Jump to content
Sylinator

Hypno-Hippie (PL10) - Sylinator

Recommended Posts

rtkSk5J.png

Hypno-Hippie

PL 10 (150/150)

 

In Brief: A hippie illusionist hero, fresh out of a Super Freaks commune. Got her powers from being experimented upon by SHADOW.

Catchphrase: None

Theme Song: "Lucy in the Sky with Diamonds" by The Beatles

Alternate Identity: Lucy Smith Dawnes

Birthplace: San Francisco, California, United States of America

Residence: San Francisco Super Freaks Commune (Formerly), Freedom City (Current)

Base of Operations: San Francisco Super Freaks Commune (Formerly), Freedom City (Current)

Occupation: Associate Art Director (Civilian Identity), Hero

Affiliation: Super Freaks

Family: Thomas and Sybil Dawnes (Father and Mother)

 

Description:

Age: 27

Gender: Female

Ethnicity: Caucasian

Height: 5'9''

Weight: 135 lbs.

Eyes: Constantly shifting colors in a hypnotic rainbow pattern, with black sclerae

Hair: Dirty Blonde

 

The Hypno-Hippie usually wears what can best be described as a slightly super heroic take on stereotypical hippie clothing. The bodysuit is a loud neon green, with the leggings forming into bell-bottoms. Over the bodysuit, she wears a large, loosely-fitting vest with holes in the shoulder areas, with nothing but two buttons, both with H-shapes with designs resembling binaural hypno spirals emblazoned on them, connecting the collar and the rest of the vest. While the buttons, the interior of the vest, her domino mask, her boots, her earrings (whose interiors also have a binaural hypno spiral pattern) as well as her fingerless gloves have a dull leathery brown to them, the vest's exterior, her headband, and her waistband all have a multicolored, psychedelic pattern to them. She also wears a black necklace adorned with only a single diamond.  Her eyes are by far her most distinguishing feature, as the sclerae are black, while the irises are constantly shifting colors in a hypnotic, circular manner. While she is very much capable of handling her powers, her eye structure has been permanently changed. In her civilian identity as Lucy Smith Dawnes, she gets around this by wearing sunglasses pretty much constantly, even at night, not to mention how she dresses casually, but conventionally to avoid drawing undue attention to herself.

 

History:

Born on a Super Freaks commune outside San Francisco, California, the closest thing Lucy Smith Dawnes (deliberately named so her initials would spell the acronym LSD by her hippie parents) to a typical childhood she had growing up was that she regularly attended to public school. Her grandparents, who met while attending Woodstock, were enthusiastic supporters of the hippie counterculture movement of the late 1960s, and it's been a family tradition to keep to the ideals of peace, love, and understanding since. She never really fit in at school, due to other kids finding her weird or even a little creepy because of her upbringing, and her New Age-esque beliefs, oftentimes being accused of being in a cult. Even so, she tried to get by, as she felt she couldn't prevent others from feeling the way they do about her, and went by a "live and let live" code, not to mention the fact that she didn't even have any powers.

 

Yet.

 

It wouldn't be until after she graduated from college that she wound up with powers, but through unfortunate circumstances. A major pharmaceutical company, in truth a front for SHADOW, was developing a weaponized hallucinogenic several times more powerful than LSD, peyote, and psilocybin. This drug was meant to be distributed in the form of a gas, wreaking havoc on enemies' senses and perhaps permanently damaging them, making it easier for SHADOW soldiers to move on for the kill. However, before this mind-pummeling drug could be sent to the organization, the company needed test subjects, so the board of directors ordered for its agents to start kidnapping people they figured nobody would miss (homeless people, residents of communes, reformed criminals, among others) off the streets to run their drugs through. She was placed in a room, like many other test subjects were, and exposed to the gas. While most of the other test subjects had their minds virtually destroyed, Lucy, through sheer force of will and a little luck, kept her sanity, and it also had an unprecedented mutagenic effect on her nervous system. She developed the ability to mentally alter the perceptions of those around her, to a small effect at first, but such abilities grew increasingly stronger. Fearing that she would become a superhero and blow the whistle on their illicit activities, the board of directors ordered her termination. However, she was able to quickly master her abilities to get away while she still could. She managed to get away, retrieved her confiscated phone, took some photos, and informed the police about what happened. Lucy testified against the company, and soon, the dispute saw the courtroom. After a long and fierce legal battle, Lucy eventually won. The members of the board of directors were found guilty for kidnapping, assault, and conspiracy charges. As for the company, it was swiftly shut down. Businesspeople who discovered that the company was a front for a SHADOW operation couldn't make an effort to remove every one of their business ties with them fast enough. And as for the company's SHADOW masters, they declared Lucy an element too dangerous to be allowed to roam free or live. Correctly suspecting that the remaining SHADOW operatives who managed to evade arrest in San Francisco would soon target her, Lucy decided to skip town and start again somewhere else.

