Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage  18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 12 BODY 4 11- 15 INT 5 12- PER Roll 12-/14- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 7 PD 4 Total: 7 PD (0 rPD) 5 ED 1 Total: 5 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 29 STUN 0 Total Characteristic Cost: 94 Movement: Running: 10"/20" Leaping: 3"/6" Swimming: 4"/8" Cost Powers & Skills 7 Conditioned Reflexes: +1 SPD; (Only in Hand-to-Hand Combat; -1/2) Martial Arts: Mixed Martial Arts Maneuver OCV DCV Notes 4 Choke Hold -2 +0 Grab One Limb; 2 1/2d6 NND 4 Counterstrike +2 +2 6d6 Strike, Must Follow Block 5 Joint Break -1 -2 Grab One Limb; HKA 1 1/2d6 , Disable 3 Legsweep +2 -1 5d6 Strike, Target Falls 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Escape +0 +0 35 STR vs. Grabs 4 Martial Strike +0 +2 6d6 Strike 3 Martial Throw +0 +1 4d6 +v/5, Target Falls 5 Takeaway +0 +0 Grab Weapon, 30 STR to take weapon away 4 +1 HTH Damage Class(es) 4 Weapon Element: Blades, Chain & Rope Weapons, Clubs, Default Element (Empty Hand), Improvised Weapons 12 ...I Can Run Flat Out ...: Running +4" (10" total), Reduced Endurance (0 END; +1/2) 2 Athletic: Swimming +2" (4" total), END 1 8 Wary: +2 PER with Sight Group and Hearing Group Perks 3 The Bourne Identity: Anonymity 2 The Bourne Identity: Deep Cover (Jason Bourne) 2 Another Deep Cover 2 Another Deep Cover 2 Another Deep Cover 10 Fringe Benefit: Improved Equipment Availability Advanced Military equipment 3 Swiss Bank Account: Money: Well Off Talents 3 Conditioned Reflexes: +2 DEX to act first with All Actions 3 Lightsleep 5 Resistance (5 points) Skills 20 They Don't Make Mistakes. : +2 Overall 9 +3 with Small Arms 12 +4 with Martial Arts 3 Acting 13- 3 Analyze: Combat Technique 12- 3 Breakfall 13- 3 Bugging 12- 3 Climbing 13- 7 Combat Driving 15- 3 Concealment 12- 3 Conversation 13- 3 Deduction 12- 3 Conditioned Reflexes: Defense Maneuver I 3 Demolitions 12- 3 Disguise 12- 6 KS: Espionage Procedures and Fieldcraft 15- 3 Lockpicking 13- 3 Navigation (Land, Marine) 12- 3 Paramedics 12- 5 Rapid Attack (HTH) 3 Research 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 13- 2 Survival (Urban) 12- 3 TF: Common Motorized Ground Vehicles, SCUBA, Two-Wheeled Motorized Ground Vehicles 7 Tactics 14- 6 WF: Common Melee Weapons, Small Arms, Garrote, Off Hand 3 Linguist 2 1) Language: French (fluent conversation; literate) 2 2) Language: German (fluent conversation; literate) 2 3) Language: Italian (fluent conversation; literate) 2 4) Language: Russian (fluent conversation; literate) 2 5) Language: Spanish (fluent conversation; literate) Total Powers & Skill Cost: 259 Total Cost: 353 125+ Disadvantages 25 Hunted: CIA 11- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Rival Assassin (TREADSTONE, BLACKBRAIR, FSB, etc) 11- (As Pow, Harshly Punish) 0 Normal Characteristic Maxima 20 Psychological Limitation: Amnesia (Very Common, Strong) 5 Psychological Limitation: Disturbing Flashbacks/ Headaches (Uncommon, Moderate) 15 Psychological Limitation: Mourns dead girlfriend (Marie Kreutz) (Very Common, Moderate) 10 Social Limitation: Loner living off the grid (Occasionally, Major) 138 Cinematic Spy Bonus 353 Total Disadvantage Points
Background/History: Jason Bourne (David Webb), as portrayed by Matt Damon, is the hero of three movies. He is, to quote one of his handlers, a thirty million dollar weapon. He was selected from Special Forces, and subjected to a rigorous training program that included brutal behavior modification techniques. He was literally programmed to kill. However, his programming is not perfect. In the first film, he has a moment of conscience and fails to assassinate an African dictator on his yacht, as his young children are present. His bodyguards shoot Bourne as he is fleeing the botched mission, and he ends up floating at sea off the coast of France. The combination of the injury and the accumulated stress of his training and missions cause him to suffer from amnesia. He spends the remaining films trying to piece together the details of his past life. He is pursued by his former masters who want him dead to cover up the details of the program and their own malfeasance. By the end of the third film he is able to gather information about who he was, and leave his past actions behind him. He wants to be left alone to pursue a normal life, but his past always comes back to haunt him. This write-up is intended to depict the character near the end of the second film. Some minor adjustments to his disadvantages could place him at any point in the trilogy. The main theme of the films seems to be the gradual humanizing of the character, so adjustments would generally reflect that. The last film actually appears to set the character up so that he could be reinstated into the agency as a more traditional agent on good standing.
