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Char: Vigilante & Sidekick for use and perusal


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Street EagleVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]23 DEX 39 14- OCV: 8/DCV: 818 CON 16 13-11 BODY 2 11-23 INT 13 14- PER Roll 14-17 EGO 14 12- ECV: 635 PRE 15 16- PRE Attack: 7d614 COM 2 12-8/23 PD 4 Total: 8/23 PD (0/15 rPD)8/23 ED 4 Total: 8/23 ED (0/15 rED)5 SPD 17 Phases: 3, 5, 8, 10, 1210 REC 440 END 240 STUN 10 Total Characteristic Cost: 157Movement: Running: 7"/14" Gliding: 12"/24" Leaping: 6"/12" Swimming: 3"/6" Swinging: 10"/20"Cost Powers END4 Intimidating Persona: +10 PRE (10 Active Points); Offensive Only (-1), Only In Heroic Identity (-1/4)20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)1u 1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)1u 3) Boomerang: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)1u 4) Calculator: Lightning Calculator (3 Active Points); OAF (-1)1u 5) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)1u 6) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]1u 7) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]1u 8) Laser Torch: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2)1u 9) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)1u 10) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)1u 11) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)1u 12) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]1u 13) Mini-radios: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4)1u 14) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)1u 15) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)1u 16) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)1u 17) Rebreather: Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]1u 18) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]1u 19) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)1u 20) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc] Costume And Gear6 1) Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1)5 2) Glider Cape: Gliding 12" (12 Active Points); OAF (-1), Costs Endurance (-1/2) 16 3) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4)18 4) Reinforced Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2)3 5) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)\tabJeet Kune Do (Jun Fan Kung Fu) Maneuver OCV DCV Notes4 Block +2 +2 Block, Abort4 Choke Hold -2 +0 Grab One Limb; 2d6 NND4 Dodge -- +5 Dodge, Affects All Attacks, Abort3 Grab/Joint Lock -1 -1 Grab Two Limbs, 30 STR for holding on5 Kick/Knee Strike -2 +1 8d6 Strike4 Nerve Strike -1 +1 2d6 NND4 Punch/Elbow +0 +2 6d6 Strike3 Throw +0 +1 4d6 +v/5, Target Falls1 Weapon Element: Blades1 Weapon Element: Clubs1 Weapon Element: Polearms1 Weapon Element: StaffsPerks20 Base of Operations6 Money: Wealthy4 Reputation: Feared Vigilante (A medium-sized group) 14-, +2/+2d63 Well-Connected3 1) Contact: HSPD Internal Affairs Agent (Contact has very useful Skills or resources) (4 Active Points) 11-5 2) Contact: Police Sergeant (Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 12-3 3) Contact: Street Informant (Contact has useful Skills or resources) (4 Active Points) 12-Talents6 Combat Luck (3 PD/3 ED)3 Lightning Reflexes: +2 DEX to act first with All Actions4 Resistance (4 points)Skills3 +1 with Jeet Kune Do (Jun Fan Kung Fu)10 +2 with Detective Skills15 +3 with HTH Combat3 Breakfall 14-3 Bureaucratics 16-2 CK: Hudson City 11-3 Climbing 14-3 Combat Driving 14-3 Computer Programming 14-3 Concealment 14-3 Criminology 14-5 Deduction 15-3 Forensic Medicine 14-3 High Society 16-3 Interrogation 16-3 Oratory 16-3 Paramedics 14-6 Penalty Skill Levels: +2 vs. Throwing modifiers with All Attacks3 Persuasion 16-3 Scholar1 1) KS: Jeet Kune Do (Jun Fan Kung Fu) (2 Active Points) 11-1 2) KS: Local Organized Crime (2 Active Points) 11-1 3) KS: The Law Enforcement World (2 Active Points) 11-1 4) KS: The Superhuman World (2 Active Points) 11-3 Scientist2 1) SS: Ballistics 14- (3 Active Points)2 2) SS: Chemistry 14- (3 Active Points)2 3) SS: Toxicology 14- (3 Active Points)3 Security Systems 14-5 Shadowing 15-3 Sleight Of Hand 14-3 Stealth 14-3 Streetwise 16-3 Tactics 14-3 Teamwork 14-3 Tracking 14-2 WF: Small ArmsTotal Powers & Skill Cost: 298Total Cost: 455200+ Disadvantages10 Distinctive Features: Fighting Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)15 Hunted: Crime Boss 8- (As Pow, NCI, Harshly Punish)10 Hunted: Harbinger of Justice 8- (Mo Pow, NCI, Watching)15 Hunted: Hired Assassin 11- (As Pow, Harshly Punish)5 Hunted: Nosey Reporter 8- (As Pow, NCI, Watching)20 Psychological Limitation: Devoted to Justice (Common, Total)10 Psychological Limitation: Likes to outthink his opponents (Common, Moderate)20 Psychological Limitation: Protective of Redwing (Very Common, Strong)10 Reputation: Grim Vigilante, 11-15 Social Limitation: Secret Identity (Frequently, Major)125 Experience PointsTotal Disadvantage Points: 455Background/History: Street Eagle is a prototypical vigilante super. He wears a costume, acts bad *** when in it, and is a gifted Detective. He's been active in Hudson City for a while now and does his best to stem the tide. He has made some spectacular hits and misses and has drawn the interest and ire of criminals and the Harbinger of Justice alike. He also has captured the imagination of an intreped reporter. A few years ago, one of his cases brought him into conflict with a "Crime Lord" who was attempting to raise an army of loyal warrior children by grabbing kids off the street and turning them into assassins. One of these children was saved by SE and now serves as his partner/student/sidekick Redwing.Personality/Motivation: Although his Street Eagle persona is grim and gritty, John is not. He is idealistic enough to think he's making a difference and to take on the training and partnership of a teenager. He looks after Redwing as if the boy was his own son; going so far as to use his front company to hire Redwing's father as a manager to better provide for them.Quote: John Bruce: "Well, this looks about right, Maclom, could you see if the deal is workable? We should be able to get this deal done soon, right?"

