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Knockout : A ninjette without martial maneuver


Opale

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if some of you guys want to give an eye and point out unbalancing things, I'd be glad to have your feedbacks :)

 

Knockout
Player:

 

Val   Char    Cost

15   STR 5

20   DEX 20

18   CON 8

13  BODY 3

9    INT -1

10  EGO 0

10  PRE 0      

6/15   PD 4

4/13   ED 2

6   SPD 40

8   REC 4

48   END 6

30   STUN 5      

16m/32m,   RUN 0

4m   SWIM 0

8m   LEAP 0

Characteristics Cost: 145

 

 

Cost   Power END   

Ninja Arsenal   

5   Distracting Costume (Ninja Silks): +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Actions In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (4 DEF; -1/2), Only Works Once Per Target Per Scene (-1/2)   

4   Shurikens: Killing Attack - Ranged 1d6-1 (10 Active Points); OIF (-1/2), 4 Recoverable Charges (-1/2), Range Based On Strength (-1/4)  [4 rc]

22   Bo Staff: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)   

2f   1) Staff Strike: (Total: 43 Active Cost, 19 Real Cost) Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 18) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 1)  4

1f   2) Pole Dance Strike: Area Of Effect (2m Radius; +1/4) for up to 45 Active Points of HA+9d6, Personal Immunity (+1/4), Hole In The Middle (fixed size; roughly 1m radius out from the center pole; +1/4) (16 Active Points); OAF (-1), Requires A Martial Arts Tricks Roll (-1/2)  2 1f   3) Storm Of Steel: Autofire (5 shots; +1/2) for up to 45 Active Points of HA+9d6 (22 Active Points); OAF (-1), Requires A Martial Arts Tricks Roll (-1/2) 

2 1f   4) Reinforced Bo Staff Grip: +45 STR (45 Active Points); Only vs Grabs/Disarm (-1), Only To Resist (-1), OAF (-1) 4         

 

  Ninja Tricks   

18   Ninja Uncanny Dodge: Combat Luck (9 PD/9 ED)   

2   Genshin: Lightning Reflexes (+4 DEX to act first with All Actions) (4 Active Points); Instant (only applies against that one target for that Phase; -1/2), Requires A PER Roll (; -1/2)   

3   False Disengage: (Total: 9 Active Cost, 3 Real Cost) +1 OCV (5 Active Points); Requires A Sleight Of Hand Roll (; -1/2), Only Applies To HTH Combat With Weapons (-1/2), Extra Time (takes a Half Phase to use, -1/4), Nonpersistent (-1/4) (Real Cost: 2) plus +2 to Sleight Of Hand rolls (4 Active Points); Only To Perform False Disengages (-2) (Real Cost: 1)  0

2   Catching The Blade: +3 OCV with Block (6 Active Points); Only Versus Weapons (-1), Costs Endurance (-1/2), Requires A Martial Arts Tricks Roll (; -1/2) [Notes: The character is so skilled that when someone swings a sword (or other weapon) at him, he knows how to clap his hands together with such precision that he can “grab” the blade without being hurt at all! In HERO System terms, this is bought as +3 OCV to Block that only works versus weapons (thus overcoming the standard -1 to -3 OCV penalty imposed on a character who tries to Block a weapon attack barehanded).]  1

6   Wall Spring: +2 with HTH Combat (16 Active Points); Costs Endurance (-1/2), Instant (lasts for just that Segment; -1/2), Requires An Acrobatics Roll (; -1/2), Requires Vertical Structure (-1/4) [Notes: This ability allows a character to use his acrobatic skills and a vertical structure in the location of a fight — a wall, column, tree, archway, or the like — to get the drop on his opponent. Examples include a quick leap that lets him “bounce” off the structure to land behind his opponent, or running toward a wall when his foe chases him, then running a couple steps up the wall and back-flipping to land behind his pursuer.]  2

