Val | Char | Cost |
20 | STR | 10 |
26 | DEX | 48 |
20 | CON | 20 |
12 | BODY | 4 |
13 | INT | 3 |
16 | EGO | 12 |
15 | PRE | 5 |
12 | COM | 1 |
12 | PD | 8 |
8 | ED | 4 |
6 | SPD | 24 |
10 | REC | 4 |
40 | END | 0 |
40 | STUN | 8 |
8" | RUN | 0 |
4" | SWIM | 0 |
8" | LEAP | 0 |
Cost | Power | END |
87 | Arsenal of Weapons: VPP (Gadget Pool), 75 base + 12 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1), Limited Power: Only Martial Arts Weapons (-1/2) | |
20 | Arts of Evasion: Missile Deflection (Any Ranged Attack) | 0 |
5 | Invincible Styles: Lack of Weakness (-5) for Normal Defense | 0 |
6 | Keen Senses: +2 PER with All Sense Groups | 0 |
6 | Skilled Climber: Clinging (30 STR) (13 Active Points); OIF (-1/2), Requires A Climbing Roll (-1/2) | 0 |
12 | Slingers: Swinging 15" (15 Active Points); IIF (-1/4) | 1 |
4 | Strong Leaper : Superleap +4" (8" forward, 4" upward) | 1 |
2 | Strong Swimmer: Swimming +2" (4" total) | 1 |
4 | Swift Runner: Running +2" (8" total) | 1 |
Cost | Martial Arts Maneuver |
Eccelctic Martial Arts Style | |
12 | 1) +3 HTH Damage Class(es) |
4 | 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 | 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND |
4 | 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll |
4 | 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 | 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs |
3 | 7) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on |
3 | 8) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike; Target Falls; Must Follow Grab |
4 | 9) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND ; Target Falls |
4 | 10) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 |
3 | 11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls |
4 | 12) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND |
4 | 13) Punch/Snap Kick/Knee: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike |
4 | 14) Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, 7d6 +v/5; FMove |
5 | 15) Side Kick/Axe Kick/Crescent Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike |
3 | 16) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls |
4 | 17) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 45 STR |
19 | 18) Weapon Element: Axes, Maces, Picks, Chain and Rope, Clubs, Flails, Flying Guillotine, Garotte, Hook Sword, Karate Weapons, Lances, Net, Pole Arms, Quarterstaff, Straight Razor, Swords, Three-Section Staff, Two-handed Weapons, Unarmed Combat, War Fan, Whip, Wind and Fire Wheels |
Cost | Skill |
8 | +1 with All Ranged Attacks |
24 | +3 with All Combat |
3 | Acrobatics 14- |
3 | Analyze: Combat 12- |
3 | Analyze: Style 12- |
3 | Breakfall 14- |
3 | Bribery 12- |
3 | Bureaucratics 12- |
3 | Climbing 14- |
3 | Combat Driving 14- |
3 | Combat Piloting 14- |
3 | Concealment 12- |
3 | Contortionist 14- |
3 | Cryptography 12- |
10 | Defense Maneuver I-IV |
3 | Demolitions 12- |
3 | Disguise 12- |
3 | Fast Draw 14- |
3 | Forgery 12- |
3 | Gambling 12- |
3 | High Society 12- |
3 | Interrogation 12- |
2 | KS: Combateka 11- |
2 | KS: Karate 11- |
2 | KS: Kung Fu 11- |
2 | KS: The Martial World 11- |
2 | Language: French (Fluent Conversation) |
2 | Language: Japanese (Fluent Conversation) |
2 | Language: Spanish (Fluent Conversation) |
3 | Lockpicking 14- |
3 | Navigation 12- |
3 | Paramedics 12- |
3 | Penalty Skill Levels: +2 vs. Hit Location modifiers with a single attack |
3 | Penalty Skill Levels: +2 vs. Throwing modifiers with a single attack |
5 | Penalty Skill Levels: +3 vs. Range Modifier with a single attack |
3 | Sleight of Hand 14- |
3 | Stealth 14- |
10 | Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 12- |
3 | Tactics 12- |
3 | Teamwork 14- |
3 | Tracking 12- |
3 | Trading 12- |
4 | Transport Familiarity: Common Motorized Ground Vehicles, Riding Animals, Small Motorized Boats |
10 | Two-Weapon Fighting (HTH) |
35 | Weapon Familiarity: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Boomerangs and Throwing Clubs, Common Melee Weapons, Flails, Flying Claw/Guillotine, Fukimi-Bari, Garrote, Homemade Weapons, Hook Sword, Iron Mandarin Duck, Kiseru, Lajatang, Lances, Metsubishi, Nets, Off Hand, Pendjepit, Rope Dart, Sling, Spread-The-Water Knife, Staffs, Three-Section Staff, Thrown Chain & Rope Weapons, Thrown Sword, Urumi, Whips, Wind and Fire Wheels, Wishful Steel Ball |
3 | Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12- |
Cost | Perk |
6 | Money: Wealthy |
9 | Reputation: Skilled Mercenary (A large group) 14-, +3/+3d6 |
5 | Fringe Benefit: International Driver's License, Membership: Batroc's Brigade, Passport |
Cost | Talent |
12 | Combat Luck (6 PD/6 ED) |
15 | Combat Sense 12- |
3 | Lightning Reflexes: +2 DEX to act first with All Actions |
Total Character Cost: 652
Val | Disadvantages |
20 | Hunted: American Authorities 8- (Mo Pow, NCI, Harshly Punish) |
15 | Hunted: European Authorities 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) |
10 | Hunted: Rival Martial Artist 8- (As Pow, Harshly Punish) |
20 | Psychological Limitation : Gloryhound Common, Total |
15 | Psychological Limitation: Follows Batroc for fun. (Very Common, Moderate) |
10 | Psychological Limitation: Pragmatic, seeks to keep himself alive (Common, Moderate) |
20 | Psychological Limitation: Wants to be the Best Common, Total |
10 | Reputation: Mercenary, 11- |
10 | Rivalry: All other Martial Artists: Professional (; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
15 | Social Limitation: Secret Identity: Maximillian Zaran Frequently (11-), Major |
5 | Unluck: 1d6 |
Disadvantage Points: 150
Base Points: 200
Experience Required: 302
Total Experience Available: 302
Experience Unspent: 0