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OddHat

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Posts posted by OddHat

  1. Re: Campaign tools need editorial review by interested parties.

     

    How would you like to be credited?

     

    ETA: I'm kind of new at this.

     

    Just "This timeline draws on multiple sources, including Robert Dorf's timeline posted here: http://surbrook.devermore.net/herosource/champions/wold_newton.html" would be great. :)

     

    Anybody really interested can then go there and find there way back to Win's amazing Wold Newton pages for more detailed cites.

  2. Re: Campaign tools need editorial review by interested parties.

     

    After a considerable lot of rummaging around' date=' I suspect Oddhat might be the guy. I'll have to P.M. him and find out.[/quote']

     

    Yup, much of this was adapted or borrowed from my work here: http://surbrook.devermore.net/herosource/champions/wold_newton.html

     

    My timeline contains many further citations showing where I adapted the work of the Wold Newton family of authors, as presented (among other places) in Win Scott Eckert's Crossover Chronology. I got permission from Win Scott Eckert, Jess Nevins, David Powers, and Al Schroder to adapt their work.

     

    So long as my timeline is cited when anything is actually put up online, I'm happy to see parts of it being adapted for people's campaigns; that's what it's there for. :)

  3. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    Everyone's favorite stretchy alien, Lastikman!

     

    LASTIKMAN

     

    Val Char Cost Roll Notes

    30 STR 20 15- Lift 1600.0kg; 6d6 [3]

    23 DEX 26 14- OCV: 8/DCV: 8

    20 CON 10 13-

    13 INT 3 12- PER Roll 12-

    10 EGO 0 11- ECV: 3 - 3

    15 PRE 5 12- PRE Attack: 3d6

     

    8 OCV 25

    8 DCV 25

    3 OMCV 0

    3 DMCV 0

    4 SPD 20 Phases: 3, 6, 9, 12

     

    6+12 PD 4 Total: 6/18 PD (0/12 rPD)

    4 ED 2 Total: 4 ED (0 rED)

    10 REC 6

    40 END 4

    15 BODY 5

    40 STUN 10 Total Characteristic Cost: 165

     

    Movement: Running: 36m/288m

    Flight: 24m/384m

    Leaping: 52m/104m

    Swimming: 36m/288m

     

    Cost Powers END

    Shapechanging Powers

    30 1) Transfiguration: Stretching 10m, x4 body dimension, Reduced Endurance (0 END; +½) (30 Active Points) 0

    52 2) Impervious: (Total: 52 Active Cost, 52 Real Cost) Resistant Protection (12 PD), Hardened (+¼) (22 Active Points) (Real Cost: 22) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) 0

    23 3) Camouflage: Shape Shift (Sight and Touch Groups, any shape), Instant Change, Costs END Only To Change Shape (+¼) (35 Active Points); All shapes checkered black & green in same pattern as costume Power loses about a third of its effectiveness (-½) 3

    21 4) Harraian Regeneration: Regeneration (1 BODY per Turn), Can Heal Limbs 0

    52 Transfiguration: Multipower, 52-point reserve

    4f 1) Mobility Land Transportation: Running +24m (36m total), x8 Noncombat, Reduced Endurance (½ END; +¼) (42 Active Points) 1

    Notes: May take the form of a wheeled vehicle, long legs, etc.

    5f 2) Mobility Air Transportation: Flight 24m, x16 Noncombat, Reduced Endurance (½ END; +¼) (49 Active Points) 2

    Notes: Creates wings, takes the form of a plane, etc

    5f 3) Mobility: Bouncing: Leaping +48m (52m forward, 26m upward) (Accurate), Combat Acceleration/Deceleration (+¼), Reduced Endurance (0 END; +½) (51 Active Points)

    Notes: Takes the form of a ball, fires self like a rubber band

    4f 4) Mobility Water Transportation: (Total: 38 Active Cost, 38 Real Cost) Swimming +32m (36m total) (x8 Noncombat) (Real Cost: 26) plus Life Support (Self-Contained Breathing), Usable Simultaneously (up to 4 people at once; +¼), Recipient must remain close to Grantor (12 Active Points) (Real Cost: 12) 3

    Notes: Turn Into Speed Boat, Turn Into Submarine

    2f 5) Ooze through tiny cracks: Desolidification (affected by Any), Reduced Endurance (½ END; +¼) (50 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-½) 2

    2f 6) Shield: Barrier 12 PD/12 ED, 0 BODY (up to 2m long, 2m tall, and ½m thick), Non-Anchored (51 Active Points); Feedback (-1), No Range (-½) 5

    Notes: Forms part of body into shield or wall

    5f 7) Blade Hand: Killing Attack - Hand-To-Hand 2d6+1 (3 ½d6 w/STR), Penetrating (+½) (52 Active Points) 5

    5f 8) Stretchy Strength: +30 STR, Reduced Endurance (½ END; +¼), Area Of Effect (4m Radius; +¼), Selective (+¼) (52 Active Points) 2

    Notes: Used for Big Fists, wrapping up targets, lashing out at everyone in the area, turning into construction equipment, etc. STR 45 total, 9d6 damage.

     

    Skills

    3 Dubbed

    2 1) Language: Cantonese (completely fluent) (3 Active Points)

    1 2) Language: English (fluent conversation) (2 Active Points)

    3 3) Language: Harraian (completely fluent; literate) (4 Active Points)

    Notes: Language of the planet of his birth

    2 4) Language: Spanish (completely fluent) (3 Active Points)

    0 5) Language: Tagalog (idiomatic; literate) (5 Active Points)

    3 PS: Student 12-

    11 Power: Stretching Tricks 16-

     

    Total Powers & Skill Cost: 235

    Total Cost: 400

     

    400+ Matching Complications

    10 Social Complication: Secret Identity Frequently, Minor

    15 Dependent NPC: Foster Mother, Foster Sister Infrequently (Normal; Group DNPC: x2 DNPCs)

    15 Psychological Complication: Protects the Innocent above himself (Common; Strong)

    10 Psychological Complication: Showoff and Jokester (Common; Moderate)

    10 Psychological Complication: Overconfidence (Common; Moderate)

    15 Hunted: Alien Enemies Infrequently (Mo Pow; Harshly Punish)

     

    Total Complications Points: 400

     

    Background/History: Half human, half alien, Eskappar was an experimental subject born to a human mother (Ruth Abelgas) on the alien world of Igbao. Eskappar's mother escaped with the help of the scientists Irroian and Agaddon, but Eskappar was left behind. Irroian cared for the boy for some years. Eventually, fearing for Eskappar's life, Irroian helped the child escape to Earth.

     

    On Earth, Eskappar was adopted by Caloy Asis, taught Tagalog and more of human culture, and renamed Miguel. Upon the death of his foster father, Miguel decided to use his strange powers to protect the innocent as the superhero Lastikman.

     

    Now a college student, Miguel loved with the beautiful Yellena White until her tragic death. He lives with his foster mother Dolores and his foster sister Madonna.

     

    Lastikman has fought numerous criminals and monsters, sometimes teaming up with other Superheroes (most notably Darna). He recently discovered that his mother is alive on Earth, and that she has become a Supervillain partnered with the Alien scientist Agaddon.

     

    Personality/Motivation: Moody but good hearted in his civilian life, Miguel becomes outgoing, a showoff and a jokester as Lastikman. He fights crime and protects the innocent both to honor the ideals of his foster father and for the pure joy of letting loose with his powers. He keeps his true identity secret to protect those he loves.

     

    Quote: "Ooh, snap!" "That's a stretch!" "I'm rubber, you're glue!" "Pull the other one!"

