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A Comparison of three Martial Artists.


Enforcer84

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Post one: The Dark Clone of Justice!GrendelVal Char Cost Roll Notes30 STR 20 15- Lift 1600.0kg; 6d6 [1]23 DEX 39 14- OCV: 8/DCV: 825 CON 30 14-20 BODY 20 13-18 INT 8 13- PER Roll 13-15 EGO 10 12- ECV: 525 PRE 15 14- PRE Attack: 5d612 COM 1 11-15/21 PD 9 Total: 15/21 PD (0/6 rPD)10/16 ED 5 Total: 10/16 ED (0/6 rED)5 SPD 17 Phases: 3, 5, 8, 10, 1211 REC 050 END 050 STUN 2 Total Characteristic Cost: 186Movement: Running: 9"/18" Leaping: 8"/16" Swimming: 4"/8" Swinging: 10"/20"Cost Powers END20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)1u 1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)1u 3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)1u 4) Boomerang: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)1u 5) Calculator: Lightning Calculator (3 Active Points); OAF (-1)1u 6) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)1u 7) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]1u 8) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]1u 9) Laser Torch: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2)1u 10) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)1u 11) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)1u 12) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)1u 13) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]1u 14) Mini-radios: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4)1u 15) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)1u 16) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)1u 17) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)1u 18) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)1u 19) Rebreather: Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]1u 20) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1)1u 21) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]1u 22) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)1u 23) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc] Costume Enhancements12 1) Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)6 2) Mask Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2)3 3) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) Physical Marvel5 1) Acrobat: Leaping 0" (8" forward, 4" upward) (Accurate) 17 2) Gifted Athlete: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR\tabGeneric Martial Arts Maneuver OCV DCV Notes8 +2 HTH Damage Class(es)4 Block +2 +2 Block, Abort4 Dodge -- +5 Dodge, Affects All Attacks, Abort5 Kick -2 +1 12d6 Strike4 Punch +0 +2 10d6 Strike3 Throw +0 +1 8d6 +v/5, Target FallsPerks20 Well Connected and 15 contacts within Empire City 11-2 Fringe Benefit: International Driver's License, License to practice a profession5 Money: Well Off6 Reputation: The Giant of Empre City (A large group) 14-, +2/+2d615 Special Sports Car30 BaseTalents6 Combat Elite: Combat Luck (3 PD/3 ED)15 Combat Elite: Combat Sense 13-3 Combat Elite: Lightning Reflexes: +2 DEX to act first with All ActionsSkills16 +2 with All Combat10 +2 with HTH Combat3 Acrobatics 14-3 Analyze: Combat 13-3 Breakfall 14-5 CK: Empire City 15-3 Climbing 14-3 Combat Driving 14-3 Concealment 13-3 Criminology 13-3 Cryptography 13-3 Deduction 13-3 Defense Maneuver I 3 Forensic Medicine 13-3 High Society 14-3 Interrogation 14-3 KS: Empire City Underworld 13-2 KS: The Martial World 11-2 KS: The Superhuman World 11-3 Lockpicking 14-3 Mechanics 13-3 Navigation (Land, Marine) 13-3 Paramedics 13-3 Security Systems 13-3 Shadowing 13-3 Streetwise 14-3 Stealth 14-2 Survival (Underground) 13-3 Systems Operation 13-2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground VehiclesTotal Powers & Skill Cost: 314Total Cost: 500200+ Disadvantages10 Dependent NPC: Annette Williams, Fiancee 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)5 Dependent NPC: Preston Collins; Aide De Campe 8- (Normal; Useful Noncombat Position or Skills)10 Distinctive Features: Tall, powerfully built man. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)15 Hunted: Empire City Police 8- (Mo Pow, NCI, Mildly Punish)20 Hunted: Empire City Underworld 11- (As Pow, NCI, Harshly Punish)15 Hunted: Grendal's Rogue's Gallery 8- (As Pow, NCI, Harshly Punish)20 Psychological Limitation: Code vs Killing (Common, Total)20 Psychological Limitation: Devoted to Justice (Common, Total)10 Psychological Limitation: Enjoys playing "Games" with Targets (Common, Moderate)10 Reputation: Murderous Vigilante, 8- (Extreme)15 Social Limitation: Secret Identity (Frequently, Major)150 Experience PointsTotal Disadvantage Points: 500Background/History: Erich was born in Siberia. His family was sold into slavery in the "New Soviet Economy" by a burgeoning crimelord. At first his life was simply that of a child laborer. However, Erich grew big and strong. And then bigger and stronger! By the time he was fifteen Erich was two meters tall and weighed over a hundred kilos. His master, the Cobalt Czar, was a costumed criminal in the 70's and 80's. The Czar saw potential in using Erich as a henchman. He had the boy trained in martial arts and espionage, transforming the tall, lean youth into a tall, powefully built giant. Given a black and bronze costume and the name Grendel, Erich was released upon the world. However, the Czar was a dangerously unstable man, and when Grendel was unable to destroy his enemy, the russian crime fighter, Bronze Hammer (English Translation), the Czar had his parents and siblings slain as punishment. Though he had been unable to best the heroic Bronze Hammer, Grendel had little trouble killing the Czar and all his lieutenants as they tried to stop him, or escape. Then he disappeared. The Czar's kept policemen fingered Erich for the crime but a search for him was never really initiated. Erich Roushok simply disappeared.

