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The Koyotie Project


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KOYOTIE

 

Background/History: Merriya Highwolf was born in 1976 in the town of Maple Creek, Saskatchewan. According to Merriya, her mother "was a full-blown First Nations flower-child, hence my unusual first name," who had gone so far as to change her own name from Susan to "Sunflower." Her father's identity is still unknown (not that Merriya has expressed any great interest in finding out who he is) although there’s some speculation that whoever it was, he’s also a post-human. After a precarious early childhood, in which Merriya spent a lot of time traveling around Saskatchewan with her transient mother, she ended up in the care of her grandfather, Christopher Highwolf, and spent the the next twelve years growing up with him.

 

It was while growing up on her grandfather’s farm that Merriya first began display heightened physical and mental capabilities. Her strength was phenomenal, especially for someone of her age and size; she almost never became sick; her hand-eye coordination and reaction time was matchless; and basic IQ tests indicated a remarkably high level of intelligence. By the time she reached high school, she could bench press roughly 300 pounds with ease, and could outrun anyone on the track squad. In an effort to assist his granddaughter in dealing with her virtually superhuman abilities, Christopher Highwolf enrolled her in a local karate school, where she learned the basics forms of Shotokan.

 

Upon entry into college, Merriya was approached by the Royal Canadian Mounted Police. They were in need of paranormal operatives, and Merriya was almost perfect for the part of an undercover agent. Intrigued by the offer, Merriya accepted, taking both her regular college courses and RCMP training classes. She completed her final training in Shotokan Karate (achieving black belt status), before continuing on to the highly aggressive arts of Bando and Lethwei, where she concentrated mainly on weapons techniques. She also received training in various espionage skills, dealing mainly with infiltration and surveillance. Finally, after graduation, she was given her code-name (Koyotie), armored costume, and weapon (a carbon-fibre bokken.) Since then, she's worked all over North America, ranging as far north as the Arctic Circle, and as far south as Mexico.

 

Personality/Motivation: Long-term undercover work has had a rather interesting effect on Merriya Highwolf. In order to better blend in to different environments, she’s created a series of distinct characters, each one designed to deal with a different aspect of her assignments. So far she’s exhibited five, but may have more “on-line” that haven't been needed as of yet. As the RMCP deals mainly with Merriya herself, they’re largely unaware of the other identities aside from Koyotie. These personalities are;

 

Koyotie: Named for Maca the Coyote, a Sioux trickster god, Koyotie can be best described as an idealized female version of a male action hero (or a male idealized version of a female action hero). Highly confident of her physical skills (almost to the point of foolhardiness) Koyotie is quite impulsive, prone to taking unneeded risks and will rush into a dangerous situation without a second thought. Simply put, she’s an adrenaline junkie, somewhat short of temper, who won’t back down from a confrontation (especially if alone), and thrives on conflict (of all sorts.) In addition, she’s has been known to dress provocatively when needed (or not) and has perviously used her physical charms to distract and/or entice foes or informants.

 

As the Warrior Aspect, Koyotie has full access to all of her martial training, including all maneuvers, Skill Levels, and Damage Classes. She has her full Characteristics to call upon. Her Psychological Limitations are defined as Impulsive and Overconfident.

 

Mary Tower: Mary is almost the complete opposite of the dangerous and hotheaded Koyotie, and is the default "secret identity" Merriya adopts for undercover operations. She enjoys life, is full of laughter and wit, and verbally spars with her current "boss" constantly. As a risk-taking photographer, Mary will go to great lengths to get her photos, but isn't stupid. She knows when to run, and has used the line "I can make you famous" as a defense against paranormal and post-human criminals unhappy with their picture being taken. Needless to say, she also a bit of a smart aleck, although that's part of the charm. She also tends to play up her heritage, often wearing Stetsons, blue jeans, boots, and shirts with assorted slogans, such as: "Homeland Security—Fighting Terrorism since 1492" or "FBI—Full Blooded Indian." At best guess, Mary is the closest to Merriya's original persona.

 

As the Civilian Aspect, Mary Tower has access to her Karate training. This includes all Karate maneuvers and Skill Levels but no Damage Classes. Her Characteristics are high for a normal human (DEX of around 18, SPD 4) but within reason. Her Psychological Limitations are defined as Reckless (when in pursuit of a story) and Smart-Mouthed.

 

Danielle Silverheels: This recently developed character was created to fight in the illegal underground no-holds barred fighting matches held in St. Louis. Danielle is a strong, powerful warrior, who prefers to analyze a foe before entering into conflict. However, once the fight starts she’s merciless, seeking only to defeat her opponent as quickly as possible. Due to the circumstances dealing with Danielle’s infiltration into the underground fighting matches, “Danielle” may only exist for a short period of time, especially since Danielle is supposed to be Koyotie’s “Secret Identity.”

 

As the Alter Ego Aspect of Koyotie, Danielle Silverheels has full access to all of her martial training, including all maneuvers, Skill Levels, and Damage Classes. Her Characteristics are the same as Koyotie’s. Her Psychological Limitations are Student Warrior (which means she will seek out tougher foes in order to improve herself by fighting them, but also tends to initially hold back when fighting) and Merciless In The Ring (which means once she’s sure of her opponent’s power level, she’ll go full out and fight to win).

 

Merriya Highwolf: Merriya is the true “Secret Identity” for Koyotie. She is a Royal Canadian Mounted Police Inspector who believes whole-heartedly in the RCMP’s motto of Maintiens le droit or “Uphold the Law” (also “Uphold the Right”). She’s polite and formal (playing to the stereotype of Canadian’s being ‘nice’,) attentive to detail, and comes across as "all business." She also dresses the part, wearing suits (often a men's suit cut for a woman), dress boots, hat with feathered band, and so on. She carries a laptop, briefcase, a notebook, her badge and ID, and if needed, a handgun. If true formality is required, she will wear her RCMP Inspector’s uniform—red coat and all. As a follower of the system, she will use proper channels to accomplish tasks, but will back off if told no or denied access (only to return in a different guise). This is the face the RCMP sees and deals with on a regular basis.

