Hellrat
Name: Rrshaak
Background: Anachronistic
Power Source: Experimentation
Archetype: Physical Powerhouse
Personality: Nurturing
Rrshaak and his pack* thrived in the Time-War-ravaged wastelands of 30XX, hunting lesser mutants and cobbling together discarded technology. Then, the instigators of the Time War abducted him from their future, imprisoned him in their laboratory in 2660, and mercilessly experimented on him, attempting to create new shock troops for their armies. The laboratory was attacked, the time tunnel malfunctioned, and Rrshaak was propelled into the present. The first person to see him ran away, screaming about "some kinda hell-rat," which Rrshaak thought could be a decent nickname.
Rrshaak misses his pack terribly, but feels little hope that he will ever be able to return to them. He now seeks a new group to protect and provide for as he learns the ways of the early 21st century.
After Rrshaak has settled into his new timeline, the Time-War Displaced Peoples Restitution Committee will approach him (see Temporal Paradox Avoidance Protocols, Section V, Chapter 12: Multiple Upstream Relocations), informing him that he cannot return to his original present, since that timeline is subject to a time-travel embargo under the Time-War Resolution Accords of 2659. They can, however, bring his pack to his current present. He agrees immediately and is reunited with his mate and their five ratlings. "After" this event, a holophoto of the reunion is prominently featured on TDPRC outreach materials.
* "Pack" is used here for clarity: a group of quillrats is known as a "shred."
Principles
Indestructible
You ignore damage from unpowered close-combat weapons and attacks, such as clubs and non-powered fists, or basic ranged attacks, such as slings and arrows.
Action: Overcome by charging headlong into danger with Max. Hero points for all.
Minor Twist: What goes wrong with your defenses?
Major Twist: Who gets hurt other than you as a result of you not being able to take damage?
Time Traveler
You are far from your own time and are often unsure how to act in this time. You have an innate sense for when time is not quite right in the era you're in.
Action: Overcome using knowledge from your home era with Max. Hero points for all.
Minor Twist: What detail of this era did you not previously know about?
Major Twist: What effects are happening as you discorporate in time?
Powers
- Strength: d10
- Plasma Quills (Signature Weapon): d8
- Speed: d8
- Vitality: d8
- Leaping: d6
Qualities
- Close Combat: d10
- Fitness: d8
- Technology: d8
- Alpha Quillrat: d8
Abilities
Green (d6 / 34–26)
- Assert Dominance: (Frontline Fighting) Attack with Plasma Quills; target must Attack you next turn if possible
- Call the Blood Hunt: (Galvanize) Boost with Close Combat; bonus applies to all hero Attack and Overcome actions until start of your next turn
- Wastelander's Perseverance: (Unflagging) Inherent, at start of turn, remove penalty from self
Yellow (d6 / 26–13)
- Beastial Ferocity: (Power Strike) Attack with Strength with Max
- Defensive Pounce: (Misdirection) Reaction, Defend nearby hero in Yellow or Red from damage with single Leaping die, redirect remaining damage to nearby minion
- Terrorize Prey: (Throw Minion) Attack minion with Strength; result of minion's save Attacks another target
Red (d12 / 12–1)
- Kill Frenzy: (Ultimate Weaponry) Boost self with Plasma Quills with Max (persistent, exclusive), Attack with Mid plus bonus
- Searing Spines: (Endurance Fighting) Inherent, when you Attack with an action, you may Hinder target with Min
Out
- Boost ally with single Alpha Quillrat die