10   Array (w/Hotsuma): Aid OCV and DCV 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2) (36 Active Points); Must Be Within 10m Of Designated Partner (1 partner only; -1), Only to Aid Self (-1), Both Characters Must Be Fighting (-1/2) [Notes: An array is a fighting style where two or more fighters have trained together so long and so well that the whole is greater than the sum of its parts. (This other person is the “Designated Partner” referred to in the Limitation; the character must define who the Designated Partner is when he buys the power, and can’t change him thereafter unless he reduces the Limitation to add more people.) When they fight together and deliberately take advantage of their training (i.e., devote an Attack Action to activating this Aid), the partners in the Array are much more formidable than when fighting alone or fighting alongside someone who’s not their partner. If characters in an Array become separated in combat beyond the 10m range, they cannot use their Aid bonus at that moment... but it doesn’t wear off instantly. If the characters get back within range of one another before the Aid wears off, the Aid bonus is instantly restored (though it may have partly faded in the interim, of course). Similarly, both characters must be fighting in the same combat (though not necessarily against the same target). If either of them stops fighting or is unable to fight for any reason (including being Entangled or Grabbed for more than 1 Segment), the Aid bonus doesn’t apply until they’re both able to fight once more. Although this power doesn’t necessarily involve either character beginning to glow or the like (though it could), it’s still as Obvious as any other Adjustment Power. Opponents fighting the character and his Designated Partner realize that they fight better together, and thus may be able to figure out how to deny them the benefit of their Array.]  4          

 

Ninja Uncanny Mobility   

7   Battlefield Agility: +4 DCV (20 Active Points); Only If Character Makes A Half Move Or Full Move (-1), Costs Endurance (-1/2), Requires An Acrobatics Roll (; -1/2)  2

4   Battlefield Mobility: Running +4m (16m/32m total)  1

8   Combat Running: Running +16m (16m/32m total) (16 Active Points); Only To Make Half Moves In Combat (-1)  2

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

3   Can Take A Fall: +4 to Breakfall (8 Active Points); Only To Avoid Knockback Damage (-2)   

3   Leap To Safety: +4 to DEX Rolls (8 Active Points); Only To Make Dive For Cover Rolls (-2)   

4   Way Of The Monkey: Clinging (normal STR) (10 Active Points); Costs Endurance (-1/2), Instant (-1/2), Requires An Acrobatics Roll (-1/2), Cannot Resist Knockback (-1/4)  1          

 

Wondrous Seduction   

5   Unearthly Beauty: +4/+4d6 Striking Appearance (vs. Only vs those likely to find her attractive (which includes most men)) (8 Active Points); Only For Pleasant Interaction (-1/2)   

8   Persuasive Beauty (Settoku-ryoku no aru utsukushi-sa): +4 with all Interaction Skills (16 Active Points); Only For Pleasant Interaction (-1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; persuading character is responding positively to any pleasant interaction from the target in return; -1/2)   

26   Hsimentjutsu: Multipower, 46-point reserve, (46 Active Points); all slots Requires An EGO Roll (-1/2), Gestures (-1/4)   

2f   1) Control The Mind: Mind Control 9d6 (Human class of minds) (45 Active Points); No Range (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4)  4

2f   2) Free The Mind: Suppress Mind Control 4d6 (40 Active Points); Costs Endurance (to maintain; -1/2), Requires An EGO Roll (-1/2), Limited Range (-1/4), Gestures (-1/4)  4

1f   3) Cloud Men’s Minds: Invisibility to Sight Group (20 Active Points); Requires An EGO Roll (-1/2), Each Point Of Mental Defense Adds +1 To PER Rolls To Perceive Fringe (-1/4), Gestures (-1/4)  2

1f   4) What A Knockout!: Blast 4d6, STUN Only (+0), Attack Versus Alternate Defense (Mental Defense; +1) (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (character is at 1/2 DCV, seductively posing/exposing herself; -1), No Range (target must be adjacent) (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4) [Notes: The character is so beautiful that when she turns the full force of her attractiveness and charm against a specific person, that person feels faint.]  4

1f   5) Geisha's Enrapturing Kiss: (Total: 46 Active Cost, 10 Real Cost) Touch and Mental Groups Flash 2d6, Constant (+1/2) (16 Active Points); Must Follow A Grab (-1), Costs END To Maintain (Full END Cost; -1/2), No Range (-1/2), Restrainable (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4) (Real Cost: 3)plus Blast 4d6, STUN Only (+0), Constant (+1/2) (30 Active Points); No Range (-1/2), Restrainable (-1/2), Costs END To Maintain (Full END Cost; -1/2), Must Follow A Grab (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4) (Real Cost: 6)  5

 

Powers Cost: 154

 

 

Cost   Skill

24   +3 with HTH Combat 

3   Power: Martial Arts Tricks 13- 

3   +1 with Hsimenjutsu      

 

