The Engineer (Marvel)
Marvel: In the Heat of the Night | |
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GM | |
Erik | |
Characters | |
Wiretap The Stranger The Engineer The Faceless Hero Zilla | |
The Game | |
Rank 2 (Street Level) |
The Engineer is relatively new on the Superhero scene in the Atlanta area. As a gadgeteer, his abilities lie almost entirely with his intellect, ingenuity, and his gear. That said, his equipment can greatly exceed the capabilities generally available to the public in early 21st century America.
Offensively, he uses a set of distinctive-looking firearms with both lethal and non-lethal modes and munitions. Defensively, his clothing and gear are a mix of materials demonstrating non-newtonian fluidic characteristics as well as shielding to blunt incoming fire and melee damage. The most advanced of his gear allows him to instantly transport himself some distance away, both in response to an attack as well as for short-distance tactical movement.
Biography
Born Donghyun "Tyler" Bae, The Engineer is a successful automotive device engineer subcontracted to various auto manufacturing companies in and adjacent to Georgia. However, his inventions tended to push the needs of most automotive companies. He explored working as a defense contractor, but it he was stonewalled because of other, more established, corporations providing similar technology to the US Government.
Instead, he turned to his spare time (since the automotive engineering design was comparatively easy for him), leaving his subordinates to implement the various needs his company was contracted to. He began experimenting with various weapons to develop non-lethal ("stun") abilities, as well as personal defense capabilities. His notion was that soldiers would find his inventions useful on the battlefield. But with the Pentagon not (currently!) interested in speaking with him, he has taken to personally testing it out on the dirtbags of Atlanta in classic American personal initiative style.
Statistics
Attributes
Height | Weight | Gender | Eyes | Hair | Size |
5'10" | 175 lbs | Male | Brown | Black | Medium |
Team | The Phoenix Foundation |
Base | TBD |
Rank | Karma | Health | Damage Reduction | Focus | Damage Reduction | Speed | Initiative Modifier |
2 | - | 60 | -1 | 60 | - | Run 5 Climb 3 Jump 3 Swim 3 |
+2 |
Abilities
Ability Score | Defense Score | Non-Combat Checks | |
Melee | -1 | 9 | -1 |
Agility | 3 | 13 | +4 |
Resilience | 2 | 12 | +2 |
Vigilance | 2 | 12 | +2 |
Ego | 1 | 11 | +1 |
Logic | 3 | 13 | +3 |
Damage
Melee |
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Agility |
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Ego |
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Logic |
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Powers & Gear
Basic Power Set
Name | Description | Focus | Prerequisites | Duration |
Accuracy 1 | The character is an ace with ranged attacks. | - | None | Permanent |
The character adds +1 to their Agility damage multiplier, and they gain a +1 bonus to Agility checks other than attacks. | ||||
Sturdy 1 | The character has protection from physical damage. | - | None | Permanent |
The character’s body is so sturdy that they have Health Damage Reduction 1. If this power stems from armor or anything else removable—like Iron Man’s armor—the character should apply the Tech Reliance trait to it. | ||||
Heightened Senses 1 | The character has superior senses. | - | None | Permanent |
The character can sense things roughly twice as far away as normal. They also have an edge on Vigilance checks to perceive things, and enemies have trouble on checks they make to sneak past the character. |
Ranged Weapons
Name | Description | Focus | Prerequisites | Action | Duration |
Double Tap | To be twice as sure. | - | None | Standard | Instant |
The character makes a ranged attack against an enemy within 2 spaces. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and is bleeding.
