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Whatsername


X51

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(Image Credit: 'Amanda Rodriguez Illustration' by Yasin IŞIK)

ALIAS: 'Whatsername' (Real name unknown)

AGE: Unknown (At least 250 years)

ACTIVE POWERS: Able to adopt the metapowers of other metapowered individuals; memory manipulation; cures diseases

PASSIVE POWERS: Immortality; understands and speaks any spoken language with exposure; seemingly no fear response

DESCRIPTION: Subject stands at 178cm and weighs approximately 65kg with a slight build, and bears the appearance of a feminine human in their mid to late 20s. Subject typically dresses in a casual, 'grunge' or 'punk' aesthetic. Their hair color is changed frequently, but is naturally brown. Subject typically wears eye shadow and lip gloss cosmetically, and frequently wears a pair of dark sunglasses.

PERSONALITY PROFILE: Subject displays an odd sort of contrarian altruism. Subject is personable and outgoing, showing an interest in understanding and validating the struggles of others, as well as helping them overcome those struggles, but then avoids further attachment to such individuals. Subject routinely manipulates the memories of others to remove knowledge of her name (always an alias) in order to avoid further contact with the individual or group.

 

Subject shows a strong anti-authority streak, and focuses her attempts to help others by 'liberating them from systems of control,' usually either a social or political system on which the individual is framed as being dependent. Subject then encourages the individual to 're-contextualize' their place in the world, and to contemplate things beyond their daily reality.

 

Psychological evaluation suggests that the subject's interest in helping others is genuine, but also a coping mechanism; helping others deal with their problems is a means of avoiding her own. What those problems are is unclear, but the internal conflict is evident. Subject proves adept at avoiding the topic. It is believed that the subject's apparent addiction to nicotine (specifically clove cigarettes) and caffeine (black coffee, 'preferably bad') are caused by this conflict.

HISTORY: Little is known of subject's personal history, likely as a result of their ability to manipulate memories. Genetic information suggests subject is human, originally from Earth-113. Behavioral cues suggest the subject to have developed in the Pacific Northwest region of North America.

 

Historical records of Earth-113 heavily indicate atypical temporal traversal. Subject matches descriptions of vague individuals from historical cataclysms, and three photographs from different eras seem to show the subject in anachronistic clothing. Multiversal analysis suggests the subject has been involved in the aversion of numerous disasters in the development of Earth-113. Typical interaction is believed to be the befriending of powerful individuals verging on megalomania, which seems to have a corrective effect. Numerous branch-points rely upon the central individual gaining a friend 'when they needed it most.' The individual is left with a memory of a person matching the subject's description, but unable to recall their name or contact information.

 

Attempts to clarify the subject's family history are ongoing.

 

ATTRIBUTES
AGILITY SMARTS SPIRIT STRENGTH VIGOR
d8 d6+2 d12+2 d4 d6

 

SKILLS
ATHLETICS COMMON KNOWLEDGE FOCUS
d6 d6+2 d12
INTIMIDATION NOTICE PERFORMANCE
d6 d4 d6
PERSUASION STEALTH THIEVERY
d8 d6 d4

 

DERIVED STATS
PACE PARRY SIZE TOUGHNESS
6 2 0 5

 

HINDRANCES

DEPENDENCY (Major)

Substance: Coffee

Description: The super must consume or have contact with some sort of relatively common substance for an hour out of every 24. If she doesn’t, she takes a level of Fatigue. She takes an additional level of Fatigue every 24 hours until she’s Incapacitated (this may cause death).
An hour spent recovering with the appropriate substance restores all Fatigue caused by this Hindrance.

HABIT (Major)

Habit: Smoking (Clove Cigarettes)

Description: An addict who doesn’t get her fix must make a Vigor roll every 24 hours she goes without or take a level of Fatigue.
Once every 24 hours, a Healing roll with some sort of appropriate medicine removes one level of Fatigue for four hours. After that the Fatigue returns and can only be recovered with the addicting substance.

HEROIC (Major)

Description: This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.

 

EDGES

BEST THERE IS

Description: The hero has a very potent power. Her Power Limit is half her maximum Super Power Points [round down; 22] rather than a third.

CHARISMATIC

Description: Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on Persuasion rolls.

ELAN

Description: Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.

SUPER POWERS (PL III)

Description:  Hero has a total of 45 points worth of powers with a power limit of 15 points.

 

POWERS

AGELESS

Trapping: Immortality

Description: The hero never grows old. She’s permanently stuck at whatever age the player chooses (27).

