THE KOYOTIE PROJECT
KOYOTIE
(Merriya Highwolf)
(800 points)
Val CHA Cost Roll Notes
30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage [3]
40 DEX 60 17-
30 CON 20 15-
20 INT 10 13- PER Roll 15-
20 EGO 10 13-
25 PRE 15 14- PRE Attack: 5d6
13 OCV 50
13 DCV 50
3 OMCV 0
7 DMCV 12
8 SPD 60 Phases: 2, 3, 5, 6, 8, 9, 11, 12
12+15 PD 10 Total: 12/27 PD (0/15 rPD)
12+15 ED 10 Total: 12/27 ED (0/15 rED)
12 REC 8
60 END 8
20 BODY 10
50 STUN 15 Total Characteristics Cost: 368
Movement: Running: 20m/40m
Leaping: 20m/40m
Swimming: 12m/24m
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 (#@$%) +2 +2 Block, Abort
5 Block (*) +1 +3 Block, Abort
4 Disarm (*%) -1 +1 Disarm; 50 STR to Disarm
4 Dodge (@$%) -- +5 Dodge, Affects All Attacks, Abort
4 Elbow Strike (#), Low Kick ($), Punch (#%), Snap Kick (%)/Strike (*)
+0 +2 10d6 Strike
4 Escape (#*) +0 +0 55 STR vs. Grabs
3 Grab/Joint Lock (@*)/Python Grab (#)
-1 -1 Grab Two Limbs, 50 STR for holding on
5 Kick (#@), Knee Strike (#@), Roundhouse Kick ($), Side Kick (%), Spin Kick (%)
-2 +1 12d6 Strike
3 Legsweep (*%) +2 -1 9d6 Strike, Target Falls
3 Slam (*)/Throw (@)
+0 +1 8d6 +v/10, Target Falls
3 Takedown (*) +1 +1 8d6 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)
48 Too Fast To Hit Square: Physical Damage Reduction, Resistant, 50%; Must Be Aware Of Attack (-¼)
plus Energy Damage Reduction, Resistant, 50%; Must Be Aware Of Attack (-¼)
15 Don't Break Cover!: Mental Defense (15 points total)
8 Spring In Her Step: Leaping +16m (20m forward, 10m upward), END 1
8 Really Fast On Her Feet: Running +8m (20m total), END 1
4 Accomplished Swimmer: Swimming +8m (12m 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)
10 Adaptive Physiology: LS (Immunity: All terrestrial diseases; Longevity: Immortal)
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-
27 Danger Sense (immediate vicinity, out of combat, Function as a Sense) 15-/13-
4 Double Jointed
2 Off-Hand Defense
6 Peak Of Human Perfection: +2/+2d6 Striking Appearance (vs. all characters)
Skills
40 +4 with All Attacks
3 Acting 14-
3 Acrobatics 17-
3 Breakfall 17-
0 CK: Maple Creek, Saskatchewan 8-
3 Climbing 17-
3 Combat Driving (motorcycle) 17-
3 Computer Programming 13-
3 Contortionist 17-
3 Conversation 14-
3 Criminology 13-
3 Deduction 13-
10 Defense Maneuver I-IV
5 Disguise 14-
3 Iaijutsu: Fast Draw: Blades 17-
3 Interrogation 14-
3 Language: Dakota Sioux (completely fluent)
0 Language: English (idiomatic; literate)
2 Language: French (fluent conversation)
3 Lockpicking 17-
3 Paramedics 13-
3 PS: Photographer/Photojournalist 13-
2 PS: Police Officer 11-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 17-
3 Stealth 17-
3 Streetwise 14-
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
2 1) KS: Bando, Jeet Kune Do, Jujutsu, Lethwei, Shotokan Karate 13-
2 2) KS: Criminal Law and Procedure 13-
2 3) KS: Photography And Photographic Techniques 13-
2 4) KS: St. Louis Superhumans 13-
2 5) KS: St. Louis Underworld 13-
2 6) KS: The Law Enforcement World 13-
2 7) KS: The RCMP 13-
2 8) KS: The Superhuman World 13-
Total Powers & Skill Cost: 432
Total Cost: 800
800+ Matching Complications (100+)
5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By
Technology Or Major Effort)
10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group)
20 Hunted: ICoMP, Infrequently (Mo Pow; NCI; Harshly Punish)
10 Hunted: RCMP, Infrequently (Mo Pow; NCI; Watching)
20 Psychological Complications: Don't Break Character/Cover (Common; Total)
20 Psychological Complications: Variable Psychological Limitations Based On Current Cover Identity
(Very Common; Strong)
20 Social Complications: Multiple Cover/Secret Identities (Very Frequently, Major)
20 Social Complication: Subject To Orders (Very Frequently, Major)
Total Complications Points: 100+
Experience Points: 0
Designer's Notes: Wow... here we are at 800 points (technically, it was supposed to be 750, but 800 allowed me to include most of the elements of the 700-point 5th Edition version.) Koyotie has gone from “simple martial artist” to “one-woman army.” She’s capable of fighting a small team of supers all by herself, and can go toe-to-toe with any number of Champions Universe heroes and villains.
The jump from 650 to 800 points wasn’t that hard, all I did up her characteristics to their final levels (30 STR and CON, 40 DEX) and that ate up most of my points right there. Her Damage Reduction was boosted to 50% and made Resistant in order to let Koyotie survive any Galactic Champions-level attacks that might hit her. The rest pretty much stayed the same.
One issue I have with the 650 and 800-point characters is Koyotie’s Contacts and some of her Skills. The character sheets presume she stayed in the Vendetta Rhapsody game for the long term, meaning she remained in St. Louis. However, both character sheets don’t take into account things like Reputations, Contacts, and expenditures for Bases, Vehicles, and so on. For example, Erica Chase might go from an 11- Contact to 14-, and the “Contact limited by identity” may ended up being removed if Erica ever figures out her star photographer Mary Tower is really Koyotie. I have further ideas for various power builds as well, such as making her multiple cover identities into a Multiform, expanded her Enhanced Senses into something akin to Wolverine’s (I recall wanting to buy Infrared Perception at one point), do the same with her Healing, or purchase assorted Naked Advantages to simulate different special martial arts techniques (based on the various special martial arts powers listed for each style in HERO System Martial Arts). The possibilities are endless.
Koyotie's 800-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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