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Nagisawa Takumi

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Posts posted by Nagisawa Takumi

  1. Re: Poison's FREE Character Drawing Contest - #1

     

    My Champion New Millenium character and history, and it's a biggie!

    Alias: Tai,

    AKA: Damien Knight, Samuel Bennet, Eric T. Kinkaide.

    Real Name: Unknown.

     

    Str: 15 (Cost: 5)

    Dex: 15 (Cost: 15)

    Con: 15 (Cost: 10)

    Body: 15 (Cost: 10)

    Int: 15 (Cost: 5)

    Ego: 15 (Cost: 10)

    Pre: 14 (Cost: 8)

    Com: 14 (Cost: 2)

     

    (Cost; 65)

     

    PD: 3

    ED: 3

    Spd: 3

    Rec: 6

    END: 30

    Stun: 29

     

    Skills/Talents:

    (Cost: 2) Observant: +1 to Sight Group

    (Cost: 3) KS: Military/Mercenary/Terrorist World

    (Cost: 3) KS: Espionage World

    (Cost: 3) KS: Underworld

    (Cost: 3) KS: Corporate World

    (Cost: 2) AK: Hudson City 11-

    (Cost: 1) Combat Driving: 8-

    (Cost: 3) Stealth

    (Cost: 3) Shadowing

    (Cost: 3) Acting

    (Cost: 3) Acrobatics

    (Cost: 3) Deduction

    (Cost: 3) Disguise

    (Cost: 3) Forgery

    (Cost: 3) Lockpicking

    (Cost: 3) Security Systems

    (Cost: 3) Streetwise

    (Cost: 2) WF: Small Arms

    (Cost: 10) Two Weapon Fighting (Melee)

    (Cost: 2) KS: Karate 11-

    (Cost: 2) KS: Jeet Kune Do/Jun Fan 11-

    (Cost: 2) KS: Koto-Ryu Ninjutsu 11-

    (Cost: 2) KS: Kenjutsu 11-

    (Cost: 2) WF: Common Melee weapons

    Martial Arts: (See combat section)

    (Cost: 20) All Autofire

    (Cost: 10) Full Defense Manuever

    (Cost: 2) TF: small motorized ground vehicles

    (Cost: 1) TF: Motorcycles

     

     

    Combat and Powers/Signature Gear:

    Martial Arts (Various)

    Maneuver Phs Pts. Ocv/Dcv Damage/Notes

    Block 1/2 4 +2/+2 Block/Abort

    Choke Hold 1/2 4 +2/+0 Grab one limb (head) 2d6 NND

    Dodge 1/2 4 -/+5 Dodge, affects all attacks, Abort.

    Grab/Joint lock 1/2 3 -1/-1 Grab 2 limbs, +10 str for holding on

    Spin Kick/ 1/2 5 -2/+1 Str+4d6 Strike (+4DC for weapons)

    Knee strikes/Kick/Side Kick

    Punch/Strike/ 1/2 4 +0/+2 Str+2d6 Strike (+2DC for weapons)

    Snap Kick

    Nerve Strike/ 1/2 4 -1/+1 2d6 NND (1)

    Atemi Strike

    Legsweep 1/2 4 +2/-1 Str+1d6 Strike, Target Falls

    Throw 1/2 3 +0/-1 Str+v/5, Target Falls

    Knife/Spearhand 1/2 4 -2/+0 HKA 1/2d6 (2DC)

     

    Weapon Elements:

    Blades, Clubs, Karate Weapons, Staves, Polearms (5 points)

     

    Minor Psychometry: (40 Point VPP)

    VPP: Psychometry

     

    Active cost: 20

    Control: 40

     

    Only for Skills, Super-Skills or Martial Arts based abilities (Limited Class, -1/2),

    Must be in constant contact with appropriate object, (Can only change when he touches an item with an 'imprint', GM's call, -1/2, no guarantee the skills will be useful to him. -0) IAF: Specific weapon or item (-1/2, take it away, he loses access to whatever skills they had.),

    Skills appropriate to item only (-1/4), No control over which abilities he gets (-1/2)

    No roll required (+1)

     

    Hyper immune system: LS: Immune to Terrestrial Poisons and Toxins, LS: Immune to Terrestial Diseases and Bio Warfare Agents.

