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Old 12-21-2022, 08:02 PM   #31
David Johnston2
 
Join Date: Dec 2007
Default Re: The Return of the Character a Day Thread

Quote:
Originally Posted by whswhs View Post
You could have dropped the Heightened Endurance. It probably doesn't add all that much to her capabilities.
Nah, With the endurance she's just one level away from the carrying capacity breakpoint. But I think on second thought I'll change it to a vulnerability to sharp weapons in honor of Wonder Woman.
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Old 12-22-2022, 12:56 AM   #32
David Johnston2
 
Join Date: Dec 2007
Default Apex

Animal/Plant Powers: Mammal. +13 Intelligence
Vibratory Powers Device
Pet
Heightened Agility A +5
Prejudice

Drop Pet.

Apex
Strength: 15
Endurance: 06
Agility: 19
Intelligence: 26
Charisma: 11

Animal/Plant Powers: Mammal. +13 Intelligence
Vibratory Powers Device: 8 Charges, 2d8 damage, Range 20, 24% destruction chance versus rigid objects. Can use a half charge to vibrate through walls. Can be used as a defense for free.
Heightened Agility A +5
Prejudice

Level 5: +2 Endurance, +2 Agility, +1 Inventing Attempt, +1 Charisma,
Male 190 lbs
Basic Hits: 4
Modified Hits: 10
Healing .8
Damage Modifier: +4
Accuracy: +3
Detect Hidden 18%
Detect Danger 22%
Carrying Capacity: 378 lbs
Basic Hand To Hand: 1d6
Movement: 40
Power: 66

Invention: Repulsor Skates +60 move, and allows him to float a half a foot above any horizonal surface for up to three hours.

In appearance a mixture of human and simian characteristics, Apex is both ugly and arrogant. He means well, but casually ignores the law in his attempts to do good. He also has an annoying habit of referring to his attempts to do good as "saving humanity from their own stupidity and venality".
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Old 12-22-2022, 02:22 AM   #33
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Apex

Quote:
Originally Posted by David Johnston2 View Post
Animal/Plant Powers: Mammal. +13 Intelligence
Vibratory Powers Device
Pet
Heightened Agility A +5
Prejudice

Drop Pet.
That really seems like a heterogenous mix. Of course having Mammal Powers be heightened Intelligence is odd in its own right! But I don't see Vibratory Powers as a good fit to Mammal Powers. I think I would have gone for Pet.
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Old 12-22-2022, 07:47 PM   #34
David Johnston2
 
Join Date: Dec 2007
Default Grunt

Apex's only superpower is super intelligence, and super intelligence is the little black dress of superpowers. It goes with anything.

Invisibility
Heightened Strength B +17
Heightened Endurance A: +11 Endurance
Natural Weaponry +3 Accuracy, +6 damage
Reduced Strength -10

Drop Invisibility, Heightened Endurance, Reduced Strength

Grunt
Strength: 26
Endurance: 10
Agility: 08
Intelligence: 11
Charisma: 10
Invisibility
Heightened Strength B +17
Heightened Endurance A: +11 Endurance
Natural Weaponry +3 Accuracy, +6 damage
Reduced Strength: -10 Strength
Male 220 lbs
Level 2 +1 Endurance
Basic Hits: 5
Modified Hits 7
Healing: 1.25
Damage Modifier: 0
Accuracy: -2
Reaction Mod: 0
Carrying Capacity: 2,043
Basic Hand to Hand: 1d12
Move: 44
Power: 55

Grunt is your basic goon for hire whose size does not in fact bely his speed. Slow but hard hitting, if he connects you are probably done, but he probably won't hit, and his staying power doesn't match his striking power.
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Old 12-23-2022, 11:48 PM   #35
David Johnston2
 
Join Date: Dec 2007
Default Sanction

Death Touch Device
Death Touch Device reroll
Illusions Device
Bionics (2)
Teleportation Device
Heightened Defense
Heightened Charisma A +12
Heightened Senses
Heightened Expertise: Single Weapon
Reduced Intelligence: -9

Drop Illusions, Death Touch Device, Reduced Intelligence.

Sanction

Strength: 16
Endurance: 15
Agility: 11
Intelligence: 18
Charisma: 23
Teleportation Device: Range 4800 (Almost a mile) 15 charges
Bionics (2)
Bionic Eye: +4 to hit with ranged attacks
Replaced Left Brain Hemisphere: +11 Intelligence.
Heightened Defense -4 to be hit
Heightened Charisma A +12
Heightened Senses: Doubled Detect Hidden
Heightened Expertise: Laser Pistol
Male 130 lbs
Level 5: +4 Charisma, +1 Intelligence, +2 Endurance, +1 Agility
Basic Hits: 3
Modified Hits: 10
Heal: 1.2
Damage Modifier: +1
Accuracy: 0
Detect Hidden: 28%
Detect Danger: 18%
Reaction Modifier: 4
Movement: 42
Power: 60

After he was shot in the head, Sanction was rebuilt into the cold and unfeeling super-assassin he now is. With the addition of his teleportation device, he is an incredibly elusive killer.

