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