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− | '''THE | + | '''THE BRAIN''' |
'''Hero Name:''' Positron | '''Hero Name:''' Positron | ||
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SAVIOR 0 | SAVIOR 0 | ||
− | SUPERIOR +3 | + | SUPERIOR +3 ''(locked)'' |
MUNDANE +1 | MUNDANE +1 | ||
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'''MOVES''' | '''MOVES''' | ||
+ | |||
+ | |||
+ | '''Scientific Insight:''' You have achieved mastery over a field of science and technology. Name it: PHYSICS! | ||
+ | Whenever you '''assess the situation''' and your field of study is directly relevant, you may ask a single follow up question. | ||
+ | |||
+ | '''Always Prepared:''' When you have a chance to restock your supplies, hold up to 2-gadgets. When you '''unleash your powers''' by producing a brand new minor invention or gadget from your supply, spend 1-gadget and roll +Superior. When you reach 0-gadgets, mark a condition. | ||
+ | |||
+ | '''Tactical Genius:''' When you point out the obvious flaw in a known foe's plan, roll +Savior. On a hit, you're right, and another teammate (your choice) can take advantage; they get +1 ongoing to act on your information. On a 7-9, pick one: | ||
+ | |||
+ | ''- you missed something important. The GM will tell you what.'' | ||
+ | |||
+ | ''- You look like a showoff. Your chosen teammate take Influence over you, and you lose influence over them.'' | ||
+ | |||
+ | ''- You make your teammates feel like little more than pawns. Your chosen teammate marks a condition'' | ||
+ | |||
+ | On a miss, you've played into your enemy's hands: watch the trap spring. | ||
'''Been reading the files:''' You’ve learned about | '''Been reading the files:''' You’ve learned about | ||
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miss. | miss. | ||
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'''Burn:'''When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 | '''Burn:'''When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 |
Revision as of 18:37, 30 August 2018
Positron[edit]
- Real Name: Peter Wyatt Richards
- Occupation: Student
- Legal Status: American citizen
- Identity: Public
- Other Aliases: None
- Place of Birth: New York City
- Marital Status: Single
- Known Relatives: Reed Richards (Mister Fantastic, father), Susan Storm Richards (Invisible Woman, mother), Johnny Storm (Human Torch, uncle), Lyja (aunt), Victor (cousin), Franklin Richards (brother), Valeria Richards (Invincible Woman, sister)
- Group Affiliation: Fantastic Four/Future Foundation; Member of a newly formed, as-yet-unnamed team of teenage heroes
- Base of Operations: The Warehouse
History:
Peter is the youngest child of Susan and Reed Richards. He was named after "Uncle Spidey", occasional FF member and close family friend Peter Parker. His middle name comes from Wyatt Wingfoot, another close friend and ally of the team. He looks a lot like a younger version his Uncle Johnny, but shares his father's brown hair.
Until recently, Peter was home schooled (although most homes don't have the greatest scientists in the world as teachers). When his parents decided to go off-world for a time, though, they decided to enroll their son in a regular high school for a year or two. They also arranged for Peter to live with his Uncle Ben and Aunt Alicia for the time being. This was all explained as an opportunity for Peter to experience a normal teenage life.
Powers and Skills:
Like his siblings, Peter is a mutant thanks to the cosmic radiation that gave the Fantastic Four their powers. He has the ability to summon negative zone energy. Initially, this manifested as a "Kirby Krackle" effect that he would form around his hands, and as short range bursts of energy. During the recent journey to Dimension 6, however, Peter (who was suffering one of his "allergic reactions" at the time) exhibited a sudden burst of power, more akin to his Uncle Johnny "flaming on." The energy suddenly appeared across his entire body, and he found himself unleashing much larger energy beams.
For reasons as yet unknown, Peter cannot safely leave Earth. It was discovered when he was very young that he exhibits increasingly severe symptoms as soon as he leaves his homeworld. Initially, he suffers nosebleeds and a migraine. Within a matter of minutes, the agony becomes crippling, as if his entire head is about to explode. Shortly thereafter, he becomes catatonic. He hasn't had the misfortune to find out what comes next, and the length of time it takes for symptoms to manifest varies because comics.
Reed, Peter, and others use to believe that Peter's "allergy" was limited to space travel, since he has been to other dimensions on occasion with no ill effect. However, during the Dimension 6 incursion he suffered the same symptoms. He soon realized that this was caused by portals to Earth constantly opening and closing. As long as there is a conduit back to Earth, he seems to be all right.
In addition to his mutant power, Peter is a supergenius much like his father and sister. He has a natural aptitude for almost all forms of science and engineering. One form of embarrassment for Peter and amusement for his classmates, however, is his difficulty in working with internal combustion engines in shop class.
