Hexx

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Freemage
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Hexx

Post by Freemage » Sat Jan 12, 2019 8:26 pm

Player Name: Freemage
Google Handle: Soren

Character Name: Katarina "Kat" Wilhelm, aka "Hexx"

Rank: Novice Experience: 0 Advances Left: 0
Race: Human
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: Toughness: 5

Skills
  • Athletics d4 (Throwing d10)
  • Common Knowledge d6 (+2 nefarious activities)
  • Notice d6
  • Persuasion d4 (-1, or +1 when Networking streets)
  • Stealth d4
  • Taunt d6 (d12+2)
  • Academics d6
  • Intimidate d4 (+2 when Networking streets)
  • Gambling d6
  • Thievery d6
  • Perform d4

Hindrances
Overconfident (Major): Believes in her own abilities and good luck to triumph over anything.
Suspicious (Major--Super Karma): Others Support her at -2
Mean (Minor): -1 Persuasion
Vengeful (Minor): Get payback, always; violence usually not required

Edges
SPC SuperPowers (Setting): Four Color Rising Star (20 points max, 30 points starting with Super Karma)
Streetwise (Hindrance): +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate (Hindrance): +2 to Taunt Tests
Strong-Willed (Human): +2 on Smarts/Spirit Opposed Resistance Rolls

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Re: Hexx

Post by Freemage » Sat Jan 12, 2019 8:27 pm

Gear
Black clothing, black make-up, out-of-date clothing (if she were older, she'd be able to get away with calling her clothes 'vintage'), black combat boots.
Purse contains two decks of cards (one marked) and two pairs of dice (one with the edges filed slightly to more reliably roll a 7 or 11), and a small journal filled with notes on possible magic tricks.

Money:

Contacts:

Background:
Katarina Wilhelm was born on the wrong side of the tracks in a town that didn't have a good side of the tracks. Her mother ran off to join some artist's commune on the West Coast when she was seven; her father has been a serviceable provider, at least as much as he could on a sustenance wage. But he was clueless when it came to raising a daughter, and so Kat had to look elsewhere for guidance.

Mostly, she hangs around with other disaffected youths and the like, but even among them, she's a bit of an outsider, due to having a very sharp tongue and a willingness to wield it like a dagger. She's seen, far too many times, what happens to people (especially girls) who trust the wrong person, and she's determined not to end up like them.

She's a smart student, but frustrated her middle school teachers because she'd often forgo doing homework if she felt it was redundant--she passes classes largely on the strength of her tests, getting Cs overall, because she's figured out that most of the teachers use formulas that let people get through that way.

Her one haven when picked on for her outmoded dress and sullen demeanor is a run-down shop that sells an assortment of games and magic supplies. The owner, Mr. Carlsbad, lets her wander through the aisles and browse, mainly because she's quiet and doesn't make a lot of trouble the way most kids who enter do. She's occasionally saved up for the odd book of magic tricks, deck of cards or trick dice--sometimes she indulges in the odd five-fingered discount, as well, having found a more practical application for the sleight-of-hand she has managed to teach herself.

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Re: Hexx

Post by Freemage » Sat Jan 12, 2019 8:27 pm

Fortune Backlash
Jinx (Improved +2): 4 pts
  • Any foe making a direct action against Hexx—whether an attack, Test, or other action—suffers a mishap if his skill die is a natural 1 or 2, regardless of Wild Die. Mishap means losing their turn, at least.
Hexx Bolt
Negation (Ranged Touch +2): 6 pts
  • With a successful Ranged Touch Attack (Athletics +2, 12" Range), Hexx chooses a skill or attribute and makes an opposed Spirit roll with the target. Success reduces the Trait a die type for each success and raise (to a minimum d4). As an action, the affected character may make a new opposed Spirit roll each turn to shake off the negation. The stolen abilities return automatically if Hexx is Incapacitated.
Malfunction: 3 pts
  • Range 12", make a Spirit Roll modified by target type. Success causes small items to fail completely, or for complex items to lose a random sub-system; may target a specific sub-system at a -2 penalty.
    • Simple Device (can opener, handgun, bow): No Penalty
      Moderate (laser rifle, car transmission, microwave oven): -2 Penalty
      Complex (tank, shielded military hardware, alien technology): -4 Penalty
Devil's Luck
Gifted: 2 pts
  • Roll Unskilled at no penalty.
Uncanny Reflexes I (Blinding Reflexes +2): 6 pts
  • If Hexx is aware of an attack, it is at -2 to hit. Furthermore, she can dodge Area of Effect attacks with an Agility roll vs. the attack roll.
Danger Sense: 2 pts
  • Roll Notice prior to ambush or traps; on a Success, start combat On Hold. (See Here)
Fearless: 2 pts
  • Immune to Fear checks.
Super Skill: Taunt III: 3 pts
  • +3 Die-Types to Taunt rolls
Super Skill: Athletics III (Limitation: Throwing Only -1): 2 pts
  • +3 Die-Types to Athletics/Throwing rolls

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Re: Hexx

Post by Freemage » Sat Jan 12, 2019 8:27 pm

Advances
Initial Advances: (From Hindrances):
Free Edge (Human):
Novice 1 Advance: Power Points (Super Skill Taunt +1, Uncanny Reflexes II)
Novice 2 Advance: Spirit d8
Novice 3 Advance: Intimidate d6/Taunt d8
Seasoned 1 Advance: Power Points (Negate: Full Spectrum)
Seasoned 2 Advance: Spirit d10
Seasoned 3 Advance: Athletics d6/Thievery d6
Seasoned 4 Advance: Menacing
Veteran 1 Advance: Power Points (Negate: Leach)
Veteran 2 Advance: Smarts d10
Veteran 3 Advance: Intimidate d8/Taunt d10
Veteran 4 Advance: Reliable
Heroic 1 Advance: Power Points (Super Skill: Athletics +1, Malfunction: Area Effect, Super Edge: Killer Instinct)
Heroic 2 Advance: Intimidate d10/Perform d8
Heroic 3 Advance: Bolster
Heroic 4 Advance: Iron Will
Legendary 1 Advance: Retort
Legendary 2 Advance: Elan
Legendary 3 Advance:
Legendary 4 Advance:

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