VENDETTA RHAPSODY

KOYOTIE

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage [2]
33	DEX	69	16-	OCV:  11/DCV:  11
25	CON	30	14-
15	BODY	10	12-
20	INT	10	13-	PER Roll 13-
20	EGO	20	13-	ECV:  7
20	PRE	10	13-	PRE Attack:  4d6
20	COM	5	13-

18/27	PD	7		Total:  18/27 PD (6/15 rPD)
16/25	ED	5		Total:  16/25 ED (6/15 rED)
7	SPD	27		Phases:  2, 4, 6, 7, 9, 11, 12
10	REC	0
50	END	0
40	STUN	-1		Total Characteristic Cost:  207

Movement:	Running:	9"/18"
		Leaping:	7"/14"
		Swimming:	4"/6"

Cost	Powers & Skills
	Martial Art:  Bando, Lethwei, Shotokan Karate
	Notes:  # - Bando Maneuver, $ - Lethwei Maneuver, % - Karate Maneuver
	Maneuver	OCV	DCV	Damage
4	Block (#$%)	+2	+2	Block, Abort
4	Disarm (%)	-1	+1	Disarm; 45 STR to Disarm
4	Dodge ($%)	--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike (#)/Low Kick ($)/Punch (#%)/Snap Kick (%)
			+0	+2	9d6 Strike
4	Escape (#)	+0	+0	50 STR vs. Grabs
5	Kick (#)/Knee Strike (#)/Roundhouse Kick ($)/Side Kick (%)/Spin Kick (%)	
			-2	+1	11d6 Strike
3	Legsweep (%)	+2	-1	8d6 Strike, Target Falls
8	+2 HTH Damage Classes (Already Added In) 
4	Weapon Element:  Blades, Clubs, Karate Weapons, Staffs

16	Composite Bokken/Bokuto:  HA +5d6, Invisible Power Effects (Metal/Weapons Detectors; +1/4), 
	Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4)
15	Spectra-Cloth Body Armor:  Armor (9 PD/9 ED), Hardened (+1/4); Activation Roll 14- (-1/2), 
	OIF (-1/2), Real Armor (-1/4)
10	Spectra-Cloth Jumpsuit:  Armor (6 PD/6 ED), Covers Locations 7-17 (Doesn't cover 3-5 (head), 
	6 (hands), or 18 (feet). However, gloves and boots are worn, and might grant protection to 6 
	and 18. Due to comic book conventions, jumpsuit normally has no Activation Roll.; +0); OIF (-1/2), 
	Real Armor (-1/4)
6	How Many People Are In There, Anyway?:  Mental Defense (10 points total)
3	Spring In Her Step:  Leaping +3" (7" forward, 3 1/2" upward), END 1
6	Very Fast On Her Feet:  Running +3" (9" total), END 1
2	Accomplished Swimmer:  Swimming +2" (4" total), END 1
5	Sash Radio:  HRRP (Radio Group); OAF (-1), Sense Affected As More Than One Sense (Sight and 
	Radio) (-1/2)

	Perks
3	Contact:  Erica Chase, journalist with the St. Louis Area Night Times (Contact has useful Skills 
	or resources, Contact limited by identity, Good relationship with Contact) 11-
2	Deep Cover (Mary Tower, photojournalist)
1	Fringe Benefit:  Press Pass
4	Agent of the Canadian Government:  Fringe Benefit:  Top Man

	Skills
20	+4 with HTH Combat

3	Acrobatics 16-
3	Acting 13-
3	Breakfall 16-
0	CK: Maple Creek, Saskatchewan 8-
2	CK: St. Louis 11-
3	Climbing 16-
3	Combat Driving (Motorcycle) 16-
1	Computer Programming (Personal Computers) 8-
3	Contortionist 16-
10	Defense Maneuver I-IV 
3	Disguise 13-
1	KS: Bando, Lethwei, Shotokan Karate 8-
2	KS: Photography 11-
2	KS: St. Louis Paranormals 11-
2	KS: St. Louis Underworld 11-
2	KS: Superhuman World 11-
3	Language:  Dakota Souix (completely fluent)
0	Language:  English (idiomatic; literate)
2	Language:  French (fluent conversation; literate)
3	Lockpicking 16-
2	PS: Agent of the Canadian Government 11-
2	PS: Photographer 11-
3	Security Systems 13-
3	Shadowing 13-
3	Sleight Of Hand 16-
3	Stealth 16-
3	Streetwise 13-
2	TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-
	Powered Ground Vehicles
5	WF:  Common Martial Arts Melee Weapons, Small Arms, Blades

