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* The original NES ''Metroid'', released in '86. This game was one of the first nonlinear platformers, and was incredibly influential, kicking off an entire subgenre. In '03, it recieved a GBA re-imagining called ''Metroid: Zero Mission'' that implemented elements from later titles of the series.
* The original NES ''Metroid'', released in '86. This game was one of the first nonlinear platformers, and was incredibly influential, kicking off an entire subgenre. In '03, it recieved a GBA re-imagining called ''Metroid: Zero Mission'' that implemented elements from later titles of the series.
* ''Metroid II: Return of Samus'', for the original grey-brick Game Boy. This one is sort of a black sheep in the franchise and isn't normally thought to highly of, but it has its fans.
* ''Metroid II: Return of Samus'', for the original grey-brick Game Boy. This one is sort of a black sheep in the franchise and isn't normally thought to highly of, but it has its fans.
* ''Super Metroid'', released in '94. This one is easily the best and most influential of the bunch. The reasons why it's awesome are too long to list here, so let's just say it's [[Awesome|really fucking badass]] and leave it at that. It's notable for introducing the notion of "sequence breaking", where the game, while ostensibly linear, is only made so through obstacles that can, with practice, be surmounted prematurely.
* ''Super Metroid'', released in '94. This one is easily the best and most influential of the bunch. The reasons why it's awesome are too long to list here, so let's just say it's [[Awesome|really fucking badass]] and leave it at that. It's notable for introducing the notion of "sequence breaking", where the game, while ostensibly linear, is only made so through the implementation of obstacles that can, with practice, be surmounted prematurely. This is very much by design; the game even features tutorials to teach you some basic sequence breaking techniques that are not required to complete the game.
* ''Metroid Fusion'', released in '02. This one is a lot [[Tl;dr|wordier]] than previous games, [[Railroading|and also a lot more linear]], sort of running in the face of the "free-form exploration platformer" design principles the series had demonstrated up to that point. [[Skub|This, naturally, caused flame wars]], though it speaks volumes for the series as a whole that you can ''still'' get genuinely lost while searching for hidden powerups. It is the latest chronologically in the timeline.
* ''Metroid Fusion'', released in '02. This one is a lot [[Tl;dr|wordier]] than previous games, [[Railroading|and also a lot more linear]], sort of running in the face of the "free-form exploration platformer" design principles the series had demonstrated up to that point. [[Skub|This, naturally, caused flame wars]], though it speaks volumes for the series as a whole that you can ''still'' get genuinely lost while searching for hidden powerups. It is the latest chronologically in the timeline.
* [[Monty Python|And now for something completely different]]: ''Metroid Prime'' and its sequels. These are not exploration platformers, but instead are exploration shooters. These were actually made by American developers, which makes sense, given Japan's general distaste for the camera angle. They were generally pretty well-liked in the west, but not so much in Japan. While no where near as linear as Fusion, the Prime Trilogy is quite a bit stricter than most Metroid games in terms of exploration. The devs even modified an area slightly in an updated version to remove sequence breaking capability.   
* [[Monty Python|And now for something completely different]]: ''Metroid Prime'' and its sequels. These are not exploration platformers, but instead are exploration shooters. These were actually made by American developers, which makes sense, given Japan's general distaste for the camera angle. They were generally pretty well-liked in the west, but not so much in Japan. While no where near as linear as Fusion, the Prime Trilogy is quite a bit stricter than most Metroid games in terms of exploration. The devs even modified an area slightly in an updated version to remove sequence breaking capability.   

Revision as of 20:41, 31 May 2014

This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it.
Samus Aran, destroyer of worlds, terror of the space pirates, the hunter, killing one Eldritch Abomination at a time.