3   Charm 11- 

3   Persuasion 11- 

2   KS: US Navy 11- 

2   KS: The Superhuman World 11- 

2   KS: Supervillains 11- 

2   PS: Charm Model 11- 

1   PS: Pole Dancer 8-         

 

Pilot Training 

1   Combat Piloting 8- 

1   Navigation (Air) 8- 

1   Systems Operation 8- 

0   TF: Combat Aircraft         

 

Ninja Training 

3   Acrobatics 13- 

3   Breakfall 13- 

3   Climbing 13- 

3   Concealment 11- 

3   Contortionist 13- 

3   Defense Maneuver I  

2   KS: Ninjutsu 11- 

2   Language: Ninja Codes & Symbols (fluent conversation) 

3   Lockpicking 13- 

3   PS: Knot-Tying 13- 

3   PS: Noroshijutsu 13- 

3   Shadowing 11- 

3   Sleight Of Hand 13- 

3   Stealth 13- 

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

 

Everyman Skill Package

  0   Acting 8- 

0   Conversation 8- 

0   Deduction 8- 

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

0   Paramedics 8- 

0   TF: Common Motorized Ground Vehicles, Everyman 

0   AK: California 8- 

Skills Cost: 92

 

 

Cost   Perk

1   Fringe Benefit: Passport 

2   Contact: Corrina Cadeau, Pitchwoman For The Superheroes 11- 

3   Contact: Detective Ray Marlowe, MCPD police officer (Contact has very useful Skills or resources) 8- 

 

Perks Cost: 6

 

 

Cost   Talent 3   Resistance (+3 to roll) 

Talents Cost: 3

 

Total Character Cost: 400

 

Val   Disadvantages

10   Distinctive Features: Unearthly Beauty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 

10   Distinctive Features: Ch'i Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 

10   Hunted: Kinbaku Ninja Clan Frequently (Mo Pow; Watching) 

15   Perfect Vessel : Hunted: Black Paladin Infrequently (Mo Pow; Capture/Torment/Enslave) 

10   Psychological Complication: Likes to flirt and tease. (Common; Moderate) 

15   Psychological Complication: Show-off; Likes To Act Seductively In Combat (Very Common; Moderate) 

10   Social Complication: Bad Conduct Discharge from US Navy Infrequently, Major 

20   Code vs Killing: (Common; Total) 

10   Social Complication: Secret ID Infrequently, Major 

10   Negative Reputation: Party Girl, Frequently 

 

Disadvantage Points: 120
Base Points: 400
 

Opale, creating the "Kinbaku Female ninja Clan"

Knockout.hdc

post-11178-0-59648700-1441005742_thumb.png

Edited by Opale
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I downloaded the HDC file you attached so I could repost using a more readable export format.  It doesn't seem to be the same character from the text of your 1st post though.

 

Knockout
Brooke Banx

VAL    CHA    Cost    Roll    Notes
40    STR    30    17-    HTH Damage 8d6  END [4]
20    DEX    20    13-
35    CON    25    16-
13    INT    3    12-    PER Roll 12-
15    EGO    5    12-
25    PRE    15    14- / 16-    PRE Attack: 5d6 / 7d6
8    OCV    25
8    DCV    25
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
17    PD    15    17/24 PD (0/7 rPD)
17    ED    15    17/24 ED (0/7 rED)
10    REC    6
50    END    6
15    BODY    5    
50    STUN    15

Movement    Cost    Meters    Notes
RUNNING    24    36m/72m    END [4]
SWIMMING    2    8m/16m    END [1]
LEAPING    3    10m    10m forward, 5m upward

