Name |
Heidi Hummel |
Gender |
Female
|
Homeworld |
Earth...ish, the Control dimension |
Class |
Junior 30kk |
Nut |
Sometimes feels like a Nut, sometimes they don't |
Totem |
Gargoyle, the 'only comes out at night' totem. Pretty big but quiet most of the time.
-1 S/GM, + or -1 day/night Bod, +1 RWP, +3 Luck, +3 Bonk, +7 Extra KK's. |
Smarts |
(6-1) 5 |
Bod/Feet |
(6) day 5, night 7 (sometimes it's safer when there aren't a lot of people around) |
RWP |
(1) 2 |
Luck |
(8) 11 (yes, 11... likely how she's survived this long away from actual family or even caretakers) |
Drive |
8 (navigate dimensions, aerial maneuvers, and complex shifting hallways) |
Looks |
4 |
Cool |
4 |
Bonk |
(5) 8 |
Powers |
Telekinesis - she is extremely adept at this and can use it for anything from picking up chunks of the landscape or chairs and flinging them (with very good accuracy, up to 100 lbs worth of matter), lumping things up around herself as a shield (which she tends not to do, as it impedes her vision and exhausts her rapidly, but it can be used ablatively for up to 4 Bonk worth of hits), and flying (generally short distances at slow speed, but she can remain afloat if gently descending for nearly 2 minutes before being exhausted. This flight can be boosted with bursts of speed for quick relocation or dodging, but exhausts her rapidly)
Spoilsport - negates any power being used by another character or npc, including out of control powers, but NOT including her own. This requires either touch or close proximity (about 5 feet) and a brief amount of concentration, so it's best used while the subject is not paying attention to her as it is interruptible. The powers it negates must either be currently in use, about to be used, or just used which prevents them from being used again. This can clear individuals that have been possessed, mind-controlled, or otherwise not 'themselves', as it chases out whatever influence is manipulating them. One power at a time can be dampened completely for about 4 hours, but she can also reduce the efficacy of up to 4 different types of powers (such as flight, zappies, shield, and speed) at once if they happen to be in use in rapid succession, though they may still be able to be used it'll merely be at extremely muted ability level, and this will last only about 1 hour. This power doesn't exhaust her but leaves her vulnerable while concentrating
Dimension Manipulation - able to produce wormholes, portals, or simply shift the area around herself to move to a more appropriate dimension. She can create a hallway with doors that shifts around or shrinks, and if you manage to open one of those doors you might not like where it leads you... only she knows where any of them go; one of them specifically leads back to the Oceanview Motel, another into the Maze**, a hotel-like area with ever-shifting corridors and innumerable doors. And one, one time, led to Carramba. Now she resides in that 'room' connected to a janitor's closet door. Her 'home room' is filled with memorabilia from Carramba and many other locations, and seems to expand with new things being brought in |
Clusters |
Dimensional Navigation +3 stunningly good at knowing just the right corner to turn, the correct angle to look sideways at an energy signature, and also just plain wandering a busy constantly-shifting infinitely large edifice; this helps her get to class on time, too... |
Skills |
Superheroic Ideals +3 she always loved comic books and movies with wild powers and aliens or monsters to fight, and fancies herself a heroine. But she's no fool - she knows that she's still basically an outsider and orphan at worst, which also gives her that backstory she needs to become a true Hero
Recognize Powers +3 assessing people while they're using even hidden abilities is easy, though she still has to get up close and personal to use her own negation power; she knows how to prioritize dangerous or villainous powers first, and fluff or distractions later
I Am The Night +3 though she obviously attends school during the day time, Heidi often vanishes until dark and comes back in her 'heroic' guise, which still needs a name and she's working on that with Peacemongrel... She can navigate and work better at night, or in dim settings, keeping to the shadows since she was young helped her scoot around The Oldest House and not get caught by the people who would most certainly have put her into some dreary cell and locked her away |
Knacks |
Absolute Hoarder +4 her rooms are just packed with stuff. Not 'stolen' stuff but perhaps left behind, often in the hotel rooms and apartments that The Oldest House connects to, or while they're being impacted by an Event; she prefers books over sports, and comics over history; loves lip gloss but hates eyeshadow, and will pick up costume parts and wigs, accessorizing herself with hair dye or bangles all picked up from a variety of dimensions
Weirdness Magnet +3 given how she wound up here, that's no surprise. Things happen around her, not usually bad things, but there's hardly a dull moment if Heidi is hanging out past the last bell. How do you think a dragon found her? Not the typical way, Path was there when she got back to her apartment in The Oldest House
No One Hates Her +3 no one really notices her much unless she wants to be noticed, she doesn't necessarily blend in but people seem to underestimate her. She might not get picked right away for a team but she always pulls her weight, in fact she often pulls other people's weight too |
Period |
Class / Instructor / Grade (Failing, Passing, Decent, Excellent, Superb) |
1 |
Mastering Flight / Tempest / Superb |
2 |
Urban Exploration / Saqqaf / Superb |
3 |
English 101 / Milsap / Passing |
4 |
Personal Space Creation / Lane / Superb |
5 |
Snappy Comebacks and Heroic Banter / Peacemongrel / Decent |
6 |
Nexus Geohistory / Tessrabia Kshau / Passing |
7 |
Chaos Geometry / A Caroline Clone / Excellent |
8 |
Hedge Mazes: Alibi and Art / Ihrinnah / Decent |
Pets |
None known, but it's possible that she could have a whole pack of creatures in the Maze |
Parents? |
Unknown, she showed up at The Oldest House somehow and they basically had to take her in. Or at least, the House took her in, as no one is apt to mess with her if she's wandering its halls...
