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John Wick / Keanu Reeves for 6e


Hyper-Man

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Inspired by a thread on RPG.net (How would you stat out John Wick?).

 

John_Wick_TeaserPoster.jpgJohn-Wick-Chapter-2-poster.jpg

 

Enjoy!

 

Click button to view character

 

 

download link - http://www.herogames.com/forums/files/file/283-john-wick-6e/

 

last updated on 6/29/17

 

Kill count - http://static1.squarespace.com/static/51b3dc8ee4b051b96ceb10de/t/550c998ae4b02547ba957215/1426889102996/?format=750w

Kill Counter Video - http://geektyrant.com/news/john-wick-kill-counter-cranks-up-the-carnage

Making of YouTube Video -

 

John Wick

Baba Yaga, The Boogeyman, Johnathan

 

VAL CHA Cost Roll Notes

17 STR 7 12- HTH Damage 3d6 END [3]

18/21 DEX 16 13- Initiative: 18 / 21

18 CON 8 13-

23 INT 13 14- PER Roll 16-

15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6

7 OCV 20

6 DCV 15

3 OMCV 0

3 DMCV 0

4 SPD 20 Phases: 3, 6, 9, 12

11 PD 6 11/19 PD (3/11 rPD)

11 ED 6 11/19 ED (3/11 rED)

10 REC 6

40 END 4

20 BODY 10

40 STUN 10

 

Movement Cost Meters Notes

RUNNING 0 14m/28m END [1]

SWIMMING 0 6m/12m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

Characteristics Total: 156

 

Cost Powers

0 Custom Lifting STR Table: From (http://www.herogames.com/forums/topic/87775-strength-in-the-mhi-universe-do-the-rpg-stats-seem-a-little-low/?p=232653)

[Notes: I recommend using the linked custom lifting STR chart for the John Wick universe. Everything is adjusted one step down from the normal STR table: 10 STR => 75 kg, 13 STR => 100kg, 15 STR => 150 kg, 18 STR => 200 kg, 20 STR => 300 kg. When applied to John's 17 STR this makes his maximum lift before pushing = 183.3 kg instead of the default 263.9 kg.] - END=0

0 Custom END Rules: From (http://www.herogames.com/forums/topic/94240-heroic-end-weapon-str-minimums-multiple-attack-autofire-and-guns/)

[Notes: From 6e1 page 41 - Using STR costs END — 1 END per 10 points of STR used in most cases (as an optional rule, some Heroic campaigns charge 1 END per 5 STR used, due to the prevalence of armed combat in those genres). However, a character only has to pay the END cost for his STR once per Phase, regardless of how many different ways he uses it in a single Phase. However, this rule does not apply to situations or game elements that allow a character to make two or more STR-based attacks in a Phase (such as an Autofire HA, or the Multiple Attack Combat Maneuver). In that case, the character has to pay END for his STR once for each attack. Since 6e2 page refers to guns as non-musclepowered ranged weapons I would recommend that GM's rule that STR cost 1 END per 5 points of STR used but meeting the STR Minimum for using a gun NOT be considered a STR-based attack and therefore only costs END once per Phase regardless of the number of shots fired by characters in the John Wick universe.] - END=0

 

3 Economy of Motion in Combat: Reduced Endurance (1/2 END; Naked Advantage; +1/4) for up to 17 Active Points of STR (4 Active Points); Limited Power - Only for Combat (-1/4)

[Notes: STR normally costs 1 END per 5 STR used in Heroic games. Usable with various Martial arts as well as C.A.R. System (Center Axis Relock), Weaver Stance and Isosceles Stance.] - END=0

3 Lightning Reflexes: +3 DEX (6 Active Points); Limited Power - Only to act first with All Actions (-1)

[Notes: Added as a Characteristic purchased as Power instead of the Talent so that the bonus DEX & Initiative shows up in the Characteristic Block.]

2 Military Training: Running +2m (14m total) - END=1

1 Military Training: Swimming +2m (6m total) - END=1

6 Observant: +2 PER with all Sense Groups - END=0

10 Quick Fire: Autofire (3 shots; Naked Advantage; +1/4) for up to 60 Active Points of Any Semi-Automatic Weapon of Opportunity (15 Active Points); OIF (Any Semi-Automatic Weapon of Opportunity; -1/2)

[Notes: Autofire imposes an additional +5 STR Minimum to any weapon used. This can be offset by using the Brace Maneuver. END cost is per each Autofire burst if combined with Multiple Attack, NOT per shot fired.] - END=1

 

Powers Total: 31

 

Cost Martial Arts

Jujutsu (Judo)

5 1) Weapon Element: Blades, Clubs, Default Element, Garrote, Handguns, Homemade Weapons, Polearms and Spears

[Notes: (Added for certain exports) Blades, Clubs, Default Element (Empty Hand), Garrote, Handguns, Homemade Weapons (Pencils), Polearms and Spears.]

4 2) Block (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

[Notes: (Marine Corps Martial Arts Program, Sambo)]

5 3) Breaking Throw (Custom): 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb, HKA 1 1/2d6, Disable, Target Falls

4 4) Disarm (Martial Disarm): 1/2 Phase, -1 OCV, +1 DCV, Disarm; 27 STR to Disarm

4 5) Escape (Martial Escape): 1/2 Phase, +0 OCV, +0 DCV, 32 STR vs. Grabs

4 6) Eye Gouge (Martial Flash): 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6

[Notes: (Marine Corps Martial Arts Program, Sambo)]

3 7) Grab (Martial Grab): 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 27 STR for holding on

[Notes: (Sambo)]

5 8) Joint Break (Custom): 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb, HKA 1 1/2d6, Disable

[Notes: (Sambo)]

3 9) Joint Lock (Custom): 1/2 Phase, +0 OCV, -1 DCV, 27 STR , Grab One Limb

4 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls

4 11) Knifehand (Killing Strike): 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6

[Notes: (Marine Corps Martial Arts Program)]

3 12) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls

4 13) Punch//Knee/Kick/Strike (Martial Strike): 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike

[Notes: (Jujutso, Marine Corps Martial Arts Program, Sambo)]

4 14) Reversal: var Phase, -1 OCV, -2 DCV, 32 STR to Escape; Grab Two Limbs

[Notes: (Wrestling)]

3 15) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 3d6 Strike; You Fall, Target Falls

4 16) Shime (Choke Hold): 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND

[Notes: Optionally, the base damage for the (Martial) Choke Hold could be increased to 3d6 NND. Otherwise, this can only be increased by Martial Damage Classes or CSL's that are applied to Damage (NOT by STR or Weapons).]

3 17) Slam (Martial Throw): 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/10, Target Falls

5 18) Stab (Offensive Strike): 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike

[Notes: (Knifefighting)]

 

Martial Arts Total: 72

 

Cost Skills

0 Custom Hit Location Chart (Optional) (Custom Adder)

[Notes: From (http://www.herogames.com/forums/topic/14671-house-rules-for-hit-location/) and (http://www.realschluss.org/disavowed/house_rules/). The custom chart is at the bottom of the page on the second link. I recommend using these custom Hit Location Rules for the John Wick Universe.]

 

Special Combat Maneuvers & Skills

[Notes: (List)]

0 1) Combined Attack (Free Maneuver) (Custom Adder)

[Notes: Using two or more powers or similar abilities (but not Combat/Martial Maneuvers or the like) once against a single target isn’t a Multiple Attack. It’s a Combined Attack, and counts as type of Strike. Therefore it has no OCV penalty, doesn’t halve the attacker’s DCV, and doesn’t take a Full Phase to perform. (Using two such powers multiple times against a single target, or against multiple targets, is a Multiple Attack and subject to all Multiple Attack rules.)]

10 2) Defense Maneuver I-IV

[Notes: Eliminates Multiple Attacker Bonuses to all attackers, even those which the character cannot perceive. (This does not allow him to perceive said attackers — it simply means that the way he moves in combat, no one can get a clear shot at his back, regardless of whether he knows they’re there. For example, he’d still suffer the reduced DCV that comes from being attacked by a foe he couldn’t perceive with a Targeting Sense, but that foe wouldn’t get a Multiple Attackers Bonus or bonus for attacking him “from behind.”). Acts as a “sense,” i.e., the character need not spend a Half Phase to use his Defense Maneuver (using it takes no time); any Combat Skill Levels that improve the character’s DCV are considered Persistent for this purpose.]

