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New York is under seige!

Here comes the Fleshless Legion down 5th! The Eyeless Legion has staked out Bleeker! And there, on the A train, aren't  those Legions of the Accursed Light?!? This is not a job  for a hero that shoots webs...this is a job for a hero that shoots first!

Long before Spider-Man (but inspiring a young Stan Lee), The Spider took  on extreme menaces in the rotten Apple, dispensing .45 calliber justice  and bleak lessons in Service and Will Power. While it's clear in the novels  that he's stiking fear in the hearts of the villains, I think anyone else  would just get the willies--check out this get-up, which refuses to capitalize  on a cool name: Hook nose, vampiric fangs, a lanky fright wig and a hump-back!

What R.T.M. Scott set up in the first two novels as a simple alias for  amateur criminologist Richard Wentworth, writer Norvel Page turned into  a separate, twisted identity that would wipe up the tumultuous streets  of New York with human filth.
 
 
Richard Wentworth -- The Spider! The original playboy/dark crime-fighter! Why has Dick Wentworth appointed himself judge, jury and executioner? How'd he get it in his head that he is an ungrateful humanity's personal savior?  This is never explained. Not burdened by modern pop-psychology, the writers felt no need to rationalize one man's relentless crusade against obvious  injustice and depredation. Wentworth moves seamlessly from social circles  to circles of Hell, at all times The Spider -- at all times deadly!

Appearence:  Richard Wenworth is an aristocrat, one of the Chicago Wnthworths, coolly self-possessed.  To emphasize his innate superiority, he wears evening clothing like a second skin and habitually dresses for dinner, a tiny blue cornflower in his lapel.  He stand five feet, eleven inches tall, weighs 170 pounds, and has gray-blues eyes, as most pulp heroes, he is in superb physical condition, being able to run up twenty flights of steps and fight at the top.  Across his right temple runs a normally invisible scar.  It shows only under stress as a white or pink-flushed line.

Appearence: The Spyder formed a laugh in his throat.  It was at one guttural and sibilant.  It was not loud, yet it penetrated to the fartherest point of the room.  The white, unshaded light from the ceiling made his sallow skin glisten, threw the beak-like nose into sharp relief.  In the shadow of his hat's brim, his eyes seemed to burn and those teeth, those white fang-like vampire teeth...

Combat tactic: The Spyder speciality is his two gun fighting.  Carrying a Colt 1911A-1 in each hand The Spyder lays down more fire than a platoon of Marines.  He mow down goons by the bucket full, dropping bad guy in such quantities that he makes Dirty Harry look like a piker.
He is often in motion while doing so, diving through doorways, windows, over seats, etc, firing all the times.  This constant movement is what keep him from getting hit by return fire.

The Spyder is surnammed the master of men! He's will is impressive (ego 30), exhausted,weekned by his wound, the Spyder keep going.  He strike fear in the souless gangsters of the underworld (presence 25) by his alien appearence and his manslaughter reputation.

He is a formidable hand to hand figther, in the hero rule he utilize the cinematic fistcuffs with in supplement a paralyzing pinch. He is also a master-fencer and a crack-shot.
 

The character

STAT                 VAL             COST

STR                            15                        5
DEX                           20                      30
CON                          18                      16
BODY                        18                      16
INT                             23                     16
EGO                           30                      60         HE IS THE MASTER OF MAN!
PRE                            25                      20
COM                          18                       4
PD                                7                       4
ED                                7                       3
SPD                              5                     11
REC                              8                       2
END                            40                      2
STUN                          40                      5

CHAR TOTAL                                  213
 

COST        POWER & SKILLS.