Her family likely had been at the Motel and were not present when it became a Place of Power, but left her to wake up at some indeterminate time later to travel to the Oldest House |
Siblings? |
A younger brother, as above, but there might be other stray kids in that Maze hotel |
Image From |
Pastelkatto / Missangest Hero/Villain maker (flashpoint used) |
Other Info |
They have light tan skin, changeable medium goldenrod to strong streaked black hair in a complex style with shaves and dyes down to their waist, and green eyes.
** Not the same Maze as Moth the dragon is from... |
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Heidi grew up wandering the offices, rooms, and more importantly various locations connecting to The Oldest House, so she has a huge collection of clothing, items, gear, and money from a staggering array of not-Earths as well as the Manhattan area where the House rests. Heidi was about 8 years old when her family went on vacation, and the moment they stepped out to find some pool floaties for her younger brother was the last time they would be together. It's still unclear what year this happened, because she doesn't seem too out of touch with modern era Twoarth, nor do old pieces of music make her confused, and equally high tech items or people from faraway worlds bother her at all.
Heidi is a smart girl, but also one who catches on to weird events very quickly. It is possible that the same incident which transformed the Oceanview Motel into a Place of Power also transformed her into an Item of Power, but as such it's difficult for anyone at The Oldest House to treat her as anything other than a scary-powerful otherworldly entity.
She is not. But she definitely is not just a kid that got lost and wandered into a big Manhattan government edifice through the front door. She's been through the front doors, several times. Always going out. But never coming in through them, which has definitely been noted by people assigned to watch her. They regularly lose track of her whereabouts, and since The Oldest House doesn't 'allow' electronics of some types to work, they can't just slap a smartphone into her hand and track it.
She has a smart phone. But she leaves it at Carramba, in her locker, which also opens to a side-door to her Maze apartment. How this girl managed to educate herself and stay well away from capture in the Oldest House is definitely debated hotly among the scientists there. They weren't the ones who sent her to Carramba.
They also weren't the ones who opened any given portal to a dragonry, but by golly they would love to try.
That's why Path enjoys her time in that location - because they are always so baffled to see of all things a dragon floating along their well-traveled office halls. And then The Oldest House reconfigures, and they get lost, and she gets to find them a way back to their rec room and letters department or wherever else they work.
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Dragon |
Name: Path
Gender: indeterminate, she/they, but expresses no distinct preferences nor do they seem aware that this might confuse people (might sire or bear, whatever floats your boat but it's unlikely to seek a mate unless someone really clever comes along)
*Size/Shoulder/Length: max medium (very long) 5'2" s / 48' l / 20' ws
Colors: body light warm grey matching many interior concrete walls; medium green rosettes along back, neck, head, and limbs; wings murky grey with yellow-orange tips; mane fluttery white; eyes green, claws dark
Features: very long noodle with four forelimbs, two hind legs, two main pairs of feathered wings, three along tail, and forelimb wrists having pairs too; clawed paws; wings are short; head is beak-shaped with long external ears, and a mane that extends from forehead to tail down spinel tail ends in large floof
Powers: Winged Flight, aided by wind magic, tends to circle slowly around the tall trees in the Research sector's atrium, or drift like fluttering papers down long twisting halls; can carry a rider but prefers not to
Telepathy, Telempathy though at first somewhat slick and chill feeling, their mind is detailed, complex, and always whispering a bit in the background. This may lead to madness, but more than likely just to Heidi's party pad in the Ashtray Maze hotel. Perhaps this whispering isn't just mental, but also their wind magic stirring the air? There is often a bit of hesitation in Path's decision to speak to any given person, which is definitely why they haven't yet decided to actively become a student with Heidi
*Size Manipulation, generally appears around 2' at the shoulder, but is still long enough to stretch all the way across a wide hallway or go from one door to another in an office, please don't trip over them
Night Vision, some areas of this House are quite dark aren't they? Never noticed, it's all the same to them
Shadow Stealth - actually, "concrete" stealth, really, since the locations they habit are primarily pressed concrete, steel, stone, and other such building materials. They blend in with the walls with various planters or in offices where their wings and fluffy mane seem almost like folders and paperwork
Wind Magic - those papers and the occasional ivy creeper will definitely move with the gusts of wind produced by this dragon, and with the fresh air moving can guide lost people around to safety using a trail of fluttering and rustling scraps. But also this power responds to their mental state, and around The Oldest House that might be dangerous, since there are a lot of odd things happening, often invasive, and often aggressive. Path will use their power to deflect items or shield Heidi if she is doing any work that requires concentration, weaving around possessed people or distracting them with bursts of air
Parentage: Moth and Panaella
Origin: Bug's Generations
Other Info: Even while she sleeps, Path is slightly hovering, and easily moved out of the way should Heidi need to slip by; perhaps by the time Heidi is in her Senior year, Path might opt to take a class or two at Carramba, but it really is a bit busy, a bit bright, and she's not all that sure that she'd really learn much. She's not really the superhero type, but in the direst of circumstances, Path will come through for her friend and whoever needs rescuing. |
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