Samus is a vidya gaem Female Space Marine, who wouldn't really be that notable on /tg/ except for the fact that pretty much everything she does or sees in the games she stars in (the Metroid Series) is basically tailor-made to insert into a d20 Modern, Dark Heresy, or Star Frontiers game. The sheer volume of stuff /tg/ has found ways to her and her universe is something to behold, and has led to a lot of awesome and neckbeardery, all at once. She's also a stupidly hot (she's nearly always in top 10 hottest video game girls lists, what with her slender body, 6'3 height, golden blonde hair and blue eyes) and highly intelligent girl who could kick a Primarch's ass handily Are you sure about that? with no social skills, a Neckbeard's wet dream come true.

Her modus operandi is to enter a planet's cave system, explore it, and find upgrades hidden throughout, which then open up new areas to explore, using weapons, armor, and other upgrades in lieu of finding keys in chests, Legend-of-Zelda-style. Note that if you're not in the Prime subseries, the planets she lands on have a habit of exploding.

Games in Which Samus Stars

  • The original NES Metroid, released in '86. This game was one of the first nonlinear platformers, and was incredibly influential, kicking off an entire subgenre. In '03, it recieved a GBA re-imagining called Metroid: Zero Mission that implemented elements from later titles of the series.
  • Metroid II: Return of Samus, for the original grey-brick Game Boy. This one is sort of a black sheep in the franchise and isn't normally thought to highly of, but it has its fans.
  • Super Metroid, released in '94. This one is easily the best and most influential of the bunch. The reasons why it's awesome are too long to list here, so let's just say it's really fucking badass and leave it at that. It's notable for introducing the notion of "sequence breaking", where the game, while ostensibly linear, is only made so through the implementation of obstacles that can, with practice, be surmounted prematurely. This is very much by design; the game even features tutorials to teach you some basic sequence breaking techniques that are not required to complete the game.
  • Metroid Fusion, released in '02. This one is a lot wordier than previous games, and also a lot more linear, sort of running in the face of the "free-form exploration platformer" design principles the series had demonstrated up to that point. This, naturally, caused flame wars, though it speaks volumes for the series as a whole that you can still get genuinely lost while searching for hidden powerups. It is the latest chronologically in the timeline.
  • And now for something completely different: Metroid Prime and its sequels. These are not exploration platformers, but instead are exploration shooters. These were actually made by American developers, which makes sense, given Japan's general distaste for the camera angle. They were generally pretty well-liked in the west, but not so much in Japan. While no where near as linear as Fusion, the Prime Trilogy is quite a bit stricter than most Metroid games in terms of exploration. The devs even modified an area slightly in an updated version to remove sequence breaking capability.
  • Metroid Prime spin offs, The Prime series also includes two spin offs on the DS, Metroid Prime Pinball, which surprisingly for a pinball spin off is actually very solidly made and seamlessly blends in iconic gameplay elements from the series as well as excellent pinballage, and Metroid Prime Hunters, usually regarded as a rather solid if short entry into the series that was one of the first really multiplayer friendly games on the DS. Pinball is for understandable reasons, not really canon (it is a retelling of Metroid Prime 1), while Hunters neatly stuffs itself in the in-universe two year gap between Prime 1 and 2. Hunters, like the Prime series, added quite a bit of detail to the background of the Metroid universe without explaining too much in depth, maintaining the nebulous mystery that the Metroid setting is known for.
  • Metroid: Other M. It's best not to discuss this one, as a combination of badly written dialogue, a simplistic story that contradicts itself and prior entries in the series, and decent gameplay held back from its full potential by a flawed execution resulted in a game that continues to cause flamewars on /v/ to this very day.

Characterization And Shit

Samus Aran is the protagonist from the Metroid video game series. When she was three years old, Space Pirates attacked her homeworld, a small out of the way mining colony called K-2L because of the presence of a crystal called Aflorite which could be used to fuel space ships. At first, they just demand Rodney Aran (Samus's father, leader of the colony) to hand all mined supply over to them while their ships blockading all travel to and from the colony, but when he refused they quickly sent in troops to destroy all shield generators and communications before bombing the majority of the colony then going in and killing everyone except for Samus in a horrifically violent manner, because from what little we've seen of Space Pirate culture they glorify sadism and bullying the weak. Oh and their leader, a sadistic space dragon called Ridley, tried to kill her for trying to befriend him, but her mom pushed little Samus out of the way and was charred to death and promptly eaten in front of her, and her father snuck aboard their ship before using a repurposed damaged blowtorch to blow up all the stolen crystals (and himself) to destroy the Space Pirate's main supply ship (Mothership?).

