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Samurai Jack


Metaphysician

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Re: Samurai Jack

 

Nothing better to work on at the time. :D

 

unfinished though...

 

edit, forgot about Running and Leaping too.

 

They call me Jack

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

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

25 CON 30 14-

15 BODY 10 12-

23 INT 13 14- PER Roll 17-

20 EGO 20 13- ECV: 7

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

 

10/19 PD 5 Total: 10/19 PD (0/9 rPD)

10/19 ED 5 Total: 10/19 ED (0/9 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

50 END 0

50 STUN 9 Total Characteristic Cost: 196

 

Movement:

Running: 6"/12"

Leaping: 5"/10"

Swimming: 2"/4"

 

 

Cost Powers END

50 The Sword!: Multipower, 100-point reserve, (100 Active Points); all slots OAF Unbreakable (-1)

5u 1) Swing: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Personal Immunity (+1/4), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (100 Active Points)

3u 2) Thrown: Killing Attack - Ranged 1 1/2d6, +1 Increased STUN Multiplier (+1/4), Personal Immunity (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (100 Active Points); Lockout (-1/2), Beam (-1/4), Range Based On Strength (-1/4), No Knockback (-1/4)

3u 3) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Full Range (+1) (70 Active Points)

 

45 Samurai Tricks: Variable Power Pool, 30 base + 15 control cost, (45 Active Points)

 

10 Lack Of Weakness (-10) for Normal Defenses

10 Luck 2d6

9 +3 PER with all Sense Groups

20 Use The Sword!: Find Weakness 11- with Related Group of Attacks

Notes: This is an alternative to Penalty Skill Levels vs. Hit Locations.

 

The Art of Striking

Maneuver OCV DCV Notes

15 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Default Element, Empty Hand, Fist-Loads, Karate Weapons, Mourn Staff, Ninja Weapons, Off Hand, Polearms and Spears, Rings, Staffs, Two-Handed Weapons, War Fan

8 +2 HTH Damage Class(es)

4 Fast Strike +2 +0 9d6 Strike

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

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

4 Martial Block +2 +2 Block, Abort

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

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

4 Martial Escape +0 +0 50 STR vs. Grabs

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

4 Nerve Strike -1 +1 3d6 NND

5 Offensive Strike -2 +1 11d6 Strike

5 Passing Strike +1 +0 7d6 +v/5; FMove

5 Takeaway +0 +0 Grab Weapon, 45 STR to take weapon away

 

The Art of the Bow

Maneuver OCV DCV Notes

6 Weapon Element: Bows, Crossbows, Javelins and Thrown Spears, Thrown Knives, Axes, and Darts, Thrown Rocks, Thrown Sword

8 +2 Ranged Damage Class(es)

4 Basic Shot +0 +0 Strike, +4 DC

5 Offensive Trip +1 -1 Strike +2 DC +v/5, Target Falls

4 Ranged Disarm +0 +0 Disarm, +5 DC to Disarm

Perks

2 Samurai Jack: Reputation (A large group) 11-, +1/+1d6

Talents

3 Ambidexterity (-2 Off Hand penalty)

20 Animal Friendship

18 Combat Luck (9 PD/9 ED)

15 Combat Sense 14-

42 Danger Sense (immediate vicinity, any danger, Analyze, Discriminatory, Function as a Sense) 17-/14-

3 Lightning Reflexes: +2 DEX to act first with All Actions

3 Lightsleep

4 Mounted Warrior (HTH Combat)

4 Mounted Warrior (Ranged Combat)

Skills

Agility Skills

3 1) Acrobatics 15-

3 2) Breakfall 15-

3 3) Climbing 15-

3 4) Combat Driving 15-

3 5) Combat Piloting 15-

3 6) Fast Draw 15-

3 7) Feint 15-

3 8) Lockpicking 15-

3 9) Riding 15-

3 10) Sleight Of Hand 15-

3 11) Stealth 15-

3 12) Teamwork 15-

 

