Difference between revisions of "Miss Impossible"

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(Created page with "frame ''female human superheroine'' '''Attributes''' *Agility: d10 *Smarts: d6 *Spirit: d8 *Strength: d6 *Vigor: d6 '''Derived Attributes''' *Ra...")
 
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*Taunt: d4
 
*Taunt: d4
  
'''Powers'''
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{| class="wikitable"
 
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|+ Powers
''PP: XX''
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|-
*Power1
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! Power !! Cost !! Notes
*Power2
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|-
*Power3
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|Dodge || 4 || Ranged attacks have -4 to hit
 
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|-
'''Gear'''
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|Fearless || 2 || Immune to fear
*Gear1
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|-
*Gear2
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|Force Field || 3 (requires activation) || Reduces all incoming damage by 4. Focus roll to activate.
*Gear3
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|-
*Gear4
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|Jinx || 4 || Enemies who fail an action that affects Mary become Vulnerable; on a crit fail they are also Shaken.
*Gear5
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|-
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|Malfunction || 3 || Range 12”. Cause a device to stop working with a Focus roll. On a raise, anyone using it is Distracted.
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|-
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|Melee Attack || 5 (Heavy Weapon) || Punches and kicks deal Str + 2d6 damage.
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|-
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|Parry || 4 || +4 to Parry.
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|-
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|Super Edge || 4 || Luck, Great Luck
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|-
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|Super Skill || 6 || +2 ranks each to Athletics, Fighting, Focus
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|-
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|Teleport || 2 || Teleport up to 12” with a Focus roll. Can bring allies; each ally imposes -1 to Focus roll.
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|-
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|Uncanny Reflexes || 3 || Ignores the usual −2 Agility penalty when making Evasion attempts; regular Evasion attempt against area attacks that don’t usually allow it (with the −2 penalty). The hero’s Athletics roll penalty to return grenades (or similar weapons) is also reduced by 2.
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|}

Revision as of 13:38, 18 May 2022

MissImpossible.png

female human superheroine

Attributes

  • Agility: d10
  • Smarts: d6
  • Spirit: d8
  • Strength: d6
  • Vigor: d6

Derived Attributes

  • Rank: Novice
  • Bennies: 5/5
  • Parry: 11
  • Toughness: 5
  • Pace: 6"

Attacks

  • Melee: Punch/kick d10, damage 3d6 [heavy weapon]

Hindrances

  • Heroic (major)
  • Mild-Mannered (minor)
  • Quirk: Optimistic (minor)

Edges

  • Super Powers (free)
  • Elan (human bonus)
  • Luck (super edge)
  • Great Luck (super edge)

Skills

  • Academics: d6
  • Athletics: d10 [super skill]
  • C. Knowledge: d4
  • Fighting: d10 [super skill]
  • Focus: d10 [super skill]
  • Notice: d6
  • Persuasion: d6
  • Research: d4
  • Science: d6
  • Stealth: d4
  • Taunt: d4
Powers
Power Cost Notes
Dodge 4 Ranged attacks have -4 to hit
Fearless 2 Immune to fear
Force Field 3 (requires activation) Reduces all incoming damage by 4. Focus roll to activate.
Jinx 4 Enemies who fail an action that affects Mary become Vulnerable; on a crit fail they are also Shaken.
Malfunction 3 Range 12”. Cause a device to stop working with a Focus roll. On a raise, anyone using it is Distracted.
Melee Attack 5 (Heavy Weapon) Punches and kicks deal Str + 2d6 damage.
Parry 4 +4 to Parry.
Super Edge 4 Luck, Great Luck
Super Skill 6 +2 ranks each to Athletics, Fighting, Focus
Teleport 2 Teleport up to 12” with a Focus roll. Can bring allies; each ally imposes -1 to Focus roll.
Uncanny Reflexes 3 Ignores the usual −2 Agility penalty when making Evasion attempts; regular Evasion attempt against area attacks that don’t usually allow it (with the −2 penalty). The hero’s Athletics roll penalty to return grenades (or similar weapons) is also reduced by 2.