0 3) Multiple Attack (Free Maneuver) (Custom Adder)

[Notes: Multiple Attack requires a Full Phase to use (the Rapid Attack Skill, 6E1 87, reduces this to a Half Phase). Using it reduces the character to ½ DCV. The character’s OCV is affected by the number of targets, the types of attacks used, and other factors (see below). A character using Multiple Attack has to make a separate Attack Roll for each attack in the sequence. If he misses any of his Attack Rolls, all remaining attacks in that Multiple Attack sequence automatically miss also. A character making a Multiple Attack must expend END or Charges for each attack made (this includes any that automatically miss because he missed one in the sequence). He may elect to stop the Multiple Attack after any successful attack. This does not retroactively diminish the OCV and DCV penalties for using the Maneuver, but it saves END or Charges. A character making a Multiple Attack against multiple targets can choose to attack some or all of them more than once, but this of course increases the number of attacks (and thus the OCV penalty suffered; see below). For example, Thunderbird could make a Multiple Attack with his pistol by shooting Lazer once, Mechassassin twice, and Steel Commando once. That’s a total of four attacks, so he suffers a -6 OCV penalty on all the Attack Rolls.]

10 4) Rapid Attack

[Notes: A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack (6E2 73) as a Half Phase Action, instead of a Full Phase Action. (This includes Multiple Attacks made with the Two-Weapon Fighting Skill.) No roll is required, and all other Multiple Attack penalties and rules apply.]

0 5) Snap Shot (Optional Free Maneuver) (Custom Adder)

[Notes: This Free Optional Maneuver allows a character to move after making an attack (which is normally not allowed) — the character ducks out from Behind Cover (see 6E2 88), makes an attack, and then ducks back behind cover. It’s normally only used with Ranged attacks, but may, with the GM’s permission and in the right circumstances, be used in HTH Combat as well. Snap Shot requires a Full Phase, and characters can use it with other Combat Maneuvers (for example, a character could use Multiple Attack while Snap Shooting). To make a Snap Shot, the character must start fully Behind Cover near a corner, edge, or opening in whatever he’s hiding behind. The opening or edge must be within 1m of the character. He steps out (on his Phase and DEX) and attacks, using the modifier for Snap Shot (-1 OCV) in addition to whatever other modifiers he might have (for the weapon or maneuver he uses, for example). He gets his full DCV (modified, if necessary, by any other maneuvers he is using), and an attacker’s OCV will also be affected by the fact that he’s partially Behind Cover. The character may only fire at targets he’s aware of, although he may make a PER Roll to spot previously unknown targets. After this combat action, he’s exposed to enemy attack for the rest of the Segment in which he attacked. On the Segment after the Snap Shot he may duck back Behind Cover (at the same DEX at which he made his Snap Shot).]

0 6) Strafe (Optional Free Maneuver) (Custom Adder)

[Notes: This Free Optional Maneuver (6e2 p88) allows a character to make a Ranged attack while performing a Full Move. It simulates the running-and-gunning of action movies, mid-air superheroic combat between energy projectors, and many similar fast-paced fighting scenes. To use Strafe, the character must first plot his entire movement path. It doesn’t matter whether he moves toward the target, away from him, perpendicular to him, or any other direction. Then he moves and makes his Attack Roll with his Ranged attack. Hit or miss, the character finishes moving at the end of his movement path. The character must be able to move at least 2m to Strafe. While Strafing, a character is at -2 DCV and an OCV penalty equal to his velocity divided by 6m (for example, a character Running at 12m velocity is at -2 OCV, one Flying at 30m velocity is at -5). The Range Modifier also applies, and should be calculated from where the character begins moving (unless the GM rules otherwise). If a Strafe succeeds, the target takes the damage from the Ranged attack. The Maneuver does not increase or decrease the attack’s damage or effect, nor does the character performing the Strafe take any damage from doing so. Strafe is its own Combat Maneuver. Unless the GM rules otherwise, it can’t be combined with other Maneuvers. For example, a character can’t Strafe and Multiple Attack, or Strafe and Haymaker. If a character cannot perceive his target with a Targeting Sense when he begins his Strafe, he has to make a PER Roll as soon as he might be able to perceive him. This typically requires a Half Phase, so the character can only make a Half Move as part of his Strafe. Unless the GM rules otherwise, characters cannot buy Combat Skill Levels specifically with Strafe. They have to buy CSLs with the attacks they Strafe with, then apply them when Strafing with those attacks. The GM should monitor the use of Strafe carefully, and forbid it if necessary to maintain game balance. It’s intended to allow for exciting, dynamic combat scenes, not to allow a character to repeatedly attack his enemies while remaining out of range of their attacks.]

 

Autofire Skills

[Notes: (List) Using any combination of these maneuvers takes a Half Phase (Rapid Attack) and halves a character’s DCV.]

5 1) Accurate Sprayfire

[Notes: The character can use Autofire against multiple targets with great accuracy. He suffers only a flat -1 OCV penalty (instead of the usual -1 OCV per 2m area fired into penalty). Accurate Sprayfire bonuses also apply when characters use Suppression Fire against an Area.]

5 2) Rapid Autofire

[Notes: A character with this Skill may use Autofire attacks with the Combat Maneuver Multiple Attack (see 6E2 73). He must fire the same number of shots in each burst of Multiple Attack Autofire (i.e., if he fires 3 shots at his first target, he must fire 3 shots at all targets, even if his Autofire could fire up to 5 shots). He suffers Multiple Attack’s cumulative -2 OCV penalty for each burst of Autofire fired after the first, in addition to any standard Autofire penalties.]

 

6 +2 with Handguns

10 +2 with Small Arms

20 +2 with All Attacks

24 +2 Overall Skill Levels

12 +4 to offset Hit Location modifiers with all attacks

[Notes: This could be replaced with the Deadly Blow or Weapon Master Talents if Hit Locations are not being used.]

10 +4 to offset Hit Location modifiers with all attacks (12 Active Points); Required Hands One-And-A-Half-Handed (-1/4)

[Notes: From 6e2 p200 - Characters normally use One-And-A-Half-Handed Weapons (“1½H”) with two hands; their listed STR Minima assumes two-handed use. However, if necessary characters can use them one-handed without too much difficulty. If a character uses the weapon with only one hand, increase its STR Minimum by +2 (or impose a -1 OCV penalty for weapons for which the STR Minimum Cannot Add Damage). 1 Handed use with guns means only +3 vs. Hit Locations. 1 Handed use with Martial Arts means 15 base STR or +3 vs. Hit Locations.]

4 +2 to offset Recoil modifiers vs. a single target when using autofire or multiple attacks with a gun

[Notes: HSEG6e p103 & DC5e p194 - The Recoil Rules impose an additional cumulative -1 OCV penalty for each shot after the first fired with Autofire or a Multiple Attack when made against a single target.]

6 +3 to offset the DCV penalty for being prone

[Notes: Defensive Penalty Skill Levels. 6e1 page 85.]

9 WF: Common Melee Weapons, Small Arms, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Shoulder-Fired Weapons

[Notes: Homemade Weapons added for pencil reference.]

3 Breakfall 13-

3 Combat Driving 13-

3 Contortionist 13-

3 Fast Draw: Small Arms 13-

3 Lockpicking 13-

3 Stealth 13-

 

3 Analyze: Combat Technique 14-

3 Concealment 14-

3 Deduction 14-

3 Demolitions 14-

3 Mimicry 14-

3 Navigation 14-

3 Paramedics 14-

3 Security Systems 14-

3 Shadowing 14-

3 Tactics 14-

3 Weaponsmith 14-

 

Everyman Skills

0 1) AK: USA 8-

0 2) Climbing 8-

0 3) PS: Muscle Cars (Hobby) 11-

 

3 Jack of All Trades

2 1) PS: Contract Killer (3 Active Points) 13-

2 2) PS: Groundfighting (3 Active Points) 13-

2 3) PS: Gunsmith (3 Active Points) 13-

2 4) PS: Marine Corps (3 Active Points) 14-

[Notes: This is based on the tattoo on his back "Fortis Fortuna Adiuvat" (Fortune Favors the Bold) which is the motto of the 3rd Battalion 3rd Marines (based in Kaneohe, Hawaii) plus the Native Hawaiian ancestry of Keanu Reeves.]

