True20 Adventure Roleplaying

True fun, true excitement, true adventure: True20!

True20 goes to the movies!

Tell us about your character. Please! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderator: The Mod Squad

True20 goes to the movies!

Postby True20Chick » Sun Dec 03, 2006 4:14 pm

Or the library, or the cinema, or the television studio, or the arcade...

Just for fun, pick any character from any source (movies, books, games, TV shows, plays, etc.) and stat them out using True20.

In order to demonstrate the versatility of True20, try to stick to the rules as written as closely as possible. If you must "house rule" something, point it out in the creation notes.

Cast of Characters
Ergo, The Magnificent (Krull, 1983)
Galen Bradwarden (Dragonslayer, 1981)
Dr. Anton Phibes (The Abominable Dr. Phibes, 1971)
The Judderman (UK television advertisement, 2000)
Anisurimbor Kellhus (The Darkness That Comes Before, 2004)
Lt. Commander Spock (Star Trek [Original Series], 1966)
Richard B. Riddick (Pitch Black, 2000)
Madmartigan (Willow, 1988)
Wesley, aka The Dread Pirate Roberts (The Princess Bride, 1987)
Tim the Enchanter (Monty Python and the Holy Grail, 1975)
Dr. Henry Walden “Indiana” Jones, Jr. (Raiders of the Lost Ark, 1981)
Ren, Prince of Octopon (Pirates of Dark Water, 1991)
Connor MacLeod (Highlander, 1986)
Captain Jack Sparrow (Pirates of the Caribbean, 2003)
Jason Bourne (The Bourne Identity, 2002)
Thundarr the Barbarian, Ariel the Sorcerer, and Ookla the Mok (Thundarr the Barbarian, 1980)
Jareth the Goblin King (Labyrinth, 1986)
Rocky Balboa (Rocky, 1976)
Jack Burton (Big Trouble in Little China, 1986)
Roy Batty (Bladerunner, 1982)
John Jay Rambo (First Blood, 1982)
Ashley J. “Ash” Williams (Evil Dead: Army of Darkness, 1993)
Lt. John Rico (Starship Troopers, 1997)
Harry Potter (Harry Potter and the Goblet of Fire, 2006)
Carl Kolchak (The Nightstalker, 1974)
Dean and Sam Winchester (Supernatural, 2005)
Benjamin Franklin Gates (National Treasure, 2005)
Cleric John Perston (Equilibrium, 2002)
The A-team (The A-Team, 1983)
Leatherface (Texas Chainsaw Massacre, 1974)
Michael J. “Crocodile” Dundee (Crocodile Dundee, 1986)
RJ the Raccoon (Over the Hedge, 2006)
Rick O’Connell (The Mummy, 1999)
Vassili Zaitsev (Enemy at the Gates, 2001)
Kent Mansley and the Iron Giant (The Iron Giant, 1999)
Rally Vincent (Gunsmith Cats, 1995)
Kris Kringle and the Winter Warlock (Santa Claus is Coming to Town, 1970)
Sherlock Holmes (A Study in Scarlet, 1887)
Turanga Leela (Futurama, 2000)
Baron Von Munchausen (The Adventures of Baron Munchausen, 1988)
Taarna the Tarakian (Heavy Metal, 1981)
Dr. Hannibal "The Cannibal" Lecter (Silence of the Lambs, 1991)
The Shredder (Oroku Saki) (Teenage Mutant Ninja Turtles [Original Comic Book Version], 1984)
Dirge (Xombie, 2003)
Honeythorn Gump (Legend, 1985)
James Bolivar "Slippery Jim" di Griz (The Stainless Steel Rat series by Harry Harrison)
Angelina di Griz (The Stainless Steel Rat series by Harry Harrison)
Adrian Monk (Monk, 2002)
Constable Benton Fraiser (Due South, 1996)
Major Corbin Dallas (The 5th Element, 1997)
Isaac Mendez (Heroes, 2007)
Sanjuro Kuwabatake (Yojimbo, 1961)
Kwai-Chang Caine (Kung-Fu, 1972)
Dr. Wellington Yueh (Dune, 1965)
Harry Lockheart (Kiss Kiss Bang Bang, 2005)
Davy Jones (Pirates of the Caribbean: Dead Man's Chest, 2006)
Frank Black (Millennium, 1996)
Cherry Darling (Grindhouse, 2007)
Willy Wonka (Willy Wonky and the Chocolate Factory, 1974)
Harry Dresden (Storm Front, 2000)
KISS (KISS Meets the Phantom of the Park, 1978)
Derek Zoolander (Zoolander, 2001)
John J. Sheridan(Babylon 5, Warner Bros. Syndicated/TNT 1994-1999)
Shrek (Shrek, 2001)
The Ghostbusters (Ghostbusters, 1984)
DeLenn, Of the Family Mir (Babylon 5, Warner Bros. Syndicated/TNT 1993-1999)
Lieutenant John McClane (Die Hard, et. al., 1988-2007)
Captain Benjamin Franklin “Hawkeye” Pierce (M*A*S* H*, 1972-1983)
Dar, The Beastmaster (The Beastmaster, 1982)
Sgt. Nicholas Angel (Hot Fuzz, 2007)
Dr. Henry Walden "Indiana" Jones, Jr. (Version 2) (Raiders of the Lost Ark, 1981)
Buffy Summers, The Chosen One (Buffy the Vampire Slayer, Season One, 1997)
The S.W.A.T.Kats (S.W.A.T.Kats The Radical Squadron, 1993)
The Powerpuff Girls (TV series 1998-2004, movie 2002)
Dan Reid, The Lone Ranger (various)
Space Spider [monster] (Lost in Space, 1998)
Inspector LeStrade (A Study in Scarlet, 1887)
Dr. Antonio Nikola, Criminal Genius (A Bid for Fortune, 1985)
Baron von Munchausen (Version 2) (The Adventures of Baron Munchausen, 1988)
Sam Witwicky (Transformers, 2007)
Lt. Starbuck (Battlestar Galactica, 1978 and 2004)
Prospero (The Tempest, 1611)
DG (Tin Man, 2007)
Blondie (The Good, The Bad, and the Ugly, 1966)
Angel Eyes (The Good, the Bad, and the Ugly, 1966)
Tuco (The Good, the Bad, and the Ugly, 1966)
Quint (Jaws, 1976)
Police Chief Martin Brody (Jaws, 1976)
Matt Hooper (Jaws, 1976)
Altaïr Ibn La-Ahad (Assassin's Creed, 2007)
Chode McBlob (Tripping the Rift, 2004)
Namelss (Hero, 2002)
Vic Vega AKA Mr Blonde (Reservoir Dogs, 1992)
Wyatt Cain (Tin Man, 2007)
Spongebob Squarepants (Spongebob Squarepants, 1999-present)
Gandalf the Grey (Lord of the Rings [novel], 1954)
Caroline Holden (Baywatch, 1995-1998)
Golgothan (Dogman, 1999)
Ben Whatshisname (Full Throttle video game, 1995)
Kim Possible (Kim Possible, 2002)
Georgia “George” Lass (Dead Like Me, 2003)
Marshall James “Jim” Raynor (Starcraft, 1998)
Paul Atreides (Dune, 1965)
Dr. Gregory House (House, 2004)
Geralt of Rivia (Hexer, 2001)
The Addams Family (The Addams Family, TV show 1964, animated series 1973 and 1992, films 1991 and 1993)

