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My Martial Arts characters


Herolover

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Hello everyone.

 

Okay for some of you that don’t know I have a convention coming up where I am going to be GM’ing a Martial Arts adventure. The write up I gave the convention was:

Title: Students of Wan Feng and the Green Monkey

Description: Medieval Martial Arts

As students of the great Chinese martial artist Wan Feng you live a secluded life. However, all that changes when your “Sifu†goes missing and the local warlord declares your school to be outlawed. Can you find master Wan and your school's save the secret documents?

 

The basic idea is that the characters all are from the same “school†and must fight and save their school. I do have a plot, but don’t want to give to much away. I asked for help from the boards on this thread: http://www.herogames.com/forums/showthread.php?t=28894

 

Now here are some of the results.

 

The main construction behind these characters is that each character has their own niche to fill. I wanted mostly realism, but with a real taste of the cinematic. The hardest time I have had is with the powers. This is because they had to fit the character concept and I didn’t want their powers to overwhelm their martial abilities.

 

Please give me any advice or comments. Any, even negative ones, will be greatly appreciated.

 

EDIT:

Oops I guess I should mention this all are purchased using Heroic level rules, NCM, 150 Base points and 50 Disadvantage points. I would do more of a balance between Base and Disadvantage points, but since this is a CON game I am not to worried. That said, if you have any idea for disadvantages please chime in.

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The Way of the Bear

 

This character is uses Kung Fu Way of the Bear from the Ultimate Martial Artist (hereafter UMA) on page 40. I see him as being big, slow, but able to block lots of punches and when he does hit. Wow. He is sort of the Brick of the group.

 

Version 0.2

Kung Fu Bear Style

Val Char Cost
18/25 STR 8
13 DEX 9
18 CON 16
14 BODY 8
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
6/7 PD 2
4 ED 0
3 SPD 7
10/11 REC 4
32 END -2
40/44 STUN 8
6" RUN02" SWIM03 1/2"/4 1/2" LEAP0Characteristics Cost: 72

 

Cost Power END
Ch'i Powers
5 1) STR of the Bear: +7 STR (7 Active Points); Increased Endurance Cost (x2 END; -1/2) 2
2 2) Hide of the Bear: Damage Resistance (6 PD) (3 Active Points); Costs Endurance (-1/2) 1
13 3) Deflecting the Blow: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2) 2
11 4) Roar of the Bear: Aid PRE 3d6 (30 Active Points); Extra Time (Full Phase, -1/2), Self Only (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 3
13 5) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 44

 

Cost Martial Arts Maneuver
Bear Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 / 9d6 Strike
5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 / 11d6 Strike
4 4) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 43 STR / 50 STR to Shove
8 5) +2 HTH Damage Class(es)
1 6) Weapon Element: Three-Section Staff
1 7) Weapon Element: Staffs
1 8) Weapon Element: Hook Sword
1 9) Weapon Element: Clubs
1 10) Weapon Element: Blades
Martial Arts Cost: 31

 

Cost Skill
3 +3 OCV with Martial Block
5 Acrobatics 13-
7 Breakfall 14-
3 Contortionist 12-
4 KS: Kung Fu 13-
5 KS: Bear Style Kung Fu 14-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
4 KS: Cooking 13-
3 PS: Cook 12-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 50

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 203

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Reputation: Members of the _______ School, 8-
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Quirks

Disadvantage Points: 50

 

Base Points: 150

Experience Required: 3

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

This character is uses Kung Fu Shaolin Leapord Style from UMA on page 41. I see him as being very dexterious and hitting a lot in combat.

 

PS: Appraise is a place holder for the art that I choose for this character. See his KS: one Art

 

Version 0.2

Leopard Kung Fu

Val Char Cost
13 STR 3
18/25 DEX 24
15 CON 10
10 BODY 0
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
7 PD 4
7 ED 4
3 SPD 2
6 REC 0
30 END 0
32 STUN 7
8" RUN42" SWIM04 1/2" LEAP2Characteristics Cost: 72

 

Cost Power END
Ch'i Powers
14 1) Reflexes of the Leopard: +7 DEX (21 Active Points); Costs Endurance (-1/2) 2
10 2) Leapord Reflexes: Missile Deflection (Arrows, Slings, Etc.) 0
13 3) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 37

