Jump to content

Hero Goes to the Movies (or TV Shows)!


Sketchpad

Recommended Posts

  • Replies 206
  • Created
  • Last Reply

Top Posters In This Topic

Re: Hero Goes to the Movies (or TV Shows)!

 

Dexter Morgan

 

Dexter_Morgan.jpg

 

[b]Dexter Morgan - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15      12-       HTH Damage 3d6  END [1]
14    DEX     12   14      12-       OCV 5 DCV 5
15    CON     10   15      12-
12    BODY    4   12      11-
14    INT     4   14      12-       PER Roll 12-
15    EGO     10   15      12-       ECV: 5
15    PRE     5   15      12-       PRE Attack: 3d6
14    COM     2   14      12-
5    PD      2   5             5 PD (0 rPD)
3    ED      0   3             3 ED (0 rED)
3    SPD     6   3                 Phases:  4, 8, 12
8    REC     4   8
35    END     3   35
32    STUN    4   32
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward

[b]CHA Cost: 71[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
24     [b][i]Killer's Eye[/i][/b]: Detect Killers A Class Of Things 14- (Unusual Group), Range, Sense, Targeting - END=0
15     Luck 3d6 - END=0

[b]POWERS Cost: 39[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Cinematic Brawling
4      1)  Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm
3      2)  Hoist 'n' Heave:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
4      3)  Kidney Blow:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4      4)  Low Blow:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4      5)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5      6)  Roundhouse:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3      7)  Tackle:  1/2 Phase, +0 OCV, -1 DCV, 3d6 +v/5 Strike; You Fall, Target Falls; FMove

[b]MARTIAL ARTS Cost: 27[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
12      +4 with Knives and Needles

6      AK: Miami, FL 15-
7      Breakfall 14-
9      Bureaucratics 15-
7      Climbing 14-
7      Combat Driving 14-
2      Computer Programming (Personal Computers) 12-
9      Concealment 15-
9      Criminology 15-
9      Cryptography 15-
9      Deduction 15-
7      Fast Draw 14-
11      Forensic Medicine 16-
5      Forgery (Papers) 14-
7      Interrogation 14-
7      Lockpicking 14-
3      Mechanics 12-
7      Oratory 14-
9      Paramedics 15-
5      Persuasion 13-
9      Poisoning 15-
3      Scholar
2      1)  KS: Law 12-
2      2)  KS: Police Procedures 12-
6      3)  KS: Serial Killers 16-
7      4)  KS: The Clean Kill 17-
3      Scientist
5      1)  SS:  Anatomy 15-
4      2)  SS:  Biochemistry 14-
5      3)  SS:  Chemistry 15-
7      4)  SS:  Hemotology 17-
4      5)  SS:  Psychology 14-
11      Security Systems 16-
11      Shadowing 16-
9      Sleight Of Hand 15-
11      Stealth 16-
9      Tracking 15-
3      TF:  Common Motorized Ground Vehicles, Large Motorized Boats, Small Motorized Boats
4      WF:  Axes, Maces, Hammers, and Picks, Blades, Clubs, Handguns, Rifles, Shotguns, Unarmed Combat

[b]SKILLS Cost: 262[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      False Identity
3      Fringe Benefit:  Local Police Powers, Police officer

[b]PERKS Cost: 4[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
14      Fearless
5      Resistance (5 points)

[b]TALENTS Cost: 19[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Dependent NPC:  Detective Debra Morgan 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
30     Dependent NPC:  Rita, Astor and Cody 11- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10     Hunted:  Sgt. James Doakes 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
25     Psychological Limitation:  Follows the "Code of Harry" (Very Common, Total)
15     Psychological Limitation:  Feels Little Emotion (Common, Strong)
20     Psychological Limitation:  Protective of Family (Common, Total)
20     Social Limitation:  Serial Killer (Frequently, Severe)
10     Unluck: 2d6

[b]DISADVANTAGES Points: 140[/b]

Base Pts: 200
Exp Required: 82
Total Exp Available: 82
Exp Unspent: 0
Total Character Cost: 422

 

Because the background contains Spoilers for the first season of the show, a Spoiler Tag has been used to hide the information. Reader beware ;)

 

 

Background: Dexter begins killing neighborhood pets as an adolescent. Harry finds the animals' remains and recognizes that young Dexter is a sociopath with an unstoppable need to kill. Harry decides to train Dexter to channel his violent urges in a "positive" direction: he teaches his adopted son to be a cautious, meticulous and efficient killer and shows him how to leave no clues. Harry also teaches Dexter to live a public life that discourages suspicion, faking emotions and reactions that are expected of him, but which he never actually experiences. Most importantly, Harry gives the boy a system of ethical principles that he comes to call "the Code of Harry." The central tenet of that code is to only kill people who are, themselves, killers.

