Miss Behavior 2
| F Gd 10 |
A Ex 20 |
S Ty 6 |
E Ex 20 |
R Ex 20 |
I Ex 20 |
P Ex 20 |
Res Rm 30 |
Pop Sh 0 |
| *off Ty 6 |
*dex Ex 20 |
*upr Pr 4 |
*res Gd 10 |
*log Gd 10 |
*alt Gd 10 |
*will Rm 30 |
*mat In 40 |
*pub Sh 0 |
| *def Ex 20 |
*bal Ex 20 |
*lwr Gd 10 |
*sta Rm 30 |
*mem Rm 30 |
*awr Rm 30 |
*pre Gd 10 |
*$ Ex 20 |
*sec Sh 0 |
| Health: Karma: |
56 60 |
NH: MH: |
42 42 |
Origin:
Elise began life as a normal human, physically speaking. However, her mother is a psi with impressive teleportation powers, and she has taught many of these to her daughter over the years. As such, Elise is herself a potent psimotive student, and is picking up several powers her mother never mastered...
Known Powers:
Trained Psi-Powers (psimotive, traditional student)
Teleportation (a): the core art of the psimotive school of thought, this power allows Elise to move from one point to another without physically crossing the intervening space. She can do this at Excellent (20) rank, giving her a 25,000 mile range (instant global range, for all intents and purposes).
Chaos Shift (t): this talent allows Elise to use her teleportation (or any other movement power) in rapid bursts, giving her ample opportunities to attack an opponent while at the same time avoiding attack. While using chaos shift, Elise has a +2 CS to hit her foe, while said foe suffers a -2 CS to hit her.
Pocket (s): good for smuggling, this skill allows Elise to create a small pocket dimension while maintaining this power, one which usually accesses our universe from a pocket in clothing. This power works at Remarkable (30) rank, allowing Elise to build a realm with a 30 cubic foot volume.
Summoning (a): great for causing trouble, this art allows Elise to summon forth someone - or something - from anywhere in creation. This can be done with a simple, Good (10) power FEAT, though the relative danger such a being represents can be determined by the color FEAT Elise rolls.
Green FEATs can call forth normal humans or all but the most powerful of animals, yellow FEATs can call forth the mightiest of animals, aliens or super human beings, and red FEATs can summon forth beings of great power, ranging from small gods to dragons to cosmic-powered super-heroes.
Banishment (t): working at Remarkable (30) ability, this talent allows Elise to banish a person or entity from this universe. This is a great complement to her summoning power, since things she calls forth aren't always happy to visit, and may require rapid disposal - especially the really strong ones.
Green FEATs banish things for 30 turns, yellow FEATs get rid of them for 900 turns, and red FEATs banish things indefinitely. The universe Elise dumps entities into is generally selected randomly, though if it is something she summoned first, the power will normally banish them to their home realm.
Teleport Trigger (s): this handy skill allows Elise to set up a contingency use of her teleportation power. While this Remarkable (30) power is being maintained, Elise will automatically teleport to a predetermined location if some event comes to pass (such as being knocked unconscious, etc...).
Space Warp (a): one of Elise's nastiest abilities, this art allows her to twist space itself. She can use it to compress or expand space by a number of yards equal to this power rank number - Good (10) - or she can simulate movement by tinkering with the space before and behind something.
One particularly icky power stunt she's developed with this ability involves temporarily rendering people inside out - this is both horrifying and debilitating. If a body fails an End (res) FEAT against this power, they are turned inside out for 1d10 turns, and are essentially paralyzed for this period of time.
Equipment:
Blaster: built by her father, this recent addition to Elise's arsenal allows her to defend herself should her powers fail her for some reason. It fires a blast of particles that can inflict Remarkable (30) Force damage per shot, and can usually fire six shots before it requires about six hours to recharge (120 V.A.C.).
Knives: Elise usually carries at least two blades on her person, both small, deadly affairs that are easily concealable (whether or not they're kept in her extradimensional pocket). She can use these blades to inflict her Str (upr) in Edged Attack or Edged Throwing damage, as she sees fit.
Quirks:
3-D Sense: thanks to her unique upbringing, Elise has been tutored in a three dimensional mindset almost since birth. As such, she can generally think in such terms instinctually, and is never at a disadvantage solely on the basis of who holds the 'high ground' relative to her person.
Talents:
Languages / English and Russian: though she learned English as a wee child, Elise grew up in the U.S.S.R., and was also taught Russian as a result. She can use both languages equally well, and can read and write in both tongues. She's wants to master a third language, but hasn't gotten to it yet...
Martial Arts types B and E: trained how to fight by both her mother and during a few years as a Moscow crime lord, Elise is quite capable in a fist fight. She can make any unarmed melee attacks at her Ftg (off) score +1 CS, and receives a +1 initiative modifier when fighting weaponless.
