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"Street-Level Heroes" intrest check/proposal

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So I am inspired to run a game of more street-level heroes, very heavily inspired by the various Marvel shows on Netflix (Daredevil, Jessica Jones, Luke Cage, Iron Fist, Defenders, Punisher).

We would likely be using Adventure! With some slight tweaks to character generation but nothing incredibly severe. Do not worried about Z-waves or any of that stuff. We're just using Adventure! As a famework to represent the very special abilities or training or the like that the PCs may have.

If you have intrest, let me know and I can elaborate further. You can also ask me questions in chat or PM me.

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1 hour ago, Jeremy Noctis said:

What kind of setting are you looking at?

Modern setting, likely New York or a fiction city. The setting is custom.

1 hour ago, Dave ST said:

Can I play a villain?

I am sure you have the ability to play one, but for this game, the PC are heroes. That means, at the very least, basically good.

 

Also, I am not saying that killing is 100% off limits, but setting out to kill every criminal you meet, or killing casually, is likely not going to work. In fights though, sometimes things happen, and on occasion, there may not be a choice in the matter.

PC can range from people with training, to martial art chi masters, to minor super powered people (results of accidents, experiments, mutation), to the possessor of some mystic item, or just average people who take a stand and try to forge themselves into heroes or just make up for ability with lots of courage and heart, and so on. This is much more street level vigilante, so PC probably try to conceal their identity, at least to some degree, to protect those around them. Odds are, the PCs have day jobs and such too. 

In general, it is a bit more gritty and down to earth (like the Marvel shows on Netflix).

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Something so I can keep what I have online; not finished. Still messing with stuff.

Name: Wendy Go
Virtue: Survivor
Vice: Follower
Origin: Experiment
Gender: Female
Age:

Attributes:
Strength **** (athletic)
Dexterity **** (graceful)
Stamina **** (tough)
        
Charisma **
Manipulation *
Appearance ***
        
Intelligence **
Perception ***
Wits ***

Skills: 23
Athletics (Dodging) ***
Awareness ***
Firearms *
Martial Arts (Multiple Opponents) ****
Melee ***
Might *
Stealth ***
Endurance **
Resistance **
Arts (?) **

Willpower: ***** *
Inspiration: 3
Intuitive: *
Reflective:
Destructive: **
Temp Inspiration: 6

Initiative: 10
Attack:
- Guns 5d
- Armed 7d
- Unarmed 8d
Soak: 4b, 0l
Walk: 6    Run: 16    Sprint: 32

Backgrounds: 6+4
Ally *
Cipher ***
Resources *
Gadget (enhanced neurochemistry, temporarily negated by strong electric/magnetic fields) *****
- Superhuman Reflexes (+3 initative)
- Blazing Speed Knack (2nd action at end of round, 1 insp/rnd and -3 to init for that round)

Knacks: Stalwart
Dynamic 8
- Powerlifter (Destructive facet autosuccesses to Might rolls) (1)
- Optimized Metabolism (live long, immune to disease, ingested poisons, needs less food/water) (2)
- Piledriver (add Destructive facet to Str to determine damage, where applicable) (2)
- Reptilian Regeneration (1 insp to roll Endurance, heal 1 HL/success; 1 min bashing, 10min lethal) (3)

Bonus point spending 14/15
+4 Background, 4
+3 Willpower, 6
+1 Martial Arts, 2
+2 Specialties, 2

Transformation 13
+2 Inspiration, 2
+3 Extra temp inspiration, 1
+1 Str, +1 Sta, +1 Dex, +1 Perception, 2
Dynamic Knacks, 8

Equipment

 

Experience


History
--------
Working

Image
------


Personality
------------

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Gadget proposal: 'Threat Moderation Apparel'
A fitted bodysuit made from advanced materials, designed to react to impacts in a manner analogous to a non-Newtonian fluid...thickening and becoming resistant to applied force. It's made from strands of silk secreted by genetically modified spiders, carefully woven through microscopic beads of carbon. The silk has incredibly high tensile strength, making it hard to penetrate. As it deforms under impacts, the beads are forced together and quickly cause the surface of the suit to become rigid...distributing the force of the impact across a much larger surface area. It's not impenetrable by any means, but possesses incredible strength and protective value for a fabric of its light weight and thickness.

