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Character for review/feedback


BlueCloud2k2

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This is my wife's character for my PBEM game. We left 4 points unspent, though we don't mind shuffling points around. Here's what we've come up with so far:

 

Name: Kinoko Yamashita

Alias: Agent Fushumi

Age: 30

Ht: 5' 4â€

Weight: 110 lbs

Sex: Female

 

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200 KG; 3d6 [1]

21 DEX 33 13- OCV: 7 / DCV: 7; +1 OCV HtH

19 CON 18 12-

12 BOD 4

15 INT 5 12- PER Roll 12-

13 EGO 6 11- ECV: 4

15 PRE 5 12- PRE ATK: 3d6

16 COM 3 12-

8 PD 5 Total: 23 PD (15 rPD)

8 ED 4 Total: 19 ED (11 rED)

5 SPD 19 Phases: 3 5 8 10 12

10 REC 6

38 END 0

45 STN 15

 

Total Characteristics Cost: 128

 

Defenses

PD/rPD: 23/15

ED/rED: 23/15

Power: 0 pts

Flash: 5 pts Sight

Mental: 0 pts

KB Resistance:

 

Movement:

Running - 8/16"

Leaping - 3/3"

Swimming - 2"

Gliding: 10"

Grapple Gun Flight: 20"

 

Equipment

Armored Costume: Armor 10/6; OIF (-1/2) [24 AP, 16 RC]

 

Memory-Fabric Squirrel Suit: Gliding 10â€; OIF (-1/2), Both Hands must be free to glide, cannot carry anyone (-1/2) [10 AP, 8 RC]

 

Grapple Gauntlet: Flight 20â€; 0 END Cost (+1/2); No NCM (-1/4), Can only travel along cable line (-1/4), requires a solid attach-point at end of path (-1/2), OIF (-1/2) [50 AP, 24 RC]

 

Shooting Glasses: Flash Defense (Sight Group) 5 Points; OIF (-1/2) [5 AP, 3 RC]

 

Radio Headset: Radio Perception/Transmission; IIF (-1/4) [10 AP, 8 RC]

 

Utility Belt: Multipower 60 pt reserve; OIF (-1/2) [60 AP, 40 RC]

 

1U – Browning HP Semi-Automatic: 0 RKA 1d6+1, +1 OCV; Charges x10 (x2 Clips); Real Weapon etc etc [25 AP, 7 RC; taken from FRED]

 

2U – Taser Pistol: 0 EB 12d6; OAF (-1), Reduced by Range (-1/4), Charges x6 (-3/4) [ 60 AP, 20 RC]

 

3U – Stun-Baton: 1 HHA 2d6; HHA (-1/2), OAF (-1); Plus EB 10d6; Charges x16 (+0); OAF (-1) [60 AP, 29 RC]

 

2U – Flash Grenade: Sight Group Flash 8d6; Exploding (+1/2); OAF (-1), Can be Missile Deflected (-1/4), Charges x4 (-1) [60 AP, 18 RC]

 

2U – Tangle Bomb: Entangle 4d6, 4 DEF; Exploding (+1/2); OAF (-1), Can be Missile Deflected (-1/4), Charges x4 (-1) [60 AP, 18 RC]

 

1U – Pepper Spray: Sight Group Flash 8d6; OAF (-1),No Range (-1/2), Does Not Affect Desolid (-1/4), Charges (8 Uses, -1/2) [60 AP, 12 RC]

 

1 U – Lockpick Gun: Lockpicking +6 (19- Skill Roll); OAF (-1) [15 AP, 10 RC]

 

1 U – PRIMUS Electronic Security Bypass Tool: Security Systems +6 (18- Skill Roll); OAF (-1) [15 AP, 10 RC]

 

Fleet of Foot: +2†Running [4 AP, 4 RC]

 

 

