MMMC: Kitsune: Difference between revisions

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[[File:Kitsune.jpg|250px]]
[[File:Kitsune.jpg|250px]]
*The world is my playground.
*The world is my playground.
*The technology embedded in my body stunts my magic, but makes me better in other ways.
*The technology embedded in my body lets me emulate the mystical kitsune of legend.
 
==Ancestry | Mutant Animal | Novice/2 Adv==
'''Pos Traits:''' Enhanced Attribute (); ''
 
'''Neg Traits:''' Awkward Shape; Outsider (Major);


==Attributes==
==Attributes==
'''Agility''' [[file:d8a.png|20px]] || '''Smarts''' [[file:d6a.png|20px]] || '''Spirit''' [[file:d6a.png|20px]] ||  '''Strength''' [[file:d6a.png|20px]] || '''Vigor''' [[file:d6a.png|20px]]
'''Agility''' [[file:d6a.png|20px]] || '''Smarts''' [[file:d6a.png|20px]] || '''Spirit''' [[file:d6a.png|20px]] ||  '''Strength''' [[file:d12a.png|20px]] + [[file:d5b.png|20px]] || '''Vigor''' [[file:d8a.png|20px]]


==Derived Stats==
==Derived Stats==
Pace [[file:d6a.png|20px]] || Run [[file:d6a.png|20px]] || Parry [[file:d7b.png|20px]] || Toughness [[file:d4b.png|20px]] ([[file:d4b.png|20px]])
Pace [[file:d6a.png|20px]] || Run [[file:d6a.png|20px]] || Parry [[file:d7b.png|20px]] || Toughness [[file:d12a.png|20px]] ([[file:d6a.png|20px]])


==Core Skills==
==Core Skills==
'''Athletics''' [[file:d6a.png|20px]] || '''Common Knowledge''' [[file:d4a.png|20px]] || '''Notice''' [[file:d6a.png|20px]] || '''Persuasion''' [[file:d6a.png|20px]] || '''Stealth''' [[file:d6a.png|20px]]
'''Athletics''' [[file:d6a.png|20px]] || '''Common Knowledge''' [[file:d6a.png|20px]] || '''Notice''' [[file:d6a.png|20px]] || '''Persuasion''' [[file:d6a.png|20px]] || '''Stealth''' [[file:d6a.png|20px]]


==Other Skills==
==Other Skills==
'''Fighting''' [[file:d6a.png|20px]] || '''Focus''' [[file:d8a.png|20px]] || '''Shooting''' [[file:d6a.png|20px]]
'''Fighting''' [[file:d10a.png|20px]] || '''Focus''' [[file:d10a.png|20px]]


==Hindrances==  
==Hindrances==  
:'''Enemy''' (Minor): The character has a recurring nemesis.
:'''Enemy''' (Minor): The character has a recurring nemesis.
:'''Overconfident''' (Major): The hero believes she can do anything.
:'''Overconfident''' (Major): The hero believes she can do anything.
:'''Cynophobia''' (Minor): an irrational phobia of dogs that remains even after coming into her powers. She subtracts –1/–2 from all Trait rolls in their presence.
:'''Cynophobia''' (Minor): an irrational phobia of dogs that remains even after her extensive augmentation. She subtracts –1 from all Trait rolls in their presence.


==Ancestry==  
==Ancestry==  
:'''Enhanced Attribute (Agility)''': One attribute based on the animal’s strong point starts at d6 instead of d4 and can be raised to d12+1.
:'''Enhanced Attribute (Strength & Vigor)''': One attribute based on the animal’s strong point starts at d6 instead of d4 and can be raised to d12+1.
:'''Alertness''': +2 to Notice rolls.
:'''Armor''' - +6 armor
:'''Low-Light Vision''': The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
:'''Attractive''': +1 to Performance and Persuasion rolls.
:'''Ancestral Enemy (Minor)''': (Dogs!) This species dislikes another species relatively common to the setting. They suffer a –2 penalty to Persuasion rolls when dealing with their rivals and may become hostile with little provocation. This may only be taken once per ancestry.
:'''Ancestral Enemy (Minor)''': (Dogs!) This species dislikes another species relatively common to the setting. They suffer a –2 penalty to Persuasion rolls when dealing with their rivals and may become hostile with little provocation. This may only be taken once per ancestry.
:'''All Thumbs (Minor)''': –2 to use mechanical or electrical devices.
:'''All Thumbs (Minor)''': –2 to use mechanical or electrical devices.
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----
----
:'''Boost Trait''' | PP (1) | Range (Touch) | Duration (5 minutes)
:'''Additional Actions'''| Points: 3
::Additional Trappings: ''None''
:'''Construct''' | Points: 8-2=6 | Constructs add +2 when attempting to recover from being Shaken, ignore one point of Wound penalties, don’t breathe or eat and are immune to disease and poison, don’t Bleed Out, and Wounds are removed with Repair instead of Healing.
::Limitations:''Boost only, Range: Touch''
::''Dependency'' | The construct must recharge one hour each day at a suitable place: an electrical outlet for a robot.
::Description: ''Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.''
:'''Fearless''' | Points: 2
 
