Alice of Fools
Unpredictable, vulnerable, and dangerous
Contender Alice of Fools
Summary:
A candidate for the role of "Alice" in the conceptual space of the Dreamlands. By competing in the White Rabbit Bowl, this girl who is now little more than a concept, can become something closer to real. The fool, or joker, is unpredictable, vulnerable, and dangerous. At once the weakest and the strongest of her sisters, Alice of Fools has no direct combat ability whatsoever.Combat Role:
Alice of Fools is a utility character who specializes in detecting and psychically manipulating enemies. While she is able to defend herself to a limited extent, her physical frailty and vulnerability to magic suggest that she should be kept away from the front lines. Her most powerful ability is Mind Control, but she is also able to use Area to mentally assault or freeze multiple enemies at a time.General:
Psychic Inclination (Telepathy): Alice of Fools treats all psychic potential checks for powers of the Telepathy discipline to be one level of difficulty higher.Insufferable: Alice of Fools will probably make things weird and difficult.
Psychic:
Maintained Powers: Alice of Fools has three innate slots for maintaining powers. One of these normally maintains Ice Shield at a value of 180 for 1,200 LP.Boosted Power - Mind Control: Alice of Fools has invested 10 psychic points into the power Mind Control, granting her a +100 bonus to psychic potential when using it. This bonus stacks with the difficulty increase provided by her Psychic Inclination.
Area: Alice of Fools may maintain the Area power to use any of the appropriate discipline's powers on chosen targets within a radius. Activating Area is an active action, and she cannot use other powers on the same turn without splitting her Potential.
General Rank
A
General Type
Specialist
A
General Type
Specialist
Species
Ethnicity
Children
Gender
Female
Eyes
Aquamarine
Hair
Flaxen, double braided
Skin Tone/Pigmentation
Hale
Height
5'4
Weight
110 lbs
Character Prototype
Comments