Once known as Morgan Halloran, CyCL0nE possesses the powers of technopathy, cyberpathy, and magnetism manipulation. Morgan has yet to choose to be a hero or villain, and currently works for anyone who needs to know anything.
Morgan knows that to survive, you don't need to be extraordinarily gifted, you just need to strike the right balance. She does have a sense of morality, but at the same time, the 'bad guys' pay well, and often stick to their word when they offer you protection against their next move--they don't need an unidentified source ratting on them.
Powers:
Technopathy;
The ability to communicate with machines or technology, and to use them to the users will. The suer can easily remove all the money from an ATM, rig an electronic voting machine network, use an ordinary mobile to triangulate another phone, or use machines such as ATMs to display messages to people with certain bank cards.
This ability can be used much more broadly with the use of a wireless device, such as a mobile phone. This ability is noted to be deeply connected with Cyberpathy. It is not unusual for a person to possess both abilities.
Cyberpathy;
The ability to send and receive electronic messages, including, but not limited to e-mail, text message, and phone calls. The user becomes a walking computer, and is able to hack into files that 'normal' hackers, or even technopaths would struggle to access. The user is constantly connected to the internet, and as a result, little escapes their attention. This ability sometimes relies on the signal that can be sent or received by satellites, for instance, a Cyberpath would have their ability severely weakened in the deepest part of the Himalayas. The reverse is also true. CyCL0ne possesses a great deal of mental strength to stop this ability from overwhelming her.
Magnetism Manipulation;
The ability to manipulate magnetic fields, and therefore objects that can be attracted or repelled by magnetism. Metal is the biggest thing that this ability affects, ranging from magnetizing a small needle, redirecting the path of bullets, to sending a police car crashing into another.
Luckily enough, Morgan has not fully developed her full potential with this ability, and struggles to use it. This is always a last resort option. She prefers her other abilities to this.
Morgan is human, and still needs to eat, drink, and sleep. She suffers from migraines if she over-uses her technopathy or cyberpathy, and has blacked out before from using them. Just like a computer, Morgan can easily be infected with a computer virus, which is not usually fatal, but can put her out of action for a few days.
As mentioned, Morgan has little control over her magnetic ability, and could backfire on her.
Morgan Halloran's mother lived in RolePlay City, where she used her ability of Super Speed to help fight for truth and justice, while her father was an ordinary scientist, who researched into new forms of communications. They never married, and Morgan had been the result of a short-lived relationship. Morgan's father was the one who raised her, as her mother's lifestyle was 'unsuitable for raising a young child'. Morgan always guessed that it was the fact that her mother had already missed out on almost nine months of action, and that she didn't want to miss any more.
Morgan had always shown a fondness for technology, something which her father approved and encouraged more of. At the tender age of six, Morgan was fully literate, and knew the workings of most of the electronics in the house. She wandered into her father's lab, and after some tinkering with some things he'd left around, she created a device which she could easily fit around her head--perfect for pretending to be a robot with, right?
While being a cross between a cyberman and a dalek [Her dad had shown her the pictures and had explained in detail of the Doctor's adventures with them], Morgan tripped over backwards, hitting her head hard, the her headband harder.
She spent several months in a coma, and when she woke up, she began screaming about 'voices in her head.' Her mother dismissed it as a side-effect of being unconscious for so long, and firmly told father and daughter that Morgan would spent at least a month a year with her in RolePlay City.
It took years, but Morgan and her father worked together to help her gain some control over what they realized was the constant stream of wireless communication. Her mother was only mildly interested, and did little to help.
Morgan, aged twelve, was the first to hear the order for her mother to be shot. By the time she'd gotten to the phone, her mother had a bullet through her heart. This would mess any kid up, but it broke Morgan's heart even more that it was one of the 'good' guys who'd ordered the hit. She'd ensured that the hero was exposed as the villain he was, but it still made her wary of any 'hero' that offered her their help. This wasn't enough to put Morgan onto the dark side, as she knew what the 'bad' guys were capable of doing as well. She managed to persuade her father to move into the City again, about four years ago, and this was when she adopted the alias CyCL0nE.
Morgan's father died after a short battle with a brain tumor, about a year ago. While not mourning openly anymore, she is still hurting a little. After all, she lost both parents in less than five years, and before her eighteenth birthday.