Enters with conviction.
Join Date: Aug 2011
Mira Henry/ Pinup application
Character you have created: Pinup
Alias: Original name is Emily Prichert. She now goes by Mira Henry
Speech Color: Book Antiqua, dark blue
Character Alignment: Hero
Character Personality (Give information on how your character acts, what he/she believes in, how they handle situations): Mira is a deeply complex character who struggles with herself. Her initial personality is warm, open and fondly maternal, yet there is a much darker side to her. All she has seen and the damage she has inadvertently wrought upon the world has left her scarred and a little jaded, leaving her prone to arrogance, snappish remarks and purposeful disinterest in those around her. She is friendly, but only to a point. Try to get too close and she has no problems about shutting you out completely. Though she has been present as the world has changed around her, she is still very much a traditionalist and an idealist. She would like nothing better than to feel at home in small town America, raising a family with a man who remembers what chivalry means. Her idealism has not clouded her perception of the world, however, and though she keeps this soft inner core, her shell has adapted well to live in the modern world.
Uniform/costume: Pinup, having been an aspiring actress and model, dresses in a costume that reflects the classic pinup girls of 1940s and 50s Americana. She tends to wear high waisted short shorts and a boatneck or halter top, along with a pair of white sunglasses to hide her eyes. This would appear comical, if Emily/Mira didn't have a figure fit for the name Pinup, but having a figure that reminds the world of what "bombshell" used to mean, the costume suits her well.
Emily Pritchert was born to Myra and Henry Pritchert in Ohio in the year 1919. Growing up in rural America, Emily filled her time with daydreams, longing for a life more exciting than the one she lived. Starstruck from a young age, Emily dreamed of becoming a vaudeville star, and when the Depression hit and vaudeville died in the thirties, Emily escaped into dreams of the new "talkies," hoping one day to appear herself on the silver screen and join Hollywood's glamorous elite.
At the age of 17, Emily managed to say goodbye to her parents in Ohio and move to California, where she started at an all-girls school for nursing. Though she comitted to her studies, she never let go of her dreams of stardom, and filled her every extra moment with auditions and callbacks, hoping to find her big break. Six years later, she had little success in the Hollywood industry, but had found a place for herself in the medical world as the assistant to one of the most prominent medical researchers in the United States.
With the United States now involved in World War 2, the doctor was working on a serum to create faster, stronger, smarter soldiers. The serum was designed to slow the degenerative processes of the human body while simultatiously boosting phyiscal capabilities. More importantly, however, the serum was meant to unlock the hidden potential of the human brain, creating an army of soldiers who could fight not only with muscle, but with their minds.
In explaining the theory to Emily, the doctor inadvertently referenced the side affects of the serum as a "fountain of youth," and stated his concern over the ethical implications of such a serum.
Still a struggling with her failure in show business, Emily saw the serum as a chance to remain young and beautiful forever. Afraid of living with the death of a career never born, and seeing her opportunity, Emily self-injected the serum without the doctor's knowledge and for the most selfish and superficial of reasons.
The experimental serum did indeed work as it had intended. Almost. By unlocking the hidden potential of Emily's mind, the serum unlocked a powerful and dangerous ability. Emily could now conjure lifelike visions of people's nightmares that would appear to wreak havoc, often driving the victims to a nervous breakdown brought on by fear. Incidents began to arise around Hollywood. An overbearing director claimed to be attacked by a swarm of giant, killer bees and nearly died when he drove his car off a cliff to escape from them. A haughty actor was institutionalized following a nervous breakdown after he claimed a black hole appeared where his dressing room ought to have been. The incidents followed Emily, and people noticed. Her would-be career was in ruins as she was bullied out of the town. Rumors and whispers turned into gossip and the ironic nickname of "Pinup" with the tagline "She'll make your dreams come true." With the stress of being banned from the only life she had ever wanted to live, Emily unwittingly unleashed a swarm of nightmare creatures that attacked the city for nearly two days. Unsure of herself and unable to control her powers, the nightmares remained until Emily herself left the state and went into hiding.
