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Old 12-10-2022, 08:30 PM   #1
David Johnston2
 
Join Date: Dec 2007
Default The Return of the Character a Day Thread

Here are the rules. Each day I will roll one and only one Villains and Vigilantes character and post same. I am rolling them up as super NPCs so, I will be rolling for sex and level, and randomly rolling character development.

Character 1:

Initial Characteristic Rolls

Strength: 10
Agility: 10
Endurance: 10
Intelligence: 10
Charisma: 09

Roll for number of abilities: 7

On Powers Table

Heightened Endurance B +13
Heightened Attack
Non Corporealness
Heightened Senses: Pick Night Vision
Death Touch

On Skills Table

Weakness Detection
Heightened Defense

Weakness: Mute

Drop: Heightened Attack

Male

220 lbs

Basic Hits: 5

Finished Character

Gravesend
Strength: 12
Agility: 10
Endurance: 23
Intelligence: 11
Charisma: 09
Heightened Endurance B +13
Non Corporealness: PR 4 per hour
Heightened Senses: Night Vision
Death Touch: PR 10/20 on success, nothing on failure
Weakness Detection: +4 to hit target
Heightened Defence: -4 to be hit
Level 4
Male
220 lbs
Basic Hits 5
Modified Hits 16
Healing Rate 3
Damage Modifier 0
Accuracy 0
Detect Hidden 8%
Detect Danger 12%
Reaction Modifiers 0
Carrying Capacity 443 lbs
Basic Hand to Hand Damage: 1d6
Move: 35
Power: 46

Description: A vengeful murder victim who came back to hunt down and kill those responsible for his death and those like them. He uses his ghostly powers to pass through barriers and to reach into victim's chests and crush their hearts
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Old 12-11-2022, 11:43 PM   #2
David Johnston2
 
Join Date: Dec 2007
Default Angel Eyes

Initial Characteristic Rolls

Strength: 08
Agility: 14
Endurance 10
Intelligence 04
Charisma 09

7 Powers

(On the Powers Table)
Paralysis Ray
Light Control
Death Touch

(On the Skills table
Heightened Endurance A 14
Willpower A
Heightened Defense
Heightened Senses

Weakness: Reduced Strength -8

Drop Death Touch, Heightened Senses, Reduced Strength.

Completed Character

Angel Eyes
Strength 11
Endurance 30
Agility 17
Intelligence 07
Charisma 09
7 powers
Paralysis Ray: Range 60, Power Cost 7
Light Control: Blast: Range 34, 2d8 damage , Power Cost 1, Flash radius 34 Power Cost 1,
Heightened Endurance A +14
Willpower A: Acts as a defense against mental attacks
Heightened Defense: -4 to be hit
Female
Weight 150 lbs
Basic Hits 3
Modified Hits 17
Level 16
+3 Strength, +6 Endurance, +3 Agility, +3 Intelligence
Detect Hidden 6%
Detect Danger 11%
Damage Modifier 0
To Hit Modifier +2
Reaction Modifiers 0
Carrying Capacity 325 lbs
Basic Hand to Hand 1d6
Movement 58
Power 65
Despite her baby face and sweet somewhat vacant gaze Angel Eyes is a veteran of a lengthy career mostly on the wrong side of the law thanks to her willingness to go along with anyone willing to romance her. Her mutant power consists of light generation, which she can use to shoot lasers, blind people around her, obscure herself in a dazzling aura and also fire strobing beams that somehow induce epileptic seizures even in non-epileptics.
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Old 12-12-2022, 08:57 PM   #3
David Johnston2
 
Join Date: Dec 2007
Default The Cloak

6 powers

Rolled on Items Table

Invisibility Item

Rolled on Powers Table

Non Corporealness

Rolled on Skills Table

Natural Weaponry +1 accuracy/+2 Damage
Heightened Expertise: Martial Arts Weapons
Hi Charisma A +7
Willpower +10 Agility

Weakness: Epilepsy

Drop Non Corporealness.

Final Character:

The Cloak
Strength: 11
Endurance: 09
Agility: 23
Inteligence 11
Charisma 23
Item
Invisibility Item 16 charges of up to 1 hour of invisibility each.
Natural Weaponry +1 accuracy/+2 Damage
Heightened Expertise: Martial Arts Weapons
Hi Charisma A +7
Willpower +10 Agility
Physical Handicap: Epilepsy.
Male
120 lbs
Level 4
+2 Intelligence, +1 Agility
Basic Hits 3
Modified Hits 7
Damage Modifier: +2
To Hit Modifier +4
Detect Hidden: 8%
Detect Danger: 12%
Reaction +4/-4
Carrying Capacity 134 lbs
Basic HTH: 1d4

The Cloak is a martial arts enthusiast who stumbled into possession of a tarnkappe, an enchanted hooded cloak which automatically turned his body and clothes invisible when he donned it, making him look rather like a Nazgul and could turn itself and anything he carried invisible for up to 16 hours. At which point he either became a vigilante or an assassin. Either version of the character is terrifying despite his small stature.
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Old 12-12-2022, 09:11 PM   #4
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: The Cloak

