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Wayward (PL10/11) - Blue Rose


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Wayward

Power Level: 10/11 (161/165 PP)

Trade-Offs: +2 Attack/-2 Damage, -2 Toughness/+2 Defense

Unspent Power Points: 4

 

In-Brief: Psychic rock star buttkicker. Now fighting crime on prime time!

 

Alternate Identity: Valerie Cain (celebrity name), Margaret Carter Jr. (birth name), Emily Walker (civilian disguise)

Identity: Stage: Public, Birth: Secret, Civilian disguise: Secret

Birthplace: Yonkers, NY

Occupation: Rock star

Affiliations: Excelsior Records, Super-Vision

Family: Margaret Carter Sr. (Mother), Walter Carter (Father), Catherine Carter (Younger Sister)

 

Description:

Age: 22 (September 13th, 1991)

Gender: Female

Ethnicity: Caucasian

Height: 5'9"

Weight: 145 lbs

Eyes: Green

Hair: Black (naturally brown)

 

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Val is a tall, lean woman as lithe as they come, with shaggy black hair mostly concealing her green eyes, and an athletic build most would have to work their tails off to get.

 

It turns out, when you become a mask professionally, you don't need to wear one on the heroing job. In terms of crimefighting attire, Wayward sports nothing more than her celebrity persona, fighting crime in street clothes, favoring things that are dark, spiky, and show plenty of skin, in support of her rough stage presence.

 

History:

Margaret Carter Jr. was born to a middle class family in Yonkers, New York. Her mother was a police officer, and her father was a stage magician. She had everything she really needed, and went to a safe public school. It was a decent life.

 

And boring as Hell.

 

She wanted more. She wanted to shine, to be great, and she knew her old hand-me-down guitar was her ticket to fame. Her parents didn't see it that way, when she started neglecting her studies in favor of her music. There was a lot of yelling. When her parents decided grounding her would include taking away her guitar, it got worse.

 

At fifteen, she ran away. She stole enough money to buy a top-of-the-line guitar, plus cab fair to the city proper, and made her own. Lucky for her, she was as good as she thought, and managed to keep herself fed and housed by performing on the street in Central Park under a new name, Valerie Cain; she could work a crowd like nobody's business, and rock like the best of them.

 

In time, she got picked up by an agent, quickly going through the ranks, first as a backup guitarist, then an opening act, before exploding as a star in her own right, going on her first national tour at twenty.

 

But when she got back, a nagging guilt for the way she ran out grew in the back of her mind. She took some time off decided to go home to Yonkers. While wandering her old home, trying to decide how to say hello after being away for five years.

 

The question was answered for her, when she came on a mugging. The police became involved, and it turned into a shootout. An officer went down. One Officer Margaret Carter.

 

That moment was the first time Valerie's powers became undeniable. There had been subtle, suspicious things before, but when her mother was shot in the leg, she could see it, feel it in every vivid detail as the flurry of emotion in that alley forced itself on her mind as the thug escaped.

 

She was reunited with her family at the hospital. An awkward event, but the circumstances set grudges aside. Yet the scene kept haunting her; Val couldn't just let the situation lie. Stress, fear, bad judgment, and a heaping spoonful of fury sent her into action.

 

A few sly questions here and there to some members of the force who knew her as a kid, and she has as much information as the cops do. Plus, a head start and a speed advantage in the form of a lack of forward thinking. The man, Caleb Donnel, was part of a small gang with a hangout in the back of some rundown bar. A little charm, and she was invited right in, where she took every last one of them down with a pool cue.

 

The police weren't exactly happy about her methods, nor the risk she took, but they thanked her all the same.

 

When she got back to her life as a musician, however, the experience put a bug in her ear. She had powers. And she could fight. And her new label was based out of Freedom City. And she never wanted to let something like what happened in that alley again.

 

She could be a hero.

 

At first, her agent hated the idea, but with some insistence, and a little training with some professionals, an idea was born. A new image; not Valerie Cain, but Wayward. Guitarist. Superhero. TV star. With a co-op with Super-Vision and an advanced hovercam rig, they could catch her crimefighting on camera, and make a mint.

 

Powers & Tactics:

Wayward is one of the world's weaker psychics, with only limited control over more limited powers. A subconscious rapport with those around her has benefited her career greatly, and she can makes some conscious contact, but her mental powers are at their most extensive when turned inward.

