Blank Character Sheets (Superheroes)

So When I build a Superhero Character I generally use one of three systems: V&V 2nd edition, TSR’s MSH and the HERO system.  There are exceptions, but since the majority is those three I built a sort of “Master Character sheet” using those three systems.  The differences are interesting to me (in some cases academic to two out of the three) like Body weight is critical to V&V, semi important to HERO and not even important enough to be listed on the MSH sheet.  Stats are (typically) low and random in V&V, standardized but random in MSH NPC’s but random and artificially lowered in random PC’s, and HERO everything is bought so when you switch to V&V things are hard to explain…

In addition like a few other of my posts if you scroll the viewing area left you should be able to see more of the sheet .

Identity: Character Name: Player name: Base of Operations: 3 Acrobatics 5 Auto-fire Skill: Accurate Spray-fire
Sex: Training Suggestions: Genre: Group Affiliations: 3 Acting 5 Auto-fire Skill: Concentrated Spray-fire 3 Skill Enhancer: Jack of All Trades
Age and Appearance: Character Quotes: Game master: Campaign name: 3 AK: 5 Auto-fire Skill: Rapid Auto-fire 3 Skill Enhancer: Linguist
Alternate Identities: Origin and Background: 3 Analyze: 5 Auto-fire Skill: Skip-over Spray-fire 3 Skill Enhancer: Scholar
Weight: Basic hits: Rank Rank or number Characteristics + Powers + Skills, Perks and Talents= Total Character cost Base Points + Available from disadvantages + Experience = Maximum 3 Breakfall 9 Ambidexterity 3 Skill Enhancer: Scientist
Agility mod: Fighting Val Characteristics Cost Base Points Roll Notes: 3 Bribery 3 Animal Handler 3 Skill Enhancer: Traveler
Strength: Endurance: Agility Strength x1 10 HTH Damage  in d6’s 3 Bugging 3 Skill Enhancer: Well Connected
Agility: Intelligence: Strength Dexterity x3 10 OCV:      DCV: 3 CK: 3 Arcane Magic Research Sample Skill Enhancers in the Package Format: this format is designed to really show off what sorts of utilities a skill enhancement can be put to in order to give a player input to a campaign as well as helping positively define a character as a part of a group.  The Skill enhancer in this case
Char: Reaction: Endurance Constitution x2 10 3 Climbing 3 Arcane Magic Skill The Breakdown of the Package:
Hit point modifier:         (    ) (    ) (    )  (    ) = Healing Rate: Reason Body x2 10 3 Computer Programming 3 Analyze: Magic 3 Dinosaur hunter Package Skill Enhancer this uses a skill enhancer because GM’s can customize Skill Enhancers to his taste.  Generally a Skill enhancer should be built with a circle of 3-11 Skills that get the benefit from the skill enhancer.  Most of these should be
Hit Points (      ): Power (      ): Intuition Intelligence x1 10 per Roll 3 Concealment 3 Magic, Arcane 1(2) PS: Dinosaur Hunter 11- this tells the Gm and the player how effective s/he is with determining the threat level or typical asking price is based on the information given in relevance to a ‘mission’.
Psyche Ego x2 10 ECV 3 Contact: 3 Magic, Spirit 1(2) AK: Jungles 11- this indicates a level of expertise in the areas Dinosaurs would typically live.
Movement Rates: Health (F+A+S+E) Presence x1 10 Pre Dice:       d6 3 Magical Research 1(2) KS: Dinosaurs 11- this is the general knowledge as to which dinosaurs are which. Not just the naming schemes but also the habits, threats to and from
Comliness x1/2 10 3 Conversation 1(2) Language: Dino Languages this can allow an interpretive guess as to what some observed dinosaurs are likely communicating about.  Potentially with the right senses and communication gear this could be bought higher.  Or in some alternate campaigns the dinos could be taught commands or even communicated with.
Karma (R+I+P) Physical Defense x1 Str/5 Resistant:        Total: 3 Cramming: 3 Combat Driving 1(2) CK: Dinosaur Culture 11- much like the language above this is mostly used to determine behaviors rather than socially interact or integrate.  Should there be social groups larger or more sophisticated than ‘pack’ then this ability may be of more social utility once oriented that way.
