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==Security Officer==
==Vault Security Officer==
[[File:Security Officer.bmp|thumb|Security Officer]]
[[File:Security Officer.bmp|thumb|Security Officer]]
It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.
It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.

Version vom 10. März 2012, 22:00 Uhr

Alle Templates+Lenses zusammen haben ungefähr folgende CP Verteilung:

  • >150 Attribute
  • >50 Vorteile
  • <50 Skills

Medic

Medic

Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and your world is full of scorpion stings, snakebites, and bioweapons.

Attributes [160]

  • ST 10
  • DX 12 [40]
  • IQ 16 [120]
  • HT 12 [20]
  • HP 10
  • Will 16
  • Per 12 [-20]
  • FP 12
  • Basic Lift 20
  • Damage 1d-2/1d
  • Basic Speed 6
  • Basic Move 6
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [70]

  • Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
  • Higher Purpose (“Medic!”) [5] (In an action scene, you get +1 to all success rolls made to aid injured allies: Dodge and movement skill rolls to reach them under fire, HT rolls to stay conscious on your way there, medical skill rolls to patch them up, etc.)
  • Luck [15]

A further 30 points chosen from among lens advantages:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Fearlessness [2/level] or Unfazeable [15]
  • Gizmos 1-3 [5/gizmo]
  • High Manual Dexterity 1-4 [5/level]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Sensitive [5] or Empathy [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • replace Luck [15] with Extraordinary Luck [30] for 15 points.
  • anything else the GM allows you to take

Disadvantages [-50]

  • Sense of Duty (Team) [-5]
  • Per 12 [-20] (Repeated for completeness' sake)

-10 points chosen from:

  • Vow (Refuse no request for medical aid) [-10]
  • Honesty [-10*]
  • Truthfulness [-5*]
  • Overconfidence [-5*]

Another -15 points chosen from among those traits or:

  • Charitable [-15*]
  • Chummy [-5] or Gregarious [-10]
  • Code of Honor (Hippocratic Oath) [-5]
  • Delusion (“I’m God when I’m your doctor!”) [-5]
  • Greed [-15*]
  • Guilt Complex [-5]
  • Selfish [-5*] or Selfless [-5*]
  • Alcoholism [-15]
  • Curious [-5*]
  • Insomniac [-10 or -15]
  • Nightmares [-5*]
  • Post-Combat Shakes [-5*]
  • Stubbornness [-5]
  • Workaholic [-5]
  • anything else the GM allows you to take

Skills [40]

Primary [11]

  • Diagnosis/TL9 (Human) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
  • Electronics Operation/TL9 (Medical) IQ/A - IQ+3 19 [1] includes: +4 from 'Medic'
  • First Aid/TL9 (Human) IQ/E - IQ+5 21 [1] includes: +4 from 'Medic'
  • Pharmacy/TL9 (Herbal) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
  • Pharmacy/TL9 (Synthetic) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
  • Physician/TL9 (Human) IQ/H - IQ+4 20 [4] includes: +4 from 'Medic'
  • Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'

Secondary Skills [25]

  • Either Boxing DX/A - DX+0 12 [2], Brawling DX/E - DX+1 13 [2], or Karate DX/H - DX-1 11 [2]
  • Either Wrestling DX/A - DX+0 12 [2] or Judo DX/H - DX-1 11 [2]
  • Chemistry/TL9 IQ/H - IQ-2 14 [1]
  • Diplomacy IQ/H - IQ-2 14 [1]
  • Fast-Draw (Medical Gear) DX/E - DX+2 14 [4]
  • Forensics/TL9 IQ/H - IQ-1 15 [2]
  • Guns/TL9 (Pistol) DX/E - DX+1 13 [2]
  • Interrogation IQ/A - IQ+0 16 [2]
  • Knife DX/E - DX+0 13 [2]
  • Liquid Projector/TL9 (Sprayer) DX/E - DX+0 12 [1]
  • Naturalist (Earth) IQ/H - IQ-1 15 [2]
  • Piloting/TL9 (Helicopter) DX/A - DX+1 13 [4]

