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Vox (PL7) - R. Bluefish (Newbie)

R. Bluefish

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Player Name: R. Bluefish
Character Name: Vox
Power Level: 7 (108/108)
Trade-Offs: None
Unspent Power Points: 0

In Brief: A telepathic teenager, formerly homeless, now a student at Claremont.
Residence: Claremont Academy

Alternate Identity: Thanh Nguyen
Identity: Secret
Birthplace: Freedom City, USA
Occupation: Student
Affiliations: Claremont Academy
Family: All deceased

Age: 16 (DoB: February 10th, 1999)
Gender: Male
Ethnicity: Vietnamese-American
Height: 5' 6"
Weight: 120 lb
Eyes: Black
Hair: Black

Thanh is a teenage Asian-American boy, a bit on the short side, with shaggy black hair and a dusting of dark fuzz on his upper lip and chin. He appears slightly underfed (because he is), and his eyes are sunken and constantly darting around warily. His features are sharp and bony, and he usually walks with his shoulders hunched and his hands shoved in his pockets.

As Vox, he wears a self-assembled outfit of comprised of heavily stylized street clothes, with blue pants, gloves, and jacket. Underneath, he wears a black bodysuit, with white lines angling down from his shoulders and meeting in the center of his abdomen, forming a "V." His eyes are hidden by indigo-tinted mirrored wraparound shades, which he staunchly believes make him look badass.

Power Descriptions: Vox is a straightforward telepath, capable of affecting and influencing the minds of others. He can make them feel what he wants them to feel, see what he wants them to see, do what he wants them to do. When his powers first manifested, he mistakenly believed he had the ability to make people comply with his verbal instructions through some sort of hyper-charisma, but he soon realized that he was actually mentally altering their emotional state to make them incredibly compliant. Practice has furnished Vox with a number of additional tricks on top of this - he can "eavesdrop" on other people's thoughts, or actively delve into their minds for information. He can even directly control their actions, whether they like it or not. He can silently communicate with anyone he's familiar with. And, by concentrating, he can move solid objects with his mind, which causes his eyes to glow with a soft blue light. He also possesses heightened mental awareness and discipline, being more perceptive and strong-willed than most ordinary humans.

History:. Born to a struggling couple running a tiny Vietnamese restaurant in the West End, Thanh's earliest memories are of sitting in the corner of the kitchen, watching his mother, father, and older brother scurry back and forth, brewing traditional dishes for carry-out. Unfortunately, these are also his only memories of them. His family was among the small number of civilian casualties from the 2004 Grue invasion of Earth, leaving him an orphan. He spent the next few years of his life in a foster home, where he was regarded as little more than a ticket for free money from the government. Growing ever more resentful and withdrawn, at the age of eight Thanh decided he had had enough. He ran away from home, secretly hoping they cared enough to come looking for him. A police report was filed, but no other action was taken. The dramatic proof of love he was awaiting never came.

Finding himself on the street without a roof over his head or two pennies to rub together, it didn't take long for Thanh to turn to stealing to feed himself. He discovered he had something of a gift for filching small items, first from shelves, then, as he grew emboldened, from people. One day, when he was feeling particularly cocky, he tried to steal a candy bar from the pocket of a boy a few years older than him. The boy immediately caught him, but instead of beating him senseless as he had expected, he seemed rather impressed. He introduced himself as Jerome, the leader of a small gang of "displaced youths" (read: street kids). Who, it turned out, were in dire need of a skilled pickpocket. The group took in Thanh with open arms, welcoming him to their little family. He felt he had finally found the acceptance he had been seeking - while they had no home, family, or money, the group always looked out for each other, and always managed to just scrape by.

The gang survived mainly by swindling tourists. Various sympathy-baiting cons, three-card monte, and lifted wallets were what kept them fed. Of more concern were the other elements of the street. Every day was a gamble, evading gangs, drug dealers, cops, and unusually sharp-eyed tourists. Years passed, one by one, the dangers ever increasing, and the group becoming ever more loyal to each other. "We take care of each other, 'cause no one else is gonna" was their motto. Thanh and Jerome in particular formed a close friendship, with the older boy taking him under his wing and teaching him the many tricks of the trade. While Thanh had no gift for the social aspect of their work (he had tendency to become tongue-tied when under pressure), his fingers were as quick and nimble as mice, liberating items from their owners seemingly at will.

