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Dec. 1st, 2037 01:33 pm
telepathicignorance: (Default)
I should have put up one of these forever ago, but I'm used to no one ever bothering to use them.

Does something about this character give you the ick? Just not super interested in a specific topic or interaction? Feel free to list it here and I'll avoid it. Alternately, if you don't want to play with this character (or me) at all, feel free to put that here too! Comments are screened and reasons are not required.
telepathicignorance: (Default)
PLAYER

NAME: Shiny
CONTACT: [plurk.com profile] mynameislegion
ACTIVE TIMES/PACE: 4pm through 7am central time
BRACKETS/PROSE: Anything is fine!
OFFENSIVE SUBJECTS & TRIGGERS:I wig out to an extreme degree sometimes over dismissive phrasing (specifically: things that imply "you just don't understand what's going on" or "you aren't working hard enough", more blatant stuff like "I don't care" doesn't bother me much at all) and would prefer to avoid it (though I understand this may not always be possible for something so subjective), but don't get triggered by any of the things typically warned for.

IN CHARACTER

PHYSICAL AFFECTION: Sure, but they'll probably try to avoid it unless they know you!
PHYSICAL VIOLENCE: Sure! Just tell me first if it's like, extreme and sudden? I'm good with violence in threads/events where violence is pre-baked into the prompt or scenario, planned stuff, or milder stuff like brawls and swinging fists, but I'd really like a check in for anything else.
RELATIONSHIPS: OOCly, I'm all for it. ICly? Good luck! They're a horrid standoffish little asshole who struggles to even admit that they feel attraction and has pretty extreme trust issues, so it'll be slowburn and your character will probably have to lure them into a relationship with treats and kindness the way you might convince a feral cat to enter your house...
PSYCHIC & PSIONIC INFORMATION: They are a very powerful telepath who is likely to give off very bad vibes to other telepaths. Like, extremely bad vibes. Absolutely rancid.

Also, they subconsciously project an aura of "do not notice me" that can make it hard to actually see them or remember they're there, though the effect lessens the more familiar with them someone is.

They keep their mind heavily shielded, so it'd probably take some effort to get anything from them beyond the aforementioned vibes, but I'm happy to work stuff out in regards to other telepathic characters and what they might find.
MAGICAL INFORMATION: They're not particularly magical.
MEDICAL INFORMATION: Covered in scars, nose looks like it has been broken multiple times in the past, clearly had a violent life. Seems healthy otherwise?

Actually an artificial human with an AI chip in their brain and a device in their spine that would prevent them from experiencing extreme pain except the latter is permanently nonfunctional.
OFFENSIVE SUBJECTS & TRIGGERS: Sidestep's canon and personal history involves violence, torture, human experimentation, slavery, sexual assault, abuse, death, murder, self harm, suicide and suicidal ideation, mental illness, drugs and drug use, mind control, and extreme trauma.

OUT OF CHARACTER

BACKTAGGING: Sure.
THREADHOPPING: With permission.
FOURTHWALLING: No.
NOT INTERESTED IN: Only interested in Chris being a punching bag for your character's mind reader issues if we plot about it first so I expect it and have a general idea where it's going to go. Also, Chris will likely never have positive relations with people who are insensitive or dismissive about the farm and their imprisonment there without a serious apology/recanting of the offending statement or attitude. I'm good if you want to go that route for extremely negative CR, though!

FIRST IMPRESSIONS

VISUAL: Average height, thin, multiple layers of clothing, scarred face, freckles, messy curly dark brown hair and tired gray eyes.
AURAL: Voice is a little younger and higher pitched sounding than might be expected from their appearance.
OLFACTORY: Clean, unscented soap.
DEMEANOUR: Sullen, slouchy, and tired.

☆ code by kimmiserate
telepathicignorance: (Default)
Sidestep is a telepath. A very, very powerful telepath. Though their mind control abilities are nerfed for the sake of the game, they still have some pretty impressive mind reading, projection, and other capabilities, some of which necessitate discussing player permissions, hence this post.

Can Sidestep read your characters mind?

This covers whether Sidestep is able to read your character's mind in the first place as well as whether you as a player want to allow Sidestep to read your character's mind. Sidestep's power is wide ranging and they can even read the minds of animals (birds and mammals) and sometimes machines (mostly either partially organic machines or ones with telepathic interfacing or capabilities built in) but they're unlikely to be able to get past strong defenses or items/magic/drugs that block telepathy without a lot of work and they can't interact with epileptic minds at all outside of very specific circumstances that are unlikely to ever occur in game. Even if none of these apply, however, you are allowed to opt out of Sidestep's telepathic abilities working on your character and I encourage this if you're uncomfortable.

If you don't want Sidestep to read your characters mind/they're unable to, is there anything you want them to pick up instead?