Dexter claims his first human victim at age 19. Harry, who is dying of coronary artery disease in a hospital, gives Dexter "permission" to kill one of the nurses, who is murdering patients with overdoses of morphine.

Also featured in the series are Dexter's adoptive sister, Deborah, a police detective; his girlfriend, Rita; and Rita's two young children, Astor and Cody.

The first novel and final episodes of the show's first season reveal that Dexter has a brother, Brian. When Dexter was three years old, he and Brian were left in a shipping container full of the blood and the dead body of their mother, whose murder they both witnessed, leaving both boys emotionally numb and prone to violence. Brian also grows up to be a serial killer, and leaves clues for Dexter as a form of "friendly competition" between them. When Dexter finally deduces the killer's identity, he allows Brian to escape. (In the TV series, Dexter reluctantly kills him.)

During a fight with Sgt. James Doakes (who was once a Special Forces operative), Dexter demonstrates considerable skill in hand to hand combat. Later on, Doakes learned that Dexter trained in martial arts while studying in college.

 

Personality: Dexter Morgan is driven to kill to satisfy an inner voice he calls "the Dark Passenger." When that voice can no longer be ignored, he "lets the Dark Passenger do the driving." In Dexter in the Dark, the third novel of the Dexter series, it is implied by a murderous cultist that the Dark Passenger is an independent agent inhabiting Dexter rather than a deviant psychological construction. The Dark Passenger is supposedly the offspring, or "Bastard Child" of Moloch, a god worshipped in Biblical times. Dexter is momentarily frightened into researching supernatural explanations for the Passenger.

Dexter considers himself emotionally divorced from the rest of humanity; in his narration, he often refers to "humans" as if he is not one of them. Dexter makes frequent references to an internal feeling of emptiness, and says he kills to feel alive. Dexter claims to have no feelings or conscience and that all of his emotional responses are part of a well-rehearsed act to conceal his true nature. He has no interest in romance or sex and he considers his relationship with Rita to be part of his "disguise." In the show he shows considerably more attachment and fondness for Rita than in the books. For example, in the first season he is afraid to have sex with her because he might lose her as a result[6]; In the books he seems to view her more as a pet.

There are chinks in Dexter's emotional armor, however. He acknowledges loyalty to family, particularly his dead adoptive (initially foster) father : "If I were capable of love, how I would have loved Harry." Since Harry's death, Dexter's only family is his sister, Debra Morgan, Harry's biological daughter. At the end of the first novel, Dexter admits that he cannot hurt Deborah or allow Brian to harm her because he is "fond of her."

Dexter likes children, finding them to be much more interesting than their parents. The flip side of this affection is that Dexter is particularly wrathful when his victims prey on children. In Dearly Devoted Dexter, Dexter realizes that Rita's son Cody is showing the same signs of sociopathy as Dexter himself did at that age, and looks forward to providing him with "guidance" similar to that which Harry provided him; in his way, he sees Cody as his own son. This also gives him a reason to continue his relationship with Rita who, as of Dearly Devoted Dexter, he is engaged to because of a misunderstanding (Rita finds a ring that came off a severed finger in Dexter's pocket). In the beginning of the third book it has been shown that Cody is not the only one with violent impulses, as both children pressure Dexter to teach them (although Astor is clearly capable of emotion). Dexter has come to accept his role as stepfather to both children very seriously in Dexter in the Dark, albeit in his typical fashion. For example, while on a stakeout, he begins to wonder if Cody had brushed his teeth before bed and if Astor had set out her Easter dress for photo-day at her school. These thoughts distract him while he is waiting for an intended victim, which thoroughly annoys him.

Animals don't like Dexter, which can cause noise problems when Dexter stalks a victim who has pets. He is quoted as once having a dog who barks and growls at Dexter until he is forced to get rid of it, and a turtle, which hides in its shell until it dies of starvation rather than have to deal with Dexter.