 

3 Linguist

0 1) Language: English (imitate dialects) (5 Active Points)

2 2) Language: Italian (completely fluent) (3 Active Points)

2 3) Language: Russian (completely fluent) (3 Active Points)

1 4) Language: Sign Language (American) (fluent conversation) (2 Active Points)

 

3 Scholar

2 1) KS: Jujutsu (Judo) (3 Active Points) 13-

2 2) KS: Knifefighting (3 Active Points) 13-

2 3) KS: Sambo (3 Active Points) 13-

2 4) KS: Shooting Stances (3 Active Points) 13-

[Notes: C.A.R. System (Center Axis Relock), Weaver Stance and Isosceles Stance.]

2 5) KS: Wrestling (3 Active Points) 13-

 

3 Traveler

2 1) AK: Italy (3 Active Points) 13-

2 1) AK: The Continental (3 Active Points) 13-

2 2) AK: Tri State Area (3 Active Points) 13-

2 3) CuK: Russian Mob (3 Active Points) 13-

 

3 Acting 13-

3 Animal Handler 13-

3 Bribery 13-

3 Bureaucratics 13-

3 Charm 13-

3 Conversation 13-

3 High Society 13-

3 Interrogation 13-

3 Persuasion 13-

3 Streetwise 13-

3 Trading 13-

 

Skills Total: 258

 

Cost Perks

3 Anonymity

[Notes: A character with Anonymity has no official or police record, or if it does exist it doesn't contain any truly useful information]

16 Fringe Benefit: Black Belt, Concealed Weapon Permit (where appropriate), Gang/organized crime group member of prominence or importance, Improved Equipment Availability Military equipment, International Driver's License, Membership, Passport, Weapon Permit (where appropriate)

[Notes: Black Belt in Judo. Membership at the Continental.]

7 Money: Wealthy

4 Positive Reputation: Baba Yaga, The Boogeyman (A medium-sized group) 11-, +4/+4d6

19 Vehicles & Weapons (48 Active Points); Extra Time (1 Hour, Only to Activate, weapons buried under concrete floor; -1 1/2)

[Notes: Based on his '69 Mustang & buried basement weapons stash.]

 

3 Well-Connected

9 1) Manager of Continental Hotel in New York Contact: Winston (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character) (10 Active Points) 11-

6 2) Manager of Continental Hotel in Rome Contact: Julius (Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact) (7 Active Points) 11-

2 3) New Jersey Cop Contact: Jimmy (Contact has useful Skills or resources) (3 Active Points) 11-

6 4) Owner of High End Chop Shop Contact: Aurelio (Contact has access to major institutions, Contact has useful Skills or resources, Contact is slavishly loyal to character) (7 Active Points) 11-

1 5) Contact: Airfield Security Guard (2 Active Points) 11-

 

 

Perks Total: 77

 

Cost Talents

3 Ambidexterity (no Off Hand penalty)

6 Combat Luck (3 PD/3 ED)

[Notes: Resistant Protection (3 PD/3 ED), Hardened (+¼), Impenetrable (+¼) (13 Active Points); Luck-Based (encompasses all the restrictions described in the text; -¾), Nonpersistent (-¼).]

2 Off-Hand Defense

[Notes: A character with Off-Hand Defense is skilled at using a weapon in his Off Hand to block and parry attacks. When he has a weapon in his Off Hand he receives +1 DCV in HTH Combat. It's most appropriate for Martial Arts campaigns, but may be suitable for characters in some other genres and settings. When Blocking, a character with Off-Hand Defense may add his DCV bonus to his OCV to determine if the Block succeeds.]

5 Resistance (+5 to roll)

[Notes: (6e1 p114) At the GM’s option, Resistance also helps a character withstand the pain of injuries. If the campaign uses the optional Wounding rules (6e2 p108), every point of Resistance a character has adds +1 to his EGO Rolls for purposes of withstanding wounds.]

3 +1/+1d6 Striking Appearance (vs. all characters)

2 +1/+1d6 Striking Appearance (vs. characters attracted to men)

 

Talents Total: 21

 

Value Complications

15 "John is a man of focus, commitment, sheer will..." Psychological Complication: Always Calm And Collected (Common; Strong)

[Notes: This character always has himself together, never panics, and never gets overly emotional, even when its appropriate to do so. While this can, in some instances, be a good thing (keeping his head in stressful situations, for instance), most of the time other characters find him to be distant, unfeeling, and cold. Of course, the character isn't really Emotionless, but rather is so used to keeping himself composed that expressing any strong emotion (hate, grief, love, lust, fear, etc.) is difficult for the character, and when he does do so, he tends to sound like he's reading memorized lines from a script rather than saying how he feels. At the Strong level the character must make an Ego Roll in order to avoid acting in this manner. At Total, the character can only force himself to act otherwise in times of great exigency.]

20 "How good is your laundry?" Psychological Complication: Demands Only The Best (Very Common; Strong)

[Notes: This character is very particular in his tastes. He eats only in the best restaurants, buys only the best clothing, and the gear he uses is of the finest quality. The character tends to spend more than is common on most items, though this is not a universal rule since "most expensive" doesn't always translate into "best" (for example, the best cheeseburger on the planet can be acquired at a palm-frond roofed stand on Captiva island in the Bahamas for $1.20 American... much less than any similar item found in a fast food restaurant in the states).]

15 "People keep asking if I'm back..." Psychological Complication: Must Avenge Murder of any Friend, Family Member or Protected Party (Uncommon; Total)

[Notes: This character will stop at nothing to bring justice to any person that kills a loved one. His thoughts and dreams will be filled with images of this vengeance. Once the murderer is caught, this character will probably inflict bodily harm upon him. This can vary from just a severe beating, to possibly the death of the murderer. There may well be social and/or legal consequences to this act of vengeance.]

 

Complications Points: 50

 

Base Points: 275

Experience: 340

Experience Unspent: 0

Total Character Cost: 615

 

-EQUIPMENT LIST-

 

16583798586_e5d3a18218_z.jpg

 

[15] Heckler & Koch P30L (9mm): (Total: 29 Active Cost, 15 Real Cost) RKA 1d6+1 (20 Active Points); OAF (P30L handgun; -1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4), Required Hands One-Handed (Semi-Automatic; -0), 15 Charges (2 clips of 9mm bullets; -0) (Real Cost: 6) plus RKA 1 point (5 Active Points); OAF (Polygonal Rifling; -1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 15 Charges (2 clips of 9mm bullets; -0) (Real Cost: 1) plus +1 OCV with the P30L (2 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +1 to offset Range modifier with the P30L; OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +1 to offset Recoil modifiers with the P30L; OAF (Type 1 Recoil Compensator; -1), Side Effects, Side Effect occurs automatically whenever Power is used (+1 to Hearing PER modifiers; -1/2), Real Weapon (-1/4) (Real Cost: 1)

(x2 number of items)

Actual Damage = 1d6+2 (Polygonal Rifling)

OCV +1

Range +1

Recoil +1

http://www.imfdb.org/images/6/6b/HK_P30L.jpg

http://www.imfdb.org/images/thumb/1/19/JohnWickP30L.jpg/800px-JohnWickP30L.jpg

 

0 Kevlar Vest (Level III-A): Resistant Protection (8 PD/8 ED) (24 Active Points); Requires A Roll (11- roll; Sectional Defenses, Protects Hit Locations 10-13; -1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4), Limited Power Half Effect vs. Knife Thrusts (-1/4)

 

0 Microtech Ultratech OTF: HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); IAF (Switchblade; -1/2), Real Weapon (-1/4), STR Minimum 4 (-1/4), Required Hands One-Handed (-0)

Actual Damage = 1d6+1K with STR

2 1/2d6K with Martial Stab Maneuver

https://bamfstyle.files.wordpress.com/2015/03/johnwicksuit-gun-g26a.jpg?w=664&h=277

https://bamfstyle.files.wordpress.com/2015/03/johnwicksuit-cx-feet.jpg?w=664&h=279

http://ravencresttactical.com/wp-content/uploads/2014/05/BlackNemesisMini_600x600-470x470.jpg

