ELS Survivor

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MHRSurvivor.png

  • AFFILIATIONS*

Solo d10 ; Buddy d8 ; Team d6

  • DISTINCTIONS*

(d4+1pp or d8)

  • Child of the Dark Future
  • Apex Predator
  • Little Girl Lost
  • POWER SETS*

MUTANT PHYSIOLOGY

  • Enhanced Reflexes d8
  • Superhuman Senses d10
  • Enhanced Strength d8
  • Godlike Stamina d12
  • SFX: Healing Factor. Spend 1pp to recover your physical stress and step back your physical trauma by -1.
  • SFX: Berzerker. On an attack action, take 1 die from the doom pool, add it to your pool. Step the die up +1 and return to the doom pool.
  • Limit: Animal Instincts. Gain 1pp when subjected to animal control or otherwise manipulated due to your animalistic side.
  • Limit: Exhausted. Shut down any Mutant Physiology power to gain 1pp. Recover the power by activating an opportunity or during a transition scene.

METAMORPHIC ADAPTATION

  • Enhanced Attack (natural weapons) d8
  • Godlike Durability d12
  • Flight d6
  • Invisibility d6
  • Enhanced Running d8
  • Superhuman Shapeshifting d10
  • SFX: Every Sort of Venom. Pay 1 pp to inflict an enemy to whom you have done physical stress with a [Poisoned] complication.
  • SFX: Metabolic Overdrive. Step up or double your METAMORPHIC ADAPTATION powers for a scene or spend a PP to do both. Take second-highest rolling die of each subsequent action or reaction as physical stress.
  • Limit: Mutant. Gain 1pp when affected by mutant-specific milestones & tech.
  • Limit: Unstable Mutation. Change any METAMORPHIC ADAPTATION power to a complication to gain 1pp. Activate an opportunity or remove the complication to recover the power.
  • SPECIALTIES*

Acrobatics expert d8 Combat expert d8 Covert expert d8 Menace expert d8

  • MILESTONES*

Barely More Than an Animal

  • 1 xp when you first choose to inflict physical stress in a scene.
  • 3 xp when your allies first confront you about your methods or when you challenge another ally's methods.
  • 10 xp when you choose to inflict physical trauma on a foe who has inflicted physical stress on you and at least one ally, or you choose to redirect the stress from that foe as emotional stress and allow yourself to be taken out.

I'm Always Alone at the End

  • 1 xp when you first use your powers to give a support asset to an ally.
  • 3 xp when you either take trauma to save a non-combatant or convince an opponent to attack you rather than a non-combatant.
  • 10 xp when you either sacrifice yourself for your allies or fight until you're the last hero to fall.