Characteristics Total: 259

Cost    Powers
14    Armored Costume: Resistant Protection (7 PD/7 ED) (21 Active Points); OIF (-1/2) - END=0
6    Can Take A Punch: Physical Damage Reduction, 25% (10 Active Points); STUN Only (-1/2), Must be aware of the Attack (-1/4) - END=0
10    Genetic Superiority: Power Defense (10 points) - END=0
5    Stubborn: Mental Defense (10 points total) (10 Active Points); Only Versus Mind Control (-1) - END=0
13    Super-Physiology: Life Support  (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) - END=0
3    You Don't Frighten Me: +10 PRE (10 Active Points); Only For Defense (-1), Only Versus Fear/Intimidation-Based Presence Attacks (-1) - END=
13    Adaptive Fighting Skill: Aid  OCV & DCV 2d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; (when in HTH combat with single opponent); +3/4) (33 Active Points); Only to Aid Self (-1), Must Fight Target For One Full Phase Per Aid Roll (-1/2) - END=0
9    Distracting Physique: Change Environment (-4 to Analyze Style rolls against character), Persistent (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (4m Radius; +1/2) (27 Active Points); Only Vs. Those Who Would Find Her Sexually Attractive (-1), Always On (-1/2), No Range (-1/2) - END=0
32    Really Beautiful: +12 with all Interaction Skills (48 Active Points); Only For Pleasant Interaction (-1/2) - END=
13    Distance Punch: Double Knockback (+1/2) for up to 40 Active Points of STR (20 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4
40    What A Knockout!: Multipower, 60-point reserve,  (60 Active Points); all slots Only Works Against Targets Of Appropriate Sexual Orientation (-1/2) - END=
4f    1)  What A Knockout! I: Blast 6d6, STUN Only (+0), Invisible Power Effects (Inobvious to Sight and Hearing Sense Groups, effects of Power are Inobvious to both target and other characters; +1) (60 Active Points) - END=6
1f    2)  What A Knockout! II: Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Extra Segment, -1/2), Hand-To-Hand Attack (-1/4) - END=2
1f    3)  What A knockout! III: (Total: 37 Active Cost, 11 Real Cost) +25 PRE (25 Active Points); Only With Appropriate Presence Attacks (-1), Extra Time (Full Phase, -1/2) (Real Cost: 10) plus Does Knockback (+1/4) for up to 50 Active Points of PRE (12 Active Points); Only With Appropriate Presence Attacks (-1), Downward Knockback Only (-1), Extra Time (Full Phase, -1/2) (Real Cost: 3) - END=1
3f    4)  What A Knockout! IV: +24 with Charm (48 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=5

Powers Total: 167

Cost    Martial Arts
    Instinctive Fighting
4    1)  Punch:  1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike
4    2)  Grab:  1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on
5    3)  Fist-Grab:  1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
4    4)  Break Free:  1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
    Close Combat Training
4    1)  Punch/Knee Strike:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
4    2)  Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm
4    3)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

Martial Arts Total: 29

Cost    Skills
10    +2 with Instinctive Fighting
10    Defense Maneuver I-IV
3    Power:  Agile Brick Tricks 12-
    
3    Acrobatics 13-
3    Breakfall 13-
3    Charm 14- (16-)
3    Climbing 13-
3    Combat Driving 13-
3    Combat Piloting 13-
3    Concealment 12-
3    Contortionist 13-
2    CuK: the Bible 11-
2    KS: US Army 11-
3    Paramedics 12-
3    Stealth 13-
3    Streetwise 14- (16-)
3    Tactics 12-
3    Teamwork 13-
6    TF:  Common Motorized Ground Vehicles, Combat Aircraft, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Planes

Skills Total: 72

Cost    Perks
26    Vehicles & Bases
2    Positive Reputation:  American Good Girl and Patriot (A medium-sized group (City - sized)) 14-, +1/+1d6

Perks Total: 28

Cost    Talents
3    +1/+1d6 Striking Appearance (vs. all characters)
4    +2/+2d6 Striking Appearance (vs. targets that would find her sexually appealing or attractive)
3    Lightning Reflexes (+3 DEX to act first with All Actions)
5    Resistance (+5 vs Charm)

Talents Total: 15

Value    Complications
5    Distinctive Features:  Flirtatious Gestures & Mannerisms She Does Unconsciously (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10    Distinctive Features:  Pheromones (Not Concealable; Always Noticed and Causes Lust; Detectable Only By Technology Or Major Effort)
10    Physical Complication:  Raging Hormones (Frequently; Barely Impairing)
10    Psychological Complication:  American Patriot (Common; Moderate)
10    Psychological Complication:  Christian Faith (Common; Moderate)
15    Psychological Complication:  Code Of The Hero  (Common; Strong)
10    Psychological Complication:  Moody  (Common; Moderate)
10    Psychological Complication:  Prudish/Old-Fashioned Morals (Uncommon; Strong)
5    Social Complication:  Harmful Secret (Supercharged Libido) Infrequently, Minor
10    Social Complication:  Secret ID Infrequently, Major

Complications Points: 95

Base Points: 400
Experience: 170
Experience Unspent: 0
Total Character Cost: 570

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Bleh ! it seems I had a glitch somewhere ! I'm reposting the HDC !

