Charlie Jackson, aka Tatterdemalion

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Tatterdemalion
Posts: 10
Joined: Thu Jun 09, 2022 6:45 pm

Charlie Jackson, aka Tatterdemalion

Post by Tatterdemalion »

Player Name: Freemage
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
Hindrances
  • 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.
Edges
  • 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
POWERS
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
Setting Rules
  • Born a Hero (SW): No Rank Caps on Starting Edges
    Comic Book Combat (SPC):
    • Combined Attacks: Support may enhance ally Damage
    • Knockback: Damage over Scale Threshold causes Knockback, if appropriate
    • Power Stunts: Can spend Bennies for other options:
      • Aim Knockback
      • All Out Attack (change from d6s to d10s for Attack Powers, including Damage Field and Explode
      • Change Power Type
      • Interrupt: Suffer Distracted (or Distracted+Vulnerable if already acting this turn) to be as if On Hold.
      • Mimic: Use one Power as if it were a different Power.
      • Overawe: When using Power, get a free Test vs. all targets in a LBT.
      • Push: Temporarily amp one Power by 5 points.
      • Respec: Change Modifiers on a Power, keeping the total the same.
    • Synergy: Powers can work with the environment, or each other, for a +2 Focus/Damage bonus, or against each other, similarly.
    Conviction (SW): May hold onto one Super-Benny at a time
    Creative Combat (SW): Roll on CC Table (SW Pg 137) when getting a Test Raise, instead of Shaking target.
    Death & Defeat (SPC): Check SPC Incap Table (page 34)
    Fanatics (SW): Minions are ablative armor for Masterminds
    Gritty Damage (SW): Wounds cause Injuries until healed
    Hard Choices (SW): Jokers give no Bennies; GM starts with no Bennies, but PC Bennies go to GM pool.
    High Adventure (SW): Spend a Benny for one-time use of a Combat Edge.
    Larger than Life (SPC): May take an extra Major Hindrance at creation, for normal points
    Never Surrender (SPC): Incapped character still draws Init cards; a Joker returns to consciousness, but Shaken.
    Throwdown (SPC): No Unarmed Defender Bonus
Tatterdemalion Stats
Traits
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 6 (1)
Skills:
Focus d12+6; Fighting d6
Athletics d4; Survival d4
Notice d6; Stealth d6
Common Knowledge d6 (+2 Streetwise); Language (English Native) d8;
Persuasion d4 (+2 Streetwise Networking); Intimidation d6+2 (+2 Streetwise Networking)
Hindrances: Monologuer, Grim, Minor Ruthless, All Thumbs, Poverty, Major Wanted, Compromised
Edges: Connections (Street People); Rabble Rouser (Intimidate all targets in an MBT); Other Edges already included in stats
Powers:
Ruination: Range 6", Single target/MBT/LBT. Destroy inanimate objects Hardness <= 20 if Very Small; larger have a VS area destroyed instead. Living targets roll Vigor -2/-4 or suffer a Wound.
Atrophy: Range 12". Up to 4 Targets. Select any Trait, all targets suffer -1/-2 Die-Types, min d4. Ends after target's next turn.
Breakdown: Touch. Small devices shut down, vehicle-size suffer a Critical Hit (SWADE 119). Called Shot to take out a sub-system on a large target. Simple/Moderate/Complex: -0/-2/-4.
Disrupt & Disperse: Requires activation, Ranged attacks suffer -5 to hit
Living Crucible: Immune to Poison & Disease
Honed By Hardship: +2 D-T Spirit (included)
Avatar of Destruction: +4 D-T Focus (included)
Weapons
Unarmed: d6 damage
Lead Pipe: 2d6 Damage
Switchblade: d6+d4 Damage, -2 to Notice when hidden
Brick (Imp. Weapon): Athletics -2 to hit, Range 2/4/8, 2d6 Damage
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Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Charlie Jackson, aka Tatterdemalion

Post by Technospawn »

Approved.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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