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Haze Hazel Whiteridge was born to upper class parents, part of a seemingly perfect world. But from birth her ambitious socialite parents were desperate and demanding. They viewed their charming baby as a trophy, a commodity, a pawn. Her emotional skills noticeably surfaced early, about age three, and her parents (after receiving odd reports from the nanny) decided to utilize their daughter's talents to their social and financial benefit. Eventually all the lies, broken trust, scandal, and heartache pushed Hazel to use her powers against her parents so she could finally escape their suffocating world. At least she walked away with the finest education dirty money could buy, and more life experience than someone her age should have. Birthright Attributes - Awareness: 6 Intellect: 6 Willpower: 6 Coordination: 5 Prowess: 5 Strength: 4 Powers - Emotion Control: 4 Fast Attack: 6 Astral Projection: 5 Heightened Senses: Communication - Telepathy Dimensional Sense Circular Vision (if not, go with Comprehend Language and nix linguistics to go expert in Mental Resistance Specialties : Linguistics Mental Resistance Physical Description - Height: 5'7 Build: feminine physique, lean muscle Hair: Deep honey, very long, loose silky waves Eyes: mercurial, changing with her mood, or the mood she is inflicting on another Skin: very fair Qualities - Healer of Psyche: This is a true two edged sword. When people express uncomfortable, difficult, or out of control emotions (pain, sadness, frustration, anger, etc) she feels a pull to use her powers to soothe them, or create a sense of resolution for them. However, if the person is not ready to move past these difficult emotions, her emotional healing is nothing more than a bandage, and the emotional turmoil will continue to resurface (without the person having the advantage of learning to cope themselves). It is best she use her powers to aid in another's own self healing, this creates a true and lasting repair of emotional damage. This quality has also led to some personal repercussions for Haze, as some people have grown to have a bit of a codependence, or even addiction to her soothing ways. Her reclusive nature is evidence of this. Poor Little Rich Girl: When Haze broke away from her parents, she made sure that any money taken from innocent victims was returned. However, there was a rather large sum that was taken from those who would use their wealth for unsavory things. This money she kept to aid in her endeavors. She donates much to charities, funds her own missions, and invests in ethical businesses with a view to bettering the planet and humanity. Still, she has quite a few creature comforts, and a large (exceptionally beautiful) off-the-grid complex that she calls home. In addition to this, her skills and former life have given her many useful connections to people with power and resources. Although many of these she would rather not make contact with, if it is for a very good reason, she will not hesitate to call in favors and "charm" these connections. The Mistress of Reckoning: Haze's true drive is to help and defend those who are unable to do so themselves. When an innocent is wronged, her reaction to rescue them and make it right is almost knee-jerk. While most of the time she is able to use excellent judgment and foresight, if a situation truly triggers her she is willing to step outside the boundaries of the law, as well as take on very dangerous situations, if the cause is in line with her personal values. On the flip side of this quality evildoers, those who hurt others, should be punished for what they have done. While Haze tends to see the world's shades of gray with ease, this tends to be a black and white issue for her. If a villain causes harm to another, she likes to project that emotional experience onto the villain, so they can suffer as their victim has suffered. It's an effective tool for subduing a criminal, but also gives her a level of personal satisfaction. This quality is her internal justice system personified - she will balance the scales. (will edit to add character pictures later) Quality Explanation An attempt at a quick primer: Qualities and Determination are a way to get a mechanical bonus while narratively invoking core concepts about your character. You can spend a point of Determination to gain Advantage: get a +2 bonus on a roll, add +1 to the level of an ability, retcon a story detail, get a clue in the story, or gain a one-time use of a power you don't have (a Stunt). But to do this, you ALSO have to invoke a Quality as an explanation of WHY you're getting the bonus. BECAUSE I am *Champion of Phoenix* and I can't let people down, I get a +2 on this roll. BECAUSE I am an *Incarnate War God,* I have centuries of combat experience. Thus, I'm going to do more damage with this attack. Likewise, you can choose (or the GM can force on you) Trouble, which EARNS you more Determination, so you can keep invoking those Qualities for Advantage. This might be story-based: "The villain gets away; there's nothing you can do about it. Take a Determination point." It might be scene-based: "There are a lot of innocents here. I'm going to lose my action this Page to save them and get a Determination point." Or it might be Quality-based: "Because you are a "Monster Magnet," there are twice as many monsters invading the city. Take a Determination point." It's all about adding to the story and getting a bonus for doing so. Without using Qualities, ICONS is a decent rules-light supers game, but you end up with situations like the heroes being unable to hurt the crab-man in the museum. An attempt at a quick primer: Qualities and Determination are a way to get a mechanical bonus while narratively invoking core concepts about your character. You can spend a point of Determination to gain Advantage: get a +2 bonus on a roll, add +1 to the level of an ability, retcon a story detail, get a clue in the story, or gain a one-time use of a power you don't have (a Stunt). But to do this, you ALSO have to invoke a Quality as an explanation of WHY you're getting the bonus. BECAUSE I am *Champion of Phoenix* and I can't let people down, I get a +2 on this roll. BECAUSE I am an *Incarnate War God,* I have centuries of combat experience. Thus, I'm going to do more damage with this attack. Likewise, you can choose (or the GM can force on you) Trouble, which EARNS you more Determination, so you can keep invoking those Qualities for Advantage. This might be story-based: "The villain gets away; there's nothing you can do about it. Take a Determination point." It might be scene-based: "There are a lot of innocents here. I'm going to lose my action this Page to save them and get a Determination point." Or it might be Quality-based: "Because you are a "Monster Magnet," there are twice as many monsters invading the city. Take a Determination point." It's all about adding to the story and getting a bonus for doing so. Without using Qualities, ICONS is a decent rules-light supers game, but you end up with situations like the heroes being unable to hurt the crab-man in the museum.
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