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starrangers:ultimate_action_hero [2014/11/04 01:37] webystarrangers:ultimate_action_hero [2018/07/31 23:23] (current) – external edit 127.0.0.1
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 ====== Ultimate Action Hero ====== ====== Ultimate Action Hero ======
  
-470 points+500 points
  
 You’re an all-around capable guy – a Delta Force commando, super-spy, or other self-reliant type. You could probably tackle most situations alone, though like any competent You’re an all-around capable guy – a Delta Force commando, super-spy, or other self-reliant type. You could probably tackle most situations alone, though like any competent
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 **Secondary Characteristics**:Per 14 [5] **Secondary Characteristics**:Per 14 [5]
  
-**Advantages**: 30 points chosen from among Daredevil [15], +**Advantages**: \\ 
-Luck (any level) [15, 30, or 60].+30 points chosen from among Daredevil [15], Luck (any level) [15, 30, or 60].\\ 
 +Another 75 points chosen from among:  
 +    * More points to buying higher luck. 
 +    * ST +1 to +4 [10/level]  
 +    * HT +1 to +4 [10/level] 
 +    * DX  +1 or +2 [20 or 40] 
 +    * IQ +1 or +2 [20 or 40] 
 +    * HP +1 to +3 [2/level] 
 +    * Will  +1 to +7 [5/level]  
 +    * Per +1 to +7 [5/level] 
 +    * FP +1 to +4 [3/level] 
 +    * Basic Speed +1.00 or +2.00 [20 or 40] 
 +    * Basic Move +1 to +3 [5/level], Absolute Direction [5], 
 +    * Absolute Timing [2] 
 +    * Acute Senses  (any) +1 to +4 [2/level] 
 +    * Ambidexterity  [5] 
 +    * Appearance (Attractive, Handsome, or Very Handsome) [4, 12, or 16] 
 +    * Catfall [10] 
 +    * Charisma 1-6 [5/level] 
 +    * Combat Reflexes [15] 
 +    * Contact Group (Any; Skill-12, 15, or 18; 9 or less; SomewhatReliable) [5, 10, or 15] 
 +    * Craftiness 1-4 [5/level] 
 +    * Cultural Familiarity [1/culture] or Cultural Adaptability [10] 
 +    * Dabbler (p.6) [1] 
 +    * Danger Sense [15] 
 +    * DR 1 or 2 (Limited,Crushing, -40%) [3 or 6] 
 +    * Driver’s Reflexes 1-4 [5/level] 
 +    * Enhanced Dodge 1-3 [15/level] 
 +    * Enhanced Parry 1-3 (BareHands or One melee weapon) [5/level] or (All) [10/level] 
 +    * Extra Attack 1 [25] 
 +    * Fearlessness [2/level] or Unfazeable[15] 
 +    * Fit  [5]  or  Very  Fit  [15] 
 +    * Flexibility  [5]  or  DoubleJointed [15] 
 +    * Gizmos 1-3 [5/gizmo] 
 +    * Gun Perks [1/perk] 
 +    * Gunslinger [25] 
 +    * Hard to Kill +1 to +7[2/level] 
 +    * Hard to Subdue +1 to +7[2/level] 
 +    * High Manual Dexterity 1-4 [5/level] 
 +    * High Pain Threshold[10] 
 +    * Honest Face [1] 
 +    * Intuition [15] 
 +    * Language Talent [10] 
 +    * Languages (any) [2-6/language] 
 +    * Night Vision 1-9 [1/level] 
 +    * Perfect Balance [15] 
 +    * Peripheral Vision [15] 
 +    * Rapid Healing[5] or Very Rapid Healing [15] 
 +    * Recovery [10] 
 +    * Sensitive [5] or Empathy [15] 
 +    * Smooth Operator 1-3 [15/level] 
 +    * Striking ST 1 or 2 [5 or 10] 
 +    * Trained by a Master (Evasion, -50%) [15] or Trained by a Master [30] 
 +    * Weapon Bond [1] 
 +    * Weapon Master (Weapon of choice or All weapons) [20 or 45] 
 +    * and Extra Life [25] 
 +Another 45 points in any of: 
 +    * DX or IQ +1 or +2 [20 or 40] 
 +    * HT +1 to +4 [10/level] 
 +    * HP up to 1.5 * ST [2/level] 
 +    * Combat Reflexes [15] 
 +    * Dabbler (p. 6) [1] 
 +    * Danger Sense [15] 
 +    * Daredevil [15] 
 +    * Enhanced Dodge 1-3[15/level] 
 +    * Hard to Kill [2/level] 
 +    * Hard to Subdue [2/level], 
 +    * Jack of All Trades 1-3 (p. 6)[10/level] 
 +    * Rapid Healing [5] or Very Rapid Healing [15] 
 +    * Recovery [10] 
 +    * Serendipity 1-3[15/level] 
 +    * Wild Talent 1 or 2 [20 or 40] 
 +    * or improve Luck to Extraordinary Luck [30] for 15 points or Ridiculous Luck [60] for 45 points.
