Heroes Unlimited: Riff
Recovering from surgery gives me plenty of time to kill. I decided to dig up my old copy of Heroes Unlimited 2E to roll a new charatcer. I decided to […]
Meditations on the games I play and the things I geek.
Recovering from surgery gives me plenty of time to kill. I decided to dig up my old copy of Heroes Unlimited 2E to roll a new charatcer. I decided to […]
Recovering from surgery gives me plenty of time to kill. I decided to dig up my old copy of Heroes Unlimited 2E to roll a new charatcer. I decided to use the random options for everything and Riff was the final result. Enjoy!
Riff
True Identity: Simon Jones
Scrupulous Alignment
Level 1 Mutant
Riff is a genetic aberration, a natural mutant. Some would call him the next step in the evolutionary process but normal humans hate to hear that kind of thing. He is has no unusual physical traits.
Background:
Simon never really had many prospects in life. He never much cared for school, aside from the music programs where he got his start playing the guitar and singing. He was the youngest child in a poor family. His father was a career petty criminal and his mother wasn’t much better. As soon as he could, he left home to make a life for himself. He landed a job as an auto mechanic and bounced around from one talentless band to another. From time to time, he would hear from his mother, father, or a sibling, usually to beg for money. He never had much to give and tried his best to avoid them.
He was in his early 20s when his mutant abilities manifested and his entire life changed. He had little use for his heightened sense of smell and radar abilities but his divine aura turned him into the perfect front man. His music career was just beginning to take off when word reached him, his parents had crossed the wrong people. The police found their bodies washed up on the lakeshore. Simon kept telling himself he owed his family nothing. He was following his dreams and he had no reason to look back. Despite all that, his thoughts continued to drift back to the family over and over again. It was driving him mad and he couldn’t focus on his music.
Finally, he decided he needed to put his past to rest before he could embrace his future. He created an identity for himself, Riff, and returned to his home. He had other abilities to call on and he needed to find out who murdered his parents and what happened to his siblings. He returned to his job as an auto mechanic, steady income, and began searching in his downtime.
IQ 13
ME 17
MA 12
PS 15
PP 8
PE 11
PB 10
SPD 19
H.P.: 16
S.D.C.: 60
A.R.: 0
P.P.E.: 18
Experience: 0
Need: 2050
Combat:
5 Attacks Per Round; +3 to initiative
+2 to parry, +3 to dodge, +4 to roll with punch/fall, +3 to roll with impact, +3 to pull punch, +1 to save vs psionic attack, +1 to save vs insanity
Radar (additional bonuses)
+1 Attacks Per Round, +4 to initiative
+2 to strike, +2 to parry, +2 to dodge, no minuses when blinded or in darkness
Weapon Proficiencies:
W.P. Automatic Pistol (+3 to Aimed Shot, +1 to Burst)
Short Burst: x2 dmg, 20% of magazine
Long Burst: x5 dmg, 50% of magazine
Entire Magazine: x10 dmg, 100% of magazine
Skill Programs:
Concealment 24%, Literacy 35%, Pick Locks 35%, Pick Pockets 30%, Play Musical Instrument: Guitar 40%, Prowl 35%, Sing 40%, Streetwise 38%, Writing 30%
Secondary Skills:
Auto Mechanics 30%, Basic Mechanics 35%, Boxing, Climbing 45%, Pilot Motorcycle 64%
Powers:
Divine Aura This major power provides the character with the aura of divinity, like that of the mythical Greek gods. Riff carries himself with an air of superiority, charisma, and of being larger than life. An average person will feel intimidated and may actually believe the character is some sort of demigod.
Heightened Sense of Smell An exceptional sense of small that enables Riff to identify any smell he comes into contact with.
Radar This ability sends out high-frequency radio waves which bounce off objects, returning and indicating the direction and distance of the reflecting objects. This is a crude type of see in the dark ability, enabling Riff to know/sense the location of objects and movement.
Equipment:
9mm Automatic Pistol 3d6 dmg
Combat Bush Knife 1d6 dmg
Knockout Gas (2)
Drowsiness in 1d4 rounds, sleep in 1d4 rounds
Saving throw versus toxins
CB/Radio, Nylon Cord Handcuffs, Utility Belt, Backpack, Duffle Bag, Magnifying Glass, Flashlight, Binoculars, Pocket Tapes Recorder, Camera
Harley Davidson Fat Boy 114
AR 15
SDC 150
Speed 120 mph
Range 350 miles
Funds:
$140 cash on hand