Jump to content

Search the Community

Showing results for tags 'smarty pants'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 4 results

  1. Terrifica Power Level: 15 (built as PL 10; 229/243 PP) Trade-Offs: +5 Attack, -5 Damage (unarmed); +3 Attack, -3 Damage (Terrifi-Staff Melee); +2 Attack, -2 Damage (Snare & Dazzle); +2 Damage, -2 Attack (Terrifi-Cannon); Unspent PP: 14 In Brief: Terrifica is a supergenius Cowl with Gadgeteer elements. Alternate Identites: Qiaolian Song (largely defunct), Samantha Carson (current) Identity: Secret Birthplace: Rural China (half raised in Boston, Mass.) Occupation: Associate Professor of Physics Affliations: MIT, Mensa Family: Lucas Carson (father, missing), Meili Song (mother, deceased), Cassandra Carson (great aunt), Stan Gresham (husband), Lucas Gresham (son born Aug 30, 2012), Meili Gresham (daughter born Feb 13, 2014), the Carson family (black sheep of), the Song family (black sheep of) Age: 24 (born Jun 10, 1990) Apparent Age: early 20s Gender: Female Ethnicity: Half Han Chinese, half Anglo Saxon Height: 5’ 4” (5’ 6” in costume) Weight: 115 lbs. Eyes: Dark Brown Hair: Brown Description: Finely built with athletic musculature, If Sam ever played to it she would be beautiful. Unfortunately, she’s a thinker, not a fashion model or piece of meat for ogling. She keeps up with fashion in a general way, not committing any grave faux pas, but you’ll only find her in something pricey when the occasion calls for it. That said, she does appear to be resolutely against denim and sweatclothes, as she’s never worn either. Her costume is dark blue and appears formfitting, even though it’s just thick. It covers her from head to toe, only leaving from for the bottom of her nose, her mouth, and her chin. A wide orange stripe runs down the sides of both arms and both legs. There is an orange T on her forehead, with the bottom line sliding between her eyes. She pairs it with an ordinary Badass Longcoat or a short jacket. The coat is simply the same shade of dark blue. The jacket shares the suit’s color and stripes, and has a small orange T over the left breast. History: A man named Lucas Carson went to China to spread the Good News of Jesus. He fell in love and married a local, Meili Song. They had a daughter, Qiaolian, who they cared for very much. However, the local Chinese officials slowly got wind of Lucas’s actions, and began to pursue him. Soon, it was too dangerous to bring a small child along all the time. So Lucas and his lady love began to leave Qiaolian at a local Buddhist temple that did double duty as an orphanage of sorts. One day, not long after Qiaolian’s eight birthday, they left her there again…and never came back. Qiaolian missed them terribly, but she had friends, and the monks were nice. Plus a aged Kung Fu master had set up shop and was teaching some of the children, including Qiaolian. And then her powers kicked in, increasing her IQ exponentially. She had more than enough to do. Four years later, a white man came to the temple. He worked for Cassandra Carson, Lucas’s aunt. He was looking for Lucas, but instead found Qiaolian, who calmly explained who she was and why he should care. In exquisite and exacting detail. It wasn’t a full week before Qiaolian was headed to America (Boston, specifically), home of the fairly large Carson family. Cassandra was not impressed by the “dirty little chinagirl” and immediately changed her name to Samantha. Sam blurred through schools, far too intelligent for the material in middle and high school. She became one of Boston College’s youngest students in their entire history at 16. There, her rapid pace slowed, not due to the increased difficulties of the material, but due to studying virtually everything under the sun. A teenaged Terrifica had a short career as a local crime fighter, but at the time it didn’t interest her any more than anything else and she quickly dropped it. It was during this time she met Stan Gresham, the man who would become her husband. She was 18, he was 23. Love happened. Eventually. Stan graduated and started his psychology practice, and Sam fast-tracked herself through MIT. They got married. Their son, Lucas was born. Named after Stan’s mentor, not Sam’s dad. Sam graduated MIT and took them up on their professorship offer. Meili, their daughter, was born. Sam felt…unfulfilled. A genius like her should be more than just…this. The same dark anger that propels so many super genius into madness and villainy crept upon her. But unlike them, she had Stan, her continuing piecemeal devotion to Buddhism, and a genuine desire not to be another cliché bad girl. She thought for months on end. What could she possibly do where she wouldn’t displace anyone or cause harm to the innocent? Frickin’ duh. Superhero. Terrifica made her comeback. Personality & Motivation: The first thing to understand about Terrifica’s personality is that her parents dropped off the face of the earth when she was eight years old. She did not have her powers yet. She was just a powerless and ignorant child. Then she got a power. The best possible power for someone who felt that way. She started running away from those two feelings, and hasn’t stopped since. Yes, being superhumanly intelligent has bred a certain degree of arrogance, however the former still applies. Which is the first reason she can’t permit herself to ever be wrong. There’s any number of excuses that can salve her psyche, however. If she was ever truly wrong, then she was ignorant. If she’s ignorant, then she’s powerless too. And suddenly she’s a terrified eight year old again. Understandably, she doesn’t go there. Second thing, from the age of twelve to eighteen she was raised by her great aunt Cassandra Carson. Blue blooded aristocratic hell witch. That woman believes she’s superior to everyone because of her pure bloodline and stellar (if only human) intellect, and she hated the fact that her son diluted the precious blood. Even if young Samantha Carson tried mightily to ignore the lessons of that cold loveless house, many of them stuck. They appealed to someone who was objectively superior (in one way) and felt unwanted, unloved, and alone. She is slowly shedding those mannerisms, but negative emotions can bring it all right back. Like fear. Or anger. She knows how to treat people properly, but one’s past is never that easily conquered. Of course, that isn’t all there is to it. See Fourth, below. Third, one of the main lessons of that cold and loveless house is that intelligence is the most important quality in a human being. It was the only thing of hers Cassandra never insulted. Thusly, Terrifica considers her intelligence her only valuable asset. She is very proud of it specifically because she doesn’t believe anything else about her is particularly special. Her aunt Cassandra made very sure of that. Cassandra literally changed her name without her consent or indeed any input from her at all. She still, in some ways, sees herself as the “dirty little chinagirl” her aunt always referred to her as. Not worthless, necessarily, but certainly not someone of value. Fixing things, solving problems, making things right after they go wrong, figuring out an explanation for the inexplicable. All of these things give her that boost to her self esteem. Hence why she works