MisterD Posted July 31, 2003 Report Share Posted July 31, 2003 Combat Information Page Character Name: Silk Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2] 21 DEX 10 33 21 13- OCV 7 DCV 7 18 CON 10 16 18 13- 10 BODY 10 0 10 11- 14 INT 10 4 14 12- PER Roll 12- 11 EGO 10 2 11 11- ECV: 4 18 PRE 10 8 18 13- PRE Attack: 3 1/2d6 14 COM 10 2 14 12- 14 PD 4 1 14 14 PD (9 rPD) 14 ED 4 1 14 14 ED (9 rED) 5 SPD 3.1 19 5 Phases: 3, 5, 8, 10, 12 15 REC 8 14 15 40 END 36 2 40 40 STUN 28 12 40 26" Running 6 0 26" 2" Swimming 2 0 2" 0 1/2"/0"" Leaping 4 -3 0 1/2" 119 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 150 Unspent: 0 Base Points: 200 Disad Points: 0 Total Points: 350 MOVEMENT Type Total Run (6) 26" [52" NC] Swim (2) 2" [4" NC] H. Leap (4") 0 1/2" V. Leap (2") 0" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 6' 6" Weight: 220 lbs Description: MARTIAL ARTS MANEUVERS Cost Maneuver Kung Fu (Wu Shu) 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +30 STR to Disarm roll 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, +35 STR vs. Grabs 5 5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, STR +8d6 Strike 3 6) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on 5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +8d6 Strike 4 8) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +5d6 Strike, Target Falls 4 10) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +6d6 Strike 3 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +4d6 +v/5, Target Falls 4 12) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 4 13) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, STR +8d6 Crush, Must Follow Grab 4 14) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, +35 STR to Shove 1 15) Weapon Element: Axes, Maces, and Picks 1 16) Weapon Element: Blades 1 17) Weapon Element: Chain Weapons 1 18) Weapon Element: Clubs 1 19) Weapon Element: Hook Sword 1 20) Weapon Element: Polearms 1 21) Weapon Element: Staffs 1 22) Weapon Element: Three-Section Staff 1 23) Weapon Element: Whips 1 24) Weapon Element: Wind and Fire Wheels 16 +4 HTH Damage Class(es) 82 Total Martial Arts Cost DEFENSES Type Amount Notes Physical Defense 14 Current BODY: Res. Phys. Defense 9 Energy Defense 14 Current END: Res. Energy Defense 9 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 7 DCV: 7 Combat Skill Levels: +4 with Kung Fu COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Block 1/2 +1 +3 Block, Abort Disarm 1/2 -1 +1 Disarm; +30 STR to Disarm roll Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort Escape 1/2 +0 +0 +35 STR vs. Grabs Flying Kick 1/2 +1 -2 STR +8d6 Strike Joint Lock/Grab 1/2 -1 -1 Grab Two Limbs, +30 STR for holding on Kick 1/2 -2 +1 STR +8d6 Strike Knife Hand 1/2 -2 +0 HKA 1d6 +1 Legsweep 1/2 +2 -1 STR +5d6 Strike, Target Falls Punch 1/2 +0 +2 STR +6d6 Strike Throw 1/2 +0 +1 STR +4d6 +v/5, Target Falls Tien-hsueh Strike 1/2 -1 +1 4d6 NND Tiger/Dragon Claw 1/2 +0 +0 STR +8d6 Crush, Must Follow Grab Uproot/Sand Palm 1/2 +0 +0 +35 STR to Shove COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 62 Silk: Multipower, 62-point reserve Notes: All powers leave a black viscus residue that has a silky feel to it. 2u 1) Silk I: Telekinesis (25 STR), Area Of Effect (One Hex; +1/2), Accurate (+0) (56 Active Points); Only for frictionless effects (-3/4), Affects Whole Object (-1/4), Limited Range (-1/4) 6 4u 2) Silk II: Change Environment 8" radius, -5 to DEX rolls, Altered Shape Any Area (+0), Personal Immunity (+1/4) (40 Active Points) 4 3u 3) Silk III: Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+1/4) (62 Active Points); Vulnerable Common (-1/2), Cannot Form Barriers (-1/4) 6 2u 4) Silk IV: +40 STR, Reduced Endurance 0 END (+1/2) (60 Active Points); Only to escape entangles and grabs (-1 1/4), No Figured Characteristics (-1/2) 4u 5) Silk V: +20" Running (26" total) (40 Active Points) 4 77 Total Powers Cost TALENTS Cost Name 18 Slick Reflexes: Combat Luck (9 PD/9 ED) 18 Total Talents Cost SKILLS Cost Name Kung Fu & Physical Training 3 1) Acrobatics 13- 3 2) Breakfall 13- 3 3) Contortionist 13- 12 4) +4 with Kung Fu 10 5) Defense Maneuver: I-IV 2 6) KS: Chinese Healing 11- 2 7) KS: Chinese Philosophy 11- 2 8) KS: Kung Fu 11- 3 9) Sleight Of Hand 13- 2 10) WF: Common Melee Weapons 2 11) WF: Common Martial Arts Melee Weapons 1 12) WF: Hook Sword 