Psionic Combat: Elise is well-versed in the use of her powers in combat - her mother drilled these lessons home over years of painful drills. This training allows Elise a +1 CS to any Ftg or Agy FEAT roll called for in by the use of psi powers, whether wielded by her or by others.
Skill / Knives: though she can fight unarmed, Elise also has the ability to kill others with ease, being a veritable master of knife fighting. She can make attacks with any short bladed object as though her Ftg (off) was +1 CS in rank, even being able to use knives to block or parry other blades in melee.
Contacts:
As a member of the new Boogie Brigade, Elise can rely upon her somewhat perverted team mates for assistance in a pinch. Of course, being the daughter of both Disco Head and the original Miss Behavior, Elise can definitely call her super-villainous parents reliable contacts as well.
Costume:
Elise wears a primarily blue costume when adventuring. Her uniform includes a long, shimmering blue evening gown, blue stiletto heels, a silver necklace with large sapphires all over the place, a blue leather hip holster with which to carry her blaster, and of course blue nylons.
Personality:
Elise is an angry, confused young woman. Her life has been topsy-turvy for so long that she tends to lash out at anyone and anything that disturbs her sense of happiness. And she's rarely happy, for she doesn't even know what she wants out of life yet, and generally lives day to day...
Real Name: Elise Hand
Occupation: adventurer, miscreant
Legal Status: citizen of the United States with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: the new Boogie Brigade
Height: 5' 4"
Hair: brown, dyed an excruciatingly bright blue
Eyes: blue
Weight: 119 lbs
Other Distinguishing Characteristics: other than the blue hair, none.
Story:
Elise grew up in a confusing household. She was raised by her mother, and tutored at an early age in the psionic arts. Most children find the prospect of gaining super powers appealing after all, and since her mother was an accomplished psimotive master, Elise bugged her until she relented and shared the wealth.
Of course, Elise's mother didn't teach her how to teleport just because it was 'cool', but instead because the lady felt her child's safety depended on it. This was because her mother was none other than Miss Behavior, partner in crime - and love - to the one and only Disco Head himself.
Both attempting to serve as super heroes in the seventies, they were ultimately stymied by the government's efforts to keep a lid on such things. When all was said and done, Disco Head was incarcerated by the ultra-secret Bureau of Ascendant Humans, and Miss Behavior had gone into hiding.
Fearing that the B.A.H. would eventually come for her and her daughter, Miss Behavior tried to pass on her super-powerful knowledge in order to spare her the fate that befell Elise's father, and raised her only child in seclusion - in the Union of Soviet Socialist Republics, more specifically, Siberia.
Though she wasn't all that enamored of communism, Miss Behavior figured that if there was anywhere safe from an unknown American government branch, Siberia would be it. So, after learning passable Russian, Miss Behavior moved there and that was the last the world at large heard of her.
While life was rough, Elise became quite an intelligent young woman thanks to her mother's tutelage, learning Russian in addition to her native tongue, along with several practical skills. The only problem is that, though high on survival skills, Elise's upbringing left her unable to function in the 'real world'.
As such, upon becoming an adult, Elise started her own criminal syndicate in Moscow. Though the U.S.S.R. had long since fallen apart, Elise did well despite the immense competition in this area, what with her being able to smuggle anyone and anything anywhere she needed to - that comes in handy.
Having gained quite a rep as the new Miss Behavior, Elise was on the verge of going into the 'big leagues' when she received a strange phone call from her mother, one in which she declared that her father had broken out of jail. Returning home, she finally met the man she'd heard so much about.
That's when the duo explained just why her father had been locked up for so long. Once she realized that the world was in dire peril due to the supernatural powers of Gerald R. Ford, Elise abandoned her syndicate in order to help her father fight the good fight; her mom would've, but she felt too old for it these days.
So, helping her father get back to the B.A.H. incarceration facility, Elise helped him liberate several criminals he knew of in the past, and once they had revived, Disco Head formed them into a new Boogie Brigade. Of course, this group was less high-minded than the original, and thus doomed to defeat.
Attacking Ford in his California home, Elise and her fellows in the Boogie Brigade managed to abduct him, but her father couldn't kill him in time, and B.A.H. leader Captain Cocksure showed up with several super-powered vigilantes in tow to rescue the former American president - not knowing the evil he contained.
That was when Ford revealed that he was not truly Ford, but a demon by the name of Lord Keda, who had been possessing the man since he was a Senator way back when. Keda then laid those vigilantes flat along with her father, and promptly sold them all into Thaumatech corporate slavery.
Elise herself managed to escape this fate, taking one of those vigilantes - Harry the Space Pilot - with her. The two have been on the run from B.A.H. thugs ever since, though both stand ready to fight Keda to the death as soon as Disco Head and Harry's buddies can escape from the mysterious Planet T...
(more to come very soon...)
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