Priscilla Kitaen (Voodoo)

Played By: Dominique Simone
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Quote: "God, you still haven't worked it out, have you? You people come to the magic planet an' stay at the science-fiction hotels, an' you see nothing…"
Position: Stripper, Heroine, Agent
Affiliations:
Inspiration: DC/WildStorm
Rating: NC-17
Note: A hybrid of races and species — human (white, black, hispanic and asian), Kherubim and Daemonite — Pris is a mixed-up mishmash of so much that even she would find it difficult to explain herself to another, let alone anyone else's ideas. Born on the ''wrong side of the tracks'', orphaned, poorly educated, she made her way in the world with the only resource she had at hand: her own beauty, her own body. Discovered by both sides of an alien cold war that has quietly, secretly raged on Earth for thousands of years, she found a new life and a new purpose as a secret heroine, and found a family where she had none. Then she lost that family to their rejection, and struggled to maintain her purpose. Now she is a wandering headliner stripper and a secret alien hunter vigilante.

Public: Priscilla Kitaen is a former foster child in Louisiana, who became a headliner exotic dancer in relatively short order. She fell out of sight for a while, but came back to dancing a few years ago and has traveled around the country and europe. Her most common stage name is Voodoo.


Secret: Voodoo is a relatively little-known female metahuman vigilante spotted sporadically around the country and more rarely the world. She used to be part of a covert team of metahuman heroes fighting against dangerous alien threats, but the last few years she has operated independently, often alone, and against a wider array of threats, often those the bigger names don't catch wind of, against the disenfranchised.


The Sight
The prophesied power that drew the interest of both the Daemonites and the Kherubim and put Pris on the path her life has followed since is The Sight, which manifests as the ability to see and sense the truth behind shapeshifted, illusion-masked and possessed or controlled persons. Pris can see the face and form of a Daemonite within a possessed husk, but the same also proves true of one being controlled by a ghost, mind control, or magic. Bewildering to most, Pris is even able to see the truth through video images and photographs, which implies the ability transcends the merely psionic to enter the realm of the magical. There has never been any evidence that anyone or anything can hide from her ability in this arena.


Empathy
A natural and intuitive empath, Voodoo is constantly aware of the feelings of others around her, both good and bad. Without any act of volition on her part, Pris can pick up the emotions of others in a range of about one hundred feet. Exceptionally strong feelings may reach out to her from as far as two or three times that range. Pris' empathy makes her a natural 'people person' and a gifted performer; it also makes her a natural lie detector; only someone or something utterly and completely devoid of all feeling could escape her sense (non-AI robots, for instance; most AI robots have some degree of emotion tied to their self-awareness).


Telepathy
Pris was born with very advanced and powerful telepathic abilities, limited largely for most of her life by her lack of training or experience with them. Since becoming aware of her own nature and her powers, she has spent countless hours learning to understand and control those powers. Pris can read the surface thoughts of others quite naturally, and with but a thought can often probe deeper, seeking out connected thoughts and memories. She can network the minds of others together, creating a telepathic communications network, and sustain this for a group of ten or less.

Pris' telepathy finds no barrier in supposedly 'alien' minds, likely because of her own non-human heritage. Similarly, language is rarely a barrier for long, as her mind naturally seems to soak up a translation for another's thoughts as she explores them. Range seems to be her one significant limitation, as she finds it difficult to do much beyond basic communication and surface-thought scanning without at least line of sight contact with others, and she generally can only best accomplish truly advanced or involved telepathic effects with direct physical contact.


Mental Illusions
Pris' mutant telepathic talents include the ability to cause another's mind to perceive things that are not there, or to not perceive things their senses are actually picking up. In general, she can only do this to minds that are not telepathically shielded. She can at most manage this on three or four minds at once, and only if they are in close proximity and the change to their perceptions would be identical.