     

    Powers/Tactics: His half human / half alien origins grant Miguel numerous superhuman powers. He can stretch and distort his body as if he were made of rubber; is almost immune to cutting or penetration damage (including bullets); can actually change his shape in order to assume a disguise or take advantage of the powers of his new form. However, Miguel suffers one odd limitation when changing shape; the colors of his black and green costume can't be changed, and the costume is always visible. Lastikman shows amazing strength.

     

    Lastikman is cocky and overconfident, but has been seriously hurt by attacks from Superhuman enemies. He is no more resistant than any normal human to heat or cold. He may defend innocents by forming a shield with his own body, and attack with punches or kicks (he may turn his fist into a club or blade). Lastikman can inflict considerable damage (14d6) by smashing directly into a foe, but rarely uses this attack. He enjoys jokes and quips in combat.

     

    Campaign Use: Lastikman was created by the great Filipino comic book artist Mars Ravelo in 1964. This write up is largely based on the character as portrayed in the 2007 TV Series, with elements from the comic character (including his knowledge of other Ravelo superheroes).

     

    His Strength was a tough choice, but he lifts some very heavy objects in the show and comic (usually when stretching, but not always), and has been shown turning into vehicles that can carry multiple passengers.

     

    Appearance: Out of costume, a handsome Filipino man in his late teens, casually dressed. As Lastikman, a muscular young man in a green & black skintight costume (see picture).

     

    Character by Mars Ravelo. Character sheet by Robert Dorf, 2010.

     

     

     

  4. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    Kamen Rider the First!

    MASKED RIDER THE FIRST (TAKESHI HONGO)

     

    Val Char Cost Roll Notes

    45 STR 35 18- Lift 12.8tons; 9d6 [4]

    23 DEX 26 14- OCV: 9/DCV: 9

    30 CON 20 15-

    23 INT 13 14- PER Roll 14-

    13 EGO 3 12- ECV: 3 - 3

    10+10 PRE 0 11- / 13- PRE Attack: 2d6/4d6

     

    9 OCV 30

    9 DCV 30

    3 OMCV 0

    3 DMCV 0

    4 SPD 20 Phases: 3, 6, 9, 12

     

    8+12 PD 6 Total: 8/20 PD (0/12 rPD)

    8+12 ED 6 Total: 8/20 ED (0/12 rED)

    15 REC 11

    40 END 4

    20 BODY 10

    60 STUN 20 Total Characteristic Cost: 234

     

    Movement: Running: 12m/24m

    Leaping: 22m/44m

    Swimming: 4m/8m

     

    Cost Powers END

    17 Hopper Leap: Leaping +18m (22m forward, 11m upward) (Accurate), Combat Acceleration/Deceleration (+¼) (17 Active Points) 2

    7 Can leap from tall buildings: Physical Damage Reduction, 50% (20 Active Points); Only versus damage from falls Power loses about two-thirds of its effectiveness (-1 ½), Requires A Breakfall Roll (Skill roll; Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 0

    18 Cyborg Construction: Resistant Protection (6 PD/6 ED) 0

    5 Cyborg Senses: Nightvision 0

    Transforming Hero, all slots Only In Alternate Identity (-¼)

    8 1) Helmet Visor: Sight Group Flash Defense (10 points) (10 Active Points); Only In Alternate Identity (-¼) 0

    4 2) Helmet: Hearing Group Flash Defense (5 points) (5 Active Points); Only In Alternate Identity (-¼) 0

    8 3) Cool Costume: +10 PRE (10 Active Points); Only In Alternate Identity (-¼)

    Notes: Takeshi is more impressive and confident in costume

    14 4) Helmet, Boots, Gloves, Padding: Resistant Protection (6 PD/6 ED) (18 Active Points); Only In Alternate Identity (-¼) 0

    TV Martial Arts

    Maneuver OCV DCV Notes

    4 Block +2 +2 Block, Abort

    4 Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Rider Punch +0 +2 11d6 Strike

    5 Side/Spin Kick -2 +1 13d6 Strike

    4 Rider Kick +0 -2 11d6 +v/5 Strike, FMove

    Notes: 15d6 w/ Leap

     

    Perks

    15 The Cyclone: Motorcycle

    Notes: Suzuki Hayabusa GSX1300R, but SPD 5. HSVS, p.23

     

    Skills

    0 Shocker Training

    3 1) Breakfall 14-

    3 2) Acrobatics 14-

    3 3) Climbing 14-

    3 4) Shocker Experience: Streetwise 11- (13-)

    3 5) Stealth 14-

    3 6) Concealment 14-

    3 7) Lockpicking 14-

    3 8) Security Systems 14-

    3 9) Electronics 14-

    2 10) KS: Karate 11-

    2 11) KS: Superhuman World 11-

    0 Ace Motorcyclist

    3 1) Combat Driving 14-

    0 2) TF: Two-Wheeled Motorized Ground Vehicles

    3 3) Mechanics 14-

    0 Genius Student

    3 1) SS: Biochemistry 14-

    3 2) SS: Chemistry 14-

    3 3) PS: Research 14-

    0 Language: Japanese (idiomatic; literate) (5 Active Points)

    3 Language: Cantonese (completely fluent)

     

    Total Powers & Skill Cost: 166

    Total Cost: 400

     

    400+ Matching Complications

    15 Hunted: Shocker 8- (Mo Pow; Harshly Punish)

    Notes: The evil organization that created the Masked Rider.

    5 Dependent NPC: Asuka Midorikawa, Investigative Reporter 8- (Normal; Useful Noncombat Position or Skills)

    5 Distinctive Features: Cyborg (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

    20 Psychological Limitation: Defend the Innocent, Protect the Weak (Common; Total)

    Notes: The Masked Rider risks his secret and his life to protect the innocent

    10 Psychological Limitation: Shy, Repressed, Self Effacing outside of combat (Common; Moderate)

    20 Psychological Limitation: In love with Asuka (Common; Total)

     

    Total Complications Points: 400

     

    Background/History: Brilliant university student Takeshi Hongo loved biochemistry, motorcycles, and the beautiful but unobtainable reporter Asuka Midorikawa. Takeshi's old life ended when he was kidnapped by Shocker, an evil organization dedicated to world conquest! Shocker stole Takeshi's memories and transformed him into "Hopper", a superhuman Cyborg Kaijin. Hopper served his masters until ordered to kill Asuka and her fiance, Katsuhiko.

     

    Leaving his Hopper identity behind him and obtaining the amazing Cyclone Super Cycle from old friend Tachibana, Takeshi Hongo became The Masked Rider! Eventually joined in his fight by Katsuhiko (who became the second Masked Rider), Takeshi began a war against Shocker, and against all enemies of justice.

     

    Personality/Motivation: Takeshi Hongo is repressed and self effacing to the point of self sabotage. He lacks the confidence to pursue Asuka, the woman he loves; he refuses to defend himself against accusations of murder, for fear that Asuka will risk death if she pursues the real killers; he fails to explain himself in situation where silence makes his life far more difficult. That said, he does show physical and moral courage, and even moments of selfless heroism.

     

    When wearing the helmet of the Masked Rider, Takeshi becomes more confident, almost fearless, at least when facing physical threats. He defends the innocent not just out of guilt over his crimes as "Hopper", but because he is at his core a good man.

     

    Quote: [silence][gestures for girl to get on his bike]

     

    Powers/Tactics: The Masked Rider is always faster, tougher and stronger than any normal man. Much of this strength is in his legs. He can make incredible leaps, take incredible falls, and kick with enough power to seriously hurt even other cyborgs. Even when not in his Masked Rider identity, he has demonstrated enough strength to stop a small truck moving at roughly 40 mph.