 

As the Secret Identity of Koyotie, Merriya Highwolf has access to all of her martial training, including all maneuvers and Skill Levels but no Damage Classes. Her Characteristics are high, as Merriya is a trained fighter and known to be a Post-Human by the RCMP. In Canada she’ll have Koyotie’s Characteristics, but if in the States, she’ll scale her DEX and SPD back to around 25 and 5. Her Psychological Limitations are Uphold The Law/Right and Sense Of Duty To The RCMP/Canada.

 

Michelle Tahu: This rarely seen persona is used when Merriya needs to go deep undercover. As Merriya is rather tall (standing 5'10") with a well-muscled physique, Michelle is an attempt at "hiding in plain sight" by simply blending into the background. Michelle's hair is bound up in a tight bun, she dons fake glasses, and wears conservative attire (often long-sleeved blouses and long dresses). Personality wise, she acts shy, is soft spoken, and shows a distinct lack of her normal self-assertiveness.

 

As The Mouse Aspect, Michelle Tahu has no access to any of her martial training. In addition, her Characteristics drop down to normal human levels (DEX of 15 and SPD of 3), although her STR will remain at its proper level (i.e. 25), but this is only exhibited in times of great stress (say trying to escape from being grabbed or slapping someone rude and abusive in the face.) Her Psychological Limitations are Introverted/Shy.

 

All of these personas are aware of each other and are aware of whatever Merriya is trying to accomplish. At best guess, each one is an idealized and/or exaggerated facet of Merriya’s real personality. She will don them as needed, and tend to remain in one until events warrant otherwise. Changing personalities does require her to change her clothes—if dressed as Koyotie, Merriya will act as Koyotie, and not as Mary Tower or as Michelle Tahu. As stated, Mary Tower seems to be the closest to Merriya’s original, pre-RCMP personality—that of a young woman who enjoyed nature, the outdoors, and life in general. Right now the major fear is that Koyotie will slowly take over, and the other personas will be diminished, eventually becoming mere shells to be donned when needed and only for brief periods. It is unknown how the RCMP will react to this sort of event.

 

Quote: "Nine on one? Those aren't fair odds, there really should be more of you."

 

Powers/Tactics: Merriya is a mutant, albeit a rather covert one, with the power of rapid adaptive evolution. Unlike most mutants, her abilities aren’t particularly visual, but instead have modified her body internally, giving her phenomenal levels of strength, agility, endurance, intelligence, and will. In short she’s at the peak of development in all levels of human performance. This, coupled with her rather unique metabolism, is responsible for her well-developed physique, rendering her a nearly "perfect" person. In addition, tests have show Merriya to be constantly evolving. It is theorized her body reacts to outside stimuli and works to improve itself to counter or deal with said stimuli. For example, it’s theorized that if Merriya was forced to work at night or in dark areas for an extended period, she would develop infrared or ultraviolet vision to compensate. Another theory believes that once Merriya starts to age and show down, her body may “refresh” itself, making her young again, meaning Merriya might be effectively immortal.

 

Merriya is highly trained in a variety of infiltration skills and is a master of Shotokan Karate, Bando, and Lethwei, and often attends training seminars for other styles as well. She likes to experiment with fairly obscure and unique martial arts styles (such as Bando and Lethwei), figuring most people will have never seem them before and thus might not be able to respond to her attacks as effectively as compared to her using a more conventional style, such as karate or judo.

 

When in the field she is normally armed with a bokken-like weapon made from composite materials. It is extremely durable, nearly impossible to break, and virtually undetectable by current metal detectors. For protection Koyotie wears a fully-covering suit of flexible Spectra-Cloth armor. An additional tunic of Spectra-Cloth is worn over her torso. Composed of several woven layers meshed together, it’s meant to defeat penetration by armor-piercing rounds.

 

Koyotie's combat tactics rely on the fact she is usually so much faster than most everyone else. She will often Dodge or Block attacks on a Phase where she and her opponent act together and then throw high-OCV strikes on the Phases where she acts alone. Against agents and low-powered flunkies she often fights unarmed, using her sword only if her foes pull weapons, or if they prove to be much tougher than they look.

 

Appearance: Koyotie stands 5'10", and weighs about 150 pounds, with an amazingly well-defined athletic physique. Her hair is deep black and comes down past her shoulders, complementing her dark green eyes.

 

Her typical costume is a medium blue armored jumpsuit, with long fringes set along both arms. To this is added white elbow-length gloves and white fold-over boots to her knees. Her body armor is white, covering her from the shoulders to just past the groin, with has a white fringe set along the back in line with the sleeves. A gray sash is worn as a belt at the waist, along with a gray head band. A bokken is slung through the belt. Since she has counted coup in combat she wears two eagle's feathers in her head band.

 

If required to wear a much less noticeable costume, Koyotie will dress in the classical career-woman outfit, i.e. sport coat, white blouse, thin black tie, trousers, boots and sunglasses. She will also wear the headband (minus feathers). An armored vest (DEF 5, Act 8-) will be worn under the blouse. If acting in any sort of official capacity, Merriya will dress in her RCMP uniform, which includes the Red Serge jacket, midnight blue riding breeches, boots, and so on.

 

Designer’s Notes: Koyotie is one of my oldest characters, dating back to the mid-1980s or so. She was first built using 3rd Edition rules, and was a very basic character—30 DEX, 15 BODY, 20s in the rest of her Primary Characteristics, and 20 points of Martial Arts. She saw sporadic play with the Northern Lights (a game featuring a Canadian superhero team) and was nearly killed in one adventure when she took 5 BODY fighting one villain, and then another 10 BODY and 100 STUN when her armor failed to activate after a second villain tossed a bomb at her feet.

