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ESP, The Cuckoos, formerly Weapon XIV
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Attributes
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Agility:
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3
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Strength:
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1
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Toughness:
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2
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Perception:
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6
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Intellect:
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3
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Willpower:
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6
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Abilities
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Gestalt Mind
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6
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Martial Arts
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4
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Organic Diamond
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8
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Telepathy
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X
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Weapon XIV
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6
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Advantages
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Inner Circle
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Perfect Grift
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Stolen Knowledge
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Flaws
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Cats in a Bag
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Ghosts
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Haunting Purpose
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On the Run
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Property
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Spectacle
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Uncanny Valley
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Information
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Name:
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Esme Sophie Phoebe
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Perfection multiplied. Golden hair, diamond hearts. Never alone.
ESME: Renegade
SOPHIE: Leader
PHOEBE: Intellectual
(MINDE: Diplomat)
(CELESTE: Dreamer)
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Position:
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Fugitives
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Team:
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n/a
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Age:
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18
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Sex:
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F
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Race:
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Clone
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Type:
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Marvel FC
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Actor:
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Amanda Seyfried
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Alts:
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N/A
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Timezone:
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EST
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Music:
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N/A
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Quote:
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"I know but one freedom and that is the freedom of the mind" .. "Educating the mind without educating the heart is no education at all." .. "Nothing is at last sacred but the integrity of your own mind."
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Tone Likes:
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Classic, Heroic, Romantic, Gritty, Angsty, Social
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Tone Dislikes:
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None
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Background
We weren't born, we were made. We came from Frost but we aren't HER. (We have no mother.) In the beginning, we were Five. We lived and grew inside the Weapon Plus program, destined to be the weapon that erased the mutant race. (We didn't know.) For years we had no way to understand what was intended--then we learned. (We had to escape.)
We stole from their minds understanding of The World (the systems) and the blueprints. We also stole the bodies of two of our scientist-teachers. (Minde and Celeste stole them.) (We couldn't go back for their bodies.) (The sacrifice was necessary.) In the end, with everything in place (permissions written into the program) (money hidden away) (the targets promoted to higher clearance) (an emergency in another part of The World) we walked out of The World.
We were sixteen when we walked into the real world. (It was so loud.) (So many minds.) And we were only Three now, not Five. (We were broken.) (We miss being Five.) (We were new to sadness.) This world is hard and strange. We dislike humans with their (sticky hands) confusing minds (petty hearts) and weak intellects. Some few are interesting. (Rarely.) We take what we want. We watch and learn. We want to be more than this.
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Abilities
Power: Gestalt Mind (6)
When the Cuckoos are telepathically linked, their minds expand to increase their intellect, perception, and willpower by one point for each mind added to the gestalt. This increase in ability prevents them from being overwhelmed by the experience. Each of them knows everything the gestalt experiences and learns. The gestalt mind is no longer perfect because of the loss of two of the minds that made it up.
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Skill: Martial Arts (4)
Even before leaving The World, the girls were schooled in martial arts as part of basic Weapon Plus training. Since then, they have pursued the arts seriously so that they have a chance of defending themselves physically in case the program tracks them down. In their diamond form, they can be quite effective.
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Power: Organic Diamond (8)
The girls are capable of taking on organic diamond form. All their tissues are transmuted to this perfect living crystal. Advances in their engineering have made this form superior to Emma's.
IMMUNITY: The girls are locked into their own minds but they are also
completely immune to all psychic or mental assaults.
SUPERHUMAN: The girls have superhuman strength (6), durability (8), and
endurance (2) when in this form-every part of their bodies
works more perfectly and their tissues and nerves are made
flawless. They can go without food or water for an
indefinite period of time
DIAMOND HEART: Because their hearts are perfectly and perpetually in
organic diamond form, the girls are able to change selective
parts of their bodies at will.
FLAWLESS: The diamond-like substance of their bodies is flawless and
described as completely impervious. Nothing can enter or
escape from the boundary defined by the surface of their
skin.
PERSISTENT: This form does not require consciousness to maintain. It
remains in place until they will it to stop.
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Power: Telepathy (X)
The girls have telepathic abilities that allow them to perform the skills taught to them in the Weapon Plus program. Each girl has telepathic power of her own and she can use them in concert with the others due to their Gestalt Mind. The telepathic power of the gestalt is determined by adding the power ratings of the minds involved.
