Fadil Ibn-Kazar

Bad Penny's page

33 posts. Alias of Not Alex.


Classes/Levels

Bennies: 4 Wounds: 0 Exp: 4

About Bad Penny

Bad Penny is the rarest of birds; a retired henchman. Although does it really count as retired if all your previous bosses are incarcerated or dead? Ah, memories. Ian Ettore was a relatively unspectacular young hood in a bad part of town when he was first recruited into super villany. The Mauve Marauder was his first boss. Ian was quite well treated for a lowly wheelman until the Marauder's infamous career ending train robbery. One word, seatbelt. After a short attempt to hold down a normal job Ian went back to the trade he knew best. He was bounced from supevillian to super villian, always seemingly a step ahead of disaster. From cleaning the death pens in The Mandrill's secret lair, to calibrating Mr Nefarious' earthquake ray, to harem duty for the Acquisitrix, Ian had seen it all and done it all. Poorly.

But years of classic henchman ineptitude slowly wore on, honing the future Bad Penny into a surprisingly competent operator. Which of course made him increasingly insufferable to employ. Constantly second guessing and correcting supervillians isn't the recipe for a healthy retirement. Fortunately Ian proved more and more difficult to bump off. Working in villian lairs exposed him to a deadly gamut of unshielded reactors, explosions, toxins, and "team building exercises." Any disciplining done by his masters hardly compared.

No longer content as a mere hench, Ian has set out to cause havoc as a true super villain. It's hard to tell whether his surprising resilience is a result of mutation or merely scar tissue at this point. Frankly his smoking habit is bigger danger to his health than most brawls. But his skills can't be questioned. He's a crack shot and has dusted off his vintage blaster cannon (Zoltan the Malefic isn't using it anymore, bless his soul) to deal with these darn aliens. And to show a namby-pamby generation of villians how it's done.

Stats:
Agility: d8
Smarts: d8
Spirit: d8 (d4 +2 Super Ability)
Strength: d4
Vigor: d12 (d6 +3 Super Ability)

Charisma: -1 Pace: 5 Parry: 6 Toughness: 8(+1 armor)

Shooting: d12
Fighting: d8
Driving: d8
Gambling: d6
Notice: d10
Knowledge(History): d8

Hindrances: Elderly, Arrogant, Stubborn, Habit(smokes foul cigars)
Edges: Power Points, Super Karma, Luck

Powers: Jinx(2)+Improved Jinx(x2)= (4)
Ranged Attack(3)+Extra Damage1(3)+Rapid Fire1(3)+Armor Pierce2(2) -In Device(-1 per 5 so -3)= (8)
Super Ability Vigor 3(3)
Super Ability Spirit 2(2)
Gifted(1)
Fearless(2)

Equips:
Zapco Brand Deathray (bought with powers)
Duraweave Janitorial Uniform ($500)
Flashlight ($20)
Autograpnel ($100)
x2 Grenades ($200)

Beliefs:
A man's home is his castle.

Just one more job. I know that's what I said last time but this time for sure.

Instincts:
Anything could explode. Where's cover?
Things can always get worse. Watch out for new threats.