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Ultimate Action Hero
470 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:
- the previous traits
- 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: -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,or Motorcycle) (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;
- 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 or Judo (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