Cost Talents/Perks

3 Agent of PRIMUS: Federal Police Powers

1 Passport

10 Combat Luck 5/5

15 Combat Sense 15-

4 Double-Jointed

1 Environmental Movement: Ice-walking

3 Environmental Movement: Narrow-Ledges

3 Light-sleep 18-

3 Simulate Death 11-

 

 

Cost Skills

5 Combat Skills Levels: +1 HtH

5 Skill Level: +1 Agility-Based Skills

0 LS: English (Native)

3 LS: Japanese (Fluent)

1 AK: Japan 8-

0 AK: USA 8-

0 Acting 8-

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Concealment 12-

3 Contortionist 14-

0 Conversation 8-

0 Deduction 8-

2 KS: PRIMUS Regs and Procedures 11-

2 KS: Ninjitsu 11-

0 Paramedics 8-

0 PS: PRIMUS Agent

3 Shadowing 14-

3 Stealth 14-

3 Teamwork

0 TF: Small Motorized Ground Vehicles

0 TF: Two-Wheeled Motorized Ground Vehicles (Free with Combat Driving)

2 WF: Firearms

2 WF: Common Martial Arts Weapons

1 Weapon Element for Ninjitsu

Total Powers & Skill Cost: 218

 

Total Cost: 346

 

200+ Disadvantages

15 DNPC: Parents [Hiro and Anna Yamashita] (Normal, Group of 2, 8-)

15 DNPC: Younger Sister, Mai (Incomp Norm, 8-)

15 Hunted: VIPER (MoPow, 8-)

15 Hunted: Hitsoku Clan (MoPow, 8-)

20 Watched: PRIMUS and UNTIL (MoPow, NCI, 8-)

10 Psych: Hot Tempered (Common, Moderate)

20 Psych: Protective of Innocents (Common, Total)

20 Psych: Code of the Hero (Common, Total)

15 Social: Subject to Orders

(Frequently, Major, 11-)

5 Vulnerability: EGO-Based Entangles/

Mental Paralysis (Uncommon,

x1 ½ Effect)

 

350 Total Disadvantages Points

 

 

Total Cost: 346

 

 

Background/History:

Kinoko Yamashita was born the daughter of a Japanese embassy delegate and a New York debutante. She grew up in New York City, and attended private schools. As her maternal grandfather was a police commissioner, she grew up instilled with the belief that justice must always prevail.

 

 

Kinoko's high-school years were spent in Japan with her paternal grandfather, a member of the Japanese Diet and the last scion of the Yamashita Ninja Clan.

 

 

Between her father, years of instruction by her father, and private tutors, Kinoko showed an aptitude for martial arts. Her grandfather put polish on her skills, teaching her in the arts of Ninjitsu.

 

 

After high-school, Kinoko returned to the states and immediately applied for the PRIMUS special ops academy. While normally an 18 year old girl would have been passed up, her family's connections got her in the front door. It was Kinoko's skill that let her graduate.

 

 

Kinoko spent the next 12 years at various PRIMUS bases around the US, against her wishes as primarily an instructor. As a result her skills have stagnated. When an operations spot opened up in Avalon, she immediately put in for a transfer and thankfully got it.

 

 

Personality:

Kinoko is very hot-tempered, though she usually keeps it in check when dealing with other people. Her grandfather - being more skilled at reading people - nicknamed her Fushumi, after the Japanese hot-pepper. When her team mates found out about this, the name followed her into her career.

 

 

Kinoko is extremely protective of innocents, which is part of why she has spent most of her time training operatives rather than being an operative. The handful of missions she's been on she used “unnecessary force†taking down a criminal who was threatening civilians.

 

 

She also firmly believes that no matter the situation, her duty is to protect and serve. She has on one occasion run into a burning building to rescue people trapped.

 

 

Quote: “Unless you want me to force-feed you that gun, you better drop it and put your hands on your head.â€

 

 

Powers/Tactics:

“Fushumi†is a martial artist with some weapons equipment. While she can't really go toe-to-toe with heavy-hitters like Grond or Dr. Destroyer, she does have other skills and can serve as a support member.