Their luck couldn't hold out forever, of course. When he was fifteen, he and Jerome were walking back to their current hideout after dark when they were jumped by a group of toughs from the local white supremacist gang, who apparently took exception to the Asian Thanh and the African-American Jerome walking down "their" sidewalk. While it wasn't the first time such an incident had occurred, Jerome had always been able to sweet-talk his way out of trouble. This time they were having none of it, determined to teach them a lesson. Thanh watched, horrified, as two of them seized Jerome, and a third drew a knife. Desperately, he bellowed "GET AWAY FROM HIM!" It had been a reflexive act of impotent panic. The last thing he had been expecting was for them to cheerfully comply, dropping the knife and leaving peacefully without a word of protest.

Jerome was in awe, and once the story was recounted (and slightly exaggerated), so was the rest of the group. All of them knew that something extraordinary had happened. Further experimentation revealed that Thanh seemed to be able to make people do what he said simply by talking to them, no matter how outlandish it might be. The entire group was ecstatic at their new advantage, and Jerome christened Thanh with his new nickname - Vox ("Voice").

The group knew that something incredible had just been dropped in their laps. Vox's gifts were the key to everything they wanted, even the thing they had hardly dared to even think about before: getting off the streets. Their painstakingly perfected system of cons and scams became instantly obsolete - Vox could make people line up uncomplainingly, cash in hand. They made a token effort to try to avoid attracting unwanted attention, only hitting a few people at most in any given location, trying to refrain from stealing overly exorbitant sums of money, but as months went by, their confidence grew. They were "earning" more money in a day than they had before in a year, and it wasn't long before they moved their hideout from an abandoned warehouse to a high-class hotel room (after a moment with Vox, the staff was begging them to stay). And Vox's powers kept growing. He discovered that his powers ran far deeper than they had first suspected. They were in no way limited to oral commands (indeed, speaking to his targets soon became unnecessary). Every day he seemed to have a new trick, a new ability.

The sudden shift in the group's power dynamics took its toll. Until the manifestation of Vox's powers, Jerome had been the de facto leader, using his intelligence and natural charisma to manage their little community. Now, Vox had something he could never match, and was effectively running the show. He began to grow ever more envious of his friend's newfound power, and resentful of the way the group now regarded Vox as their savior. What about the long years he had looked after them, he asked himself? Did they count for nothing?

Nothing might have come of this, if it weren't for Vox's increasing cockiness. Years of frustration and feelings of helplessness had suddenly come to an end, and now he was on top of the world. He began to use his abilities in more and more obvious ways, feeling invincible, like he could do whatever he wanted and no one could stop him. When Jerome tried to caution him about the importance of discretion, he accused him of being a coward. Tempers exploded, and every long-forgotten argument and grudge was suddenly remembered. Their other friends made attempts to defuse the situation, but the two boys would not be calmed. Words were said that could never be taken back, and the two came to blows. That is to say, Jerome punched Vox, and Vox telekinetically hurled him across the room.

Everyone was stunned, no one more so than Vox himself. Jerome was mostly unhurt, but Vox had never used his powers on one of his friends before. Everyone was staring at him with suddenly fearful eyes, afraid of what he would do next. The shock of seeing his own friends afraid of him was more than he could handle - he turned and stormed from the room.

Stalking aimlessly through the streets, he fumed about the ungratefulness of them all. They were living like kings now, all because of him, and what thanks did he get? Why should he limit his usage of his own powers? They were his, he could use them however he wanted. In a fit of childish pique, he stopped a passing well-to-do-looking young man, and psychically forced him to empty his bank account, in cash. Just like that, hundreds of thousands of dollars were his. He spent days spending his way from one side of the city to the other, living the lifestyle he had dreamed of for years. Feeling more generous now, he began to regret his behavior, and returned to the hotel room where his friends were staying, intent on making amends and sharing his new fortune.