The TMA was designed as part of a separate project, but prototype testing was approved as part of Project Wendigo. The rigorous testing for Wendigo's subjects was slowed sometimes by wounds or even occasional fatalities. Given the expense and time involved with making each subject ready for phase three testing, a means of giving them some protection without interfering in test goals was invaluable.

In game mechanics, the TMA is a 1 dot Gadget with 3 Advancements:
- 'Steel Silk' clothes, giving 2/4/0 armor protection.
- Increased Conceal rating, as per the Weapon mod (even though armor does not have a Conceal rating)
- Disguise true appearance, as Weapon mod.

This means that the TMA suit can easily be concealed under normal clothing. If it is not concealed, or if it's noticed, it doesn't look like protective clothing.

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So, this is what I have so far.

Spoiler

Birth Name: Swara-Ann Osborne
Code Name: None
Nature: Charmer
Vice: To tell anyone something they don't want to hear.
Virtue: Clearly provide comfort and good cheer to another.
Inspiration: Stalwart

Allegiance:
Age: 22
Gender: Female
Nationality: Caucasian American
Height: 5'7”
Weight: 122lbs
Eye Color: Blue
Hair Color: Blonde
Handedness: Left
Distinguishing Marks: None

General Appearance: Simply put Swara-Ann is a lovely woman. Long blonde hair frames her perfect complexion; her cute nose defines her elegant face and her eyes are a dazzling, reflective shade of the purest sky blue. Stunning in the way most of the starlets out in Los Angles tend to be she seems perfectly capable of turning heads just about anywhere she goes.

Abilities/Special Skills: Swara is the rare instance of an incredibly talented person that has no idea how talented they really are. All her life she's just been the sort of person that everyone can't help but like. Bubbly and perky at all times she's always been a very self-assured and confident person. She's a phenomenal dancer as well as singer, so much so that those in the local neighborhood generally come to see her perform when she has a show.

Her indomitable charm, paired with her ebullient spirit and striking looks has allowed her to mingle with pretty much all of society. People frequenting her work have gotten to know her a bit, everything from gang members to well-to-do lawyers and executives. Swara knows a lot of people.

Swara isn't very smart though. While educated, she's never really caught on to things very swiftly (or paid attention much), always focusing her attention on the things that make her or others happy. As a result, she's a bit of a ditz.

Personality: Swara is a gem. No matter how bad the world gets, she's always an overflowing bucket of rainbows and smiles. That's not to say she never gets angry, has bad days, or is never mean. She's been in enough bad relationships and dealt with the worst sort of people enough time to toughen her up to the true face of the world. She doesn't like to be that way, but when she is it's always in the same extreme as her vivacious happiness.

Interests: In her free time, when she has any, she spends her time hitting the nightlife of New York, trying to pursue her dream of being a big star. Lounging around, meeting up with friends and clubbing are about all there is to do for a low income hostess living off tips and minimum wage. During the day, she's been going to community college in an attempt to earn a 'singing degree' as she calls it.

Background: Swara moved to New York from Iowa, where she grew up on a farm living the surreal life of an American country girl. Against her parents wishes, sure she could succeed, she hopped on a bus to make her start in New York. Within a week she'd been mugged, had her apartment broken into and all her stuff stolen, her savings along with it, and was essentially broke, with only the clothes on her back and a roof over head (until rent and utilities were due). No big deal though, right? She'd played Sims 4 enough to know how life in the big city worked (she has all the expansions). She went out, found a job and the rest is history. That was two years ago and she's just now beginning to get herself back on top of things. New York really isn't so bad once you get the hang of it. Bit by bit she's making things better for herself. A microwave here, a softer mattress there a few paintings on the wall to spruce up the place (and hide the water damage)... yeah, she's got it all figured out.

She works at a place called 'Knockers', that used to be seedy, trashy bar modeled off Hooters but with a million times less the class. The place would be a strip joint, except the previous owner couldn't get the proper permits, so instead the girls served drinks and food and occasionally danced on the bar and tables. When Lenny took the place over, not much changed except the level of class. The girls still wear short skirts and skimpy shirts and dance on the bar and tables on occasion, but Lenny at least treat them right. While the place might be a dive, the owner, Lenny Gunderson, is a sweet and caring guy, despite being a bit of a pervert. He's old and honest though, swearing that the only he started the place was because he wanted to be surrounded by gorgeous ladies that loved him until the day he passed from this Earth. That's true New Yorker honesty right there. Under Lenny's management that place has become a bit of a hot spot for party goers and beer drinkers. With 24 beers on tap, some of the best burgers and pizza on the block, come on down to Knockers!

