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GenCon 2009 Hong Kong Cinematic Superheroes


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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

Silver Hawk, a more or less straight port from the Michelle Yeoh picture, tweaked just enough to work in the convention game.

 

SILVER HAWK

 

Val Char Cost Roll Notes

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

20 DEX 30 13- OCV: 7/DCV: 7

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 3

18 PRE 8 14- PRE Attack: 4 ½d6

14 COM 2 12-

 

4+9 PD 1 Total: 4/13 PD (0/9 rPD)

4+9 ED 0 Total: 4/13 ED (0/9 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

7 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost: 90

 

Movement: Running: 7"/14"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

Wushu Powers

12 1) Cinematic Toughness: Combat Luck (6 PD/6 ED)

8 2) Hong Kong Action Climbing: Clinging (normal STR) (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only things that could be climbed or balanced on in an Action Movie; -¼)

9 3) Hong Kong Action Leaping: Leaping +4" (7" forward, 3 ½" upward) (Accurate) 1

2 4) Quick: Running +1" (7" total) 1

Silver Hawk Uniform, all slots OIF (-½)

6 1) Armor (3 PD/3 ED) (9 Active Points); OIF (-½)

3 2) Impressive Costume: +5 PRE (5 Active Points); OIF (-½)

38 Silver Hawk's Gadgets: Variable Power Pool (Gadget Pool), 30 base + 8 control cost, (45 Active Points); VPP Powers Can Be Changed Only In base or armory (-½), Limited Class Of Powers Available Slightly Limited (Only gadgets and devices; -¼)

0 1) Hawkarangs: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Range Based On STR (+¼) (12 Active Points); OAF (Hawkarangs; -1), 2 Recoverable Charges (-1) Real Cost: 4 [2 rc]

0 2) Long Sleeve Clubs: (Total: 25 Active Cost, 10 Real Cost) Stretching 2", Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Limited Body Parts (Arms Only; -¼), no Noncombat Stretching (-¼) (Real Cost: 6) plus Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) (Real Cost: 4) Real Cost: 10 1

Notes: A chain weapon concealed in her costume

0 3) Night Vision Goggles: Nightvision (5 Active Points); OIF (-½) Real Cost: 3

0 4) Suit Cell Phone: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½), Real Technology Power loses about a fourth of its effectiveness (-¼) Real Cost: 6

0 5) Smoke Bomb: Darkness to Sight Group 2" radius (20 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 ½), IIF (-¼) Real Cost: 7 [1 cc]

Shaolin Kung Fu

Maneuver OCV DCV Notes

5 Block +1 +3 Block, Abort

4 Disarm -1 +1 Disarm; 40 STR to Disarm roll

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

4 Escape +0 +0 45 STR vs. Grabs

3 Legsweep +2 -1 7d6 Strike, Target Falls

5 Defensive Strike +1 +3 6d6 Strike

1 Weapon Element: Chain Weapons

1 Weapon Element: Polearms

1 Weapon Element: Staffs

1 Weapon Element: Clubs

12 +3 HTH Damage Class(es)

 

Perks

10 Heiress: Money: Wealthy

18 Contact: Support Staff and Fanatic Fans (Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

35 Hawk's Roost, Hawk Cycle: Vehicles & Bases

2 Reputation: Silver Hawk, Champion of Justice (A large group) 11-, +1/+1d6

1 Reputation: Lulu Wong, Heiress and financial wizard (A medium-sized group) 11-, +1/+1d6

 

Skills

Shaolin Kungfu

3 1) Acrobatics 13-

3 2) Breakfall 13-

3 3) Contortionist 13-

3 4) Sleight Of Hand 13-

2 5) WF: Common Melee Weapons

2 6) WF: Common Martial Arts Melee Weapons

12 7) Martial Prodigy: +4 with Martial Maneuvers

Self Trained Crime Fighter

3 1) Concealment 13-

5 2) Deduction 14-

5 3) Shadowing 14-

3 4) Stealth 13-

3 5) Combat Driving 13-

2 6) TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

Socialite

3 1) High Society 14-

3 2) Persuasion 14-

3 3) Conversation 14-

3 Scholar

2 1) KS: Chinese Medicine (3 Active Points) 13-

2 2) KS: High Finance (3 Active Points) 13-

2 3) KS: Kung Fu (3 Active Points) 13-

2 4) KS: Martial World (3 Active Points) 13-

0 Language: Cantonese (idiomatic; literate) (5 Active Points)

2 Language: Mandarin (completely fluent) (3 Active Points)

4 Language: English (completely fluent; literate)

 