 

 

Appearance:

Fushumi is an attractive, medium-height female of obviously Asian heritage. She typically wears an armored skin-suit and a combat harness with the tools of her trade.

 

 

 

 

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No Martial Arts listed Interesting use of Combat Luck In Combat what roll do you wish to play? Utility Belt could be worked differently. Billy Club/Baton/Line Gun Multipower would save some points. A Ninja without Acting or Disguise? PRIMUS Agent Special Forces? Combat Driving without a Vehicle?
okay so I did leave some stuff off... forgot the bloody martial arts when I typed that up.
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These are my thoughts, sorry if you feel I am being rough, just what I would do different...

 

the 4 points in question (Assuming 5th edition) should go into Dex...TRUST ME, the extra OCV/DCV will be worth it, the refund on Speed allows you to get up to 23, long known as a sweet spot, you can also drop the +1 agility skill.

 

I have personally found it easier in play to have defenses divisible by 5, personal thing, but there it is. You currently are saying ED of 23, I only see 19

 

I would PERSONALY put the swingline into the MP, saving more points. I would also build it as a Swinging not flight (The lims are just reproducing that, and you will get more bang for your buck (20" Swinging, 0 end, OIF, No non combat = 30 Active, 17 real points, and is a simpler build, to 60 AP, 24 RP).

 

For what it is worth I would put the Entangle at Entangle 4d6 Def 8. just I have found it works better to Max DEF

 

5/5 Combat luck cost 11 by the way, as it is not a book option this is based on rebuilding it as a power (By the book you need to buy it in lots of 3/3)

 

note: GM approval required on the skills in the MP (As a work around you could include an attribute boost with a limitation however)

 

With my suggestions you would have 24 points left over still

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Agent Fushumi

Player: BlueCloud2k2

[TABLE]

[TR]

[TD=align: right]Val [/TD]

[TD]Char [/TD]

[TD]Cost[/TD]

[/TR]

[TR]

[TD=align: right]15 [/TD]

[TD]STR[/TD]

[TD]5[/TD]

[/TR]

[TR]

[TD=align: right]23 [/TD]

[TD]DEX[/TD]

[TD]39[/TD]

[/TR]

[TR]

[TD=align: right]18 [/TD]

[TD]CON[/TD]

[TD]16[/TD]

[/TR]

[TR]

[TD=align: right]12 [/TD]

[TD]BODY[/TD]

[TD]4[/TD]

[/TR]

[TR]

[TD=align: right]13 [/TD]

[TD]INT[/TD]

[TD]3[/TD]

[/TR]

[TR]

[TD=align: right]11 [/TD]

[TD]EGO[/TD]

[TD]2[/TD]

[/TR]

[TR]

[TD=align: right]15 [/TD]

[TD]PRE[/TD]

[TD]5[/TD]

[/TR]

[TR]

[TD=align: right]16 [/TD]

[TD]COM[/TD]

[TD]3[/TD]

[/TR]

[TR]

[TD] [/TD]

[TD] [/TD]

[TD] [/TD]

[/TR]

[TR]

[TD=align: right]8/16 [/TD]

[TD]PD[/TD]

[TD]5[/TD]

[/TR]

[TR]

[TD=align: right]8/16 [/TD]

[TD]ED[/TD]

[TD]4[/TD]

[/TR]

[TR]

[TD=align: right]5 [/TD]

[TD]SPD[/TD]

[TD]17[/TD]

[/TR]

[TR]

[TD=align: right]8 [/TD]

[TD]REC[/TD]

[TD]2[/TD]

[/TR]

[TR]

[TD=align: right]36 [/TD]

[TD]END[/TD]

[TD]0[/TD]

[/TR]

[TR]

[TD=align: right]29 [/TD]

[TD]STUN[/TD]

[TD]0[/TD]

[/TR]

[TR]

[TD] [/TD]

[TD] [/TD]

[TD] [/TD]

