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starrangers:ultimate_action_hero [2015/04/03 09:11] 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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 30 points chosen from among Daredevil [15], 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:  Another 75 points chosen from among: 
-    * the previous traits+    * More points to buying higher luck.
     * ST +1 to +4 [10/level]      * ST +1 to +4 [10/level] 
     * HT +1 to +4 [10/level]     * HT +1 to +4 [10/level]
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     * Serendipity 1-3[15/level]     * Serendipity 1-3[15/level]
     * Wild Talent 1 or 2 [20 or 40]     * Wild Talent 1 or 2 [20 or 40]
-    * or improve Luck to Extraordinary Luck [30] for 15 points or Ridiculous Luck +    * or improve Luck to Extraordinary Luck [30] for 15 points or Ridiculous Luck [60] for 45 points.
-[60] for 45 points.+
  
  
-**Disadvantages**: -25 points chosen from among Chummy [-5]† +**Disadvantages**: Duty rangers(12-)[-10] and -20 points chosen from among
-or Gregarious [-10]†Code of Honor (“Stay bought”) [-5] or +   *  Chummy [-5]† or Gregarious [-10]† 
-(Soldier’s)  [-10]‡ Compulsive  Behavior  (Thrill-seeking) +   Code of Honor (“Stay bought”) [-5] or (Soldier’s)  [-10]‡ 
-[-5*], Duty (Agency, mob, service, or similar; Extremely +    Compulsive  Behavior  (Thrill-seeking) [-5*],  
-Hazardous; 9, 12, or 15 or less) [-10, -15, or -20], Fanaticism +   * Fanaticism (nation, or service) [-15]‡, 
-(Employer, nation, or service) [-15]‡, Greed [-15*]‡, Honesty [-10*]‡Intolerance (Rival nation or other large group) +   Greed [-15*]‡,  
-[-5]Loner [-5*]†, Obsession (With a particular case, criminal score, rival, target, etc.) [-5*]Secret (any) [-5 to -20]‡, +   Honesty [-10*]‡ 
-Sense of Duty (Team) [-5] or (Nation) [-10]‡, or Social +   Intolerance (Rival nation or other large group)[-5] 
-Stigma (Criminal Record) [-5]‡. • Another -25 points chosen from among those traits or Alcoholism [-15]Bad Temper [-10*]Bloodlust [-10*]Callous [-5]Charitable [-15*], +   Loner [-5*]†,  
-Compulsive Carousing [-5*]Curious [-5*]Delusions (any +   Obsession (With a particular case, criminal score, rival, target, etc.) [-5*] 
-minor)  [-5],  Guilt  Complex  [-5],  Impulsiveness  [-10*], +   Secret (any) [-5 to -20]‡, 
-Insomniac  [-10  or  -15],  Jealousy  [-10],  Lecherousness +   * Sense of Duty (Team) [-5] or (Nation) [-10]‡ 
-[-15*]Nightmares [-5*]No Sense of Humor [-10], Odious +   * Social Stigma (Criminal Record) [-5]‡.  
-Personal Habits [-5 to -15]On the Edge [-15*]Overconfidence [-5*]Pacifism (Cannot Harm Innocents) [-10]Paranoia  [-10],  Selfish  or  Selfless  [-5*],  Stubbornness  [-5], +Another -20 points chosen from among
-Trademark [-5 to -15], Trickster [-15*]Truthfulness [-5*], +   * Above traits 
-Vows (any) [-5 to -15], or Workaholic [-5].+   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**:  **Primary Skills**: 
-   * Acrobatics (H) DX-1 [2]-14; +   * Acrobatics[2] 
-   * Computer Operation (E) IQ+1 [2]-14+   * Computer Operation[2]; 
-   * Driving (Automobile, Heavy Wheeled,or Motorcycle) (A) DX [2]-15;  +   * Driving (Automobile, Heavy Wheeled,or Motorcycle)[2];  
-   * Fast-Draw (Ammo, Knife, or Pistol) (E) DX [1]-15;  +   * Fast-Draw (Ammo, Knife, or Pistol)[1];  
-   * Forced Entry (E) DX [1]-15;  +   * Forced Entry[1];  
-   * Guns(Pistol) (E) DX+2 [4]-17;  +   * Guns(Pistol)[4];  
-   * Holdout (A) IQ+1 [4]-14;  +   * Holdout[4];  
-   * Jumping (E) DX [1]-15 +   * Jumping[1] 
-   * Knife (E) DX [1]-15 +   * Knife[1] 
-   * Stealth (A) DX [2]-15+   * Stealth[2]; 
-   * Tactics (H) IQ-1 [2]-12 +   * Tactics[2] 
-   * One of Brawling (E) DX+2 [4]-17, Boxing (A) DX+1 [4]-16, or Karate (H) DX [4]-15. +   * One of Brawling[4], Boxing [4], or Karate[4] 
-   * Either Wrestling (A) DX+1 [4]-16 or Judo (A) DX [4]-15+   * Either Wrestling[4] or Judo[4]
  
  
-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.+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. 