 

I revised and updated Koyotie (and re-wrote her origin) for her appearance in the 5th Edition Vendetta Rhapsody “Seared” Champions game. She ended up around 425 points and proved to be very effective, especially versus minions and agents. Once again, however, she was nearly killed, taking 13 BODY in a single shot from the sword-wielding Claymore.

 

At one point, I decided to try and recreate the original 250-point Koyotie, then develop a version for each superhero benchmark (i.e. Low-Powered, Stating, High-Powered, and so on.) I’ve taken those character sheet and updated them to 6th Edition, further revising and developing the character to produce what I hope to the definitive form for Koyotie.

 

(Character sheet created by Michael Surbrook)

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Re: The Koyotie Project

 

KOYOTIE

(Merriya Highwolf)

(300 points)

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400.0kg; 4d6 [2]
28	DEX	36	15-	OCV:  9/DCV:  9
20	CON	10	13-
20	INT	10	13-	PER Roll 13-
15	EGO	5	12-	ECV:  3 - 5
20	PRE	10	13-	PRE Attack:  4d6

9	OCV	30	
9	DCV	30	
3	OMCV	0	
5	DMCV	6	
5	SPD	30		Phases:  3, 5, 8, 10, 12

8+6	PD	6		Total:  8/14 PD (0/6 rPD)
8+6	ED	6		Total:  8/14 ED (0/6 rED)
8	REC	4
40	END	4
15	BODY	5
35	STUN	8		Total Characteristics Cost:  210

Movement:	Running:	18m/36m 
Leaping:	8m/16m
Swimming:	4m/8m

Cost	Powers & Skills
Martial Art:  Shotokan Karate
Maneuver	OCV	DCV	Damage
4	Block	+2	+2	Block, Abort
4	Dodge	--	+5	Dodge, Affects All Attacks, Abort
4	Punch/Snap Kick	+0	+2	6d6 Strike
5	Side Kick/Spin Kick
	-2	+1	8d6 Strike
3	Legsweep	+2	-1	5d6 Strike, Target Falls
1	Weapon Element:  Karate Weapons

16	Bokken:  HA +5d6, Reduced Endurance (0 END; +½); OAF (-1), Hand-
To-Hand Attack (-¼)
9	Spectra-Cloth Tabard:  Resistant Protection (6 PD/6 ED); OIF (-½), 
Requires A Roll (11- roll; -½)
5	Strong Self Will:  Mental Defense (5 points total)
2	Strong Legs:  Leaping +4m (8m forward, 4m upward), END 1
6	Really Fast On Her Feet:  Running +6m (18m total), END 1

Talents
6	Peak Of Human Perfection:  +2/+2d6 Striking Appearance (vs. all 
characters)

Skills
10	+2 with Karate

3	Acrobatics 15-
3	Breakfall 15-
0	CK: Maple Creek, Saskatchewan 8-
1	KS: Karate 8-
1	KS: Photography And Photographic Techniques 8-
0	Language:  English (idiomatic; literate)
0	PS: Photographer 8-
3	Stealth 15-
1	Streetwise 8-
2	TF:  Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground 
Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
1	WF:  Blades, Karate Weapons

Total Powers & Skill Cost:  91
Total Cost:  300

300+	Matching Complications (60)
5	Distinctive Features:  Mutant (Not Concealable; Noticed and 
Recognizable; Detectable Only By Technology Or Major Effort)
15	Hunted:  [GM’s choice of villain group], Infrequently (Mo Pow; Harshly 
Punish)
15	Psychological Complications:  Impulsive; Prefers Action To Words 
(Common; Strong)
10	Rivalry:  Professional (Other Martial Artists [includes PCs]; Rival is As 
Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or 
Humiliate Rival; Rival Aware of Rivalry)
15	Social Complications:  Secret Identity (Frequently; Major)

Total Disadvantage Points:  60

 

Designer's Notes: This is the starting character sheet for the Koyotie Project. It loosely represents the initial 3rd Edition Koyotie that initially saw play. Koyotie was designed to be a fairly typical martial artist, with the hook being her Characteristics—all 20s, except for her 30 DEX and 15 BODY. This version edits that slightly, as I needed to squeeze her into 300 6th Edition points, as opposed to her original 250 3rd through 5th Edition points.

 

Koyotie’s initial 3rd Edition origin, which isn’t alluded to in her Complications, was a touch trite. It had her being recruited by a mysterious “Company” who trained her to be an assassin. She rebelled, escaped from the Company’s clutches, taking the bokken and body armor, and eventually hooked up with a fledgling super hero team known as the Northern Lights. I have scrapped that, in favor of the material seen in in her background file, which combines elements from her original origin story and the origin I wrote up for her appearance in the Vendetta Rhapsody campaign.

 

When porting her over to 6th Edition, I made some drastic changes, including the aforementioned editing of her characteristics, reworking her Complications (and dropping several I felt weren’t needed) and adding a few Skills. While I feel it’s slightly incomplete, it does provide the perfect starting point for the character sheets to follow.