  
-• Another 75 points chosen from among the previous traits, 
-or ST or HT +1 to +4 [10/level], DX or IQ +1 or +2 [20 or 40], HP +1 to +3 
-[2/level], Will or Per +1 to +7 [5/level], FP +1 to +4 [3/level], 
-Basic Speed +1.00 or +2.00 [20 or 40], Basic Move +1 to +3 
-[5/level], Absolute Direction [5], Absolute Timing [2], Acute 
-Senses  (any)  [2/level],  Ambidexterity  [5],  Appearance 
-(Attractive, Handsome, or Very Handsome) [4, 12, or 16], 
-Catfall [10], Charisma 1-6 [5/level], Combat Reflexes [15], 
-Contact Group (Any; Skill-12, 15, or 18; 9 or less; Somewhat 
-Reliable) [5, 10, or 15], Craftiness 1-4 [5/level], Cultural 
-Familiarity [1/culture] or Cultural Adaptability [10], Dabbler (p.6) [1], Danger Sense [15], DR 1 or 2 (Limited, 
-Crushing, -40%) [3 or 6], Driver’s Reflexes 1-4 [5/level], 
-Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 (Bare 
-Hands or One melee weapon) [5/level] or (All) [10/level], 
-Extra Attack 1 [25], Fearlessness [2/level] or Unfazeable 
-[15],  Fit  [5]  or  Very  Fit  [15],  Flexibility  [5]  or  DoubleJointed [15], Gizmos [5/gizmo], Gun Perks [1/perk], Gunslinger [25], Hard to Kill [2/level], Hard to Subdue [2/level], 
-High Manual Dexterity 1-4 [5/level], High Pain Threshold 
-[10], Honest Face [1], Intuition [15], Language Talent [10], 
-Languages (any) [2-6/language], Night Vision 1-9 [1/level], 
-Perfect Balance [15], Peripheral Vision [15], Rapid Healing 
-[5] or Very Rapid Healing [15], Recovery [10], Sensitive [5] 
-or Empathy [15], Signature Gear [Varies], Smooth Operator 1-3 [15/level], Striking ST 1 or 2 [5 or 10], Trained by a 
-Master (Evasion, -50%) [15] or Trained by a Master [30], 
-Weapon Bond [1], Weapon Master (Weapon of choice or All 
-weapons) [20 or 45], or Zeroed [10]. 