so hard to prove herself, and is always thinking about everything from every conceivable angle. It’s also why someone calling her some variation of stupid causes such a negative reaction. It’s an attack on the core of her self-worth. Furthermore, it’s another reason why she must be right. Of course, she isn’t consciously aware of this inner self image. Fourth, contradicting her efforts is the fact that she also considers her superhuman intellect extremely dangerous. Walking around with a dirty nuke level dangerous. There are all sorts of terrible ramifications and consequences of using her extreme intellect on the world. There are all sorts of wonderful ones, too, but those aren’t the ones she loses sleep over. She considers managing her intelligence so that it doesn’t hurt anyone, even indirectly, the single most important responsibility she has. She is terrified to a level she fundamentally can’t grasp about failing in that responsibility. To the point that, aside from the lessons of her aunt Cassandra, that is the main reason she’s so harsh as Terrifica. The harshness comes from her knowing that people who aren’t harsh like she is. The kind ones, mannerly. They make people fond of them, and prone to listening to them. Doing what they say. There aren’t words for how terrifying a prospect that is to her. She can’t possibly account for all the variables in how her positive influence might go wrong. Being harsh is just so much easier on interpersonal relations, not to mention it’s more natural to her (again, because of aunt Cassandra). Professor Samantha Carson is a much nicer person, but Professor Samantha Carson will never be in a position to effect change in the world. Intentionally so. If Terrifica gets something wrong, people will get hurt, and she will have failed in her responsibility. This is absolutely unacceptable, so she (once again) must be right at all times. Fifth, to not fail or ever be wrong she has developed a very controlling personality, in addition to being harsh and caustic. Because she must be right and in order to do that she requires all the information she can get. And that comes from being the person in charge of a given situation. It’s not that she minds taking orders, it’s that she is deeply concerned about the fallibility of those giving the orders. A fallibility she will not permit herself to share. Even when things go wrong, and objectively it isn’t her fault in the slightest…she still considers it to be her fault. Her failure. She can, of course, be perfectly reasonable about this, but it doesn’t mean the feeling goes away. That she could have done better. Done more. Sixth, she doesn’t really understand people all that well. Knowing psychology is one thing, practicing it in person is another. To be fair…she’s not like regular people. Her extreme intelligence and high mental speed are unique among superhumans. There is only a tiny amount of people on earth who know what it is like to even have one of those two abilities. Let alone both. So in a very real sense, she has no idea what it’s like to be a regular person. She doesn’t know what they think or what they feel. She can only theorize. And god, does it show. Of course, it always bothers her, because of all that above. Finally, with all that said… Terrifica is also a woman with a deep well of compassion, a strong sense of ethics, and an endless supply of kindness. Once you get to know her, anyway. She doesn’t make it easy, as she will only show even the slightest emotional vulnerability to someone who has very much earned her trust and respect. Which is a task in and of itself, considering all her other issues. Her goal, her true goal, is not to dominate and control. Not to keep the people where they were and let her do all the thinking. NO. A thousand times NO. Her goal is to bring the common person up to her level. To apply enough education and training that the entire human race improves dramatically from its present state. Then, and only then, can she walk beside them as equals. This is her dream. One of the two things she wants most in the world. The other being to finally find out what happened to her father. It’s not out of love at this point, though she does still cling to his memory. It’s because being unable to solve his disappearance has become a failure. And as has been said, this cannot be allowed to stand. Power Descriptions: Terrifica would have been a rare genius without her metagene activating. With it, she’s smarter than anyone in the world, with a brain that in its functioning resembles a computer much more than a bundle of neurons. Additionally, she is well schooled in Kung Fu, dating from childhood. Her self made costume, the Nano-Fiber Battlesuit, is more protective than your average hero costume, increases her strength by a moderate amount, helps her see in the dark, and has a few modifications so that it can worn year round. For the record, its descriptors are chemical, not technological. She’s thought ahead in that regard, with the exception of the suit’s Datalink. That, however, is independent from the rest of the suit. She carries a multi functional quarterstaff she calls the Terrifi-Staff. Because Terrifica is a nerd. Also, she adores brand naming. She can just hit people with it, obviously, but it has a high powered taser on one end and an energy emitter on the other. The emitter can well, emit, a flash on energy that can screw up a person’s hearing and vision, a heat displacer beam that can freeze someone in a block of ice, or charged particles in the form of a heavy particle cannon. The best part? It’s collapsible, so she can wear it on her belt. Powers & Tactics: Some heroes (and people) go with violence first. Or second. Terrifica does not. She prefers to solve problems with a minimum of pain and suffering on both sides due to the influence of her Buddhist beliefs. She’s a thinker, not a thug. She’s more likely to call in a tip about street crime than actually punch the thugs out herself. That said, when she does fight, she doesn’t hold back. The faster enemies are defeated, the less they have to be injured. With the Terrifi-Staff available, she’ll Snare or Dazzle weaker foes at range, and Stun anyone who gets too close. With the Staff’s improved power and accuracy, the Snare and Dazzle are even more impressive. Also, the Cannon’s improved power means she typically refrains from using it on garden variety foes, and indeed anyone without some demonstrated degree of Impervious or ridiculous durability feats. Complications: Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she did set up his comeuppance. She could have shown compassion. Let him have life in prison. Instead she watched him die slowly. Somebody else might regret this. Terrifica does not. Justice was served, she says, and that’s the end of it. A GM may award a hero point for this coming back at her. I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available. A GM may award a hero point whenever direct combat is the best (or only) choice and Terrifica doesn’t accept that. I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles must be correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is (according to the Carson house lessons) either misguided, misinformed, or an idiot. And (of course), they need to be informed of