Susano Posted November 6, 2006 Report Share Posted November 6, 2006 I'm reposting some characters I posted ages ago, now with hdc files. Enjoy. Quote Link to comment Share on other sites More sharing options...
Susano Posted November 6, 2006 Author Report Share Posted November 6, 2006 Re: Susano's Original Dark Champions Characters BLACKWOLF (Martin Wright) Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage [2] 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 15 BODY 10 12- 13 INT 3 12- PER Roll 12- 16 EGO 12 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 10 PD 5 Total: 10 PD (5 rPD) 10 ED 5 Total: 10 ED (5 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 10 REC 0 50 END 0 41 STUN 0 Total Characteristics Cost: 149 Movement: Running: 9"/18" Leaping: 5"/10" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Tae Kwon Do Maneuver OCV DCV Damage 4 Arm Sweep Block +2 +2 Block, Abort 4 Elbow Strike/Punch +2 +0 9d6 Strike 4 Knife/Spearhand -2 +0 HKA 2d6 5 Roundhouse/Side Kick -2 +1 11d6 Strike 3 Takedown +1 +1 7d6 Strike; Target Falls 8 +2 HTH Damage Classes (already added in) 20 Casull Fieldgrade: RKA 2d6+1, +1 Increased STUN Multiplier (+1/4); OAF (-1), Beam (-1/4), 4 clips of 5 Charges (-1/4) plus +1 OCV; OAF (-1) [5] 60 Low-Grade Regeneration: Physical Damage Reduction, Resistant, 50% plus Energy Damage Reduction, Resistant, 50% 5 Low-Grade Regeneration: Damage Resistance (5 PD/5 ED) 6 Very Fast On His Feet:: Running +3" (9" total) 1 10 Accelerated Metabolism: LS (Immunity: All terrestrial diseases and biowarfare agents) Perks 6 Contact: Assorted Contacts in Law Enforcement 8- 3 Fringe Benefit: Private Investigator License, Weapon Permit (where appropriate) 0 Vehicle: 1967 Mustang Mach I Fastback Skills 10 +2 with HTH Combat 4 Crackshot: +2 OCV with Casull Fieldgrade 3 AK: Prince George's County 12- 2 AK: Washington DC Metro Area 11- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 12- 0 Conversation 8- 3 Criminology 12- 5 Deduction 13- 2 KS: Criminal Law And Procedure 11- 2 KS: The Law Enforcement World 11- 0 Language (idiomatic; literate) 3 Lockpicking 14- 0 Paramedics 8- 0 PS: (ex-) Police Officer 8- 2 PS: Private Investigator 11- 5 Shadowing 13- 3 Stealth 14- 3 Streetwise 13- 2 TF: Common Motorized Ground Vehicles 2 WF: Small Arms 201 Total Powers & Skills Cost 350 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 15 Hunted: Semmerlane 11- (As Pow, Harshly Punish) 20 Hunted: Viper 8- (Mo Pow, NCI, Capture) 15 Psychological Limitation: Reckless, Prefers Action To Words (Common, Strong) 15 Psychological Limitation: Hunting Viper (Common, Strong) 15 Social Limitation: Secret Identity (Martin Wright[ also Matthew Wrightson]) (Frequently, Major) 20 Susceptibility: from injected drugs or toxins, Drain STR 2d6 per Phase (Uncommon) 10 Unluck: 2d6 20 Vulnerability: 2 x Effect from Chemicals/Poisons/Drugs (Common) 10 Experience 350 Total Disadvantage Points Background/History: Martin Wright used to be a member of the Maryland's Prince George's County Police Department, assigned to a specialized detachment whose primary job was to crack down on organized crime in the Washington DC metro area (such crime being the Mafia, street gangs, Chinese Tongs, Semmerlane and her operations, and VIPER). Unfortunately, Martin was just a little too good at his job, and managed to discover the location of the local VIPER nest. VIPER, in turn, decided Martin needed to be eliminated. In order to avoid attracting attention to themselves, they decided to simply make Martin "disappear." A VIPER strike team kidnapped Martin, leaving his car at the bottom of a nearby river. They then pumped him full of various drugs, sealed him into a 50 gallon drum, and deposited in a scrap yard somewhere in Dundalk. But amazingly enough, Martin didn't die. Instead, he... changed. His metabolism reacted to the chemicals, absorbing them, and in the process, rebuilding Martin's body. When he woke up about a week later, he was tired, dirty, hungry, and angry, but alive. After he had recovered from his ordeal Martin decided that he was personally going to destroy Viper, come hell or high water. But it wasn't something he could do as a police officer, there were too many rules to contend with. Quitting the force Martin has struck out on his own, running a rather off the wall private detective service by day, an acting as the Blackwolf by night. Personality/Motivation: As a PG County police officer, Martin had a well-deserved reputation as a bit of a "loose cannon," who often went to extremes to resolve cases and collar suspects. His present powers have done nothing to change this aspect of his personality. In