• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Monitor Duty (Freedomverse OOC)

tglassy

Adventurer
Hm! Wouldn't being immune to gravity effects cover high gravity environments?

Also, and this isn't a comment on your character build, Tglassy, I disagree with the costing on the crushing gravity field. I know you got it from a book, but reading the description it's effectively an Affliction and a Damage effect, both with Area Burst.

That should be 2pp/rank for each effect, linked for a total of 4pp/rank. They sort of get away with it by claiming that it's a 'move object' effect...but that strikes me as disingenuous. The effects are clearly an Affliction. Then you can add a Linked Damage effect...but you should have to have Area on each power individually.

Just my take.

I'd see gravity effects as an effect caused by something, like if another gravity controller tried to grapple him. A high gravity environment would be like if he was on another planet, as its an environmental effect. That's just me. I had a few extra points.

As for the Crushing Gravity Field, it's an official supplement that defines it this way, so unless the DM says it should be otherwise, I'll leave it there. I only added the Crushing part because I had 24 points to spend, but only a 10 max rank, so lowering the total rank by two let's me add an extra effect.
 

log in or register to remove this ad


Quickleaf

Legend
*re-reads the SRD*

Doh. Part of the confusion may be that I keep getting editions confused. It seems you don't need a feat anymore to link Damage to Strength. It's a choice you make when you design the Damage effect. You can't change your mind about it later, but it doesn't cost extra.

Sorry, man. I'm not doing as good a job at this as I thought I was. :)

Would his Unarmed (Li Po's Legendary Fist) attack be +11 to hit (Close, Damage +9, Crit 20) ?

Yes. Given those stats, they would; assuming you choose to link the damage of this power to your Strength.

No need apologize :) You're answering questions usually handled by the GM! Much appreciated.

I took your advice about making the staff its own power...squeezing in the power points...

Grandfather of Flowers (Pei Min’s “Frenzied Demon Staff”)
Damage rank 10 + Modifiers: Activation -1, Easily Removable -2 per 5 points, Quirk -2, Reach 1, Split 1 [7 points]
  • The staff must be activated with a Move action, causing it to extend from both sides and causing the floral Tibetan runes engraved on its surface to glow a pale green.
  • The spirit of Pei Min, a Tang Dynasty general known for his peerless swordplay, inhabits Fen Mo Gun (“Frenzied Demon Staff”) and may subtly influence you to fight on against overwhelming odds, to answer a slight to your honor with a duel, or to take other potentially brave but foolhardy action. The spirit of Pei Min can also increase the Damage rank (left up to GM), as well, potentially turning a blow intended to be non-lethal into a killing blow, but when this happens is entirely up to the GM.
  • Additionally, possession of the staff is a status symbol that others from Shamballah Vale may consider you to be unworthy of and seek to challenge you for possession of the staff.
 

hero4hire

Explorer
To (re)answer the question on strength and damage. Yes you can freely make an attack include strength damage up to a total for PL caps. The drawback is that if your strength is drained or somesuch the damage goes down accordingly. But the power has to be decided upon creation iof it is STR based or not.
 

hero4hire

Explorer
I am going to reread the Gravity stuff. But I believe the difference is the "affliction" effect is coming from an area str grapple attack. Linking Damage to Move Object is just +1 as usual.
However, my initial glance is that there is some rules differences (like the resist choices).
So I will mull it over.
 



hero4hire

Explorer
Okay, here's my telepath/telekinetic, probably who I will play, though I wouldn't mind working up some of the (simpler) concepts I mentioned, just for the heck of it. Heather is originally from a more X-Men universe type storytelling simm, so not sure if her background and motivations/complications will fit into your world. Let me know and I will tweak.

<snip>
29lfrrr.jpg



[sblock=Background]
Heather Todd is the second youngest daughter of a large family from Elkins, West Virginia, in Appalachian redneck country. Her father was an abusive drunk, but Heather’s older sister Tamar took the brunt of his abuse to keep her younger siblings from it.

