MMMC: Roxy: Difference between revisions

From RPGnet
Jump to navigation Jump to search
Line 18: Line 18:


==Other Skills==
==Other Skills==
'''Fighting''' [[file:d8a.png|20px]] || '''Hacking''' [[file:d8a.png|20px]] + [[file:d2b.png|20px]] || '''Research''' [[file:d8a.png|20px]] || '''Science''' [[file:d12a.png|20px]] + [[file:d2b.png|20px]]
'''Fighting''' [[file:d6a.png|20px]] || '''Hacking''' [[file:d8a.png|20px]] + [[file:d2b.png|20px]] || '''Research''' [[file:d8a.png|20px]] || '''Science''' [[file:d12a.png|20px]] + [[file:d2b.png|20px]]


==Hindrances==  
==Hindrances==  

Revision as of 20:11, 15 September 2024

< < < Back To Main Page

Roxy Ringstrike

  • I'm stuck in this parallel dimension and need to get home. But here I have powers. Here I can make a difference. So, do I really want to leave?

Attributes

Agility || Smarts || Spirit || Strength || Vigor

Derived Stats

Pace 6" Run || Parry || Toughness

Core Skills

Athletics || Common Knowledge || Notice + || Persuasion || Stealth

Other Skills

Fighting || Hacking + || Research || Science +

Hindrances

Heroic (Major): The character always helps those in need.
Enemy (Major): The character has a recurring nemesis.

Ancestry

Adaptable - Characters start with a free Novice Edge of their choice (and must meet all the Edge’s Requirements).
Enhanced Attribute (Smarts): One attribute based on the animal’s strong point starts at d6 instead of d4 and can be raised to d12+1.
Heightened Senses
Hearing: The character can hear a whisper up to a mile away if he knows to listen for it. It also gives him +2 to Notice rolls based on hearing.
Low-Light Vision: The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
Wall Walker: The species may walk on vertical surfaces normally, or inverted surfaces at half Pace.
Small (Minor): Size and Toughness are reduced by 1. Size cannot be reduced below –1.
Quirk (Minor): The character collects random objects.
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 (free)
Alertness (Ancestry) - +2 to Notice rolls.
Best there Is (Hindrance Points) - Teleport can use up to 15 points.
Scholar - +2 to Science

Super Powers

Additional Actions | Points: 3
-2 MAP or +1 to One Action.
Gifted | Points: 2+1=3
The character gets a free reroll on all Smarts and Smarts-based skills.
FAST LEARNER (+1): The hero ignores the –2 penalty when making Smarts-based default skill rolls.
Intangibility | Points: 5-1+1=5
Intangibility makes a character unable to affect or be affected by physical attacks. Energy Power Types affect intangible characters normally.
The power allows a super to walk through walls or other barriers.
Becoming intangible is an action. While intangible, any items the character carries also become intangible and don't function. Beings carried by the character are dropped.Becoming tangible is a free action.
Phasing: An intangible character can make an attack then become intangible again. Opponents who want to attack a "phaser" can go on Hold and successfully interrupt to attack, if they wish.
Wounding: An intangible hero can cause damage to an enemy by phasing into a foe's form (usually a hand to the chest). This is an opposed Focus roll versus the target's Athletics or Vigor (defender's choice). If the attacker wins, the victim takes a Wound (two with a raise).
If the attacker's Focus roll is a Critical Failure, he takes a Wound instead!
REQUIRES ACTIVATION (–1): The hero must make a Focus roll as an action to activate this ability. If he loses concentration, it Powers Down and must be reactivated.
ALTERNATE TRAIT (+1): Uses Science instead of Focus.
Interface | Points: 2
Your hero can interface with electronic gadgets, giving him much greater access to their inner workings than others. He gains +2 to Electronics and Hacking rolls.
Super Skill | Points: 2
Super skill buys or increases a skill (and its maximum) one die type per level.
+2 Science
Teleport | Points: 2+2+5+1+2+3=15
Teleport allows a character to disappear and instantly reappear up to 12” (24 yards) distant. This is an action, and may be combined with normalmovement in any way the teleporter desires.
Adjacent opponents don't get a free attack against the teleporting character as he exits, but those with First Strike do if the teleporter appears next to them.
The teleporter must be able to see his destination to teleport with no roll. If he’s teleporting to a place he’s previously seen, he may do so safely with a Focus roll. If he wishes to teleport to a previously unseen location, he rolls at −4. Failure means the character does not teleport and is Shaken, or Stunned with a Critical Failure.
The teleporter can never enter a solid space, even if he tries. The power instantly returns him to his starting location as above.
PORTAL (+2): The hero can open an entry and exit portal within her teleport Range, allowing anyone adjacent to the entry portal to act as if adjacent to the exit portal.
This allows them to make melee attacks, angle ranged attacks from different directions, pass items, etc. It does not grant a Gang Up bonus for melee attacks, however.
RANGE (+2): For +2 points, her range increases to 48”.
REDIRECT (+4): The hero must have the Portal modification to take this ability. If the hero is on Hold while being attacked, he may make an opposed Focus roll at –2 versus an opponent's Smarts. If successful, the enemy's attack is redirected through the portal at himself. If the Focus roll is successful, use the enemy's attack roll against his normal defenses.
TELEPORT OTHER (+5): The teleporter can teleport allies and enemies within his Range to anywhere else within his Range.
This is an action, and requires a Focus roll at –1 for each target he wishes to teleport. Hostile foes may make a Spirit roll (at –2 with a raise on the Focus roll) to resist. If the super teleports an enemy up into the air, he takes Falling damage as usual (see Savage Worlds).
TRAVERSE (+3): With a Focus roll at –2, she can teleport up to 1,000 miles. With a Focus roll at –4 she can teleport anywhere on the planet.
ALTERNATE TRAIT (+1): Uses Science instead of Focus.

