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Millennium City ■ Chapter Four Perks

6 Computer Link: FBI’s National Crime Infor- mation Center (NCIC) database

3 Fringe Benefit: Federal Police Powers 3 Fringe Benefit: Membership: FBI Agent

Talents 3 Lightsleep Skills 9 +3 with Brawling 3 Combat Driving 12- 5 Concealment 12- 3 Conversation 14- 3 Criminology 11- 2 CK: Millennium City 11- 2 AK: Minnesota 11- 2 CK: New York City 11- 2 KS: Criminal Organizations 11- 2 KS: Criminal Law 11-

2 KS: The Law Enforcement World 11- 2 Language: French (fluent conversation; Eng-

lish is native) 2 PS: FBI Agent 11-

2 PS: Play Computer Games 11- 5 Shadowing 12-

3 Stealth 12- 5 Streetwise 15- 3 Tactics 11- 2 WF: Small Arms

Total Powers and Skills Cost: 170 Total Character Cost: 330 200+ Disadvantages

10 Enraged: when injured (Common), go 8-, recover 14-

25 Hunted: Mafia 8- (Mo Pow, NCI, Kill) 15 Hunted: FBI 8- (Mo Pow, NCI, Watching) 10 Physical Limitation: Bad Eyesight (-2 on all

Sight-based PER rolls) (Frequently, Slightly Impairing)

20 Psychological Limitation: Code Versus Kill- ing (Common, Total)

15 Psychological Limitation: More Concerned About Justice Than The Letter Of The Law (Common, Strong)

15 Social Limitation: Public Identity (John Cowens) (Frequently, Major)

20 Social Limitation: Subject To Orders (Very Frequently, Major)

Total Disadvantage Points: 330

Background/History: Born in Mankato, Minne- sota in 1964, John Cowens never knew his father — in fact, his mother never told him who his father was. John suspects his dad was a metahu- man of some sort, though; after all, none of the other kids on his block were six-foot-six and needed to shave before their eleventh birthday. As John passed through adolescence, his unusual physical development continued. The hair over his body began to turn into thick fur, and his fin-

gernails became thick and black. School officials banned him from all of the school sports, mostly for fear he’d hurt the other kids accidentally with his enormous strength. After graduating from high school, John went to the Mankato Police Academy. After all, whatever the source of his powers, a guy just had to do what he could to make the world a little better.

Unfortunately for John, there just wasn’t that much need for a superpowered cop in Mankato. Costumed criminals were few and far between, and John realized using his powers on ordinary criminals was overkill. In 1987, he moved to Vir- ginia and offered his services to the FBI. He went through their entire training program and in 1989 became the third superpowered FBI agent in the country, reluctantly codenamed “Kodiak.” In 1990 the Bureau assigned him to its office in New York City, where he met Angela Petruzi- one. Though their love affair was torrid, it was also short, and their marriage ended after just two years. Angela kept custody of their daughter Holly, though Holly visits him on some holidays and for six weeks each summer.

In New York, Kodiak made a name for himself battling supervillains for the FBI and received several promotions. In 1996 the Bureau promoted him to Senior Field Agent for the “spe- cial operatives” branch of the Millennium City office, where he’s worked ever since. His first partner, Proton, moved on to work for FBI Director Hamilton Parks; since 1999 he’s partnered with Teknique.

Cowens has a pretty good relationship with the Champions and most of the indepen- dent superheroes of Mil- lennium City. He has a certain sympathy for the street-level vigilantes who oper- ate outside the strict letter of the law in the cause of justice, though he wouldn’t say so publicly.

Personality/Moti- vation: Kodiak hides a brave and surprisingly sensi- tive heart under his gruff exterior. He makes a show of being grumpy and ill-tempered, mostly to intimidate law- breakers so he doesn’t have to use violence, partly for fear of get- ting close to someone and having his heart broken again.

Compared to most Lennies, Kodiak is old- fashioned and conservative. He doesn’t like to stay out late or draw attention to himself, he thinks “kids these days” are too loud and disre- spectful, and he dislikes all the violence and sex in the media. The word “curmudgeon” definitely applies.

Quote: “Rrrrr... don’t make me hurt you, little man....”