[/TR]

[TR]

[TD=align: right]6" [/TD]

[TD]RUN[/TD]

[TD]0[/TD]

[/TR]

[TR]

[TD=align: right]2" [/TD]

[TD]SWIM[/TD]

[TD]0[/TD]

[/TR]

[TR]

[TD=align: right]3" [/TD]

[TD]LEAP[/TD]

[TD]0[/TD]

[/TR]

[/TABLE]

Characteristics Cost: 105

[TABLE]

[TR]

[TD=align: right]Cost [/TD]

[TD]Power[/TD]

[TD=align: right]END[/TD]

[/TR]

[TR]

[TD=align: right] [/TD]

[TD]Armored Costume, all slots OIF (-1/2) [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]16 [/TD]

[TD]1) Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) [/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]2) Audio Damping: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) [/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]3) Shooting Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) [/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]6 [/TD]

[TD]4) Communications: 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) [/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right] [/TD]

[TD] [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]20 [/TD]

[TD]Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]1) Club: Hand-To-Hand Attack +3d6 (15 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4) [/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]2) Hanging Onto Projections: Clinging (normal STR) (10 Active Points); Requires A Roll (STR; -1/2), No Movement Allowed (-1/2), OIF (-1/2), Cannot Resist Knockback (-1/4) [/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]3) Hurled: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1) [/TD]

[TD=align: right][1 rc][/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]4) Deflect: (Total: 20 Active Cost, 13 Real Cost) Deflection (Thrown Objects) (20 Active Points); OIF (-1/2) (Real Cost: 13) [/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]5) Lever: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); Only For Leverage-Based Tasks (-1/2), No Figured Characteristics (-1/2), OIF (-1/2) [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]6) Swingline: Swinging 30" (30 Active Points); Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), OIF (-1/2) [/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]7) Swingline II: Leaping 30" (30 Active Points); Only To Carry User Upward (-1/2), OIF (-1/2), no Noncombat movement (-1/4) [/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]8) Swingline III: +5 with Climbing (10 Active Points); OIF (-1/2) [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]9) Winch: Telekinesis (20 STR) (30 Active Points); Only To Pull Objects Towards User (-1/2), OIF (-1/2), Limited Range (30; -1/4), Affects Whole Object (-1/4) [/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]10) Bola-Line: Entangle 3d6, 3 DEF (30 Active Points); 1 Recoverable Charge (-1 1/4), Lockout (-1/2), OIF (-1/2), Limited Range (30m; -1/4) [/TD]

[TD=align: right][1 rc][/TD]

[/TR]

[TR]

[TD=align: right]2u [/TD]

[TD]11) Tentacle Whip: Stretching 6" (30 Active Points); OIF (-1/2) [/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right] [/TD]

[TD] [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right] [/TD]

[TD]Intensive Training [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]9 [/TD]

[TD]1) Combat Running: Running 9" (18 Active Points); Only To Make Half Moves In Combat (-1) [/TD]

[TD=align: right]2[/TD]

[/TR]

[TR]

[TD=align: right] [/TD]

[TD] [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]20 [/TD]

[TD]Utility Belt: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]1) Heavy Pistol: RKA 2d6 (30 Active Points); OAF (-1), Beam (-1/4), 2 clips of 12 Charges (-0) [/TD]

[TD=align: right][12][/TD]

[/TR]

[TR]

[TD=align: right]2u [/TD]

[TD]2) Flare Gun: Sight Group Flash 4d6, Explosion (+1/2) (30 Active Points); OIF (-1/2), Can Be Missile Deflected (-1/4) [/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]3) Flash Pellets: Sight Group Flash 6d6 (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [/TD]

[TD=align: right][6][/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]4) Sleep Gas: Energy Blast 3d6, No Normal Defense ([standard]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [/TD]

[TD=align: right][6][/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]5) Throwing Blades: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Ranged (+1/2) (30 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [/TD]