Sidestep's telepathy isn't so much a power so much as an extra sense. It's near constantly on and active to some degree, and even if they can't read a mind they'll typically still perceive the absence of that input, like a silence where there should be sound or a numbness where there should be pain. The most typical versions of this are walls (for people strongly shielded), static (epileptics), a thoughtless haze (telepathy blocking drugs), or just a straight up void, but I'm absolutely willing to do something custom here. Perhaps contact with your character's mind causes stabbing pains? Maybe all they get from your character no matter how hard they try to read their mind is a mental image of a cheese sandwich?

If Sidestep can read your character's mind, what are they likely to pick up?

Basically what the question says. Is there anything you want them to know?

Will your character be upset by Sidestep's telepathy? How would you like to play that?

Please be specific. Getting angry or aggressive if Chris actively invades a character's mind and getting angry or aggressive at Chris over the passive effects/just having the power are two different things and while I'm entirely cool with the first one (they started that fight) I'd prefer to plot out the latter.

Notes for the psychically sensitive/telepaths:

Sidestep, according to word of God, gives off extremely bad vibes to other telepaths and those especially psychically sensitive. This is less an innate thing and more a function of being "contaminated" by the various experiments and telepathic phenomena they've been subjected and exposed to.

Comments are screened.
telepathicignorance: (Brood 2)
Since I first started playing Sidestep the creator of their canon has released ...quite a bit of lore and also answered a lot of clarifying questions on how telepathy and Sidestep specifically work, so I figure it's time to update this.

Chris' Powers can be split into three groups: Generalized, Telepathy, and Posession/Eldritch.

Generalized – Sidestep is a Re-Gene. Specifically, they're a Cuckoo, a class of Re-Gene that looks similar to humans and is taught human social and cultural norms so they can be used for infiltration purposes. This comes with a number of powers and modifications to their body, listed below. (CW: Non consenting body modification including sterilization, Drugs, Medical stuff.)

Generalized powers inside

Pain-Gate: Broken, mostly removed, though there might still be parts attached to their spine. Before Heartbreak, Sidestep had an implant that, when they experienced sufficient pain to incapacitate them or knock them out, would shut off their ability to feel it, enabling them to push themself far beyond ordinary human limits. It was destroyed when they fell, and they now feel pain normally.

Identifier Markings: Not actually a power, but they're mildly supernatural in nature, so I'm listing them here anyway. Sidestep is marked with bright orange "tattoos" that identify them as a Re-Gene. These tattoos were placed there by the Special Directive and appear to be the result of fundamentally altering the pigment expression of the skin. They are nigh impossible to remove, with the only effective method being the complete destruction or removal of the underlying skin down to the flesh. As a cuckoo, these markings are only on parts of their body that can be easily covered by clothes, but keeping them hidden is still a major deal.

Standard Boost/Re-Gene Traits: Also not really a power, but bizarre and supernatural enough to be worth noting. The boosting drug causes DNA damage that in a more scientifically rigorous work would probably be considered catastrophic and inevitably fatal, but in Fallen Hero's cyberpunk superhero dystopian universe there's a chance that the people who take it will develop superpowers instead of dying. Boosts have an increased risk of developing cancer, they also cannot be cloned and are unlikely to produce viable children as a result of this DNA damage. Perhaps paradoxically, boosts also seem to experience lower levels of senescence: their bodies remain healthier longer and some even experience increased lifespan. Re-Genes are microdosed on boost drugs throughout development and share all these traits. They are also sterilized to prevent complications related to boost fertility issues. (Sidestep does not seem to experience any of the potential health problems sterilization can bring in canon, whether this is because of advanced medical treatment unique to their setting or some other reason is never made clear.)

AI Chip Traits: The official line is that Re-Genes do not have functional human brains and are just meat puppets piloted by AI. The actual truth is that the AI chip is more of an augmentation to than a replacement for the human part of the mind, but it does change things a little. Mostly, it was used to download information into their brain for easier training: notable skills likely obtained this way are the ability to speak the languages English, Spanish, French, German, Mandarin, Cantonese, Arabic, Farsi and Russian (they also speak Re-Gene code language, but that was learned manually), along with the ability to play the piano. Technopaths will likely be able to sense this AI chip, though attempts to intereact with or manipulate it will be met with resistance and hostility.



Telepathy – This covers a wide range of mind reading, manipulation and control powers. (CW: Mind control and manipulation stuff.) (Note: None of Sidestep's telepathic abilities will ever work on epileptics.)

Telepathy Powers Inside

Mind Reading (passive): Chris' mind reading isn't just a power so much as a constantly active extra sense. They can pick up stray thoughts and emotions from humans and humanlike beings as well as sometimes mammals, birds, and other creatures with advanced enough minds including machines that have organic or psychically reactive components, though the further from humanlike the thinking gets the fuzzier things are. Again, this isn't a deliberate thing; what they actually manage to get is generally murky unless they focus, and it can even be painful and overwhelming if there are enough strongly emotive or agitated people around. They can struggle to block out thoughts and even end up influenced by the emotions of others. Usually they try to tune it out but extremely focused or highly agitated minds can break through this and sometimes they'll listen in idly to a particular mind without trying to actually dig for anything deeper. For player characters this is basically just snippets of things mentioned in brackets. If players don't want to have this affect their character there's a permissions post here.