Recently she answered an ad in the paper for volunteers needed for medical studies. Curious, she called and learned that they were studying a new formula for tanning lotion that had secondary dietary effects that would allow UV light to help burn fat away and reinforce muscle, so you could actually tan and get a work out at the same time! Plus it paid fifteen hundred bucks! Excited she answered the ad and met at the testing site, a converted warehouse under the I478 in the Columbia Street Waterfront District. Sure, it seemed a bit shady, but rent was due and in New York, you do what you gotta do. She did what was asked of her, slathering herself in this amazing tanning lotion and sat in the tanning bed. Hours later she woke up lying between two containers, her body hidden so no one would find her for days. She was covered in bruises, minor lacerations and she felt like her head had been bashed in with a hammer.

It's been a week since all that has happened... she's healed up, in fact, no scars at all, and she feels great. She's lost that five pounds she's been wrestling with since Thanksgiving, and she's pretty sure she's more toned than she remembers... but whatever, she got her $1,500, rent is paid, bills are caught up, and she has to be at work in an hour...

Physical:
Strength (Powerful)●●●●●
-Archery -, Brawl ●, Heavy Weapons -, Might (Smashing, Lifting, Throwing) ●●●●●
Dexterity ●●
-Athletics ●, Firearms -, Legerdemain -, Martial Arts -, Melee -, Stealth -
Stamina (Tough)●●●●●
-Endurance ●, Resistance ●
Mental:
Perception ●●
-Artillery -, Awareness -, Demolitions -, Investigation -, Navigation -
Intelligence ●
-Academics ●●, Bureaucracy -, Computer -, Engineering -, Intrusion -, Linguistics -, Medicine -, Military Science -, Science -, Survival -
Wits ●●●
-Arts -, Drive -, Gunnery -, Meditation -, Pilot -
Social:
Appearance (Stunning)●●●●●
-Disguise -, Intimidation -, Style - ●●●
Manipulation ●●●
-Animal Handling -, Interrogation -, Savvy (Information) ●, Subterfuge (Playing Dumb) ●●●
Charisma (Perky)●●●●
-Command -, Etiquette (High Society, Gangland) ●●●, Instruction -, Perform (Dancing, Singing) ●●●●, Rapport (Encouragement) ●●●●

Merits:
Flaws:

Backgrounds: Allies -, Backing -, Cipher ●●●, Contacts ●●, Followers -, Gadget -, Influence -, Menagerie -, Mentor -, Nemesis -, Reputation ●, Resources ●, Sanctum -

Knacks-
Heroic:
Mesmerist-
-Level 1:
-Level 2:
-Level 3:
Stalwart-
-Level 1: Power Lifter
-Level 2:
-Level 3: Body of Bronze

Willpower: 5
Inspiration: 5
Intuitive Facet: 0
Reflective Facet: 0
Destructive Facet: 5

Health Levels:
Bruised 0 (1 hr / 1 day) O
Hurt -1 (1 hr / 3 days) O
Injured -1 (1 hr / 1 week) O
Wounded -2 (1 hr / 2 weeks) O
Maimed -3 (3 hrs / 1 month) O
Crippled -4 (6 hrs / 2 months) O
Incapacitated (12 hrs / 4 months) O
Death O

Soak:
Stamina: 5B/2L
Armor: 2B/2L
Base Total: 7B/4L
Armored Total: - 7B / 4L

Initiative: 5

Movement:
Walk: 4
Run: 14
Sprint: 26

Gear:
Weapons –
Armor-
Tools -

Experience (total/spent):
Bonus Points:
Willpower – 4

Background – 1
Specialties – 10
=15

Transformation Points:
Power Lifter – 1 point

Body of Bronze – 3 points
Inspiration – 4 points
Attributes – 4 points
Skills – 1 point
=13

 

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A few notes...

We will be using the optional Lethal Soak rule for the PCs. So your base Bashing soak is you Stamina and base Lethal soak is 1/2 Stamina (rounding down). You are heroes, after all. Keep in mind, damage will be mostly coming from punches, improvised clubs, knives and handguns, not q-bolts. So a double digit Lethal soak is not needed (and would actually be pretty damned rare).

Taking Merits and flaws Aberrant/Trinity is possible. Just know they will need my approval.