[TD=align: right][6 rc][/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]6) Weakness Darts: Drain STR 3d6 (30 Active Points); OAF Fragile (poisoned darts, poison is easily washed off or spoiled) (-1 1/4), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [/TD]

[TD=align: right][6][/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]7) Rebreather: Life Support (Expanded Breathing: Breath Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (-0) [/TD]

[TD=align: right][1 cc][/TD]

[/TR]

[TR]

[TD=align: right]2u [/TD]

[TD]8) Gadgeteer's Multitool: +6 with Technical Skills (30 Active Points); OIF (-1/2) [/TD]

[TD=align: right] [/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]9) Smoke Pellets: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), Range Based On Strength (-1/4), Limited Effect (Normal Sight Only) (-1/4), 8 Continuing Charges lasting 1 Turn (removed by winds or rain) each (-0) [/TD]

[TD=align: right][8 cc][/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]10) Thermite Pellets: Killing Attack - Ranged 1d6-1, Armor Piercing (+1/2), Area Of Effect (2" Radius; +1) (25 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [/TD]

[TD=align: right][6][/TD]

[/TR]

[TR]

[TD=align: right]1u [/TD]

[TD]11) Superchute: Gliding 30" (30 Active Points); 1 Recoverable Continuing Charge lasting 1 Extra Phase (-1), Limited Movement Lasts until character lands or chute fouled. (-1/2), Coasting (-1/2), OIF (-1/2) [/TD]

[TD=align: right][1 rc][/TD]

[/TR]

[/TABLE]

Powers Cost: 102

[TABLE]

[TR]

[TD=align: right]Cost [/TD]

[TD]Martial Arts Maneuver[/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND [/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [/TD]

[/TR]

[TR]

[TD=align: right]5 [/TD]

[TD]Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6 , Disable; Target Falls [/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND [/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort [/TD]

[/TR]

[TR]

[TD=align: right]5 [/TD]

[TD]Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike [/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 [/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike [/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Reversal: var Phase, -1 OCV, -2 DCV, 30 STR to Escape; Grab Two Limbs [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 3d6 Strike; You Fall, Target Falls [/TD]

[/TR]

[TR]

[TD=align: right]5 [/TD]

[TD]Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls [/TD]

[/TR]

[TR]

[TD=align: right]2 [/TD]

[TD]Weapon Element: Blades, Clubs [/TD]

[/TR]

[/TABLE]

Martial Arts Cost: 54

[TABLE]

[TR]

[TD=align: right]Cost [/TD]

[TD]Skill[/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Acrobatics 14- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]Acting 8- [/TD]

[/TR]

[TR]

[TD=align: right]2 [/TD]

[TD]AK: Japan 11- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]AK: United States (Everyman Skill) 11- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Breakfall 14- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Bugging 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Climbing 14- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Concealment 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Contortionist 14- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]Conversation 8- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Demolitions 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Disguise 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Electronics 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Fast Draw 14- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]High Society 12- [/TD]

[/TR]

[TR]

[TD=align: right]2 [/TD]

[TD]KS: Ninjutsu 11- [/TD]

[/TR]

[TR]

[TD=align: right]2 [/TD]

[TD]KS: PRIMUS 11- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]Language: English (completely fluent; literate) (4 Active Points) [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Language: Japanese (fluent conversation; literate) [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Lockpicking 14- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Mechanics 12- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]PS: PRIMUS Agent (Everyman Skill) 11- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Paramedics 12- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]Persuasion 8- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Security Systems 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Seduction 12- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]Shadowing 8- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Sleight Of Hand 14- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Stealth 14- [/TD]

[/TR]

[TR]

[TD=align: right]8 [/TD]

[TD]Survival (Temperate/Subtropical, 3 points worth of Survival categories, Marine Surface, Mountain) 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Tactics 12- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Teamwork 14- [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Tracking 12- [/TD]

[/TR]

[TR]

[TD=align: right]0 [/TD]

[TD]TF: Everyman Skill, Small Motorized Ground Vehicles [/TD]