  
-and Extra Life [25]. • Another 45 points in any of DX +**Disadvantages**: Duty rangers(12-)[-10and -20 points chosen from among: 
-or IQ +1 or +2 [20 or 40], HT +1 to +4 [10/level], HP up to +   *  Chummy [-5]† or Gregarious [-10] 
-1.5 ¥ ST [2/level], Combat Reflexes [15], Dabbler (p. 6) [1], +   * Code of Honor (“Stay bought”) [-5or (Soldier’s)  [-10]‡ 
-Danger Sense [15], Daredevil [15], Enhanced Dodge 1-3 +    Compulsive  Behavior  (Thrill-seeking) [-5*],  
-[15/level], Hard to Kill [2/level], Hard to Subdue [2/level], +   * Fanaticism (nation, or service) [-15], 
-Jack of All Trades 1-(p. 6) [10/level], Rapid Healing [5] or +   * Greed [-15*] 
-Very Rapid Healing [15], Recovery [10], Serendipity 1-3 +   * Honesty [-10*]‡ 
-[15/level], Wild Talent 1 or 2 [20 or 40]or improve Luck to +   * Intolerance (Rival nation or other large group)[-5] 
-Extraordinary Luck [30for 15 points or Ridiculous Luck +   * Loner [-5*] 
-[60for 45 points.+   * Obsession (With a particular case, criminal score, rival, target, etc.) [-5*] 
 +   * Secret (any) [-5 to -20]‡
 +   * Sense of Duty (Team) [-5] or (Nation) [-10]‡ 
 +   * Social Stigma (Criminal Record) [-5]‡.  
 +Another -20 points chosen from among: 
 +   * Above traits 
 +   * Alcoholism [-15] 
 +   * Bad Temper [-10*] 
 +   * Bloodlust [-10*] 
 +   * Callous [-5] 
 +   * Charitable [-15*] 
 +   * Compulsive Carousing [-5*] 
 +   * Curious [-5*] 
 +   * Delusions (any minor)[-5] 
 +   * Guilt  Complex  [-5] 
 +   * Impulsiveness  [-10*] 
 +   * Insomniac  [-10  or  -15] 
 +   * Jealousy  [-10] 
 +   * Lecherousness[-15*] 
 +   * Nightmares [-5*] 
 +   * No Sense of Humor [-10] 
 +   * Odious Personal Habits [-5 to -15] 
 +   * On the Edge [-15*] 
 +   * Overconfidence [-5*] 
 +   * Pacifism (Cannot Harm Innocents) [-10] 
 +   * Paranoia  [-10] 
 +   * Selfish  or  Selfless  [-5*] 
 +   * Stubbornness  [-5] 
 +   * Trickster [-15*] 
 +   * Truthfulness [-5*] 
 +   * Vows (any) [-5 to -15] 
 +   * Workaholic [-5].
  
 +**Primary Skills**: 
 +   * Acrobatics[2]
 +   * Computer Operation[2];
 +   * Driving (Automobile, Heavy Wheeled,or Motorcycle)[2]; 
 +   * Fast-Draw (Ammo, Knife, or Pistol)[1]; 
 +   * Forced Entry[1]; 
 +   * Guns(Pistol)[4]; 
 +   * Holdout[4]; 
 +   * Jumping[1]
 +   * Knife[1]
 +   * Stealth[2];
 +   * Tactics[2]
 +   * One of Brawling[4], Boxing [4], or Karate[4]
 +   * Either Wrestling[4] or Judo[4]
  
-**Disadvantages**: -25 points chosen from among Chummy [-5]† 
-or Gregarious [-10]†, Code of Honor (“Stay bought”) [-5] or 
-(Soldier’s)  [-10]‡,  Compulsive  Behavior  (Thrill-seeking) 
-[-5*], Duty (Agency, mob, service, or similar; Extremely 
-Hazardous; 9, 12, or 15 or less) [-10, -15, or -20], Fanaticism 
-(Employer, nation, or service) [-15]‡, Greed [-15*]‡, Honesty [-10*]‡, Intolerance (Rival nation or other large group) 
-[-5], Loner [-5*]†, Obsession (With a particular case, criminal score, rival, target, etc.) [-5*], Secret (any) [-5 to -20]‡, 
-Sense of Duty (Team) [-5] or (Nation) [-10]‡, or Social 
-Stigma (Criminal Record) [-5]‡. • Another -25 points chosen from among those traits or Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Callous [-5], Charitable [-15*], 
-Compulsive Carousing [-5*], Curious [-5*], Delusions (any 
-minor)  [-5],  Guilt  Complex  [-5],  Impulsiveness  [-10*], 
-Insomniac  [-10  or  -15],  Jealousy  [-10],  Lecherousness 
-[-15*], Nightmares [-5*], No Sense of Humor [-10], Odious 
-Personal Habits [-5 to -15], On the Edge [-15*], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Paranoia  [-10],  Selfish  or  Selfless  [-5*],  Stubbornness  [-5], 
-Trademark [-5 to -15], Trickster [-15*], Truthfulness [-5*], 
-Vows (any) [-5 to -15], or Workaholic [-5]. 
