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palaskar

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Everything posted by palaskar

  1. On the flip side to the Stronghold thread, let's assume (for argument's sake), that Stronghold has imprisoned your character. But...your character has one power/ability/stunt/etc. that they have somehow overlooked. By "one power" I mean one power, like Tunneling, Flight, not powers that can be made into a Elemental Control, Multipower or VPP (like shapeshifting, frex.) Powers bought as Power skills or as a new Multipower slot are fine. Now, your character must not only escape his cell, but also free his fellow team members! What is this power, and how would you use it to get out? Then how you rescue your team? The power must be GM-friendly. I.e., not out of character concept, not blatantly abusive, not over campaign active point limits (unless your GM would allow it.), etc.
  2. Re: Powers You've Never (or Seldom) Used? I've never used (nor seen anyone use) Tunneling.
  3. Re: Looking For "Bird Style" Martial Arts IIRC, "Chi" in Japanese means "Earth>" (As in, dirt, rocks, etc.) So "Chi Ken" means "Earth Fist." The Chinese MA Hsing-I/Xingyi has a "rooster" animal style as one of its substyles. This was also incorporated in Li Ho Ba Fa. A "phoenix" style could also be developed. Take Crane/Eagle style and add in the internal elements of Shaolin Dragon style.
  4. Re: How would you write up the Colt from "Supernatural"? Well, in the show with the witch demon (Malleus Maleficarum, IIRC), we see that Missile Deflection works against the Colt, so a Force Wall probably would as well. After all, most Force Walls aren't living things. Same for most FF. I don't know about Armor, PD/ED...presumably the same; I don't think the Colt could kill a tank (unless it was alive, like the living ships of B5/Atlantis/Sliders.) So the defense is not vs. things that are "living" in the loosest sense of the word. Or against Force Walls if you want to get more specific.
  5. Re: Need some name help: French Supers There's always La Flamme ("the flame") for a fire projector/controller. And there's my creation, the existentialist "Vomir" (to vomit.) He could vomit anything up to the size of a small car, and was often made sick by the bourgoise (sp!).
  6. I've always wondered this... How many points did Dr. Strange use from his Magic VPP to take down Galactus with Strange's "Summoning all the ghosts of the people you've killed"? Remember, although originally Galactus had to eat rarely (once a century, I think) for most of his billions of years lifespan, he has had to snack on a planet about every month when he started taking heralds (centuries or millenia (sp!) ago, judging from the fact that the Sivler Surfer's race lives thousands of years.) So, how many points are we talking here?
  7. Re: Elementary, My Dear Watson IIRC, in one story, Holmes was able to shoot the "V" in "Victoria Regina" accurately enough for people to recognize the letter from across the room or so.
  8. Re: Re-imagining DC's Karate Kid Yeah, I just boosted KK's STR 20 points and gave him skill levels with HA attacks (from his martial arts/super physique power pool.)
  9. Re: Hero Goes to the Movies (or TV Shows)! Although a Tai Chi player myself, I don't think Riggs knows Tai Chi. The training credits for the end of Lethal Weapon I (or was it II?) show that Jailhouse Rock, Brazilian Jujitsu and one other style was used.
