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Character for review:Ran


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Ran (Chaos)

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 HTH damage

30 DEX 60 15- OCV: 10/DCV: 10

30 CON 40 15-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

20 COM 5 13-

25 PD 22 Total: 31 PD (21 rPD)

26 ED 20 Total: 32 ED (26 rED)

9 SPD 50 Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12

9 REC 0

70 END 5

52 STUN 17 Total Characteristics Cost: 254

Movement: Run: 10"/NC"

Swim: 2"/NC"

 

Cost Powers END

60 Sword Mulitpower: Multipower, 120-point reserve, all slots: (120 Active Points); OAF Unbreakable (-1)

3u 1) Ran Charged Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Required Hands One-Handed (+0), Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4), Armor Piercing x1 (+1/2) (60 Active Points) 3

2u 2) Second Ran Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); Required Hands Two-Handed (-1/2) 3

2u 3) Flat of othe blade: Hand-To-Hand Attack +6d6, Required Hands One-Handed (+0), Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 3

2u 4) Flat of othe blade: Hand-To-Hand Attack +6d6, Required Hands One-Handed (+0), Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 3

4u 5) Blade Kata: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Personal Immunity (+1/4), Armor Piercing x1 (+1/2), Area Of Effect (5" Radius; +1), Selective Target (+1/4) (90 Active Points); Limited Power:Can be blocked Power loses about a fourth of its effectiveness (-1/4) 9

4u 6) Disabling Strike: Drain Any physical charateristic that can be injured 3d6, Does BODY (+1), Delayed Return Rate (points return at the rate of 5 per Day) (+1 1/2) (105 Active Points); HKA must theoretically be able to do body to the target Power loses about a third of its effectiveness (-1/2) 10

3u 7) Rapid Fire Strike: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Autofire (3 shots; +1/4), Armor Piercing x1 (+1/2), Reduced Endurance 1/2 END (+1/2) (67 Active Points) 3

2u 8) Blade Block: Missile Deflection (Any Ranged Attack), +8 to OCV, Required Hands One-Handed (+0), Ranged Adjacent Hex (+1/2) (54 Active Points); Will Not Work Against Heavy Missiles (-1/4)

3u 9) Darting Viper Strike: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2), Area Of Effect (9" Any Area; +1 1/4) (82 Active Points); Must Pass threw area effected Power loses about a third of its effectiveness (-1/2) 8

 

64 Ran Channeling: Multipower, 80-point reserve, all slots: (80 Active Points); Extra Time Delayed Phase (-1/4)

6u 1) Focused Ran Beam: Killing Attack - Ranged 5d6 +1 (vs. ED) (80 Active Points) 8

6u 2) Diffuse Ran Beam: Energy Blast 16d6 (vs. ED) (80 Active Points) 8

5u 3) Energy Disruption: Dispel Force Feild or Force Wall 17d6, Expanded Effect Two At A Time (+1/2) (76 Active Points); Only energy based Special effects Power loses about a fourth of its effectiveness (-1/4) 8

5u 4) Explosive Disruption: Energy Blast 10d6 (vs. ED), Explosion (+1/2) (75 Active Points); Must strike something to explode Power loses about a fourth of its effectiveness (-1/4) 7

3u 5) Long Range Energy disruption: Missile Deflection (Any Ranged Attack), Ranged Full Range (+1) (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 4

3u 6) Self Focussed Ran Channeling: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Penetrating (+1/2) (45 Active Points); Increased Endurance Cost 2x END (-1/2) 8

 

17 Natural Durability: Damage Resistance (15 PD/20 ED)

8 Natural Durability: Power Defense (8 points)

5 Iron Will: +5 Mental Defense (8 points total)

10 Not Easily Impressed: +20 PRE (20 Active Points); Defensive Only Power loses about half of its effectiveness (-1)

13 Exceptional Balance: Flight 10" (20 Active Points); Only to move along narrow/weak surfaces Power loses about a third of its effectiveness (-1/2) 2

 

 