Here is my first offering...

Ergo the Magnificent (Krull, 1983)
“I am Ergo, the Magnificent. Short in stature, tall in power, narrow of purpose, and wide of vision.”

Ergo happens to be a consummate coward and is forever hungry (he has a special fondness for gooseberries). Ergo considers himself to be one of the nobility, although he is anything but. Although he is quite cowardly and somewhat arrogant, Ergo is very loyal to those he calls friend. He is willing to risk his own life to save others because, "that's what friends do." At heart, he’s a good man, but he’s more than a little unnerved by the plight of Krull.

Role: Human Adp5
Speed: 30 ft.
Abilities: Str -1, Dex +2, Con +1, Int +3, Wis +0, Cha +1
Skills: Bluff 8 (+9), Concentration 8 (+8 ), Craft (cooking) 8 (+11), Escape Artist 8 (+10), Knowledge (supernatural) 8 (+11), Notice 4 (+4), Sleight of Hand 8 (+10), Stealth 8 (+10)
Bonus Feats: Supernatural Talent
Favored Feats: Jack of All Trades, Skill Mastery
Feats: Dodge Focus, Jack of All Trades, Power (4), Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth), Supernatural Focus (Body Control, Enhance Senses)
Powers: Intelligence, rank 8, save Difficulty 15, fatigue save 13; Body Control (rank 13) +16, Enhance Senses +13 (rank 10), Self-Shaping +11, Travel +11
Combat: Attack +4 (+2 base, +2 Dex), Defense Dodge/Parry +5/+1 (+2 base, +2 Dex, +1 Dodge Focus/-1 Str), Initiative +2
Saving Throws: Toughness +2, Fortitude +3 (+1 base, +2 Con), Reflex +3 (+1 base, +2 Dex), Will +4 (+4 base)
Virtue: Loyalty; Vice: Cowardice

Creation Notes
:arrow: This is Ergo at his first appearance in the film. By the end, he had gained a level of adept (or two!), which allowed him to use his Self-Shaping power turn into a tiger.