Five years later, a tall, jovial young man set the social scene of Empire City on fire. Eric Wolf had a slight european accent and a tidy portfolio, he was readily accepted.

Empire City also gained a new monster. This monster stalks the night and shines his blood red eyes on the evils inhabiting his new home. Grendel has come to town. It's gonna be a long night. Personality/Motivation: Eric spent years coming to grips with his life. Now he maintains a rich playboy "day job" and a crime fighting night time gig. Eric killed his 'benefactor' but has sworn to never take a life again. Though he misses his family he fights in their memory, trying to make Empire City a safe place to raise a family. He knows he won't be able to keep this up forever, but he feels the vigilante gig is the best way to pay for his sins.

Eric is friendly, intelligent, and polite. He is quite the ladies man though he has toned it down now that he's engaged to the Police Comissioner's daughter. Eric has a nice russian accent and gets his coloquialisms wrong. He knows precious little pop culture and often talks of his favorite russian celebrities...like Gorky Park!

Grendel, despite his name and origin, is a rather happy go lucky type vigilante. He does the grim stalker in the night routine as well, but will definately crack wise when the mood strikes him. Grendel has a habit of tossing bits of mythology, and even pop culture into his speech patterns. Grendal has no accent. Quote: "Boo."

"When things go bump in the night...I bump back...wait, too Hellboy?"

"Any of you guys named Beowulf? No? *Cracks Knuckles* Good...."Powers/Tactics: Grendel is a physical marvel; tall and almost inhumanly strong, he is as graceful as a ballerina. He has studied a distilled version of several martial arts and other "Costumed Crimefighter" Skills, acrobatics, vehicle combat, detective work, etc.

Though he has a few weapons on his Utility Belt, Grendel really perfers to get up close and personal. His costume makes him seem even taller and broader than he already is. Campaign Use: Yeah, a Batman wannabe. Sue me. Appearance: Eric is tall and well built, he wears his brown hair long(about to his shoulders) and dresses very well.

The Grendel costume is still a black body suit with bronze bands at his bicepts, wrists, thighs, and calves. He wears black gloves, bronze colored boots, a bronze colored utility belt and a full face mask with glowing red eyes. The mask also has a dark brown plume at the top of the skull. He wears a black cape. On his chest is a bronze monsterous skull with it's mouth open.

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Re: A Comparison of three Martial Artists.

 

Looks cool...just a "style" thing, when I write up a utility belt I usually skip all the "kit" slots and just put in "Right tool for the job" +3 All non combat (24 points) and save all the writer's cramp, plus, that way I can't forget one..;)

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Re: A Comparison of three Martial Artists.

 

Looks cool...just a "style" thing' date=' when I write up a utility belt I usually skip all the "kit" slots and just put in "Right tool for the job" +3 All non combat (24 points) and save all the writer's cramp, plus, that way I can't forget one..;)[/quote']

That's a good idea.

