Dr. Steel (Dark Champions - New Venice)

From RPGnet
Jump to: navigation, search

Background[edit]

Joshua Riley was a bright young nerd from the solidly middle-class suburbs of New Venice His intelligence earned him the respect of his high-school peers in the form of wedges and social ostricization... but later, a scholarship to Stanford University. He graduated with degrees in computer science and electrical engineering.

Full of youthful idealism and capital from a patent sale, he began developing a solar-powered washing machine to be used in the more rural regions of China. A clever invention alone was not enough to successfully navigate the morass of local criminal and government officials in the region, and his first company folded.

He returned to New Venice having taken one lesson from his experience abroad... it's important to be loyal to where you're from. Corrupt as they were, those people were doing that, after a fashion. Buying into a struggling medical equipment company, he began producing locally made high-tech medical aids... a compact blood sugar meter, a miniature autoinjector, a seizure-detection watch.

In just a few years, he's turned the company around and made a decent amount of money while providing a growing number of local manufacturing jobs. It IS New Venice though.. as he's become more successful... the requests for “campaign contributions” have become more insistent, and the “industrial accidents” when employees didn't agree to unionize are getting worse. One plant was shot up and robbed by strangely high-tech mobsters... twice, both times raiding for microprocessors... and leaving several people dead.

Requests for increased police protection were answered with requests for donations to the Policeman's Retirement Fund... and he'd had enough. He was the boss, this was his responsibility.

New Venice had more than its share of vigilantes, who would notice one more? And, though he'd hate to admit it, it played to youthful dreams of being the good guy He worked up a small arsenal of non-lethal weapons and customized a car for urban combat, then put his hacking skills to work to find places to hit the mobs and gangs where it hurts. Gassing and punching a room full of mid-level mobsters in a strip club is one thing, but his pattern analysis shows that the ogranized crime groups are up to something big and as much as he'd like to hurt them, it's not something he can handle alone...

APPEARANCE

Dr. Steel's costume consists a steel gray knee-length trenchcoat and matching slouch hat. It is armored and with deep pockets for his gas guns and other gadgets. His face is covered by a reinforced composite paintball respirator mask, matte black with blue-tinted lenses. His shock gloves are matte black with black chrome reinforced knuckles and a series of contact points on the palm. Black slacks and knee-high combat boots complete the outfit. His chem gun is a modified from a Hämmerli air gun, a thin barrel on top and a larger gas reserve running underneath it.

He is 5' 10" tall with brown hair and green eyes and favors business casual clothes when not "on duty."

Character Sheet[edit]

Dr. Steel

Characteristics

STR 15 (5)

DEX 18 (16)

CON 18 (8)

INT 18 (8)

EGO 13 (3)

PRE 20 (10)

OCV 6 (15)

DCV 6 (15)

OMCV 3 (0)

DMCV 3 (0)

SPD 4 (20)

PD 5 (3)

ED 5 (3)

REC 8 (4)

END 30 (2)

BODY 10 (0)

STUN 30 (5)

Characteristics total 117 points


Powers

50 Crimefighting Gear 40 point VPP gadget pool - only in lab, OIF or better focus


25 Shock Glove 50 point Multipower 4 clips of 8 charges, No Range, OIF

1F Taser punch 4d6 NND ( rED r fully insulated) +0 Constant +1 Damage Shield (+1/4 ), must punch or block to do damage (-1), Charges Extra Phase +1/4 (50 active)

2F Taser palm 10d6 NND rED or fully insulated

1F Taser grab DC Paralysis Grip - Def 3 3D6 Entangle, Takes no Damage, Lockout, must maintain touch, 1 charge per phase


Powers total 79 points


Skills

12 Martial Arts – Commando Training

  • Boxing Cross Martial Strike
  • Judo Diasrm Martial Disarm
  • Kung-Fu Block Martial Block