Energy Defense x1 Con/5 Resistant:        Total: 3 Criminology 3 Combat Piloting 2(3) SS: Dinosaur physiology 9+I/5 in this case the character has an idea of things like brainpower some level of reactions and, unless they have practical experience, many of the theories of how their abilities would be of utility in dealing with them.
Accuracy: Damage Mod: Resources Speed x10 1+Dex/10 Phases: 6 7 8 9 10 11 3 Deduction 3 Combat Sense 1(2) Survival: Jungles 11- This translates roughly into aids in not only subsitence living in a jungle but with the other dino abilities also things like knowing how to collect predator urine, which scents to use for what effect, etc… to enable better avoidance of particular encounters and other succesful strategies.
C. Cap: Basic HTH Damage: Recovery x2 (Str/5)+(Con/5) 3 Demolitions 3 Contortionist 2(3) Tracking: Though mostly a environmental deductive ability this is of special utility to Dino hunters because of the large differential in various sauropods if far more easily narrowed down from tracks than many other determinants because of poor audio samples and by the time they are seen it might be too late.
Popularity Endurance x1/2 Conx2 3 Disguise 3 Cryptography 3 +1 With all Dinosaur hunter Package skill rolls this ability is taking advantage of the GM defining the Dinosaur Hunter as a Tight Group for skill level purchases.
Stun x1 Bd+(St/2)+(Cn/2) 3 Electronics 2 +1 w/ all HTH and Powers only Vs Dinosaur forms (-1&1/2)  [note this ability is not limited to ‘real’ Dinosaurs but anything with 50% or more resemblance to Dinosaurs applies whether it is giant Dinosaurs robot spaceships, Actors in Dinosaur suits or far future Saurine alien races. This rarity may be set by the GM, and does not function against the vast majority of targets like humans,  lost world creatures, etc..]
Detect Hidden: Detect Danger: Special Abilities: Run x2 6″ x2 non-combat multiplier 3 Fast Draw Defense Maneuver I (3) 2(2) 3(3) 4(2) General notes: this is a beginner level Dinosaur hunter.  They cannot speak with the Dinosaurs, and are not as totally skilled with all facets of a Dinosaur hunter as an average Package taking character.
Talents: Swim x1 2″ x2 non-combat multiplier 3 Forgery 3 Forensic Medicine 3 Anti-Ape Skill Enhancer Package
Inventing Points: Vertical leap Spl. Str/10 x2 non-combat multiplier 3 Gambling: Board games, Card Games 3 Healing 2(3) AK: Jungles 9+I/5
Inventing %: Contacts: HLeap Spl. Str/5 x2 non-combat multiplier 3 Lip-reading 2(3) CK: Ape Culture 9+P/5
Security Clearance: Characteristics Total Cost: 3 High Society 3 Two Weapon Fighting 2(3) KS: Ape Combat and Tactics 9+I/5
Powers: Powers: Powers: 3 Interrogation 3 Ventriloquism 4(5) Language: Ape language (no accent)
3 Inventor Weapon smith: 2(3) PS: Ape Combatant 9+I/5
KS: 5 Rapid Attack 2(3) SS: Ape physiology 9+I/5
2(3) Survival: Jungles 9+I/5
3 Language: 6 Accurate far and away: +4 PSL Vs. Ranged mods w/ Multipower 2 TF: Jeeps
3 Lock-picking 6 Axe You, Axe Me: +2 W/Axes 2 WF: Common Primate Capture Gear
3 Mechanics 3 Carney: +1 W/PS: Carney, KS: Carney Games& Sleight of Hand 10 +4 w/ all HTH and Common Primate Capture Gear only Vs Ape forms (-1) [note this ability is not limited to ‘real’ apes but anything with 50% or more resemblance to apes applies whether it is giant ape robot spaceships, wrestlers in monkey/gorilla suits, Ape themed martial artists or primate alien races, note it does not function against the vast majority of targets like humans, etc..]
