Psyche

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Psyche
Gothpsyche.jpg
Identity: xxx • Affiliation: Cascading Justice • Base of Operations: Portland, OR
Ethnicity: xxx • Nationality: xxx
Age: xxx • Gender: Female • Height: xxx • Weight: xxx lb
Eyes: xxx • Hair: xxx • Other Features: xxx
Origin: x • Power Level: 10 (150 Points: Abilities 32, Defenses 25, Skills 12, Advantages 2, Powers 79)

Psyche - PL 10

Strength 0, Stamina 0, Agility 1, Dexterity 2, Fighting 2, Intellect 2, Awareness 6, Presence 3

Advantages
Improved Defense, Ultimate Effort: Will defense

Skills
Expertise: Counseling 6 (+8), Insight 6 (+12), Perception 4 (+10), Persuasion 8 (+11)

Powers
Mental Awareness: Senses 2 (Radius (Type): Mental)
Telekinesis: Move Object 8 (6 tons; Accurate 4: +8)

Telekinetic Bolt: Blast 8 (Alternate; DC 23; Accurate 4: +8)

Telekinetic Field: Force Field 12 (+12 Toughness; Impervious)
Telekinetic Levitation: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Telepathy

Communication: Mental Area Communication 2 (Linked; Area)
Mental Blast: Mental Blast 5 (Alternate; DC 20)
Mind Control: Cumulative Affliction 5 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Cumulative, Increased Range 2: perception)
Mind Reading: Mind Reading 10 (Linked; DC 20; Reduced Range: ranged)


Offense
Initiative +1
Grab, +2 (DC Spec 10)
Mental Blast: Mental Blast 5 (DC Will 20)
Mind Control: Cumulative Affliction 5 (DC Will 15)
Mind Reading: Mind Reading 10, +2 (DC Will 20)
Telekinesis: Move Object 8, +10 (DC 18)
Telekinetic Bolt: Blast 8, +10 (DC 23)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Complications
Identity: Secret identity
Motivation: Doing Good
Motivation: Justice: Avenge father's death
Quirk: Avoid spotlight
Quirk: Obsessive about body and phyicial fitness
Relationship: With Jonny Volt (brother)
With
Responsibility: To maintain private practice

Languages
English

Defense
Dodge 8, Parry 6, Fortitude 6, Toughness 12, Will 14

Power Points
Abilities 32 + Powers 79 + Advantages 2 + Skills 12 (24 ranks) + Defenses 25 = 150


Powers

  • Mental Awareness: You are aware of mental sensory effects used in your presence, so long as they are not Subtle. Those lacking mental awareness do not notice mental sensory effects unless they are the subject. Apply other Senses effects to extend the capabilities of your Mental Awareness.
  • Telekinesis: You can move objects at a distance without directly touching them. Up to 6 tons.
  • Telekinetic Bolt: You project a focused blast of kinetic energy that hits with considerable force.
  • Telekinetic Field: You surround your body with a tight field of energy that protects you from incoming attacks.
  • Telekinetic Flight: Using your telekinesis, You can fly through the air, including hovering in place.
  • Telepathic Communication: You can communicate directly, mind-to-mind, with anyone in your range. Mindless subjects and those Immune to Mental Powers cannot receive your communication. Unlike Mind Reading (following) Mental Communication is language-dependent; you must share a language in common with your subject in order to communicate. Since Communication is a free action to use and maintain, you can set up a Mental Communication “network” with multiple minds in a single round, so long as they are all within your range, functioning as a “mental switchboard” for group telepathic communication.
  • Mind Reading: You can read a target’s thoughts and probe memories or even plumb their subconscious for information. Note that reading a subject’s mind at the surface thoughts level allows them to mentally communicate to you (regardless of language) simply by thinking messages “at” you.
  • Mental Blast: You can strike a target’s mind with a blast of mental force, causing pain or unconsciousness. Like other mental powers, your Mental Blast only affects targets with minds.
  • Mind Control: You can impose your will on other minds, forcing them to think and act as you wish. The initial dazed condition suits “brute force” forms of mind control; more subtle approaches may substitute the entranced condition and are also often Insidious (Hero’s Handbook, page 142) leaving the victim no awareness their mind is gradually falling victim to outside control. For implanted commands or post-hypnotic suggestions apply the Triggered modifier (possibly as an Alternate Effect or power stunt).

Background

  • x

People

  • Mother: Intrepid
  • Twin Brother: Jonny Volt

Locations

  • x