Total Powers & Skill Cost:  221
Total Cost:  428

200+	Disadvantages
5	Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By 
	Technology Or Major Effort)
10	Distinctive Features:  Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group)
20	Hunted:  ICoMP 8- (Mo Pow, NCI, Capture)
5	Hunted:  Royal Canadian Mounted Police 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
15	Hunted:  Second Syndicate 8- (Mo Pow, Harshly Punish)
15	Psychological Limitation:  Impulsive; Prefers Action To Words (Common, Strong)
15	Psychological Limitation:  Multiple Personalities—Koyotie Tends To Switch Between Them Depending 
	on Her Needs. If Under Stress, Will Usually Stay In The Current Personality (Common, Strong)
20	Psychological Limitation:  Overconfidence (Very Common, Strong)
10	Rivalry:  Professional (Other Martial Artists (includes PCs), Rival is As Powerful, Rival is a 
	Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15	Social Limitation:  Secret Identity (Frequently, Major)
20	Social Limitation:  Subject To Orders (Very Frequently, Major)
78	Experience Points

Total Disadvantage Points:  428
Koyotie

Background/History:  Merriya Highwolf—code-named Koyotie by the Royal Canadian Mounted Police—was born in 1976 in the town of Maple Creek, Saskatchewan. According to Merriya, her mother was "a full-blown First Nations flower-child, hence my unusual first name," who had gone so far as to change her name from Susan to "Sunflower." Her father's identity is still unknown (not that Merriya has expressed any great interest in finding out who he was). When she was around 6 years old, Merriya was left in the care of her grandfather, Christopher Highwolf, and spent the the next twelve years growing up with him.

It was during this time Merriya first began display her heightened physical and mental abilities. Her strength was phenomenal, she almost never became sick, her hand-eye coordination and reaction time was matchless, and basic IQ tests indicated a remarkably high level of intelligence. By the time she reached high school, she could bench press roughly 300 pounds with ease and could outrun anyone on the track squad. In an effort to assist his granddaughter in dealing with her virtually superhuman abilities, Christopher Highwolf enrolled her in a local karate school, where she learned the basics of Shotokan.

Upon entry into college, Merriya was approached by the RMCP. They were in need of paranormal operatives, and Merriya was almost perfect for the part of an undercover agent. Intrigued by the offer, Merriya accepted, taking both her regular college courses and RCMP training classes. She completed her final training in Shotokan Karate (achieving black belt status), before continuing on to the highly aggressive arts of Bando and Lethwei, where she concentrated mainly on weapons techniques. She also received training in various espionage skills, dealing mainly with infiltration and surveillance. Finally, after graduation, she was given her code-name, costume, and weapon. Since then, she's worked all over Canada, and recently was sent south, into St. Louis, to investigate the activities of the Second Syndicate.

Personality/Motivation:  Long-term undercover work has had a rather interesting effect on Merriya Highwolf. She’s started to evolve a series of distinct personalities, each one designed to deal with a different aspect of her assignments. So far she has exhibited five, but may have more "on-line" that just haven't been needed yet. As the RMCP deals mainly with Merriya herself, they are largely unaware of the other personalities. These personalities are --