     

    Takeshi assumes his identity as the Masked Rider by activating his Typhoon Belt. This gives him access to advanced body armor, including a helmet. Takeshi is also the owner of the Cyclone, an advanced racing motorcycle that he often uses in combat.

     

    Takeshi is well trained, both from his former life as a student and his time in Shocker. He is a competent thief and investigator, and has considerable skill in Karate. He will often use his risky but powerful Flying Kick as a finishing move in combat.

     

    Campaign Use: This write up is based on the2005 film Masked Rider the First, which re-launched the Kamen Rider series. The Takeshi Hongo in the new series is not quite the same as the Takeshi Hongo in the old, and displays somewhat different powers, skills, and motivations. The write up is balanced for a convention game, and may need to be adjusted for other campaigns.

     

    While not one of Japan's first costumed superheroes, Kamen Rider is one of Japans most iconic, with a TV and movie history going back to 1971.

     

    Appearance: In civilian clothes, a handsome young Japanese man in his early 20s. As Kamen Rider, an odd figure in green, black, red blue and silver armor with a grasshopper theme.

     

    Character by Shotaro Ishinomori. Character sheet by Robert Dorf, 2009.

     

     

     

  5. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    The New Green Hornet!

    THE NEW GREEN HORNET (KATO HIROSHI)

    Val Char Cost Roll Notes

    20 STR 10 13- Lift 400.0kg; 4d6; [2]

    30 DEX 40 15-

    20 CON 10 13-

    15 BODY 5

    13 INT 3 12- PER Roll 12-

    13 EGO 3 12-

    20 PRE 10 13- PRE Attack: 4d6

     

    6/12 PD 4 Total: 6/12 PD (0/6 rPD)

    6/12 ED 4 Total: 6/12 ED (0/6 rED)

    5 SPD 30 Phases: 3, 5, 8, 10, 12

    10 REC 6

    40 END 4

    40 STUN 10 Total Characteristic Cost: 209

     

     

    Movement: Running: 14m / 28m

    Swimming: 4m / 8m

    Leaping: 8m / 16m

     

    Cost Powers END

    Martial Arts:

    Maneuver OCV DCV Notes

    4 1) Block +2 +2 Block, Abort

    4 2) Choke Hold -2 +0 Grab One Limb; 2d6 NND

    4 3) Dodge -- +5 Dodge, Affects All Attacks, Abort

    3 4) Grab/Joint Lock -1 -1 Grab Two Limbs, 30 STR for holding on

    5 5) Kick/Knee Strike -2 +1 8d6 Strike

    4 6) Punch/Elbow Strike +2 +0 6d6 Strike

    Jeet Kun Do

    23 Jeet Kun Do Techniques: Multipower, 35-point reserve, (35 Active Points); HtH Attacks Only Power loses about a third of its effectiveness (-1/2)

    2f 1) One Inch Punch: Hand-To-Hand Attack +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2) Note: 7.5d6 w/ Punch, 8.5d6 w/ Kick 3

    2f 2) Flurry of Blows: Hand-To-Hand Attack +4d6, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (35 Active Points); Hand-To-Hand Attack (-1/2) Note: 7.5 d6 w/ Punch / 8.5d6 w/ kick 1

    2f 3) Breaking Blow: Hand-To-Hand Attack +5d6, Armor Piercing (+1/4) (31 Active Points); Hand-To-Hand Attack (-1/2) Note: 8.5d6 w/ Punch/ 9.5d6 w/ Kick 3

    2f 4) Punch Everyone: Hand-To-Hand Attack +4d6, Area Of Effect (4m Radius; +1/4), Selective (+1/4) (30 Active Points); Hand-To-Hand Attack (-1/2) Note: 8d6 w/ Punch/ 9d6 w/ Kick 3

    2 Mobile: Leaping +4m (8m forward, 4m upward) 1

    2 Quick: Running +2m (14m total) 1

    12 Iron Body Technique: Combat Luck (6 PD/6 ED)

     

     

    Perks

    5 Money: Well Off

    7 Contact: Cousin Patricia Reid, CEO of Reid Media Group (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 11-

    31 Vehicles & Bases Note: Limousine, HSVS p.12, special options, SPD 6

     

     

    Skills

    Jeet Kun Do

    3 1) KS: Jeet Kune Do (Jun Fan Kung Fu) 12-

    3 2) Acrobatics 15-

    3 3) Breakfall 15-

    3 4) Analyze: Style 12-

    Crusading Crime Fighter

    3 1) Acting 13-

    3 2) Climbing 15-

    3 3) Concealment 12-

    3 4) Deduction 12-

    3 5) Disguise 12-

    3 6) Interrogation 13-

    3 7) Lockpicking 15-

    3 8) Mechanics 12-

    3 9) Persuasion 13-

    3 10) Electronics 12-

    3 11) Computer Programming 12-

    3 12) Criminology 12-

    3 13) Shadowing 12-

    3 14) Streetwise 13-

    3 15) High Society 13-

    3 16) Combat Driving 15-

    2 17) TF: Common Motorized Ground Vehicles

    3 Linguist

    0 1) Language: Cantonese (idiomatic; literate) (5 Active Points)

    3 2) Language: English (completely fluent; literate) (4 Active Points)

    3 3) Language: Japanese (completely fluent; literate) (4 Active Points)

    3 4) Language: Korean (completely fluent; literate) (4 Active Points)

    1 5) Language: Mandarin (completely fluent) (3 Active Points)

    2 6) Language: Tagalog (completely fluent) (3 Active Points)

     

     

    Total Powers & Skill Cost: 191

    Total Cost: 400

     

    400+ Disadvantages

    15 Social Limitation: Secret Identity: Kato Hiro, heir to the Reid Media Empire (Frequently; Major)

    20 Psychological Limitation: Code of the Chinese Knight (Very Common; Strong)

    10 Psychological Limitation: Overly flamboyant and showy (Common; Moderate)

    20 Hunted: Rival Triads 8- (Mo Pow; NCI; Harshly Punish)

    0 Experience Points

     

    Total Disadvantage Points: 400

     

    Background/History: Great grandson of Britt Reid (the original Green Hornet.) through the affair between Reid's daughter and Reid's assistant Hayashi Kato, the New Green Hornet is the latest in a long line of heroes. Honoring the memory of his great grandfather Britt by taking up his nom-de-masque and crusade against crime, and honoring his grandfather Hayashi by studying his style of martial arts, Kato Hiroshi wages a never ending battle against violent criminals everywhere!

     

    Funded and supported by his cousin Pat, the New Green Hornet poses as a Triad enforcer to infiltrate the gangs, then acts to bring them down from within. In his secret identity as Kato Hiroshi, Hiro appears to be a playboy gossip columnist and blogger for the Reid Media Group. No one may learn Kato's secret, for its revelation could spell the end of a legacy of Heroes, the legacy of The Green Hornet!

     

    It is a source of some concern to both the Kato and Reid families that one of Kato's cousins became a notorious brothel magnate after his time in service to a French police inspector.

     

    Personality/Motivation: Like his great grandfather Brett and his grandfather Hayashi, Kato is a staunch defender of the weak and determined enemy of crime and corruption. However, he also has a well developed sense of humor and love of swashbuckling and showmanship. When not in costume, Kato will joke and flirt, playing up his role as an idle playboy surviving on family money and a job in the family business. When in costume, the New Green Hornet is generally a stern and intimidating figure, though during combat he will induldge his swashbuckler's instincts.

     

    Quote: "Just you six guys against me, the Green Hornet? That's not fair. I'll wait here. You go get four more guys."