35          PKG " MARTIAL ARTS - FISTCUFFS"
(4)         MARTIAL BLOCK 0CV +2 DCV +2 END 2
(4)         MARTIAL STRIKE " PUNCH" OCV +O  DCV +2  6D6 END 2
(5)         OFFENSIVE STRIKE "ROUDHOUSE"  OCV -2  DCV +1  8D6 END 2
(4)         DAMAGE CLASS +1DC
(18)       4D6 HA " PARALYZING PINCH", (NND(=1), DEFENSE: ARMOR IN THE NECK.
             EXTRA TIME(-1/2), CONCENTRATE (-1/2), 0DCV, END 2
22         PKG "martial art- Fencing"
3           Cut OCV +1 DCV 0 STR +2D6 Strike.
4           Lunge OCV +2 dcv -2 STR +v/5;full move.
5           Parry OCV +1 DCV +3 Block,Abort
5           Slash OCV -2 Dcv +1 STR +4D6 strike.
4           thrust OCV 0 Dcv +2 STR +2D6 Strike.
1           KS: Fencing 11-
34        13- Danger sense any attack, general area.
15         3D6 luck
15         Money, filthy rich.
3           Acting 14-
3           Contortionist 13-
3           Conversation 14-
3           Criminology  14-
3           Deduction  14-
3           Electronics  11-
3           Gambling   11-
3           High society 14-
3           Lockpicking  13-
1           Mechanics 8-
3           Mimicry 11-
3           Riding 13-
3           Security Systems 14-
3           Sleight of hand 13-
3           Stealth 13-
3           Streetwise 14-
4           TF: ground vehicles, air vehicles.
4           WF: common melee, small arms.
3           AK: New-York 14- (int based).
3           Scholar.
2           KS: New-York city underworld. 14- (int based).
2           KS: Arcane & occult knowledge 14- (int based).
2           KS: New-York high-society 14- (int based).
2           KS: nazis and nazism 14- (int based).
1           KS: Lost civilisation 11-
3           AK: United States 14- (int based)
3           AK: India 14- (int based).
2           KS: triad 14- (int based).
2           KS: yakuza 14- (int based).
2           KS: Organized crimes 14- (int based).
3           Linguist
0           Lang: English native
1           Lang: Japanese fluent
2           Lang: German fluent w/accent.
3           Lang: French idiomatic native accent.
1           Lang: Mandarin fluent conversation.
2           Lang: Hundustani (india).
2           Lang: Arabic fluent w/accent.
1           write/read: Sanskrit
1           write/read: Arabic
1           write/read: Latin
1           write/read: Chinese ideogrames
20          +2 levels all skills
3           +1 levels: w/fitscuff.
4           +2 levels: w/colt 1911 A-1
20          MP (20) two gun fighting style.
74m       1D6+1 RKA (colt 1911A-1 45 acp), X5 autofire, +1 increased stun mult, 0 end,
              area effect, cone, selective target, X8 increased area.
 

DISADVANTAGES                                          PTS

PSYCH LIM: must promote justice, common, total.              20
Normal Stats                                                                        20
Distinctives features: Spider disguise,                                     15
easily concealable, extreme.
REP: Cold blooded Killer. 14- extreme reputation.                20
HUNTED: by the uderworld. more powerful,                        25
non-combat-influence, harsh. 11-
Hunted: police,fbi,law enforcement agency.                           25
more powerful harsh. 11-
Secret ID: Richard Wenworth                                              15
 
 
 

FANTÔMAS

FANTÔMAS is the Lord of Terror, the Genius of Evil, the arch-criminal anti-hero of the pre-WWI and pre-WWII France.  He carries out the most appalling crimes: substiting sulfuric acid in the perfume dispensers at a Parisian departement store, releasing plague-infested rats on a ocean liner, or forcing a victim to witness his own execution by placing him face-up in a guillotine.(A astute reader see in fantômas a perfect Spyder Vilain). His spies and henchmen are everywhere, spreeding the seeds of chaos and terror.  Fantômas is anyone and no one, everywhere and nowhere,(The perfect description of Monroe the master of disguise one of the more terrible foe of the Syder), waging an implacable war against the very bourgeois society in wich he moves with such ease and assurance.

Fantômas's crimes are scene of sublime horror: a rebellious henchman is hung in a huge bell as a human clapper, smashing from side to side and raining blood, sapphires and diamonds onto the street below. Masked bandits brandishing revolvers crash a city bus through the walls of a bank, sending money flying everywhere.  Fantômas poisons his victims with deadly bouquets; he crashes passenger trains and destroys steamships. And he escapes justice every time.

My version of Fantômas in my campaign is a mastermind of the Guepeou (soviet version of the gestapo). Under the direct order of Staline he spreed terror in the capitalist world.  Under the disguise of a pulp vilain he attack the society and attempt to destroy it.
 
 
 

VAL CHAR COST
18 STR 8
18 DEX 24
18 CON 16
18 BODY 16
23 INT 16
16 EGO 12
23 PRE 16
18 COM 4
5 PD 1
4 ED 0
4 SPD 12
8 REC 0
36 CON 0
36 CON 0

  OCV: 6  DCV: 6  ECV: 4  PHASES:  3, 6, 9,12.  
 