  10. Re: Re-imagining DC's Karate Kid Yeah, you're probably right about breaking HTH. I still have to work out a lot of kinks. Here's version 2: Karate Kid 55 STR 25 16- Lift 3200 kg; 11d6 HTH Damage [3] 30 DEX 60 15- OCV: 10/DCV: 10 30 CON 40 15- 25 BODY 30 14- 23 INT 13 14- PER Roll 14- 23 EGO 26 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 18 COM 4 13- 20 PD 13 Total: 20 PD (0/6 rPD) 20 ED 14 Total: 20 ED (0/6 rED) 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 20 REC 16 60 END 0 55 STUN 0 Total Characteristic Cost: 271 Movement: Running: 6"/15" Flight: 30"/240" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END Sinanju, Sun Source of the Martial Arts 12 1) Combat Luck (6 PD/6 ED) 30 2) Moving with the blow / Pain Control: Physical Damage Reduction, Resistant, 50% 30 3) Moving with the blow / Pain Control II: Energy Damage Reduction, Resistant, 50% 65 4) Tapping to find the weak spot: Find Weakness 20- with HtH Attacks 27 5) Honed Senses: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 14- 14 6) Honed Senses II: (Total: 14 Active Cost, 14 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) plus +2 PER with all Sense Groups (Real Cost: 6) 11 7) Lifestyle and Breathing: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 5 8) Vitality: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2) 154 Martial Training Powers: Variable Power Pool, 80 base + 84 control cost, Cosmic (+2) (192 Active Points); Limited Class Of Powers Available Slightly Limited (Super Skills and Martial Arts; -1/4) 60 Magic: Variable Power Pool, 60 base +30 control cost Sample Martial Training Powers 1) Speed of Sinanju: Flight 30", x8 Noncombat (70 Active Points); 0 2) Sinanju Touch: Major Transform 2d6+1, Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4), Variable Healing Method (+1/2) (70 Active Points); No Range (-1/2) Real Cost: 47 3 0 3) Sinanju Puppeteer: Mind Control 9d6+1, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (70 Active Points); Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 28 3 0 4) Paralytic Touch: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against CON, Not STR (+1/4), Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Based on CON (Defense: PD; -1), Cannot Form Barriers (-1/4) Real Cost: 31 3 5) I can tell if you're lying: Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (56 Active Points); Empathy All Emotions (-1/2), Receive Only (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Limited Range (-1/4) Real Cost: 20 2 6) Crippling Touch: Drain any Characteristic 3d6, any Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (67 Active Points) Real Cost: 67 3 7) His face never showed on the cameras: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Only vs. Machines Power loses about half of its effectiveness (-1) Real Cost: 15 2 55 Bukujutsu: Flight 25", x4 Noncombat, END 5 5 Gliding 5" 11 Leaping To The Horizon: Leaping +11" (18" forward, 9" upward), END 1 6 Fast On His Feet: Running +3" (15" total), END 1 24 Chi Sense: Detect Fighting Ability 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +8 23 Chi Suppression: Invisibility to Sense Chi/Sense Fighting Ability, No Fringe, Reduced Endurance (0 END; +1/2); Only When Not Attacking (-1/2) Skills 44 Movement Techniques: Multipower, 44-point reserve 2u 1) Zazoken: Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls; No Range (-1/2), Must Perform A Half-Move At Minimum (-1/2), END 4 2u 2) Sanzouken: Teleportation 18"; Only To Places The Character Can Normally Reach (-1/2), No Noncombat Movement (-1/4), Must Pass Through Intervening Space (1/4),END 4 1u 3) Invisible Jumping: Invisibility to Sight Group , No Fringe; Only When Not Attacking (-1/2), Must Make A Full Move (-1/2), END 3 154 Chi Techniques: Multipower, 154-point reserve 1) Spirit Bomb (Genkidama): RKA 9d6, Area Of Effect (14" Radius; +1); Extra Time (Full Phase, 5d6 takes Full Phase, 7d6 takes Full Turn, 9d6 takes One Minute; -1/2), Concentration (1/2 DCV; -1/4), END 27 9u 2) Chi Blast: EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3 7u 3) Dodon Ray (Dodonpa): EB 17d6; Gestures (must project energy from finger; -1/4), END 8 4u 4) Kamehameha: EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24 