Hi
Issue three story here
https://chrisbrann.wordpress.com/2016/0 ... as-market/
Killjoy
Killjoy A Orange suited clown with mask make up of stark white face paint with bright red spots on his cheeks Juggling Clubs
[20 Task to recognise the mask see below]
Ayn Rand who rarely talks has taken to fighting crime as a vigilante and also those whose Joyful activities go to excess.
His natural abilities cause his sadness and despair to effect those around him, which is a function of his personality. While he has honed his club fighting skills to a high level.
Combat Tactics - run using Stealth towards main criminal and then keep hitting them with his clubs. Hides if things are going wrong.
Mental malfunction - Dislikes Joy, sees the world as dark.
Quote - You are all having to much fun, life is serious.
B 2 A 2 M 1 Attack x2* Defence x 2 Soak x 3 HP 100
Juggling Clubs - X 4dam* [2pt]
Paired Weapons [2pt] use two clubs to attack with great speed.
You can make 2 attacks per page at -1 die penalty.
*Weapon Technique [2[ Clubs - Variable add x2 to agility or damage. = 3pt
Orange Suite - Body armour 1 =1pt
Emotional Crippling Depression - Sadness, Anger and Despair. - Confusion [2] Area Burst 15x15 sq [4] Duration Days [3] Second Nature [1] Mind Boost 2 to over come targets [2]
Mind x3 V targets Mind or suffer -4 Die penalty =12pt
On the Run [1] Secret [1] Uncontrolled Despair [1]
Skills - Athletics/Acrobatics; Stealth/Hiding; Investigation/Gut
Cost - 10 + 20 - 3 = 27 3 setback
Notes - Ayn has based his persona on Grimaldi who was one of the earliest celebrities, which meant that the public were aware of his sad personal life behind his joyous performance. Grimaldi’s first wife died during childbirth and his son was an alcoholic who died aged 30. The effort of Grimaldi’s clowning acrobatics left him with painful joints and respiratory problems.
Stott, who wrote The Pantomime Life of Joseph Grimaldi: Laughter, Madness and the Story of Britain's Greatest Comedian, says that Grimaldi is a clear example of the downtrodden man behind the happy mask.
“Offstage he was an extreme melancholic who would say, “I make you laugh at night but am grim all day”. It’s the origin of the trope of a depressed comedian,” he adds.
Robber Hood & his merry band
Robber has some high tech equipment backed up by good training. His merry band is a mix of followers equipped with high tech staffs alone with two enhanced humans.
Robber just want to redistribute wealth to his gang.
Robber Hood
Green suited with a Feather in his cap villain who with his Merry men believe that 'All wealth is stolen and we are here for our share'
Combat Tactics - Will gain height first using Grapple arrow, then use Glue to stop enemies and Stun ones if needed. He can fire twice a panel and can hit weak points on a +20 hit
Mental Malfunction - Greed 'All wealth is stolen and we are here for our share'
B2 A2 M1 Attack x2/ x3 with bow Defence x4 Soak x 3 HP 100
Long Bow - Easily Taken with Finite arrows Range 20 Sq X3 Dam x3 to hit
Gadgets Arrows Easily Taken, Finite roll d6 V power level, result 3 fails and out of that arrow.
Glue - the arrow delivers a strong glue to the area causing feet etc to become stuck
Brawn 20 Area 2x2 Sq [3pt] = 2pt
Deflect - this arrow is fired at a incoming non area physical attack to absorb it.
Armour x3 [3pt] Must hit the attacking object. = 2Pt
Grapple line - this arrow fires and attaches to the target leaving a rope behind which allows the user to Swing on it. Swinging [2pt] Move at x4 Agility = 1pt
Stun - a arrow that stuns the target with a electric charge. Special Attack 3 x4 = 2pt
Danger Sense - Defence and Priority +2 half penalties for fighting blind etc. = 2pt
Armour Green Suite - 1 pt of armour = 1Pt
Attack Weak point - [2pt] if hit by 20+ do double dam or use a Setback to use your attack die as dam roll.
Double Tap - [2pt] Fire bow twice per panel at same target can not move or use other powers at same time.
Bow & Arrow Training - Weapon Technique x3 to hit with bow or arrows = 1Pt
Duty to Gang [-1pt]
Skills - Craftsmanship/Bow making; Escapology/Loosen Bonds; Deception/Manipulation
Cost 10 + 15-1 = 24 1 setback 1 Villain Die to get away
Merry Men x 6
B1 A1 M1 Attack 14 Defence 14 Soak x 10 HP 20
Green Suite - 1 pt of Armour
Stun Quarterstaff - A electrical stun staff which has a range of 5Sq and does x4 Dam
Boost attack and defence with staff [2pt]
Skills Escapology / Improvising; Streetwise / Gut
Cost 6 +6 -3= 9
Combat Tactics - use their staffs at range or close up to drop any opposition they will stay away from each other but move to support each other if needed.
The Maid
A pretty petite female in a long green dress.
Her powers make all men want to obey her.
Mental Malfunction - Greed 'All wealth is stolen and we are here for our share'
B1 A2 M2 Attack x 2 Defence x 2 Soak x 2 HP 100
Emotion Control - Seduction all males fall in love with you. - Suggestion [2] Area Burst 15x15 sq [4] Mind Boost 2 to over come targets [2] Mind x4 V targets Mind or suffer -4 Die penalty =8pt
Long Bow - Easily Taken with Finite arrows Range 20 Sq X3 Dam x3 to hit
Gadgets Arrows Easily Taken, Finite roll d6 V power level, result 3 fails and out of that arrow.
Glue - the arrow delivers a strong glue to the area causing feet etc to become stuck
Brawn 20 Area 2x2 Sq [3pt] = 2pt
Deflect - this arrow is fired at a incoming non area physical attack to absorb it.
Armour x3 [3pt] Must hit the attacking object. = 2Pt
Grapple line - this arrow fires and attaches to the target leaving a rope behind which allows the user to Swing on it. Swinging [2pt] Move at x4 Agility = 1pt
Stun - a arrow that stuns the target with a electric charge. Special Attack 3 x4 = 2pt
Armour Green Suite - 1 pt of armour = 1Pt
Duty to Gang [-1pt]
Skills - Athletics / Acrobatics, Craftsmanship/Bow making; Deception/Manipulation, Investigation / Gut
Cost 10+16 -1 =25 1 Villain Die to get away
Combat Tactics - Uses her seduction on males to reduce there effectiveness, she will use arrows as needed.
Little John
A very tall [10'] and large male wearing a green boiler suite.
Super strength and size.
B3 A1 M1 Attack x 2* Defence x 2* Soak +5x5 HP 100
Fists Attack x2 Dam +5x3
Grow 1 [+5 brawn] 1,000lb Size 1x1sq [1pt]
Hard Skin Armour 1 due to growth. [1pt]
Agility boost to hit with fists. Agility +x1 [1pt]
Armour Green Suite - 1 pt of armour = 1Pt
Stun Quarterstaff - A electrical stun staff [Sp Attack 3 range close (3Pt)]
Has a range of 5Sq and does x4 Dam
*Boost attack and defence with staff [2pt]
Duty to Gang [-1pt]
Skills - Athletics / Throwing, Outdoor / Tracking
Cost 10+ 9 -1= 18 2 setbacks 1 Villain Die to get away
Combat Tactics - uses stun staff on lesser enemies and his fists on tough opponents.