After suggestions offered on the Crafty message board …
Strong Hot Rodder Rodder Wheelman 6 / Pointman 4 / Stuntman 10
STR 16 +3
DEX 14 +2
CON 15 +2
INT 14 +2
WIS 14 +2
CHA 12 +1
Action Dice: 6 (d10)
Base Speed: 30 ft.
BAB +20/ +19/ +18
Wealth 10 Lifestyle 3 Spending Cash 4 Possessions 3
Appearance Mod: +0
Net Worth: (As this is tied to mission reward it was hard to come up with a reasonable value; not to mention during one of their ‘missions’ they ripped off a drug kingpin of $100,000,000 of which Dominic received $10,000,000 as his cut)
Spending Cash: $1,600 (this value makes sense as though he may have $10,000,000, given it’s less than legal nature I doubt he can just make a withdrawal any time he pleases)
Unarmed Proficiency (forte)
Blunt Proficiency (forte)
Exotic Blunt Proficiency (forte)
Edged Proficiency (forte)
Handgun Proficiency (forte)
Shotgun Proficiency (forte)
Vehicle Weapon Proficiency
Acrobatics 6 Ranks
Analysis 10 Ranks
Athletics 10 Ranks
Blend 8 Ranks
Cultures 8 Ranks (Focuses: North America, Central America, South America)
Drive 23 Ranks (Focuses: Personal Ground Vehicles, Standard Ground Vehicles, Heavy Ground Vehicles)(Fortes: Standard Ground Vehicles (sports cars, muscles cars, pickup trucks, race cars) )
Intimidate 10 Ranks
Mechanics 15 Ranks
Notice 10 Ranks
Resolve 10 Ranks
Sense Motive 10 Ranks
Sleight of Hand
Ranged Combat Feats
This Is My Boomstick: When holding a readied shotgun, you may make a melee attack with it using the heavy club statistics. Further, you may use a shotgun with 1 hand, but suffer a –2 penalty with all attack checks when doing so. Also, the DCs of any Damage or Fortitude saves prompted by your shotgun attacks increase by 4. Finally, each time you hit with a shotgun, your opponent is pushed 5 ft. away from you (unless the square is occupied or blocked, in which case he suffers 1d4 subdual damage).
Unarmed Combat Feats
Boxing Basics: You gain 2 additional wound points and the Closed
stance and Double Jab trick.
Brawling Basics: You gain a +2 bonus with all Initiative checks. Further,
you gain the following Coiled stance and Head Butt grapple trick.
Brawling Moves: You gain the Body Slam, Fake Out, and Haymaker tricks.
Brawling Supremacy: When you hit an opponent with 2 or more non-final unarmed attacks during a single round, you may immediately make 1 final attack against that opponent. Further, you gain the One-Two and Sleeper Hold tricks.
Mark of Strife:You gain a +1 bonus with each unarmed damage roll. Further, your base attack bonus and career level are each considered 3 higher for the purpose of meeting Unarmed Combat feat prerequisites. Finally, the starting disposition toward you of any character possessing 2 or more Unarmed Combat feats worsens by 2 grades.
Daredevil: You may choose chase Strategies as if your vehicle’s (or your own, if you’re on foot) Acceleration and Turning Ratings were each 2 higher. Further, you may choose the Stunt Strategy (see page 367).
Duct Tape and Bubblegum: While you’re piloting or inside a vehicle, the vehicle gains a bonus with Damage saves equal to 1/2 your ranks in the Mechanics skill (rounded up). Each vehicle may only benefit from 1 Duct Tape and Bubblegum feat ability at any time.
Eat My Dust: The Acceleration Rating of any vehicle you are currently operating increases by 1. Further, during a chase, when you inflict stress damage on an opponent, you may choose to instead inflict an equal amount of lethal damage. Finally, at the beginning of each chase, if your vehicle’s Acceleration exceeds that of all opposing vehicles, you gain 1 bonus action die. If not used by the end of the current chase, this action die is lost.