3 Mimicry 5 Defensive Strategy: +1 DCV Vs. All 6 +2 With all Anti-Ape Package skill rolls
3 Navigation 4 Fanning The Hammer: +2 PSL Vs. Rapid Fire penalties General notes: this is an example of a fairly competent character who frequently opposes ape themed characters. This package is unusual in that the character is fluent and has no accent in languages that in a ‘more normal world” would not exist.
3 Oratory 9 Fit: +3 with Acrobatics, Breakfall & Climbing
Total Powers Cost: 3 Paramedic 10 Handy in HTH: +2 W/ HTH Combat Underground Tranezid Resistance
Skills, Perks, Contacts and Talents: 3 Persuasion 6 Leaping Skill: +2 OCV with leaps 3 Anti-Tranezid Skill Enhancer Package
Cash: $ 3 Power-Skill: 2 Lithe in Armor: +1 to DCV to counter Armor penalties only 2(3) AK: Tranezid Controlled Areas 9+I/5
Inventions: PS: 3 Mage: +1 With Magic Skills (Magical Research, Magic, Arcane & Magic, Spirit) 2(3) CK: Tranezid Culture 9+P/5
9 Master of Fear: +3 W/ Interrogation, PS: Vigilante & KS: Super Villains 2(3) Analyze: Tranezid Patterns 9+I/5
3 Riding 15 Multi-Mastery: +5 W/ Multipower 2(3) KS: Tranezid Combat and Tactics 9+I/5
3 Security Systems 9 On the GO: +3 With all Movement 2(3) KS: Tranezid Technology
8 Overall Combatant: +1 with Overall Combat 4(5) Language: Tranezid language (no accent)
Total cost of  Inventions: 3 Seduction 6 Pistolero prodigy: +2 W/Handguns 2(3) PS: Tranezid Combatant 9+I/5
3 Shadowing 2 Razor Touch: +1 OCV W/Razor-scales 2(3) SS: Tranezid physiology 9+I/5
3 Sleight of Hand 4 Scimitar Swordsman: +2 OCV w/ Scimitars 2(3) Survival: Jungles 9+I/5
9 Sneaky: +3 With Concealment, Stealth & Shadowing 2 TF: Mecha
SS: 9 Super Detective: +3 W/ Deduction, Criminology and Interrogation 2 WF: Common Military Gear
3 Stealth 10 Two Weapons Defense: +4 DCV vs. All, Only vs. TWC -1/2 DCV Modifier (-1) 10 Mecha Anti Tranezid Trained: +4 w/ all HTH and Mecha Attacks  only Vs Tranezid forms (-1) [note this ability is not limited to ‘real’ Tranezid but anything with 50% or more resemblance to Tranezid applies whether it is giant Tranezid robot spaceships, wrestlers in Tranezid designed suits or far future Tranezid alien races, note it does not function against the vast majority of targets like humans, etc..]
Skills And Trainings 3 Streetwise 6 +2 With all Anti-Tranezid Package skill rolls
Monstrous 3 AK: Caves (res)
Amazing 3 Survival: 3 AK: Colorado 3 Skill Enhancer: Ranger of the Eastern Star (res)
Incredible Total Cost of Skills, Perks, Contacts and Talents: 3 Systems Operation 3 CK: Den City 3 Skill Enhancer: Druid (dr)
Remarkable Disadvantages: 3 Tactics 3 CK: Trinity City 3 Skill Enhancer: Weaponsmith (ws)
Excellent 3 Teamwork 3 CK: Ancient Egypt 3 Skill Enhancer: Forge Spirit Priest Skills (fp)
Good TF: 3 KS: Medicine 3 Skill Enhancer: Thief Skill Enhancer  (ts)
Typical 3 Tracking 3 KS: Medicinal Herbs 3 Skill Enhancer: Hearth Spirit Priest Skill Enhancer    (hp)
Poor 3 Trading 3 KS: Military man 3 Skill Enhancer: Order of the White Rose (wrw)
Feeble Total value of Disadvantages: 3 KS: Minerals 3 Skill Enhancer: Contract Investigator  (ci)
WF: 3 KS: Mutants
3 KS: Nature spirits Building an opposition skill set:
3 AK: Den City& Environs 3 KS: Old Comedy Routines Analyze: Opponent
3 AK: Rocky Mountains 3 KS: Religions KS: Opponent group