Equipment:
Peter's costume is a version of the traditional white and black Future Foundation uniform. In place of the hexes or numbers normally worn by the senior members of the team, his logo is circular black "Kirby Krackle" that resembles the energy he summons. The costume is made of unstable molecules, so is highly resistant to wear and discolouration. It also has the ability to alter its appearance to resemble street clothes and variant FF uniforms. It has a built in computer link, comm unit, and a handful of other gadgets. The belt buckle is actually a small drone that can seek out other superheroes before triggering a modern, souped-up holographic FF flare. (I picture this having a set hierarchy of who it will seek out: The FF first, other Future Foundation students/teachers/alumni second, etc.)
THE BRAIN
Hero Name: Positron
Real Name: Peter Richards
Age: 16
LOOK
• man
• white
• athletic body
• casual clothes
• mentor’s garb
ABILITIES
You are someone’s protégé. Your powers largely mimic theirs, but each of you is in some way unique. Pick one ability you both share and one ability for each of you that is uniquely yours.
Shared Ability: Supergenius
Your Own Ability: Elemental Control (Negative Zone Energy)
Your Mentor's Ability: Body Elasticity
MENTOR
You have a mentor, someone who’s taught you, trained you, given you aid, or raised you up.
Someone who might have confined you a bit too rigidly to a single path. Which Label do they
embody, and which do they deny? (circle one each)
EMBODIES Savior Danger Freak Superior Mundane
DENIES Savior Danger Freak Superior Mundane
LABELS
DANGER 0
FREAK +2
SAVIOR 0
SUPERIOR +3 (locked)
MUNDANE +1
When our team first came together...
We stuck together after all was said and done. Why? How’d we keep in contact? Uncle Ben saw something in us.
RELATIONSHIPS You and Shimmer teamed up a few times before the rest of you came together.
Your mentor is cautious; they asked you to keep an eye on Sefu.
INFLUENCE
Choose your demeanor: playful
If you choose playful, give Influence to two teammates.
If you choose business, give Influence to no teammates.
MOVES
Scientific Insight: You have achieved mastery over a field of science and technology. Name it: PHYSICS!
Whenever you assess the situation and your field of study is directly relevant, you may ask a single follow up question.
Always Prepared: When you have a chance to restock your supplies, hold up to 2-gadgets. When you unleash your powers by producing a brand new minor invention or gadget from your supply, spend 1-gadget and roll +Superior. When you reach 0-gadgets, mark a condition.
Tactical Genius: When you point out the obvious flaw in a known foe's plan, roll +Savior. On a hit, you're right, and another teammate (your choice) can take advantage; they get +1 ongoing to act on your information. On a 7-9, pick one:
- you missed something important. The GM will tell you what.
- You look like a showoff. Your chosen teammate take Influence over you, and you lose influence over them.
- You make your teammates feel like little more than pawns. Your chosen teammate marks a condition
On a miss, you've played into your enemy's hands: watch the trap spring.
Been reading the files: You’ve learned about the superhuman world through your mentor’s resources. When you first encounter an important superpowered phenomenon (your call), roll + Superior. On a hit, tell the team one important detail you’ve learned from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question; they will answer it honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.
Be mindful of your surroundings: When you assess the situation before entering into a fight, you may ask one additional question, even on a miss.
Burn:When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3
burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark three conditions.
Spend your burn on your flares. You lose all burn at the end of the scene.
Current flares:
Overcharge: You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses. Spend 2 burn to take a 10+ when you unleash your powers.
MENTOR'S RESOURCES
- A hidden base *Not actually all that hidden. It's the old Pier 4 warehouse on the waterfront. It was destroyed at one point, later rebuilt, and eventually mothballed. Ben gave me the keys.
- A supercomputer
- Surveillance equipment
- A teleportal
- A weapon of last resort
- Security systems
- Simple robots (H.E.R.B.I.E. units)
MOMENT OF TRUTH
The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they’re not going to see you the same way, no matter which path you choose…
TEAM MOVES
When you share a triumphant celebration with someone, ask them if you’ve been a good leader or effective teammate. If they say yes, your mentor loses Influence over you and you mark potential. If they say no, your mentor gains Influence over you, and you take +1 forward on using the Label your mentor embodies.
When you share a vulnerability or weakness with someone, tell them a secret about your mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.
HAS INFLUENCE OVER ME:
Myrmidon
Shimmer
The Hood
The Sphinx
I HAVE INFLUENCE OVER:
The Hood
Shimmer
Sefu
Myrmidon
Kid Mojo
The Sphinx
Nomad
ADULTS WHO DO NOT HAVE INFLUENCE OVER ME:
Reed Richards