I will be going over sheets sometime tomorrow.
If you have submitted a build and have decided not to play that build please let me know and I wont bother to number crunch it.
Stumbling over the point-buy system... it's much more complex than what I'm used to...
My basic concept:
Nightstick
Kevin Trang is the 21st earthly incarnation of the legendary Li Po known as the Immortal Grasshopper. However, on the streets and newsprint of Freedom City he is known as "Nightstick."
Still working out background details...
EDIT: Working on stats... So far I *think* (very uncertain, since I'm just going off the SRD, which is all over the place) my point-buy breaks down like...
Abilities 50 + Defenses 21 + Skills 24 + Advantages (inc. Equipment) 22 + Powers 33 = 150
TRAIT COST IN CHARACTER POINTS
Ability 2 per ability rank
Defense 1 per defense rank
Skill 1 per 2 skill ranks (TOTAL max 20)
Advantage 1 per advantage / advantage rank
Power ((base effect cost + extras – flaws) x rank) + flat modifiers
Abilities [50 pts]
Strength (STR) 3 -------------- 6 pts
Stamina (STA) 4 -------------- 8 pts
Dexterity (DEX) 4 -------------- 8 pts
Agility (AGL) 4 -------------- 8 pts
Fighting (FTG) 5 -------------- 10 pts
Intellect (INT) 3 -------------- 6 pts
Awareness (AWE) 4 -------------- 8 pts
Presence (PRE) 3 -------------- 6 pts
Defenses [21 pts]
Dodge (AGL) 10 -------------- 6 pts
Toughness (STA) 7 (see Iron Shirt Chi Gung under "Powers")
Parry (FTG) 10 -------------- 5 pts
Fortitude (STA) 9 -------------- 5 pts
Will (AWE) 9 -------------- 5 pts
DODGE + TOUGHNESS = 17, which is < 20 (i.e. 2x Campaign Power Level 10)
PARRY + TOUGHNESS = 17, which is < 20 (i.e. 2x Campaign Power Level 10)
FORTITUDE + WILL = 18, which is < 20 (i.e. 2x Campaign Power Level 10)
Skills [23 pts]
Acrobatics (AGL) +8 -------------- 4 ranks -------------- 2 pts
Athletics (STR) +7 -------------- 4 ranks -------------- 2 pts
Close Combat (FGT) (Unarmed) +9 -------------- 4 ranks -------------- 2 pts
Close Combat (FGT) (Bludgeoning) +9 -------------- 4 ranks -------------- 2 pts
Deception (PRE) +7 -------------- 4 ranks -------------- 2 pts
Expertise (INT) (#) +7 -------------- 2 ranks -------------- 1 pts
Insight (AWE) +6 -------------- 2 ranks -------------- 1 pt
Intimidation (PRE) +5 -------------- 2 ranks -------------- 1 pt
Investigation (INT) +9 -------------- 6 ranks -------------- 3 pts
Perception (AWE) +6 -------------- 2 ranks -------------- 1 pt
Persuasion (PRE) +5 -------------- 2 ranks -------------- 1 pt
Ranged Combat (DEX) (Throwing) +8 -------------- 4 ranks -------------- 2 pts
Sleight of Hand (DEX) +4
Stealth (AGL) +8 -------------- 4 ranks -------------- 2 pts
Technology (INT) +3
Treatment (INT) +5 -------------- 2 ranks -------------- 1 pt
Vehicles (DEX) +6 -------------- 2 ranks -------------- 1 pt
Advantages [22 pts]
Combat
Fast Grab – when you hit with an unarmed attack you can make a grab check as a free action
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 vulneranle while grabbing
Improved Initiative [1] – gain +4 initiative
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
Takedown – free extra action when you incapacitate a minion
Uncanny Dodge – not made vulnerable when surprised or by attacks that catch you off guard
General
Assessment – Use Insight to determine enemy’s combat capabilities
Benefit (Cipher) – Investigation checks to dredge up your past are at -5
*Equipment [6] – gain 30 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 (#) – gain +2 Deception, Intimidation, Insight, and Perception vs. #
Languages [3] – Arabic, Hindi, Mandarin, Tibetan
Powers [33 pts] (Origin – Chi/Mystical)
Eye of the Jade Tiger
Senses 4 (Counter Illusions (visual) 2 + Danger Sense (sixth sense) 1 + Mystic/Chi Awareness (sixth sense) 1) + Modifier: Dimensional 2 [6 points]
- Automatically succeed resistance checks vs. illusions targeting vision.
- 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 Jumps the Moon / Tae Kwon Leap
Leaping 2 [2 points]
- You can leap 30 feet as a free action.
Iron Shirt Chi Gung
Protection 3 + Modifier: Feature 1 [4 points]
- Gain +3 Toughness.
- The Feature allows him to root to the Earth, applying this +3 bonus to resist attempts to knock him down or forcibly move him.
Li Po's Legendary Fist
Damage 6 + Modifiers: Alternate Effects 3, Multiattack +1/rank, Penetrating 6 [21 points]
Dim Mak Pressure Points (Affliction rank 6 + Extras: Concentration +1/rank, Cumulative +1/rank)
- Fortitude DC 16; Failure: (1st degree) Vulnerable > (2nd degree) Stunned > (3rd degree) Incapacitated. Subsequent 1st and 2nd degree Fortitude checks at end of enemy’s turn. 3rd degree conditions require a minute of recovery time or outside aid, such as the Treatment skill or Healing effect (DC 16).
- Concentration: After striking with Dim Mak, can concentrate as standard action to compel target to make another resistance check, no attack check required.
- Cumulative: Effects stack with multiple strikes.
Heavenly White Tara’s Mudra (Deflect rank 6 + Modifiers: Reflect +1/rank, Redirect +1/rank)
- When taking the Defend action vs. non-area attacks targeting Dodge/Parry, you can use Deflect rank in place of an active Defense for others as well as yourself.
- 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 + Modifiers: Burst Area +1/rank, Selective Attack +1/rank)
- Close Area (30 feet), target whoever you want.
- Dodge DC 16 to “take half effect rank” (i.e. rank 3).
*Equipment (30 pts)
Camera [1], Cell phone [1], Comm-link [1], Computer [1], Costume [1], Audio recorder [1], Restraints [1], Mini-tracer [1], Night vision goggles [1], Flashlight [1], Tonfa (as per club weapon) [2]
Motorcycle [10]
Utility Belt [8]
Bolas: Snare 3 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized) • 1 point.
Boomerangs: Ranged Damage 1, Strength-based • 1 point.
Explosives: Ranged Burst Area Damage 5 • 1 point.
Cutting Torch: Damage 1 Linked to Weaken Toughness 1. • 1 point.
Flash-Bangs: Ranged Burst Area Dazzle 4 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware). • 1 point.
Rebreather • 1 point.
Sleep Gas Pellets: Ranged Cloud Area Sleep 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep). • 1 point.
Smoke Pellets: Ranged Cloud Area Visual Concealment Attack • 1 point.