I'd get a few more points for silly things that way.

hey its past tomorrow, where is the other guys?

I am lazy.

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Re: A Comparison of three Martial Artists.

 

Very nice. :)

 

Besides, I like Batman clones.

 

EDIT: A word or two about how exactly he managed to get that wealth and the new identity might be useful for plot purposes.

 

Tomorrow, I write up the Quasi-Mystical Potato-Head Grove Being.

Then the Midcarder Express.

 

Did I ever post the Idaho Potato Ninjas?

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Re: A Comparison of three Martial Artists.

 

Golden Tiger

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

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

20 CON 20 13-

17 BODY 14 12-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

18 COM 4 13-

 

10 PD 6 Total: 10 PD (9 rPD)

10 ED 6 Total: 10 ED (9 rED)

7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

9 REC 2

40 END 0

40 STUN 3 Total Characteristic Cost: 184

 

Movement:

Running: 7"/28"

Leaping: 8"/16"

Swimming: 2"/4"

 

 

Cost Powers END

Kung Fu Techniques

8 1) Divine Claw: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Affects Desolidified Any form of Demons, Devils, or Undead (+1/4) (19 Active Points); Only works vs Demons, Devils, Undead (-1), Requires A Ch'i Techniques Skill Roll (-1/2) 2

7 2) Dragon Fist: Hand-To-Hand Attack +2d6, Double Knockback (+3/4) (17 Active Points); Hand-To-Hand Attack (-1/2), Requires A Ch'i Techniques Skill Roll (-1/2), Cannot Be Used With Kicks (-1/4) 2

20 3) Eye of the Tiger: Find Weakness 11- with w/ Kung Fu

4 4) Iron Shirt Technique: Damage Resistance (9 PD/9 ED) (9 Active Points); Doesn't work against firearms/Energy Weapons (-1)

20 5) Tiger Storm: Energy Blast 8d6 (40 Active Points); Requires A Ch'i Techniques Skill Roll (-1/2), Extra Time (Full Phase, -1/2) 4

Physical Marvel

9 1) Acrobat: Leaping +4" (8" forward, 4" upward) (Accurate) 1

12 2) Running +1" (7" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (12 Active Points) 1

 

Kung Fu

Maneuver OCV DCV Notes

12 +3 HTH Damage Class(es)

5 Block +1 +3 Block, Abort

4 Disarm -1 +1 Disarm; 45 STR to Disarm roll

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 50 STR vs. Grabs

5 Flying Kick +1 -2 11d6 Strike

3 Joint Lock/Grab -1 -1 Grab Two Limbs, 45 STR for holding on

5 Kick -2 +1 11d6 Strike

4 Knife Hand -2 +0 HKA 2d6 +1

3 Legsweep +2 -1 8d6 Strike, Target Falls

4 Punch +0 +2 9d6 Strike

3 Throw +0 +1 7d6 +v/5, Target Falls

4 Tien-hsueh Strike -1 +1 3 1/2d6 NND

4 Tiger/Dragon Claw +0 +0 11d6 Crush, Must Follow Grab

4 Uproot/Sand Palm +0 +0 50 STR to Shove

1 Weapon Element: Blades

1 Weapon Element: Chain Weapons

1 Weapon Element: Clubs

1 Weapon Element: Hook Sword

1 Weapon Element: Polearms

1 Weapon Element: Staffs

1 Weapon Element: Three-Section Staff

Perks

10 Base: Dojo

4 Reputation: Hero to the Locals (A medium-sized group) 14-, +2/+2d6

2 Fringe Benefit: Accredited Instructor, Black Belt

3 Well-Connected

8 1) Contact: ELITE (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

5 2) Contact: Paragon City Police Department , Organization Contact (x3) (6 Active Points) 11-

5 3) Contact: The Freedom Phallanx, Organization Contact (x3) (6 Active Points) 11-

