It’s going to be a long time before I get Zealot to the point where
he’s a high-level character to play test to see how this holds up for a high-level character (although I suspect pretty well), and I’m curious anyway…
here’s a character you might recognize. We’ll go with the ‘no armor’ standard
comics version, instead of an armored version that could show up in movies (for
example)… I have to bend the rules as written to give him 11 traits… an
exceptional human hero starts with up to 8 + profession (so 9 total).
The Midnight Detective (Hero 10) Resources 18
AC 18; HD 10d6 (hp 80); Feat +11; Move 40; Strike (+10/1d6+3)
STR 12 (+3); INT 12 (+3); PWR 7 (-)
DEX 12 (+3); CON 12 (+3); CHA 10 (+2)
Traits: Contacts; Driver; Martial Arts; Pilot; Profession (Detective); Pummel
(1d6); Quickness; Sneak; Utility Belt; Wealth; Weapon, Trick
His utility belt has every available item, with maximum numbers of each
item from the core rules.
He carries a series of trick boomerangs (1d6, range 60’), with one each
of the trick weapons listed in the core rules.
The Midnight Mobile
AC 20; HD 3d8 (24 hp); Move
900’; Control 13; Invulnerability 6
Fits only the driver and one
passenger.
The Midnight Jet
AC 18; HD 4d10 (hp 40); Fly
6,000’; Control 12; Cannon (+2 to hit/1d12/500’);
2 rockets (+3 to hit/3d10/1
mile). Fits a crew of 2.
No comments:
Post a Comment