MMMC: Kitsune: Difference between revisions
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==Super Powers== | ==Super Powers== | ||
'''Trappings:''' '' | '''Trappings:''' ''Cyber-Kit!'' | ||
---- | ---- | ||
Revision as of 00:07, 2 September 2024
TBD
- The world is my playground.
- The technology embedded in my body stunts my magic, but makes me better in other ways.
Ancestry | Mutant Animal | Novice/2 Adv
Pos Traits: Enhanced Attribute ();
Neg Traits: Awkward Shape; Outsider (Major);
Attributes
Agility
|| Smarts
|| Spirit
|| Strength
|| Vigor
Derived Stats
Pace
|| Run
|| Parry
|| Toughness
(
)
Core Skills
Athletics
|| Common Knowledge
|| Notice
|| Persuasion
|| Stealth
Other Skills
Hindrances
- 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 coming into her powers. She subtracts –1/–2 from all Trait rolls in their presence.
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.
- Alertness: +2 to Notice rolls.
- 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.
- 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
- ????
Super Powers
Trappings: Cyber-Kit!
- Boost Trait | PP (1) | Range (Touch) | Duration (5 minutes)
- Additional Trappings: None
- Limitations:Boost only, Range: Touch
- Description: Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
- Protection | PP (1) +1 to arcane skill roll| Range (Touch) | Duration (5 Minutes)
- Additional Trappings: The item infused glows with multicolor runes.
- Limitations:Range: Touch
- 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).
- 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
Weapons
- Unarmed: Str damage