  
-**Primary Skills**Acrobatics (H) DX-1 [2]-14Computer Operation (EIQ+1 [2]-14Driving (AutomobileHeavy Wheeled+Total of Twelve 10-point specialty packages. Each can be picked 1-4 times. You must pick one of them minimum of 4 times for core competence and one other a minimum of 2 times. 
-orMotorcycle) (ADX [2]-15; Fast-Draw (Ammo, Knife, or +   Armed Melee10 points chosen at 2-4 points/skill from among Axe/Mace, Broad sword,  Cloak,  Jitte/Sai,  Main-Gauche,  Parry  Missile Weapons, Rapier, Saber, Shortsword, Smallsword, Spear, Staff,  Tonfa,  Two-Handed  Sword,  Whip, Flail, Kusari, or Two-Handed Flail and armed or unarmed perks or techniques from Furious Fists,pp. 15-19. 
-Pistol) (EDX [1]-15Forced Entry (EDX [1]-15Guns +   * Assassination:  
-(Pistol) (E) DX+[4]-17Holdout (A) IQ+1 [4]-14; Jumping +     * Camouflage[1]; Poisons[2]; and Shadowing[2]. • Stealth[2] 
-(EDX [1]-15Knife (EDX [1]-15Stealth (A) DX [2]-15; +     * Three of Guns (Rifle, Shotgun, or Submachine Gun), Beam weapons(any) or Crossbow, Garrote, or Liquid Projector (Squirt Gun), all[1]. 
-and Tactics (H) IQ-1 [2]-12• One of Brawling (EDX+2 +   * Cleaning: Camouflage[1]; Chemistry[2]; Forensics[4]; Housekeeping[1]; and Smuggling [2] 
-[4]-17Boxing (ADX+1 [4]-16, or Karate (HDX [4]-15.+   * Demolitions:  
 +     * Engineer (Combat)[4] 
 +     * Any three of Explosives (DemolitionExplosive Ordnance  Disposal Fireworks,  Nuclear  Ordnance Disposal, or Underwater Demolition) or Traps[2] 
 +  * Electronics:  
 +    * Five of Electrician, Electronics Operation (any), Electronics Repair (any), Photography, or Traps, all[2]
 +    * Add Circuit Sense 1-4 [5/level] to advantage options. 
 +  * Firearms: 
 +    * Armoury (Heavy Weapons or Small Arms)[1] 
 +    * One of Guns (Light Machine Gun, Rifle, Shotgun, or Submachine Gun) or Beam weapons(any) [4] 
 +    * five  of  Guns (Light Machine Gun, Rifle, Shotgun, or Submachine Gun)[1]Beam weapons(any), or Fast-Draw (Ammo, Long Arm, or Pistol), Gunner (any), Guns (Grenade Launcher or LAW), or Liquid Projector (Flame throweror Sprayer)[1]
 +  * Hacking:  
 +    * Computer Hacking[4]; Computer Programming[4]; Cryptography[2] 
 +    * Add  Born  to  Be Wired 1-4 [5/level] to advantage options. 
 +    * Infiltration:  Climbing[2] Electronics Operation (Security)[2]; Escape[2]; Lockpicking[2]; and Traps[2]. 
 +  * Investigation:  Intelligence  Analysis[4] Criminology[2]; Interrogation[2]; Search[2] 
 +  * Medical:  
 +    * Diagnosis[2] Pharmacy (Synthetic)[2] Physician[2] Surgery[4] 
 +    *  Add Healer 1-4[10/levelto advantage options. 
