Miss Impossible: Difference between revisions
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Created page with "frame ''female human superheroine'' '''Attributes''' *Agility: d10 *Smarts: d6 *Spirit: d8 *Strength: d6 *Vigor: d6 '''Derived Attributes''' *Ra..." |
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*Taunt: d4 | *Taunt: d4 | ||
{| class="wikitable" | |||
|+ Powers | |||
|- | |||
! Power !! Cost !! Notes | |||
|- | |||
|Dodge || 4 || Ranged attacks have -4 to hit | |||
|- | |||
|Fearless || 2 || Immune to fear | |||
|- | |||
|Force Field || 3 (requires activation) || Reduces all incoming damage by 4. Focus roll to activate. | |||
|- | |||
|Jinx || 4 || Enemies who fail an action that affects Mary become Vulnerable; on a crit fail they are also Shaken. | |||
|- | |||
|Malfunction || 3 || Range 12”. Cause a device to stop working with a Focus roll. On a raise, anyone using it is Distracted. | |||
|- | |||
|Melee Attack || 5 (Heavy Weapon) || Punches and kicks deal Str + 2d6 damage. | |||
|- | |||
|Parry || 4 || +4 to Parry. | |||
|- | |||
|Super Edge || 4 || Luck, Great Luck | |||
|- | |||
|Super Skill || 6 || +2 ranks each to Athletics, Fighting, Focus | |||
|- | |||
|Teleport || 2 || Teleport up to 12” with a Focus roll. Can bring allies; each ally imposes -1 to Focus roll. | |||
|- | |||
|Uncanny Reflexes || 3 || Ignores the usual −2 Agility penalty when making Evasion attempts; regular Evasion attempt against area attacks that don’t usually allow it (with the −2 penalty). The hero’s Athletics roll penalty to return grenades (or similar weapons) is also reduced by 2. | |||
|} |
Revision as of 20:38, 18 May 2022
![](/images/0/02/MissImpossible.png)
female human superheroine
Attributes
- Agility: d10
- Smarts: d6
- Spirit: d8
- Strength: d6
- Vigor: d6
Derived Attributes
- Rank: Novice
- Bennies: 5/5
- Parry: 11
- Toughness: 5
- Pace: 6"
Attacks
- Melee: Punch/kick d10, damage 3d6 [heavy weapon]
Hindrances
- Heroic (major)
- Mild-Mannered (minor)
- Quirk: Optimistic (minor)
Edges
- Super Powers (free)
- Elan (human bonus)
- Luck (super edge)
- Great Luck (super edge)
Skills
- Academics: d6
- Athletics: d10 [super skill]
- C. Knowledge: d4
- Fighting: d10 [super skill]
- Focus: d10 [super skill]
- Notice: d6
- Persuasion: d6
- Research: d4
- Science: d6
- Stealth: d4
- Taunt: d4
Power | Cost | Notes |
---|---|---|
Dodge | 4 | Ranged attacks have -4 to hit |
Fearless | 2 | Immune to fear |
Force Field | 3 (requires activation) | Reduces all incoming damage by 4. Focus roll to activate. |
Jinx | 4 | Enemies who fail an action that affects Mary become Vulnerable; on a crit fail they are also Shaken. |
Malfunction | 3 | Range 12”. Cause a device to stop working with a Focus roll. On a raise, anyone using it is Distracted. |
Melee Attack | 5 (Heavy Weapon) | Punches and kicks deal Str + 2d6 damage. |
Parry | 4 | +4 to Parry. |
Super Edge | 4 | Luck, Great Luck |
Super Skill | 6 | +2 ranks each to Athletics, Fighting, Focus |
Teleport | 2 | Teleport up to 12” with a Focus roll. Can bring allies; each ally imposes -1 to Focus roll. |
Uncanny Reflexes | 3 | Ignores the usual −2 Agility penalty when making Evasion attempts; regular Evasion attempt against area attacks that don’t usually allow it (with the −2 penalty). The hero’s Athletics roll penalty to return grenades (or similar weapons) is also reduced by 2. |