 

Carl F. Bucherer Manero AutoDate: Absolute Time Sense (3 Active Points); Instant (-1/2), IIF (Wristwatch; -1/4), Restrainable (Only by means other than Grabs and Entangles; left wrist; -1/4)

https://s-media-cache-ak0.pinimg.com/736x/43/2e/15/432e1531da1339ccbd0f3db476d518de.jpg

 

0 Strangling Garotte: HA +3d6, Constant (+1/2), Reduced Endurance (0 END; +1/2), Attack Versus Alternate Defense (rigid Resistant PD on the neck or not needing to breathe; All Or Nothing; +1) (45 Active Points); Conditional Power Must Be Aimed At Head (-1), IAF (-1/2), Required Hands Two-Handed (-1/2), Limited Power Must Follow Grab (-1/2), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4), STR Minimum 5 (-1/4)

4d6 NND with STR

 

0 Wire Garotte: HKA 1/2d6, Reduced Endurance (0 END; +1/2), Constant (+1/2) (20 Active Points); STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), Limited Power Must Follow Grab (-1/2), Conditional Power Must Be Aimed At Extremities (-1/2), Required Hands Two-Handed (-1/2), IAF (-1/2), Real Weapon (-1/4)

 

[10] Glock 26 (9mm): (Total: 27 Active Cost, 13 Real Cost) RKA 1d6+1 (20 Active Points); OAF (Glock 26 handgun; -1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4), 2 clips of 10 Charges (9mm bullets; -0), Required Hands One-Handed (Semi-Automatic; -0) (Real Cost: 6) plus RKA 1 point (5 Active Points); OAF (Polygonal Rifling; -1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 2 clips of 10 Charges (-0) (Real Cost: 1) plus +1 OCV with the Glock 26 (2 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1)

(x2 number of items)

Actual Damage = 1d6+2 (Polygonal Rifling)

OCV +1

http://www.imfdb.org/images/3/33/Glock_26.jpg

 

[30] Coharie Arms CA-415 (.223/5.56): (Total: 125 Active Cost, 35 Real Cost) RKA 2d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (67 Active Points); OAF (Coharie Arms CA-415 assault rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; Autofire imposes an additional +5 STR Minimum. This can be offset by using the Brace Maneuver; -1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), 4 clips of 30 Charges (.223/5.56 bullets; +1/2) (Real Cost: 17) plus +1 OCV with Coharie Arms CA-415 (2 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +2 to offset Range modifiers with Coharie Arms CA-415 (2 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +2 PER with Sight Group (4 Active Points); Limited Power Only vs. Darkness Penalties (-1), OAF (EOTech 553 holographic sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4*) (Real Cost: 1) plus +2 OCV with Coharie Arms CA-415 (4 Active Points); OAF (EOTech 553 holographic sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4) (Real Cost: 1) plus +10 to offset Range modifiers with Coharie Arms CA-415 (10 Active Points); OAF (EOTech 553 holographic sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4) (Real Cost: 3) plus Telekinesis (4 STR), Reduced Endurance (0 END; +1/2) (9 Active Points); Limited Power Only To Hold Onto/Recover Coharie Arms CA-415 (-2), OAF (Lanyard; -1), No Range (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus +2 to offset Recoil modifiers with Coharie Arms CA-415 (2 Active Points); OAF (Flash Suppressing Compensator - Type 2 Recoil Compensator; -1), Side Effects, Side Effect occurs automatically whenever Power is used (+2 Hearing PER modifiers; -1/2), Real Weapon (-1/4) (Real Cost: 1) plus Invisible Power Effects (Invisible to Normal Sight; +1/4) for up to 67 Active Points of Coharie Arms CA-415, Reduced Endurance (0 END; +1/2) (25 Active Points); OAF (Flash Suppressing Compensator; -1), Limited Power Only vs. Muzzle Flash (-1), Real Weapon (-1/4*) (Real Cost: 8)

(x2 number of items)

An American clone of the Heckler & Koch HK416 which was inspired by the M4 Carbine.

Actual Damage = RKA 2d6, +1 Increased STUN Multiplier

OCV +1

Range +2

Recoil +2

OCV +2 Only When Shooter Braces And/Or Sets with EOTech 553 holographic sight

Range +10 Only When Shooter Braces And/Or Sets with EOTech 553 holographic sight

http://www.imfdb.org/images/thumb/8/83/JohnWickCA415-3.jpg/800px-JohnWickCA415-3.jpg

http://www.herogames.com/forums/uploads/monthly_09_2016/post-2288-0-70418200-1472793167.jpg

http://www.herogames.com/forums/uploads/monthly_09_2016/post-2288-0-65791400-1472793184.jpg

 

[4 cc] Thermite Grenade: RKA 2d6, Armor Piercing (+1/4), Area Of Effect (1m Radius; +1/4), Constant (+1/2) (60 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-1/4), Range Based On STR (mass = .40 kg; -1/4), Real Weapon (-1/4), No Knockback (-1/4)

 

[14] Kel-Tec KSG (12 Gauge): (Total: 78 Active Cost, 18 Real Cost) RKA 2 1/2d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (1m Radius; 20m Minimum Effective Range (12 Gauge Standard Shot); +1/4) (60 Active Points); OAF (Kel-Tec KSG 12 gauge shotgun; -1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (Pump Action; -1/2), 2 clips of 14 Charges (Increased Reloading Time: 1 Turn; Two 7 shot tube magazines; -1/4), Reduced By Range (-1/4), Reduced Penetration (-1/4), Limited Range (40m; -1/4), Real Weapon (-1/4) (Real Cost: 13) plus +2 OCV with Kel-Tec KSG (4 Active Points); OAF (EOTech 553 holographic sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4) (Real Cost: 1) plus +10 to offset Range modifier with Kel-Tec KSG (10 Active Points); OAF (EOTech 553 holographic sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4) (Real Cost: 3) plus +2 PER with Sight Group (4 Active Points); Limited Power Only vs. Darkness Penalties (-1), OAF (EOTech 553 holographic sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4*) (Real Cost: 1)

(Obtained from target)

Actual Damage = RKA 2 1/2d6, +1 Increased STUN Multiplier, Reduced Penetration

OCV +2 Only When Shooter Braces And/Or Sets with EOTech 553 holographic sight

Range +10 Only When Shooter Braces And/Or Sets with EOTech 553 holographic sight

https://pbs.twimg.com/media/B8ed7R4CAAEk8Sh.jpg

 

[5] DTA Stealth Recon Scout (338 LM): (Total: 141 Active Cost, 39 Real Cost) RKA 3d6-1, +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,600m; +1/2) (70 Active Points); OAF (SRS-338 LM sniper rifle; -1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (Bolt Action; -1/2), Beam (-1/4), 4 clips of 5 Charges (.338 Lapua Magnum round; -1/4), Real Weapon (-1/4) (Real Cost: 16) plus +1 OCV with SRS-338 LM (2 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +3 to offset Range modifiers with SRS-338 LM (3 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +1 PER with Sight Group (2 Active Points); Limited Power Only vs. Darkness Penalties (-1), OAF ( x10 Telescopic Sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4*) (Real Cost: 1) plus +14 versus Range Modifier for Sight Group (21 Active Points); OAF (x10 Telescopic Sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4*) (Real Cost: 6) plus +14 to offset Range modifier with SRS-338 LM (14 Active Points); Limited Power Only When Shooter Braces And/Or Sets (-1), OAF (x10 Telescopic Sight; -1), Real Weapon (-1/4) (Real Cost: 4) plus Invisible Power Effects (Invisible to Normal Sight; +1/4) for up to 70 Active Points of SRS-338 LM, Reduced Endurance (0 END; +1/2) (25 Active Points); OAF (Flash Suppressor; -1), Limited Power Only vs. Muzzle Flash (-1), Real Weapon (-1/4*) (Real Cost: 8) plus +1 OCV with SRS-338 LM (2 Active Points); OAF (Folding Bipod; -1), Limited Power Only When Shooter Sets With Bipod (-1), Real Weapon (-1/4) (Real Cost: 1) plus +2 to offset Range modifier with SRS-338 LM (2 Active Points); Limited Power Only When Shooter Braces With Bipod (-1), OAF (Folding Bipod; -1), Real Weapon (-1/4) (Real Cost: 1)

(x2 number of items)

When used with the Set & Brace maneuvers the combined total bonuses = +3 OCV and +21 vs. Range when using the Telescopic Site and Bipod. The default Range Modifier @ 2000m = -16. The weapon's maximum range = 1600m. The rules for this range do not take into account other extreme ballistic factors like air friction, weather, gravity and spin of the Earth.

