Certified Posted November 14, 2009 Report Share Posted November 14, 2009 Recently I was toying around with some ideas from the villain powers thread and came up with an idea for a kind of escalating threat character. The Saiki is designed to be a threat to a team of heroes with a little aid from his gang. With one or two low level thugs Saiki should pose a fairly intimating threat to a team. To increase his deadliness consider adding Power Defense to resist Drains and Transforms. Hope you enjoy. Shinyaiba Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 15 BODY 10 12- 23 INT 13 14- PER Roll 14- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 4+15 PD 1 Total: 4/19 PD (0/15 rPD) 4+15 ED 0 Total: 4/19 ED (0/15 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 15 REC 16 40 END 2 56 STUN 25 Total Characteristic Cost: 211 Movement: Running: 14"/28" Leaping: 14"/28" Swimming: 6"/12" Cost Powers END Master Swordsman, all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 53 1) Second Wind: Aid STUN and END 8d6+1 (standard effect: 25 points), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; Reduced to 0 Stun; +¼), [two powers] simultaneously (STUN and END; +½) (145 Active Points); Limited Power Power loses about half of its effectiveness (Can only be used with Trigger.; -1), Self Only (-½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0 44 2) Warrior Focus: Aid Spirit Blade 7d6 (standard effect: 21 points), Can Add Maximum Of 60 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (99 Active Points); Limited Power Power loses about half of its effectiveness (Only while blocking; -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0 Notes: Each use of Warrior Focus adds 1d6K to Shinyaiba's Spirit Blade up to a maximum of +4d6K 36 3) Glancing Blows: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0 40 4) Spirit Blade: Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 ½) (100 Active Points); Required Hands Two-Handed (-½), Restrainable (-½), No Knockback (-¼), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0 34 5) Spirit Blade Counterstrike: Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; +¾), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 ½) (119 Active Points); Limited Power Power loses about half of its effectiveness (Can only be used with Trigger.; -1), Required Hands Two-Handed (-½), Restrainable (-½), No Knockback (-¼), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Tactics; -¼) 0 15 Trained Block: Armor (10 PD/10 ED) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only while blocking; -1) 0 4 Counterstrike +2 +2 4 ½d6 Strike, Must Follow Block 5 Defensive Block +1 +3 Block, Abort 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 4 Martial Strike +0 +2 4 ½d6 Strike 3 Takedown +1 +1 2 ½d6 Strike; Target Falls 1 Weapon Element: Blades Perks 6 Reputation: Leader of the Thirteen Cuts (A medium-sized group) 14-, +3/+3d6 1 Fringe Benefit: Passport 2 Deep Cover Talents 30 Combat Sense (Discriminatory, Sense, Tracking) 17- 20 Danger Sense (self only, in combat, Discriminatory) 14- Skills 6 Swordsman: +2 with Martial Maneuvers 5 Elusive: +1 with DCV 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Deduction 14- 10 Defense Maneuver I-IV 3 Feint 14- 0 Language: Japanese (idiomatic; literate) (5 Active Points) 4 Language: English (completely fluent; literate) 3 Scholar 2 1) KS: Blacksmithing (3 Active Points) 14- 2 2) KS: Extortion Rackets (3 Active Points) 14- 2 3) KS: Organized Crime (3 Active Points) 14- 2 4) KS: Smuggling (3 Active Points) 14- 2 5) KS: The Black Market (3 Active Points) 14- 3 Shadowing 14- 3 Stealth 14- 7 Streetwise 14- 3 Survival 14- 15 Tactics 20- 2 Weaponsmith (Swords And Daggers) 14- Total Powers & Skill Cost: 389 Total Cost: 600 450+ Disadvantages 25 Watched: Yakuza 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Police 8- (As Pow, NCI, Capture) 15 Psychological Limitation: Bound By Duty (Common, Strong) 10 Psychological Limitation: Short tempered (Common, Moderate) 20 Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe 20 Social Limitation: Subject to Orders Very Frequently (14-), Major 20 Social Limitation: Harmful Secret (Frequently, Severe) 15 Social Limitation: Honor among Thieves (Frequently, Severe, Not Limiting In Some Cultures) 10 Unluck: 2d6 Total Disadvantage Points: 600 Background/History: Born into the Tokyo underworld Saiki grew up outside the system. His father an enforcer for the Yakuza, mother an entertainer. When he was young his father would tell him of their family’s proud samurai lineage and that it was his responsibility to honor those traditions if he was ever to become a man. Shortly after Saiki turned eleven his father was killed and his mother fled Tokyo with him to his father’s ancestral home. Despite Saiki’s pleading she would not speak of why they fled the city. It was only while listening to her one night begging his grandfather to allow them to stay that he learned the truth. For years Saiki’s father served Hiro, a man who lusted after her. After a performance one night he tried to take her by force. Saiki’s father stopped him. The next night he was gunned down. Listening to his elders speak Saiki vowed revenge. The next day Saiki devoted himself to leaning the art of the samurai. Studying with his grandfather at first Saiki eventually left his ancestral home searching for greater instruction. Traveling the country Saiki learned