Machine Interfacing: Sidestep isn't a technopath, so most machines are completely inaccessible to their powers. However, if a device has an organic or otherwise potentially psychically reactive component it is possible for them to connect with and potentially control it. Said control would be very limited, basically things like start, stop, move here, stay here, etc. In canon they use this ability to control a cloud of specially programmed nanovores, but they don't have access to those in games. As mentioned before, this would potentially enable them to read the minds of sapient machines with the right construction, but while it might be theoretically possible for them to mind control such beings there is no direct evidence of this in canon and I'm electing to say that they cannot until canon proves otherwise, in which case it'll probably still be nerfed.

Danger Sense: Technically just a specialized branch of their passive mind reading. Sidestep's thought reading is especially tuned toward picking up other's intent to attack, touch, or grab them so that they can dodge out of the way. The effectiveness of this varies: with actual ill intent in an actual battle where Sidestep is focused they are almost impossibly difficult to hit, but an exhausted or distracted Sidestep who has their guard down could possibly be picked right up off the ground. If the regular telepathy doesn't work on your character, this probably doesn't either, though if you want I can figure out an explanation for why one would work and not the other.

Mind Reading (Active): Chris can also probe minds more deeply, trying to get specific information, though this comes with a risk of being noticed or caught. Typically this manifests as attempts to pull the relevant thoughts to the front of their ...victim's mind, resulting in people struggling to focus on anything other than the topic of interest, accompanied by feelings of being watched. They don't often do this, and when they do there's a much higher risk of being caught, in addition to the targeted mind potentially being able to throw them off. Again, if you don't want this, there's a permissions post here.

Broadcasting: In addition to the standard mindreading, Chris can also broadcast concepts and messages to other minds. Typically, they're only willing to do this with animals, but it is technically possible for them to communicate with humans and humanlikes this way, though unlikely to ever happen. If your charcter is immune to the telepathy (whether for a reason or at the player's request) this ability won't affect them.

Emotional Manipulation: Chris' telepathic abilities don't stop there. They have several abilities related to mind control (some of the more extreme of which seem to come from a different source/follow different rules from their other powers and are thus listed in the final section) with the most notable being a form of emotional manipulation in which they strengthen or weaken things the person in question is already feeling. Quashing doubts, increasing trust, making that building need to go to the bathroom rapidly become overpowering… that sort of thing. So far it mostly seems to work on human and humanlike minds, though there are canon scenes in which they can telepathically curb a dog's urge to bite its playmates. That said, I think this ability will likely be ineffective on player characters/nerfed entirely in any game I play them in, and I prefer it this way. Telepathy powers get weird enough without throwing mind control into the mix.

Puppeting: Sidestep can exercise limited control over another person's movement in the right circumstances. This is, according to what I understand of canon, different from their posession capabilities, which are apparently not even a part of their normal telepathic powers and is thus getting its own listing. For the most part, it's limited to small movments. Making people trip or stumble, forcing a finger to pull a trigger, but with effort and concentration (and a little help from some form of amplification, typically the Rat-King) they can do more. Not that that particularly matters, as this is definitely an ability that I'd prefer to be nerfed/kept from play in games.

Illusions: A particularly interesting manifestation of Sidestep's powers is the ability to alter perceptions. Typically, this is small things. A brief feeling of something crawling up your leg. A bridge seeming wider than it actually is. They can get more involved/specific, but that requires extensive concentration as advanced illusions have to be tailored to the target mind. Regardless of complexity these illusions do not hold up to scrutiny and typically only fool people for a few seconds to a minute, but they can be great for tricking someone into trying to grab onto a handle that isn't there, or running into a wall because they saw an open door. Typically, they're focused on a single person, maybe two. As usual, if your charcter is immune to the telepathy (whether for a reason or at the player's request) this ability won't affect them.

Aura of invisibility/Do not percieve me: This is another specifically trained aspect of Sidestep's power. They've learned to project an aura that unconsciously influences the minds of people around them to not recognize them, register their presence, or remember they were even there. It's normally only a partial effect, with people finding it hard to focus on them or remember their face, but with concentration they can disappear from other people's perceptions entirely. This ability becomes less effective the more of a relationship someone has with Sidestep, and people who are resistant or immune to telepathy are unlikely to be affected at all. Given the restrictions, this ability is unlikely to come up much with player characters, who will likely come to know Sidestep well enough to see through it--it's really more of a convenient way to sneak past unimportant NPCs and try (and probably fail) to keep people from bothering them. If your charcter is immune to the telepathy (whether for a reason or at the player's request) this ability won't affect them.

Mind Blast: Sidestep can also just throw the entire weight of their mind at someone, hitting their senses like a flashbang and causing pain and disorientation or possibly even making them faint. This can happen by accident if they use too much force when using other powers (a rare occurrence) but they can do it on purpose too. Again though, if regular telepathy doesn't work, this definitely won't.