 

Now that she was a bona fide super being, the Super Freaks commune welcome her back with open arms, but she didn't want to be worshipped as a god, and instead "merely" wanted to operate as a kind of priestess for the Super Freaks ideology. She felt she had a duty as someone with powers to use them to fight crime and oppression. That, and she wanted to start fresh after everything she'd been through in her hometown. So she packed her belongings into her restored VW Microbus and moved out of the city where she was born in. The goodbyes were hard of course, but she knew she had to fly the coop eventually, and figured now was as good a time as any.

 

A recent arrival in Freedom City, she has only recently gotten a job as an assistant art director at a local museum, and gotten herself an apartment. She now moonlights as the new counterculture heroine Hypno-Hippie.

 

Personality & Motivation:

Lucy is more or less a stereotypical hippie, though with the twist of hailing from a Super Freaks commune. She believes there's a kind of arrogance with seeing oneself as a god, more befitting of super villains, and instead "merely" sees herself as a priestess of the Super Freaks ideology, one that advocates super humans as being the ones that will solve all the world's problems, and she's quick to preach such an ideology, and also quick to point out how "the man" is terrible, though she understands that there are some people who need structure in there lives, so she tries not to overdo it. At most other times, she's a very relaxed and pleasantly-mannered individual, not at all aggressive, and an artsy-fartsy type at that. Indeed, she has a working knowledge of fine art. However, since she developed her powers, she has been practicing asserting her will in battle, and if pushed too far, like, say, targeting marginalized groups or at least people few, if any, care about (which tends to set her off, which is understandable, considering what she went through), an enemy may find his or her sense of reality completely shattered, never to recover.

 

Powers and Tactics:

An extremely powerful illusionist whose abilities are both mental and sensory in nature, Lucy can make people see, hear, touch, and smell things that aren't really there, so fighting her will mean coping with a lot of misdirection and questioning one's own sense of reality. If she wanted to, she could turn a person's own five senses against them. Though a powerful battlefield manipulator, she has engaged in relatively little combat practice compared to many other heroes, and as such, she is a far better asset at a ranged position than up close and personal.

 

Complications:

The Girl with Kaleidoscope Eyes - The exotic eye pattern is a natural part of her powers. She can't "turn them off," and that means she could risk discovery if she's not careful. As such, she usually appears in public wearing sunglasses to conceal her identity, or, if that fails, she has contacts.

Pacifist - Doesn't like fighting, and will try to avoid it whenever possible. She's a very mellow person and wants you to be too. Even if she recognizes that a situation could make a peaceful solution all but impossible, her fighting style isn't overtly aggressive, and falls along the lines of a "take them as they come" manner.

Stick It To The Man! - A bit on the free-spirited side, she might not get along with some military or otherwise government-affiliated characters. She may even wax philosophical about how "the man" is terrible, but even she understands that some people need structure in their lives. Besides, she's of the opinion that there's a world of difference between resisting "the man's" darker aspects and tearing the system apart, calling it freedom when it looks and feels more like chaos. And that doing the latter would make her just like them. Hence, her pacifism.

Squishy Wizard - Physically weak and not good in a straight fight, she prefers to manipulate the battlefield to her allies' advantage.

Looming SHADOWs - Because of her actions in bringing down a SHADOW operation, she has made herself an enemy of the organization.

