MMMC: Felicity: Difference between revisions
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==Other Skills== | ==Other Skills== | ||
'''Fighting''' [[file: | '''Fighting''' [[file:d12a.png|20px]] | ||
==Hindrances== | ==Hindrances== | ||
Revision as of 16:11, 9 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.
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).
- Bite: The species has fangs that cause Strength+d4 damage.
- Claws: The character has claws that add +d4 damage to her melee attacks and +2 to Athletics (climbing) rolls.
- Skill Bonus (Natural Athlete):+1 to Athletics Rolls
- 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
- Super Powers
- The Best There Is (Speed) - May put up to 15 points into Speed.
- Killer Instinct (Super Power) - The hero gets a free reroll in any opposed Test he initiates.
- Feint - You may choose to make foe resist with Smarts instead of Agility during a Fighting Test.
- 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
- Armor | Points: 3-1-1=1| Trappings: Nanoweave Underarmor | 6 Armor
- Device | -1 Point
- Partial | -1 Points | -4 to bypass
- Melee Attack | Points: 2 | Trappings: Super Accelerated Strikes | Str + d6
- Mind Shield | Points: 1 | Trappings: Rapid Thought
- 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 Attribute (Agility) | Points: 2
- Super Edge (Killer Instinct) | Points: 2
Equipment/Gear
Weapons
- Claws: Str+d6+d6 (3d6)
Gear
Advances
- Feint
- Brawler
Backstory
Raised in relative isolation, she wasn't exposed to the full ugliness of humanity, and is thus unprepared for what she encounters when she gets to the big city. Unwilling to stand idly by while others suffer, she falls back on what her foster brother's comic books showed: Don a mask and make the bad guys regret their choices!