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Lawnmower Boy reacted to wcw43921 in Political Discussion Thread (With Rules)
Angry Librarian Tells Off Right-Wing Pro-Censors
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Lawnmower Boy reacted to DShomshak in CU Villains Analyzed and Classified
As many as the GM wants, of course!
But I would prefer just one, to keep a distinctive style.
Example: Fencing. If you've seen The Golden Voyage of Sinbad, remember the scene where Tom Baker brings the statue of Kali to life as a six-armed golem armed with swords, fighting Sinbad's whole crew at once? Or if a big stone statue seems like it ought to have 40+ STR, how about a cockpunk robot fencer with a rapier, or Darth Maul's two-bladed lightsaber?
But this classification does not require actual Martial Arts as a game mechanic. It just means the character principally fights HTH but doesn't depend on raw STR for damage. Like, say, an ungodly fast robot -- hey, let's add the Kali golem's six arms, just for fun -- but each hand delivers a powerful electrical shock when it hits.
Dunno if the CU has any technologists who would build anything so fanciful, but I could see Zorran the /Artificer building magitech constructs like this.
ADDENDUM: Ah! Now I know. Doctor Crandall Herzog, later to become the Overbrain. He used to supply technical services to various criminal and terrorist groups and secret government programs. If somebody paid him to build robot martial artists, he'd shrug, take their money, and do it. I dare say he was a bit wackadoodle even before becoming a disembodied brain.
Dean Shomshak
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Lawnmower Boy reacted to Logan D. Hurricanes in Foods for those that just don't care anymore
Palatka is just an hour away.
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Lawnmower Boy reacted to Old Man in Political Discussion Thread (With Rules)
(Musk blamed the outcome of his own poll on bots.)
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Lawnmower Boy reacted to DShomshak in CU Villains Analyzed and Classified
SUPERNATURAL BEINGS:
Brick: 9 characters; 30%
Energy Projector: 10 characters; 33%
Martial Artist: 2 characters; 7%
Mentalist: 6 characters; 20%
Other: 6 characters; 20%
Complex: 9 characters; 30%
Male: 23 characters; 77%
Female: 7 characters; 23%
Other: —
TOTAL: 30 characters
The first thing I notice is the prevalence of complex characters. This is partly because supernatural creatures can have lots of different powers (and Powers), and partly because supernaturals are heavily represented among Master Villains who tend not to be one-trick ponies. But some of them could be pruned back to two power classes if you decide that some of their Powers shouldn’t count as major aspects.
For instance, Takofanes is mostly a ranged combatant, with his undead horde Summoning as a major Other power, but he has a pretty big Mental Blast, Undead Command, and his Power of Command, which I think qualify him as a mentalist. But your mileage may vary. Arguments can also be made regarding Skarn and Tyrannon. OTOH I call Tezcatlipoca a Brick/Other (for his Drains and his battlefield control Darkness), but he I wouldn’t argue if you called him Complex for having a few mental powers and his Soul Strike (which could qualify as a Martial Artist Power).
I've waffled over other characters, too.
Deadman Walkin’ and Samhain are the only characters I classed as martial artists: DW for his knife use (but not quite being a brick), Sammy for his weird NND antlers. If someone wants to create a supernatural villain with an unusual feel, a non-brick unranged combatant might be a good place to start.
