Glistam wrote: Here's the N.P.C. sheets I used for my HU2 campaign's season finale:
Villains and
Heroes.
Dude, those are awesome. Do you have a blank version you'd care to share?
Right now, I'm thinking I do want some kind of stats, as I'm not comfortable enough with Palladium to just make it up on the fly. But, I really don't want to do entire sheets. Most stats that are game critical are combat ones, so I'm thinking of divvying them up into 4 basic sets. I'm comparing them to a typical "low power" hero.
Set 1--no combat. Most people fall into this category, even criminals. Physical stats (PS, PP, PE, SPD) are 10, no Hand to Hand (1 attack per round), no significant physical skills. If criminals, these are only a threat in large groups, and one on one are absolutely no match to a typical hero.
Set 2--average combat. Typical soldier, cop, criminal enforcer, etc. Physical stats are 12, Hand to Hand: Basic (3 attacks per round), Secondary Physical skills only, most likely Swimming, Running, and General Athletics. Not much of a threat one on one, but can be a bit tough in a decent group.
Set 3--elite combat. Special Forces soldiers, elite warriors, ninjas, etc. Physical stats start at 14, Hand to Hand: Expert (3 attacks per round), Secondary Physical skills only, but likely to be Weight Lifting, Gymnastics, etc. (This is per GM's Guide, even though Gymnastics isn't a Secondary Skill in the core book. ) Significant threats in a small group.
Set 4--Bad ass. These are the dragons, full fledged Ninja and other individuals that have a shot at going toe to toe. Physical stats start at 18. Hand to Hand: Martial Art (5 attacks per round). Physical skills are taken as a Skill program, so Acrobatics, Boxing and Wrestling are taken, plus those like Weight Lifting and General Athletics.
What do you all think?