 

Subconscious manipulation of her own biochemistry has allowed her to maximize benefit from training and nutrition, gaining an Olympian-level body with limited training in bursts far more intense than she would normally manage, an almost-natural array of physical gifts she only suspects might be linked to her powers. letting her focus her real efforts on her music. Likewise, her fighting style relies more on instinct, intuition, luck, and brashness rather than any form of polish, favoring a collapsible staff as her weapon of choice. And given the limits of her mental powers, her work as a hero tends to come down to the physicality and creativity available to mere mortals.

 

 


Complications:

Smile for the Camera: As it turns out, hovercams filming your every move and transmitting them wirelessly can have an effect on delicate crime-fighting situations. Especially when trying to be sneaky. And sometimes, a hovercam getting in the way isn't an accident. Gotta get the ratings, after all, so if things start getting boring beyond the magic of editing? Time for an 'accident.' And if the cameras lose our lovely heroine? Well, there's a bad day right there.

 

Sensitive: Untrained latent telepathy is not necessarily all sunshine and roses. Intense emotion and sensation can influence Wayward as much as the person experiencing them, and sometimes even lingering psychic impressions are enough to get to her. What's more, due to her lac of training, her psychic abilities leave her more open to mental influence, rather than less.

 

Only Human: Through a form of self-hypnosis, Wayward can go well beyond her body's normal physical abilities, but this doesn't change her body's limits, and if she pushes herself like that for too long, she will find the point where her body simply says no.

 

Vertigo: Sharing the senses of another is a disorienting experience, especially when Wayward jumps from one body to the next. She's barely aware of herself when doing it, and when she returns to herself, be it by choice or by force, she needs time to recover.

 

In the Limelight: Fame has a price. As much as she loves her fans, crime fighting is a sensitive business, and it can be a dangerous time for an audience. What's more, she has an image to protect. Tarnishing her reputation can hurt her career.

 

Sucker for a Pretty Face: Looks can be deceiving. A lesson Wayward learned when she was still a kid. However, everyone has their soft spots, and a pretty face playing innocent can find it easy to get past Wayward's better judgment.

 

Mindwarp: Wayward has learned the hard way that her powers make a long-term intimate relationship impossible. The last time she tried, her powers started reaching out more and more for her partner's mind without her willing it until the mental disturbance wouldn't let either of them sleep. Ever. no matter how far apart they were, until they were both hospitalized for exhaustion. With time apart, the effect eventually faded, but it made a continued relationship impossible. Ever since, she's had many relationships, quite a few promising, but all cut short before long. She doesn't give the real explanation, and not all of her many exes are entirely understanding.

 

Amateur Psychic: Though technically a psychic, Wayward's powers are weak and inherently unstable. There are a few things she can use them for reliably, but when she tries to push her abilities in new ways, it rarely goes smoothly.

 

Right to the Head: While a psychically optimized metabolism keeps her in peak physical conditions, it is not without its drawbacks. The perk is a subconscious manifestation of Wayward's own desires. However, this is not without drawback, particularly when it comes to alcohol. When she drinks, she wants to get where she's going, so her body does everything it can to accommodate, making a little alcohol go a long way.

 

Entourage: A rock star is never alone. Whether she's giving a reporter some time, she's giving her input on a project, or she's showing a fan a good time out on the town, when things go south, there's usually someone around that Wayward has to look out for on top of dealing with the crime.

 

Open Channel: The first thing many a budding young psychic learns is how to filter out which thoughts and sensations one sends over telepathic communication.  Wayward never learned to do this.  When she makes a mental connection with someone, she broadcasts everything she thinks and feels, and the openness of her connection makes it difficult for even seasoned psychics to filter her out.

 

 

Abilities: 6 + 14 + 12 + 0 + 4 + 14 = 50PP

Strength: 16/22 (+3/+6)

Dexterity: 24 (+7)

Constitution: 22 (+6)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 24/34 (+7/+12)

 

 

Combat: 16 + 8 = 24PP

Initiative: +11 (+7 Dex, +4 Improved Initiative)

Attack: +8 Base, +12 Melee

Grapple: +15/+19

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: -4 (-3 flat-footed)

 

 

Saving Throws: 0 + 0 + 5 = 5PP

Toughness: +8 (+6 Con, +2 Defensive Roll)

Fortitude: +6 (+6 Con, +0)

Reflex: +7 (+7 Dex, +0)

Will: +7 (+2 Wis, +5)

 

 