Incantations ("Kamehameha!"; -1/4), END 20 3u 5) Solar Flare (Taiyoken): Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2); No Range (-1/2), Gestures (Requires both hands; must throw out arms and legs to "project" the light energy; -1/2), Incantations (Taiyoken!; -1/4), END 7 4u 6) Shinkikoho: RKA 4d6, Area Of Effect (6" Radius; +1); Side Effects, Side Effect occurs automatically whenever Power is used (Drain 3d6 BODY and STUN; -1), Gestures (Requires both hands; must position hands and fingers around face; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (Shinkikoho!; -1/4), END 24 5u 7) Kiai: Dispel Chi Powers 25d6, any chi power one at a time (+1/4); Gestures (Requires both hands; must cup hands around mouth; -1/2), Incantations (loud shout; -1/4), END 9 5u 8) Soul Bomb (Souki Dan): EB 12d6, Indirect (Same origin, any direction; +1/2), No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must "direct" energy blast; -1/2), Concentration (1/2 DCV; -1/4), END 12 5u 9) Wolf Fang Fist (Shin-Rougafufuken): HA +9d6, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Incantations 6u 10) "It's powerful, but slow": (Kakusandan): RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12 6u 11) Destructo-Disk (Kienzan): RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must hold both arms over his head to create energy disk; -1/2), END 6u 11) Double Tsuikidan: EB 16d6, No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and guide them to the target; -1/2), END 12 Summoning Jutsu 360 point Multipower 1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END 360 points 2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END 100 points 3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END 50 points 4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END25 points 5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END 2.5 points 19 Shiyoken: Extra Limbs (arms) (2); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) plus +4 with HTH Combat; Linked (Extra Limbs (arms); -1/4), END 1 Kaioken Technique: 3d6 Succor, max 21 points, self only (-1/2), (STR, DEX, SPD, and PER rolls; and All Chi powers, +2) 3 END Legion Flight Ring 24 12" Flight (OIF, -1/2), (0 END, +1/2) Skills 20 +4 with Dodonpa, Kamehameha, Souki-Dan, and Chi Blast 8 +4 OCV with Missile Deflection 24 +3 with All Combat 24 +6 with HA 90 Do: +18 with all HTH Combat 15 Gun Kata: +5 DCV (only vs. guns, -1/4) 20 Gymkata: +3 All Combat (requires a acrobatics roll, -14) 3 1) Acrobatics 15- 3 2) Breakfall 15- 3 3) Concealment 14- 3 4) Shadowing 14- 3 5) Stealth 15- 3 6) Sleight Of Hand 15- 3 7) Seduction 15- 3 8) Analyze: Style 14- 3 9) Analyze: Combat 14- 3 10) Tactics 14- 3 11) Interrogation 15- 3 12) PS: Sensei 14- 18 13) +6 with Martial Maneuvers 10 14) Defense Maneuver I-IV 10 15) Two-Weapon Fighting (HTH) 2 16) KS: Guns 11- 2 17) PS: Gymnast 11- 2 19) KS: Gymnastics 11- ? 19) PS: Martial Artist 24- 12 20) KS: Martial Arts Styles 24- 12 21) KS: The Martial Arts Galaxy 24- 3 22) KS: Martial Arts Religions 15- 3 23) KS: Martial Arts Philosophies 15- 3 24) KS: Martial Magic 15- 3 25) Acting 15- 5 Psychological Limitation: Will not willingly use non-improvised weapons, never uses guns (Uncommon, Moderate) 15 Physical Limitation: May only eat minimally processed foods. Affected badly by drugs or alcohol. (Infrequently, Fully Impairing) Generally, alcohol or processed foods will at the least rob Karate Kid of his extra DC until they pass through his system, and may render him completely helpless at the GM's discretion. 5 Distinctive Features: steel hard fingernails (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Susceptibility: Certain frequencies of sound and types of radiation harmless to ordinary men, 1d6 damage per Phase (Uncommon) 15 Enraged: Llap Goch: attack any and everybody before they attack you. (Enraged, go 8-, recover 14-) 10 Hunted: That guy who killed his father: (As Pow, Occasionally, Harshly Punish) 15 Hunted: The Legion of Superheroes (Mo Pow, Very Freq, Watched)
  11. Re: Re-imagining DC's Karate Kid BTW, is anybody able to writeup the 97 Steps and the Weirding Way? I don't know enough about the styles to add them to KK's repertoire (sp?).