 

Quote: "I suppose I should be upset, even feel violated, but I'm not. No, in fact, I think this is a friendly message, like "Hey, wanna play?" and yes I want to play. I really really do."

 

 

 

Dexter's Info & Image is supplied thanks to Wikipedia

Link to comment
Share on other sites

Re: Hero Goes to the Movies (or TV Shows)!

 

The Terminator

 

Terminator1001.jpg

 

[b]Terminator - T-101, T-800[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
15    DEX     15   15      12-       OCV 5 DCV 5
0    CON     -20   0      9-
20    BODY    20   20      13-
13    INT     3   13      12-       PER Roll 12-
0    EGO     0   0      9-       ECV: 0
18    PRE     8   18      13-       PRE Attack: 3 1/2d6
10    COM     0   10      11-
10    PD      24   10             10 PD (10 rPD)
10    ED      30   10             10 ED (10 rED)
3    SPD     5   3                 Phases:  4, 8, 12
10    REC     8   10
50    END     25   50

6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
6    LEAP     0   6"                6" forward, 3" upward

[b]CHA Cost: 138[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
13     [b][i]Metal Hands[/i][/b]: Hand-To-Hand Attack +4d6; Hand-To-Hand Attack (-1/2) - END=2
90     [b][i]Metallic Endoskeleton[/i][/b]: Physical Damage Reduction, Resistant, 50% - END=0
90     [b][i]Metallic Endoskeleton[/i][/b]: Energy Damage Reduction, Resistant, 50% - END=0
15     [b][i]Not Human[/i][/b]: Does Not Bleed - END=0
60     [b][i]Robotic Body[/i][/b]: Automaton (Takes No STUN) - END=0
46     [b][i]Robotic Stamina[/i][/b]: Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) - END=0
    Sensor Suite - END=
5     1)  Infrared Perception (Sight Group) - END=0
5     2)  Nightvision - END=0
5     3)  Ultraviolet Perception (Sight Group) - END=0
30     [b][i]Unstoppable Killing Machine[/i][/b]: Damage Resistance (10 PD/10 ED) - END=0
25     [b][i]Voice Modulator[/i][/b]: Shape Shift  (Hearing Group, Voices Only), Imitation - END=2

[b]POWERS Cost: 384[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
24      +3 with All Combat

5      Rapid Autofire
3      Climbing 12-
3      Combat Driving 12-
3      Combat Piloting 12-
2      Computer Programming (Personal Computers) 12-
7      KS: Programmed Target 16-
9      Tracking 15-
15      WF:  Beam Weapons, Common Melee Weapons, Emplaced Weapons, Energy Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons

[b]SKILLS Cost: 71[/b]


[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Eidetic Memory
14      Fearless

[b]TALENTS Cost: 19[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  Can't Hide Scent From Animals (Not Concealable; Extreme Reaction; Detectable Only By Small Group)
15     Hunted:  John Connor/Soliders of Tomorrow 14- (Less Pow, Harshly Punish)
25     Psychological Limitation:  Irrationally Hunts Targets (Very Common, Total)
15     Psychological Limitation:  Shows No Emotion (Common, Strong)

[b]DISADVANTAGES Points: 70[/b]

Base Pts: 200
Exp Required: 342
Total Exp Available: 281
Exp Unspent: 0
Total Character Cost: 612

 

Characteristics

In the fictional Terminator universe, "The Terminator" is a formidable robot assassin and soldier, designed by the military supercomputer Skynet for infiltration and combat duty, towards the ultimate goal of exterminating the human resistance. It can speak naturally, copy the voices of others, read human handwriting, and even genuinely sweat, smell, and bleed. To detect the Terminators, who are otherwise indistinguishable from humans, the human resistance uses the ability of most dogs to alert humans to their presence.

 

Construction

As seen in the movies, it's able to shrug off 20th century small arms fire, crash through walls intact and survive explosions to some degree, although repeated shotgun blasts actually have enough force to knock it down and temporarily disable it, and heavy amounts of automatic fire are able to compromise the organic disguise layer. In the second film, The Terminator says that he can run for 120 years on his existing power cells. In the finale to Terminator 2, his power source is damaged, and is able to find an alternate source, described on the DVD commentary as heat sinks, harnessing the thermal energy from the hot surroundings. In the third film, the Terminator operates on two hydrogen cells and discards one of them early on due to damage. It explodes shortly thereafter with enough force to produce a small mushroom cloud.