Skills: 100R = 25PP

Acrobatics 3 (+10)

Bluff 7 (+14, +19EC, +22A, +27Total) Skill Mastery

Climb 2 (+5, +8ES)

Diplomacy 7 (+14, +19EC, +22A, +27Total) Skill Mastery, Ultimate Effort

Disguise 1 (+8, +13EC)

Escape Artist 3 (+10)

Gather Information 3 (+10, +15EC)

Intimidate 1 (+8, +13EC)

Investigate 5 (+5)

Knowledge (Art) 5 (+5)

Knowledge (Popular Culture) 5 (+5)

Knowledge (Streetwise) 4 (+4)

Languages 1 (English [Native], French)

Notice 12 (+14)

Perform (Dance) 3 (+10, +15EC)

Perform (Strings) 13 (+20, +22M, +25EC, +27Total) Skill Mastery, Ultimate Effort

Perform (Singing) 3 (+10, +15EC)

Perform (Theater of the Mind) 3 (+10, +15EC)

Search 5 (+5)

Sense Motive 8 (+10) Skill Mastery

Sleight of Hand 3 (+10)

Stealth 3 (+10)

 

A - Attractive, EC - Enhanced Charisma, ES - Enhanced Strength, M - Marianne (Masterwork Guitar)

 

 

Feats: 38PP

Acrobatic Bluff

Attack Focus: Melee 4

Attractive 2

Benefit 3: Status (Celebrity), Wealth 2

Connected

Defensive Roll

Dodge Focus 8

Elusive Target

Equipment 1

Evasion

Fascinate 2: Diplomacy, Perform

Grappling Finesse

Improved Initiative

Luck 3

Skill Mastery: Bluff, Diplomacy, Perform (Strings), Sense Motive

Takedown Attack

Teamwork 3

Ultimate Effort 2: Diplomacy, Perform (Strings)

Well-Informed

 

Equipment: 4EP = 1PP

Collapsible Staff (Damage 2 [Feats: Mighty, Subtle]) [4EP]

 

Marianne (Masterwork Guitar[1EP]

 

 

Powers: 1 + 4 + 14 = 19PP

 

Immunity 1 (Aging) [1PP] (Psychic)

 

Burst Motion Array (3PP; Power Feats: Alternate Power 1) [4PP]

 

Base Power: Speed 3 {3/3PP} (Psychic)

 

Alternate Power: Leaping 3 {3/3PP} (Psychic)

 

Psychic Array (11PP; Power Feats: Alternate Power 3) [14PP]

 

Base Power: Enhanced Charisma 10 {10/11 PP} (Rapport, Psychic)

 

Alternate Power: Mind Reading 10 (Power Feat: Subtle, Extra: Sensory Link, Flaw: Limited to Sensory Link) {11/11 PP} (Sense Hop, Psychic)

 

Alternate Power: Communication 3, Linked: Comprehend 3 (Languages, Objects) {10/11 PP} (Telepathy, Psychic)

 

Alternate Power Enhanced Strength 6 {6/6 PP} (Adrenal Burst, Psychic)

 

 

DC Block:

ATTACK         RANGE        SAVE                         EFFECT

Unarmed        +12 Touch    DC18/21 Toughness (Staged)   Damage (Physical)

Staff          +12 Touch    DC20/23 Toughness (Staged)   Damage (Physical)

Mind Reading   Perception   DC20 Will                    Sensory Link

 

 

Totals: Abilities (50) + Combat (24) + Saving Throws (5) + Skills (25) + Feats (38) + Powers (19) - Drawbacks (0) = 161/165 Power Points

Edited by Fox
+1pp for March/April 2018
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This looks great. Some of the best complications I have ever seen! Love it!

 

Ill approved this, but one request: "Charisma Boost" is a bit confusing, as it is not actually a boost power (Although I would imagine something like a tiring, personal boost power to strength / speed / etc would fit very well!) could you rename it "Enhanced Charisma?"

 

The array of Cha/Str/Comprehend is ok, but just to note folding attributes/skills/feats into arrays is looked at carefully, for obvious reasons, so heads up on that one. 

 

Great PC. 

 

APPROVED

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Thank you, thank you.

*Goes forth to change all mention of 'boost' to 'enhanced'... and corrects a capitalization error while she's at it... and adds in the masterwork guitar to bonuses to Perform (Guitar)... and grammar... and spelling...*

Edited by Blue Rose
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