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Synapse (PL 12) - Thevshi (Silver)


Thevshi

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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

 

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