Total Powers & Skill Cost: 260

Total Cost: 350

 

200+ Disadvantages

15 Social Limitation: Secret ID: Lulu Wong, Famous Heiress (Frequently, Major)

15 Hunted: Law Enforcement 8- (As Pow, NCI, Capture)

20 Hunted: Triads and Gang Lords 8- (Mo Pow, NCI, Harshly Punish)

10 Dependent NPC: Uncle, Niece 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

15 Psychological Limitation: Showoff and Thrill Seeker (Very Common, Moderate)

15 Psychological Limitation: Code against Killing (Common, Strong)

10 Psychological Limitation: Protects the Innocent and the Underdog (Common, Moderate)

10 Psychological Limitation: Loves to Fight (Common, Moderate)

40 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Lulu Wong, heiress, socialite, financial genius. Few suspect her secret life as crime busting vigilante, Silver Hawk!

 

Lulu, orphaned kung fu prodigy, attended the Shaolin Kung Fu academy before her adoption by the Wong family. Her time in the academy began her life long love of Kung Fu and helped her turn her love of fighting into a positive desire to protect the innocent and the underdog. That time also began her long flirtation with her romantic interest and sometime rival, Wei "Richard" Mann.

 

After the deaths of her adopted parents, Lulu began her career as a crime fighter in earnest, assisted by her personal assistant Jane Lei and her loyal fans (an internet community headed by hacker Morris Chang). Lulu is very close to her adopted Uncle Akira Shiraishi and niece Tina. Her relationship with Wei Mann is complex; she sees him as an older brother, whereas his interest in her is romantic.

 

Personality/Motivation: Lulu loves to show off, to be the center of attention, to take risks, and to fight. She has turned these traits into positives both as a business woman and crime fighter. Lulu is commited to helping the innocent, and also to helping underdogs. She will not kill, and will attempt to save the lives even under extreme circumstances, so long as she can do so without endangering innocents.

 

She will tease Wei Mann, and try to show him up, but is genuinely fond of him, and will both rely on him and do her best to keep him from harm. While she enjoys the relationship, she has no desire to pursue a romance (despite family pressure).

 

Quote: "Play time!" "Over so quick? Come on, ten more minutes!"

 

Powers/Tactics: A martial prodigy, Silver Hawk fights defensively, using her skill levels and block/strike combos (represented by the Defensive Strike maneuver) to avoid damage while landing blows that will eventually take out normal enemies. She will try to wear down or bypass tougher foes, eventually coming up with a weapon to defeat them using her gadget pool. Silver Hawk is fond of using PRE attacks to intimidate and trick enemies, and has used this tactic successfully to win battles she otherwise would have lost.

 

Campaign Use: Based on the Michelle Yeoh character from the film Silver Hawk. This is as much a tribute as a straight port, though I've done what I could to keep the character recognizeable. In the film, Silver Hawk is more than a match for street thugs and minor criminals, and is able to handle groups, but has considerable trouble decisively taking down the films "named" martial artists. This write up, aimed at a convention game, reflects that.

 

Appearance: As Lulu Wong, an attractive woman in her early 40s. As Silver Hawk, a costumed adventurer in silver (see picture).

 

Character by Michelle Yeoh and Jingle Ma. Character Sheet by Robert Dorf, 2009

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

May re-write Varga to make her more of a power house and even out her performance in combat. Not sure if I want to yet, as Darna isn't that much of a power house in the TV show; however, she is Mary Marvel tough in her comic book appearances.

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

May re-write Varga to make her more of a power house and even out her performance in combat. Not sure if I want to yet' date=' as Darna isn't that much of a power house in the TV show; however, she is Mary Marvel tough in her comic book appearances.[/quote']

thats probablt to conform the the shows special effects budget and the tech available

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

Changed Varga's sheet to make her more brick like, closer in STR to her comic book incarnation, and also more in line from a combat POV with the other characters in the game.

 

Can't decide if I want to do the Saint of Gamblers or Captain Richard Mann next.

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

Very cool. I'm a big Darna and Silverhawk fan.

 

Thanks. :)

 

I'm actually planning one more Darna re-write; I'm trying to decide if I want to take her back to her full Golden Age roots, or go for the much less brick like (and less effective in Hero terms) TV shows pocket-Brick/Psychic/Martial Artist.