 

Cost Martial Arts Maneuver
Leaopard Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike
3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls
8 5) +2 HTH Damage Class(es)
1 6) Weapon Element: Blades
1 7) Weapon Element: Hook Sword
1 8) Weapon Element: Polearms
1 9) Weapon Element: Staffs
1 10) Weapon Element: Whips
1 11) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 30

 

Cost Skill
9 +3 with Martial Maneuvers
2 +2 OCV with Martial Punch
3 Acrobatics 13- (14-)
3 Breakfall 13- (14-)
3 Contortionist 13- (14-)
3 KS: Kung Fu 12-
6 KS: Leopard Style Kung Fu 15-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
3 KS: One Art 12-
3 PS: Appraise 12-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 51

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 196

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Reputation: Members of the _______ School, 8-
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Quirks

Disadvantage Points: 50

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

This character is uses Kung Fu Tiger Style from UMA on page 41. He is a general fighter. Master of no one ability, but good in a lot of things.

 

PS: Appraise is a place holder for the art that I choose for this character. See his KS: one Art

 

Version 0.2a

Tiger Kung Fu

Val Char Cost
15 STR 5
17 DEX 21
15 CON 10
12 BODY 4
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
5 PD 2
5 ED 2
4 SPD 13
8 REC 4
30 END 0
31 STUN 3
6" RUN02" SWIM07" LEAP0Characteristics Cost: 76

 

Cost Power END
Ch'i Powers
4 1) Tiger Pounce: Leaping +4" (7" forward, 3 1/2" upward) 1
13 2) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 17

 

Cost Martial Arts Maneuver
Tiger Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
4 5) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
4 6) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
8 8) +2 HTH Damage Class(es)
1 9) Weapon Element: Blades
1 10) Weapon Element: Hook Sword
1 11) Weapon Element: Three-Section Staff
1 12) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 40

 

Cost Skill
15 +5 with Martial Maneuvers
5 Acrobatics 13-
5 Breakfall 13-
3 Contortionist 12-
3 KS: Kung Fu 12-
5 KS: TigerrStyle Kung Fu 14-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
3 KS: One Art 12-
3 PS: Appraise 12-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 58

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 197

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Reputation: Members of the _______ School, 8-
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Quirks

Disadvantage Points: 50

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

Looks great so far.

 

Here are some hopefully helpful suggestions.

 

The Lightning Reflexes for the Bear don't need to be with Block since that is already an abortable ability. I'm guessing this was just a typo as it would be a very usefull ability for the Martial Strike.

 

The Missle Deflection for the Leopard could be called Leopard Reflexes. As a continuation of that theme, Roar of the Bear would be good for the PRE aid as well.

 

The name Leopard seems to just scream Concealment to me. I would consider a gliding only on surface stealth power in place of the DEX Aid.

 

Possible disadvantages for all characters:

Distinctive Features: Style 10 points (UMA, page 135)

Distinctive Features: Ch'i Signature 10 points (Ninja Hero, page 43)

Vulnerability to specific Styles (see UMA, page 140)

 

Looking forward to seeing the rest of the team.

 

:cool:

HM

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Re: My Martial Arts characters

 

Regarding the Tiger,

which you posted just before me... :D

I would consider changing the 1d6 HKA to a normal Knife Hand manuever and buy a couple of extra Damage Classes instead. Yes, this limits his maximum unarmed killing damage to only 1d6 but he can now apply his 5 levels with Kung Fu to the manuever. It also increases the effectiveness of the rest of his manuevers too. Depending on what other team members you decide to include I might replace the Tien-hsueh Strike with a relatively normal Martial Punch.

