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Attributes
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Strength |
3 |
Intelligence |
5 |
Dexterity |
3 |
Perception |
3 |
Constitution |
5 |
Willpower |
4 |
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Skills
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Acrobatics |
2 |
Knowledge |
2 |
Art |
3 |
Kung Fu |
1 |
Computers |
2 |
Languages |
1 |
Crime |
1 |
Mr. Fix-It |
1 |
Doctor |
0 |
Notice |
2 |
Driving |
1 |
Occultism |
0 |
Getting Medieval |
1 |
Science |
1 |
Gun Fu |
0 |
Sports |
0 |
Influence |
1 |
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0 |
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Success Levels Table |
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Roll Total |
Success Levels |
Description |
9-10 |
1 |
Adequate |
11-12 |
2 |
Decent |
13-14 |
3 |
Good |
15-16 |
4 |
Very Good |
17-20 |
5 |
Excellent |
21-23 |
6 |
Extraordinary |
24-26 |
7 |
Mind-Boggling |
27-29 |
8 |
Outrageous |
30-32 |
9 |
Superheroic |
33-35 |
10 |
God-Like |
+3 |
+1 |
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Qualities
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3 |
Attractiveness +1 |
0 |
Occult Library |
0 |
Sorcery +4 |
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Drawbacks
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0 |
Adversary (Mr. Cool) |
1 |
Emotional Problem: Fear of Commitment |
1 |
Honorable to friends |
2 |
Misfit |
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Combat Maneuvers
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Maneuver
| Bonus
| Damage
| Notes
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Dodge |
5 |
- |
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Punch |
4 |
6 |
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Kick |
3 |
8 |
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Melee Weapon |
4 |
6+var |
Big Knife +3 (Slash/Stab), Baseball Bat (2-handed) +10, Big Ass Sword +14 (Slash/Stab) |
Spin Kick |
2 |
10 |
Successful parry allows leg grapple attempt |
Jump Kick |
1 |
12 |
Roll +5 first; attacker falls if either roll fails; add both successes to damage; only attack in the turn |
Kick to Groin |
0 |
8 |
Roll Willpower (doubled) to recover; -1 for females, -(2 x Successes) for males |
Grapple |
6 |
- |
-2 for a limb or -1 for whole body; Sets up for Toss, Wrestling Hold, or Head Butt |
Slam-Tackle |
3 |
6 |
Resist with Strength or Muscle/2 or fall |
Takedown |
4 |
3 |
Resist with Parry or Dodge or fall |
Wrestling Hold |
2 |
- |
Must grapple first; Target has -1 per success until breaks free |
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