Martial Arts: MA NAME

Maneuver OCV DCV Notes

5 Block +1 +3 Block, Abort

4 Lightning Strike +2 +0 STR +6d6 Strike

4 Disarm -1 +1 Disarm; +30 STR to Disarm roll

4 Thrust +0 +2 STR +6d6 Strike

5 Slash -2 +1 STR +8d6 Strike

5 Soaring Lark Stroke +1 +0 STR +4d6 +v/5; FMove

4 Weapon Bind +1 +0 Bind, +30 STR

5 Sacrifice Strike +1 -2 STR +8d6 Strike

4 Counterstrike +2 +2 STR +6d6 Strike, Must Follow Block

4 1) Martial Escape +0 +0 +35 STR vs. Grabs

3 2) Martial Throw +0 +1 STR +4d6 +v/5, Target Falls

3 3) Legsweep +2 -1 STR +5d6 Strike, Target Falls

4 4) Joint Lock/Throw +1 +0 Grab One Limb; 3d6 NND; Target Falls

5 5) Grappling Block +1 +1 Grab One Limb, Block

5 6) Joint Break -1 -2 Grab One Limb; HKA 1d6 +1, Disable

 

Perks

10 Money: Wealthy

4 Inspector Hanori Mitchiguri (Police Detective) (Good relationship with Contact) 12-

5 Hanzo Heihachi (Japanese Self Defense Force officer) (Very Good relationship with Contact) 12-

3 Daniel Greer (American military officer) (Contact limited by identity, Good relationship with Contact) 12-

 

Talents

18 Combat Sense 15-

12 Combat Luck (6 PD/6 ED)

6 Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

3 Acrobatics 15-

5 Analyze: Combat 13-

3 Breakfall 15-

3 Combat Driving 15-

3 Combat Piloting 15-

3 Fast Draw 15-

7 High Society 14-

3 CuK: Japanese History and culture (INT-based) 12-

3 KS: Haiku 12-

3 KS: Yakuza (INT-based) 12-

2 KS: Pacific Rim Super Villians 11-

4 KS: Asian Underworld 13-

3 Language: English (Japanese is native) (completely fluent)

2 Language: Cantonese (fluent conversation)

4 Language: Korean (idiomatic)

5 Interrogation 13-

3 Shadowing 12-

3 Tactics 12-

3 Streetwise 12-

10 Two-Weapon Fighting (HTH)

5 Rapid Attack (HTH)

15 +5 with Swords

20 +4 with HTH Combat

10 Defense Maneuver: I-IV

 

Total Powers & Skills Cost: 496

Total Cost: 750

 

600+ Disadvantages

10 Dependent NPC: Kori (Younger Sister) 8- (Normal)

5 Dependent NPC: Ryo (Father) 8- (Normal; Useful noncombat position or skills)

5 Distinctive Features: Red glowing eye (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Physical Limitation: Weird Body Chemistry, requires special medical attention (Frequently; Slightly Impairing)

10 Susceptibility: Pushing her powers 2d6 damage, Instant (Uncommon)

10 Physical Limitation: Powers based on emotion, can go off if she get overly emotionally agitated (Infrequently; Greatly Impairing)

10 Hunted: Oni 8- (As Pow; Harshly Punish)

10 Hunted: Divine Wind (assassin) 8- (As Pow; Harshly Punish)

10 Vulnerability: 2 x BODY Cold Based Attack (Uncommon)

10 Physical Limitation: Must Mediate on a daily basis or powers become uncontrollable (Frequently; Slightly Impairing)

15 Social Limitation: Secret Id (Frequently; Major)

10 Social Limitation: Nobliess Oblige (Samurai) (Frequently; Minor)

15 Psychological Limitation: Cold and aloof by necessity (Common; Strong)

20 Psychological Limitation: Code of Honor (Bushido) (Common; Total)

 

Total Disadvantage Points: 750

 

Ai was born precisely nine months after the Seeding. Her mother was trouble threw out the pregnancy and the delivery was taxing for her, but Ai was born healthy and vibrant. In fact, she was extraordinarily healthy and quite the robust child. It wasn’t until she was 1 year old that the differences began to manifest. While playing outside the family compound, young Ai was startled by a small animal. Instantly bolts of crimson energy lashed from the young girl, incinerating the creatures and much of her surroundings, leaving Ai naked and crying in the middle of the destruction.