 

HM

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Re: My Martial Arts characters

 

I'm sorry I missed your earlier thread, Herolover. :o This genre isn't really my forte, certainly not compared to some of the other folks who have offered their input already. Considering the setting and type of adventure you plan to run, though... if you haven't seen this website before I'd strongly recommend it to help flesh out the background, plot and flavor of your adventure:

 

Wu-Xia Hero

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Re: My Martial Arts characters

 

I'm sorry I missed your earlier thread, Herolover. :o This genre isn't really my forte, certainly not compared to some of the other folks who have offered their input already. Considering the setting and type of adventure you plan to run, though... if you haven't seen this website before I'd strongly recommend it to help flesh out the background, plot and flavor of your adventure:

 

Wu-Xia Hero

 

That's a great site. A lot of good campaign advice that might not apply to a convention 1-shot. I really liked the 1 point animal stances:

http://www.geocities.com/rpatersonca/QiTechniquesGuidelines.html

 

HM

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Re: My Martial Arts characters

 

Just from personal experiene with a similar character, I'd suggest finding the points for Damage Reduction, Stun Only for the Bear stylist, maybe with an activation roll or not covering one hit location. Against an equal foe who fights intelligently that one point SPD diference is very serious. He'll end up aborting his actions to block against a SPD 4 foe, but won't have the advantage of striking back first in the next phase; the SPD 4 enemy will be acting in different phases. The Bear's only chance of harming a (smart) faster enemy is to take blows and hopr that the enemy doesn't block or dodge.

 

A HA Damage Shield is a great power for a big bruiser, but can be very unbalancing.

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Re: My Martial Arts characters

 

Thank you for all the comments so far. I really appreciate them because as Lord Liaden said, "this really isn't my genre." At least from the characters I have posted so far you can see the feel that I am wanting to get across.

 

Lightning Reflexes for Block

Yep, forgot. I wanted something to make sure he could block. I better go back and fix that.

 

Hyper-Man

Thanks for the advice and the extra disadvantages. I will be putting them in. :)

 

One of the hardest things I am having is coming up with is powers for the characters. As I said, I want the characters to use their normal Martial arts abilities and not rely on their powers. However, I do want them to have some powers to represent low level "special abilities." I would like these powers to fit the theme of their character and add to their more natural abilities.

 

The above is why I gave each a "Ch'i" Aid. I would like each character to have a "Chi'i" aid for their character.

 

Note: I am not tied to 200 pts. In fact I am already thinking about going to 225, but want to make sure I can think of enough powers to fit the bill.

 

Again, I will post more about 5 or 6pm central time today.

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Re: My Martial Arts characters

 

Thank you for all the comments so far. I really appreciate them because as Lord Liaden said, "this really isn't my genre." At least from the characters I have posted so far you can see the feel that I am wanting to get across.

 

One of the hardest things I am having is coming up with is powers for the characters. As I said, I want the characters to use their normal Martial arts abilities and not rely on their powers. However, I do want them to have some powers to represent low level "special abilities." I would like these powers to fit the theme of their character and add to their more natural abilities.

 

The above is why I gave each a "Ch'i" Aid. I would like each character to have a "Chi'i" aid for their character.

 

Almost any of the powers in Oppenheimer's Lifetime of Adventure Power Pool would work well for a Chi-powered martial artist.

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Re: My Martial Arts characters

 

Two out of three characters break NCM: It seems to me that you either need to scale back the oppostion or remove NCM

 

For a cinimatic type game I would seriously consider droping NCM

 

OR

 

Buy the abilities as powers:

 

Something akin to Strength of the Bear: +5 STR x2 END, No figured Characteristics +2 points

 

It's a personal thing but I hate the aid mechanic for characteristics, normaly IMO it is easier to just buy the stat...

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Re: My Martial Arts characters

 

Two out of three characters break NCM: It seems to me that you either need to scale back the oppostion or remove NCM

 

For a cinimatic type game I would seriously consider droping NCM

 

OR

 

Buy the abilities as powers:

 

Something akin to Strength of the Bear: +5 STR x2 END, No figured Characteristics +2 points

 

It's a personal thing but I hate the aid mechanic for characteristics, normaly IMO it is easier to just buy the stat...

 

I have been thinking about this. The reason I did it the way I did is because I view the characters as basically norms with some extraordinary abilities. Thus I gave them NCM, but certain ones exceed that for their special niche. I do however like the idea of buying their specials as powers. I will have to think about it.

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Re: My Martial Arts characters

 

Okay.

I have revised the my initial character post and updated them to version 0.2 using some of the suggestions you have given me.

 

Good catch on the knife hand damage. I forgot that the extra DC's increase base damage before STR. I agree with the sentiment on straight Characteristics as powers in place of AId if just to simplify bookeeping. The bonus DEX for Leopard might be better named Agility of the Leopard to differentiate it from the Missle Deflect ability.