     

    Powers/Tactics: The New Green Hornet is a martial arts prodigy, his speed at the very edge of what can still be considered human. Incredibly quick and evasive, only the very best have a chance of hitting him. Able to deliver a wide range of devestating attacks, he is able to cripple or kill an ordinary foe with a single punch, and even the elite and superhuman must respect his offense. However, while fast and incredibly tough, the NGH is not bullet proof. He must be cautious when dealing with armed and superhuman foes; one moment of bad luck when facing a gun could take him out of a fight, or even end his life. He deals with these situations by attempting to strike by surprise, and with overwhelming force. If facing a group of armed men, he will wait, and attempt to take them out one at a time.

     

    Out of combat, the New Green Hornet will investigate cases both as the Green Hornet and as Hiroshi Kato, drawing on the resources of his cousin Pat when he must. While he does enjoy risks, maintaining his secret identity is very important to Kato, both for himself and his family.

     

    Campaign Use: Kato as a character first appeared in the Green Hornet radio series created by George W. Trendle and Fran Striker in 1936. Britt Reid, grand-nephew of the Lone Ranger, took up the masked identity of the Green Hornet to fight crime, assisted by his valient valet Kato. The team fought crime on the radio, in magazines and books, on the Silver Screen, and in time on Television. In the TV series Bruce Lee played Kato, becoming a world wide hit. In Hong Kong and Taiwan, the show was fabulously popular, and was re-named by its Chinese fans "The Kato Show." Kato never actually had a crime-fighting name for his masked identity.

     

    This version, combining the Green Hornet and Kato, was inspired by the 1994 Hong Kong Film Qing Feng Xia, where the son of the Bruce Lee Kato takes on Kato's costume and fights crime under the name The Green Hornet. In the radio series, Kato was Japanese, Later, he became Phillipino. In the Movie Serial, Kato was Korean. Later versions (post Lee) were Chinese. Therefore, this version is Japanese Chinese Phillipino Korean American.

     

    Appearance: Handsome, somewhat short Chinese man in extraordinary physical condition. Wears stylish suits as Kato Hayashi, and a chaufer's uniform with black mask as Kato.

     

    Character created by George W. Trendle and Fran Striker. Character Sheet by Ro

  6. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    Lulu Wang, the Silver Hawk!

    SILVER HAWK

     

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [1]

    20 DEX 20 13- OCV: 9/DCV: 9

    20 CON 10 13-

    18 INT 8 13- PER Roll 13-

    13 EGO 3 12- ECV: 3 - 3

    18 PRE 8 13- PRE Attack: 3 ½d6

     

    9 OCV 30

    9 DCV 30

    3 OMCV 0

    3 DMCV 0

    5 SPD 30 Phases: 3, 5, 8, 10, 12

     

    4+6 PD 2 Total: 4/10 PD (0/6 rPD)

    4+6 ED 2 Total: 4/10 ED (0/6 rED)

    10 REC 6

    40 END 4

    10 BODY 0

    30 STUN 5 Total Characteristic Cost: 163

     

    Movement: Running: 13m/26m

    Leaping: 8m/16m

    Swimming: 4m/8m

     

    Cost Powers END

    Wushu Powers

    12 1) Cinematic Toughness: Combat Luck (6 PD/6 ED)

    8 2) Hong Kong Action Climbing: Clinging (normal STR) (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only things that could be climbed or balanced on in an Action Movie; -¼) 0

    7 3) Hong Kong Action Leaping: Leaping +4m (8m forward, 4m upward) (Accurate) 1

    1 4) Quick: Running +1m (13m total) 1

    36 Variable Power Pool, 23 base + 45 control cost, (46 Active Points); VPP Can Only Be Changed At Base (-½), Limited Special Effect Gadgets Only (-¼)

    0 1) Hawkarangs: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Range Based On STR (+¼) (12 Active Points); OAF (Hawkarangs; -1), 2 Recoverable Charges (-1) Real Cost: 4 [2 rc]

    0 2) Long Sleeve Clubs: (Total: 13 Active Cost, 5 Real Cost) Stretching 2m, Reduced Endurance (0 END; +½) (3 Active Points); OAF (-1), Limited Body Parts (Arms Only; -¼), no Noncombat Stretching (-¼) (Real Cost: 1) plus Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) (Real Cost: 4) Real Cost: 5 1

    Notes: A chain weapon concealed in her costume

    0 3) Night Vision Goggles: Nightvision (5 Active Points); OIF (-½) Real Cost: 3 0

    0 4) Suit Cell Phone: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½), Real Technology Power loses about a fourth of its effectiveness (-¼) Real Cost: 6 0

    0 5) Smoke Bomb: Darkness to Sight Group 2m radius (10 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 ½), IIF (-¼) Real Cost: 4 [1 cc]

    Shaolin Kung Fu

    Maneuver OCV DCV Notes

    5 Block +1 +3 Block, Abort

    4 Disarm -1 +1 Disarm; 40 STR to Disarm roll

    4 Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Escape +0 +0 45 STR vs. Grabs

    3 Legsweep +2 -1 7d6 Strike, Target Falls

    Notes: 9d6 w/ clubs

    5 Defensive Strike +1 +3 6d6 Strike

    Notes: 8d6 w/ clubs

    1 Weapon Element: Chain Weapons

    1 Weapon Element: Polearms

    1 Weapon Element: Staffs

    1 Weapon Element: Clubs

    12 +3 HTH Damage Class(es)

     

    Perks

    10 Heiress: Money: Wealthy

    18 Contact: Support Staff and Fanatic Fans (Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

    35 Hawk's Roost, Hawk Cycle: Vehicles & Bases

    2 Reputation: Silver Hawk, Champion of Justice (A large group) 11-, +1/+1d6

    1 Reputation: Lulu Wong, Heiress and financial wizard (A medium-sized group) 11-, +1/+1d6

     

    Talents

    3 Beautiful: +1/+1d6 Striking Appearance (vs. all characters)

     

    Skills

    0 Shaolin Kungfu

    3 1) Acrobatics 13-

    3 2) Breakfall 13-

    3 3) Sleight Of Hand 13-

    2 4) WF: Common Melee Weapons

    2 5) WF: Common Martial Arts Melee Weapons

    0 Self Trained Crime Fighter

    3 1) Concealment 13-

    5 2) Deduction 14-

    5 3) Shadowing 14-

    3 4) Stealth 13-

    3 5) Combat Driving 13-

    2 6) TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

    0 Socialite

    3 1) High Society 13-

    3 2) Persuasion 13-

    3 3) Conversation 13-

    3 4) Interrogation 13-

    3 Scholar

    2 1) KS: Chinese Medicine (3 Active Points) 13-

    2 2) KS: High Finance (3 Active Points) 13-

    2 3) KS: Kung Fu (3 Active Points) 13-

    2 4) KS: Martial World (3 Active Points) 13-

    0 Language: Cantonese (idiomatic; literate) (5 Active Points)

    2 Language: Mandarin (completely fluent) (3 Active Points)

    4 Language: English (completely fluent; literate)

     

    Total Powers & Skill Cost: 237

    Total Cost: 400

     

    400+ Matching Complications

    15 Social Limitation: Secret ID: Lulu Wong, Famous Heiress (Frequently; Major)

    20 Hunted: Triads and Gang Lords 8- (Mo Pow; NCI; Harshly Punish)

    10 Dependent NPC: Uncle, Niece 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

    10 Psychological Limitation: Showoff and Thrill Seeker (Common; Moderate)

    15 Psychological Complication: Protects the Innocent, Defends the Underdog (Common; Strong)

     

    Total Complications Points: 400

     

    Background/History: Lulu Wong, heiress, socialite, financial genius. Few suspect her secret life as crime busting vigilante, Silver Hawk!