fact, his physical toughness and ability to take abuse have only strengthen his tendency to take extreme and dangerous risks. Worse yet, he's developed an aggressive streak, and often thinks with his fists as opposed to this brain. Currently, Martin's biggest goal is to figure out a way to strike back at VIPER, and preferably take them down by exposing the local Nest in some manner. He hasn't considered much beyond that. If he ever does manage to force VIPER to leave Maryland (or, at least, relocate) he'll probably end up reevaluating his life and what he's going to do with it. Quote: "The plan couldn't be simpler. I'm going to go in there and crack heads until I find the information I need." Powers/Tactics: The combination of chemicals Martin was injected with has altered his internal metabolism in various interesting and strange ways. He regenerates quickly from most injuries, and is very hard to hurt or put down. His accelerated metabolism renders him immune to virtually any illness and has also increased his physical reaction time. On the other hand, this same process means he absorbs inhaled gasses quicker than normal and injected drugs will affect him in strange ways. In addition, Martin must also eat large quantities of food after taking any damage to make up for all the energy expended by his healing process. As a final note, Martin's body is still adapting itself and his regenerative powers increase with time (i.e. he may gain full regenerative Healing powers). Appearance: Martin is rather tall, standing roughly 6'2", with black hair, dark eyes, and skin tanned from spending a lot of time out of doors. He keeps himself in excellent shape and works out often giving him a physically imposing build . His mode of dress depends on what sort of job he is on, but it tends towards the TV "tough guy" image (boots, jeans, heavy leather jacket, and so on). He has no real "hero costume" as of yet and probably won't create one. Designer's Notes: Blackwolf was developed for a Champions game that saw either little, or no, play. He's been rebuilt from roughly 250 points to 350. Although nominally a Champions character, he really belongs in a high-end Dark Champions setting. To down-power Blackwolf, remove his Damage Classes, his Casull Fieldgrade, reduce his Damage Reduction to 1/4. If you want to make Blackwolf tougher, give him more Damage Resistance, more Combat Skill Levels, and any number of hand-to-hand and gun combat Super Skills from Dark Champions. Semmerlane is loosely borrowed from the anime Riding Bean. She's a pure Dark Champions street-level villain, who's (very) good with gun, an excellent driver, and probably has hand-to-hand skills as well. While physically normal, she's still able to hold her own in a fight and shouldn't be underestimated. Quote Link to comment Share on other sites More sharing options...
Susano Posted November 6, 2006 Author Report Share Posted November 6, 2006 Re: Susano's Original Dark Champions Characters KUROSHA HEYKIGAN [The Blue-Eyed Killer] Val CHA Cost Roll Notes 13 STR 3 12- Lift 151.6 kg; 2 1/2d6 HTH Damage [1] 24 DEX 42 14- OCV: 8/DCV: 8 18 CON 16 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 20 EGO 20 13- ECV: 7 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 7/16 PD 4 Total: 7/16 PD (0/9 rPD) 6/9 ED 2 Total: 6/9 ED (0/3 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 7 REC 0 36 END 0 30 STUN 4 Total Characteristics Cost: 126 Movement: Running: 12"/24" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 6"/6" Cost Powers Martial Arts: Mitsurugi-Ryu Kenjutsu Maneuver OCV DCV Damage 4 The Blow That Must be Answered +2 +0 Weapon +2 DC Strike 4 The Fifth Ring -- +5 Dodge, Affects All Attacks, Abort 4 Hachiman's Rebuke +2 +2 Weapon +2 DC Strike, Must Follow Block 4 Hand Of Kannon +2 +2 Block, Abort 4 Stealing The Soul -1 +1 Disarm; 23 STR to Disarm roll 5 Wind Through The Rushes +1 +0 Weapon +v/5; FMove 5 Yamato-Dake Cuts The Grass -2 +1 Weapon +4 DC Strike 5 Yoshitsune's Arrow +1 +3 Weapon Strike 0 Weapon Element: Blades 20 Kikka (Chrysanthemum): HKA 1 1/2d6 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2); OAF (katana; -1) plus +1 OCV; OAF (katana; -1) 2 There Goes Another Jacket: Armor (6 PD/0 ED); Activation Roll 11- (only protects Hit Locations 7-14; -1), Only Works Against Bladed HTH Attacks (-1), Ablative BODY Only (-1/2), OIF (-1/2) 9 Fast On Her Feet: Running +6" (12" total), Reduced Endurance (0 END; +1/2); Only To Make A Half-Move (-1) 5 Even Faster On Her Feet: Teleportation 6"; Can Only Teleport To Places The Character Can Normally Go (-1/2), Only To Vanish When No One Is Looking (-1/2), Must Pass Through Intervening