their status. A GM may award a hero point for Terrifica’s personality flaws getting the better of her. Oh, Now That’s Interesting: Terrifica loves to learn things, acquire new knowledge, figure things out, and etcetera. It’s a passion of hers, bordering on (if not outright falling into) obsession. So much so that she will purposefully delay stopping a criminal scheme until she’s figured out exactly how it works. Or not stop that death ray blastin’ robot until she’s mapped out how it was meant to be shut down. Oh, Right. Heroes Save People, Don’t They?: Terrifica doesn’t quite share the same moral code as most heroes. Yes, saving puppies and small children is very important, but that mass murderer falling off a roof she’s pretty much unconcerned about. Put simply, she doesn’t care about the lives of morally reprehensible individuals. She’ll let them die, be maimed, or whatever other terrible thing. Innocents she’ll protect, but the guilty will have to look after themselves. A GM may award a hero point when this becomes a problem. People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent years pursuing every lead, no matter how small. She is absolutely obsessed with finding him. It is both the thing she wants most in the world and the last thing in her life that makes no sense. And everything in creation is supposed to make sense. Secret Identity: Terrifica keeps her identity and life as Samantha Carson extremely secret. She will do anything up to but not including directly murdering someone to keep it that way. What’s Wrong With You People?: People who take pride in their lack of intelligence infuriates Terrifica to no end. Why on earth or anywhere else would you be proud of being lesser? Happiness or satisfaction she can and does tolerate, but remaining stupid and ignorant out of pride in those conditions is the one thing that can make her truly hate. A GM may award a hero point for Terrifica behaving irrationally because of this. Abilities: 4+8+6+14+4+6=42 Strength 20 (+5) [14 (+2)] (Enhanced Statistic) Dexterity 18 (+4) Constitution 16 (+3) Intelligence 40 (+15) [24 (+7)] (Enhanced Statistic) Wisdom 28 (+9) [14 (+2)] (Enhanced Statistic) Charisma 16 (+3) Combat: 16+10=26 Initiative: +15 (+4 without powers) Attack: +8 Base, +9 Melee, +12 Snare & Dazzle, +13 Stun & Strike, +15 Unarmed Grapple: +14 Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed Knockback: -5 Saving Throws: 4+6+1=11 Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+9 Wis, +1) Skills: 64 Ranks = 16 PP Acrobatics 11 (+15) SM Bluff 12 (+15)SM Craft (Electronic) 1 (+16) Craft (Mechanical) 1 (+16) Computers 1 (+16)SM Concentration 1 (+10) Diplomacy 7 (+10) Disable Device 1 (+16)SM Investigate 1 (+16) Knowledge (Life Sciences) 1 (+16) Knowledge (Physical Sciences) 1 (+16) Knowledge (Technology) 1 (+16) Language 2 (Mandarin Chinese, Cantonese Chinese; Base: English) Medicine 1 (+10)SM Notice 6 (+15)SM Sense Motive 6 (+15)SM Stealth 11 (+15)SM Feats: 37 PP Assessment Attack Focus (Melee) 1 Attack Specialization (Unarmed) 3 Beginner's Luck Benefit 1 (Wealth 1) Challenge 2 (Improved Feint, Improved Taunt) Defensive Roll Dodge Focus 5 Equipment 5 [25EP] Improvised Tools Improved Trick Inventor Jack-of-All-Trades Luck 3 Master Plan Online Research Precise Shot Redirect Skill Mastery 2 (Acrobatics, Bluff, Computers, Disable Device, Medicine, Notice, Sense Motive, Stealth) Takedown Attack Taunt Uncanny Dodge (auditory) Well-Informed Enhanced Feats Eidetic Memory Speed of Thought Equipment 5 (25EP) Terrifi-cycle (Vehicle) [15EP] Size: Medium [0EP] Strength: 25 (Medium Load: 533 lbs.) [3EP] Defense: 0 [0EP] Toughness: +10 [5EP] Features: [1EP] Remote Control Powers: [6EP] Morph 1 (+5 to Disguise; Ordinary Motorcycle) [1EP] Speed 5 (250mph / 2,500ft per Move Action) [5EP] Terrifi-Labs (Headquarters) [10EP] (Location: Hanover, Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [11EP] Communications Computer Fire Prevention System Garage Gym Laboratory Library Living Space Power System Security System Workshop Powers: 22+19+40+16=97 Device 5 ( 25 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [22PP] (Nano-Fiber Battlesuit) Datalink 1 [1PP] Enhanced Strength 6 (to STR 20/+5) [6PP] Immunity 12 (Cold, Heat, Mental Effects) [12PP] Protection 5 [5PP] Super Senses 1 (Low Light Vision) [1PP] Device 6 ( 30 PP Container; Power Feats: Subtle [collapsible]; Flaw: Easy-to-Lose ) [19PP] (Terrifi-Staff) Terrifi-Combat (Array 13 [26 PP], Power Feats: Alternate Power 4) [30 DP] Base Power: Damage 12 ( Extra: Ranged; Power Feats: Improved Range, Precise) [26 DP] (Terrifi-Cannon) Alternate Power: Dazzle 8 (Affects Vision & Hearing, Improved Range, Precise) [1 DP] (Sonic Flash Burst) Alternate Power: Snare 8 (Power Feats: Accurate 2; Extra: Secondary Effect) [1 DP] (Freonic Ray) Alternate Power: Stun 7 (Power Feats: Accurate 2, Extended Reach) [1 DP] (Terrifi-Staff Shock) Alternate Power: Damage 2 ( Power Feats: Accurate 2, Extended Reach, Mighty,) [1 DP} (Terrifi-Staff Smack) Container 8 (40 PP Container) (Superhuman Brain) Enhanced Feats 2 (Eidetic Memory, Speed of Thought) Enhanced Intelligence 16 (to INT 40/+15) Enhanced Wisdom 14 (to WIS 28/+9) Quickness 10 (x2500 Flaw: Limited to Mental Tasks) Super Senses 3 (Analytical Vision, Analytical Normal Auditory) Gadgets 2 (Utility Belt; 10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [16PP] Sample Allocations: DC Block: Unarmed (+15 Hit, DC 20) Terrifi-Staff Smack (+13 Hit, Touch w/ 5ft Reach, DC 22 Toughness) Terrifi-Staff Shock (+13 Hit, Touch w/ 5ft Reach, DC 17 Fortitude) Sonic Flash Burst (+12 Hit, Ranged, DC 18 Reflex) Freonic Ray (+12 Hit, Ranged, DC 18 Reflex) Terrifi-Cannon (+8 Hit, Ranged, DC 27 Toughness) Totals Abilities 42 + Combat 26 + Saving Throws 11 + Skills 16 + Feats 37 + Powers 97 = 229/243PP
  2. Player Name Thevshi Character Name: Synapse Power Level: 12 (241/250PP) Trade-Offs: -2 Def/+2 Toughness Unspent Power Points: 9 In Brief: Rebellious genius Englishwoman with mental powers. Alternate Identity: "Dee" Farrington; Lady Dawn Farrington Identity: Secret Birthplace: Bournemouth, England Occupation: Activist Affiliations: Ministry of Powers (not by choice), Vanguard Family: Lord Erasums Farrington (11th Earl Farrington (father)); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington (Viscount Farrington (brother)); Erick Slone (Foreshadow II; Fiancé) Age: 29 (DOB: 5/18/1990) Gender: Female Height: 5' 7" Weight: 120 lbs Eyes: Blue Hair: Black, with green stripes (naturally blonde) Dee is slightly taller than average, with a slim build. Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition. Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde. Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings. She also has gotten a few tattoos over the years. One is a grouping of Chinese characters on her left shoulder blade. The other is of a black circle made of twisted thorn branches on her lower back. Power Descriptions: Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible. Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. History: Dawn was born into an aristocratic family in the United Kingdom. Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings. The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family. Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins. Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools. In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK. In particular, Lord Farrington was a close associate of the team's mentalist, Headcase. When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls. The two girls were subjected to the process, with Headcase himself directly involved. Over the course of several weeks over the summer when the girls were eleven, they underwent the process. When it was over, both girls had gained mental powers. However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane. Headcase was forced to subdue her, and drugs were used to suppress her powers. Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye. In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process. The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. Always an extremely bright girl, Dee began to do everything she could to act out against her parents. In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible. During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs. Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm. Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules. Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College. As much as Dee hated her parents, she despised Headcase even more. Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers. Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University. Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there. While she still enjoyed having a good time, she had little trouble maintain excellent marks. It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard. Unlike so many others, she was not overly impressed with Champion. Certainly he was powerful, but to her, he was just a figurehead for the status quo. Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him. Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government. After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government. Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa. After returning from Africa, Dee was contacted by the Ministry of Powers to be part of a new Vanguard and help search for the whereabouts of the previous team. Dee’s life has gone through some radical changes since she joined Vanguard. At present she is the last remaining member of the new Vanguard team crated by the Ministry of Powers to replace the original, all of the other members having since been replaced by others for various reasons. But perhaps the most significant change was when Dee met Erick Slone (Foreshadow II) at the Winter Games in Sochi and the two immediately hit it off. The couple have been together ever since and are currently engaged and expecting their first child. Personality & Motivation: As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her. Unfortunately, it is not that difficult to aggravate her. For the most part, Dee is happiest when she is left alone to do what she wants. In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding. Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers. However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt. Powers & Tactics: Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers. She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. She also has generally sought to avoid using her powers in general. However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidentally going out of control. Complications: Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life. Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity. The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result. There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family. He is determined to find out if there is anything to these rumors. Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities. If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP. ABILITIES: 0 + 6 + 6 + 12 + 12 + 2 = 38PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22/34 (+6/+12) Wisdom: 22/34 (+6/+12) Charisma: 12 (+1) COMBAT: 8 + 12 = 20PP Initiative: +12 Attack: +4 (+10 Telekinesis; +12 TK Blast) Grapple: +3 Defense: +6 base, +9 with Dodge Focus (+3 flat-footed) Knockback: -1/-6 w/Forcefield SAVING THROWS: 7 + 9 + 6 = 22PP Toughness: +14 (+3 Con, +11 Forcefield) Fortitude: +10 (+3 Con, +7) Reflex: +12 (+3 Dex, +9) Will: +18 (+12 Wis, +6) SKILLS: 124R = 31PP Bluff 6 (+7/+11 w/ Attractive) Computers 14 (+26) Concentration 4 (+16) Craft: Chemical 2 (+14) Craft: Electronics 6 (+18) Craft: Mechanical 6 (+18) Drive 10 (+13) Disable Device 15 (+27) Kn: Behavioral Science 1 (+13) Kn: History 2 (+14) Kn: Popular Culture 4 (+16) Kn: Philosophy and Religion 2 (+14) Kn: Physical Sciences 6 (+18) Kn: Technology 10 (+22) Medicine 1 (+13) Notice 4 (+16) Perform (Piano) 12 (+13) Pilot 4 (+7) Search 2 (+14) Sense Motive 9 (+21) Stealth 4 (+7) FEATS: 14 PP Attractive Benefit 4 (Wealth 2; Member of British Aristocracy; Member of Vanguard) Dodge Focus 3 Eidetic Memory Improvised Tools Inventor Luck 2 Speed of Thought POWERS: 13 + 4 + 12 + 12 + 11 + 53 + 2 + 9 = 116 PP Communication 4 (Mental, 1 mile radius; Extras: Affects Others, Area; Power Feats: Selective) [13PP] (Telepathic Linkup) Comprehend 2 (Understand All Languages, Speak Any One Language at a time) [4PP] Enhanced Intelligence 12 [12PP] Enhanced Wisdom 12 [12PP] Force Field 11 [11PP] Psychic Powers Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] BP: Paralyze 12 (Extra: Perception) {48/48} AP: Mental Blast 12 {48/48} AP: Mind Control 12 (Feats: Mental Link, Subtle) {25/48} AP: Telekinesis 20 (STR 100 [hvy load 12,500 tons]; Feats: Accurate 3, Affects Insubstantial 2, Precise) {46/48} AP: TK Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Precise) {29/48} AP: Telepathy 12 (range 20,000,000 miles; Feat: Subtle) {23/48} Quickness 4 (x25; Flaw: Limited to mental tasks only) [2PP] Super-Senses 9 (Communication Link [mental] with Foreshadow II, Detect Minds/Mental Awareness [Very Common Descriptor; Extras: Accurate, Acute, Radius, Ranged]) [9PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Blast, Mental Perception DC 27 Will (Staged) Damage Blast, TK Ranged (1,200 ft. max) DC 27 Toughness (Staged) Damage (Physical) Mind Control Perception DC 22 Will Controlled Paralyze Perception DC 22 Will Slowed/Paralyzed Telekinesis Ranged (2,000 ft. max) Grapple vs. +30 Pinned/Bound TK, Thrown Object Throwing (STR 100) DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (22) + Skills (31) + Feats (14) + Powers (116) = 241/250 Power Points