I think I will allow you each to pick an Att and allow that one to go to 6 during play (possibly with other bonuses too). It should be an Att that is fitting. Like for Swara (Dave) it might be Stamina, Strength (or maybe even Appearance). We can work it out. Not a decision needing to be made right now.

I am also not opposed to possibly tweaking a knack, or making a new one, thereby making at least one knack unique to a PC (even if others have the RAW version of it). Just talk to me in chat, or PM or whatever.

Remember, you can buy knacks with XP, so you do not need to spend all your TPs just on knacks during CharGen.

in a street level game, background become even more valuable (especially Contacts and Allies), as things like Allies are much closer to your level of capability. Since this is street level, background enhancements are very unlikely, but possible. 

You all get to pick an Origin pg 128-129 of the book (130-131 of the pdf). Each origin gives you a free dot of backgrounds to spend in one of two possible backgrounds as specified by the Origin. For example the "Middle-Class" origin gives you a dot to spend on Allies or Contacts.

Remember, you can spend Inspiration for Heroics and Dramatic Editing.

And do not forget to allocate dots to your Inspiration facets (Destructive, Reflexive, Intuitive). Each dot on Inspiration gives your a dot to allocate to a facet. Each facet has different benefits.

 

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Birth Name: Ellis Delany
Code Name: [TBD]
Vice: Explorer (Spend Willpower to resist rushing forward blindly in pursuit of a juicy lead, however intangible, with no regard for the consequences.)
Virtue: Expert [Academic] (Gain Willpower whenever you teach your chosen skill to someone or whenever you make a particularly impressive showing with that ability.)
Inspiration: Daredevil/Stalwart

Allegiance: None
Age: 38
Gender: Male

Ethnicity: Caucasian
Nationality: American
Height: 5'8”
Weight: 190 lbs
Eye Color: Grey
Hair Color: Blond-Brown
Handedness: Right
Distinguishing Marks: None

General Appearance: With something of a receding frontline hair, fleshy face, slightly portly, Professor Delany seemed like an archetypal image of the collegiate professor.

Abilities/Special Skills: Ellis Delany was already an accomplished academic in the realms of world history and cultures, more than enough to secure tenure at Columbia University. After the grant of puissance from the Presence, Ellis has found himself stronger, faster, tougher than he's ever been, with a kind of blindsight and instinctive knowledge of combat and other physical training at hand that at best might be rivaled only by the most rigorous of special forces programs.

His professional experience also affords him a fair range of contacts both in Columbia University and the broader scholarly community.

Background: Ellis Delany grew up around the world of the learned. His youth was spent in Washington DC, where his parents were members of the National Academy for the Arts and Sciences. This initial contact led to a lifelong love of history.

He got his degree from Columbia University and proceeded to demonstrate a capacity to understand various fields of world study. Eventually, after the progressions of undergraduate, graduate and doctoral study, he earned a place with his alma mater as a professor and within several years secured tenure.

It was when a friend offered him a chance to tag along in an archaeological dig in Slovenia that had uncovered evidence of a previously unknown culture. Observing the most unusual glyphic writing that dotted passages of the mountainside caverns, something gave way and Professor Delany found himself plunged into darkness.

Battered and bruised, disoriented, Ellis heard and felt, something, someone he would later simply label the Presence. An amused voice. “Well, look at you. Mortals. Well, you're never boring. Tell you what, I'll give you power, to escape this gloomy prison and much more. All to do with as you wish – just use it.”

Ellis' found the hazy blackness become more distinct and defined, and that was only just the beginning as he found his way out and back outside to the group. Back in New York, he has much to think about...
 

Spoiler

 

Sheet
Physical:
Strength ●●●● (Athletic)
-Archery -, Brawl -, Heavy Weapons -, Might -
Dexterity ●●●● (Quick)
-Athletics ●●●●●, Firearms -, Legerdemain -, Martial Arts ●●●●●, Melee -, Stealth ●●●
Stamina ●●●● (Hardy)
-Endurance ●●, Resistance ●●●
Mental:
Perception ●●●
-Artillery -, Awareness ●●●, Demolitions -, Investigation ●●●, Navigation -
Intelligence ●●●
-Academics ●●●, Bureaucracy -, Computer -, Engineering -, Intrusion -, Linguistics -, Medicine -, Military Science -, Science -, Survival -
Wits ●●●
-Arts -, Drive -, Gunnery -, Meditation -, Pilot -
Social:
Appearance ●●
-Disguise -, Intimidation -, Style -
Manipulation ●●
-Animal Handling -, Interrogation -, Savvy -, Subterfuge ●●
Charisma ●●
-Command -, Etiquette ●●, Instruction ●●, Perform -, Rapport ●●

