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starrangers:ultimate_action_hero

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Ultimate Action Hero

420 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:Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14 [5]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: 30 points chosen from among Daredevil [15], Luck (any level) [15, 30, or 60].

• 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 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: -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]-14; Computer Operation (E) IQ+1 [2]-14; Driving (Automobile, Heavy Wheeled, orMotorcycle) (A) DX [2]-15; Fast-Draw (Ammo, Knife, or Pistol) (E) DX [1]-15; Forced Entry (E) DX [1]-15; Guns (Pistol) (E) DX+2 [4]-17; Holdout (A) IQ+1 [4]-14; Jumping (E) DX [1]-15; Knife (E) DX [1]-15; Stealth (A) DX [2]-15; and Tactics (H) IQ-1 [2]-12. • One of Brawling (E) DX+2 [4]-17, Boxing (A) DX+1 [4]-16, or Karate (H) DX [4]-15.

• Either Wrestling (A) DX+1 [4]-16 orJudo (A) DX [4]-15

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.

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 [2]-12; and Shadowing (A) IQ [2]-13. • 2 points to improve Stealth to (A) DX+1 [4]-16. • Three of Guns (Rifle, Shotgun, orSubmachine Gun; default from Pistol) (E) DX+1 [1]-16; or Crossbow, Garrote, or Liquid Projector (Squirt Gun), all (E) DX [1]-15.

Cleaning: Camouflage (E) IQ [1]-13; Chemistry (H) IQ-1 [2]-12; Forensics (H) IQ [4]-13; Housekeeping (E) IQ [1]-13; and Smuggling (A) IQ [2]-13. Demolitions: Engineer (Combat) (H) IQ [4]-13. • Any three of Explosives (Demolition, Explosive Ordnance Disposal, Fireworks, Nuclear Ordnance Disposal, or Underwater Demolition) or Traps, both (A) IQ [2]-13.

Electronics: Five of Electrician, Electronics Operation (any), Electronics Repair (any), Photography, or Traps, all (A) IQ [2]-13. • Add Circuit Sense 1-4 [5/level] to advantage options. Firearms:Armoury (Heavy Weapons orSmall Arms) (A) IQ-1 [1]-12. • One of Guns (Light Machine Gun, Rifle, Shotgun, orSubmachine Gun; default from Pistol) (E) DX+2 [3]-17. • Six of Guns (Light Machine Gun, Rifle, Shotgun, orSubmachine Gun; default from Pistol) (E) DX+1 [1]-16; or Fast-Draw (Ammo, Long Arm, or Pistol), Gunner (any), Guns (Grenade Launcher or LAW), or Liquid Projector (Flame throweror Sprayer), all (E) DX [1]-15.

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 Security) (H) IQ-1 [2]-12. • Add Born to Be Wired 1-4 [5/level] to advantage options. Infiltration: Climbing (A) DX [2]-15; Electronics Operation (Security) (A) IQ [2]-13; Escape (H) DX-1 [2]-14; Lockpicking (A) IQ [2]-13; and Traps (A) IQ [2]-13.

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 (Knife orShuriken), all (E) DX+1 [2]-16; Axe/Mace, Broad -sword, Jitte/Sai, Shortsword, Spear, Staff, Throwing, or Tonfa, all (A) DX [2]-15; Blowpipe, Flail, or Kusari, all (H) DX-1 [2]-14; Poisons (H) IQ-1 [2]-12; or 2 points to raise one of those skills by one level. • 2 points to raise Stealth to (A) DX+1 [4]-16.

Parkour: Climbing (A) DX [2]-15 and Running (A) HT [2]-13. • 6 points spent to raise Acrobatics by one level [2], to improve Jumping by one level [1], 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 (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; Escape, Pickpocket, or Sleight of Hand, all (H) DX-2 [1]-13; Area Knowledge (any), Camouflage, Current Affairs (any), First Aid, Gesture, or SavoirFaire (any), all (E) IQ [1]-13; Acting, Administration, Architecture, Armoury (any), Cartography, Connoisseur (any), Criminology, Disguise, Electrician, Electronics Operation (any), 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, or Writing, all (A) IQ-1 [1]-12; Carousing or Swimming, both (E) HT [1]-13; Hiking, Lifting, or Running, all (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-12; Scrounging (E) Per [1]-14; Body Language, Lip Reading, Observation, Search, Tracking, 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.1415064977.txt.gz · Last modified: 2018/07/31 23:23 (external edit)