:arrow: Even though most of Ergo’s powers are only at rank 8, he is legally able to take the Self-Shaping power. His Supernatural Focus and Supernatural Talent feats increased the rank of his Body Control power to above the required 12 ranks. Edit: Steve K. clarified recently that that the Supernatural Talent and Supernatural Focus feats are bonues on power checks, not bonuses to ranks. This arrow point is not in accordance with the RAW and is now a house rule.

:arrow: Ergo’s Travel power manifests as a comet-like ball of fire that flies through the air. It operates exactly like the Wind Walking power except that it does not have any prerequisites and is a full-round action.

:arrow: It was a difficult decision to choose his vice. The movie and the film plays up his gluttony, but ultimately I decided that his biggest vice was his cowardice. I can imagine a Narrator giving him a point of Conviction for fainting when he found himself between the cyclops Rell and a Slayer. If that's not "giving into one's nature" then I don't know what is! :D
Last edited by True20Chick on Thu Jun 05, 2008 2:02 pm, edited 59 times in total.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Sun Dec 03, 2006 9:31 pm

Galen Bradwarden (Dragonslayer, 1981)
“My lord Ulrich is no longer. All that you asked of him, you may now expect of me. The dangers he would face, I will now conquer. The task he would undertake, I will now fulfill. I'm Galen Bradwarden… inheritor of Ulrich's craft and knowledge… and I am the sorcerer you seek.”

Galen Bradwardyn is the young, upstart apprentice of Ulrich, last of the great sorcerers of the medieval age. Galen is brash and headstrong, eager to prove himself and his abilities. He thinks his abilities are far greater than they are, but when his magic fails him he has little difficulty taking up arms and armor and fighting in more conventional ways.

Role: Human Adp4/War3
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con +2, Int +1, Wis +1, Cha +1
Skills: Acrobatics 7 (+7), Climb 7 (+6), Jump 8 (+7), Knowledge (supernatural) 7 (+8 ), Language (Greek, Latin), Notice 7 (+8 ), Search 8 (+9 ), Stealth 8 (+8 ); Acrobatics, Climb, Jump, and Stealth skills reduced by -2 armor check penalty.
Bonus Feats: Shield Training
Favored Feats: Evasion, Improved Evasion
Feats: Armor Training (Light), Evasion, Imbue Item, Improved Evasion, Lightning Reflexes, Power (4), Weapon Training
Core Ability: Determination
Powers: Intelligence, rank 7, save Difficulty 13, fatigue save 12; Beast Summoning +8, Manipulate Object +8, Move Object +8, Scrying +8
Combat: Attack +7 (+5 base, +2 Dex) (+8 with masterwork spear), Damage +4 (masterwork spear, crit 17-20) (damage can be increased by evoking the Enhance Ability [Strength] power of the spear), Defense Dodge/Parry +9/+8 (+9 with masterwork spear) (+5 base, +2 Dex /+1 Str, +2 Medium wooden shield), Initiative +2
Saving Throws: Toughness +4 (+2 Con, +2 studded leather armor), Fortitude +6 (+4 base, +2 Con), Reflex +6 (+8 vs. fire) (+2 base, +2 Dex, +2 lightning reflexes), Will +4 (+3 base, +1 Wis)
Virtue: Courage; Vice: Overconfidence

Creation Notes
:arrow: This is Galen about midway through the film. By the end, he had likely gained a few levels in adept and perhaps even one in warrior.

:arrow: Even though he brought down the mountainside at the mouth of the dragon’s lair, I did not give him Earth Shaping. He used bonus Conviction points form Ulrich’s Amulet to gain a use of Earth Shaping. See “Ulrich’s Amulet,” below.

:arrow: I gave Galen his first level in warrior because he is supposed to be a barely competent sorcerer. With warrior as his first level, he doesn’t have access to the adept’s core ability and can’t use powers he doesn’t already know. However, see “Ulrich’s Amulet,” below.

:arrow: I gave him additional warrior levels because after his initial failure with magic, he went after Vermithrax with a spear and shield. He also proved to be proficient in combat during his battle with Tyrian.

:arrow: I didn't have to "house rule" anything about Galen except for his equipment, but they aren't any great departures from the rules either. They are listed below.

Ulrich’s Amulet
Ulrich’s Amulet is a simple leather necklace bearing an octahedral yellow stone. This amulet provides an adept who wears it 3 extra Conviction points per day. It also allows the adept to access the Talent core ability if he doesn’t already have it. When the owner of the Amulet dies, it can appear before its new master as if it had Teleport +10. Since familiarity is a factor in the Teleport power, the Amulet usually travels to its master’s closest apprentice. Ulrich’s Amulet burns any non-adept who tries to use it, inflicting a painful burn (+1 non-lethal fire damage). If destroyed, it unleashes all of its magic in a single powerful burst, inflicting +20 lethal damage to everything within 50 feet.