 

And I can't find a good exporting format to post it here; It's a 6th Ed character, someone can tell me what format to use please ?

 

Here are my 2 favorite 6e exports:

http://www.herogames.com/forums/files/file/191-6ehtml-ultimatecharactersheetv1-5hde/

http://www.herogames.com/forums/files/file/94-txt-6e-straight-text-export-gordon-feiner/

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Knockout
Bea Ricki House

VAL    CHA    Cost    Roll    Notes
15    STR    5    12-    HTH Damage 3d6  END [1]
20    DEX    20    13-
18    CON    8    13-
9    INT    -1    11-    PER Roll 11-
10    EGO    0    11-
10    PRE    0    11-    PRE Attack: 2d6
7    OCV    20
7    DCV    20
5    OMCV    6
4    DMCV    3
6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
6    PD    4    6/15 PD (0/9 rPD)
4    ED    2    4/13 ED (0/9 rED)
8    REC    4
48    END    6
13    BODY    3    
30    STUN    5

Movement    Cost    Meters    Notes
RUNNING    0    16m/32m,/32m/64m    END [2/4]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    8m    8m forward, 4m upward

Characteristics Total: 145

Cost    Powers
    Ninja Arsenal - END=
5    Distracting Costume (Ninja Silks): +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Actions In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (4 DEF; -1/2), Only Works Once Per Target Per Scene (-1/2) - END=
4    Shurikens: Killing Attack - Ranged 1d6-1 (10 Active Points); OIF (-1/2), 4 Recoverable Charges (-1/2), Range Based On Strength (-1/4) - END=[4 rc]
22    Bo Staff: Multipower, 45-point reserve,  (45 Active Points); all slots OAF (-1) - END=
2f    1)  Staff Strike: (Total: 43 Active Cost, 19 Real Cost) Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/4) (Real Cost: 18) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 1) - END=4
1f    2)  Pole Dance Strike: Area Of Effect (2m Radius; +1/4) for up to 45 Active Points of HA+9d6, Personal Immunity (+1/4), Hole In The Middle (fixed size; roughly 1m radius out from the center pole; +1/4) (16 Active Points); Requires A Martial Arts Tricks Roll (-1/2) - END=2
1f    3)  Storm Of Steel: Autofire (5 shots; +1/2) for up to 45 Active Points of HA+9d6 (22 Active Points); Requires A Martial Arts Tricks Roll (-1/2) - END=2
1f    4)  Reinforced Bo Staff Grip: +45 STR (45 Active Points); Only vs Grabs/Disarm (-1), Only To Resist (-1) - END=4
      - END=
    Ninja Tricks - END=
18    Ninja Uncanny Dodge: Combat Luck (9 PD/9 ED) - END=
2    Genshin: Lightning Reflexes (+4 DEX to act first with All Actions) (4 Active Points); Instant (only applies against that one target for that Phase; -1/2), Requires A PER Roll (; -1/2) - END=
3    False Disengage: (Total: 9 Active Cost, 3 Real Cost) +1 OCV (5 Active Points); Requires A Sleight Of Hand Roll (; -1/2), Only Applies To HTH Combat With Weapons (-1/2), Extra Time (takes a Half Phase to use, -1/4), Nonpersistent (-1/4) (Real Cost: 2) plus +2 to Sleight Of Hand rolls (4 Active Points); Only To Perform False Disengages (-2) (Real Cost: 1) - END=0
2    Catching The Blade: +3 OCV with Block (6 Active Points); Only Versus Weapons (-1), Costs Endurance (-1/2), Requires A Martial Arts Tricks Roll (; -1/2) [Notes: The character is so skilled that when someone swings a sword (or other weapon) at him, he knows how to clap his hands together with such precision that he can “grab” the blade without being hurt at all! In HERO System terms, this is bought as +3 OCV to Block that only works versus weapons (thus overcoming the standard -1 to -3 OCV penalty imposed on a character who tries to Block a weapon attack barehanded).] - END=1
6    Wall Spring: +2 with HTH Combat (16 Active Points); Costs Endurance (-1/2), Instant (lasts for just that Segment; -1/2), Requires An Acrobatics Roll (; -1/2), Requires Vertical Structure (-1/4) [Notes: This ability allows a character to use his acrobatic skills and a vertical structure in the location of a fight — a wall, column, tree, archway, or the like — to get the drop on his opponent. Examples include a quick leap that lets him “bounce” off the structure to land behind his opponent, or running toward a wall when his foe chases him, then running a couple steps up the wall and back-flipping to land behind his pursuer.] - END=2