Backgrounds: Allies -, Backing (Colombia University) ●●, Cipher -, Contacts ●●, Followers -, Gadget -, Influence -, Menagerie -, Mentor -, Nemesis -, Reputation -, Resources ●●●, Sanctum -

Knacks-
Heroic: Fists of Stone, Untouchable
Mesmerist-
-Level 1:
-Level 2:
-Level 3:
Stalwart-
-Level 1:
-Level 2: Blindfighter
-Level 3:

Willpower: 6
Inspiration: 4
Intuitive Facet: 0
Reflective Facet: 2
Destructive Facet: 2

Health Levels:
Bruised 0 (1 hr / 1 day) O
Hurt -1 (1 hr / 3 days) O
Injured -1 (1 hr / 1 week) O
Wounded -2 (1 hr / 2 weeks) O
Maimed -3 (3 hrs / 1 month) O
Crippled -4 (6 hrs / 2 months) O
Incapacitated (12 hrs / 4 months) O
Death O

Soak:
Stamina: 4B/2L
Armor: None
Base Total: 4B/2L
Armored Total: 4B/2L

Initiative: +7

Movement:
Walk: 6m
Run: 16m
Sprint: 32m

Gear:
Weapons –
Armor-
Tools -

Experience (total/spent):
Bonus Points:
Willpower +3 – 6

Dexterity +1 – 5
Endurance +2 – 4
=15

Transformation Points:
Attributes +4 – 2

Inspiration +3 – 3
Abilities +10 – 2
2 Heroic Knacks – 4
1 Lv 2 Dynamic Knack – 2
=13

 

 

 

 

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Alright, new concept.

Background

 

Renata's life is a bit mixed up. Her family's well-off; dad into state-level politics with an eye for bigger fish, her mom's old money and heir to an investment company. It was that money and influence more than her schoolwork that got her into Columbia University. She accepted it because she wanted a fresh start...to put her troubles from high school behind her and show herself and the world what she could do. However the 'help' came with some strings. The first string, and the worst, was that she wasn't going to pursue the degree in Criminal Justice that she wanted to. The last thing her dad wanted was for her to be risking her life as a police officer. Especially in the 'current political climate.'

Furious at the interference in her life, but knowing that as long as she depended on her family she had little choice, Renata stewed for most of a semester before fate intervened. After a late night on campus she was heading back to her car through the parking lot, and overheard a sound like a whimper. Investigating, she discovered a car a little ways over in which a struggle was taking place. Something snapped in her, and she stormed over, yanked the guy off the girl and kicked the shit out of him.

There was a rush that came with that. Not just adrenaline, but the feeling of empowerment. Here was something she could do that no one could stop her from doing. This wasn't just doing the right thing, or helping some girl avoid getting assaulted. It was flipping middle finger at her dad and him trying to control her. And hell, wasn't that what assault was all about too? Control? Fuck ALL of these guys.

It would occur to her later that at least some of her early successes in trawling the campus after dark in a stupid homemade outfit and punching fools who were up to no good came from the fact that most of said fools were drunk...or significantly distracted...when she made her move. It wasn't that Renata was bad at defending herself. She just wasn't as good as she felt like she was after fighting a few drunk, distracted guys. That confidence, that rush, was her biggest enemy, and she never even knew it.

Until it became plainly evident. One of her nightly 'busts' turned out to be more than some pawing or harassment or anything like that. The altercation she intervened in turned out to be over drugs. They both immediately assumed she was a cop of some kind. One had a knife, the other a gun. There was a kind of terror so great that it didn't feel like terror anymore. Renata felt like she was floating over herself, looking down on them. When the guy with the knife went at her, she reached out from sheer instinct to try to stop him.

Her arms never moved. She just stood there. Even so, the enraged drug dealer stopped in mid-stride, face contorted in confusion and frustration. To Renata it felt like she'd reached out her arm and she was holding him...but she couldn't see her own arm or hand on him. And she was stronger than she ought to be, holding him still without much effort.

