Editing Dr. Steel (Dark Champions - New Venice)

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=Background=
 
=Background=
  
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=
 
=Character Sheet=
'''Dr. Steel'''
+
Dr. Steel  
 
 
Characteristics
 
  
 
STR 15 (5)
 
STR 15 (5)
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STUN 30 (5)
 
STUN 30 (5)
  
Characteristics total 117 points  
+
CHA total 117 points  
  
  
  
'''Powers'''
+
Powers
  
 
50 Crimefighting Gear 40 point VPP gadget pool - only in lab, OIF or better focus
 
50 Crimefighting Gear 40 point VPP gadget pool - only in lab, OIF or better focus
 +
  
  
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1F Taser grab DC Paralysis Grip - Def 3 3D6 Entangle, Takes no Damage, Lockout, must maintain touch, 1 charge per phase  
 
1F Taser grab DC Paralysis Grip - Def 3 3D6 Entangle, Takes no Damage, Lockout, must maintain touch, 1 charge per phase  
  
 +
2F Taser overload – 3d6+1 RKA takes 2 charges per use
  
Powers total 79 points
 
  
  
 +
Powers total 81 points
  
'''Skills'''
+
 
 +
 
 +
Skills
  
 
12 Martial Arts – Commando Training
 
12 Martial Arts – Commando Training
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3 Breakfall 13-
 
3 Breakfall 13-
  
3 CK: New Venice 13-
+
3 CK: Hudson City 13-
  
 
3 Climbing 13-
 
3 Climbing 13-
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0 TF Motorcycles
 
0 TF Motorcycles
 +
  
  
 
6 +2 w/taser palm, martial strike, martial block
 
6 +2 w/taser palm, martial strike, martial block
  
Skills total 65
 
  
  
'''Perks'''
+
6 points Perk: Millionaire
 
 
6 Perk: Millionaire
 
  
 
1 Contact: Hudson City Detective 8-
 
1 Contact: Hudson City Detective 8-
  
27 Vehicle: Rolling Thunder car
+
Skills 70
  
5 Base contribution
 
  
Perks total 39
 
  
 +
21 Mid-size car with 1 point gadgeteering lab
  
300 total
+
9 Base contribution
  
  
Complications
 
  
15 Secret ID
+
300 total
  
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
+
15 Secret ID
  
  
'''Vehicle''':
 
  
Rolling Thunder
+
15 Strongly opposed to killing, never does it personally. (Common, Strong)
  
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.
+
15 Driven protect the weak and helpless (Common, Strong)
  
- Strength 30
+
20 Hunted: Hudson City Organized Crime More Powerful, NCI, Capture or kill, Infrequent
  
- Body 14
+
10 Hunted: Hudson City Law Enforcement More Powerful, NCI, Watching, Infrequent
  
20 Size 5 meters x 2.5 meters
 
  
12 Defense PD 8 ED 3 
 
  
16 Dexterity 18 
+
Common gadgets:
  
5 OCV  4
+
16 Armored Costume +8 rPD +8 rED Resistant Defense, OIF (24 active)
  
10 DCV 5
 
  
20 Speed 4
 
  
Ground movement 52 m 
+
11 Chem Gun Blackout 3d6 Flash NND (self-contained breathing, sealed eye coverings) Area Cone 16m, No range 6 charges OAF (37 active)
  
-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. 
+
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)
  
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
+
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) OAF (30 active)
  
  
'''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)
 
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)
 

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