Codename: Susanoo (Formerly Polaris)
Name: Anakin (unconfirmed, possible alias), last name unknown.
Ratings: Shaker 9, Tinker 5, Blaster 3, Master 2, Mover 2, Brute 2, Thinker 2, Trump 2.
Affiliation: Asian Bad Boys (ABB). Villain.
Location: Brockton Bay.
Shaker 9: Susanoo has a powerful and versatile telekinetic ability, he doesn’t appear to be Manton limited and is capable of both remarkable finesse as well as devastating brute power.
In his first appearance, Susanoo was able to control several independent pieces of rubble as well as throw an entire car into the third floor of a building with enough power to break through the walls. Later, he was able to push Lung through an entire building.
Susanoo’s reach has not been fully measured, but it can reach at least 500 meters around his body. In addition, he seems to have some awareness of what happens within his area of effect, being able to put out fires beyond his vision.
Tinker 5: Susanoo was able to adapt several stolen Tinkertech weapons, remove and disable bombs implanted by Bakuda, and build a flying drone with what appears to be anti-gravity equipment as well as a plasma sword in less than a week.
Blaster 3: Susanoo is able to release a stream of lightning from his hand. This can be another manifestation of his Shaker ability or a result of Tinker equipment. The lighting is strong enough to kill a man, but will only cause damage to any Brute rating beyond 2.
Master 2: Susanoo is able to implant short-term suggestions or even commands with his voice. The strength of the suggestion seems dependent on the will of the target and PRT anti-master training should allow one to completely ignore them.
At the moment, no long-term effect has been observed, but no victim has been exposed to his power more than once.
Mover 2: Susanoo is able to move at accelerated speeds as well as jump extremely high. It is believed that Susanoo used his Shaker power to affect his body, increasing his speed through his telekinesis.
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Brute 2: Susanoo appears to be stronger than an average man. He was able to withstand a glancing blow from a fully ramped-up Lung with only minimal damage. It is believed this too is an extension of his Shaker power, using Telekinesis to completely block the blow.
Thinker 2: Susanoo appears to sense things beyond his field of view, indicating either an increase in a different sense or the ability to perceive things affected by his telekinesis.
He also possesses a combat Thinker power able to perceive attacks a second or less before they happen, used along with his Mover power allows him to even dodge or block bullets.
Trump 2: Susanoo appears to partially block Thinker powers. Most Thinkers can still get information from him, but it appears to be harder than normal, generating Thinker headaches at least twice as fast and some powers are completely blocked.
Notes: Susanoo shows a complete disregard towards the usual conventions of parahumans. It is uncertain why he wears a mask, but it is suggested the equipment is simply for protection against assassination.
He is willing to reveal his true name, unmask or even murder villains and has no trust or respect for the PRT or Protectorate. Despite that, Susanoo has yet to be observed deliberately hurting an innocent, going out of his way to avoid confrontation with law enforcement.
Susanoo’s goal is unknown. When taking over the ABB, he purged the gang not only of those still loyal to its former leader but eliminated many of the worst elements, appearing to seek a form of legitimacy.
Despite such action, Susanoo has kidnapped a young precognitive. During interactions with the Protectorate personnel, both claim it was for her protection however, Susanoo’s Master power puts such claim into question.
Analysts speculate Susanoo is merely using the ABB to gather resources for his Tinkerin, but his kidnapping and aggressive tendencies indicate he is merely biding his time and will not be content on staying away from battles.
Weaknesses: Susanoo doesn’t appear to have any overt weaknesses. His Shaker power is extremely versatile and his combat Thinker rating allows him to react before bullets are fired, making even a surprise attack ineffective.
Strategies: If engagement becomes absolutely necessary, it is recommended to not allow Susanoo the time to rest or prepare an attack, keeping him on the defensive.
Despite his impressive ratings, Susanoo is limited in his ability to multitask and needs to actively use his power to block attacks. fast, constant, and varied attacks are recommended to keep him on the defensive.
Engaging Susanoo alone is NOT recommended, a single parahuman doesn’t have the variety of powers necessary to keep Susanoo occupied and will likely lose instantly. Teams with at least four different attack modes are the minimum.
For the purpose of clarity, different modes of attack include but are not limited to: Fire, gas, projectiles, different exotic powers, explosions, and sound.
If Susanoo is allowed on the offensive, immediate retreat is recommended.