That Rambunctious Little Rascal

Buttercup, Powerpuff Girl, and Hero of the Empire

POV: You were never intended to live in this world. You belong somewhere else.. Heaven, Eden, maybe a Utopia somewhere. If you want to survive, stay sane, you really should.. just leave. But you can't. Because as bad as watching people suffer is, knowing that people are suffering somewhere, and that you are doing nothing, is even worse.
For a long time you thought the best way to help these people was to work in the shadows and make sure that the Strangeness of the world was kept hidden away, valuing keeping the secret even to the point of risking countless human lives (and your own; though you'd never admit that). But now you're up against a foe you're not strong enough to beat. Your sisters, whom you hoped would help cure the world of its pain, have instead abandoned it. And the fate of the world is at stake. You can't take the pressure, not if you accepted all of it; so rather than fall to madness and bringing the world to certain doom, you're changing the rules of the game. After all, sometimes in order to save something, you have to be willing to break it. Fortunately that's what you're best at.
You're just a normal girl (with incredible super-powers), trying to hold back the storm with a careful choice of words. Oh and maybe find serenity and happiness while you're at it. If that's not too much to ask from a world that's done everything it could to destroy you.

Appearance: Buttercup appears to be a short, cute girl of around 16 and wears her black hair in a flip. She prefers olive-green dresses with black sashes and lace, dressing in extremely conservative (yet always modern) styles. Her favorite accessories are hats, veils and sashes, and tends to layer mountains of skirts as she doesn't notice the weight.

Background ⚠ (:showhide div=background init=hide:)

Humble Beginnings: Glory. Created as heirs to the throne of England, She and her sisters were deemed unacceptable because of their femininity, and Strange powers. Desperate to show the value of his work, their Father formed them into an elite crime-fighting team of superheroes, and engaged them in public work projects for the betterment of the British Empire.

Follies of Youth: Loss. Until their father died. Buttercup took it the hardest; her hopes of finding him died last, and she kept trying to say and do what she thought he would want until finally she was satisfied they had checked every country on Earth and every plane or reality she knew of. Eventually her sisters convinced her they should give up their powers and give Humanity a chance at life unworried by the Strange. They moved into an orphanage which taught her to hide and be ashamed of what she was, and eventually took her sisters from her in a fire. Then she worked in a factory where she lost sight of the goodness of people, her self-worth, and her health.

First Awakenings: Survival. The Burtons rescued her from the streets and inducted her into the ranks of the Kerberos Club where she found kindness in the last people she'd expect; her former enemies. Ashamed at the weakness that had led her to nearly accept Death, she resolved to survive at any cost. It was too painful to imagine life without her sisters, so she waited, and survived by manipulating her reputation to keep other people at a safe distance while taking pleasure in the fighting the Kerberos Club needed her for.

Mysterious Origins: Reunion. Until she was reunited with her sisters once again. Survival is no longer enough; she must LIVE, be a member of society, and have a life that means than fighting and aimless wandering. She thought being reunited with her sisters would mean she could give up fighting and they would help her avoid the mistakes knew she'd make on her own, and at the very least, enter polite society with a better understanding of people and the world. But that isn't going to happen anytime soon, so now she must find a way to move on with her life while being true to herself. She is going to make sure the British Empire is survives, regardless if that means being the greatest hero or worst villain the world has ever known.

Great Failing: An evil streak. She likes to hurt people, do violence, and see the multitude of clever ways people go about obtaining personal power. So crime fighting is perfect for her; she gets to root out those evil plans and (after properly appreciating their genius) go about destroying them and hurting the people that made them. But it also means that she often is cruel and sadistic without meaning to be; after she sees what happens she always regrets what she did, but despite her best efforts to avoid it and make up for it afterwards, she never seems to think to stop while she's DOING it. Trying to stop her generally isn't easy either, as she always rationalizes away whatever pain she is causing for the results she wants (but likely won't get).

Character Sheet

Archetype: Created
Social Class: Upper Class

Aspects

are

  • Upper Class: They are too polite (or too afraid) to sully my reputation
  • Created: Does something unexpected, then takes advantage of the resulting chaos
  • Complication: Take my pleasure in villainy and pain
  • Free: Carry on my father's legacy
  • Conviction: Do whatever it takes to save one girl's soul
  • Conviction: Gamble it all away in the hopes that one day i'll be proven wrong.
  • Complication: I'm a real bleeding heart
  • Complication: The world is mine to do with as I see fit

Skills

 (+4) Corrupt the Wicked (S)
 (+3) Perfected Form (A), Super Speed (S), CONTACTING (E)
 (+2) DECEIT (E), PRESENCE, ACADEMICS
 (+1) HORSEMANSHIP, Strange Perception (E), Echo of Nature, Invention

 Rank Cost: 23 pts
 Skill Cost: 22 pts
 Total Cost: 44 pts

Common Skills ⚠ (:showhide div=common init=hide:)

ACADEMICS (A Woman's Education)

Broad-based formal education.
Information, Research, Languages, Conversation

DECEIT

Deceptive speech or appearance, sleight of hand
Guile, Disguise, Dexterity

CONTACTING

Social circles, rumors and gossip
Esteem, Networking, Influence, Initiative [Social], Treatment [Social]

Invention

Employing the strange Sciences so as to understand and reproduce the technological wonders of the age
Examine, Craft, Repair, Dismantle, Information

HORSEMANSHIP

Riding and knowledge of horses
Transport, Information, Treatment [Physical, Mental]

PRESENCE

Charisma, friendly persuasion, force of personality
Conversation, Convince, Inspire, Stress Capacity [Reputation]

Unique and Strange Skills

Perfected Form (Strange)

Her body is physically perfect, a conduit for her spirit and will made manifest through the strange sciences of Chemical X, 2+3+3+1-3 = 6
Resist Damage, Stress Capacity [Health], Physical Force, Willpower, Duplicates, Variable Environment

  • Conviction -2 points: Aspect "Do whatever it takes to save one girl's soul"
  • Flaw: Snag (Minor) -1: If a complication involving Antidote X is on her Health Stress Track, cannot use the Physical Force trapping.