3 AK: Rock-hold and Vicinity 3 KS: Role-playing games PS: Opponent Hunter
3 AK: Borderlands 3 KS: SCA +1 CSl, Only vs. opponent group (-1/2)
3 KS: Armor & Armor Developments 3 KS: Science Fiction
3 KS: Art 3 KS: Songs 3 Housewife of All Chores
3 KS: Bad Martial Art flicks 3 KS: Spirit Magic 1 1) Have some cookies: PS: Baking (2 Active Points) 11-
3 KS: Carney Games 3 KS: Spirits (hp) 1 2) PS: Gardening (2 Active Points) 11-
3 KS: Comedic History 3 KS: Spirits and Spiritual World 1 3) My husband was fond of rice: PS: Cooking (2 Active Points) 11-
3 KS: Comics 3 KS: Star Law 1 4) PS: Housekeeping (2 Active Points) 11-
3 KS: Contracts 3 KS: Super Heroes 3 Scholar (Been around a while, and remembers some of it)
3 KS: Cybernetics 3 KS: Super Villains 1 1) KS: Daytime Television (2 Active Points) 11-
3 KS: Dance Steps 3 KS: Super-spy 1 2) KS: Geography of Brooklyn (2 Active Points) 11-
3 KS: Dilettante 3 KS: Tannish History 1 3) KS: History of the 20th century (2 Active Points) 11-
3 KS: Elastic Powers 3 KS: Teacher 1 4) KS: Stories in the Daily Bugle (2 Active Points) 11-
3 KS: Fantasy 3 KS: Thieves & Thief Guilds 3 Conveniently Overlooked, sometimes: Concealment 11-
3 KS: Filing systems 3 KS: Undead 3 Conveniently Overlooked, sometimes: Stealth 11-
3 KS: Forge Spirits 3 KS: US Mail 3 I’m a harmless old lady, you don’t want to hurt me, do you?: Seduction 10-
3 KS: History 3 KS: USSR 3 Does the shopping: Trading 10-
3 KS: History of Desnari 3 KS: Video games 3 Has worked in an office: Bureaucratics 10-
3 KS: History of Faustone 3 KS: Weapons & Weaponry Development 3 Nag, nag, nag: Oratory 10-
3 KS: History of Paen 3 KS: Woodworking 10 Much Missed: +2 with DCV
3 KS: History of Rockhold 3 KS: Magic Tricks -4 English
3 KS: History of the Order of the White Rose 3 KS: Martial Arts -2 German
3 KS: Instruction Techniques 3 KS: Media
3 KS: Internet 5 Language: German Comedy Festival Master Skill Enhancer
3 KS: Investigation Techniques 5 Language: Seven 2 AK: Den City& Environs
3 KS: Lore of Ancient Weapons 5 Language: Tradespeak 2 AK: Arena
3 KS: Lumber Yards 5 Language: Goblin jabber 3 Climbing
5 Language: Dre 3 Concealment
5 Language: Borderspeech 5 Language: Seven 1 KS: Old Comedy Routines
5 Language: Solidish 5 Language: Huntsman 2 KS: Comedic History
5 Language: English 5 Language: The Silent Tongue 2 KS: Elastic Powers
1 Language: Spanish 5 Language: American English 2 KS: Investigagtion Techniques
5 Language: Arabic 5 Language: Khor-Aram 3 Paramedic
5 Language: Hieroglyphics 5 Language: Tannish 3 PS: Stand up Comedian
1 Language: French 5 Language: Lhendai 3 Stealth
4 Language: Russian 5 Language: Mexican 3 Streetwise
3 Language: German 2 Survival: Rocky Mountains
4 Language: Ukrainian 3 SS: Psychology
2 Language: Inuit 3 SS: Micro-devices 5 Sapling: +1 With Druid Skills
3 Language: Japanese 3 SS: Chemistry 10 Decent Weaponsmith: +2 to all Weapon-smith Skills
3 SS: Natural Medicine
3 SS: 3 SS: Super-spy Eclectic Art: Martial Arts package
3 SS: Anatomy 3 SS: Dilettante 4 Counterstrike Defense: (M block) +2/+2 Block, Abort
3 SS: Microbiology 3 SS: Cybernetics 5 Riposte: (Def. Strike) +1/+3 Str Strike
3 SS: Military man 4 Knock away:  (M Disarm) +2/+2 Disarm, +10 Str
3 SS: Mutants 3 PS: Armorsmith 4 Duke Roundhouses Roundhouse:(M Str)+0/+2 Str Stike+2d6