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

Stephen Chow's Saint of Gamblers!

 

THE SAINT OF GAMBLERS

Val Char Cost Roll Notes

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

20 DEX 30 13- OCV 7 DCV 7

18 CON 16 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

6/12 PD 3 Total: 12 PD (0/6 rPD)

6/12 ED 2 Total: 12 ED (0/6 rED)

4 SPD 10 Phases: 3, 6, 9, 12

7 REC 0

36 END 0

32 STUN 0 Total Characteristic Cost: 116

 

 

Movement: Running: 7" / 14"

Swimming: 2" / 4"

Leaping: 3" / 6"

 

Cost Powers END

Martial Arts: Wu Shu

Maneuver OCV DCV Notes

5 1) Block +1 +3 Block, Abort

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

4 3) Escape +0 +0 45 STR vs. Grabs

3 4) Legsweep +2 -1 7d6 Strike, Target Falls

4 5) Punch +0 +2 8d6 Strike

4 6) Root +0 +0 45 STR to resist Shove; Block, Abort

4 7) Shove +0 +0 45 STR to Shove

3 8) Martial Grab -1 -1 Grab Two Limbs, 40 STR for holding on

4 9) Crush +0 +0 10d6 Crush, Must Follow Grab

 

12 10) +3 HTH Damage Class(es)

50 Strange Psychic Powers / Chi: Multipower, 62-point reserve, (62 Active Points); all slots Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Note: Many times in the films, Sings powers will just cut out for a scene. This is reflected here with Requires a Skill Roll.

3u 1) They made me a sewer inspector: Clairsentience (Sight Group), +8 to PER Roll, Reduced Endurance (0 END; +1/2) (42 Active Points); Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 0

4u 2) I can get his keys: Telekinesis (10 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) (50 Active Points); Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5

3u 3) You Can't See Me: Invisibility to Sight and Hearing Groups , No Fringe, Usable Simultaneously (up to 4 people at once; +3/4) (61 Active Points); Only When Not Attacking (-1/2), Telepathic Power loses about a fourth of its effectiveness (Not vs those with Mental Defense; -1/4), Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6

5u 4) Kick Yourself!: Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6

5u 5) This is the Imperial Palace: Mental Illusions 12d6 (60 Active Points); Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6

3u 6) It's an Ace!: Minor Transform 2 1/2d6 (Any printed material into any other similar printed material - cards into other cards, bills into other bills, etc, additional use of transform), Improved Results Group (Any printed material; +1/4), Invisible Power Effects (Fully Invisible; +1) (56 Active Points); All Or Nothing (-1/2), Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6

4u 7) I am afraid you will lose again: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 0

3u 8) Throw Knives: Killing Attack - Ranged 2d6, Indirect (Any origin, any direction; +3/4) (52 Active Points); OIF (Sharp objects of opportunity; -1/2), Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5

3u 9) Throw Blunt Objects: Energy Blast 7d6, Indirect (Any origin, any direction; +3/4) (61 Active Points); OIF (Blunt object of opportunity; -1/2), Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6

3u 10) I healed myself with my special powers: Healing BODY 6d6 (60 Active Points); Self Only (-1/2), Requires A Skill Psychic Powers Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6

11 Psychic Shields: Mental Defense (15 points total) 0

12 Forerunners: Combat Luck (6 PD/6 ED)

2 Quick: Running +1" (7" total) 1

 

 

Perks

2 Reputation: The famous Saint of Gamblers (A large group) 11-, +1/+1d6

5 Money: Well Off

15 Contact: God of Gamblers and his allies (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

 

 

Skills

13 Psychic Powers 18- Note: Sing sometimes comes up with strange one shot uses of his powers that never show up again

Wu Shu

3 1) Acrobatics 13-

3 2) Breakfall 13-

3 3) Sleight Of Hand 13-

6 4) Your grandson is a great fighter! +2 with Martial Maneuvers

Saint of Gambling

14 1) Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 15-

3 2) KS: Gambling World 13-

2 3) KS: Games of Chance 11-

2 4) Forgery (Documents) 13-

0 Language: Cantonese (idiomatic) (4 Active Points)

2 Language: Mandarin (completely fluent) (3 Active Points)

3 PS: Dancer 13-

 

 

Total Powers & Skill Cost: 234

Total Cost: 350

 

200+ Disadvantages

20 Psychological Limitation: In Love with Yi Mong (Common, Total) Note: More than once, Sing has been entirely crushed when he believed he had been rejected by Yi Mong.