     

    Lulu, orphaned kung fu prodigy, attended the Shaolin Kung Fu academy before her adoption by the Wong family. Her time in the academy began her life long love of Kung Fu and helped her turn her love of fighting into a positive desire to protect the innocent and the underdog. That time also began her long flirtation with her romantic interest and sometime rival, Wei "Richard" Mann.

     

    After the deaths of her adopted parents, Lulu began her career as a crime fighter in earnest, assisted by her personal assistant Jane Lei and her loyal fans (an internet community headed by hacker Morris Chang). Lulu is very close to her adopted Uncle Akira Shiraishi and niece Tina. Her relationship with Wei Mann is complex; she sees him as an older brother, whereas his interest in her is romantic.

     

    Personality/Motivation: Lulu loves to show off, to be the center of attention, to take risks, and to fight. She has turned these traits into positives both as a business woman and crime fighter. Lulu is commited to helping the innocent, and also to helping underdogs. She will not kill, and will attempt to save lives even under extreme circumstances, so long as she can do so without endangering innocents.

     

    She teases Wei Mann, and trys to show him up, but is genuinely fond of him, and both relys on him and does her best to keep him from harm. While she enjoys the relationship, she has no desire to pursue a romance (despite family pressure).

     

    Quote: "Play time!" "Over so quick? Come on, ten more minutes!"

     

    Powers/Tactics: A martial prodigy, Silver Hawk fights defensively, using her block/strike combos (represented by the Defensive Strike maneuver) to avoid damage while landing blows that will eventually take out normal enemies. She will try to wear down or bypass tougher foes, eventually coming up with a weapon to defeat them using her gadget pool. Silver Hawk is fond of using PRE attacks to intimidate and trick enemies, and has used this tactic successfully to win battles she otherwise would have lost.

     

    Campaign Use: Based on the Michelle Yeoh character from the film Silver Hawk. In the film, Silver Hawk is more than a match for street thugs and minor criminals, and is able to handle groups, but has considerable trouble decisively taking down the films "named" martial artists. This write up, aimed at a convention game, reflects that.

     

    Appearance: As Lulu Wong, an attractive woman in her early 40s. As Silver Hawk, a costumed adventurer in silver (see picture).

     

    Character by Michelle Yeoh and Jingle Ma. Character Sheet by Robert Dorf, 2009

     

     

  7. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    Vampire Cop Ricky!

    VAMPIRE COP RICKY NA DO-YOL

     

    Val Char Cost Roll Notes

    20 STR 0 13- Lift 400.0kg; 4d6

    28 DEX 0 15- OCV: 9/DCV: 9

    30 CON 0 15-

    13 INT 3 12- PER Roll 16-

    10 EGO 0 11- ECV: 3 - 3

    15 PRE 5 12- PRE Attack: 3d6

     

    9 OCV 0

    9 DCV 0

    3 OMCV 0

    3 DMCV 0

    5 SPD 10 Phases: 3, 5, 8, 10, 12

     

    4+8 PD 0 Total: 4/12 PD (0/8 rPD)

    2 ED 0 Total: 2 ED (0 rED)

    20 REC 0

    40 END 0

    20 BODY 0

    50 STUN 0 Total Characteristic Cost: 18

     

    Movement: Running: 16m/32m

    Leaping: 8m/32m

    Swimming: 4m/8m

     

    Cost Powers END

    Western Vampire Powers

    89 1) Vampiric Strength & Toughness: (Total: 89 Active Cost, 89 Real Cost) +10 STR (Real Cost: 10) plus +20 CON (Real Cost: 20) plus +10 BODY (Real Cost: 10) plus +2 PD (Real Cost: 2) plus +16 REC (Real Cost: 16) plus +20 END (Real Cost: 4) plus +30 STUN (Real Cost: 15) plus Resistant Protection (8 PD) (Real Cost: 12) 1

    127 2) Vampiric Speed: (Total: 127 Active Cost, 127 Real Cost) +18 DEX (Real Cost: 36) plus +6 OCV (Real Cost: 30) plus +6 DCV (Real Cost: 30) plus +2 SPD (Real Cost: 20) plus Running +4m (16m total) (Real Cost: 4) plus Leaping +4m (8m forward, 4m upward) (x4 Noncombat) (Real Cost: 7) 2

    9 3) Vampiric Mein: +3/+3d6 Striking Appearance (vs. all characters)

    Notes: Inhuman cat-eyed fanged monster; not subtle.

    12 4) Vampiric Fangs: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Reduced Endurance (0 END; +½), Continuous (+1) (25 Active Points); Limited Power Power loses about half of its effectiveness (Must Follow Grab; -1) 0

    10 5) Walks easily on walls and ceilings: Clinging (normal STR) 0

    27 6) Vampiric Senses: (Total: 27 Active Cost, 27 Real Cost) Nightvision (Real Cost: 5) plus Discriminatory with Normal Smell (Real Cost: 5) plus Tracking with Normal Smell (Real Cost: 5) plus +4 PER with all Sense Groups (Real Cost: 12) 0

    65 7) Vampiric Immortality: (Total: 65 Active Cost, 65 Real Cost) Regeneration (1 BODY per Turn), Can Heal Limbs, Resurrection (Real Cost: 41) plus Life Support (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (Real Cost: 24) 0

    12 8) Vampiric Bloodlust: Aid STR & PD 3d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+½) (27 Active Points); Only to Aid Self (-1), IIF (Sexual Arousal or Rage Trigger of Opportunity; -¼) 3

    35 Vampiric Fighting Style: Multipower, 35-point reserve

    2f 1) Mighty Blow: Hand-To-Hand Attack +4d6, Double Knockback (+¾) (35 Active Points); Hand-To-Hand Attack (-½) 3

    Notes: 8d6 w/ STR

    2f 2) Many Blows: Hand-To-Hand Attack +4d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (35 Active Points); Hand-To-Hand Attack (-½) 1

    Notes: 8d6 w/ STR

    2f 3) Burst of Strength: +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); No Figured Characteristics (-½)

    3f 4) Perfect Blocking: +7 DCV (35 Active Points)

    Notes: Several times in the film, we see Vampire Cop go into a defensive stance against groups of foes, blocking every attack without taking damage.

     

    Perks

    4 Contact: Priest (Contact has useful Skills or resources, Very Good relationship with Contact) 8-

    Notes: The Priest is a specialist in Vampire Hunting, and may himself be an ex vampire.

     

    Skills

    0 Cop

    3 1) Combat Driving 15-

    3 2) Criminology 12-

    2 3) CK: Seoul 11-

    2 4) KS: Criminal Law And Procedure 11-

    2 5) KS: The Law Enforcement World 11-

    2 6) PS: Police Officer 11-

    3 7) Streetwise 12-

    2 8) WF: Small Arms

    3 9) Stealth 15-

    3 10) Concealment 12-

    3 11) Lockpicking 15-

    3 12) Security Systems 12-

    3 13) Computer Programming 12-

    3 14) Shadowing 12-

    0 Language: Korean (idiomatic; literate) (5 Active Points)

    3 Corrupt: Bribery 12-

    3 Liar: Persuasion 12-

    3 Language: Cantonese (completely fluent)

    1 Language: English (basic conversation)

    Notes: We hear Do-yol speak a bit of English in the film.

