By:
Yagathai@aol.com
Created: 970909
When men first banded together to hide from the creatures of the night behind walls, they invented the city. With the city came crime.
Crime eventually necessitated a justice system and keepers of law and order. But when that system and those police officers become unable to stem the flow of darkness and corruption from the underside of the city, there sometimes emerges from the ruins of the law-abiding homes and businesses a champion of good, a fighter of evil, sworn to destroy crime in its many insidious forms. Though sometimes called superheroes, these brave men and women usually possess no extraordinary powers other than a burning desire to forge their bodies and minds into keen edged swords of good. These vigilantes are part City Rat, Headhunter and Justice Ranger. They are often fantastic acrobats, actors and masters of disguise. While battling for the greater good, most of these people ignore the laws and conventions of the crime-fighting systems that they often supplant, although they may cooperate with some non-corrupt police forces when they deem it necessary. Though mighty, Urban Vigilates are by no means perfect. They can be as prejudiced or abrasive as the next man. Some hate and revile D-Bees, seeing them as the root of the evil that has infected their fair town. Others will kill criminals without mercy, while some will not take life or allow it to be taken.
There is no such thing as an "average" Vigilante.
Some use high tech gadgets, power armor and wear elaborate costumes designed to strike terror into the hearts of evildoers. Others believe justice is best dispensed with brass knuckles and steel-toe boots and wear nothing fancier than a trenchcoat and fedora. Some are minor magicians, others powerful psychics, and yet others possess phenomenal physical attributes. A small number of these brave folk possess much wealth in their alter-egos, while others have no alter-egos at all.
Though most are tied down to a particular city, many Urban Vigilantes travel, seeking mercenary jobs that allow them to fight evil and make some money at the same time. Others steal from criminals or the CS to support themselves, as few have substantial day jobs. What all Urban Vigilantes have in common, however, is an unstoppable urge to stem the flow of crime that victimizes innocent citizens.
Bonuses:
+4D4 SDC
+2D6 HP
+2 PP
+1 PS and PE
+1 attack per melee.
P.P.E.: 2D6
Alignment: Usually Scrupulous, sometimes Abberant or Unprincipled, rarely Principled and never Anarchist, Miscreant or Diabolic.
Attribute Requirements: ME 14 or greater, PE and PP 12 or higher before O.C.C. bonuses, of course), a high IQ and PS are recommended but not required.
Horror Factor: The Urban Vigilante in full costumed regalia has a H.F. of 8, +1 at levels 3, 5, 7, 10, 11, 13 and 15
O.C.C. Skills:
Speaks native language at 98%
Speaks three other languages +25%
Radio: Basic +20%
Surveillance Systems +30%
Electronics: Basic +15%
Literacy: Native tongue and one of choice +30%
Computer Operation +5%
Detect Ambush +10 %
Disguise +15%
Escape Artist +20%
Pick Locks +10%
Urban Survival +10%
Interrogation Techniques +10%
Paramedic +10 %
Find Contraband, Weapons & Cybernetics +16%
Streetwise +20 %
Streetwise: Drugs +15 %
Prowl: +20
Acrobatics OR Gymnastics +10% where applicable
Lore: One of choice
Physical: Four of choice
WP Ancient: two of choice
WP Modern: three of choice
Pilot: Three of choice
Hand-to-Hand: Expert
H-H: Expert can be changed to H-H: Martial Arts or H-H: Commando at the cost of one "Other" skill, or to a specific martial art of choice (From Rifts: Japan and other sources) at the cost of two "Other" skills.
O.C.C. Related Skills: The player may select six other
skills from the following list at first level, plus two other skills
at levels two, five, seven, ten and fourteen.
Communications: Any (+10%)
Domestic: Any
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any, except Aircraft and Robot Mechanics
Medical: Criminal Sciences and Forensics only (+15%),
must have all prerequisite skills
Military: Any
Physical: Any
Pilot: Any (+5%)
Pilot Related: None
Rogue: Any (+15%)
Science: Any
Technical: Any (+5%)
WP: Any
Secondary Skills: The character can select three skills from the above list, excluding those marked "None," at level one, plus two skills at levels 3, 6, 8, 9, 12 and 15. These are additional ares of knowledge that do not get the advantage of the bonuses in parentheses. All secondary skills start at the base level.
Standard Equipment: Three sets street clothes, one set
dress clothes, one heavy SDC/light MDC costume of choice, one set
light-medium highly customised/costume MDC armor (lean towards
light), gas mask and air filter, passive nightvision goggles, IRMSS
medical kit, infrared distancing binoculars, portable language
translator, 2D4 sets of heavy SDC (90 SDC) handcuffs and/or manacles,
1D6 sets of heavy MDC manacles (15 MDC), 1D4 50 foot lenghts of
strong rope/fishing line, grappling hook, utility belt. A
city-specific Vigilante has a small to medium sized apartment and a
medium to large and very well concealed lair or hideout located
outside the city or in a run down area of town.
Vehicles can include practically any fast MDC vehicle, up
to and including light SAMAS power armor. Most vehicles will be
customised to fit the Vigilante's costume motif.
Weapons can include almost anything, but usually stick to
the character's WPs. As a rule of thumb, three ancient weapons and up
to five modern weapons are standard Vigilante armament. Remember, the
Vigilante is not a conventional mercenary, but rather a crusader
against evil. He or she will not accept missions or jobs that do not
have to do with fighting crime or evil in one form or another and
will usually try to capture the criminal before killing him (Not
always, however. Some will just as soon rid the world of scum by
blowing them away than capturing them, especially in places with
corrupt justice systems).
Credits: 5D6*1000 in credits and stuff (Ya gotta have some cash if ya don't have a steady job, plus those fancy equipment and hospital bill run high)
Specific Vigilante Types (pick one) Note: These are only guidelines. Players and GM's, please feel free to modify or alter any of these types, or even create your own.
The Mystical Hero can learn new spells, but is restricted to spells of level 7 or lower and only 2 spells can be learned per level of experience.
Psychic powers:
The Mystical Hero can select one additional power from any category except Super at levels 2, 4, 7, 11, and 14.
UrbanVigilante.html -- Revised: 980817