THE KOYOTIE PROJECT

KOYOTIE
(Merriya Highwolf)
(500 points)

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [2]
30	DEX	40	15-
20	CON	10	13-
20	INT	10	13-	PER Roll 14-
20	EGO	10	13-
20	PRE	10	13-	PRE Attack:  4d6

10	OCV	35	
10	DCV	35	
3	OMCV	0	
7	DMCV	12	
6	SPD	40		Phases:  2, 4, 6, 8, 10, 12

8+15	PD	6		Total:  8/23 PD (0/15 rPD)
8+15	ED	6		Total:  8/23 ED (0/15 rED)
8	REC	4
40	END	4
15	BODY	5
35	STUN	8		Total Characteristics Cost:  245

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

Cost	Powers & Skills
	Martial Art:  Bando, Lethwei, Shotokan Karate
	# - Bando Maneuver, $ - Lethwei Maneuver, % - Karate Maneuver
	Maneuver	OCV	DCV	Damage
4	Block (#$%)	+2	+2	Block, Abort
4	Disarm (%)	-1	+1	Disarm; 40 STR to Disarm
4	Dodge ($%)	--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike (#), Low Kick ($), Punch (#%), Snap Kick (%)
			+0	+2	8d6 Strike
4	Escape (#)	+0	+0	45 STR vs. Grabs
5	Kick (#), Knee Strike (#), Roundhouse Kick ($), Side Kick (%), Spin Kick (%)
			-2	+1	10d6 Strike
3	Legsweep (%)	+2	-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	Don't Break Cover!:  Mental Defense (10 points total)
2	Spring In Her Step:  Leaping +10m (14m forward, 7m upward), END 1
6	Really Fast On Her Feet:  Running +6m (18m total), END 1
2	Accomplished Swimmer:  Swimming +4m (8m total), END 1
3	Observant:  +1 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)
6	Bounces Back Quickly:  Regeneration (1 BODY per 6 Hours)

	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)
6	Peak Of Human Perfection:  +2/+2d6 Striking Appearance (vs. all characters)

	Skills
20	+4 with Martial Arts

3	Acting 13-
3	Acrobatics 15-
3	Breakfall 15-
0	CK: Maple Creek, Saskatchewan 8-
3	Climbing 15-
3	Combat Driving (motorcycle) 15-
3	Contortionist 15-
3	Conversation 13-
3	Criminology 13-
3	Deduction 13-
10	Defense Maneuver I-IV 
3	Disguise 13-
3	Interrogation 13-
3	Language:  Dakota Sioux (completely fluent)
0	Language:  English (idiomatic; literate)
2	Language:  French (fluent conversation)
3	Lockpicking 15-
3	Paramedics 13-
2	PS: Photographer/Photojournalist 11-
2	PS: Police Officer 11-
3	Security Systems 13-
3	Shadowing 13-
3	Sleight Of Hand 15-
3	Stealth 15-
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, 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:  256
Total Cost:  500

500+	Matching Complications (75)
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:  75
Experience Points:  0
	

Designer's Notes: The “Seared Champions” version of Koyotie. Changes include a full suite of undercover Skills (useful considering her line of work in St. Louis), additional body armor, and the Limitation of “Real Armor” on her protective gear. This is one of the things I think marks the change from Champions to Dark Champions, i.e. in Vendetta Rhapsody super tech isn’t quite so “super.” Koyotie has also developed her multiple personalities (in truth, more like extensive cover identities) for use with interacting with various social groups.

At 500 points, Koyotie is roughly 75 more points more than the 5th Edition version I was using when the Vendetta Rhapsody game went on hiatus. However, it’s still lacking many elements of the VR character, which I’ll try and include in the 650-point incarnation. On the other hand, this version has some abilities and Skills the VR character didn’t.

Koyotie's 500-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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