QUOTE

Feel the jolt of Justice!

Background & Overview

Working as a foreman for the local utility provided steady income for Bill Stryker’s family, until the union called for a walk out. As Bill headed for the picket lines, the utility called in the union busters, only this time it wasn’t goons with bats, but automatons with anti-crowd control weapons. The robots malfunctioned and attacked the picketers, leaving Bill and several others severely injured and hospitalized.Β 

The media muddled the story and put the picketers at fault. Before he could even leave the hospital, Bill’s job was replaced with new automation from the same company!

Suspicious of the cozy partnership with the robotics firm CEO and the Utility bosses, and angry at the helpless situation, Stryker began toiling away on his own inventions. Determined to fight back against corporate greed and injustice, he donned a costume, using his last name, and began fighting in the streets for the underserved and unrepresented.

Description

Stryker wears a handcrafted costume that looks fashioned from an arc flash suit. He wields custom throwing darts that deliver powerful shocks to targets in the area, and wears homemade jump boots that allow him to leap several feet into the air.

  • Unafraid of heights, Stryker uses his jump boots to his advantage as he maintains a distance from threats.

Origin Story

Toiling away in his tool shed, Stryker uses technology to strike back against corporate greed and protect the underserved.

Stats

Ancestry - Human

  • Adaptable: Free Novice Edge at character creation

Rank

Seasoned β€” 4 Advances

Attributes

AGLSMASPISTRVIG
d8d6d4d6d10
Β±0Β±0Β±0Β±0Β±0

Skills

SkillAttrValueMods
AcademicsSMA––
πŸ’₯ AthleticsAGLd12+2
BattleSMA––
BoatingAGL––
πŸ’₯ Common KnowledgeSMAd6–
DrivingAGLd4–
ElectronicsSMAd6–
FaithSPI––
FightingAGLd4–
FocusSPId4–
GamblingSMA––
HackingSMA––
HealingSMA––
IntimidationSPI––
LanguageSMA––
πŸ’₯ NoticeSMAd6–
OccultSMA––
PerformanceSPI––
πŸ’₯ PersuasionSPId4–
PilotingAGL––
PsionicsSMA––
RepairSMAd6–
ResearchSMA––
RidingAGL––
ScienceSMAd6–
ShootingAGL––
SpellcastingSMA––
πŸ’₯ StealthAGLd6–
SurvivalSMA––
TauntSMA––
ThieveryAGL––
Weird ScienceSMA––

Derived Stats

PaceParryTough.SizeSPP
6
see Leaping
49045
d6 run+1(2)–15

Hindrances

  • Impulsive (Major): Stryker is impulsive and leaps before he looks.
  • Vengeful (Minor): Stryker wants vengeance against the greedy corporations that put him out of work, but he’s searching for a legal way to achieve it.
  • Thin Skinned (Minor): Stryker has a hard time taking an insult. He suffers –2 to resist Taunts.

Edges

  • Super Powers (45): Stryker is an agile inventor with amazing gadgets.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. May not move or fire greater than RoF 1.
  • Steady Hands: Ignore Unstable Platform penalty; reduce running penalty to –1.
  • Dodge: –2 to be hit by ranged attacks.
  • Acrobat > Combat Acrobat: One free reroll on Athletics checks involving balance, tumbling, or grappling. –1 to all incoming attacks, unless stunned or bound.
  • Trademark Weapon > Improved: Stryker is known for the specialty throwing spikes he fabricates. He receives +2 to Athletics checks when throwing them. +2 Parry when Readied.
  • Two-Gun Kid: Make one extra Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.

Super Powers

  • Dodge (10): Stryker has –5 to incoming Ranged attacks, but when equipped with his darts has Defender in a LBT and Deflect. Must have his boots or darts equipped.
  • Environmental Resistance (1): Stryker is immune to Electrical damage while wearing his suit.
  • Leaping (4): Stryker crafted leaping boots that let him jump 8 vertical 16 horizontal. Ignores falling damage up to 8. And has Bounce and Death From Above.
  • Malfunction (1): Stryker can cause electronic devices to malfunction by successfully throwing his spikes into them and causing an electrical discharge. He must have his spikes to use this power.
  • Range Attack (14): Stryker throws (12/24/48) electronic spikes that deal 3d6, AP 4 Electrical damage. He can Charge the power to add 1d6. He may use a Cone, LBT, or Single Target.
  • Stun (3) contingent: Stryker’s ranged attacks can be used to Stun foes. This power takes effect upon a successful hit (regardless of damage), opponents must succeed against Vigor –2 or become Stunned.
  • Super Attribute (4): Incredible Constitution, increasing Vigor by 2 die types.
  • Super Edge (4): Acrobat, Combat Acrobat.
  • Super Skill (4): Athletics to d12+2

Gear

  • Bodysuit (Armor +2, – Toughness, min. Str d6)
  • 12qty Custom Made Electricity Spikes (see Ranged Attack power)

Wealth

  • 100 β…ˆnf

Advancements

RankAdvancement (Proposed)
NTrademark Weapon
NTwo-Gun Kid
NAgility d10
SGain remaining 15 SPP
Improved Trademark Weapon
SImproved Dodge
SCombat Reflexes
SExtraction
VImproved Extraction
VDeadshot
V
V
H
H
H
H
L
L
L
L