Name: Modula (might be changed in the future)
Classification : Tinker 6, Shaker 3, Master 1
Disposition: Ward
Location: Brockton Bay, PRT ENE
General information: Modula is the first ever documented, and likely the only existing, case 89. She was created by one of Fortuna's temporary powers when Fortuna touched Kid Win. Upon being created, she was biologically a 7 year old child of Fortuna and Kid Win with no memories at all. However, she did have the general knowledge a child of that age would have, as well as a feeling that Fortuna was her big sister. Additionally, she seemed to have a better understanding of her tinker specialty than Kid Win, who has had his power for almost a year. Continuing on that note, Modula has two clearly separate powers. One of which is a carbon copy of Kid Win's and another is a slightly weaker version of one of Fortuna's powers.
Modula is now living with Fortuna as her sister. Their father has confirmed that Modula has acclimatized to her new home and gets along well with her new siblings.
Personality: Modula is an excitable child that is very enthusiastic about being a ward and tinkering. Like Fortuna, Modula seems to be rather impulsive and as a 7-year old, she will likely not think about the consequences of her actions at all. Clear rules and regulations will be very important to keep her in line.
Luckily for her mental health, Modula doesn't seem to think about the way she came into existence at all and is happy to live as Fortuna's sister.
Assesment:
Tinker 6: Modula's tinker speciality seems to be modularity. This is possibly one of the most versatile specialties recorded and allows her to build practically anything she wants, as long as she can build it in several smaller parts. Additionally, she is able to use parts of her older inventions to quickly assemble a new invention with a completely different purpose. As Modula seems to lack the dyscalculia and ADD that plague Kid Win, she is probably the better tinker of the two, hindered only by her age.
Note that the threat level is two higher than Kid Win's original rating. This is because just knowing his specialty increased his productivity and the quality of his inventions by fast amounts, resulting in the PRT upgrading both his and Modula's rating by two.
Shaker 3: Similar to Fortuna, Modula is able to drug everyone she wants within a 30 feet radius with a chemical substance that has similar effects to LSD. According to Fortuna, this would override existing drugs in the system of the victim. Modula is also able to remove her drugs from the bloodstreams of her victims, allowing her to sober up anyone that is under influence of any type of drug. Unlike Fortuna, Modula's power does not mess with people's perceptions of herself directly.
Master 1: Modula's drugs are addictive after repeated exposure. Because of this, Modula could in theory forcefully addict someone with her power, leaving them completely dependent on Modula to receive their fix.
Notes: Neither Modula's master rating nor the exact details of her shaker power should be made public to prevent a potential PR disaster.
Recommended Strategies: First, we have to note that Modula's and Fortuna's loyalty to each other is much higher than that to the PRT and Protectorate. Therefore, the best way to prevent Modula from becoming a threat is to not alienate either of them.
If Modula goes rogue, it is almost a certainty that Fortuna will follow her. As Fortuna is the greater threat of the two, one should refer to Fortuna's threat report for recommended strategies against the two of them, keeping in mind that Fortuna now has access to Modula's tinkertech.
If Modula somehow does go rogue on her own, getting her back into the fold must be made a priority. Sending out Fortuna to reason with her is the recommended way of doing this.
Like Fortuna, a fight with a fully equipped Modula will be unpredictable and hard. No ward except Fortuna can be send out in a fight against her due to the high probability said wards will end up drugged. Her extremely versatile tinkertech will also make it hard to determine the best course of action in a fight. Determining the use of said tinkertech should be made a priority in a fight. Additionally, no one except specific parahumans should come within 30 feet of her, as that will result in them being drugged and becoming useless or even a danger to their teammates and innocent bystanders.
Report made by:
Deputy Director B. Renick
Date and time:
27 May 2010, 12:00
AN: I made a small threat report for Kyla, seeing as she is now a ward too.