3 SS: Pharmacology 3 PS: Arrok Hai 3 Leg Shot: (Leg sweep) +2/-1 Str Stike+1d6 target falls
3 SS: Physiology 3 PS: Athlete 4 Side Step: (M dodge) -/+5 Dodge, affects all, Abort
3 PS: Blacksmith 4 Weapon Elements: hands, Clubs, Fencing Swords, dagger, cloak,
3 PS: Carney 3 PS: Ranger of the Eastern Star
3 PS: Cyberneticist 3 PS: Researcher Monkey Fu: Martial Arts package
3 PS: Common Laborer 3 PS: Roleplayer 4 Monkey Strike +0/+2 +2d6 Str attack
3 PS: Contract Investigator 3 PS: Stand up Comedian 3 Monkey Throw +0/+1 Str+ V/5
3 PS: Dancer 3 PS: Super-spy 4 Escape +0/+0 +15 Str Vs Escapes
3 PS: Dilettante 3 PS: Teacher
3 PS: Druid 3 PS: Temporary Monkey Fu II: Martial Arts package
3 PS: File Clerk 3 PS: Thief 4 Monkey Block +2/+2 Block, Abort
3 PS: Hearth Priest (hp) 3 PS: Vigilante 5 Monkey Kick -2/+1 Str+4d6 Strike
3 PS: Instructor 3 PS: Weaponsmith 4 Weapon Clipper -1/+1 Str+10 to disarm
3 PS: Leader 3 PS: White Rose Warrior
3 PS: Mail Clerk 3 PS: Woodworker Caioperia: Martial Arts package
3 PS: Meditation 3 PS: Yard Dog 4 Choke Hold -2/+0 Grab One Limb; 2d6 NND
3 PS: Military man 5 Defensive Block +1/+3 Block, Abort
3 PS: Physician 3 Survival: Rocky Mountains 5 Defensive Strike +1/+3 STR Strike
3 PS: Psychologist 3 Survival: Borderlands, Faustone + Caves (res) 4 Fast Strike +2/+0 STR + 2d6 Strike
3 Survival: Desnari 3 Leg-sweep +2/-1 13d6 Strike Target falls
3 Survival: 4 Martial Disarm -1/+1 Disarm, +10 STR to Disarm
3 Survival: Darktooth Mountains 2 WF: 4 Martial Dodge N/+5 Dodge, Abort
3 Survival: Woodlands and rural areas 1 WF: Axes, Maces and Picks 4 Martial Escape +0/+0 +15 STR vs. Grabs
3 Survival: Rocky Mountains 2 WF: Common Melee Weapons 4 Martial Flash -1/-1 Flash 4d6
3 Survival: Paen 2 WF: Common Military Weapons 4 Martial Strike +0/+2 STR +2d6 Strike
2 WF: Common Missile weapons 3 Martial Throw +0/+1 STR+v/5 Strike, target falls
1 TF: 2 WF: Common Star Martial Weapons 5 Offensive Strike -2/+1 STR+ 4d6 Strike
1 TF: Boats 1 WF: Crossbows 4 Reversal -1/-2 +15 STR to Escape; Grab Two Limbs
1 TF: Stone Sleds 2 WF: Firearms 5 Sacrifice Strike +1/-2 STR+4d6 Strike
1 TF: Carts and Wagons 1 WF: Hurled Axes, Maces and Picks 5 Takeaway +0/+0 Grab Weapon, +10 STR to take weapon away
1 TF: Sleighs and Sleds 1 WF: Mounted Axes, Maces and Picks 3 Takedown +1/+1 STR Strike; Target Falls
1 Transport Familiarity: Forklifts 2 WF: Mounted Combat 3 Weapon Element: Blades, Chain & Rope Weapons, Clubs, Fists & Feet (Free)
1 WF: Shields
Weapon smith: 1 WF: Short Bows Russian Military Style: Martial Arts package
3 Weapon smith: Bows and Arrows 1 WF: Slings 3 Aikido Throw +0/+1 STR+ V/5
5 Weapon smith (Muscle Powered weapons) 4 Escape The Bear +0/+0 +15 STR Vs Escapes
3 Weapon smith (Axes, Maces & Picks) 2 Absolute range sense, RSR PS: Yard Dog Skill Roll 4 Sickle Strike +0/+2 STR +2d6 attack
2 Weapon smith (Axes only) 1 Cell Phone 4 Hand of Lenin +2/+2 Block, Abort
3 Cleave the Seas: +3” Swimming 5 Hammer Kick -2/+1 STR+4d6 Strike
3 Power-Skill: 2 Coldhearted: Life Support: Safe Environment: Intense Cold. 4 Weapon Cracker -1/+1 STR+10 to disarm
3 ZERO Skill: Power Skill for use with his ZERO powers 3 Computer access 1 Weapon Elements (2 total): Hands, Red Star Shield
3 Power-Skill: Cybernetics 1 Contact: Cell phone 8-