Heather’s powers emerged when she was ten, the night her father killed the mutant boyfriend of his eldest daughter. He didn’t stay dead, however, and he was the leader of a cell of the terrorist Brotherhood of Mutants. He returned to the farm and slaughtered most of the Todd family. Heather and her younger siblings Matthew, Kenny, and Mary Ellen were saved when Tamar’s own powers emerged in a violent explosion of stellar energy.

Unknown to Tamar, Heather’s powers also emerged. Her mind ripped a hole in the astral plane, created a small, safe demiplane out of the astral “stuff” that was sucked inside, and hid.

Tamar, meanwhile, was taken with the remaining family to a school in Atlanta where they protected and trained mutants in using their powers and serving the world. Tamar thought Heather was in severe catatonic shock from what had happened.

Slowly Heather started to emerge, first with small telekinetic promptings of items around her. Eventually her condition was realized by a telepath at the school and she was rescued from her little safe place when they realized she was the cause of localized disturbances in the astral plane. They taught her how to seal up the rift in the astral plane and then helped her develop her telepathic and telekinetic powers.

Currently Heather is attending university to study mathematics and physics. She studies some psychology on the side as well, to help her with her powers.
[/sblock]

5.20.17

The background may work for a Farsider in the Freedomverse. A group of Psionic offshoots of Humanity who live on the moon. (Think Inhumans with all Mental powers)

Here is my take on the sheet.

Astral - PL 10

Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 2, Intellect 4, Awareness 4, Presence 2

Advantages
Attractive, Equipment 2, Ranged Attack 3

Skills
Acrobatics 3 (+4), Athletics 2 (+2), Close Combat: Unarmed 4 (+6), Deception 3 (+5), Expertise: Math 2 (+6), Expertise: Physics 2 (+6), Expertise: Psychology 2 (+6), Insight 2 (+6), Persuasion 2 (+4), Treatment 2 (+6)

Powers
Force Field: Protection 10 (+10 Toughness; Subtle: subtle, Sustained)
Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Subtle: subtle)
Mental Communication: Mental Communication 3
Psychic Powers
. . Astral Black Hole: Burst Area Nullify 8 (Counters: Psychic, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Increased Duration 2: sustained, Simultaneous; Concentration, Reduced Range: close)
. . Deflect: Deflect 8 (Increased Range: perception, Redirection, Reflect)
. . Illusion: Illusion 8 (Affects: All Sense Types, Area: 250 cft., DC 18; Resistible: Will)
. . Mental Blast: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception)
. . Mental Invisibility: Burst Area Concealment 10 (All Senses, DC 20; Affects Others, Burst Area: 30 feet radius sphere, DC 20, Selective; Limited to Minds, Resistible: Will)
. . Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception)
. . Mind Reading: Cumulative Mind Reading 10 (DC 20; Cumulative, Sensory Link; Feedback)
. . Psychokinesis: Move Object 10 (25 tons; Increased Range: perception, Precise, Subtle: subtle)
. . TK Snare: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Strength, DC 18; Cumulative, Extra Condition, Increased Range 2: perception; Limited Degree)
. . TK Wave: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Selective)

Equipment
Cell Phone (Smartphone), Chain-mail, Commlink, Computer

Offense
Initiative +1
Astral Black Hole: Burst Area Nullify 8 (DC Will 18)
Grab, +2 (DC Spec 10)
Mental Blast: Damage 8 (DC Will 23)
Mind Control: Cumulative Affliction 8 (DC Will 18)
Mind Reading: Cumulative Mind Reading 10 (DC Will 20)
Psychokinesis: Move Object 10 (DC 20)
Throw, +4 (DC 15)
TK Snare: Cumulative Affliction 8 (DC Fort/Will 18)
TK Wave: Cone Area Damage 10 (DC 25)
Unarmed, +6 (DC 15)

Complications
Motivation: Acceptance
Power Loss: Feedback from Asrtral Black Hole
Relationship: Farsider Family
Responsibility: Full time student

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 12

Power Points
Abilities 32 + Powers 73 + Advantages 6 + Skills 12 (24 ranks) + Defenses 27 = 150

Long story short you wanted a LOT(!!!) of powers...so one big array was the only way to afford it.

