A powerful mutant with potent terrakinetic abilities, Danielle has been a dangerous delinquent since birth. What first was petty vandalism soon turned dangerous as the young girl's powers outgrew her, turning her into a walking epicenter. With her parents, and her communities lives threatened, the government stepped in and whisked Danielle off to a special institution called G.I.F.T. Focused on helping young mutants control their powers, GIFT did their best reigning the earth mutant in, helping her control her powers with training and medicine. Eventually, her training and therapy paid off and Danielle, now named Seismecca was volunteered for a new government super hero program for young meta humans. Paired up with three other teenage girls with elemental powers, they formed the Femenentals, where they spent the next couple years working under GIFTs guiding hand, facing threats with their own brand of elemental heroism.
Eventually Seismecca's delinquent streak caught back up with her, as her powers and abilities fed her ego. Refusing to take her limiting medication, her powers began tipping out of control as she grew more and more unhinged in the face of her teammates. She started reveling in the destruction and mayhem, often causing more property damage than what the bad guy was worth. Fearing for not only their safety, but the safety of the city, Seismecca's teammates reported her erratic behavior to their superiors. This only exacerbated the situation, as Seis took their treachery personally, lashing out against her own teammates before fleeing the city from GIFT's soldiers sent to retrieve her.
After leaving Paragon City, the former heroine landed in the Rogue Isles. Ready to put her past behind her, break out her powers to their full extend, and make a name for herself, Seismecca trawled the island chain looking for work. Eventually, she ran across an underground lethal fighting ring called "The Zoo". Ran by a madman called Wild-Time the earth mutant entered herself as a combatant, reveling in the bloodshed. Crushing the competition under mud stained boots, Seismecca dominated the ring, tearing villains apart with her unrestrained powers and skills. Eventually, after watching his entire roster decimated under her heel, Wild-Time took an interest in the young mutant. Combing her as an up and coming super villainess, Wild-Time offered her a membership to an upstart group known as the United Underworld, and the rest is history.
A boisterous lady with a loud mouth and no off-switch, she will move the earth under your feet like nothing you know. While her fellow UU teammates make plans to gain money and tech, Seismecca's plans usually involve sinkholes and earthquakes, much to the dismay of her less crazy allies. Seismecca values personal freedom above all else. If she wants to rob a bank, she'll do it. Destroy a city block? Done. Do ALL the drugs? Line it up. Her powers, her rules.
At her core, Seismecca has the mutant ability of terrakinesis; the psychic ability to control geological minerals and rock. She has complete control over earth in any form, whether it be solid rock, mud, or sand. With the added ability of shifting the state of rock from one to another, for example, turning the rock floor of a cave into quicksand. She can also lift debris off the ground to use as transportation, or as a projectile, flinging large boulders at her enemies head's while laughing maniacally.
As an extension of her terrakinesis, she has enhanced durability and strength. Both stemming from control of the sediment that coats her skin and clothing. By controlling and lifting this debris on her body, she is capable of lifting twice the amount of a fit human being. She can also shift and collect the dirt on her body to form thick patches in places where blows are struck, reducing the force by a large amount allowing her to survive hits that would cripple normal human beings.
Also, while not a super power per say, Seismecca is adept and talented at hand-to-hand fighting, a relic of her time at The Zoo. She combines this knack for punching at weaving with her terrakinetic powers making her a formidable close-range opponent.
Her most obvious weakness is that she can't control what isn't there. Separating Seismecca from all forms of earth will completely de-power and weaken her to the point of a normal, but peak, human.