Last edited by David Johnston2; 12-24-2022 at 12:37 AM.
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Old 12-24-2022, 04:16 PM   #36
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: The Return of the Character a Day Thread

I want to note that what you've been doing differs somewhat from what I've been trying to do. My test has been to try to come up with a set of characters who might plausibly be an early generation of superheroes. You seem quite ready to decide that a particular build will be a villain, or an agent of some secret organization. I wonder how much difference that makes to the suitability of the builds.
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Old 12-25-2022, 01:07 AM   #37
David Johnston2
 
Join Date: Dec 2007
Default Re: The Return of the Character a Day Thread

Quote:
Originally Posted by whswhs View Post
I want to note that what you've been doing differs somewhat from what I've been trying to do. My test has been to try to come up with a set of characters who might plausibly be an early generation of superheroes. You seem quite ready to decide that a particular build will be a villain, or an agent of some secret organization. I wonder how much difference that makes to the suitability of the builds.
Yes, I am indeed making NPCs right down to rolling their levels with the assumption that the PCs will be level 1 characters. You see there's a big difference between the issue of whether you can use the random rolling system to make characters that hang together as concepts, and whether you can use the random rolling system to make characters players will want to personally play. As for that, I'm prepared to let players just roll three characters and pick the one they like best.

In the meantime...

Animal/Plant Control
Mutant Power
Telekinesis
Diminished Sense

Hunh. I just don't have the time tonight to figure out what that mutant power will be. It will have to be pretty awesome...
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Old 12-26-2022, 01:24 AM   #38
David Johnston2
 
Join Date: Dec 2007
Default Reptyle

Reptyle

Strength: 05
Endurance: 27
Agility: 10
Intelligence: 09
Charisma: 07
Animal/Plant Control: Reptile Control
Mutant Power: The ability to grant (or take away from) other life, and his own self reptilian powers and in the process make them subject to his Reptile Control power. Each creature he so endows will only roll once for the powers they gain and will get the same set each time he so endows them. Power Cost 20.
Diminished Sense: Colour Blind

(Powers gained by using his mutant power on himself)

Special: Natural Weaponry +1/+2
Armor 63
Reduced Charisma -6
Poison/Venom: Spray, attacks as Chemical, Causes Blindness, 27 attacks per day
Special: Infra-Red Vision
Heightened Endurance A +13

Male 160 lbs
Level 2: +1 Intelligence

Basic Hits: 4
Modified Hits: 9
Heal: 3.2
Damage Modifier 0
Accuracy 0
Detect Hidden: 8%
Detect Danger: 12%
Carrying Capacity: 226 lbs
Basic Hand to Hand: 1d6
Movement: 42
Power: 52
Reaction Modifier: -6

Outcast from society, Reptyle warns everyone to stay away from his squat with graffiti, typically defended with a transformed stray dog.
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Old 12-26-2022, 01:58 AM   #39
David Johnston2
 
Join Date: Dec 2007
Default Thundercloud

Animal/Plant powers: Avian Speed Bonus 60
Chemical Power
Weakness Detection
Weather Control
Mute

Drop Mute, Animal/Plant powers, Weakness Detection

Thundercloud
Strength: 13
Endurance: 14
Agility: 17
Intelligence: 06
Charisma: 09
4 powers
Chemical Power: Transmutation into Water Vapour Defends as Noncorporeal, does not defend against Ice Powers. Can be used to fly fast with the help of weather control.
Weather Control
Male 200 lbs
Level 10: +1 Strength, +4 Endurance, +1 Agility, +2 Intelligence, +2 Charisma
Basic Hits 4
Modified Hits: 10
Damage Modifier: 0
Accuracy: +2
Detect Hidden: 6%
Detect Danger: 11%
Reaction:
Carrying Capacity: 360
Basic Hand to Hand Damage: 1d6
Movement: 44
Power: 50
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Old 12-26-2022, 11:11 PM   #40
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: The Return of the Character a Day Thread

Quote:
Originally Posted by David Johnston2 View Post
Yes, I am indeed making NPCs right down to rolling their levels with the assumption that the PCs will be level 1 characters. You see there's a big difference between the issue of whether you can use the random rolling system to make characters that hang together as concepts, and whether you can use the random rolling system to make characters players will want to personally play. As for that, I'm prepared to let players just roll three characters and pick the one they like best.
Which in itself seems to suggest that random rolling can't be relied on to generate good characters.

What I'm trying to do is somewhere in between the two cases you describe. My goal was to roll up characters, using a random process, but to have them be characters who were plausible as the early superheroes of a timeline. "Hang together as concepts" may not be enough to reliably yield superheroes, even leaving out "players will want to personally play" as a qualification.

I also have to say that as a GM, if I'm trying to come up with a scenario, I'm going to want a process that will more reliably furnish suitable and entertaining adversaries.
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