MMMC: Felicity
Felicity Day[edit]
- 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[edit]
Agility || Smarts || Spirit || Strength || Vigor
Derived Stats[edit]
Pace 48" (120 MPH) || Parry * || Toughness
- * Melee and Ranged Attacks are at -2 if the hero is able to move freely.
Core Skills[edit]
Athletics || Common Knowledge || Notice || Persuasion || Stealth
Other Skills[edit]
Fighting || Intimidate || Survival
Hindrances[edit]
- 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[edit]
- 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.
- 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.
- Smell: A keen sense of smell gives the hero +2 to Survival rolls made to track if the target had a scent and the trail is no more than a day old.
- Low-Light Vision: The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness).
- Leaper: Double jumping distance. +4 damage on Wild Attack instead of +2.
- Sleep Increase (Minor): (Cat-Napper!) This species requires additional sleep, usually in the form of cat naps.
- Stubborn: The character wants his way and rarely admits his mistakes.
- 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[edit]
- Super Powers (free)
- Killer Instinct (Super Power) - The hero gets a free reroll in any opposed Test he initiates.
- Frenzy & Improved Frenzy (Super Power) - Roll a second and third Fighting die in one melee attack. Limited action.
- Feint - You may choose to make foe resist with Smarts instead of Agility during a Fighting Test.
- Brawler - Unarmed die type increase. Toughness +1.
Super Powers[edit]
- Additional Actions | Points: 3 | Trappings: Cheetah Girl | -2 MAP or +1 to One Action.
- Animal Companion | Points: 3-3+3=3 | Minxie
- Size: -3
- Powers: 10 points
- Leaping | Points: 2+1=3 | Trapping: Springy Cat Legs! | Vertical Distance: 8" (16 yards) Horizontal Distance: 16" (32 yards)
- Bounce | Points: +1 | The character has learned to bounce off vertical surfaces to climb higher than he might otherwise. He may scale any height as long as he has opposing walls or other surfaces to bounce off of.
- Melee Attack | Points: 2 | +1d6 damage to melee attacks
- Speed | Points: 6+2=8 | Trappings: Cheetah Girl | Pace: 48" (120 MPH) | Attack Penalty: -2
- Pummel - The super can pummel a foe with a multitude of quick strikes, adding +4 to one Fighting attack per turn.
- Super Edge | Points: 6 | Killer Instinct, Frenzy, Improved Frenzy
- Super Skill | Points: 2 | +2 Fighting
- Uncanny Reflexes | Points: 3 | Trappings: Speedster | Ignore the -2 Agility penalty when making Evasion attempts, and get regular attempt against area attacks that don't usually allow it (at the usual –2 penalty). Reduce grenade return penalty by -2.
Equipment/Gear[edit]
Weapons[edit]
- Whip | Damage: Str+d4+d6 | Note: Parry –1, Reach 2, ignores shield bonus. With a raise on the attack roll the victim may be Entangled instead of rolling bonus damage.
- Unarmed | Damage: Str+d4+d6
Gear[edit]
- Compact Binoculars
- Goggles
- Bumbag
- First Aid Kit
- Canteen
- Snacks
- Smartphone w/ Earbuds
- Oversized Sunglasses
- Zip Ties
- Pocket Knife
Armor[edit]
Advances[edit]
- Brawler
- Feint
Backstory[edit]
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!
- How did you become a superhero/mutant?
- Felicity Day, born an average human girl in a small town in rural Nebraska, used to play in the fields outside her home on a daily basis. At only five years old, her idyllic life changed forever. Looking up from the frog she was emulating, she saw a shooting star falling from the heavens. Immediately, she squeezed her eyes tight and began wishing will all of her might; she never saw the meteor fall. Launched from the spot by the ferocity of the crash, she woke up some time later, unhurt but completely changed. She ran home crying and, after some time to adjust, her family accepted her with open arms. Things changed and, while there were many close calls over the years, life continued on.
- She doesn't know what was in that meteor, or how she survived what should have been a fatal explosion.
- Who knows your secrets?
- Felicity's family is still alive and well back in Nebraska. They know all about her "condition", but not that she operates as a vigilante in the night.
- Her closest friend, bandmate, and confidant in the big city, Jade "Pulse" Marlowe, knows that her stage presence isn't a sophisticated suit like the revelers believe. Jade keeps her secret and helps to spread the falsity of it being a suit.
- Name an enemy or rival.
- Felicity 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.