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Villian Game


nightbringer256

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hey all

 

long time no see, i hope everyone had a happy holidays!

 

now onto business

 

a friend of mine is running villian game, in which we are all playing villians.

it is 250 base + 250 disad for 500 total. there is also a 125 active point cap.

 

and he said broken characters are fine :eg:

 

so i just wanted you guys to take a look at my character, zabuza the ninja, and let me know what you think

 

and if i could shave off some points and/or make it a tad bit "better" :eg:

 

here he is:

 

Zabuza

 

Player: Carl Mahon

 

Val Char Cost

15 STR 5

30 DEX 60

13 CON 6

10 BODY 0

16 INT 6

15 EGO 10

10 PRE 0

10 COM 0

 

6 PD 0

6 ED 0

5 SPD 10

6 REC 0

30 END 2

25 STUN 0

 

10" RUN 8

2" SWIM 0

8" LEAP 0

Characteristics Cost: 107

 

Cost Power

15 Ninja Movement powers: Multipower, 15-point reserve

1u 1) Silent Running: Flight 6", Invisible Power Effects (Hearing Group; +1/4) (15 Active Points); Only In Contact With A Surface (-1/4)

1u 2) Super Leaping: Leaping +5" (8" forward, 4" upward) (5 Active Points) (added to Primary Value)

1u 3) Ninja Disappearing act: Teleportation 7" (14 Active Points); only when concealed (-1/2)

1u 4) Rope & Grapple Hook: Swinging 5" (5 Active Points); OAF (-1)

 

10 Ninja Weapons: Multipower, 45-point reserve, all slots: (45 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/2)

1u 1) ninja block: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1)

1u 2) Ninja Blade: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Penetrating (+1/2) (45 Active Points); Independent (-2), OAF (-1)

1u 3) Suriken: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Ranged (+1/2), Penetrating (+1/2) (30 Active Points)

 

Ninja Equipment

4 1) Smoke Bomb: Darkness to Sight Group 1" radius (10 Active Points); OAF (-1), 8 Charges (-1/2)

3 2) Ninja Chamelion suit: +5 with stealth (OIF (-1/2), Independant (-2)

3 3) Ninja night suit: Armor (3 PD / 3 ED) (9 Active Points); Independent (-2), OIF (-1/2) (added to Primary Value)

2 4) Ninja Cleaning Kit: Cleans evidence 1" radius (-2 PER Roll: Sight Group), Requires A Concealment Roll (No Active Point penalty to Skill Roll +0) (8 Active Points); OAF (-1), Extra Time (Extra Phase; -3/4), Gestures (-1/4), Requires both hands (-1/4)

 

Ninja Techniques

18 1) Kage Bushin no Jutsu: Duplication (creates 4 235-point Duplicates) (57 Active Points); Extra Time (Extra Phase; -3/4), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) [Notes: has all characteristics (1 BODY), martial arts, levels, acrobatics, fast draw, lockpicking, and stealth

Powers Cost: 62

 

Cost Martial Arts Maneuver

Ninjutsu

4 1) Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

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

5 3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab one limb; 1/2d6 HKA (2 DC), Diasable; Target Falls

4 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab one limb, 2d6 NND

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

5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR + 4d6

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

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

4 9) Reversal: 1/2 Phase, -1 OCV, -2 DCV, STR + 15 to escape; grab two limbs

5 10) Takesway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to Take Weapon Away

3 11) Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls

3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5; Target Falls

16 13) +4 HTH Damage Class(es)

1 14) Weapon Element: Ninja Weapons

 

Shurikenjutsu

4 1) Trained Throw: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2d6

3 2) Defensive Throw: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon Strike

5 3) Far Throw: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike

4 4) Quick Throw: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon + 2d6

Martial Arts Cost: 82

 

Cost Skill

25 +5 with DCV

24 +3 with All Combat

12 +4 with Ninja Weapons

30 +6 with all DEX based skills

6 +4 vs. Hit Locations

6 +4 Perception levels

 

3 Acrobatics 15-

3 Analyze: Style 12-

3 Breakfall 15-

3 Bugging 12-

3 Climbing 15-

3 Concealment 12-

3 Contortionist 15-

3 Criminology 12-

5 Defense Maneuver: I-II

3 Demolitions 12-

3 Disguise 12-

3 Fast Draw 15-

3 Forgery (Documents, Jewelry) 12-

3 Interrogation 11-

3 KS: Ninjitsu (INT-based) 12-

2 Language: Ninjeta: Fluent Conversation

3 Lipreading 12-

3 Lockpicking 15-

3 Mimicry 12-

3 Paramedics 12-

3 Persuasion 11-

3 PS: Ninja (INT-based) 12-

3 Security Systems 12-

3 Shadowing 12-

3 Sleight Of Hand 15-

3 Stealth 15-

3 Streetwise 11-

3 Systems Operation 12-

3 Tactics 12-

3 Tracking 12-

4 TF: Common Motorized Ground Vehicles, Riding Animals

3 Ventriloquism 12-

8 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand, Small Arms

2 Weaponsmith (Poisons) 12-

Skills Cost: 211

 

 

Cost Talent

3 Absolute Time Sense

15 Combat Sense 12-

3 Lightsleep

17 Danger Sense (12-) (Function as a Sense, Intuitional, Sensitivity: Out of Combat)

Talents Cost: 38

 

Total Character Cost: 500

 

Pts. Disadvantage

20 Psychological Limitation: Casual Killer, Very Common, Strong

15 Psychological Limitation: Meglomanical, Common, Strong

25 Psychological Limitation: Obssed with japanese relics and treasure, Very Common, Total

25 Psychological Limitation: Must accept any martial challenge, Very Common, Total

25 Psychological Limitation: Code of the Mercenary, Very Common, Total

30 Hunted: Interpol, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence

30 Hunted: Other Ninja Clans, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence

30 Hunted: The Heros, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence

20 Reputation: Cold Blooded Assasin, Almost Always (14-), Extreme

15 Distinctive Features: Ninja Night suit, Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses

15 Rivalry: Other ninja clans, Professional, Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry

Disadvantage Points: 250

Base Points: 500

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

let me know what you think

 

thanks,

night

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