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thrythlind

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  1. Re: Alternate Way to do Martial Arts heh, I don't usually make martial artists, must be why it took me so long to get to this. Yes, I find the multipowers for MA much more akin to real-world martial arts than the official method. Incidentally, as far as adding in pluses to OCV and DCV, have a multipower slot that grants DCV and one that grants OCV.
  2. Instead of using the printed martial maneuvers, I've started building my martial artists through a succession of multipowers. Such as the one in the jpg attached here (excel giving me headaches right now, can't paste from it for some reason) In this case I used four multipowers: a basic one for general martial arts that including running, leaping, damage resistance, knockback resistance and striking power a unarmed grappling centric multipower a general pole fighting multipower a naginata specific multipower The character in question can use the grappling and basic mutlipowers at once and the basic, pole and naginata fighting ones all at once.
  3. Re: Naruto Hero Yes, Naruto is more about martial sorcery than martial arts. Compare Naruto to Kenshin. In Kenshin several of the martial techniques are ridiculously spectacular and fall into the category of "special maneuvers" which really don't exist in the actual world, but the character is still one of skill and capability. Kenshin, and most martial arts stories, tend to fall into the range of Realistic to Low Fantasy with characters capable of amazing physical feats. Naruto is more akin to stories like Slayers, X-Men and the Forgotten Realms series. High Fantasy. (yes, I equate superheroes with high fantasy rather than sci-fi) The martial-arts flavoring is a distinction of setting. Strip away mutation, martial arts, psionics and secret spells from stories like the listed ones and you general come to the same sort of stories.
  4. Re: Naruto Hero This is what I have for Naruto so far...(I use game stats to help me design battles for fan fic and other situations) Naruto Cost Stat Value 5 Str 15 24 Dex 18 40 Con 30 20 Body 20 2 Int 12 20 Ego 20 30 Pre 40 3 Com 16 7 PD 10 3 ED 10 12 Spd 4 10 Rec 15 End 70 4 Stun 50 190 Total 8 Running: +2” 8” 12 Leaping: +7” 10”/5” (54m/27m) Accurate 11 Regeneration: 2 Body/6 hrs 31 Kage Bunshin: 8 100 pt Shadow-Clones, Gestures (-1/4), Non-Persistant (-1/4), x2 END (-1/2), Amicable: Devoted (+3/4) (8 END) 7 32 Clones x3 END (-1) (11 END) 6 128 Clones x4 END (-1 ½) (15 END) 5 512 Clones x5 END (-2) (20 END) 4 2048 Clones x6 END (-2 ½) (26 END) 20 Taijutsu 20 pt Multipower 2 m) Defensive Motions: up to 4 Combat Levels for DCV, Costs END each Phase (-1/2) 2 m) Intercepting Hands and Feet: up to 15 rPD FF, Gestures Throughout (-1/2) 1 m) Combo-Attacks: up to +1 Spd for attacks only (-1/2) 3 m) Strikes: up to +4d6 HA (-1/2) 1 m) Grappling: up to +10 Str for Grabs and Holds only (-3/4) 2 m) Escapes: up to +20 Str for Escapes only (-3/4) 20 Weapons Training 20 pt Multipower 1 u) Thrown Kunai – 1d6+1 RKA (OAF – Kunai) 1 u) Melee Kunai – 1d6+1 HKA (OAF – Kunai) 1 u) Shuriken – ½d6 RKA Autofire up to 3 shots (OAF – Shuriken) 1 u) Melee Shuriken – ½d6 HKA Autofire up to 3 shots (OAF – Shuriken) 25 Henge no Jutsu – Shapeshift into any shape, Sight and Hearing END to activate only (+1/4), Gestures (-1/4), Requires Disguise Roll (-1/2). (6 END) 23 Kawarimi no Jutsu: Combined Power (7 END) (8) Object Teleport: 3” Usable as an attack (+1), ranged (+1/2), Invisible Power Effects to all Senses, hide effects of power (+2) (IPE Requires Sleight of Hand Check (-1/2)), Gestures (-1/4) Can only teleport target to caster’s current location (-1/2), Only vs Objects (-1/2) (7) Self Teleport: 3” Self Only (-1/2), Only to Location of Object Teleport’s target (-1/2), Invisible Power Effects to all Senses, hide effects of power (+2), Linked to Object Teleport (-1/2) (8) Images: Vision, Hearing, Smell, Only to Create impression of Own Body (-1), Linked to Object Teleport (-1/2) 5 Acrobatics 14- 5 Climbing 14- 5 Stealth 14- 3 Acting 17- 9 Analyze: Combat 14- 5 Breakfall 14- 5 Disguise 12- 5 PS: Pranks 14- 3 Tactics: 11- 500 Points Total Not doing disadvantages just yet.
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