Toughness and Movement were promptly taken out of the array as it just sucks in game play.

As well as the Communication...Professor X or Jean Grey never go "silent" using other powers, so neither does she.
 
Last edited:

Quickleaf

Legend
Q1QtLEv.png


EDIT x7: Finishing touches...
  • Revised "Dim Mak" alternate effect to be in line with PL limits.
  • Boosted Protection "Iron Shirt Chi Gung" to raise Toughness a little, since [MENTION=20711]hero4hire[/MENTION] mentioned our defenses being too low.
  • Added "Breaking Blow" alternate effect to his Legendary Fist, removing Deception ranks to pay for 1 pt.
  • Merged Movement and Leaping into same power "Grasshopper Step / Wire-Fu" for simplicity, and removing Dimensional & Water-walking effects, thus freeing up points.
  • Removed Counter Illusions from Senses "Eyes of the Jade Dragon", re-investing those 2 pts into boosting Fortitude and Will defenses.
  • Uploaded updated PDF character sheet.

[SBLOCK=Edit History]
EDIT x6: After reading the rules further – including Power Profile: Martial Powers – I made a few changes:
  • Simplified his Leaping power.
  • Created a "Grasshopper Step" Movement power to portray classic Wuxia moves.
  • Added Agile Feint advantage (and redirected some skill points from Deception into Acrobatics).
  • Reduced Presence by 1 rank to pay for the difference.
  • Added Features (esoteric style, hands as weapons) to Li Po's Legendary Fist power, reducing Penetrating to pay for them.
  • Added Descriptors to his powers.
  • Added comic book style logo thanks to [MENTION=6801242]GreenKarl[/MENTION]

EDIT x5: Overhauled "Dim Mak" Weakening power after advice from [MENTION=6810779]jonathonhawke[/MENTION].

EDIT x4: Revised the Deflect point-buy on "Heavenly White Tara's Mudra" with Limited flaw to reflect how kung-fu movie monks can deflect/redirect/reflect punches, kicks, thrown weapon, blowguns, and arrows – but not firearms or energy blasts.

EDIT x3: Turned out I was miscalculating how the Strength-based modifier to Damage works for point buy. Fixed now!

EDIT x2: Looks like I did the point-buy for his Abilities wrong. :( It comes out to 60 instead of 50 like I'd thought. So I need to rework things substantially... Sigh. On the plus side I've found an auto-calculating M&M3e editable PDF sheet! OK, all fixed now!

EDIT x1: I changed a few things around, most importantly:
  • Differentiated my character from [MENTION=6801242]GreenKarl[/MENTION]'s Tarantula by selecting different Advantages, changing Dim Mak to be a Weaken effect (which AFAIK no one else has taken yet), and tweaking his Leaping power a whole lot.
  • Incorporated [MENTION=4936]Shayuri[/MENTION]'s advice about making the staff its own power.
  • Changed his hero name to Legendary Fist Mythic Fist Mystic Fist (thanks [MENTION=4936]Shayuri[/MENTION] :) )
[/SBLOCK]



Mystic Fist

Kevin Zhang is the 21st earthly incarnation of the legendary Li Po known also as the Immortal Grasshopper or the Mystic Fist. However, on the streets of Freedom City he sometimes goes by the name of Nightstick (his persona before gaining powers), or by less-than-sympathetic sensationalist magazines as the Kung-Fu Killer.