1 13) WF: Three-Section Staff 1 14) WF: Wind and Fire Wheels 1 15) WF: Off Hand Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Persuasion 8- 0 8) Shadowing 8- 0 9) Stealth 8- 0 10) TF: Custom Adder, Small Motorized Ground Vehicles Notes: Custom Mod is Everyman Skill 3 PS: Web Designer (INT-based) 12- 3 PS: Graphic Artist (INT-based) 12- 54 Total Skills Cost Height: 6' 6" Hair: Brown Weight: 220 lbs Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Character created with Hero Designer (version 1.47) Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 31, 2003 Report Share Posted July 31, 2003 Interesting. Two suggestions: 1) Kind of a low DCV vs. ranged attacks (iirc, your kung fu levels can't help you there), though the high defenses help offset that. 2) You ended up spending points on PD, REC, Stun, and a HtH DC while missing out on a 1/2d6 of damage from Str. Unless you're intentionally avoiding min-maxing, Paying 7 points for a 25 STR would save you 3 points and add 1/2d6 to your HTH attacks. 40 STR would probably be a good bet from a pure cost efficiency point of view, though at that point he's a light brick with a MA theme. Quote Link to comment Share on other sites More sharing options...
MisterD Posted July 31, 2003 Author Report Share Posted July 31, 2003 Thanks. I altered STR and did some changes to get +2 DCV Waiting for more Thanks again Quote Link to comment Share on other sites More sharing options...
winterhawk Posted July 31, 2003 Report Share Posted July 31, 2003 Cool idea. DEX and SPD are a bit low for a pure MA. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted July 31, 2003 Report Share Posted July 31, 2003 Looks farily solid as an MA considering that you are putting 77 points in powers. A fairly well rounded character with room for growth. He basically backs up a weaker super power with good old fashioned beat down skills, a combo Im fond of myself However, considering that the character has the potential for enhanced movement, I would recommend you drop some of the manuevers youve elected for in favor of some manuevers with the FMOVE element. I would recommend dropping the Flying Kick for a Passing Strike, or one of the other FMOVE strikes, and you might want to consider the best Manuever of them all, Flying Dodge. There is also a FMOVE Throw, although I cant recall its name off hand, which you should seriously consider. As a (very) minor design quibbles: 1) you can have 1 WF slot, and then click all the boxes appropriate, and HD will list them all in a single alphabetized block. 2) Since your Running is in a MPP, in HD you should select "Add to Secondary", so it will output NormalRun/ModifiedRun instead of just ModifiedRun. 3) Same thing w/ Combat Luck. Bcs its Non-persistent you'll find yourself without it on occasion. By adding it to the Secondary Total its easier to see which is which. 4) You need to include what the entangle is Vulnerable to (Im assuming water, but it doesnt say). 5) Youve taken the Limited Range limitation on the TK, but dont specifiy the new Limited Range. The characters major draw back is a lower DCV and fairly low defenses, most of which are non-persistent. Youll need to be very careful and defensive with this character, and once he gets staggered, its probably lights out time because the followup strike is going to HURT. His second major draw back is that he'll run his END down really fast. He better finish the fight in a couple of turns, bcs otherwise he's running himself out of END or taking Recoverys, which a 5 Spd MA can ill afford to do. Granted a 15 REC is solid, but you are still in deficit spending mode. You might consider lowering the REC to 10, and taking the 10 points you get back to buy and END Reserve for your MPP. 10 points will buy you 50 END and 5 REC, and effectively more than doubles your END. Also if you could, please fill in his Disadvantages, biographical information and appearance and repost him; its hard to get a feeling for the character without that info. This character has a solid core and can be tweaked into an excellent and fun PC or NPC. Good beat and you can dance to it. I give it 3 out of 5 in its current version, and expect to upgrade that sharply once the character is complete. Thanx! And keep em coming..... Quote Link to comment Share on other sites More sharing options...
