Mighty Mutants of Mirage City: Difference between revisions
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|'''Character'''<br> ''species, role'' <br> player || '''Pace'''||'''Parry''' || '''Toughness''' || '''Edges and''' <br> '''Racial Advantages''' || '''Hindrances and''' <br> '''Racial Disadvantages''' || '''Attributes''' || '''Super Powers''' | |'''Character'''<br> ''species, role'' <br> player || '''Pace'''||'''Parry''' || '''Toughness''' || '''Edges and''' <br> '''Racial Advantages''' || '''Hindrances and''' <br> '''Racial Disadvantages''' || '''Attributes''' || '''Super Powers''' | ||
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|'''Bambi''' <br> ''deer psychic'' <br> Nex || || | |'''[https://wiki.rpg.net/index.php/MMoMC_Bambi Bambi]''' <br> ''deer psychic'' <br> Nex || 6 || 5 || 5 || Alertness || Outsider (major) <br> Awkward Shape <br> All Thumbs <br> Curious <br> Distinctive Feature (giant pink antlers when using powers) <br> Illiterate <br> Naive (-1 to Common Knowledge)|| Agility d10 <br> Smarts d8 <br> Spirit d10 <br> Strength d6 <br> Vigor d6 || Barrier [telekinetic force, 12" by 1", Tough 10] <br> Fear [LBT] <br> Force Field [5 points, telekinetic, MBT, requires activation] <br> Heightened Senses [low-light vision] <br> Super Attributes [+1 Agility, +1 Smarts, +1 Spirit] <br> Telekinesis [flight pace 6, Str d10] | ||
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|'''[https://docs.google.com/document/d/1Z5Cq3Ref5WdCBZpJVlfe3EFAvN9nU46TrpbSAfUYy64/edit Elizabeth "Bean" Williams]''' <br> ''red squirrel gadgeteer'' <br> Shadowsaint007 || 8 || 4 || 4 || Fleet-Footed <br> Bite (Str + d4) <br> Mr. Fixit || Outsider (major) <br> Awkward Shape <br> Frail <br> Heroic <br> Loyal <br> Quirk: Easily Distracted || Agility d6 <br> Smarts d10 <br> Spirit d6 <br> Strength d4 <br> Vigor d6 ||Blind (flash-bangs) [Device, MBT, Athletics] <br> Dodge 2 <br> Entangle (gunk bombs) [Device, MBT, Strong, Athletics] <br> Genius <br> Leaping [4" vertical, 8" horizontal <br> Ranged Attack (plasma pistol) [3d6, Device, Lethal] <br> Super Attribute [Smarts +1] <br> Super Science [Overload] <br> Super Skills [Common Knowledge +1, Electronics +1, Hacking +1, Research +1, Science +1, Thievery +1] <br> Wall-Walker | |'''[https://docs.google.com/document/d/1Z5Cq3Ref5WdCBZpJVlfe3EFAvN9nU46TrpbSAfUYy64/edit Elizabeth "Bean" Williams]''' <br> ''red squirrel gadgeteer'' <br> Shadowsaint007 || 8 || 4 || 4 || Fleet-Footed <br> Bite (Str + d4) <br> Mr. Fixit || Outsider (major) <br> Awkward Shape <br> Frail <br> Heroic <br> Loyal <br> Quirk: Easily Distracted || Agility d6 <br> Smarts d10 <br> Spirit d6 <br> Strength d4 <br> Vigor d6 ||Blind (flash-bangs) [Device, MBT, Athletics] <br> Dodge 2 <br> Entangle (gunk bombs) [Device, MBT, Strong, Athletics] <br> Genius <br> Leaping [4" vertical, 8" horizontal <br> Ranged Attack (plasma pistol) [3d6, Device, Lethal] <br> Super Attribute [Smarts +1] <br> Super Science [Overload] <br> Super Skills [Common Knowledge +1, Electronics +1, Hacking +1, Research +1, Science +1, Thievery +1] <br> Wall-Walker |
Revision as of 05:06, 30 June 2023
Mutant animals have always walked alongside us, caused by outrageous science, alien technology, forgotten magic or natural aberrations. In recent decades the number of mutants has increased exponentially. Human society fears and misunderstands these creatures, labeling them freaks or monsters, shunning or hunting them down.