  3. Psyche Power Level: 12 (14) (213/221PP) Trade-Offs: -1 Defense / +1 Toughness Unspent Power Points: 8 In Brief: Psychic super genius from birth thanks to being a T-baby Residence: The AEON Foundation, her parents still live in a Freedom City Suburb Base of Operations: Same as above Catchphrase: "Are you really sure that's what you want to do?" Alternate Identity: Alexandra Albright Identity: Public Birthplace: Freedom City Occupation: CEO of AEON Affiliations: - Family: Parents: Victor and Rebecca Albright (nee Caldwell), Fiance: Michael Harris Description: Age: 22 Apparent Age: Same Gender: Female Ethnicity: Caucasian Height: 5'3" Weight: 110 lbs Eyes: Hazel Hair: Strawberry blonde Its taken years, but Alex has emerged from her awkward teen years as a slender, poised young woman. Her eyes are still too large and her gaze will always be too direct, too intent but she makes it work for her, most of the time. The ambient glow of her powers is once more under her control but without that tell, she’s still well known as who, and what, she is. Her red hair is still long but often pulled up out of her face as she works and she’s taken recently to wearing glasses - an affectation that she hopes blunts some of the unease her too-direct gaze can engender especially among her employees. Quiet and but authoritative, Alex has never fully embraced business wear - she’s always got some sort of bright clashing colors somewhere although between employing a stylist and being a Fortune 500, her quirks have become not unpopular among a certain set of high society. Power Description: Alex's powers, when they have visible manifestations tend to show a sparkling burst of psychic energy. The older she gets and the more control over her powers she possess, the more subtle the manifestations become. Alex has plenty of raw power - that's never been an issue - but her life is a struggle for control over those potent abilities and the more she masters them, the less obvious they are. These days her telepathy and mental affects are much harder to discern and even her telekinetic might doesn't show to the naked eye unless she is truly straining at which point the sparks of the psychic energy from her Terminus based mutation might begin to show through. History: Alex's mother and father, Rebecca and Victor Albright, were relatively normal citizens of Freedom City. It's true that Rebecca once moonlighted as a bow-toting side-kick to a D-list hero, but those days were long behind her as she and Victor tried to start a family. After struggling to conceive, they were overjoyed when Alex was finally on the way. Unfortunately, the terminus invasion occurred while Rebecca was at the hospital's class on childbirth. The entire class was bathed in the energies of one of the portals but Rebecca and another pregnant mother escaped the escalating battle. It was little surprise that the two mothers-to-be became fast friends or that Alex and the other woman's son, Michael, were thrown together often. What was surprising was that when Alex, who had always been precocious, started to talk, she talked about everything. Including the thoughts other people had and things she couldn't possibly manage to see. Rebecca, a stay-at-home mother, spent her young daughter's early years trying to teach the clever child to keep her powers under wraps and, also, how impolite it was to go reading other people's thoughts. Reluctantly, but confident that she had impressed the importance of secrecy on her offspring, Alex was enrolled in school with her friend Michael. When Michael hit another boy and knocked him across the room and near through a wall, Alex couldn't help but volunteer - loudly and firmly - that they were all lying, the boy was badly hurt. She knew because she read their thoughts. She even went so far to prove it. Not because she hadn't listened to her mother but felt that if Michael was going to be in trouble, she ought to be in the same trouble as the fight was at least partially her fault. Both children were outed as 'supers', and Alex spent the next decade or so busing into a government contracted facility instead of a normal school environment and then home. Rebecca grew more and more concerned as Alex grew older and when Alex was around ten, began trying to get her out of the program and into Claremont instead as Rebecca, rightly or wrongly, was convinced that eventually the government would seek to turn her baby into a soldier. It took every contact Rebecca had from her long forgotten super-days but getting put into Claremont was the best thing that could have happened to Alex. Graduating with honors, after her school and life in the teenage super-hero group, Alex’s life was forever altered by her interactions with her time-displaced offspring. Rather than college, Alex founded the AEON foundation, a group focusing on ethical metahuman studies - coming out as a Terminus-child and former super-hero, the young billionaire has hung up her spandex and turned to a life of philanthropy and research. Of course, nothing lasts forever. Personality & Motivation: These days, the best word to describe Alex is ‘driven’, she’s turned AEON and its research into a force to be reckoned with, creating a billion dollar empire based on ethical research. Combining that with outing herself as a Terminus baby with the determination to prove the the entire world how good she can be, it’s a lot. Even for Alex’s super brain, it’s a lot. Without the team of Young Justice to balance her, Alex is deeply lonely but she buries it in her work. Although by nature a rule follower with a strong ethical code, her loyalty to her friends and family will always outweigh her other desires. She doesn't have much of a temper, but once riled can proving surprisingly stubborn. As Alex has grown up with powers, she has had to learn telepathic ethics the hard way. These days, Alex finds 'snooping' uncalled for in most circumstances. There are, of course, exceptions but Alex is never one to pry - especially with strangers - unless the situation requires it. The only exception is the friend with whom she shares a permanent communication link. She feels completely free to poke around in his brain when the mood strikes. Powers & Tactics: Alex has done many interviews about her powers and she often… edits her answers carefully. Telepaths make people uncomfortable and no one knows this better than Alex. Her psychic powers are formidable and expansive. She can read minds, alter memories, manipulate material with an ever increasing fitness and despite what she’s on the record about, internal tests at AEON show that she’s not yet plateaued on her growth and potential in opposition to what she’d believed as a teenager. Alex is without question a genius well above typical human capacity. Although she’s ostensibly no longer the costumed Psyche, that she was is a matter of record and she still keeps in practice at her own training ground, ‘just in case’. Her powers are more deft these days - Alex would still rather stop a conflict before its begun than smash someone with a ton of rocks. Alex can scan for thoughts miles away and extend her senses well outside her immediate presence. She's aware that she can even wrest control of a person's actions away from them but finds that both unsettling, and ethically distasteful although she’s done it in the past, and may very well in the future. She can also alter memories and emotions but is always cautious of not only the ramifications but the potential reaction to her actions. Complications: Famous: Not only is Alexandra Albright famous, but her alter ego is a matter of public record as are her origins as a Terminus baby. Alex does her best to keep her visible public identity as an advantage but there are many, many ways it can be used against her. Responsibilities: Alex has a small empire that she's built and while she considers her super-hero alter ego not a full time identity, there are the inevitable conflicts. She has friends and teammates that depend on her and family that are certainly not super heroes. Terminus Baby: Alex's power origin comes from