Background [4]

4 points in improved primary or secondary skills or choose from:

  • Administration IQ/A - IQ-1 15 [1]
  • Climbing
  • Esoteric Medicine Per/H - Per-2 10 [1]
  • Gesture
  • Hazardous Materials/TL9 (Biological) IQ/A - IQ-1 15 [1]
  • Hiking
  • Holdout
  • Hypnotism (Human) IQ/H - IQ-2 14 [1]
  • Poisons/TL9 IQ/H - IQ-2 14 [1]
  • Physiology/TL9 (Human) IQ/H - IQ-2 14 [1]
  • Psychology (Human) IQ/H - IQ-2 14 [1]
  • Research/TL9 IQ/A - IQ-1 15 [1]
  • Scrounging Per/E - Per+0 12 [1]
  • Speed-Reading IQ/A - IQ-1 15 [1]
  • Stealth
  • Teaching IQ/A - IQ-1 15 [1]
  • Veterinary/TL9 IQ/H - IQ-2 14 [1]
  • Writing IQ/A - IQ-1 15 [1]

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Reconstruction Engineer

Reconstruction Engineer

An engineer, inventor, technician, or other mechanical genius. IQ is vital; DX is useful. Any kind of technological skill fits this sort of character (see Skills for Design, Repair, and Use, B190), and Scrounging skill is de rigueur. Cinematic inventors should also have High TL, Gadgeteer, and Gizmos.

Lots of Disadvantages missing...

Attributes [165]

  • ST 11 [10]
  • DX 12 [40]
  • IQ 16 [120]
  • HT 11 [10]
  • HP 11
  • Will 16
  • Per 12 [-20]
  • FP 11
  • Basic Lift 24
  • Damage 1d-1/1d+1
  • Basic Speed 6 [5]
  • Basic Move 6
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [80]

  • Luck [15]
  • Gadgeteer (Quick) [50]
  • Gizmo 1 [5]

A further 10 points chosen from among:

  • Ally
  • Artificer
  • Gizmo [5/level]
  • +1 ST
  • +1 HT
  • Lightning Calculator or Intuitive Mathematician [2 or 5]
  • High TL [5]
  • Eidetic Memory or Photographic Memory [5 or 10]
  • Intuition [15]
  • Higher Purpose(Seek Knowledge)[5]
  • Lifting ST 1-3 [3/level]
  • High Manual Dexterity 1-4 [5/level]
  • Equipment Bond [1]
  • Serendipity [15]
  • Versatile [5]
  • Language (Written/Spoken at accented, native Level) [4 or 6]
  • anything else the GM allows you to take

Disadvantages

  • anything else the GM allows you to take

Skills

Primary [14]

  • Computer Hacking [2]
  • Computer Programming [1]
  • Engineer/TL (Civil) [1]
  • Engineer/TL (Combat) [1]
  • Engineer/TL (Electrical) [1]
  • Machinist/TL [1]
  • Masonry [1]
  • Mathematics/TL (Applied) [1]
  • Scrounging [4]

Secondary [1]

  • Guns (Pistol) [1]
  • One of Boxing, Brawling or Karate [1]
  • Either Judo or Wrestling [1]
  • Fast-Draw (Gizmo) [1]
  • Holdout
  • Research [1]
  • Speed-Reading [1]
  • Cryptography [1]
  • Driving (Heavy Wheeled) [1]
  • Electrician/TL [1]
  • Carpentry [1]

Background Skills [0]

No more points left, maybe invest some from your quirks?

Suggested Skills:

  • Smuggling [1]
  • Diplomacy or Fast-Talk [1]

Essential Skills:

  • Armoury (any)
  • Electronics Operation/TL (any)
  • Electronics Repair/TL (any)
  • Engineer/TL (any)

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Scout

Scout

You’re called “stalker,” and “tracker,” and you’ve filled these two roles in the past. Such labels don’t do justice to your expertise, however. By taking stealth into the great outdoors and mixing it with mobility, you’ve become a master of guerrilla warfare and pathfinding.