She was left for dead, but the Chozo, an ancient, long-lived, highly advanced, psychic, slowly aging and dying out (they spent a little too much time reaching enlightenment and not enough time making eggs; that and a run of severely shitty luck for the last century or so, what with evil glowing space rocks, their own creations turning on them, and the pirates thinking that their homeworlds are a cool place to kick it) bird-like species of aliens, rescued her, raised her, enhanced her with the best parts of their genes so she could survive on their homeworld of Zebes, and trained her in the art of combat, giving her a suit of powered armor to fight the Space Pirates. After reaching adulthood the age of fourteen according to the manga that functions as her origin story (To be fair to the Chozo they probably didn't know that much about human growth cycles), Samus went to work for the Galactic Federation for a while, and then left to work on her own as a bounty hunter.

She soon came into conflict with the Space Pirates again; they had seized her adoptive homeworld, killed off most of what little remained of the Chozo with maybe one or two dozen of the old bird people remaining who all promptly fucked off into isolation, and were attempting to weaponize dangerous creatures known as Metroids, hovering jellyfish-things that drained life-force. She fought them, and came face-to-face with Ridley, the space dragon who had killed Samus' mother right before her eyes and boasted about eating her parents' corpses in front of her. She defeated him as well, and then destroyed the Mother Brain, and triggered the Space Pirate base's self-destruct sequence.

The Space Pirates tried several more times to weaponize the Metroids, using a substance called Phazon to mutate them (and mutate themselves, for that matter); Samus defeated them time and again, even coming face-to-face with an evil, Phazon-born twin of herself. She also squared off against Ridley time and again, as the Pirates resurrected him in increasingly-creative ways, first cyborgizing him, then upgrading his cybernetics, then upgrading his cybernetics and then mutating him with Phazon.

After making a costly but devastating assault on the Space Pirate Homeworld, the Galactic Federation decided that it would be cheapest to send Samus to destroy the Metroids once and for all, rather than having to pay her to deal with each new iteration of the Metroid threat. Even this plan was of limited success, because no matter how many Metroids Samus killed, there always seemed to be more (and this also seemed to be true of the Space Pirates themselves); even when the galactic population had been reduced to one Metroid, the Pirates managed to steal it, but finally, they were exterminated once and for all.

Unfortunately, the Metroids were needed to keep a population of dangerous, adaptible, mind-controlling parasites in check, and without the Metroids, the parasites were able to reproduce without limit. Samus dealt with them, too, but given the number of times that the Metroids and Space Pirates have supposedly been "exterminated without a trace" and come back, the so-called "X parasites" won't be gone for long, especially as the Federation has already tried cloning Metroids and Space Pirates before. Samus put a stop to those efforts as well, but she earned the enmity of the Federation in the process; at the moment, it seems that she's on the run. At this point, all we can do is wait for her next mission.

As for Ridley, his history with Samus after she stopped being afraid of him goes like this:

  • Blown up with missiles. (Metroid)
  • Brought back as a Cyborg and blown up again. (Zero Mission)
  • Knocked off a cliff with lasers and then exploding. (Prime)
  • Brought back again as an improved cyborg, shot in the mouth, fell down an impossibly deep geothermal shaft, and then blew up. (Prime 3: Corruption)
  • Brought back as an even more improved cyborg except mutated with Phazon, shot repeatedly in vital organs, overloaded with more Phazon, and then blown up so spectacularly he disintegrated into little blue particles. (Prime 3: Corruption again)
  • Presumably the little chunks of him were scraped off the wall and cloned, just in time for him to be destroyed. And then the entire planet he was on blew up so fiercely it could be seen for light years. (Super Metroid)
  • Cloned again off of the little bits of him remaining on Samus' suit (by the Federation this time), shot repeatedly in the head and mouth (a couple of times -- he didn't stick around to let Samus finish him off). Finally, he got all the life energy sucked out of him by a queen metroid and left as a mummified corpse. (Other M)
  • Said corpse was hauled out of Bottle Ship into BSL and stuffed in a freezer where it shattered, but was cloned by the X-parasites. Samus blew that up, too, and absorbed the remnants to get her Screw Attack back. Then she crashed the station into the planet that it was orbiting, destroying them both. (Fusion)

