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): Free Reroll on Taunt Tests Strong-Willed (Human): +2 on Smarts/Spirit Opposed Resistance Rolls Power Points Edge (N1): +5 Power Points (35 total)
Re: Hexx
Posted: Sat Jan 12, 2019 8:27 pm
by Hexx
Gear
Out-of-date clothing (if she were older, she'd be able to get away with calling her clothes 'vintage'), combat boots.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.
Anubis Security [TM] Beret, filched.
Leather coat she got from Esperanza.
Helios-branded school clothing, usually worn mismatched.
Money: Pocket Lint
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 artists' 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 hung around with other disaffected youths and the like, but even among them, she was 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.
Re: Hexx
Posted: Sat Jan 12, 2019 8:27 pm
by Hexx
Powers 35 points total
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.
With a successful Ranged Touch Attack (Athletics +2, 12" Range), Hexx makes an opposed Spirit roll with the target. Success reduces all Traits 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.
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
Super Attribute: Spirit III: 6 pts
+3 Die-types to Spirit; stacks with base Super Spirit in Unruly, below
Throwing attack, Range 12/24/48
This hex puts the target in imminent danger. On Kat's next turn after the bolt hits, the target suffers some drastic mishap or stroke of ill fortune that does 3d10 damage. If Kat is rendered Incapacitated before the damage strikes, or if she Switches to a different Hex before then, the attack fails. If the target flees her range entirely (so more than 48" away), then the attack fails, as well.
The event is not something Kat can control, though normally it doesn't have any wider repercussions; it could be a falling piece of mortar, a power surge from a nearby power station, a flier crashing into a wall, or even something as unlikely as 'blue ice' falling from a passing jetliner. Because of this, however, ANY time Kat uses this Hex, she is operating under the Innocent Bystander rules--if the Bolt misses, and she rolled a 1 on the Athletics/Throwing Skill Die, then roll 1d4 to determine who actually gets struck by the attack:
1: A random enemy, other than the one originally targeted
2: A random ally (Kat is included in this group)
3: A random bystander or civilian
4: A random piece of property (generally, this should be something at least interesting--a fire hydrant, a parked car, or a statue or other public piece of art, for instance)
If a particular category has no targets available (no other enemies, or no bystanders), then Kat is automatically the target of the Hex.
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)
Super-Sorcery IV (Limitation: Super-Skill/Super-Attribute Only -2): 6 pts
Kat can roll Fortune (re-trapped Sorcery Skill, currently Unskilled) to assign levels of Super-Sorcery to Super-Skills or Super-Attributes (Limited list, see below). If done in combat, this roll is at -2; a Failed roll Shakes her, and a 1 on the Fortune Skill Die roll creates a Backlash (see below). Outside combat, she can focus and 'lock in' which Traits are affected; this eliminates the -2 penalty and the possibility of Backlash.
All Super-Traits must be explicable as 'luck'. Super-Attribute: Cannot affect Strength. Super-Skills: Agility and Spirit Skills are all permitted. Smarts skills are more limited--Common Knowledge, Gambling, Hacking, Healing, Notice, Repair, Research, Survival and Taunt all work most of the time; Academics, Battle, Electronics, Occult and Science can work only in situations where using the Skill is an active thing (such as attempting to mix up chemicals to make an acid to eat through a lock); it does not work for pure demonstrations of knowledge (such as passing a non-multiple-choice test, or explaining how to do something). Super-Skill Language can never be taken this way.
When Fortune goes wrong, it REALLY goes wrong. When switching skills on the fly, if Kat rolls a 1 on her Fortune die, she suffers a backlash, and must roll 2d6: 2 Calamity: Hexx must make a Spirit roll at –2 or die instantly. If she manages to live, she may not use her Powers for d6 days. 3 Disaster: Hexx suffers a wound, loses a permanent die-type in Fortune, and may not use her powers for d6 days. 4-5 Misfortune: Hexx takes a level of Fatigue and can’t use her powers for a day. 6-8 Major Setback: Hexx is Shaken and unable to use her powers for d6 hours. 9-10 Moderate Setback: Hexx is Shaken and can’t use her powers for d8 rounds. 11 Minor Setback: The hero is Shaken and may not use his powers for d6 rounds. 12 Great Fortune: Hexx becomes exceptionally lucky. Her Power Points in the Super-Trait are doubled (essentially doubling the overall effect).
Default: Kat usually has the Trait-boosts 'set': Super-Skill: Taunt at 4 levels, and Super-Skill Athletics (Throwing only) at 3 levels.
Unruly Super-Attribute: Spirit I: 2 pts
+1 Die-type to Spirit
Fearless: 2 pts
Immune to Fear checks.
SPC3 Conversion for practice
4-Color Rising Stars: 15 PPts to start
Devil's Luck
Jinx (4)
Dodge (1/level)
Hexx Bolts
POWER SETS (+4 to overall Set)
1: Lower Trait II, Strong (4+2)
2: Malfunction, Area (3+2)
Super-Skill: Focus +1 (1)
3: Ranged Attack II (6)
Re: Hexx
Posted: Sat Jan 12, 2019 8:27 pm
by Hexx
Advances
Initial Advances: (From Hindrances): Streetwise, Humiliate
Free Edge (Human): Strong-Willed
Training Montage: Bump Fighting to d4, Athletics to d6, Academics to d8
Novice 1 Advance: Power Points (Super Skill Taunt IV, Uncanny Reflexes II)
Novice 2 Advance: Spirit d8
Novice 3 Advance: Intimidate d6/Taunt d8
Seasoned 1 Advance: Power Points (Negation: Leach)
Seasoned 2 Advance: Spirit d10
Seasoned 3 Advance: Taunt d10/Thievery d6
Seasoned 4 Advance: Menacing
Veteran 1 Advance: Power Points (Super Attribute: Spirit II/V, Super Skill Athletics IV)
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:
Re: Hexx
Posted: Mon Nov 11, 2019 10:56 pm
by Hexx
Changelog:
11/8/2019: Training Montage: Added 1 die-type to Athletics, Academics and Fighting; re-spec'ed Power selection.
1/2/2020: N1 Advance--Power Points Edge (Spent on 2nd Hex Bolt Switch, Super Attribute: Spirit, Super Skill: Taunt
Re: Hexx
Posted: Thu Nov 21, 2019 8:57 am
by Hexx
Father: Roger Wilhelm, 35
Mother: Anna Wilhelm, nee Keller, 33, absentee