Dean Shomshak
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Lawnmower Boy reacted to SDad63 in Defenders Saga Characters
Here is Stick... member of the Chaste
Stick
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [3]
23 DEX 39 14- OCV: 8/DCV: 8
18 CON 16 13-
18 BODY 16 13-
18 INT 8 13- PER Roll 17-
23 EGO 26 14- ECV: 8
18 PRE 8 13- PRE Attack: 3 1/2d6
10 COM 0 11-
6/12 PD 3 Total: 6/12 PD (0/6 rPD)
6/12 ED 2 Total: 6/12 ED (0/6 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
8 REC 2
36 END 0
35 STUN 0
Movement:
Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
Skills
20 Chaste Training: +4 with Martial Arts
AGILITY SKILLS
3 Enhanced Equilibrium: Acrobatics 14-
3 Enhanced Equilibrium: Breakfall 14-
0 Climbing 8-
3 Acute Hearing: Lockpicking 14-
3 Chaste Training: Stealth 14-
BACKGROUND SKILLS
2 Chaste Training: KS: Martial Arts 11-
0 Language: English (completely fluent)
4 Multilingual: Language: Japanese (idiomatic)
2 Multilingual: Language: Braille (completely fluent; Literate only)
2 Chaste Warrior: PS: Soldier 11-
COMBAT SKILLS
10 Spacial Awareness: Defense Maneuver I-IV
5 Chaste Training: Rapid Attack (HTH)
Defense Maneuver I-IV
INTELLECT SKILLS
0 Concealment 8-
3 Sharp Mind: Deduction 13-
3 Chaste Training: Paramedics 13-
3 Chaste Training: Security Systems 13-
3 Chaste Training: Shadowing 13-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
3 Chaste Training: Interrogation 13-
3 Chaste Training: Streetwise 13-
Perks
3 Anonymity
3 Fringe Benefit: Chaste Member
Talents
12 Sense Attacks Coming: Combat Luck (6 PD/6 ED)
5 Rapid Healing
Martial Arts
Maneuver OCV DCV Notes
5 Defensive Block * +1 +3 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Disarm * -1 +1 Disarm; 35 STR to Disarm
5 Defensive Strike * +1 +3 5d6 Strike
4 Fast Strike * +2 +0 7d6 Strike
5 Offensive Strike * -2 +1 9d6 Strike
8 +2 HTH Damage Class(es)
Powers
ENHANCED SENSES
25 RADAR Sense: Spatial Awareness (Unusual Group), 360 Degrees, Discriminatory, Range; Not Through Solid Objects (-1/2)
20 Parabolic Hearing: Targeting with Hearing Group
12 Heightened Senses: +4 PER with all Sense Groups
8 Human Lie Detector: Detect Lies 17- (Unusual Group), Range
6 Acute Hearing: Penalty Skill Levels: +4 vs. Range Modifier with Hearing
11 Katana: HKA 1d6+1, Reduced Endurance (0 END; +1/2); OAF Durable (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4)
142 Characteristic Cost
215 Powers & Skill Cost
357 Total Cost
200+ Disadvantages
30 Hunted: The Hand 14- (Mo Pow; NCI; Harshly Punish)
10 Money: Destitute
15 Physical Limitation: Blind (Frequently; Greatly Impairing)
20 Psychological Limitation: Driven to see Destroy the Hand (Common; Total)
20 Psychological Limitation: No Qualms About Killing (Very Common; Strong)
10 Psychological Limitation: Arshole (Common; Moderate)
15 Social Limitation: Secret ID (Frequently (11-), Major)
15 Susceptibility: Loud Noises Lose 5 AP in all Enhanced Senses per Phase (100dB+ Noise, Sonic Attacks)
Experience
22 Experience Points
200 Base (Standard)
135 Disadvantages
22 Experience
357 Total Cost
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Lawnmower Boy reacted to SDad63 in Defenders Saga Characters
Looks like I forgot to include several characters....
Here is Danny Rand, the Immortal Iron Fist
IRON FIST
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [3]
23/29 DEX 39 14- / 15- OCV: 8/10/DCV: 8/10
18/27 CON 16 13- / 14-
13 BODY 6 12-
18 INT 8 13- PER Roll 13-
17 EGO 14 12- ECV: 6
18 PRE 8 13- PRE Attack: 3 1/2d6
10 COM 0 11-
10/16 PD 7 Total: 10/16 PD (0/6 rPD)
10/16 ED 6 Total: 10/16 ED (0/6 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
7 REC 0
36/72 END 0
30 STUN 0
Movement:
Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
AGILITY SKILLS
3 Acrobatics 14- (15-)
3 Breakfall 14- (15-)
3 Climbing 14- (15-)
3 Stealth 14- (15-)
3 Defender: Teamwork 14- (15-)
BACKGROUND SKILLS
2 AK: New York 11-
2 AK: K'un-Lun 11-
2 CuK: K'un'Lun 11-
2 KS: Hip Hop 11-
2 KS: Martial Arts Styles 11-
0 PS: Business Management 11-