Street Eagle: "I told you I didn't want to see you back in Adonis' employ Dirk. *CRACK* I guess maybe this time you'll listen."Powers/Tactics: A decent hand to hand fighter, strong of body and fleet of foot. He has weapons in his utility belt to back him up.Campaign Use: Stock VigilanteAppearance: Dark gray costume with black boots, gloves, cape and cowl. On his chest is a golden eagle design. His utility belt is also gold. His cowl leaves his mouth and chin exposed.

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Re: Char: Vigilante & Sidekick for use and perusal

 

Redwing

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

20 CON 20 13-

11 BODY 2 11-

15 INT 5 12- PER Roll 12-

11 EGO 2 11- ECV: 4

18 PRE 8 13- PRE Attack: 3 1/2d6

16 COM 3 12-

 

8/23 PD 5 Total: 8/23 PD (0/15 rPD)

8/23 ED 4 Total: 8/23 ED (0/15 rED)

6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

10 REC 6

44 END 2

44 STUN 15 Total Characteristic Cost: 160

 

Movement:

Running: 8"/16"

Gliding: 12"/24"

Leaping: 8"/16"

Swimming: 4"/8"

Swinging: 10"/20"

 

 

Cost Powers END

20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)

1u 1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)

1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

1u 3) Boomerang: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)

1u 4) Calculator: Lightning Calculator (3 Active Points); OAF (-1)

1u 5) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)

1u 6) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]

1u 7) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]

1u 8) Laser Torch: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2)

1u 9) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)

1u 10) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)

1u 11) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)

1u 12) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]

1u 13) Mini-radios: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4)

1u 14) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)

1u 15) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)

1u 16) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)

