Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage  33 DEX 69 16- OCV: 11/DCV: 11 25 CON 30 14- 15 BODY 10 12- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 18/27 PD 7 Total: 18/27 PD (6/15 rPD) 16/25 ED 5 Total: 16/25 ED (6/15 rED) 7 SPD 27 Phases: 2, 4, 6, 7, 9, 11, 12 10 REC 0 50 END 0 40 STUN -1 Total Characteristic Cost: 207 Movement: Running: 9"/18" Leaping: 7"/14" Swimming: 4"/6" Cost Powers & Skills Martial Art: Bando, Lethwei, Shotokan Karate Notes: # - Bando Maneuver, $ - Lethwei Maneuver, % - Karate Maneuver Maneuver OCV DCV Damage 4 Block (#$%) +2 +2 Block, Abort 4 Disarm (%) -1 +1 Disarm; 45 STR to Disarm 4 Dodge ($%) -- +5 Dodge, Affects All Attacks, Abort 4 Elbow Strike (#)/Low Kick ($)/Punch (#%)/Snap Kick (%) +0 +2 9d6 Strike 4 Escape (#) +0 +0 50 STR vs. Grabs 5 Kick (#)/Knee Strike (#)/Roundhouse Kick ($)/Side Kick (%)/Spin Kick (%) -2 +1 11d6 Strike 3 Legsweep (%) +2 -1 8d6 Strike, Target Falls 8 +2 HTH Damage Classes (Already Added In) 4 Weapon Element: Blades, Clubs, Karate Weapons, Staffs 16 Composite Bokken/Bokuto: HA +5d6, Invisible Power Effects (Metal/Weapons Detectors; +1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 15 Spectra-Cloth Body Armor: Armor (9 PD/9 ED), Hardened (+1/4); Activation Roll 14- (-1/2), OIF (-1/2), Real Armor (-1/4) 10 Spectra-Cloth Jumpsuit: Armor (6 PD/6 ED), Covers Locations 7-17 (Doesn't cover 3-5 (head), 6 (hands), or 18 (feet). However, gloves and boots are worn, and might grant protection to 6 and 18. Due to comic book conventions, jumpsuit normally has no Activation Roll.; +0); OIF (-1/2), Real Armor (-1/4) 6 How Many People Are In There, Anyway?: Mental Defense (10 points total) 3 Spring In Her Step: Leaping +3" (7" forward, 3 1/2" upward), END 1 6 Very Fast On Her Feet: Running +3" (9" total), END 1 2 Accomplished Swimmer: Swimming +2" (4" total), END 1 5 Sash Radio: HRRP (Radio Group); OAF (-1), Sense Affected As More Than One Sense (Sight and Radio) (-1/2) 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) 1 Fringe Benefit: Press Pass 4 Agent of the Canadian Government: Fringe Benefit: Top Man Skills 20 +4 with HTH Combat 3 Acrobatics 16- 3 Acting 13- 3 Breakfall 16- 0 CK: Maple Creek, Saskatchewan 8- 2 CK: St. Louis 11- 3 Climbing 16- 3 Combat Driving (Motorcycle) 16- 1 Computer Programming (Personal Computers) 8- 3 Contortionist 16- 10 Defense Maneuver I-IV 3 Disguise 13- 1 KS: Bando, Lethwei, Shotokan Karate 8- 2 KS: Photography 11- 2 KS: St. Louis Paranormals 11- 2 KS: St. Louis Underworld 11- 2 KS: Superhuman World 11- 3 Language: Dakota Souix (completely fluent) 0 Language: English (idiomatic; literate) 2 Language: French (fluent conversation; literate) 3 Lockpicking 16- 2 PS: Agent of the Canadian Government 11- 2 PS: Photographer 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 5 WF: Common Martial Arts Melee Weapons, Small Arms, Blades Total Powers & Skill Cost: 221 Total Cost: 428 200+ Disadvantages 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 8- (Mo Pow, NCI, Capture) 5 Hunted: Royal Canadian Mounted Police 8- (Mo Pow, NCI, Limited Geographical Area, Watching) 15 Hunted: Second Syndicate 8- (Mo Pow, Harshly Punish) 15 Psychological Limitation: Impulsive; Prefers Action To Words (Common, Strong) 15 Psychological Limitation: Multiple Personalities—Koyotie Tends To Switch Between Them Depending on Her Needs. If Under Stress, Will Usually Stay In The Current Personality (Common, Strong) 20 Psychological Limitation: Overconfidence (Very Common, Strong) 10 Rivalry: Professional (Other Martial Artists (includes PCs), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Identity (Frequently, Major) 20 Social Limitation: Subject To Orders (Very Frequently, Major) 78 Experience Points Total Disadvantage Points: 428
Background/History: Merriya Highwolf—code-named Koyotie by the Royal Canadian Mounted Police—was born in 1976 in the town of Maple Creek, Saskatchewan. According to Merriya, her mother was "a full-blown First Nations flower-child, hence my unusual first name," who had gone so far as to change her name from Susan to "Sunflower." Her father's identity is still unknown (not that Merriya has expressed any great interest in finding out who he was). When she was around 6 years old, Merriya was left in the care of her grandfather, Christopher Highwolf, and spent the the next twelve years growing up with him.