  12. Re: Re-imagining DC's Karate Kid Here's a rough character sheet for the re-imagined Karate Kid. It still needs quite a bit of trimming...probably delete the specific MA techniques, fold the Extra DC into STR (not for lifting, -1/2), and add some of overlooked powers, like the Transdimensional Naked Advantage. Oh, and flush out his skills more and add the Legion's flight ring. Here we go. Be warned, it's long: Karate Kid 35 STR 25 16- Lift 3200 kg; 7d6 HTH Damage [3] 30 DEX 60 15- OCV: 10/DCV: 10 30 CON 40 15- 25 BODY 30 14- 23 INT 13 14- PER Roll 14- 23 EGO 26 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 18 COM 4 13- 20 PD 13 Total: 20 PD (0/6 rPD) 20 ED 14 Total: 20 ED (0/6 rED) 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 20 REC 16 60 END 0 55 STUN 0 Total Characteristic Cost: 271 Movement: Running: 6"/15" Flight: 30"/240" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END Sinanju, Sun Source of the Martial Arts 12 1) Combat Luck (6 PD/6 ED) 30 2) Moving with the blow / Pain Control: Physical Damage Reduction, Resistant, 50% 30 3) Moving with the blow / Pain Control II: Energy Damage Reduction, Resistant, 50% 65 4) Tapping to find the weak spot: Find Weakness 20- with HtH Attacks 27 5) Honed Senses: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 14- 14 6) Honed Senses II: (Total: 14 Active Cost, 14 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) plus +2 PER with all Sense Groups (Real Cost: 6) 11 7) Lifestyle and Breathing: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 5 8) Vitality: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2) 154 Martial Training Powers: Variable Power Pool, 80 base + 84 control cost, Cosmic (+2) (192 Active Points); Limited Class Of Powers Available Slightly Limited (Super Skills and Martial Arts; -1/4) 60 Magic: Variable Power Pool, 60 base +30 control cost Sample Martial Training Powers 1) Speed of Sinanju: Flight 30", x8 Noncombat (70 Active Points); 0 2) Sinanju Touch: Major Transform 2d6+1, Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4), Variable Healing Method (+1/2) (70 Active Points); No Range (-1/2) Real Cost: 47 3 0 3) Sinanju Puppeteer: Mind Control 9d6+1, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (70 Active Points); Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 28 3 0 4) Paralytic Touch: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against CON, Not STR (+1/4), Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Based on CON (Defense: PD; -1), Cannot Form Barriers (-1/4) Real Cost: 31 3 5) I can tell if you're lying: Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (56 Active Points); Empathy All Emotions (-1/2), Receive Only (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Limited Range (-1/4) Real Cost: 20 2 6) Crippling Touch: Drain any Characteristic 3d6, any Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (67 Active Points) Real Cost: 67 3 7) His face never showed on the cameras: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Only vs. Machines Power loses about half of its effectiveness (-1) Real Cost: 15 2 Sinanju, Sun Source of the Martial Arts Maneuver OCV DCV Notes 4 Finger Strike -1 +1 5d6 NND 4 Block +2 +2 Block, Abort 5 Breaking Throw -2 -2 Grab One Limb; HKA 1 1/2d6 , Disable; Target Falls 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Knives of Eternity -2 +0 HKA 3d6 +1 4 Punch/Snap Kick +0 +2 14d6 Strike 5 All Out Offense -2 +1 16d6 Strike 4 Root +0 +0 75 STR to resist Shove; Block, Abort 4 Shove +0 +0 75 STR to Shove 3 Controlling Hold -1 -1 Grab Two Limbs, 70 STR for holding on 4 Escape +0 +0 75 STR vs. Grabs 4 Punishing Hold +0 +0 16d6 Crush, Must Follow Grab 4 Eye Gouge -1 -1 Flash 10d6 5 Takeaway +0 +0 Grab Weapon, 70 STR to take weapon away 5 Passing Strike +1 +0 12d6 +v/5; FMove 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove Martial Arts: Kamesennin-ryu Maneuver OCV DCV Damage 5 Backhand +1 +3 5d6 Strike 