Навеяно вот этим:
http://www.jimbutcheronline.com/bb/index.php/topic,37922.0.html Тема не моя, её на форуме Батчера обсуждали все РПГшники.
Вот, прошу заценить персонажа. Функция - в мире где есть супергерои (Worm-vеrs), возглавить шайку молодых кейпов и отвоевать себе кусочек города на котором установить робингудские порядки.
The Flayer
Main Aspect: Surrogat father of his team
Problem aspect: Nouble monster
Other aspects: I'm the less evil!, Street-Smart, Coldblooded
Skills
Superb: Fists, Athletics
Great: Alertness, Weapons, Guns, Stealth, Scholarship, Discipline, Endurance
Good: Investigation, Contacts, Driving, Might, Intimidation, Survival
Fair: Deceit, Burglary
Average: Craftsmanship
Stunts:
-Martial Artist: As a result of advanced training, you are able to recognize many styles of martial arts, using Fists as a knowledge and perception skill focused on unarmed fighting. This enables you to make assessments and declarations
related to fighting styles and fighting culture using your Fists skill. This stunt may be used as a prerequisite for other Fists stunts.
-Lethal Weapon: Your hands are lethal weapons. When using Fists to strike an unarmored opponent, you are considered to have Weapon:2.
-Acrobat: Gain +1 on Athletics when using it to survive a fall. Also, gain +1 to attempts to dodge ranged attacks (throwing and guns), so long as you describe it colorfully.
-Fleet of Foot: When sprinting (page 212), gain a +2 to Athletics.
-Paranoid? Probably.: Gain +2 to Alertness when rolling against surprise.
-Riposte: On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.
-Fast Reload: Provided that you have a supply of ammunition, reloads are rarely an issue. You take no penalty when reloading as a supplemental action (page 213); if you’re in a race to see who reloads first, or anything else having to do with your speed or ability to reload, gain a +1 on the roll.
-Blend In: You blend into a crowd easily. If there’s a crowd to hide in, you gain +2 to your Stealth rolls. This is particularly useful when Shadowing (page 143) someone on foot.
-Leadership: When you talk, people listen. When using Presence to command a group, gain +1 on the effort. Further, your efforts to coordinate a group are efficient, moving one time increment (page 315) faster than normal.
-Linguist: You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take this stunt multiple times, adding four more each time. Up to half of the languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
-Scene of the Crime: You have a practiced eye when combing over a crime scene. In such a circumstance, you gain +1 to your Investigation roll and arrive at your findings one step faster than usual on the time table (page 315).
-No Pain, No Gain: You can take a bunch of punishment before it starts to add up. You may take two additional mild physical consequences.
-Supreme Concentration: Your Discipline is considered to be Fantastic whenever Discipline
would restrict, complement, or otherwise modify another skill. This has no effect on your actual Discipline rating when the skill itself is being rolled.
-Bend and Break: When successfully breaking an object using your Might, increase the effect (stress, usually) by two steps.
-Takes One to Know One: You may use Deceit instead of Empathy to catch someone in a lie.
-Shake the Tail: When you are the one being followed in a car-chase, you have a real talent for sudden turns and daring maneuvers to shake off your pursuers. Gain a +2 to Driving in such a case.