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Abomination:
Why are these guys any different from Supernatural
Creatures? Stats are worse, and their combat AVs are as a whole,
much lower. They also get the dubious honor of having Arcanowave
schticks instead of Creature schticks. Modified as below:
Body
6 Chi = 0 (Mag = 8) Mind 3 Ref 5
Add 5/3/1 to
Primary stats. Add 2 to one Secondary.
Arcanowave Device
= 14 Creature Powers = 14 Guns = 13 Martial Arts =
13
+3 Skill Bonuses to allocate.
Schticks: 2
Creature Schticks, 3 Arcanowave Schticks, plus
Transformation.This form must be a human one.
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Big
Bruiser: A personal favorite, I still think they are
hosed a bit according to the rules. Modify as below:
Body
= 11 (Toughness = 12) Chi 0 Mind 5 Ref 5
Add 2
to a Primary. Add 2 to a Secondary.
Guns = 12 Martial
Arts = 13 Info/your choice +2 Intimidation: +4
Add
+6 Skill Bonuses.
Unique Schticks: Tough S.O.B.,
Standing Tall, Never Die Once
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Cyborg: These
guys get the most Arcanowave schticks and yet are the most
unable to use them! The poor Cyborg suffers the worst imbalance
I've ever seen – you are invariabley better off taking any
other character archetype. But we'll change that, and make
Cyborgs the menaces they are supposed to be:
Body 5 Chi
0 (Magic = 7) Mind 5 Ref 5
Divide 6 points among
attributes – no more than 5 to any single one. Add 2 to
any secondary stat.
Arcanowave Device = 14 Guns =
14 Martial Arts = 13 Sabotage +2
Add +6 Skill
Bonuses. You can swap Guns and Martial Arts if you
wish.
Schticks: 4 Arcanowave Devices, 1 Gun Schtick
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Everyman
Hero: Bod 5 Chi 0 (For = 10) Mind 5 (Will
7) Ref 5
Add 3/2 to Primary stats. Add 2 to a
secondary stat. No stat can go above 10.
Guns =
13 Martial Arts = 13 Info/Beer +8 [Max 15] Info/Classic
Cars +5 [Max 13] Info/Sports Fan +8 [Max 15] Info/Stadium
Rock +7 [Max 14]
Add +5 Skill Bonuses. You may change
Info skills to reflect other blue-collar or low-brow
interests.
Unique Schticks: Fool's Luck, Wierdness
Magnet. Your choice of Anything Handy or Cook Fu.
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Ex-Special
Forces: Body 5 Chi 0 (Fu = 4) Mind 5 Ref
5
Divide 6 points
among attributes – no more than 5 to any single one. Add 2
to any secondary stat.
Guns = 14 Martial Arts =
13 Info/Anti-Terrorism +5 Sabotage +4
Add +5 Skill
Bonuses. You may swap the AV for Guns and Martial
Arts.
Schticks: 5 Gun Schticks, or 5 Fu Schticks or 3 Gun
Schticks and 2 Fu Schticks.
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Gambler: Bod
5 Chi 0 (For = 7) Mind 6 (Cha 7) Ref 5
Add 3/2/1
to Primary stats. Add 1 to a Secondary Stat. It may not exceed
10.
Guns = 13 Martial Arts = 13 Gambling =
15 Seduction +6
Add +6 Skill Bonuses.
Schticks:
2 Gun schticks Unique Schticks: Lady Luck and your choice of
either Gambling Fu or God of Gamblers
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Ghost: Body
5 Chi 0 (Mag = 7) Mind 6 (Cha 8) Ref 5
Divide 5
points among Primary Stats. Add 2 to any secondary stat. No stat
may be higher than 10 except for Charisma.
Creature
Powers = 14 Sorcery = 13 Martial Arts or Guns =
12 Seduction = 15 Info/Musicianship +4
Add +4 Skill
Bonuses. You may swap the AV for Martial arts or Guns with the
AV for Sorcery if you wish.
Schticks: 2 Sorcery Schticks,
Flight, Insubstantial, 1 other Creature Schtick.
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Journalist: Bod
5 Chi 0 (For = 5) Mind 6 Ref 5
Divide 5 points
among Primary attributes. Add 2 to a secondary stat. No stat may
be higher than 10.
Guns = 13 Martial Arts =
13 Detective +3 Info/Intoxicants +5 Info/World Politics
+3 Info/your choice +3 Journalism = 14
Add +5 Skill
Bonuses.
Schticks: 2 Gun schticks. Unique Schticks:
Been Around the World, We're Tight Like That
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Karate
Cop: Bod 5 Chi 2 Mind 5 (Cha 7) Ref 5
Stat
Adds are 3/2/1 Primary, 2 Secondary. No stat can be higher than
10.
