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==MK-∞β (“Em-Kay”), Cosmic Janitor== {| style="border: solid 1px; width: 720px;" |- | {|class="wikitable"; |- | {| |-valign="top"; style="margin-left; auto; margin-right: 0px;" | | |''“Maintenance protocol engaged. Please stand back or hold still depending on the severity of your situation.” '' |} |} {| border="1"; style="width: 720px"; |-valign="top" | {|class="wikitable"; |- |+Background |- |Character Name:|| MK-∞β (“Em-Kay”) |- |Role: || Cosmic Janitor / Divine Maintenance Bot |- |Rank: || Seasoned |- |XP Total: || 4 |- |Description: || A stocky, metallic construct built for the upkeep of time, space, and supporting structures—both physical and metaphorical. Equal parts divine relic and annoyed handyman. |} | {| class="wikitable"; style="text-align:center"| |- |+Attributes |- |Agility || d4-1 |- |Smarts || d8 |- |Spirit || d8 |- |Strength || d6 |- |Vigor || d10 |} | {| class="wikitable"; style="text-align:center;"| |- |+Secondary Statistics |- |Pace || 4 (d4) |- |Parry || 9 |- |Toughness || 10 (4) |- |Bennies || 3/3 |} |} {| border="1"; style="width: 720px"; | {| class="wikitable"; style="width: 700px"; |-valign="top" | |+Offense |- |'''Attack''' || '''Damage''' || '''Notes''' |- |Unarmed || 3d6 || "Melee" Range of 48" via Portal |- |URT || 5d6 || AP 1, Heavy Weapon, "Melee" Range of 48" via Portal |- |} |} {| border="1"; style="width: 720px"; |-valign="top" | {|class="wikitable"; style="width: 240px"; |- |+Edges |- |Arcane Background: Super Powers |- |Dirty Fighter || +2 to Fighting Tricks |- |Elan || +2 to benny spend trait rerolls |- |Improved Frenzy || Two additional dice on one Fighting attack. |- |Iron Jaw || +2 to Soak rolls and to avoid knockout blows |- |Missile Deflection || Physical ranged attacks use Parry as base TN. |- |Nerves of Steel || Ignore 1 point of wound penalties |- |Sweep || Make one attack roll and strike all targets in melee range. |- |Unstoppable || Maximum 1 wound from any single hit. |- |colspan="5"| Note: Improved Frenzy & Sweep are Switchable aspects of the same power. |} | {| class="wikitable";style="width: 240px"| |- |+Ancestry: Compact Golem |- |Construct || +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill (and ignore the “Golden Hour”) |- |No Vital Organs || Immune to Called Shots |- |Reduced Core Skills || Stealth, Persuasion, Common Knowledge do not start trained. |- |Shortstack || Size -2 |- |Attribute Penalty || Agility -1 |- |Reduced Pace || Pace -1 |- |Attribute Increase || Current and Max Strength increases one die type. |- |Armor || Armor +2 |- |Sleep reduction || Compact Golems do not sleep. |- |One Eye || -2 to trait rolls at greater than 5" |- |Clumsy || -2 to Stealth and Athletics rolls |- |} {| class="wikitable";style="width: 240px"| |- |+Hindrances |- |Obese || Minor || -1 Pace, -1 run die type, +1 size |- |Quirk || Minor || Values works of art and living things equally |- |Quirk || Minor || Extremely impatient with those stuck in a standard timestream |- |Distinctive Appearance || Minor || Hefty dwarf made of metal and impatience |- |Secret || Minor || Father Time is MIA. |- |Dependent || Minor || Supremeopolis is ''always'' in danger |- |} |} {| border="1"; style="width: 720px"; | {| class="wikitable"; style="width: 700px"; |-valign="top" | |+Skills |- |'''Skill''' || '''Attribute''' || '''Rank''' || '''Modifiers''' |- |Academics || Smarts || - || |- |Athletics || Agility || d4-2 || |- |Battle || Smarts || - || |- |Boating || Agility || - || |- |Common Knowledge || Smarts || - || |- |Driving || Agility || - || |- |Electronics || Smarts || - || |- |Fighting || Agility || d12+2 || |- |Focus || Spirit || - || |- |Gambling || Smarts || - || |- |Hacking || Smarts || - || |- |Healing || Smarts || - || |- |Intimidation || Spirit || - || |- |Notice || Smarts || d8 || |- |Occult || Smarts || d8 || |- |Performance || Spirit || - || |- |Persuasion || Spirit || - || |- |Piloting || Agility || - || |- |Repair || Smarts || 12+1 || |- |Research || Smarts || - || |- |Riding || Agility || - || |- |Science || Smarts || - || |- |Shooting || Agility || - || |- |Stealth || Agility || - || |- |Survival || Smarts || - || |- |Taunt || Smarts || - || |- |Thievery || Agility || - || |} |} {| border="1"; style="width: 720px"; |- | {| class="wikitable"; style="width: 710px"; |+Powers |- |'''Additional Actions'''|| Point Cost: 12 || Modifiers: Fast Action || Notes |- |colspan="5"| Personal Time Bubble |- |'''Teleport'''|| Point Cost: 8 || Modifiers: 48" Range; Rapid Teleport; Portal; Switchable: Traverse using Repair || Notes |- |colspan="5"| Coordinate Correction |- |'''Gifted'''|| Point Cost: 3 || Fast Learner || Notes |- |colspan="5"| Eidetic Memory |- |'''Energy Control (Time)'''|| Point Cost: 3 || Modifiers: No Range or Damage; Selective || Notes |- |colspan="5"| Localized Temporal Distortion |- |'''Ageless'''|| Point Cost: 1 || - || Notes |- |colspan="5"| Being outside of time. |- |'''Scan (Critical Damage)'''|| Point Cost: 1 || Modifiers: Cannot be activated manually || Notes |- |colspan="5"| Auto-triggers after each repair, shows nearby critical failures (1-mile radius for quick repair, 10-mile radius for long repair). |- |'''Super Attribute (Vigor)'''|| Point Cost: 2 || - || Notes |- |colspan="5"| Hearty Construction |- |'''Wall Walker'''|| Point Cost: 1 || - || Notes |- |colspan="5"| Reorient: By dictating a new "down", MK can walk on walls and ceilings as if they were the ground. |- |'''Healing''' || Point Cost: 1 || Modifiers: Requires Touch, Requires Device (URT), Uses Repair, Limited: Requires Focus (MK is Vulnerable and cannot attack in the same round) || Notes |- |colspan="5"| Restore to Factory Condiion: using his Universal Repair Tool, MK can repair anything short of emotional trauma! |- |'''Super Skill (Repair) x3'''|| Point Cost: 1 || Modifiers: Requires Device (URT) || Notes |- |colspan="5"| The URT can transform into any kind of tool imaginable! |- |'''Super Skill (Fighting) x3'''|| Point Cost: 3 || - || Notes |- |colspan="5"| Fighting is easier when everyone else moves so slow! |- |'''Super Edge (Frenzy & Improved Frenzy)'''|| Point Cost: 1 || Modifiers: Requires Device (URT); Limited: Frenzy attacks cannot be split up against different targets. Switchable: Sweep || Notes |- |colspan="5"| The URT breaks the laws of physics. Each swing leaves an afterimage that hits just as hard! |- |'''Melee Attack'''|| Point Cost: 5 || Modifiers: Special Weapon w/ HW || Notes |- |colspan="5"| Structural Overreinforcement: MK hits hard. The URT hits even harder! |- |'''Armor'''|| Point Cost: 1 || - || Notes |- |colspan="5"| Heavy Armor Plating |- |'''Telekinesis'''|| Point Cost: 1 || Limitation: Usable on the URT ''only''. Uses Repair. Still "connected" to URT unless out of 12" range. || Notes |- |colspan="5"| Even across the room, the URT answers his call—bound not by grip, but by divine maintenance protocol. |- |- |} |} |}
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