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Vash's Character Tutorials #1 - The Martial Artist

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InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Mon Dec 26, 2011 5:26 pm


.:Welcome to my first character generation tutorial!:.

What I'm going to do over the course of my tutorials is show my train of thought when I make a build, and at the same time, share strategies and ideas that will guide new players, and inspire old ones.

Well, that's the goal at least.

In each of these tutorial sections, I'm going to follow a certain procedure.

First of all, I'll explain what I want the character to be, and what I want him or her to do. That will set the stage for the character, and will guide me as I build him/her.

Then, I will go step by step through the character making process. In each tutorial, I'll add more complexity to the builds to teach you new things about stats, powers, etc.

At the end of each tutorial, I'll give two ways to improve the character all the way until the character reaches Power Level (PL) 2.
PostPosted: Mon Dec 26, 2011 5:40 pm


.:The Martial Artist:.

The martial artist is a man with zero super powers. All of his strength and abilities come from intense training, endless practice, and extreme technique. While the Martial Artist doesn't require any knowledge of powers, the player needs to understand the ins and outs of combat.
If you haven't read the combat section yet, now might be a good time.

If you have, then you might want to refresh yourself on the Actions section. The Martial Artist is going to rely on these quite a bit.

Now that I've said that, lets focus on what out Martial Artist is going to do. He's going to be one of the classical fighters, sort of like Ryu from Street Fighter, or Goku from Dragonball (not Z, mind you), or even a real life martial artist like Bruce Lee or Jackie Chan. That means he wont have armor, super powers, or gadgets. All of his power will come from natural training and such.

To represent that, we'll want to give him above average strength and stamina, as well as give him ways to make his unarmed punches and kicks more effective.

Even though he doesn't have armor, he still has to be able to take a hit, from any kind of attack that comes his way, so we'll have to improve his defenses somehow.

With that in mind, lets begin.

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Mon Dec 26, 2011 9:18 pm


.:Abilities:.

Quote:

-Stat Name: Total (without enhanced) / modifier-
Strength: 12 (12) / +1
Dexterity: 10 (10) / +0
Constitution: 12 (12) / +1
Intelligence: 10 (10) / +0
Wisdom: 10 (10) / +0
Charisma: 10 (10) / +0


This is the stats section. You can increase these stats by 1 point for 1 power point (pp) (keep in mind that when you start your character, you have 20pp to toy with). If you haven't yet, you can read more about these abilities in the Ability rule section. Also keep in mind Power Level Limits for PL 1.

As we said before, we want to give our character above average strength and stamina. Well... lets see... we have Strength... and Constitution. At this point, our Martial Artist is only level 1. He's not going to have a lot of skills at the moment, so we aren't going to go crazy with abilities.

Adding 2 points to both Strength and Constitution will be fine for now, making both of those stats 12. When the stat is 12, the modifier is +1. That will increase the damage of his unarmed attacks by 1 (the limit for PL 1), and will increase his toughness by 1 (also the limit for PL 1).

We used 4pp for these changes, meaning we have 16pp remaining.



.:Saves:.

Quote:
Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+1+0) = +1
Fortitude: (2+1+0) = +3
Reflex: (2+0+0) = +2
Will: (2+0+0) = +2


Saves are talked about in the Abilities section as well. Saves are used for a variety of checks, and failing the check can sometimes be crippling
to your character in battle.

Toughness cannot be bought in the same way that Fortitude, Reflex, and Will are. We already have that maxed out for PL 1 with our Constitution Modifier, so we will leave that alone for now. For Fortitute, Reflex, and Will, we will bump up the scores by spending 2pp on each.

Fortitude is affected by the constitution modifier, so our Martial Artist's Fortitude will be +3. His Reflex and Will will be +2.

We spend 6 points here, so our hero has 10pp remaining.



.:Combat Stats:.

