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MHR Days of Future Past/M

M

Monet St. Croix [secret]

PP
4
P
D4
D6
D8
D10
D12
M
D4
D6
D8
D10
D12
E
D4
D6
D8
D10
D12
XP
4

Afilliations Solo D8 Buddy D6 Team D10

Distinctions Haughty
Mutant Rights Activist
Perfection Is My Mutant Power
D4+1 PP or D8

Power Set 1 MUTANT MENTALIST
Enhanced Senses D8 Mind Control D8
Telepathy D8
SFX: Cutting Wit. On a successful reaction against an emotion-based attack action, inflict emotional stress with your effect die. Spend 1 PP to step it up.
SFX: Focus. If your pool includes a MUTANT MENTALIST power, you may replace two dice of equal size with one stepped-up die.
SFX: Superhuman Intuition. Shutdown ENHANCED SENSES to add an Expert Specialty or step up an Expert Specialty to Master. Activate an opportunity or participate in a Transition Scene to recover power.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown MUTANT MENTALIST. Recover MUTANT MENTALIST when you recover that stress or wake up. If you take mental trauma, shutdown MUTANT MENTALIST until you recover that trauma.

Power Set 2 PEERLESS PHYSIOLOGY
Enhanced Reflexes D8 Enhanced Speed D8
Enhanced Stamina D8 Enhanced Strength D8
Superhuman Durability D10 Subsonic Flight D8
SFX: Adrenal Boost. Shutdown a PEERLESS PHYSIOLOGY power to step up another PEERLESS PHYSIOLOGY power. Activate an opportunity or participate in a Transition Scene to recover the power.
SFX: Multipower. Add more than one PEERLESS PHYSIOLOGY power die to your pool. Step back each PEERLESS PHYSIOLOGY power die in your pool once for each die beyond the first.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.

Specialties Combat Expert D8 Psych Master D10
Tech Expert D8

Milestone Save the Future
1 XP when you make a prediction about where a decision will lead.
3 XP when you regret a decision you have made.
10 XP when you act in a way to prevent a future catastrophe or when you determine that destinies that cannot be changed.

Milestone Bad Attitude
1 XP when you are condescending or sarcastic.
3 XP when you show a caring side under the hard demeanor.
10 XP when you either decide your team isn't worth finessing your foul mouth, or decide they're your true friends and worthy of some respect.
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