15 Psychological Limitation: Believes he cannot use his powers for personal gain (Common, Strong)

20 Psychological Limitation: Gambler's Virtue (Very Common, Strong) Note: Cannot betray friends, allies or patrons. Must defend the innocent. Merciful.

10 Psychological Limitation: Overconfident, Impulsive (Common, Moderate)

10 Dependent NPC: Yi Mong (girlfriend) 8- (Normal)

20 Hunted: Rival Triads 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Tai Kun 8- (Mo Pow, NCI, Harshly Punish) Note: Tai Kun is a leading member of China's Special Powers Branch. His greed and pride have made him an avowed enemy of Sing, and he has used the resources of the SPB against him. However, Tai Kun is a Chinese patriot, and he and Sing once formed an unstable alliance.

5 Hunted: Kun Cho, "God of Gamblers" 8- (As Pow, NCI, Watching)

30 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Born in a rural village in Southern China, Sing's strange psychic powers were noticed by local party chiefs, who promptly put him to work as a sewer inspector. Dreaming of better things, Sing ran off to Hong Kong to join his Uncle Tat and emulate his idol Ko Chun, the God of Gamblers.

 

In Hong Kong, Sing began a series of adventures with his Uncle Tat. The two joined and fought various Triad gangs in an attempt to make their fortunes, eventually attracting the attention and sponsorship of Ko Chun himself. Ko named Sing the "Saint of Gamblers", and in exchange for Sing's services has offered him access to the considerable resources of Ko's network of friends and disciples.

 

Sing's most dangerous enemy has been Tai Kun, a greedy and corrupt agent of China's Special Powers Branch, and a gambler. It was while battling the agents of Special Powers Branch that Sing made his brief trip back to 1930s Shanghai, adding time travel to his list of adventures.

 

Sing encountered the beautiful gangster girl Yi Mong while trying to make his fortune in Hong Kong. Though their attraction was mutual and overwhelming, the two lovers have never quite been able to overcome the barriers to their relationship. Sing encountered and fell in love with one of Yi Mong's ancestors during his period travelling in 1930s Shanghai; that relationship too was doomed.

 

Personality/Motivation: Though still vain and overconfident, by the end of God of Gamblers III, Sing has fully embraced Martial Virtue. He is loyal, kind, merciful and a protector of the innocent. His love for Yi Mong remains as great as ever. His career of heroic adventure has clearly just begun.

 

 

Quote: "Very well, but I am afraid that you will lose again."

 

Powers/Tactics: Sing usually relies on his fists and feet to solve problems when he can, making use of his "Special Powers" out of combat or when facing other similarly powered foes. He tires quickly when making use of his psychic powers, which further encourages him to stick to punches and kicks. Sing believes that his powers may not be used for selfish personal gain. Attempting to do so, or attempting to use his powers while pining for Yi Mong, may result in skill roll penalties.

 

Sing's powers include clairvoyance, telepathy (including projective telepathy), telekinesis, and many others. Additionally, he is a well trained Martial Artist and a highly skilled gambler. He often comes up with odd one use powers then seems to forget them; his powers also sometimes burn out or change in semi-random ways. This is reflected in his write up with his Power Skill and relatively low END.

 

Campaign Use: The Saint of Gamblers is an archetypical Stephen Chow character, appearing in All for the Winner, God of Gamblers II, and God of Gambler's III: Back to Shanghai. These action comedies feature multiple people with special powers, working for gangs and governments. This makes the series surprisingly easy to adapt for use in a Superhero campaign.

 

Appearance: A handsome Chinese man in his early 20s, lightly built and of average height. Wears an impeccably tailored suit when acting as the Saint of Gamblers.

 

The Saint of Gamblers by Stephen Chow. Character Sheet by Robert Dorf, 2009.

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

The Green Hornet!!!