Fence-mending gifts in hand and an apology on his lips, he opened the door to a scene of carnage. His friends were lying on the floor, covered in blood, riddled with bullets. Three men with guns were searching the room. He recognized one of them as the man he had robbed a few days previously.

For a moment he stood petrified, until the men noticed him. When they drew their weapons, instinct took over, and he sent them flying with a telekinetic shockwave. Horror turned to rage, and he focused it upon the man he recognized. Not bothering with subtlety, he tore into his mind, consumed with the need to know what could possibly make them do this.

This was no ordinary businessman, he discovered - he was the son of an influential and widely feared crime lord. Their organization had been aware of Vox and his gang for some time, but had had no reason to care about their petty thefts until now. Now that one of their own had been robbed and humiliated, they needed to send a very clear message about what happened to anyone who stole from them. And since Vox wasn't there when they arrived, they killed his friends instead. Numb, not knowing what else to do, he called 911. Once the authorities arrived, they discovered that Jerome was still alive, barely, but he was pronounced to be in a deep coma.

Thanh turned himself in to the police and told them everything. He told them about his powers, about the crimes he'd committed, about the reason for the massacre. He fully expected to spend the rest of his life in Blackstone. Instead, a few nights later he was visited by a representative from the Claremont Academy, who offered him a chance to learn to better use his "gifts," and turn his life around in the process. He accepted on the spot, desperate for anything that could make some sense out of what was left of his life. The Academy pulled a few strings and had his involvement in the incident erased, the charges dropped, and his criminal record expunged, mainly for his own protection. They were keenly aware that the men who killed his friends might still come looking for him.

This was a second chance for Thanh, and he promised himself he wouldn't waste it. The universe had taught him a harsh lesson. He had used his powers selfishly, irresponsibly, with no regard for the consequences for those around him. He wouldn't make that mistake again. He swore he would never again steal, never again use his abilities for personal gain, and more than anything else, never forget what his mistakes had cost him. He would make "Vox" a name to be proud of, or die trying.

Personality & Motivations: Thanh is a quiet, almost meek boy who rarely speaks unless spoken to in casual settings. On bad days, he is given to bouts of sullenness, during which he tries to go someplace to be by himself until his mood improves. He also tends to be rather mistrustful of people he doesn't know, especially authority figures. He's rather jumpy, reacting sharply to sudden noises and jerking away when he is touched unexpectedly (leftover instincts from his years on the streets).

The one exception to his dislike for authority figures is the teaching and administrative staff of Claremont Academy, to whom he knows he owes everything. They took him in, dusted him off, and offered him another go at life, when anyone else would have let him rot in Blackstone. More than almost anything in the world, he wants to prove himself worthy of the trust they placed in him. He thinks that taking part in the Academy's "extra-curricular activities" makes for a good start.

The sole remaining link to his past is Jerome, who is still in a coma at Trinity Hospital, and shows no signs of awakening. Thanh visits him every week, and sits by his bedside for hours on end, silently begging his friend to wake up, just for a moment, so he can tell him how sorry he is.

Powers & Tactics: While Thanh has enough raw telekinetic power to defeat most ordinary humans, he is still physically vulnerable himself. Whenever possible, he prefers to use his various mind-affecting abilities to avoid a direct fight (or at least avoid a fair one). Trickery, misdirection, and sometimes downright mind control are his favorite weapons. If things turn south, he will "haul ass" without a moment's hesitation (unless others are in danger), priding himself on knowing when to fold 'em.