Talents

15 Combat Master: Combat Sense 12-

12 Master of The Iron...DUCK!: Combat Luck (6 PD/6 ED)

Skills

16 +2 with All Combat

9 +3 with Kung Fu

3 Acrobatics 15-

3 Analyze: Style 12-

3 Breakfall 15-

3 CK: Paragon City 12-

5 Ch'i Techniques Skill 14-

3 Climbing 15-

3 Concealment 12-

3 Deduction 12-

10 Defense Maneuver I-IV

3 High Society 13-

3 Lockpicking 15-

2 Navigation (Land) 12-

3 Paramedics 12-

3 Scholar

1 1) KS: Arcane And Occult Lore (2 Active Points) 11-

1 2) KS: Chinese Healing (2 Active Points) 11-

2 3) KS: Kung Fu (3 Active Points) 12-

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

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 15-

3 Streetwise 13-

4 Survival (Mountain, Underground) 12-

 

Total Powers & Skill Cost: 316

Total Cost: 500

 

200+ Disadvantages

10 Dependent NPC: Xian (Adelle) Wong 11- (Normal; Useful Noncombat Position or Skills)

10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 Hunted: Golden Tiger's Rogue's Gallery 8- (As Pow, NCI, Harshly Punish)

20 Hunted: The Tsoo 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: The Warriors 11- (As Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

15 Psychological Limitation: Dedicated to protecting the meek (Common, Strong)

10 Psychological Limitation: Naive (Common, Moderate)

15 Social Limitation: Secret Identity (Frequently, Major)

5 Unluck: 1d6

5 Vulnerability: 1 1/2 x Effect Negative Ch'i Attacks (Uncommon)

5 Vulnerability: 1 1/2 x STUN Negative Ch'i Attacks (Uncommon)

150 Experience Points

 

Total Disadvantage Points: 500

 

 

 

Background/History: Derek Chen has studied Kung Fu since he was nine. He has spent most of his life in the moutains of tibet perfecting his art. When he reached the age of twenty one, he left the monestary and made his way through the outside world. Derek journeyed the world to find his destiny. He has come to feel that it is his destiny to join the colorfully dressed "Superheroes" in their battles against the also colorfully dressed villains. To this end he decided to take up residence in the metropolis known as Paragon City. Though he often feels like a fish out of water, Derek has acclimated well to his new surroundings. He has adopted a colorful costume and a heroic identity as the Golden Tiger.

 

Personality/Motivation: Derek's past has left him somewhat naive to the ways of the world, but he is far from stupid. He tends to trust others initially, giving everone the benefit of the doubt. However, he is a perceptive young man and is not easily fooled. He finds most heroes he's met to be men and women of uncomon valor and heart. He considers it an honor to fight beside them. He is a reasonably easy going crime fighter, he has worked with some of the more "likeable" criminals when the situation demanded it and he pays close attention to these misguided men and women in hopes of perhaps rehabilitating them.

 

Quote: "I think you should reconsider this course of action."

 

Powers/Tactics: The Golden Tiger is a phenomenal martial artist. He has demonstrated near superhuman physical feats and his "Ch'i Abilities" clearly set him apart from your average hand to hand fighter. He tends to begin fights defensively, evading, blocking, finding weakness. He likes to end fights quickly and with as little harm done as possible. Against truely powerful or destructive foes, he will unleash his Dragon Fist, Tiger Storm, and Divine Claw techniques.

 

Campaign Use: Shang Chi? Meet Ryu.

 

Appearance: Derek is a little shorter than average, but well muscled. He has Chinese and American (German) ancenstry. In his normal identity he wears simple, slightly dated, clothes he gets at thrift stores. In his identity of Golden Tiger, he wears loose fitting black pants, tied at the waist by a gold belt, and at his feet with gold "Ninja slippers". He wears a tight, gold, shortsleeved, shirt wtih a black tiger silouetted over his heart. He wears black fingerless gloves and a black domino mask. His hair is short and his eyes are covered by white film on the mask.

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Re: A Comparison of three Martial Artists.