Which is still a better track record than Failbaddon, because Ridley is costing the Federation assets that it cannot easily replace.

Ridley is highly competent and experienced at his role of being both muscle and a general, and is incredibly sadistic and ruthless. When not faced with Samus, he can deal extreme damage and devastation and was a scourge on Federal society for years. The problem of course is that he is faced with a protagonist equipped with the war gear of the most advanced factions to have ever been seen in the galaxy whose suit can plug and play any piece of tech (or even someone's superpowers) like they're god damn USB sticks who has made it her life's goal to make him pay. So his constant, increasingly over the top defeats aren't completely without excuse.

Personality-wise, there's not much to say about her- she never speaks in the majority of the games and serves primarily as a silent protagonist for the player to identify themselves with. Fusion had some brief snippets of inter-monologue, some short conversations, and even some mentions of Samus's life before she was a bounty hunter, usually relating to her former CO, Adam. Other M attempted to expand on the relationship between Samus and Adam, but it backfired spectacularly to say the least.

In Warhammer 40,000

In the history of Warhammer 40,000, the reclamation fleet 63-19 of the Great Crusade encountered a planet with legends of a minor warp-entity known as Samus. It was the local equivalent of 'the devil' in legends, capable of possessing people, and jamming private or encrypted vox-channels with a repeated whisper or chant of: "Samus. That's the only name you'll hear. Samus. It means the end and the death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw on your bones. Look out! Samus is here." Horus ordered the warp-entity to be destroyed, and ordered the supression of any and all records of Space Marines succumbing to the influence of the Samus entity. Horus is a traitor to mankind, and any reports of the Adeptus Astartes succumbing to Chaos are clearly lies and propaganda. --Commissar Rosethorn

The hunter Samus Aran is indoctrinated by the Chozo (and then given Chozo genes at the age of three, and given that she lacks feathers, a beak, or talons they probably gave her the "latent psychic and superhumanly strong and fast" genes and not the "bird people" ones.) and (as of Metroid Fusion) part-Metroid, which does not endear her to Imperial authorities, but her power suit has massive pauldrons that demand respect, and would put a Space Marine to shame. For this reason, not to mention her status as a one-woman Exterminatus, Samus is sometimes portrayed as a Primarch of a legion of Female Space Marines. It's said that the Space Pirate xenos describe the hunter Samus Aran to each other with the same chant as the aforementioned warp-entity: "Samus; it means the end and the death. Samus is all around you. Samus will gnaw on your bones..." She also possesses a righteous hatred for the space pirates, who are responsible for her orphaning and loss of a homeworld, twice, once for her birthworld and parents on K-2L, and again for her adoptive Chozo parents and world on Zebes. The pirates even fear to mention her name just calling her the Hunter, treating her as if she were some kind of supernatural spirit of vengeance more than a person.

