Worlds in Peril the Leavening:Phenom

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Phenom is a character in Worlds in Peril the Leavening, played by Shadow Whispers.

Story Points[edit]

Codename: Phenom[edit]

Real Name: Melisande Byrd

Working Towards: Start Anew Origin: What I Carry

Nemesis: Doctor Genome and her Uplift Labs

Attributes and Bonds[edit]

Maneuver +1
Investigate +1
Protect -1
Influence +2
Smash 0
Bonds 7
City 1 (An urban legend just now emerging from the shadow)
Law Enforcement 0
White Veil 1
Caliber 1
Motor City Zoo 2 (A model low-level employee)
Laura, her RA 2 (Willing to look the other way about some of her rule-breaking)

Powers:[edit]

Simple:

  • Copy the basic abilities of an animal friend (strength/speed/senses/etc)
  • Speak with animals

Difficult:

  • Copy a friend's abilities that require anatomy humans lack entirely (fly like a bird/breathe underwater/survive like a cockroach/generate venom/etc)
  • Copy different abilities from different animals at the same time (ex: run like a cheetah and hit like a rhino)

Borderline:

  • Add the baseline abilities of two friends together (ex: be as strong as an ox AND a bear)

Possible:

  • Combine all the abilities of all her friends together into the powers of a beast of legend

Impossible: Copy the abilities of anything more human than a yeti

Origin : What I Carry[edit]

Book opened when Melisande came to realize what her ability was, and that other people would want it.

Wanted:

  • The thing I've got that everybody else wants is...the secret to unlocking the human potential to adapt.
  • To the best of my knowledge, the people that want it are... mad scientists, especially Uplift Labs and its CEO, who is secretly the super-genius Doctor Genome

Evade, Outwit, Outmaneuver:

Whenever you are hunted, or are cornered with no way out and are alone, describe how you evade capture. On 10+, you slip out of their clutches; say how. On a 7-9, you do it, but leave some sort of clue or connection behind that puts you or someone close to you in danger. Tell the EIC what you leave behind.

Don't Kid a Kidder: Whenever you think someone is trying to pull something over on you, say how you judge their honesty and roll+Influence. On a 10+, the EIC will tell you if you are right. If you are, you see through their deceptions; if you aren't, you're slick enough that there is no fallout. On 7-9, the EIC will tell you if you're right. However, if you're right, they know you know; if you are wrong, there is fallout, and the EIC will tell you what it is.

Drive : Start Anew[edit]

Book opened when Melisande returned home and decided to focus on her friends at the zoo.

Unopened Book Moves

Home Turf: When you face an opponent in an environment that no one knows better than you, roll+Investigate. On a 10+, both. On 7-9, choose 1:

  • Name one of your opponent's advantages that can't be used against you here, and say why.
  • You ignore penalties from Conditions you suffer here, until either of you leave.

Move available to open when: You defend a place worth fighting for and taste defeat.

One of Us: When you participate in the daily life of your people, helping out and giving back, roll+Influence. On a 10+, you glean insight into a problem you are having, or find a safe place to hide, plan, or recover (your choice). On a 7-9, however, also choose one:

  • They require a demonstration of your obedience to, and reverence for, the community's traditions.
  • You put them in danger, after you receive their help.

Move available to open when: The people accept you as one of their own, and you feel and think of the place as your true home.

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