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Re: The Koyotie Project

 

KOYOTIE

(Merriya Highwolf)

(400 points)

 

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [2]
29	DEX	38	15-
20	CON	10	13-
20	INT	10	13-	PER Roll 14-
15	EGO	5	12-
20	PRE	10	13-	PRE Attack:  4d6

10	OCV	35	
10	DCV	35	
3	OMCV	0	
5	DMCV	6	
6	SPD	40		Phases:  2, 4, 6, 8, 10, 12

8+9	PD	6		Total:  8/17 PD (0/9 rPD)
8+9	ED	6		Total:  8/17 ED (0/9 rED)
8	REC	4
40	END	4
15	BODY	5
35	STUN	8		Total Characteristics Cost:  232

Movement:	Running:	18m/36m 
Leaping:	8m/16m
Swimming:	4m/8m

Cost	Powers & Skills
Martial Art:  Bando, Lethwei, Shotokan Karate
# - Bando Maneuver, $ - Lethwei Maneuver, % - Karate Maneuver
Maneuver	OCV	DCV	Damage
4	Block (#$%)	+2	+2	Block, Abort
4	Disarm (%)	-1	+1	Disarm; 30 STR to Disarm
4	Dodge ($%)	--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike (#), Low Kick ($), Punch (#%), Snap Kick (%)
	+0	+2	6d6 Strike
4	Escape (#)	+0	+0	35 STR vs. Grabs
5	KIck (#), Knee Strike (#), Roundhouse Kick ($), Side Kick (%), 
Spin Kick (%)	-2	+1	8d6 Strike
3	Legsweep (%)	+2	-1	5d6 Strike, Target Falls
4	Weapon Element:  Blades, Clubs, Karate Weapons, Staffs

19	Composite Bokken/Bokuto:  HA +5d6, Invisible Power Effects (Invisible 
to Metal and Weapons Detectors; +¼), Reduced Endurance 
(0 END; +½); OAF (-1), Hand-To-Hand Attack (-¼)
17	Spectra-Cloth Tabard:  Resistant Protection (9 PD/9 ED), 
Hardened (+¼); OIF (-½), Requires A Roll (11- roll; -½)
5	Strong Self Will:  Mental Defense (5 points total)
2	Spring In Her Step:  Leaping +4m (8m forward, 4m upward), END 1
6	Really Fast On Her Feet:  Running +6m (18m total), END 1
3	Observant:  +1 PER with all Sense Groups

Perks
4	Contact:  Assorted 8-
3	Fringe Benefit:  Federal/National Police Powers
1	Fringe Benefit:  Press Pass
1	Fringe Benefit:  Weapon Permit (where appropriate)

Talents
6	Peak Of Human Perfection:  +2/+2d6 Striking Appearance (vs. all 
characters)

Skills
15	+3 with Martial Arts

3	Acrobatics 15-
3	Breakfall 15-
0	CK: Maple Creek, Saskatchewan 8-
3	Climbing 15-
3	Combat Driving (motorcycle) 15-
3	Conversation 13-
3	Deduction 13-
3	Interrogation 13-
2	KS: Criminal Law and Procedure 11-
2	KS: Bando, Lethwei, Shotokan Karate 11-
2	KS: Photography And Photographic Techniques 11-
2	KS: The Law Enforcement World 11-
2	KS: The RCMP 11-
2	KS: The Superhuman World 11-
3	Language:  Dakota Sioux (completely fluent)
0	Language:  English (idiomatic; literate)
3	Paramedics 13-
2	PS: Photographer/Photojournalist 11-
2	PS: Police Officer 11-
3	Stealth 15-
3	Streetwise 13-
1	TF:  Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground 
Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
4	WF:  Common Martial Arts Melee Weapons, Small Arms, Blades

Total Powers & Skill Cost:  169
Total Cost:  400

400+	Matching Complications (75)
5	Distinctive Features:  Mutant (Not Concealable; Noticed and 
Recognizable; Detectable Only By Technology Or Major Effort)
10	Hunted:  RCMP, Infrequently (Mo Pow; NCI; Watching)
15	Hunted:  [GM's choice if villain group] Infrequently (Mo Pow; Harshly 
Punish)
15	Psychological Complications:  Impulsive; Prefers Action To Words 
(Common; Strong)
20	Psychological Complications:  Overconfidence (Very Common; Strong)
15	Social Complications:  Secret Identity (Frequently; Major)
20	Social Complication:  Subject To Orders (Very Frequently, Major)

Total Complications Points:  75

 

Designer's Notes: This character sheet represents Koyotie after undergoing her RCMP training. She’s now a Standard Superhero, coming in a 400 points. Her bokken and body armor have been improved, she’s gained a number of new Skills, and her Martial Arts repertoire has been expanded. At the same time, I still had to edit the original 350-point 5th Edition version of the character to make her fit into 400 points. I dropped some skills from the RCMP Package Deal/Template, she still doesn’t have a 30 DEX or 20 EGO, her HTH damage is limited, and I’ve removed a fill minor powers. Her Complications have been edited, and now total 100 points. This is due to the addition of certain Complications from the RCMP Package Deal. I actually removed one (Distinctive Features: Uniform, which she wears so rarely, it doesn’t really count.) She also doesn’t have (but should, in certain settings) Distinctive Features: Style.

 

While the 300-point Koyotie did see play, this version didn’t. It serves more as a place-holder between the original character sheet, and the 500-point character sheet, which represents what the character looked like (to an extent) in the Vendetta Rhapsody campaign.

 

In my mind, the 300 and 400-point character sheets are still fairly 4-color Champions in concept. With the upcoming 500-point character sheet, Koyotie shifts over into what the Vendetta Rhapsody GM called “Seared Champions” (which was his way of saying Dark Champions with more super powers and less guns).

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Re: The Koyotie Project

 

KOYOTIE

(Merriya Highwolf)

(500 points)

 

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [2]
30	DEX	40	15-
20	CON	10	13-
20	INT	10	13-	PER Roll 14-
20	EGO	10	13-
20	PRE	10	13-	PRE Attack:  4d6

10	OCV	35	
10	DCV	35	
3	OMCV	0	
7	DMCV	12	
6	SPD	40		Phases:  2, 4, 6, 8, 10, 12

8+15	PD	6		Total:  8/23 PD (0/15 rPD)
8+15	ED	6		Total:  8/23 ED (0/15 rED)
8	REC	4
40	END	4
15	BODY	5
35	STUN	8		Total Characteristics Cost:  245