But there are some who choose to be heroes.
This is their story.
Setting Rules
- Fanatics: Enemy thugs take the damage for their masters.
- Heroes Don't Kill: Wild Cards' melee attacks are nonlethal by default, with no penalty. Defeated enemies are assumed to be stunned, knocked out, or otherwise incapacitated, but not killed unless the Wild Card makes a specific point of going lethal. Ranged attacks use the normal rules, and certain weapons may always be lethal by virtue of their nature (such as a cursed magical sword).
- Heroic Resilience: Wild Cards get a free natural healing roll at the end of any scene in which they take one or more wounds. This roll cannot heal wounds that were not taken in that scene.
- High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.
- More Skill Points: Player characters in advanced or specialized settings start with 15 skill points
- No Finishing Moves: Incapacitated heroes are not subject to finishing movies (though attackers still get The Drop)
- Throwdown: Unarmed characters do not suffer from the usual Unarmed Defender rule.
- Unarmored Hero: Wild Cards without armor add +2 to their Soak rolls.
- Wound Cap: Wild Cards never suffer more than four wounds from a single hit.
Our Heroes
Character species, role player |
Pace | Parry | Toughness | Edges and Racial Advantages |
Hindrances and Racial Disadvantages |
Attributes | Super Powers |
Bambi deer psychic Nex |
6 | 5 | 5 | Alertness | Outsider (major) Awkward Shape All Thumbs Curious Distinctive Feature (giant pink antlers when using powers) Illiterate Naive (-1 to Common Knowledge) |
Agility d10 Smarts d8 Spirit d10 Strength d6 Vigor d6 |
Barrier [telekinetic force, 12" by 1", Tough 10] Fear [LBT] Force Field [5 points, telekinetic, MBT, requires activation] Heightened Senses [low-light vision] Super Attributes [+1 Agility, +1 Smarts, +1 Spirit] Telekinesis [flight pace 6, Str d10] |
Elizabeth "Bean" Williams red squirrel gadgeteer Shadowsaint007 |
8 | 4 | 4 | Fleet-Footed Bite (Str + d4) Mr. Fixit |
Outsider (major) Awkward Shape Frail Heroic Loyal Quirk: Easily Distracted |
Agility d6 Smarts d10 Spirit d6 Strength d4 Vigor d6 |
Blind (flash-bangs) [Device, MBT, Athletics] Dodge 2 Entangle (gunk bombs) [Device, MBT, Strong, Athletics] Genius Leaping [4" vertical, 8" horizontal Ranged Attack (plasma pistol) [3d6, Device, Lethal] Super Attribute [Smarts +1] Super Science [Overload] Super Skills [Common Knowledge +1, Electronics +1, Hacking +1, Research +1, Science +1, Thievery +1] Wall-Walker |
Kit fox ninja IMGoose |
8 | 8 | 4 | Low-light Vision Alertness Free Runner |
Outsider (major) Awkward Shape Cautious Small Suspicious (minor) Vow |
Agility d8 Smarts d8 Spirit d6 Strength d6 Vigor d6 |
Dodge 3 Melee Attack [Str + 3d6, Special Weapon, AP 2, Device] Obscure Pace +2 Ranged Attack (shuriken) [2d6 damage] Super Skills [Athletics +3, Fighting +3, Stealth +3] Swinging [move at pace 12 on some kind of line] Wall-Walker |
Rembrandt lion brawler Delazur |
6 | 6 | 6 | Berserk Brawler Common Bond Bite and Claws |
Outsider (major) Overconfident Awkward Shape Heroic Grim Quirk: Always goes for the biggest threat |
Agility d8 Smarts d4 Spirit d8 Strength d8 Vigor d8 |
Additional Actions [-4 to MAP] Awareness [reduce attack penalties caused by enemies by 2] Dodge 2 Fearless Hardy Heightened Senses [Hearing, Low-light Vision, Smell] Leaping [4" vertical, 8" horizontal] Melee Attack [bite and claws, Str + 2d6, +2 to Athletics (climbing), can bite while grappling] Super Edge [Berserk] Uncanny Reflexes |
Stick Skydancer langur acrobat brahnamin |
6 | 6 | 5 | Charismatic Wall-walker |
Outsider (major) Awkward Shape Can't Swim Curious Mild-Mannered |
