The Sanguine Squad: The Nova
Kelly McCall aka Stitch the Nova
Stitch is a heroine seeking to do good and get recognized for it, while still struggling to master full control of her powers. She likes being the center of attention, even though her powers aren't flashy unless she's heavily exerting herself (and possibly endangering people), which she tries to make up for with the shiny red of her costume. She's friendly, even leaning towards a bit needy - she wants to fit in with the team and be appreciated, very badly. Her hobbies include soccer (though she has trouble playing now due to the temptation to cheat), playing the flute, and volunteering at LGBT charities.
Kelly would tell you that she led a normal, boring life before discovering her powers - the privileged, suburban sort of normal at least, in which she and her two brothers have always had their own bedrooms, got their own new cars on their 16th birthdays, and never faced any question about the cost of getting into college. She was never particularly outcast or part of the popular clique in school, despite wanting to be the latter. She's also gay, but had surprisingly (especially to her) little trouble coming out to her fairly conservative parents. Sometimes she feels guilty that she doesn't have a tragic origin story nor faced great adversity before emerging a hero. She just... got super powers, mighty and dangerous ones, so she may be nursing a bit of impostor syndrome and seeking validation because of that.
Her powers manifested, to her knowledge, during a middle school soccer game, when one of her teammates was injured. Kelly's not aware of any particular exposure or history that explains the source of her powers, though she suspects Dr. Weaver might know something she's not telling.
Hero Name = Stitch
Real Name = Kelly McCall
Looks = Girl, White, Normal Skin, Fashionable Clothing, Colorful Costume
Telekinesis and Telepathy
Telekinesis accurate down to microscopic scale (with familiarity and concentration) and able to manipulate many objects at once, but limited raw strength (able to lift herself + 1 other person with focused effort).
Telepathy limited to short-range emotional reception without 'touch', which can be established through telekinesis but requires noticeable pressure. Limited clairvoyance via telekinetic projection through walls and such.
Danger -2 (Locked)
FIGHT THE GOOD FIGHT (Legacy): When you pull your punches while directly engaging a threat, you can roll +Savior instead of + Danger. If you do, you cannot choose to impress, surprise, or frighten your foe.
ARE YOU WATCHING CLOSELY? (Delinquent) : When you mislead, distract, or trick someone, roll + Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.
- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement
On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition
BURN: When you charge up your powers, roll + conditions you have currently marked. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark 3 conditions.
Flares: Boost: Spend 1 burn to supercharge a teammate’s efforts with your powers, giving them a +1 bonus to their roll as if you had spent Team from the pool.
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.
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.
Snatch: Spend 1 burn to use your powers to seize any one object up to the size of a person from someone within view.
When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and your Savior down.
When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a Condition.
Moment of Truth - Used
Your mind’s eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood...how could you possibly be worried?
When did you first use your powers?
In middle school, one of her soccer teammates fell and broke her ankle after a bad collision. Kelly suddenly started feeling like her own ankle was hurting, and had no idea why, then managed to reach out and feel Laurie's broken ankle. So she tried to put it back together.
Who was the first person you accidentally hurt with your powers?
Laurie, in that first incident. First aid for traumatic injuries hurts when it's being done by a professional. Even worse when done by someone who doesn't actually know what they're doing. She put everything back in the right spot, but... painfully.
She first outright hurt someone through her powers going out of control at her first Homecoming Dance in high school. She lost control when some of the senior girls played a prank on her and her friends, and sent snacks and decorations flying. Fortunately, she'd read Carrie (several times) and had resolved never to go down that road. There weren't many injuries and nothing major, but the incident did bring her to the attention of...
Who, outside the team, helps you control your powers?
Dr. Weaver, a parapsychologist who's helped Kelly unlock and control her powers. Her own agenda isn't completely clear, though, as she's not on board with Kelly's superhero activities. She might secretly be connected to MK labs or another shady group.
Why do you continue to use your powers?
Kelly's motivation is pretty straightforward. She wants to help people, to heal people, to stop bad people. That's why she took up a costume and went hero-ing. And she wants to be famous. Maybe groupies.
Why do you care about the team?
Sanguine Squad is getting buzz as up and comers and she knows they'll be in harm's way - so she can help!
Tell us about your family--who are they? do they know about your super life? how do you get along with them?
Kelly's father, Andrew, is a petroleum engineer and regional manager in the Hexxon Oil Company. He travels on business a lot, and is not to Kelly's knowledge involved in anything supervillainous. (But I chose a name similar to Marvel's Roxxon for a reason. ) Her mother, Anne, is general counsel for the Cleary Group, a holding company for mostly... real estate stuff. Kelly's kinda fuzzy on that. Her older brother, Troy, who she tagged around with a lot when younger, is at college studying civil engineering. Her younger brother, Eric, is kind of a little shit (in her opinion) and slacking off in high school.
Her parents are generally aware she has powers, which is why she's seeing Dr. Weaver, though she's kept them fuzzy on the details besides that she can move things. She hasn't told them about her active superheroing yet. They haven't nudged her to join AEGIS, being wary of big government with big powers, even in the interests of law and order. So far, they're relatively content that she's going to be a doctor.
What do you get up to when you're not super-ing? School? Job? Fun?
Kelly is a high school senior planning to study pre-med biology at the prestigious (and expensive) Hull University*. She also volunteers - when she has the time - with LGBT support groups, and has made several appearances in costume (without revealing her identity). While she doesn't have time to properly be in the band anymore, she's keeping up with the flute as her arts elective.
- No relation to the real Hull University, but I went through several words and couldn't find one without a real one associated with it so I'm keeping this one.
When you met Ambassador Bell, what happened? What did you make of her, and what did she make of you?
While she doesn't broadly agree with her parents' politics, their distrust of AEGIS did filter down to her and meeting Ambassador Bell really didn't help. They met by happenstance, as Stitch was chasing a convenience store robber. He ducked into an alley... which turned out to be occupied. Ambassador Bell was facing down several men in foreign military uniforms. The woman frankly terrified her, with her imposing presence and a psychic aura that Kelly felt like running into a brick wall. Oh, and how she flung one of the men into a wall so hard that both brick and bone cracked. Both Stitch and her quarry edged slowly out of the alley and he quickly surrendered. Stitch felt a hint of Ambassador Bell's awareness focused on her briefly, tinged with a particularly... unimpressed sort of feeling.
This meeting is the main reason why Bell isn't on Kelly's list of starting influence. Sorry, Bell.
Jean Grey, Dr. Strange, Elfen Lied
Advances purchased: 5