MMMC: Felicity: Difference between revisions
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==Advances== | ==Advances== | ||
# | #Martial Artist | ||
# | #Brawler | ||
==Backstory== | ==Backstory== | ||
[[Mighty_Mutants_of_Mirage_City | < < < Back To Main Page]] | [[Mighty_Mutants_of_Mirage_City | < < < Back To Main Page]] | ||
Revision as of 16:18, 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 768 MPH || Parry
|| Toughness
Core Skills
Athletics
|| Common Knowledge
|| Notice
|| Persuasion
|| Stealth
Other Skills
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: The character has claws that add +d4 damage to her melee attacks and +2 to Athletics (climbing) rolls.
- 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
- Killer Instinct (Super Power) - The hero gets a free reroll in any opposed Test he initiates.
- Martial Artist - Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).
- Brawler - Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.
Super Powers
Trappings: Cheetah!
- Additional Actions | Points: 6 | Trappings: Speedster | -4 MAP when using Three actions | -2 MAP & +1 to each if using Two actions | +2 to One Action
- Melee Attack | Points: 2 | Str + d6
- Mind Shield | Points: 1
- Regeneration | Points: 2+1=3 | Makes an Athletics roll ever 24 hours. Success heals 1 wound, and a raise heals two.
- Speed | Points: 14+2+1-2=15 | Trappings: Speedster | Sonic Speed (768 MPH) | Attack Penalty: -4
- Pummel - The super can pummel a foe with a multitude of quick strikes, adding +4 to one Fighting attack per turn.
- Surface Tension - the character can run across water or even up and down the sides of buildings. The speedster can't stop moving or he'll sink or fall.
- Ungainly - reduce attack penalty by 2 (-6 reduced to -4).
- Super Edge (Killer Instinct) | Points: 2
- Toughness | Points: ? | Level: ?
Equipment/Gear
Weapons
- Claws: Str+d6+d4
Gear
Advances
- Martial Artist
- Brawler