[/TR]

[TR]

[TD=align: right]8 [/TD]

[TD]WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms [/TD]

[/TR]

[TR]

[TD=align: right]6 [/TD]

[TD]Weaponsmith (3 points worth of Weaponsmith categories, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 12- [/TD]

[/TR]

[/TABLE]

Skills Cost: 97

[TABLE]

[TR]

[TD=align: right]Cost [/TD]

[TD]Perk[/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Fringe Benefit: Federal/National Police Powers [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Fringe Benefit: Law Enforcement Rank [/TD]

[/TR]

[TR]

[TD=align: right]1 [/TD]

[TD]Fringe Benefit: Weapon Permit [/TD]

[/TR]

[TR]

[TD=align: right]1 [/TD]

[TD]Fringe Benefit: Passport [/TD]

[/TR]

[/TABLE]

Perks Cost: 8

[TABLE]

[TR]

[TD=align: right]Cost [/TD]

[TD]Talent[/TD]

[/TR]

[TR]

[TD=align: right]12 [/TD]

[TD]Combat Luck (6 PD/6 ED) [/TD]

[/TR]

[TR]

[TD=align: right]15 [/TD]

[TD]Combat Sense 12- [/TD]

[/TR]

[TR]

[TD=align: right]4 [/TD]

[TD]Double Jointed [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Lightsleep [/TD]

[/TR]

[TR]

[TD=align: right]3 [/TD]

[TD]Simulate Death [/TD]

[/TR]

[/TABLE]

Talents Cost: 37

Total Character Cost: 403

Base Points: 200

Experience Required: 203

Total Experience Available: 0

Experience Unspent: 0

 

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Okay, she decided to keep the Bat-Belt :P Unfortunately TQM's version was about 22 points over

 

Presenting Kinoko mk2


Name: Kinoko Yamashita

Alias: Agent Fushumi

Age: 30

Ht: 5' 4"

Weight: 110 lbs

Sex: Female

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200 KG; 3d6 [1]

23 DEX 39 13- OCV: 8 / DCV: 8

18 CON 16 12-

12 BOD 4

13 INT 3 11- PER Roll 11-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE ATK: 3d6

16 COM 3 12-

8 PD 5 Total: 23 PD (15 rPD)

8 ED 4 Total: 19 ED (11 rED)

5 SPD 17 Phases: 3 5 8 10 12

8 REC 2

36 END 0

31 STN 2

 

Total Characteristics Cost: 107

 

Defenses

PD/rPD: 22/14

ED/rED: 22/14

Power: 0 pts

Flash: 5 pts Sight and Hearing

Mental: 0 pts

KB Resistance:

 

Movement: Running - 6/12"

Leaping - 3/3"

Swimming - 2"

 

 

Cost Equipment END

16 Armored Costume: Armor 8/8: OIF (-1/2)

3 Shooting Lenses: Flash Defense (Sight Group) 5 Points; OIF (-1/2)

3 Audio Dampener: Flash Defense (Hearing Group) 5 Points OIF (-1/2)

6 Communications: High Range Radio Perception/Transmit OIF (-1/2), Senses Affect as Sight and Hearing Groups as well as Radio (-1/2)

 

20 Tonfa: Multipower 30-pt Reserve, All Slots OIF (-1/2)

1u 1) Club: HHA 3d6 (15 AP); OIF (-1/2), HHA (-1/2)

1u 2) Hanging onto Ledges: Clinging 1 (Normal STR) (10 AP); Requires STR Roll (-1/2), OIF (-1/2), Cannot Resist Knockback (-1/4)

1u 3) Deflect: Missile Deflection (Thrown Objects) (20 AP); OIF (-1/2)

1u 4) Lever: +20 STR, 0 END Cost (+1/2)(30 AP); OIF (-1/2), Only for Leverage-Based Tasks (-1/2)