NOTE: I have never read any of the novels. This is based on my repeated viewing of all three films. As I understand it, there are significant differences between the books and the films. As always, YMMV.
Personality/Motivation: Jason Bourne is an largely an enigma, even to himself. He is a highly competent field agent, who was trained to not just to kill, but also to be invisible while killing. Like all of the best predators, there is very little wasted effort when he stalks a target. He is supremely competent and utterly focused on his current mission objective, whatever it might be. Once he leaves TREADSTONE, he turns that intensity toward staying alive and investigating his past. Later, he is motivated by revenge. The CIA realizes that he has become more frightening because they no longer control his actions, and he is following his own agenda. On the other hand, Bourne is very unlikely to kill without direct provocation after leaving the agency. He is wracked with guilt over what he can piece together of his past actions and mourns his lost love. Technically, this might be a small code versus killing, but I prefer to treat it as a part of his other Psychological Limitations. It is very important to Bourne to avoid the CIA. He travels alone, and avoids establishing any sort of pattern. He relies on pre-staged caches of cash and equipment left over from his operational days and his own resourcefulness.
Quote: "Look at us. Look at what they make you give."
Powers/Tactics: Bourne is a killing machine. On missions, he will establish a deep cover identity and use that identity to study his target. As an assassin, he planned his operations intricately , and did not stop until he terminated the individual. Even though he left that behind, he is still an expert at fieldcraft. He can shadow or spy on anyone, even trained intelligence operatives. He is an expert at the use of bugs and tracking devices, and he is often clever enough to walk in and out of high security facilities almost at will. He is highly skilled in the use of firearms, but he is even more impressive in hand-to-hand combat. He has been so well trained that he is capable of incapacitating two or three opponents in the blink of an eye. Because of his Amnesia early in the series, he was often not consciously aware of just how skilled he is. When confronted with a dangerous situation, his training came to the fore and he found himself standing over two disarmed and crippled foes. Later on he becomes more aware of his abilities, and readily takes on groups of opponents. I gave him a limited extra point of SPD to reflect this auto pilot quality of his martial arts training [The rules for limited SPD are found in The Ultimate Speedster]. Essentially, Bourne has an extra phase while in hand-to-hand combat . The phase could occur in Segment 5, 8 or 12. In the interest of fairness, the GM should designate which segment it is ahead of time and keep it consistent. I like Segment 10, as it sets up some nice options after his normal phase in Segment 9, leading into Segment 12. Bourne is also adept at using innocuous items like pens, towels, or rolled up magazines as weapons.
Campaign Use: As written, he could make a very scary adversary for a group of Dark Champions PCs, especially if you wanted to set up a game where the PCs start off hunting Bourne for the CIA. Of course, once they learned his backstory, they could become more sympathetic to his cause. More frighteningly, Bourne could find the PCs to be an obstacle to be removed or bypassed. If, your campaign is very cinematic, and you have high-powered PCs, you could use him one-on-one. This sheet might be helpful for depicting any of Bourne's counterparts in TREADSTONE. I purposefully left of a lot of the knowledge skills he would normally have, as he portrayed has significant gaps in his memory. He relies on his investigative skills and savvy to decipher the many plots against him. If you want to play him without the amnesia, or use the sheet for another TREADSTONE Operative, you could add these skills to the sheet. That being said, Bourne is acknowledged to be the best operative TREADSTONE ever produced, so it might also be appropriate to shave off some of the points for a lesser operative.
Appearance: Jason Bourne is a handsome, athletic Caucasian male in his mid to late 30s.
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