 
 
 
 

DISADVANTAGES

SADISTIC (COM,STRONG)         15              HUNTED BY POLICE   11-               25

LIKE TO SPREED TERROR                            HATRED OF BOURGEOIS
(COM, STRONG)                           15              (COM,STRONG)                               15

CASUAL KILLER                                            HUNTED BY THE SPYDER  11-       25
 (COM, STRONG)                          15

CANNOT TOLERATE                                     GREEDY (COM,STRONG)               15
CHALLENGE TO HIS POWER
(V COM, STRONG)                        20

REPUTATION: LORD OF
TERROR  14-                                   15
 

COST                     SKILLS
 
 267                               200 points mastermind power pool: Can be used for followers
                                      (thugs, goons, etc, etc..), vehicles, bases, skills and gadgets
                                      appropriate for his schemes.  Only change between adventures.
     5                               Acting  15-
   11                               Disguise  15-            MANEUVER    PHASES  COST OCV DCV DAMAGE
   11                               Mimicry  15-            Martial strike       1/2             4          0        +2     str+2D6
     5                               High society 15-       Offensive str        1/2             5         -2        +1    str+4D6
     5                               Streetwise 15-          Choke hold          1/2             5         -2         0       2D6nnd
     5                               Safecracking 15-       Disarm                  1/2            4          -1        +1     +10 str
   11                               Demolition  15-         Killing strike         1/2            4          -2         0     1/2D6hka
     3                               Bribery  14-              Weapons elements: Cane(club),knife,garrot & sword.
     3                               Combat driving 13-   Garrot only with choke hold & killing strike.
     3                               Combat piloting 13-   Knife/sword only with disarm & killing strike.
     2                               Ground vehicles.        Cane all maneuvers minus killing strike & choke hold.
     2                               Air vehicles.
     2                               Water vehicles.
     3                                Climbing 13-
     3                                Concealement 14-
     3                                Conversation 14-
     3                                Deduction 14-
   11                                Shadowing 15-
     5                                Stealth 15-
     5                                Oratory 15-
     5                                Interrogation 15-
   11                                Forgery 15-
   11                                Gambling 15-
     5                                 Lockpicking 14-
     3                                 Persuasion 14-
     3                                 Seduction 14-
     3                                 Security Systems 14-
     3                                 Sleight of hand 13-
     2                                 Common melee weapons
     2                                 Common missile weapons
     2                                 Small arms groups
 
 
   THE  GREEN  HORNET   AND   KATO. HEROIC   PARTENERSHIP   BY  PAT  WEAKLEY.  

Throughout   the   history   of  fiction  there  have  been  a  greet   many   partnerships .   Most   of   these  have  been   unequal  in nature  with   the  main  hero   being   superior  in  some   way  or  the   other   to   the   sidekick , be   it  in  terms   of   deductive   ability  as  with   Sherlock   Holmes   and   his   faithful   biographer ,  Doctor   Watson ;  supernatural  talents as  with   the   Shadow   and   his  aides, or  just  plain  superior  in  every   way  as  with   Doc   Savage   and   his   poeple .

 There   is   one   partenership   that   was   formed   between   two   men   who   possessed   very   different  talents  and   personalities ,  and   yet   were   true   partners ,  with   both   individuals   contributing   equally   to   the  team in  their   own  unique  way ,  making   it  more effective  than   either  man  could  have  been   alone .   This   is   the  team  of   the  Green  Hornet   and   Kato .

At first  glance   the  team  of   the  Green  Hornet   and   Kato   would   seem   not   to   be   one   of   equality .  The  Green  Hornet   was   the   one   that   did  all  the   talking ,  he   was   the   one   who   made   the  plans,  and   of  course  he   was   called   boss   by   Kato , but  this   was   merely  part  of   the  image  that   was   required  for  the  Green  Hornet   to   invade   the   upper   echelons   of   the   underworld .   Necessary   to   the  illusion  of  a  criminal   mastermind   were   the   fantastic   weapons ,  the   dress   overcoat ,  hat   and   yellow scarf ,  the   big  black limousine  like   those   used   by  all  the   big   mob  bosses  and   of  course  the   silent , but  deadly  chauffer  cum   bodyguard .

