
Good night, sugah!
[color=#0000FF][size=150]ROGUE (Anne Marie D’Ancanto)[/size][/color]
[size=120][color=#0000FF]History:[/color][/size]
Anna Marie’s past is a long, troubled, and storied one. Her mother disappeared when she was young, so she was raised by her strict disciplinarian aunt. She ran away from home, meeting a boy her age. When she kissed him for the fist time, her mutation activated, nearly killing him. She was soon approached by Mystique, who took her in as an adopted daughter with her partner Destiny. Mystique had formed a Brotherhood of Mutants, and wished to use Rogue’s abilities to further their cause. On Rogue’s fist mission, she battled Ms. Marvel, draining away her powers and memories, leaving Carol Danvers in a coma. They battled the X-Men multiple times, eventually renaming their group the Sisterhood of Mutants.
Rogue began to experience Ms. Marvel’s personality coming to the forefront, and she saw her life for what it really was. She fled, arriving at the doors of Xavier Institute, begging for help. She joined the X-Men, and fought against her former allies. There she met Remy LeBeau, also known as Gambit, and the two fell in love. Unable to touch one another, the two had a difficult relationship. After battling Vargas, a powerful mutant, both she and Gambit were left powerless. Over time, her powers returned, though she never regained the powers of Ms. Marvel. She absorbed Sunfire’s powers while he was on the cusp of death, and was soon after given command of an X-Men team by Cyclops.
[size=120][color=#0000FF]Personality:[/color][/size]
Rogue is a Southern belle, through and through.
Her rebellious nature and tendency to get into trouble as a child is what earned her the name Rogue, and it stuck. Rogue is fircely loyal to her friends and partners. Her personality can change rapidly, especially if she is sharing the same head-space as someone whose life energy she has absorbed.
[size=120][color=#0000FF]Abilities & Resources:[/color][/size]
Rogue has the ability to absorb the life energy of others through touch. Upon contact, she can use what powers they have, while sapping their life force and absorbing their psyches. If she holds on long enough, she can kill the victim. It is unknown how many powers she is capable of absorbing, though when she absorbs too many, the minds that crowd into hers can render her unconscious.
[spoiler=STATS]Affilations:
[ul][li][size=125]SOLO: d10; BUDDY: d6; TEAM: d8;[/size][/li][/ul]
Destinctions:
[ul]
[li][size=125]SENSE OF RESPONSIBILITY[/size][/li]
[li][size=125]SOUTHEREN BELLE[/size][/li]
[li][size=125]UNTOUCHABLE[/size][/li][/ul]
Power Set:[ul]
[li][size=150]POWER ABSORPTION[/size][list]
[*][size=120]LEECH: d10[/size][/li]
[li][size=120]MIMIC: d12[/size][/li][/ul]
[ul][li]SFX: Drain Vitality. When using LEECH to create a POWER LOSS Complication on a target, add a d8 and keep an extra effect die for physical stress.[/li]
[li]SFX: Memory Flash. Spend 1 PP to use any SFX or Specialty belonging to a target on whom you have inflicted a POWER LOSS Complication for your next roll.[/li]
[li]SFX: What’s Yours is Mine. On a successful reaction against an action that involves physical contact, convert your opponents effect die into a POWER LOSS Complication. If your opponent’s action succeeds, spend 1PP to use this SFX.[/li]
[li]Limit: Uncontrollable. Change any POWER ABSORPTION power into a Complication to gain 1PP. Activate an Opportunity or remove the Complication to recover that power.[/li]
[li]Limit: Zero Sum. LEECH requires skin-to-skin contact with the target. MIMIC only doublicates powers on whom you have inflicted a POWER LOSS Complication. MIMIC-based Assets created based on the target’s power are limited in size to the POWER LOSS Complication afflicting the target.[/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]
Specialties:
[ul]
[li][size=120]ACROBATIC EXPERT: d8[/size][/li]
[li][size=120]COMBAT EXPERT: d8[/size][/li]
[li][size=120]COVERT EXPERT: d8[/size][/li][/ul]
Milestones:
[ul]
[li][size=125]FORMER EVIL MUTANT[/size][list]
[*] 1XP: when you discuss your history with the Brotherhood of Evil Mutants. [/li]
[li] 3XP: when you deal stress to a member or former member of the Brotherhood of Evil Mutants. [/li]
[li]10XP: when you either gather the Brotherhood of Evil Mutants to lead them, or lead against the Brotherhood of Evil Mutants.[/li][/ul]
[/:m]
[li][size=125]SOUTHERN REBEL[/size][ul]
[] 1XP: when you offer someone sass, attitude, or southern charm. [/li]
[li] 3XP: when you disobey orders from a prominent mutant leader.[/li]
[li]10XP: when you either lead a team of mutants in accordance with current mutant leadership, or lead a team of mutants against the laws of mutantkind.[/li][/ul][/*:m][/list:u][/spoiler]
Big Story Spoiler coming up:
[spoiler=Big Story Spoiler #1]
Help! I’m stuck!