Space (-1/4), No Noncombat movement (-1/4), END 1 15 It Was Just A Scratch: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (Character May Take No Other Actions; -2 1/2), Self Only (-1/2) Talents 6 You Missed!: Combat Luck (3 PD/3 ED) 10 Way Of The Sword: Deadly Blow: +2d6 (any circumstances, Kikka only); OAF (katana; -1) 5 Farmer's Wife Harvests The Rice: Follow-Through Attack; OAF (Kikka; -1) Skills 10 +2 with HTH Combat 2 Farmer's Wife Harvests The Rice: +2 OCV with Follow-Through-Attack 0 AK: California 8- 3 Breakfall 14- 2 CK: Los Angeles 11- 3 Climbing 14- 3 Concealment 13- 0 Conversation 8- 1 Criminology 8- 3 Deduction 13- 10 Defense Maneuver I-IV 1 Interrogation 8- 2 KS: Criminal Law 11- 2 KS: Kendo and Kenjutsu 11- 2 KS: Los Angeles Underworld 11- 2 KS: The Yakuza 11- 0 Language: English (idiomatic; literate) 2 Language: Japanese (fluent conversation; literate) 1 Lockpicking 8- 3 Paramedics 13- 0 PS: Lawyer 8- 3 Shadowing 13- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 13- 1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 2 WF: Blades, Handguns 174 Total Powers & Skills Cost 300 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 15 Hunted: LAPD 8- (Mo Pow, NCI, Limited Geographical Area, Capture) 20 Hunted: Yakuza 8- (Mo Pow, NCI, Harshly Punish) 15 Psychological Limitation: Protective Of The Innocent (Common, Strong) 20 Psychological Limitation: Wants Revenge (Common, Total) 15 Social Limitation: Secret Identity (Hanako Perkins) (Frequently, Major) 5 Experience Points 300 Total Disadvantage Points Background/History: Ten years later, Hanako Perkins still isn't sure why the Yakuza killed her parents. In fact, she's not exactly sure they did it to begin with, but isn't that letting that stop her. To her the facts are simple -- when she was twelve a number of men burst into her parent's home and a loud argument ensued -- mostly dealing with her mother and the fact she was there, in California, and not in Japan. The argument quickly turned ugly and the men, who looked to have as little patience as they did morals, gunned her father down. Her mother responded with a shriek of rage and buried a kitchen knife in one killer's chest -- before being shot to death herself. Hanako witnessed all of this from the presumed safety of her bedroom, and right after her mother's body fell to the floor she vanished into her closet, remaining silent as the men bundled up the bodies and took them away. She was sure they were going to come for her as well, but they never did -- these days she suspects she would have been taken, but the deaths were unplanned and the raiders were rattled and in a hurry to get out. When the police finally arrived, it was to discover a young girl pushed as far back into her closet as she could fit, a ragged scrap of shirt between clenched teeth. Afterwards Hanako was sent to live with relatives -- in the form of her mother's brother and his American wife. In an effort to teach the young Hanako self-confidence and inner peace, Uncle Kazuo instructed Hanako in the art of kendo and eventually kenjutsu. The moment she held a real, steel sword, Hanako knew what she wanted to do with her life. She wanted revenge. The samurai of old would have never allowed the murder of their mother, father, or liege lord to go unpunished, so why should she? Didn't Uncle Kazuo say she was a modern samurai and needed to be strong? She would be strong all right, she would practice her forms, and become strong enough to kill her parent's murderers, even if it meant killing every Yakuza she could find. Personality/Motivation: To say Hanako is driven would be a bit of an understatement. She has dedicated herself to a nigh-impossible mission (single-handedly eradicating the Yakuza) but doesn't care. She want's revenge and she is going to get it. By the same token, she feels no one should suffer as she has, and will protect the innocent (usually defined as young children or otherwise defenseless women) to the utmost of her ability, although she has had to make a few sacrifices now and then. Quote: "There's an old saying that a man cannot live under the same sky as the killer of his father. That's why I'm here." Powers/Tactics: The police call her the "Katana Killer," and for good reason (the Yakuza call her the Blue-eyed Killer [Kurosha Heykigan] or Killer With Blue Eyes due to her brilliant blue eyes). Deciding to make her revenge up close and personal, Hanoko uses a katana in combat (besides, no self-respecting samurai would use a gun for something so important!). Her style emphasizes speed and accuracy, and strongly believes in the adage of the best defense is a good offense. She