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Martial Artist for Review


MisterD

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New character sheet is later in this thread.

 

 

BACKGROUND:

Tommy Bryce had the normal childhood. His parents have allowed him to take Kung-Fu lessons since the age of eight. He has applied the discipline he learned towards school and athletics and was a popular student.

 

When Tommy was 15, that is when 'it' happened.

 

After school, Tommy was in the middle of an extreamly intence sparring session when his abilities activated. He produced a mass of silky smooth threads that covered the practice mats and made it impossible for anyone but Tommy to stand up.

 

The instructor and Tommy's parents decided to contact a local hero group to mentor Tommy. They believed they raised him well but were un-prepared for the silky powers. So with the Heroes mentoring him. Tommy can learn to use his powers and have have a support system so he does not go down the path towards bad-guy hood.

 

Any suggestions for background and character are wlcomed.

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Re: Martial Artist for Review

 

Something I've noticed about your characters, they seem to be low-balled on stats and skills and very power-heavy-- is this intentional or just how you design them naturally?

Points: For the throwing blades, add the following lims: Real weapon(-1/4) Ranges based on Str (-1/4), Oaf(-1) cost:11 points /points saved:7

 

Drop one of the 2 +4d6 MA attacks and just use skill levels tio simulate one atack over the other- this is called rededundant attacks, although it is done often with official MA styles. POints saved:5

 

 

Same with throw and eg sweep, very similar mechanically, I would suggest keeping the throw construct and use levels to define the difference between when he throws some one and when he leg sweeps them. Points saved:3

 

Drop the weapon elements other than clubs and flexible weapons for his MA- the chance he will come across most of these isn't s good and he hasn't paid to buy any weapons so it will rarely inconvience him. Plus, he can always buy them back with experience as something that he always knew but had no reason to use until then. Points saved:3

Remove the visible lim from silk armor, if it costs end to use, it's already visible, but add the following: extra time/extra phase, but only to activate(he has to produce and wrap the silk around himself, -1/2) cost:1 point for slot/ points saved: 1

 

Better, only 19 easily shaved points this time, let's see, I think I would use these points for the following;

Add Scholar- 3 points

Add KS:Martial World(he's into this sort of thing, right?) 11 or less- 1 point

Raise KS:Kung Fu to 12 or less- no cost

Raise KS:Chinese Philosophy to 11 or less- no cost

Add Conversation and maybe Seduction- he has a high Pre and you describe him as popular, show it- cost 3 or 6 points for 13 or less skills

Add Choke Hold(it adds the grab/NND combo to his repertoire and he could then use silk garrote on people to increase the damage- that's for future point expenditure tho)- 4 points

Raise Con to 20- costs 10 points but you get 2 back from Rec, so total =+8 points, plus this raises the end to 40 and the Stun to 28- you should really think about higher Stun and PD for an MA character,as they are front line fighter types.

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Re: Martial Artist for Review

 

Something I've noticed about your characters' date=' they seem to be low-balled on stats and skills and very power-heavy-- is this intentional or just how you design them naturally?[/quote']

 

1) I have not made characters for a while and am working on HERODESIGNING them.

 

2) WHen I have a character who's concept is basically they are human with powers I tend to stay a bit towards the human level side in characteristics.

 

3) Unless they are skill based or have skills they will be using alot ( hero and Secret ID) I really have a bit of trouble coming up with skills for them.

 

4) And I was told I tend to be point heavy in powers BUT also low powered.

 

Hence why I post to this board.

 

Character I post to my site have gone through changes thanks to members of this site.

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Re: Martial Artist for Review

 

I see, just curious as I tend to usually spend between 100-200 points on stats for my characters. I guess I'm of the opinion that some stats are under bought and that characters are likely affected in a myriad of minor ways when they gain powers, not just developing powers but also bodies better designed to handle said powers.