10    Array (w/Hotsuma): Aid  OCV and DCV 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2) (36 Active Points); Must Be Within 10m Of Designated Partner (1 partner only; -1), Only to Aid Self (-1), Both Characters Must Be Fighting (-1/2) [Notes: An array is a fighting style where two or more fighters have trained together so long and so well that the whole is greater than the sum of its parts. (This other person is the “Designated Partner” referred to in the Limitation; the character must define who the Designated Partner is when he buys the power, and can’t change him thereafter unless he reduces the Limitation to add more people.) When they fight together and deliberately take advantage of their training (i.e., devote an Attack Action to activating this Aid), the partners in the Array are much more formidable than when fighting alone or fighting alongside someone who’s not their partner. If characters in an Array become separated in combat beyond the 10m range, they cannot use their Aid bonus at that moment... but it doesn’t wear off instantly. If the characters get back within range of one another before the Aid wears off, the Aid bonus is instantly restored (though it may have partly faded in the interim, of course). Similarly, both characters must be fighting in the same combat (though not necessarily against the same target). If either of them stops fighting or is unable to fight for any reason (including being Entangled or Grabbed for more than 1 Segment), the Aid bonus doesn’t apply until they’re both able to fight once more. Although this power doesn’t necessarily involve either character beginning to glow or the like (though it could), it’s still as Obvious as any other Adjustment Power. Opponents fighting the character and his Designated Partner realize that they fight better together, and thus may be able to figure out how to deny them the benefit of their Array.] - END=4
      - END=
    Ninja Uncanny Mobility - END=
7    Battlefield Agility: +4 DCV (20 Active Points); Only If Character Makes A Half Move Or Full Move (-1), Costs Endurance (-1/2), Requires An Acrobatics Roll (; -1/2) - END=2
4    Battlefield Mobility: Running +4m (16m/32m total) - END=1
8    Combat Running: Running +16m (16m/32m total) (16 Active Points); Only To Make Half Moves In Combat (-1) - END=2
2    Improved Leaping: Leaping +4m (8m forward, 4m upward) - END=1
3    Can Take A Fall: +4 to Breakfall (8 Active Points); Only To Avoid Knockback Damage (-2) - END=
3    Leap To Safety: +4 to DEX Rolls (8 Active Points); Only To Make Dive For Cover Rolls (-2) - END=
4    Way Of The Monkey: Clinging (normal STR) (10 Active Points); Costs Endurance (-1/2), Instant (-1/2), Requires An Acrobatics Roll (-1/2), Cannot Resist Knockback (-1/4) - END=1
      - END=
    Wondrous Seduction - END=
5    Unearthly Beauty: +4/+4d6 Striking Appearance (vs. Only vs those likely to find her attractive (which includes most men)) (8 Active Points); Only For Pleasant Interaction (-1/2) - END=
8    Persuasive Beauty (Settoku-ryoku no aru utsukushi-sa): +4 with all Interaction Skills (16 Active Points); Only For Pleasant Interaction (-1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; persuading character is responding positively to any pleasant interaction from the target in return; -1/2) - END=
26    Hsimentjutsu: Multipower, 46-point reserve,  (46 Active Points); all slots Requires An EGO Roll (-1/2), Gestures (-1/4) - END=
2f    1)  Control The Mind: Mind Control 9d6 (Human class of minds) (45 Active Points); No Range (-1/2) - END=4
2f    2)  Free The Mind: Suppress Mind Control 4d6 (40 Active Points); Costs Endurance (to maintain; -1/2), Limited Range (-1/4) - END=4
1f    3)  Cloud Men’s Minds: Invisibility to Sight Group  (20 Active Points); Each Point Of Mental Defense Adds +1 To PER Rolls To Perceive Fringe (-1/4) - END=2
1f    4)  What A Knockout!: Blast 4d6, STUN Only (+0), Attack Versus Alternate Defense (Mental Defense; +1) (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (character is at 1/2 DCV, seductively posing/exposing herself; -1), No Range (target must be adjacent) (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2) [Notes: The character is so beautiful that when she turns the full force of her attractiveness and charm against a specific person, that person feels faint.] - END=4
1f    5)  Geisha's Enrapturing Kiss: (Total: 46 Active Cost, 10 Real Cost) Touch and Mental Groups Flash 2d6, Constant (+1/2) (16 Active Points); Must Follow A Grab (-1), Costs END To Maintain (Full END Cost; -1/2), No Range (-1/2), Restrainable (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2) (Real Cost: 3) plus Blast 4d6, STUN Only (+0), Constant (+1/2) (30 Active Points); No Range (-1/2), Restrainable (-1/2), Costs END To Maintain (Full END Cost; -1/2), Must Follow A Grab (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2) (Real Cost: 7) - END=5