Attributes [185]

  • ST 11 [10]
  • DX 16 [120]
  • IQ 11 [20]
  • HT 12 [20]
  • HP 11
  • Will 11
  • Per 14 [15]
  • FP 12
  • Basic Lift 24
  • Damage 1d-1/1d+1
  • Basic Speed 7
  • Basic Move 7
  • Ground Move 7
  • Water Move 1
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [60]

  • Luck [15]
  • Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)

35 points chosen from among:

  • ST +1, +2 or +3 [10, 20 or 30]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1, +2 or +3 [10, 20 or 30]
  • Per +1 to +4 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Either Absolute Direction or 3D Spatial Sense
  • Acute Vision [2/level]
  • Combat Reflexes [15]
  • Danger Sense [15]
  • Fit [5] or Very Fit [15]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Signature Gear [Varies]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points
  • Gun Perk [1]
  • Weapon Bond [1]
  • anything else the GM allows you to take

Disadvantages [-50]

  • Sense of Duty (Team) [-5]

-15 points chosen from among:

  • Bloodlust [-10*]
  • Callous [-5]
  • Honesty [-10*]
  • Overconfidence [-5*]
  • Stubbornness [-5]
  • Greed [-15*]

Another -30 points chosen from among the previous traits or:

  • Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
  • Intolerance (Urbanites) [-5]
  • Loner [-5*]
  • No Sense of Humor [-10]
  • Odious Personal Habit (“Unwashed bushwhacker”) [-5]
  • Paranoia [-10]
  • Phobia (Crowds) [-15*]
  • Vow (Own no more than what can be carried) [-10]
  • anything else the GM allows you to take

Skills [45]

Primary [14]

  • Guns/TL9 (Shotgun or Rifle) DX/E - DX+2 18 [4]
  • Bow DX/A - DX+0 16 [2] or Crossbow DX/E - DX+1 17 [2]
  • Camouflage IQ/E - IQ+3 14 [2] (includes: +2 from 'Vanguard')
  • Stealth DX/A - DX+2 18 [2] (includes: +2 from 'Vanguard')
  • Observation Per/A - Per+1 15 [4]

Secondary [24]

  • Either Boxing DX/A - DX+0 16 [2], Brawling DX/E - DX+1 17 [2], or Karate DX/H - DX-1 15 [2]
  • Either Wrestling DX/A - DX+0 16 [2] or Judo DX/H - DX-1 15 [2]
  • Cartography/TL9 IQ/A - IQ+0 11 [2]
  • Driving/TL9 (Motorcycle) DX/A - DX+0 16 [2]
  • Either Fast-Talk IQ/A - IQ+0 11 [2] or Intimidation IQ/A - IQ+0 11 [2]
  • Gesture IQ/E - IQ+0 11 [1]
  • Guns/TL9 (Pistol) DX/E - DX+1 17 [1]
  • Hiking HT/A - HT+2 14 [2] (includes: +2 from 'Vanguard')
  • Navigation/TL9 (Land) IQ/A - IQ+2 13 [2] (includes: +2 from 'Vanguard')
  • Search Per/A - Per+0 14 [2]
  • Survival (any) Per/A - Per+2 16 [2] (includes: +2 from 'Vanguard')
  • Tracking Per/A - Per+2 16 [2] (includes: +2 from 'Vanguard')
  • Traps/TL9 IQ/A - IQ+0 11 [2]

Background [7]

7 points in improved primary or secondary skills or choose from:

  • Animal Handling (Equines)
  • Armoury/TL9 (Missile Weapons)
  • Boating (Unpowered)
  • Climbing
  • Fast-Draw (any)
  • Garrote
  • Holdout
  • Jumping
  • Knife
  • Knot-Tying
  • Riding (Equines)
  • First Aid
  • Prospecting
  • Running
  • Scrounging
  • Skiing
  • Swimming
  • Teamster
  • Throwing
  • Weather Sense

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Social Engineer

Social Engineer

Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.