The endoskeleton is actuated by a network of sheathed cables, hydraulic cylinders, and servomecanisms, making terminators very strong. For instance, in the third movie, Schwarzenegger's character was able to handle firing a machine gun from the hip with one hand, while holding a coffin with John Connor and a heavy cache of weapons inside; showing no signs of the extra weight being any real concern.

Late in the first film, the "Terminator" character is stripped of its organic elements by fire. What remains is the machine itself, in James Cameron's own words "a chrome skeleton", "like Death rendered in steel." In the later Terminator films, armies of endoskeleton-only Terminators are seen. They are visually identical to the one in the first film, and feature prominently in the "future war" sequences of those films.

 

CPU

The CPU of a terminator is an artificial neural network with the ability to learn. In Terminator 2, The Terminator states that "the more contact [he] has with humans, the more [he] learns." In the Special Edition, he says that Skynet "presets the switch to 'read-only' when [terminators] are sent out alone", to prevent them from "thinking too much". Sarah and John activate his learning ability, after which he becomes more curious and begins trying to understand and imitate human behavior. This leads to his use of the catch phrase "Hasta la vista, baby". A line spoken by the Terminator at the end of the movie indicates that terminators may have the potential to understand emotion: "I know now why you cry, but it is something that I can never do." Sarah muses in the closing narration that the Terminator had "learn[ed] the value of human life".

 

Physical template

A deleted scene from T3 reveals that the Model 101's appearance was based on Chief Master Sergeant William Candy, with his Southern accent replaced by the more menacing voice of one of the developers. This explicitly indicates that the Terminators were developed by human beings before Judgment Day. This contradicts information from the first film, where Kyle Reese refers to the Model 101 as "new", replacing the older rubber-skinned 600 series. However, the fact that the scene was deleted makes its canonicity dubious.

An entirely different origin of the Model 101's physical and vocal templates was provided in the novel T2: Infiltrator (published prior to T3), in the form of former counter-terrorist Dieter Rossbach. The reason stated for copying Dieter was that Skynet was looking in the old military files for someone whose body would be able to effectively conceal the Terminator's massive endoskeleton.

 

Quote: "I'll Be Back"

 

Image and Info at Wikipedia

Link to comment
Share on other sites

Re: Hero Goes to the Movies (or TV Shows)!

 

I posted this in another thread, but at think this will fit right in. This is my frist try, so I'd like some comments.

 

 

Burt Gummer

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 HTH damage [2]

11 DEX 3 11- OCV: 4/DCV: 4

10 CON 0 11-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

4 PD 2 Total: 4 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

3 SPD 9 Phases: 4, 8, 12

4 REC 0

20 END 0

25 STUN 4 Total Characteristics Cost: 31

Movement: Running: 6"/[Noncombat]"

Leaping: 2"/[Noncombat]"

Swimming: 2"/[Noncombat]"

 

 

Perks

4 Reputation (A medium-sized group) 14-, +2/+2d6

1 Fringe Benefit: Weapon Permit (where appropriate)

20 Vehicles & Bases

 

Skills

10 +3 with Ranged Combat

3 Bugging 12-

3 Combat Driving 11-

3 Concealment 12-

3 Deduction 12-

5 Demolitions 13-

3 Electronics 12-

8 GUNS: Penalty Skill Levels: +4 vs. Hit Location modifiers with a tight group of attacks

5 KS 14- Perfection Valley Geology

6 KS 15- Graboids, Shriekers and Ass-Blasters

3 Mechanics 12-

2 Navigation (Land) 12-

6 AK 15- Perfection Valley

7 Security Systems 14-

3 Stealth 11-

4 Survival (Temperate/Subtropical, Desert) 12-

2 Systems Operation (Sonar) 12-

3 Tactics 12-

3 Tracking 12-

2 TF: Common Motorized Ground Vehicles

3 WF: Small Arms, Blades

2 Weaponsmith (Firearms) 12-

 

Total Powers & Skills Cost: 119

Total Cost: 150

 

75+ Disadvantages

15 Psychological Limitation: Paranoid (Common, Strong)

15 Psychological Limitation: Doesn't trust the Government (Common, Strong)

15 Psychological Limitation: Overkill Attitude (Common, Strong)

5 Social Limitation: Always use paramilitary talk (Frequently, Minor, Not Limiting In Some Cultures)

 