Powers Total: 154


Cost    Skills
24    +3 with HTH Combat
3    Power:  Martial Arts Tricks 13-
3    +1 with Hsimenjutsu
    
3    Charm 11-
3    Persuasion 11-
2    KS: US Navy 11-
2    KS: The Superhuman World 11-
2    KS: Supervillains 11-
2    PS: Charm Model 11-
1    PS: Pole Dancer 8-
    
    Pilot Training
1    Combat Piloting 8-
1    Navigation (Air) 8-
1    Systems Operation 8-
0    TF:  Combat Aircraft
    
    Ninja Training
3    Acrobatics 13-
3    Breakfall 13-
3    Climbing 13-
3    Concealment 11-
3    Contortionist 13-
3    Defense Maneuver I
2    KS: Ninjutsu 11-
2    Language:  Ninja Codes & Symbols (fluent conversation)
3    Lockpicking 13-
3    PS: Knot-Tying 13-
3    PS: Noroshijutsu 13-
3    Shadowing 11-
3    Sleight Of Hand 13-
3    Stealth 13-
4    WF:  Common Martial Arts Melee Weapons, Common Melee Weapons
    
    Everyman Skill Package
0    Acting 8-
0    Conversation 8-
0    Deduction 8-
0    Language:  English (idiomatic; literate) (5 Active Points)
0    Paramedics 8-
0    TF:  Common Motorized Ground Vehicles, Everyman
0    AK: California 8-

Skills Total: 92

Cost    Perks
1    Fringe Benefit:  Passport
2    Contact:  Corrina Cadeau, Pitchwoman For The Superheroes 11-
3    Contact:  Detective Ray Marlowe, MCPD police officer (Contact has very useful Skills or resources) 8-

Perks Total: 6

Cost    Talents
3    Resistance (+3 to roll)

Talents Total: 3

Value    Complications
10    Distinctive Features:  Unearthly Beauty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10    Distinctive Features:  Ch'i Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10    Hunted:  Kinbaku Ninja Clan Frequently (Mo Pow; Watching)
15    Perfect Vessel : Hunted:  Black Paladin Infrequently (Mo Pow; Capture/Torment/Enslave)
10    Psychological Complication:  Likes to flirt and tease. (Common; Moderate)
15    Psychological Complication:  Show-off; Likes To Act Seductively In Combat (Very Common; Moderate)
10    Social Complication:  Bad Conduct Discharge from US Navy Infrequently, Major
20    Code vs Killing:  (Common; Total)
10    Social Complication:  Secret ID Infrequently, Major
10    Negative Reputation:  Party Girl, Frequently

Complications Points: 120

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

 

The 6e text export just requires a little clean up (removing the extraneous END entries and Bolding of some parts.

 

Knockout.HTML

 

and of course the built in Print to PDF option in HeroDesigner isn't too bad either.  It just doesn't display anything listed in the NOTES portion of the builds.

Knockout.pdf

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Now that we can view it properly it's on to the critique of the build.

 

The first thing that stands out to me is that the Bo Staff is not functional as is.  The only usable slot is the first one.  Because Slots 2 and 3 are built as Naked Advantages the only way they can be used is IF the 1st slot is ALSO active and the Multipower Reserve is not big enough for this.  Slot 4 as built is only useful if she holds her action.  If she has already used another Bo Staff slot in a Phase when another character attempts to disarm her she will be unable to switch the Multipower to this ability. I know the stated goal of the build is to build a Martial Artist that doesn't use Martial Arts but in this case the actual Martial Art Maneuvers would be less expensive.