Movement:	Running:	18m/36m 
Leaping:	14m/28m
Swimming:	8m/16m

Cost	Powers & Skills
Martial Art:  Bando, Lethwei, Shotokan Karate
# - Bando Maneuver, $ - Lethwei Maneuver, % - Karate Maneuver
Maneuver	OCV	DCV	Damage
4	Block (#$%)	+2	+2	Block, Abort
4	Disarm (%)	-1	+1	Disarm; 40 STR to Disarm
4	Dodge ($%)	--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike (#), Low Kick ($), Punch (#%), Snap Kick (%)
	+0	+2	8d6 Strike
4	Escape (#)	+0	+0	45 STR vs. Grabs
5	KIck (#), Knee Strike (#), Roundhouse Kick ($), Side Kick (%), 
Spin Kick (%)	-2	+1	10d6 Strike
3	Legsweep (%)	+2	-1	7d6 Strike, Target Falls
8	+2 HTH Damage Classes (already added in)
4	Weapon Element:  Blades, Clubs, Karate Weapons, Staffs

18	Composite Bokken/Bokuto:  HA +5d6, Invisible Power Effects (Invisible 
to Metal and Weapons Detectors; +¼), Reduced Endurance 
(0 END; +½); OAF (-1), Hand-To-Hand Attack (-¼), Real Weapon (-¼)
17	Spectra-Cloth Tabard:  Resistant Protection (9 PD/9 ED), 
Hardened (+¼); OIF (-½), Requires A Roll (14- roll; -¼), Real 
Armor (-¼)
10	Spectra-Cloth Bodysuit:  Resistant Protection (6 PD/6 ED); OIF (-½), 
Real Armor (-¼), Covers Locations 7-17 (Doesn't cover 3-5 [head], 6 
[hands], or 18 [feet.] However, boots and gloves are work and might 
grant protection to 6 and 18. Due to comic book conventions, bodysuit 
normally has no Activation Roll; -0)
10	Don't Break Cover!:  Mental Defense (10 points total)
5	Spring In Her Step:  Leaping +10m (14m forward, 7m upward), END 1
6	Really Fast On Her Feet:  Running +6m (18m total), END 1
2	Accomplished Swimmer:  Swimming +4m (8m total), END 1
3	Observant:  +1 PER with all Sense Groups
5	Sash Radio:  High Range Radio Perception (Radio Group); OAF (-1), 
Sense Affected As More Than One Sense (hearing and radio; -½)
6	Bounces Back Quickly:  Regeneration (1 BODY per 6 Hours)

Perks
3	Contact:  Erica Chase, journalist with the St. Louis Area Night Times 
(Contact has useful Skills or resources, Contact limited by identity, 
Good relationship with Contact) 11-
2	Deep Cover (Mary Tower, photojournalist)
3	Fringe Benefit:  Federal/National Police Powers
1	Fringe Benefit:  Press Pass
3	Fringe Benefit:  RCMP Inspector
1	Fringe Benefit:  Weapon Permit (where appropriate)

Talents
3	Ambidexterity (no Off Hand penalty)
6	Peak Of Human Perfection:  +2/+2d6 Striking Appearance (vs. all 
characters)

Skills
20	+4 with Martial Arts

3	Acting 13-
3	Acrobatics 15-
3	Breakfall 15-
0	CK: Maple Creek, Saskatchewan 8-
3	Climbing 15-
3	Combat Driving (motorcycle) 15-
3	Contortionist 15-
3	Conversation 13-
3	Criminology 13-
3	Deduction 13-
10	Defense Maneuver I-IV 
3	Disguise 13-
3	Interrogation 13-
3	Language:  Dakota Sioux (completely fluent)
0	Language:  English (idiomatic; literate)
2	Language:  French (fluent conversation)
3	Lockpicking 15-
3	Paramedics 13-
2	PS: Photographer/Photojournalist 11-
2	PS: Police Officer 11-
3	Security Systems 13-
3	Shadowing 13-
3	Sleight Of Hand 15-
3	Stealth 15-
3	Streetwise 13-
2	TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized 
Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
4	WF:  Common Martial Arts Melee Weapons, Small Arms, Blades
3	Scholar
1	1)  KS: Bando, Lethwei, Shotokan Karate 11-
1	2)  KS: Criminal Law and Procedure 11-
1	3)  KS: Photography And Photographic Techniques 11-
1	4)  KS: St. Louis Superhumans (2 Active Points) 11-
1	5)  KS: St. Louis Underworld (2 Active Points) 11-
1	6)  KS: The Law Enforcement World 11-
1	7)  KS: The RCMP 11-
2	8)  KS: The Superhuman World 13-

Total Powers & Skill Cost:  256
Total Cost:  500

500+	Matching Complications (75)
5	Distinctive Features:  Mutant (Not Concealable; Noticed and 
Recognizable; Detectable Only By Technology Or Major Effort)
10	Hunted:  RCMP, Infrequently (Mo Pow; NCI; Watching)
15	Hunted:  [GM's choice if villain group] Infrequently (Mo Pow; Harshly 
Punish)
15	Psychological Complications:  Impulsive; Prefers Action To Words 
(Common; Strong)
20	Psychological Complications:  Overconfidence (Very Common; Strong)
15	Social Complications:  Secret Identity (Frequently; Major)
20	Social Complication:  Subject To Orders (Very Frequently, Major)

Total Complications Points:  75

 

Designer's Notes: The “Seared Champions” version of Koyotie. Changes include a full suite of undercover Skills (useful considering her line of work in St. Louis), additional body armor, and the Limitation of “Real Armor” on her protective gear. This is one of the things I think marks the change from Champions to Dark Champions, i.e. in Vendetta Rhapsody super tech isn’t quite so “super.” Koyotie has also developed her multiple personalities (in truth, more like extensive cover identities) for use with interacting with various social groups.

 

At 500 points, Koyotie is roughly 75 more points more than the 5th Edition version I was using when the Vendetta Rhapsody game went on hiatus. However, it’s still lacking many elements of the VR character, which I’ll try and include in the 650-point incarnation. On the other hand, this version has some abilities and Skills the VR character didn’t.