 

Nightengale

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

18 CON 16 13-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-/18-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

10 PD 7 Total: 10 PD (0 rPD)

10 ED 6 Total: 10 ED (0 rED)

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

8 REC 2

36 END 0

35 STUN 5 Total Characteristic Cost: 152

 

Movement:

Running: 8"/16"

Leaping: 6"/12"

Swimming: 2"/4"

 

 

Cost Powers END

27 Nightengale's Choir: Multipower, 40-point reserve, (40 Active Points); all slots Increased Endurance Cost (x2 END; -1/2)

1u 1) Amplification: Hearing Group Images x4" Radius (+1/2), +4 to PER Roll (25 Active Points); Set Effect (-1), Increased Endurance Cost (x2 END; -1/2), Does Not Work In Vacuum (-1/4) 4

2u 2) Feedback: Dispel Sonic Powers 10d6, One At A Time (+1/4) (37 Active Points); Increased Endurance Cost (x2 END; -1/2) 8

2u 3) Shriek: Hearing Group Flash 12d6 (36 Active Points); Increased Endurance Cost (x2 END; -1/2), Does Not Work In Vacuum (-1/4) 8

2u 4) Sonic Blast: Energy Blast 8d6 (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Not In Vacuum (-1/4) 8

12 Tough as Nails: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only vs Attacks she can sense (-1/4)

12 Tough as Nails: Physical Damage Reduction, Resistant, 25% (15 Active Points); Only vs Attacks she can sense (-1/4)

Physical Marvel

8 1) Acrobat: Leaping +3" (6" forward, 3" upward) (Accurate) 1

10 2) Enhanced Hearing: +5 PER with Hearing Group

8 3) Sprinter: Running +2" (8" total), Reduced Endurance (1/2 END; +1/4) (8 Active Points) 1

Karate

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

4 Atemi Strike -1 +1 3d6 NND

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 35 STR to Disarm roll

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Knifehand Strike ("Chop") -2 +0 HKA 2d6

3 Legsweep +2 -1 6d6 Strike, Target Falls

4 Punch/Snap Kick +0 +2 7d6 Strike

5 Side/Spin Kick -2 +1 9d6 Strike

1 Weapon Element: Karate Weapons

1 Weapon Element: Staffs

Perks

20 Base: The Ryan Estate

6 Reputation: Legacy to the Hart (A large group) 14-, +2/+2d6

6 Fringe Benefit: Accredited Instructor, Black Belt, Chairman of BoD of a minor business

8 Money: Wealthy

3 Well-Connected

5 1) Contact: Century Station Police Department , Organization Contact (x3) (6 Active Points) 11-

2 2) Contact: Freya (Good relationship with Contact) (3 Active Points) 11-

4 3) Contact: Samuel Scott Wolcott (Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 11-

Talents

3 Angel's Voice: Perfect Pitch

12 Combat Dancer: Combat Luck (6 PD/6 ED)

15 Combat Dancer: Combat Sense 13-

15 Unearthly Grace: Lightning Reflexes: +10 DEX to act first with All Actions

Skills

5 +1 with Ranged Combat

10 +2 with HTH Combat

6 +2 with Karate

3 Acrobatics 14-

3 Analyze: Combat 13-

3 Breakfall 14-

3 Bureaucratics 13-

3 CK: Century Station 13-

3 Climbing 14-

3 Concealment 13-

3 Conversation 13-

3 Deduction 13-

5 Defense Maneuver I-II

3 Gambling 13-

3 High Society 13-

4 Language: Japanese (idiomatic)

3 Lockpicking 14-

3 Mimicry 13-

2 Navigation (Land) 13-

3 Oratory 13-

5 PS: Singing 15-

3 Paramedics 13-

3 Persuasion 13-

3 Scholar

1 1) KS: Century Station Criminal Underworld (2 Active Points) 11-

1 2) KS: Charitable Organizations (2 Active Points) 11-

2 3) KS: Karate (3 Active Points) 13-

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

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 13-

3 Seduction 13-

3 Shadowing 13-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 13-

2 Survival (Urban) 13-

3 Tactics 13-

3 Teamwork 14-

3 Tracking 13-

 

Total Powers & Skill Cost: 348

Total Cost: 500

 

200+ Disadvantages

15 Dependent NPC: Sister Julie Marconi 8- (Normal; Unaware of character's adventuring career/Secret ID)

10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Hunted: Hardbody 8- (As Pow, Harshly Punish)