 +  * Ninja:  
 +    * Four of Fast-Draw (any), Garrote, or Thrown Weapon (Knife orShuriken), [2]Axe/Mace, Broad -sword, Jitte/Sai, Shortsword, Spear, Staff, Throwing, or Tonfa[2]; Blowpipe, Flail, or Kusari[2]; Poisons[2]; or 2 points to raise one of those skills by one level 
 +    * 2 points to raise Stealth to [4]. 
 +  * Parkour:  
 +    * Climbing [2] and Running[2] 
 +    * 6 points spent to raise Acrobatics by one level [2/4], to improve  Jumping  by  one  level  [1/2],  and/or  to  acquire unarmed perks or techniques from Furious Fists,pp. 15-19. 
 +  * Social: Five  of  Savoir-Faire  (any (E)  IQ+1  [2]-14 Acting, 
 +Administration, Disguise, Fast-Talk, Gambling, Interrogation, Leadership, Merchant, Propaganda, or Public Speaking, all (A) IQ [2]-13; Diplomacy, Forgery, or Psychology, all (H) IQ-1 [2]-12; Carousing (E) HT+1 [2]-14; Sex Appeal (AHT [2]-13Intimidation (AWill [2]-13Body Language (A) Per [2]-14or Detect Lies (H) Per-1 [2]-13. 
 +  * Unarmed:  10  points  spent  to  raise  primary  grappling  skill (Judo or Wrestlingby one level [4], to improve primary striking skill (Boxing, Brawling, or Karateby one level [4], and/or  to  acquire  unarmed  perks  or  techniques  from Furious Fists,pp. 15-19 
 +  * Vehicles: 
 +    * Three of Boating (any), Driving (any), Piloting (any), or Submarine (any), all[2] 
 +    * Four of Gunner (Cannon, Machine Gun, or Rockets) Artillery (Bombs, Guided Missile, or Torpedoes), Electronics Operation  (Communications or  Sensors),  Freight  Handling, Mechanic (any), or Navigation (any), all[1] 
 +    * Add Driver’s Reflexes 1-4 [5/level] to advantage options. 
 +  * Space training: Free Fall[4], Spacer[4], Vacc Suit[2] 
 +  * Power armor: Power armor[8], Armoury(power armor)[1] Power Armor (any one DX skill) training[1]
  
-• Either Wrestling (A) DX+1 [4]-16 orJudo (A) DX [4]-15 
  
- +**Secondary Skills** Twenty at [1of: 
-Total of ten 10-point specialty packages. Each can be picked 1-4 times. You must pick one of them minimum of 4 times for core competence and one other a minimum of 2 times. +  Guns (Rifle, Shotgun, or Submachine Gun;  
- +  * Beam weapons(any) 
-Armed Melee10 points chosen from among Axe/Mace, Broad -sword,  Cloak,  Jitte/Sai,  Main-Gauche,  Parry  Missile +  * Bicycling 
-Weapons, Rapier, Saber, Shortsword, Smallsword, Spear, +  * FastDraw (any) 
-Staff,  Tonfa,  Two-Handed  Sword,  or  Whip,  all  (A)  DX +  * Knot-Tying 
-[2]-15 or DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, +  * Parachuting 
-all (H) DX-1 [2]-14 or DX [4]-15; and armed or unarmed +  * Boating  (any) 
-perks or techniques from Furious Fists,pp. 15-19. +  Climbing 
- +  * Dancing 
-Assassination: Camouflage (E) IQ [1]-13; Poisons (H) IQ-1 +  * Driving(any) 
-[2]-12; and Shadowing (A) IQ [2]-13. • 2 points to improve +  * Filch 
-Stealth to (A) DX+1 [4]-16. • Three of Guns (Rifle, Shotgun, +  * NBC Suit 
-orSubmachine Gun; default from Pistol) (E) DX+1 [1]-16; +  Piloting (any) 