Actual Damage = RKA 3d6-1, +1 Increased STUN Multiplier

OCV +1

OCV +1 Only When Shooter Braces With Bipod

Range +3

Range +14 Only When Shooter Braces And/Or Sets with x10 Telescopic Site

Range +2 Only When Shooter Braces With Bipod

http://www.imfdb.org/images/thumb/c/ca/DTA_SRSB.jpg/800px-DTA_SRSB.jpg

http://www.imfdb.org/images/thumb/9/90/JohnWickDTA-3.jpg/800px-JohnWickDTA-3.jpg

http://www.herogames.com/forums/uploads/monthly_09_2016/post-2288-0-70418200-1472793167.jpg

http://www.herogames.com/forums/uploads/monthly_09_2016/post-2288-0-65791400-1472793184.jpg

 

 

 

 

Click button to view updated Chapter 2 character

 

 

 

https://www.visu.info/john-wick-2-kill-count/

 

John Wick

Baba Yaga, The Boogeyman, Johnathan

 

VAL CHA Cost Roll Notes

17 STR 7 12- HTH Damage 3d6 END [3]

20/26 DEX 20 Initiative 13- / 14-

18 CON 8 13-

23 INT 13 14- PER Roll 16-

15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6

8 OCV 25

7 DCV 20

3 OMCV 0

3 DMCV 0

4 SPD 20 Phases: 3, 6, 9, 12

13 PD 8 13/21 PD (3/11 rPD)

11 ED 6 11/19 ED (3/11 rED)

10 REC 6

40 END 4

20 BODY 10

40 STUN 10

 

Movement Cost Meters Notes

RUNNING 2 14m/28m END [1]

SWIMMING 1 6m/12m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

Characteristics Total: 175

 

Cost Powers

0 Custom Lifting STR Table: From (http://www.herogames.com/forums/topic/87775-strength-in-the-mhi-universe-do-the-rpg-stats-seem-a-little-low/?p=232653)

[Notes: I recommend using the linked custom lifting STR chart for the John Wick universe. Everything is adjusted one step down from the normal STR table: 10 STR => 75 kg, 13 STR => 100kg, 15 STR => 150 kg, 18 STR => 200 kg, 20 STR => 300 kg. When applied to John's 17 STR this makes his maximum lift before pushing = 183.3 kg instead of the default 263.9 kg.] - END=0

0 Custom END Rules: From (http://www.herogames.com/forums/topic/94240-heroic-end-weapon-str-minimums-multiple-attack-autofire-and-guns/)

[Notes: From 6e1 page 41 - Using STR costs END — 1 END per 10 points of STR used in most cases (as an optional rule, some Heroic campaigns charge 1 END per 5 STR used, due to the prevalence of armed combat in those genres). However, a character only has to pay the END cost for his STR once per Phase, regardless of how many different ways he uses it in a single Phase. However, this rule does not apply to situations or game elements that allow a character to make two or more STR-based attacks in a Phase (such as an Autofire HA, or the Multiple Attack Combat Maneuver). In that case, the character has to pay END for his STR once for each attack. Since 6e2 page refers to guns as non-musclepowered ranged weapons I would recommend that GM's rule that STR cost 1 END per 5 points of STR used but meeting the STR Minimum for using a guns NOT be considered a STR-based attack and therefore only costs END once per Phase regardless of the number of shots fired by characters in the John Wick universe.] - END=0

 

15 Can Take A Hit: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Requires A Roll (CON roll, No Active Point Penalty; -1/4), Character Must Be Aware Of Attack (-1/4) - END=0

6 Combat Luck: Resistant Protection (3 PD/3 ED), Hardened (+1/4), Impenetrable (+1/4) (13 Active Points); Luck Based (encompasses all the restrictions described in the text; -3/4), Nonpersistent (-1/4) - END=0

3 Economy of Motion in Combat: Reduced Endurance (1/2 END; Naked Advantage; +1/4) for up to 17 Active Points of STR (4 Active Points); Limited Power - Only for Combat (-1/4)

[Notes: STR normally costs 1 END per 5 STR used in Heroic games. Usable with various Martial arts as well as C.A.R. System (Center Axis Relock), Weaver Stance and Isosceles Stance.] - END=0

5 Fast Healer: Regeneration (1 BODY per 6 Hours) (6 Active Points); Limited Power Requires minimal medical attention (-1/4)

[Notes: Based on John's almost superhuman ability to recover quickly from multiple gunshot and knife wounds.] - END=0

6 Lightning Reflexes: +6 DEX (12 Active Points); Limited Power - Only to act first with All Actions (-1)

[Notes: Added as a Characteristic purchased as Power instead of the Talent so that the bonus DEX & Initiative shows up in the Characteristic Block.] - END=

6 Observant: +2 PER with all Sense Groups - END=0

10 Quick Fire: Autofire (3 shots; Naked Advantage; +1/4) for up to 60 Active Points of Any Semi-Automatic Weapon of Opportunity (15 Active Points); OIF (Any Semi-Automatic Weapon of Opportunity; -1/2)

[Notes: Autofire imposes an additional +5 STR Minimum to any weapon used. This can be offset by using the Brace Maneuver. END cost is per each Autofire burst if combined with Multiple Attack, NOT per shot fired.] - END=1

 

Powers Total: 51

 

Cost Martial Arts

Jujutsu (Judo)

8 1) +2 HTH Damage Class(es)

Quote

 

[Notes: From 6e2 page 66:

 

GRAB AND COMBAT VALUE

The standard CV penalties for performing a successful Grab are:

 

Grabber:

½ DCV against all attackers (including Grabbed character);

Full OCV against the Grabbed character;

½ OCV against other targets (if attacks are possible at all);

 

Grabbed:

½ DCV against all attackers (including Grabber);

-3 OCV against the Grabber (if attacks are possible at all);

½ OCV against other targets (if attacks are possible at all);

 

At the GM’s option, if the Grabber’s STR is 20 or more points higher than the Grabbed character’s STR, change the penalties to the following:

 

Grabber:

-2 DCV against all attackers (including Grabbed character);

Full OCV against the Grabbed character;

-1 OCV against other targets (if attacks are possible at all);]

 

 

6 2) Weapon Element: Blades, Clubs, Default Element, Garrote, Handguns, Homemade Weapons, Polearms and Spears

[Notes: (Added for certain exports) Blades, Clubs, Default Element (Empty Hand), Garrote, Handguns, Homemade Weapons (Pencils), Polearms and Spears.]

4 3) Block (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

[Notes: (Marine Corps Martial Arts Program, Sambo)]

5 4) Breaking Throw (Custom): 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb, HKA 2d6 +1, Disable, Target Falls

4 5) Disarm (Martial Disarm): 1/2 Phase, -1 OCV, +1 DCV, Disarm; 37 STR to Disarm

4 6) Escape (Martial Escape): 1/2 Phase, +0 OCV, +0 DCV, 42 STR vs. Grabs

4 7) Eye Gouge (Martial Flash): 1/2 Phase, -1 OCV, -1 DCV, Flash 6d6

[Notes: (Marine Corps Martial Arts Program, Sambo)]

3 8) Grab (Martial Grab): 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 37 STR for holding on

[Notes: (Sambo)]

5 9) Joint Break (Custom): 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb, HKA 2d6 +1, Disable

[Notes: (Sambo)]

3 10) Joint Lock (Custom): 1/2 Phase, +0 OCV, -1 DCV, 37 STR , Grab One Limb

4 11) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls

4 12) Knifehand (Killing Strike): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1

[Notes: (Marine Corps Martial Arts Program)]

3 13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls

4 14) Punch//Knee/Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

[Notes: (Martial Strike - Jujutso, Marine Corps Martial Arts Program, Sambo)]

4 15) Reversal: var Phase, -1 OCV, -2 DCV, 42 STR to Escape; Grab Two Limbs

[Notes: (Wrestling)]

3 16) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 5d6 Strike; You Fall, Target Falls

4 17) Shime (Choke Hold): 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

[Notes: Optionally, the base damage for the (Martial) Choke Hold could be increased by +1d6 NND. Otherwise, this can only be increased by Martial Damage Classes or CSL's that are applied to Damage (NOT by STR or Weapons).]

