Day 06: Defender Covington
Another KillSector character. This one is based on the cover and title of a jazz fusion single. This guy's a total player character. He even has a katana.
An issue when dealing with multi-planet societies across several solar systems, is that of law and order. Whose rules are to be obeyed on frontier asteroids, in deep space, or on exo-planets where corporate agents, neo-hippies and aggro-primitivists clash?
One of the answers is the itinerant Order of Judges, lone heroes (to some) solving disputes where they are needed. They’re often wildly corrupt, idealistic, or volatile lone wolves. Still, apparently better than lawlessness (and cheaper than competing police forces).
Defender Covington is a new recruit, a SubJudge. Before this gig he’s been a retail worker, a freebooter, a mercenary, a hand model, and a sorcerer’s apprentice. His mentor (Raskaphelion the Cerulean) noted his aptitude for ‘retributive magic’ and recommended him to the Judges.
Following a tip that serial fraudster and disguise master Penfold “The Magellanic Chameleon” Urr is among the contestants, Covington has signed up for FunWar.
Covington enjoys his own laconic quips immensely, but otherwise has no appreciable sense of humor.
160 HP / 50 EVA / 6 SPD / 2 HAND
Base attack: Melee / 0 / very weak bludgeoning
1 pt ///Katana
Melee / 0 / weak* slashing / 1 hand
If you spend a swift action to change weapons into the katana (ie you unsheath the katana), or spend a swift action to exclaim a kata before attacking, increase the damage by two ranks.
You cannot unsheath the katana and exclaim, nor exclaim twice to boost the damage twice, and you only gain the damage boost if you attack the same turn you perform the boost.
Once you unsheath the katana, you must spend a swift action to re-sheath it (which can be part
of a swift action to change weapons) before being able to gain the unsheathing bonus again.
1 pt ///Grenade (3)
Smoke Grenade: the area within a 5 square radius becomes filled with a thick smoke that cannot be seen through, which lasts until the end of your next turn.
Choking Grenade: 3 square radius / always hits /very strong poison (must be inhaled; free action or reaction and DC 50 coordination for someone to hold their breath).
Frag Grenade: 3 square radius / 0 / strong piercing.
2 pt ///Hex
Perception / affliction 75 / hexed / 2 per wave
As a reaction to any action a hexed character performs which requires a roll, the character that placed the hex can cause the target to automatically astral crit fail at it. This uses up the hex on that target.
2 pt ///Vengeful Magic
As a move action, you can point to someone within your perception, marking them as your “victim”.
The next time you take damage, the last person chosen to be your victim (if any) also takes
half that amount, rounded up. You still take the damage you were dealt. The mark is then removed from the victim, and they are rendered immune to Vengeful Magic for the rest of the wave. The damage is not of any type, and ignores any reduction.
1 pt /// Cybernetic Arm Laser (with swift toggle)
12 squares / +10 / average beam / 1 hand / 1 battery of 12 shots
As a swift action, you can toggle between the laser and a normal (cybernetic) arm.
1 pt ///Light Armor
You have 10 External Protection. Reduce damage taken from any external source by this amount; it does not work against damage dealt from within your body itself, such as everbleed
1 pt ///Gas Mask
Perfectly filters surrounding air, protecting you from negative effects brought on by inhalants. It also protects your face from any effect that targets your face, such as eyerot grenades.
1 pt ///Healing Serums
Two small syrettes of healing fluid. Standard action to use one, medically healing 100 HP.
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