+++ Abstractus on dossier for rogue hunter Aran, Samus +++

She has passed purity examinations; although raised by xenos and given minor genetic alterations and exhibiting minor pskyer talent, she shows no sign of Chaos corruption and her psionic ability scores an omicron-minus on the Assignment scale -- almost negligible, and focused solely on use of Chozo xenotech, additionally her altered genome contains no identifiably Chozo structures and seems to be made for the purpose of enhancing her physicality. Tests show that her physicality is at a level that surpasses even the Astartes and routinely proves herself stronger and faster than an unarmoured Astartes, though she lacks the additional organs and unlike the blessed knights of the emperor, would not be readily recognized as altered from a normal, albeit quite tall and physically striking female of an athletic build without making a blatant display of her enhanced physicality. Inside the xenotech armor, her warp signature is indistinguishable to any member of the Adeptus Astartes; it is recommended she wear the armor AT ALL TIMES, in passive mode when not deployed on missions. Furthermore, she should be forcibly hibernated during interstellar travel. Warp influence is still a concern, especially since we have yet to determine the method of the xenotech "morph ball" operation, with all attempted recreations by the Adeptus Mechanicus resulting in horrible injuries and deformities and death, and because she has had extensive contact with corrupting substances in the past, though she has managed to completely purge herself after each incident; while deployed on a mission, Aran should check in at regular frequency for examination of corruption at designated 'save' points; if she fails to do so, abort the mission immediately and issue an extermination order for Aran. Relationships with Aran are to remain on a strictly professional level as agreed on by both the relevant Imperial officials and by Aran herself, personnel attempting to break this compact will be punished severely, possibly by a severely offended Aran herself.

+++ Thought of the day: The best place for a spy to hide is as a neighbour, friend or lover. +++

Profile

WS7 BS10 S6 T8 W7 I7 A6 +2/+2 LD10

Wargear: Chozo Power Armor, Arm Cannon, Super Missiles, Screw Attack, Ice Missiles, Morph ball, Morph Ball bomb, Gravity suit, Power Bomb, Speed Booster

Special Rules: Independent Character, Fearless, Stubborn, Night vision, Missile lock, Fear, And They Shall Know No Fear, Relentless, Skyfire, Interceptor, Preferred enemy (Everything), Fleet, Move Through Cover, Eternal Warrior, Feel No Pain, It will not die!, Crack Shot, Dirty fighter, Loner, Violent outbursts.

Wargear Chozo Power Armor: Samus' power armor, particularly with with the energy tank upgrades she collects, is virtually indestructible, far surpassing even terminator armor in toughness, with the stats for it included on her profile. In addition, she gets both her armor and invulnerable saves each round.

Screw Attack: As opposed to attacking, Samus can use her Screw Attack while in close combat. This attack automatically lands a S6 hit on every enemy model engaged in close combat with her, and ignores all armor saves.

Speedbooster: If Samus chooses to run in a given round, she automatically rolls the maximum for her run roll and may run an additional 6', and her path may go through enemy models, additionally, any models who gets in base contact with her at any point of this charge takes an automatic S7 hit that ignores armor saves. Models that are not destroyed are pushed out of her way and must take a morale test to represent the confusion that occurs when a blazing ball of energy rushes through them at supersonic speeds.

Gravity suit: Water terrain is considered passable to Samus and grants her a 5+ cover save as long as she remains within water.

Arm Cannon: Samus has used a variety of upgrades for her arm cannon. The following is done assuming she has all of them. This gives her cannon an almost unrivaled rate of fire and punch. It can fired with any of the of the follow profiles (the later assuming she uses her plasma beam's flamethrower mode and the third is a charged shot):

  • S10, 48", AP1, Assault 10 Rapid Fire, twinlinked.
  • S10, Template, AP1, Assault 4 Shred.
  • SD, 48", AP1, Assault 5, Armorbane, Fleshbane, twinlinked.

Ice Missiles: Usually meant for dealing Metriods due to their weakness to the cold, Samus has also used her Ice Missiles freeze enemies to make them easier to kill.

  • S6, 48", AP-, Assault 6, Small Blast.

Any model hit with an ice missile must take a strength test and a toughness test, and if they fail either, they then cannot take any actions until their next turn. They must take both tests the following turn, and if they fail, they are still frozen. Any enemy models frozen by ice missiles are automatically hit in close combat and have their toughness reduced by 2 to represent how they are more easily shattered. Ice missiles automatically glance vehicles, but can't penetrate them. Armor saves cannot be taken against ice missiles.