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This is what I would consider replacing the current Bo Staff build with:

 

VAL    CHA    Cost    Roll    Notes
15    STR    5    12-    HTH Damage 3d6  END [1]

Characteristics Total: 5

Cost    Powers
14    Bo Staff: (Total: 33 Active Cost, 14 Real Cost) HA +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); OAF (Staff; -1), Hand-To-Hand Attack (-1/4) (Real Cost: 11) plus +1 OCV with Bo Staff (5 Active Points); OAF (Staff; -1), Linked (HA; -1/2) (Real Cost: 2) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); OAF (Staff; -1), Only To Cause Damage (-1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Always Direct (-1/4) (Real Cost: 1) - END=1
2    Pole Dance Strike: Area Of Effect (2m Radius; +1/4) for up to 20 Active Points of Staff, Hole In The Middle (fixed size; +1/4) (6 Active Points); OAF (Staff; -1), Requires A Roll (Skill roll; Must be made each Phase/use; Power Skill @-1/10 Active Points; -1)

[Notes: Martial Strike adds @4/5 rate or +5.5d6 (9.5d6 Total) and costs a total 3 END to use (1 for STR, 1 for Bo Staff & 1 for Pole Dance Stike)] - END=1
6    Storm Of Steel: Autofire (5 shots; +1/2) for up to 25 Active Points of Staff HA, Reduced Endurance (1/2 END; +1/2) (18 Active Points); OAF (Staff; -1), Requires A Roll (Skill roll; Must be made each Phase/use; Power Skill @-1/10 Active Points; -1)

[Notes: Martial Strike adds @2/3 rate or +4.5d6 (8.5d6 Total) and costs 3 END per shot attempt (1 for STR, 1 for Bo Staff & 1 for Storm of Steel).] - END=1

Powers Total: 22

Cost    Martial Arts
    Ninjutsu
1    1)  Weapon Element:  Default Element, Staffs
8    2)  +2 HTH Damage Class(es)
5    3)  Kick (Offensive Strike):  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4    4)  Punch (Martial Strike):  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5    5)  Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away
    
Martial Arts Total: 23

 

45 Total Points and really easy to add increased damage to by adding more Martial Damage Classes for +4 points each. Plus they don't change the rate of damage adding on the 2 "Naked" powers or the final END costs.

 

Bo Staff plus Super Ninjutsu.hdc

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I agree that the staff isn't built "right", but it should be easy to fix...

 

Pole of the mistress; OIF -1/2

Streaching, Rend>0

u HA +6D6   Rend>0

u HA+ 4D6 AE 1 hex, Increased Area

u HA+ 4D6 Auto x5, Rend. 1/2

 

Something like 43 points? Her pole is like Captain Americas mighty shield, it only gets disarmed as a plot point.

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@Hyper-Man : thank you so much for the infos, help and adivises. I totally forgot how the naked advantages needed to be dependent on the primary slot of the MP. Blonde Mind strikes back...

 

@Pinecone :

What are those two adders on the MP you propose : increased Area, and Rend 1/2 ?

 

@QM : Warchest is a fun character I know for a year or two. One I'd definately put into your  American Bombshell category ^^

 

Hero Shooling Opale

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Having seen this type of character before, I have to admit that while they do have their uses, those uses aren't usually in a major superhero squad.  Simply put, the character is designed to take on one type of character - 'those who would find me attractive' and, not to make a pun, get screwed by anyone else of equivalent power level who isn't attracted to them.

 

Beastttttt (I have no idea how many T's he has on his name hereabouts) has a character, Ghost Cat, who is very much like this.  It may just be his playing style that made her pretty ineffective the (several) times I played with her, but the 'Gosh, ain't I a knockout??' aspect was there too ... though even Ghost Cat wasn't as lopsided as this ...

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Beside the sexiness of the character, I don't agree with your analysis.

 

The character basically makes 9d6 kick Strike, improved to 13d6 with Staff maneuvers. And has LOTS of offensive and defensive options.

 

And to speak the truth, Champions universe is full of agents who are "generally" men. Lots of agents are in villainous organizations.

So, the striking appearance abilities are going to be useful enough.*

That plus the 8d6 mental powers added to fighting skills.

 

Opale, not so clueless

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