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starrangers:ultimate_action_hero [2015/05/05 12:33] 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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 **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.    * 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:     * Assassination: 
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    * Demolitions:     * Demolitions: 
      * Engineer (Combat)[4]      * Engineer (Combat)[4]
-     * Any three of Explosives (Demolition, Explosive Ordnance  Disposal,  Fireworks,  Nuclear  Ordnance Disposal, or Underwater Demolition) or +     * Any three of Explosives (Demolition, Explosive Ordnance  Disposal,  Fireworks,  Nuclear  Ordnance Disposal, or Underwater Demolition) or Traps[2]
-Traps[2]+
   * Electronics:    * Electronics: 
     * Five of Electrician, Electronics Operation (any), Electronics Repair (any), Photography, or Traps, all[2].     * Five of Electrician, Electronics Operation (any), Electronics Repair (any), Photography, or Traps, all[2].
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     * Add  Born  to  Be Wired 1-4 [5/level] to advantage options.     * 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].     * 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]
  
-Investigation:  Intelligence  Analysis  (H)  IQ  [4]-13; 
-Criminology (A) IQ [2]-13; Interrogation (A) IQ 
-[2]-13; and Search (A) Per [2]-14. 
-Medical: Diagnosis (H) IQ-1 [2]-12; Pharmacy (Synthetic) (H) IQ-1 [2]-12; Physician (H) IQ-1 [2]-12; 
-and Surgery (VH) IQ-1 [4]-12. • Add Healer 1-4 
-[10/level] to advantage options. 
  
-Ninja: Four of Fast-Draw (any), Garrote, or Thrown Weapon +**Secondary Skills** Twenty at [1] of: 
-(Knife orShuriken), all (E) DX+1 [2]-16; Axe/Mace, Broad -sword, Jitte/Sai, Shortsword, Spear, Staff, Throwing, or +  * Guns (RifleShotgun, or Submachine Gun;  
-Tonfa, all (A) DX [2]-15; Blowpipe, Flail, or Kusari, all (H) +  * Beam weapons(any
-DX-[2]-14; Poisons (H) IQ-1 [2]-12; or 2 points to raise +  * Bicycling 
-one of those skills by one level. • 2 points to raise Stealth to +  * FastDraw (any) 
-(A) DX+1 [4]-16. +  * Knot-Tying 
- +  * Parachuting 
-ParkourClimbing (A) DX [2]-15 and Running (A) HT [2]-13. +  Boating  (any) 
-• 6 points spent to raise Acrobatics by one level [2], to +  Climbing 
-improve  Jumping  by  one  level  [1],  and/or  to  acquire +  Dancing 
-unarmed perks or techniques from Furious Fists,pp. 15-19. +  Driving(any) 
- +  Filch 
-Social: Five  of  Savoir-Faire  (any)  (E)  IQ+1  [2]-14;  Acting, +  NBC Suit 
-Administration, Disguise, Fast-Talk, Gambling, Interrogation, Leadership, Merchant, Propaganda, or Public Speaking, all (A) IQ [2]-13Diplomacy, Forgery, or Psychology, all +  * Piloting (any) 
-(H) IQ-1 [2]-12; Carousing (E) HT+1 [2]-14; Sex Appeal (A+  * Shortsword 
-HT [2]-13; Intimidation (A) Will [2]-13; Body Language (A) +  * Staff 
-Per [2]-14; or Detect Lies (H) Per-1 [2]-13. +  * Throwing 
- +  Tonfa 
-Unarmed:  10  points  spent  to  raise  primary  grappling  skill +  * Escape 
-(Judo or Wrestling) by one level [4], to improve primary +  * Pickpocket 
-striking skill (Boxing, Brawling, or Karate) by one level [4], +  * Sleight of Hand 
-and/or  to  acquire  unarmed  perks  or  techniques  from +  Area Knowledge (any) 
-Furious Fists,pp. 15-19 +  * Camouflage 
- +  * Current Affairs (any) 
-Vehicles:Three of Boating (any), Driving (any), Piloting (any), or +  * First Aid 
-Submarine (any), all (A) DX [2]-15. • Four of Gunner (Cannon, Machine Gun, or Rockets) (E) DX [1]-15; or Artillery +  * Gesture 
-(Bombs, Guided Missile, or Torpedoes), Electronics Operation  (Communications or  Sensors),  Freight  Handling, +  * Savoir Faire  (any) 
-Mechanic (any), or Navigation (any), all (A) IQ-1 [1]-12. • +  Acting 
-Add Driver’s Reflexes 1-4 [5/level] to advantage options. +  Administration 
- +  Architecture 
-**Secondary Skills**: Ten of Guns (Rifle, Shotgun, orSubmachine +  Armoury  (any) 
-Gun; default from Pistol) (E) DX+1 [1]-16; Bicycling, FastDraw (any), Knot-Tying, or Parachuting, all (E) DX [1]-15; +  Cartography 
-Boating  (any) Climbing Dancing Driving  (any) Filch, +  Connoisseur(any) 
-NBC SuitPiloting (any)ShortswordStaffThrowing, or +  * Criminology 
-Tonfa, all (A) DX-1 [1]-14; EscapePickpocket, or Sleight of +  * Disguise 
-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, +  * Electrician 
-Architecture Armoury  (any) Cartography Connoisseur +  * Electronics Operation 
-(any)CriminologyDisguiseElectricianElectronics Operation  (any),  Electronics  Repair  (any) Explosives  (any), +  Electronics  Repair(any) 
-Fast-TalkFreight HandlingHazardous Materials (any), +  Explosives  (any) 
-Interrogation Leadership Lockpicking Machinist, +  Fast-Talk 
-Mechanic (any)Navigation (any)PhotographyResearch, +  * Freight Handling 
-ScubaShadowingSmugglingSpeed-ReadingStreetwise, +  * Hazardous Materials (any) 
-TeachingTraps, or Writing, all (A) IQ-1 [1]-12; Carousing +  Interrogation 
-or Swimming, both (E) HT [1]-13; HikingLifting, or Running, all (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-12; +  Leadership 
-Scrounging (E) Per [1]-14; Body LanguageLip Reading, +  Lockpicking 
-ObservationSearchTracking, or Urban Survival, all (A) +  Machinist 
-Per-1 [1]-13; Detect Lies (H) Per-2 [1]-12; or 1 point to raise +  Mechanic (any) 
-one of those skills by one level+  * Navigation (any) 
 +  * Photography 
 +  * Research 
 +  Scuba 
 +  * Shadowing 
 +  * Smuggling 
 +  * Speed-Reading 
 +  * Streetwise 
 +  Teaching 
 +  * Traps 
 +  * Writing 
 +  * Carousing 
 +  Swimming 
 +  * Hiking 
 +  * Lifting 
 +  * Running 
 +  * Intimidation 
 +  Scrounging 
 +  * Body Language 
 +  * Lip Reading 
 +  Observation 
 +  * Search 
 +  * Tracking 
 +  * Urban Survival 
 +  Detect Lies 
 +  * or 1 point to raise one of those skills by one level
  
  
  
starrangers/ultimate_action_hero.1430829195.txt.gz · Last modified: 2018/07/31 23:23 (external edit)