She didn't have time to reflect much on that when the guy with the gun moved. The black metal pointed at her. Renata flung out her 'other' hand...again out of reflex. Had that hand been 'real,' she'd have turned up with 'defensive wounds' on them some time later. This hand wasn't flesh and blood though, it was something else. The bullets were swatted aside as if they'd struck something solid, but invisible, in midair between Renata and the shooter.

Renata threw one into the other, her mind still whirling in disbelief, but able to act on instinct, out of sheer self-preservation. They bowled over and went sprawling on the pavement. First one's head was conked into the blacktop, hard. Then the other. And just like that it was over.

Except it's really never quite that simple. She had to call the police. Her report told the story more or less as it happened, except in her version she beat them up by hand, not freaky magic bullshit. The officer she talked to was pretty nice about it, a good listener. Once the statement was made and the report was filed, they wound up talking more. While he was sure to tell her never to try to confront criminals like that again...she definitely got the sense he was pretty impressed by the whole thing.

It took some time for her to come to terms with what had happened, what she'd done. Time, and a whole lot of frustration as she tried and failed to make it happen again. But when that frustration built to a fever pitch, she again had that weird floaty sensation, like she was a foot or two over her own head. That's when it happened. That's when it worked.

That's when Renata decided. It couldn't end here. Not now. She could do this.

Calling her policeman pal, Renata swallowed her pride and told him she was still really afraid they might be coming after her...was there some way she could get some kind of protection? Not a gun or anything, but just something that might keep someone from shooting her? He mentioned there were private catalogs for that kind of thing, then admonished her that if she felt threatened the proper thing was to call the police, and not go to this website and buy any of their products. Wink wink.

One little adjustment to her homemade costume and she was ready to give it another shot. So to speak. Somewhere inside Renata knows this may not be a great idea. She has no idea what this thing she does is, or why she can do it. The little slimline vest she managed to afford wouldn't be much against a real gun. All she knows is that when she stopped someone from victimizing someone else...when she asserted herself in defiance of the limits people tried to put onto her...it was like breaking through the surface of water after almost drowning. Just for that moment everything felt clear. That was something no one could take from her, and that cost her nothing but risk. Insane, mortal risk. Was it worth it?

Hell yes.

Sheet

 

Name: Renata Hodges
Virtue: Hot Shot
Vice: Bravo
Origin: Defender
Gender: Female
Age: 19

Attributes:
Strength **
Dexterity ***
Stamina ***
        
Charisma **
Manipulation **
Appearance ***
        
Intelligence ***
Perception ***
Wits ****

Skills: 23
Athletics **
Martial Arts **
Melee ***
Stealth *
Endurance *
Resistance *
Awareness ***
Investigation **
Academics **
Performance *
Drive *
Subterfuge **
Etiquette *
Rapport *

Willpower: ***** **
Inspiration: 5
Intuitive: *
Reflective: ***
Destructive: *
Temp Inspiration: 8

Initiative: 7
Attack:
- Armed 6d
- Unarmed 5d
Soak: 3B, 1L
Walk: 6    Run: 16    Sprint: 32

Backgrounds: 6 (+1 Origin)
Ally (nerdy friend who's in on the secret) *
Resources (family money) ***
Contacts (2 major, 4 minor) **
Influence *

Knacks:
Psychic Hand (14kg/m per turn or +3b/3L soak to self or other within 100 meters) 1 insp/scene
Teledigitation (Str 1, Dex 4, within 50 meters) 1 insp/Sta+Wits turns (6)
- Special: Phantom Hands (as teledigitation but Str 3, Dex 3) - Note: Cannot be used when Psychic Hand is already in use
Mindhammer (Wits+Aware (6) to attack, +2 diff to avoid, 7d bashing damage, 60 meter range) 1 insp/use

Bonus point 15/15
Willpower +4, 8
Appearance +1, 5
2 Specialties, 2

Transformation 13/13
Inspiration 5
Temp Inspiration +3, 1
+1 Wits, +1 Stamina 1
Far Grasp 1
Teledigitation 2
Mindhammer 3

Equipment
Chain, Str+5B
Club, Str+4B
'Undercover' kevlar vest, +2b/+1l soak


 

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Birth Name: Penelope Anne Pearson

Nickname: Penny
Code Name: Spider-girl

Concept: Geek Girl

Origin: Middle Class
Vice: Caregiver
Virtue: Survivor
Inspiration: Stalwart

Allegiance:
Age: 16
Gender: Female
Nationality: Caucasian American
Height: 5'4”
Weight: 98lbs
Eye Color: Grey
Hair Color: Dark Red
Handedness: right
Distinguishing Marks: None

General Appearance: Average height for a sixteen year old girl, Penny is skinny, wears Glasses and dresses kind of weird. She wears mismatched clothes, socks of different colors some time even her shoes are different, she wears a lot of bohemian style dresses and she wears hats. Her clothing choices are a defense mechanism. After all if she looks weird no one will approach her.