Totals: Abilities 54 + Defenses 19 + Skills 20 + Advantages (inc. Equipment) 15 + Powers 42 = 150

Abilities [54 pts]
STRENGTH 3 STAMINA 4 AGILITY 4 DEXTERITY 3 FIGHTING 5 INTELLECT 2 AWARENESS 4 PRESENCE 2

Defenses [19 pts]
Dodge 9 Toughness 8 (see Iron Shirt Chi Gung) Parry 9 Fortitude 9 Will 9

Offenses
Initiative +8

Unarmed, powerless +10 (Close, Damage +3, Crit 20)

Bola +7 (Ranged, Snare 3)
Boomerang +7 (Ranged, Damage +4, Crit 20)

Legendary Fist +10 (Close, Damage +9 (STR), Crit 20, Multiattack, Penetrating 1)
Boot to the Head +14 and DC 11/16 Fortitude (Close, Damage +6 (STR) and Special, Crit 20, Split 1)
Breaking Blow objects only, +7 OR routine 17 and auto-crit on hit (Close, Damage +13 (STR), Penetrating 13)
Dim Mak requires grab, Fortitude DC 20 (Close, Special)
Nine Palms Diagram Dodge DC 16 (Close Area Burst 30’, Selective, Damage +6, half damage)
Forced Astral Projection Will DC 15 (Close, Special)

Frenzied Demon Staff +10 (Reach, Damage +10, Crit 20, Split 1)

Skills [20 pts]
Acrobatics (AGL) 5 (+9), Athletics (STR) 3 (+6), Close Combat (FGT) (Unarmed) 5 (+10), Close Combat (FGT) (Bludgeoning) 5 (+10), Expertise (INT) (Photography) 2 (+4), Insight (AWE) 1 (+5), Intimidation (PRE) 2 (+4), Investigation (INT) 4 (+6), Perception (AWE) 4 (+8), Persuasion (PRE) 2 (+4), Ranged Combat (DEX) (Throwing) 4 (+7), Stealth (AGL) 1 (+5), Vehicles (DEX) 2 (+5)

Advantages [15 pts]
Combat
Agile Feint – use Acrobatics bonus in place of Deception to feint and trick in combat
Improved Disarm – no penalty to attempt a disarm, and target doesn’t get opportunity attack
Improved Grab – grab and maintain grab with one arm & not vulnerable while grabbing
Improved Initiative [1] – gain +4 initiative
Improved Smash – no penalty to attack objects held by another creature
Move by Action – move both before and after your action
Redirect – if you trick an opponent using Deception, you can redirect a missed attack against you from that opponent to another target adjacent to you as a reaction
General
*Equipment [4] – gain 20 points of equipment
Instant Up – rise from prone as a free action
Trance – through a minute and DC 15 Awareness check, enter a death-like trance
Skill
Favored Foe (Martial Artists) – gain +2 Deception, Intimidation, Insight, and Perception vs.
Languages [1] – Tibetan (in addition to starting with English & Mandarin)

Powers [42 pts] (Origin – Chi/Mystical)

Eye of the Jade Tiger
Senses rank 2 (Danger Sense (sixth sense) 1 + Mystic/Chi Awareness (sixth sense) 1) + Modifier: Dimensional +1/rank [4 points]
Training, Chi/Mystical
  • When you would be surprised, make a DC 10 (GM may raise) Perception check. One degree of success means you’re not surprised, but can’t act. Two or more degrees of success mean you’re not surprised and may act during the surprise round.
  • Sense the use of Mystic/Chi effects at close range, even Subtle [1] ones, with a DC 10 (-1 per 10-feet) Perception check.
  • Can sense into Mystic Dimensions.

Grasshopper Step / Wire-Fu
Leaping rank 1 + Movement rank 2 (Slow Fall, Trackless) + Flaws: Limited (solid surfaces) -1/rank, Tiring -1/rank [2 points]
Training, Chi/Mystical
  • Leap 15 feet as a free action.
  • By using Extra Effort or incurring a level of fatigue, you can use a free action to…
  • Fall any distance without harm or arrest fall on a handhold, so long as you’re near a solid surface like a building.
  • Cross over any solid surface without disturbing it or leaving a trace.