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Re: Martial Artist for Review

 

While I try to spend the points in an optimal fashion, I also prefer the "low-end of the point pool" for stats. Granted, I usually envision New Warriors-level powersets, but that's me. I think it's more fun to have stats in the "well trained agent" range and powers that aren't too overboard, but a lot of them. Gives you the feeling of being badass when dealing with thugs and agents, but you're still scared of things like M-SWAT teams and such.

 

In my next post I'm gonna go over Silk.

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Re: Martial Artist for Review

 

I'll be scattering my comments over your well-made character like hamster droppings. :winkgrin:

 

SILK

Val Char Points Total Roll Notes

15 STR 5 15 12- HTH Damage 3d6 END [1]

24 DEX 42 24 14- OCV 8 DCV 8

15 CON 10 15 12-

10 BODY 0 10 11-

13 INT 3 13 12- PER Roll 12-

11 EGO 2 11 11- ECV: 4

20 PRE 10 20 13- PRE Attack: 4d6

 

What is your reasoning here? Granted, I don't know how old Tommy is now, but a 20 PRE is damn high; we're talking potent politician in the making.

 

14 COM 2 14 12-

 

 

8 PD 5 8/18 8/18 PD (0/10 rPD)

5 ED 2 5/15 5/15 ED (0/10 rED)

5 SPD 16 5 Phases: 3, 5, 8, 10, 12

10 REC 8 10

30 END 0 30

26 STUN 0 26

 

I'll agree with fbdaury -glares at keyboard after the umpteenth typo- here. You need higher Stun and End.

 

6" Running 0 6"/26"

2" Swimming 0 2"

3" Leaping 0 3"

 

I was gonna say something about boosting your Movements, too, but then I looked at your MP. :idjit: Never mind.

 

Total Characteristics Cost: 105

 

Cost Powers END

90 Silk: Multipower, 90-point reserve

4u 1) Silky Smooth surface I: Change Environment 8" radius, -5 DEX Roll and all DEX Skill Rolls, Personal Immunity (+1/4) (45 Active Points); Limited Range (20") (-1/4) 4

 

You are aware that this will coat everything within 50 yards of Ground Zero with Silky Spoo, right?

 

3u 2) Silky Smooth Surface II: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Vulnerable (to any attack that creates a physical effect which gives the victim something to grab hold of; -1/2), Cannot Form Barriers (-1/4), Limited Range (20") (-1/4) 6

4u 3) Silky Smooth feet: Running +20" (6"/26" total) (40 Active Points) 4

1u 4) Silk Line: Swinging 15" (15 Active Points) 1

2u 5) Silk Grab: Stretching 10" (50 Active Points); Cannot Do Damage (-1/2), Always Direct (-1/4), Range Modifier Applies (-1/4) 5

4u 6) Silk Wrap: Entangle 5d6, 5 DEF (50 Active Points); Limited Range (20"; -1/4) 5

2u 7) Ball of Silk: Energy Blast 6d6 (30 Active Points); Limited Range (20"; -1/4) 3

4u 8) Silk Blindfold: Sight Group Flash 5d6, No Normal Defense (defense is STR 30+ or web-proof eye coverings; +1) (50 Active Points); Limited Range (20"; -1/4) 5

1u 9) Silk in the mouth: Darkness to Hearing Group 1" radius, Limited Range (20") (+1/4), Usable As Attack (does not work against persons with STR 30+, web-proof masks or skin, or the like; +1) (11 Active Points); Only Prevents Speech, Not Hearing (-1), Only Affects One Person (-1/2) 1

2u 10) Silk Armor: Armor (10 PD/10 ED) (30 Active Points); Visible (-1/4), Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 3

 

I'd consider ginving some of these slots the Advantage Lingering, either now, or as an improvement down the line. Make sure your GM will let you use it for basically shifting slots and letting the effect hang around for a bit.

