Friday, January 30, 2026

C.C.C. 2026 = Character #30 = Miss Fortune ("Setinel Comics: The Roleplaying Game" - Round 2")

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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