Mind Diving: Whether willingly allowed or with great concentration, Sidestep can enter a person's mindscape. This is a difficult process and results in loss of control or ability to sense what is happening to their physical body, leaving them completely vulnerable in the physical world. Additionally, a strong will or powerful psychic can toss them right back out, potentially with bleeding or even seizures as a result. Again, they can't affect people who are immune to their telepathy with this.



Possession/Eldritch – This section is the most speculative, as the exact nature of what the heck is going on with Sidestep, Heartbreak, Void, and the (possibly extra dimensional) forces influencing them have only been briefly touched on in the games so far and the creator is tight lipped about potential spoilers. (CW: Creepy horror movie stuff, possession)

Eldritch and Possession related powers inside

Gates: Not precisely a power, and will likely have little effect on anything other than flavor text. At some point after escaping the lab Sidestep realized that the stuff in their head was leaking out everywhere without the dampeners and gated off ...memories? Part of their power? Some other entity that had taken up residence in their mind? Something else? A combination of these things? It's really not clear, at least not yet. The interesting part is that Sidestep doesn't seem fully aware of these gates, as though the understanding of them got locked away with everything else. They also tend to have clearer memories of their trauma the more of them get opened. Gates opening tends to happen in times of great pain or psychic distress, and are a sign that things are going badly for them. Because the effects of opening all the gates are mostly unknown, I will never have more than four open (there are nine in total) at any time in a game if I bother to consider this variable at all.

Bad Vibes/Dream Projection: I'm not sure how much of this is them just having regular night terrors that they project when asleep and how much is like, a result of experimentation/exposure to genuinely horrible supernatural stuff, but Sidestep feels ...bad. Like, even when mostly okay they should feel creepy and disconcerting to other psychics. When asleep (and possibly when sufficiently injured or agitated) this gets worse. Fear, gloom, flashes of terrifying nightmare scenes from both their memories and memories they've gleaned from ...others, a sense of another malevolent prescence, a fixation on the color red. It mostly seems to only affect humans and humanlike minds, and anyone who is immune to their normal telepathy will not be affected by this at all.

Posession: Sidestep has the ability to completely take over people. This isn't like just normal telepathic puppeting, Sidestep literally becomes the person in question, mind traveling through what is implied to be some sort of extradimensional medium to reside in the head of their target. Normally this requires being very close to them to initiate the posession and only works for a limited duration, though in canon they were able to turn a comatose and brain dead body into a "puppet" that they could slip into and control at will regardless of distance. Possessing people like this leaves their own body unconscious and vulnerable, so they need to prepare a safe spot to stash it in ahead of time--this isn't something they can do without planning. It would also be a complete pain to work out in an RP setting, so I'm happy to nerf this entirely.

telepathicignorance: (Default)
CW: Self-Harm, implications of torture.

click at your own risk )


And here's a nude ref.



telepathicignorance: (Thoughtful)
Chris Beccera
🖕 🖕

COURT

WINTER

DORM

tbd.

Message @🖕 🖕
telepathicignorance: (Default)
(A note of warning: Nothing in here is necessary reading to play with Sidestep. Even when threads where the farm, hearbreak, and other traumas come up I'm likely to be fairly vague on details unless more has been discussed/planned.

It is hard to give a truly exhaustive list of the content warnings needed for this, but I'll try: violence, torture, human experimentation, slavery, sexual assault and rape, abuse, death, murder, self harm, suicide and suicidal ideation, body horror, gore, mental illness, drugs and drug use, mind control, and other extreme trauma.

If these things bother you you should probably just skip this.)

You can't say I didn't warn you )
telepathicignorance: (Default)
Really just an excuse to show off non icon commissions of this little shithead.

Images inside )
telepathicignorance: (Default)
Sidestep
crew: None
Shiny | inbox | app
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Text|Call|Whatever
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PLAYER INFO

Player: Shiny
Age: 33
Invited by: Ruka
Contact: [plurk.com profile] mynameislegion


CHARACTER INFO

Character: Sidestep
Canon: Fallen Hero: Retribution, right before the car crash.
Age: Mentally and physically early 30s. Chronologically 18.

Background Information: (CW: mentions of abuse, suicide, medical experimentation, death, etc.)

An artificial Human (Re-Gene) created at a lab called the farm.

Escaped and became a vigilante.

Encountered Marshal Charge of the Rangers. There are two possible options for the identity of Charge: I chose Julia, the female version.

Charge and Sidestep became friends. Sidestep developed a crush.

Sidestep and Charge fought the villain Psychopathor. Due to their technological knowledge (player choice between Sidestep being streetwise or tech smart) Sidestep recognized the targeting system for Psychopathor's canon as a telepathic interface. Being a better tactician than fighter (player choice), Sidestep used their powers on the interface while Charge fought Psychopathor. They won.

Sidestep and Charge fought a villain named the Catastrofiend. Just as the Catastrofiend was about to kill Charge Sidestep shot it, saving her.

Someone launched a nanovore (nanites that eat organic material) attack. Sidestep saved the day.