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Flying Kick +1 -2 9d6 Strike 5 Kick -2 +1 9d6 Strike 4 Knee/Elbow Strike +2 +0 7d6 Strike 4 Punch +0 +2 7d6 Strike 1 Weapon Element: Blades Martial Arts: Tsurusen-ryu Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Bone-Breaking Blow -2 +0 HKA 2d6-1 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Elbow/Knee Strike +2 +0 8d6 Strike 5 Kick -2 +1 10d6 Strike 4 Punch +0 +2 8d6 Strike 4 Tien-Hsueh Strike -1 +1 2d6 NND Skills 12? +4 with Dodonpa, Kamehameha, Souki-Dan, and Chi Blast 8 +4 OCV with Missile Deflection 24 +3 with All Combat 24 +6 HTH Damage Classes (not added in) 90 Do: +18 with all HTH Combat 15 Gun Kata: +5 DCV (only vs. guns, -1/4) 20? Gymkata: +3 All Combat (requires a acrobatics roll, -14) 55 Bukujutsu: Flight 25", x4 Noncombat, END 5 5 Gliding 5" 11 Leaping To The Horizon: Leaping +11" (18" forward, 9" upward), END 1 6 Fast On His Feet: Running +3" (15" total), END 1 24 Chi Sense: Detect Fighting Ability 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +8 23 Chi Suppression: Invisibility to Sense Chi/Sense Fighting Ability, No Fringe, Reduced Endurance (0 END; +1/2); Only When Not Attacking (-1/2) Skills 44 Movement Techniques: Multipower, 44-point reserve 2u 1) Zazoken: Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls; No Range (-1/2), Must Perform A Half-Move At Minimum (-1/2), END 4 2u 2) Sanzouken: Teleportation 18"; Only To Places The Character Can Normally Reach (-1/2), No Noncombat Movement (-1/4), Must Pass Through Intervening Space (-1/4), END 4 1u 3) Invisible Jumping: Invisibility to Sight Group , No Fringe; Only When Not Attacking (-1/2), Must Make A Full Move (-1/2), END 3 154 Chi Techniques: Multipower, 154-point reserve 1) Kaioken Technique: 3d6 Succor, max 21 points, self only (-1/2), (STR, DEX, SPD, and PER rolls; and All Chi powers, +2) 3 END 2) Spirit Bomb (Genkidama): RKA 9d6, Area Of Effect (14" Radius; +1); Extra Time (Full Phase, 5d6 takes Full Phase, 7d6 takes Full Turn, 9d6 takes One Minute; -1/2), Concentration (1/2 DCV; -1/4), END 27 9u 3) Chi Blast: EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3 7u 4) Dodonpa: EB 17d6; Gestures (must project energy from finger; -1/4), END 8 4u 3) Kamehameha: EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24 Incantations ("Kamehameha!"; -1/4), END 20 3u 6) Taiyoken: Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2); No Range (-1/2), Gestures (Requires both hands; must throw out arms and legs to "project" the light energy; -1/2), Incantations (Taiyoken!; -1/4), END 7 4u 7) Shinkikoho: RKA 4d6, Area Of Effect (6" Radius; +1); Side Effects, Side Effect occurs automatically whenever Power is used (Drain 3d6 BODY and STUN; -1), Gestures (Requires both hands; must position hands and fingers around face; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (Shinkikoho!; -1/4), END 24 5u 8) Kiai: Dispel Chi Powers 25d6, any chi power one at a time (+1/4); Gestures (Requires both hands; must cup hands around mouth; -1/2), Incantations (loud shout; -1/4), END 9 5u 9) Souki Dan: EB 12d6, Indirect (Same origin, any direction; +1/2), No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must "direct" energy blast; -1/2), Concentration (1/2 DCV; -1/4), END 12 5u 9) Shin-Rougafufuken: HA +9d6, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Incantations 6u 10) Kakusandan: RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12 6u 11) Kienzan: RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must hold both arms over his head to create energy disk; -1/2), END 6u 2) Double Tsuikidan: EB 16d6, No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and guide them to the target; -1/2), END 12 19 Shiyoken: Extra Limbs (arms) (2); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) plus +4 with HTH Combat; Linked (Extra Limbs (arms); -1/4), END 1 360 point Multipower 1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END 360 points 