Abilities/Special Skills: Penny is a brain. While she may not be a genius she is close. She is an accomplished student of science with a special interest in Chemistry. She is an avid gamer and has a very large collection of comic books dating all the way back to the early eighties when her dad collected them.

Personality: Penny is shy, not really introverted she just has a bit of low self esteem. She is skinny and flat as a board, which bothers her and in her mind not particularly pretty, boys don't find her very interesting so she has never come out of her shell. When she doe interact with others it is usually in the academic setting of School and she tends to be a little too Sciency and not very sociable.

Interests: Science, Science Fiction, Comic Books, Gaming

Background: Penny comes from a typical middle class family living in New York, meaning both parents work full time jobs and they are still just ahead of the bill collectors. Her father, Martin, works for the Transit Authority, her mother, Mary, is a floor manager at a downtown department store. Penny is an only child and is not at all like either of her parents. She is smart, sometimes to smart, is a typical book worm and likes to spend her time when she is not studying, reading about far off fantastical places or playing various fantasy or sci fi video games . She would love to play in a table top role plying gaming group but is too shy and the one time she tried she just sat and never spoke even when talked to. They didn't invite her back.

Her intelligence and excellent grades got her admitted to the prestigious Advanced Academic School in Manhattan. While not a private school there are tuition costs and this makes Penny somewhat guilty knowing that her education is keeping mom and dad from getting ahead. At the AAS Penny has to apply herself more to meet the challenges and everyone of her classmates is as smart or smarter than her.

Her life changed just a week ago when her class took a Field trip. The Pentex Corporation was a large contributor to the school and one of the leading cutting edge R&D Laboratories in the city, and that day Penny was going to be touring that wonderful place.

It was all she had expected and more. The class was shown some amazing high tech research devices and a close up tour of the Labs Bio Chemistry department. It was during lunch that the the thing that would change Penny's life forever happened. In the Pentex Cafeteria, while her classmate all sat together and were discussing all the things they had seen so far, Penny had decided to sit alone and pick at her salad. She had chosen a corner table near a large leafy plant. Unnoticed by Penny or any one else a small strange spider was crawling on the plant. Now outwardly there wasn't anything unusual about the arachnid other than it's very presence in the fairly sterile environment of the lab but after all this was the dining area and there was a great deal of traffic from outside as well. No this spider was odd for a completely different reason.

As Penny ate her lunch the spider had begun to lower itself on it's web, for some reason it was attracted to Penny's backpack and in short order had lowered itself to the backpack and begun crawling around.

Penny and the rest of the kids finished their lunches and grabbed up their bags and gathered to continue the tour. Out side the cafeteria the building was much cooler and the spider seeking warmth crawled onto Penny's collar and then onto her neck. Felling the brush of the creatures legs on her neck she instinctively swatted where she felt it crawling. The spider assaulted, bit Penny and Penny swatted again this time catching the spider with the full force of the blow crushing it against her neck, the tiny arachnids fangs sank deeper and released it's venom before it died and fell into the folds of penny's dress.

24 hours earlier That same spider had been crawling through a large and , to it very weird world. In a warehouse a woman was being shown to w experimental type of Tanning bed covered in a “new lotion” she was placed in the bed and shut inside. The spider had crawled out of the wiring and tubes to find itself underneath the woman and was itself covered in the lotion then the bed was turned on. Much later after the woman had be removed and the warehouse emptied and all signs that they had been there cleaned up the van carrying the bed and the spider returned to the Pentex labs.

Penny began feeling feverish on the bus ride back to school. She went home and straight to bed and that night she had dreams. Dreams of spiders and cells and blood and brains and hearts. In the morning she was different she had changed. When she found the dead spider in her dress she knew what had happened she grabbed a comic book from her collection and knew that nothing would ever be the same again.