Lane Dancer: While operating a ground or personal ground vehicle, you may treat tight maneuvering room as close, or close maneuvering room as open. Further, while operating a ground vehicle in a chase, you gain a +2 synergy bonus with skill checks and saves made due to a Crisis Advantage.
Need For Speed: You suffer no penalty with Maneuver checks for traveling faster than 1/2 your vehicle or mount’s maximum MPH.
One Hand on the Wheel: You suffer no Maneuver check penalty when operating a vehicle with only one hand. Further, you may make a Maneuver check as a free action a number of times per scene equal to the number of Chase feats you possess.
Equilibrium Basics: When taking the Total Defense action, you gain a dodge bonus to Defense equal to the number of Covert feats you possess. Further, you need to make only 1 Acrobatics/Balance check to move across a precarious surface at your full Speed or faster. Finally, any time you fall, the distance fallen is considered 20 ft. shorter (e.g. when you fall 30 ft., you only suffer damage for falling 10 ft.).
Attributes: +2 Strength, -2 to highest attribute other than Strength
Your Strength increases by an additional +1 at career levels 7 and 14
Choose 2 skills with Strength as a key attribute. Your maximum rank in each of these skills increases to your Career Level +5.
This benefit is not cumulative with any other effect that increases your maximum rank.
You gain the natural attack (squeeze II) NPC quality. If you already possess a squeeze natural attack, its grade increases by 1.
Bonus Feat: Lane Dancer.
You gain the Drive (Standard Ground Vehicles) skill focus and 1 forte relating to this focus.
You gain a +1 insight bonus with Drive and Streetwise checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
Wheelman Class Abilities
Driven: Your nerves must be refined to exact standards to survive at top speed. Each time you spend 1 action die to boost a Maneuver or Mechanics/Repair check, you roll and add the results of 2 dice (e.g. a Level 1 Wheelman’s bonus of 1d4 becomes 2d4). Additionally, when you suffer an error with a Maneuver or Mechanics/Repair check, the GC must spend 1 additional action die to activate it as a critical failure.
Custom Ride: Your garage is always stocked with the best toys. At Level 1, you may choose Vehicle gear picks as if the current mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain the same number of additional Caliber I Vehicle gear picks.
Manual Adjustment: You’re so adept at mechanical repairs, grease flows through your veins. At Level 2, when you fail a Mechanics check that may be re-tried, you may spend 1 half action to give the target device a whack in frustration. As long as the check DC is equal to or less than your class level + 20, the whack reverses the failure. If several grades of success are possible, you achieve only the lowest possible positive result. You may use this ability a number of times per session equal to your starting action dice. You may use this ability even if your initial check results in an error, but you must declare its use before action dice are spent to activate a critical failure.
Vehicle Familiarity I: At the start of each mission, you may choose 1 specific vehicle or mount to be considered familiar. If the vehicle or mount is part of your mission gear, you must have previously operated it for a minimum number of hours equal to twice the highest Caliber of the vehicle or mount, or any vehicle weapon or gadget installed. If the vehicle or mount is part
of your Lifestyle or chosen with the Favored Gear feat, this time requirement is waived.
You may only be familiar with 1 specific vehicle or mount at a time. The chosen conveyance gains a +1 bonus to Defense and Damage saves, and you gain the same bonus with Initiative and Maneuver checks made using it, and Electronics, Mechanics, and Medicine checks made to repair or heal it, as appropriate.
Rough Riding: Your experience with off-road travel is such that any mount or ground vehicle you control is considered to have the off-road quality (see page 294).
Skill Mastery (Drive): The error range with Drive decreases by 2 (minimum 1). Further, when you take 10 with this skill, the amount of time required is not doubled.
Pointman Class Abilities
Assistance I: You can streamline any group activity, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). This ability may target any skill check except one made as part of a Dramatic Conflict (see page 362). Further, you may assist only 1 teammate at a time. You may not perform any other non-free actions when using this ability.
