MMMC: Roxy: Difference between revisions
Line 18: | Line 18: | ||
==Other Skills== | ==Other Skills== | ||
'''Electronics''' [[file:d12a.png|20px]] + [[file:d3b.png|20px]] || '''Fighting''' [[file:d6a.png|20px]] || '''Hacking''' [[file:d6a.png|20px]] + [[file:d2b.png|20px]] || '''Performance''' [[file:d6a.png|20px]] + [[file:d1b.png|20px]] | '''Electronics''' [[file:d12a.png|20px]] + [[file:d3b.png|20px]] || '''Fighting''' [[file:d6a.png|20px]] || '''Hacking''' [[file:d6a.png|20px]] + [[file:d2b.png|20px]] || '''Performance''' [[file:d6a.png|20px]] + [[file:d1b.png|20px]] | ||
==Hindrances== | ==Hindrances== |
Revision as of 13:29, 23 October 2024
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 +
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): 30 points
- Alertness (Ancestry): +2 to Notice rolls.
- Attractive: +1 to Performance and Persuasion rolls.
- Elan: +2 when spending a Benny to reroll a Trait roll.
- Luck: +1 Benny at the start of each session.
Super Powers
- Additional Actions | Points: 3
- -2 MAP or +1 to One Action.
- Chameleon | Points: 3-2+1-1=1
- Assume the appearance of another being or animal up to two sizes different whom she's touched.
- Changing appearance takes an action and an Electronics roll.
- Use Electronics to emulate voice/sounds.
- REQUIRES TOUCH (–2)
- ALTERNATE TRAIT (+1): Uses Electronics instead of Focus/Performance.
- DEVICE (−1): Infiltration Suit
- Environmental Resistance (Metal & Electricity) | Points: 2-1=1 | Kevlar lining and power syncs
- Reduces damage from attacks based on the Power Type by 4, and adds +4 to rolls made to resist any effects derived from that source.
- DEVICE (−1): Infiltration Suit
- Entangle | Points: 3-2+0=1
- Partially sinks foes into the ground or other scenery. To activate, the hero must successfully utilize the Wounding capability (Wounds may be soaked) of the Intangibility power. The original roll is then opposed to the victim's Athletics. If she wins, the victim is Entangled. If she 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.
- REQUIRES TOUCH (–2)
- CONTINGENT (0)
- 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 requires an Electronics roll as an action. 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. This is an opposed Electronics 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 Electronics roll is a Critical Failure, he takes a Wound instead!
- REQUIRES ACTIVATION (–1)
- ALTERNATE TRAIT (+1): Uses Electronics 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.
- Malfunction |Points: 3-1+1=3
- Make an Electronics roll minus complexity (0/-2/-4) to cause an item within 12" to malfunction. If successful with a raise, user is distracted.
- LIMITATION (-1): Object must contain electronics of some kind.
- ALTERNATE TRAIT (+1): Uses Electronics instead of Focus.
- Super Skill | Points: 3
- Super skill buys or increases a skill (and its maximum) one die type per level.
- +3 Electronics
- Teleport | Points: 2+3+1=6
- Teleport up to 12" as an action without provoking free attacks.
- No roll necessary if she can see the destination. Electronics roll to teleport to a previously seen location. Electronics at -4 to a previously unseen location. Failure means the character does not teleport and is Shaken, or Stunned with a Critical Failure.
- May bring willing person(s) with you, Electronics -x; x=# of additional teleporties.
- TRAVERSE (+3): With an Electronics 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 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).
- Laptop - integrated into arm. "Screen" projected into rental display.
- Backpack
- First Aid Kit
- Canteen
- Snacks
- Sunglasses
- Zip Ties
- Pocket Knife
- Compact Binoculars
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: computing gear integrated into head/arm.
Armor
Advances
- Luck
- 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.