Iron Shirt Chi Gung
Protection rank 4 + Extra: Feature 1 [5 points]
Training, Chi/Mystical
  • Gain +4 Toughness.
  • The Feature allows him to root to the Earth, applying this +4 bonus to resist attempts to knock him down or forcibly move him.

Li Po's Legendary Fist
Damage rank 6 (Strength-based 9) + Extras: Alternate Effects +6, Features (esoteric style, hands as weapons) +2, Multiattack +1/rank, Penetrating +1 [24 points]
Training, Chi/Mystical
  • Toughness DC #: -1 resistance / dazed & -1 resistance / staggered & -1 resistance / incapacitated.
  • Multiattack vs. Single Target: for two degrees success resistance DC +2, for three or more +5.
  • Multiattack vs. Multiple Targets: target up to 6 creatures, with corresponding penalty to each attack.
  • Covering Attack: ally within sight (but not in close combat) receives benefits of Cover vs. enemies within line of sight and Close Range of you; enemy can ignore the cover but you gain a free attack against that enemy.
  • Bypasses Impervious Resistance 7 or less.
  • Esoteric Style: Only those familiar with Shambala Vale can recognize your martial arts style or use Assessment or Analyze Style on you.
  • Hands as Weapons: In situations where being armed is important, you are always considered armed, even when you have no weapons in-hand.
  • Switch between >>“styles” (Alternate Effects) 1/turn as a free action.

>>BOOT TO THE HEAD (Damage rank 3 (Strength-based 6) + Extras: Accurate +2, Split +1, Subtle +2 ##LINKED## Leaping rank 1 + Effects: Attack 0, Split +1 ##LINKED## Affliction rank 6 + Extras: Extra Condition +1/rank, Split +1 + Flaws: Limited Degree -1/rank) [17]
Training, Chi/Mystical, Esoteric Style (Tae Kwon Leap)
  • May be used as a surprise attack completely undetectable to all but masters of Tae Kwon Leap.
  • A target hit must make a DC 11 Fortitude check or be pushed up to 15 feet away, knocked Prone, and be Compelled to attack you. If the Fortitude check succeeds but doesn’t reach DC 16, the target is Dazed and Hindered instead.
  • You may split the damage, push effect, and Affliction conditions between two targets as you wish.

>>BREAKING BLOW (Damage 10 (STR 13) + Extras: Penetrating 13 + Flaws: Affects Only Objects -1/rank, Inaccurate -1) [17]
Training, Chi/Mystical, Esoteric Style (Fa Jin One-Inch Punch)
  • Toughness DC 28, bypasses Impervious 24 or less.

>>DIM MAK (Weaken rank 10 + Extras: Incurable +1, Progressive +2/rank, Reversible +1 + Flaws: Grab-based -1/rank, Side Effect -1/rank) [18]
Training, Chi/Mystical, Esoteric Style (Five Point Palm Exploding Heart Technique)
  • You must successfully grab a creature before using Dim Mak, the effect occurring automatically as a Reaction.
  • Target must make a DC 20 Fortitude check. On a failure, target loses ranks from Stamina equal to the difference between the check result and the DC divided by 2, up to a maximum of -5.
  • If Stamina is reduced to -5, it is Debilitated, leaving target dying with -5 Fortitude vs. death.
  • Dim Mak strikes are cumulative (max -5), cannot have its effects countered by another power without the Persistent modifier, and lost Stamina points recover naturally 1 point per turn.
  • Progressive Weaken effect reduces Stamina each round until the target successfully resists. Make a new resistance check for the target at the end of each turn; failure weakens the target’s Stamina further, while success stops the Progressive Weaken.
  • Side Effect: When Dim Mak is used in anger, dishonorably, or in any way the GM judges to be a “dark arts” application, you suffer a Complication (e.g. Disability, Power Loss, or Weakness).

