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Vigilante
No Powers, No Mercy
Concept: No powers - just a peak-human obsessive who never learned to stop. Kevlar, a belt of gadgets, and decades of the underworld's faces filed away behind the mask. The crews warn their rookies of one rule: when the lights cut out, they've already lost.
Origin: Completed hero training program
Race: Human • Rank: Legendary
Attributes
Agility d12, Smarts d8, Spirit d6, Strength d8, Vigor d10Skills
Shooting d12, Fighting d12, Athletics d12, Notice d8, Common Knowledge d8, Persuasion d6, Stealth d12, Battle d8, Survival d8, Focus d6, Healing d8Pace: 6; Parry: 10; Toughness: 19 (8); Power Points: 75
Hindrances
- Driven (Major): The hero is driven by a personal goal or belief.
- Outsider (Minor): The character doesn't fit into the local environment.
- Cautious (Minor): The character plans extensively and is overly careful.
Edges
Super Powers,Dead Shot,Steady Hands,Trademark Weapon,Combat Reflexes,Alertness,Quick
Powers
- Super Skill (Shooting)Level 4(4 PP)Range: Self•Duration: Permanent+4 die steps.Trapping: decades of relentless drilling
- ToughnessLevel 4(4 PP)Range: Self•Duration: Permanent+4 Toughness.Trapping: layered kevlar and ceramic trauma plate
- AwarenessLevel 6(6 PP)Range: Self•Duration: PermanentIgnore 6 points of attack penalties.Trapping: reads a room before he enters it
- Super Attribute (Agility)Level 6(12 PP)Range: Self•Duration: Permanent+6 die steps.Trapping: reflexes honed past any normal limit
- Force FieldLevel 10(10 PP)Range: Self•Duration: SustainedIncoming damage reduced by 10.Trapping: a riot shield and hard cover, always positioned first
- Heightened SensesLevel 4(4 PP)Range: Self•Duration: Permanent4 sense bonuses chosen.Trapping: low-light optics and a wired earpiece
- Wall Walker(1 PP)Range: Self•Duration: PermanentClimb at full Pace, stick to any surfaceTrapping: grapnel line and climbing rig
- ArmorLevel 4(4 PP)Range: Self•Duration: Permanent+8 Armor.Trapping: segmented body armour beneath the coat
- Dodge(4 PP)Range: Self•Duration: Permanent−4 to be hit by ranged attacks.Trapping: never standing where the shot expects him
- Parry(2 PP)Range: Self•Duration: Permanent+2 Parry.Trapping: a weighted baton that turns every strike
- Super Science(4 PP)Range: Self•Duration: SpecialCreate advanced technological devicesTrapping: a belt of improbable gadgets for every occasion
- Deadeye(2 PP)Range: Self•Duration: Permanent+d6 damage with mundane firearms, bows, crossbowsTrapping: match-grade optics and a lifetime on the range
- Melee Attack(2 PP)Damage: Str+d6•Range: Touch•Duration: InstantTrapping: a weighted baton wielded with brutal economy
- Ranged Attack(3 PP)Damage: 2d6•Range: Special•Duration: InstantTrapping: sidearm, throwing blades, and a grapnel gun
- Entangle(3 PP)Range: 12"/24 yd•Duration: InstantFocus opposed by target's Athletics within 12"/24 yds. Entangled on win; Bound on raise.Trapping: bolas and a compressed-air net gun
- Stun(3 PP)Range: 6"/12 yd•Duration: InstantTarget makes a Vigor roll (-2 with raise on Focus) or is StunnedTrapping: a flash-bang pulled from the belt
- Malfunction(3 PP)Range: 12"/24 yd•Duration: InstantFocus vs a target device within 12"/24 yds to make it malfunction; difficulty modifiers per device complexityTrapping: a handheld jammer that kills any device
- Blind(2 PP)Range: 12"/24 yd•Duration: InstantFocus vs target's Vigor: on success target suffers -2 to sight-based actions (-4 with raise). Target shakes off via free Vigor roll at end of each turn (success removes 2 points, raise removes effect). Range 12"/24 yd.Trapping: smoke pellets and a blinding flare
- Boost/Lower Trait(2 PP)Range: 12"/24 yd•Duration: InstantIncrease/decrease one trait by one die type (two with a raise; min d4). Lasts until end of target's next turn.Trapping: reads a tell and turns it against them
Gear
No gear
Advances
- Attribute: Smarts d6 → d8
- Skill: Athletics d4 → d6 & Focus d4 → d6
- Skill: Battle d6 → d8 & Fighting d8 → d10
- Attribute: Strength d6 → d8
- Attribute: Vigor d8 → d10
- Attribute: Spirit d4 → d6
- Skill: Healing d4 → d6 & Stealth d4 → d6
- Skill: Shooting d10 → d12 & Notice d6 → d8
- Attribute: Agility d10 → d12
- Skill: Common Knowledge d4 → d6 & Persuasion d4 → d6
- Skill: Survival d4 → d6 & Athletics d6 → d8
- Skill: Common Knowledge d6 → d8 & Stealth d6 → d8
- Skill: Survival d6 → d8 & Healing d6 → d8
- Skill: Athletics d8 → d10 & Stealth d8 → d10
- Skill: Fighting d10 → d12 & Athletics d10 → d12
- Skill: Stealth d10 → d12
Backstory
The Vigilante grew up in a neighborhood plagued by crime and corruption. They decided to take matters into their own hands and become a hero, using their skills and training to protect the innocent and fight against injustice.
Appearance
The Vigilante wears a black and grey costume with a mask to protect their identity. They have a lean and athletic build, with a few scars from their training.