It was during this time Merriya first began display her heightened physical and mental abilities. Her strength was phenomenal, she almost never became sick, her hand-eye coordination and reaction time was matchless, and basic IQ tests indicated a remarkably high level of intelligence. By the time she reached high school, she could bench press roughly 300 pounds with ease and could outrun anyone on the track squad. In an effort to assist his granddaughter in dealing with her virtually superhuman abilities, Christopher Highwolf enrolled her in a local karate school, where she learned the basics of Shotokan.
Upon entry into college, Merriya was approached by the RMCP. They were in need of paranormal operatives, and Merriya was almost perfect for the part of an undercover agent. Intrigued by the offer, Merriya accepted, taking both her regular college courses and RCMP training classes. She completed her final training in Shotokan Karate (achieving black belt status), before continuing on to the highly aggressive arts of Bando and Lethwei, where she concentrated mainly on weapons techniques. She also received training in various espionage skills, dealing mainly with infiltration and surveillance. Finally, after graduation, she was given her code-name, costume, and weapon. Since then, she's worked all over Canada, and recently was sent south, into St. Louis, to investigate the activities of the Second Syndicate.
Personality/Motivation: Long-term undercover work has had a rather interesting effect on Merriya Highwolf. She’s started to evolve a series of distinct personalities, each one designed to deal with a different aspect of her assignments. So far she has exhibited five, but may have more "on-line" that just haven't been needed yet. As the RMCP deals mainly with Merriya herself, they are largely unaware of the other personalities. These personalities are --
All of these personalities are aware of each other and are aware of whatever Merriya is trying to accomplish. At best guess, each one is an idealized, or exaggerated facet of Merriy'a real personality. She will don them as needed, and tend to remain in one until events warrant otherwise. Changing personalities does require her to change her clothes—if dressed as Koyotie, Merriya will act as Koyotie, and not as Mary Tower or as Michelle Tahu. As stated, Mary Tower seems to be the closest to Merriya’s original, pre-RCMP personality—that of a young woman who enjoyed nature, the outdoors, and life in general. Right now the major fear is that Koyotie will slowly take over, and the other personalities will be diminished, eventually becoming mere shells to be donned when needed and only for brief periods. It is unknown how the RCMP will react to this sort of event.
Powers/Tactics: Tests have shown that Merriya is a mutant, albeit a rather passive one. Unlike most mutants, her abilities aren’t visual in nature, but instead have modified her body internally, giving her phenomenal levels of strength, agility, endurance, intelligence, and will. In short she is at the peak of development in all levels of human performance. This, coupled with her rather unique metabolism, is responsible for her well-developed physique, rendering her a nearly "perfect" person.
Merriya is highly trained in a variety of infiltration skills and is a master of Shotokan Karate, Bando, and Lethwei, and often attends training seminars for other styles as well. She likes to experiment with fairly obscure and unique martial arts styles (such as Bando and Lethwei), figuring most people will have never seem them before and thus might not be able to respond to her attacks as effectively as compared to her using a more conventional style, such as karate or judo.
When in the field she is normally armed with a bokken-like weapon made from composite materials. It is extremely durable, nearly impossible to break, and virtually undetectable by current metal detectors. For protection Koyotie wears a fully-covering suit of flexible Spectra-Cloth armor. An additional later of Spectra-Cloth is worn over her torso. Composed of several woven layers meshed together , it’s meant to defeat penetration by armor-piercing rounds.
Koyotie's combat tactics rely on the fact she is usually so much faster than most everyone else. She will often Dodge or Block attacks on a Phase where she and her opponent act together and then throw high-OCV strikes on the Phases where she acts alone. Against agents and low-powered flunkies she often fights unarmed, using her sword only if her foes pull weapons, or if they prove to be much tougher than they look.
Appearance: Koyotie stands 5'10", and weighs about 150 pounds, with an amazingly well-defined athletic physique. Her hair is deep black and comes down past her shoulders, complementing her dark green eyes.
Her typical costume is a medium blue armored jumpsuit, with long fringes set along both arms. To this is added white elbow-length gloves and white fold-over boots to her knees. Her body armor is white, covering her from the shoulders to just past the groin, with has a white fringe set along the back in line with the sleeves. A gray sash is worn as a belt at the waist, along with a gray head band. A bokken is slung through the belt. Since she has counted coup in combat she wears two eagle's feathers in her head band.
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