3 18) Slam (Martial Throw): 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/10, Target Falls

5 19) Stab (Offensive Strike): 1/2 Phase, -2 OCV, +1 DCV, Weapon +6 DC Strike

[Notes: (Knifefighting)]

5 20) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 37 STR to take weapon away

[Notes: (Gun-Fu)]

4 21) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 37 STR

[Notes: (Gun-Fu)]

 

Martial Arts Total: 89

 

Cost Skills

0 Custom Hit Location Chart (Optional) (Custom Adder)

[Notes: From (http://www.herogames.com/forums/topic/14671-house-rules-for-hit-location/) and (http://www.realschluss.org/disavowed/house_rules/index.html). The custom chart is at the bottom of the page on the second link. I recommend using these custom Hit Location Rules for the John Wick Universe.]

 

Special Combat Maneuvers & Skills

0 1) Combined Attack (Free Maneuver) (Custom Adder)

[Notes: Using two or more powers or similar abilities (but not Combat/Martial Maneuvers or the like) once against a single target isn’t a Multiple Attack. It’s a Combined Attack, and counts as type of Strike. Therefore it has no OCV penalty, doesn’t halve the attacker’s DCV, and doesn’t take a Full Phase to perform. (Using two such powers multiple times against a single target, or against multiple targets, is a Multiple Attack and subject to all Multiple Attack rules.)]

10 7) Defensive Attack (Custom Skill)

[Notes: From APG1 page 38 - Defensive Attack

A character with this optional new Combat Skill has a heightened ability to avoid attacks in combat. He only suffers a -2 DCV when making a Multiple Attack (6E2 73), rather than his DCV being halved. (This includes Multiple Attacks made with the Two-Weapon Fighting Skill.) No roll is required, and all other Multiple Attack penalties and rules apply. Defensive Attack costs 10 Character Points and applies to all forms of Multiple Attack. If a character only wants to be able to use it with Multiple Attacks only featuring HTH attacks, or only featuring Ranged attacks, he can apply a -1 Limitation, HTH Multiple Attacks Only or Ranged Multiple Attacks Only.]

10 2) Defense Maneuver I-IV

[Notes: Eliminates Multiple Attacker Bonuses to all attackers, even those which the character cannot perceive. (This does not allow him to perceive said attackers — it simply means that the way he moves in combat, no one can get a clear shot at his back, regardless of whether he knows they’re there. For example, he’d still suffer the reduced DCV that comes from being attacked by a foe he couldn’t perceive with a Targeting Sense, but that foe wouldn’t get a Multiple Attackers Bonus or bonus for attacking him “from behind.”). Acts as a “sense,” i.e., the character need not spend a Half Phase to use his Defense Maneuver (using it takes no time); any Combat Skill Levels that improve the character’s DCV are considered Persistent for this purpose.]

0 3) Multiple Attack (Free Maneuver) (Custom Adder)

[Notes: Multiple Attack requires a Full Phase to use (the Rapid Attack Skill, 6E1 87, reduces this to a Half Phase). Using it reduces the character to ½ DCV. The character’s OCV is affected by the number of targets, the types of attacks used, and other factors (see below). A character using Multiple Attack has to make a separate Attack Roll for each attack in the sequence. If he misses any of his Attack Rolls, all remaining attacks in that Multiple Attack sequence automatically miss also. A character making a Multiple Attack must expend END or Charges for each attack made (this includes any that automatically miss because he missed one in the sequence). He may elect to stop the Multiple Attack after any successful attack. This does not retroactively diminish the OCV and DCV penalties for using the Maneuver, but it saves END or Charges. A character making a Multiple Attack against multiple targets can choose to attack some or all of them more than once, but this of course increases the number of attacks (and thus the OCV penalty suffered; see below). For example, Thunderbird could make a Multiple Attack with his pistol by shooting Lazer once, Mechassassin twice, and Steel Commando once. That’s a total of four attacks, so he suffers a -6 OCV penalty on all the Attack Rolls.]

10 4) Rapid Attack

[Notes: A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack (6E2 73) as a Half Phase Action, instead of a Full Phase Action. (This includes Multiple Attacks made with the Two-Weapon Fighting Skill.) No roll is required, and all other Multiple Attack penalties and rules apply.]

0 5) Snap Shot (Optional Free Maneuver) (Custom Adder)

[Notes: This Free Optional Maneuver allows a character to move after making an attack (which is normally not allowed) — the character ducks out from Behind Cover (see 6E2 88), makes an attack, and then ducks back behind cover. It’s normally only used with Ranged attacks, but may, with the GM’s permission and in the right circumstances, be used in HTH Combat as well. Snap Shot requires a Full Phase, and characters can use it with other Combat Maneuvers (for example, a character could use Multiple Attack while Snap Shooting).

To make a Snap Shot, the character must start fully Behind Cover near a corner, edge, or opening in whatever he’s hiding behind. The opening or edge must be within 1m of the character. He steps out (on his Phase and DEX) and attacks, using the modifier for Snap Shot (-1 OCV) in addition to whatever other modifiers he might have (for the weapon or maneuver he uses, for example). He gets his full DCV (modified, if necessary, by any other maneuvers he is using), and an attacker’s OCV will also be affected by the fact that he’s partially Behind Cover.

The character may only fire at targets he’s aware of, although he may make a PER Roll to spot previously unknown targets. After this combat action, he’s exposed to enemy attack for the rest of the Segment in which he attacked. On the Segment after the Snap Shot he may duck back Behind Cover (at the same DEX at which he made his Snap Shot).]

0 6) Strafe (Optional Free Maneuver) (Custom Adder)

[Notes: This Free Optional Maneuver (6e2 p88) allows a character to make a Ranged attack while performing a Full Move. It simulates the running-and-gunning of action movies, mid-air superheroic combat between energy projectors, and many similar fast-paced fighting scenes.

To use Strafe, the character must first plot his entire movement path. It doesn’t matter whether he moves toward the target, away from him, perpendicular to him, or any other direction. Then he moves and makes his Attack Roll with his Ranged attack. Hit or miss, the character finishes moving at the end of his movement path. The character must be able to move at least 2m to Strafe.

While Strafing, a character is at -2 DCV and an OCV penalty equal to his velocity divided by 6m (for example, a character Running at 12m velocity is at -2 OCV, one Flying at 30m velocity is at -5). The Range Modifier also applies, and should be calculated from where the character begins moving (unless the GM rules otherwise).

If a Strafe succeeds, the target takes the damage from the Ranged attack. The Maneuver does not increase or decrease the attack’s damage or effect, nor does the character performing the Strafe take any damage from doing so.

A character may not perform Strafe with Extra- Dimensional Movement, FTL Travel, Teleportation, or any MegaScaled movement. However, he can use Strafe at Noncombat Movement speeds with other forms of movement (though this means he has OCV 0 before the Maneuver’s penalty applies; see 6E2 36).

Strafe is its own Combat Maneuver. Unless the GM rules otherwise, it can’t be combined with other Maneuvers. For example, a character can’t Strafe and Multiple Attack, or Strafe and Haymaker. If a character cannot perceive his target with a Targeting Sense when he begins his Strafe, he has to make a PER Roll as soon as he might be able to perceive him. This typically requires a Half Phase, so the character can only make a Half Move as part of his Strafe.

Unless the GM rules otherwise, characters cannot buy Combat Skill Levels specifically with Strafe. They have to buy CSLs with the attacks they Strafe with, then apply them when Strafing with those attacks.

The GM should monitor the use of Strafe carefully, and forbid it if necessary to maintain game balance. It’s intended to allow for exciting, dynamic combat scenes, not to allow a character to repeatedly attack his enemies while remaining out of range of their attacks.]

 

Autofire Skills

[Notes: Using any combination of these maneuvers takes a Half Phase (Rapid Attack) and halves a character’s DCV.]