Lead: You’re a born leader whose tutoring ability can bring out the best in anyone. At Level 3, once per session when making
a team skill check, you may choose which teammate makes the check. Alternately, as a half action, you may share any focus or
weapon proficiency you possess with one of your teammates or allies until the end of the current session.
Orders I: Your commands carry incredible weight. At Level 4, once per session as a free action, you may advise a number of allies up to your Charisma modifier + 1 (minimum 1). These instructions must be specific, such as “Cover Molly while she gets
the door open!” as opposed to “Help Molly!” While carrying out this order, each teammate and ally who can see or hear you gains
a +1 synergy bonus with all skill checks made in support of the order (per the GC’s discretion). You also gain this bonus when making a skill check that supports your own order. If you’re the only character to benefit, you need not speak to use this ability.
Stuntman Class Abilities
Adrenaline Junkie: You live for danger, and life-or-death situations inspire you to great accomplishments. Each time you lose 1 or more wound points due to an opponent’s attack, falling damage, or explosive damage, you gain 1 bonus action die. If this die
is not spent by the end of the current scene, it is lost. You may gain only 1 bonus action die per attack or instance of falling or
explosive damage, no matter how many wound points you lose. Further, this ability may grant a maximum number of bonus action dice per session equal to your starting action dice.
Life on the Edge: At Level 1, your maximum wound points increase by the number of Chance feats you possess. Further, your maximum vitality points increase by your class level.
No Fear II: At Level 7, once per session, you gain an amount of damage resistance against stress damage equal to your class
level for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round).
Fall Guy: You routinely walk away from crashes and falls with nary a scratch. At Level 4, each time you suffer falling or collision damage, it decreases by 2 points per die (minimum 1 point per die).
“Trust Me…”: Your unwavering confidence inspires your teammates to do the impossible. At Level 4, when you’re part of a team
Acrobatics, Athletics, or Drive check, you may substitute your skill bonus for the bonus identified by the situation at hand (see page 91). If more than 1 character possesses this ability, the character with the highest applicable bonus may use it.
Insane Stunt: As a committed thrill-seeker, you routinely push your body to its limits. At Level 5, once per session, while on foot or driving a personal vehicle, you may make a Maneuver check with a DC up to your class level + 20 without making a skill check. Alternately, during a chase Conflict while on foot or driving a personal vehicle, you may choose the “That’s Impossible!” Strategy (see page 367). At Level 9, you may use this ability up to 2 times per session.
It’s All Relative: You quickly acclimate to new vehicles. At Level 6, you may spend 3 full actions getting a feel for a vehicle by playing with the controls, studying the cockpit, turning knobs, etc. Thereafter, for the duration of the current mission, all penalties you suffer when driving that vehicle because you don’t possess the appropriate skill focus are reduced to 1/2 standard (rounded down)
“…I Know What I’m Doing.”: You have the confidence to pull off the impossible, and the skill to back it up. At Level 8, once per
scene when making a Strength- or Dexterity-based skill check with a DC more than 20 higher than your career level, you gain 1 bonus d10 action die, which must be spent to increase the check’s result.
School of Hard Knocks: You learn as much by failing as you do from succeeding. At Level 8, whenever you suffer an error and an opponent activates it as a critical failure, you gain 1 bonus action die.
Cheat Death: At Level 10, once per session, whenever you fail a check or save that would result in mission failure or your own
death (e.g. dropping a crucial hostage to his death, failing to escape a villain’s deathtrap, etc.), you are instead considered to
have beat the check or save’s DC by 1. This does not prevent you from having to make further checks or saves in order to survive — it merely enables you to succeed with this particular check. The GC is encouraged to be creative with his descriptions of this ability in action, and to reward players with creative descriptions or ideas for how this ability might apply to any given situation.