0 TF: Automobile
COMBAT SKILLS
12 Trained in K'un-Lun: +4 with Martial Maneuvers
10 Defense Maneuver IV
5 Rapid Attack (HTH)
10 Two-Weapon Fighting (HTH)
2 Trained in K'un-Lun: WF: Common Martial Arts Melee Weapons
INTELLECT SKILLS
3 Analyze: Martial Arts ability 13-
0 Concealment 8-
0 Deduction 8-
0 Paramedics 8-
0 Persuasion 8-
3 Shadowing 13-
4 Survival (Arctic/Subarctic, Mountain) 13-
INTERACTION SKILLS
0 Acting 8-
0 Conversation 8-
3 Linguist
0 1) Language: English (idiomatic; literate)
2 2) Language: K'un-Lun (completely fluent)
3 3) Language: Mandarin (completely fluent; literate)
Perks
15 Rand Enterprises: Money: Filthy Rich ($5B Net Worth)
Talents
12 Trained in K'un-Lun: Combat Luck (6 PD/6 ED)
17 Trained in K'un-Lun: Combat Sense (Sense) 13-
Crane Mother Kung Fu OCV DCV Notes
5 Block +1 +3 Block, Abort
4 Disarm -1 +1 Disarm; 30 STR to Disarm roll
4 Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Escape +0 +0 35 STR vs. Grabs
3 Joint Lock / Grab -1 -1 Grab Two Limbs, 30 STR for holding on
4 Knife Hand -2 +0 HKA 1 1/2d6
3 Legsweep +2 -1 5d6 Strike, Target Falls
5 Punch * / Flying Kick +1 -2 8d6 Strike
5 Punch * / Side Kick -2 +1 8d6 Strike
4 Punch * / Snap Kick +0 +2 6d6 Strike
3 Throw +0 +1 4d6 +v/5, Target Falls
4 Uproot +0 +0 35 STR to Shove
* = Iron Fist Punch maneuver
4 +1 HTH Damage Class(es)
1 Weapon Element: Swords
1 Weapon Element: Nunchaku
Powers
6 Iron Fist Punch ($): Hand-To-Hand Attack +4d6; Only with Martial Punch (-1), Hand-To-Hand Attack (-1/2), 2x END Cost (-1/2), Extra Time (Delayed Phase, -1/4) [4 END]
25 Iron Fist Punch: Multipower [25]
1u 1) Chi Blast ($): Explosion (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2) [10 END]
1u 2) Chi Blast ($): Armor Piercing (+1/2) for up to 50 Active Points of Iron Fist Punch; Increased END Cost (x5 END; -2) [10 END]
9 Chi Manipulation: Elemental Control [18]
2 1) Chi Healing ($): Healing BODY 2d6; 5x END Cost (-2), Extra Time (1 Minute, -1 1/2) [10 END]
3 2) Chi Sense ($): Detect Life Force / Toxins / Poisons 16- (Unusual Group), Discriminatory, Analyze; Extra Time (1 Turn, Character May Take No Other Actions, -1 1/2), Costs END to Activate (-1/4) [2 END]
3 3) Enhanced Agility ($): +6 DEX; Fades at 3 DEX per Turn (-1), No Figured Characteristics (-1/2), Costs END to Activate (-1/4) [2 END]
4 4) Enhanced Stamina ($): +9 CON; No Figured Characteristics (-1/2), Fades at 3 CON per Turn (-1/2), Costs END to Activate (-1/4) [2 END]
4 5) Enhanced Stamina ($): +36 END; Fades at 18 END per Turn (-1), Costs END to Activate (-1/4) [2 END]
10 ($) = Chi Reserve: END Reserve (30 END, 30 REC); REC: Extra Time (1 Hour Meditation, Take No Other Actions, -3 1/4)
126 Characteristics
248 Powers & Skills
374 Total Points
200+ Disadvantages
5 Distinctive Feature: Mark of Shou-Lao (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Dependent NPC: Colleen Wing 14- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
10 Dependent NPC: Ward Meacham 11- (Normal; Useful Noncombat Position or Skills)
5 Dependent NPC: Claire Temple 8- (Normal; Useful Noncombat Position or Skills)
25 Hunted: The Hand 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)
15 Hunted: Davos / <B>Steel Serpent</B> 11- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
10 Hunted: Joy Meacham 8- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
15 Psychological Limitation: Code Against Killing (Common; Strong)
15 Psychological Limitation: Compassionate and Humble (Common; Strong)
10 Psychological Limitation: Survivor's Guilt (Common; Moderate)
10 Psychological Limitation: Duty Bound to Protect K'un-Lun (Common; Moderate)
10 Social Limitation: Public ID (Frequently; Minor)
10 Social Limitation: Raised in K'un-Lun (Frequently; Minor)
EXPERIENCE POINTS
24 Experience Points
200 Base (Standard)
150 Disadvantages
24 Experience
374 Total Cost
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Lawnmower Boy reacted to Mr. R in Defenders Saga Characters
Coleen Wing and Misty Knight. Have to have KnightWing Investigations!