20 Hunted: Nightengale's Rogue's Gallery 11- (As Pow, NCI, Harshly Punish)

20 Hunted: The Minotaur 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

15 Psychological Limitation: Dedicated to protecting the meek (Common, Strong)

15 Psychological Limitation: Overconfident (Common, Strong)

10 Psychological Limitation: Protective of Legacy (Common, Moderate)

15 Social Limitation: Secret Identity (Frequently, Major)

150 Experience Points

 

Total Disadvantage Points: 500

 

 

 

Background/History: Delilah "Shrike" Chambers was taking care of herself on the streets of Century Station long before she'd ever heard of The Crimson Hart. The Hart, an old school vigilante hero, had stalked Century Station back in the old days. Long since retired, he was still more than a match for the teenagers who tried to hassle him on his way home from volunteering at the New Century Mission. Though the others fled, Delilah was not so lucky; the old man not only casually disarmed and captured her, he simply laughed at her best efforts to free herself.

 

"You know what?" He growled, "Methinks you need a civics lesson."

 

Delilah was going to make a snide rejoinder but to her surprise the first lesson was "Watch the old man's hands". His right cross knocked her unconscious.

 

Over the next year, Old Man Hart and Delilah Chambers were regular volunteers all over town. The Mission, the 34th Avenue Homeless Shelter. The Our Lady of Peace Battered Woman's Home. Though she complained loudly to whomever would listen that the old man had taken her prisoner, and was keeping her as his sex slave, no one payed her any mind. It was as if Old Man Hart was the law or something. Okay, and the sex slave part was a lie; but she was his captive. He forced her to wear "appropriate" clothing, eat three meals a day and study. Studies included history, civics, law, mathematics, chemistry, physics, gymnastics, and singing. The last two were her favorite; she had an uncommon grace and her voice was quite pleasant when she wasn't letting loose with the profanity. She sang in the church choir. By the next year she had stopped complaining. Ryan, she finally asked the Old Man what his name was, began to teach her more than simply academics and athletics. The volunteer work had become second nature and she really didn't miss the old life she'd been living. It was at the end of two years that Ryan revealed his past to his protege. Delilah was amazed but it wasn't that surprising, there was so much to Ryan Hart that the idea of him being a hypercompetant crimefighter decades ago only made sense.

 

"Today, your lessons begin in earnest." Was all he said.

Five years later Delilah Cambers watched as they buried her beloved mentor. Ryan Hart had lived a long and fruitful life; but his epitath only read: Proud Father. Delilah was now the chairwoman of Hart Industries Incorporated. Though, like her adoptive father, she left the day to day running of the business to Samuel Scott Wolcott, a dear friend and companion when the Crimson Hart patrolled the streets. Delilah was now unrecognizable to her old aquaintances; her friends called her Dee and she was one of the most altruistic philanthropists the city had ever seen. Ryan had seen to her training, to her education, and later inducted her into "The Family Business". Though she'd once been a vicious, self centered, anarchist; Delilah Chambers-Ryan was now a selfless, compassionate pillar of the community. She was also a new crimefighter, the Shrike had become the Nightengale.

 

Personality/Motivation: Dee Ryan has repaid her debt to society. Now she's out to uphold the legacy of the greatest man she's ever known. Nightengale is an angel of justice and mercy. Tough as nails but she is a sucker for a sob story and will never turn down those in need. She works well with her heroic peers, the police in her home town and has spent time as a member of some of the most prestigious hero teams on the planet.

 

Quote: "It's okay, stop crying and tell me what happened."

"Stand down Marcconi, don't make me remind you of your place."

 

Powers/Tactics: Nightengale is a first rate martial aritst. Though she's not a physical powerhouse, she's unbelieveably quick and almost supernaturally tough. Though she doesn't have a huge variety of ki powers, she has managed to somehow turn her love of singing and song to a potent sonic attack. There are those who wonder if she's a mutant of some sort but she doesn't even register as a superhuman. Since her sonic abilities are so tiring to use she keeps her "Nightengal's Song" as a back up and concentrates on beating her opponents with her fists and feet.