Attributes [160]

  • ST 10 [0];
  • DX 13 [60];
  • IQ 15 [100];
  • HT 11 [10].
  • Damage 1d-2/1d
  • BL 20 lbs.
  • HP 10 [0]
  • Will 15 [0]
  • Per 13 [-10]
  • FP 11 [0]
  • Basic Speed 6.00 [0]
  • Basic Move 6 [0]
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [70]

  • Attractive [4]
  • Honest Face [1]
  • Luck [15]
  • Social Engineer 2 [20] (Acting, Carousing, Detect Lies, Disguising, Diplomacy, Fast-Talk, Intimidation, Leadership, Politics, Public Speaking, Savoir-Faire, Streetwise)

A further 30 points chosen from among:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Alcohol Tolerance [1]
  • Business Acumen 1-3 [10/level]
  • Charisma 1-6 [5/level]
  • Contact Group (Corporation, local black market, quartermaster, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
  • Cultural Adaptability [10]
  • Daredevil [15]
  • Fashion Sense [5]
  • Gun Perks [1/perk]
  • Language Talent [10]
  • Languages (any) [2-6/language]
  • No Hangover [1]
  • Rapier Wit [5]
  • Sensitive [5]
  • Empathy [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Smooth Operator 3-4 [15/level]
  • Voice [10]
  • Wild Talent 1 [20]
  • improve Appearance to Handsome [12] for 8 points or Very Handsome [16] for 12 points
  • replace Luck [15] with Extraordinary Luck[30] for 15 points
  • anything else the GM allows you to take

Disadvantages

  • Per 13 [-10]
  • Sense of Duty(Team) [-5]

-15 points chosen from among

  • Greed [-15*]
  • Trickster [-15*]
  • Chummy [-5] or Gregarious [-10]
  • Compulsive Carousing [-5*]
  • Compulsive Gambling [-5*]
  • Compulsive Lying [-15*]
  • Lecherousness [-15*]
  • Kleptomania [-15*]

A further -10 points chosen from either of the previous lists or:

  • Curious [-5*]
  • Impulsiveness [-10*]
  • Jealousy [-10]
  • Overconfidence [-5*]
  • Selfish [-5*]
  • Trademark [-5 to -10]
  • anything else the GM allows you to take

Skills

Primary [16]

  • Acting [2]
  • Carousing (E) HT+2 [2]-13
  • Detect Lies (H) Per [2]-15
  • Disguise [2]
  • Diplomacy (H) IQ [2]-15
  • Fast-Talk [2]
  • Leadership [2]
  • Public Speaking, all (A) IQ+1 [2]-17

Secondary Skills [25]

  • One of Boxing (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12
  • Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13
  • Merchant (A) IQ-1 [4]-15
  • Guns (Pistol) (E) DX+1 [2]-14
  • Sex Appeal (A) HT+2 [2]-13
  • Holdout (A) IQ-1 [1]-14
  • Interrogation [1]
  • Intimidation (A) Will+1 [1]-16
  • Dancing [1]
  • Propaganda [1]
  • Electronics Operation (Media) [1]
  • Psychology [1]
  • Body Language [1]
  • Savoir-Faire (High Society) (E) IQ+2 [1]-17
  • Staff [1]
  • Stealth [1]
  • Streetwise [1]
  • Politics [1]

Background [9]

9 points in improved primary or secondary skills or choose from:

  • Administration
  • Connoisseur (any)
  • Counterfeiting
  • Erotic Art
  • First Aid
  • Forgery
  • Fast-Draw (Pistol) (E) DX [1]-13
  • Gambling
  • Pickpocket
  • Savoir-Faire (any)
  • Sleight of Hand
  • Filch
  • Smuggling

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Thief

Thief

You’re a “procurement expert,” whatever unflattering terms others may use. You take things that need taking. Of course, the best stuff is inevitably in trapped rooms behind locked doors guarded by robots on old army bases. You’ll handle finding treasures and unlocking doors and bypassing traps – for a reasonable consideration, naturally. Oh, and those rumors that you moonlight as an assassin or a spy? Nonsense!

