<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/index.php?action=history&amp;feed=atom&amp;title=Haze</id>
	<title>Haze - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/index.php?action=history&amp;feed=atom&amp;title=Haze"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Haze&amp;action=history"/>
	<updated>2026-05-17T00:52:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Haze&amp;diff=299972&amp;oldid=prev</id>
		<title>24.115.94.212: Created page with &quot;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.  The...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Haze&amp;diff=299972&amp;oldid=prev"/>
		<updated>2016-04-17T04:01:27Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;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.  The...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Haze&lt;br /&gt;
&lt;br /&gt;
Hazel Whiteridge was born to upper class parents, part of a seemingly perfect world.  But from birth her &lt;br /&gt;
&lt;br /&gt;
ambitious socialite parents were desperate and demanding.  They viewed their charming baby as a &lt;br /&gt;
&lt;br /&gt;
trophy, a commodity, a pawn.  Her emotional skills noticeably surfaced early, about age three, and her &lt;br /&gt;
&lt;br /&gt;
parents (after receiving odd reports from the nanny) decided to utilize their daughter&amp;#039;s talents to their &lt;br /&gt;
&lt;br /&gt;
social and financial benefit.  Eventually all the lies, broken trust, scandal, and heartache pushed Hazel to &lt;br /&gt;
&lt;br /&gt;
use her powers against her parents so she could finally escape their suffocating world.  At least she &lt;br /&gt;
&lt;br /&gt;
walked away with the finest education dirty money could buy, and more life experience than someone &lt;br /&gt;
&lt;br /&gt;
her age should have.&lt;br /&gt;
&lt;br /&gt;
Birthright&lt;br /&gt;
&lt;br /&gt;
Attributes -&lt;br /&gt;
&lt;br /&gt;
Awareness: 6&lt;br /&gt;
&lt;br /&gt;
Intellect: 6&lt;br /&gt;
&lt;br /&gt;
Willpower: 6&lt;br /&gt;
&lt;br /&gt;
Coordination: 5&lt;br /&gt;
&lt;br /&gt;
Prowess: 5&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&lt;br /&gt;
Powers - &lt;br /&gt;
&lt;br /&gt;
Emotion Control: 4&lt;br /&gt;
&lt;br /&gt;
Fast Attack: 6 &lt;br /&gt;
&lt;br /&gt;
Astral Projection: 5&lt;br /&gt;
&lt;br /&gt;
Heightened Senses:&lt;br /&gt;
&lt;br /&gt;
Communication - Telepathy&lt;br /&gt;
&lt;br /&gt;
Dimensional Sense&lt;br /&gt;
&lt;br /&gt;
Circular Vision (if not, go with Comprehend Language and nix linguistics to go expert in Mental &lt;br /&gt;
&lt;br /&gt;
Resistance&lt;br /&gt;
&lt;br /&gt;
Specialties :&lt;br /&gt;
&lt;br /&gt;
Linguistics&lt;br /&gt;
&lt;br /&gt;
Mental Resistance&lt;br /&gt;
&lt;br /&gt;
Physical Description -&lt;br /&gt;
&lt;br /&gt;
Height: 5&amp;#039;7&lt;br /&gt;
&lt;br /&gt;
Build:  feminine physique, lean muscle&lt;br /&gt;
&lt;br /&gt;
Hair: Deep honey, very long, loose silky waves&lt;br /&gt;
&lt;br /&gt;
Eyes: mercurial, changing with her mood, or the mood she is inflicting on another&lt;br /&gt;
&lt;br /&gt;
Skin: very fair&lt;br /&gt;
&lt;br /&gt;
Qualities -&lt;br /&gt;
&lt;br /&gt;
Healer of Psyche: This is a true two edged sword.  When people express uncomfortable, difficult, or out &lt;br /&gt;
&lt;br /&gt;
of control emotions (pain, sadness, frustration, anger, etc) she feels a pull to use her powers to soothe &lt;br /&gt;
&lt;br /&gt;
them, or create a sense of resolution for them.  However, if the person is not ready to move past these &lt;br /&gt;
&lt;br /&gt;
difficult emotions, her emotional healing is nothing more than a bandage, and the emotional turmoil will &lt;br /&gt;
&lt;br /&gt;
