Spider-Man

Revision as of 04:45, 14 January 2015 by Morik trask (talk | contribs)


Spider-Man
Affiliations
Solo    YL D8.png
Buddy    YL D10.png
Team    YL D6.png
Distinctions

Friendly Neighborhood Hero?
Wisecracker
With Great Power Comes Great Responsibility

YL D4.png or YL D8.png
+1 PP
Power Sets
Spider-Powers
Enhanced Senses
YL D8.png
Enhanced Stamina
YL D8.png
Superhuman Reflexes
YL D10.png
Superhuman Strength
YL D10.png
Wall-Crawling
YL D6.png
SFX:
Spider-Sense. Spend 1 PP to add Enhanced Senses (or Step up by +1 if already in your pool) and reroll all dice on a reaction.
SFX:
Second Wind. Before you make an action including a Spider-Powers power, you may move your physical stress die to the doom pool and step up the Spider-Powers power by +1 for this action.
SFX:
Pider Tracer. Spend 1 PP or use an effect to create a Traced complication for a target. You may track that target anywhere until the complication is removed or Enhanced Senses is shutdown.
Limit:
Exhausted. Shutdown any Spider-Powers power to gain 1PP. Recover power by activating an opportunity or during a Transition Scene.
Web-Slinging
Enhanced Durability
YL D8.png
Swingline
YL D8.png
Weapon
YL D8.png
SFX:
Grapple. Ad a D6 and step up effect die by +1 when inflicting a web-related complication on a target.
SFX:
Web Constructs. When creating web-related assets, add D6 and step up the effect die by +1.
Limit:
Exhausted. Shutdown any Web-Slinging power to gain 1PP. Recover power by activating an opportunity or during a Transition Scene.
Specialties
Acrobatic Master
YL D10.png
Combat Expert
YL D8.png
Covert Expert
YL D8.png
Psych Expert
YL D8.png
Science Expert
YL D8.png
Tech Expert
YL D8.png
[You may convert Expert D8 to 2D6, or Master D10 to 2D8 or 3D6]

History: Growing up in an old-fashioned and patriarchal family, teenager Hisako Ichiki left her native Japan for the United States. There she sought training at the Xavier School for Higher Learning, to master her mutant gift. Although she has been exposed to numerous dangers and emotional trials during her short stint at the school, Ichiki’s bravery and tenacity have thus far seen her through. In that time she has won the respect of her peers and even a few of her teachers, including Wolverine. This being the X-Men, however, that respect often translates into new and interesting opportunities to place herself in peril.

Personality: Hisako demonstrates a stubborn courage and steadfast resolve that belie her young age. She is an intelligent, quick learner, determined to absorb everything the X-Men and their school can teach her, regardless of the dangers she might face. She is also remarkably levelheaded for her age, managing to keep calm in the face of great stress and violence.

Abilities & Resources: Drawing on the strength of the line of her ancestors, Ichiki’s mutant power allows her to manifest a psionic exo-skeleton. This multi-colored, translucent energy shell, resembling a suit of armor, can protect her from substantial physical injury. Although vulnerable to lasers and other light-based attacks (since her shell allows light through), as well as hyperdense materials such as Adamantium, the shell’s psionic protection is proof against most other forms of harm. While the armor is active, Hisako can even survive re-entry into a planetary atmosphere and the terminal-velocity impact following such a descent. In addition to protection, the exo-skeleton also amplifies her physical strength. While her upper limits are currently unknown, she is capable of tossing vehicles aside with little effort and tearing apart reinforced construction materials. Ichiki has yet to realize her full potential, and she can exhaust herself if she’s not careful. With more training, she may be able to extend the size and shape of her armor, as well as protect against attacks that might otherwise prove impossible to resist. If given the chance to join the X-Men, Ichiki has her codename picked out: Armor.

Milestones
FOR MY ANCESTORS
1 XP:
when you give support to another hero.
3 XP:
when you’re given an official place on a team.
10 XP:
when you either sacrifice something you hold dear for the benefit of your team or walk away from your team to avoid that sacrifice.