:'''Illusion''' | Points: 4+1=5
:'''Protection''' | PP (1) +1 to arcane skill roll| Range (Touch) | Duration (5 Minutes)
::''Film Quality'''
::Additional Trappings: ''The item infused glows with multicolor runes.''
:'''Malfunction''' | Points: 3
::Limitations:''Range: Touch''
:'''Melee Attack''' | Points: 2
::Description: ''Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead (and therefore immune to Armor Piercing modifiers).''
:'''Super Attribute''' | Points: 8 | Strength +4 steps
 
:'''Super Skill''' | Points: 1 | Fighting +1 step
:'''Repairing''' | PP (3) | Range (Touch) | Duration (Instant)
::Additional Trappings: ''The item or construct repaired briefly heats up to an uncomfortable degree before reforming into its proper shape.''
::Description: ''Repairing fixes damage to objects, including constructs and living constructs, that have taken damage but are not entirely broken or destroyed. For a Wild Card, each use of repairing removes a Wound with a success, two with a raise. The power may be cast additional times to remove additional Wounds. For Extras or objects, the Prophesier must first determine if the construct or object is already destroyed. If so, no repair may be attempted. Otherwise, a successful arcane skill roll repairs the construct or object. If the target is a living construct that was inert, a successful repairing revives them.''
:::GREATER REPAIRING (+10): Greater repairing can rebuild objects that are completely broken but only if all parts are still available. This spell may also be used to restore constructs (but not living constructs) that have perished.
 
:'''Smite''' | PP (1) | Range (Touch) | Duration (5 Minutes)
::Additional Trappings: ''The weapon infused glows with multicolor runes.''
::Limitations:''Range: Touch''
::Description: ''While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.''
 
:'''Speed''' | PP (1) +1 to arcane skill roll | Range (Touch) | Duration (5 Minutes)
::Additional Trappings: ''The item infused seems to vibrate with barely contained energy.''
::Limitations:''Speed only, Range: Touch''
::Description: ''Speed doubles the target’s movement (Pace and running). With a raise the character also ignores the −2 running penalty.''
:::''QUICKNESS (+2)'': character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each)''


==Equipment/Gear==
==Equipment/Gear==
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==Advances==
==Advances==
#
#Strength
#
#



Latest revision as of 03:46, 12 September 2024

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TBD[edit]

  • The world is my playground.
  • The technology embedded in my body lets me emulate the mystical kitsune of legend.

Attributes[edit]

Agility || Smarts || Spirit || Strength + || Vigor

Derived Stats[edit]

Pace || Run || Parry || Toughness ()

Core Skills[edit]

Athletics || Common Knowledge || Notice || Persuasion || Stealth

Other Skills[edit]

Fighting || Focus

Hindrances[edit]

Enemy (Minor): The character has a recurring nemesis.
Overconfident (Major): The hero believes she can do anything.
Cynophobia (Minor): an irrational phobia of dogs that remains even after her extensive augmentation. She subtracts –1 from all Trait rolls in their presence.

Ancestry[edit]

Enhanced Attribute (Strength & Vigor): One attribute based on the animal’s strong point starts at d6 instead of d4 and can be raised to d12+1.
Armor - +6 armor
Ancestral Enemy (Minor): (Dogs!) This species dislikes another species relatively common to the setting. They suffer a –2 penalty to Persuasion rolls when dealing with their rivals and may become hostile with little provocation. This may only be taken once per ancestry.
All Thumbs (Minor): –2 to use mechanical or electrical devices.
Awkward Shape (Minor): Mutant animals are humanoid, but they are not necessarily proportioned like humans. Mutant animals must disguise themselves while in public or risk panic (see the Mutants in Disguise rules below). Clothing must be specially made, as off-the-shelf clothing never fits right. Any gear that is worn costs twice as much as standard.
Outsider (Major): Mutant animals are not human and have no legal rights. Undisguised mutant animals take a -2 penalty on Persuasion rolls when interacting with most humans.

Edges[edit]

????

Super Powers[edit]

Trappings: Cyber-Kit!


Additional Actions| Points: 3
Construct | Points: 8-2=6 | Constructs add +2 when attempting to recover from being Shaken, ignore one point of Wound penalties, don’t breathe or eat and are immune to disease and poison, don’t Bleed Out, and Wounds are removed with Repair instead of Healing.
Dependency | The construct must recharge one hour each day at a suitable place: an electrical outlet for a robot.
Fearless | Points: 2
Illusion | Points: 4+1=5
Film Quality'
Malfunction | Points: 3
Melee Attack | Points: 2
Super Attribute | Points: 8 | Strength +4 steps
Super Skill | Points: 1 | Fighting +1 step

Equipment/Gear[edit]

Weapons[edit]

Unarmed: Str damage

Gear[edit]

Advances[edit]

  1. Strength

Backstory[edit]

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