 

I still wonder about the Tiger not having a basic strike since none of his other offensive maneuvers can be used with any of the weapons which ALL the characters so far have been trained in the use of. I could see a con-tournament player asking this same question.

 

All in all it's great stuff and making my itch to order Hero Designer that much more annoying. I eagerly await the rest of the group.

 

HM

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Re: My Martial Arts characters

 

I added Punch to Tiger. Yes, Hero Designer has made this much easier.

 

Again I really appreciate any and all suggestions. I like the idea of the Martial Arts genre, but it really isn't up my alley because I don't have a lot of experience making up characters for it.

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Re: My Martial Arts characters

 

Okay. New Character. The idea behind this character is that he uses Kung Fu, as they all will, and he is specialized in the use of Polearms and Spears. For this purpose I invented the Kung Fu art of the snake. I see it as an art based on coiled striking.

 

PS: Appraise is a place holder for the art that I choose for this character. See his KS: one Art

 

Version 0.1

Polearm Guy

Val Char Cost
13 STR 3
15 DEX 15
15 CON 10
10 BODY 0
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
5 PD 2
5 ED 2
4 SPD 15
6 REC 0
30 END 0
25 STUN 0
6"/12" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 59

 

Cost Power END
Ch'i Powers
8 1) Swiftness of the Snake: Running +6" (6"/12" total) (12 Active Points); Increased Endurance Cost (x2 END; -1/2) 2
12 2) Movement of the Snake: Telekinesis (30 STR) (45 Active Points); OAF (Polearm; -1), Only to Shove Opponents away (-1), Extra Time (Full Phase, -1/2), Limited Range (Adjacent Hexes only; -1/4) [Notes: The idea behind this is that when armed with a Polearm the character has the ability to use Ch'i and cause his opponents to back away.] 4
13 3) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
11 Blinding Dust: Sight Group Flash 4d6 (20 Active Points); 6 Charges (-3/4) [Notes: Just as some snakes can spit to blind their opponents the character can use a special dust to blind his opponents] [6]
Powers Cost: 44

 

Cost Martial Arts Maneuver
Snake Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike
3 3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm roll
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
8 6) +2 HTH Damage Class(es)
1 7) Weapon Element: Blades
1 8) Weapon Element: Hook Sword
1 9) Weapon Element: Polearms
1 10) Weapon Element: Staffs
1 11) Weapon Element: Three-Section Staff
1 12) Weapon Element: Whips
Martial Arts Cost: 34

 

Cost Skill
9 +3 with Polearms
3 +3 OCV with Sweep maneuver
3 Acrobatics 12-
3 Breakfall 12-
3 Contortionist 12-
3 KS: Kung Fu 12-
5 KS: Snake Style Kung Fu 14-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
3 KS: One Art 12-
3 PS: Appraise 12-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 51

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 194

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Reputation: Members of the _______ School, 8-
5 Quirks

Disadvantage Points: 50

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

Okay the idea behind this character is that he is the mystic knowledgable one of the bunch. He is the one that is least able to handle himself with direct martial arts, but knows all the little secrets.

 

Version 0.1

White Eye Brow

Val Char Cost
13 STR 3
13 DEX 9
13 CON 6
10 BODY 0
18 INT 8
18 EGO 16
18 PRE 8
10 COM 0
3 PD 0
3 ED 0
3 SPD 7
6 REC 0
30 END 2
26 STUN 2
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 61

 

Cost Power END
Ch'i Powers
9 1) Physical Damage Reduction, 50% (20 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 2
16 2) Healing BODY 3d6, Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Extra Time (5 Minutes, -2), OIF (Chinese Herbs; -1/2), Requires A Chinese Medicine Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
13 3) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 38

 

Cost Martial Arts Maneuver
White Eye Brow Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike
4 5) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
8 6) +2 HTH Damage Class(es)
1 7) Weapon Element: Chain Weapons
1 8) Weapon Element: Three-Section Staff
1 9) Weapon Element: Staffs
1 10) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 34

 

Cost Skill
9 +3 with Martial Maneuvers
3 Acrobatics 12-
3 Breakfall 12-
3 Contortionist 12-
3 Conversation 13-
3 Healing 13-
4 KS: Kung Fu 14-
5 KS: White Eye Brow Style Kung Fu 15-
4 KS: Chinese Healing 14-
3 KS: Chinese Philosophy 13-
4 KS: Herbalism 14-
3 KS: One Art 13-
3 PS: Appraise 13-
3 Tactics 13-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 63

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 202

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Reputation: Members of the _______ School, 8-
5 Quirks

Disadvantage Points: 50

 

Base Points: 150

Experience Required: 2

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

Hi All,

 

Brilliant thread!

