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- Posts:
- 17
- Group:
- People
- Member
- #153
- Joined:
- Feb 6, 2017
- Country
- United States
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| Name: Alex Minoa Age: 16 Gender: Female Ethnicity: Ukrainian Affiliation: Hero (Tokyo) Fame:
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The Character
Height: 5’1” Weight: 101 Hair: Blonde Eyes: Blue-grey
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Image two [IMG] Insert an image link here [/IMG]
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General Appearance: Short but lean, with long light blonde hair that falls to her mid back. Alex is not a physically intimidating opponent. She tends to present a very dominant stance in combat, otherwise is fairly timid appearing.
| Clothing: Alex prefers sensible dress for most occasions, although her aunt tries to dress her in a way that is “more fashionable” than Alex likes. She does her best to wear more comfortable clothing when she can, but her aunt has done a good job of limiting her options in that regard.
| Personality: Somewhere between a tourist and a paranoid veteran, Alex is both amazed by the situation she finds herself in, and partially convinced she will never be safe. She has a lot of respect for her Aunt, and though she will never admit it, she doesn’t truly hate the clothing she is given to wear, though she does keep that front up. When focused on a target or course of action, she can be brunt, brutal, and driven, but is more timid when finding herself in social situations.
She loves books, especially dime store novels. She also likes a well placed explosion, and is very fond of traps. Her room is a constant worry for her Aunt, as it is often filled with defensive measures bordering on the obsessive.
Alex can seem cruel, especially to villains who target young children, and worries about being a target, but she does try to be something like a normal teenager, at least, she appears to try for her Aunt’s sake. She seems wary of trusting others, and will openly mock or deride those who do not take safety as serious as she does.
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History:
History: Born in southern Ukraine, Alex lost her father when she was seven to a villain running from the police. Growing up in an environment where things were not as controlled as they are in other parts of the world, she started to develop an obsession with being safe, to the point of setting traps in her room when she would sleep. Times were hard, and the relatively uncontrolled nature of the occasional villains didn’t help. Long nights spent lecturing about the need for safety only added to the young girl’s trauma, resulting in a paranoia. Though her daughter’s paranoia wasn’t without justification, her mother could only watch as it seemed every day the news only seemed to justify her daughter’s growing obsession with traps and similar tools.
Twice, she caught Alex trying to enact vigilante justice in junior high, and no matter of punishment could convince the girl to let the matter drop completely. Though the rebellious phase seemed to have died down, Alex was caught in her first year in high school throwing a boy into a river with her quirk, resulting in a visit from the local authorities. Some investigation into the girl’s activities revealed she had been reading books written about improvised weapons and tactics for guerilla warfare, though much to her mother’s relief, her daughter wasn’t exactly skilled in either. It was the final straw, though.
Her mother, worried about her, arranged for her to be sent to Tokyo, hoping that Alex’s Aunt would help her overcome her problems, and remove any unwanted influences. Alex, though not completely receptive to the demands of her new life, does not seem as heartbroken as her mother thought, a fact the poor woman finds very worrying.
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Combat, Stats & Earnings:
Combat:Alex prefers range, keeping the opponent back as she hammers them with long and medium range gadgets and weapons, using her mental attacks as a way to keep the opponent from getting the upper hand. If forced to hand to hand, she prefers dirty tricks and attacks aimed at slowly bleeding the opponent until she can open up the gap to resume ranged weapons fire.
| Cash: 500 (All the starters begin with this amount.)
| Overall XP: 130 exp
| Earned XP:0
| Remaining XP:0
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| Stats: |
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| Speed: | Power: | Accuracy: | Stamina: | Control:
| 35 (D-)
| 25 (E)
| 35 (D-)
| 35 (D-)
| D
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(For more info on stats click here)
Limit Pool:25
Enhancements and Quirks.
(For more info click here)
Enhancement points:4 Enhancement Points Remaining: 0 Enhancements: N/A Licenses: Gadgeteer - 2EP - This character has decided to go down the path of gadgetry. Through their knowledge of technology, they are able to create equipment, gadgets, items, etc. The user takes only five post instead of the mandatory ten posts to repair an item. Gunslinger - 2EP - +1 stat grade in accuracy when wielding a gun.
Quirk mastery's: N/A
| Quirk |
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| Name | Tier | Description | Raw Psionics
| T2 Area Manipulation
| description Ability: - Raw Psionics is a primal type of psionic ability, hurling mental and psychokinetic attacks with no regard to cost or intended effect, while the user experiences only limited psionic boons. Offensively, it can stagger and befuddle opponents, or make short range kinetic bursts, while defensively it can only provide aid against other psionic attacks.
Activating the quirk causes the air to ripple around the user, pushing out light objects (such as ash or dust). A ring appears in front of the user firing a beam from its center for mental attacks, or the user releases a short kinetic burst for physical attacks, throwing forward objects and people, only striking at close range.
Offensive - Mental (Speed/Accuracy or power/stamina Debuffs, Stagger vs. Opponents Control at higher levels. Continuous Quirk Interrupt at rank b. Single Target Only. Only 1 debuff on opponent at a time) Offensive - Physical (capped at range e, can only be aimed in a general direction.) Defensive (Defensive Bonus Vs. Psionic Effects)
Limitations: - Offensive abilities require line of sight, and are moderate in range at best. Mental attacks can rebound from mirrored surfaces back to the user. They also only work on targets with an organic brain, and take a full round of line of sight at least to activate. Physical attacks cannot be aimed, making them a collateral damage risk.
Defensive traits only work when the user is not actively trying to use them, and act as an instinct, not any sort of awareness.
Going beyond the limit results in the user being afflicted with debuffs, suffering -2 to speed and -2 to Accuracy, and losing defensive boons until able to rest.
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Techniques
(For more on techniques see here)
Technique points: 40 Technique points spent: 15 Technique points remaining: 25
| Techniques |
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Weak Cannon (D) T.P Cost: 5 Limit Cost: 10 Type: Offensive - Physical Range: Melee
| Description: Creates a 6in diameter ring that strikes all objects within the small space. The objects are hurled forward as if struck by a swinging weapon, resulting in small objects being scattered. Low density objects, such as baseballs, are not all that dangerous to foes, but dense materials, such as nails can still be dangerous, though not likely to seriously harm foes. They are still scary, though.
| Kinetic Pulse (D) T.P Cost: 5 Limit Cost: 10 Type: Offensive Range: Melee
| Description: A ring pulses forward 18in, throwing aside light objects and knocking back foes who are not braced to receive the impact, or vastly superior in power compared to the effect of the pulse.
| Mind Smack (D) T.P Cost: 5 Limit Cost: 10 Type: Debuff Range: Short Stats: 1 Target, Speed/Accuracy -2 for 1 post
| Description: A ring frames the user’s face for one turn as they focus on the target. Slowly, a spear of energy forms, causing a headache to build up in the foe’s mind. After the energy strikes them, they suffer from frayed senses and pain that makes it difficult to work through.
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| Gains and Losses |
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Edit Log: | Date | Information | | Date of edition to the application | Why was the edit made?
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Edited by Chaos_1x, Feb 10 2017, 08:36 PM.
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