 

(Character sheet created by Michael Surbrook)

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Re: The Koyotie Project

 

KOYOTIE

(Merriya Highwolf)

(650 points)

 

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage [2]
33	DEX	46	16-
25	CON	15	14-
20	INT	10	13-	PER Roll 15-
20	EGO	10	13-
20	PRE	10	13-	PRE Attack:  4d6

11	OCV	40
11	DCV	40
3	OMCV	0
7	DMCV	12
7	SPD	50		Phases:  2, 4, 6, 7, 9, 11, 12

10+15	PD	8		Total:  10/25 PD (0/15 rPD)
10+15	ED	8		Total:  10/25 ED (0/15 rED)
10	REC	6
50	END	6
20	BODY	10
45	STUN	13		Total Characteristics Cost:  299

Movement:	Running:	20m/40m 
Leaping:	16m/32m
Swimming:	10m/20m

Cost	Powers & Skills
Martial Art:  Bando, Jeet Kune Do, Jujutsu, Lethwei, Shotokan Karate
# - Bando Maneuver, @ - Jeet Kune Do Maneuver, * - Jujutsu 
Maneuver, $ - Lethwei Maneuver, % - Karate Maneuver
Maneuver	OCV	DCV	Damage
4	Block (#@$%)	+2	+2	Block, Abort
5	Block (*)	+1	+3	Block, Abort
4	Disarm (*%)	-1	+1	Disarm; 45 STR to Disarm
4	Dodge (@$%)	--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike (#), Low Kick ($), Punch (#%), Snap Kick (%)/
Strike (*)	+0	+2	9d6 Strike
4	Escape (#*)	+0	+0	50 STR vs. Grabs
3	Grab/Joint Lock (@*)/Python Grab (#)
	-1	-1	Grab Two Limbs, 45 STR for holding on
5	Kick (#@), Knee Strike (#@), Roundhouse Kick ($), Side Kick (%), 
Spin Kick (%)	-2	+1	11d6 Strike
3	Legsweep (*%)	+2	-1	8d6 Strike, Target Falls
3	Slam (*)/Throw (@)
	+0	+1	7d6 +v/10, Target Falls
3	Takedown (*)	+1	+1	7d6 Strike; Target Falls
8	+2 HTH Damage Classes (already added in)
4	Weapon Element:  Blades, Clubs, Karate Weapons, Staffs

18	Composite Bokken/Bokuto:  HA +5d6, Invisible Power Effects (Invisible 
to Metal and Weapons Detectors; +¼), Reduced Endurance 
(0 END; +½); OAF (-1), Hand-To-Hand Attack (-¼), Real Weapon (-¼)
17	Spectra-Cloth Tabard:  Resistant Protection (9 PD/9 ED), 
Hardened (+¼); OIF (-½), Requires A Roll (14- roll; -¼), Real 
Armor (-¼)
10	Spectra-Cloth Bodysuit:  Resistant Protection (6 PD/6 ED); OIF (-½), 
Real Armor (-¼), Covers Locations 7-17 (Doesn't cover 3-5 [head], 6 
[hands], or 18 [feet.] However, boots and gloves are work and might 
grant protection to 6 and 18. Due to comic book conventions, bodysuit 
normally has no Activation Roll; -0)	0
16	Too Fast To Hit Square:  Physical Damage Reduction, 25%; Must Be 
Aware Of Attack (-¼) plus Energy Damage Reduction, 25%; Must Be 
Aware Of Attack (-¼)
15	Don't Break Cover!:  Mental Defense (15 points total)
6	Spring In Her Step:  Leaping +12m (16m forward, 8m upward), END 1
8	Really Fast On Her Feet:  Running +8m (20m total), END 1
3	Accomplished Swimmer:  Swimming +6m (10m total), END 1
6	Observant:  +2 PER with all Sense Groups
5	Sash Radio:  High Range Radio Perception (Radio Group); OAF (-1), 
Sense Affected As More Than One Sense (hearing and radio; -½)
12	Bounces Back Quickly:  Regeneration (2 BODY per 6 Hours)
1	Adaptive Physiology:  LS  (Longevity: 200 Years)

Perks
3	Contact:  Erica Chase, journalist with the St. Louis Area Night Times 
(Contact has useful Skills or resources, Contact limited by identity, 
Good relationship with Contact) 11-
2	Deep Cover (Mary Tower, photojournalist)
3	Fringe Benefit:  RCMP Police Inspector
3	Fringe Benefit:  Federal/National Police Powers
1	Fringe Benefit:  Press Pass
1	Fringe Benefit:  Weapon Permit (where appropriate)

Talents
3	Ambidexterity (no Off Hand penalty)
15	Combat Sense 13-
17	Danger Sense (self only, in combat, Function as a Sense) 15-/13-
4	Double Jointed

Skills
32	+4 with HTH Combat

3	Acting 13-
3	Acrobatics 16-
3	Breakfall 16-
0	CK: Maple Creek, Saskatchewan 8-
3	Climbing 16-
3	Combat Driving (motorcycle) 16-
3	Contortionist 16-
3	Conversation 13-
3	Criminology 13-
3	Deduction 13-
10	Defense Maneuver I-IV 
3	Disguise 13-
3	Iaijutsu:  Fast Draw:  Blades 16-
3	Interrogation 13-
3	Language:  Dakota Sioux (completely fluent)
0	Language:  English (idiomatic; literate)
2	Language:  French (fluent conversation)
3	Lockpicking 16-
3	Paramedics 13-
2	PS: Photographer/Photojournalist 11-
2	PS: Police Officer 11-
3	Security Systems 13-
3	Shadowing 13-
3	Sleight Of Hand 16-
3	Stealth 16-
3	Streetwise 13-
2	TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized 
Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
4	WF:  Common Martial Arts Melee Weapons, Small Arms, Blades
3	Scholar
1	1)  KS: Bando, Jeet Kune Do, Jujutsu, Lethwei, Shotokan Karate 11-
1	2)  KS: Criminal Law and Procedure 11-
1	3)  KS: Photography And Photographic Techniques 11-
1	4)  KS: St. Louis Superhumans (2 Active Points) 11-
1	5)  KS: St. Louis Underworld (2 Active Points) 11-
1	6)  KS: The Law Enforcement World 11-
1	7)  KS: The RCMP 11-
2	8)  KS: The Superhuman World 13-