 

Campaign Use: Black Canary? Table for ....three?

 

Appearance: Delilah Chambers-Ryan is a hauntingly beautiful young woman of mixed european heritage. He hair is long, and black and somewhat wild, in her public identity as Dee Ryan she wears it pulled, pinned, or otherwise tamed to go along with her demure but stylish fashions. As Nightengale she wears a white one piece with a black belt, short black leather jacket, white fishnet stockings, white fingerles gloves, and white boots. On the back of her jacket is a stylized nightengale in flight.

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Re: A Comparison of three Martial Artists.

 

Looks cool...just a "style" thing' date=' when I write up a utility belt I usually skip all the "kit" slots and just put in "Right tool for the job" +3 All non combat (24 points) and save all the writer's cramp, plus, that way I can't forget one..;)[/quote']

 

 

Good idea but...

 

Unless you have charges on the slot and assuming the Right Tool for the Job is an OAF then if someone takes the current tool you are using then that slot is not available to you. No?

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Re: A Comparison of three Martial Artists.

 

I have a question about the skills levels with limitations. I thought the minimum pt cost for a skill level with limitations was 5 pts. I could be misremembering and I need to locate my book to be sure.

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Re: A Comparison of three Martial Artists.

 

Good idea but...

 

Unless you have charges on the slot and assuming the Right Tool for the Job is an OAF then if someone takes the current tool you are using then that slot is not available to you. No?

Nah I put OIF: Numerous OAF...;)

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Re: A Comparison of three Martial Artists.

 

I have a question about the skills levels with limitations. I thought the minimum pt cost for a skill level with limitations was 5 pts. I could be misremembering and I need to locate my book to be sure.

I beleive thats "official"...but it is also "offical" to ignore or change anything if it's bothersome...:)

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  • 9 months later...

Re: A Comparison of three Martial Artists.

 

I have a question about the skills levels with limitations. I thought the minimum pt cost for a skill level with limitations was 5 pts. I could be misremembering and I need to locate my book to be sure.

 

I beleive thats "official"...but it is also "offical" to ignore or change anything if it's bothersome...:)

 

And Hey, if I take it from an official suppliment written by Steve....:D

But you are right.

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Re: A Comparison of three Martial Artists.

 

Ummm Enforcer, you are aware that Golden Tiger's Dragon Fist attack would max out at 4D6 damage given the way that advantaged Hand-to-Hand attacks and STR interact, right?

 

Otherwise nice folk you've made there.

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Re: A Comparison of three Martial Artists.

 

Considering how many slots there are in Grendel's MP, you'd be better off just getting a VPP, which also has the effects of:

 

1. Giving you a save if there was something obvious you forgot.

2. Letting you use two or more gadgets at once, like using your flashlight on some files while you take pictures of them with your camera, or analyzing site security while rappelling from the roof.

3. Probably actually being a few points cheaper.

 

 

Also, I'm not sure how much of a disadvantage it is for Nightengale's Hearing Images to be unusable in vacuum, since you can't hear anything in vacuum anyway, or how much of a disadvantage it is in any case since she doesn't have the LS to be hanging around in outer space to begin with. Do her villains habitually use vacuum-fields on her or something?

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Re: A Comparison of three Martial Artists.

 

Considering how many slots there are in Grendel's MP, you'd be better off just getting a VPP, which also has the effects of:

 

1. Giving you a save if there was something obvious you forgot.

2. Letting you use two or more gadgets at once, like using your flashlight on some files while you take pictures of them with your camera, or analyzing site security while rappelling from the roof.

3. Probably actually being a few points cheaper.

 

 

Also, I'm not sure how much of a disadvantage it is for Nightengale's Hearing Images to be unusable in vacuum, since you can't hear anything in vacuum anyway, or how much of a disadvantage it is in any case since she doesn't have the LS to be hanging around in outer space to begin with. Do her villains habitually use vacuum-fields on her or something?

nah, to tell the truth the sonic stuff came from the Until Superpowers Database. I have the HD files and use those. Sometimes I catch inconsistancies, sometimes I don't :)

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