Total Disadvantage Points: 150

 

 

Background: Very little his known about Burt Gummer past. Although his gun expertise and paramilitary talk would suggest a military background, no evidence of this is available. What is known is that he and his wife Debra settled in Perfection Valley sometimes before the first Tremors movie. Obsessed with the possibility of WWIII and a nuclear holocaust, The Gummers spend years building a bunker and making preparation for the nuclear winter. During the first graboid attack, their underground bunker wasn't ideal and was totally destroyed. Burt at least had the satisfaction of killing the first Graboid with his own hands (well,,,gun). A the start of the second movie, Debra has left Burt, who apparently can't live without the idea of imminent destruction of the world. Earl calls him to Mexico, where Burt hunts Shriekers. Burt he's now consider a specialist of Graboids, and often travel around the world to help local population get rid of their underground neighbors.

 

Personality/Motivation: Burt he's serious. All the time. And he takes himself seriously. He always use clear, military-like sentences and often lose his friend with a lot of abreviation and military lingo. He's extremely paranoid, and clearly has a compulsive-obsessive sydrome (who owns a boat in the middle of Nevada?). He also love gun, a lot. The bigger, the better. He's also extremely cautious and will always be prepared. And he loves explosions.

 

Quote: ''And THAT's why we're the top of the food chain!''

 

Powers/Tactics: Know your enemy. Know your surroundings. Be prepared. Deal with what you have. And bring a lot of guns.

 

CAMPAIGN USE: Burt Gummer he's at home in a Tremors game, but you could use him for a lot of other stuff. He'd be prefect in a heroic Zombie game. Or you could use him in a post-apocalyptic game, right after the blast, has a sort of helping figure.

Link to comment
Share on other sites

Re: Hero Goes to the Movies (or TV Shows)!

 

I'll take most any well done conversion or adaptation. I just wish people would be more willing to send them to me directly.

Is that how you'd prefer them Mike? I just figured it'd be easy to DL them here.

Link to comment
Share on other sites

Re: Hero Goes to the Movies (or TV Shows)!

 

Is that how you'd prefer them Mike? I just figured it'd be easy to DL them here.

 

The problem is I'm not on 24/7 and don't look into every thread, so there's probably a lot of nice stuff that gets posted I never see.

Link to comment
Share on other sites

Re: Hero Goes to the Movies (or TV Shows)!

 

How about Jason Bourne.

bourne.jpg

  
[b][u]Jason Bourne [/u][/b]
Val	Char	Cost	Roll	Notes	
15	STR	5	12-	Lift 200.0kg; 3d6 [3]
18	DEX	24	13-	OCV:  6/DCV:  6
18	CON	16	13-
12	BODY	4	11-
15	INT	5	12-	PER Roll 12-/14-
15	EGO	10	12-	ECV:  5
20	PRE	10	13-	PRE Attack:  4d6
16	COM	3	12-

7+3	PD	4		Total:  7/10 PD (0/3 rPD)
5+3	ED	1		Total:  5/8 ED (0/3 rED)
4	SPD	12		Phases:  3, 6, 9, 12
7	REC	0
36	END	0
29	STUN	0	Total Characteristic Cost:  94

Movement:	Running:	10"/20"
                     Leaping:	      3"/6"
              Swimming:     4"/8"

Cost	Powers	END
7	Conditioned Reflexes:  +1 SPD (10 Active Points);  (Only in Hand-to-Hand Combat; -½)
12	...I Can Run Flat Out ...:  Running +4" (10" total), Reduced Endurance (0 END; +½) (12 Active Points)
8	Wary:  +2 PER with Sight Group and Hearing Group
2	Athletic:  Swimming +2" (4" total)	1

Martial Arts
Maneuver	OCV	DCV	Notes
4	Choke Hold	-2	+0	Grab One Limb; 2 ½d6 NND
4	Counterstrike	+2	+2	6d6 Strike, Must Follow Block
5	Joint Break	-1	-2	Grab One Limb; HKA 1 ½d6 , Disable
3	Legsweep	+2	-1	5d6 Strike, Target Falls
4	Martial Block	+2	+2	Block, Abort
4	Martial Dodge	--	+5	Dodge, Affects All Attacks, Abort
4	Martial Escape	+0	+0	35 STR vs. Grabs
4	Martial Strike	+0	+2	6d6 Strike
3	Martial Throw	+0	+1	4d6 +v/5, Target Falls
5	Takeaway	+0	+0	Grab Weapon, 30 STR to take weapon away
4	+1 HTH Damage Class
4	Weapon Element:  Blades, Chain & Rope Weapons, Clubs, Default Element (Empty Hand), Improvised Weapons