>>REDIRECT ATTACKS (Deflect rank 9 + Extras: Reflect +1/rank, Redirect +1/rank + Flaws: Limited (melee/thrown/primitive projectiles only) -1/rank) [18]
Training, Chi/Mystical, Esoteric Style (Heavenly White Tara's Mudra)
  • When taking the Defend action vs. melee or primitive projectile attacks targeting Dodge/Parry, you can use Deflect 9 in place of an active Defense for others as well as yourself (on a roll of 10 or less add 10).
  • Reflect: You can reflect attacks back at the attacker as a free action. First, you must successfully deflect the attack, then make a normal attack check using your own attack modifier to hit with the reflected attack. It has its normal effect if it hits.
  • Redirect: You can redirect attacks you successfully deflect at any target within the attack’s normal range, as Reflect, above. You must have the Reflect extra to take this one.

>>NINE PALMS DIAGRAM (Damage rank 6 + Extras: Burst Area +1/rank, Selective Attack +1/rank) [18]
Training, Chi/Mystical, Esoteric Style (Nine Palms Diagram)
  • Close Area (30 feet), target whoever you want.
  • Dodge DC 16 to “take half effect rank” (i.e. rank 3).

>>FORCED ASTRAL PROJECTION (Movement 5 ranks (Dimension Travel mystic 2, Permeate 3) + Extras: Affects Insubstantial +2, Affects Others +1/rank, Attack +0, Mystic Dimensional +2, Reach +1, Reversible +1) [16]
Training, Chi/Mystical, Esoteric Style (No-Touch Ghost Finger)
  • Make an attack to touch a target at Reach, who gains a DC 15 Will resistance check. The target can be in this world, in a mystic dimension like Shambala Vale, or insubstantial. An affected target has an out-of-body experience (i.e. forced astral projection) corresponding with one of these effects:
  • The target is shifted across dimensional boundaries (e.g. from a mystic dimension into the world or from the world to a mystic dimenion). If the entity is extradimensional in nature, this works like a banishment. Against creatures of the normal world, however, their body remains behind but cannot be targeted until they return to it – which happens automatically if someone tries to target them.
  • The target is pushed through physical objects in a direction of your choosing, forcibly moved up to their speed, phasing through intervening objects as if insubstantial.
  • The target receives a momentary vision of a mystic dimension as their soul leaves their body. The effects of this are left up to role-playing and the GM.

Grandfather of Flowers (Pei Min’s “Frenzied Demon Staff”)
Damage rank 10 + Extras: Reach +1, Split +1 + Flaws: Activation -1, Easily Removable -2 per 5 points, Quirk -2 [7 points]
Equipment, Magical
  • The staff must be activated with a Move action, causing it to extend from both sides and causing the floral Tibetan runes engraved on its surface to glow a pale green.
  • The spirit of Pei Min, a Tang Dynasty general known for his peerless swordplay, inhabits Fen Mo Gun (“Frenzied Demon Staff”) and may subtly influence you to fight on against overwhelming odds, to answer a slight to your honor with a duel, or to take other potentially brave but foolhardy action. The spirit of Pei Min can also increase the Damage rank (left up to GM), as well, potentially turning a blow intended to be non-lethal into a killing blow, but when this happens is entirely up to the GM.
  • Additionally, possession of the staff is a status symbol that others from Shambala Vale may consider you to be unworthy of and seek to challenge you for possession of the staff.

*Equipment (20 pts)
Costume [2] (Comm-link, Night vision goggles)

Motorcycle [10] (Kawasaki Ninja)

Utility Belt [8]
Audio recorder • 1 point.
Bolas: Snare 3 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized) • 1 point.
Boomerangs: Ranged Damage 1, Strength-based • 1 point.
Camera • 1 point.
Flash-Bangs: Ranged Burst Area Dazzle 4 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware). • 1 point.
Mini-tracer • 1 point.
Restraints • 1 point.
Smoke Pellets: Ranged Cloud Area Visual Concealment Attack • 1 point.