 

18 Throwing Blades: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Ranged (+1/2) (37 Active Points); 2 Recoverable Charges (-1) [2 rc]

 

What the frilly heck are you hurling, polearms?!? I'd go with: 18 Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4) (22 Active Points); 6 Recoverable Charges (-1/4) [6 rc]

 

Kung Fu (Wu Shu)

5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll

4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs

5 5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike

5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike

4 7) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1

3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls

4 9) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls

4 11) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND

1 12) Weapon Element: Axes, Maces, and Picks

1 13) Weapon Element: Blades

1 14) Weapon Element: Chain Weapons

1 15) Weapon Element: Clubs

1 16) Weapon Element: Staffs

16 17) +4 HTH Damage Class(es)

 

I'd drop Flying Kick or Kick, and WE: Axes, Maces, and Picks. Turn the points into +2 CSL with Kung Fu. Maybe turn one of the Damage Classes into another CSL - I like CSLs, and think a good MA, which you have here, should have more of those than any MA DCs. Possibly some PSLs, only to counteract OCV penalties from MA Maneuvers, if your GM will let that fly.

 

Skills

Everyman Skills

0 1) Acting 8-

0 2) AK: Native Country 8-

0 3) Climbing 8-

0 4) Concealment 8-

0 5) Conversation 8-

0 6) Deduction 8-

0 7) Language: English (Idiomatic, native accent; Custom Adder)

0 8) Paramedics 8-

0 9) Persuasion 8-

0 10) PS: Player's Choice 8-

0 11) Shadowing 8-

0 12) Stealth 8-

0 13) TF: Custom Adder, Small Motorized Ground Vehicles

 

Kung Fu Training

12 1) +4 with Kung-Fu

 

Nice. Forget what I said earlier about the CSLs. Use the points for Scholar and a point in a KS for his specific style of Kung Fu.

 

5 2) Acrobatics 15-

3 3) Breakfall 14-

3 4) Contortionist 14-

10 5) Defense Maneuver I-IV

1 6) KS: Chinese Philosophy 8-

2 7) KS: Kung Fu 11-

3 8) Sleight Of Hand 14-

2 9) WF: Common Melee Weapons

2 10) WF: Common Martial Arts Melee Weapons

1 11) WF: Off Hand

 

Total Powers & Skills Cost: 245

 

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Family 11- (Normal)

15 Psychological Limitation: Reluctant to kill (Common, Strong)

15 Psychological Limitation: Impulsive / Reactive (Common, Strong)

10 Rivalry: Professional (Other Martial Artists), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15 Social Limitation: Secret ID (Frequently, Major)

80 TBA

 

Total Disadvantages Points: 150

 

BACKGROUND:

Tommy Bryce had the normal childhood. His parents have allowed him to take Kung-Fu lessons since the age of eight. He has applied the discipline he learned towards school and athletics and was a popular student.

 

When Tommy was 15, that is when 'it' happened.

 

After school, Tommy was in the middle of an extreamly intence sparring session when his abilities activated. He produced a mass of silky smooth threads that covered the practice mats and made it impossible for anyone but Tommy to stand up.

 

The instructor and Tommy's parents decided to contact a local hero group to mentor Tommy. They believed they raised him well but were un-prepared for the silky powers. So with the Heroes mentoring him. Tommy can learn to use his powers and have have a support system so he does not go down the path towards bad-guy hood.

 

Any suggestions for background and character are wlcomed.

 

Overall he looks real good. Nice work.

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Re: Martial Artist for Review

 

This is something I noticed when I made a Kung Fu character recently:

 

It was cheaper for me to give him a Kung Fu MP (HA's, Extra Str, HKA, etc), +2 DCV, and a 10 point Kung Fu MArtial Art style...