Perks
10	Fringe Benefit:  Improved Equipment Availability Advanced Military equipment
3	The Bourne Identity:  Anonymity
3	Swiss Bank Account:  Money:  Well Off
2	The Bourne Idenity:  Deep Cover (Jason Bourne)
2	Another Deep Cover
2	Another Deep Cover
2	Another Deep Cover

Talents
6	Combat Luck (3 PD/3 ED)
3	Conditioned Reflexes: +2 DEX to act first with All Actions
3	Lightsleep
5	Resistance (5 points)

Skills
3	Acting 13-
3	Analyze:  Combat Technique 12-
3	Breakfall 13-
3	Bugging 12-
3	Climbing 13-
7	Combat Driving 15-
3	Concealment 12-
3	Conversation 13-
3	Deduction 12-
3	Conditioned Reflexes:  Defense Maneuver I 
3	Demolitions 12-
3	Disguise 12-
6	KS: Espionage Procedures and Fieldcraft 15-
3	Linguist
2	1)  Language:  French (fluent conversation; literate) (3 Active Points)
2	2)  Language:  German (fluent conversation; literate) (3 Active Points)
2	3)  Language:  Italian (fluent conversation; literate) (3 Active Points)
2	4)  Language:  Russian (fluent conversation; literate) (3 Active Points)
2	5)  Language:  Spanish (fluent conversation; literate) (3 Active Points)
3	Lockpicking 13-
3	Paramedics 12-
3	Navigation (Land, Marine) 12-
5	Rapid Attack (HTH) 
3	Research 12-
3	Security Systems 12-
3	Shadowing 12-
3	Stealth 13-
3	Streetwise 13-
2	Survival (Urban) 12-
7	Tactics 14-
3	TF:  Common Motorized Ground Vehicles, SCUBA, Two-Wheeled Motorized Ground Vehicles
6	WF:  Common Melee Weapons, Small Arms, Garrote, Off Hand
9	+3 with small arms
12	+4 with martial arts
20	They Don't Make Mistakes. :  +2 Overall

Total Powers & Skill Cost:  265
Total Cost:  359

125+	Disadvantages
0	Normal Characteristic Maxima
25	Hunted:  CIA 11- (Mo Pow, NCI, Harshly Punish)
15	Hunted:  Rival Assassin (TREADSTONE, BLACKBRAIR, FSB, etc) 11- (As Pow, Harshly Punish)
20	Psychological Limitation:  Amnesia (Very Common, Strong)
15	Psychological Limitation:  Mourns dead girlfriend (Marie Kreutz)  (Very Common, Moderate)
5	Psychological Limitation:  Disturbing Flashbacks/ Headaches (Uncommon, Moderate)
10	Social Limitation:  Loner living off the grid  (Occasionally, Major)
144	Cinematic Spy Bonus

Total Disadvantage Points:  359

 

Background/History: Jason Bourne (David Webb), as portrayed by Matt Damon, is the hero of three movies. He is, to quote one of his handlers, a thirty million dollar weapon. He was selected from Special Forces, and subjected to a rigorous training program that included brutal behavior modification techniques. He was literally programmed to kill. However, his programming is not perfect. In the first film, he has a moment of conscience and fails to assassinate an African dictator on his yacht, as his young children are present. His bodyguards shoot Bourne as he is fleeing the botched mission, and he ends up floating at sea off the coast of France. The combination of the injury and the accumulated stress of his training and missions cause him to suffer from amnesia. He spends the remaining films trying to piece together the details of his past life. He is pursued by his former masters who want him dead to cover up the details of the program and their own malfeasance. By the end of the third film he is able to gather information about who he was, and leave his past actions behind him. He wants to be left alone to pursue a normal life, but his past always comes back to haunt him. This write-up is intended to depict the character near the end of the second film. Some minor adjustments to his disadvantages could place him at any point in the trilogy. The main theme of the films seems to be the gradual humanizing of the character, so adjustments would generally reflect that. The last film actually appears to set the character up so that he could be reinstated into the agency as a more traditional agent on good standing.

