Gossamer

Void Lotus's page

No posts. Alias of Black Dow.


About Void Lotus

空 Kū or sora, most often translated as "Void", but also meaning "sky" or "heaven", represents those things beyond our everyday experience, particularly those things composed of pure energy. Bodily, kū represents spirit, thought, and creative energy. It represents our ability to think and to communicate, as well as our creativity. It can also be associated with power, creativity, spontaneity, and inventiveness.

Kū is of particular importance as the highest of the elements. In martial arts, particularly in fictional tales where the fighting discipline is blended with magic or the occult, one often invokes the power of the Void to connect to the quintessential creative energy of the world. A warrior properly attuned to the Void can sense their surroundings and act without using the mind, and without using their "physical senses".

Maai (間合い), translating simply "interval", is a Japanese martial arts term referring to the space between two opponents in combat; formally, the "engagement distance". It is a complex concept, incorporating not just the distance between opponents, but also the time it will take to cross the distance, angle and rhythm of attack. It is specifically the exact position from which one opponent can strike the other, after factoring in the above elements.

蓮. Lotus. Hasu.

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Real Name:
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Origin:
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Place of Birth:
Area of Operation:

Age:
Height:
Weight:
Hair:
Eyes:

Power Level: 8

120 Power Point Spend:

ABILITIES 00 + POWERS 00 + ADVANTAGES 00 + SKILLS 00 + DEFENCES 00 = 000


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ABILITIES [00PP]

STRENGTH 0, STAMINA 0, AGILITY 0, DEXTERITY 0, FIGHTING 0, INTELLECT 0, AWARENESS 0, PRESENCE 0

ADVANTAGES [10PP]

Improved Initiative, Improved Trip, Instant Up, Languages 2, Quick Draw, Throwing Mastery, Trance, Uncanny Dodge & Well Informed.

Skill Mastery? Multiple??

SKILLS [00PP]

POWERS [00PP]

OFFENSE

Initiative +0

DEFENSE [00PP]

Dodge 0
Parry 0
Fortitude 0
Toughness 0
Will 0

LANGUAGES: English, Japanese, Japanese (kanji)

COMPLICATIONS

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APPEARANCE

Origin:

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暗 (kura, darkness) from the original kanji combination i found 暗闇 (kurayami, darkness)

When Maai is interpreted as the actual distance between opponents, there are three types:[2][3]

Tōma (Tō-ma) — long distance
Issoku ittō-no-maai (Itto-ma) — one-foot-one-sword distance also called chūma — middle distance
Chikama — short distance
Itto-ma is the distance equaling one step to make one strike. It measures about two metres between opponents; from which either need advance only one step in order to strike the other. Normally, most techniques are initiated at this distance. Chika-ma is the distance narrower than Itto-ma (short/close distance), and To-ma is greater (long/far distance). At To-ma, there is a small margin of time to allow for a reaction to be made against an opponent's attack. But at Issoku itto-no-ma there exists almost no margin at all, so that at this distance one's attention has to remain constantly alert and unbroken.

PL8, 120 PP

Notes
*This Ninja can do exactly 2 things: Sneak into places, and fight.
*Combat wise, this Ninja uses [Chi], and can actually hurt impervious metahumans. Unfortunately, this also means a departure from the strictly mundane Badass Normal archetype.

Summary
Initiative +8
Chi Strike Flurry: Close +10, Multiattack Damage 6 (Improved Critical x1, 19-20 if using Knife)
Chi Throw: Ranged +8, Damage 8
Toughness 6
Dodge 10 (Evasion x2)
Parry 10
Fortitude 8
Will 8

Abilities (48 PP)
Code:
Strength 3
Stamina 6
Agility 8
Dexterity 0
Fighting 0
Intellect 0
Awareness 8
Presence -1
Total 24
Ninja Powers (32 PP)
Ninja Senses (2 PP) [Training]
*Accurate Hearing

Ninja Movement (6 PP) [Training]
*Wall Crawling: 2 ranks @ 2 per rank
*Sure Footed: 1 rank @ 2 per rank

Attack Array (24 PP)
Base: Chi Strike Flurry (23 PP + 1 AE) [Chi]
*Strength Based Close Range Damage: 3 ranks @ 1 PP per rank
* *Multiattack applied to all damage: 6 PP
* *Feature: Can be used unarmed or with any weapon. When used with a weapon, it takes on the weapon's descriptors (e.g. A holy dagger can hurt demons), reach, and critical range
* *Flat Extra: Innate, Affects Insubstantial (x2), Accurate (x10, Because it applies to all close attacks, Accurate provides +1 attack bonus per rank)

AE: Chi Throw (23 PP) [Chi]
*Normally harmless objects can be thrown for damage
*Ranged Damage: 8 ranks @ 2 PP per rank
* *Flat Extra: Innate, Affects Insubstantial (x2), Accurate (x4)
* *Feature: This attack assumes the descriptor of the thrown object (e.g. Thrown silver coins can hurt Vampires)
* *Quirk (-1): Requires an object to throw

Advantages (19 PP)
*Improvised Tools
*Skill Mastery-Technology
*Skill Mastery-Acrobatics (Automatically meets DC20 stand up as free action)
*Skill Mastery-Stealth
*Acrobatic Feint
*Hide in Plain Sight
*Quick Draw
*Assessment
*Power Attack
*Die Hard
*Prone Fighting
*Move by Action
*Evasion (x2)
*Takedown Attack (x2)
*Equipment (x3)

Equipment (15 ep)
*Grappling Hook (2 ep, Swinging)
*Knife (2 ep, gives Improved Critical for Martial Flurry)
*Origami Shuriken (0 ep, for use with Throwing Mastery)
*Camo Clothing (+5 Stealth in appropriate environment)
*Night Vision Goggles
*Flash Goggles
*Rebreather
*Gas Mask
*Comm Link