 

Here is some Cut & pastes

 

 

Cost Power END
25 Kung Fu: Multipower, 25-point reserve
1u 1) Martial Strength: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)
1u 2) Blinding Strike: Sight Group Flash 3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); No Range (-1/2) 0
2u 3) Tien-hsueh Strike: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2), No Normal Defense ([standard]; +1) (25 Active Points); Hand-To-Hand Attack (-1/2) 0
1u 4) Ghost Palm: HA +2d6, Affects Desol One Special Effect of Desolidification (spirits) (+1/4), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (22 Active Points); HA (-1/2) 0
1u 5) The Throwing Strike: HA +2d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (22 Active Points); HA (-1/2) 0
2u 6) One Thousand Strikes: HA +2d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (25 Active Points); HA (-1/2) 0
2u 7) Knife Hand Strikes: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (22 Active Points) 0
2u 8) Block: Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points) 0
1u 9) Wuxia Leaping: Leaping +2" (4"/9" forward, 2"/4 1/2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points)
Powers Cost: 38

 

Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 / 8d6 Strike, Target Falls
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 7d6 +v/5, Target Falls
Martial Arts Cost: 10
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Re: Martial Artist for Review

 

It may be cheaper to buy some powers or superskills in a mulitpower at the initial level but it can also complicate things. Also, some of his powers/characteristics may not be far out:

 

1) If you are going to buy all of your HA's with the advantage of 0 End, then you are limiting the amount of STR he can use. You would either have to increase his STR or the size of his multipower. Otherwise he's only a heroic level martial artist. Once you increase his MP, then its not so cheap anymore.

 

2) He may not be "throwing polearms"; he could simply be so skilled that the things he does throw always hit something vital, hence the extra damage. That would be better that buying a bunch of PSL's to offset hit location penalties, and I believe is more elegant.

 

3) His characteristics aren't really that bad. It depends on the campaign in which he's going to play. As the old saying goes "what's 20 COM to you is 30 COM to me." Even the PRE is good, because now he can stand up to fearsome things, and be a little fearsome himself, without ever having to throw a punch.

 

My 2 cents, for what its worth. ;)

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Re: Martial Artist for Review

 

I think some of the powers in the MP can have the Manifest limitiation (I forgot where I saw it or the amout of the limit)

 

Basically the silk lasts for an hour then biodegrades.

 

Armor and running (Since it is in physical contact with Tommy, he can Maintina (with end) Or disipate them (they becoms loose strands of silk when no longer armor or coated boots.)

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Re: Martial Artist for Review

 

SILK

Val Char Points Total Roll Notes

15 STR 5 15 12- HTH Damage 3d6 END [1]

26 DEX 48 26 14- OCV 9 DCV 9

23 CON 26 23 14-

10 BODY 0 10 11-

13 INT 3 13 12- PER Roll 12-

11 EGO 2 11 11- ECV: 4

15 PRE 5 15 12- PRE Attack: 3d6

12 COM 1 12 11-

 

 

10 PD 7 10/20 10/20 PD (0/10 rPD)

5 ED 0 5/15 5/15 ED (0/10 rED)

6 SPD 24 6 Phases: 2, 4, 6, 8, 10, 12

16 REC 16 16

46 END 0 46

40 STUN 10 40

6" Running 0 6"/26"

2" Swimming 0 2"

3" Leaping 0 3" Total Characteristics Cost: 147

 

Cost Powers END

50 Silk: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-1/2)

Notes: Tommy can produse Silk Strands from his hands that last for 1 hour. When Tommy stops concentrating on them (Stops paying END) they starts to Bio-Degrade.