Super Missiles: Samus' most powerful weapon are usually her missiles, extremely destructive and possess a surprisingly high rate of fire, capable of tearing baneblades apart in a single barrage given some skill and luck with the shot placement. She carries an incredible number of them so she doesn't concern herself with conserving ammo. They are fired with the following profile:

  • SD, 48", AP1, Assault 4, Blast 10, Shred, Armorbane, Fleshbane

Morph ball: An odd function of her suit that even to this day baffles nearly all who have studied it . This is perhaps the most underrated achievement of the Chozo. Through an unknown method debated to either be converting her body into energy or folding space to shrink her body and shifting the plates of her suit, she can adopt the form of a small ball to allow herself to sneak into points where no human could ever fit. Count Samus as being a quarter of her model's actual height for the purposes of determining whether she's in cover, additionally, treat her as having the shrouded USR.

Morph ball bomb: Treat these as a S6 AP3 weapon with a small blast centered around herself and the additional rule of concussive that she can use against vehicles and infantry models. She may drop five of them during combat, she is unharmed by her own morph ball bombs.

Power bomb: A devastating weapon that can obliterate whole fortresses, the oldest and strongest of natural formations, and whole elements of an army. Samus may forgo the shooting phase to instead drop one power bomb whose blast is centered around herself. Power bombs leave a 10' Blast template, any models but Samus that the touch the template are removed as casualties, no saves taken, and vehicles suffer from D6 penetrating hits with a +2 to all results on their damage table.

Grapple beam: With this weapon, Samus can either force an enemy closer to her, or strip them of some wargear. Within a range of 36' feet, designate a target and roll to hit, if successful, roll a strength test, if they fail, she may either force the enemy d6 inches closer or remove one piece of handheld wargear. For example, she could strip Obyron of his warscythe or Lysander of his shield, but she would not be able to relieve Gazghkull of his Mega-armor. If an enemy is removed of all ranged weapons, then they may no longer shoot, if an enemy is stripped of all CCWs, then they suffer the associated penalties during assault.

Special Rules

Crack Shot: Samus' aim so precise and her lock-on systems are so sophisticated that she may chose to divide her fire between any number of targets, provided they are within line of sight and range, and also uses her normal BS when preforming snap-shots. She also ignores cover saves.

Dirty Fighter: Samus doesn't care for close combat or honor, having been trained by the Chozo from an early age to take any advantage given to her by the teeth. Any enemy character stupid enough to issue her a challenge to single combat generally gets shot in the face. To represent this, if Samus is issued a challenge, she may immediately fire at the enemy with any of her weapons, though killing the enemy in this way doesn't count as winning a challenge since she cheated.

Violent outbursts: From an early age Samus was known to have a worrying tendency to have highly violent and ragefilled outbursts. The Chozo managed to help her contain her anger, but under severe duress she flies into a bloodthirsty rage that results in every enemy around dying horribly. Her most famous outburst is when a xenos predator of debatable sapience known as a Metroid she had shown some mild affection for, saved her life from the Space Pirate Warlord and renegade A.I known as Mother Brain, draining some of the abomination's energy and transferring it into her as it recognized her as it's mother due to an earlier incident on the planet SR388 that led to her being present at it's hatching. Mother brain soon reactivated and continued it's assault, killing the Metroid, which sparked this reaction. Through a combination of rejuvenated shielding, having gained Mother brain's most powerful weapon designated as the "Hyperbeam", and abandoning her typical tranquil fury for white hot rage of the likes that would awe a Khornate Berserker; she utterly demolished what should have been a vastly superior foe and casually slaughtered her way through the remaining Pirate garrison on the planet. To represent this, designate one character as someone who has some bond of friendship or mutual respect with her, if this model is removed from play, roll a morale check, if she succeeds continue as normal, but if she fails and loses her temper, she gains Hatred (everything), Furious charge, Counter Attack, Rage, and Rampage and has usage of the hyperbeam, which has the following profile until the end of the game.

SD, 48" AP1, Assault 20 Rapid Fire, Shred, Armorbane, Fleshbane, Rending.