 

Could never get enough information on martial arts.

 

Despite being a martial arts practioner myself whenever I was running a game there would allways be one player who would come up with some obscure point of reference in order to develop a 'martial-arts' style.

 

I will be searching this forum for related threads but if anyone knows of any other online resources on this subject please leave a link or open a new thread.

 

 

Regards,

 

Rover.

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Re: My Martial Arts characters

 

Hello all again.

Okay. I really think I am getting close to where I am wanting to go with these characters. Here below will be the full and complete group.

 

Again, please post any comments. I want to hear what you have to say. If you see something wrong or that could be done better or that you just don't like say something.

 

Also, if you can think of more powers or disadvantages I could give them please tell me. These two are my hardest areas.

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Re: My Martial Arts characters

 

his character is uses Kung Fu Way of the Bear from the Ultimate Martial Artist (hereafter UMA) on page 40. I see him as being big, slow, but able to block lots of punches and when he does hit. Wow. He is sort of the Brick of the group.

 

Version 0.9

Bear Style Kung Fu

Val Char Cost
18/25 STR 8
13 DEX 9
18 CON 16
14 BODY 8
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
7/8 PD 3
5 ED 1
3 SPD 7
10/11 REC 4
32 END -2
41/45 STUN 9
6" RUN02" SWIM03 1/2"/4 1/2" LEAP0Characteristics Cost: 75

 

Cost Power END
Ch'i Powers
5 1) STR of the Bear: +7 STR (7 Active Points); Increased Endurance Cost (x2 END; -1/2) 2
3 2) Hide of the Bear: Damage Resistance (8 PD) (4 Active Points); Costs Endurance (-1/2) 1
13 3) Deflecting the Blow: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2) 2
14 4) Resolve of the Bear: Aid STUN 4d6 (40 Active Points); Extra Time (Full Phase, -1/2), Self Only (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 4
11 5) Roar of the Bear: Aid PRE 3d6 (30 Active Points); Extra Time (Full Phase, -1/2), Self Only (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 3
13 6) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 59

 

Cost Martial Arts Maneuver
Bear Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 / 9d6 Strike
5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 / 11d6 Strike
3 4) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 38 STR / 45 STR for holding on
4 5) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 43 STR / 50 STR to Shove
8 6) +2 HTH Damage Class(es)
1 7) Weapon Element: Three-Section Staff
1 8) Weapon Element: Staffs
1 9) Weapon Element: Hook Sword
1 10) Weapon Element: Clubs
Martial Arts Cost: 33

 

Cost Skill
5 +5 OCV with Martial Block
5 Acrobatics 13-
7 Breakfall 14-
3 Contortionist 12-
5 KS: Bear Style Kung Fu 14-
4 KS: Kung Fu 13-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
4 KS: Cooking 13-
3 PS: Cook 12-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 52

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 225

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
10 Psychological Limitation: Naive Country Farm Boy (Common, Moderate)
5 Reputation: Members of the _______ School, 8-
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Quirks

Disadvantage Points: 60

 

Base Points: 150

Experience Required: 15

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

This character is uses Kung Fu Shaolin Leapord Style from UMA on page 41. I see him as being very dexterious and hitting a lot in combat.