 +   * Armed Melee: 10 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. 
 +   * Assassination:  
 +     * Camouflage[1]; Poisons[2]; and Shadowing[2]. • Stealth[2] 
 +     * Three of Guns (Rifle, Shotgun, or Submachine Gun), Beam weapons(any) or Crossbow, Garrote, or Liquid Projector (Squirt Gun), all[1]. 
 +   * Cleaning: Camouflage[1]; Chemistry[2]; Forensics[4]; Housekeeping[1]; and Smuggling [2] 
 +   * Demolitions:  
 +     * Engineer (Combat)[4] 
 +     * Any three of Explosives (Demolition, Explosive 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/level] to 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 (A) HT [2]-13; Intimidation (A) Will [2]-13; Body Language (A) Per [2]-14; or Detect Lies (H) Per-1 [2]-13. 
 +  * Unarmed:  10  points  spent  to  raise  primary  grappling  skill (Judo or Wrestling) by one level [4], to improve primary striking skill (Boxing, Brawling, or Karate) by 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]
  
-Armed Melee: 10 points chosen from among Axe/Mace, Broad sword,  Cloak,  Jitte/Sai,  Main-Gauche,  Parry  Missile 
-Weapons, Rapier, Saber, Shortsword, Smallsword, Spear, 
-Staff,  Tonfa,  Two-Handed  Sword,  or  Whip,  all  (A)  DX 
-[2]-15 or DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, 
-all (H) DX-1 [2]-14 or DX [4]-15; and armed or unarmed 
-perks or techniques from Furious Fists,pp. 15-19. 
  
-Assassination: Camouflage (E) IQ [1]-13; Poisons (H) IQ-1 +**Secondary Skills** Twenty at [1] of: 
-[2]-12; and Shadowing (A) IQ [2]-13. • 2 points to improve +  Guns (Rifle, Shotgun, or Submachine Gun;  
-Stealth to (A) DX+1 [4]-16. • Three of Guns (Rifle, Shotgun, +  * Beam weapons(any) 
-orSubmachine Gun; default from Pistol) (E) DX+1 [1]-16; +  * Bicycling 
-or Crossbow, Garrote, or Liquid Projector (Squirt Gun), all +  * FastDraw (any) 
-(E) DX [1]-15. +  * Knot-Tying 
- +  * Parachuting 
-CleaningCamouflage (E) IQ [1]-13; Chemistry (H) +  * Boating  (any) 
-IQ-1 [2]-12; Forensics (H) IQ [4]-13; Housekeeping (E) IQ [1]-13; and Smuggling (A) IQ [2]-13. +  * Climbing 
-Demolitions: Engineer (Combat) (H) IQ [4]-13. • +  Dancing 
-Any three of Explosives (Demolition, Explosive +  Driving(any) 
-Ordnance  Disposal,  Fireworks,  Nuclear  Ordnance Disposal, or Underwater Demolition) or +  Filch 
-Traps, both (A) IQ [2]-13. +  NBC Suit 
- +  * Piloting (any) 
-Electronics: Five of Electrician, Electronics Operation (any), Electronics Repair (any), Photography, or Traps, all (A) IQ [2]-13. • Add Circuit +  * Shortsword 
-Sense 1-4 [5/level] to advantage options. +  * Staff 
-Firearms:Armoury (Heavy Weapons orSmall Arms) +  * Throwing 
-(A) IQ-1 [1]-12. • One of Guns (Light Machine +  Tonfa 
-Gun, Rifle, Shotgun, orSubmachine Gun; default +  * Escape 
-from  Pistol)  (E)  DX+2  [3]-17.  •  Six  of  Guns +  * Pickpocket 
-(Light Machine Gun, Rifle, Shotgun, orSubmachine Gun; default from Pistol) (E) DX+1 [1]-16; +  * Sleight of Hand 
-or Fast-Draw (Ammo, Long Arm, or Pistol), Gunner (any), Guns (Grenade Launcher or LAW), or +  Area Knowledge (any) 
-Liquid Projector (Flame throweror Sprayer), all +  * Camouflage 
-(E) DX [1]-15. +  * Current Affairs (any) 
- +  * First Aid 
-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 +  * Gesture 
-Security)  (H)  IQ-1  [2]-12.  •  Add  Born  to  Be +  * Savoir Faire  (any) 
-Wired 1-4 [5/level] to advantage options. +  Acting 
