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Superheroine

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  1. Player Name: Superheroine Character Name: White Swan Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A psychic heroine returning from hiatus Alternate Identity: Marcy Dawn, PHD Identity: Secret Birthplace: Sacramento, California Occupation: Psychiatrist Affiliations: (People and/or groups you work with) Family: parents (both deceased), Brittney (daughter, 25), Sky (son, 44) Description: Age: 61 (DoB: May 14, 1950) Apparent Age: looks much better than her age, depending on perspective Gender: Female Ethnicity: Caucasian Height: 5'4" Weight: 120 pounds Eyes: Blue Hair: White (originally blonde) In costume: She wears a form revealing white spandex body suit that covers her arms and legs. She also wears a white domino mask and white leather gloves. Power Descriptions: She is a precognative telepath. Her mind control and mind reading aren't visible and can only be sensed by fellow telepaths. Her Mental Blast is her scrambling memories or putting false memories in that hurt so much. Her Super-Senses and Force Field are passive and active precognition, respectively. History: Marcy was born of the baby boom. She grew up in the fifties, in a cut-and-paste suburb you'd expect to see in old reruns of Pleasantville. By her teenage years she yearned to escape the hell of her idyllic home and make something of herself other than future miss little housewife. The sixties came along and it was almost was an answer to her rebelious prayers. She left her home, leaving a note to say that she'd be back when she was ready to be back. Marcy and a few of her friends booked it on down to San Francisco and joined the hippie movement. She was fervant as any of them championing the ideals of what was right and protesting things she thought was wrong. The Man was wrong, they were right. She also opened herself up to new experiences. She would try anything she felt, that in her heart, would not hurt her. Unfortunately, she was a teenager at the time so she thought she was ten foot tall and bullet proof also. One of these experiences was a vision quest. This vision quest would lead her to meet her spirit guide, a white swan. The white swan guided her to things in her mind, unlocking her latent psychic abilities. The white swan told her that this was a test, but there would be no right or wrong answers, just that the test would need to be finished. To this day she wonders what the test is and if she's doing well enough. When the vision quest was over, she showed her friends her new powers, the nonharmful ones that is. They were impressed and said that she was blessed She was treated better too. They knew someone that could read and control minds would be helpful in their cause of fighting The Man. Even though she never harmed anyone, her mental survellience proved very useful. But her friends wanted more out of her. They saw her as a tool of their crusade. Though being a mind reader does not protect you from not wanting to know what the people you love think. She made a promise to them that she would never do such. She was content in being oblivious some times. And so she was. By the age of 17, she had her first child. She named him Sky. Though her kindness to her friends never found out who the father was. She didn't think it would be necessary and that she and her friends would be together forever. Two years later, during the summer of love, she would find out otherwise. During their trip to Woodstock, she sensed a dark presence among the group, but she did not question it. Nothing had happened yet. It could just be foreboding, the trip was going to be long, from California to New York. It was just jitters, she initially thought. It was not until she went to sleep the first night that she was visited by her spirit guide. It warned her to guard her mind. A pure primal force was afoot. That she would know when to deal with it. The next morning, the dark foreboding continued. She told her friends about it and they comforted her telling her nothing was wrong. Nothing was wrong... at the time. Later on in the day when they had stopped to rest and open their minds. Marcy thought this would be the perfect time for the primal force to strike, so she abstained. And as she predicted, their session got darker and darker. They talked about things they would do if they had their own powers. Dark things she'd never expect from her friends came from their mouths. She too wanted to get at The Man, but not the way they were presenting it. She had to break her cardinal rule about using her powers on her friends. She read their mind. The force was jumping between her friend! They were not themselves. They all looked to her with sadistic glee as she did. The presence then tried to attack her with her friends throwing themselves at her with reckless abandon. She didn't hurt them, she couldn't do it. They weren't the problem. She had to do something. So she wiped their memories of the whole thing. She couldn't live with herself knowing what she did, so she erased their memories of her from the time she met her. There was no way them knowing she had used powers against