     

    Total Powers & Skill Cost: 446

    Total Cost: 464

     

    400+ Matching Complications

    10 Dependent NPC: Girlfriend Hie-Jong Kim 8- (Normal)

    10 Distinctive Features: Vampire (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    Notes: Concealed with mask, or by deactivating all vampiric powers

    15 Susceptibility: Direct Sunlight 1d6 damage per Turn (Common)

    10 Psychological Limitation: Bloodlust (Common; Moderate)

    Notes: Desires to feed when feels lust, sees fresh blood, or feels rage. Only "Moderate" by end of film, as this urge never seems to stop him from going about his business.

    15 Psychological Limitation: Need to Atone by Protecting the Innocent and Fighting Crime (Common; Strong)

    10 Psychological Limitation: Lecherous (Common; Moderate)

    64 Experience Points

     

    Total Complications Points: 464

     

    Background/History: Na Do-yol was a corrupt Seoul cop in the pay of mobsters, a drunken lech who had betrayed his partner, his girlfriend, and his duty. Being bitten by a vampirism carrying mosquito made him a better person. As Do-yol slowly transformed into a Vampire, his world fell to pieces. His mobster master attempted to force him to kill his partner; when Do-yol refused, the mobster ordered his minions into action. With the help of a Vampire hunting priest, Do-yol was forced to battle to save his partner, his girlfriend, and his own humanity.

     

    Two out of three was the best he could do. Do-yol saved his partner and girlfriend, and re-discovered his honor. He lost his humanity, becoming trapped as a Vampire forever. Somehow, through it all, he retained his soul. Partnering with the Vampire Hunting Priest who had tried to save him, Do-yol vowed to make up for in undeath for the crimes of his life. Do-yol became the defender of Seoul, Vampire Cop Ricky.

     

    Personality/Motivation: Na Do-yol was a corrupt, drunken lech before his transformation. In strugling to remain human, Do-yol grew up. Even now, cursed with a vampire's hunger for blood, he struggles to do the right thing, defending the people of his city from dangers he had once turned his back on.

     

    Quote: You thought I was going to drink that, didn't you?

     

    Powers/Tactics: Do-yol has most of the powers of a traditional Western Vampire, together with the training and experience of a ranking (if corrupt) police officer. On the attack, he will strike with blows that lack great power but can send his foes tumbling across the battle field; on the defense, he will block with surprising speed and effect. When not blocking, Do-yol is not particularly sturdy by Superhuman standards, but his speed and dexterity serve well to keep him out of danger. He can take a severe beating and recover surprisingly quickly.

     

    Campaign Use: In the original film, Do-yol was in the process of turning into a vampire, a process he completed by the end of the picture. While transforming, Do-yol could only access his powers when filled with rage or lust. After the transformation was complete, he presumably has his full powers at all times. To simulate the earlier version of Vampire Cop Ricky, aply the "Only when sexually aroused or enraged" limit to all of his Vampiric powers save regeneration and life support. This write up was intended for a convention game, and as such may need to be rebalanced for other campaigns.

     

    Appearance: A Korean man of average height and weight, but with cat-like eyes and small fangs. Face becomes terifying when in full vampire mode. Wears a white mask, red sweater, and black leather long coat and pants when fighting crime.

     

    Character by Kim Su-ro. Character Sheet by Robert Dorf, 2009.

     

     

     

    Here I had to choose between letting the character do everything he did in the movie, or keeping him under 400 points. I chose to build him on the points it took rather than min-maxing him. I might go back and tweak him before the convention. For the game, he's not over powered.

  8. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    if there were seven masrters how come only five trained the enlightend one?

     

    The Seven Masters committed the sin (by Korean Taoist standards) of standing against an evil worldly warlord rather than staying out of war and politics; the warlord was destroyed, but one master was infected with the desire for worldly power and had to be imprisoned between life and death. A second master died in the 1980s in anti-government riots, again having committed the sin of becoming involved in worldy affairs.

     

    See the movie. It's worth it. ;)

  9. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    Arachi, the Enlightened Warrior!

    ARACHI (THE ENLIGHTENED WARRIOR)

     

    Val Char Cost Roll Notes

    20 STR 10 13- Lift 400.0kg; 4d6 [2]

    24 DEX 28 14- OCV: 10/DCV: 10

    20 CON 10 13-

    13 INT 3 12- PER Roll 12-

    13 EGO 3 12- ECV: 3 - 3

    20 PRE 10 13- PRE Attack: 4d6

     

    10 OCV 35

    10 DCV 35

    3 OMCV 0

    3 DMCV 0

    5 SPD 30 Phases: 3, 5, 8, 10, 12

     

    4+12 PD 2 Total: 4/16 PD (0/12 rPD)

    4+12 ED 2 Total: 4/16 ED (0/12 rED)

    10 REC 6

    40 END 4

    15 BODY 5

    40 STUN 10 Total Characteristic Cost: 193

     

    Movement: Running: 12m/24m

    Flight: 20m/40m

    Leaping: 4m/8m

    Swimming: 4m/8m

     

    Cost Powers END

    24 Iron Shirt Technique: Combat Luck (12 PD/12 ED)

    25 Levitates, Leaps, Climbs Walls: Flight 20m, Position Shift, Combat Acceleration/Deceleration (+¼) (31 Active Points); Must land or contact a surface at the end of phase; no hovering. Power loses about a fourth of its effectiveness (-¼) 3

    40 Power of the Arachi: Multipower, 60-point reserve, (60 Active Points); all slots Requires A Roll (Skill roll: Arachi; -½)

    3f 1) Palm Blast: Energy Blast 12d6 (60 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act, Side Effect only affects the environment near the character; Missed shots hit innocent bystanders or destroy something important; -½), Requires A Roll (Skill roll: Arachi; -½), Inaccurate (½ OCV; -¼) 6

    3f 2) Power to my Blade: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Reduced Endurance (½ END; +¼) (56 Active Points); OIF (Sharp or Pointed Weapon of Opportunity; -½), Requires A Roll (Skill roll: Arachi; -½) 2

    3f 3) Power to my Weapon: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +½) (60 Active Points); OIF (Weapon of Opportunity; -½), Requires A Roll (Skill roll: Arachi; -½), Hand-To-Hand Attack (-¼) 0

    Notes: Attacks max out at 10d6, as per 6thEd Damage Adding rules.

    3f 4) Fast Attacks: Hand-To-Hand Attack +5d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (50 Active Points); Requires A Roll (Skill roll: Arachi; -½), Hand-To-Hand Attack (-¼) 2

    Notes: 10d6 Autofire, as per 6thEd Damage Adding Rules

    2f 5) Visions: Retrocognitive, Precognitive Clairsentience (Sight Group) (60 Active Points); Extra Time (Full Phase, -½), Vague and Unclear (-½), Requires A Roll (Skill roll: Arachi; -½) 6

    2f 6) Pressure Point Strike: Drain SPD 3d6+1 (standard effect: 10 points), Reduced Endurance (½ END; +¼) (41 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Target Must Have Reachable Pressure Points; -½), Requires A Roll (Skill roll: Arachi; -½) 1

    Notes: Two Pressure Point Strikes will paralyze most normal targets. Four or more may be needed to paralyze skilled martial artists.