from the best but he knew he could do better, he knew the techniques he learned had been watered down through the ages. After nine years that changed. It began with dreams of his father; Saiki would see him calling him to a place he didn’t recognize. His waking hours became feverish as she sought answers. After months of searching Saiki found himself in a small village outside of Okinawa, there he found the source of his dreams. In a small home miles from the nearest village Saiki found a man calling himself Shusaku. Old beyond recognition Shusaku told him that he had felt Saiki’s warrior spirit and would begin the child’s new training. Confused how this man had even known him Saiki was enraged but before he could even draw his blade the venerable master had laid him on his back. Over the next decade Saiki slowly came to understand Shusaku’s true power. Attuned to energies of the world around him Shusaku could feel the warrior spirit even transcend the flesh and limitations of the body by harnessing these forces. It had been nearly twenty years though, the world was changing around them and Saiki had not forgotten his vow of revenge. Having learned how to manipulate his own spirit energies Saiki set out again, this time with a warning. Shusaku forbade him to leave, Saiki’s training incomplete, should he leave and allow rage to overtake him he would never be capable of finishing his training. The pair quarreled and before Shusaku could bring Saiki down the student did something different. Focusing his rage Saiki forged a blade of pure spirit energy killing Shusaku. Strangely he showed no pain as he passed. The old man’s face was one of perfect harmony as his life left him. Returning to Tokyo Saiki learned that his Hiro, father’s former boss and killer now resided in America where he controlled illegal imports and exports across the cost. Traveling across the pacific Saiki found his target entrenched and protected at all times. Studying the structure of the Yakuza Saiki knew the only way at his father’s killer was from the inside. Forming a gang known as the Thirteen Cuts Saiki quickly began training them in swordplay and expanding protection outside of the Yakuza controlled districts. Not knowing who the leader of this new gang was Hiro watched them as they expanded and accepted them when they sought an alliance. For three years now Saiki’s power has grown, the Thirteen Cuts ever expanding and his respect within the Yakuza rising. To reach his current position Saiki has killed hundreds and committed crimes he would have once thought atrocities. However, with each kill he moves one step closer to his goal and to revenge. Powers/Tactics: It is nearly impossible to surprise Saiki and his training has allowed him to fight without the aid of sight or hearing. Although he lacks the heavier defenses of some boss type villains Saiki's Trained Block and Warrior focus help to overcome this. Fighting defensively Saiki will rely on his Spirit Blade Counterstrike to feel out his opponents while blocking and building up his Spirit Blade. Campaign Use: Saiki can serve as both a hardened crime lord or as a tragic villain. Although not on par with more earth shattering foes with the Thirteen Cuts Saiki can quickly become a major threat to any team much less a single hero. Quote Link to comment Share on other sites More sharing options...
Peregrine Posted November 14, 2009 Report Share Posted November 14, 2009 Re: Saiki, Leader of Thirteen Cuts (Villain) For some reason, I read the thread title as "... Master of Thirteen Cults". Strangely, that sounded more interesting... Quote Link to comment Share on other sites More sharing options...
HawksmoorSD Posted November 15, 2009 Report Share Posted November 15, 2009 Re: Saiki, Leader of Thirteen Cuts (Villain) Oddly enough I read "cults" as well. None the less the char looks really good. Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted November 15, 2009 Report Share Posted November 15, 2009 Re: Saiki, Leader of Thirteen Cuts (Villain) for power 1 does 8d6+1 aid equal 83 base points (83 base points +3/4 = 145 active points - 7/4 = 53 real points) I notice the standard effect is 3 points a die when if the dice were roll, one would get 3.5 points per dice. The more dice one rolls the chance of rolling average points increases. Quote Link to comment Share on other sites More sharing options...
Certified Posted November 15, 2009 Author Report Share Posted November 15, 2009 Re: Saiki, Leader of Thirteen Cuts (Villain) for power 1 does 8d6+1 aid equal 83 base points (83 base points +3/4 = 145 active points - 7/4 = 53 real points) I notice the standard effect is 3 points a die when if the dice were roll, one would get 3.5 points per dice. The more dice one rolls the chance of rolling average points increases. The statistical average is 3.5 per die but using the Standard effect in Hero Designer it only gives you 3 per die. Since Saiki is designed to be a villain I used the standard effect in several places to make math easier and to remove some of the overhead from the GM. Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted November 15, 2009 Report Share Posted November 15, 2009 Re: Saiki, Leader of Thirteen Cuts (Villain) math easier and to remove some of the overhead from the GM. as the GM should Quote Link to comment Share on other sites More sharing options...
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