Charlon Posted June 26, 2008 Author Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain That sounds like an excellent idea. The question I have is how would I build that sort of 'power-up'. Quote Link to comment Share on other sites More sharing options...
Charlon Posted June 26, 2008 Author Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain I just thought of some thing extremely munchkin for this guy: Differing modifier: Can be blocked, usable as an attack. I'll just put *that* in the reserves in case he ever fights Destroyer. Quote Link to comment Share on other sites More sharing options...
The Main Man Posted June 26, 2008 Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain What exactly is it that he would need to "block" that would make that useful? It would be better to utilize Missile Deflection, and also give a look at the Expanded Deflection rules from UEP and then there's no need to use such a build. Quote Link to comment Share on other sites More sharing options...
Charlon Posted June 26, 2008 Author Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain Erm... *joking* but yeah I see what you mean. In the original concept I didn't see him as a villain that would use ranged weapons so missile deflection should be able to counter that. Although I still would like to know how you build those 'Zodiac-boosts' that only occur on certain years for the corresponding groups. Would it be an Aid or...? Quote Link to comment Share on other sites More sharing options...
The Main Man Posted June 26, 2008 Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain Alternate write-ups for each technique, a normal and a strong version each, would best simulate the boost rather than an aid, since the same boost applies to every technique, but just on different years. Quote Link to comment Share on other sites More sharing options...
Charlon Posted June 26, 2008 Author Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain Thank you very much. I was thinking of having him be watched by the Celestial Bureaucracy mentioned in Chinese Myth. Good idea, or should I just Stick to UNTIL and PRIMUS? Maybe have them keep tabs on him so he doesn't disrupt the natural order of things (meaning kill important spirits left and right or something along those lines). Quote Link to comment Share on other sites More sharing options...
Charlon Posted June 26, 2008 Author Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain I'm going to post up what I've got for him so far. Please note this is by no means a finalized version as *very* many things need to be taken away or even added to the sheet. What I need to know is if I post up the text of the sheet in the reply box it won't appear in code something, right? Quote Link to comment Share on other sites More sharing options...
Charlon Posted June 26, 2008 Author Report Share Posted June 26, 2008 Re: Zodiac: Martial Artist Master Villain Okay! Here's what I've got so far Zodiac Player: N/A Val Char Cost 35 STR 25 35 DEX 75 40 CON 60 35 BODY 50 28 INT 18 35 EGO 50 45 PRE 35 16 COM 3 40 PD 3 40 ED 2 7 SPD 25 15 REC 0 80 END 0 80 STUN 7 14" RUN 0 2" SWIM 0 15" LEAP 0 Characteristics Cost: 353 Cost Power END 60 Higher State Of Being: Healing 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (135 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 0 65 The Black Metal Sword: Killing Attack - Hand-To-Hand 4d6 (4 1/2d6 w/STR), Required Hands One-Handed (+0), Reduced Endurance (1/2 END; +1/4), No Normal Defense ([Power Defense]; +1), Does BODY (+1) (195 Active Points); OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2) [Notes: This Is an actual weapon from Chinese legend.] 9 204 Zodiac Power: Variable Power Pool, 110 base + 94 control cost, Cosmic (+2) (275 Active Points); Only For Martial Arts Based Powers (-3/4) 0 1) Gate To Else-Heaven: Extra-Dimensional Movement (Single Dimension), Usable By Other (+1/4), Safe Blind Travel (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (55 Active Points) Real Cost: 55 0 0 2) Chi Blast: Energy Blast 14 1/2d6, Area Of Effect (One Hex; +1/2) (109 Active Points) Real Cost: 109 11 0 3) Alter Ch'i Flow: Dispel Ch'i Based Powers 7d6, Any Ch'i Based Power One At A Time (+1/4), Area Of Effect (One Hex; +1/2) (37 Active Points) Real Cost: 37 4 0 4) Master's Gaze Of The Dragon: Ego Attack 5d6 (Human class of minds), Does BODY (+1) (100 Active Points); Eye Contact Required (-1/2) Real Cost: 67 10 0 5) Absorb Warrior Spirit: Absorption 9d6 (energy, STUN, END), Absorption As A Defense (x2) (90 Active Points) Real Cost: 90 0 0 6) Focused Power: (Total: 106 Active Cost, 89 Real Cost) +25 STR (25 Active Points); No Figured Characteristics (-1/2) (Real Cost: 17) plus +13 CON (26 Active Points); No Figured