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

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 (11- roll; -½), 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 
	worn and might grant protection to 6 and 18. Due to comic book conventions, bodysuit normally has 
	no Activation Roll; -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:  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-
17	Danger Sense (self only, in combat, Function as a Sense) 15-/13-
6	Peak Of Human Perfection:  +2/+2d6 Striking Appearance (vs. all characters)

	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 (100)
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
Experience Points:  0
	

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!

Koyotie's 650-point Hero Designer File


Koyotie's Background
Low-Powered (300 points) | Standard (400 points) | High-Powered (500 points) | Very High-Powered (650 points) | Cosmically Powerful (800 points)


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