MMMC: Roxy: Difference between revisions

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::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.
::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.
::''CODE BREAKER'' (+1): The super can open electronic locks, bypass security systems, and override other similar protection devices without any tools. Thievery gains the +2 bonus for interface so long as electronics are involved in some way.
::''CODE BREAKER'' (+1): The super can open electronic locks, bypass security systems, and override other similar protection devices without any tools. Thievery gains the +2 bonus for interface so long as electronics are involved in some way.
:'''Melee Attack''' | Points: 2
::+1d6 damage in melee
:'''Super Attribute''' | Points: 2-1=1
::''Strength'' + 1 die type
::''Limitation'' (-1): right arm only
:'''Teleport''' | Points: 2+2+5+1=10
:'''Teleport''' | Points: 2+2+5+1=10
::Teleport allows a character to disappear and instantly reappear up to 12” (24 yards) distant. This is an action, and may be combined with normal movement in any way the teleporter desires.
::Teleport allows a character to disappear and instantly reappear up to 12” (24 yards) distant. This is an action, and may be combined with normal movement in any way the teleporter desires.

Revision as of 00:12, 24 September 2024

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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

Electronics + || Fighting || Hacking + || Performance || Thievery

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.
Greedy (Minor)
The individual is obsessed with wealth and material possessions.
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.

Super Powers

Additional Actions | Points: 3
-2 MAP or +1 to One Action.
Chameleon | Points: 3-2+1-1=1
This power allows the character to assume the appearance of another being or animal he's seen or studied. The character cannot emulate someone more than two Size levels different from himself.
Changing appearance takes an action and a Focus roll.
The details are as good as the super can observe, but can't replicate fingerprints, retinal scans, or fool electronic voice scanners.
He can imitate the target's voice if he's heard it with Performance, however (or take the Biometrics modifier, below).
Someone familiar with the original target and suspicious of the chameleon gets a Notice roll opposed by the super's Performance once per encounter to detect the ruse. A suspicious character may still ask questions or otherwise detect the imposter, but the roll to see through it may only be attempted once per encounter.
REQUIRES TOUCH (–2): The super must touch a target to copy him.
ALTERNATE TRAIT (+1): Uses Electronics instead of Focus.
DEVICE (−1): Infiltration Suit : Since they can be taken away, powers are discounted slightly if they stem from a device rather than some inherent ability of the super.
The Device is a wearable item or is relatively difficult for a foe to remove, such as a suit of armor, mask, helmet, or belt, reduce the cost by 1.
Entangle | Points: 3-2+0=1
Entangle tangles by partially sinking foes into the ground or other scenery. To activate, the hero must successfully utilize the Wounding capability of the intangible power. The original roll is then opposed to the victim's Athletics. If the attacker wins, the victim is Entangled. If the attacker wins with a raise, the victim is Bound.
The bonds are Hardness 8, and a Bound or Entangled victim may attempt to break free as usual on his next turn. See Bound and Entangled in Savage Worlds for more details.
REQUIRES TOUCH (–2): The super must touch the victim to affect him.
CONTINGENT (0): Contingent powers activate only when another action is successful—they can't be used on their own.
It doesn't matter if the successful Trait roll actually causes damage or has an effect, it just has to hit the target, force a foe to resist, or beat the target in an opposed roll. A successful damaging attack that's Soaked by the enemy, for example, is still successful for the purpose of any power Linked to or Contingent on it.
Use the primary power's Trait roll for both totals. If melee attack is linked to stun, for example, use the Fighting roll for both totals.
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 Electronics instead of Focus.
Interface | Points: 2+1=3
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.
CODE BREAKER (+1): The super can open electronic locks, bypass security systems, and override other similar protection devices without any tools. Thievery gains the +2 bonus for interface so long as electronics are involved in some way.
Teleport | Points: 2+2+5+1=10
Teleport allows a character to disappear and instantly reappear up to 12” (24 yards) distant. This is an action, and may be combined with normal movement 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.
RANGE (+2): For +2 points, her range increases to 48”.
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).
ALTERNATE TRAIT (+1): Uses Electronics instead of Focus.

Equipment/Gear

Weapons

Pepper Spray | Weight: 0.5 | $15
Notes: Use Shooting (or Fighting if engaged). No Range penalty but max range is 2″ (about 10 feet), Shots 5, victim must make Vigor roll at –2 or be Stunned (page 106).
Stun Baton | Damage: 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.
Laptop - integrated into arm. "Screen" projected into rental display.
Backpack
First Aid Kit
Canteen
Snacks
Oversized Sunglasses
Zip Ties
Pocket Knife

Cybernetics

Hidden Compartment: The character has a concealed internal space that can hold up to two pounds of objects. Finding it requires close examination and a Notice roll at –4.
Artificial Limb (right arm)
Comms: An integrated communications suite that can connect to other comm devices within 20 miles.
Integrated Gear: Up to ten pounds of carried gear may be built into the cyborg’s body. Integrated gear can’t be dropped or disarmed, but is inoperable while the character is Bound. Weapons may be integrated as gear, and extended or retracted as a limited free action.

Armor

Advances

  1. ???
  2. Vigor

Backstory

Roxy Ringstrike, an inhabitant of Earth 357, a parallel universe where human-animal hybrids thrived in a society of immense technological advancements, was an undercover agent working for a covert government agency tasked with dismantling dangerous corporations. Her latest mission was to infiltrate Nexatech Industries, which was rumored to be experimenting with reality-bending technology. Roxy uncovered that Nexatech’s ultimate goal was to open portals to alternate dimensions. She realized the catastrophic potential this posed, not only to her world but to countless others.


Posing as intern, Roxy gained access to the groundbreaking project secretly funded by Nexatech Industries meant to send a single particle across dimensions. During a daring heist to steal the experimental device, something went horribly wrong. As Roxy attempted to disable the device, it activated unexpectedly, tearing open a dimensional rift. She was caught in the crossfire, thrown into the chaotic void between dimensions, her body absorbing strange, otherworldly energies. She woke up disoriented in an alternate reality—a busy department store, where panicked humans stared at her strange, hybrid form.


Now trapped in a universe where she is one of a handful of human-animal hybrids, Roxy quickly fled, realizing Nexatech's experiments had ripped her away from Earth 357. To make matters worse, her body had become fundamentally altered by the chaotic dimensional energy. This anomaly granted her the ability to manipulate dimensional rifts, allowing her to phase through solid objects and teleport across vast distances.


Though Earth Prime's technology is far behind that of Earth 357, Roxy's enhanced abilities, due to her world's biotech implants—embedded CPUs, advanced interfaces, and vast storage capacities in her brain—make her a force to be reckoned with. Now, armed with both her native tech and her new powers, she fights to stop Nexatech from exploiting dimensional travel.


With each use of her abilities, however, Roxy becomes more entangled with the unstable energies of the multiverse. The line between dimensions—and even her own reality—begins to blur, threatening her connection to who she once was. Yet, despite the dangers, she remains determined to make the best of her situation, protect innocent lives, and prevent Nexatech’s grand design from tearing the multiverse apart.

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.

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