Einstein Ellis
From RPGS surrounding the Labcats
Origin
- Starting Relationships:
- Bo, d4
- Electra, d6
- Sandy, d4
- Sophie, d4
- Bella, d4
- Strange
- Power: d6 -> d8
- Electra: d8
- Lab: 2d4
- Straw Island: 2d4
- Genius: d4
Youth
- Outsider: Genius d6, Lab 2d6, Bella d6
Focus
- Technology: Gear: Power Armor d4, Genius d8, Bo d6
Path
- Underground: Truth d6, Power Armor d6, Sandy d6, Bella d8
Life-Changing Event
- Advancement: Power d10 -> d12, Truth d8, Mastermind d4, Straw Island 2d6, Sandy d8, Sophie d6, Electra d8
Priority
- Moving Forward: Justice d6, Mastermind d6, Bella d10
Modus Operandi
- Outside Normal Channels: Justice d8, Lab 2d8, Electra d10
Motivation
- The World: Duty d6, Mastermind d10
Identity
- The Specialist: Power Armor d8, Mastermind d12, Sophie d8
Sheet
Drives
Values
- Duty d6: Enlighted self interest is only reasonable.
- Glory d4:
- Justice d8:
- Love d4: I shouldn't have to say it.
- Power d12:
- Truth d8: Truth should be given out selectively. It is a tool like any other.
Relationships
- Bo Blackwater d6:
- Electra Ellis d10:
- Sandy Spade d8:
- Sophie Byrne d8:
- Bell Blackwater d10:
Assets
Distinctions
- Mastermind d12
- d4: Add a d6 to Trouble to Reroll a die when dealing with characters you have a history of manipulating.
- d8: Spend a Plot Point to Reveal that you've planned for this eventuality and have the resources necessary for your plan.
- d12: Spend a Plot Point to Reroll a die when your plan comes to fruition.
- Genius d8
- d4: Spend a Plot Point to Reveal that you've studied a subject and know its basics.
- d8: Earn a Plot Point and Add a d6 to Trouble when you assume others can't follow your complicated thinking.
Gear
- Power Armor d8
Resources
Extras
Locations
- Lab 2d8
- Straw Island 2d8