For years, Emily lived in hiding, never staying in one place very long. She watched as the world she knew faded and was replaced by new ways, new thoughts, new philosophies, and new technology. She stood by as everyone she loved aged and decayed and died along with her world. Though she was present during these changes, she has never forgotten the way life was, and has never fully accepted the way it is now. She is a woman out of time and desperately wishes she could undo her decision and join the rest of her loved ones in death.
Now living in Maine, Emily goes by the name Mira Henry - a tribute to her now long-dead parents. She is nearing 100, yet still looks to be in her mid-twenties, and has finally resolved to master her powers and use them for good. She desires to be a super hero and battle evil, if only to find a nemesis who will finally be able to end a life lived too long.
2. City Level (Ex. Spider-Man, Cyclops)
Powers (Be Specific): Mira's degenerative processes are slowed, meaning that she barely ages. Because of this, she rarely needs to eat or sleep. She has super strength and superhuman reflexes, but the bulk of her powers are psychic. She is able to create lifelike visions of her opponent's worst fears and nightmares, and use them to apparently attack her opponent. This often leads her opponent to do damage to him or herself, but often results in psychotic breaks.
Attributes (Select one at each category):
Strength Level: 10 tons. (Characters stronger then 100 tons fall under rules of Level 3 and 4 characters)
Speed/Reaction Timing Level: 60 MPH (Characters at 100 MPH or faster fall under rules of Level 3 and 4 characters)
Endurance at MAXIMUM Effort: 4(Characters at 5 hours or more fall under rules of Level 3 and 4 characters)
Agility: Normal Human, 5XHuman level. (Characters at 20X or higher fall under rules of Level 3 and 4 characters)
Intelligence: Average, though she has a vast amount of insight simply from having lived so long.
Fighting Skill: Untrained
Resources: Above Average - she has been collecting interest on her own earnings and her meager inheritance from her parents for decades. She sinks most of it into research on how to reverse the effects of the serum, leaving her an average allowance to live on.
NOTE: Even if all attributes chosen are Normal human when Super-Genius, Mastered, and Extreme are chosen for the final three attributes, this player is a level 3 or 4 character, such as Batman.
Weaknesses: When her degenerative processes were slowed by the serum, so were her regenerative processes. Because of this, Mira is vulnerable to attacks. Should she be injured in battle, it would take her longer to heal. Since both degenerative and regenerative processes are slowed, should she sustain a severe enough attack, she would be mortally wounded for decades. Because it would take so much time for her organs to shut down, it is conceivable that she would suffer for years before finally dying of an extreme blow. It is this fear that leads her to sink her money into ways to reverse her condition, as well as ways to protect her from damage sustained during battle. Mostly, however, she tries to avoid physical altercations and focus on psychic attacks.
With the nature of her psychic attack, Mira's own mind consistently comes close to breaking. She has looked into the hearts of villains and known their deepest fears, and she has seen things that cannot be unseen. Though she has learned to control her attack with other people, it occassionally turns inward when her guard is down - especially while she sleeps. Night terrors and memories of previous attacks can haunt her.
Dr. Walter Kennedy - Walter is a tenured chemistry professor at the nearby University. He and Mira met several years ago when he was much younger and she was passing time as a teacher's aid in the medical sciences department, and he is the only person she has ever told about her self-injection and super powers. They have a mutual respect for each other's talents and Mira relies on him heavily for help in the experiments to determine how to reverse the super serum. A hobby tinkerer, he has also constructed a vitaray chamber, which Pinup uses after battle to help accelerate healing.
While they have always gotten along, Mira is not entirely sure how far she can trust Walter. He has proven himself to be a loyal friend, but does not seem to grasp the importance of reversing the effects of the serum. In fact, he has occassionally tried to persuade Mira into trying to recreate it. Though he is now in his early sixties, when he was a new professor and working with Mira, he was quite smitten with her. She never let on that she knew of his affections, and he never volunteered the information, both understanding why a relationship could never be.
Having seen everyone she loves die, Mira tries to avoid becoming too close to people. There is still a part of her, however, that lives inside every little girl that never stops dreaming for the right man to come along. She hopes when that day comes that fate will work itself so that they are able to be together.