Guns = 13 Martial Arts = 14 Police +4 Driving
+6
Add +6 Skill Bonuses.
Unique Schticks:
Acrobatic, Honest Joe, I'm the Good Guy!
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Killer: Bod
5 Chi 0 Mind 5 Ref 5
Stat Adds are 3/2/1
Primary, 2 Secondary
Guns = 15 Martial Arts =
12 Driving +3 Deceit +2 Info/Gangland Politics +2
Add
+6 Skill Bonuses
Schticks: 5 Gun Schticks
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Magic
Cop: Bod 5 Chi =2 (Magic = 8) Mind 5 Ref
5
Divide 6 points among Primary stats.
Guns =
13 Sorcery = 14 Martial Arts = 12 Police
+3* Info/Occult +7
Add +8 Skill Bonuses. You may swap
value for Martial Arts and Guns if you wish.
*Substitute
with Detective or Info/Specific Religion for private eye types
or crusading priests.
SorcerySchticks: Summoning, Blast
(with one SFX), plus one of following: Divination, Fertility,
Heal Gun Schticks: 2 Gun schticks Unique Schticks: True
Form, Home Turf
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Martial
Artist: Body 5 Chi 0 (Fu = 8) Mind 5 Ref
5
Add 3/2/1 to Primary Stats. Add 2 to a Secondary.
Martial Arts = 15 Leadership +2 Info/Eastern
Philosophy +6
Add +5 Skill Bonuses
Fu Schticks: 5
Fu schticks
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Medic: Bod
5 Chi 0 Mind 7 Ref 5
Add 3/2 to Primary Stats.
Add 4 to Secondary Stats. No stat may be higher than 10.
Guns
= 13 Martial Arts = 13 Detective +3 Driving
+2 Info/your choice +4 Info/your choice +2 Medicine =
15
Add +5 skill bonuses
Schticks: 2 Fu or 2 Gun
shcticks.
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Masked
Avenger: Bod 5 Chi 2 [Max 5] Mind 5 Ref
5
Divide 6 points among Primary Stats. Add 2/1 to
Secondary Stats. No Stat may be higher than 10.
Guns =
14 Martial Arts = 13 Detective = 15 Fix-It
+2 Info/Science +2 Info/Criminal Underworld +3 Info/your
choice +2 Intimidation +3
Add +8 Skill Bonuses. You
may swap Guns and Martial Arts AVs if you wish.
Schticks:
2 Gun or Fu schticks. Unique Schtick: Fearsome
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Maverick
Cop: Bod 5 Chi 0 Mind 5 (Cha 7) Ref 5
Stat
adds are 3/2/1 Primary, 2 Secondary. No stat may be higher than
10.
Guns = 14 Martial Arts = 12 Police +2 Driving
= 15
Add 6 Skill Bonuses.
Schticks: 4 Gun
Schticks Unique Schtick: I AM The Law! (or, if no longer on
the force, Fearsome)
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Monster
Hunter: Body 5 Chi 0 (Mag = 7) Mind 5 (Will
7) Ref 5
Stat adds are 3/2/1 Primary, 2 Secondary. No
stat may be higher than 10.
Arcanowave Device = 14 Guns
= 13 Martial Arts = 12 Info/Ancient China +4
Add +5
Skill Bonuses. May swap Guns and Martial Arts AVs if you
wish.
Schticks: 1 Gun Schtick and 2 Arcanowave Schticks
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Ninja: Body
5 Chi 0 (Fu = 4) Mind 5 (Perception 7) Ref 5
Stat
adds are 3/2/1 Primary, 2 Secondary. No stat may be higher than
10.
Guns = 12 Martial Arts = 14 Deceit +4 Intrusion
= 14 Fix-It +3 Info/your choice +2
Add +6 Skill
Bonuses.
Schticks: 2 Fu Schticks. Unique Schtick: Hide
Anywhere
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Old
Master: Body = 4 (Con = 6) Chi = 0 (Fu =10) Mind
5 Ref 5
Divide 4 points among your Primary
Attributes.
Martial Arts = 16 Leadership
+2 Info/Calligraphy +5 Info/Chinese Painting
+4 Info/Chinese Poetry 4 Info/Eastern Philosophy =
14 Info/Noodle Making +5
Fu Schticks: 7 Fu
Schticks. Unique Schtick: Strength of Will
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Private
Investigator: Can I ask why the picture they put in
the book is of some frumpy new-agey leotard-wearing chick? I
mean, c'mon, does that look like the type of private eye you'd
want to hire?
Body 5 Chi 0 (For 2) Mind 5 Ref
5
Add 3/2/1 to Primary stats, add 2 to one Secondary.
