Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [3] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 18 BODY 16 13- 15 INT 5 12- PER Roll 15- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 5/15 PD 2 Total: 5/15 PD (0/10 rPD) 5/15 ED 1 Total: 5/15 ED (0/10 rED) 4 SPD 12 Phases: 3, 6, 9, 12 12 REC 10 36 END 0 40 STUN 5 Total Characteristic Cost: 105 Movement: Running: 7"/14" Leaping: 4"/8" Swimming: 2"/4" Powers & Skills Martial Arts: Melee Combat Maneuver OCV DCV Notes 3 Grab -1 -1 Grab Two Limbs, 35 STR for holding on 5 Joint Break -1 -2 Grab One Limb; HKA 2d6 , Disable 5 Takeaway +0 +0 Grab Weapon, 35 STR to take weapon away 3 The Punch +1 +0 7d6 Strike 8 +2 HTH Damage Class(es) Martial Arts: Ranged Combat Maneuver OCV DCV Notes 3 Crouching Shot -1 +2 Strike 4 Placed Shot -1 -1 Strike, +4 DC 4 Quick Shot +1 +0 Strike, +2 DC 2 Weapon Element: Handguns, Submachine Guns Agency Briefcase Package 18 1) Fiber Wire: Drain BODY 3d6, Reduced Endurance (0 END; +1/2), AVLD (Neck Protection; +3/4); OAF (-1), Only From Behind (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 8 2) Miniature Bomb: EB 5d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2); Independent (-2), 2 Charges (-1 1/2), Detonator 12- (-3/4), IAF (-1/2), Real Weapon (-1/4), Requires A Demolitions Skill Roll (-1/4), [2] 25 3) Poison Syringe: HKA 3d6, Reduced Endurance (0 END; +1/2), Continuous (+1), NND ([Standard]; +1), Does BODY (+1); Independent (-2), 1 Charge (-2), OAF (-1), No STR Bonus (-1/2), Required Hands Two-Handed (-1/2), Only Against Unaware Enemy (-1/2), Real Weapon (-1/4), No Knockback (-1/4), [1] 13 4) AMT Silverballer(s): RKA 2d6, +1 Increased STUN Multiplier (+1/4); Independent (-2), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4) plus +2 OCV plus Penalty Skill Levels: +2 versus Range Modifier with a single attack, [7] 18 5) Walther WA 2000 Sniper Rifle: RKA 2 1/2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), STR Minimum 13 (STR Min. Cannot Add/ Subtract Damage; -1), 6 Charges (-3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4) plus +3 with Ranged Combat; Can Only Be Used With The Brace/Set Maneuver (-1/2), Real Weapon (-1/4), [6] 4 6) Flak Jacket: Armor (5 PD/5 ED); Independent (-2), Activation 14- (-1/2), Real Armor (-1/4), IIF (-1/4) 4 7) Concealed Lock Pick Set: +4 with Lockpicking; Independent (-2), IAF (-1/2) plus +4 with Concealment; Independent (-2), IAF (-1/2), Only To Hide Lock Picks (-1/2) 10 It's Not Important: +20 PRE ; Only against PRE attacks (-1) 9 Aware: +3 PER with all Sense Groups 10 3rd Person Perspective/Real Time Map: Increased Arc Of Perception (360 Degrees) with Sight Group 6 Cat's Feet: Invisibility to Hearing Group ; Requires A Stealth Roll (-1/2), Visible (-1/4), END 1 2 Quick Change Artist: Cosmetic Transform 2d6; 1 Recoverable Charge (-1 1/4), Self-only (-1/2), Extra Time (Full Phase, -1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4), [1 rc] Perks 18 Contact: The Agency (Contact has significant Contacts of It's own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 12- Talents 12 Minor Inconvenience: Combat Luck (6 PD/6 ED) 4 Lightning Reflexes: +4 DEX to act first with Single Action Skills 16 +2 with All Combat 15 Penalty Skill Levels: +5 vs. Hit Location modifiers with All Attacks 8 Sniper's Eye: Penalty Skill Levels: +4 vs. Range Modifier with Firearms 3 Breakfall 13- 3 Combat Driving 13- 3 Concealment 12- 3 Demolitions 12- 7 Disguise 14- 3 Fast Draw 13- 3 Lockpicking 13- 5 Rapid Attack (Ranged) 5 Shadowing 13- 7 Stealth 15- 3 Tactics 12- 4 TF: Science Fiction & Space Vehicles, Helicopters, Small Motorized Boats, Small Planes 5 WF: Common Melee Weapons, Small Arms, Garrote 2 Weaponsmith (Firearms) 12- Total Powers & Skill Cost: 293 Total Cost: 398 100+ Disadvantages 5 Distinctive Features: Barcode on back of head (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Casual Killer (Common, Moderate) 10 Psychological Limitation: Code Of The Mercenary (Common, Moderate) 15 Psychological Limitation: Cold Hearted (Very Common, Moderate) 5 Reputation: "Perfect" Genetic blank slate, 11- (Known Only To A Small Group) 15 Social Limitation: Unsociable (Very Frequently, Minor) 238 Experience 398 Total Disadvantage Points
Background/History: The man known as Mr.47 is the main character of the "Hitman" series. He is a man shrouded in mystery and is almost considered a myth as only a few select people actually know who he really is. He is a genetically altered human being and was molded by a one Doctor Ortmeyer into the perfect killing machine and assassin. He works with a intricate and well organized company called "The Agency".
Personality/Motivation: 47's motivation for his work is purely instinctual he knows what he is and believes that this is his purpose, the money is simply a perk he has come to enjoy. As for his personality not much is known, he keeps very much to himself and doesn't believe in creating unneeded attachments, the closest thing to a friend he has in this world is his primary agency contact known only as "Diana".
Quote: 47 doesn't talk much he really only speaks when needed and avoids most unnecessary human contact.
Powers/Tactics: 47 possesses surprising strength and speed able drop most foes with one or two blows, he is also a deadly shot with a firearm. His most dangerous aspect though would be his ability to avoid unneeded conflict altogether, sneaking past guards, setting up diversions, and even using disguises. He only resorts to more messy means if he cannot find any other way. If he encounters a situation where he is at the disadvantage he will fall back until a plan of action can be devised, preferring not to attack foes head on when outnumbered.
47's preferred weapons of choice are his customized .45 AMT Silverballers. He has used many weapons in his time but has come to prefer these as his choice firearms. He also has a WA2000 Sniper rifle which he can break down to fit in a suitcase for transport. But perhaps 47's most dangerous weapon would be his fiber wire this simple item which doesn't set off metal detectors has killed more people then any firearm he's carried.
Appearance: 47 appears as a relatively featureless bald man standing just over 6' with a strong build. He prefers nice, clean, black suits and gloves. The only real distinguishing feature he has is the small barcode that is on the back of his head.
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