Mind Control
One of the most advanced and powerful psionic effects Pris has mastered is the ability to directly control or dominate the mind of another. She has proven able to control another's actions, even to manipulating their powers to her whim or desire, activating them, controlling them, or shutting them off as she sees fit. She has even proved capable of seizing hold so fiercely as to lock the subject in place, unable to move or respond in any way. Doing so for longer than a minute or so against a strong will is very tiring, and the longest she has managed to maintain this was about half an hour, after which point she collapsed exhausted. Directing another in complex actions requires a great deal of concentration, leaving her physically vulnerable, at best able to stumble along only dimly aware of her own surroundings.


Mental Shielding
Pris' mutant telepathic talents include the ability to shield her own mind, and sometimes the minds of others. Shielding her own mind is relatively easy and something she does automatically on a constant basis, blocking out unwanted thoughts and impressions, doing her best to keep her mind to only her own thoughts, and damp down the empathic influences of others around her. She is capable of ramping up those protections to even shutter out the attempted telepathic influence or attacks of others, and she is very good at this. Admittedly, when she works hard to shield out other telepaths she tends to use a lot of energy, meaning she tires quickly, and she makes one heck of a racket of telepathic static, such that even non-telepathic sensitives in the area can find themselves keenly aware of her and the annoying noise she's putting out.

In a crisis situation, Pris is capable of extending her telepathic shields around someone else, even potentially multiple people. She can only do so if she is in physical contact with them, and doing so is very intense and draining; it takes her entire concentration to maintain this, and she can only do so for at most a few minutes before her energy reserves and concentration are too depleted to continue. Even so, it can be incredibly useful and important.


Psionic Blast
Pris' mutant telepathic talents include the ability to focus her psionic energies into directed blasts against the minds of her targets. Most non-psionic targets experience this almost like acid poured over their brain, virtually crippling them with agony. Even psionically resistant targets have proven to be affected by this attack, though somewhat less so than non-resistant targets. The power level of her attacks is not as great as other master telepaths, but far more powerful than most with her much lesser level of experience. With great effort, Pris can project this force over a small area of effect at the same time, though the psionic blow would be less forceful as her full force is then spread out across that area and multiple minds.


Psionic Exorcism
Deriving directly from the Sight and her telepathic abilities, Pris has a powerful ability to exorcise controlling thoughts or entities possessing or controlling another. This can include a Daemonite possessing a host; a spirit or ghost possessing a living form; another telepath's mental domination in place with a subject's mind; and more. The most significant limitation to this ability is that at least one or the other - the 'host' or the possessor - must be willing to be freed. As such, if someone willingly accepted possession and had not been given cause to regret that decision, she would be unable to purge the possessor.

This power is very taxing and tiring, and made doubly so by Pris' empathy, which causes her to feel the pain and anger of those involved. She generally finds it easier to accomplish this when in physical contact with the subject, though that is not a requirement. Both subjects, and usually Pris herself, will be disoriented and staggered by the pain and exhaustion of the experience, leaving all three rather vulnerable.


Shapechanging
Pris' Daemonite heritage grants her a limited ability to change her own shape. Usually, this amounts to creating claws and fangs, or perhaps wings capable of gliding. In moments of greatest duress and rage, she has demonstrated the ability to transform completely to a form like a full-blooded Daemonite. The claws and fangs created have proven capable fo rending through most terrestrial metal alloys with reasonable ease.


Voodoo Magic
No great and experienced battle magi, Pris has still discovered - much to her surprise - that magic is real, and that she has something of a talent for it, owing to yet another mystery of her bloodline unknown to her: she has more than a touch of the homo magi. She has proven capable of drawing upon the power of the Loa, calling forth spirits, raising the dead, and has even become a conduit for the Ghede. Her knowledge and training is pretty well exclusively through the Vodoun tradition, as practiced within the African community of Louisiana.