     

    Super Skills already Attained:

    Combat Intuition: +2 with all Combat requires Int roll (Cost: 9)

    Unbreakable Will: Mental Defense (10+Ego/5), Only vs. Mind altering drugs (Cost: 5)

    Unimpressed: +20 PRE, only to Protect Against Presence Attacks (Cost: 10)

    Lightning-Swift Warrior: +2 Speed (-1/2, costs End: 2, Only to Attack -0) Cost: 13

    Something's Not Right Here...: Danger Sense (Immediate Vicinity, Out of Combat, Intuitional) Cost: 20

     

    Armoured Uniform/Costume:

    Armour (12 PD/ 6 ED), Real Armour (-1/2), Hardened (+1/4) Indepentant (-2)

    Utility pockets in armour: Multipower, OIF (-1/2), Independant (-2) (30 Active points/ 12 Real Points)

    Total cost: 30

    1u Advanced lock picks (Left wrist pocket): +2 to Lockpicking (OAF -1)

    1u Extendible Billy Club/short staff (Lower Back sheath): HA +3d6, Reduced endurance (0 END,

    +1/2), OAF (-1), Hand to hand (-1/2)

    1u Flashlight (Hidden on both sides of the faceplate), Sight Group Images 1" radius, +4 PER rolls,

    OIF (-1/2), Only to Create Light (-1), Limited range (10", -1/4), 1 Continuing Fuel

    Charge (Rechargable, Easy to Obtain, 1 Hour, 0)

    1u Folding boomerang (Right uppback) EB 4d6, Reduced Endurance (0 END, +1/2), OAF (-1)

    1u Laser torch (Built into right wrist) 1 RKA, Penetrating (x2, +1), OIF (-1/2) No Range (-1/2),

    1 Continung fuel charge that lasts 5 minutes, (Battery, easy to replace, -1/2)

    1u Medkit (Left belt pouch), +2 Paramedics, OAF (-1), 4 Charges (-1)

    1u Mini climbing rig/claws (hands/palms and toes), +2 climbing, OIF (-1/2).

    1u Mini Bolos (Left leg pocket), Entangle 3d6, 3 Def, OAF (-1) 3 Charges (-1 1/4)

    1u Mini Video Camera (Built into helm), Eidetic Memory, OIF (-1/2), Audio and Visual Only (-1/4)

    1u Nightsight Visor, (Helm's visor), Infrared Perception, Sight Group and +6 Range Modifier

    for Sight Group, OIF (-1/2)

    1u Paint Tag Bombs (Right leg pouch 1), Cosmetic Transformation 4d6 (Normal Person to Person

    Painted Bright Red, Washes off with Vinegar, Partial Transform (+1/2), OAF (-1), 4 Charges (-1),

    Range based on STR (-1/4)

    1u Polarized eyes (eye slits), Sight Group Flash Defense (10 points), OIF (-1/2)

    1u Rebreather (Helm), LS: Expanded Breathing; Breath underwater, OIF (-1/2), 1 Continuing Fuel

    Charge, (Rechargable, Easy to Obtain, 1 Hour, 0)

    1u Smoke Pellets (Right leg pouch 2), Darkness to Sight Group 3", OAF (-1), 8 Continuing Charges

    Lasting 1 Turn each (Removed by high winds or rain 0), Range based on STR (-1/4)

    1u Swing Lines (Built into each wrist), Swinging 10", Reduced END (0 END; +1/2), OIF (-1/2)

    1u Thermite Pellets I(Right leg pouch 3), RKA 1d6, AP (+1/2), Explosion (+1/2), 6 Charges

    (-3/4), Range based on STR (-1/4)

    1u Thermite Pellets II (Right leg pouch 4), RKA 1d6, Continuous (+1), OAF (-1), 6 Continuing

    Charges Lasting 1 Turn each (-1/4), Range based on STR (-1/4)

    1u Throwing blades (Various locations, hidden sheaths), HKA 1/2d6 (Up to 1d6+1 w/ STR),

    AP (+1/2), Autofire (3 shots, +1/4), Range based on STR (-1/4), OAF (-1), 6 recoverable

    Charges (-1/4)

     

    Weapons:

    Custom modified Sig Sauer P229, AKA Bloody Rose (extended barrel AKA improved range,

    barrel coating, custom grips, hair trigger, streamlined.) RKA 1d6+1, +1 OCV, 0 RNG mod,

    Per Mod +3, 12 Charges, OAF (-1), Beam (-1/4) Real Weapon (-1/4),

    Cost: 27/9

    Twin Sig (Same as above, except this one is designed for the left hand) +5 points. Together weapons are

    called "The Bloody Rose"

     

    Muramasa Katana 1 1/2D6, +1OCV, 1 1/2 Handed, 12 STR Min, AP; (Cost: 25)

     

    Perqs and Talents:

    Anonymity (Cost: 3)

    Combat Shooting (Cost: 8)

     

    Some Super skills for his Psychometry:

    Bloody Rose Killer's gun techniques:

    Two Gun Kid: Two Weapon Fighting (Ranged) + Rapid Attack (Ranged)

    +Woo Dive: +4 OCV w/ Rapid Attack (Ranged), Only When Using Two Weapon Fighting and

    Rapid Attack (-0), Must take a Half Move (-1/2), Requires a Shooting Tricks Roll (-1/2), Side

    Effects (Ends up prone in hex he lands in, always occurs, -1/2) Total cost: 23

    T-Target Shooting: Targeting Skill levels, +2 vs. Hit Locations. (Cost: 4)

    Accurate: +4 vs. Hit Locations modifiers for Firearms. (Cost: 8)

    Drawing a Bead: +3 OCV, Only Vs. Dodging, Requires a Shooting Tricks Roll (Cost: 7)

    Double Tap: Autofire 2 shots, same target only, (Cost: 7)

    Lethal Accuracy with The Bloody Rose: Find Weakness 11-, with Bloody Rose pistols (Cost: 10)

    Hip Shooter: +1 OCV with Hipshot, (Cost: 2)

    Shooting Tricks Skill: 14- (Cost: 7)

     

    Muramasa Katana owned by Ryukisai Tachibana

     

     

    Disadvantages:

    Casual Killer: 20*

    Sense of Fair Play: 10

    Floating Hunted: Various Crime Groups of the 'week' 25

    Hunted Police: 15

    Will not Harm IceFire: 5**

    Code of the Mercenary: 15

    Distinctive Features: Uniform/costume 10

    Ego signature: Takes a small item from victim 10

    Secret ID: 15

     

     

    (Hunted by VIPER as well, but I figure that's more flavour than any actual points)

     

     

     

    *He has no problems killing, but he neither enjoys it, nor does he use it as the solution for everything. He just has no compunctions doing it.

     

    **As in he won't harm her in any way, physical, emotional or psychological, as long as she's in his precence but he won't go out of his way to stop others from doing so again, as long as she not near him. She is a big girl after all.

     

     

    History: Tai was a failed Ninja-Viper experiment. His training and skills were gained mostly by his Psycometry, thus by accident. Also the Hudson City Cell was plagued with outside problems, always under the threat of exposure, they were always undersiege and therefore sloppy.

     

     

    Sadly, the death of a former lover at the hands of another cellmate drove Tai to attempted murder of the entire cell, it was only due to severe brainwashing and new personality by a hired psychic were they able to control him, as chemicals never worked.

     

     

    They planned to have him infiltrate a super teen hero academy in Bay city, but were wiped out, killed almost to a man before he could be implanted and used. The plan semi-worked, as he was picked up by the Academy and spent 4 years under their care. That personality was a heroic young man with a one-sided crush on a fellow mutant, a girl by the name of IceFire.

     

     

    The other survivor tried to activate him, planning on revitalizing the original mutant Viper cell, but got killed by Tai, for his hand in the death of his lover. IceFire witness it, and was also getting involved with the survivor unknowing that he was a VIPER cell agent. The subsequent arrest and adventure trying to get him to prison, sprung him and he disappeared into the underworld. He now works as a freelance merc, both hero and villain to whomever pays well, and satisfies his new personality's requirements of 'fairness'.

     

     

    Powers/Tactics: He is a covert operative, able to do multiple jobs from basic bodyguard, theft or retrieval, kidnapping, assassinations as well as any heroic undertakings depending on the contract. He relies on the superskills he's picked up from earlier 'readings', as he gains the whatever skills as long as he keeps the object on him for about a month, or from whatever new item he has picked up with better skills psychically imprinted on them. His body is always healthy, he doesn't need to maintain it with exercise or the like, and his immunities are a side effect of that.

     

     

    Campaign use: My serious version of Deadpool. I just don't have the wacky style of humour. Sorry.

     

     

    Apperance: 5' 10" 187lbs of sculpted muscle, usually clad in a modified Ninja-VIPER costume. Instead of the Green-Gold scheme, he chose an Indigo-Black one. His entire suit is his 'utility-belt' with pouches and pockets strewn about his entire person. His helmet looks like a modified 'Snake Eyes' G.I.Joe action figure one.

     

     

    Personality: Still trying to figure it out. His mind was cut in two, and a fake personality implated. When Simon Templar of his original VIPER Cell tried to reactivate the original, the stronger willed new one tried to fight. Instead it was a merge, and a brand new person was born. One that still doesn't know what he wants.

  2. Re: Gladiatrix: Character for review.

     

    Well if the scars are only on hre body not her face she could pull it off' date=' surely?[/quote']

     

    Do you know how much the average Gladiator WORE? She'd be arrested for indecent exposure.