Loner: Samus doesn't usually work with others. As such, she can used in any slot of the army she is deployed in. However, her lone wolf nature prevents her from joining units, if she is part of an Imperial Guard army list, she cannot be issued orders by command squads. Samus also doesn't take well to seeing Commissars shooting their own men, and if a Commissar attached to any squad kill any units in it, Samus must take a leadership test, and she fails, she will lose her temper and fire at the Commissar with her arm cannon as if she were shooting at an enemy, even she has is engaged in combat or not in the shooting phase.

And then there's Only War...

Yes, there's stats for her there. Horribly, horribly powerful stats. They're a WIP though, so don't rage too hard. Some skills and talents may be off a bit. Don't forget: there is nothing written up in the rules thus far that are the equivalent of Ridley, sure, there are space dragons, but he has a name and she has killed him while taking insignificant damage, she's that dangerous.

Profile

WS: BS: S: T: Ag: Int: Per: WP:
75 90 60(18) 80(24) 70(21) 50 50 70


Movement: 21/42/63/126 Wounds: 50

Armour: 12 (see special notes below) TB: 24

Fate Points: 5

Skills: Acrobatics(Ag)+30, Awareness(Per)+30, Charm(Fel), Command(Fel), Commerce(Int), Common Lore(War, Pirates, Tech, Xenos, special)(Int), Deceive(Fel), Dodge(Ag)+30, Forbidden Lore(special)(Int), Heightened Senses(All), Inquiry(Fel), Intimidate(S)+10, Linguistics(Low Gothic, special)(Int), Logic(Int), Navigate(Surface, Void)(Int)+30, Operate(All)(Ag), Parry(WS), Search(Per)+20, Scholastic Lore(special)(Int), Scrutiny(Per), Security(Int)+30, Stealth(Ag), Survival(Int), Tech-Use(Int)+30
Note: Samus is usually briefed on particular missions, and may have whatever Lore skill is appropriate.

Talents: Blind Fighting, Catfall, Cold Hearted, Combat Master, Crack Shot, Deadeye Shot, Foresight, Hard Target, Hatred(Pirates), Hip Shooting, Independent Targeting, Leap Up, Light Sleeper, Lightning Reflexes, Marksman, Mighty Shot, Never Die, Rapid Reaction, Resistance(Heat, Cold, Toxins, Psychic Powers, Warp Powers), Sharpshooter, Sprint, Step Aside, Strong Minded, Target Selection, Total Recall, True Grit, Unarmed Master

Traits: The Hunter, Scion of the Chozo, Touched by the Fates(5), Unnatural Agility(14), Unnatural Strength(12), Unnatural Toughness(18)

Weapons: Power Beam (100m, S/4/8, 1d10+10 I, Pen 4, Maximal, Storm), Wave Beam (100m. S/4/-, 1d10+12 E, Pen 8, Maximal, Seeking, Shocking), Ice Beam (S/2/-, 1d10+14 I, Pen 8, Maximal, Snare(3)), Plasma Beam (75m, S/2/-, 2d10+18 E, Pen 12, Flame, Maximal), Spazer Beam (100m, S/2/-, 1d10+14 I, Pen 8, Maximal, Special), Missiles (200m, S/2/6, 3d10+32 X, Pen 12, Clip Special, Reload Half, Seeking), Super Missile (200m, S/-/-, 5d10+75 X, Pen 12, Concussive(5), Blast(5), Seeking, Special), Morph Bombs (2d10+4 E, S/3/-, Pen 8, Blast(4)), Power Bomb(8d10+120 X, Pen 40, Clip Special,Blast(10), Felling(15)), Hyper Beam (100m, S/-/-, 10d10+150 E, Pen 50, Felling(20), Recharge, Spray), Hands and Feet(1d10+18 I, Pen 0)
(Mighty Shot has been accounted for in this profile).
Seeking: A weapon with this quality feature advanced target-finding routines, causing Dodge tests to avoid it to be done at a -20 penalty.
Notes: The Wave Beam ignores cover.
The Missiles have a limited ammo supply, as denoted below.
If a target fails the Concussive test from the Super Missiles, they are also knocked back 1d10+10 meters, subtracting their size, although unusually large objects might not move at all. The Super Missile takes 5 Missile ammo.
The Morph Bomb and the Super Bomb can only be used when in Morph Ball mode as specified below. She is immune to their damage herself.

