Grouse

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“I prefer to think of myself as a trouble-solver, but that’s not everyone’s perspective, I’m sure.”

Chanti Park is a superhero in Bluff City under the name Grouse. Chanti is 18 or 19 and a newly graduated senior during the events of When Justice Is Done.

Appearance

Chanti’s is described as looking like Black-Korean rapper Yoon Mi-rae. She has slightly looser curly hair, and a lean and toned body. He dress sense is "very fashionable", and her civilian clothing includes lots of chokers and velvet.

Her superhero costume is based off of the greater sage-grouse bird, and is colorfully black, brown, and white with lots of texture and stripes and a big fluffy white collar piece around her neck and shoulders, and her hair in two tight braids in tall ponytail. She wears a mask with yellow eyes. She changes into her superhero costume by running through a cloud of birds who dress her.

When in Blough City during "Extracurricular: Out Of Time", she is having fun being “away from the pressures of home” and has really leaned into the fashions of the time, wearing marabou-trimmed jackets over the top of her dress. Her clothing is styled after Anna Mae Wong and Josephine Baker (extremely fashion forward, lots of feathers, lots of headpieces), with her hair is slicked down in a Josephine Baker style or a teased out style. The hair products in Blough City at this time are not as advanced, and Chanti prefers silk presses or braids rather than using relaxers.

When attending Gale Green's party during this arc, Chanti wears a gold fringe dress with sequin laurel leaf motif and a fascinator with a small live gold bird on it. After being touched by the Gloam, her outfit changed, appearing to have an oil-slick, iridescent quality to it.

Personality

She is "not much of a party person" due both to her more reserved nature and the expectations of the parental figures in her life.

After returning to Bluff City via the Tunnel Project, the Gloam caused her to bring some of Blough City back with her and made her feel as though the city were more "grey" than when she left it.

History and Involvement

Chanti first met Waxwing when Waxwing went to handle a dangerous situation involving Rupert, the awful bird, and found a teenage Chanti handling the situation with her bird powers. Waxwing offered to train her and Chanti accepted because she didn’t know what else to do with her developing powers.

Prior to teaming up with the Paternoster and Mr Good, she and The Champ had teamed up a couple of times. This has mostly been by virtue of being in the same place at the same time rather than planned team-ups.

She is currently trying to choose her major. Her mother wants her to go into orthology/biology, but Chanti feels like it’s too on the nose or that it’s too hard since she can talk to the birds she would be studying, and is thinking about going into nursing. When we see her in "Extracurricular: Out Of Time" she is in her first year of undergrad, although her major is still undecided.

Relationships

The Champ

Elena Flores, a.k.a. The Champ, is Chanti's teammate. Chanti's bond with The Champ in Masks is "[me] and The Champ teamed up a few times before the rest of [us] came together."

Mr Good

Frankin Bano, a.k.a. Mr Good, is Chanti's teammate. Chanti has Influence over him.

Parents

Her mother is Black and her father is Korean. Her mother knows about her powers, but her father does not (he's a "little uptight").

Paternoster

Hilda Quick, a.k.a. Paternoster, is Chanti's teammate. Chanti's bond with her is "my mentor is cautious and asked me to keep an eye on Paternoster," though Chanti doesn't feel suspicious of her. Chanti has Influence over her.

Rupert

She appears to be the only person that Rupert has positive feelings towards.

Abilities

As the mentee of Waxwing, Chanti has access to information on supervillains and other superheroes of Bluff City, as well as a range of gadgets. Chanti‘s superpowers include stealth, bird telepathy, and bird telekinesis.

Moves (Masks)

  • Been Reading the Files (Superior): You’ve earned about the superhuman world through your mentor’s resources. When you first encounter an important superpowered phenomenon (your call), roll +superior. On a hit, tell the team one important detail you’ve learned from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question; they will answer honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.
  • Venting Frustration (Savior): When you directly engage while your are Angry, you can roll + the Label your mentor denies and clear Angry.
  • Be Mindful of Your Surroundings: When you assess the situation before entering into a fight, you may ask one additional question, even on a miss.

Moves (Capers)

Anchors

  • Identity: The Stickler: You try to be perfect in everything you do. Gain Moxie when you make your way through a significant encounter and you do everything right.
  • Virtue: Reliable: You’re always there when the chips are down.
  • Vice: Arrogant: You simply do not back down when you think you’re right.

Skills

  • Diplomacy involves the ability to speak eloquently, rally others, and convey thoughts clearly, all while being honest and forthright.
  • Humanities covers the human sciences of art, literature, geography, linguistics, politics, philosophy, and religion.
  • Insight involves perceiving others’ intentions as well as their strengths and weaknesses.
  • Stealth covers the ability to remain unseen and unheard.
  • Sciences covers the hard sciences of mathematics, physics, chemistry, biology, and the like.

Touched/Call Upon The Gloam

You summon the power of The Gloam to aid you in your endeavor. Free action, Instantaneous. You gain one additional card flip during a trait check or power check. You must use the result of this additional flip. Once you use this power you cannot spend moxie to aid your check in any way this turn. If you succeed at this check you succeed as per the normal rules but you also remove that card from your deck permanently. If you fail this check, you do not lose a card from your deck. You can Call Upon The Gloam a number of times per game session equal to your shade track rank.

Minor Powers

  • (Bird) Telepathy: You can read thoughts and project your own thoughts to others (birds). At rank 1, you can hear the target’s thoughts for 1 round. The target knows someone is listening to their thoughts but doesn’t know who. At rank 2, you can project your thoughts into a target’s mind. The target hears you, but is not compelled to do anything.
    • Emergency Boost: Instead of standard effect, you mentally contact one willing target within one mile instead of the normal range. You project one short sentence (ten words or less) to this target. They can respond with an immediate one-word reply.
    • Group Boost: You share thoughts with up to six willing targets within range.
    • Range Boost: The range of this Power increases to 100’ until the beginning of your next turn.
  • Puppeteer: You control small objects from a distance. You move the unattended object up to 30’ cause it to “activate/deactivate”, or otherwise influence it in subtle ways.
    • Damage Boost: Instead of standard effect, the object launches and deals Color Hits damage to a target within 30’ of it. If the object is sharp or otherwise dangerous, it deals Suit Hits damage.
    • Range Boost: The range of this Power increases to 100’ until the beginning of your next turn. / Steal: You can target objects held by another character. Getting the object out of their hands requires a Power Check vs. the target’s.
    • Twin Boost: Apply standard effect to two items of the same weight/size if they weigh 30 lb. or less.
    • Weight Boost: The object can weigh up to 60 lbs.

Possessions

  • Casual dress
  • Fancy dress
  • Hat, purse
  • Women's shoes (pumps)
  • Watch
  • Necklace and bracelet set
  • Bramley corcel
  • Stockings
  • Makeup set (lipstick, cake mascara, rouge, face powder)
  • Pet leash
  • Cigarette holder

Gallery