0 AK Silicon Valley, CA 8-

3 Breakfall 13-

3 CK: New Venice 13-

3 Climbing 13-

3 Combat Driving 13-

3 Computer Programming 13-

3 Deduction 13-

3 Electronics 13-

3 Gadgeteering 13-

1 High Society 8-

3 Inventor 13-

1 KS: International Business 8-

1 KS: Triads 8-

0 KS MMO games 11-

2 Language- Mandarin Chinese: Fluent conversation

3 Mechanics 13-

3 Scientist

1 Science: Electrical engineering 11-

1 Science: Chemistry 11-

3 Security Systems 13-

1 Shadowing 8-

3 Stealth 13-


0 TF Small Wheeled Vehicles

0 TF Motorcycles


6 +2 w/taser palm, martial strike, martial block

Skills total 65


Perks

6 Perk: Millionaire

1 Contact: Hudson City Detective 8-

27 Vehicle: Rolling Thunder car

5 Base contribution

Perks total 39


300 total


Complications

15 Secret ID

15 Strongly opposed to killing, never does it personally. (Common, Strong)

15 Driven to protect the weak and helpless (Common, Strong)

20 Hunted: New Venice Organized Crime More Powerful, NCI, Capture or kill, Infrequent


Vehicle:

Rolling Thunder

Rolling Thunder - A 2008 Cadillac STS. In "battle mode" it has a distinctive gunmetal gray color, tinted windows, a license plate that reads "STEEL" and blue-filtered head and taillights. The electronic crystal paint can change the car's color to black, white or red, with different license plates for each one.

- Strength 30

- Body 14

20 Size 5 meters x 2.5 meters

12 Defense PD 8 ED 3

16 Dexterity 18

5 OCV 4

10 DCV 5

20 Speed 4

Ground movement 52 m

-4m Swimming -2

45 Custom Engine +40 m running, x4 Noncombat (155 MPH)

7 Electrostatic Paint - Shape Shift (Sight group, 4 predefined forms), Reduced Endurance 0 end, (22 active), IIF Bulky, Only Changes vehicle color and plates -3/4 , Extra Time Full Phase.

1 Gadgeteering Lab 9-

1 Stiffened Chassis - +3 PD, only vs Move Through and Move-By damage

Total vehicle cost 135 points. Real cost 27 points


GADGETS

Personal Gadgets 16 Armored Costume +8 rPD +8 rED Resistant Defense, OIF (24 active)

11 Chem Gun Blackout gas 3d6 Flash NND (self-contained breathing, sealed eye coverings) Area Cone 16m, No range 6 charges OAF (37 active)

12 Chem Gun Weakness Gas 4d6 Drain Strength, reduced range (10m) 2 clips of 4 Boostable Charges, not vs. LS: Self Contained -1/2 OAF (40 active) (Also available with Demoralizing Gas, Presence drain)

11 Chem Gun Acid Pellets RKA 1 point, penetrating X2 +1 , Damage Over Time (6 damage increments, damage occurs every segment, can be negated by washing off the acid) +4, limited range (10m), 8 charges OAF (30 active)

4 Filter Mask - Life Support Self Contained, Only vs airborne toxins (-1) OIF (10 active)

3 UV lenses - UV Vision, OIF

3 Swing Line Gun– 14m Swinging OAF (7 active)

1 Insulated costume LS: Safe environment cold OIF

5 Custom Smartphone - HRRP, Flashed as Sight and Hearing, OAF

2 Micro-camcorder Eidetic Memory (Sight and hearing only, -1/2) OAF (Also can be part of custom smartphone)

4 Climbing Pads 15 STR Clinging doesn't resist knockback OAF

4 Smoke Bombs – 2m radius Darkness Sight 8 charges/1 turn ea. Range limited to Str. OAF

3 Artificial Gill LS Underwater breathing 1 fuel charge 1 hour OIF

3 Mini-Parachute Flight 12m OAF Gliding Limited movement (can't gain altitude and must move 12m down for every 1m forward) -1/2, 1 recoverable continuing charge (until character hits the ground or chute is fouled) -3/4

3 Jetski +20m swimming, OAF Bulky, Surface Only, Fuel Charge (1 continuing charge for 1 hour)

3 (Type) Tool Kit +3 to (Electronics, Security Systems or Lockpicking) OAF


Vehicle Gadgets

11 Rocket Battery 8d6 Blast, 2 meter arc, only on same level, limited range (50 meters) 8 boostable charges, OIF Bulky

4 Oil Slick -4 Combat Driving rolls, 16m cone, (18 active) no range, only on same level 2 meter arc (behind) 6 charges OIF Bulky

5 Smokescreen Darkness vs Sight Group, 8m cone (20 points) No Range, OIF Bulky, only on same level 2 meter arc (behind) 4 continuing charges 1 turn each -1/2

4 Ramplate +2d6 Hand to Hand Attack only for Move Thru and Move By OIF Bulky

4 Stealth Baffles Invisibility to Hearing OIF Bulky, Fuel Charge (1 continuing charge for 20 minutes)