continue to resurface (without the person having the advantage of learning to cope themselves).  It is &lt;br /&gt;
&lt;br /&gt;
best she use her powers to aid in another&amp;#039;s own self healing, this creates a true and lasting repair of &lt;br /&gt;
&lt;br /&gt;
emotional damage.  This quality has also led to some personal repercussions for Haze, as some people &lt;br /&gt;
&lt;br /&gt;
have grown to have a bit of a codependence, or even addiction to her soothing ways.  Her reclusive &lt;br /&gt;
&lt;br /&gt;
nature is evidence of this.&lt;br /&gt;
&lt;br /&gt;
Poor Little Rich Girl:  When Haze broke away from her parents, she made sure that any money taken &lt;br /&gt;
&lt;br /&gt;
from innocent victims was returned.  However, there was a rather large sum that was taken from those &lt;br /&gt;
&lt;br /&gt;
who would use their wealth for unsavory things.  This money she kept to aid in her endeavors.  She &lt;br /&gt;
&lt;br /&gt;
donates much to charities, funds her own missions, and invests in ethical businesses with a view to &lt;br /&gt;
&lt;br /&gt;
bettering the planet and humanity.  Still, she has quite a few creature comforts, and a large &lt;br /&gt;
&lt;br /&gt;
(exceptionally beautiful) off-the-grid complex that she calls home.  In addition to this, her skills and &lt;br /&gt;
&lt;br /&gt;
former life have given her many useful connections to people with power and resources.  Although &lt;br /&gt;
&lt;br /&gt;
many of these she would rather not make contact with, if it is for a very good reason, she will not &lt;br /&gt;
&lt;br /&gt;
hesitate to call in favors and &amp;quot;charm&amp;quot; these connections.&lt;br /&gt;
&lt;br /&gt;
The Mistress of Reckoning:  Haze&amp;#039;s true drive is to help and defend those who are unable to do so &lt;br /&gt;
&lt;br /&gt;
themselves.  When an innocent is wronged, her reaction to rescue them and make it right is  almost &lt;br /&gt;
&lt;br /&gt;
knee-jerk.  While most of the time she is able to use excellent judgment and foresight, if a situation truly &lt;br /&gt;
&lt;br /&gt;
triggers her she is willing to step outside the boundaries of the law, as well as take on very dangerous &lt;br /&gt;
&lt;br /&gt;
situations, if the cause is in line with her personal values.  On the flip side of this quality evildoers, those &lt;br /&gt;
&lt;br /&gt;
who hurt others, should be punished for what they have done.  While Haze tends to see the world&amp;#039;s &lt;br /&gt;
&lt;br /&gt;
shades of gray with ease, this tends to be a black and white issue for her.  If a villain causes harm to &lt;br /&gt;
&lt;br /&gt;
another, she likes to project that emotional experience onto the villain, so they can suffer as their victim &lt;br /&gt;
&lt;br /&gt;
has suffered.  It&amp;#039;s an effective tool for subduing a criminal, but also gives her a level of personal &lt;br /&gt;
&lt;br /&gt;
satisfaction.  This quality is her internal justice system personified - she will balance the scales.&lt;br /&gt;
&lt;br /&gt;
(will edit to add character pictures later)&lt;br /&gt;
&lt;br /&gt;
Quality Explanation&lt;br /&gt;
&lt;br /&gt;
An attempt at a quick primer:&lt;br /&gt;
&lt;br /&gt;
Qualities and Determination are a way to get a mechanical bonus while narratively invoking core &lt;br /&gt;
&lt;br /&gt;
concepts about your character.&lt;br /&gt;
&lt;br /&gt;
You can spend a point of Determination to gain Advantage: get a +2 bonus on a roll, add +1 to the level &lt;br /&gt;
&lt;br /&gt;
of an ability, retcon a story detail, get a clue in the story, or gain a one-time use of a power you don&amp;#039;t &lt;br /&gt;
&lt;br /&gt;
have (a Stunt).&lt;br /&gt;
&lt;br /&gt;