2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END 100 points 3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END 50 points 4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END 25 points 5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END 2.5 points Skills 12? +4 with Dodonpa, Kamehameha, Souki-Dan, and Chi Blast 8 +4 OCV with Missile Deflection 24 +3 with All Combat 90 Do: +18 with all HTH Combat Skills 3 1) Acrobatics 15- 3 2) Breakfall 15- 3 3) Concealment 14- 3 4) Shadowing 14- 3 5) Stealth 15- 3 6) Sleight Of Hand 15- 3 7) Seduction 15- 3 8) Analyze: Style 14- 3 9) Analyze: Combat 14- 3 10) Tactics 14- 3 11) Interrogation 15- 3 12) PS: Sensei 14- 18 13) +6 with Martial Maneuvers 10 14) Defense Maneuver I-IV 10 15) Two-Weapon Fighting (HTH) 2 16) KS: Guns 11- 2 17) PS: Gymnast 11- 2 19) KS: Gymnastics 11- ? 19) PS: Martial Artist 24- ? 20) KS: Martial Arts Styles 24- ? 21) KS: The Martial Arts Galaxy 24- 5 Psychological Limitation: Will not willingly use non-improvised weapons, never uses guns (Uncommon, Moderate) 15 Physical Limitation: May only eat minimally processed foods. Affected badly by drugs or alcohol. (Infrequently, Fully Impairing) Generally, alcohol or processed foods will at the least rob Karate Kid of his extra DC until they pass through his system, and may render him completely helpless at the GM's discretion. 5 Distinctive Features: steel hard fingernails (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Susceptibility: Certain frequencies of sound and types of radiation harmless to ordinary men, 1d6 damage per Phase (Uncommon) 15 Disadvantage: Llap Goch: attack any and everybody before they attack you. Enraged, go 8-, recover 14-
  13. Re: Re-imagining DC's Karate Kid Here's Yamcha' Spirit Bomb: Souki Dan: EB 12d6, Indirect (Same origin, any direction; +1/2), No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must "direct" energy blast; -1/2), Concentration (1/2 DCV; -1/4), END 12 120 points total.
  14. Re: Re-imagining DC's Karate Kid Here are Krillin's techniques from Dragon Ball Z. As its most powerful human hero, it's not unreasonable that KK would have some or all of his techniques at the same level. Like many of the MAs, it can be justified as being passed down for a thousand years or so to some obscure corner of the galaxy... 125 Chi Techniques: Multipower, 125-point reserve 9u 1) Chi Blast: EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3 6u 2) Double Tsuikidan: EB 16d6, No Range Modifier (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and guide them to the target; -1/2), END 12 4u 3) Kamehameha: EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24 3u 4) Taiyoken: Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2); No Range (-1/2), Gestures (must throw out arms and legs to "project" the light energy; -1/4), Incantations ("Taiyoken!"; -1/4), END 7 6u 5) Kakusandan: RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12 6u 6) Kienzan: RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must hold both arms over his head to create energy disk; -1/2), END
  15. Re: Re-imagining DC's Karate Kid Hmm, on consideration, most of the Naruto crazy stuff is Kekkai-Genkai (bloodline abilities developed by selective breeding ). So we could get away with normal MA techniques. But in order to represent this MA, we need a Daoist magic pool: Senjutsu - In the world of Outlaw Star, Tao magicians of the Chinese guild use mystical forces to cast spells. They also train more combat-capable in the art of combining Tao magic with advanced martial arts. This combination of fluid fighting and mystical force is difficult to defend against. Tao magicians and senjutsu masters chant the mystic litany "pa-gua-sun-fa" to summon spirit energy to cast their spells. Does anyone have a link to Remo William's writeup? I remember seeing a link to it somewhere... BTW we still need to decide on what KK's summoning animal would be...I vote for Fluffy Bunnies...of DESTRUCTION!