 To   criminals   and   the   puplic ,  Kato   seems   to   be   merely   another   deadly   enforcer .  An  underling   perhaps  a  little  more loyal  to   his  boss, but  still   no   different   from   the   others   of   his   kind   who   add  muscle  to   the   threats   of   their  bosses,  and   little   else .   Kato   is   much ,  much  more,  he   is   the   builder   of   the  Black  Beauty   and   helped   Britt   Reid   invent   most   of   his   weapons   such  as  the   Hornet   Sting   and   the  Gaz  Gun .  He  helps  in  the  formulation  of   the  plans for  the  Green  Hornet ’s  nighttime  excursions,  occasionaly   even   disagreeing   with   those  plan  with   those  plan if  he   feels   that   Britt   Reid   is   placing   himself  in  too   much  danger.   His   approach   to   life   and   crimefighting   is   very  direct  and   straightforward ,  preferring   fighting   to   talking .  Although   he   occasionally   becomes  impatient  with   the  Green  Hornet ’s love  of  verbal  sparring ,  he   does   enjoy   watching  a  master  at  work  as in   the   Praying   Mantis    where   the  Green  Hornet   skillfully   plays   upon   the   tong  leader’s  pride   to   maneuver   him   into   turning   against   his   white   partner   and   goading   him   into   fighting   Kato   while   making   him   seem  a  craven   coward  at  the   same   time .
 

As a  Master   of   Kempo(the Japanese version of the shaolin's Kung-fu) ,  he   is  an expert  of   many   different   kinds   of  oriental  weapons ,  including   the   nunchuks   and   the   throwing   dart .  He  is   very   proud   of   his   fighting   abilities   and   frequently   takes   his   times   putting   down   his   opponents ,  playing   with   them   until   he   become   tired   of   the   game  or  he   and   the  Green  Hornet  have  to   leave   and   then   puts   them  out  of   their   misery .  He  is   the  Green  Hornet   ever   present   shadow ,  seeing   himself  as  the   hornet ’s  protector , feeling  uncomfortable   whenever   the  Green  Hornet   chooses   to  exposes  himself   to  danger  and   even   when   given   the  chance  to   bow  out  of  a  deadly  situation, refuses  to   allow   the  Green  Hornet   to  go  into  danger  alone .   It   is   not   only  out  of  a  sense   of  obligation, but out  of  a  deep   sense   of   friendship   and   loyalty  for a man  worthy   of   his  respect,  that   Kato   stays  at  Britt   Reid ’s  side .
 

 Britt   Reid   is   not  a man  accustomed   to   being   thwarted ,  and   he   his   always   trying   to  figure a  way  out a  problem .  As  the   puplisher / owner   of   the   Daily   Sentinel ,  it   angered   him   to   see   criminals   and   racketeers   placing   themselves   above   the   law   through   the  use  of   financial   and   political   power .   Bound   by   those   same   law   laws   that   they   so   blithely   misuse ,  he   was   hepless   to  do  much  about  it   unless   he   had   the   evidence   to  back  up   what   he   printed  in  his   newspaper .  He  created   the  Green  Hornet   to   get   that   evidence   by   beating   them  at  their   own   game .  He  has   been   successful  at  it   time   and   time   again ,  making   them   feel   the   weight   of   the   law   through   the   sting   of   the  Green  Hornet.

Britt Reid is a master strategist who uses his keen understanding of human nature, especially that of the criminal mind, to maneuver them into self-betrayal.  In contrast to Kato's direct approch to crime-fighting, the Green Hornet enjoys the mental duel of wits and loves it when one of his plan succeeds so well that the Green Hornet's part in it is almost undetectable.  In the TV episode, "Ace in the Hole", the Green Hornet is perfectly content to watch a pair of gangleaders and their bodyguards beat each other to a pulp, after being convinced by the Hornet that the other is a turncoat.  Kato in contrast, is slightly peeved when the Green Hornet does not want to yet enter the fray.

Altough he is not the martial arts expert that Kato is, he is perfectly capable of defending himself, but his fighting style is purely business like and direct,  the hero system cinematic fistcuff is a good exemple of his hand to hand technic(see the UMA), being basicly not so much concerned with style, as with using anything that will do the job. Consistent with the image of a criminal mastermind, he usually leaves the rough stuff to Kato, using his threatening presence to loosen tongues, always implying that it is only his firm hand that keeps the deadly oriental under control and that all it takes is the bearest nod to release Kato's deadly skills. In contrast to Kato's taut readiness, the Green Hornet appears relaxed, to the point of being disdainful of his opponents, conveying that he is confident that they wouldn't even dare defy him.