Gear: Chozo-crafted Power Suit

The Hunter: Samus in her years as a bounty hunter has seen things and done things called fairy-tales by others. She is immune to Fear, Pinning, Insanity Points, Corruption Points and psychic powers to control, delude or cloud her mind. She is also resistant to warpcraft and ignores Daemonic Prescence and most other warp influences. Apart from that, she may do a Challenging (+0) Toughness test to ignore the effects of Stunning, and the duration of all Stunning effects are reduced to one round. Samus may also fire any of her weapon in any firing mode instead of only a single shot as per the Hip Shooting Talent.

Scion of the Chozo: Samus was cared for and genetically altered by the highly advanced (and now extinct) Chozo. As such, the armour she wears is attuned to her very being and cannot be used by anyone else. The suit itself is modular and provides the following benefits in its base form:

The suit is a void-sealed armour that provides 12 AP to all locations, and ignores all Penetration values. Additionally, the Power Suit features strange force fields protecting its wearer. All damage inflicted to Samus while the suit is powered will first deplete the suits own pool of Wounds before damaging Samus' own. The suit has 100 Wounds, plus 100 wounds per Energy Tank equipped, to a maximum of 14 Energy Tanks. Attacks hitting this protection counts as hitting a Force Field.

The suit's internal systems gives it an infinite power and air supply. The helmet contains a Photo-Visor, Auspex, Vox-bead and the Scan Visor. The Scan Visor may be used by Samus as a half action to gain extensive info on anything within sight, effectively granting her the appropriate Lore skill on the subject. It also functions as a powerful translation tool, granting her information on most languages when scanned.

Perhaps most perplexing thing about the Power Suit is the ability to fold into a small sphere for additional movement speed. In this form, Samus changes her size to Size(4) and increases her base Movement Rate by 3. However she loses her ability to jump and cannot Charge or Run while in Morph Ball mode, unless she has the Boost Ball upgrade. At any point during a Half or Full Move, she may deploy up to three Morph Bombs or drop a single Power Bomb, if she has that upgrade. Note that she may place her bombs at any point during her movement. Changing to or from Morph Ball mode takes a Half Action.

The suit comes pre-equipped with a supply of 5 Missiles as base, but can be expanded to a maximum of 250.

The following modules may be equipped to the Power Suit:

Varia Suit
The Varia Suit grants Samus immunity to heat and hot enviroments, though not to heat-based attacks.
Gravity Suit
Samus no longer treats underwater environments as Difficult Terrain, may move as if she was not submerged.
Space Jump Boots
With this, Samus may perform Jump and Leap from standing as if she had run four metres already. It also gives her Flier(18) in zero-gravity environments.
Hyper Boots
Strange energies create an enormous burst of speed. As a Full Action, Samus may move up to eight times her charge distance in a straight line, knocking aside and dealing 10d10+40 Impact damage with the Tearing and Concussive(3) Qualities to all targets in the line of charge. This is usually enough to knock over tanks and smash through most materials.
Boost Ball
Samus may perform a Run action while in Morph Ball mode.
Spider Ball
While in Morph Ball mode, Samus may adhere to magnetic surfaces and roll along walls or ceilings. The Boost Ball cannot be used while the Spider Ball is active.
Power Bomb
Samus gains access to the Power Bomb weapon. It comes with a supply of 3 bombs, but that can be expanded to a total of 8.
Grapple Beam
Samus may pull an item or character within 7m towards her, requiring an appropriate Strength check. It also functions as a kind of grappling hook for navigating outside of combat.
Thermal Visor
These function as a Preysense Sight.
X-Ray Scope
Samus gains Unnatural Senses(50m).

Note: All of Samus' weapons except for the Power beam are also modules, but are not included in this list.