-or Crossbow, Garrote, or Liquid Projector (Squirt Gun), all +  * Shortsword 
-(E) DX [1]-15. +  * Staff 
- +  Throwing 
-Cleaning: Camouflage (E) IQ [1]-13Chemistry (H) +  Tonfa 
-IQ-1 [2]-12; Forensics (H) IQ [4]-13; Housekeeping (E) IQ [1]-13; and Smuggling (A) IQ [2]-13. +  * Escape 
-Demolitions: Engineer (Combat) (H) IQ [4]-13. • +  * Pickpocket 
-Any three of Explosives (Demolition, Explosive +  * Sleight of Hand 
-Ordnance  Disposal,  Fireworks,  Nuclear  Ordnance Disposal, or Underwater Demolition) or +  Area Knowledge (any) 
-Traps, both (A) IQ [2]-13. +  * Camouflage 
- +  * Current Affairs (any) 
-Electronics: Five of Electrician, Electronics Operation (any), Electronics Repair (any), Photography, or Traps, all (A) IQ [2]-13. • Add Circuit +  * First Aid 
-Sense 1-4 [5/level] to advantage options. +  * Gesture 
-Firearms:Armoury (Heavy Weapons orSmall Arms) +  * Savoir Faire  (any) 
-(A) IQ-1 [1]-12. • One of Guns (Light Machine +  Acting 
-Gun, Rifle, Shotgun, orSubmachine Gun; default +  Administration 
-from  Pistol)  (E)  DX+2  [3]-17.  •  Six  of  Guns +  Architecture 
-(Light Machine Gun, Rifle, Shotgun, orSubmachine Gun; default from Pistol) (E) DX+1 [1]-16; +  Armoury  (any) 
-or Fast-Draw (Ammo, Long Arm, or Pistol), Gunner (any), Guns (Grenade Launcher or LAW), or +  Cartography 
-Liquid Projector (Flame throweror Sprayer), all +  Connoisseur(any) 
-(E) DX [1]-15. +  * Criminology 
- +  * Disguise 
-Hacking: Computer Hacking (VH) IQ-1 [4]-12; Computer Programming (H) IQ-1 [2]-12; Cryptography (H) IQ-1 [2]-12; and Expert Skill (Computer +  * Electrician 
-Security)  (H)  IQ-1  [2]-12.  •  Add  Born  to  Be +  * Electronics Operation 
-Wired 1-4 [5/level] to advantage options. +  Electronics  Repair(any) 
-Infiltration:  Climbing  (A)  DX  [2]-15;  Electronics +  Explosives  (any) 
-Operation (Security) (A) IQ [2]-13; Escape (H) +  Fast-Talk 
-DX-1 [2]-14; Lockpicking (A) IQ [2]-13; and Traps +  * Freight Handling 
-(A) IQ [2]-13. +  * Hazardous Materials (any) 
- +  Interrogation 
-Investigation:  Intelligence  Analysis  (H)  IQ  [4]-13; +  Leadership 
-Criminology (A) IQ [2]-13; Interrogation (A) IQ +  Lockpicking 
-[2]-13; and Search (A) Per [2]-14. +  Machinist 
-Medical: Diagnosis (H) IQ-1 [2]-12; Pharmacy (Synthetic) (H) IQ-1 [2]-12; Physician (H) IQ-1 [2]-12; +  Mechanic (any) 
-and Surgery (VH) IQ-1 [4]-12. • Add Healer 1-4 +  * Navigation (any) 
-[10/level] to advantage options. +  * Photography 
- +  * Research 
-Ninja: Four of Fast-Draw (any), Garrote, or Thrown Weapon +  Scuba 
-(Knife orShuriken), all (E) DX+1 [2]-16; Axe/Mace, Broad -sword, Jitte/Sai, Shortsword, Spear, Staff, Throwing, or +  * Shadowing 
-Tonfa, all (A) DX [2]-15; Blowpipe, Flail, or Kusari, all (H) +  * Smuggling 
-DX-1 [2]-14; Poisons (H) IQ-1 [2]-12; or 2 points to raise +  * Speed-Reading 
-one of those skills by one level. • 2 points to raise Stealth to +  * Streetwise 
-(A) DX+1 [4]-16. +  Teaching 
- +  * Traps 
-Parkour: Climbing (A) DX [2]-15 and Running (A) HT [2]-13. +  * Writing 
