The Scribbler

Discard's page

No posts. Alias of Colorfoot.


About Discard

Attributes: Agility d8 (2), Smarts d6 (1), Spirit d8 (2), Strength d8 (2), Vigor d8 (2)

On Attributes:
I raised 2 attributes with Hindrance points and then raised 2 more with super powers.

Skills: Academics d4 (1), Athletics d8 (2), Common Knowledge d6 (1), Driving d4 (1), Fighting d8 (3), Focus d8 (3), Intimidation d4 (1), Language (English) d8 (0), Notice d6 (1) [+2 for Hearing], Persuasion d4 (0), Shooting d4 (1), Stealth d6 (1), Thievery d6 (2)
Skill Points:
17 total Skill points. 15 are from the More Skill Points setting rule and 2 are from Hindrance points.

Pace: 6; Parry: 6; Toughness: 12 (2)
Hindrances: Bad Luck, Dependent (minor), Transformation (minor), Secret Identity (minor), Heartless (minor)
Hindrances:
I used Hindrance points to raise 2 Attributes and gain 2 Skill points.

His secret identity isn't so much his civilian name; he doesn't care about that. His secret identity is that he used to be the sidekick of the Knight Owl, who some of his new compatriots may have tangled with back in the day. Maybe that's more Secret (minor) than Secret Identity? To be clear: I'm not trying to keep a secret from the other players at the table. My character is trying to keep the secret, not me.

His dependent is Damian, the NPC kid he connected with in the answers I gave to the setting questions. As far as stat blocks go, I don't suppose the new book has a thief or common criminal NPC?

I swapped Loyal for Transformation (minor). Much like Hal Jordan, Jason needs to activate his ring before it will work. And I gave him Heartless to round out the set.


Edges: Danger Sense (N1 Advance), Martial Artist (Novice Human Edge), Super Powers (45)
Armor: Body Armor, Ballistic Vest (torso only) ($200)
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), Melee Attack (Magic Ring) (3; Magic) (Range Melee, Damage Str+3d6+1d4, AP 4, +1 to Hit, HW)
Gear: Boots, hiking ($100), Camouflage (Urban) Fatigues ($20), Comm Link ($100), Smoke Grenade ($50), Night Vision Goggles ($500)
Language: English (native, d8)
Current Wealth: $30

Powers (45 points)

  • Regeneration (13 points; Magic): Make a Focus roll every round as a limited free action. Success heals one Wound, and a raise heals two. - Device (-1): Magic Ring, Hero ignores one point of Fatigue penalties. Can still be Incapacitated if pushed beyond Exhausted - just ignores the penalty., Treat all permanent injuries as temporary unless caused by acid, fire, or damage caused by a Power Type matching their Environmental Weakness, Power Negation, or Vulnerability Hindrance. [10 for power, +2 for Relief, +2 for Regrowth, -1 for Magic Ring device]

  • Flight (11 points; Magic): Pace 360 (240 MPH), -4 Attack Penalty - Device (-1): Magic Ring [12 points for power, -1 for Magic Ring device]

  • Melee Attack - Ring Powered Punch (9 points; Magic): - Can "charge up" her attack form as a limited action, adding +1d6 to the first damage roll made in next action (or +1d10 if combined with an All Out Attack (page 30), +4 AP, Device (-1): Magic Ring, Heavy Weapon (1) [6 points for power, 2 points for +4 AP, 1 point for HW, 1 point for Charge, -1 for Magic Ring device]

  • Damage Field (4 points; Magic): Activating the field is an action, and it remains on until the super terminates it. At the end of the super’s turn, every adjacent character must make an Evasion roll or suffer 3D6 damage. - Device (-1): Magic Ring, Attack is inherently deadly - no non-lethal attacks, Heavy Weapon (1) [5 points for power, 1 point for HW, -1 for lethal, -1 for Magic Ring device]

  • Toughness (3 points; Magic): +4 toughness - Device (-1): Magic Ring [4 points for power, -1 for Magic Ring device]

  • Super Attribute (2 points; Intense Training): Boost Strength by 1

  • Super Attribute (2 points; Intense Training): Boost Vigor by 1

  • Heightened Senses - Hearing (1 point; Intense Training): +2 to Notice rolls based on hearing.

Starting Bennies: 2
Advances
Novice Advances
Edge: Danger Sense

Current Load: 7 (61)