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Empowered PDF Print E-mail
Written by Chris Cooper   
Tuesday, 03 April 2007

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I read Adam Warren’s Empowered recently and enjoyed it. It’s a catalogue of a series of existential crises of a lowly super-heroine who is an F-list junior or associate member of an A-list superteam. 

  While the story revolves around Empowered’s successes and failures fighting in the big leagues, it is also about her self-image and a penetrating view of the unspoken stupidity of taken-for-granted elements of the super-hero subgenre.

Empowered Think of it as a super-soap opera lampoon.

Now I'm trying to stat her up for WT.

Note: I’m using BaileyWolf’s UA-esque DIY skills. As such I am removing 50 points from the 250 base. I’m also using the Expert Dice (ed) alternative option to Hard Dice. Check Wild Talents page 10.

EMPOWERED (and her Supersuit) [311 Points]
Archetype: None [Normal Human] (+0)
Source: Power Focus (-8)
Permissions: Super Equipment [+2]
Intrinsic: No Willpower (-5)

[Total: -11 Points]

STATS
BODY 2 COORD 2 SENSE 2
BRAINS 2 COMM 2 COOL 2

Base Will: 4 (No Willpower)
[Total: +25 Points]

SKILL DESCRIPTIONS

  • Blueberry Pancakes is Emp’s cooking skill.
  • Bounce & Clap Hands [Comm] is the Inspiration and Persuasion skill.
  • Pout & Cry [Cool] is Emp’s stability skill, a distracting technique, and an expression of her insecurities. It works on a sexual and emotional level.
  • Wear Supersuit is Emp’s ability to switch on and use her harshly revealing suit. This is only a hyperskill because she will always succeed in switching it on even though it costs an action. As a normal human she cannot spend her own Willpower.
  • Zap Power Bolts allows Emp to shoot power bolts from her suited hands. She gets bonus dice from her Power Bolts (+2ed), which add to her Zap skill roll.

SKILLS
Athletics [Body] 2 4
Blueberry Pancakes [Brains] 1 2
Bounce & Clap Hands [Comm] 3 6
Dodge [Coord] 1 2
College Degree [Brains] 2 4
Fight [Body] 2 4
Notice [Sense] 1 2
Pout & Cry [Cool] 3 6
Reaction [Sense] 1 2
Sense Motive [Brains] 1 2
Wear Supersuit [Body] 1+ 1wd* 10
Sneak [Coord] 1 2
Zap Power Bolts [Coord] 2 4
[Total +50 Points]


HYPERMEMBRANE SUPERSUIT [+247]

Skin-tight Protection [+214]
Immunity, Level 10 L/S (+80), DRU, Universal (x2) [+160]
Extra Tough, Level 10 ADRU (+80) [+80]
Extra: Booster, Level 2 [Body/Lift] [+8]
Extra: Deadly, Level 2 [+2 Shock, Melee Only] [+4] 252
Flaw: If/Then, If lose 1 Extra Tough, then lose 1 Immunity [-2]
Flaw: Ablative, Level 5 [-20 Points]
Flaw: Depleted, Supersuit regenerates in eight to twelve hours [-6]
Flaw: Obvious Nudity [-2]
Focus Flaw: Operational Skill [Wear Suit] -2 [-4 Points]
Focus Flaw: Attached to Supersuit [-4]

All-Over-Body Cup-and-Lift [+16]
Indomitable Willpower, Level 2 (+20), ADRU [+20 Points]
Focus Flaw: Attached to Supersuit [-4]

Power Bolts [+17]
Harm 2ed, Attacks Only [+20]
Penetration 1 [+3]
Focus Flaw: Operational Skill [Zap Power Bolts] [-2]
Focus Flaw: Attached to Supersuit [-4]

 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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