    Hapkido

    Maneuver OCV DCV Notes

    4 Block +2 +2 Block, Abort

    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Disarm -1 +1 Disarm; 30 STR to Disarm roll

    4 Escape +0 +0 35 STR vs. Grabs

    5 Joint Break -1 -2 Grab One Limb; HKA 2 ½d6 , Disable

    3 Joint Lock +0 -1 Grab One Limb; 10 STR for holding on

    5 Kick -2 +1 8d6 Strike

    4 Punch +0 +2 6d6 Strike

    3 Sweep +2 -1 5d6 Strike, Target Falls

    1 Weapon Element: Blades

     

    Perks

    9 Contact: The Four Remaining Secret Masters (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8-

     

    Talents

    3 +1/+1d6 Striking Appearance Beautiful (vs. all characters)

     

    Skills

    0 Hapkido

    3 1) Breakfall 14-

    2 2) KS: Hapkido 11-

    4 3) WF: Common Martial Arts Melee Weapons, Common Melee Weapons

    3 4) Acrobatics 14-

    3 5) KS: Martial World 12-

    3 6) KS: Korean Myths & Legends 12-

    3 7) Science Skill: Chinese Medicine 12-

    3 8) Paramedics 12-

    3 Charm 13-

    0 Language: Korean (idiomatic; literate) (5 Active Points)

    2 Language: Cantonese (completely fluent) (3 Active Points)

    3 Language: Mandarin (completely fluent)

    21 Power: The Power of the Arachi 21-

     

    Total Powers & Skill Cost: 207

    Total Cost: 400

     

    400+ Matching Complications

    20 Psychological Limitation: In love with Sanghwan (Common; Total)

    20 Psychological Limitation: Code of the Chinese Knight (Very Common; Strong)

    5 Social Complication: Subject to Orders: Father Infrequently, Minor

    10 Hunted: Mobsters & Thugs Infrequently (As Pow; Harshly Punish)

    15 Hunted: Martial Enemies Infrequently (Mo Pow; Harshly Punish)

     

    Total Complications Points: 400

     

    Background/History: Eui-Jin is the daughter of Ja-Un, one of the semi-mystic Seven Secret Masters of Korean Martial Arts. Eui-Jin trained all her life as a martial artist, often using her powers in secret to fight crime in Seoul. A chance meeting with Sanghwan, a hapless but well meaning young police officer, led to Eui-Jin facing off against a rogue Secret Master, helping to save the world, and achieving her rightful place as the Arachi (the Enlightened Warrior).

     

    That her now-partner and boyfriend Sanghwan achieved the power of the Maruchi (the male compliment to her own power) seemed unfair, but Sanghwan's obvious devotion and good character make up in part for this injustice. Together, as profesional and romantic partners, the Arachi and the Maruchi now work to defend the people of Korea.

     

    Personality/Motivation: Eui-Jin is self confident to the point of being reckless, a dutiful daughter, a woman of iron principles, and just a little bossy in the manner of a beautiful woman who knows it. She has an almost sibling rivalry with Sanghwan, resenting his easy discovery of skills that took her years to master. This is somewhat offset by the affection she feels for him, and the pleasure she takes in his obvious devotion to her.

     

    Eui-Jin believes her skills should be used to make the world a better place in small ways (fighting crime), but follows her father's teachings and holds a dim view of attempts to achieve worldly power.

     

    Quote: No palm blasts in the house!

     

    Powers/Tactics: The Arachi (Enlightened Warrior) is a skilled martial artist, supported by a range of formidable Chi based powers. She can briefly levitate, make astonishing leaps, run up and down walls, strike with incredible force, paralyze enemies, and even project a Palm Blast of pure psychic force. She is also quite beautiful and charming, able to awe some enemies and cause others to hold back when fighting her. To this she adds the skills of a life long student of the martial arts.

     

    The Arachi, for all of her power, is not invulnerable. She can take a severe beating and get back up again, but does not casually shrug off damage. In many combat situations, she's best off taking time to block, deflect incoming attacks, dodge, and wait for an opportunity to inflict damage.

     

    Campaign Use: Arahan has been described as Shaolin Soccer by way of Sam Raimi's Spiderman. The pattern of a Superhero origin story is blended with the pattern of a Wuxia martial arts film; the two genres blend well. This version of the character was written for a convention game, and may need to be adjusted for other campaigns.

     

    Appearance: A very beautiful young Korean woman, slender and black haired. Wears street clothes or a martial arts uniform.

     

    Character by Ryu Seung-Wan. Sheet by Robert Dorf, 2009.

     

     

     

  10. Re: Gencon 2010 Asian Cinematic Superheroes Character Thread - 6thEd

     

    The Enlightened Warrior (from the movie Arahan)

    MARUCHI

     

    Val Char Cost Roll Notes

    25 STR 15 14- Lift 800.0kg; 5d6 [2]

    23 DEX 26 14- OCV: 10/DCV: 10

    20 CON 10 13-

    13 INT 3 12- PER Roll 12-

    13 EGO 3 12- ECV: 3 - 3

    15 PRE 5 12- PRE Attack: 3d6

     

    10 OCV 35

    10 DCV 35

    3 OMCV 0

    3 DMCV 0

    5 SPD 30 Phases: 3, 5, 8, 10, 12

     

    4+12 PD 2 Total: 4/16 PD (0/12 rPD)

    4+12 ED 2 Total: 4/16 ED (0/12 rED)

    10 REC 6

    40 END 4

    15 BODY 5

    40 STUN 10 Total Characteristic Cost: 191

     

    Movement: Running: 12m/24m

    Flight: 18m/36m

    Leaping: 4m/8m

    Swimming: 4m/8m

     

    Cost Powers END

    24 Iron Shirt Technique: Combat Luck (12 PD/12 ED)

    23 Levitates, Leaps, Climbs Walls: Flight 18m, Position Shift, Combat Acceleration/Deceleration (+¼) (29 Active Points); Must land or contact a surface at the end of phase; no hovering. Power loses about a fourth of its effectiveness (-¼) 3

    40 Power of the Maruchi: Multipower, 60-point reserve, (60 Active Points); all slots Requires A Roll (Skill roll: Maruchi; -½)

    3f 1) Palm Blast: Energy Blast 12d6 (60 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act, Side Effect only affects the environment near the character; Missed shots hit innocent bystanders or destroy something important; -½), Requires A Roll (Skill roll: Maruchi; -½), Inaccurate (½ OCV; -¼) 6

    3f 2) Throw Rubble: Energy Blast 6d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (60 Active Points); OIF (Objects of opportunity; -½), Requires A Roll (Skill roll: Maruchi; -½) 2

    3f 3) Power to my Blade: Killing Attack - Hand-To-Hand 3d6 (4 ½d6 w/STR), Reduced Endurance (½ END; +¼) (56 Active Points); OIF (Sharp or Pointed Weapon of Opportunity; -½), Requires A Roll (Skill roll: Maruchi; -½) 2

    3f 4) Power to my Weapon: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +½) (60 Active Points); OIF (Weapon of Opportunity; -½), Requires A Roll (Skill roll: Maruchi; -½), Hand-To-Hand Attack (-¼) 0

    Notes: Attacks max out at 10d6, as per 6thEd Damage Adding rules.

