Ecalsneerg Posted February 24 Posted February 24 THE HAMMER OF JUSTICE – PL 13/228pp “I have done this longer than you have been alive, and if you don’t drop this, I’ll be doing it after you’re gone. This is my city. And I have been tolerating your presence in it. Remember that.” DESIGN NOTES This is pretty unabashedly benchmarked on being meaner and crueler than Arrowhawk I. He’s a little less speedy and agile to reflect being in his 60s, but is incredibly powerful physically, as he’s never truly risked his life in the way John Fraser or Duncan Summers or Travis Hunter would and thus hasn’t ended up with career-ending injuries. He’s also been up-gunned mentally to better reflect being a cunning, charismatic force maintaining his small empire by manipulation as much as force. His skills were a little low for what’s basically meant to be a PL13 Evil Batman so while he’s not a masterful detective or great hacker like Bruce, he’s a lean mean street level machine. He’s incredibly well-informed and knows the city like the back of his hand, he has fingers in every pie. Notably he’s not quite as intimidating as a lot of PC Batmans: Batman gazed into the abyss. Owlman did so, and blinked. The Hammer of Justice is too venal to bother with the abyss and thus is only so terrifying. His gun’s ‘explanation’ for being so high rank is that he fits great in Bedlam’s tone! So great that if he shoots you it’s like being shot. Abilities 64pp Strength 22 Dexterity 16 Constitution 22 Intelligence 14 Wisdom 20 Charisma 20 Combat 66pp Initiative +11 Attack +17 Grapple +23 Defence +16 (+8 flat-footed) Knockback -5 / -3 Saves 19pp Toughness +10 / +6 (+6 Con, +4 Protection) Fort +12 (+6 Con, +6) Reflex +10 (+3 Dex, +7) Will +11 (+5 Wis, +6) Skills 148r = 37pp Acrobatics 7 (+10) Bluff 15 (+20) Disable Device 8 (+10) Gather Information 15 (+20) Intimidate 10 (+15) Investigate 8 (+10) Knowledge (Civics) 8 (+10) Knowledge (Streetwise) 18 (+20) Knowledge (Tactics) 8 (+10) Language 1 (Italian, native: English) Notice 10 (+15) Profession (police officer) 10 (+15) Sense Motive 10 (+15) Search 8 (+10) Stealth 12 (+15) Feats 32pp All-out Attack Assessment Blind-Fight Challenge 3 (Durable Lie, Fast Startle, Forceful Intimidation) Chokehold Connected Contacts Defensive Attack Equipment X* Favored Environment (Stark Hill) Improved Disarm Improved Grab Improved Initiative 2 Improved Pin Improved Sunder Instant Up Master Plan 2 Quick Draw Power Attack Prone Fighting Redirect Sneak Attack 1 Startle Stunning Attack Takedown Attack 2 Taunt Uncanny Dodge (auditory) Well-Informed *: For DM purposes, Chuck can access pretty much anything in the arsenal of a police force, particularly a vastly corrupt one. He usually has at least the below: - Billy Club (Mighty Thrown Strike 1) - handguns to plant on accidental deaths - handcuffs and taser Powers 4+6=10PP Device 1 (Armoured suit, Hard to Lose) [4PP] - Protection 4 [1DP] - Enhanced Feat 1 (Second Chance [Toughness saves vs bullets]) [1DP] Device 2 (Justice, Easy to Lose) [6PP] - Blast 7 (Power Feats: Improved Critical 1) [15DP] (ballistic, bullet)
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