 

Abilities: -2 + 2 + 2 + 4 + 6 + 10 = 22 PP

Strength: 8 (-1)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 20 (+5)

 

Combat: 8 + 18 = 24 PP

Initiative: +5

Attack: +4 Base

Defense: +10 (+8 Base, +2 Dodge Focus)

Grapple: +3

Knockback: -2/-5

 

Saving Throws: 6 + 6 + 7 = 19 PP

Toughness: +4/+10 (+1 Constitution, +3 Protection, +6 Defensive Roll)

Fortitude: +7 (6)

Reflex: +7 (6)

Will: +10 (7)

 

Skills: 56 R = 14 PP

Bluff 4 (+9)

Diplomacy 8 (+13)

Disguise 4 (+9)

Knowledge: Art 8 (+10)

Knowledge: History 4 (+6)

Knowledge: Pop Culture 8 (+10)

Knowledge: Theology and Philosophy 4 (+6)

Notice 4 (+7)

Perform: Sing 8 (+13)

Sense Motive 4 (+7)

 

Feats: 17 PP

Cult Hero (Super Freaks)

Defensive Roll 3

Dodge Focus 2

Equipment 4 (Minibus)

Fascinate (Diplomacy)

Fascinate (Perform)

Improved Initiative 1

Luck 1

Set-Up

Taunt

Uncanny Dodge (Auditory)

 

Equipment: 4 PP = 16 EP

 

The Hypnobus (Vehicle; Van) [16 EP]

Spoiler

Size: Huge [2 EP]

Strength: 35 [1 EP]

Defense: -2 [0 EP]

Toughness: 11 [2 EP]

Features: [6 EP]

Alarm 1

Communications

Costume Changer

Disguise 1

Hidden Compartments 2

Powers: [5 EP]

Speed 5 (250 mph / 2200 ft. per Move Action) [5 EP]

 

Powers: 3 + 3 + 48 = 54 PP

 

Immunity 5 (Resistance to Sensory Damage; Dazzle effects; Flaw: Limited to Half Effect) (3 PP) (Chemical, Psionic)

 

Protection 3 (Slightly Tougher than She Was Before) (3 PP)

 

Psychedelic Sense Manipulation Array 22 (44 PP Array; Feat: Alternate Power 4) [48 PP] (Chemical, Psionic)

  • Base Power: Illusion 10 (Trippy Illusions; All Senses; Extra: Selective Attack; Flaw: Phantasms; Feats: Precise, Progression Area 3 [50 ft. radius]) [44/44 PP] (Psionic)
  • Alternate Power: Dazzle 8 (Overwhelming Hallucination; All Senses; Range: 40 ft.; Extra: Selective Attack) [40/44 PP] (Psionic)
  • Alternate Power: Mental Blast 10 (Hallucinatory Attack; Extra: Mental) [40/44 PP] (Psionic)
  • Alternate Power: Mind Control 10 (Psychedelic Hypnotism; Extras: Instant Command, Sensory Link; Flaw: Sense-Dependent (Visual); Feats: Mental Link, Subtle) [32/44 PP] (Psionic)
  • Alternate Power: Paralyze 10 (Alter Perception of Time; Range: 100 ft.; Extra: Range 1 (Ranged); Flaw: Slow; Feat: Subtle) [21/44 PP] (Psionic)

 

DC Block:

ATTACK                      RANGE           SAVE                    EFFECT

Unarmed Attack              Touch           DC 14 Toughness         Damage

Alter Perception of Time    Ranged          DC 20 Will              Attack

Hallucinatory Attack        Perception      DC 25 Will              Damage

Overwhelming Hallucination  Ranged          DC 18 Fortitude/Reflex  Sensory

Psychedelic Hypnotism       Perception      DC 20 Will              Mental

 

Totals: 22 PP on Abilities + 24 PP on Combat + 19 PP on Saving Throws + 14 PP on Skills + 17 PP on Feats + 54 PP on Powers = 150/150 PP

Edited by Sylinator
Making some adjustments

Share this post


Link to post

Combat

As mentioned in chat, I’d not recommend using 8 Defensive Roll as it makes the Character a massive glass cannon.

Feats

These add up to 18

Powers

Please Indicate what the Illusions affect, a simple (All Senses) before the extras is enough for this, but it makes a GM’s job a fair bit simpler.

 

 

Share this post


Link to post

Just a couple of minor things here:

 

Combat

With +1/+9 Toughness, Hypno-Hippie would have a Knockback modifier of -0/-4.

 

Powers

What's the descriptor of the Protection? If she's just tougher than she looks via normal human biology, you're probably better-off buying up her Constitution a bit - same cost, too, since you'd save the points on both Protection and Fortitude.

 

For that matter, though, this character currently violates PL caps - that Protection counts against her Toughness, so she'd actually have +4/+12 Toughness, putting her at PL11.5 on defenses.

Share this post


Link to post

×