Drake Mallard

Detective / Acrobat / Family Man


Drake Mallard (Telemarketer)
“I am the terror that flaps in the night. I am the (poorly executed metaphor). I am Darkwing Duck!” “Let’s Get Dangerous!”

Pace: 6; Charisma: 0; Parry: 7; Toughness: 4;

Attributes: Agility:d10 Smarts:d6 Spirit:d6 Strength:d4 Vigor:d6

Climbing d6+2,
Fighting d10,
Intimidate d6+2,
Investigation d6+2,
Lockpicking d6+2,
Notice d6+2,
Shooting d8,
Stealth d8,
Streetwise d4+2,

Alertness – Bonus to Notice rolls.
Prehensile Body – Body acts as an entire limb; bonus to Climbing rolls.
Investigator – Bonus to Investigation, Notice and Streetwise rolls.

Cautious – Likes to avoid rash decisions and plans out excessively.
Dependent – Devoted to a danger-prone Novice rank NPC. (Launchpad, Gosling)
Heroic – Must always help those in need.
Stubborn – Insists on having own way no matter what.

Gear: Gear: Concealable lockpicks, small toolkit for disabling security systems, concealed camera, Fear Gas Gun, Flash Grenade Gun.


Fear Gas Gun
Power Points: 2
Range: Smarts x 2
Duration: Instant
Trappings: Gestures, eldritch energy, cold chills.
This power causes the target overwhelming dread and
horror. The area of effect is the Large Burst Template. Every
creature beneath the template must make a Fear check, at –2
if the caster got a raise. Wild Cards who fail roll on the Fear
Table. Extras are Panicked instead.

Flash Grenade Gun
Power Points: 2
Range: 12/24/48
Duration: Special
Trappings: Bolts of energy, stun bombs, sonic booms, burst
of blinding light. Stun shocks those within a Medium Burst Template with
concussive force, sound, light, magical energy, or the like.
If the arcane character scores a success, targets within
the area of effect must make Vigor rolls or be Shaken. With
a raise, victims must make Vigor rolls at –2.


Drake Mallard

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