Friday, January 16, 2009

Playground of the Damned: Characters, part 1

First up for "Playground of the Damned" is the class misfit and party leader, Jimmy Corbett. He's a smart-alec with a heart of gold, and largely responsible for keeping the group together in the midst of the chaos.

As a note for rules sticklers: Since the kid characters are intended to be used for a convention game, they don't follow the rules precisely. Some of them have Edges that they don't quite qualify for, and at least one of them has two Major Hindrances, but all the point values add up and the kids are fairly balanced. Plus, they need all the help they can get. XD

Jimmy Corbett, class misfit

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Climbing d4, Fighting d6, Guts d6, Intimidation d4, Notice d6, Taunt d6
Pace: 6; Parry: 5 (6 with trashcan lid); Toughness: 6 (2 from armor); Charisma: –2

Edges:
Big Damn Hero: Once per session, when you spend a benny to reroll a die, you can add the result of your reroll to your previous roll. You must declare that you are using this ability when you spend the benny.
Strong Willed: You have a tough head and don’t bow to pressure easily. Also, your smart mouth makes it easy to push people’s buttons. You gain a +2 bonus to Intimidation and Taunt rolls, as well as any roll made to resist a Test of Will.

Hindrances:
Heroic: Inside your breast beats the heart of a true hero. Even though the other kids don’t like you very much, you’ve rallied them together to get them the hell out of dodge. You’ll never say no to a person in need, no matter how much you may resent it.
Misfit: People don’t really know how to relate to you—you’re smart but lazy, you mouth off to adults, and you play mean jokes on your classmates. Truthfully, you just want to be liked, but you don’t know how. You suffer a –2 penalty to Charisma (which applies on Persuasion and Streetwise rolls).
Young: You are only 10 years old. While you have lower attributes and less skills than an adult, you are also somewhat luckier and start with one extra benny.

Gear:
Baseball Bat: Str+d4 damage. This was in your locker, but you managed to grab it before leaving the building. You had a hunch that it might come in handy.
Trashcan Lid: +1 Parry, +2 Armor against incoming ranged attacks. This was on the steel trash bin right outside the school doors. You grabbed it up on another one of those hunches.
Heavy Coat: +1 Armor.
Pocket cash: $20.

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