Background
...work in progress...

Complications

Motivation: Acceptance: Being trained in the Shambala Vale and awakened to mystical powers of Chi, Kevin feels alientated from those around him even when in the midst of the city he calls home. Finding a sense of belonging has been a struggle his entire life, only amplified by the traumatic training he underwent in Shambala. Moreover, he is struggling to clear his name of association with the “Kung-Fu Killer” that sensationalist journalists are running with, hoping to earn the acceptance of Freedom City as one of its heroes.

Motivation: Responsibility: Though the monks of Shambala Vale advocated withdrawing from the world, Kevin feels he has a responsibility to defend Freedom City from the ###evil ninja cult###. At the same time, he is torn by his responsibility to defend Shambala as keeper of the Grandfather of Flowers staff.

Bad Reputation: The so-called “Kung-Fu Killer” is wanted for questioning in a string of murders involving a vigilante master of martial arts. While Kevin probably is guilty of killing someone (see “Secret” below), the media and cops are going after the wrong guy, and he intends to clear his name.

Honor: The way of the peaceful warrior is bound to a code of honor. Never to kill except in a duel to the death or in self-defense. To cause harm only as a last resort. To announce oneself and martial lineage when facing an enemy for the first time.

Identity: Kevin once prowled the streets under the codename “Nightstick” as an independent photographer belonging to a citizen watchdog/witness group. Only his closest friends and family know he was “Nightstick” – an identity which earned him enmity among organized crime. However, since returning from Shambala Vale, no one knows his identity as the “Mystic Fist.”

Secret: Though the way of Shambala is not to kill except in the most extreme of circumstances, Kevin violated this precept when he became lost to a battle rage while wielding the Grandfather of Flowers staff…the details are foggy even to Kevin…but he fears that the bloody memories are of him killing someone who didn’t deserve to die…

Potential PC Connections

[MENTION=6810779]jonathonhawke[/MENTION] Prometheus (as detective Luke Papadopoulos) might be partnered with the crooked beat detective Jimmy Pham, my PC’s uncle?

[MENTION=4936]Shayuri[/MENTION] Sandra's Grimoire may have once been kept in a library in Shambala Vale for safe-keeping... maybe there's information in there that my PC wants access to, and despite being tasked by mystics of Shambala with retrieving lost artifacts, he's more interested in other concerns pertaining to the campaign villain(s)? Or maybe you want to translate a certain magical passage only a "disciple of Shambala" can read?

[MENTION=6801242]GreenKarl[/MENTION] Tarantula’s eight-limbed nemesis the Widower might have been the NPC “killed” by my PC’s improper use of the Nine Palms Diagram or Dim Mak (see his "Secret" complication)…maybe accidentally struck during some kind of gang fight and fell into the same river that Tarantula fell into? Some kind of cosmic fate thing?

[MENTION=6855204]tglassy[/MENTION] Hawk might be a different breed of billionaire from his father, but that doesn’t mean that media didn’t thoroughly drag his name through the press in regards to that R&D accident which spewed toxic chemicals. What if my character was the photographer on a story that created a lot of bad press for Hawk, with behind-the-scenes photos my PC took illegally?
 

Attachments

  • MM Mystic Fist.pdf
    3.9 MB · Views: 222
Last edited:

Shayuri

First Post
For a name, what about alluding to the legend with something simple and evocative, like Myth?

It also sets you up for great comic book puns like, "Hit and Myth," or "Did you Myth me?" and so on. :)

If you want to keep the martial flavor, Mythic Fist or Myth Strike or something...

Also...for a master of Tae Kwon Leap, I'm very disappointed not to see an attack called 'Boot to the head.'

(^_^)

Seriously though, nice job on your first M&M character!
 

Remove ads

Top