Google Handle: Soren
Name: Tatterdemalion
Rank: Novice 3
Race: Human (Supers)
Age: 35
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 5
Skills
- Athletics d4
- Common Knowledge d6
- Language (English Native) d8
- Notice d6
- Persuasion d4 (+2 Streetwise Networking)
- Stealth d6
- Intimidation d6+2 (+2 Streetwise Networking)
- Focus d12+6
- Fighting d6
- Survival d4
- Monologuer [Major]: Rants about the injustice of the world; On a Club Init, must roll Smarts -2 or spend one round ranting--limited to free actions and movement.
- Grim [Minor]: Successful Taunt causes Tatts to be Provoked; actions targeting anyone but the Taunter suffer -2 to the roll.
- Ruthless [Minor]: If someone gets in my way, I will move them, with coercion or non-lethal force (I save the lethal stuff for people actually opposing me).
- All Thumbs [Minor]: On a CritFail when using a mechanical/electrical device, the device breaks. All such gear suffers a -2 penalty to use.
- Poverty [Minor]: Halve funds every session (or week of downtime). "Acquired" gear that would be affected by All Thumbs is lost at the end of each Session/Quarter.
- Wanted [Major--Base]: The Mutant Control Board is looking for us in relation to the death of a villain.
- Compromised [Base]: We are being blackmailed by person or persons unknown who have threatened to feed intel about the WC to the MCB if we do not perform tasks they demand.
- Super Powers (Free): Pretty much the name of the game
- Professional/Expert--Focus (Hind): +2 to all Focus Rolls
- Connections--Street People (Hind): 1 per session, may use network for aid (most often, information or a safe place to hide)
- Rabble-Rouser (Human): May use Intimidate on all targets in an MBT who can see/hear him
- Streetwise (N1): +2 Intimidate/Persuade to Network in underclass; +2 Common Knowledge with shady types.
- Menacing (N3): +2 Intimidation
- Powerful (Base): +5 Power Points
PPT/Limit: 29/8 (Limitation Cap -4)
* Powers require a Focus roll to activate
Ruination: Decay (area Effect 4, Strong 2): 8 [Power Type: Temporal]
Range 6", Single target/MBT/LBT. Inanimate targets up to Armor/Hardness 20 are destroyed if Very Small or smaller; larger objects have a Very Small area of the item destroyed. Living targets must roll Vigor -2/-4 or suffer a Wound. Works by aging targets; people eventually recover their normal age, but objects do not.
Atrophy: Lower Trait (Lower Only -1, 3 Additional Targets +3, Any Trait +2): 6 [Power Type: Temporal]
The targeted Trait is suddenly atrophied in the victims as if from a decade or more of disuse.
Range 12". Up to 4 Targets. Roll Focus, target(s) suffer -1/-2 Die-types to targeted Trait, Minimum of d4. Lasts until the end of the target's next turn.
Breakdown: Malfunction (Touch Only -2): 1 [Power Type: Temporal]
With a touch, Tatterdemalion's entropic field can 'infect' virtually any machine, causing it to break down, often catastrophically. A success shuts down smaller machines (those large enough to have a Wound track, such as vehicles, suffer a Critical Hit, per SWADE pg 119). On a Raise, the device's operator is Distracted until the end of their next turn, as well.
The Focus roll is modified by the device's overall complexity, as follows:
Simple (can opener, firearm, bow) −0
Moderate (laser rifle, civilian vehicle engine, microwave oven) −2
Complex (tank, shielded military hardware, alien technology) −4
In addition, larger machines can have specific sub-systems targeted by a suitable Called Shot penalty.
Disrupt and Disperse: Dodge V (Requires Activation -1): 4 [Power Type: Temporal]
Tatterdemalion can emit a skin-tight field that destroys most incoming projectiles. Incoming ranged attacks suffer a -5 to hit. This has no effect on AoE attacks. Requires a Focus roll to activate; shuts down on loss of concentration (must roll Spirit on Shaken/Stunned, auto-drops on Incapacitation/unconsciousness).
Living Crucible Immune to Poison/Disease: 2 [Power Type: Temporal]
Tatterdemalion's body automatically destroys harmful substances and organisms that enter it. Poison and disease (including super-powered versions) have no effect on him.
Honed by Hardship Super Attribute--Spirit II: 4 [Power Type: Mental]
After his restaurant went under, Charlie spent years living on the street, until his powers manifested. He retains the will to survive that got him through that period. Spirit increased by 2 Die-Types
Avatar of Destruction Super-Skill--Focus IV: 4 [Power Type: Mental]
Increases Focus by 4 Die-types.
GEAR
Weighted Lead Pipe (treat as Heavy Club)
Str+d6 Damage
Switchblade
Notice-2 to spot when hidden
Str+d4 Damage
Brick
Range: 2/4/8
-2 to hit (Improvised ranged weapon)
Str+d6 Damage
Motley clothing
Including a military surplus long-coat
Transit Pass
Library Card
SRO rental apartment
BUILD
Free:
Super Powers Edge
From Powers:
+2 DT Spirit (d10, max Spirit is d12+2)
+4 DT Focus (max Focus is d12+4)
Creation (Hindrances):
Professional--Focus
Expert--Focus
Connections: Street People
Human:
Rabble-Rouser
ADVANCES:
N1: Streetwise
N2: Smarts d8
N3: Menacing
Setting Rules