 

Version 0.9

Leopard Kung Fu

Val Char Cost
13 STR 3
18/25 DEX 24
15 CON 10
12 BODY 4
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
7 PD 4
7 ED 4
3 SPD 2
6 REC 0
30 END 0
37 STUN 10
8" RUN42" SWIM04 1/2" LEAP2Characteristics Cost: 79

 

Cost Power END
Ch'i Powers
14 1) Quickness of the Leopard: +7 DEX (21 Active Points); Costs Endurance (-1/2) 2
7 2) Leapord Reflexes: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Costs Endurance (-1/2) 1
15 3) Leopard's Wound: Drain STUN 1 1/2d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -1/2), Requires A Chinese Healing Skill roll Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Inaccurate 1/2 OCV (-1/4) 3
13 4) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 49

 

Cost Martial Arts Maneuver
Leaopard Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike
5 4) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 8 1/2d6 Strike
3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls
8 6) +2 HTH Damage Class(es)
1 7) Weapon Element: Blades
1 8) Weapon Element: Hook Sword
1 9) Weapon Element: Polearms
1 10) Weapon Element: Staffs
1 11) Weapon Element: Whips
1 12) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 35

 

Cost Skill
9 +3 with Martial Maneuvers
2 +2 OCV with Martial Punch
3 Acrobatics 13- (14-)
3 Breakfall 13- (14-)
3 Contortionist 13- (14-)
6 KS: Leopard Style Kung Fu 15-
4 KS: Kung Fu 13-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
5 KS: Pottery 14-
5 PS: Potter 14-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 56

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 225

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
10 Psychological Limitation: Perfectionist (Common, Moderate)
5 Reputation: Members of the _______ School, 8-
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Quirks

Disadvantage Points: 60

 

Base Points: 150

Experience Required: 15

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

This character is uses Kung Fu Tiger Style from UMA on page 41. He is a general fighter. Master of no one ability, but good in a lot of things.

 

Version 0.9

Tiger Kung Fu

Val Char Cost
15 STR 5
17 DEX 21
15 CON 10
12 BODY 4
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
5 PD 2
5 ED 2
4 SPD 13
8 REC 4
30 END 0
35 STUN 7
6" RUN02" SWIM08" LEAP0Characteristics Cost: 80

 

Cost Power END
Ch'i Powers
3 1) Tiger Pounce: Leaping +5" (8" forward, 4" upward) (5 Active Points); Increased Endurance Cost (x2 END; -1/2) 2
8 2) Scent of Blood: Targeting with Normal Smell, Invisible Power Effects (Fully Invisible; +1) (20 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (0 DCV; -1/2) 4
6 3) The Tiger's Hunt: Tracking 14-, Invisible Power Effects (Fully Invisible; +1) (14 Active Points); Concentration (0 DCV; -1/2), Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) 2
7 4) King of the Beast: Animal Handler (Birds, Bovines, Canines, Equines, Felines) 18- (18 Active Points); Costs Endurance (-1/2), Concentration (0 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) 4
13 5) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 37

 

Cost Martial Arts Maneuver
Tiger Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
4 5) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
4 6) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
8 8) +2 HTH Damage Class(es)
1 9) Weapon Element: Blades
1 10) Weapon Element: Hook Sword
1 11) Weapon Element: Three-Section Staff
1 12) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 40

 

Cost Skill
15 +5 with Martial Maneuvers
3 Acrobatics 12-
5 Breakfall 13-
3 Contortionist 12-
5 KS: TigerrStyle Kung Fu 14-
3 KS: Kung Fu 12-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
3 KS: Calligraphy 12-
3 Lockpicking 12-
3 PS: Calligraphy 12-
1 Streetwise 8-
1 Shadowing 8-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 61

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 224

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Money: Poor
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Reputation: Members of the _______ School, 8-
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Poor family background (Occasionally, Major)
5 Quirks

Disadvantage Points: 65

 

Base Points: 150

Experience Required: 9

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

The idea behind this character is that he uses Kung Fu, as they all will, and he is specialized in the use of Polearms and Spears. For this purpose I invented the Kung Fu art of the snake. I see it as an art based on coiled striking.