Equipment/Gear

Weapons

Stun Baton | Str+d4 | 2 lb | $260 | Notes: Nonlethal, Stun.
After resolving damage, the target must make a Vigor check (at −2 with a raise on the attack) or be Stunned.

Gear

Goggles
Oversized Backpack
First Aid Kit
Canteen
Snacks
Oversized Sunglasses
Zip Ties
Pocket Knife

Armor

Advances

  1. Scholar
  2. Spirit

Backstory

Roxy Ringstrike, until recently an inhabitant of Earth 357 (a parallel universe where everyone is a human animal hybrid), was an intern for a prestigious project. She and her mentor were aiming to send a tiny particle across dimensions; they got more than they bargained for.

After the sound of space itself tearing apart, Roxy awoke in the middle of a busy department store (the same physical location her lab was housed in her native universe) to humans panicking and generally being a nuisance.

She quickly realized she was the only human animal hybrid, and wisely fled the scene.

Earth 357 is significantly more advanced than the world she finds herself on now; Roxy's whole generation has imbedded CPU, computer interface, and petabytes of storage, all housed in their craniums. That, and the fact that her atoms aren't quite lined up with those around her, lets her walk between them at will, or even teleport herself and others great distances instantaneously.

Now, she's trying to make the best of her situation, helping others wherever possible and looking for a way home.

How did you become a superhero/mutant?​
Unintentionally dimension hopping.
Who knows your secrets?​
Dr Cross and the members of MMMC.
Name an enemy or rival.​
Roxy has had many run ins with the Black Lotus Syndicate. She has stopped several of their high stakes deals from going through, and, unfortunately, was seen by a few scoundrels that got away while doing it.
A powerful criminal empire with deep roots in illegal arms trade, human trafficking, and black market cybernetics. Led by the enigmatic and ruthless "Empress Lotus," they specialize in high-tech weaponry and cybernetic enhancements for criminals. The syndicate has infiltrated major corporations, manipulating technology to their advantage. Their influence stretches from street gangs to high-level political figures.
Goals: Control of the city's underground economy and technological superiority.
Key Threat: Advanced weaponry and tech-savvy mercenaries.
Name a contact​
Dr. Elias Cross
Role: Scientist and Gadget Expert
Backstory: A brilliant but reclusive inventor who helps equip vigilantes with cutting-edge technology. Once a government scientist, Elias grew disillusioned with bureaucracy and now operates out of a hidden lab. He can create anything from advanced suits to weapons, but he has a strict code against killing.
Personality: Eccentric, socially awkward, and highly ethical.

< < < Back To Main Page