1u 5) Swingline I: Swinging 30" (30 AP) OIF (-1/2), Lockout (cannot use any slot in MP until Charge is Recovered; -1/2)

1u 6) Swingline II: Leaping 30" (30 AP); Only to Carry User Upwards (-1/2) OIF (-1/2), No NCM (-1/4)

 

20 Utility Belt: Multipower 30pt reserve; OIF (-1/2)

1u 1) Heavy Pistol: RKA 2d6 (30 AP); OAF (-1), Beam (-1/4), 2 Clips of 12 Charges (-0)

1u 2) Flash Pellets: Sight Group Flash 6d6 (30 AP); OAF (-1), 6 Charges (-3/4), Range Based on STR (-1/4)

1u 3) Sleep Gas: EB 3d6, NND (LS: Self-Contained Breathing; +1) (30 AP); OAF (-1), Range Based on STR (-1/4) 16 Charges (-0)

1u 4) Throwing Blades: HKA 1d6+1 (2d6 w/ STR), Ranged (+1/2) (30 AP); OAF (-1) 6 Recoverable Charges (-1/4)

1u 5) Rebreather: Life Support -“ Expanded Breathing (Underwater) (5 AP); 1 Continuing Fuel Charge Lasting 1 Hour (-0); OAF (-1)

1u 6) Smoke Pellets: Darkness to Sight Group 3" Radius (30 AP); OAF (-1), Range Based on STR (-1/4), Limited Effect (Normal Sight Only, -1/4) 8 Continuing Charges Lasting 1 Turn (Removed by Winds or Rain; -0)

1u 7) Thermite Pellets: RKA ½ d6, AoE (2" Radius, +1), Armor Piercing (+1/2) (25 AP); OAF (-1), 6 Charges (-3/4), Range Based on STR -1/4)

 

PRIMUS Training

3 Agent of PRIMUS: Federal Police Powers

3 Agent of PRIMUS: Law Enforcement Rank

1 Weapon Permit

1 Passport

 

Ninja Training

12 Combat Luck 6/6

15 Combat Sense 12-

4 Double-Jointed

3 Light-sleep 18-

3 Simulate Death 11-

 

Martial Arts

4 Atemi Punch: ½ Phase, -1 OCV, +1 DCV, 2d6 NND

4 Block: ½ Phase, +2 OCV, +2 DCV, Block, Abort

4 Choke Hold: ½ Phase, -2 OCV, +0 OCV, Grab One Limb, 2d6 NND

4 Dodge: ½ Phase, -“ OCV, +5 DCV, Dodge, Abort

4 Knife Hand: ½ Phase, -2 OCV, +0 DCV, HKA 1d6+1

4 Punch: ½ Phase, +0 OCV, +2 DCV, 5d6 Strike

4 Reversal: Variable Phase, -1 OCV, -2 DCV 30 STR to Escape, Grab 2 Limbs

5 Take Away: ½ Phase, +0 OCV, +0 DCV, 25 STR to Disarm

3 Throw: ½ Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls

 

Skills

1 AK: Japan 8-

0 AK: USA 8-

0 Acting 8-

3 Acrobatics 13-

3 Breakfall 13-

3 Bugging 11-

3 Climbing 13

3 Concealment 11-

3 Contortionist 13-

0 Conversation 8-

0 Deduction 8-

3 Demolitions 11-

3 Disguise 11-

3 Electronics 11-

3 Fast Draw 13-

3 High-Society 12-

2 KS: PRIMUS 11-

2 KS: Ninjitsu 11-

0 LS: English (Native, Literate)

3 LS: Japanese (Fluent, Literate)

3 LS: Ninja Clan Codes & Signs (Fluent, Lit)

3 Mechanics 11-

0 Paramedics 8-

0 Persuasion 8-

0 PS: PRIMUS Agent 11-

3 Security Systems 11-

3 Shadowing 13-

3 Sleight of Hand 13-

3 Stealth 13-

3 Teamwork 13-

3 Tracking 11-

0 TF: Small Motorized Ground Vehicles

2 WF: Small Arms

2 WF: Common Martial Arts Weapons

2 WF: Common Melee Weapons

1 Weapon Element for Ninjitsu

 