    3f 5) Fast Attacks: Hand-To-Hand Attack +5d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (50 Active Points); Requires A Roll (Skill roll: Maruchi; -½), Hand-To-Hand Attack (-¼) 2

    Notes: 10d6 Autofire, as per 6thEd Damage Adding Rules

    2f 6) Visions: Retrocognitive, Precognitive Clairsentience (Sight Group) (60 Active Points); Extra Time (Full Phase, -½), Vague and Unclear (-½), Requires A Roll (Skill roll: Maruchi; -½) 6

    3f 7) Re-Direction: Missile Deflection, Missile Reflection, Reflect At Any Target (50 Active Points); Requires A Roll (Skill roll: Maruchi; -½) 5

    4f 8) Everything Floats: Telekinesis (20 STR), Area Of Effect (6 2m Areas; +¾), Selective (+¼) (60 Active Points); Requires A Roll (Skill roll: Maruchi; -½) 6

    Hapkido

    Maneuver OCV DCV Notes

    4 Block +2 +2 Block, Abort

    4 Disarm -1 +1 Disarm; 35 STR to Disarm roll

    4 Escape +0 +0 40 STR vs. Grabs

    5 Joint Break -1 -2 Grab One Limb; HKA 3d6 , Disable

    3 Joint Lock +0 -1 Grab One Limb; 10 STR for holding on

    5 Kick -2 +1 9d6 Strike

    4 Punch +0 +2 7d6 Strike

    3 Sweep +2 -1 6d6 Strike, Target Falls

    1 Weapon Element: Blades

     

    Perks

    9 Contact: The Four Remaining Secret Masters (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8-

    6 Contact: Seoul Police Department (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

    1 Fringe Benefit: Police officer

     

    Skills

    0 Police Officer

    1 1) Combat Driving 8-

    3 2) Criminology 12-

    2 3) KS: Criminal Law And Procedure 11-

    2 4) PS: Police Officer 11-

    3 5) Streetwise 12-

    2 6) WF: Small Arms

    0 Hapkido

    3 1) Breakfall 14-

    2 2) KS: Hapkido 11-

    2 3) WF: Common Melee Weapons

    3 4) Acrobatics 14-

    0 Language: Korean (idiomatic; literate) (5 Active Points)

    2 Language: Cantonese (completely fluent) (3 Active Points)

    3 Language: Mandarin (completely fluent)

    21 Power: The Power of the Maruchi 21-

     

    Total Powers & Skill Cost: 209

    Total Cost: 400

     

    400+ Matching Complications

    20 Psychological Limitation: In love with Eui Jin (Common; Total)

    20 Psychological Limitation: To Serve and Protect, to Enforce the Law (Very Common; Strong)

    10 Hunted: Mobsters & Thugs Infrequently (As Pow; Harshly Punish)

    15 Hunted: Martial Enemies Infrequently (Mo Pow; Harshly Punish)

    10 Unluck: 2d6

    Notes: Comical bad luck

     

    Total Complications Points: 400

     

    Background/History: Sang Hwan was an honest but incompetent and out of shape beat cop when he became involved with the Seven Secret Masters. Trained by five Masters to stand against the corrupted sixth, Sanghwan became the Maruchi, the Enlightened Warrior and Champion of Justice. Now he attempts to negotiate a difficult but rewarding partnership and relationship with his beloved Eui Jin, while defending the people of Korea from crime and danger.

     

    Personality/Motivation: Meek and mild at the start of the film, Sang Hwan always had a strong sense of honor and a devotion to service. Unlocking the power of the Maruchi and gaining the affection of Eui Jin only strengthened those aspects of his character, while teaching him a courage and confidence that he had previously lacked. He now uses his power to defend the weak and uphold the law. He is having a wonderful time.

     

    Quote: Hey! Why not try me?!

     

    Powers/Tactics: The Maruchi (Enlightened Warrior) is a skilled martial artist, supported by a range of formidable Chi based powers. He can briefly levitate, make astonishing leaps, run up and down walls, strike with incredible force, move objects with the power of his will, and even project a Palm Blast of pure psychic force. He is also able to intercept ranged attacks and turn them back against his attacker. To this he adds the skills of a rookie police officer and the contacts he has made in his career and travels. Sanghwan's first priority is to protect and serve, followed by the need to uphold the law.

     

    The Maruchi, for all of his power, is not invulnerable. He can take a severe beating and get back up again, but does not casually shrug off damage. In many combat situations, he's best off taking time to block, deflect incoming attacks, and wait for an opportunity to inflict damage.

     

    Campaign Use: Arahan has been described as Shaolin Soccer by way of Sam Raimi's Spiderman. The pattern of a Superhero origin story is blended with the pattern of a Wuxia martial arts film; the two genres blend well. This version of the character was written for a convention game, and may need to be adjusted for other campaigns.

     

    Appearance: A handsome young Korean man with dyed hair. Wears street clothes or a police officer's uniform.

     

    Character by Ryu Seung-Wan. Sheet by Robert Dorf, 2009.

     

     

     

  11. Re: "Normals" gaining superpowers: how would they change in terms of mentality?

     

    Agreed as to the former' date=' but if the superpower lets you teleport inside the vault, grab the money and go(or shapeshift/turn invisible/whatever) and get away with the money with little to no chance of being discovered, maybe there might be a few more succumbing to that temptation.[/quote']

     

    Of course. "Criminal activity with no obvious direct victims". "Things we can justify and tell ourselves aren't crimes." We're talking past one another.

  12. Re: "Normals" gaining superpowers: how would they change in terms of mentality?

     

    Well, sure, there's lots of internal and external checks that might kick in to prevent someone from slipping so far morally as to rationalize extremely abusive uses of a newly acquired and incredibly useful superpower--empathy; innate moral, religious or ethical core principles; approval or disapproval from peers, friends, family and mentors; fear of adverse consequences; etc.

     

    But if we liken the acquisition of a power which can produce gratifying or pleasurable results for its possessor to something like gambling or drugs or anything else with a high potential for addictive attachment and behavior around it, then I can definitely see the potential for more than 3% of the population(taken at random) to slip into supervillainy or at least "super-selfishness"/shady behavior.

     

    Sure. Most Americans will at some point engage in criminal activity; it's just usually criminal activity with no obvious direct victims. Pirate downloading, drunk driving, speeding, cheating on your taxes, use of sex workers, use of illegal substances, petty theft (often from work), adult bullying, etc. Things we can justify and tell ourselves aren't "crimes". Superpowers that give you more opportunity to engage in "victimless" crime will probably result in people performing them more often.

     

    I just don't see that many people putting on masks and tights and murdering co-workers or smashing into bank vaults.

  13. Re: "Normals" gaining superpowers: how would they change in terms of mentality?

     

    @Megaplayboy - Not much I disagree with there. If you don't see the harm you're inflicting, are following the group, or are ordered to inflict harm by an authority figure, it's much easier. I expect that the probability manipulator in your examples would never feel remorse for making himself rich, as he would never be forced to confront any harm he might have done. As to the rape and murder, he might feel remorse eventually if forced to confront the damage he has caused (or, in the case of the rape, if he comes to have real feelings for his victim and can't rationalize his actions). I'm not a fan of slippery slope arguments. They tend to ignore internal and external checks against slipping.

  14. Re: Foods for those that just don't care anymore

     

    There's nothing unhealthy about an egg on a hamburger patty, depending on the quality of the ingredients. The link between dietary cholesterol and heart disease tends to be over-simplified and exagerated by the media. The most unhealthful thing on the plate is that white bread bun.

     

    Of course, someone who doesn't exercise regularly should be having only about 3-4 ounces of beef with that egg.

     

    This post brought to you by Grumpy Health Nuts.

  15. Re: What Have You Watched Recently?

     

    Solomon Kane - Very good film, a must rent if not a must buy when it finally becomes available on DVD in the US. It has more magic & monsters in than the Howard stories, but the Howard stories did have both; It was well enough done that I didn't mind. Purefoy does an excellent job, as you'd expect. I can see why it didn't get a US release; as much as I liked it (and I did), it has a certain cramped B-movie style at times. It's not quite done in the style of an American Blockbuster, and it's very far from a typical art house film. All of that said, it is very good. Sword & Sorcery fans will enjoy the hell out of it.

     

    All three series of Ashes to Ashes: Saw these before, and they were worth seeing. Watching them again through from the beginning was fun. First series was still the weakest, and the show doesn't quite live up to Life on Mars, but on the whole really enjoyed it.

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