As we continue our series on creature powers, it was inevitable that character ideas started to crop up. Worse, our last series was on martial arts, so a certain set of turtles have been sitting in the back of my mind for some time. The Gentlemen Gator evolved from this perception of alligators as this force of primal power, and what martial arts could be paired with that to subvert those ideas. Twitter picked Bartitsu for us, and I am so happy with how the character turned out. He’s an investigator, and chipper fellow, using his intelligence, not strength to overcome foes. If he had to get bestial , he will apologize first.
The Gentlemen Gator AKA Albert Edmond Gater
Campaign: Suitable for Silver and Bronze Age Games
Power Level: Classic
Attributes: Focused
Talents: Competent
Background
Growing up in Florida you almost become numb to the weird, but nothing prepared Albert for being merged with an alligator. When he was younger, Albert thought he could grow up to be a detective, like Sherlock Holmes. He would read everything he could about the greatest detective ever created. By junior high his skills in deductive reasoning and cold reading made him a nightmare for teachers, and other students alike. This led to a need for self defense classes. His parents enrolled him at a mall karate dojo, but when he found out Tallahassee had a Bartitsu Club he begged his mother until he could finally begin learning Sherlock Holmes actual martial art! By the time he was in high school, not only was he the best dressed student, he was also the one even the biggest bullies knew not to mess with.
High school is also when the real world kicked in and Albert had to find work. Being Florida, and Tallahassee prospects weren’t great, and eventually he landed a gig as an airboat tour guide. What started as a summer job, turned into a gap year, to save for college, turned into an accident ending with an alligator attack. This attack activated his dormant metahuman genes, triggering a transformation into the very creature that nearly killed him. It took months for Albert to come to his senses. Trying to come home, he realized the world had moved on. To everyone else, he was dead, his family had moved and were living better thanks to an insurance payment. This is when Albert decided to make the most of his change, taking the name Gentlemen Gator, and affecting an English accent he vowed to fight the crime other people couldn’t.
Attributes
History 10 Strength 12 (2 AP) Dexterity 11 (1 AP) Constitution 12 Sense 5
Fortune 4 Wisdom 5 Intelligence 15 Mental 5 Expression 6
Backgrounds
Crocodile Rock (Exposure) 10
Detective Envy 8
Drive: Make the best of Monsterhood 5
Drive: Make people think your English (Affect an English Accent) 1 (1 AP)
Education 5 (1 AP)
Talents
Brawn 9 Discipline 9 Distraction 9 Domestic 9 Etiquette 9 Fashion 8 (2 AP) Intimidation 7 (3 AP) Movement: Swimming 9 Perception 9 Street Smarts 9 Identifying Gangs 2 Subterfuge 5 (1 AP) Tracking 9
Boons
Combo: Intercept: Attack (Interrupting Action) – Attack TY
Extra Stamina TY
Gear: Umbrella MA2TY
Fashion Supports Offense MA
Subterfuge Supports Interrupting Actions TY
Tools: Umbrella Away (Elevator), Air Boat (Vehicle)
Cost 1 + 1 + 5 + 2 + 1 + 1 = 11 AP
Drawbacks
Pariah
Fighting Styles
Bartitsu 11
Parent Attribute: Intelligence
Primary Role: Offense
Secondary Role: Defense MA
(S) Interrupting Actions 1
Cost: 2 (of 2) Power + 2 AP + 2 AP + 1 AP
Powers
Alligator Body 11
Parent Attribute: Constitution
Primary Role: Offense
Continuous (Unshakable) MA2
Devastating MA
Trapping MA
Secondary Role: Defense MA
Armor MA
Passive Defense MA
Secondary Role: Support: Strength MA
Added Support: Disguise, Hold Breath MA (TY + TY)
Locked Power: Bite! Continuous and Trapping
Limited: A Successful Escape or Active Defense against the Continuous Damage or Trapping ends both.
Limited: Can only Bite! One target at a time.
Limited: Added Support: Disguise only works to appear as floating wood in water.