Modifiers: Very Old (+2 on Smarts and Common Knowledge rolls)

Power Cost: 3

COPYCAT (Level 20)

Trapping: Prodigy

Description: Copying powers is an action. If the target is willing, no roll is required. If not, a successful Focus roll causes a target within 6” to make a Spirit roll (at −2 with a raise on the Focus roll). If the victim fails, the copycat may mimic his powers freely.

The maximum point value of the powers the hero can copy is equal to her levels in copycat. She can mix and match copied powers as she wishes within this limit, from one source or many.

Duration: Copied powers last for one hour or until released (a free action).

No Devices: Copycat can’t mimic powers with the Device modifier—it doesn’t replicate machines and gizmos.

Power Down: Copycat terminates if the super loses concentration.

Modifiers: Arcane (applies to Arcane powers), Overly Accurate (gains target's Environmental Weakness, Power Negation, or Vulnerability Hindrances for duration), Partial Power (can choose how many levels of a power to take)

Power Cost: 22

IMMUNE TO DISEASE/POISON

Trapping: Willpower

Description: The character is completely immune to either poison or disease—character’s choice. It may be taken a second time for immunity to both.

Modifiers: Cure Disease (The hero may make a Focus roll at -2 to cure a Debilitating or Lethal disease. She may make a Focus roll at -4 to cure a Chronic disease. Doing so automatically gives her a level of Fatigue.)

Cure Poison (The character may make a Focus roll to cure an ally of any poison.)

Power Cost: 5

MIND READING

Trapping: Empathy

Description: To read someone’s mind, the super chooses a target within 6” (12 yards) and makes a Focus roll. If he’s successful, the target makes a Smarts roll to resist (at -2 with a raise on the Focus roll).
If the mind reader fails his Focus roll, the subject knows something’s up - further attempts to read her mind are made at -2 for the rest of this encounter. A Critical Failure means the psychic can no longer read this subject’s mind this encounter.
If the target successfully resists, there’s no further effect and the mind reader can try again when he wants. If the target resists with a raise, she senses something is happening and adds +2 to further resistance attempts for the rest of the encounter.

If the mind reader is successful and the target fails to resist, the psychic can detect her surface thoughts and emotions. A raise reveals more information. Success against someone who’s lying to the super, for example, means he knows she’s lying. A raise might give her a better idea what general topic she’s lying about. It won’t reveal the lie itself though—that requires a Deep Dive, see below.

Deep Dive: It’s much easier to navigate the complex human mind when the target is sedated, unconscious, or asleep. Each attempt against such a victim takes 10 minutes of time but greatly increases the information gleaned. Success acts as a raise and a raise generally gleans everything the psychic wants to know.
Failure just wastes the psychic’s time - he can try again. A Critical Failure shuts the victim’s mind down and no further progress can be made this encounter.

Modifiers: Memory Master (The mind reader can alter and repair memories. The super must first successfully read the target’s mind with a raise. If so, he can remove a short memory as an action. He might make a target forget an encounter, that she ever met an acquaintance, and so on. Given a longer amount of time (GM’s call but at least ten minutes), she can remove any number of memories.)

Power Cost: 6

SPEAK LANGUAGE

Trapping: Surface Mind Reading

Description: Your hero can speak any language. If it’s one she’s never heard before, she becomes conversational in minutes and fluent in a few hours.

Power Cost: 1

SUPER EDGE (Level 1)

Trapping: Agelessness

Description: Each time this power is taken grants the character a non-Legendary Edge (regardless of the hero’s Rank). She must be otherwise eligible for the Edge as usual.

Edge: The Best There Is (See 'Edges' above.)

Power Cost: 2

SUPER SPIRIT (Level 3)

Trapping: Confidence/Mindfulness

Description: This power increases a chosen attribute one die type per level. This affects Derived statistics as well, such as Toughness. Round down if this exceeds d12 (d12+1 Vigor is Toughness 8).

Each level in super attribute also raises the attribute’s maximum a like amount.

Power Cost: 6

 

CREATION BREAKDOWN

TRAITS

Attributes: Agility x2, Spirit x3, (5/5); Smarts x1, Vigor x1 (via Hindrance points)

Skills: Athletics x1, Common Knowledge x1, Focus x5, Intimidation x2, Performance x2, Persuasion x2, Stealth x1, Thievery x1 (15/15)

EDGES/HINDRANCES

Edges: Charismatic (via Human), Elan (via Hindrance Points), The Best There Is (via Power), Super Powers (free)

Hindrances: Dependency, Habit, Heroic; 6 points gained, 2 spent on an Edge and 4 spent on Attributes

(WIP)

Edited by X51 (see edit history)
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