  1. Koyotie—Code-named for the trickster, Koyotie can be best described as an idealized female version of a male action hero (or a male idealized version of a female action hero). She can be notably violent and short tempered, tends not to back down from a confrontation (especially if alone), and enjoys getting to fights (or, at the very least, conflict). As she seems to live for the adrenaline rush of being on the edge, Koyotie drives far too fast, takes unneeded risks, and will rush into a dangerous situation without a second thought. In addition, Koyotie has been known to dress provocatively, and use her natural charms to distract and/or entice foes or informants. Simply put, she is the warrior.
  2. Mary Tower—Mary almost the complete opposite of the dangerous and hotheaded Koyotie and is the default "secret identity" Merriya adopts for undercover operations. She enjoys life, is full of laughter and wit, and verbally spars with her "boss" (in this case Erica Chase) constantly. As a risk-taking photographer, Mary will go to great lengths to get her photos, but isn't stupid. She knows when to run, and has used the line "I can make you famous" as a defense against paranormal criminals unhappy with their picture being taken. Needless to say, she also a bit of a smart aleck, although that's part of the charm. She also tends to play up her heritage, often wearing Stetsons, blue jeans, boots, and shirts with assorted slogans, such as:  "Homeland Security—Fighting Terrorism since 1492" or "FBI—Full Blooded Indian." At best guess, Mary is the closest to Merriya's original personality.
  3. Merriya Highwolf—Merriya is RCMP through-and-through. She is polite and formal, attentive to details, and "all business." She also dresses the part, wearing suits (often a men's suit cut for a woman), dress boots, hat with feathered hatband, and so on. She carries a laptop, briefcase, a notebook, her badge and ID, and if needed, a handgun. If true formality is required, she will wear her RCMP uniform, red coat and all. As a follower of the system, she will use proper channels to accomplish tasks, but will back off if told no or denied access (only to return in a different guise). This is the face the RCMP sees and deals with on a regular basis.
  4. Michelle Tahu—This rarely seen aspect of Merriya is known as "the mouse." As Merriya is rather tall (standing 5'10") with a well-muscled physique, Michelle is an attempt at "hiding in plain sight" by simply blending into the background. Michelle's hair is bound up in a tight bun, she dons fake glasses, and wears conservative attire (often long-sleeved blouses and long dresses). Personality wise, she acts shy, is soft spoken, and shows a lack of her normal self-assertiveness. As Merriya is often loath to "break character" there is a strong chance Michelle may end up in a difficult situation (one that might require other PCs to rescue her from—all without them realizing who she is!).
  5. Danielle Silverheels—This recently developed personality was created to fight in the illegal underground no-holds barred fighting matches held in St. Louis. Danielle is cross between Koyotie and Merriya. She’s a strong, powerful warrior, who prefers to analyze a foe before entering into conflict. However, once the fight starts she’s merciless, seeking only to defeat her foe as quickly as possible. Due to the circumstances dealing with Danielle’s infiltration into the underground fighting matches, “Danielle” may only exist for a short period of time.

All of these personalities are aware of each other and are aware of whatever Merriya is trying to accomplish. At best guess, each one is an idealized, or exaggerated facet of Merriy'a real personality. She will don them as needed, and tend to remain in one until events warrant otherwise. Changing personalities does require her to change her clothes—if dressed as Koyotie, Merriya will act as Koyotie, and not as Mary Tower or as Michelle Tahu. As stated, Mary Tower seems to be the closest to Merriya’s original, pre-RCMP personality—that of a young  woman who enjoyed nature, the outdoors, and life in general. Right now the major fear is that Koyotie will slowly take over, and the other personalities will be diminished, eventually becoming mere shells to be donned when needed and only for brief periods. It is unknown how the RCMP will react to this sort of event.

Powers/Tactics:  Tests have shown that Merriya is a mutant, albeit a rather passive one. Unlike most mutants, her abilities aren’t visual in nature, but instead have modified her body internally, giving her phenomenal levels of strength, agility, endurance, intelligence, and will. In short she is at the peak of development in all levels of human performance. This, coupled with her rather unique metabolism, is responsible for her well-developed physique, rendering her a nearly "perfect" person.

Merriya is highly trained in a variety of infiltration skills and is a master of Shotokan Karate, Bando, and Lethwei, and often attends training seminars for other styles as well. She likes to experiment with fairly obscure and unique martial arts styles (such as Bando and Lethwei), figuring most people will have never seem them before and thus might not be able to respond to her attacks as effectively as compared to her using a more conventional style, such as karate or judo. 

When in the field she is normally armed with a bokken-like weapon made from composite materials. It is extremely durable, nearly impossible to break, and virtually undetectable by current metal detectors. For protection Koyotie wears a fully-covering  suit of flexible Spectra-Cloth armor. An additional later of Spectra-Cloth is worn over her torso. Composed of several woven layers meshed together , it’s meant to defeat penetration by armor-piercing rounds.

Koyotie's combat tactics rely on the fact she is usually so much faster than most everyone else. She will often Dodge or Block attacks on a Phase where she and her opponent act together and then throw high-OCV strikes on the Phases where she acts alone. Against agents and low-powered flunkies she often fights unarmed, using her sword only if her foes pull weapons, or if they prove to be much tougher than they look.

Appearance:  Koyotie stands 5'10", and weighs about 150 pounds, with an amazingly well-defined athletic physique. Her hair is deep black and comes down past her shoulders, complementing her dark green eyes. 

Her typical costume is a medium blue armored jumpsuit, with long fringes set along both arms. To this is added white elbow-length gloves and white fold-over boots to her knees. Her body armor is white, covering her from the shoulders to just past the groin, with has a white fringe set along the back in line with the sleeves. A gray sash is worn as a belt at the waist, along with a gray head band. A bokken is slung through the belt. Since she has counted coup in combat she wears two eagle's feathers in her head band.


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