The Rangers attacked the cult of the Green Sky. Sidestep and Charge were captured. Sidestep escaped with Charge and later killed(?) the cult leader.

Heartbreak, a telepath with powers that compelled people to suicide, settled in an apartment complex. Select rangers and Sidestep went to investigate, using dampeners and shields for protection. This proved insufficient; Anathema killed themselves, Sidestep's shields broke down and something invaded their mind and compelled Sidestep to put their gun in their mouth. Charge wrestled the gun away from them; they escaped and jumped out a fourth story window.

An ambulance manned by farm staff kidnapped Sidestep and claimed they’d died.

Farm scientists performed lifesaving surgery, probed Sidestep mentally and physically for data on Heartbreak, then performed abusive experiments on them.

Ranger Steel looked into Sidestep's "death". He obtained pictures of Sidestep's surgery, mistook it for an autopsy, and gave up.

Sidestep's powers increased, they began possessing people and eventually escaped.

Sidestep found a braindead body (I made them a woman named Jane.) and possessed it. Using "Jane" Sidestep worked their way into the villain underground and established contact with Dr. Mortum (I made Mortum a man.) who they commissioned to make a villain supersuit.

The design required a nanovore sample and telepathic interface. Sidestep possessed the ranger Lady Argent and stole the sample in the Ranger’s vault, then set the Special Directive on Psychopathor and stole his interface.

Sidestep unexpectedly reunited with Julia at a diner.

Julia asked Sidestep for telepathic help. (Sidestep can lie about being powerless; she’ll still want advice.) Julia brought Sidestep to help Lady Argent. Sidestep stalled.

I made Sidestep’s nemesis Charge.

Jane encountered Julia. I declined to flirt.

Suit was finalized. I chose a mysterious aesthetic with enhanced speed + jump jets, telepathic boosters, and a cape.

Mortum asked Jane out for drinks. While out, Jane predicted the outcome of a roulette spin.

Sidestep planned an attack on the opening night gala of the Heroic Heritage Museum. Their goal: destroy the Sidestep exhibit.

Sidestep "helped" Argent. They didn’t harm her beyond tweaking memories of who possessed her.

Sidestep received their suit.

Julia asked Sidestep to the gala; they refused.

I chose to have Jane go to the gala alone. She encountered reporter Mia Ochoa there.

Jane planted bombs in the museum. I opted for placing them where they were unlikely to cause death.

I opted not to kill civilians. Sidestep destroyed the exhibits.

Ranger Herald showed up, Sidestep beat and humiliated him.

I allowed the game to choose my villain name.

Sidestep fought Charge and won.

Argent attacked. Sidestep tricked her and fled. Argent pursued. Sidestep ambushed her and knocked her out.

Sidestep went to the hospital to check on Julia, kissed Julia on the forehead, fled.

The press named Sidestep’s villain identity Puppetmaster.

I opted to save people when possible.

Julia kissed Sidestep at the park.

I switched Sidestep’s motivation from revenge to anger and made them an anarchist.

Puppetmaster’s first target was politician Lou Carter. They broke into his mansion and encountered Steel. Their battle was interrupted by a bomb going off. Puppetmaster helped rescue the workers in the mansion. Carter died.

I switched Sidestep’s nemesis from Julia to themself.

Sidestep hid their base in a storefront.

Puppetmaster ambushed District Attorney Rahim in his car for a talk.

The Handyman, a vigilante, made the car crash. Puppetmaster saved Rahim and got the Handyman to admit to using him as bait, then beat the Handyman.

Argent showed up to help.

Puppetmaster used telepathy to trick Argent, but failed to beat her. Argent flirted with Puppetmaster, I declined. Argent left.

Puppetmaster gave a victory interview to Mia Ochoa.

Sidestep visited the Rangers and learned that Steel looked into their death.

Julia and Sidestep talked and Julia told them about punching a reporter at their funeral.

Sidestep left the Rangers headquarters. Herald grabbed them to fly them someplace more private to talk. Sidestep fainted.

Herald and Sidestep discussed Sidestep’s "retirement" from the hero business.

Herald asked Sidestep to help him train. I agreed.

Jane went to a club and flirted with Jake Manalo, henchman of villain Hollow Ground, so she could place a tracker on him.

Given the option to genuinely help Herald with training or undermine him, I opted to help. Sidestep agreed to a coffee date.

Puppetmaster had another interview with Mia Ochoa.

Jane attended an art exhibition with Mia Ochoa and introduced her to Rahim.

Puppetmaster targeted the mayor's aide Devereux. They crashed a meeting but ended up getting into a fight with hero Captain Blaze and decided to focus on him.

Sidestep went on their coffee date with Herald. I opted to have them stay friends.

Sidestep attended therapy.

Sidestep had dinner with Julia. They admitted they had feelings for each other and made out, Sidestep panicked, fled.

Jane contacted Julia, who got a call about a tip and let Jane accompany her while she spied on Jake.