them would do anything. The primal force had nothing to feed on, so it left. She never made it to Woodstock. She took the van and and her son and went back to her parental home in Sacramento. She was greeted by her mother with open arms. Her father was not there. She was told he left a couple of years ago for a younger woman. After some small talk and reminiscing, Marcy told her mother what she was there for. She told her of the past few years and the incident that would lead her back home. When her mother learned that Marcy had powers, she was scared (especially if the thought that Marcy could do such things with just her mind), but she was also delighted. Her mother told her about the heroes of the olden days and how they used their powers for the good of mankind. Marcy was inspired. She too would use her powers for the betterment of things! Using her spirit guide as a motif, she became White Swan. She worked up and down the west coast, stopping small time crooks. Due to the proliferation of heroes on the east coast it was mostly lonely work, but there were a few other heroes along the way. That all changed in the early eighties. The Moore Act in Freedom City had an impact. All across the board there were various similar plans. So after 15ish years of being a hero, Marcy retired. Her life after heroism was still eventful, she went to college and got her PhD in psychology. During that time, she met the man who would become her lifemate and she would bear another child. She named her daughter Brittney after her mother. When the Terminus Invasion took the Centurion, she was saddened as everyone else. Though it did put an end to the Moore Act's restrictions on superheroes. Seeing as she was raising a child at the time, she resisted the siren's call to suit up again. It wouldn't be until 2007 when she got the gumption to step forth. Her daughter was moving out. Her lifemate and her amicably split. She had a new lease on life. So she moved to Freedom City and spent a few years integrating herself into it. Setting up a psychology practice, getting to know the natives. By mid 2011, she was definitely ready. White Swan would fly again. Personality & Motivation: She's an understanding type and a great listener. She'll give advice when needed, but only if asked for. She's never quite outgrown her hippie tendacies. She's still very open to try new things and, while not as militant as her former brothers and sisters, still actively campaigns for and against things she believes is right and wrong, respectively. For being a psychic, she's not one to impose her will on others. She knows that with great power comes great responsibility, so she helps in anyway she can, both as White Swan and Marcy. Powers & Tactics: She's not one to come in blasting and controlling at the start of a fight. She'll try to talk the criminal down to see the error of their ways first. If they do, she'll help them out anyway she can to get back on the straight and narrow. If things can't be talked out, she'll only use her memory scrambles and trying to play keep away if they're aggressive. She wont use straight out control unless there is no other choice, though it is a handy investigative tool when needed. Complications: Abilities: 0 + 0 + 0 + 4 + 12 + 4 = 20PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 22 (+6) Charisma: 14 (+2) Combat: 8 + 16 = 24PP Initiative: +0 Attack: +4 Melee, +4 Ranged Grapple: +4 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -6, -0 without Force Field Saving Throws: 6 + 6 + 6 = 18PP Toughness: +12 (+0 Con, +12 Force Field) Fortitude: +6 (+0 Con, +6) Reflex: +6 (+0 Dex, +6) Will: +12 (+6 Wis, +6) Skills: 80R = 20PP Bluff 8 (+10) Diplomacy 8 (+10) Concentration 13 (+19) Knowledge (behavioral sciences) 5 (+7) Knowledge (life sciences) 5 (+7) Medicine 5 (+11) Notice 14 (+20) Search 8 (+10) Sense Motive 14 (+20) Feats: 8PP Luck 2 Quick Change Seize Initiative Skill Mastery (Bluff, Notice, Search, Sense Motive) Trance Ultimate Save (Will) Uncanny Dodge (mental) Powers: 35 + 12 + 10 + 3 = 60PP Mental Powers Array 16.5 (Feats: Alternate Power 2) [35pp] (psychic) Main Power: Mind Reading 10 (Extras: Linked, Sensory Link, Simultaneous, Feats: Subtle) and Super-Senses 4 (postcognition, Extras:Linked, Flaws: Uncontrolled) Alternate Power: Mental Blast 10 (Flaws: Action [Full]) Alternate Power: Mind Control 10 (Extras: Conscious, Feats: Mental Link, Mind Blank, Subtle) Force Field 12 [12pp] (psychic) Super-Senses 10 (accurate, acute, radius, ranged, extended mental) [10pp] (psychic) Super-Senses 3 (Danger Sense [mental], Psychic Awareness [mental]) [3pp] (psychic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Mind Reading Perception DC20 Will Mental Blast Perception DC25 Will Mind Control Perception DC20 Will Totals: Abilities (20) + Combat (24) + Saving Throws (18) + Skills (20) + Feats (8) + Powers (60) - Drawbacks (0) = 150/150 Power Points
  2. OK, I get it. The character is not liked. I have offended some people's sensibilities. I was just trying to go for a fun and upbeat character. Not My Little Pony. Not a joke. Not a Mary Sue. Apparently it got misconstrued in the process. So I bow out. I'm sorry I wasted your time with this whole thing.