Hybrid Physiology
Pris has a complex hybrid physiology, combining elements of Kherubim, Daemonite, and (mutant) human into a single, unique whole. From her Kherubim ancestry, she has inherited a body that maintains peak athleticism and capability with a minimum of effort, granting her strength, agility, health and stamina that approach the lowest end of superhuman levels, as well as exceptionally acute senses. From her Daemonite ancestry, she has inherited exceptional speed, agility and reflexes sufficient to catch most street vehicles, and even dodge thrown-slug projectiles. From both alien ancestries, Pris has inherited an exceptional resistance to most human pathogens, and has - at least potentially - inherited near-immortality against the ravages of age.


Regeneration
An added effect of Pris' Daemonite heritage is that she has gained the ability to regenerate from injuries rapidly, healing even normally mortal wounds in minutes. So long as a significant portion of her brain remains, she can potentially survive and regenerate completely with time and resources.


Chronokinesis
A dormant Daemonite power exhibited once under extreme stress, there has been no further evidence of Pris being able to manipulate time. However, the potential clearly lies somewhere within her muddled hybrid genetic soup, and it could come up again.

NB: This ability could be potentially unlocked and further defined at Staff discretion and with staff permission in the future. Until such time as that, this attribute is here largely because certain 'detections' might pick up that potential. No ability in this arena will be used without prior permission from Staff and a better definition of ability and detriment is applied and approved.


Electromagnetic Manipulation
A dormant Daemonite power exhibited once under extreme duress, there has been no further evidence of Pris being able to manipulate electromagnetic energy fields. However, the potential clearly lies somewhere within her muddled hybrid genetic soup, and it could come up again.

NB: This ability could be potentially unlocked and further defined at Staff discretion and with staff permission in the future. Until such time as that, this attribute is here largely because certain 'detections' might pick up that potential. No ability in this arena will be used without prior permission from Staff and a better definition of ability and detriment is applied and approved.


Name
Details



Title OOC Date Rating Who's Involved Summary
Meredith's Private Dancer 2017-11-25 PG-13 Meredith McCorr, Priscilla Kitaen (Voodoo) Meredith heads out to a strip club with some friends while she is in New York City, and encounters a very special dancer; they make quite the impression upon one another.
Khund Incoming 2017-12-02 PG-13 for comic book violence. Priscilla Kitaen (Voodoo), Koriand'r (Starfire) Priscilla is headed home for the night, when she comes upon a pair of powerful figures who literally fall out of the sky. One of them is Korianand'r, the other a Khund warrior.
What it Takes to Be a Hero 2017-12-07 - 2017-12-24 PG-13 for comic book violence and potent descriptions of injuries. Voodoo, Iron Patriot, Starfire A trio of young heroines come together by happenstance and fate to attempt to stop an alien-backed assault on a Halo Corporation facility.
A Daemonite Dig November 23, 2017 PG-13 for Violence Lexi Nemo, Voodoo Lexi Nemo, graduate student in charge of a minor Native American digsite, has an unusual visitor, who reveals that all among her co-workers and the dig itself is not as it seems…
Aftermath of Heroism 2017-12-21 through 2017-12-24 PG-13 for some grody descriptions of healing and oblique flashes of skin Priscilla Kitaen (Voodoo), Toni Ho (Iron Patriot) Following the events of What it Takes to be a Hero, Iron Patriot grabs the still-smoldering not quite corpse of Voodoo, tosses her in the back of her van, and flees the scene before the authorities can arrive to ask difficult questions. The two heroines discuss matters.
Monkey Madness Weapons Deal 2017-12-30 through 2018-01-01 PG-13 for violence Voodoo, Starfire Monsieur Mallah and The Brain have arranged a weapons deal for alien tech from off-world, but that gets interrupted as two heroines appear.
Her Arrival is DIRE! January 6, 2018 PG-13 for Violence and Language Priscilla Kitaen (Voodoo), Delta, Wally West (The Flash), Dire, Clint Barton (Hawkeye) Hawkeye, Voodoo, and the Flash respond to gangers who have stolen an alien weapons shipment being sent to a SHIELD storage facility…but the battle is interrupted by the unexpected interdimensional wormwhole arrival of Doctor Dire and Delta.


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