Mortum told Jane that his stolen disintegration gun was up for sale at an auction, Jane convinced him to let Puppetmaster steal it back.

Jane scouted the casino hosting the auction. While there, she ran into villain Shroud, who recognized her.

Sidestep broke in during the auction and used their telepathy to stay unnoticed while they took the gun.

Jane asked Dr. Mortum to research her connection with Shroud.

Mortum showed Jane a video of her being killed by Shroud. Jane was originally Ace, a woman who used precognition to cheat at gambling.

Sidestep met Mortum to deliver the gun and told him the truth about Jane. Mortum got angry and left.

Sidestep pursued, they narrowly avoided a fight.

Julia invited Sidestep home for dinner, where she confessed to being in love with Sidestep. They had sex under the condition that the lights remain off so Julia could not see them.

Jane was approached by Jake Manalo to request Puppetmaster meet Hollow Ground.

At the meeting Sidestep and Hollow Ground noticed they look eerily similar.

Sidestep refused HG's offer to work together. Hollow Ground ordered them killed. Jake beat Sidestep.

Charge knew HG would be meeting up with the new villain and showed up, rescued Sidestep, and drove off.

Sidestep confessed to being Puppetmaster. Charge confronted them about their clear resemblance to Hollow Ground and her theory they’re related.

A sniper shot out the car wheels...

Personality:
1) Tell us about who your character is and what someone’s first impression would be upon meeting them.

Sidestep is a powerful, deeply traumatized telepathic android. They don't see themself as a real person so much as a persona they adopt, with the closest to a true self being their hero self, who they see as being dead and the current them as little more than their own ghost. In canon they're currently using three different identities, what a person sees depends on which identity Sidestep is using at the time:

Chris Beccera (Name chosen by player from default options): Their civilian identity. They try to be underwhelming and forgettable--they're not as obsessed with hiding as before they established themself as a villain but the habits have remained. To their hero friends they tried to present the image of a washed up retiree and there's a tiredness to them that definitely fits that.

Puppetmaster (Name assigned automatically in game): Their villain identity. Sidestep gets really into playing the mysterious and dangerous aspects of this identity, with lots of monologues, dramatic posing, and use of their cape. They are 100% sincere in their cringey edgelord ridiculousness, this is where their cynicism and anger at the world find their outlet.

Jane (Name chosen from default options): This one is a bit odd. Jane isn't a disguise they wear or a persona they adopt so much as a whole different person? Like, they're literally using their telepathy to possess a different body. That body is supposed to be braindead, but it still influences the way Sidestep sees the world. Everything feels different. Jane is more social, more playful and flirty, more concerned about her appearance, and less afraid to make friends.

Of course, they don't have their villain suit or Jane in game. Nor do the Paladins and Corsairs work the same as heroes and villains in their world. They'll have to adapt, at least until they can get home or find some other solution. New rules, new way of approaching identity?

2) What is a driving force your character has? What goals do they have, what motivates them, etc?

They. Will. Not. Be. Controlled. Ever.

Really, that sums up ...a lot of things about their motivations. Born to be obedient property, Sidestep fled that life and sought something more despite incredible risk. They wanted to be loved and accepted (still do, but they try to suppress it because they don't believe it can happen) and they're angry at the world for not giving it to them. They did good work! They saved people! None of that mattered in the end, the farm took them and destroyed them the same as it would any other runaway Re-Gene and (in ther perspective) no one cared enough to do anything about it.

The world will pay for that. Or something. What started out as a desire for revenge against those who hurt them has become increasingly directionless, bitterness and anger making them lash out almost at random, with only their anarchist goals serving to provide direction. They want a better life, but they're willing to destroy themself to get it. They hate the world for rejecting them, but they want to be a part of it. They're a profoundly broken individual with a lot of trauma and little idea of what to do about it other than to get up and fight, full of conflicting wants and directives, careening towards self destruction while desperately hoping for a way out.

One thing is for sure though, they're not going to be anyone's tool or toy ever again.

3) What are their flaws as a character? What is something they've messed up, or have done that they regret?

Ahahahaha... Sidestep is basically all flaws. They think they know everything there is to know about other people because of their telepathy and yet they regularly manage to come to the most hilariously incorrect conclusions. They tend to ignore or discard any evidence that goes against their belief that people are cruel and they are fundamentally unlovable, insisting that their friends are only their friends because they don't know they're a Re-Gene, that people who seem nice are only nice on the surface, that Julia just thinks she's in love with them but the them she loves is dead/a lie. It took them weeks to accept Herald's friendly demeanor as anything other than an annoyance/the result of naivety, and that was after they had been forced to accept that it wasn't just an act in its entirety. The entire team fractured after their "death" due to people blaming themselves and each other and yet they remain convinced that they should be forgettable and that the funeral services for those who died were actually for Anathema and they were an afterthought.

