Tuesday, November 7, 2023

Zero Justice, Cold-Hearted High-Tech Sniper

A hired assassin with a real hate for the legal system, but weirdly prone to take the law into his own hands when that system fails to deliver justice.  Also, cryo-guns.  Lots of cryo-guns.

Zero Justice

The hired killer known only as Zero Justice employs a variety of high-end super-science gear on his jobs, which seem to have been acquired from a variety of sources - SIN and Savant foremost, although his signature cryo-guns are rumored to have come from SEVER in exchange for several assassinations.  Where he got the money to start his career is still unknown, but he certainly doesn't have problems earning a healthy income now.  He's an ambush sniper by preference, using a potent cloaking device to achieve near-perfect invisibility along with a stealth flight pack and climbing claws to reach the perfect firing position unnoticed.  His cryo-guns project silent, invisible heat-cancelling beams than can be adjusted to cause anything from crippling chills (useful for the occasional "take them alive to be interrogated" job) to instant frostbite to literally freezing a human body solid.  His arsenal also includes several traps and "cryo-grenades" using similar principles.  Zero Justice is also smart, wealthy and connected enough to hire other villains-for-hire for backup, acting as distractions while he focuses on getting the kill. 

He specializes in disposing of witnesses, whistleblowers and turncoats before they can testify in court, including super-heroic types (for an suitable extra fee, of course).  Zero Justice has an apparent grudge against the legal system in general (one of the few things you might get him ranting about during a job) and will happily take the rare contract on DAs, judges, and police officers, especially ones with a hint of corruption about them.  Weirdly, he's also been known to do "charity work" by taking token payment in exchange for eliminating or "punishing" (usually with limbs lost to frostbite or worse) those he sees as having escaped justice through legal trickery, privilege, botched investigations, corruption and especially qualified immunity preventing bad cops from facing the law.  It's not clear if he'd treat a former employer this way if push came to shove, but it might make an interesting story if he had to make that choice.

Worth noting that he regularly demonstrates familiarity with law enforcement procedures that suggest he may be a former policeman gone very, very bad.

Description: If he was ever seen out of costume, he'd be revealed as a man of Hispanic descent, in good shape but otherwise rather average aside from a shaved scalp that reveals a nasty scar starting just above his right eyebrow.  In costume, he's completely unseen a lot of the time thanks to his light-refraction cloaking web, but you might catch a glimpse of a black-clad figure in an unmarked paramilitary uniform hung with webbing loaded down with various gadgets.  He wears a balaclava mask with integrated visor, gloves and boots with retractable climbing claws, a compact whisper-silent flight pack, and a pair of holstered cryo-pistols as backups for his much larger sniper cryo-rifle. 

Gender: Male                   Age: Mid-Thirties              Height: 5'11"              Eyes: Brown

Hair: Shaved                    Skin: Light Brown                Build: Leanly Muscular

Approach: Ninja                     Archetype: Predator

Health: 35 + (5 x H)

Powers: Cryo-gun Arsenal d10, Invisibility d10, Gadgets d8, Flight d8, Wall-Crawling d6

Qualities: Ranged Combat d10, Stealth d10, Alertness d8, Hired Killer With An Agenda d8, Investigation d8

Status: (# of Enemies Engaged) 0-1 - d10 / 2-3 - d8 / 4+ - d6

Abilities:

Ambush Hunter (I) Double any mods of your choice involved with taking action against a target that is unaware of your presence or distracted from remembering you're still around.

Chilling Shot (A) Attack using Ranged Combat.  Hinder the target using your Max + Min dice.

Finishing Shot (A) Attack using Ranged Combat.  Use your Max die.  If the target has a penalty you created or is in the Red zone, use your Max + Mid dice instead.

Vanish & Reposition (R) When Attacked, Defend yourself by rolling your single Stealth die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

Power Upgrade (I) +20 Health.  Increase the die size of each of your powers by one step (maximum of d12).

Master of Superiority (I) As long as you are manifesting an effect related to a power you have at d12, automatically succeed at an Overcome involving usage of those powers.

Tactics

Zero Justice prefers to ambush targets while they're alone and off guard, but if he's forced into a less unfair fight he'll try to stay on the fringes and snipe while his allies provide a noisy, obvious distraction for him.  He'll open with Chilling Shot, then either repeat it next round or switch to Finishing Shot if his victim hasn't shed the penalty yet.  Note that he's very likely to take a minor twist to get two uses out of penalties from Chilling Shot so he has more chances to use his other abilities to full effect.  Once a target drops into Red he'll just hammer away with Finishing Shot until they drop, then move on to new prey.  He'll protect himself with Vanish & Reposition, saving the resulting bonuses for when he can increase their effects with Ambush Hunter.  If pressed by more than one hero at close range they'll use movement and Stealth Overcomes to slip away and go into hiding again, trying to re-establish a good ambush position.

His upgrade makes him much more effective all around, as well as enabling his mastery so that he can automatically succeed at slipping back into hiding.


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