  3. Player Name: Superheroine Character Name: Rose Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Lucky pop princess finds out she has powers. Gets into superhero school quite handily. Alternate Identity: Danielle Dawn Identity: Secret Birthplace: Beverly Hills, California Occupation: high school student Affiliations: Claremont Academy Family: a mother, a father, two brothers, a sister Description: Age: 16 (DoB: May 14, 1995) Apparent Age: mid-to-late teens Gender: Female Ethnicity: Caucasian Height: 5'4" Weight: 120 pounds Eyes: Brown Hair: Blonde In costume: a dark pink colored spandex leotard and leggings, a mask of the same color that covers the top half of her face, from the top of her forehead to just under her nose. Power Descriptions: Her blast looks like a bunch of pink rose petals. Her flight has her surrounded in the same pink rose petals. History: Danielle's life has been blessed ever since she was born. Little did she know that she was born with mutant powers! This luck followed her everywhere in everything she did. She liked singing, so she picked up singing. And she was REALLY GOOD at it. Her parents strolled their young prodigy around getting deals for commercials left and right. A big name record company picked her up after that. By the time she was 16, she was a rising star with three gold records and several number one hits. Everyone watched the up and coming pop princess. Sure she had her detractors, but as they say, there's no such thing as bad publicity. Or so they thought! During some of her downtime, she found that she could fly. this made her very happy. Her parents were overjoyed too. They would have told everybody if not for the next thing she found out. She happily celebrated and then... she shot the roof with rose petals! the roof fell, but no one was injured except for the poor family dog. Saddened by the death, no one who knew about it spoke of it. Danielle put her music career on hold. She had to get training with these powers, but how? Her mother had a friend who had a friend who knew someone that knew the headmaster at Claremont Academy. Slowly this information got to them. When she found out, she was overjoyed. Her parents signed her up for classes and she was there in no time. Personality & Motivation: Danielle is peppy. Due to her luck powers, she's not known the sting of a bad life. It seems she doesn't know the meaning of the word sad or unhappy. The attitude is infectious to some, annoying to others. She's not one to impose it though. She's mindful of others in that way. She's not shy though. She's a very people oriented person. Treating others with the kindness they would want. Even though her celebrity status follows her, she's a down-to-earth type of girl. She's motivated for two reasons. One is to learn how to control (and possibly expand) her powers. The other is that she feels like a guardian spirit. She doesn't know her powers are mutation oriented and believes her powers are from God. She believes she has a great responsibility and acts accordingly. Powers & Tactics: Rose is a flying blaster. She flies and she blasts, nothing complicated about it. Though when there is no need or room for flying or blasting, she can help her team or herself with her incredible luck. Complications: Celebrity: She's been a public face for the past four [eight if you count the commercials] years. It's hard to shake the image of who she is. Secret: Rose and Danielle are two separate entities to most people. Abilities: 0 + 4 + 4 + 4 + 8 + 10 = 30PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Rose Blast Grapple: +6 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +8 (+4 Wis, +4) Skills: 68R = 17PP Acrobatics 8 (+10) Bluff 15 (+20) Knowledge: Pop Culture 12 (+14) Languages 2 (Japanese, Spanish) (Base: English) Perform (singing) 15 (+20) Notice 8 (+12) Sense Motive 8 (+12) Feats: 17PP Attack Specialization: Blast (2) Benefit: Celebrity Benefit: Wealth Distract (Bluff) Dodge Focus (4) Fascinate (Perform) Inspire (5) Second Chance (Perform checks) Uncanny Dodge (auditory) Powers: 20 + 4 + 1 + 17 = 50PP Blast 10 [20 pp] (mutation) Flight 2 (25 MPH) [4 pp] (mutation) Immunity 1 (aging) [1 pp] (mutation) Luck Control 4 (spend an HP for another character, give HP to others, spend HP to negate HP/Fiat, force reroll) (PFs: Luck 5) [17 pp] (mutation) Protection 8 [8 pp] (mutation) Drawbacks: (-0) + (-0) = -0PP DC Block Totals: Abilities (30) + Combat (24) + Saving Throws (14) + Skills (17) + Feats (17) + Powers (50) - Drawbacks (0) = 150/150 Power Points
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