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Psyche.'s page

1,075 posts. Alias of Cwethan.


Race

Miniature

Classes/Levels

Influence:
Influenced by: Frostbite, Mosaic, Praetoria, Scorch - Not The Judge | Influences: Frostbite, Isaiah, Praetoria, Scorch, The Crab, Professor Mecklenheim

Gender

Labels: Danger: 3 Freak: 3 Savior: -2 Superior: 2 Mundane: -2 | Current Burn: 2 | Conditions: Angry, Hopeless | Team Pool: 1

Size

5'5" 106 lbs.

About Psyche.

History:
Life's been pretty easy for Kylie, as long as you give her the time to fix her mistakes. Anyone who lived in a mile radius of her while she was first getting a handle on her powers had enough terrifying dreams, floating chairs, and half-heard voices for a whole gaggle of ghosts! But it's okay now! Kylie apologized - not in person though. Do you know how many people live in a mile? No she just put a nice, happy apology dream in everyone's head. Then another one when people got freaked out by that. Then she just erased the bad memories. That was when the authorities got involved...

They decided that she hadn't been acting from malice, but that was certainly the end of her life off the radar. Which meant everything worked out. She's much less frightening standing next to a team of superheroes...

Personality:
Supremely confident, Psyche never really believes she's failed or been defeated. In her mind, and by her mind, everything can be fixed.

Powers:
Telepathy & Telekinesis. She leans a lot more heavily on her telepathy, using her telekinesis mainly to fly herself around, let her avoid walking across the room, all that kind of thing. However, when telekinesis is the only call, she's capable of some remarkable feats.

Look:
Woman, White, Normal Skin (Marked Skin when carrying Burn), Fashionable Clothing, Fantastical Costume (whatever she's wearing dissolves (temporarily) into overlapping webs of glowing purple energy)

The Villain:
The Church of Psyche:
"It kind of makes sense, right? I mean, I know I'm not God or anything, but don't you think maybe people like me are where some of the myths came from? And they're good people; their hearts are in the right place! They're just a little... enthusiastic. And when it comes down to it, who wouldn't do some crazy stuff to give themselves powers! Plus, most of them don't do anything like that. Why should I let a few bad apples spoil the bunch?"

Signature Moves: Stroking Psyche's Ego, Extraplanar Surprises, Crowdsourced Information about their obsessions, Layered Compulsions and Delusions that make any sort of Telepathic contact incredibly fraught.

Backstory
When did you first use your powers? Kylie doesn't really know when she started using her powers. Well before she started consciously using them, or even realized not everyone had them, she'd been really good at guessing what was on people's minds. In class she was never stumped by what the teacher might be trying to get you to guess. She doesn't remember ever being surprised by what she'd been given for birthdays or Hanukah. But the first time she did more than passively listen in on surface thoughts was for a fairly predictable reason. "But I want it now." It wasn't anything important, a bracelet she was going to get the next time the calendar or her achievements gave a reason for the gift. That's why it was so easy. That's why no one got hurt.

Who was the first person you accidentally hurt with your powers? As she started experimenting with the more active forms of her powers more and more side effects and ripples started popping up. Her efforts to fix those eventually led to everyone within a mile of her house losing a full day from their memories. She's still pretty sure if Gothic hadn't told her not to that she could've gotten most of those memories back. She just tried to do too much at once.

Who, outside the team, helps you control your powers? Gothic is the only telepath she's meet who's in the same tier as her. And, as she's passively learned from when she's been around other heroes with relatively unguarded minds, the Heralds' plan A for how to deal with her if she goes evil. She's pretty sanguine about that, all things considered. She's not gonna go evil, so why should it matter?

Why do you continue to use your powers? For the same reason she continues to breathe.

Why do you care about the team? They're all so fascinating! Each with their own little bundle of impulses and neuroses, and besides, every gem shines more brightly in the appropriate setting. Also, she's seen Village of the Damned, while she's on a team she's a superhero. Otherwise she's scary.

Wrong side of the tracks: You always get to ask an additional question when you pierce the mask of a villain, even on a miss. When you pierce the mask of a hero (your call), add this question to the list:
- what was your darkest moment?

Team? What team?: When you use Team selfishly, clear a condition or mark potential. The first time in a session that you use Team to help a teammate, take +1 forward.

The Bull's Heart:
Psyche has one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.
Love: Mattie
Rival: Kayla

Choose a role you commonly fulfill for your love or rival:❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.

Burn
When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark three conditions.
Spend your burn on your flares. You lose all burn at the end of the scene.
Choose four flares:

Worship:
You put out a tremendous display of your might. Spend 1 burn to awe an audience into silence, respect, and attention when you unleash your powers

Moat:
Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies.

Elemental awareness:
Spend 1 burn and mark a condition to open your mind up to the world
around you with your powers. You can ask any one question about the world around you, and the GM will answer honestly.

Snatch:
Spend 1 burn to use your powers to seize any one object up to the size of a person from someone within view.

Shielding:
You call up a fast protective field to stop a danger. Spend 1 burn to
defend someone else from an immediate threat, rolling + Freak instead of + Savior.

Constructs:
Spend 1 burn to create any object with your powers, up to the size of a
person. Spend an additional burn to animate it independently of yourself. The construct dissolves at the end of the scene.

Move:
Spend 1 burn to move to any place you choose within the scene, breaking through or slipping past any barriers or restraints in your way. Spend a second burn to move to any place you’ve previously been.

Potential 0/5:
Drafts:
I made partner in the 80's. I didn't do the cocaine, but we all thought Japan was going to buy the world.