Total Powers & Skill Cost:  352
Total Cost:  650

650+	Matching Complications
5	Distinctive Features:  Mutant (Not Concealable; Noticed and 
Recognizable; Detectable Only By Technology Or Major Effort)
10	Hunted:  RCMP, Infrequently (Mo Pow; NCI; Watching)
15	Hunted:  [GM's choice if villain group] Infrequently (Mo Pow; Harshly 
Punish)
15	Psychological Complications:  Impulsive; Prefers Action To Words 
(Common; Strong)
20	Psychological Complications:  Overconfidence (Very Common; Strong)
15	Social Complications:  Secret Identity (Frequently; Major)
20	Social Complication:  Subject To Orders Very Frequently, Major

Total Complications Points:  100

 

Designer's Notes: While the previous character sheets have all been based off of material that saw play, this version is pure speculation. Some of what’s listed are powers the Vendetta Rhapsody GM mentioned he wanted to see me buy for Koyotie -- such as Combat Sense. Others are things I thought fit the character (like the Damage Reduction), or were things I could buy now that I had a surplus of points to play with. And yet... she still has lower Characteristics than the original 5th Edition 600-point Koyotie (who had a 36 DEX and 8 SPD.) Of course, this means for the 750+ point Galactic Champions-level Koyotie I’ll just go all out and give her everything!

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Re: The Koyotie Project

 

KOYOTIE

(Merriya Highwolf)

(800 points)

 

Val	CHA	Cost	Roll	Notes
30	STR	20	15-	Lift 1600 kg; 6d6 HTH Damage [3]
40	DEX	60	17-
30	CON	20	15-
20	INT	10	13-	PER Roll 15-
20	EGO	10	13-
25	PRE	15	14-	PRE Attack:  5d6

13	OCV	50	
13	DCV	50	
3	OMCV	0	
7	DMCV	12	
8	SPD	60		Phases:  2, 3, 5, 6, 8, 9, 11, 12

12+15	PD	10		Total:  12/27 PD (0/15 rPD)
12+15	ED	10		Total:  12/27 ED (0/15 rED)
12	REC	8
60	END	8
20	BODY	10
50	STUN	15		Total Characteristics Cost:  368

Movement:	Running:	20m/40m 
Leaping:	20m/40m
Swimming:	12m/24m

Cost	Powers & Skills
Martial Art:  Bando, Jeet Kune Do, Jujutsu, Lethwei, Shotokan Karate
# - Bando Maneuver, @ - Jeet Kune Do Maneuver, * - Jujutsu 
Maneuver, $ - Lethwei Maneuver, % - Karate Maneuver
Maneuver	OCV	DCV	Damage
4	Block (#@$%)	+2	+2	Block, Abort
5	Block (*)	+1	+3	Block, Abort
4	Disarm (*%)	-1	+1	Disarm; 50 STR to Disarm
4	Dodge (@$%)	--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike (#), Low Kick ($), Punch (#%), Snap Kick (%)/
Strike (*)	+0	+2	10d6 Strike
4	Escape (#*)	+0	+0	55 STR vs. Grabs
3	Grab/Joint Lock (@*)/Python Grab (#)
	-1	-1	Grab Two Limbs, 50 STR for holding on
5	Kick (#@), Knee Strike (#@), Roundhouse Kick ($), Side Kick (%), 
Spin Kick (%)	-2	+1	12d6 Strike
3	Legsweep (*%)	+2	-1	9d6 Strike, Target Falls
3	Slam (*)/Throw (@)
	+0	+1	8d6 +v/10, Target Falls
3	Takedown (*)	+1	+1	8d6 Strike; Target Falls
8	+2 HTH Damage Classes (already added in)
4	Weapon Element:  Blades, Clubs, Karate Weapons, Staffs

18	Composite Bokken/Bokuto:  HA +5d6, Invisible Power Effects (Invisible 
to Metal and Weapons Detectors; +¼), Reduced Endurance 
(0 END; +½); OAF (-1), Hand-To-Hand Attack (-¼), Real Weapon (-¼)
17	Spectra-Cloth Tabard:  Resistant Protection (9 PD/9 ED), 
Hardened (+¼); OIF (-½), Requires A Roll (14- roll; -¼), Real 
Armor (-¼)
10	Spectra-Cloth Bodysuit:  Resistant Protection (6 PD/6 ED); OIF (-½), 
Real Armor (-¼), Covers Locations 7-17 (Doesn't cover 3-5 [head], 6 
[hands], or 18 [feet.] However, boots and gloves are work and might 
grant protection to 6 and 18. Due to comic book conventions, bodysuit 
normally has no Activation Roll; -0)
48	Too Fast To Hit Square:  Physical Damage Reduction, Resistant, 50%; 
Must Be Aware Of Attack (-¼) plus Energy Damage Reduction, 
Resistant, 50%; Must Be Aware Of Attack (-¼)
15	Don't Break Cover!:  Mental Defense (15 points total)
8	Spring In Her Step:  Leaping +16m (20m forward, 10m upward), 
END 1
8	Really Fast On Her Feet:  Running +8m (20m total), END 1
4	Accomplished Swimmer:  Swimming +8m (12m total), END 1
6	Observant:  +2 PER with all Sense Groups
5	Sash Radio:  High Range Radio Perception (Radio Group); OAF (-1), 
Sense Affected As More Than One Sense (hearing and radio; -½)
12	Bounces Back Quickly:  Regeneration (2 BODY per 6 Hours)
10	Adaptive Physiology:  LS  (Immunity: All terrestrial diseases; 
Longevity: Immortal)