 

 

NOTE: I have never read any of the novels. This is based on my repeated viewing of all three films. As I understand it, there are significant differences between the books and the films. As always, YMMV.

 

Personality/Motivation: Jason Bourne is an largely an enigma, even to himself. He is a highly competent field agent, who was trained to not just to kill, but also to be invisible while killing. Like all of the best predators, there is very little wasted effort when he stalks a target. He is supremely competent and utterly focused on his current mission objective, whatever it might be. Once he leaves TREADSTONE, he turns that intensity toward staying alive and investigating his past. Later, he is motivated by revenge. The CIA realizes that he has become more frightening because they no longer control his actions, and he is following his own agenda. On the other hand, Bourne is very unlikely to kill without direct provocation after leaving the agency. He is wracked with guilt over what he can piece together of his past actions and mourns his lost love. Technically, this might be a small code vs. killing, but I prefer to treat it as a part of his other psych limitations. It is very important to Bourne to avoid the CIA. He travels alone, and avoids establishing any sort of pattern. He relies on prestaged caches of cash and equipment left over from his operational days and his own resourcefulness.

 

Quote: "Look at us. Look at what they make you give."

 

Powers/Tactics: Bourne is a killing machine. On missions, he will establish a deep cover identity and use that identity to study his target. As an assassin, he planned his operations intricately, and did not stop until he terminated the individual. Even though he left that behind, he is still an expert at fieldcraft. He can shadow or spy on anyone, even trained intelligence operatives.. He is an expert at the use of bugs and tracking devices, and he is often clever enough to walk in and out of high security facilities almost at will. He is highly skilled in the use of firearms, but he is even more impressive in hand-to-hand combat. He has been so well trained that he is capable of incapacitating two or three opponents in the blink of an eye. Because of his Amnesia early in the series, he was often not consciously aware of just how skilled he is. When confronted with a dangerous situation, his training came to the fore and he found himself standing over two disarmed and crippled. Later on he becomes more aware of his abilities, and readily takes on groups of opponents. I gave him a limited extra point of SPD to reflect this auto pilot quality of his martial arts training [The rules for limited SPD are found in The Ultimate Speedster]. Essentially, Bourne has an extra phase while in hand-to-hand combat. The phase could occur in Segment 5, 8 or 12. In the interest of fairness, the GM should designate which segment it is ahead of time and keep it consistent. I like Segment 10, as it sets up some nice options after his normal phase in Segment 9, leading into Segment 12. Bourne is also adept at using innocuous items like pens, towels, or rolled up magazines as weapons.

 

Campaign Use: As written, he could make a very scary adversary for a group of Dark Champions PCs, especially if you wanted to set up a game where the PCs start off hunting Bourne for the CIA. Of course, once they learned his backstory, they could become more sympathetic to his cause. More frighteningly, Bourne could find the PCs to be an obstacle to be removed or bypassed. If your campaign is very cinematic, and you had high-powered PCs, you could use him one-on-one. This sheet might be helpful for depicting any of Bourne's counterparts in TREADSTONE. I purposefully left of a lot of the knowledge skills he would normally have, as he portrayed has significant gaps in his memory. He relies on his investigative skills and savvy to decipher the many plots against him. If you want to play him without the amnesia, or use the sheet for another TREADSTONE Operative, you could add these skills to the sheet. That being said, Bourne is acknowledged to be the best operative TREADSTONE ever produced, so it might also be appropriate to shave off some of the points for a lesser operative.

 

Appearance: Jason Bourne is a handsome, athletic Caucasian male in his mid to late 30s.

Link to comment
Share on other sites

Guest Major Tom

Re: Hero Goes to the Movies (or TV Shows)!

 

Although a Tai Chi player myself' date=' I don't think Riggs knows Tai Chi. The training credits for the end of Lethal Weapon I (or was it II?) show that Jailhouse Rock, Brazilian Jujitsu and one other style was used.[/quote']

 

Let's not forget his mastery of the hallowed art of Stoogjitsu (or Stooge-Fu,

as it is also known), which was mentioned in an issue of the Adventurer's

Club magazine.

 

 

Major Tom :D

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...