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- Level 7
- Name: Alan Kinsley
- Background: High School Mascot. This poor sap gets paid pennies to dance around at games in a Badgermole suit. It'll be worth it, though, if he can save up enough to buy that clunker of a car he saw at the junkyard. Also he's kind of bullied a lot.
- Origin: Suburban kid of a single parent. Living with just his dad, he's had a bit of a lonely life growing up, especially when his dad's stayed late at work.
- Skills: Motivate, Dancing, Roughhousing, Machine Repair, Poverty Cooking, Celebrity Trivia, Mechanical Engineering, Versed in the Way of the Faerie Courts, Connection (Sports team), Yokai Diplomacy.
- Complications: Low self confidence, on-call. Third???
- Tricks:
- School Spirit! (Motivate): He can always get the crowds riled up in favor of the home team and his mascot persona.
- Tab A into Slot B (Machine Repair): He can always figure out how to replicate an unfamiliar machine by studying it for long enough.
- Badgermole in a China Shop (Roughhousing): Hammertime! Whether it's other mascots or just a rampage against breakable objects, nothing gets in the way of a badgermole rage.
- We Am Play Gods (Mechanical Engineering): He's grown adept at making weird items using monster parts... is that... good???
- Ambassador (Versed in the Way of the Fairy Courts): When keeping the peace with faeries, Alan's learned a few ways to manipulate the situation in his favor and keep them in his good graces.
- Wealth: 1 (Poor)
- Supply Tokens: 1
- Gear: Mascot uniform, giant inflatable squeaky hammer, wrench set, screwdrivers, other items???
- Tales (GM): Kain makes a flamethrower. It is idiot-proof, counts as a ranged weapon with 5 range and burst 1. Does fire damage and adds ongoing damage one as it's effect. You can use it as an attack
- MH Items:
- a couple of scales from what looks like a salamander
- Byakko claws
- Tengu's Feather
- Kappa Webbing
- Shapeshifter Skin
- Infinite Fire Feather
- Chip of Genbu's Shell
- Qirin Horn
- Kits: Tinker
- Advances:
- Workshop (Secret): Alan found an old, decommissioned boiler room whose entrance was partially blocked off in a gym closet, which makes it an excellent secret tinker workshop.
- Monstrous Fabrication. When using the parts of a monster to create equipment, name the properties of the monster you want the gear to have. Roll an appropriate skill. On a twist, shit happens. With a cost, the item gets an unwanted property too.
- See the Best in Everyone
- When you talk with someone and make a connection, you can see
- their obsessions and weaknesses. Roll an appropriate Skill.
- On a Success ask two of the following questions. With a Bonus,
- ask one more. On a Twist, ask one:
- • What do they love most about themselves?
- • What do they want badly enough to change for the better?
- • What is their greatest hope?
- • What do they love most about another?
- • What do they have hidden that they would rather share?
- With a Cost, they get to ask two of you and you must answer honestly.
- 2 Assistants
- (requires Workshop)
- You don’t have to be around for the actual fabrication process of
- items you design. You just give the instructions and your assistants
- carry it out, saving you the time. You still make the roll, however
- Reputation:
- Admired (School Losers) - Alan's apparent 'success' at of ascending from being a normal loser into a school mascot has won him a bit of admiration from the school losers lower on the totem pole.
- Feared (Summer Court) ???
- ????
- Relationships: None yet.
- Motivation: He dreams of going into an engineering program in college once he graduates, but for now he can't even afford a car. He's trying.
- Class: Duelist
- Mechanic:
- Whenever you start your turn, the target of your Duel takes one
- Focus. Tis represents that it needs to focus its attention on you
- and the need increases over time. When you start your turn, for
- each point of Focus the enemy has, pick one effect from the list below. It has all the Statuses you chose until the end of its next turn.
- • Harried. ( – A Harried creature has Disadvantage on all its Saving Throws, rolls to escape, and panic rolls (see Panicked). You cannot end the Harried effect or attempt to save against it at the end of your turn until you have finished all your other Saving Throws.)
