Cavalry

Cavalry



 

Cavalry

 

Description: The hero known as the “Cavalry” has had mixed results in terms of success a one of the new generations of superheroes.

 

Game Notes

Wednesday – January 17th, 2024: Our heroes meet him at the meeting held by the Geist in the Zericho sub-district.

Friday – January 19th, 2024: Most of ‘our heroes’ meet up with Cavalry at the home of scientist Jake Thompson.

Saturday, January 27th: At Gryphon’s home Cavalry reveals he’s a mutant, his powers are a redirection and enhancement of kinetic energy that he has trouble controlling, and the police have marked him as a “person of interest” in the disappearance of Carter Wade.

Friday – February 6th, 2024: Most of ‘our heroes’ find out Cavalry is being tried for the murder of reporter Carter Wade.

Real Name: Calvin Hoddson
Alias(es): Cavalry
Level: 4
Power Category: Mutant
Educational Level: One Year of College
Occupation: Temp

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
Height 5ft, 7in I.Q. 10 Save vs Magic +2 Strike +0
Weight 155 lbs M.E. 14 Save vs Psionics +0 Parry +2
Nat. A.R. N/A M.A. 15 Save vs coma +8% Dodge +2
S.D.C. 53 P.S. 17 Save vs poison/ disease +2 Roll w/ impact +2
H.P. 38 P.P. 4 Save vs H.F. +0 Pull punch +3
P.E. 19 Save vs Possession +0 Initiative +0
Exp 0 P.B. 14 Save vs Insanity +0 Damage
(Kicking)
+1
(+3)
Sex Male Spd 30 Disarm +1
Birthday Trust/ Intimidate N/A Death Blow N/A Critical 20
HTH Basic Charm/ Impress N/A KO N/A Attacks 5
Alignment Principled H.F. N/A Pin/ Incapacitate N/A Perception +1

 

MOVE DAMAGE NOTES
Punch 1D4
Elbow 1D6
Backhand Strike 1D6
Knee 1D8
Karate Kick 2D4
Body Block/ Tackle 1D4 Counts as two attacks. Opponent loses next attack if hit is successful. 60% chance to knock down opponent (those with Maintain Balance get a second chance vs their skill). If knocked down opponent loses initiative and is knocked 1D6 feet away.
Power strike ×2 Doubles the damage of the attack. Counts as 2 attacks.
Pull Punch Roll damage as per normal. Roll 1D20 + pull punch bonus; requires an 11+ to succeed. If successful reduce damage to any value between 0 and the amount rolled.
Disarm Counts as one melee attack. A strike, hold or grappling maneuver to cause the opponent to drop their weapon or handheld item. Can be a defensive move (needs a 19+ to succeed) or a strike roll (opponent defends as normal).
Automatic Parry Parry up to three attacks between melee actions for no attack loss. Fourth and more counts as a dodge.
Dodge Lose next action whether successful or not.
Entangle Counts as the next melee action. A defense that attempts to trap the weapon or arm of your attacker. Must roll higher than the attack roll; if successful the entangled can try to escape on their turn by rolling a dodge vs the entangling roll. Every melee round it’s maintained roll Entangle again as an attack/ action. Cannot make any other attack without releasing the entangle.
Roll with punch/ fall/ impact Must roll above attacker’s roll. Counts as next melee attack.

 

MODERN WEAPON PROFICIENCIES LEVEL ACQUIRED AIMED BURST WILD NOTES

 

ANCIENT WEAPON PROFICIENCIES LEVEL ACQUIRED STRIKE PARRY THROWN NOTES

 

WEAPONS DAMAGE NOTES

 

ARMOR A.R./ S.D.C. NOTES

 

d

SKILLS ACQUIRED BASE % BONUS START CURRENT TOTAL %
Language: Native Automatic 50+5 +25% 1 4 90%
Literacy: Native Automatic 30+5 +20% 1 4 65%
Pilot: Automobile Automatic 60+2 1 4 66%
Mathematics: Basic Automatic 45+5 +10% 1 4 70%
Business & Finance Business program 35+5 +10% 1 4 60%
Computer Operation Business program 40+5 +10% 1 4 65%
Law (General) Business program 25+5 +10% 1 4 50%
Research Business program 50+5 +10% 1 4 75%
Excavation Technical program 30+5 +10% 1 4 55%
Firefighting Technical program 40+5 +10% 1 4 65%
Gen. Repair/ Maint. Technical program 35+5 +10% 1 4 60%
Salvage Technical program 35+5 +10% 1 4 60%
Public Speaking Secondary 30+5 1 4 45%
First Aid Secondary 45+5 1 4 60%
HTH: Basic Secondary 4
Prowl Secondary 25+5 1 4 40%
Physical Labor Secondary 4
Running Secondary 4
Swimming Secondary 50+5 1 4 65%
Land Navigation Secondary 36+4 1 4 48%
Aerobic Athletics Secondary 30+5 3 4 35%
Pilot: Bicycling Secondary 60+3 3 4 63%