being in utero as an infant during the Terminus invasion. Despite her best efforts to undo that damage, preconceptions and prejudice exists. Abilities: -2 + 0 + 0 + 26 + 26 + 8 = 58PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 36 (+13) Wisdom: 36 (+13) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +0 Attack: +4 Base Grapple: +3 (+4, -1 Str) Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flatfooted Knockback: -6 Saves: 2 + 2 + 0 = 4PP Toughness: +12 (+0 Con, +12 Protection) Fort: +2 (+0 Con, +2) Reflex: +2 (+0 Dex, +2) Will: +13 (+13 Wis, +0) Skills: 136r = 34PP Computers 9 (+22) Skill Mastery Concentration 9 (+22) Gather Information 11 (+15) Knowledge (Behavioral Sciences) 9 (+22) Knowledge (Business) 4 (+17) Knowledge (Civics) 4 (+17) Knowledge (Earth Sciences) 4 (+17) Knowledge (History) 4 (+17) Knowledge (Physical Sciences) 9 (+22) Knowledge (Life Sciences) 9 (+22) Knowledge (Technology) 9 (+22) Medicine 5 (+18) Notice 17 (+30) Skill Mastery Search 17 (+30) Skill Mastery Sense Motive 17 (+30) Skill Mastery Feats: 21PP Benefit 5 (CEO of AEON, Fame, Wealth 3) Dodge Focus 5 Equipment 6 (30 EP) Eidetic Memory Jack of All Trades Master Plan Skill Mastery (Computers, Notice, Search, Sense Motive) Well Informed Equipment: 30EP = 6PP AEON Foundation (HQ) Size: Gargantuan [4EP], Toughness: 14 [4EP], Features: Combat Simulator, Communications, Computer, Defense System 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2 [Teleporter], Power System, Security System, Worskhop [23 EP] - [Total 29EP] Power 2: Teleport 10 (20,000 miles; Extras: Accurate, Affects Others, Flaws: Limited [To/From Manor]; Drawbacks: Power Loss 2 [Teleport Beacon]) [28PP] Teleport Beacon (watch) [1EP] Powers: 4 + 12 + 1 + 6 + 55 = 78PP Flight 2 [4 pp] Protection 12 [12 pp] Psychic Array 22 (44PP; Feats: Alternate Power 11) [55PP] BE: Blast 11 (Psionic; Extra: Alternate Save [Will], Mental [+0], Range [Perception]) {44/44} AP: Communication 12 (Mental, 20,000,000 miles; Extras: Area, Linked; Feats: Subtle, Selective) + Comprehend 5 (Speak, Read and Write All Languages Simultaneously, Codes; Extra: Linked; Flaw: Duration/Sustained) {26 + 5 = 31/44} AP: Concealment 10 (All Senses; Extra: Affects Others, Area; Feats: Close Range, Selective) {42/44} AP: Create Object 11 (Extra: Impervious; Feats: Progression 5, Stationary, Selective) {40/44} AP: Emotion Control 10 (Extras: Area, Mental [+0], Selective; Feats: Subtle) {41/44} AP: ESP 12 (200,000,000 miles, Visual/Auditory; Extra: Duration [Sustained]; Flaw: Action [Standard]; Feats: Subtle, Rapid 6 [1,000,000 times faster]) {43/44} AP: Healing 10 (Extras: Affects Objects, Total; Feats: Persistent, Regrowth) {42/44} AP: Illusion 11 (All Senses; Extras: Mental [+0], Selective; Flaw: Phantasms) {44/44} AP: Mind Control 10 (Extra: Conscious, Duration [Sustained], Mental [+0]; Feats: Mental Link, Subtle) {42/44} AP: Mind Reading 11 (Extras: Action [Move/Standard], Area, Mental [+0], Selective) {44/44} AP: Move Object 11 (Str 70; Extra: Range [Perception]; Feats: Subtle, Precise) {35/44} AP: Mental Transform 10 (Alter Memories; Extras: Duration [Continuous], Mental [+0], Range [Perception] Feat: Subtle) {41} Super-Sense 6 (Psychic Senses; Normal Mental Sense: Accurate [2], Acute [1], Radius [1], Ranged [1]; Detect Mood [Mental]) [6PP] Super Senses 1 (Communication Link: Michael/Phalanx) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Bruise/Injury (Psionic) Blast 11 Perception DC26 Will Bruise/Injury Emotion Control 10 Perception DC20 Will Special Illusion 11 Perception DC21 Will Special Mind Control 10 Perception DC20 Will Special Mind Reading 11 Perception DC21 Will Special Mental Transform 10 Perception DC20 Will Special Costs: Abilities (58) + Combat (18) + Saves (4) + Skills (34) + Feats (21) + Powers (78) - Drawbacks (0) = 213/221 PP
  4. Power Level: 15 [12 combat w/o Gadgets, 15 skills/w/Gadgets] (241/250PP) [279] Trade-Offs: +0 Attack/+0 Damage, -0 Defense / +0 Toughness Unspent PP: 9 In Brief: A reclusive cyberkinetic who built herself a superpowered robot body for IRL heroic shenanigans. Alternate Identities: Robot Identity: Secret Birthplace: Freedom City Occupation: Superhero/Paperweight Affiliations: None Family: N/A Age: 3 years (Final version created June 2010) Apparent Age: Early 20s Gender: Female Ethnicity: Caucasian Height: 5'10" Weight: 180 lbs. Eyes: Blue Hair: Blonde, Long, Slightly Curly Description: Miss Americana is a beautiful and sparkling young woman who draws people in with both her looks and her confidence. Perfectly proportioned and with supermodel skin, hair and teeth to match, she looks a little bit like she stepped out of a comic book by one of the better artists. Curly blonde hair falls to the shoulders and over the red cape of her red, white and blue uniform, with a tiny circlet to keep it out of her face and accent her forehead. Fearless and nigh-invulnerable, she is a shining beacon in the heroic firmament. Power Descriptions: All of Miss Americana's powers are of the Technological descriptor, being as how she is a robot and all. Her scanner looks somewhat similar to a Star Trek: Next Generation medical tricorder. She's a nerd, sue her. History: Gina Evans was born the third of three children, and the only girl, to a lower middle class family in Blackwater, Missouri. Her father, Charlie, was a night shift supervisor at the paper products plant, while her mother Alice, called Lissy, stayed home to take care of the kids. To Lissy, her little Regina was her personal reward after birthing two boy children. At last she had her own little baby doll to play with and dress up and do all the things she wished she'd done herself. And Gina was undeniably a good looking baby, with her wispy blond curls and long fingers. At six months of age, Gina was entered into her first beauty pageant, the Missouri State "Show Me Smiles" competition, and inadvertently sealed her own fate when she gave the judges a huge gummy smile at just the right moment. She won Grand Supreme in the baby division, and Lissy saw a future that was studded with crowns and glory. Childhood got pretty weird from that point on, not that Gina had known anything different. While her brothers Pete and Charlie Jr. watched TV or played in the yard, from the time she was two years old, Gina spent at least thirty hours a week with her mother, getting her hair styled, practicing pageant walks, being fitted for costumes, and endlessly, endlessly smiling. She liked the attention from her mother, who left the boys to their own devices while she molded her daughter, and the pretty clothes, and seeing her little pageant friends on weekends. She also liked winning beautiful crowns and white sashes, and for awhile, she did pretty well at that. In the baby and toddler divisions, a lot of the winning was determined by who had hair, who got teeth in the right order, and most especially by how much money the parents were willing to spend on clothes. Lissy was of the firm opinion that money was no object when it came to winning. Charlie, a responsible if somewhat uncreative man, had set up college savings accounts for all three of the kids so they'd have a chance to get ahead in the world one day. Lissy thought nothing of continually spending whatever went into Gina's, on the rationale that once she was a