will Block, of course, only to follow up with the Hachiman's Rebuke stroke, and often uses her Disarm to set up a combination of The Blow That Must be Answered followed by the Farmer's Wife Harvests The Rice stroke. When using this combination, she'll put all of her levels into her OCV, doing 4 1/2d6 of Killing between her sword, her Way Of The Sword technique (which only works with her sword), the maneuver itself, and her strength. The follow-up attack will then do only 4d6 to the next target. Appearance: Hanako is of mixed Caucasian/Japanese heritage, of average height, with brilliant blue eyes, and rich black hair that falls past her shoulders. She exercises constantly, combining strength training with aerobic workouts to improve her endurance, giving her an athletic figure. When on a mission she wears a black, knee-length sport coat, a white shirt, a black clip-on tie, black pants, low boots, and a black mask tied across her eyes and around her head (the ties hand down her back). Her sword, Kikka, is normally carried in a sports duffel bag (along with a 9 mm handgun, aspirin, a bottle of water, bandages, and a variety of other items), and is produced only when she is ready to begin combat. Designer's Notes: This character is an obvious homage (rip off?) of Uma Thurman's character of "The Bride" from the Kill Bill movies. Her origin is adapted from O-Ren Ishii's, while her look was taken directly from the visual image of Julie Manase (Sonny Chiba's daughter), who was one of the Crazy 88s. The idea of a woman in a man's business suit hacking people up with a katana stuck with me (you have to admit, the Crazy 88s did have style!), so I started to develop this concept. I realize that genetics means you're probably not going to get a blue-eyed Japanese-American woman, even if her father was Caucasian, but hey, this is a "Hollywood" action movie character, after all. "Steve" from the HERO Games Message Boards writes; I've been considering the build, and I think that she could be better built on a Heroic basis on the same final point total. If you do that, Kikka can be taken as equipment instead of a power, and those 20 points can be switched to pay for a 23 DEX for 48 points (+6 over current cost), a 5 SPD for 27 points (+11 over current cost) and +3 Lighting Reflexes with Kikka (+3 points). For the same points, she then ends up with a 26 effective DEX when swinging her sword. Another way to go would be to add a 2-point level with Kikka and a +1 Lightning Reflexes with Kikka, giving an effective 24 DEX as you have her now and picking up +1 to attack with Kikka. (Kurosha Heykigan inspired by characters and situations created by Quentin Tarentino and Uma Thurman for the film Kill Bill, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 6, 2006 Author Report Share Posted November 6, 2006 Re: Susano's Original Dark Champions Characters ERIC "VAI" SHEPARD Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [3] 18 DEX 24 13- OCV: 6/DCV: 6 16 CON 12 12- 13 BODY 6 12- 14 INT 4 12- PER Roll 12-/14- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 6 PD 3 Total: 6 PD (0 rPD) 5 ED 2 Total: 5 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 32 END 0 30 STUN 1 Total Characteristic Cost: 82 Movement: Running: 7"/14" Leaping: 3"/6" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Jeet Kune Do Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick/Knee Strike -2 +1 7d6 Strike 3 Legsweep +2 -1 4d6 Strike, Target Falls 4 Punch/Elbow Strike +0 +2 5d6 Strike 1 Weapon Element: Clubs 2 Calm Exterior: +5 PRE; Only To Protect Against Presence Attacks (-1) 2 Fast On His Feet: Running +1" (7" total), END 1 6 Observant: +2 PER with all Sense Groups Talents: 3 Lightsleep Skills: 16 +2 with All Combat 6 Pistol Training: +2 OCV with Pistols 6 Pistol Training: Penalty Skill Levels: +2 vs. Range Modifier with Small Arms 2 AK: New Eden 11- 3 Breakfall 13- 3 Climbing 13- 3 Combat Driving 13- 3 Concealment 12- 0 Deduction 8- 5 Fast Draw (Ranged Weapons) 14- 4 KS: Eden Underworld 13- 3 KS: Firearms 12- 1 KS: Jeet Kune Do 8- 1 KS: Philosophy 8- 0 Language: English (idiomatic; literate) 3 Lockpicking 13- 2 PS: Bounty Hunter 11- 1 PS: Orgami 8- 1 PS: Play Guitar 8- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 5 Streetwise 13- 1 Systems Operation (Radio) 8- 0 TF: Small Motorized Ground Vehicles 2 Weaponsmith (Firearms) 12- 4 WF: Small Arms, Blades, Thrown Knife 118 Total Powers & Skills Cost 200 Total Character Cost 100+ Disadvantages 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 10 Hunted: Police 8- (Mo Pow, NCI, Watching) 0 Normal Characteristic Maxima 0 Psychological Limitation: Air Of Impassiveness (Common, Moderate) 5 Psychological Limitation: Always Armed With Some Form Of Weapon (Very Common, Moderate) 20 Psychological Limitation: Code Of Honor: Make Sure The Client Gets His Money's Worth, Make Sure The Target Deserves It, Full Refund In Case Of "Failure," No Refund If Client Misrepresents His Case (Common, Total) 0 Psychological Limitation: Methodical And Deliberate: Eric Doesn't Do Anything He Doesn't Think About (Common, Strong) 10 Rivalry: Professional (other bounty hunters, Rivals have numerical superiority; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 45 Experience 200 Total Disadvantage Points Background/History: What makes a man a killer? Eric Shepard wasn't sure he could properly answer that question, mainly because he didn't quite consider himself a killer. Of course, the fact that at this very moment he was going to end the lives of two people was besides the point. Turning away from the window, Eric flipped open the catches on the large black case lying on the bed. Lifting the lid, he paused a moment to admire the sleek lines of the WA2200 nestled snugly in the foam packing. In Eric's opinion, the WA2200 was a work of art, firing a .300 caseless Magnum round at well over 2200 fps. More than enough to punch through windows, doors, body armor and even walls. Pulling the stock free from the tight grasp of the packing, Eric brushed his hands across the action, wiping away nonexistent specks of dust. He was a stickler about keeping his tools clean, whether it be a rifle, a pistol, or the knife he kept tucked in his boot. Shifting the stock over, he then pulled the barrel free, sliding it home and screwing it tight. Twelve years ago he could have only dreamed about owning such a weapon. But, then, twelve years ago he still didn't have a clue as to what he wanted to do with his life. He had some small talent with firearms, true, and he'd even won a few shooting competitions. He also had gotten himself involved in martial arts, finding something relaxing in learning how to reduce your opponent to a lump on the mat in as few moves a possible. The bipod was next, snapped into a slot under the barrel. He had considered the military, but the idea of having to take orders, and shave and cut his hair, really didn't appeal to him. The same with being a police officer. It was a nice idea on the surface, but there would be too many rules and regulation to cramp his desire for freedom of expression. Private detective? Too boring. Vid detectives might get involved in blazing gunfights, high-speed chases and beautiful babes, but he knew better. Insurance scams and divorce cases were more likely his lot. Now, the scope. Mounted over the barrel, it would allow him to virtually stand in his target's hip pocket, not to mention put a bullet behind his ear. He'd ended up as a repo-man for a short while. That had been exciting; jacking cars, trucks, speeders and whatnot. Hell, they'd even snagged a starship once. His skill with the gun had paid off in that mess, skill which had indirectly resulted in his new profession. Bounty hunting. Now, the magazine. Eight rounds, slid in right behind the pistol grip. Caseless, thus no empty shell casings to worry about. Bounty hunting had finally been the niche Eric was looking for. It offered everything, travel, excitement, danger, gunplay. He spent a few years moving his way around New Eden and beyond, snagging bail jumpers for a tidy profit. And then, it had happened. His client didn't want him to to return with this skip-trace, he wanted the matter resolved in a more permanent fashion. He wanted Eric to kill a man. Suppressor. Slid over the end of the barrel and screwed into place, it would eliminate almost all of the muzzle flash and report. It would also slow down the round slightly, but that was why he had a scope. So, Eric had gone out, found his target and put a bullet though his head. It hadn't been hard, although Eric had felt a touch disturbed at the lack of emotion he'd experienced. He'd taken a closer look at philosophy at that point, examining some of the ideas behind Zen and the emptiness of one's mind. His martial training had helped as well, since it had stressed adaptation and evolution as the basis for success and perfection. Settling the bipod on the sill, Eric made himself comfortable. He had a few minutes before his target would arrive and he would need to be in the proper frame of mind. And so it went. He brought most of his targets back, but occasionally, he would be asked to return alone. He had thought about this for a bit. Most people he chased after were pretty much the bottom of the barrel, the dregs of society. Getting