Double Jab (Trick): As a half action, you may make 2 unarmed Standard Attacks, suffering a –2 penalty with each attack check and inflicting 2 fewer points of damage per die rolled (minimum 1 point of damage per die).
Head Butt (Grapple Trick): When you inflict unarmed damage upon an opponent currently held or pinned by you, you may also inflict twice the same amount of flash damage. Further, when pinned, you may take 1 full action to inflict an amount of flash damage upon your grappler equal to double your standard unarmed damage.
Body Slam (Trick): With a successful Trip action, you may become sprawled to inflict an additional amount of subdual damage upon the target equal to double your standard unarmed damage.
Fake Out (Trick): When you make a successful Feint action, your Defense against the target’s attacks increases by 2 for 1 full round.
Haymaker (Trick): When you make a successful unarmed Standard Attack, your target must make a Fortitude save (DC 10 + the damage inflicted) or become nauseated for 1 round.
One-Two (Trick): When you make a successful unarmed Standard Attack with a result exceeding the target’s Defense by 4 or more, you inflict double damage.
Sleeper Hold (Grapple Trick): As a free action, you may force 1 opponent currently held or pinned by you to make a Fortitude save (DC 15 + 1 per consecutive round you’ve used this ability). With failure, the target begins sleeping for a number of minutes equal to your Strength modifier + 1d6.
Closed Stance (Stance): While in this stance, you may end your movement in an opponent’s square. While you and your opponent remain in the same square, you are considered adjacent to each other. Further, while you remain in the same square as your opponent, you gain DR 2/— against the opponent’s attacks, as well as a +2 bonus with your unarmed damage against the opponent. Finally, the opponent may not take bonus 5-ft. steps.
Coiled Stance (Stance): While in this stance, you gain a +2 bonus with unarmed attack checks against opponents with lower Reflex save bonuses. Further, you may take a second bonus 5-ft. step during each round.
Auto Racing Circuit
“After Further Review” and some helpful advice from the Crafty boards I think I have a more refined version of the main protagonist of the Fast franchise – an extremely gifted driver that was also good leader. In the source material, Dom shows a lot of strength as well as fortitude.
With only a Constitution of 13, was able to improve his constitution with the Strong talent over the Burly he’s not quite as hardy as I would’ve liked but in order to have and has decent Dexterity to be (in)famously known as one of the best drivers in the world and Strength to go toe to toe with some very big dudes I had to make some concessions. Though the option is there to swap out one of the unarmed combat feats for Great Fortitude. I would’ve also preferred his Intelligence and Charisma stats to be a little higher as the source material also shows a keen intellect and ability to lead, but fortunately on of the abilities granted by the Tactician provided a boost.
It seemed very easy to give all 20 levels in Wheelman, but I chose the full 10 levels of Stuntman and 4 levels of Pointman as the team boosts provided seemed to fit what is shown in the movies very well. The 6 levels in Wheelman got him up to the ’That’s Impossible’ ability and a nice mix of other abilities that makes him quite formidable behind the wheel and the Stuntman gave him (2) ’That’s Impossible’ ability uses.
The (2) Basic Combat Feats provided by the Tactician’s ‘Art of War’ ability provides a lot of nice options depending on the mission requirements as there are numerous feats that provide team boosts that work well in conjunction with many of the Tacticians class abilities. Or if things seem like they may get bloody there are numerous personal boosts available.
While the Wheelman class primarily grants Chase feats and
the Tactician offered no bonus feats (or other feats of any kind) and in fact required the Tactical Advantage and Surge of Speed feats as prerequisites, I wanted to experiment with the Unarmed Combat Feats to see if I could come of with a martial arts style that felt true to the source material. I think the mix of Boxing and Brawling turned out well, leaving my final feat to be used on the This Is My Boomstick … allowing Dom to use the shotgun one handed and as a club without stiff penalties both of which occur frequently in the movies.
All in all a much better build I think for what I was going for