The talents of both men mesh perfectly to form an effective crime-fighting team.  Alone, each man could function only for a short while as a solo crime fighter.  Much has been made of Kato's flashy martial arts style and while they are indeed impressive, he would not be an effective crimefighter on his own.  Without the Green Hornet's insistence of not killing intentionally, Kato would be much deadlier and there would be far fewer criminals going into the courts if he was on his own.  Unfortunately, most of these dead criminals would be mere underlings, for the brains behind the crimes would remain hidden for Kato does not possess the talent or patience for the subtlety required to root them out and set them out for the police with incriminating evidence.  Sooner or later his reliance on violence would get him killed by either the criminals or the police.

Neither could the Green Hornet survive long as a solo operator and crime-fighter.  His skill at playing head games with his opponents serves him well in making them do exactly what he wants, but it also requires an intense concentration, and he must be free from worrying about his back.  He has the tendency to become too involved in these head games, getting on the "jazz" so much that he can take too many chances, wich he habitually does anyway, since he holds his life of little value compared with his cause to root out all corruption and evil wherever he finds it, no matter what the personal cost.

What most people have ignored, besides the unique character of the Green Hornet and Kato's partnership, is the true nature of their mission.  They are not out to destroy the bad guys, at least not in the same manner as Rambo, Arnold or Chuck Norris. The Green Hornet's main meat are not criminal armies, for to him they are only so much static that exists merely to hide and protect the true brains behind the operation.
 

Their mission is rather to expose those hidden manipulators, those poeple who use the law for their own ends, to the brillant glare of  puplicity with the irrefutable evidence of their illegal activities, to unmask them so that they can never operate again.  This is a very difficult task, one that is far more difficult than battling armies, for it is one that requires a steady, patient intelligence that is willing to dig past the facade to find the truth and the courage to reveal the truth, even in the face of death itself.  This is what the Green Hornet and Kato have set themselves to do and for wich they are so well suited, and for wich, I find them so different from all other action heroes.
 
 

THE GREEN HORNET.

                

VAL  CHAR PTS
15  STR 5
17 DEX 21
15 CON 10
15 BODY 10
15 CON 10
20 INT 10
18 EGO 16
20 PRE 10
18 COM 4
06 PD 3
03 ED 0
04 SPD 15
06 REC 0
30 END 0
40 STUN 10
OCV: 5 DCV: 5 ECV: 6

   
        

MANEUVER PHS PTS OCV DCV DAMAGE/EFFECT
DISARM 1/2 4 -1 +1 STR 25 TO DISARM
HOIST'N'HEAVE 1/2 5 -2 -2 GRAB TWO LIMBS
STR 35 TO THROW
PUNCH 1/2 4 0 +2 5D6 STRIKE
ROUNDHOUSE 1/2 5 -2 +1 7D6 STRIKE
TACKLE 1/2 3 0 -1 15+V/5;TARGET FALL
YOU FALL.
THROW 1/2 3 0 +1 STR+V/5;TARGET FALL

NB. USE ART WITH CLUBS.               
 

DISADVANTAGES.

DISTINCTIVE FEATURES: GREEN HORNET COSTUME
EASILY CONCEALABLE, CAUSES EXTREME REACTION.    15 POINTS

REPUTATION: SUPER CRIMINAL, TOP MOB BOSS.
ALMOST ALWAYS 14-, EXTREME REPUTATION.                    20 POINTS

SECRET IDENTITY: BRITT REID.                                                  15 POINTS

DEVOTED TO JUSTICE: VERY COMMON, TOTAL.                     25 POINTS

OVERCONFIDENCE: VERY COMMON, STRONG                        20 POINTS

HUNTED BY FBI,SFPD,ETC,ETC.  MORE POWERFUL,
NCI, 14-, HARSH.                                                                                   25 POINTS

DEPENDANT:  LENORE"CASEY"CASE, NORMAL DNPC
HAS USEFUL SKILL, 11-                                                                        10 POINTS

DEPENDANT:  MIKE AXFORD, NORMAL DNPC HAS USEFUL SKILL, 11-, UNFORTUNATELY FOR THE GREEN HORNET HE COUNT ALSO FOR 3D6
OF UNLUCK.  HE'S MEDLING HAS TENDENCY TO BLOW APART THE
PLAN OF THE HORNET.                                                                                       25 POINTS
 

SKILLS/TALENT/PERK.
 