Intellect Skills

3 1) Analyze: Combat 14-

3 2) Armorsmith 15-

3 3) Concealment 14-

3 4) Deduction 14-

3 5) Disguise 14-

3 6) Mechanics 14-

3 7) Navigation 14-

3 8) Paramedics 14-

3 9) Poisoning 14-

3 10) Security Systems 14-

3 11) Shadowing 14-

3 12) Survival 14-

3 13) Tactics 14-

3 14) Tracking 14-

 

Interraction Skills

3 1) Acting 12-

3 2) Bribery 12-

3 3) Trading 12-

 

Combat Skills

12 1) +4 with any three maneuvers or a tight group of attacks (Rapid Fire and Sweep)

10 2) Defense Maneuver I-IV

16 3) Use The Sword! : Penalty Skill Levels: +8 vs. Hit Location modifiers with a tight group of attacks

Notes: This is a an alternative to Find Weakness.

5 4) Rapid Attack (HTH)

5 5) Rapid Attack (Ranged)

40 6) +4 Overall Skill Levels

10 7) Two-Weapon Fighting (HTH)

10 8) Two-Weapon Fighting (Ranged)

10 9) WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Homemade Weapons, Off Hand, Sling

 

 

Total Powers & Skill Cost: 574

Total Cost: 770

 

200+ Disadvantages

 

Total Disadvantage Points: 770

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Re: Samurai Jack

 

Permission to post the character in my archive?

 

Sure!

 

I welcome someone else's input since I did this off the top of my head. For instance, I never quite made up my mind if it was a heroic or superheroic character. Except for "The Sword" Jack is just an extremely dedicated normal human.

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Re: Samurai Jack

 

Sure!

 

I welcome someone else's input since I did this off the top of my head. For instance, I never quite made up my mind if it was a heroic or superheroic character. Except for "The Sword" Jack is just an extremely dedicated normal human.

 

Will you be adding disads?

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Re: Samurai Jack

 

Will you be adding disads?

 

Honestly, I don't know how much more I could come up with besides the afformentioned Code of Honor, and Hunted by A-ku. Obsession to find means of travel to past? This was literally an incomplete 1st draft. Everything could be tweaked at this point.

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Re: Samurai Jack

 

Nice job! Covers Jack pretty well. He'd definitely fare well against any superpowered character, and your writeup reflects his unparalled skill.

 

I'd be inclined to give him quite a bit of extra Leaping when you get to it, though (possibly with RSR: Acrobatics).

 

"Foolish samurai warrior! Once again your gateway to the past is just out of your re-what! You can fly?"

 

"No. Jump good."

 

 

I'd also possibly avoid giving him combat piloting and driving - he seems to avoid high tech stuff (but is fantastic at disabling such devices). I'd chalk up most of his usage of cars, hoverplanes, etc. as using his superb DEX rolls and his overall skill levels. Just a thought, and based more on my mental impressions of him rather than actual evidence (it's been a while since I watched the show). Feel free to disagree!

 

Persuasion seems like skill he used a fair bit - though he wasn't so incredibly good at it that I'd say his PRE rolls and OSLs wouldn't cover the attempts accurately.

 

I'd be tempted to give him bonus Rep with certain races (since I'm rather anal-retentive), depending on how far into the show this writeup represents. He is, after all, "the defender of truth, freedom, and talkin' dogs."

 

 

Any chance we'll see the Scotsman, by the way?

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Re: Samurai Jack

 

As for disads, you could justify any number of Psych Lims:

 

CVK (he only ever chopped up robots, after all), must protect innocents, lives frugally, prefers simple/low tech solutions, stoic in the face of hardship, etc. It's just a question of how much you can throw at the category.

 

Phys Lims are obviously right out.

 

I could see some Soc Lims. Culture shock/technological ignorance comes to mind.

 

Enraged (when innocents are harmed) might be appropriate.

 

DNPCs (peach boy or random innocent of the moment), though it's a bit of a stretch.

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Re: Samurai Jack

 

I recall one episode where he put a cursed warrior out of his misery' date=' which seemed to contradict the claim that the sword cannot harm one who is pure of heart.[/quote']

 

Ah, but the cursed Viking warrior was not pure of heart. I believe his pride doomed him to his fate. If Jack had met him when he was still human the sword probably would not have affected him.

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