Background = 2d10. First d10 = 6. Second d10 = 8. My choices are the following: Law Enforcement (6), Tragic (8), & Anachronistic (6+8=14).
Question #1: Background = Law Enforcement? My View: 50/50. M.G.M.E.’s View: 41. Yes.
The following screenshot has more information on this background -- no questions asked, no answers given:
For the Qualities business, I'm going with the following: Ranged Combat d10 & Criminal Underworld Info d8.
For the "Responsibility" Principle, I'm going to have to ask M.G.M.E. for that business:
Question #2: Principle = Detective? My View: 50/50. M.G.M.E.’s View: 11. Yes.
Law Enforcement's Power Source Dices = d10, d8, & d6. d10 = 7. d8 = 6. d6 = 3. Choices for Power Source are the following: Genetic (3), Nature (6), Relic (7), Radiation (3+6=9), Tech Upgrades (3+7=10), & Cursed (6+7=13).
Question #3: Power Source = Genetic? My View: 50/50. M.G.M.E.’s View: 30. Yes.
For the Powers, I'm going with the following -- no questions asked, no answers given:
- Strength: d10
- Vitality: d8
- & Flight: d6
For the two Yellow Ability businesses, I'm going with the following:
- Power Up (a.k.a Adaptive) -- (A): Strength
- & Flight In (a.k.a Area Assualt) -- (A): Flight
For the Green Zone ability, I'm going with Healing (a.k.a Rally) using Vitality -- no questions asked, no answers given.
Archetype Dices = d10 and two d8s. The d10 = 5. The first d8 = 8. The second d8 = 4. My choices for Archetype are the following: Marksman (4), Blaster (5), Element Manipulator (4+5=9), Psychic (4+8=12), & Transporter (5+8=13). I think I'm going with Psychic.
The d10 goes to Illusion. The d8 goes Telekinesis. The d6 goes to the following: Creativity (from the Mental Quality section).
For the two Green Zone abilities, I'm going with the following: Psychic Insight (R) & Psychic Coordination (A) using Illusion.
I get the following two Yellow Zone abilities -- because I took Illusion & Telekinesis for my Psychic Powers: Illusionary Double (R) & Telekinetic Assault (A) -- no questions asked, no answers given.
For the "Estoric" Principle, I'm going to have a chat with M.G.M.E. again.
Question #4: Principe = Destiny? My View: 50/50. Mythic View: 49. Yes.
Personality = 2d10s. The first d10 = 10. The second d10 = 1. My choices are the following: Lone Wolf (1), Alluring (10), & Stotic (10+1=11). I'm going with Alluring. The following screenshot has more information on this business:
I place the Out Ability in its spot on the Character Sheet -- no questions asked, no answers given. For the power the Out Ability uses, I'm going with Strength.
The Stats dice are as follows -- no questions asked, no answers given:
- Green: d6
- Yellow: d8
- & Red: d10
For the background, I'm going with the following: "Francis Flute was a normal female human who became a cop to protect the city from the forces of the underworld - until one day, she ended up in a huge fire in a warehouse set up as a trap to get rid of the cops. The fire set off her genetic powers - allowing her to stop the fire and save the cop. After a hospital visit, she became a desk clerk for the police, while as Miss Fortune, she battles against the forces of evil and injustice."
For her Special Quality, I'm going with the following: Ex-Beat Cop.
For the two Red Zones ability, I'm going with the following: Danger Hinder using Illusion & Take Down using Flight.
I decided on my Retcons for Miss Fortune: None.
Time to do some math for the Health business:
8 + 10 (Red Dice) = 18
18 + 10 (Strength) = 28
28 + 3 (Roll of a d8) = 31.
The Health business looks like the following:
- Green: 31-24
- Yellow: 23-12
- & Red: 11-1
The following business is the final touches for my character -- no questions asked, no answers given:
- Alias: Francis Flute
- Gender: Female
- Age: 35
- Height: 5 ft
- Weight: 95 lbs
- Eyes: Purple
- Hair: Blonde
- Skin: White
- Build: Athletic
- Costume/Equipment: black pearl necklace, a long white evening dress, a pair of black opera gloves, a pair of black knee-length socks, and a pair of white high-heeled shoes.
=C.C.C.=
Name: Miss Fortune
Alias: Francis Flute
Gender: Female
Age: 35
Height: 5 ft
Weight: 95 lbs
Eyes: Purple
Hair: Blonde
Skin: White
Build: Athletic
Costume/Equipment: black pearl necklace, a long white evening dress, a pair of black opera gloves, a pair of black knee-length socks, and a pair of white high-heeled shoes.
Background: Law Enforcement
Power Source: Genetic
Archetype: Psychic
Personality: Alluring
Status Dice:
▢ Green: d6
▢ Yellow: d8
▢ Red: d10
Health:
▢ Green: 31-24
▢ Yellow: 23-12
▢ Red: 11-1
Qualities:
▢ Ranged Combat: d10
▢ Criminal Underworld Info: d8
▢ Creativity: d6
▢ Ex-Cop: d8
Powers:
▢ Strength: d10
▢ Vitality: d8
▢ Flight: d6
▢ Illusion: d10
▢ Telekinesis: d8
Principle:
▢ Detective
▢ Destiny
Green Zone Ability:
▢ Principle of Detective (A)
▢ Principle of Destiny (A)
▢ Healing (A): Vitality
▢ Psychic Insight (R)
▢ Psychic Coordination (A): Illusion
Yellow Zone:
▢ Power Up (A): Strength
▢ Flight In (A): Flight
▢ Illusionary Double (R)
▢ Telekinetic Assault (A)
Red Zone:
▢ Take Down (A): Flight
▢ Danger Hinder (A): Illusion
Out Ability: Boost an ally by rolling your single Strength die
=C.C.C.=
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