3 Power-Skill: Darkness Maneuver 3 Environmental Movement: Coffin Fighter, (No combat penalties while in cramped spaces) Skills of the Uncle: Martial Arts package
3 The Wand manipulation Power Skill 3 Environmental Movement: Gargantuan (No combat penalties while grown) 5 Defensive Strike +1/+3 STR Strike
3 Strength tricks Power Skill 4 Environmental Movement: I kneel before GOD, not you (No combat penalties while kneeling or sitting) 4 Killing Strike -2/+0 1/2d6 HKA
1 Environmental Movement: Ice-walking. 3 Leg-sweep +2/-1 13d6 Strike Target falls
15 3d6 luck “Daredevil” this may show up as +3 OSL 1 Licensed Physician:  Fringe Benefit:  License to practice a profession 4 Martial Block +2/+2 Block, Abort
2 Contact [Work history documents] 8 Military Training: +4” Running 4 Martial Disarm -1/+1 Disarm, +10 STR to Disarm
5 Contact: Apex Outsourcing (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11- 8 Money:  Wealthy $3 million a year 4 Martial Dodge N/+5 Dodge, Abort
32 Contact: BioCorps (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) 13- 3 Owns Practice: FB:  High-level executive of a minor business physician practice. 4 Martial Escape +0/+0 +15 STR vs. Grabs
6 Contact: Eastern Star Rangers 8- (sometimes they are hard to find) 1 Perk: Contact: Structural Engineer 3 Martial Grab -1/-1 Grab two Limbs, +10 Str for holding, STR damage
9 Contact: Old Gang Buddies (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8- 5 Perk: Wealthy 3 Martial Throw +0/+1 STR+v/5 Strike, target falls
3 Contact: Other Desnari 2 Resistance Talent: +2 to Ego rolls to resist interrogation 4 Nerve Strike -1/+1 2d6 NND
5 Contact: Redline (Contact has useful Skills or resources) 11- 7 Sneaking Blow: +1d6 Base Killing damage only when Target is Surprised. 5 Offensive Strike -2/+1 STR+ 4d6 Strike
20 Contact: Runners (Contact has extremely useful Skills or resources, Good relationship with Contact), Group Contact (x3) 12- 19 SUV:  Vehicle 3 Sacrifice Throw +2/+1 STR+1d6, You fall, Target falls
2 Fringe Benefit: Support of the Arroman Community 6 Wealth Spirit Focus: Martial Arts package
3 Light-sleep 3 Wealthy (family of Merchants and Craftsmen) 3 Leg-sweep +2/-1 13d6 Strike Target falls
2 LS: 400 yr. Lifespan 3 Perk- FB; Religious Rank, Druid 5 Bull Rush +2/-2 STR, Full move, Target Falls
5 Perk- Contact: Dain Mcmoran 1 Perk- FB; Right to Mary/Bury 4 Martial Block +2/+2 Block, Abort
5 Perk- Contact: Druid Council 8 Undead Turning: +50 Pre vs. undead (sidebar cost on 107-108) (hp). 3 Martial Throw +0/+1 12d6+v/5 Strike, target falls
10 Undead Turning (+60 Pre, similar to 107-108 in FH)
Golind’s Treasure: Martial Arts package
Bear Style martial Arts Skills of the Father: Martial Arts package 5 Takedown (Hook/Strong-arm) +0/+1 STR, Target falls
5 Offensive Strike -2/+1 STR+ 4d6 Strike 4 Choke Hold -2/+0 Grab, 2d6NND 5 Chest Cracker (Sacrifice Strike) +1/-2 Strike+4d6
4 Fast Strike +2/+0 STR +2d6 Strike 5 Defensive Strike +1/+3 STR Strike 4 Blade-shield (Martial Block) +2/+2 Ocv vs. Ocv, Block, Abort
3 Martial Grab -1/-1 Grab two Limbs, +10 Str for holding, STR damage 4 Killing Strike -2/+0 1/2d6 HKA 5 Bull Rush +2/-2 STR, Full move, Target Falls
3 Martial Throw +0/+1 STR+v/5 Strike, target falls 3 Leg-sweep +2/-1 13d6 Strike Target falls All the martial maneuvers are usable with Hands& Axes.