 

THE NEW GREEN HORNET (KATO HIROSHI)

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

30 DEX 60 15- OCV: 10/DCV: 10

23 CON 26 14-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

10+10 PD 6 Total: 10/20 PD (0/10 rPD)

10+10 ED 5 Total: 10/20 ED (0/10 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

9 REC 0

46 END 0

37 STUN 0 Total Characteristic Cost: 158

 

Movement: Running: 7"/14"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

35 Jeet Kun Do Techniques: Multipower, 35-point reserve

2u 1) One Inch Punch: Hand-To-Hand Attack +3d6, Double Knockback (+¾) (26 Active Points); Hand-To-Hand Attack (-½) 3

Notes: 8d6 w/ Punch, 12d6 w/ Kick

2u 2) Flurry of Blows: Hand-To-Hand Attack +4d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (35 Active Points); Hand-To-Hand Attack (-½) 1

Notes: 10d6 w/ Punch, 12d6 w/ Kick

2u 3) Too Fast to Block: Hand-To-Hand Attack +3d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Hand-To-Hand Attack (-½) 3

Notes: 8d6 w/ Punch, 10d6 w/ kick

2u 4) Breaking Blow: Hand-To-Hand Attack +4d6, Armor Piercing (+½) (30 Active Points); Hand-To-Hand Attack (-½) 3

Notes: 10d6 w/ Punch, 12d6 w/ Kick

2u 5) Punch Everyone: Hand-To-Hand Attack +3d6, Area Of Effect (2" Radius; +1), Selective (+¼) (34 Active Points); Hand-To-Hand Attack (-½) 3

Notes: 8d6 w/ Punch, 10d6 w/ Kick

5 I'll be fine in the morning: Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½)

3 Mobile: Leaping +3" (7" forward, 3 ½" upward) 1

2 Quick: Running +1" (7" total) 1

17 Iron Body Technique: Armor (10 PD/10 ED) (30 Active Points); Limited Power Power loses about a third of its effectiveness (First body always gets through, does not prevent penetration; -½), Nonpersistent (-¼)

Jeet Kun Do

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

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

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

3 Grab/Joint Lock -1 -1 Grab Two Limbs, 30 STR for holding on

5 Kick/Knee Strike -2 +1 8d6 Strike

4 Punch/Elbow Strike +2 +0 6d6 Strike

 

Perks

5 Money: Well Off

7 Cousin Patricia Reid: Contact: Cousin Patricia Reid, CEO of Reid Media Group (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 11-

 

Skills

Jeet Kun Do

3 1) KS: Jeet Kune Do (Jun Fan Kung Fu) 12-

3 2) Acrobatics 15-

3 3) Breakfall 15-

3 4) Analyze: Style 12-

12 5) +4 with Martial Maneuvers

Crusading Crime Fighter

3 1) Acting 13-

3 2) Climbing 15-

3 3) Concealment 12-

3 4) Deduction 12-

3 5) Disguise 12-

3 6) Interrogation 13-

3 7) Lockpicking 15-

3 8) Mechanics 12-

3 9) Persuasion 13-

3 10) Electronics 12-

3 11) Computer Programming 12-

3 12) Criminology 12-

3 13) Shadowing 12-

3 14) Streetwise 13-

3 15) High Society 13-

3 Linguist

0 1) Language: Cantonese (idiomatic; literate) (5 Active Points)

3 2) Language: English (completely fluent; literate) (4 Active Points)

3 3) Language: Japanese (completely fluent; literate) (4 Active Points)

3 4) Language: Korean (completely fluent; literate) (4 Active Points)

1 5) Language: Mandarin (completely fluent) (3 Active Points)

2 6) Language: Tagalog (completely fluent) (3 Active Points)

 

Total Powers & Skill Cost: 192

Total Cost: 350

 

200+ Disadvantages

15 Social Limitation: Secret Identity: Kato Hiro, heir to the Reid Media Empire (Frequently, Major)

10 Reputation: The Green Hornet, dangerous Triad Enforcer, 11-

15 Social Limitation: Secret: Really a Vigilante working to take down the Triads (Occasionally, Severe)

20 Psychological Limitation: Code of Vengeance (Common, Total)

20 Psychological Limitation: Defend the Weak against the Evil Strong (Common, Total)

10 Psychological Limitation: Overly flamboyant and showy (Common, Moderate)

20 Hunted: Rival Triads 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: Law Enforcement 8- (As Pow, NCI, Capture)

25 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Great grandson of Britt Reid (the original Green Hornet.) through the affair between Reid's daughter and Reid's assistant Hayashi Kato, the New Green Hornet is the latest in a long line of heroes. Honoring the memory of his great grandfather Britt by taking up his nom-de-masque and crusade against crime, and honoring his grandfather Hayashi by studying his style of martial arts, Kato Hiroshi wages a never ending battle against violent criminals everywhere!

