Grace Duffy, AKA Endor

GM: Stoic
The sidekicks take center stage.
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Endor
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Joined: Sun Oct 23, 2022 4:51 pm

Grace Duffy, AKA Endor

Post by Endor »

Player Name: Freemage
Google Handle: Soren

Name: Grace Duffy
Supranym: Endor
Rank: Novice 1
Race: Human (Supers)
Age: 21
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 5

Skills12
  • Athletics d4
  • Common Knowledge d6
  • Language (English Native) d8
  • Notice d6
  • Persuasion d4
  • Stealth d4
  • Focus d12+2
  • Fighting d6
  • Academics d6
  • Perform d8
  • Intimidate d6
  • Occult d4
Hindrances
  • Reckless[Major]: CritFail when rolling Focus or using a Power results in catastrophic side-effects
  • Impulsive[Major]: Why look when you can leap?
  • Driven[Minor]: Fighting perceived social injustice, especially police abuse
  • Idealistic[Minor]: Black-and-white worldview, often struggles with more complex situations
Edges
  • Super Powers (Free): Pretty much the name of the game
  • Work the Room (Hind): Perform Support rolls 1 extra die, used on a different ally
  • Work the Crowd (Hind): Perform Support rolls 2 extra dice total, both applied to different allies
POWERS
PPT/Limit: 30/20 (Rising Star)

Grimalk
Animal Companion (Cat, Intelligent 2, Summonable 2, Telepathic Link 1, Powers 3): 8
(Stats below)

Unruly
Fearless: 2
Mind Shield: 1

Child of Destiny
Scan (Magic): 2
Super Skill: Focus (3): 3

Eye of Horus Tattoo
Heightened Senses (Eagle Eye, X-Ray Vision, Low-Light Vision): 3

Ebon Collar
Obscure (Device I, Self): 2

Seven-League Steel-Toed Boots
Teleport (Device I, Traverse 3): 4

Enchanted Mossrite Venture II
Stun (Device II, Strong 2, AoE MBT 2): 5

GEAR
Used Motorcycle
Punk Clothing
Magical Bling (see Powers)

BUILD
Starting Skills: Athletics d4, Common Knowledge d6, Language (English Native) d8, Notice d6, Persuasion d4, Stealth d4, Focus d6, Fighting d6, Academics d6, Perform d8, Intimidate d6, Occult d4

Free:
Super Powers Edge
From Powers:
Super Skills: Focus +5DT
Creation (Hindrances):
Spirit d8
Work the Room
Spirit d10
Human: Work the Crowd
ADVANCES:
N1: Notice d6/Perform d8
N2:
N3:
S1:
S2:
S3:
S4:
V1:
V2:
V3:
V4:
H1:

Grimalk
He looks an ordinary black alley cat--at least, until he disappears from view or walks through a wall...
Given his ability to go almost anywhere unnoticed, Grace primarily uses Grimalk for recon. The cat's human-level
intelligence, special powers and telepathic link with his mistress makes him ideally suited for this.
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d4−3, Vigor d6
Skills: Athletics d8, Notice d6, Stealth d8, Focus d6
Pace: 6; Parry: 2; Toughness: 2
Edges: Acrobat
Special Abilities:
Bite/Claws: Str.
Low Light Vision: Cats ignore penalties for Dim and Dark Illumination.
Size −3 (Very Small): Cats are typically less than a foot high.
Powers (20 Points)
Invisibility (True Invisibility 2, Self -2): 8
Intangibility: 5
Heightened Senses (Hearing, Infravision): 2
Leaping (2"v/4"h): 1
Uncanny Reflexes: 3
Wall Walker: 1


Setting Rules
Setting Rules: Four-Color
  • Born a Hero (SW): No Rank Caps on Starting Edges
    Comic Book Combat (SPC):
    • Combined Attacks: Support may enhance ally Damage
    • Knockback: Damage over Scale Threshold causes Knockback, if appropriate
    • Power Stunts: Can spend Bennies for other options:
      • Aim Knockback
      • All Out Attack (change from d6s to d10s for Attack Powers, including Damage Field and Explode
      • Change Power Type
      • Interrupt: Suffer Distracted (or Distracted+Vulnerable if already acting this turn) to be as if On Hold.
      • Mimic: Use one Power as if it were a different Power.
      • Overawe: When using Power, get a free Test vs. all targets in a LBT.
      • Push: Temporarily amp one Power by 5 points.
      • Respec: Change Modifiers on a Power, keeping the total the same.
    • Synergy: Powers can work with the environment, or each other, for a +2 Focus/Damage bonus, or against each other, similarly.
    Conviction (SW): May hold onto one Super-Benny at a time
    Creative Combat (SW): Roll on CC Table (SW Pg 137) when getting a Test Raise, instead of Shaking target.
    Death & Defeat (SPC): Check SPC Incap Table (page 34)
    Fanatics (SW): Minions are ablative armor for Masterminds
    High Adventure (SW): Spend a Benny for one-time use of a Combat Edge.
    Larger than Life (SPC): May take an extra Major Hindrance at creation, for normal points.
    Mega Destruction (SPC): Property damage happens, especially with Knockback. Civilian casualties are a real possibility.
    More Skill Points(SPC): PCs start with 15 Skill Points, plus Common Skills.
    Never Surrender (SPC): Incapped character still draws Init cards; a Joker returns to consciousness, but Shaken.
    No Finishing Moves (SPC): Helpless Supers are immune to Finishing Blows.
    Throwdown (SPC): No Unarmed Defender Bonus.
    Villainous Conviction (SPC): Villains may earn/spend Conviction--in addition to normal Conviction rules, they also gain Unstoppable for the scene!
    Wound Cap (SW): Never suffer more than 4 Wounds from a single hit.
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