Bleeding Characters using certain Melee Weapons (Sharp) powers and Ranged Weapons powers can cause their targets to lose a tremendous amount of blood. A victim of such an attack left unconscious and alone can eventually bleed to death. A bleeding character loses 5 Health at the end of each of their turns until they die or the condition ends. Anyone—including the victim—can stop the bleeding by using an action to make a successful Logic check against a target number of 10. The condition also ends any time the victim recovers 1 or more Health. |
Teleportation
Name | Description | Focus | Prerequisites | Action | Duration |
Blink | The character teleports a short distance away. | - | None | Standard, Movement, or Reaction | Instant |
The character teleports into a clear space they can see or have been to, up to their rank in spaces away. If someone was about to attack them and they are now out of reach or line of sight, the attack automatically fails. If they are still within reach or line of sight, the attack has trouble instead. | |||||
Teleport 1 | The character teleports someplace else. | - | Blink | Standard, Movement | Instant |
The character teleports into a clear space they can see or have been to, up to 10 times their rank in spaces away. Outside of combat, they can teleport up to 100 times their rank in spaces away. |
Telekinesis
Name | Description | Focus | Prerequisites | Action | Duration |
Telekinetic Manipulation | The character can handle physical things with their mind. | - | None | Standard | Concentration |
The character can manipulate objects in their line of sight with their mind. The maximum range for this is 5 spaces times the character’s rank. If someone tries to prevent the character from taking control of an object, the character makes a Logic check against the opponent’s Agility defense. | |||||
Telekinetic Grab | The character can grab a foe with their mind. | 5 | Telekinetic Manipulation, Rank 2 | Standard | Concentration |
The character makes a Logic attack against the Melee defense of a target within 5 spaces times the character’s rank. If the attack is a success, the character grabs the target with their mind. On a Fantastic success, the target can also be pinned. Breaking free requires a successful Melee check against target number 20. |
Weapons
Weapon | Range | Damage Multiplier Bonus |
Submachine Gun | 10 | +1 |
This weapon can attack up to three targets in adjacent spaces to which the attacker can draw a line of sight. Make a single attack roll and compare it to the Agility defense scores of the targets. Split the damage from that roll equally. Attacks with this weapon against targets 5 spaces away or fewer have trouble.
While lots of characters in the Marvel Multiverse like to fight with their bare fists, a number of others use weapons. This is especially true of criminals and other villains. Weapons add a bonus to the user’s damage multiplier. This does not stack with any other damage multiplier bonus, so don’t add them together. Instead, use the greater of the two. For many characters with powers, their powers offer better benefits, so they usually don’t bother with weapons. Ammunition Unless otherwise specified in your game, characters with firearms are assumed to have plenty of ammunition for them. Don’t bother counting bullets. Similarly, reloading a firearm doesn’t rise to the level of requiring an action to accomplish. The same goes for bows and arrows. | ||
Pistol | 10 | +1 |
While lots of characters in the Marvel Multiverse like to fight with their bare fists, a number of others use weapons. This is especially true of criminals and other villains.
Weapons add a bonus to the user’s damage multiplier. This does not stack with any other damage multiplier bonus, so don’t add them together. Instead, use the greater of the two. For many characters with powers, their powers offer better benefits, so they usually don’t bother with weapons. Ammunition Unless otherwise specified in your game, characters with firearms are assumed to have plenty of ammunition for them. Don’t bother counting bullets. Similarly, reloading a firearm doesn’t rise to the level of requiring an action to accomplish. The same goes for bows and arrows. | ||
Frag Grenade | 10 | x2 |
This weapon affects all characters within 2 spaces of where it lands and to which the grenade (not its thrower) would have a line of sight past any intervening obstacles. Pick a target space and make a Challenging Agility check. If it succeeds, the grenade lands in the desired space.
If the check fails, the grenade still winds up somewhere. Roll 1d6 to see how many spaces away from its intended target it lands. It’s up to the Narrator which direction it goes. Once you figure out where the grenade lands, compare the result of the check against the Agility defense of each character it could affect. Unlike with other, more precise weapons, a grenade uses its own damage multiplier (×2) instead of that of the attacker. On a Fantastic success, it does double that (in other words, ×4) damage to the character in the space where it lands, and regular damage to all other affected targets. While lots of characters in the Marvel Multiverse like to fight with their bare fists, a number of others use weapons. This is especially true of criminals and other villains. Weapons add a bonus to the user’s damage multiplier. This does not stack with any other damage multiplier bonus, so don’t add them together. Instead, use the greater of the two. For many characters with powers, their powers offer better benefits, so they usually don’t bother with weapons. |
Traits & Tags
Traits | Tags |
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