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starrangers:ultimate_action_hero

Ultimate Action Hero

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:
    • 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]

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
starrangers/ultimate_action_hero.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1