Quote:
Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 11 (1+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 1/1


We wanted our Martial artist to have an edge in battle, right? In order to do that, we need to increase his evasiveness and his accuracy. In order to do this, we increase his Defense and Attack stats. Adding a point to each of these costs 2pp.

What this does is require the enemy to pass a DC 11 in order to hit you. Also, when you attack the enemy, you get +1 to your roll.

This costed 4pp total, leaving the Martial artist with 6pp.



.:Feats:.

Quote:
Feats:

Ambidexterity

Improved Critical

Improved Grab

Improved Grapple

Power Attack

Stunning Attack


This is the section that will make our Martial Artist shine! Earlier on, we decided that the Martial Artist needed to have something that made his attacks more potent. There are a hand full of feats that will do this for us. Each feat costs 1pp, so we can get a total of 6 feats for now.

First off, there is Improved Grab. With this, you make immediately start a grapple against an opponent as a free action. Essentially, you punch them with your weaponized fists, then take hold of them!

Now, if you get Improved Grapple, you can grapple with one hand, and do something else in the other!

To make sure that our Martial Artist never has to deal with off-hand rules, we will get him Ambidexterity as well.

With those three feats, our Martial Artist now has a strategy for fighting. He can attack an opponent with his fists, take hold of them, pin them, then continue to wail on them on the next turn, while maintaining the pin. There is a problem with this though! If the enemy is larger than the Martial Artist, then grappling can become impossible! If we look through the feats, there are a few more feats that will give the Martial Artist more options in battle.

Stunning Attack is a good start. When you make your attack, you can choose not to do damage, and instead attempt to stun your opponent.

Improved Critical is a good choice as well. Now, if you get a 19 or 20 when rolling to hit the opponent, you score a critical hit, meaning you'd do more damage!

Power Attack is a powerful feat that will grow with you as you play in Grace. What it lets you do is shift the points you put into your attack bonus over to your damage bonus. This feat isn't affected by PL limits, so right off the bat, you can bump up your damage from DC 16 to DC 17, which gives you more room to deal damage.

After this step, there are 0pp left to spend.

.:Skills:.

Quote:
Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 1 + 0
Computers (Int): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 0
Sense Motive (Wis): 0 = 0 + 0 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): 0 = 0 + 0 + 0
Swim (Str): 1 = 0 + 1 + 0


As I said before, the Martial Artist isn't one for non-combat skills. However, the +1 modifier from the Strength score increases Climbing and Swimming by 1. Climbing is a skill that needs to be trained to be used, so don't change the dash there.
PostPosted: Tue Dec 27, 2011 8:30 am


.:The Finished Product:.


Quote:
PL: 1
PP: 0/20
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 12 (12) / +1
Dexterity: 10 (10) / +0
Constitution: 12 (12) / +1
Intelligence: 10 (10) / +0
Wisdom: 10 (10) / +0
Charisma: 10 (10) / +0

(Trade Offs: None)

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+1+0) = +1
Fortitude: (2+1+0) = +3
Reflex: (2+0+0) = +2
Will: (2+0+0) = +2

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 11 (1+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 1/1

Luck Points: 1

Feats:

Ambidexterity

Improved Critical (Unarmed Attacks)

Improved Grab

Improved Grapple

Power Attack

Stunning Attack

Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 1 + 0
Computers (Int): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 0
Sense Motive (Wis): 0 = 0 + 0 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): 0 = 0 + 0 + 0
Swim (Str): 1 = 0 + 1 + 0


[align=center][b]PL:[/b] 1
[b]PP:[/b] 0/20
[b]Super Group:[/b]

[b]Attributes[/b]
[size=11]-[i]Stat Name: Total (without enhanced) / modifier[/i]-[/size]
[u][i]Strength:[/i][/u] 12 (12) / +1
[u][i]Dexterity:[/i][/u] 10 (10) / +0
[u][i]Constitution:[/i][/u] 12 (12) / +1
[u][i]Intelligence:[/i][/u] 10 (10) / +0
[u][i]Wisdom:[/i][/u] 10 (10) / +0
[u][i]Charisma:[/i][/u] 10 (10) / +0

