MMMC: Felicity: Difference between revisions
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:'''Leaper''':The character can jump twice as far as listed under Movement, page 92. In addition, he adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically— GM’s call). | :'''Leaper''':The character can jump twice as far as listed under Movement, page 92. In addition, he adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically— GM’s call). | ||
:'''Sleep Increase (Minor)''': (Cat-Napper!) This species requires additional sleep, usually in the form of cat naps. | :'''Sleep Increase (Minor)''': (Cat-Napper!) This species requires additional sleep, usually in the form of cat naps. | ||
:''' | :'''Quirk (Minor)''': easily distracted by "prey". | ||
:'''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. | :'''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. | :'''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. | ||
Revision as of 14:26, 8 September 2024
Felicity Day
- I can make the world better, so I must.
- I see the world as black and white; nuance of good and evil eludes me.
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
Fighting
|| Focus
|| Shooting
|| Performance
Hindrances
- Heroic (Major): The character always helps those in need.
- Idealistic (Minor): The hero struggles with shades of gray.
- Quirk - ADHD (Minor): The hero oscillates between focusing on nothing and hyper focusing on one thing to the exclusion of all else.
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.
- Low-Light Vision: The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
- Claws:
- Leaper:The character can jump twice as far as listed under Movement, page 92. In addition, he adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically— GM’s call).
- Sleep Increase (Minor): (Cat-Napper!) This species requires additional sleep, usually in the form of cat naps.
- Quirk (Minor): easily distracted by "prey".
- 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
- Best of the Best - Speed
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.
Equipment/Gear
Weapons
- Unarmed: Str damage