 

Funded and supported by his cousin Pat, the New Green Hornet poses as a Triad enforcer to infiltrate the gangs, then acts to bring them down from within. In his secret identity as Kato Hiroshi, Hiro appears to be a playboy gossip columnist and blogger for the Reid Media Group. No one may learn Kato's secret, for its revelation could spell the end of a legacy of Heroes, the legacy of The Green Hornet!

 

It is a source of some concern to both the Kato and Reid families that one of Kato's cousins became a notorious brothel magnate after his time in service to a French police inspector.

 

 

Personality/Motivation: Like his great grandfather Brett and his grandfather Hayashi, Kato is a staunch defender of the weak and determined enemy of crime and corruption. However, he also has a well developed sense of humor and love of swashbuckling and showmanship. When not in costume, Kato will joke and flirt, playing up his role as an idle playboy surviving on family money and a job in the family business. When in costume, the New Green Hornet is generally a stern and intimidating figure, though during combat he will indulge his swashbuckler's instincts.

 

Quote: "Just you six guys against me, the Green Hornet? That's not fair. I'll wait here. You go get four more guys."

 

Powers/Tactics: The New Green Hornet is a martial arts prodigy, his speed at the very edge of what can still be considered human. Incredibly quick and evasive, only the very best have a chance of hitting him. Able to deliver a wide range of devastating attacks, he is able to cripple or kill an ordinary foe with a single punch, and even the elite and superhuman must respect his offense. However, while fast and incredibly tough, the NGH is not bullet proof. He must be cautious when dealing with armed and superhuman foes; one moment of bad luck when facing a gun could take him out of a fight, or even end his life. He deals with these situations by attempting to strike by surprise, and with overwhelming force. If facing a group of armed men, he will wait, and attempt to take them out one at a time.

 

Out of combat, the New Green Hornet will investigate cases both as the Green Hornet and as Hiroshi Kato, drawing on the resources of his cousin Pat when he must. While he does enjoy risks, maintaining his secret identity is very important to Kato, both for himself and his family.

 

Campaign Use: Kato as a character first appeared in the Green Hornet radio series created by George W. Trendle and Fran Striker in 1936. Britt Reid, grand-nephew of the Lone Ranger, took up the masked identity of the Green Hornet to fight crime, assisted by his valiant valet Kato. The team fought crime on the radio, in magazines and books, on the Silver Screen, and in time on Television. In the TV series Bruce Lee played Kato, becoming a World Wide hit. In Hong Kong and Taiwan, the show was fabulously popular, and was re-named by its Chinese fans "The Kato Show." Kato never actually had a crime-fighting name for his masked identity.

 

This version, combining the Green Hornet and Kato, was inspired by the 1994 Hong Kong Film Qing Feng Xia, where the son of the Bruce Lee Kato takes on Kato's costume and fights crime under the name The Green Hornet. In the radio series, Kato was Japanese, Later, he became Pilipino. In the Movie Serial, Kato was Korean. Later versions (post Lee) were Chinese. Therefore, this version is Japanese Chinese Pilipino Korean American.

 

Appearance: Handsome, somewhat short Chinese man in extraordinary physical condition. Wears stylish suits as Kato Hayashi, and a chauffer’s uniform with black mask as Kato.

 

Character created by George W. Trendle and Fran Striker. Character Sheet by Robert Dorf.

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

does this greenhornet masqurade as a crime lord?

 

Check the background and tactics. :)

 

He passes himself off as a Triad Enforcer, using the contacts he makes to infiltrate gangs and attempt to bring them down.

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Re: GenCon 2009 Hong Kong Cinematic Superheroes

 

Playtest went pretty well. I saw some areas that need work, but Act 1 had exactly the right feel. I think the problems with Acts 2 & 3 should be easy enough to fix.

 

I'll be creating Info Sheets for each character; that should cut my GM Talking Time considerably. I may also create Successful Skill Roll handouts.

 

Not sure an Ultraman / Specterman / Jet Jaguar / Big Man Japan tribute will fit, as much as I want to use one. If I use any, it will probably be an Ultraman tribute. I need someone who will be useful at human size and when the scene where having a giant available comes in handy. On the other hand, both Jet Jaguar and (even more) Big Man Japan are easier to do on only 350 points.

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