[color=#0000FF][size=150]MYSTIQUE (Raven Darkholm)[/size][/color]
[size=120][color=#0000FF]History:[/color][/size]
Raven Darkholm, real name unknown, was born some time prior to the beginning of the 20th century. For years, she and her companion Irene Adler (AKA Destiny), strove to keep Irene’s prophetic visions fom coming true. In the course of this quest, Mystique steadily grewmore and more convinced, that only mutants like herself would survive the coming days of darkness. This as well as her own natural tendency towards deception and social engineering led her to adopt a series of alternate identities, rising high among various social organisations including the US Department of Defense.
She and Irene adopted the young mutant Anna Marie D’Ancanto, AKA Rogue, raising her to share their commitment to a futre of mutant survival. The three formed a core of a Brotherhood of Evil Mutants, battling the X-Men and earning infamy for their terrorist actions.
After Rogue left the group, the US Government recruited Mystique’s team as a special ops unit known as Freedom Force and granted them clemency. Destiny died on a mission and Mystique went on to alternate between covert operations both for and against the law. Most recently, she joined the X-Men under the guise of a young trainee mutant, hoping to drive a wedge between Rogue and the other X-Men.
[size=120][color=#0000FF]Personality:[/color][/size]
Mystique is a woman of powerful ambition and confidence, although she has at times wavered or lost sight of her goals. A cipher to many, she is guarded and rearely invites into her inner circle of trust. Because of her mutant power, she can rapidly adopt new identities and appearances, and has the acting skill to pull them off. Mystique can come across as seductive, dismissive, vicious, or protective, depenting on the individual orthe circumstances. Mystique’s decades of experience in dealing with others grats her an uncanny insight to the person other expect her to be, and thus she is able to exploit those expectations at any moment.
[size=120][color=#0000FF]Abilities & Resources:[/color][/size]
Mystique can alter her outward appearance to look like anyone, male or female, old or young. She can change her voice, even her scent, though those with extraordinary senses can occasionally tell her apart (Wolverine for instance, has detectedher in the past.) Her command over her own biology also grants her greater reflexes and stamina, to the point that she possesses a degree of immunity to various biological attacks and the process of aging. Even though she is over a century old, her body still appears young unless she chooses otherwise.
Mystique is a skilled covert operative, terroristm, and weapons expert. Her mastery of human behavior and body language grants her considerable advantage in maintaining disguises, even beyond her shapeshifting powers. With years of insider information and contacts, she’s usually able to acquire cutting-edge technology and resources available only to high-ranking agents of government or industry.[/spoiler]
[spoiler=Big Story Spoiler #2]Affilations:
[ul][li][size=125]SOLO: d10; BUDDY: d8; TEAM: d6;[/size][/li][/ul]
Destinctions:
[ul]
[li][size=125]ADAPT OR DIE[/size][/li]
[li][size=125]FICKLE DECIEVER[/size][/li]
[li][size=125]OLDER THAN SHE LOOKS[/size][/li][/ul]
Power Set:[ul]
[li][size=150]MUTANT METAMORPH[/size][list]
[*][size=120]ENHANCED DURABILITY: d8[/size][/li]
[li][size=120]ENHANCED REFLEXES: d8[/size][/li]
[li][size=120]SHAPESHIFTING: d8[/size][/li]
[li][size=120]SUPERHUMAN STAMINA: d10[/size][/li][/ul]
[ul][li]SFX: Immunity. Spend 1PP to ignore stress, trauma, or Complications from toxins and disease.[/li]
[li]SFX: Peerless Shifter. When using SHAPESHIFTING to create Assets add a d6 and step up your effect die.[/li]
[li]SFX: Skin Deep. When taking an action to confuse, decieve or threaten a target, step up or double SHAPESHIFTING. After rolling your dicepool, remove the highest die and keep three dice for your total.[/li]
[li]SFX: Second Wind. Before you take an action including a power, you may move your physical stress die to the Doom Pool and step up your Power Die for this roll.[/li]
[li]Limit: Emotional Scarring. Step up or double emotional stress or trauma used in an action or reaction against you to gain 1PP. If you do, the stress and trauma will reduce to its original die rating after it is used against you. [/li]
[li]Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.[/li][/ul][/*:m][/list:u]
Specialties:
[ul]
[li][size=120]BUSINESS EXPERT: d8[/size][/li]
[li][size=120]COMBAT EXPERT: d8[/size][/li]
[li][size=120]COVERT MASTER: d10[/size][/li]
[li][size=120]CRIME MASTER: d10[/size][/li]
[li][size=120]MENACE EXPERT: d8[/size][/li]
[li][size=120]PSYCH EXPERT: d8[/size][/li]
[li][size=120]TECH EXPERT: d8[/size][/li][/ul]
Milestones:
[ul]
[li][size=125]DOPPELGANGER[/size][list]
[*] 1XP: when you ask questions or seek out information, that will help you take someone’s place. [/li]
[li] 3XP: when you take someone’s place during a time, when they would have made a significant leadership or romantic decision. [/li]
[li]10XP: when you either create an international incident while masquerading as a world leader, or prevent such an incident by using your mimicry.[/li][/ul]
[/:m]
[li][size=125]MUTANT SURVIVAL[/size][ul]
[] 1XP: when you discuss the possibility of mutantkind going extinct. [/li]
[li] 3XP: when you take someone’s place in order to benefit mutantkind.[/li]
[li]10XP: when you either take steps towards the destruction of humanity in order to save your people, or accept that mutant survival is linked to human survival.[/li][/ul][/*:m][/list:u][/spoiler]