champion, scholarships would be easy to come by, if she didn't go straight into modeling or acting, of course. Gina's frilly pink and white bedroom got a shelf full of little crowns and trophies, and her closet was stuffed full of thousand dollar dresses. As she got older, competition became more intense for Gina. Her baby teeth didn't come in as straight and white as they could have, so she got a "flipper" to cover them with the illusion of big white perfect teeth. She spray-tanned and got her eyebrows waxed every other week, holding tightly to her stuffed rabbit so she wouldn't cry and make it hurt more, and had extensions to fill out her less-than-lush dyed and permed blonde hair. By the time she was six or seven, Gina wasn't sure she wanted to do any of this anymore, but she knew her mama would be sick with sadness if she found that out, so she soldiered on anyway. When she got the chance, especially at school, she would sneak away from what she was supposed to be doing and play with the computers, which were wonderful and interesting. She taught herself about computers with the help of the internet, and got pretty good with them for someone from her age and background. Her pageant performance started suffering due to her ambivalence and growing distraction, though, and she stopped placing outside her age group nearly as often as she used to. When Gina only won her division, it usually made her mama so mad that she cried, and then wouldn't say anything for the whole way home. When they'd driven ten hours to a pageant, that was a long time. Gina brought books along to fill the silences, and eventually she started to enjoy that part of the trip the most of all. Gina hit puberty early, and it wasn't kind to her. Her adult teeth were as crooked as the baby teeth had been, and her features lacked the pleasing symmetry the judges looked for in the vital and ineffable "facial beauty" category. She didn't get much in the way of a figure, and her skin turned oily while her hair got dry from nearly a decade of being abused by chemicals. The other pageant girls had formed their cliques while she was busy reading, and at eleven she was an ugly duckling outsider without a hope of placing outside her division. She dreaded going to pageants anymore, but Lissy declared that this was just a phase that they would work through, and as soon as they got the acne cleared up and the braces came off, the winning would start again. She began looking into doctors who would do some facial work on adolescent girls, but for once Charlie put his foot down. Up to this point he'd been content to let his wife mold their little girl, but plastic surgery was a bridge too far. Gina was immensely relieved, even as a small part of her still hungered to be beautiful and bright like the other girls. At school all the kids thought she was weird because of the pageant stuff and how she would sometimes come to birthday parties in dresses and with her hair and face teased half to death because her mother had told her to. There were kids like her at school, kids who liked reading and computers and stuff, but they didn't think she was like them, and she couldn't seem to find a way to reach them. She was very lonely, but at least she could talk to people on the computer who didn't know who she was or what she looked like. She made friend there. By the time Gina reached high school, the pageant world was cutthroat and she was just not cutting it. No matter how many hours she practiced with her mom breathing down her neck, she wasn't coordinated enough to do the dancing and gymnastics routines, and she was too tone deaf to sing or play an instrument. She put on the fake teeth and the five pounds of makeup, did her pageant walk and smiled, smiled, smiled, but it just wasn't enough. The endless special diets to keep her weight down and manage her acne just added insult to injury, and between pageants and coaching, there wasn't enough time for homework, let alone trying to make any friends. Finally Gina had had enough and told her mother she was quitting pageants, only to have Lissy calmly drop the bombshell on her that she'd better not drop pageants if she wanted to have any hope of going to college, because there was no money for her to go anymore. Pageants were her future, and without them, there was no future. Gina was smart, but her dad made just enough money to squeeze her out of financial need scholarships, and there would be no good college without money to send her. Wretched, Gina retreated to her computer, pouring out her woes onto her Livejournal. Hardly anybody actually read her journal, since the site wasn't exactly popular anymore, but in a way she felt it was like screaming at the sky. Even if no one listened, there was something cathartic about putting the words out there, fingers flying across the keys as tears of anger and despair rolled down her face. She was surprised when her instant messenger chimed a message to her, and even more surprised when it was from someone she didn't recognize, but whose IM hadn't triggered a "Do you want to take this message?" window. As far as she knew, she hadn't ever talked to anyone named Gene_Elliot2U before. I read your sad story, the message read. Don't you ever get to do what you want? Okay, that was really weird, Gina thought, but was interested enough to respond anyway. The worst she could get was trolled. Not really, she typed back. My mom has always decided everything for me. I've got nothing that's my own. What do you want? her mysterious conversational partner asked. Cake? Gina typed back, adding a silly smiley face. I hear it's delicious. No, really, the text box insisted. If you could have anything, be anything, what would you want? Gina was taken aback by the question. "Gorgeous, duh," she muttered aloud, then shook her head just as quickly. Maybe if she could be beautiful it would make her win pageants, and make her mom happy, and get her a scholarship, but none of that would be hers, it would just be more of what other people wanted. I want to be good with computers and machines, she typed instead, catching her lower lip between her teeth as she worked. So good that I can do anything I want with them, and get any job I want with them. An interesting choice. Very well. Have fun! Suddenly, Gene_Elliot2U signed off, and an instant later, the chat window closed, and the name disappeared from Gina's instant messenger list. For all intents and purposes, the conversation might not have happened at all, according to her computer. "Hey!" Gina protested, leaning forward and grabbing for the mouse. "What the hell?" She focused intently on the computer, trying to figure out what had gone wrong, and suddenly she was inside the computer. It was an intensely disorienting experience that lasted only a few seconds, but it was the beginning of everything. Learning to use her new powers wasn't easy, but it was the most wonderful, most exciting, most fun thing Gina had ever done in her life. Finally she was special, finally she was really good at something she loved. That gave her the courage to tell Lissy where she could put her stupid pageants and the wherewithal to deal with the rage and tears and eventual estrangement that followed. Gina had never been close to the rest of her family, and she was happy