Attributes [180]

  • ST 10
  • DX 15 [100]
  • IQ 13 [60]
  • HT 11 [10]
  • HP 10
  • Will 13
  • Per 13
  • FP 11
  • Basic Lift 20
  • Damage 1d-2/1d
  • Basic Speed 7 [10]
  • Basic Move 7
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [65]

  • Flexibility [5]
  • Luck [15]
  • Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
  • Perfect Balance [15]

20 points chosen from among:

  • +1,+2 ST
  • +1 DX
  • +1 IQ
  • +1,+2 HT
  • Ambidexterity
  • Basic Speed +1 [20]
  • Basic Move +1 or +2 [5 or 10]
  • Catfall
  • Combat Reflexes
  • Danger Sense
  • Enhanced Dodge 1 or 2 [15 or 30]
  • Gizmos 1-3 [5/level]
  • High Manual Dexterity 1-4 [5/level]
  • Night Vision 1-9 [1/level]
  • Honest Face
  • Peripheral Vision
  • Serendipity [15/level]
  • improve Flexibility [5] to Double-Jointed [15] for 10 points
  • Gun Perks
  • Weapon Bond
  • Wild Talent 1 [20]
  • anything else the GM allows you to take

Disadvantages [50]

  • Sense of Duty (Team) [-5]
  • One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
  • One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]

A further -25 points chosen from either of the two previous lists or

  • Bad Temper [-10*]
  • Bloodlust [-10*]
  • Compulsive Carousing [-5*]
  • Compulsive Gambling [-5*]
  • Compulsive Lying [-15*]
  • Compulsive Spending [-5*]
  • Cowardice [-10*]
  • Laziness [-10]
  • Lecherousness [-15*]
  • Loner [-5*]
  • One Eye [-15]
  • Overconfidence [-5*]
  • Post-Combat Shakes [-5*]
  • Skinny [-5]
  • anything else the GM allows you to take

Skills [45]

Primary [19]

  • Climbing DX/A - DX+3 18 [1] includes: +1 from 'Perfect Balance', +3 from 'Flexibility'
  • Escape DX/H - DX+1 16 [1] includes: +3 from 'Flexibility'
  • Filch DX/A - DX+2 17 [2] includes: +2 from 'Nimble'
  • Forced Entry DX/E - DX+2 17 [1] includes: +2 from 'Nimble'
  • Stealth DX/A - DX+3 18 [4] includes: +2 from 'Nimble'
  • Pickpocket DX/H - DX+1 16 [2] includes: +2 from 'Nimble'
  • Lockpicking/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'
  • Traps/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'

Secondary [21]

  • Acrobatics DX/H - DX-1 14 [1] includes: +1 from 'Perfect Balance'
  • Brawling DX/E - DX+0 15 [1]
  • Electronics Operation/TL9 (Security) IQ/A - IQ+0 13 [2]
  • Gesture IQ/E - IQ+0 13 [1]
  • Guns/TL9 (Pistol) DX/E - DX+0 15 [1]
  • Holdout IQ/A - IQ+0 13 [2]
  • Axe/Mace
  • Search Per/A - Per+0 13 [2]
  • Shadowing IQ/A - IQ+0 13 [2]
  • Sleight of Hand DX/H - DX-2 13 [1]
  • Smuggling IQ/A - IQ+0 13 [1]
  • Streetwise IQ/A - IQ+0 13 [2]
  • Thrown Weapon (Axe/Mace)
  • Urban Survival Per/A - Per+0 13 [2]

Background [5]

5 points in improved primary or secondary skills or choose from:

  • Carousing
  • Gambling
  • Fast-Draw (any)
  • Garrote
  • Guns (Submachine Gun)
  • First Aid
  • Panhandling
  • Cartography
  • Connoisseur (any)
  • Disguise
  • Fast-Talk
  • Merchant
  • Counterfeiting
  • Forgery
  • Poisons
  • Lip Reading
  • Observation

Lens [10]

  • Add the Vault Dweller [10] Lens

Quirks

  • Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
  • You may customize your character further by choosing 4 additional quirks.