Agility d8 Smarts d6 Spirit d10 Strength d6 Vigor d6 |
Leaping [32" vertical, 64" horizontal; Bounce, Frenzy From Above] Dodge 3 Extra Limb [prehensile tail] Fearless Heightened Senses [eagle eyes, low-light vision, hearing] Regeneration [free Focus roll 1/round to heal 1 wound, 2 w/raise] Scan [Biological] Speak Languages |
Vera Biryukova borzoi psychic investigator Elfwine |
8 | 6 | 5 | Smarts starts at d6 and caps out at d12+1 Environmental Resistance (Cold) Starts with Focus d4 and Notice d6. Alertness, Investigator |
Awkward Shape Outsider (Major) Heroic Loyal Secret (Minor) Suspicious (Minor) Ruthless (Minor) |
Agility d6 Smarts d8 Spirit d8 Strength d6 Vigor d6 |
Awareness II Fearless Heightened Senses II: Low Light Vision, Smell Illusion* + After Effects Mind Shield Mind Reading* + Memory Mastery +Strong Object Reading* + Requires Touch Pace Super Skill V (Fighting +1, Focus +2, Shooting +1, Stealth +1) * Psionic, when it matters. |
Allies and Contacts
General Simon Hogarth, US Army (retired)
- Patron of the Mighty Mutants.
Fox Clan
- Noble Japanese shinobi clan, rivals of the Serpent Clan
Frank Brickbiter
- Sewer-dwelling mutant rat, distrusts humans. Friend of Bean.
Ianka Nowak
- Elderly Polish restaurant-owner. Leaves food out for Kit
Joseph "King" Williams
- Auto mechanic, adoptive father of Bean.
Lacy Carmichael
- Nurse at Mirage City General Hospital. Friend of Stick.
Lionel
- Zookeeper at the Mirage City Zoological Gardens, big cat keeper
Rivals and Supervillains
Adrien Biggles
- Professional cat burglar
Detective Sergeant Frank Battle
- Cowboy cop who hates vigilantes and mutant animals
Dr. Scorpion
- Formerly human, now a spider/scorpion mutant chimera. Wants revenge on the FDMH escapees.
The Serpent Clan
- Unscrupulous Japanese shinobi clan, rivals of the Fox Clan
Mutants In Disguise
Mutant animals are not human and have no legal rights. Although the existence of mutant animals is common knowledge, they are rare enough that most people will never see one, and sightings of mutants occasionally make the news. A mutant animal wandering the streets openly will attract attention, much of it unfriendly; for this reason, most mutant animals are adept at disguises.
A disguise attempt requires some sort of clothing that covers most of the character, such as a long dress and wig or a trenchcoat and fedora. Disguising yourself takes about five minutes and requires a Smarts roll. You can attempt a rushed disguise check in one round, which imposes a -2 penalty on the Smarts roll. Other modifiers might apply if you have a good- or poor-quality disguise, or if you have plenty of time to check the details.
A disguise automatically stands up to casual inspection; you can walk down the street without any problems. When you are interacting with someone who has reason to be suspicious, to examine you closely, or who the GM otherwise thinks would have a chance to penetrate your disguise, the other character makes a Notice roll. If you failed your Smarts roll, the Notice roll is made at +2; if you succeeded with a raise on your Smarts roll, the Notice roll is at -2. Success on the Notice roll means that the character sees something that makes them suspicious, but they do not immediately recognize you as a mutant animal; success with a raise means they recognize your nature immediately.
Combat is hard on disguises. If a character engages in melee combat, their disguise is assumed to be ruined, and they must re-disguise themselves afterwards if they wish to remain incognito. Other strenuous activity may also ruin disguises, at the GM’s discretion. Characters who wish to remain disguised are advised to keep a backup disguise handy.