to obey Lissy's edict and move out on her eighteenth birthday, since "she obviously didn't want to be part of this family anymore." Things were hard at first, and she had to take a crappy tech support job to pay the bills, but within a few months she'd come up with her first technology patent, a sweet little program that synchronized a half dozen distribution and bookkeeping programs and that sold like wildfire in the warehousing and trucking markets. With the money, and the money from several other patents she came out with after that, Gina moved to the suburbs of Freedom City and bought herself a house that was bigger than the one she grew up in. She sent Lissy pictures, but no address. When she wasn't working on ways to put her powers to good use inventing things, Gina put on her metaphorical white hat and went to save the world on the internet. There were bad people out there, and it was kind of fun to go out and slay malicious code and cage up malware before it could hurt innocent civilians. Now that she was making enough money to have her groceries delivered, her lawn mowed, and her upstairs dusted, there was nothing that kept Gina from burrowing into her basement lab and spending as much time online as she wanted. So she did. No one on the outside missed her. It actually took her a surprisingly long time to realize that fact, but when she did, it made her lonely. She didn't want to live and die in this basement, no matter what sort of valuable things she did down there. At the same time, she knew she was flabby and oily and gross and unsociable, and she didn't want to go outside, either. If she went outside, she wouldn't be admired or applauded or judged worthy. She'd still be an outsider, incapable of doing the brave deeds she did online, helpless as anyone else and perhaps more so than most. She didn't want to be that person. Then she realized she didn't have to be. It took months to gather the materials and craft all the parts, but at long last, Gina had her first robot. It was crude, boxy and inhuman, but it was proof of concept. Wearing the robot like a videogame character while her hateful human body lay motionless in the basement, Gina rocketed into the sky and performed aerial acrobatics, then returned to earth long enough to stop a purse-snatcher. It worked! Over the next year, she performed many tests and alterations, tweaking and planning, till finally she was ready. Miss Americana (similar to yet legally distinct from, of course), was ready to meet the world! Personality & Motivation: Miss Americana is pleasant and helpful to everyone she meets, except for villains, who she treats with all the outrage that they deserve! The world needs protecting, and she's just the hero to do it! Beyond that, Miss Americana is a mysterious creature, who seems to desire nothing beyond truth, justice, and the American way. Powers & Tactics: Miss Americana is strong and acrobatic, capable of leaping tall buildings in a single bound, or even flying a little when the situation calls for it. Bullets do not faze her, nor do many poisons or mental attacks that might stun other heroes. Villains cower in fear of the red, white and blue power beams that shoot from her hands to quell their evil schemes. Complications: Barbie Doll: With her costume on, Miss Americana looks amazingly human and can easily pass. With her costume off, however, she is Barbie-doll smooth, with none of the parts that would be expected on an actual working woman. This is bad for her cover, and precludes much of a social life. Kill Switch: If Gina is ejected from control of the robot and someone attempts to open the robot and get it working again or reprogram it, it is programmed to immediately wipe its programming banks and melt down its servo control switches. Miss Americana will be useless until brought into the lab for repairs. Abilities: 10 + 4 + (-10) + (-10) + (-10) + (-10) = -26PP Strength 34/20 (+12/+5) Dexterity 14 (+2) Constitution --- Intelligence ---, 40/24 (+15/+7) when piloted by Gina Wisdom ---, 20 (+5) when piloted by Gina Charisma ---, 30 (+10) when piloted by Gina Combat: 12 + 16 = 28PP Initiative: +6 Attack: +6, +12 Blast/Unarmed Grapple: +22/+11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -15 Saving Throws: 0 + 8 + 0 = 8PP Toughness: +12 (+0 Con, +12 Protection) (Impervious 12) Fortitude: --- Reflex: +10 (+2 Dex, +8) Will: --- Skills: 16R = 4PP Acrobatics 16 (+18) Bluff --- (---); 20 (+30) when piloted by Gina Diplomacy 16 (---); 20 (+30) when piloted by Gina Feats: 61PP Attack Specialization (Unarmed) 2 Dodge Focus 4 Equipment 5 Luck 3 Improved Initiative Interpose Sidekick 45 (Gina, 225PP) Equipment: Headquarterses! 25 EP House Spoiler Size: Medium; Toughness: 10; Features: Computer, Concealed 2 (+15), Living Space, Personnel, Power System, Power, Security System. Workshop Cost: 11 equipment points. Lab Size: Medium; Toughness: 15; Features: Laboratory, Library, Personnel, Power System, Security System, Workshop. Cost: 9 equipment points. 5ep to The Lab Powers: 3 + 33 + 22 + 8 + 4 + 2 + 28 + 1 + 24 + 10 + 30 + 4 = 169PP Device 1 (Scanner, 5PP, Easy to Lose) [3 pp] Spoiler Super-Senses 5 (Analytical for All Vision {2}, Analytical and Ranged for Tactile {2}, Detect Weakness [visual] {1}) Energy Systems 15 (30 points; PF: Alternate Power 3) [33PP] BE: Blast 12 (laser fingers; PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2[any electromagnetic]) {30/30} AP: Damage 12 (laser storm; Extras Selective, Targeted Area [Cone], Flaw: Action [Full], PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2 [any electromagnetic]) {30/30} AP: Enhanced Strength 14 (to 34/+12) [14PP], and Flight 4 (total rank 5; 250MPH, 2,500ft per Move Action) [8PP], and Super-Strength 4 (effective Str 54; Heavy Load: 11.5 tons) [4PP] {14+8+8=30/30} AP: ESP 7 (200 miles, all senses; Flaw: Medium [machines]; PFs: Rapid 6 (1,000,000), Subtle) {28/30} Enhanced Charisma 22 (Extras: Affects Others, Flaws: Limited [Others]) [22PP] Enhanced Skills 32 (Bluff 16, Diplomacy 16, Extras: Affects Others, Flaws: Limited [Others]) [8PP] Features 4 (Alarm 2 [DC25], Eidetic Memory, Kill Switch) [4PP] (Alerts Gina when robot makes any unauthorized movement, either from moving or being moved. Built-in audio/visual recording equipment, Remote Deactivation) Flight 1 (10MPH, 100ft per Move Action) [2PP] Gadgets 4 (Assorted Devices; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] Illusion 1 (biometrics field/Technology; All Senses; Flaws: Limited: "I'm a real boy!" 2; Drawbacks: Limited: Does not effect normal un-enhanced vision) [1pp] Immunity 30 (Fortitude Effects) [30PP] Immunity 10 (Mental [Psionic] Effects, Extras: Affects Others, Flaws: Limited [Others]) [10PP] Protection 12 (Extras: Impervious [12]) [24PP] Super-Senses 4 (Communication Link [Radio, Gina], Radar [Accurate Radio sense]) [4PP] Drawback: -3PP Vulnerable (magnetic effects; Uncommon, Major [x2]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC 27/20 Toughness Damage Lasers Ranged DC 33/DC27 Toughness Damage Abilities (-26) + Combat (28) + Saving Throws (8) + Skills (4) + Feats (61) + Powers (169) - Drawbacks (-3) = 241/250 Power Points Spoiler Default Allocation {12+8=18/20} Enhanced Blast 6 (to Blast 18) {12/12} Force Field 6 (Extra: Impervious 2 [to 14] {8}
×
×
  • Create New...