Solo unpowered vigilante
Close Attack 4, Defensive Attack, Defensive Roll 3, Equipment 6, Evasion 1, Improved Initiative, Instant Up, Move-By Action, Power Attack, Takedown, Uncanny Dodge, Well-Informed
Acrobatics 9, Athletics 6, Close Combat: Unarmed 9, Close Combat: Bo-Stick 9, Deception 7, Expertise: Streetwise: 9, Insight 8, Intimidation 9, Investigation 4, Perception 8, Persuasion 6, Ranged Combat: Throwing 7, Stealth 11, Technology 7, Treatment 5, Vehicles 9
Bo-Staff: Strength-based Damage 2
Costume: Protection 1, night vision Visor with Super-senses 1
Grapple Gun: Movement 1 (Swinging)
Bolos: Ranged Affliction 4 (Resist by Dodge; Hindered and Vulnerable, Defenseless and Immobilized)
- Throwing Disks: Ranged Damage 1, Strength-based
- Flash Bombs: Ranged Burst Area Affliction (Resist by Fort; Visually Impared, Disabled, Unaware)
- Sleep Gas Pellets: Ranged Cloud Area Affliction 4 (Resist by Fort; Fatigued, Exhausted, Asleep)
- Smoke Gas Pellets: Cloud Area Visual Concealment Attack 4
Motorcycle (11 pts):
Medium, STR 1 SPD 6, DEF 9, TOU 8; Features: Navigation
He was the sidekick of the second Mr. Motor. In his late thirties, now, and probably looking to quit. Willing to do team-ups but unwilling to work on the official team. There are areas of town he will not go into, having had his butt handed to him a number of times by the inhabitants.
Willing to tutor if asked; otherwise, insists that “kids” keep out of his way. Think the two kinds of sheriffs in Scooby-Doo: He can be the nice one or the dismissive one; it all depends on how they act.
Mr. Motor (II) had a kid sidekick for a bit (“Subcompact” is what the media called him), a battlesuit kid. It was him, but he didn’t have Mr. Motor’s genius at putting things together, so he went the martial arts route.
He beats up thugs and mooks, and does not apologize for this. Steel City certainly has enough thugs and mooks to be a profitable place for this kind of specialization.