Google Handle: Ndreare
Que - Subject Q56Q395442
Rank: Novice Experience: 11 Advances Left: 0
Race: Human
Iconic Framework: Rising Stars Super Hero
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: +0; Pace: infinite; Parry: 6); Toughness: 13 (6); Strain: 0
Skills: (15+5 combat, +3 Stealth)
Skills:
- Fighting (Ag) d10 (4 points)
- Lockpicking (Sm) d6 (0 points, 2 points from HJ)
- Notice (Sm) d6+2 (2 points)
- Persuasion (Sp) d6 (2 points)
- Quantum Mechanics (Trapped Spellcasting, Sm) d6+2 (2 points)
- Shooting (Ag) d10 (0 points, 4 from from HJ)
- Stealth (Ag) d4 (0 points points, 1 from HJ)
- Streetwise (Sm) d4 (1 points)
- Taunt (Sp) d4 (1 points)
- Throwing (Ag) d8 (3 points)
Hindrances
- Selected
- Autophobia (Minor): Que gets shaken up badly when isolated and alone.
- Curious (Major): When the world is new to you, you want to get out there and explore it all.
- Delusion (Minor): Believes they are characters in a Role Playing Game.
- Quirk (Minor): Hairless, Que has no hair.
Iconic- Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
- Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
- Restricted Paths: Supers cannot take any other Arcane Background. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
Achilles Heel (-6 points)- Weakness (Major - 2 points): For reasons Que does not understand he is vulnerable to necromantic effects. He resists spells trapped as Necromancy at -4. In addition damaging necromantic effects inflict double damage. (meta, death is the end of potential)
- Clueless (Major - 2 Points): Que was raised in a lab and has not be properly educated about the world in general. The character receives -2 to common knowledge rolls.
- One Arm (Major -2 points): Que lost an arm from the elbow down while escaping and because of the risk to his powers has not been willing to get a cybernetic replacement. He knows there is training for such things, but has not undergone it.
SUPERHERO ABILITIES AND BONUSES
- Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character is a Heavy Hitter Rising Star, and starts with 40 Power Points with a power limit of 30 points in any single power, after any modifiers.
- Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or purchase new ones (there is no New Power Edge) These points may be saved, but must be recorded clearly on the advancement record.
Edges
- Acrobatics: +2 with Acrobatic and Agility Tricks
- Dirty Fighter: Suffers no MAP for Tricks
- Power Points: Que Gained +5x2=10 Power Points for SPC2 Powers.
- Quick: Redrawn Initiative Cards 5 or less.
- Tricky Fighter (Agility): +2 to Agility Tricks
- Thief: +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps
- Common Bond: May share bennies with allies