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
operator, you prefer to have backup.
Attributes:ST 11 [10]; DX 15 [100]; IQ 13 [60]; HT 13 [30].
Secondary Characteristics:Per 14 [5]
Advantages:
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.
Disadvantages: Duty rangers(12-)[-10] and -20 points chosen from among:
Chummy [-5]† or Gregarious [-10]†
Code of Honor (“Stay bought”) [-5] or (Soldier’s) [-10]‡
Compulsive Behavior (Thrill-seeking) [-5*],
Fanaticism (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]‡
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]
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:
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]
Secondary Skills Twenty at [1] of:
Guns (Rifle, Shotgun, or Submachine Gun;
Beam weapons(any)
Bicycling
FastDraw (any)
Knot-Tying
Parachuting
Boating (any)
Climbing
Dancing
Driving(any)
Filch
NBC Suit
Piloting (any)
Shortsword
Staff
Throwing
Tonfa
Escape
Pickpocket
Sleight of Hand
Area Knowledge (any)
Camouflage
Current Affairs (any)
First Aid
Gesture
Savoir Faire (any)
Acting
Administration
Architecture
Armoury (any)
Cartography
Connoisseur(any)
Criminology
Disguise
Electrician
Electronics Operation
Electronics Repair(any)
Explosives (any)
Fast-Talk
Freight Handling
Hazardous Materials (any)
Interrogation
Leadership
Lockpicking
Machinist
Mechanic (any)
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