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  leaders 
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. 
  
  
| 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. 
  
Build Your Free Home
PageVisit other great pages on:Arts & Literature>Arts
& LiteratureLiterature>LiteratureFictionFiction