Fetchling

MSH - Stygia's page

1 post. Alias of Black Dow.


About MSH - Stygia

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“Many things led to this day, for all of us. A forgotten son, a vengeful mother, a brother with a long shadow, a strange mutation. Together, they've written a tragedy.”
― Victoria Aveyard, Red Queen

“I am a ghost. A wraith of atoms. A shadow.”
― John Larkin, The Shadow Girl

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ORIGIN:

Physical Form: Mutant (Random)
Origin of Powers: Maturity

Mutants: Mutants are members of the race of Home Superior, a new race of man born from the race of Homo Sapiens (that's us). Mutant powers often (though not always) first manifest themselves in the teen-age years. Mutants are generally feared and disliked by the populace at large. Examples of mutants include the X-Men, X-Factor, and New Mutants. When creating a mutant character:
• Random ranks are rolled on Column 1 of the Random Ranks Table.
• Mutants gain one additional Power, up to the total number of Powers available to the Hero (maximum of 5).
• Resources are reduced by one rank.
• Starting Popularity is always 0.
• Mutants gain and lose Popularity at a slower rate than other character types.
• Endurance is raised by one rank.
• The majority of a mutant's Powers are inborn as opposed to equipment-based.
• They may be affected by mutant detection and mutant nullification devices.

PRIMARY ABILITIES:

FIGHTING: Remarkable (26) [Regular, formal training; Cyclops/Nightcrawler]
AGILITY: Remarkable (26) [Olympic athlete; Hawkeye/Iron Man]
STRENGTH: Excellent (16) [Able to press up to 800 lbs. Maximum human ability; Captain America]
ENDURANCE: Incredible (36*) [Enhanced abilities; Doctor Doom/Spider Man]
REASON: Feeble (1) [Couch potato. Good grasp of native language, simple machines; Hulk/Klaw]
INITUITION: Excellent (16) [Fine eye for detail; Mr Fantastic/Nick Fury]
PSYCHE: Excellent (16) [Some experience with mental control and/or mystic forces; Beast/Nightcrawler]

* Increased by 1 rank due to Mutant origin.

Spoiler:

Fighting:
• A measure of raw combat ability
• Used to determine if the character lands a blow in hand-to-hand (called Slugfest) combat
• Used to determine if a character evades a blunt attack
• Used to determine if a multiple combat attack or other FEAT involving hand-to- hand combat is successful
Used to determine the secondary ability known as Health

Agility:
A measure of dexterity and nimbleness
Used to determine if the character hits with a thrown or aimed weapon at a distance
• Used to determine if the character dodges a missile attack
• Used to determine if the character catches an object, holds onto a ledge, or successfully performs actions that require quick action or coordination
• Used to determine how well a character handles a vehicle
• Used to determine the secondary ability known as Health

Strength:
• A measure of physical muscle power • Used to determine damage inflicted in slugfest combat
• Used to determine success and damage in wrestling combat and success in Grabbing, Escaping, and Blocking manoeuvres
• Used to determine success in destroying materials
• Used to determine if a character can lift a heavy object or perform other acts that require physical power
• Used to determine the secondary ability known as Health

Endurance:
• A measure of personal toughness and physical resistance
• Used to determine normal moving speed
• Used to determine success in charging attacks
• Used to determine success in avoiding the effects of disease, poison, and gas • Used to determine success in matters that require the character to perform actions over a long period of time, such as holding one's breath
• Used to determine the secondary ability known as Health
• Used to resist the effects of Slams, Stuns, and Kill results directed against the hero
• Used to determine the amount of Health regained by a wounded individual

Reason:
• A measure of intelligence and the capacity for logical thought
• Used to determine the character's success in building things
• Used to determine the character's success in understanding unknown technology and languages
• Used to determine the secondary ability known as Karma

Intuition:
• A measure of wisdom, wits, common sense, and battle reflexes
• Used to discover clues
• Used to determine who may act first in combat (Initiative)
• Used to detect hidden or potentially dangerous items, as well as in situations where the character plays a hunch
• Used to resist effects of emotion control powers, spells, and abilities
• Used to determine the secondary ability known as Karma

Psyche:
• A measure of mental strength and willpower
• Used to show resistance to mental and will-dominating attacks
• Used to determine resistance to magical attacks
• Used to determine initial Magical abilities for those characters who wield magic
• Used to determine the secondary ability known as Karma


SECONDARY ABILITIES:

HEALTH: 94
KARMA: 33
RESOURCES: Feeble (1*) [Reduced circumstances, unemployed, on Social Security or allowance; Aunt May/Power Pack]
POPULARITY: 0

* Reduced by 1 rank due to Mutant origin

Spoiler:

Health:
• Used to determine the amount of physical damage the character can absorb before losing consciousness and potentially dying
• Does not have a rank or rank number, but rather is the sum of the rank numbers of the character's Fighting, Agility, Strength, and Endurance
• Lost through combat, accidents, attacks, and other potentially dangerous and life-threatening situations
• Recovered after damage is taken, 10 turns after damage is inflicted
• Regained through normal healing by the Endurance rank number of points per day (in crisis situations, Health may be figured as regained by the hour or turn. See the table under Healing)
• If reduced to 0, the character is unconscious and may begin to lose Endurance ranks. (See Life, Death, and Health)

Karma:
• Used by the hero as a measure of experience, allowing the hero to perform actions that may otherwise be impossible
• Does not have a rank or rank number. Starting Karma is determined when the character is created by the sum of the Initial rank numbers of the character's Reason, Intuition, and Psyche
• Gained through performing heroic and basically "honorable" acts
• Lost through performing selfish, harmful, or "dishonorable" acts
May be spent by the player-character to perform actions otherwise impossible or unlikely. These include modifying die rolls, staying alive, building things, using magical abilities, and raising the hero's ability rank numbers and ranks through advancement

Resources:
• A measure of how wealthy a character is, and how the character may use that wealth
• Generated when the character is created
• Presented as a rank with a rank number (replacing the Resource Points of the MARVEL SUPER HEROES Original Set)
• Used to determine if a character can afford a particular item or service

Popularity:
• A measure of the character's reputation in that character's normal environment
• Generated when the character is created • Represented as a rank and rank
number. Heroes generally have positive Popularity. Villains generally have negative Popularity
• Used to determine reactions of large groups of people and neutral NPCs
• Used to gain favours, information, and equipment from Contacts


KNOWN POWERS 6/7:

Powers Available: 1d100 ⇒ 57 (5/7 Powers +1 Mutant) ⇒ 6

Resistance to Emotion Attacks (RM*): Stygia has has increased resistance to emotion-related attacks. Such attacks include Emotion Control, Hallucinations, Domination, and attacks aimed at the Intuition. She can ignore attacks with Intensities less than her Power rank, and may reduce damage from higher level attacks by Power rank number.

*This Power rank must be at least equal to the hero's Intuition +1CS; if a lower rank is initially rolled, the player should raise it to the Intuition rank +1CS. (Typical rank was rolled, so rank raised to Remarkable.)

Shadowcasting (EX): Radiating from her hands Stygia can emit a field of inky black mist that decreases light and radiation.

The obscured energy's Intensity is lowered by the Power's rank taken as Intensity. The energy forms that can be affected by this Power are Light, Heat, Hard Radiation, Radiowaves, Energy Doppelgangers, and Energy Bodies. The hero possesses the ability to affect only Light when their Power is at Good rank. At each rank above Good, they gain the ability to affect another energy form in the following order: EX-Heat, RM-Hard Radiation, IN-Radiowaves, AM-Energy Doppelgangers, MN-Energy Bodies.

This Power includes the ability for Stygia to see clearly through her own natural or Power-created shadows of Intensity less that the hero's Power rank.

The Power can disrupt Darkforce Manipulation on a Typical Intensity FEAT if its rank is higher than that of the Darkforce manipulator, Remarkable Intensity FEAT if they are equal, and Unearthly Intensity FEAT if the Power's rank is lower.

Optional Powers include Shadow-shaping and Darkforce Manipulation. The Nemesis is Light Emission.

Shadow Regeneration (AM*): Stygia heals as per Regeneration, but only heals Amazing Power rank in Health every ten minutes when she is in shadows or darkness. In daylight, inside lit buildings, and in other similar situations, Stygia heals normally.

* This Power has a minimum Power rank of the Endurance of the character + 1CS.

Stealth (RM): She can move in ways that cannot be detected, whether while moving or if subjected to later tracking. When Stygia uses Stealth, her Power rank is subtracted from the efforts of those detecting her.

Umbral Blending (RM*): Stygia has the ability to change her shade to blend in with shadows and darkness. When she does so she is hidden with Power rank ability, and will not be detected until she moves or acts.

*Should a hero choose a limitation (such as the Power only works on night, or only in forests). the Power is raised +2CS, as opposed to the standard +1CS. (Initial power rank of Good, raised to Remarkable due to limitation of only shadows and darkness).

TALENTS 0/3:

Talents available: 1d100 ⇒ 2 (0/3)

None to speak of.

CONTACTS 3/3:

Contacts available: 1d100 ⇒ 67 (3/3)


WEAKNESS:

Stimulus: (Energy Allergy): Stygia suffers when she is exposed to direct Sunlight/UV energy.
Effect (Incapacitation): Stygia becomes physically ill after exposure to the sunlight/UV. Beginning with the initial contact, she loses one point of Health per turn. This loss continues for the Duration of the Effect. However, the loss stops when Health reaches zero; this Effect does not directly kill her. She retains her Powers but finds it harder to use them as her condition worsens.
Duration (Continuous with Contact): As long as she remains within the effective range of the Stimulus, the Effect continues. When Stygia is insulated or moved away from the Stimulus, the Effect immediately ceases. Lost Health points are returned at a rate of 2 per turn. If death has occurred, she now has the possibility of being revived.