Mindcraft
15-year-old telekinetic genius with a talent for trouble
Susie Dolfin (a.k.a. Mindcraft)
Physical Description
General Physical Condition
Susie is a healthy, fit girl who took up dance in order to conquer adolescent clumsiness and added self-defense classes in order to thump hated nemesis Raymond Killingsworth a good one whenever he starts crowding any of the younger students. She added some core muscle exercises after she befriended younger student Amy Prinz, a fellow Gadgeteer who had some interesting ideas for making power armor.
Special abilities
Telekinesis: 5 {misc: telekinesis must travel along a physical surface. Water is challenging }
Force Shield: 4
Force Field: 4
Specialized Equipment
PROTOTYPE POWER ARMOR {Dex 7, Str 4, Body 5 , Thermal Vision: 3}
Hand-Held Motion Detector {Body: 4, Radar Sense: 4, R#3}
Miniature Camera {Body: 2, Recall: 12, R#3 }
Micro-Recorder {Body: 2, Recall: 10, R#3}
Infrared Flashlight {Body: 2, Flash: 2, R#3, Limit: can only be seen by characters with the Thermal Vision Power}
Mental characteristics
Personal history
She’s one of the “Three Investigators” who got impressed into Wyldfire (and, importantly, its “extracurricular studies” program) since they threw themselves bodily into clandestine busybodying. In early December of 2009, one of the quieter students in his peer group came to Brian in a panic, saying that "Doctor Don" had sent her to him because she had a vision of black-jacketed soldiers coming after her and some of the other students. Brian immediately brought his fellow Investigators into the problem. Susie got more information from Cindy about her visions. They collected the other students most in danger, added Amy Prinz, and went into action to foil the bad guys.
That was the founding moment for Young Justice!
Education
Employment
Morality & Philosophy
It’s not that Susie likes rules. That’s a stereotype borne of shallow understanding. Susie likes resources. She likes having predictable assets. She likes to understand how one thing is connected to another, how choices here are based on a foundation laid over there. She has an Internet friend named “DreadPirateDrake” (they have known each other long enough, and gotten along well enough, that he’s told her his real name is Tim) who has the same mindset. They like to go pick apart supposedly “edgy” social trends to find their true sources. Susie follows the rules at the Gironde Institute that she feels have a rational basis. She tolerates the ones that keep the school operating and the field trips coming. She twists or outright ignores all the rules that get in her way.
Susie understands that Headmaster Gironde is trying to create a multi-level social network of future society influencers, by including metahumans and non-metas in every class — teaching them to relate to one another, stand up for each other, and (most importantly) listen to each other. Susie thinks this is pretty smart! But she is not going to wait until she’s in her twenties to start bending the world in a better direction … and that specifically includes stepping right up to protect Cindy and the younger kids from any villains that come along.
Personality Characteristics
Motivation
Savvies & Ineptitudes
Susie Dolfin, age 15, is a telekinet and blueprint-drawing genius.
Acrobatics (Dodge): 4
Artist (Dance – Freestyle and Ballet): 5
Scientist: 2
Gadgetry: 4
Martial Arts (Defense, Blocking, Techniques and Holds, Battery aka Basic Punch/Kicks): 4
Thief ( Stealth ): 8
Vehicles ( Land Based ) : 5
Likes & Dislikes
She is okay at interacting with younger children but terrible at dealing with anyone of any age who thinks slower than she does. She expects everyone to have a primary plan and a backup plan in every situation, and gets very snappish when someone is at a loss for their next step.
Virtues & Personality perks
Genius
Area Knowledge ( Gironde School for the Gifted )
Connection, High: The Three Investigators
Confined Headquarters: secret lair inside Gironde School
Vices & Personality flaws
Mistrust
Age (Young)
Overconfidence
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