To make things worse, they tend to view their own soft nature and capacity to care as a weakness, insisting to themself that they don't need friends, that it's foolish to show mercy to people who they're so certain would never return the favor. They went into this whole villain thing determined that even if they didn't go out of their way to kill they weren't going to care about deaths they might incidentally cause, and while this version never managed to actually go through with that, there are player paths for remorseless or even total monster Sidesteps, and Chris thinks a lot about how they're being too soft and won't be able to keep this up. The scientists at the farm used Sidestep's ability to care to hurt them; they shut that part of themself down for survival and took the lesson that feelings are a weakness to heart. They'd rather deny and repress everything than deal with their feelings basically ever, just look at how long it took between kissing Julia and willingly admitting to having feelings for her. They get awkward just thinking that they love her.

There's also the self-loathing. Re-Genes are taught that humans will hate them for what they are and Sidestep has internalized this. They struggle to believe that their friends really care about them, see themself as a fake person, and believe that if they tell the truth their friends will abandon them. Not only that but they seem to almost ...blame themself? For what they are. They're repulsed by their own body (except when they don't see it as entirely theirs, like when they're ogling their past self in their hero suit), not wanting to look at themself in the mirror and referring to their flesh as hated at various points in the text. If they weren't a Re-Gene, so many horrible things would have never happened to them, and even though they didn't exactly have a choice in what they were born as they really seem to resent themself for this "betrayal".

Also, they're just kind of an asshole, acting like people are idiots for caring about them, picking fights (so many conversations with Julia involve them lashing out at her for expressing concern, all the times they respond to Steel and Herald with variations on "why do you care" and their desperate backpedaling when Herald actually tries to genuinely answer that question...), and just generally being a rude and insulting little shit. In addition to being a way to defend against awkward and/or emotional situations it's also just how they are in general, teasing and insults might as well be their love language. And their hate language. And their language in general.

As for what they regret? SO MANY THINGS, but I'll stick with one example and go with their time as a hero. It was the best time of their life and it led directly to them getting recaptured and taken back to the Farm. Sometimes they regret ever choosing to be a hero in the first place, and sometimes they just regret not telling their friends the truth. Depends on the day.

4) Optional: What is something unique and interesting about them, or what is a fun little tidbit that sets them apart from the crowd?

Their body language is all sorts of weird, and this is at least partially because Re-Genes use really subtle movements to communicate without humans noticing.

Abilities & Inventory:

Telepathy: Yeah. Sidestep can read minds. This is most effective as a sort of "danger sense", in which they can pick up other's intent to act before they do so and thus dodge attacks and unwanted attempts to touch or grab them. The effectiveness of this varies: with actual ill intent in an actual battle where Sidestep is focused they are almost impossibly difficult to hit, but an exhausted or distracted Sidestep who has their guard down could possibly be picked right up off the ground. (Not that you'd necessarily want to do that--they bite.)

And of course, it's unlikely to work with people with resistance or immunity to telepathy at all.

While they can also read minds in the more traditional sense, this area is a bit murkier. Some minds are easier to read than others, and things like mood, willpower, awareness, and willingness all influence this in nebulous ways. Which is to say that Sidestep's mind reading ability, while a constant presence in their life (being influenced by crowd moods, overstimulated by the bombardment of thoughts and emotions, etc.) and something that they rely on, is only going to work on other player characters in ways agreed upon between players and that further thread/plotting/CR goals.

Influence: Sidestep has the ability to influence the emotions and actions of people to a slight degree. They can increase anger; calm panic; cause people to commit small, impulsive actions like jerking their hand at the last moment and missing a shot or swinging a punch at someone they already dislike during a heated moment; force a degree of trust... it's not total control, but they can absolutely screw with people's heads. As usual, other telepaths and people with resistance to telepathy are less likely to be effected, and the strength of the effect is influenced by situational factors, which means that if another player doesn't want this ability used on them or using it would be detrimental to the purpose of having fun there are a lot of reasons that the ability can and will simply fail to work.

It's also possible for more perceptive people to pick up on Sidestep manipulating them in the form of a sense of general unease, though they'd need to figure out what was actually causing the feeling.

Sidestep's influence ability is entirely nerfed in game.

Posession: Sidestep has the ability to completely take over people. Normally this requires being very close to them to initiate the posession and only works for a limited duration, though in canon they were able to turn a comatose and brain dead body into a "puppet" that they could slip into and control at will regardless of distance. Possessing people like this leaves their own body unconscious and vulnerable, so they need to prepare a safe spot to stash it in ahead of time--this isn't something they can do without planning. It also seems like it would be a complete pain to work out in an RP setting, so I'd be happy to nerf this emtirely.

Sidestep's posession ability is entirely nerfed in game.

Dream Projection: When Sidestep is having particularly vivid nightmares, it's possible for them to unintentionally project them into the heads of people nearby. It's not really a power so much as an unfortunate result of combining powerful telepathy and trauma, but it's definitely worth noting here.