MisterD Posted August 1, 2003 Author Report Share Posted August 1, 2003 I Need 55 points in Disads.Help Combat Information Page Character Name: Silk Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 20 STR 10 10 20 13- HTH Damage 4d6 END [2] 23 DEX 10 39 23 14- OCV 8 DCV 8 20 CON 10 20 20 13- 10 BODY 10 0 10 11- 13 INT 10 3 13 12- PER Roll 12- 11 EGO 10 2 11 11- ECV: 4 19 PRE 10 9 19 13- PRE Attack: 3 1/2d6 14 COM 10 2 14 12- 4 PD 4 0 4/17 4/17 PD (0/13 rPD) 4 ED 4 0 4/15 4/15 ED (0/11 rED) 6 SPD 3.3 27 6 Phases: 2, 4, 6, 8, 10, 12 9 REC 8 2 9 40 END 40 0 40 37 STUN 30 7 37 6" Running 6 0 6"/26" 2" Swimming 2 0 2" 1"/0 1/2"" Leaping 4 -3 1" 118 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 55 Unspent: 0 Base Points: 200 Disad Points: 95 Total Points: 350 MOVEMENT Type Total Run (6) 6"/26" [12"/52" NC] Swim (2) 2" [4" NC] H. Leap (4") 1" V. Leap (2") 0 1/2" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 5' 8" Weight: 213 lbs Description: MARTIAL ARTS MANEUVERS Cost Maneuver Kung Fu (Wu Shu) 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +30 STR to Disarm roll 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 +v/5; FMove 5 5) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 +v/5; Target Falls; FMove 5 6) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on 5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +8d6 Strike 4 9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +5d6 Strike, Target Falls 4 11) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +6d6 Strike 3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +4d6 +v/5, Target Falls 4 13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 1 14) Weapon Element: Axes, Maces, and Picks 1 15) Weapon Element: Blades 1 16) Weapon Element: Chain Weapons 1 17) Weapon Element: Clubs 1 18) Weapon Element: Polearms 1 19) Weapon Element: Staffs 1 20) Weapon Element: Whips 16 +4 HTH Damage Class(es) 77 Total Martial Arts Cost DEFENSES Type Amount Notes Physical Defense 4/17 Current BODY: Res. Phys. Defense 0/13 Energy Defense 4/15 Current END: Res. Energy Defense 0/11 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 8 DCV: 8 Combat Skill Levels: +4 with Kung Fu , +2 with DCV COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Block 1/2 +1 +3 Block, Abort Disarm 1/2 -1 +1 Disarm; +30 STR to Disarm roll Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort Passing Strike 1/2 +1 +0 STR +4d6 +v/5; FMove Passing Throw 1/2 +0 +0 STR +4d6 +v/5; Target Falls; FMove Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove Joint Lock/Grab 1/2 -1 -1 Grab Two Limbs, +30 STR for holding on Kick 1/2 -2 +1 STR +8d6 Strike Knife Hand 1/2 -2 +0 HKA 1d6 +1 Legsweep 1/2 +2 -1 STR +5d6 Strike, Target Falls Punch 1/2 +0 +2 STR +6d6 Strike Throw 1/2 +0 +1 STR +4d6 +v/5, Target Falls Tien-hsueh Strike 1/2 -1 +1 4d6 NND COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 15 Silk Supply: Endurance Reserve (50 END, 10 REC) (15 Active Points) 50 Silk: Multipower, 50-point reserve Notes: All powers leave a black viscus residue that has a silky feel to it. 2u 1) Silk I (Frictionless): Telekinesis (20 STR), Area Of Effect (One Hex; +1/2), Accurate (+0) (45 Active Points); Only for frictionless effects (-3/4), Affects Whole Object (-1/4), Limited Range (20") (-1/4) (uses END Reserve) 4 4u 2) Silk II (Slick Field): Change Environment 8" radius, -5 to DEX rolls, Altered Shape Any Area (+0), Personal Immunity (+1/4) (40 Active Points) (uses END Reserve) 4 3u 3) Silk III (Slippery field): Entangle 4d6, 4 DEF, Takes No Damage From Attacks Limited Group (+1/4) (50 Active Points); Vulnerable (Escaped by holding onto something) Common (-1/2), Cannot Form Barriers (-1/4) (uses END Reserve) 5 1u 4) Silk IV (Escape): +40 STR (40 Active Points); Only to escape entangles and grabs (-1 1/4), No Figured Characteristics (-1/2) (uses END Reserve) 4 4u 5) Silk V: +20" Running (6"/26" total) (40 Active Points) (uses END Reserve) 4 12 Padded Costume: Armor (7 PD/5 ED) (18 Active Points); OIF (-1/2) 91 Total Powers Cost TALENTS Cost Name 12 Slick Reflexes: Combat Luck (6 PD/6 ED) 12 Total Talents Cost SKILLS Cost Name Kung Fu & Physical Training 3 1) Acrobatics 14- 3 2) Breakfall 14- 12 3) Training: +4 with Kung Fu 10 4) Agile: +2 with DCV 8 5) Defense Maneuver: I-III 2 6) KS: Chinese Philosophy 11- 2 7) KS: Kung Fu 11- 2 8) Language: Cantonese (basic conversation; literate) 2 9) WF: Common Melee Weapons 2 10) WF: Common Martial Arts Melee Weapons 2 11) WF: Non-Weapon weapons 1 12) WF: Off Hand Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Persuasion 8- 0 8) Shadowing 8- 0 9) Stealth 8- 0 10) TF: Custom Adder, Small Motorized Ground Vehicles Notes: Custom Mod is Everyman Skill 3 PS: Web Designer (INT-based) 12- 52 Total Skills Cost DISADVANTAGES Cost Disadvantage 10 Hunted: Street Gangs and Thugs he put away or helped put away 8- (As Pow; Harshly Punish) 20 Psychological Limitation: Code Versus Killing Common, Total 20 Psychological Limitation: Responsibility to use skills and powers to help others (Very Common; Strong) 15 Psychological Limitation: Thrill Seeker (Common; Strong) 10 Reputation: Hero with an almost knightly code 11- 5 Rivalry: Professional (Other Martial Artists), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret ID (Frequently; Major) 95 Total Disadvantages Cost Height: 5' 8" Hair: Brown Weight: 213 lbs Eyes: Brown Appearance: Personality: Jason is very helpfull when he can. He is in the hero business for the thrill of it and for the sense of responsibility he gained from his parents and his old sensi. Quote:"That was smooth." Background: Jason Moore Lived in china town with parents who worked for a computer company near said china town. He maid friends with many of the people who lived and had shops on the block he lived on. One of these friends was an old chineese man who owned an old book store. WHen the old man say a young Jason stand up to some bullies (but still got beaten up) he approached Jason's parents and offored to teach him some martial arts in exchange for working around his store. Besides being a Kung-Fu sensie, the old man could also sense potential of people and he saw Jason had Meta-Human potential. He did not want to see Jason develope into some villian when his power manifested and took his anger out on society as some newly actualized meta-humans do when they were beat upon before manifesting. With the philosophy and self-confidens his teachings and martial arts training provided plus the nurturing upbringing of his parents, Jason developed into a hard working, caring individual. When Jason developed his meta-human power, his sensei and friend was not surprised. Infact, some of Jason's training took this into account. With his confidence in himself, his martial arts and his powers, the inevitable happened. One day after work, Jason was walking home when he came upon a mugging. Five thugs vs two young women seemed unfair so he interveaned. Removing his shirt and with a few rips and ties made it into a mask. (He did not want to use his powers and be recognized.) He zipped through the group and carried the two woman to safety. He then went pack and took care of the thugs. Leaving them on a pach of 'silk' that they could not stand up on he left them unarmed and waiting for the police to pick them up. Jason liked the thrill of the encounter and a bit of resposibility to help when he can he turned his improved mask into a costume with mask and gives a meta-human hand when he can. Powers/Tactics: Jason can create a viscus substance that can negate friction. With the help of his sensi he has developed some uses for this: He can make an object frictionless making it next to impossible to pick up or hold an object. He can create an area that makes balance very hard for people around him. He can focus this slick area to one persom making it impossibe for them to stand He can focus the substance onto himslef making it easy for him to escape bonds or to increace his running. Campaign Use: Character created with Hero Designer (version 1.47) Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 2, 2003 Report Share Posted August 2, 2003 hdc pls Quote Link to comment Share on other sites More sharing options...
MisterD Posted August 2, 2003 Author Report Share Posted August 2, 2003 I will post Hero Designer file when character is finished. Quote Link to comment Share on other sites More sharing options...
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