5 1) Accurate Sprayfire

[Notes: The character can use Autofire against multiple targets with great accuracy. He suffers only a flat -1 OCV penalty (instead of the usual -1 OCV per 2m area fired into penalty). Accurate Sprayfire bonuses also apply when characters use Suppression Fire against an Area.]

5 2) Rapid Autofire

[Notes: A character with this Skill may use Autofire attacks with the Combat Maneuver Multiple Attack (see 6E2 73). He must fire the same number of shots in each burst of Multiple Attack Autofire (i.e., if he fires 3 shots at his first target, he must fire 3 shots at all targets, even if his Autofire could fire up to 5 shots). He suffers Multiple Attack’s cumulative -2 OCV penalty for each burst of Autofire fired after the first, in addition to any standard Autofire penalties.]

 

6 +2 with Handguns

10 +2 with Small Arms

20 +2 with All Attacks

24 +2 Overall Skill Levels

12 +4 to offset Hit Location modifiers with all attacks

[Notes: This could be replaced with the Deadly Blow or Weapon Master Talents if Hit Locations are not being used.]

10 +4 to offset Hit Location modifiers with all attacks (12 Active Points); Required Hands One-And-A-Half-Handed (-1/4)

[Notes: From 6e2 p200 - Characters normally use One-And-A-Half-Handed Weapons (“1½H”) with two hands; their listed STR Minima assumes two-handed use. However, if necessary characters can use them one-handed without too much difficulty. If a character uses the weapon with only one hand, increase its STR Minimum by +2 (or impose a -1 OCV penalty for weapons for which the STR Minimum Cannot Add Damage). 1 Handed use with guns means only +3 vs. Hit Locations. 1 Handed use with Martial Arts means 15 base STR or +3 vs. Hit Locations.]

4 +2 to offset Recoil modifiers vs. a single target when using autofire or multiple attacks with a gun

[Notes: HSEG6e p103 & DC5e p194 - The Recoil Rules impose an additional cumulative -1 OCV penalty for each shot after the first fired with Autofire or a Multiple Attack when made against a single target.]

6 +3 to offset the DCV penalty for being prone

[Notes: Defensive Penalty Skill Levels. 6e1 page 85.]

9 WF: Common Melee Weapons, Small Arms, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Shoulder-Fired Weapons

[Notes: Homemade Weapons added for pencil reference.]

 

3 Breakfall 13- (14-)

3 Combat Driving 13- (14-)

3 Fast Draw: Small Arms 13- (14-)

3 Lockpicking 13- (14-)

3 Stealth 13- (14-)

 

3 Analyze: Combat Technique 14-

3 Concealment 14-

3 Deduction 14-

3 Demolitions 14-

3 Mimicry 14-

3 Navigation 14-

3 Paramedics 14-

3 Security Systems 14-

3 Shadowing 14-

3 Tactics 14-

3 Weaponsmith 14-

 

Everyman Skills

0 1) AK: USA 8-

0 2) Climbing 8-

0 3) PS: Muscle Cars (Hobby) 11-

 

3 Jack of All Trades

2 1) PS: Contract Killer (3 Active Points) 14-

2 2) PS: Groundfighting (3 Active Points) 14-

2 3) PS: Gunsmith (3 Active Points) 14-

2 4) PS: Marine Corps (3 Active Points) 14-

[Notes: This is based on the tattoo on his back "Fortis Fortuna Adiuvat" (Fortune Favors the Bold) which is the motto of the 3rd Battalion 3rd Marines (based in Kaneohe, Hawaii) plus the Native Hawaiian ancestry of Keanu Reeves.]

 

3 Linguist

0 1) Language: English (imitate dialects) (5 Active Points)

2 2) Language: Italian (completely fluent) (3 Active Points)

2 3) Language: Russian (completely fluent) (3 Active Points)

1 4) Language: Sign Language (American) (fluent conversation) (2 Active Points)

 

3 Scholar

2 1) KS: Jujutsu (Judo) (3 Active Points) 14-

2 2) KS: Knifefighting (3 Active Points) 14-

2 3) KS: Sambo (3 Active Points) 14-

2 4) KS: Shooting Stances (3 Active Points) 14-

[Notes: C.A.R. System (Center Axis Relock), Weaver Stance and Isosceles Stance.]

2 5) KS: Wrestling (3 Active Points) 14-

 

3 Traveler

2 1) AK: Italy (3 Active Points) 14-

2 2) AK: The Continental (3 Active Points) 14-

2 3) AK: Tri State Area (3 Active Points) 14-

2 4) CuK: Russian Mob (3 Active Points) 14-

 

3 Acting 13-

3 Animal Handler 13-

3 Bribery 13-

3 Bureaucratics 13-

3 Charm 13-

3 Conversation 13-

3 High Society 13-

3 Interrogation 13-

3 Persuasion 13-

3 Streetwise 13-

3 Trading 13-

 

Skills Total: 265

 

Cost Perks

3 Anonymity

[Notes: A character with Anonymity has no official or police record, or if it does exist it doesn't contain any truly useful information]

17 Fringe Benefit: Black Belt, Concealed Weapon Permit (where appropriate), Gang/organized crime group member of prominence or importance, Heavy Weapon Permit, Improved Equipment Availability Military equipment, Membership, Passport, Weapon Permit (where appropriate)

[Notes: Black Belt in Judo. Membership at the Continental.]

7 Money: Wealthy

5 Positive Reputation: Baba Yaga, The Boogeyman (A medium-sized group) 11-, +5/+5d6

15 Vehicles & Weapons (38 Active Points); Extra Time (1 Hour, Only to Activate, weapons buried under concrete floor; -1 1/2)

[Notes: Based on his '69 Mustang & buried basement weapons stash. Also includes special Safety Desposit Box.]

 

3 Well-Connected

6 1) Contact: The Bowery King (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (7 Active Points) 11-

9 2) Contact: Winston (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character) (10 Active Points) 11-

6 3) Contact: Julius (Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact) (7 Active Points) 11-

2 4) Contact: Jimmy (Contact has useful Skills or resources) (3 Active Points) 11-

6 5) Contact: Aurelio (Contact has access to major institutions, Contact has useful Skills or resources, Contact is slavishly loyal to character) (7 Active Points) 11-

1 6) Contact: Airfield Security Guard (2 Active Points) 11-

 

Perks Total: 80

 

Cost Talents

3 Ambidexterity (no Off Hand penalty)

2 Off-Hand Defense

[Notes: A character with Off-Hand Defense is skilled at using a weapon in his Off Hand to block and parry attacks. When he has a weapon in his Off Hand he receives +1 DCV in HTH Combat. It's most appropriate for Martial Arts campaigns, but may be suitable for characters in some other genres and settings. When Blocking, a character with Off-Hand Defense may add his DCV bonus to his OCV to determine if the Block succeeds.]

5 Resistance (+5 to roll)

[Notes: (6e1 p114) At the GM’s option, Resistance also helps a character withstand the pain of injuries. If the campaign uses the optional Wounding rules (6e2 p108), every point of Resistance a character has adds +1 to his EGO Rolls for purposes of withstanding wounds.]

3 +1/+1d6 Striking Appearance (vs. all characters)

2 +1/+1d6 Striking Appearance (vs. characters attracted to men)

 

Talents Total: 15

 

Value Complications

15 "John is a man of focus, commitment, sheer will...": Always Calm And Collected (Common; Strong)

[Notes: This character always has himself together, never panics, and never gets overly emotional, even when its appropriate to do so. While this can, in some instances, be a good thing (keeping his head in stressful situations, for instance), most of the time other characters find him to be distant, unfeeling, and cold. Of course, the character isn't really Emotionless, but rather is so used to keeping himself composed that expressing any strong emotion (hate, grief, love, lust, fear, etc.) is difficult for the character, and when he does do so, he tends to sound like he's reading memorized lines from a script rather than saying how he feels. At the Strong level the character must make an Ego Roll in order to avoid acting in this manner. At Total, the character can only force himself to act otherwise in times of great exigency.]

