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Old 01-06-2019, 10:06 PM   #1
Harald387
 
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Join Date: Apr 2007
Location: Ottawa, ON, CA
Default Small But Fierce

Some of us view character generation as a minigame, and my last attempt was fairly well-received, so here is a Martial Artist who, uh, doesn't fit the normal mold but should be plenty entertaining and at least somewhat effective on a team.

Pale Blossom Opening To Greet The First Rays Of Dawn ("Just Call Me Dawn")
250-point Halfling Martial Artist

Dawn is a wandering monk, from some far-off land that seems to have collectively decided to kick her out because she isn't quite zen enough ("Confucius said it doesn't matter how quickly you go, as long as it's away from here.") and keeps disturbing the peace. Like most halflings, she can't resist a good meal ("This 'bacon' is much more delicious than most vegetables!") or a shiny object that isn't nailed down ("And you know, nails aren't all THAT permanent"); unlike most halflings, she's thin as a rail ("Meditation makes you lose weight, you should try! Not that you need to lose weight. Well, maybe a little. In your... everywhere.") and can kick you into next week ("Well. Into tomorrow, at least.').

In a fight, she uses a variety of Trademark Moves (usually accompanied by LOTS of shouting) to keep the enemy at a disadvantage - either 'over there' thanks to a well-placed Push, 'stunned' by her Kiai, or 'on the ground' from a Judo Throw or Takedown - so that her allies have an easier time finishing them off; against lightly armored foes she favors kicking them until they stop moving.

Out of combat she's stealthy (small, quiet, and hard to spot) and can get into places she probably oughtn't, aided by her trusty anti-anti-theft devices; while she's not a real substitute for a Thief, she can at least offer support in the role.

ST 8 [-20]; DX 17 [140]; IQ 10 [0]; HT 13 [30]
Damage 1d-3/1d-2; BL 13 lbs; HP 10 [4]; Will 11 [5]; Per 10 [0]; FP 13 [0]
Basic Speed 7.5 [0]; Basic Move 7 [0]; Move 7; SM -2
Dodge 10; Parry 12 (Judo/Karate); Block N/A

Advantages
Chi Talent 2 [30]
Dragon Skin [5]
Halfling Marksmanship 2 [10]
Honest Face [1]
Seven Secret Kicks [7]
Silence 2 [10]
Trademark Move: GET AWAY GET AWAY GET AWAY! (Rapid Strike, Kiai followed by Push (Torso), Skill-12 / Skill-16) [1]
Trademark Move: Why Don't You Come Down Here And Say That! (Rapid Strike: Judo Grapple/Left Leg followed by Takedown, Skill-14 / Skill-16) [1]
Trademark Move: This Will Make You Pretty, I Swear! (Rapid Strike: Judo Grapple followed by Kick to the Face, Skill-16 / Skill-11) [1]
Trained by a Master [30]
Unarmed Master [25]

Disadvantages and Quirks
Curious (12) [-5]
Disciplines of Faith (Chi Rituals) [-10]
Gluttony (12) [-5]
Kleptomania (12) [-15]
Sense of Duty (Adventuring Companions) [-5]
Skinny [-5]
Social Stigma (Minority Group) [-10]
Vow (Always Fight Unarmed) [-15]

"I'm normal height, it's all of you who are enormous." [-1]
Claims She's A Vegan, Is Clearly Lying [-1]
Has Weird Brand Names For All Her Equipment [-1]
Quotes Obscure Philosophers And Gets It Wrong Every Time [-1]
Relentlessly Cheerful [-1]

Skills
Acrobatics-16 [2]
Body Control-13 [2]
Climbing-16 [1]
Gesture-10 [1]
Hiking-12 [1]
Immovable Stance-18 [2]
Judo-18 [8]
Jumping-18 [2]
Karate-18 [8]
Kiai-14 [2]
Light Walk-18 [2]
Lockpicking-16 [1]
Meditation-10 [2]
Mental Strength-14 [2]
Parry Missile Weapons-18 [2]
Push-18 [2]
Stealth-16 [1]
Tactics-10 [4]

Equipment
$1000, 10.95 lbs (No Encumbrance)*
Gets The Grease (tm) Wheeled Carrying Device (wheelbarrow), $60, 18 lbs
---Dragon Belly (tm) Martial Arts Master's Rucksack (Frame Backpack), $100, 10 lbs
---88x Happy Halfling (tm) 100% Vegan Chi-Compatible Snack Cakes (Chi Rations), $352, 44 lbs
---Nine Hours (tm) Burrito Cosplay Outfit (Blanket), $20, 4 lbs
Sticky Fingers (tm) Classic (r) Belt And Pocket Delving Gear Arranger (Delver's Webbing), $160, 3 lbs
---Eight Legs Best (tm) Far Eastern Silken Climbing Cord (Giant Spider Silk Rope, 20 yards), $200, 1 lb
---Who Needs Keys? (tm) Anti-Anti-Theft Equipment (Lockpicks), $50, 0.1 lbs
---Copper Coin, $1, 0.05 lbs
Kumite! (tm) Padded Hand Coverings (Light Cloth Gloves, DR 1), $5, 0.6 lbs
One With The Shadows (tm) Full-Body Ninja Suit (Ordinary Clothes, DR 0), $0, 2 lbs
Right In The Fork! (tm) Hardened Foot Covers (Heavy Leather Boots, DR 2), $52, 4.2 lbs

*Gear carried on the wheelbarrow is not calculated for encumbrance. When pushing/hauling the wheelbarrow, it adds another 15.2 lbs of effective weight, effectively Light Encumbrance.

Some gameplay notes: Quirk points were spent to buy Lockpicking [1] and an extra level of Karate; adding Seven Secret Kicks, Unarmed Master, and heavy leather boots, she deals 1d+2 damage with a kick, which may not compete with the Knight or Barbarian but does let her deal with lightly armored foes. Against anything tougher - or just to make sure she can kick a vulnerable location - use Push (3d knockback!), Judo grapples and takedowns (Effective Takedown skill is 21 if she grapples a leg), or Kiai against tougher foes, and let the heavy hitters do the work of finishing them. Remember that SM 0 enemies have -2 to hit her, and that with Unarmed Master, the limitations under Hurting Yourself (Exploits. p.40) don't apply!

In terms of advancement, more ST and combat skills are probably a good investment, but it's worth considering a deeper investment in chi skills instead - either one can work, but it's better to pick one and run with it than to try and do everything at once.
__________________
M2: Everything is true.
GP: Even false things?
M2: Even false things are true.
GP: How can that be?
M2: I don't know man, I didn't do it.

Last edited by Harald387; 01-06-2019 at 10:10 PM.
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