Super Speed (Strange)

The ability to act in a speedy blur., 2+5-5=2
Move + Unusual: Flight, Strike, Initiative [Physical], Variable for Extras, Disguise, Stress Capacity [Composure]

  • Complication -1 points: Aspect "The world is mine to do with as I see fit"
  • Custom Flaw: Burns Like The Sun -2 points: Using this skill at full power always costs something. The GM may apply the Consequence of his choosing once during a scene unless the skill is rolled as if it were one lower tier. Does not apply to Tier Benefits.
  • Flaw: Snag (Major) -2: If a complication involving Antidote X is on her Health Stress Track, this skill cannot be used.

Strange Perception (Strange)

Sensory abilities that don't obey understood laws of physics, 2+3+2-2=5
Information + Psychic: Ultrasonic Hearing, Shoot + Unusual: Eyebeams, Variable (Session) for Notice + Psychic: Direct Observation, Examine + Unusual: Chemical Analysis by Taste, Examine + Unusual: X-ray Vision

  • Flaw: Snag (Major) -2: If a complication involving Antidote X is on her Health Stress Track, this skill cannot be used.

Corrupt the Wicked (Strange)

Using an innate understanding of Evil to get people susceptible to it to think and act how she wants, 1+4+1+1+2-1=8
Insight, Menace, Information, Workspace, Variable (Session) for Research, Minions, Craft + Unusual: Tribute

  • Minor Complication -1: Dark Pleasures

Echo of Nature (Strange)

Embody the elements or take a form of energy, 2-2=0
Variable [Session]

  • Flaw: Transform (Minor) -1
  • Flaw: Snag (Minor) -1 (The form taken must be inhuman in a way obviously related to the embodied element or energy.)

Stress

[Health] ooo oo

  (trifling), (trifling), (middling), (grievous)

[Composure] ooo

  (trifling), (middling), (grievous)

[Reputation] ooo oo

  (trifling), (middling), (grievous)

Tier Benefits

  • Dexterity (E): You may pay a Fate Point to use the Dexterity trapping of this skill as a free action.
  • Disguise (E): When disguised as someone else, you gain an additional aspect to represent the veracity of your performance.
  • Insight (S): Mental attacks that would benefit from this skill’s Insight trapping deal additional Composure stress — Weapon 2 [Composure]. This skill and the skill used to attack must be thematically related to receive this benefit. For example, a character with Empathy (S) would deal +2 Composure stress when using Intimidation.
  • Move (S): The character’s ability to Move is so impressive that he can cover great distances in the blink of an eye. The character can move 2 zones as a Free Action.
  • Networking (E): Social attacks that would benefit from this skill’s Networking trapping deal additional Reputation stress—Weapon 1 [Reputation]. This skill and the skill used to attack must be thematically related to receive this benefit. For example, a character with Contacting (S) would deal +2 Reputation stress when using a skill with the Influence trapping.
  • Physical Force (A): Physical attacks, armed or unarmed, that would benefit from this skill’s Physical Force trapping have Weapon 3 [Health]. This skill and the skill used to attack must be thematically related to receive this benefit. For example, a character with Brawn (S) would deal +2 Health stress when using Fisticuffs, but not Firearms or Strange skills such as Telekinesis or Earth Control.
  • Stress Capacity [Health] (A): The skill provides Armor 3 for the chosen scope. Moreover, the character can withstand an additional Trifling consequence of the chosen scope, and once per scene the character may clear a Trifling Consequence of the chosen scope as a free action.
  • Treatment [Reputation] (E): Ordinarily, attempting to reduce or remove a Middling consequence is something that has to take place outside of a conflict situation. For you, this is not the case. If the consequence is within the scope of this trapping, you may make a roll against an Extraordinary Tier target of Great (+4). On a success, the consequence is reduced to Trifling (assuming the character has an open Trifling consequence slot of the appropriate scope). If the roll obtains spin, the consequence is removed altogether.
  • Workspace (S): The workspace can be used to make, fix, or improve works equal to or less than the skill’s Power Tier, and relevant to its theme. For example, an Extraordinary Tier laboratory can be used to make or repair Mundane or Extraordinary Tier scientific devices.

Gifts and Refresh

  • Impact on Perfected Form (Free)
  • Theme (-1 Refresh)
Roll Super Speed to travel in time.
Add +2 to Maneuvers or Blocks done with Perfected Form
Roll Corrupt the Wicked instead of Presence when dealing with people who remember or think of her as a Hero.
  • Major Weakness to Maneuvers (+2 Refresh)
  • Starting Refresh: 12
  • Power Tiers: -11
  • Weaknesses: +2
  • Gifts: 1
  • Adjusted Refresh: 2