1u 17) Rebreather: Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]

1u 18) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]

1u 19) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)

1u 20) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]

Costume And Gear

6 1) Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1)

5 2) Glider Cape: Gliding 12" (12 Active Points); OAF (-1), Costs Endurance (-1/2) 1

6 3) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4)

18 4) Reinforced Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2)

3 5) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

\tabNinjutsu (Taijutsu)

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

4 Atemi Punch -1 +1 3d6 NND

4 Block +2 +2 Block, Abort

5 Breaking Throw -2 -2 Grab One Limb; HKA 1d6 , Disable; Target Falls

4 Choke Hold -2 +0 Grab One Limb; 3d6 NND

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

5 Kick -2 +1 9d6 Strike

4 Knife Hand -2 +0 HKA 2d6

4 Punch +0 +2 7d6 Strike

4 Reversal -1 -2 40 STR to Escape; Grab Two Limbs

3 Sacrifice Throw +2 +1 5d6 Strike; You Fall, Target Falls

5 Takeaway +0 +0 Grab Weapon, 35 STR to take weapon away

3 Takedown +1 +1 5d6 Strike; Target Falls

3 Throw +0 +1 5d6 +v/5, Target Falls

1 Weapon Element: Blades

1 Weapon Element: Chain & Rope Weapons

1 Weapon Element: Fist-Loads

1 Weapon Element: Karate Weapons

1 Weapon Element: Polearms

1 Weapon Element: Staffs

1 Weapon Element: War Fan

Perks

4 Reputation: Feared Vigilante (A medium-sized group) 14-, +2/+2d6

3 Well-Connected

4 1) Contact: Fire Marshal (Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 11-

3 2) Contact: Martial Arts Instructor (Contact has useful Skills or resources) (4 Active Points) 12-

8 3) Contact: Street Gang ("Good Guy" gang) (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

Talents

6 Combat Luck (3 PD/3 ED)

3 Lightning Reflexes: +2 DEX to act first with All Actions

Skills

10 +2 with Burglary Skills

10 +2 with HTH Combat

6 +2 with Taijutsu

5 Acrobatics 15-

5 Breakfall 15-

2 CK: Hudson City 11-

3 Climbing 14-

3 Combat Driving 14-

1 Computer Programming 8-

3 Concealment 12-

3 Contortionist 14-

3 Criminology 12-

1 Forensic Medicine 8-

3 Lockpicking 14-

3 Paramedics 12-

6 Penalty Skill Levels: +2 vs. Throwing modifiers with All Attacks

3 Scholar

1 1) KS: Jeet Kune Do (Jun Fan Kung Fu) (2 Active Points) 11-

1 2) KS: Local Organized Crime (2 Active Points) 11-

1 3) KS: Taijutsu (2 Active Points) 11-

1 4) KS: The Law Enforcement World (2 Active Points) 11-

1 5) KS: The Superhuman World (2 Active Points) 11-

7 Security Systems 14-

5 Shadowing 13-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 13-

3 Teamwork 14-

3 Tracking 12-

2 WF: Common Martial Arts Melee Weapons

2 WF: Common Melee Weapons

1 WF: Off Hand

2 WF: Small Arms

 

Total Powers & Skill Cost: 285

Total Cost: 445

 

200+ Disadvantages

10 Distinctive Features: Fighting Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 Hunted: Crime Boss 8- (As Pow, NCI, Harshly Punish)

10 Hunted: Harbinger of Justice 8- (Mo Pow, NCI, Watching)

15 Hunted: Former Mentor & Fellow Students 8- (Mo Pow, Harshly Punish)

5 Hunted: Nosey Reporter 8- (As Pow, NCI, Watching)

15 Psychological Limitation: Idolizes Street Eagle (Common, Strong)

15 Psychological Limitation: Overconfident (Common, Strong)

15 Psychological Limitation: Thrill Seeker (Common, Strong)

10 Reputation: Sidekick, 11-

15 Social Limitation: Secret Identity (Frequently, Major)

10 Social Limitation: Minor: Age 17 (Occasionally, Major)

110 Experience Points

 