  16. Re: Re-imagining DC's Karate Kid Check out this link for fictional MAs: http://en.wikipedia.org/wiki/Fictional_martial_arts We should probably concentrate on those, since they're going to be the most outrageous. Here we for Gun Kata and Gymkata: Gun Kata: +5 ranged DCV (only vs. guns, -1/4) (20 points) Weaponsmith: Firearms, Energy Weapons (3 points) KS: Guns 11- (2 points) Total: 25 points Gymkata: 20 points Karate techniques +3 overall combat levels (must make Acrobatics roll, -1/4) (19 points) Acrobatics, DEX-based roll (3 points) PS: Gymnast 11- (2 points) KS: Gymnastics 11- (2 points) Total: 26 points/46 points with Karate techniques And now, the gross power levels of Naruto's Summoning Justu...(drum roll): Summoning Justu! Multipower 360 point Multipower 1u) Summon Extradimensional Animal Archetype: Summon one 800-point being, (Specific Being, +1, Friendly +1/4): 72 END 360 points 2u) Summon Strong Extradimensional Animals: Summon one 400-point being (Friendly, +1/4): 20 END 100 points 3u) Summon Medium-Power Extradimensional Animal: Summon one 200-point being (Friendly, +1/4): 10 END 50 points 4u) Summon Low-Power Extradimensional Animal: Summon one 100-point being (Friendly, +1/4): 5 END 25 points 5u) Summon Basically Useless Extradimensional Animal: Summon one 10-point being (Friendly, +1/4): 2 END 2.5 points 537 points for total powers/10 for Ultra = 54 points 54 +360 = 414 points We could probably leave out everything from Medium-Power on down, but I feel that "picking and choosing" which powers to represent and which to put in the VPP would be bogus, like making a one-technique MA. Same with Gymkata. Of course, people buy one technique for combat all the time...*shrug* what do you all think?
  17. Re: Re-imagining DC's Karate Kid Yes, 80 Active Point VPP sounds good. Better make it Cosmic, though, if we want to shoehorn in all of the funky stuff like Naruto's Ninpo and Sinanju's body control stunts. A few things that the VPP wouldn't cover, off the top of my head: Déjà fu- a Discworld martial art used by Lue Tze that can hit even before the blows are actually made thereby catching people off-guard. The use of techniques in splitting time into smaller useful segments facilitated this. Naked Advantage: (Transdimensional, a set amount of time before the blows are made, +1/2) Diamond Finger/One Finger: Basically a Dim Mak at range. 6d6 Body Drain, Ranged +1/2, Invisible to all senses but Chi detection, Curable by Traditional Chinese Medicine -1/4, Once per Day, -2 Oh, and the various skill level stuff, like Gun Kata and Gym Kata.
  18. Re: Re-imagining DC's Karate Kid Oh, I forgot Llap Goch. This infamous fictional MA was bandied about in the MA newsgroup. The tenates of Llap Goch are two: 1) Attack is better than defense. 2) Surprise is the best form of attack. Therefore, the Llap Goch practitioner goes about attacking people before they can attack him. Disadvantage: Llap Goch; attack any and everybody before they attack you. Enraged, go 8-, recover 14- 15 points.
