Kaigon the Miscreant

Jack-in-Irons's page

9 posts. Alias of tumbler.


About Jack-in-Irons

7 Rolls plus a Background

Ego: 14
Strength: 26
Dexterity 16+2 from Background. Dodge+2 From Agility 1
Vigour: 10

Free Background: Previous Training (Dexterity +2)

Powers:

Agility:
The character can leap 4 metres without touching the ground in 1 Frame.
The character can also use some kind of aid (eg a lineslinger) 10 swing · from building to building. One swing can cover a distance equal to twice their Movement taking 1 Frame, or four times their Movement taking 1 Action.

The character gains a Dodge Modifier of + 2.

The character may Swing or Leap into Combat gaining a +2 Damage Modifier
for that initial attack only. The swing or leap must constitute at least 4 metres. At the end of the swing or leap, a fist/foot attack can be delivered in 1 Frame which does 1d6HTK and 2d6+ 6HTC. However, the next Frame must be spent recovering.

Health:Fast Recovery:
FAST RECOVERY The character has an unnaturally fast Recovery Rate. Instead of recovering at the normal rate, the character regains HTC at the rate of 1d6 (plus/minus any Modifier due to their Vigour) per Ac,ion and HTK at the rate of 1d6 (plus/minus any Modifier due to their Vigour) per half-hour of inaction.

Martial Arts: Pugilism:
Grade 1

Attacks with a fist are Weapon Class 3 and do damage of ld6- 6HTK and
2d6HTC.

In addition, the character can deliver a Sunday Punch, taking l Action. This gains Strike Modifier of + 2 and does ld6HTK and 3d6+ 12HTC damage. The character can only deliver one Sunday Punch per opponent and is expected to give a battle-cry when doing so, for example 'It's Clobberin' Time."

Stretch:
The character can Stretch both arms and legs up to 6 metres and can deform their body so that Concussive attacks do less
damage. If such a character elects to dodge a Concussive attack, then any
HTK and HTC damage from that attack is divided by 2. Glancing blows are calculated before the damage is divided in this way.

Stunner:
The Stunner is built into some other weapon such as a Whip or Tentacle that remains in contact with the target once it has struck. It will continue to do 3d6HTC damage each subsequent Action after it has first struck until the victim successfully dodges or moves away (if possible).

The attack is parried as for the weapon type rather than an Energy Attack.

Original Rolls:
Power Roll: 2d6 ⇒ (4, 6) = 10

Halved +4 = 9

Ego: 3d6 ⇒ (4, 4, 6) = 14
Strength: 3d6 ⇒ (1, 4, 5) = 10 + 16 from Strength Power (26 total)
Dexterity: 3d6 ⇒ (6, 5, 5) = 16
Vigour: 3d6 ⇒ (4, 1, 5) = 10

Superpower 1: 1d100 ⇒ 24 Flight (Swapping for Agility)

Superpower 2: 1d100 ⇒ 48 Martial Arts (Martial Arts type: 1d6 ⇒ 4 Pugilism)

Superpower 3: 1d100 ⇒ 74 Strength Strength Roll: 1d10 + 10 ⇒ (6) + 10 = 16

Superpower 4: 1d100 ⇒ 77 Stretching

Upgrade Martial Arts (1 power roll)

Upgrade Martial Arts (2 power rolls) (Swap for Stunner)
Free Background: Previous Training. +2 Dexterity

(I think this is 7 power rolls. If we cut off here I would go with this. If we keep our original number of rolls I would upgrade Agility and probably choose previous training to boost an ability.)

Agility Grade 1
The character can leap 4 metres without touching the ground in 1 Frame.
The character can also use some kind of aid (eg a lineslinger) 10 swing · from building to building. One swing can cover a distance equal to twice their Movement taking 1 Frame, or four times their Movement taking 1 Action.
The character gains a Dodge Modifier of + 2.
The character may Swing or Leap into Combat gaining a +2 Damage Modifier
for that initial attack only. The swing or leap must constitute at least 4 metres. At the end of the swing or leap, a fist/foot attack can be delivered in 1 Frame which does 1d6HTK and 2d6+ 6HTC. However, the next Frame must be spent recovering.

Grade 1
Attacks with a fist are Weapon Class 3 and do damage of ld6- 6HTK and
2d6HTC.
In addition, the character can deliver a Sunday Punch, taking l Action. This gains Strike Modifier of + 2 and does ld6HTK and 3d6+ 12HTC damage. The character can only deliver one Sunday Punch per opponent and is expected to give a battle-cry when doing so, for example 'It's Clobberin' Time/.

For names, I'm thinking Gyve (pronounced Jive) which is an archaic term for chains or shackles. Or maybe Chain Punk or just chain, which seems a little too obvious. Depends on the tone of the campaign, I think.

For background, I'm thinking he has a pretty uninteresting background. Teen in the 70s, so in his 20s now. Part of the punk scene. I can't quite find a source for the chains. I want the chains to represent taking the controls away from the authorities and returning it to the people. He is an anarchist. Maybe the chains are enchanted/cursed/haunted by the spirits of people who died in the Tower of London, or some famous prison or debtor's prison?

Stunner: The Stunner is built into some other weapon such as a Whip or Tentacle that remains in contact with the target once it has struck. It will continue to do 3d6HTC damage each subsequent Action after it has first struck until the victim successfully dodges or moves away (if possible).
The attack is parried as for the weapon type rather than an Energy Attack.