The girl’s nannies and tutors were horrified. Her father though, was much more stoic about his daughter’s “gifts†seeing their potential. Using his scientific background and vast wealth, he began a covert study of her abilities. His researchers, some of the top high energy physicists in Asia determined that the young girl’s body almost continuously generated and stored a previously unknown form of power. This energy was extremely volatile and destructive when exposed to normal matter and disrupted regular energy fields.

Ai control of the energy field was touchy at best. It responded to her emotions, particularly fear and anger. The child had to be taught control or she would be a danger to others (she seemed essentially immune to her discharges) and hardly a very useful resource. So her father began the girl on a rigorous training program, focused on the martial arts, meditation and self control in the mold of a classical Samurai. So almost since she could walk, Ai has been trained to be warrior, scholar and servant viewing her father as her daimyo.

 

 

 

 

Ai grew up strong and skilled, with a power mind and body. Her powers made her quite a bit tougher than a normal girl of her age, and her reflexes were honed to a razor’s edge by almost constant physical training and fierce dedication to perfecting her arts. Her father’s researchers traced the origin of her abilities back to the Seeding. Gathering as much of the alien materials together as they could, the team discovered one element that could resist Ai (dubbed Ran or Chaos in their files) awesome energies: a crystalline metal that seemed to be as immune as she was to her powers. They forged two blades for her, the traditional Samurai daisho to assist Ai in her missions. Using the blades made channeling her powers easier for Ran and she quickly mastered using them in a number of highly destructive ways.

Ran initial mission took her against organized crime interests and other powerful zaibatus inside Japan. These missions were carried out in the highest secrecy with pains taken to conceal the girls identity and origin, particularly from foreign interests. Ai’s father is a stanch Japanese patriot and felt that other nation, particularly the US would try to legislate or duplicate such a potentially powerful personal weapon as Ai. Project:Ran is one of the most highly guarded secrets of the Japanese government, but now as the dawn of a new century plans are being laid for the project to go public at long last…

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Re: Character for review:Ran

 

threw: past tense of "throw."

He threw the ball.

 

through: preposition meaning, among other things, in one side and out the other.

He threw the ball through the hoop.

 

throughout: during every part of.

He threw the ball through the hoop throughout the game.

 

I get extra anal-retentive at 3:30 in the morning.

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Re: Character for review:Ran

 

I'm not clear if this is supposed to be a player character with a huge base (600 pts), a NPC or a villain. As I was looking through the powers, I saw the Disabling Strike (3d6, Does BODY). Although interesting, the Does Body portion of it is almost useless since anyone with a 3 PD or higher will take not Body damage, nor it is likely to do any knockback. However, in the interest of concept and since it's in an ultra slot, keep it.

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Re: Character for review:Ran

 

I'm not clear if this is supposed to be a player character with a huge base (600 pts)' date=' a NPC or a villain. As I was looking through the powers, I saw the Disabling Strike (3d6, Does BODY). Although interesting, the Does Body portion of it is almost useless since anyone with a 3 PD or higher will take not Body damage, nor it is likely to do any knockback. However, in the interest of concept and since it's in an ultra slot, keep it.[/quote']

 

Its a PC submitted for my Seeds of Change game. As for the disabling strike, I was going to consider the body damage to still go against Power Defense.

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Re: Character for review:Ran

 

threw: past tense of "throw."

He threw the ball.

 

through: preposition meaning, among other things, in one side and out the other.

He threw the ball through the hoop.

 

throughout: during every part of.

He threw the ball through the hoop throughout the game.

 

I get extra anal-retentive at 3:30 in the morning.

 

Yes, yes you do. :)

 

But aside from the grammar check (which I'm sure will be corrected when the player edits the character), any comments?

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Re: Character for review:Ran

 

A couple of comments on the character:

1) The whole thing, as a big picture, fits together well conceptually. No glaring omissions and it all makes sense.

2) I was under the impression that the campaign had a SPD upper limit of 8, and this character has SPD 9

3) If the character loses her sword (for a -1 lim, you've got to expect that to happen every once in a while), she's going to lose her whole multipower *and* access to a lot of her MA moves--will the player flip out if this happens? If so, I would recommend changing from OAF to OIF...

4) Is the vulnerabilty to cold based on the skimpy costume? :doi: It isn't given any explanation in the character write-up.

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