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)
Return to Original Champions Characters