Quote:
Originally Posted by David Johnston2 View Post
Final Character:

The Cloak
Strength: 11
Endurance: 09
Agility: 23
Inteligence 11
Charisma 23
Item
Invisibility Item 16 charges of up to 1 hour of invisibility each.
Natural Weaponry +1 accuracy/+2 Damage
Heightened Expertise: Martial Arts Weapons
Hi Charisma A +7
Willpower +10 Agility
Physical Handicap: Epilepsy.
Male
120 lbs
Level 4
+2 Intelligence, +1 Agility
Basic Hits 3
Modified Hits 7
Damage Modifier: +2
To Hit Modifier +4
Detect Hidden: 8%
Detect Danger: 12%
Reaction +4/-4
Carrying Capacity 134 lbs
Basic HTH: 1d4
Weight of 61–120 lbs. gives him an extra +2 to Agility. I can't tell if you took that into account, since you don't show your original rolls.
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Old 12-13-2022, 02:11 PM   #5
David Johnston2
 
Join Date: Dec 2007
Default Re: The Cloak

Quote:
Originally Posted by whswhs View Post
Weight of 61–120 lbs. gives him an extra +2 to Agility. I can't tell if you took that into account, since you don't show your original rolls.
Some people do that, but I only do it when there's an actual power modifying the original weight.
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Old 12-13-2022, 02:29 PM   #6
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: The Cloak

Quote:
Originally Posted by David Johnston2 View Post
Some people do that, but I only do it when there's an actual power modifying the original weight.
Ah, so you too have a house rule!
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Old 12-14-2022, 01:12 AM   #7
David Johnston2
 
Join Date: Dec 2007
Default Freon

Quote:
Originally Posted by whswhs View Post
Ah, so you too have a house rule!
The official rules don't specify for NPCs but you aren't supposed to modify for a PC based on the player so I'm guessing at the applicable rule.

6 powers

Rolled on Devices Table

Non-Corporealness Device (Seriously? Again?)
Chemical Power Device
Life Support Device
Illusions Device

Rolled on Skills Table

Heightened Expertise
Heightened Attack
Reduced Strength -6

Drop Non-Corporealness, Illusions, Reduced Strength

Finished Character

Freon
Strength: 13
Endurance: 13
Agility: 12
Intelligence: 11
Charisma: 11
Chemical Power Device 14 charges, Range 38, 2d8 attacks as Ice Powers, Defends as Ice Powers, Will be trapped in ice and immobilized if immersed in water.
Life Support Device: Defends against a wide variety of attacks and environmental effects.
Heightened Expertise +4 to hit High Technology weapons.
Heightened Attack +2 Damage

Male 180 lbs
Level 2 +1 Endurance

Basic Hits 4
Modified Hits 9
Damage Modifier +1
Accuracy Modifier +1
Detect Hidden 8%
Detect Danger 12%
Reaction Mod 0
Carrying Capacity 273
Basic Hand to Hand 1d6
Movement 38
Power 49

A only slightly better than average rank and file operative for a certain agency, Freon has been issued some special equipment so he can be deployed with, and keep an eye on their powered operative team.

Last edited by David Johnston2; 12-14-2022 at 02:41 AM.
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Old 12-14-2022, 02:35 AM   #8
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Freon

Quote:
Originally Posted by David Johnston2 View Post
The official rules don't specify for NPCs but you aren't supposed to modify for a PC based on the player so I'm guessing at the applicable rule.
I would take it the other way, myself.

If you are playing yourself, the GM is not supposed to apply that modifier. But what they are supposed to do is assume that your observed A score already includes the weight modifier; that is, if you have an estimated A of 11, and you weigh 115 pounds, they are to assume that you rolled 9 and added 2 for weight to get an observed 9 + 2 = 11. And if you gain a Size Change B that reduces your weight to 24 pounds, you now have 9 + 8 = 17 (not 11 + 8 = 19). So there is a virtual rolled original A being modified by weight.

So if you are actually rolling A, I would modify it for a rolled PC, just as I would for an NPC. I don't see any warrant for privileging PCs in this matter.
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Old 12-15-2022, 02:02 AM   #9
David Johnston2
 
Join Date: Dec 2007
Default Electrovolt

Adaptation Device
Disintegration Ray Device
Lightning Control Device
Heightened Senses Device
Death Touch Device
Pet

Weakness: Mute

Drop Pet, Disintegration Ray Device and Mute.

Finished version later.
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Old 12-15-2022, 07:23 AM   #10
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Electrovolt

Quote:
Originally Posted by David Johnston2 View Post
Adaptation Device
Disintegration Ray Device
Lightning Control Device
Heightened Senses Device
Death Touch Device
Pet

Weakness: Mute

Drop Pet, Disintegration Ray Device and Mute.
I'm curious to see how you'll rationalize what you have left.

I certainly would drop Pet right away, but I don't see any four of the remaining five as a good set. (On the other hand, I could rationalize Adaptation, Heightened Senses, and Pet . . . but none of the remaining three seems an easy fit.)
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