Urban Vigilante O.C.C.

 

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.

  1. Millionare playboy (or playgirl): Almost always a city-specific Vigilante with an alter-ego.
    2D4*250,000 credits that can be saved or used to purchase cool gadgets, hi-fashion (and MDC) costumes, scientific equipment or other trinkets during character creation.
    Mansion or large penthouse in a high-class area of town.
    Staff of 1D4 domestic staff - may or may not know of Vigilante's secret life
  2. Outstanding Physical Specimen: Possesses the following attribute bonuses.
    Increased Strength - PS 20 +1D6, NOT considered supernatural, but can lift 20 times PS in lbs and can carry 40 times PS in pounds
    Increased Prowess - +2D4 to PP attribute, +2D4 to speed, one extra attack to melee and +5% to physical skills that require dexterity and prowess, like acrobatics and prowl.
    PE 20 +1D6, not considered supernatural, and +3D6 to SDC and +1D6 to HP
  3. Supergenius: Possesses the following attributes
    Increased Intelligence - IQ 21 +1D6 (note skill bonuses)
    Scientist - Choose 1D4+1 science and 1D4 technical skills at +20%, OR
    Criminal Sciences and Forensics and all skill requirements at +15%
     
  4. Mystical Hero: Possesses limited magical and psychic abilities
    Penalties: Reduce all skills by 15%, all combat bonuses by 2, attacks per melee by 1, SDC by 20 (minimum 25), HP by 1D6
    PPE: 3D4*10 + 10
    ISP: ME*4 + 10
    Spell Knowledge:
    1. Cloud of Smoke
      Sense Evil
      Fear
      Climb
      Chameleon
      Carpet of Adhesion
      Magic Net
      Shadow Meld
      Escape
      Superhuman Strength
      Superhuman Speed
      Words of Truth
      Protection Circle: Simple
      Negate Magic

    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:

    1. Bio Regenerate (self)
      Resist Fatigue
      Mind Block
      See Aura
      See the Invisible
      Summon Inner Strength

    The Mystical Hero can select one additional power from any category except Super at levels 2, 4, 7, 11, and 14.


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