rid of them was probably a benefit to everyone else. It certainly would be saving the taxpayers some money. So he did it. Oh, there were requests he turned down, Eric decided early on that he would have to decide if the target really deserved it before saying "yes." A car pulled up outside, disgorging several men in suits. Eric shifted the rifle slightly, waiting, his breathing slow and regular. Was he any better than his targets? Eric didn't know. He thought about the question from time to time, and usually settled the matter by tending to the gravel bed of his rock garden until his mind was clear. It was amazing how arranging pebbles with a wooden rake could ease the soul. Ah... there they were. Earlier, Eric had received a good 10,000 for bringing in the pair. But their high-priced lawyers had made a mockery out of the trial, and now, here they were, free again. Eric had felt more than a bit disgusted by that. So, when Arthur Duran had offered him 20,00 each for a successful 'retirement', he'd jumped at the chance. Raising his gun, Eric adjusted the scope. A man filled the crosshairs, so close that Eric felt he could reach out and touch him. So he did. 20,000. "Goodbye, Mr. Barrow," he whispered as he twisted slightly, bringing the second figure into view. Ms. Parker stood frozen, still not realizing that her lover and partner in crime was falling to the ground. Eric gently squeezed the trigger. 40,000. Personality/Motivation: For the most part, Eric seems emotionless. He tries to maintain a certain "zen" attitude which states that an empty mind is unhampered by stray thoughts, and thus can react quickly to the unexpected. He also has long since decided that strong emotion doesn't help a situation, and usually only clouds one's judgment. To some, this makes him seems like a cold-blooded killer, but, in fact, he is anything but. Eric is often troubled by the question of whether or not he is in the right or the wrong with his actions. Sometime he will rake out his Zen rock garden until he feels at peace, other times he will play his guitar. To some extend, Eric has decided that the end can justify the means, provided the end is a worthy cause and the means brings no harm to the innocent. Simply put, this means that Eric doesn't feel very guilty about eliminating known hitmen, drug pushers and similar criminals. Due to the nature of his business, Eric has two strong traits. The first is that he keeps all of his equipment exceedingly clean and in proper order. The second is that he is a "mini-freak" and likes to be able to pack everything he needs into one suitcase. Both of these traits have come in very handy during his career, guaranteeing that his equipment will work without failure and that he can be ready to move at a moment's notice. Quote: [None. Eric rarely speaks.] Powers/Tactics: Due to his training in Jeet Kune Do, which emphasis adaptability and nonconformity, Eric doesn't have any set tactics when dealing with enemies. He prefers to react to a situation as it develops, thus preventing the danger of becoming predictable. In general Eric fights like with like, using his hand-to-hand skills if his foes are unarmed, and using firearms if guns are used against him. When fighting hand-to-hand, Eric will attempt to subdue his foe as quickly as possible, combining legsweeps - which will throw his foe to the ground - with powerful kicks - which should quickly disable any opponent. His approach to a gunfight is much the same way. Eric will fire for the upper body with the intent of hitting the head or upper chest, and thus eliminate his target as quickly as possible. For weapons, Eric favors large capacity handguns, such as 9 mm automatic pistols. Such guns are fairly light in weight, accurate and have a low recoil, while the large magazine reduces the number of times one has to reload. For close-combat work, such as a room-to-room firefight, Eric will opt for a combat shotgun. If range is required, then the weapon will be anyone of a number of high-powered sniper rifles. For hand-to-hand fighting, Eric carries some form of extendable baton or 'stun whip.' Appearance: Eric stands a slim 5' 11," with fairly long dark brown hair. His eyes are gray, and usually reside behind a pair of sunglasses. Between his eyes, hair,and toned build (a result of extensive martial arts practice) Eric is fairly attractive looking. His normal mode of dress is casual, although Eric has a preference for long coats, mainly due to the amount of equipment (i.e. guns) he can hide inside of one. Quote Link to comment Share on other sites More sharing options...
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