-• 6 points spent to raise Acrobatics by one level [2], to +  * Carousing 
-improve  Jumping  by  one  level  [1],  and/or  to  acquire +  Swimming 
-unarmed perks or techniques from Furious Fists,pp. 15-19. +  * Hiking 
- +  * Lifting 
-Social: Five  of  Savoir-Faire  (any)  (E)  IQ+1  [2]-14;  Acting, +  * Running 
-Administration, Disguise, Fast-Talk, Gambling, Interrogation, Leadership, Merchant, Propaganda, or Public Speaking, all (A) IQ [2]-13; Diplomacy, Forgery, or Psychology, all +  * Intimidation 
-(H) IQ-1 [2]-12; Carousing (E) HT+1 [2]-14; Sex Appeal (A) +  Scrounging 
-HT [2]-13; Intimidation (A) Will [2]-13; Body Language (A) +  * Body Language 
-Per [2]-14; or Detect Lies (H) Per-1 [2]-13. +  * Lip Reading 
- +  Observation 
-Unarmed:  10  points  spent  to  raise  primary  grappling  skill +  * Search 
-(Judo or Wrestling) by one level [4], to improve primary +  * Tracking 
-striking skill (Boxing, Brawling, or Karate) by one level [4], +  * Urban Survival 
-and/or  to  acquire  unarmed  perks  or  techniques  from +  Detect Lies 
-Furious Fists,pp. 15-19 +  * or 1 point to raise one of those skills by one level
- +
-Vehicles:Three of Boating (any), Driving (any), Piloting (any), or +
-Submarine (any), all (A) DX [2]-15. • Four of Gunner (Cannon, Machine Gun, or Rockets) (E) DX [1]-15; or Artillery +
-(Bombs, Guided Missile, or Torpedoes), Electronics Operation  (Communications or  Sensors),  Freight  Handling, +
-Mechanic (any), or Navigation (any), all (A) IQ-1 [1]-12. • +
-Add Driver’s Reflexes 1-4 [5/level] to advantage options. +
- +
-**Secondary Skills**: Ten of Guns (Rifle, Shotgun, orSubmachine +
-Gun; default from Pistol) (E) DX+1 [1]-16; Bicycling, FastDraw (any), Knot-Tying, or Parachuting, all (E) DX [1]-15; +
-Boating  (any),  Climbing,  Dancing,  Driving  (any),  Filch, +
-NBC Suit, Piloting (any), Shortsword, Staff, Throwing, or +
-Tonfa, all (A) DX-1 [1]-14; EscapePickpocket, or Sleight of +
-Hand, all (H) DX-2 [1]-13; Area Knowledge (any)CamouflageCurrent Affairs (any)First AidGesture, or SavoirFaire  (any),  all  (E)  IQ  [1]-13;  Acting Administration, +
-Architecture Armoury  (any) Cartography Connoisseur +
-(any)CriminologyDisguiseElectricianElectronics Operation  (any),  Electronics  Repair  (any) Explosives  (any), +
-Fast-TalkFreight HandlingHazardous Materials (any), +
-Interrogation Leadership Lockpicking Machinist, +
-Mechanic (any)Navigation (any)PhotographyResearch, +
-ScubaShadowingSmugglingSpeed-ReadingStreetwise, +
-TeachingTraps, or Writing, all (A) IQ-1 [1]-12; Carousing +
-or Swimming, both (E) HT [1]-13; HikingLifting, or Running, all (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-12; +
-Scrounging (E) Per [1]-14; Body LanguageLip Reading, +
-ObservationSearchTracking, or Urban Survival, all (A) +
-Per-1 [1]-13; Detect Lies (H) Per-2 [1]-12; or 1 point to raise +
-one of those skills by one level+
  
  
  
starrangers/ultimate_action_hero.1415065059.txt.gz · Last modified: 2018/07/31 23:23 (external edit)