  19. Re: Re-imagining DC's Karate Kid Yes, these are all good. The VPP would have to pretty large (and broad) though, to accomodate stuff like the Spirit Bomb from DBZ, and some of the crazier stuff from Naruto, especially all the Ninjitsu/Genjutsu justus which seem to encompass everything. I'm thinking 80 AP minimum. How that sound? EDIT: Eww. On reflection, the Spirit Bomb probably does around 30d6. Explosive, but with Extra Time and Gestures. Then there's the sicko ability it has to be boosted up by getting people to increase its damage by having people give it energy. and since the Ninjutsu/Genjutsu can do about anything, this means a Cosmic VPP of 150 AP or so! (Not even figuring the Explosive advantage on it, which would increase things to 225 AP.) This is why I wanted to stat up the martial arts one by one. Some of them are just so outrageously powerful, they have to be built by themselves, outside a VPP. So we're talking a Cosmic VPP -- not just a martial arts pool -- just to accomodate the stuff from Naruto, and then we'd have to stat up the Spirit Bomb outside it. I'll go looking for a writeup of the Spirit Bomb. BRB. EDIT 2: Ah, here we go, off Surbrook's site. I've removed the (Not while in Super-Sayain mode, -1/2) modifier: Genkidama: RKA 9d6, Area Of Effect (14" Radius; +1); Extra Time (Full Phase, 5d6 takes Full Phase, 7d6 takes Full Turn, 9d6 takes One Minute; -1/2), Concentration (1/2 DCV; -1/4), END 27 According to my calculator app, this is 270 points before negative modifiers! Accounting for those, it comes out to 154 points. This should be included with the Kaioken technique in a Kaioken multipower: Kaioken Technique: 3d6 Succor, max 21 points, self only (-1/2), (STR, DEX, SPD, and PER rolls; and All Chi powers, +2): 32 points. Kaioken MA Multipower: 154 Kaioken Martial Art 1) Kaioken Technique: 3d6 Succor, max 21 points, self only (-1/2), (STR, DEX, SPD, and PER rolls; and All Chi powers, +2) 3 END 2) Spirit Bomb (Genkidama): RKA 9d6, Area Of Effect (14" Radius; +1); Extra Time (Full Phase, 5d6 takes Full Phase, 7d6 takes Full Turn, 9d6 takes One Minute; -1/2), Concentration (1/2 DCV; -1/4), END 27 Anyone care to speculate on the points needed for Naruto Genjutsu/Ninjustu? I can't find a writeup anywhere.
  20. Re: Re-imagining DC's Karate Kid Nah, it seems like there are too many KK fans. Okay there's only one I know of on the board, but he's a really big fan.
  21. I was reading a thread about the "ultimate, most elite fighting style/system" back on rpg.net that got me thinking: Karate Kid knows all of the martial arts in the galaxy. What if we represented this by giving him every single ultimate martial art in fiction (including RPGs) and real-life? Every. Single. One. From Sinanju to the Weirding Way to super-Ninpo of Naruto to...well, you get the picture. The only exception would be arts he couldn't use, or arts he couldn't possibly learn (i.e., no Super Saiyan Modes, no "blitzkreigger" or what ever it was from Battle Angel whats-her-name.) I'll start it off with an easy one: Mage the Ascention's Do, five dots: +18 overall HtH combat levels (90 points) Who's next?
  22. Re: Strange Hero Concepts: Discuss Your Own! A couple that I wanted to make for the Gestalt setting: Superpope: On the eve of his death, Pope John Paul II watched the moon ecplise (sp?) the sun. He was then transformed into SuperPope, fighter of all things evil and ungodly. Has the Popemobile and the "red phone" -- a telephone line to God. (I haven't statted out the points for that Contact... ) Hmm...comes out at +2 for a basic 11-, +7 to 18-, +3 for very useful skills, +1 for access to major instituions (sp), +1 for significant Contacts of His own, +1 for good relationship...15 points. That doesn't sound right. Elvis: It's Elvis. An immortal Elvis. Who is spectacularally popular, holds an 8th black belt in Ed Parker's American Kenpo MA style, and can summon legions of Elvis impersonators at will. He can also change between agile, handsome "thin Elivis" and rubbery, fat "fat Elvis" at will.
  23. Re: Favorite Anti-Brick tricks? Ah. I was thinking of it being under "Flight." Thanks.
  24. Re: Alien Stereotypes Don't forget the "cute" aliens and the plant aliens. (i.e. fuzzis and Cotatai.)
  25. Re: What if you could have just one or two powers? Omitting the obvious Life Support power most people would sanely want (I mean, live forever -- who wouldn't want it?) my faves off the top of my head are Duplication combined with Superspeed. Call it "limited time control" -- summon copies of your self from the near past or future, and distort time to give superspeed. Basically, it's like doing a manga "triple shot" or "triplicate" posted elswhere on the forums.
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