[b][i](Trade Offs: None)[/i][/b]

[b]Saving Throws[/b]
[size=11]-[i]Save Name: (Base + Ability + Misc) = Total[/i]-[/size]
[u][i]Toughness:[/i][/u] (0+1+0) = +1
[u][i]Fortitude:[/i][/u] (2+1+0) = +3
[u][i]Reflex:[/i][/u] (2+0+0) = +2
[u][i]Will:[/i][/u] (2+0+0) = +2

[b]Combat[/b]
[size=11]-[i]Name: Total (defense bonus + misc + size) / Flat Footed[/i]-[/size]
[u][i]Defense:[/i][/u] 11 (1+0+0) / 10
[size=11]-[i]Name: Total (Dex mod + Power + misc) / Flat Footed[/i]-[/size]
[u][i]Initiative:[/i][/u] 0 (0+0+0) / 0
[size=11]-[i]Name: Melee/Ranged (Specific if feat)[/i]-[/size]
[u][i]Attack:[/i][/u] 1/1

[b]Luck Points:[/b] 1

[b]Feats:[/b]

Ambidexterity

Improved Critical (Unarmed Attacks)

Improved Grab

Improved Grapple

Power Attack

Stunning Attack

[b]Skills:[/b]
[i]-Name: Total = Skill Rank + Ability Mod + Misc-[/i]
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 1 + 0
Computers (Int): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 0
Sense Motive (Wis): 0 = 0 + 0 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): 0 = 0 + 0 + 0
Swim (Str): 1 = 0 + 1 + 0
[/align]

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Tue Dec 27, 2011 8:53 am


.:The First 7 Updates:.
-Part 1-
~The Martial Arts Master~


For this build, I will be focusing on making the Martial Artist excel at the things that he already does. I will focus on improving his ability to grapple enemies, as well as give him more options in combat by giving him more stances and feats that power up standard attacks.

-Week 1-
For the first few weeks, I am going to work on bringing our martial artist to the peak of strength. Although he may not be able to use all of his strength in all of his checks, it will prepare him for when he levels up at the end of the seven weeks. This will also clear the way to improve your damage as you level up later in the game.

Strength + 3

-Week 2-

Strength + 3

-Week 3-

On Week 3, I get the feat opposite to Power Attack. Accurate Attack lowers the damage you do to increase the accuracy of the attack. This is especially helpful for those slippery foes who are difficult to hit.

Strength + 2

Feats: Accurate Attack

-Week 4-

For this week, I chose to get three feats. The first two are opposite each other. With All-out Attack, you can improve your attack bonus by lowering your defense bonus. With Defensive Attack, you do the opposite. Improved Critical extends your Critical Range to 18 with unarmed attacks now.

Feats: All-out Attack, Defensive Attack, Improved Critical

-Week 5-

This week, I grab 3 more Feats, all based around using the Trip Action Improved Throw lets you choose your opponents Ability he or she uses when opposing your trip (meaning you should choose the lower one). Improved Trip gives you +4 bonus to tripping an opponent. Even if you fail, they do not get the chance to trip you. Although there is no danger of tripping from a failed trip, I included Instant Up for good measure. Being prone when you don't want to be can be a hassle, and it is never a bad idea to break it just by jumping up as a free action.

Feats: Improved Throw, Improved Trip, Instant Up

-Week 6-

As we near the end of your first level, I start to build up on the Constitution score a little bit. Next week, I will increase it by another one, so that way at PL 2, your toughness will be up to par. I also grab Chokehold and Improved Pin. Chokehold lets you suffocate the opponent as long as you maintain the pin. Improved Pin makes your Pins harder to escape (therefore, its harder to escape being choked!).

Constitution + 1

Feats: Chokehold, Improved Pin

-Week 7-

Congratulations! If you've made it this far, you've made it to PL2!

