Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage  18 DEX 24 13- OCV: 6/DCV: 6 25 CON 30 14- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 12 COM 1 11- 10 PD 4 Total: 10 PD (0 rPD) 10 ED 5 Total: 10 ED (0 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 11 REC 0 50 END 0 40 STUN -1 Total Characteristic Cost: 150 Movement: Running: 6"/12" Leaping: 10"/20" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Kung Fu Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 40 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Kick -2 +1 10d6 Strike 4 Punch +0 +2 8d6 Strike 3 Throw +0 +1 6d6 +v/5, Target Falls 1 Weapon Element: Blades 80 Chinese Sorcery: Variable Power Pool (Magic Pool), 40 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1); Limited Class Of Powers Available (Asian Magic; -1/2) 5 Body Inflation: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Costs END Only To Activate (+1/4); Cannot Move While Power Is Active (-1), Extra Time (Full Phase, -1/2), END 1 10 "I Don't Think He's Going To Stop!": EB 12d6, Explosion (+1/2); 1 Charge which Never Recovers (-4), Side Effects, Side Effect occurs automatically whenever Power is used (Thunder takes 4d6 RKA [i.e. 24 BODY]; -2), Extra Time (Extra Phase, Only to Activate, -1/2), Linked (Body Inflation; Lesser Power can only be used when character uses greater Power at full value; -1/2), No Range (-1/2), [1 nr] 13 Kukri: HKA 1d6 (2d6 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1) 20 Crescent Knife: HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1) plus +2 OCV With Bind, Block, Disarm, Takeaway; OAF (-1) plus Armor (6 PD/6 ED); Location 6 [hand] (-2), Activation Roll 11- (-1), OAF (-1) 5 Crescent Knife: A Second Crescent Knife (total of 2) 35 Bullet Barrier: FW (14 PD), Transparent to ED Attacks (+1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2); Limited Coverage 180 Degrees (-1/2), No Range (-1/2), Self Only (-1/2) 4 Springing About: Leaping +4" (8 1/2" forward, 4" upward), END 1 15 Immortal Sorcerers: LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) Skills 15 +3 with HTH Combat 4 CK: Chinatown 14- 3 CK: San Francisco 13- 3 Analyze: Style 13- 3 Breakfall 13- 3 Bureaucratics 14- 3 Climbing 13- 3 Interrogation 14- 2 KS: Chinatown Underworld 11- 3 KS: Chinese History 13- 3 KS: Chinese Sorcery 13- 3 KS: Kung Fu 13- 3 Language: English (fluent conversation; literate) 0 Language: Mandarin (idiomatic; literate) 3 Streetwise 14- 10 Two-Weapon Fighting (HTH) 6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand, Thrown Knives, Axes, and Darts Total Powers & Skill Cost: 282 Total Cost: 432 200+ Disadvantages 5 Distinctive Features: Archaic Ancient Chinese Costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 15 Psychological Limitation: Arrogant/Overconfident (Common, Strong) 20 Psychological Limitation: Loyal To Lo Pan (Avenge All Insults To Lord) (Very Common, Strong) 15 Reputation: Lightning, One Of The Three Storms, A Powerful Sorcerer And Servant Of Lo Pan, 14- (Extreme; Known Only People Of Chinatown) 167 Experience Points Total Disadvantage Points: 432
Background/History: Thunder is one of the "three Storms", a trio of magicians/martial artists that function as Lo Pan's lieutenants. Along with Lightning, the Storms consist of Thunder and Rain. Between the three of them they present a formidable fighting force who can easily decimate a small army, be they Chang Sings or the police.
Personality/Motivation: Thunder's disadvantages (along with the disadvantages of all the Storms) are a bit skimpy. I've selected only the most obvious disadvantages for the character sheet, based on what was shown in the film, or what makes sense based on the material presented. Naturally, individual GMs might want to tailor the disadvantages and personalities to fit their campaign.
Quote: "Play your cards right, you live to talk about it!"
Powers/Tactics: Thunder's most obvious power is his strength. He shatters a pistol with a single blow of his fist, picks up Wang Chi by the neck with one hand and chops an entire table in half with a single knife hand strike. His other power is a touch odd.
It would seem Thunder can inflate his body, causing himself to... well... grow... We seem this power in action midway though Big Trouble, when Thunder begins to inflate himself while Jack Burton hangs onto his back. A few moments later, after seeing Thunder's chest swell and hearing his shirt shred, Jack is tossed away. My guess is Thunder's body expands, but does not really increase in height, so the Growth is more one of width, not height. At the end of the movie, when Thunder let's his power run unchecked, we see that he has swelled to fill almost an entire game hex (i.e. ~6 feet wide), but is still about the same height. It is at this point he explodes (Hence the 12d6 EB, Explosive power). I will admit including the explosion power is a little silly (being mostly for effect), but I do try and be complete.
A quick note on the Growth. Activating this power should render most martial grabs useless, since the limbs a(and the body) are now too large for the martial artist to effectively restrain. But, I'll leave this decision up to the individual GMs.
Appearance: Thunder is big, really big. He's taller than Jack Burton, broad shouldered and well muscled. He keeps his hair cut short, and wears either a suit or more traditional clothing consisting of boots, loose trousers, long sleeved tunic, cloak, and big straw hat.
(Thunder created by Gary Goldman, David Weinstein, W.D. Richter and John Carpenter. character sheet created by Michael Surbrook)
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