     

    And no, that would require TWO COM stats, one for her face, and one for her body.

  3. Re: Superhero Legacy 2: He took my old ID!

     

    MACH 5: "Dude, if you want to run around in a tin can that carries enough firepower to match a military interceptor? Go nuts, but you shouldn't use a name that's about 20 years old."

     

    "Tank" Matherson, not likely, as it's a nickname, not a code name.

     

    And Tai would just shrug and change his to something else.

  4. Re: Fighting Styles

     

    Dante not strong like supermen??? This is the guy who in his first showing gets STABBED in his chest with a GREAT HONKING SWORD and PULLS HIMSELF UP OFF IT, RUNNING FROM BLADE TO HILT!

     

    In the third game, he let's himself get stabbed by about 7 sharp scythes and FIGHTS the baddies without missing a beat, and that's a PREQUEL.

     

    Dude, if ANYTHING Dante is near indestructible, and probably has 40 STR, minimum. In his HUMAN form.

     

    If that makes him weak, what kinda Supers are you running with???

  5. Re: Poison's Champions Art Thread

     

    They killed the character long before his life was ended' date=' imo... At least they made the character capable again before offing him, which kinda makes it more unfortunate really :([/quote']

    Ach. Character assassination. What a way to go.

     

    Well, apparently, according to some sources, Ted Kord is coming back. But... Don't hold your hopes up.

  6. Re: Who is your Taskmaster?

     

    Stole mine from Kim Possible. Jack Hench is an international arms dealer and mercinary trainer. You can tell Hench Men because they are well equipted and disiciplined compared to other villianous agents.

     

    I'm stealing this, but I'm stealing the Spy Factory name from from another thread. I like it!

  7. Re: The Joker Scenario

     

    To expound:

     

    MACH 5 would destroy the Monster without a second thought. 'It' might be sentient, but it's not 'alive', meaning it has no rights under the U.S. constitution (In his universe.) Caine, assuming he was out cold after a hard battle, Hal (The pilot) would be silently debating what to do, all the while his TIO (As he calls her, Telemetry and Intelligence Officer, she handles the sensors on the suit via satellite linkup) would probably be telling him not to. He'd probably apologize and incinerate Caine's head with a plasma pulse from his gauntlet weapons. He's an Ex-Army Engineer who has been in combat situations, she has not.

     

    Tank Matherson, another ex-army vet but somewhat naive. If this is his first encounter with Caine, he'd turn him over to the cops. Same for the next 3 times he escapes. The fourth time, a lot of soul searching and snaps his neck. Monster would be crushed into a small bundt cake like shape on the first meeting.

     

    Not sure what Tai would do, as he's something of a mercenary a la Marvel's Taskmaster. But he's got something of an identity crisis going, and has no real 'friends', so he has no attachments and wouldn't be fazed by Caine. Same with the Monster, but he'd likely destroy that thing.

  8. Re: The Joker Scenario

     

    I had all of one character that had a CvK for a little while (Long story involving multiple personalities), the other two...

     

    Well, Tank would have one.

     

    But in all three cases, the Monster would be no more. I can't say dead, because it wasn't alive to begin with. It doesn't apply to a CvK.

     

    However, if it's Caine, then... There has to be a limit before the police get involved and assume you're his partner in crime. Every time he gets put away, he escapes and only your team (Or solo hero) captures him? Come on. In fact, they'd probably ship him out and have him executed. Where as most of my characters... Well, if the crime is horrific enough (And we're talking mutilation and murder going in the hundreds of victims) then... *Blam, Blam* and then another bullet to make sure he STAYS dead. Either that, or cripple him to the point where he CAN'T do it again.

     

    Doesn't matter if I have a 20pt. CvK, at some point, you have to realize that Caine will NEVER feel remorse, never fear capture and will be back until someone stops him permanently. That's when the fun stuff begins, and pathos and character development.

  9. Re: Code vs Killing, but Gods a little fuzzy about kneecaps.

     

    Nope, that would be coercion .

     

    If you don't want your "heroes" using coercion to get people to talk then define your world's morality such that coercion immoral. But quit calling things torture that aren't and quit forcing a narrowminded view of what constitutes heroism and the heroic on the rest of us.

     

    TB

     

    Don't look at me. I personally think that beating a baddie up to make him confess, or threatening to drop him from a great height are in genre tropes, and I have no issues on it.

     

    It's those who like their games a little more 4 colour that seem to have this extreme view.

     

    Why can't there be a middle ground??

     

    Oh, well. Time for me to get out while the gettin's good. Ciao, kids.

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