Melee Specialist

Melee Specialist

You’re an expert with a specific hand-to-hand combat weapon, and have few rivals at its use; it is to you as the gun is to the shooter. Indeed, in your hands, it is in many ways deadlier than a firearm. However, you realize that range is an advantage and that your favorite toy is no less detectable than a gun, so you also value stealth and concealment.

Attributes [165]

  • ST 14 [40]
  • DX 15 [100]
  • IQ 10 [0]
  • HT 12 [20]
  • Damage 1d/2d-1
  • BL 39 lbs
  • HP 13 [0]
  • Will 10 [0]
  • Per 10 [0]
  • FP 11 [0]
  • Basic Speed 7.00 [5]
  • Basic Move 7 [0]

Advantages

  • Enhanced Parry 1 (Weapon of choice) or Enhanced Block [5]
  • Luck [15]
  • Weapon Master (Weapon of choice) [20]

A further 25 points chosen from among:

  • additional martial-arts abilities
  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Born War Leader
  • Ambidexterity [5]
  • Arm ST 1-2 [5/level]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Enhanced Dodge 1-3 [15/level]
  • Enhanced Parry 2-3 (Weapon of choice) [5/level]
  • Extra Attack 1 [25]
  • Gizmos 1-3 [5/gizmo]
  • Peripheral Vision [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Striking ST 1-2 [5/level]
  • Strong Chi 1-4 [5/level]
  • Wild Talent 1 [20]
  • Weapon Bond (Any starting weapon) [1]
  • replace Luck [15] with Extraordinary Luck [30] for 15 points
  • expand Weapon Master (Weapon of choice) [20] to Weapon Master (Two weapons) [25] for 5 points or Weapon Master (Small class of weapons) [30] for 10 points.
  • anything else the GM allows you to take

Disadvantages

-20 points chosen from among

  • Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
  • Fanaticism (Employer, nation, or service) [-15]
  • Intolerance (Rival nation or other large group) [-5]
  • Obsession (Beat a specific rival) [-5*]
  • Secret (Illegal tournament deaths) [-20]
  • Sense of Duty (Team) [-5]
  • Social Stigma (Criminal Record) [-5]

Another -30 points chosen from among previous or the following traits:

  • Bad Temper [-10*]
  • Bloodlust[-10*]
  • Callous [-5]
  • Delusion (“Guns are no match for my favorite weapon!”) [-5]
  • Honesty [-10*]
  • Impulsiveness [-10*]
  • On the Edge [-15*]
  • Overconfidence [-5*]
  • Vow (Use only muscle-powered attacks) [-10]
  • Distinctive Features (Dueling scars) [-1]
  • Jealousy [-10]
  • Loner [-5*]
  • Odious Personal Habits [-5 to -15]
  • Stubbornness [-5]
  • Trademark [-5 to -15]
  • Workaholic [-5]
  • anything else the GM allows you to take

Skills

Primary

A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen from among: Fast-Draw (any), Knife, or Thrown Weapon (any), all (E) DX+2 [4]-17; Axe/Mace, Broadsword, Cloak, Jitte/Sai, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Sword, or Whip, all (A) DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, all (H) DX [4]-15; or 4 points/level to raise any of these by up to three levels.

Secondary

  • Acrobatics (H) DX-1 [2]-14
  • Holdout (A) IQ+2 [8]-12
  • Jumping (E) DX [1]-15
  • and Stealth (A) DX [2]-15
  • One of Boxing (A) DX [2]-15, Brawling (E) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
  • Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
  • Five of Fast-Draw (any), Guns (Pistol), or Thrown Weapon (any), all (E) DX+1

[2]-16; Throwing (A) DX [2]-15; Parry Missile Weapons (H) DX-1 [2]-14; Armoury (Melee Weapons), Connoisseur (Melee Weapons), Soldier, or Streetwise, all (A) IQ [2]-10; Tactics (H) IQ-1 [2]-9; Hiking or Running, both (A) HT [2]-11; Intimidation (A) Will [2]-10

  • or 2 points to raise one

of these skills or Acrobatics, Stealth, or an unarmed skill by a level

Background Skills

  • Driving (Automobile or Motorcycle) (A) DX-1 [1]-14.