 

Version 0.9

Polearm Guy

Val Char Cost
13 STR 3
15 DEX 15
15 CON 10
10 BODY 0
13 INT 3
13 EGO 6
13 PRE 3
10 COM 0
5 PD 2
5 ED 2
4 SPD 15
6 REC 0
30 END 0
33 STUN 8
6"/12" RUN00" SWIM-22 1/2" LEAP0Characteristics Cost: 65

 

Cost Power END
Ch'i Powers
8 1) Swiftness of the Snake: Running +6" (6"/12" total) (12 Active Points); Increased Endurance Cost (x2 END; -1/2) 2
8 2) Flurry of Spears: +4 with HTH Combat (20 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2), OIF (Spear-Polearm of opportunity; -1/2) 4
23 3) Poison of the Snake: Drain CON 2d6, Invisible Power Effects (Fully Invisible; +1) (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Requires A Chinese Healing Skill Roll Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [Notes: The character has studied to learn the right spot to hit to really effect a foe.] 8
13 4) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
11 Blinding Dust: Sight Group Flash 4d6 (20 Active Points); 6 Charges (-3/4) [Notes: Just as some snakes can spit to blind their opponents the character can use a special dust to blind his opponents] [6]
Powers Cost: 63

 

Cost Martial Arts Maneuver
Snake Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike
5 3) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 8 1/2d6 Strike
3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
8 6) +2 HTH Damage Class(es)
1 7) Weapon Element: Blades
1 8) Weapon Element: Hook Sword
1 9) Weapon Element: Polearms
1 10) Weapon Element: Staffs
1 11) Weapon Element: Three-Section Staff
1 12) Weapon Element: Whips
Martial Arts Cost: 35

 

Cost Skill
12 +4 with Polearms
5 Rapid Attack (HTH)
3 Acrobatics 12-
3 Breakfall 12-
3 Contortionist 12-
5 KS: Snake Style Kung Fu 14-
3 KS: Kung Fu 12-
3 KS: Chinese Healing 12-
3 KS: Chinese Philosophy 12-
3 KS: Leatherworking 12-
3 PS: Leatherworker 12-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 56

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 225

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Reputation: Members of the _______ School, 8-
5 Quirks

Disadvantage Points: 50

 

Base Points: 150

Experience Required: 25

Total Experience Available: 0

Experience Unspent: 0

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Re: My Martial Arts characters

 

Okay the idea behind this character is that he is the mystic knowledgable one of the bunch. He is the one that is least able to handle himself with direct martial arts, but knows all the little secrets.

 

Version 0.9

 

White Eye Brow

Val Char Cost
13 STR 3
13 DEX 9
13 CON 6
10 BODY 0
18 INT 8
15 EGO 10
15 PRE 5
10 COM 0
3 PD 0
3 ED 0
3 SPD 7
6 REC 0
30 END 2
32 STUN 8
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 58

 

Cost Power END
Ch'i Powers
9 1) Mind over Matter: Physical Damage Reduction, 50% (20 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 2
11 2) Chinese Healing: Healing BODY 2d6, Invisible Power Effects (Fully Invisible; +1) (40 Active Points); Extra Time (5 Minutes, -2), OIF (Chinese Herbs; -1/2), Requires A Chinese Medicine Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4
16 3) Ch'i Drain: Drain END 4d6 (40 Active Points); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Requires A Chinese Healing Skill Roll (-1/2) 8
13 4) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0
Powers Cost: 49

 

Cost Martial Arts Maneuver
White Eye Brow Style Kung Fu
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm roll
4 4) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
5 5) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike
4 6) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike
4 7) Escape: 1/2 Phase, +0 OCV, +0 DCV, 38 STR vs. Grabs
3 8) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on
8 9) +2 HTH Damage Class(es)
1 10) Weapon Element: Chain Weapons
1 11) Weapon Element: Three-Section Staff
1 12) Weapon Element: Staffs
1 13) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 45

 

Cost Skill
9 +3 with Martial Maneuvers
3 Acrobatics 12-
3 Breakfall 12-
3 Contortionist 12-
3 Conversation 12-
3 Healing 13-
5 KS: White Eye Brow Style Kung Fu 15-
4 KS: Kung Fu 14-
4 KS: Chinese Healing 14-
3 KS: Chinese Philosophy 13-
4 KS: Herbalism 14-
3 KS: Painting 13-
3 PS: Painter 13-
3 PS: Ch'i-Centering 13-
3 Tactics 13-
10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels
Skills Cost: 66

 

Cost Perk
6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 6

 

 

 

Total Character Cost: 224

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Family (noble) 11- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Code of Kung Fu (Common, Strong)
5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Reputation: Members of the _______ School, 8-
5 Quirks

Disadvantage Points: 65

 

Base Points: 150

Experience Required: 9

Total Experience Available: 0

Experience Unspent: 0

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