Mother May

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MOTHER MAY PL: 10 (150 pp)

ABILITIES: STR: 10 (0) DEX: 14 (+2) CON: 10 (0) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 6 (+8), Bluff 8 (+9), Concentration 14 (+15), Diplomacy 8 (+9), Disguise (+1), Drive 4 (+6), Escape Artist (+2), Gather Info 4 (+5), Handle Animal (+1), Intimidate (+1), Streetwise 8 (+9), Notice 8 (+9), Dance 12 (+13), Search (+1), Sense Motive 4 (+5), Stealth 4 (+6), Survival (+1)

FEATS: Attractive (1), Fascinate (2), Sneak Attack (), Accurate Attack, Defensive Attack, Elusive Target, Improved Disarm, Improved Block (), Power Attack, Takedown Attack (), Improved Trip, Takedown Attack (2), Evasion (), Distract (1), Acrobatic Bluff, Equipment (4), Defensive Roll (5), Taunt

POWERS: *Summon Minions (Fanatical, Heroic, Type +1, Horde, Action: 20 min.) [10], Progression: 4 (25 minions), , *Communication (Area, Limited: only to "children.") [10], Selective, , Subtle, , *Healing (Energizing, Total, Ranged, Area: Burst, Limited: Only to "children.") [6], Persistant, , Regrowth, , Boost: All traits [6]

COMBAT: Attack 6 [Unarmed +0 (Bruise)] Defense 16 (13 flat-footed) Init 2

SAVES: Toughness 5 (0 flat-footed) Fortitude 5 Reflex 6 Will 7

Abilities 10 + Skills 20 (80 ranks) + Feats 27 + Powers 69 + Combat 24 + Saves 0 – Drawbacks 0 = 150 / 150

Powers: (Gleefully stolen from the DC 52 series) A kind of disturbing power, Mother May can give birth to a litter of superhumans periodically. Concieving them requires the usual impetus. They gestate with amazing speed, and then live for a day or so. They're all mentally linked with Mother May and each other. They're super-strong and fast, but not vastly beyond human limits. (Basically, a rather squicky Summon Minions. Amanda would lose control of them if she dropped Mother May's power to use another one.)


BASIC MAY BABY PL: 10 (150 pp)

ABILITIES: STR: 30 (+10) DEX: 20 (+5) CON: 20 (+5) INT: 10 (0) WIS: 10 (0) CHA: 10 (0)

SKILLS: Climb (+10), Drive (+5), Escape Artist (+5), Intimidate 4 (+4), Sense Motive 4 (+4), Stealth (+5), Swim (+10)

FEATS: All-out Attack, Defensive Attack, Power Attack, Rage (4), Teamwork (3)

POWERS: *Protection (Impervious) [5], Impervious Toughness [5], *Strike [10], Mighty,

COMBAT: Attack 8 [Unarmed +10 (Bruise)] Defense 18 (14 flat-footed) Init 5

SAVES: Toughness 10 (10 flat-footed) Fortitude 10 Reflex 10 Will 5

Abilities 40 + Skills 2 (8 ranks) + Feats 10 + Powers 31 + Combat 32 + Saves 15 – Drawbacks 0 = 130 / 150 (This leaves 20 points to customize each generation based on who the father was) That leaves 10 points for some minor power to personalize them or turning Strike to Blast or whatever. Personality: May has lived most of her life in the gangs, but realized there had to be something better. She can be ruthlessly violent, but only when she feels threatened.

History: May grew up in the system, first as a welfare brat to a drug-addicted mother, then as a foster kid. The gang was the only family she ever had, but she was starting to develop another one, or at least to believe she could be better than some guy's ho.