Skills (7 PP / 14 SP)
*Stealth 2 (+8 Agility = +10) +5 if Camo Clothing Applies
*Acrobatics 2 (+8 Agility = +10)
*Technology 10 (+0 Intellect = +10)
*Perception 0 (+8 Awareness = +8)
*Insight 0 (+8 Awareness = +8)

Defences (14 PP)
*2 Dodge (+8 Agility = +10)
*10 Parry (+0 Fighting = +10)
*2 Fortitude (+6 Stamina = +8)
*0 Will (+ 8 Awareness = +8)

Total: 48 Abilities + 32 Ninja Powers + 19 Advantages + 7 Skills + 14 Defences = 120

Dimensional Shift: Movement 2 (Permeate 2: speed rank -1; Extra: Affects Others: -2 speed rank) · 5 points

虚(void) 斫(cut with sword)

Ninjutsu (忍術):

Throughout history, the shinobi were assassins, scouts, and spies who were hired mostly by territorial lords known as daimyō. Despite being able to assassinate in stealth, the primary role was as spies and scouts.[citation needed] Shinobi are mainly noted for their use of stealth, and deception.[citation needed] They would use this to avoid direct confrontation if possible, which enabled them to escape large groups of opposition.

Many different schools (ryū) have taught their unique versions of ninjutsu.[citation needed] An example of these is the Togakure-ryū, which claims to have been developed after a defeated samurai warrior called Daisuke Togakure escaped to the region of Iga. He later came in contact with the warrior-monk Kain Doshi, who taught him a new way of viewing life and the means of survival (ninjutsu).[2]:18-21 they were later married and adopted seventy children.

Ninjutsu was developed as a collection of fundamental survivalist techniques in the warring state of feudal Japan.[citation needed] The ninja used their art to ensure their survival in a time of violent political turmoil.[citation needed] Ninjutsu included methods of gathering information and techniques of non-detection, avoidance, and misdirection.[citation needed] Ninjutsu involved training in free running, disguise, escape, concealment, archery, and medicine. Skills relating to espionage and assassination were highly useful to warring factions in feudal Japan.

Movement:

MOVEMENT (MOVEMENT)
Action: Free • Range: Personal • Duration: Sustained • Cost: 2 points per rank
Under the Hood: Time, Space, And Dimension Travel
The Time, Space, and Dimension Travel effects of Movement are comparatively cheap considering what they do, primarily because such special movement capabilities are highly dependent on the plot and nature of the setting, and subject to a lot of Gamemaster oversight. Thus, they largely amount to supped-up Features, mainly allowing heroes to visit exotic locales.
Temporal mechanics and the effects of time travel are left entirely up to the GM, who may choose to make Time Travel Limited, Uncontrolled, or Unreliable for player characters, or disallow it altogether, treating it solely as a plot-device in the setting.
Space travel in the comic books rarely involves the laws of physics and tends to occur “at the speed of plot”. Characters and vehicles (such as alien starships) able to traverse the void of space do so primarily to facilitate adventures out among the stars. Exactly how fast characters travel through the void of space does not really matter; it is how long it takes them to get where they’re going that matters. So Space Travel is largely defined in terms of “how far can you go between scenes?” The same is true of the mechanism of travel, whether hyperspace, jump drive, faster-than-light “warp speed,” or what have you.
The Gamemaster likewise decides on the existence and nature of other dimensions in the setting, what they are like, and who can reach them. Like Time Travel, the GM may require Dimension Travel be Limited, Uncontrolled, or Unreliable for player characters, or treat it solely as a plot-device rather than a defined effect.
You have a special form of movement. For each rank in this effect, choose one of the following options:
DIMENSION TRAVEL
You can move instantly from one dimension to another as a move action. For 1 rank, you can move between your home dimension and one other. For 2 ranks you can move between any of a related group of dimensions (mystical dimensions, alien dimensions, etc). For 3 ranks you can travel to any dimension. You can carry up to 50 lbs. (mass rank 0) of additional material with you when you move. If you apply the Increased Mass modifier, you can carry additional mass up to your modifier rank.
PERMEATE
You can pass through solid objects as if they weren’t there. For 1 rank, you can move at speed rank –2 through any physical object. For 2 ranks, you can move at speed rank –1 and for 3 ranks, you move at your normal speed through any obstacles. You cannot breathe while completely inside a solid object, so you either need Immunity to Suffocation or have to hold your breath. You may also need Penetrates Concealment Senses to know where you’re going, since you cannot see inside solid objects, either.
Permeate is often Limited to a particular substance like earth, ice, or metal, for example. Permeate provides no protection against attacks, although you do gain cover while inside an object (see Cover). For the ability to allow things (including attacks) to pass through you, see Insubstantial effect.
SLITHERING
You can move while prone at your normal ground speed. You suffer no circumstance penalty for making attacks while prone.
SURE-FOOTED
You’re better able to deal with obstacles and obstructions to movement. Reduce the speed penalty for moving through or around such obstacles by 1 for each rank of this effect. If you reduce the speed penalty to 0 or less, you are unaffected by that obstacle and move at full normal speed.
TRACKLESS
You leave no trail and cannot be tracked using visual senses (although you can still be tracked using scent or other means). You can walk across the surface of soft sand or snow without leaving tracks and you have total concealment from tremorsense (see Concealment). Each additional rank renders you trackless to another sense type.
WALL-CRAWLING
You can climb walls and ceilings at your ground speed rank –1 with no chance of falling and no need for an Athletics check. You are still vulnerable while climbing, however. An additional rank of this effect means you climb at your full speed rank and are not vulnerable while climbing.