were set up from the start. And so it was.

By the time Jessica realized she was doomed, it was far too late. She found herself surrounded by Axiom agents, with Mastrona’s stern eyes boring through her soul. Rather than face enslavement or mindwipe, Jessica manually severed her connection from its origin: a cold cut. The outright sock instantly sent her into a spiraling coma. How she survived is unknown.

She awoke days, perhaps even weeks later to find herself excruciatingly and fundamentally. Now she felt the system more clearly. She was stronger, smarter somehow. She found that she was able to manipulate the system with an ease she never before realized. She discovered that prolonged disconnection weakened her. She was wracked by nausea and uncontrollable migraines but while within the Aehterium, a strange chaotic distortion followed her. She gravitated back to her old ways.

Donning the mask of a grinning visage, Jessica soon found herself back with the Nanomei, however, she no longer followed. She led. Her actions inspired many of her peers, drawing more and more as word of her exploits spread. Her powers rivaled the most gifted users and her drive for chaos was unparalleled. Before long, whispers of the White Rabbit became synonymous with a maelstrom of destruction.

Dance of Death – Melee – Round and Round: after damage is applied, turn the target model to face any direction.  During its next activation, it cannot change its facing.

.exe – Digital Carousel – passive: When this model is deployed on the Server, roll 1 combat 1 dice to see which of the following 4 .exe it starts with.  The effects of that .exe take place at the start of this model’s first activation.  At the start of every activation after the first, this model’s .exe change to the next .exe in the order.  At the end of the order, return to the top.

Follow me: Choose 1 enemy program with 5 squares.  During its next activation, it must spend as much of its CS as possible to move towards this mode, by the most direct route possible.  If it reaches a square adjacent to this model then it may not move in any way for the rest of its activation  This effects all models in a segmented program.

Eyes in the back of our heads: Until the start of this model’s next activation, all other friendly models within 5 squares cannot be attacked by enemy models that are in the friendly model’s back arcs.

Circuit cross: Choose 1 enemy program within 5 squares.  Until the end of its next activation its cs and oc values are switched.  This affects all models in a segmented program.

Backdoor: choose any two schemas on the server.  Until the start of this model’s next activation, all models (friend and foe) may move between the two schemas, as if they were adjacent to one another, from any edges of either schema.

Safeguard – Acrobatic: after all combat dice have been rolled, but before successes are chosen, you may force the attacker to re-roll any of the combat dice.