For this last week, I increase Constitution to 14, meaning that the Martial Artist's Attack bonus is now +2 (the limit for PL 2). I grab the feats Attack Bonus, and Elusive Target. Attack Focus is like increasing your Attack Bonus, however, you choose either Melee or Ranged, and only pay 1pp. Seeing as our Martial Artist is focusing on fighting hand-to-hand, he focuses on Melee.

Elusive Target is a great addition to any hand-to-hand fighter. Usually, when you are in close range combat, players trying to shoot you with a ranged attack are less accurate since you are moving around so much. With Elusive Target, you increase that penalty from -4 to -8!


Constitution +1
Feat: Attack Focus (Melee), Elusive Target


.:The Final Result:.

Quote:
PL: 2
PP: 0/41
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 20 (20) / +4
Dexterity: 10 (10) / +0
Constitution: 14 (14) / +2
Intelligence: 10 (10) / +0
Wisdom: 10 (10) / +0
Charisma: 10 (10) / +0

(Trade Offs: None)

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+2+0) = +2
Fortitude: (2+1+0) = +3
Reflex: (2+0+0) = +2
Will: (2+0+0) = +2

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 11 (1+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 1(+1)/1

Luck Points: 1

Feats:

Accurate Attack

All-Out Attack

Ambidexterity

Attack Focus (Melee)

Chokehold

Defensive Attack

Elusive Target

Improved Critical (Unarmed Attacks) (x2)

Improved Grab

Improved Grapple

Improved Pin

Improved Throw

Improved Trip

Instant Up

Power Attack

Stunning Attack

Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 4 + 0
Computers (Int): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 0
Sense Motive (Wis): 0 = 0 + 0 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): 0 = 0 + 0 + 0
Swim (Str): 4 = 0 + 4 + 0
PostPosted: Tue Dec 27, 2011 10:25 am


.:The First 7 Updates:.
-Part 2-
~The Ninja~


For this build, I will be switching things up a bit. Unlike the Martial Arts Master, who builds upon what he already does, the ninja is going to stray away from hand-to-hand fighting, and instead focus on using weapons and gear. Each week, I will be getting the Equipment feat one or more times, either to improve the ninja's gear, or get him new gear.

Equipment is a very good tool when making a character because it is so cost efficient. One power point is turned into five equipment points. However, there is a downside to equipment. Equipment can be broken, disarmed, and you cannot use extra effort with equipment. Equipment has the tendency to be delicate when it comes to super powered attacks. You can read more about Equipment here.

-Week 1-

On the first week, I start off by giving the Ninja some Dexterity, which increases all of his Dexterity based skills by a little. Increasing Dexterity also improves his Initiative as well.

I then use this weeks equipment feat to make a Shinobi Shozoku (basically the classic ninja costume). Pieces of equipment are built just like powers, so what I did was I built my own stealth suit from scratch. I wanted my ninja to be very stealthy right off the bat, so I got him Concealment from all non-tactile senses. I did this buy adding the Blending and Passive flaws. Each of these lowers the cost per rank. Origionally, Concealment is 2 points per rank. When blending was added, it was lowered to 1 point per rank. When I added Passive, it is lowered again. Since you cannot have 0 points per rank, the cost is halved instead of subtracted by one like usual.


Dexterity +2

Feats: Equipment

Equipment:

---Shinobi Shozoku
-Rank: 10
-Cost: 1/2ep per rank (5ep)
-Description: A stealthy black uniform that makes the user almost invisible as long as he stays stealthy.
(Concealment (All Senses except Tactile) - Blending - Passive) )
----------------------------------------

-Week 2-

More Dexterity and a decent melee weapon come in Week 2. Along with that, we're going to pick up Sneak Attack. Sneak Attack provides the ninja with a powerful damage bonus when he takes an enemy by surprise!