SOPHIE: (3)
ESME: (3)
PHOEBE: (2)
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Skill: Weapon XIV (6)
The training program that the girls have undergone has given them extensive telepathic and psychic skills. Their effectiveness increases with each mind added to the task.
CONTROL: The girls have the ability to establish a mental link with
any person which remains passive until they voluntarily
terminate it. The girls are able to take control of a
person's mind, direct their thoughts, and convince them to
perform desired actions. Singly or as a gestalt, the girls
are able to possess a person's body and use it as though
they were their own. They can disguise themselves or create
complete illusions.
ALTER: The girls can singly or jointly alter the memories,
understanding, and even the motivation of another person's
mind. They can alter the mental signature of another mutant
to make it more difficult to track them by Cerebro and
similar machines. They can put in place mental blocks that
cause temporary paralysis of thoughts or body, loss of
access to memories, even total amnesia. Once the block is
removed, there are no ill effects.
TRACK: If the girls know who they are looking for, they are able to
detect and sense other sentient beings based on their unique
mental signature on the psionic spectrum, especially if the
person has some intent regarding them that could bring them
harm.
PROJECT: The girls can use their gestalt power to project one version
of them, usually fronted by Sophie, into the astral plane.
They can also enter the astral plane individually. In either
case, their bodies are left vacant and vulnerable.
ASSAULT: The girls can can project psionic energy that has no
physical effect but can cause severe pain, loss of
concentration, and loss of consciousness.
CEREBRO: In The World, the girls were training on Cerebro-type
machines with the intent of using them to take over Cerebro
and use it to eliminate mutants instead of simply locating
them.
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Advantages
Advantage: Inner Circle
As individuals or the gestalt, the girls can touch the mind of another person and maintain a long-term connection to that mind. Through the link, the other person can easily attract their attention, allow them access to thoughts and events, be tracked, be found on the astral plane, and submit to Weapon XIV powers.
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Advantage: Perfect Grift
The girls are ideally suited as grifters. It's how they now make their way in the world in comfort, cash only. It's a game, one they play carefully, in case they get caught on camera. Fortunately, private high-stakes poker games don't usually have cameras on them. It's not that they're good card players, or that they know anything about art or diamonds--they just cheat.
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Advantage: Stolen Knowledge
Using their psychic abilities, the girls can delve into the minds of others, learning what they know and even reliving their experiences. Usually, what they do is skim surface thoughts unless someone is very interesting. Even the skimming has given them all kinds of random knowledge and life experience, from which they've cobbled together something like an education.
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Flaws
Flaw: Cats in a Bag
When the girls disagree, they REALLY disagree. When the girls genuinely disagree on something vital it can lock their minds in conflict or at least make it difficult to achieve gestalt if they aren't 'speaking' or if they ostracize one for some offence.
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Flaw: Ghosts
All five girls came from only one of many ova stolen from Emma Frost and they were not the only products of experimentation--merely the survivors. They are convinced that they can hear the ghosts of the others, past and future, especially when they sleep. Worse, the living three sisters carry with them the minds of their lost siblings. For this reason one of them is usually awake at all times, the murmur of her mind drowning out the voices of the ghosts.
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Flaw: Haunting Purpose
They want nothing more than to destroy the program that spawned them, for their own safety and to give the ghosts peace at last. While they are not agreed on what to do when they reclaim the genetic materials they consider to be theirs, they are certain that they must do so. The task is an immense undertaking and the girls know they must play the long game. Still, it colours everything they do.
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Flaw: On the Run
The girls must always look over their shoulders, living in fear of the day that Sublime, Trask, or the Weapon Plus program track them down. They remain mobile in order to protect themselves and make only limited connections with others.
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Flaw: Property
The girls have no legal identities, only serial numbers. The names they have: Sophie, Esme, Phoebe, Minde, and Celeste, they gave themselves as children.
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Flaw: Spectacle
When the girls go anywhere together they draw attention because of their striking looks and exact resemblance to one another. Their presence leaves an impression they must take pains to avoid if they wish to pass unnoticed.
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Flaw: Uncanny Valley
Though the girls have lived in the real world for two years now, instead of in The World, they still aren't -of- the world. They had no surrogate parents, no friends, and so they struggle to understand attachment. They yearn for it yet fear it at the same time since their experiences have not taught them to trust anyone outside themselves. Their gestalt mind only adds to this separation from others. They are a highly advanced piece of technology and it shows. Something about them is always a little out of synch with the rest of humanity.
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Gallery
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