Powers/Tactics: Kodiak is a low-powered brick with remarkable strength and stamina, superhu- man healing abilities, and a thick pelt of brown fur (he shaves around his neck and face twice a day so he doesn’t look too unusual). He also has claw-like fingernails, but prefers not to use them on people.

Kodiak’s a good agent, in a bullheaded and not-particularly-subtle way. He prefers intimi- dation to actual combat if possible, and relies on his size and fearsome mien to make oppo- nents surrender without a fight. He doesn’t have much patience for procedures or paperwork if he thinks they’re getting in the way of helping people.

Although apparently a mutant, for some reason Kodiak doesn’t register on any standard mutant detection devices.

Campaign Use: Kodiak makes a nice backup and ally for Millennium City-based PCs. He’s not powerful enough to overshadow the heroes, but has sufficient skills to help and enough defenses that the PCs won’t have to worry about him. His history with the FBI might bring any number of old enemies to town. And of course, there’s always the mystery of his parentage; his mother still lives in Mankato and she’s still not talking....

If you want to make Kodiak tougher, increase his STR and Characteristics until he’s on par with the typical campaign “brick,” or perhaps give him a Multipower of “Strength Tricks.” If you want to tone him down a bit, reduce his STR to 35, his PD and ED to the point where he has only 20 including his Bulletproof Vest, and get rid of his martial arts.

As a Hunter, Kodiak is dogged and deter- mined. Rather than give in to a private vendetta, he’ll build up a case until he has enough evidence to bring in the FBI, then put the entire weight of the Bureau on his quarry’s shoulders.

Appearance: Kodiak stands nearly seven feet tall and weighs two hundred kilograms. His pelt is a rich brown, his eyes large and dark, his finger- and toenails thick and blunt, giving him a definite ursine appearance. He doesn’t wear a costume, preferring dark, specially tailored suits, a dark-blue FBI windbreaker and a black kevlar vest when in the field. Sometimes he substitutes a coverall-shirt ensemble that gives him a sort of rustic look.

TEKNIQUE

Val Char Cost Roll Notes

10 STR 0 11- Lift 100 kg; 2d6 [1] 17 DEX 21 12- OCV: 6/DCV: 6 15 CON 10 12-

10 BODY 0 11-

20 INT 10 13- PER Roll 13- 11 EGO 2 11- ECV: 4 12 PRE 2 11- PRE Attack: 2d6 12 COM 1 11- 6 PD 4 Total: 19 PD (13 rPD) 5 ED 2 Total: 18 PD (13 rED) 4 SPD 13 Phases: 3, 6, 9, 12 6 REC 2 30 END 0

25 STUN 2 Total Characteristics Cost: 69 Movement: Running: 6”/12”

Cost Powers END

25 Cyberpathy: Elemental Control, 50-point

powers 0

25 1) Speak With Machines: Telepathy (Machine Group) 10d6 5 25 2) Control Machines: Mind Control

(Machine Group) 10d6 5 50 3) Deactivate Machines: Dispel 20d6, any

Electrical Device power one at a time (+¼) 7 60 Bag Of Tricks: Variable Power Pool (Gadget

Pool), 50 base + 25 control cost; OAF (-1), Can Be Changed Only In Lab (-½) 0 Martial Art: Jujutsu

Maneuver OCV DCV Notes

4 Escape +0 +0 30 STR vs. grabs 3 Joint Lock +0 -1 Grab One

Limb, 25 STR to hold on 4 Joint Lock/

Throw +1 +0 Grab One Limb, 1d6+1 NND (7), Target Falls 4 Strike +0 +2 5d6 Strike 4 +1 Damage Class (already added in) 8 Bulletproof Vest: Armor (8 PD/8 ED); OIF

(-½), Activation Roll 13- (covers Hit Locations 9-13; -¾), Mass (Half Mass; -½), Real Armor (-¼) 0 9 Combat Jumpsuit: Armor (+5 PD/+5 ED);

OIF (-½), Real Armor (-¼) 0 Perks

6 Computer Link: FBI’s National Crime Information Center (NCIC) database 3 Fringe Benefit: Federal Police Powers 3 Fringe Benefit: Membership: FBI Agent

Skills

10 +2 with Intellect/INT-Based Skills 1 AK: Millennium City 8-

1 AK: Los Angeles 8- 3 Breakfall 12- 3 Combat Driving 12- 9 Computer Programming 16-

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Millennium City

Chapter Four