 

ABILITIES/ POWERS DESCRIPTION NOTES
Reflect Kinetic Energy Any kinetic damage the character would take (from falls, explosions, punches, kicks, bullets, arrows, swords, clubs, force attacks, etc) is instead doubled and reflected back upon the object which inflicted it. The character takes no damage from the attack. This power also doubles the damage the character does with melee or thrown attacks. The character is immune to knockback. This power is always active and can only be suppressed when the Protective Kinetic Energy Field is active, or by Jake’s special suit.
Manipulate Kinetic Energy Protective Kinetic Energy Field. While active the character is protected from kinetic attacks (falls, explosions, punches, kicks, bullets, arrows, swords, clubs, force attacks, etc), reducing their damage by half. This effectively cancels out the ability of Reflect Kinetic Energy for its duration. The character loses one action due to concentration for every 15 seconds the power is maintained. It lasts a maximum of 5 minutes per level.
Manipulate Kinetic Energy Increase kinetic force. The character can increase the velocity of a thrown item for double damage OR double range (-2 to strike). He must physically hold, charge with kinetic energy, and hurl the item. The act of charging and throwing an object counts as one melee attack.
Power Channeling Characters with this power have an awesome ability to generate and channel kinetic energy. The character creates a kinetic surge within himself when he attacks someone with his physical body (not a weapon) and releases this energy on contact. This energy release allows the character to deliver punches, kicks, head butts or flying tackles that can damage metal, concrete, or armored targets! P.S. damage does NOT add to this power’s damage. • Body tackle damage: 1D6 +1D4 per level.
• Head butt damage: 1D6 +1D6 for every two levels.
• Punching damage: 1D6 +1D6 per each level.
• Power Punch: 6D6x2 but uses up four melee attacks/actions.
• Kicking damage: 2D6 + 1 D6 per level of experience.
• Jump Kick: The above kick damage x2! But it uses up ALL melee attacks/actions and must be the first attack of the melee round.
Deflect Kinetic Objects This is a kinetic energy parry that can deflect/ knock away a bullet, arrow or thrown object (but not punches, stabs, kicks, etc. , connected to a living body). The deflection works just like a normal parry, roll a D20 to use kinetic force to parry the projectile. The usual bonuses from P.P and skills are not added to this “mental” parry, but the character is +4 to parry using this aspect of his power. Only one object can be parried at a time; a hail or arrows or bullets cannot be parried. Also note that if the item is deflected, it means it could hit somebody standing on either side or above him.
Kinetic Redirection Any object the superbeing has held, charged, and thrown can mentally be directed to do one thing from this list while it is in motion. Only one “redirection” can be performed per thrown object, and it uses up the next attack/ action to do. • Return after it strikes.
• Curve left or right to hit a target not in its direct path.
• Suddenly drop or jump higher by 1ft per level.
Suddenly stop in front of the intended target, stay suspended in the air for 1-2 seconds, then drop harmlessly to the ground.

 

INVENTORY COUNT LOCATION DESCRIPTION
Ready Cash $17 On hand
Life Savings $412 Bank
Power Control Suit 1 Self A suit made by Jake to help Calvin control his powers. While wearing it and activated he does not automatically reflect kinetic energy back upon any source which contacts him.
P.o.S. Car 1 Home An old, beat-up car that barely runs.

 

LUCK & DRAMA COUNT NOTES/ DESCRIPTION
Luck Points 0

 

Miscellaneous Notes:

Birth Order: Third Born.
Land of Origin: United States.
Childhood Environment: Small Town.
Social/Economic Background: Poor.
When Extraordinary Abilities First Manifested: Adult/ College.
Cause of the Mutation: Genetic aberration.
Unusual physical characteristics: None.

 

Character Bio:

Cavalry’s a recent addition to the heroes in Century Station. He developed a reputation for collateral damage in his old hometown of Philadelphia – so much so, that for a while one could even buy a simple tee-shirt with the phrase “Cavalry Happens!” on it. He doesn’t deliberately cause the chaos and mayhem associated with his exploits – he just has trouble keeping his powers under control.

A virtual/ technological villain calling itself “The Mind” clashed with Cavalry several times in Philadelphia. During one of their fights, Cavalry managed to accidentally destroy the Liberty Bell! At this point Philadelphia had enough of him and basically ran him out of town. He wasn’t in Century Station for long before he came to the attention of The Geist and was recruited to join S.A.V.I.O.R..

Cavalry has a pet cat named Harvey. It was a stray he found and brought home to care for during one of his early encounters with The Mind.

 


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