Total Powers & Skill Cost: 243

Total Cost: 350

 

200+ Disadvantages

15 DNPC: Parents [Hiro and Anna Yamashita] (Normals, Group of 2, 8-)

15 DNPC: Younger Sister, Mai (Incomp Norm, 8-)

15 Hunted: VIPER (MoPow, 8-) 15 Hunted: Hitsoku Clan (MoPow, 8-)

20 Watched: PRIMUS and UNTIL (MoPow, NCI, 8-)

10 Psych: Hot Tempered (Common, Moderate) 20 Psych: Protective of Innocents (Common, Total)

20 Psych: Code of the Hero (Common, Total)

15 Social: Subject to Orders (Frequently, Major, 11-)

5 Vulnerability: EGO-Based Entangles/Mental Paralysis (Uncommon, x1 ½ Effect)

350 Total Disadvantages Points

 

Total Cost: 350

 

Background/History:

Kinoko Yamashita was born the daughter of a Japanese embassy delegate and a New York debutante. She grew up in New York City, and attended private schools. As her maternal grandfather was a police commissioner, she grew up instilled with the belief that justice must always prevail.

 

Kinoko's high-school years were spent in Japan with her paternal grandfather, a member of the Japanese Diet and the last scion of the Yamashita Ninja Clan.

 

Between her father, years of instruction by her father, and private tutors, Kinoko showed an aptitude for martial arts. Her grandfather put polish on her skills, teaching her in the arts of Ninjitsu.

 

After high-school, Kinoko returned to the states and immediately applied for the PRIMUS special ops academy. While normally an 18 year old girl would have been passed up, her family's connections got her in the front door. It was Kinoko's skill that let her graduate.

 

Kinoko spent the next 12 years at various PRIMUS bases around the US, against her wishes as primarily an instructor. As a result her skills have stagnated. When an operations spot opened up in Avalon, she immediately put in for a transfer and thankfully got it.

 

Personality:

Kinoko is very hot-tempered, though she usually keeps it in check when dealing with other people. Her grandfather - being more skilled at reading people - nicknamed her Fushumi, after the Japanese hot-pepper. When her team mates found out about this, the name followed her into her career.

 

Kinoko is extremely protective of innocents, which is part of why she has spent most of her time training operatives rather than being an operative. The handful of missions she's been on she used "œunnecessary force" taking down a criminal who was threatening civilians.

 

She also firmly believes that no matter the situation, her duty is to protect and serve. She has on one occasion run into a burning building to rescue people trapped.

 

Quote: "œUnless you want me to force-feed you that gun, you better drop it and put your hands on your head."

 

Powers/Tactics:

"Fushumi"Â is a martial artist with some weapons equipment. While she can't really go toe-to-toe with heavy-hitters like Grond or Dr. Destroyer, she does have other skills and can serve as a support member.

 

Appearance:

Fushumi is an attractive, medium-height female of obviously Asian heritage. She typically wears an armored skin-suit and a combat harness with the tools of her trade.

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I really like this character. My nitpicks are that I don't like the gun--it doesn't match--and I wish it were possible to squeeze in some Conversation or Interrogation skill to go with the High Society. But overall I like it--she's like the ultimate wire-fu ninja.

 

The Handgun is because she is basically a cop. And really I doubt it will get used much unless it well and truly hits the fan.

 

As for the skills, that's what XP are for :)

 

technically should have element and wf karate weapons' date=' to use the tonfa [/quote']

 

I'm not gonna split hairs over this, she paid for the Stick, she paid for the WF: Common Marital Arts Weapons, and she paid a point for the Weapon Element. I'm the GM and I say she gets to hit things with her stick for up to 11d6 of damage :P

 

Anyway, thanks for the help and feedback everyone.

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