But to do this, you ALSO have to invoke a Quality as an explanation of WHY you&amp;#039;re getting the bonus. &lt;br /&gt;
&lt;br /&gt;
BECAUSE I am *Champion of Phoenix* and I can&amp;#039;t let people down, I get a +2 on this roll. BECAUSE I am &lt;br /&gt;
&lt;br /&gt;
an *Incarnate War God,* I have centuries of combat experience. Thus, I&amp;#039;m going to do more damage &lt;br /&gt;
&lt;br /&gt;
with this attack.&lt;br /&gt;
&lt;br /&gt;
Likewise, you can choose (or the GM can force on you) Trouble, which EARNS you more Determination, &lt;br /&gt;
&lt;br /&gt;
so you can keep invoking those Qualities for Advantage. This might be story-based: &amp;quot;The villain gets &lt;br /&gt;
&lt;br /&gt;
away; there&amp;#039;s nothing you can do about it. Take a Determination point.&amp;quot; It might be scene-based: &amp;quot;There &lt;br /&gt;
&lt;br /&gt;
are a lot of innocents here. I&amp;#039;m going to lose my action this Page to save them and get a Determination &lt;br /&gt;
&lt;br /&gt;
point.&amp;quot; Or it might be Quality-based: &amp;quot;Because you are a &amp;quot;Monster Magnet,&amp;quot; there are twice as many &lt;br /&gt;
&lt;br /&gt;
monsters invading the city. Take a Determination point.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s all about adding to the story and getting a bonus for doing so. Without using Qualities, ICONS is a &lt;br /&gt;
&lt;br /&gt;
decent rules-light supers game, but you end up with situations like the heroes being unable to hurt the &lt;br /&gt;
&lt;br /&gt;
crab-man in the museum. An attempt at a quick primer:&lt;br /&gt;
&lt;br /&gt;
Qualities and Determination are a way to get a mechanical bonus while narratively invoking core &lt;br /&gt;
&lt;br /&gt;
concepts about your character.&lt;br /&gt;
&lt;br /&gt;
You can spend a point of Determination to gain Advantage: get a +2 bonus on a roll, add +1 to the level &lt;br /&gt;
&lt;br /&gt;
of an ability, retcon a story detail, get a clue in the story, or gain a one-time use of a power you don&amp;#039;t &lt;br /&gt;
&lt;br /&gt;
have (a Stunt).&lt;br /&gt;
&lt;br /&gt;
But to do this, you ALSO have to invoke a Quality as an explanation of WHY you&amp;#039;re getting the bonus. &lt;br /&gt;
&lt;br /&gt;
BECAUSE I am *Champion of Phoenix* and I can&amp;#039;t let people down, I get a +2 on this roll. BECAUSE I am &lt;br /&gt;
&lt;br /&gt;
an *Incarnate War God,* I have centuries of combat experience. Thus, I&amp;#039;m going to do more damage &lt;br /&gt;
&lt;br /&gt;
with this attack.&lt;br /&gt;
&lt;br /&gt;
Likewise, you can choose (or the GM can force on you) Trouble, which EARNS you more Determination, &lt;br /&gt;
&lt;br /&gt;
so you can keep invoking those Qualities for Advantage. This might be story-based: &amp;quot;The villain gets &lt;br /&gt;
&lt;br /&gt;
away; there&amp;#039;s nothing you can do about it. Take a Determination point.&amp;quot; It might be scene-based: &amp;quot;There &lt;br /&gt;
&lt;br /&gt;
are a lot of innocents here. I&amp;#039;m going to lose my action this Page to save them and get a Determination &lt;br /&gt;
&lt;br /&gt;
point.&amp;quot; Or it might be Quality-based: &amp;quot;Because you are a &amp;quot;Monster Magnet,&amp;quot; there are twice as many &lt;br /&gt;
&lt;br /&gt;
monsters invading the city. Take a Determination point.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s all about adding to the story and getting a bonus for doing so. Without using Qualities, ICONS is a &lt;br /&gt;
&lt;br /&gt;
decent rules-light supers game, but you end up with situations like the heroes being unable to hurt the &lt;br /&gt;
&lt;br /&gt;
crab-man in the museum.&lt;/div&gt;</summary>
		<author><name>24.115.94.212</name></author>
	</entry>
</feed>