 

ACROBATIC:  13- ACTING: 15- BREAKFALL: 12-
BRIBERY: 13- BUGGING: 13-  BUREAUCRATIC: 15-
CLIMBING: 12- CONCEALEMENT: 15- CONVERSATION: 15-
CRIMINOLOGY: 15- CRYPTOGRAPHY: 15- DEDUCTION: 13-
HIGH SOCIETY: 15- LOCKPICKING: 14- ORATORY: 14-
PARAMEDIC: 13- PERSUASION: 15- SECURITY SYSTEMS: 13-
SEDUCTION: 15- SHADOWING: 13- SLEIGHT OF HAND: 13-
STEALTH: 13- STREETWISE: 15- SYSTEM OPERATION: 15-
TACTIC: 14- TRACKING: 13- TRADING: 14-

        
 

TRANSPORT FAMILIARITY: GROUND VEHICLE AND WATER VEHICLE.

FAM: COMMON MELE WEAPONS & MISSILE WEAPONS. SMALL ARM GROUP
& VEHICLE WEAPONS.

NEW SKILL: SAFECRACKING: 13-  PROFESSIONAL SKILLS: PUPLISHER: 14-

PERKS: WEALTHY, FOLLOWERS(DISTRIC ATTORNEY FRANK SCANLON)
WITHOUT HIM, THE GREEN HORNET HAS NO INSIDE CONNECTION.
MEMBERS OF THE HIGH SOCIETY.
 

GADGETS

GAZ GUN:  (SEE PISTOL). POCKET WATCH WICH DOUBLED AS A RADIO LINK AND ASSORTED BUGS FOR SPYING.

TRACKING BUG: DETECT TRANSMITTER, AT RANGE, +6 VS. RANGE FOR THE DETECT;IAF,REQUIRES A BUGGING ROLL.

LISTENING BUG: CLAIRAUDIENCE, 400" RANGE,IAF,REQUIRE A BUGGING ROLL.

HORNET STING: IAF. TK 22 STR & 2D6 RKA,AP. INVISIBLE EFFECT(SIGHT).
THE SOUND OF THIS GADGETS HIS VERY CHARECTERISTICS. HIS ONE OF THE CALLING CARD OF THE GREEN HORNET.

VEHICLES: THE BLACK BEAUTY.
 
 

THE BLACK BEAUTY.

I have to admit that one of the greatest asset of the Green hornet was his wonderfull car.  In my campaign he and kato utilize a customized and armored HUDSON 1938 eight country club sedan.  It had everything. Front and rear rocket batteries, a gasvent in the grille, ice- and-oil ejectors on the rear deck, and green night-vision headlights.  The trunk concealed a retractable hornet mortar and a miniature spy sattellite called the Hornet Scanner.

AVI movie of the black beauty mark I in action.

 

SIZE: 3.2X1.6  DCV: -3  MASS(KB): 1.6 TON(-4)  STR: 35  DEF: 8  BODY:15
DEX: 20  SPD: 4  MOVE: 30"X4  MAX: 480"

VEHICULE EQUIPMENTS

RADIO(HRRH), OIF.

INFRARED VISION,IIF(IR SENSORS).

GASVENT:  SLEEP GAS,6D6 NND(GAS MASK),IIF,2" RADIUS DARKNESS TO NORMAL SIGHT, 8 CHARGES(1/2),LIMITED ARC OF FIRE(60 FORWARD 1/2).

FRONT AND REAR ROCCKET BATTERIES: 4D6 RKA(12DC). IIF, 4 CHARGES(-1),
LIMITED ARC OF FIRE(60 FORWARD AND BACKWARD 1/2).

RETRACTABLE HORNET MORTAR:  2D6 RKA(6DC), EXPLOSION(1/2), 8 CHARGES(1/2), +1 STUN X(1/2), VARIABLE ADVANTAGE(1/2), ADVANTAGES CAN ONLY BE SWITCHED AT ARMORY(-1/4).