List a few reasons why you've created that character:
I thought the idea of an unwilling superhero with kind of a dark power would be an interesting angle to play. Moreover, the idea of a superhero who created themselves because of a character flaw, and whose biggest motivation is a death wish lends itself well to creative and dramatic story archs. I have always been a fan of the people-out-of-time theme, and have been equally annoyed with the typical female superhero and how they nearly always come equipped with daddy issues/ relationship issues. Pinup is a look at what humans do to themselves, and what happens when there is nobody else to blame.
What can you bring to the RPG?:
I feel I am an inventive writer with good insight into human behavior and motivation. I think there is a lot I can do with my character, and I think there is a lot my character can do to be involved with other superheroes since Pinup is designed to work with other superheroes. I love writing in a group and collaborating with other creative minds to create something that is not only well written, but also terribly fun to read. I have a background in theatre and writing, which gives me an edge on how to effectively write things like dialogue, and makes me eager to dig into the core of characters, instead of just skimming them. I have experience with PbP RPing, and am a dedicated player.
Do you know how to post pictures on the hype boards?:
Sample Post (Minimum Four paragraphs containing dialogue):
1931, Rural Ohio
"I don't care what you say, Daddy, I AM going to be a Vaudeville star! You don't have to believe in me! I'll run away and never speak to you again, and when I'm grown and rich and famous, then! Then you'll be sorry!" 12-year-old Emily Pritchert threw her head back, batting her eyelashes as she fanned her face with one hand and clutched at her heart with the other. She had seen a local actress strike just such a pose in a moment of great distress, and found it terribly moving.
Hank Pritchert pushed his cap back on his head and scratched his sweaty hairline. His daughter certainly did have a flair for the dramatic, there was no denying it.
"All I said was you and your friends can't use the barn to put on some play." He said as he opened the gate to the hog pen and entered. He knew he should be firmer with the child, but in all honesty, he had a hard enough time not laughing when she went into her prima donna acts.
"And don't let your mother catch you talking like that." He warned. There. There was some solid parenting. He felt better, at least.
"I will be a star, Daddy," Emily insisted, now quite recovered from her episode. She followed Hank to the edge of the pen, pulling herself up onto the bottom rung and balancing as she leaned over the side and watched her father pour slop into the hogs' trough. "And I'll be young and beautiful forever."
Hank smiled as he straightened. His green eyes twinkled at his daughter, exactly the same shade as her own.
"Let's get cleaned up and head inside. Your mother will have dinner waiting." He extended a weather beaten, work-worn hand to the girl and they exited the barn.
MODERN DAY. MAINE FREEWAY
"Blast!" Mira curses to herself as she realizes she missed her exit. She has been daydreaming again. She needs to be careful and not let her mind wander. Not because she may get into a car accident, but because of far more dangerous consequences of letting her mind do as it pleases. She has come to enjoy living in Maine, and would hate to beat a hasty retreat because she accidentally caused a giant squid to attack some poor civilian's car.
The next exit bosts a designer coffee shop and Mira flicks her turning signal as her cell phone rings in the seat beside her.
"Walter? She answers the phone. It's a silly question; it's always Walter. As far as she knows, Walter is the only person who even knows she has a cell phone, let alone the number.
"Where are you?" Walter's voice is beginning to get as thin as his hair in his progressing age.
"I'm on my way." Mira assures as she turns into the coffee shop parking lot. "I'm getting some joe."
"Coffee? Emily, are you crazy? You don't need that stuff. You barely need to eat, just a cup of - the caffeine alone will keep you wired for a week."
Mira rolls her eyes as Walter Kennedy lectures her. Not just because he uses her original name instead of her most recent alias, but because he insists on reminding her of things of which she is already keenly aware.
"Walter, there are very few perks left in the world once you reach my age. Let me have this one." She snaps the clamshell closed and tosses the phone back into the passenger seat. She flips down the visor and adjusts her vixen red lipstick in the mirror, shooting herself a flirty wink. The other perk, she admits to herself, is getting the first perk for free.