Perks
3	Contact:  Erica Chase, journalist with the St. Louis Area Night Times 
(Contact has useful Skills or resources, Contact limited by identity, 
Good relationship with Contact) 11-
2	Deep Cover (Mary Tower, photojournalist)
3	Fringe Benefit:  Federal/National Police Powers
1	Fringe Benefit:  Press Pass
3	Fringe Benefit:  RCMP Inspector
1	Fringe Benefit:  Weapon Permit (where appropriate)

Talents
3	Ambidexterity (no Off Hand penalty)
15	Combat Sense 13-
27	Danger Sense (immediate vicinity, out of combat, Function as a 
Sense) 15-/13-
4	Double Jointed
2	Off-Hand Defense
6	Peak Of Human Perfection:  +2/+2d6 Striking Appearance (vs. all 
characters)

Skills
40	+4 with All Attacks

3	Acting 14-
3	Acrobatics 17-
3	Breakfall 17-
0	CK: Maple Creek, Saskatchewan 8-
3	Climbing 17-
3	Combat Driving (motorcycle) 17-
3	Computer Programming 13-
3	Contortionist 17-
3	Conversation 14-
3	Criminology 13-
3	Deduction 13-
10	Defense Maneuver I-IV 
5	Disguise 14-
3	Iaijutsu:  Fast Draw:  Blades 17-
3	Interrogation 14-
3	Language:  Dakota Sioux (completely fluent)
0	Language:  English (idiomatic; literate)
2	Language:  French (fluent conversation)
3	Lockpicking 17-
3	Paramedics 13-
3	PS: Photographer/Photojournalist 13-
2	PS: Police Officer 11-
3	Security Systems 13-
3	Shadowing 13-
3	Sleight Of Hand 17-
3	Stealth 17-
3	Streetwise 14-
2	TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
4	WF:  Common Martial Arts Melee Weapons, Small Arms, Blades
3	Scholar
2	1)  KS: Bando, Jeet Kune Do, Jujutsu, Lethwei, Shotokan Karate 13-
2	2)  KS: Criminal Law and Procedure 13-
2	3)  KS: Photography And Photographic Techniques 13-
2	4)  KS: St. Louis Superhumans 13-
2	5)  KS: St. Louis Underworld 13-
2	6)  KS: The Law Enforcement World 13-
2	7)  KS: The RCMP 13-
2	8)  KS: The Superhuman World 13-

Total Powers & Skill Cost:  432
Total Cost:  800

800+	Matching Complications (100+)
5	Distinctive Features:  Mutant (Not Concealable; Noticed and 
Recognizable; Detectable Only By Technology Or Major Effort)
10	Distinctive Features:  Style (Not Concealable; Noticed and 
Recognizable; Detectable By Large Group)
20	Hunted:  ICoMP, Infrequently (Mo Pow; NCI; Harshly Punish)
10	Hunted:  RCMP, Infrequently (Mo Pow; NCI; Watching)
20	Psychological Complications:  Don't Break Character/Cover (Common; 
Total)
20	Psychological Complications:  Variable Psychological Limitations Based 
On Current Cover Identity (Very Common; Strong)
20	Social Complications:  Multiple Cover/Secret Identities Very Frequently, 
Major
20	Social Complication:  Subject To Orders Very Frequently, Major

Total Disadvantage Points:  100+

 

Designer's Notes: Wow... here we are at 800 points (technically, it was supposed to be 750, but 800 allowed me to include most of the elements of the 700-point 5th Edition version.) Koyotie has gone from “simple martial artist” to “one-woman army.” She’s capable of fighting a small team of supers all by herself, and can go toe-to-toe with any number of Champions Universe heroes and villains.

 

The jump from 650 to 800 points wasn’t that hard, all I did up her characteristics to their final levels (30 STR and CON, 40 DEX) and that ate up most of my points right there. Her Damage Reduction was boosted to 50% and made Resistant in order to let Koyotie survive any Galactic Champions-level attacks that might hit her. The rest pretty much stayed the same.

 

One issue I have with the 650 and 800-point characters is Koyotie’s Contacts and some of her Skills. The character sheets presume she stayed in the Vendetta Rhapsody game for the long term, meaning she remained in St. Louis. However, both character sheets don’t take into account things like Reputations, Contacts, and expenditures for Bases, Vehicles, and so on. For example, Erica Chase might go from an 11- Contact to 14-, and the “Contact limited by identity” may ended up being removed if Erica ever figures out her star photographer Mary Tower is really Koyotie. I have further ideas for various power builds as well, such as making her multiple cover identities into a Multiform, expanded her Enhanced Senses into something akin to Wolverine’s (I recall wanting to buy Infrared Perception at one point), do the same with her Healing, or purchase assorted Naked Advantages to simulate different special martial arts techniques (based on the various special martial arts powers listed for each style in Hero System Martial Arts). The possibilities are endless.

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Re: The Koyotie Project

 

I'm loving reading these, and remember seeing her in 5thEd. Such a good character, and I like the idea of showing off how she looks at various power levels.

 

I always thought she would be a good candidate for Multiform defined as going back and forth from one personality to another.

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Re: The Koyotie Project

 

I'm loving reading these, and remember seeing her in 5thEd. Such a good character, and I like the idea of showing off how she looks at various power levels.

 

I always thought she would be a good candidate for Multiform defined as going back and forth from one personality to another.

 

I may have to do a version that considers the Mutliform option, complete with different Multiforms for each personality. But that'll wait until I finish editing my original character archive. I found I'd updated a lot of stuff to 6E and never updated the webpage....

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