-Infiltration:  Climbing  (A)  DX  [2]-15;  Electronics +  Administration 
-Operation (Security) (A) IQ [2]-13; Escape (H) +  Architecture 
-DX-1 [2]-14; Lockpicking (A) IQ [2]-13; and Traps +  Armoury  (any) 
-(A) IQ [2]-13. +  Cartography 
- +  Connoisseur(any) 
-Investigation:  Intelligence  Analysis  (H)  IQ  [4]-13; +  * Criminology 
-Criminology (A) IQ [2]-13; Interrogation (A) IQ +  * Disguise 
-[2]-13; and Search (A) Per [2]-14. +  * Electrician 
-Medical: Diagnosis (H) IQ-1 [2]-12; Pharmacy (Synthetic) (H) IQ-1 [2]-12; Physician (H) IQ-1 [2]-12; +  * Electronics Operation 
-and Surgery (VH) IQ-1 [4]-12. • Add Healer 1-4 +  Electronics  Repair(any) 
-[10/level] to advantage options. +  Explosives  (any) 
- +  Fast-Talk 
-Ninja: Four of Fast-Draw (any), Garrote, or Thrown Weapon +  * Freight Handling 
-(Knife orShuriken), all (E) DX+1 [2]-16; Axe/Mace, Broad -sword, Jitte/Sai, Shortsword, Spear, Staff, Throwing, or +  * Hazardous Materials (any) 
-Tonfa, all (A) DX [2]-15; Blowpipe, Flail, or Kusari, all (H) +  Interrogation 
-DX-1 [2]-14; Poisons (H) IQ-1 [2]-12; or 2 points to raise +  Leadership 
-one of those skills by one level. • 2 points to raise Stealth to +  Lockpicking 
-(A) DX+1 [4]-16. +  Machinist 
- +  Mechanic (any) 
-Parkour: Climbing (A) DX [2]-15 and Running (A) HT [2]-13. +  * Navigation (any) 
-• 6 points spent to raise Acrobatics by one level [2], to +  * Photography 
-improve  Jumping  by  one  level  [1],  and/or  to  acquire +  * Research 
-unarmed perks or techniques from Furious Fists,pp. 15-19. +  Scuba 
- +  * Shadowing 
-Social: Five  of  Savoir-Faire  (any)  (E)  IQ+1  [2]-14;  Acting, +  * Smuggling 
-Administration, Disguise, Fast-Talk, Gambling, Interrogation, Leadership, Merchant, Propaganda, or Public Speaking, all (A) IQ [2]-13; Diplomacy, Forgery, or Psychology, all +  * Speed-Reading 
-(H) IQ-1 [2]-12; Carousing (E) HT+1 [2]-14; Sex Appeal (A) +  * Streetwise 
-HT [2]-13; Intimidation (A) Will [2]-13; Body Language (A) +  Teaching 
-Per [2]-14; or Detect Lies (H) Per-1 [2]-13. +  * Traps 
- +  * Writing 
-Unarmed:  10  points  spent  to  raise  primary  grappling  skill +  * Carousing 
-(Judo or Wrestling) by one level [4], to improve primary +  Swimming 
-striking skill (Boxing, Brawling, or Karate) by one level [4], +  * Hiking 
-and/or  to  acquire  unarmed  perks  or  techniques  from +  * Lifting 
-Furious Fists,pp. 15-19 +  * Running 
- +  * Intimidation 
-Vehicles:Three of Boating (any), Driving (any), Piloting (any), or +  Scrounging 
-Submarine (any), all (A) DX [2]-15. • Four of Gunner (Cannon, Machine Gun, or Rockets) (E) DX [1]-15; or Artillery +  * Body Language 
-(Bombs, Guided Missile, or Torpedoes), Electronics Operation  (Communications or  Sensors),  Freight  Handling, +  * Lip Reading 
-Mechanic (any), or Navigation (any), all (A) IQ-1 [1]-12. • +  Observation 
-Add Driver’s Reflexes 1-4 [5/level] to advantage options. +  * Search 
- +  * Tracking 
-**Secondary Skills**: Ten of Guns (Rifle, Shotgun, orSubmachine +  * Urban Survival 
-Gun; default from Pistol) (E) DX+1 [1]-16; Bicycling, FastDraw (any), Knot-Tying, or Parachuting, all (E) DX [1]-15; +  Detect Lies 
-Boating  (any),  Climbing,  Dancing Driving  (any) Filch, +  * or 1 point to raise one of those skills by one level
-NBC SuitPiloting (any)ShortswordStaffThrowing, 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.1428052319.txt.gz · Last modified: 2018/07/31 23:23 (external edit)