Martial-Arts Abilities

A total of 15 points in any of the perks, cinematic skills, and techniques below – preferably armed specialties, where possible.

Perks

  • Deadly Pose [1]
  • Dirty Fighting 1-3 [1/level]
  • Finishing Move [1]
  • Focused Fury [1]
  • Off-Hand Weapon Training [1]
  • Trademark Move [1]
  • Weapon Bond [1]

Cinematic Skills

  • Flying Leap (requires Power Blow) (H) IQ-2 [1]-8
  • Pressure Points (H) IQ-2 [1]-8
  • Throwing Art (H) DX-2 [1]-13
  • Kiai (H) HT-2 [1]-9
  • Power Blow (H) Will-2 [1]-8
  • Blind Fighting (VH) Per-3 [1]-7

Spending a total of 2 points in any skill buys it at one level higher, a total of 4 points purchases it at two levels higher, and cost is 4 points/level after that.

Techniques

  • Acrobatic Stand [1 to 6]
  • Arm Lock [1 to 4]
  • Disarming [2 to 6]
  • Dual-Weapon Attack [2 to 5]
  • Evade [1 to 5]
  • Feint [2 to 5]
  • Kicking [2 or 3]
  • Retain Weapon [2 to 6]
  • Roll with Blow [2 or 3]
  • Stamp Kick [2 to 4]
  • Toe Flip [1 to 5]

Vault Security Officer

Security Officer

It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.

Attributes

  • ST 11 [10]
  • DX 16 [120]
  • IQ 11 [20]
  • HT 12 [10]
  • Damage 1d-1/1d+1
  • BL 24 lbs.
  • HP 11 [0]
  • Will 12 [0]
  • Per 12 [5]
  • FP 12 [0]
  • Basic Speed 7.00 [0]
  • Basic Move 7 [0]

Advantages

  • Gunslinger [25]
  • Luck [15]

A further 30 points chosen from among:

  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Per +1 to +6 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Acute Vision [2/level]
  • Ambidexterity [5]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Enhanced Dodge 1-2 [15/level]
  • Fearlessness [2/level] or Unfazeable [15]
  • Fit [5] or Very Fit [15]
  • Gizmos 1-3 [5/gizmo]
  • Gun Perks [1/perk]
  • Hard to Kill [2/level]
  • Hard to Subdue [2/level]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Wild Talent 1 [20]
  • replace Luck [15] with Extraordinary Luck [30] for 15 points.
  • anything else the GM allows you to take

Disadvantages

-20 points chosen from among:

  • Code of Honor (“Stay bought”) [-5] or (Soldier’s) [-10]
  • 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*]
  • Intolerance (Rival nation or other large group) [-5]
  • Sense of Duty (Team) [-5] or (Nation) [-10]
  • Social Stigma (Criminal Record) [-5]

Another -10 points chosen from among those traits or:

  • Bad Temper [-10*]
  • Berserk [-10*]
  • Bloodlust [-10*]
  • Bully [-10*],
  • Honesty [-10*]

A further -20 points chosen from either of the previous lists or:

  • Callous [-5]
  • Flashbacks [-5 or -10]
  • Impulsiveness [-10*]
  • Odious Personal Habits [-5 to -15]
  • On the Edge [-15*]
  • Overconfidence [-5*]
  • Paranoia [-10]
  • Stubbornness [-5]
  • Wounded [-5]
  • anything else the GM allows you to take


Skills

Primary

  • Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
  • Acrobatics (H) DX [4]-16
  • One of Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18
  • Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty, Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), Liquid Projector(Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-15.

Secondary

  • One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15.
  • One of Judo (H) DX-1 [2]-15 or Wrestling (A) DX [2]-16
  • Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-15;
  • Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
  • Running (A) HT [2]-12.

Background Skills

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