3 Sacrifice Throw +2/+1 STR+1d6, You fall, Target falls 4 Martial Block +2/+2 Block, Abort
3 Takedown +1/+1 STR Strike; Target Falls 4 Martial Disarm -1/+1 Disarm, +10 STR to Disarm The Standard Method/Axe Work: Martial Arts package
Scout Fu: Martial Arts Package 4 Martial Dodge N/+5 Dodge, Abort 4 Cleave +1/-1 STR+2d6
3 Aikido throw +0/+1 Str+ V/5 4 Martial Escape +0/+0 +15 STR vs. Grabs 5 Chop +2/+1 STR+1d6
4 Escape +0/+0 Str +15 Vs Escapes 3 Martial Grab -1/-1 Grab two Limbs, +10 Str for holding, STR damage 5 Charge 0/-1 STR, Full move, Target Falls
4 Trooper Strike +0/+2 Str +2d6 attack 4 Martial Strike +0/+2 STR +2d6 Strike 4 Disarm 0/+1 +10 STR to Disarm
4 Scout Block +2/+2 Block, Abort 3 Martial Throw +0/+1 STR+v/5 Strike, target falls 4 Block +2/+2 Block, Abort
5 Kick -2/+1 Str+4d6 Strike 4 Nerve Strike -1/+1 2d6 NND 4 Dodge  -/+5 Dodge, Abort
4 Weapon Clipper -1/+1 Str+10 to disarm 5 Offensive Strike -2/+1 STR+ 4d6 Strike Default Element is Axes
8 Weapon Elements (9 total): Weapon Breaker, Staff, Wind and Fire Wheels, Hands, 3 Sacrifice Throw +2/+1 STR+1d6, You fall, Target falls
Eagle Martial Arts: Martial Arts Package 32 Damage Classes N/A +8 DC to all Martial Arts Don’t try this at home: 3d6 dumb luck
5 Offensive Strike -2/+1 Str +4d6 Strike Ninjae Chop
4 Martial Dodge N/+5 Dodge, Abort The throws of winter Judy Chop
4 Martial Escape +0/+0 +15 STR vs. Grabs 4 Choke Hold -2/+0 Grab, 2d6NND Ninja block
4 Martial Block +2/+2 Block, Abort 4 Martial Escape +0/+0 +15 STR vs. Grabs WF Jump rope
4 Choke Hold -2/+0 Grab, 2d6NND 3 Martial Grab -1/-1 Grab two Limbs, +10 Str for holding, STR damage Ninjae stars cans of chew
1 Weapon Elements, Hands and Cyber weapons 3 Martial Throw +0/+1 STR+v/5 Strike, target falls Don’t try this on yer kids +1 dc only on smaller than normal targets
8 Damage Classes N/A +2 DC to all Martial Arts 3 Sacrifice Throw +2/+1 STR+1d6, You fall, Target falls This is dangerous:  +4d6 DC Side effects harms wielder
3 Takedown +1/+1 STR Strike; Target Falls

 

 

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