Characteristics (-1/2) (Real Cost: 17) plus +20 PRE (Real Cost: 20) plus +2 SPD (Real Cost: 20) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15) Real Cost: 89 2 Mystic Defenses 40 1) Nothing Can Strike Me: Missile Deflection (Any Ranged Attack), Missile Reflection 0 14 2) Hardened By Battle: Hardened (+1/4) for up to 58 Active Points of PD, ED (14 Active Points) 1 63 3) A Body Hardened By Battle: Armor (21 PD/21 ED) 0 17 4) Mystic Toughness: Power Defense (17 points) 0 50 5) Ascended Body: Life Support: Total (Including (Longevity: Immortality) 0 7 6) Lack Of Weakness (-7) for Normal Defense 0 30 7) True Stealth: Invisibility to Sight, Hearing and Mystic Groups and Spatial Awareness , No Fringe (45 Active Points); Requires A Skill Roll (-1/2) 4 Mystic Senses 0 1) Mental Awareness 0 22 2) Spatial Awareness (Unusual Group) 0 25 3) Percieve in the Globe: Increased Arc Of Perception (360 Degrees) with all Sense Groups 0 12 4) Master's Senses: +4 PER with all Sense Groups 0 3 5) Hear the Ghosts: Ultrasonic Perception (Hearing Group) 0 5 6) See the Flames: Infrared Perception (Sight Group) 0 42 7) Ch'i Sense: Detect Ch'i 19-/15- (Unusual Group), Discriminatory, Range, Sense, Targeting, Telescopic: +9, Tracking 0 Mobility 82 1) Bukujutsu: Flight 25", x4 Noncombat, Reduced Endurance (0 END; +1/2) (82 Active Points) 0 2 2) Teleportation 1" 1 21 3) Running +8" (14" total), x4 Noncombat 2 13 4) Leaping +8" (15" forward, 7 1/2" upward) (x4 Noncombat) 1 Powers Cost: 777 Cost Martial Arts Maneuver Total Zodiac Style Kung Fu 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 70 STR to Disarm 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 75 STR vs. Grabs 5 5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 16d6 Strike 3 6) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 16d6 Strike 4 8) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 13d6 Strike, Target Falls 4 10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike 3 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls 4 12) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND 4 13) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 16d6 Crush, Must Follow Grab 4 14) Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 75 STR to Shove 20 15) +5 HTH Damage Class(es) 8 16) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Hook Sword, Polearms and Spears, Staffs, Whips Martial Arts Cost: 83 Cost Skill 20 +2 Overall 15 +5 with Martial Maneuvers 25 +5 with DCV 3 Analyze: Style 15- 3 Analyze: Combat 15- 9 Instructor 18- 3 Breakfall 16- 3 Acrobatics 16- 3 Concealment 15- 3 Contortionist 16- 3 Conversation 18- 3 Deduction 15- 10 Defense Maneuver I-IV 3 Disguise 15- 3 Fast Draw 16- 3 Feint 16- 3 Paramedics 15- 3 Persuasion 18- 5 Rapid Attack (HTH) 3 Shadowing 15- 3 Sleight Of Hand 16- 3 Stealth 16- 5 KS: The Martial World 17- 3 KS: World Government 15- 7 KS: Kung Fu 19- 3 KS: Chinese Healing 15- 3 Streetwise 18- 3 Survival 15- 3 Tactics 15- 8 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 167 Cost Perk 15 Money: Filthy Rich 21 Fringe Benefit: Black Belt, General, King 204 Bases Perks Cost: 240 Cost Talent 9 Ambidexterity (no Off Hand penalty) 3 Bump Of Direction 15 Combat Sense 15- 4 Double Jointed 5 Rapid Healing 3 Simulate Death 3 Lightsleep 20 Universal Translator 15- 18 Combat Luck (9 PD/9 ED) Talents Cost: 80 Total Character Cost: 1700 Val Disadvantages 10 Reputation: Supervillain Of World-Threatening Power, 8- (Extreme) 15 Enraged: When Belittled or Mocked (Uncommon), go 11-, recover 11- 25 Psychological Limitation: Honorable (Very Common, Total) 10 Distinctive Features: Ch'i Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 25 Psychological Limitation: Believes that Under His Rulership the World Will Be Saved (Very Common, Total) 25 Psychological Limitation: Wants To Rule a World Governed By The Philosophy of Kung Fu (Very Common, Total) 15 Hunted: The Celestial Bureucracy 11- (Mo Pow, NCI, Watching) 20 Social Limitation: Secret Identity: T'ien Zhu-L'ong (Frequently, Severe) Disadvantage Points: 145 Base Points: 280 Experience Required: 1275 Total Experience Available: 1231 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Charlon Posted June 28, 2008 Author Report Share Posted June 28, 2008 Re: Zodiac: Martial Artist Master Villain Hmm, nobody has any opinions as to this? Quote Link to comment Share on other sites More sharing options...
bubba smith Posted June 29, 2008 Report Share Posted June 29, 2008 Re: Zodiac: Martial Artist Master Villain remember when i mentioned legend of the dragon's zodiac master earlier on? maybe most of the posters made the same connection Quote Link to comment Share on other sites More sharing options...
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