ICE AND OIL EJECTOR: DRAIN 2D6 OF THE DRIVER SKILL.IIF. 8 CHARGES.
LIMITED ARC OF FIRE( 60 BACKYARD).

THE HORNET SCANNER: OAF, 5 STR, 15 DEX, 1 BODY,10 PRE & COM, 4 SPD.
NO SENSES BUT SIGHT AND RADIO. SHRIKING (+4 CV, +6 KB), ALWAYS ON. TAKE NO STUN. ENDURANCE BATTERY(60 END,6 REC). ARMOR 4 PD, 4 ED. FLIHT 12" 0 END. RADIO AND IMAGE TRANSMISSION. REQUIRE A SYSTEM OPERATION ROLL.
 
 

KATO.

      
 

VAL CHAR POINTS
20 STR 10
21 DEX 36
23 CON 26
15 BODY 10
15 INT 05
18 EGO 16
20 PRE 10
16 COM 03
08 PD 04
06 ED 02
05 SPD 19
08 REC 00
40 END 00
35 STUN 00
OCV: 7 DCV: 7 ECV: 6

                     
                   
           
                                         
         
 

MANEUVER PTS PHS OCV DCV DAMAGE/EFFECT
BLOCK 4 1/2 +2 +2 BLOCK,ABORT.
DISARM 4 1/2 -1 +1 STR 30 TO DISARM.
DODGE 4 1/2 0 +5 DODGE, ABORT.
FLYINK KICK 5 1/2 +1 -2 8D6 STRIKE.
LEGSWEEP 3 1/2 +2 -1 5D6 STRIKE TARGET FALL.
PUNCH/KICK 4 1/2 0 +2 6D6 STRIKE.
THROW 3 1/2 0 +1 4D6+V/5  TARGET FALL.

NB. USE ART WITH: CHAIN WEAPONS, CLUBS & STAFFS.
        STR STRIKE, AUTOFIRE (5 SHOTS, +1/2),1/2 END(=1/2).
        TOTAL COST: 20 POINTS.

DISADVANTAGES.

TO PROTECT THE GREEN HORNET/BRITT REID. (COMMON,TOTAL)     20

IMPULSIVE, RECKLESS. (VERY COMMON, MODERATE)                          15

A BIT SHOW OFF. (VERY COMMON, MODERATE)                                      15

LIKES TO EMBARASS ENNEMIES.(VERY COMMON,MODERATE)           15

SECRET IDENTITY: HAYASHI KATO                                                               15

GUNSLINGER MENTALITY.  (COMMON,STRONG)                                       15

DISTINCTIVES FEATURES: KATO COSTUMES                                               15
(EASILY CONCEALABLE, CAUSES EXTREMES REACTION)
HUNTED BY FBI, SFPD, ETC, ETC.(MORE POWERFUL,                                 25
NCI, HARSH)  14-
 

SKILL/TALENT/PERK.
 
 

ACROBATIC: 15- AK: SAN-FRANCISCO: 13- AMBIDEXTERITY
BREAKFALL:13- BUGGING: 13- CLIMBING: 15-
COMBAT DRIVING: 15- CONCEALEMENT: 13- CONTORTIONIST:15-
FAST DRAW 15- ELECTRONIC: 15- HIGH SOCIETY: 15-
INTEROGATION: 15- INVENTOR: 15- ENGLISH,LIT,W/ACCENT
LOCKPICKING: 15- MECHANICS: 15- NAVIGATION: 13-
PARAMEDIC: 13- SECURITY SYSTEMS: 15- SHADOWING: 14-
STEALTH: 15- STREETWISE: 13- SYSTEMS OPERATION: 15-
TACTICS: 12- WEAPONSMITH (ALL): 15- KS: KEMPO: 15-

                       
WEAPONS FAMILIARITY: COMMON MELEE, MISSILE, COMMON MARTIAL ARTS,
SMALL ARMS & VEHICLE WEAPONS.

VEHICLES FAMILIARITY: GROUND AND WATER VEHICLES.

GADGETS: SLEEVE DART   OCV: 0  RMOD: 0  DAM:1D6-1(2DC)
                                                 STUN X: 0  STR MIN: 5/7 NOTES: AF:5, RC.
                     NUNCHAKU     OCV: +1  DAM:3D6(3DC) STN X: 0  STR MIN: 7
                                                  NOTES: MEDIUM, KARATE WEAPONS.
 

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