1u 1) Silk Armor: Armor (10 PD/10 ED) (30 Active Points); Restrainable (-1/2), Visible (-1/4), Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 3

2u 2) Ball of Silk: Energy Blast 8d6 (40 Active Points); Restrainable (-1/2), Limited Range (20"; -1/4) 4

3u 3) Silk Webbing: Entangle 5d6, 5 DEF (50 Active Points); Restrainable (-1/2), Limited Range (20"; -1/4) 5

3u 4) Silky Smooth Surface II: Entangle 4d6, 4 DEF, Personal Immunity (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (70 Active Points); Vulnerable (to any attack that creates a physical effect which gives the victim something to grab hold of; -1/2), Restrainable (-1/2), Cannot Form Barriers (-1/4), Limited Range (20") (-1/4) 7

3u 5) Silk Blindfold: Sight Group Flash 5d6, No Normal Defense (defense is STR 30+ or web-proof eye coverings; +1) (50 Active Points); Restrainable (-1/2), Limited Range (20"; -1/4) 5

6m 6) Silky Smooth feet: Running +20" (6"/26" total), x4 Noncombat (45 Active Points); Restrainable (-1/2) 4

1u 7) Slick Skin: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Only to escape grabs and hold (-1/2), Restrainable (-1/2) 3

2u 8) Silk Grab: Stretching 10" (50 Active Points); Cannot Do Damage (-1/2), Restrainable (-1/2), Always Direct (-1/4), Range Modifier Applies (-1/4) 5

3m 9) Silk Line: Swinging 15", x4 Noncombat (20 Active Points); Restrainable (-1/2) 2

 

18 Throwing Blades: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Autofire (2 shots; +1/4), Range Based On STR (+1/4) (37 Active Points); 2 Recoverable Charges (-1) [2 rc]

Kung Fu (Wu Shu)

5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll

4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

4 5) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6

3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls

4 7) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

3 8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

1 9) Weapon Element: Blades

1 10) Weapon Element: Chain Weapons

1 11) Weapon Element: Clubs

1 12) Weapon Element: Staffs

12 13) +3 HTH Damage Class(es)

 

Skills

Everyman Skills

0 1) Acting 8-

0 2) AK: Native Country 8-

0 3) Climbing 8-

0 4) Concealment 8-

0 5) Conversation 8-

0 6) Deduction 8-

0 7) Language: English (Idiomatic, native accent; Custom Adder)

0 8) Paramedics 8-

0 9) PS: Player's Choice 8-

0 10) Shadowing 8-

0 11) Stealth 8-

0 12) TF: Custom Adder, Small Motorized Ground Vehicles

 

Kung Fu Training

12 1) +4 with Kung-Fu

4 2) Penalty Skill Levels: +2 vs. Maneuver Penalties with Martial Arts

5 3) Acrobatics 15-

3 4) Breakfall 14-

3 5) Contortionist 14-

10 6) Defense Maneuver I-IV

3 7) Sleight Of Hand 14-

2 8) WF: Common Melee Weapons

2 9) WF: Common Martial Arts Melee Weapons

1 10) WF: Off Hand

 

Background

5 1) Cramming

3 2) Persuasion 12-

3 3) Seduction 12-

 

3 Scholar (Training and study)

1 1) KS: Chinese Philosophy 8-

1 2) KS: Kung Fu (2 Active Points) 11-

1 3) KS: Martial Arts World (2 Active Points) 11-

1 4) KS: Superhero9ine) World (2 Active Points) 11-

 

Total Powers & Skills Cost: 203

 

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Family 11- (Normal)

15 Psychological Limitation: Reluctant to kill (Common, Strong)

15 Psychological Limitation: Impulsive / Reactive (Common, Strong)

10 Rivalry: Professional (Other Martial Artists), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15 Social Limitation: Secret ID (Frequently, Major)

80 TBA

 

Total Disadvantages Points: 150

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Re: Martial Artist for Review

 

I think some of the powers in the MP can have the Manifest limitiation (I forgot where I saw it or the amout of the limit)

 

Basically the silk lasts for an hour then biodegrades.

 

Armor and running (Since it is in physical contact with Tommy, he can Maintina (with end) Or disipate them (they becoms loose strands of silk when no longer armor or coated boots.)

If you are talking about the Physical Manifestation limitation it's in the sidebar of the USPD.
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