Cost: 1 Power (of 2)+ 12 Selections + 2 AP + 2 AP
Gear
Tactical Umbrella, Walking/Fighting 6
Parent Attribute: Intelligence
Primary Role: Offense
Secondary Role (Full Role): Defense MA2
Note: Does not add to Bite! Attacks.
Cost: 8 + 12 = 20/Gear = MA2TY
Stamina 23
Willpower 6/10
Starting AP
Attributes 3 + Talents 8 + Boons 11 + Powers 9 – Drawbacks 1
Initiative: 34 (Intelligence 15 + Perception 9 + Exposure 10) Dice 4
Surprised Defense: 9 (Fortune 4 + Alligator Body 5) Dice 3 Armor 3
Normal Defense: 31 (Intelligence 15 + Secondary: Alligator Body 5 + Secondary: Bartitsu 5 + Umbrella 6) Dice 3 Armor 5Mental Defense: 5 (Mental 5) Dice 2 Armor 1
Defense Notes:
Domestic: Gain 2 free levels of Armor when dealing with Area of Effect Attacks.
Etiquette: Once per session, characters may use their Etiquette (9) as a Supporting Characteristics when Defending against Mental Attacks that bypass normal Defenses.
Fashion: Once per session, characters may use their Fashion (8) as a Supporting Characteristic when Defending against Mental Attacks that bypass normal Defenses.
Perception: Once per session, use Perception (9) as a Supporting Characteristic for Normal Defense.
Street Smarts: Gain 1 free level of Armor (2 against gangs) when taking an Active Defense in low-income, inner-city areas. Explain how they use the Talent to their advantage.
Tracking: Once per session, use Normal Defense instead of Surprised Defense in any Combat where the character has already seen their Opponent.
Favored Attack: Elegant Interception (with the Umbrella) 34 (Intelligence 15 + Alligator Body 11 + Bartitsu 11 + (S) Interrupting Action 1 + Umbrella 6 + Fashion 8 + Secondary: Subterfuge 2 – Combo 10 – Interrupting Action 10) Dice 5 Range Close Damage 17/17 Notes Interrupting Attack, hits twice
Secondary Attack: “Gator Style” Interception 28 (Intelligence 15 + Alligator Body 11 + Bartitsu 11 + (S) Interrupting Action 1 + Fashion 8 + Secondary: Subterfuge 2 – Combo 10 – Interrupting Action 10) Dice 5 Range Close Damage 15/15 Notes Interrupting Attack, hits twice
Additional Attack: BITE! 34 (Intelligence 15 + Alligator Body 11 + Fashion 8) Dice 4 Range Close Damage 9 Notes Trapping, Escape Difficulty 33 Continuous, 3 Turns, Active Defense Difficulty 44 A Successful Escape or Active Defense against the Continuous Damage or Trapping ends both.
Combat Note: Try to remain a gentleman at all times. Say pardon me, if you need to bite someone to hold them in place while you continue to battle their allies.
Additional Attack: Discombobbled Bop 51(41/31) (Intelligence 15 + Alligator Body 11 + Bartitsu 11 + Umbrella 6 + Fashion 8) Dice 4 Range Close Damage 19(22/25) Notes Attack against Target’s Surprised Defense. Includes Bonuses Damage from Subterfuge.
Offense Notes:
Discipline: Add their Discipline (9) to any Strength roll or Physical Attack roll after they have suffered 9 Damage. This lasts for 1 turn and may be used once per session.
Distraction: Roll Expression (6) + Distraction (9) against an Opponent’s Normal or Mental Defense + 10, whichever is higher. On a successful roll, the character may make their next Attack against the Opponent’s Surprised Defense. Repeated attempts increase the Difficulty by 10. Note: Bartitsu will use tricks such as throwing a pocket square to take a foe off guard. This sets up the Gentlemen Gator for a Discombobbled Bop.
Intimidation: Spend an Action to Intimidate a Target, rolling against their Mental + 10. On a successful roll, the character may use half their Intimidation as a Meddling Power (-3) on the Target for 2 Turns.
Subterfuge: Add 1 additional Damage when attacking a foe using their Surprised Defense.