- • Cannot beneft from positive effects from its allies’ powers.
- • Cannot take advantage of Opportunities.
- • Cannot beneft from positive effects from its own powers.
- • Cannot use Interrupts or Reactions.
- The target may ignore your “Cannots” but it grants you an Opportunity if it does. +2 damage on these.
- Find an opening: When you attack the target of your Duel, you may spend any number of points of its Focus. If you hit, increase your damage by two per point spent.
- At Level 9, deal 1 extra damage each time you hit the target of your Duel with an attack. If an enemy ignores your “Cannots” and
- you take the Opportunity, deal 2 extra damage instead of 1. Double the effect of points of Focus spent. For example, you can spend
- 2 points to slide the enemy 4 squares, to reduce its damage by 4, or to deal 4 damage
- Movement Speed: 10
- Powers
- ------
- At Wills:
- Change Target - Attack. Make a Basic Attack against a creature. Ten change the target of Duel to that creature.
- Exploit Weakness - 3+3 damage.
- Effect: Target is Vulnerable 1 to all damage with you as the source until the end of the encounter. Applying this effect more than once is not cumulative.
- Demand Attention - 3+3 damage.
- Effect: Target takes 1 point of Focus if it’s the target of your Duel.
- Guessing Game - 3+3 damage.
- Effect: Set up a die where the GM can’t see. If you set it to 1-3, the
- target is Marked until the end of its next turn. If you set it to 4-6,
- until the end of the target’s next turn you are Guarded against its
- attacks and if it attacks you it grants you an Opportunity. Reveal
- the die when you need to prove what it was.
- Quick Shift - Role Action.
- Effect: You may shift 2 square.
- Encounters:
- Duel - Free Action. Target one creature within 10 squares. Until the end of the encounter, when you attack the target, any 2s on your dice are treated as though they were 4s (6s at level 5). Special: This power recharges when its target is Taken Out.
- Ain't No One Else Around. 3+2 damage.
- Effect: 3 damage if neither you nor the target have any other creatures adjacent.
- Take the Opening - 3+2 damage.
- Effect: Damage equal to the number of Focus points the target has.
- Let’s Take This Outside Encounter 4
- Effect: You and the target are teleported to an empty 10x10 room. Neither of you can affect or be affected by any creatures not in the room. You and the target remain there until either you are Taken Out or you are the only creature in the room that is not Taken Out. Ten, all creatures in the room are teleported back to their previous locations.
- Commentary: You probably shouldn’t take this power if you are a Leader. I mean, that’s common sense, right? Your job is to buff and help your friends and you want to disappear and leave them to their own devices? Tey need you. Similarly, if you’re a Blast er you should be wary of taking this—what does a Blaster want with a 1-on-1? And if you drag along multiple enemies, are you sure you can take them all?
- Power Up Strike Encounter
- Deal 15 extra damage if you hit with your next attack
- Lightning Strikes - Role Action Encounter.
- Gain an Attack Action and use it immediately, but do not get your Damage Boost on it.
- Action Trigger: Dodge and Strike Back Encounter Interrupt. Trigger: An enemy hits you with an attack. Spend an Action Point. Te attack misses and you make an at tack against the triggering enemy.
- Role: Striker
- Super Damage Boost: When you roll a 2 to 5 on an attack, deal 3 extra damage to the target. When you roll a 6, deal 6 extra damage
- instead.
- Super Mobility Boost: Your speed remains increased by 4. Quick Shift improves
- Feats:
- Long Reach - +1 Reach. Once per encounter, when an enemy moves adjacent to you, you may knock them prone.
- Bread and Butter - Can use Demand Attention instead of a basic attack from a power or ability.
- Toughness: +3 HP. Resist 1 damage against anything other than attacks and opportunities (like damazing oznes or ongoing damage)
- Superhuman (Badgermole Tremorsense, can leap up to his speed)
- Fast Reactions – Instead of rolling for Initiative, you always get a 7. You may use your Action Trigger twice per encounter.
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