Spoiler


Physical:
Strength (Powerful)●●●●
-Archery -, Brawl , Heavy Weapons -, Might - ●●
Dexterity (Agile)●●●●●
-Athletics ●●●, Firearms -, Legerdemain -, Martial Arts -●●●, Melee -, Stealth -
Stamina (Tough)●●●●
-Endurance , Resistance ●●

Mental:
Perception (Discerning)●●●●
-Artillery -, Awareness -●●●, Demolitions -, Investigation - (Deduction)●●, Navigation -
Intelligence (Analytical) ●●●●
-Academics ●●, Bureaucracy -, Computer -●●, Engineering -●, Intrusion -, Linguistics -, Medicine -, Military Science -, Science - (Chemistry) ●●●, Survival -
Wits ●●
-Arts -, Drive -, Gunnery -, Meditation -, Pilot -

Social:
Appearance ●●
-Disguise -, Intimidation -, Style -
Manipulation ●●
-Animal Handling -, Interrogation -, Savvy - , Subterfuge-
Charisma ●●
-Command -, Etiquette - , Instruction -, Perform - , Rapport -

Merits: High Pain Threshold (Aberrant PG page 72), Internal Compass (Trinity PG page 131)

Flaws: Shy (Trinity PG page 133), Soft Hearted (Trinity PG page 133, Curiosity (Trinity PG page 133)

Backgrounds: Allies - ●, Backing -, Cipher , Contacts - ●● , Followers -, Gadget -●●●, Influence -, Menagerie -, Mentor -, Nemesis -, Reputation , Resources - ● , Sanctum -

Knacks-
"WALL CRAWLING"
-2 TP Spider Climb (Unique lvl 2? Dynamic Knack)
      She can somehow bond your hands and feet with surfaces, allowing her to climb up walls (or along ceilings) at walking speed, without an Athletics check, or at up to running speed (w/ Athletics check), and to cling to those surfaces with her normal Might rating.
      Grants (some bonus, prolly double Might score) to other rolls involving grip, since she is using both her physical strength and bonding.
      Can work through a thin, porous material, like typical gloves, socks/tabi, but not soles of normal shoes.

"SPIDER AGILITY"
-1 TP A Single Bound (Dynamic lvl 1 Knack)
      Jumping distances, both vertical and horizontal, tripled

-1 TP Superhuman Reflexes (Dynamic lvl 1 Knack)
      +3 to Initiative

"SPIDER SENSE"
-3 TP Threat Awareness (Dynamic lvl 3 Knack)
      You ALWAYS know when somebody in 10 x Inspiration meters range is going to initiate an attack, and who they are attacking, and make take 1 action before the attack.
      You get Initiaitve bonus equal to Per + Awr for the first round of combat. This bonus goes down by -2 each additional round.

"SPIDER STRENGTH"
-1 TP Powerlifter (Dynamic lvl 1 Knack)
      Auto-Successes equal to Destructive facet on Might rolls. 
      If trying to lift a target with more mass than the character‘s Might dice pool, the automatic successes apply as Willpower successes needed to advance her lifting capability up the chart (see p.188). 

Willpower: 8
Inspiration: 3
Intuitive Facet: 0
Reflective Facet: 0
Destructive Facet: 3

Health Levels:
Bruised 0 (1 hr / 1 day) O
Hurt -1 (1 hr / 3 days) O
Injured -1 (1 hr / 1 week) O
Wounded -2 (1 hr / 2 weeks) O
Maimed -3 (3 hrs / 1 month) O
Crippled -4 (6 hrs / 2 months) O
Incapacitated (12 hrs / 4 months) O
Death O


Soak:
Stamina: 4B/2L
Armor:
Base Total: 4B/2L
Armored Total: -

Initiative: 17 (dex5+wits2, +3 spider aglity, +7 spider sense (this bonuse goes down by -2 each round after the first))

Movement per Turn:
Walk: 7m
Run: 17m
Sprint: 35m

Gear:
Weapons –
Armor-
Tools -

Experience (total/spent):
Bonus Points:

Attribute - 5
Willpower – 8

Specialties – 2
=15

Transformation Points:
Knacks – 8 points

Inspiration – 2 points
Attributes – 3 points
=13

Note about her Athletics, Might, and Martial Arts. Aside from some minor phys ed and a single self defense class Penny has no actual training in these abilities the score she has in them are solely the result of her natural talent after her transformation. The same with her physical stats which would have been average before

 

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Max.

Remove cranium from rectum and finish your character's story and background.  You're holding the rest of us up.

Please and thank you.

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