Enemy: The same organized crime ring that ordered the hit on his group is well aware that the "ringleader" is still alive and well. The Claremont Academy did a good job of wiping his record, but now that he's put the boss's son in prison, they are constantly trying to track him down, and have a very big score to settle with him.
Headaches: Ever since the deaths of his friends, Thanh suffers from severe headaches that make it difficult for him to function. He regularly takes migraine medication, which staves them off temporarily, but if he fails to take it twice a day, his headaches return and he suffers a level of fatigue.
Struggling: While the Academy provides for most of his basic needs, Thanh has very little money of his own. His ill-gotten wealth was taken by the authorities, and he considers it good riddance.
Uneducated: Thanh hadn't attended school since he was eight, and is largely ignorant of anything that isn't related to on the street. This is something he's desperately trying to rectify, with mixed results.

Abilities: 2 + 6 + 2 + 6 + 4 + 0 = 20PP
Strength: 12 (+1)

Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 20/14 (+5/+2)
Charisma: 10 (+0)

Combat: 6 + 8 = 14PP
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Attack: +3 Melee, +3 Ranged, +7 Damaging Move Object
Grapple: +4 (+3 Attack, +1 Strength) 
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -3

Saving Throws: 2 + 3 + 5 = 10PP
Toughness: +7 (+1 Con, +6 Defensive Roll), +1 flat-footed
Fortitude: +3 (+1 Con, +2)
Reflex: +6 (+3 Dex, +3)
Will: +10/+7 (+5/+2 Wis, +5)

Skills: 40R = 10PP
Concentration 6 (+11/+8)
Disable Device 3 (+6)
Knowledge (streetwise) 5 (+8)
Language 1 (Vietnamese; Base: English)
Notice 8 (+13/+10)
Sense Motive 5 (+10/+7)
Sleight of Hand 9 (+12)
Stealth 3 (+6)

Feats: 9PP
Attack Specialization 2 (Move Object)
Defensive Roll 3
Dodge Focus 3
Improved Initiative

Powers: 7 + 6 + 2 + 28 + 2 = 45PP
All of Vox's powers have the Mental and Mutant descriptors

Communication 5 (Psychic Chat; mental, 5 miles; Power Feats: Subtle 2) [7PP]

Enhanced Wisdom 6 (Mentalist's Discipline) [6PP]

Flight 1 (Levitation; 10 MPH) [2PP]

Psychic Array 11.5 (23PP Array; Feats: Alternate Power 5) [28PP]

Base Power: Emotion Control 7 (Twist Feelings; Extras: Area [General, Burst], Selective Attack, Flaw: Action [Full-round], Power Feat: Subtle 2) {23/23PP}
Alternate Power: Illusion 7 (Fool Senses; all senses; Flaw: Phantasms; Power Feat: Progression 2 [25-ft radius]) {23/23PP}
Alternate Power: Mental Blast 7 (Overload Mind; Flaw: Action [Full-round]; Power Feat: Subtle 2) {23/23PP}
Alternate Power: Mind Control 7 (Override Mind; Extra: Sensory Link; Power Feat: Subtle 2) {23/23PP}
Alternate Power: Mind Reading 7 (Steal Thoughts; Extras: Action [Move/Standard], Area [General, Burst]; Power Feat: Subtle 2) {23/23PP}
Alternate Power: Move Object 7 (Mind over Matter; heavy load: 1.5 tons; Extras: Damaging; Power Feats: Precise, Subtle) {23/23PP}

Super-Senses 2 (Sixth Sense; Psychic Awareness [Mental]) [2PP]

DC Block

ATTACK                  RANGE                          SAVE                           EFFECT
Unarmed                 Melee                          DC 16 Toughness (staged)       Damage (physical)
Fool Senses             Perception                     DC 17 Will                     Illusion
Mind over Matter        Ranged                         DC 22 Toughness (staged)       Damage (physical)
Overload Mind           Perception                     DC 17 Will (staged)            Damage (energy)
Override Mind           Perception                     Will (opposed)                 Mind Control
Steal Thoughts          Perception (35-ft burst)       Will (opposed)                 Mind Reading
Twist Feelings          Perception (35-ft burst)       DC 17 Will (staged)            Emotion Control

Totals: Abilities (20) + Combat (14) + Saving Throws (10) + Skills (10) + Feats (9) + Powers (45) - Drawbacks (0) = 108/108

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