20 "How good is your laundry?": Demands Only The Best (Very Common; Strong)

[Notes: This character is very particular in his tastes. He eats only in the best restaurants, buys only the best clothing, and the gear he uses is of the finest quality. The character tends to spend more than is common on most items, though this is not a universal rule since "most expensive" doesn't always translate into "best" (for example, the best cheeseburger on the planet can be acquired at a palm-frond roofed stand on Captiva island in the Bahamas for $1.20 American... must less than any similar item found in a fast food restaurant in the states).]

15 "People keep asking if I'm back...": Must Avenge Murder of any Friend, Family Member or Protected Party (Uncommon; Total)

[Notes: This character will stop at nothing to bring justice to any person that kills a loved one. His thoughts and dreams will be filled with images of this vengeance. Once the murderer is caught, this character will probably inflict bodily harm upon him. This can vary from just a severe beating, to possibly the death of the murderer. There may well be social and/or legal consequences to this act of vengeance.]

 

Complications Points: 50

 

Base Points: 275

Experience: 400

Experience Unspent: 0

Total Character Cost: 675

 

 

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He never really demonstrated much in the way of stealth skills.  I know he has a reputation of being a ghost but he basically walks through the front door and shoots people in almost every hit in the movie.

 

I think there was stealth involved in a number of scenes.

  1. When he took out the 12 'dinner guests'.
  2. When he took out the first few personal guards and sentries at the club without using a gun.
  3. When he took out the first sentry protecting Victor's son at the safe house.

Of course, once his presence was obviously known he didn't waste time.

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Yeah I can see him having some skill, its true.

 

Its just his reputation was far outsized compared to his performance.  He was really capable, just not the terrifying ghost we were told he was.  Don't get me wrong, I enjoyed the movie a lot more than I expected to.  The world was fascinating.

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I have considered creating a Gun Fu martial art for him but can't really justify it based on anything from the movie.  However, I might Instead add an additional 2-4 CSL's with Pistols just to help balance out all the points spent on Jujutsu (partly based on the movie Wiki).

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Maybe a few levels to ignore hit location penalties, he did an awful lot of head shots.

 

He already has that.

 

Here's a compilation of all his current gun related skills:

 

5 Accurate Sprayfire

5 Concentrated Sprayfire

5 Rapid Autofire

5 Skipover Sprayfire

20 +2 with All Attacks

10 +2 with a large group of attacks (Small Arms)

 

12 +4 to offset Hit Location modifiers with all attacks

[Notes: This can be replaced with the Weapon Master Talent if Hit Locations are not being used.]

4 +2 to offset Range modifiers Pistols

 

10 Rapid Attack

24 +2 Overall Skill Levels

3 WF: Small Arms, Blades, Clubs, Unarmed Combat

 

The Bolded are all Gun-Only.

 

There are a couple of options* to increase his Pistol-Only effectiveness:

5    Expert with a Pistol: Autofire (3 shots; +1/4) for up to 36 Active Points of RKA (9 Active Points); OIF (9mm Pistol of Opportunity; -1/2), Concentration (1/2 DCV; -1/4) - END=1

6    +2 with a small group of attacks (Pistols)

 

*Options added.

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I keep looking at his 6 SPD and thinking it's not really necessary. 

 

A 4 SPD would be fine considering his Rapid Attack, Rapid Autofire and Expert with a Pistol.  I'm pretty sure those all would allow him to empty a 19 round clip in 2-3 Phases.

 

*Character updated. Also got rid of some Martial Maneuvers not seen in the movie.

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If you mean using one of his pistols as HTH weapon, I think Club Weapon has that covered :D.

 

If you mean some version of Gun Fu, I considered it but decided against since the movie seemed to go for the realistic vibe.  Plus, any Ranged Martial Art maneuvers that do bonus damage are essentially doing so as a form of precise shooting which is just Hit Locations by another name. I by far prefer to just use the default Hit Location rules instead.

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One thing I've been wondering about is how often he shifted from 1 handed to 2 handed shooting with his pistols.  I don't think the range to targets were enough to cause a penalty so it wouldn't be a HERO Set Maneuver.  Does Dark Champions have a rule about using a 2nd hand to improve accuracy with a single pistol?

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If you mean using one of his pistols as HTH weapon, I think Club Weapon has that covered :D.

 

If you mean some version of Gun Fu, I considered it but decided against since the movie seemed to go for the realistic vibe.  Plus, any Ranged Martial Art maneuvers that do bonus damage are essentially doing so as a form of precise shooting which is just Hit Locations by another name. I by far prefer to just use the default Hit Location rules instead.

 

Mainly I was thinking that he was using jiujitsu while holding (or firing, or reloading) a pistol.  IIRC this requires investing the one point to add that weapon group to the MA.  I see your point about bonus damage for ranged maneuvers but almost none of the maneuvers you've given Wick really come with bonus damage.

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Mainly I was thinking that he was using jiujitsu while holding (or firing, or reloading) a pistol.  IIRC this requires investing the one point to add that weapon group to the MA.  I see your point about bonus damage for ranged maneuvers but almost none of the maneuvers you've given Wick really come with bonus damage.

 

Doh! I figured Two Weapon Fighting and Ambidexterity would have covered that.  I'll look for the rule and adjust the character tonight then. :D

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Yeah I can see him having some skill, its true.

 

Its just his reputation was far outsized compared to his performance.  He was really capable, just not the terrifying ghost we were told he was.  Don't get me wrong, I enjoyed the movie a lot more than I expected to.  The world was fascinating.

 

Also remember that he's been "retired" for a while.

 

It would explain why he's not as "scary" as the hype portrayed him.

 

As for the write-up. 

 

Nicely done Hyper.

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Its just his reputation was far outsized compared to his performance.  He was really capable, just not the terrifying ghost we were told he was.  Don't get me wrong, I enjoyed the movie a lot more than I expected to.  The world was fascinating.

 

How so? He singlehandedly killed 13 people who were coming to ambush HIM. He killed 77 people singlehandedly- all either trained assassins themselves or people used to violence and otherwise "in the life." This would make him one of the most prolific killers in United States history, if you exclude soldiers in combat zones. And those killers who exceed this record- serial killers mostly- did so over a far longer period of time and to a much more vulnerable population.

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Updated with more weapon and rules details.

 

Does anyone know if the Recoil Rules from Dark Champions are in addition to the normal auto-fire penalties when attacking a single target?

 

I think it would be awesome to break down and describe the play-by-play for one of the scenes from the movie.  I think the first part of the church scene is a good candidate.

 

Any takers?

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How so? He singlehandedly killed 13 people who were coming to ambush HIM.

 

Almost never by stealth though.  When he was going somewhere to do a hit, he just walked in the front door.  He didn't show up out of nowhere, he just walked in bold as day.  Not ghosty at all.

 

 

The church scene he used a lot of autofire and missed a lot too, sort of emphasizes the drawbacks of recoil.

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Almost never by stealth though.  When he was going somewhere to do a hit, he just walked in the front door.  He didn't show up out of nowhere, he just walked in bold as day.  Not ghosty at all.

 

 

The church scene he used a lot of autofire and missed a lot too, sort of emphasizes the drawbacks of recoil.

 

The beginning of the church scene was stealthy in the way he concealed the assault rifle.  I don't think he missed any shots inside the church.  The later 'misses' outside can be attributed to covering fire to keep the guards heads down.  Web analysis of his shooting stances showed that he used at least 3 different ones all designed to control recoil. 

 

I posit that his only true misses were the ones when the son escapes up the stairs from the basement pool and is behind bulletproof glass. The only time he didn't hit exactly what he was aiming for. He even nails 1 of the home invaders with blind/look-away shots by going prone and turning away to take advantage of his dark suit in the low lighting (effectively dodging the invader's shots).

 

**The character sheet has been updated with additional info gleamed from the web.

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  • 2 weeks later...

... does he really need most of the autofire skills?  He uses burst-fire, yes, but from what I recall of the film (last I saw was, I dunno, 3-4 months ago?) most of his shots were aimed, even the bursts - focussing so much on the multiple targets in front of him (delayed actions / covering) that he gets blindsided by a frickin' SUV.  I'd have to watch it again (and I'm considering it, dammit), but I think most of his shots (trigger-pulls) are no less than a second apart, which could easily give you a 6 SPD and 'just' two PSLs to counter one additional multiple attack.  (And of course, he DOES try to use cover.)

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