Guns = 13 Martial Arts = 13 Detective =
15 Info/Business +3 Info/Civil Law +3 Intrusion +3
Add
+8 Skill Bonuses
Schticks: Any single Gun or Fu
schtick. Unique Schticks: Great Scot!, Voiceover
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Scrappy
Kid: Body = 4 (Con = 6) Chi = 7 Mind 6 Ref
8
Add 2 to a Primary Stat. Add 2 to a Secondary Stat. No
stat can be higher than 10.
Martial Arts =13 Intrusion
+2 Deceit +2 Info/Comic Books +5 Info/Computers
+4 Info/Skateboards +4 Info/Pop Music +3 Info/Your
choice +2
Schticks: 2 Fu Schticks Unique Schticks:
Prank, Little Sucker
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Sorceror: Body
5 Chi 0 (Mag = 10) Mind 5 Ref 5
Stat adds are
3/2/1 Primary, 2 Secondary
Sorcery = 15 Info/History
+4 Info/Underworld +2 Info/your choice +4 Info/your
choice +2 Leadership +2 Intimidation +2
Schticks: 5
Sorcery schticks
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Spy: Bod
5 Chi 0 (For = 6) Mind 7 Ref 5
Divide 6 points
among Primary Stats. Divide 3 points among Secondary Stats. No
stat may be higher than 10.
Guns = 13 Martial Arts =
13 Deceit = 15 Fix-It +2 Seduction = 14 Info/Fashion
+4 Info/Food & Drink +4 Info/Politics +2 Intrusion
+4 Sabotage +2
Add +5 Skill Bonuses
Schticks:
2 Gun Schticks Unique Schticks: And Now Mr. Bond... ,
Debonair
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Supernatural
Creature: Body 6 Chi 0 (Mag = 8) Mind 3 Ref
5
Add 3/2/1 to Primary Stats. Add 2 to a Secondary
Stat.
Creature Powrer = 15 Martial Arts =
13 Info/Underworld +3 Info/Ancient China +2
Add +3
Skill Bonuses.
Creature Schticks: 5 Creature Powers,
plus Transformation.
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Techie: Bod
5 Chi 0 (For 2) Mind 6 Ref 5
Stat adds are 3/2/1
Primary, 2 Secondary
Guns = 13 Martial Arts =
13 Fix-It = 15 Info/Science +4 Sabotage +2 Driving =
15
Schticks: One Gun Schtick Unique Schticks: Here it
Is!, and any one other Techie Schtick from following: Blueprint
Cipher, Duct Tape Magician or Unstable Invention
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Thief: Body
5 Chi 0 (For = 3) Mind 5 Ref 5
Add 3/2/1 Primary
Stats, add 2 to a Secondary Stat.
Guns = 13 Martial
Arts = 13 Intrustion = 16 Deceit +4 Detective
+2 Info/Art & Antiques +6 Info/Gems & Jewels
+6
Add +8 Skill Bonuses.
Schticks: one Gun or one
Fu schtick. Unique Schticks: Choice of Instant Disguise or
Hide Anywhere
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Transformed
Animals: Body 5 Chi 7 (For 2) Mind 5 Ref
5
Add 1 to any Primary Stat (after you apply your animal
package).
Guns = 12 Martial Arts = 14 Info/History
+3 Info/Your choice +3
Add +8 Skill Bonuses. You may
swap the AV values for Guns and Martial Arts if you
desire.
Schticks: 5 Schticks in a Transformed Animal
Package
Additional
Stat mods depend on your animal type. Unlike the FS rules,
all stat mods are combined – Thus a Mind +3 Charisma +2
and Will -4 would give you Mind 8. Charisma 10 and Will 4 (not
Mind 8, Cha 7 and Will 1, per the FS rule book):
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Bear:
Body +5, Con +2, Will +2 Crab: Body +2, Toughness +2, Will
+2, Reflexes +3 Dragon: Body +4, Chi +2, Mind +4, Reflexes
+4 Elephant: Body +6, Will +2 Fox: Fortune +4, Mind +3,
Charisma +2, Will -4, Reflexes +3 Monkey: Fortune +2, Mind
+1, Charisma +2, Reflexes +4 Panda: Body +4, Fortune +4,
Charisma +2 Rat: Move +2, Fortune +2, Mind +1, Perception +2,
Reflexes +3 Rooster: Move +2, Mind +1, Charisma +2, Reflexes
+4 Scorpion: Move +2, Mind +1, Reflexes +5 Shark: Body +4,
Per +2, Ref +2 Spider: Strength -1, Move +1, Mind +2,
Perception +2, Reflexes +3, Dexterity +2 Tiger: Body +3,
Charisma +2, Reflexes +3 Tortoise: Body +2, Constitution +2,
Toughness +2, Move -3, Mind +4, Will +2, Reflexes -1, Dexterity
+1
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