Dexterity + 1

Feats: Equipment, Sneak Attack

Equipment:

---Ninjato
-Rank: 2
-Cost: 2ep per rank + 1 (5ep)
-Description: A blade perfect for assassinations.
(Damage + Penetrating + Improved Critical (PF))
----------------------------------------

-Week 3-

One of this weeks power points is going into Dexterity again this week. We're also going to put a point into our Skills to get +4 in Stealth. Utilizing stealth provides a host of options, such as being able to make sneak attacks!

The third and final point for this week will be dropped into Equipment again. This week, we will be making a set of Shuriken, for ranged attacks. Additionally, we will grab Caltrops from the Equipment page, which will no doubt come in handy if our ninja needs to make a hasty retreat.


Dexterity + 1

Skills: Stealth +4

Feats: Equipment

Equipment:

---Shuriken
-Rank: 1
-Cost: 2ep per rank + 1 (3ep)
-Description: A set on ninja stars for throwing at your enemies.
(Damage + Range + Autofire (PF))
----------------------------------------

---Caltrops
-Rank: -
-Cost: 1ep
-Description: Caltrops are four-pronged metal spikes designed so one prong points up when the caltrop rests on a surface. You can scatter caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers up to a 5-ft.-by-5 ft. area. Each time someone moves through an area containing caltrops at any rate greater than half speed, or each round someone spends fighting in such an area, the caltrops make an attack roll (attack bonus +0). If hit, the character must make a Toughness saving throw (DC 15). Any injury forces the character to move at half speed on foot until the damage is eliminated.

----------------------------------------

-Week 4-

In this week, we're going to be spending a power point in Acrobatics. A Ninja needs to be able to move around gracefully after all. In addition, we will be grabbing another point in Equipment, and the Hide in Plain Sight feat. Hide in Plain Sight gives our ninja the ability to hide anywhere, even if there isn't cover for him to hide behind!

For this weeks equipment, we're going to use the leftover equipment point from last week to make a pair of boots for our ninja can use to get all sorts of places undetected.

For this item, we're going to grab two ranks of Super Movement for Wall Crawling, so he can move up a wall very quickly. We will then grab a rank in Sure Footed, so even bad terrain won't slow our ninja down much. In addition, we grab a rank in Trackless. With this, the ninja will not have to worry about covering his footprints when he's infiltrating enemy territories.

However, this brings us to a grand total of 8ep! In order to pull ourselves back into our 6ep budget, we are going to invoke Partial Modifier rules. Using this, we can change a Flaw into a Drawback. Instead of affecting every rank of the power, we can choose to only affect a few of them.

With Partial Modifiers, we're going to limit wall walking to only be active when our ninja is moving. If he stops moving along that wall for any reason, he will begin to fall, a reasonable drawback to an excellent movement power.


Skills: Acrobatics +4

Feats: Equipment, Hide in Plain Sight

Equipment:

---Ninja Tabi
-Rank: 4
-Cost: 2ep per rank - 2 (6ep)
-Description: These boots were crafted by a master in ninjutsu. With them, an assassin can go almost anywhere unnoticed. As long as he keeps himself running, he can even run up walls!
(Super Movement (Wall Crawling (x2) + Surefooted + Trackless - Limited (Wall Crawling while Moving Only) (DB x2)
----------------------------------------

-Week 5-

In this week, I'm going to add a lot of utility to the ninja in battle. Blind-Fight gives my ninja extra accuracy when most people couldn't see. Elusive Fighter makes the ninja more elusive against ranged enemies when he's fighting hand-to-hand against another enemy. Move-By-Action lets the ninja attack while moving, which can come in very handy, for instance when you're running along walls.

Feats: Blind-Fight, Elusive Target, Move-By-Action
----------------------------------------

-Week 6-

Feats: Equipment

Equipment:

---Name
-Rank:
-Cost:
-Description:
()
----------------------------------------

-Week 7-

Feats: Equipment

Equipment:

---Name
-Rank:
-Cost:
-Description:
()
----------------------------------------

InuVash255
Crew

Dapper Dabbler

8,100 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
Reply
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