Aura of invisibility: Not actual invisibility, but they unconsciously influence the minds of people around them to not recognize them, register their presence, or remember they were even there. It's normally only a partial effect, with people finding it hard to focus on them or remember their face, but with concentration they can disappear from other people's perceptions entirely. This ability becomes less effective the more of a relationship someone has with Sidestep, and people who are resistant or immune to telepathy (note: according to Fallen Hero canon, this includes all epileptics) are unlikely to be affected at all. Given the restrictions, this ability is unlikely to come up much with player characters, who will likely come to know Sidestep well enough to see through it--it's really more of a convenient way to sneak past unimportant NPCs and try (and probably fail) to keep people from bothering them.

Terrifying Vibes: Only really a thing if you're another telepath, but word of god is that Sidestep gives off the most incredibly rancid vibes to other mind readers. It's not so much a power as it is an innate quality of their being (I don't think they're even aware of it) but being able to potentially drive away psychics/sensitives with just their presence does seem pretty notable.

AI chip: Not a power, but still notable in the way it affects them, their powers, and how they're effected by other people's powers. Their mind isn't entirely human and that seems to give them more flexibility in connecting with a variety of nonhuman minds. They readily read the minds of animals such as mammals and birds, and can even interact with some machines, such as the nanovores (all devouring nano machines, in this case neutered so that they can't consume flesh) in their villain suit. They're far from being a true technopath, being seemingly limited to machines that are partially organic or have some sort of innate telepathy or ability to interact with telepathy? But the ability is there. Actual technopaths would definitely be able to pick up on the fact that there's an AI chip in their brain, though attempts to interact or influence them are likely to be met with resistance and hostility.

Slightly Enhanced Durability: This is actually a fairly standard ability in their universe, as you have to be tough to survive the processes through which people gain superpowers. While they're as easy to injure as any regular human and entirely killable, they're far more likely to survive critical damage and have made a full recovery from all sorts of incredibly horrific injuries and experiments performed on them. They prefer to avoid hospitals at all costs and have performed minor surgery on themself numerous times in the past.

Fighting training: Though their primary purpose was always to infiltrate, Sidestep was trained pretty extensively in combat too (at least, back when the farm was using them for missions) and they kept it up after their escape, learning and adopting new strategies and techniques so as to make sure their style can't be immediately recognized as that of a Re-Gene trained at the farm.

Once they became affiliated with the Rangers, they continued their learning via practice spars with Charge and the other heroes. Fighting a wide variety of villains helped a lot too. Of course, all that was years ago, but they haven't forgotten, and with their new career as a supervillain they're back to working on themself regularly again. They've even been training their secondary "puppet" body in Aikido.

Tactics: Oh boy is Sidestep a canny, competent motherfucker. Back in their hero days they had almost nothing going for them other than a bit of training and some low level telepathic ability that could at times be a burden as much as a benefit--not much of note in a world full of superpowered cyborgs and people who can fly--and turned it into a method of defense that enabled them to go toe to toe with some of the most powerful capes in the setting. Being fragile doesn't matter if your opponent can't land any hits on you. They even managed to hide that they had telepathy despite relying on it; the most common speculation on the nature of their abilities was that they actually had some form of mild precognition or were capable of sensing danger.

One of their favorite things to do is to out think their opponents, and they're very good at coming up with on the spot plans, as shown when they do things like use their telepathy to make someone misjudge distance and take a nasty fall, or figure out the best way to rescue a group of people trapped in a burning building. They escaped from their creators not once but twice, bypassing guards, dogs, drones, and all sorts of other dangers while unarmed and weak from torture and abuse the second time around. They're absolutely brilliantly creative, able to to turn even the most seemingly insignificant resource or advantage into a dangerous weapon, and it'd be wise not to underestimate them.

First Aid: They had to avoid anyone seeing their skin while living the injury filled life of a hero, and this necessitated learning to treat their own injuries, up to and including performing minor surgery on themself.

Gifted with technology: Though their education as a whole is somewhat piecemeal due to being an android used for infiltration and spying, Chris has always had a bit of a fascination with tech and they've been keeping up with various science and technology journals and publications in their world. They've helped repair their friend's cybernetic implants in the past, and are an expert at maintaining their equipment. There's even an option for them to run a repair shop as front/disguise for their villain lair.

Languages: Sidestep knows several, including English, Spanish, French, German, Mandarin, Cantonese, Arabic, Farsi, Russian, and a code language unique to their canon.

Inventory:

Their clothes (black turtleneck, black and cyan hoodie, black tactical vest, cargo pants, black combat boots, black fingerless gloves, socks and underwear)
An early 00s style flip phone.
3 cyanide capsules hidden in various pockets and the seams of their clothing (in case the Special Directive caught them again)
Bottle of standard over the counter pain pills.
$50 in USD
A pair of sunglasses


ARMADA SELECTION

Corsair for sure. Sidestep is a villain even if they're not always 100% happy with their job. Their belief in things like laws and justice has been shattered and they would absolutely chafe at being a part of a peacekeeping military type organization, even one as loosely affiliated as the Paladins.

They're chaos, not order aligned.


SAMPLE

Test Drive Sample: Here and here
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Just a place to put any PSLs.
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