Total Disadvantage Points: 445

 

 

 

Background/History: Redwing is a young African American youth who was taken at a young age and trained as something of a modern day ninja. He trained in combat, assassination, and espionage. He was one of the better students, athletically he was head and shoulders above his fellow students, even though he was so young. When Street Eagle shut down the operation, Jeremy was so impressed by the older vigilante that he asked to be his partner to atone for his misdeeds. Street Eagle saw something in the young man and agreed. Redwing was born.

 

Personality/Motivation: Jeremy cannot contain his enthusiasm. He is a happy, energetic, young man in both heroic and civiian identities.

 

Quote: "Okay ugly, this is where you hit the floor."

 

Powers/Tactics: A brilliant athlete, with reaction time far greater than the average fighter. He was trained in Taijutsu by his original masters and has studied Jeet Kun Do with Street Eagle. He also carries a utility belt, armored costume and cape.

 

Campaign Use: Stock Vigilante Sidekick.

 

Appearance: Redwing's costume is almost the identical his mentor's He wears a gray bodysuit with red gloves, belt, boots, cape and cowl. His symbol, is a stylized firebird in red on a gold triangle on is chest. He is shorter and thinner than Street Eagle.

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Re: Char: Vigilante & Sidekick for use and perusal

 

The idea with these two is that the Sidekick is potentially the better fighter. And when he hits his physical prime he'll definately be the superior fighter. The Mentor is the detective. His experience will rub off on the youngster and the future vigilante will be superior to the current...or something like that.

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Re: Char: Vigilante & Sidekick for use and perusal

 

I like the characters so much that I won't tell you what Redwing(s) are a slang term for. Somewhat like when USAgent/Cap's adult black sidekick was named Bucky.

 

When you can lay down the beatdown like Redwing can, does anyone dare call you a sidekick? Does he wear short pants and pixie boots or something? This guy is a thug-mower!

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Re: Char: Vigilante & Sidekick for use and perusal

 

I like the characters so much that I won't tell you what Redwing(s) are a slang term for. Somewhat like when USAgent/Cap's adult black sidekick was named Bucky.

 

When you can lay down the beatdown like Redwing can, does anyone dare call you a sidekick? Does he wear short pants and pixie boots or something? This guy is a thug-mower!

D'oh! Did I name him for a racial slur?!?! I hate that!

 

He's considered the sidekick by the public at large because he is a) a chipper, brighter, happier version of his mentor which leads many to correctly believe he is B) much younger.

 

Notice they are about the same points but Redwing has a higher DEX, and speed, similar levels and higher damage potential with his martial arts. The older hero is (currently) just bigger and stronger. He also is the expert detective and the brains of the operation. Redwing is a skilled catburgler and he uses this to basically scout ahead, attack from surprise, and do some of the legwork Street Eagle needs for his detective work.

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Re: Char: Vigilante & Sidekick for use and perusal

 

Kind of like how Nightwing can actually play well with others where as Bruce takes his ball and goes home if they don't let him make the rules? :)

Not so much that, but Street Eagle has found a protegee who is his physical superior at a young age. With his training and practical experience, Redwing will be a far superior vigilante when he is in his physical and mental prime. Street Eagle looks forward to that day.

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Re: Char: Vigilante & Sidekick for use and perusal

 

Not a racial slur' date=' a purity test slur. Maybe it's not as well known as I thought. I know it, wish I didn't.[/quote']

I've heard it, but it's not what I'd think of as "common knowledge". Besides, that's more along the lines of "earning your red wings", rather than 'redwing', which has more traditional aviary meanings. Or boots.

 

Besides, you could always call him Sparrowhawk or Goshawk or something equally as youth-heroic-inspiring.

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