Dragon Slaying Spear
The blacksmith of Urland must be a great smith indeed, to forge this masterwork spear. During the attacks of Vermithrax on the village, Galen used Ulrich’s Amulet to temporarily enhance the spear with Improved Critical and Enhance Ability (Strength), giving it an edge so keen that it could penetrate the dragon’s hide.

Dragonscale Shield
Valerian constructed this Medium wooden shield for Galen using cast-off scales she found around the mouth of Vermitrax’s lair. Although it is not supernatural in nature, its natural qualities grant the wielder the benefit of Elemental Resistance (Fire) as used by a 2nd level adept (+2 on saves vs. fire).
Last edited by True20Chick on Sun Dec 03, 2006 11:00 pm, edited 2 times in total.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Sun Dec 03, 2006 10:57 pm

Dr. Anton Phibes (The Abominable Doctor Phibes, 1971)
“Nine killed you! Nine shall die! Nine eternities in doom!”

Dr. Phibes is in his mid-forties, a tall, imposing man with an unkempt mop of salt-and-pepper hair and a graying mustache. His appearance is only a mask, however, for he was badly burned. His true appearance is a horrifying grimace, skull-like and leathery lacking lips, a nose, or ears. It is his ghastly visage that causes those that see him without his mask to suffer the effects of his Frightful Presence feat. Dr. Phibes is unable to speak normally, but has somehow managed to regain the power of speech through an opening on the left side of his neck. He can only speak, however, through the use of a specially designed sound amplifier that he literally inserts into the opening. Dr. Phibes can only eat and drink through a similar opening on the right side of his neck.

Dr. Phibes has a flair for the dramatic, speaking in flowery prose and poetry and making grand gestures. He rarely deals with others personally, preferring instead to send his assistant to do his bidding.

Rold: Human Exp10
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +2, Int +4, Wis +3, Cha +1
Skills: Bluff 8 (+9), Craft (Acoustics) 9 (+19), Craft (Mechanics) 10 (+23), Diplomacy 8 (+9), Disable Device 9 (+13), Disguise 8 (+9), Gather Information 8 (+9), Intimidate 8 (+9), Knowledge (Current Events) 8 (+12), Knowledge (History) 9 (+13), Knowledge (Supernatural) 9 (+13), Knowledge (Technology) 9 (+13), Knowledge (Theology and Philosophy) 9 (+13), Language (Ancient Egyptian, Ancient Greek, Hebrew, Latin), Notice 9 (+12), Perform (Dance) 9 (+12), Perform (Keyboard) 9 (+15), Sense Motive 8 (+11), Stealth 9 (+10)
Bomus Feats: Dedicated (To Victoria)
Feats: Canny Dodge (Int), Great Fortitude, Iron Will, Jack of All Trades, Lightning Reflexes, Master Plan, Skill Focus (Craft [Mechanics]), Skill Focus (Perform [Keyboards]), Talented (Craft [Acoustics, Mechanics]), Talented (Perform [Dance, Keyboard), Taunt, Weapon Training, Well-Informed
Traits: Ingenious, Sleep of Death
Combat: Attack +8 (+7 base, +1 Dex), Damage +1 (sword cane), Defense Dodge/Parry +12/+7 (+7 base, +1 Dex [+4 Int]/+0 Str), Initiative +1
Saving Throws: Toughness +2 (+2 Con), Fortitude +7 (+3 base, +2 Con, +2 Great Fortitude), Reflex +6 (+3 base, +1 Dex, +2 Lightning Reflexes), Will +12 (+7 base, +3 Wis, +2 Iron Will)
Wealth: +22

Ingenious: Through the mad insights of a man driven by revenge and the need to return his wife to life, Dr. Phibes possesses knowledge beyond that of other men of his era. For example, Dr. Phibes has been known to create clockwork musicians and a device that could freeze a man solid in a matter of minutes. Not the least of his inventions is the remarkable apparatus through which he speaks. Dr. Phibes has a +4 insight bonus to any attempt to create mechanical or acoustic devices (already included in his Craft skills). Dr. Phibes usually has several such strange devices on hand in whichever place he currently resides. The Narrator is encouraged to let her imagination run wild when equipping the good doctor. A sample of his devices is given here.
• Acoustic Voice Box: Using his knowledge of music and acoustics, Dr. Phibes has constructed for himself a device that has recreated his voice. The acoustic voice box resembles a phonograph player without a spindle or turntable. A long tube snakes out of the side of the cabinet, which the doctor inserts directly into the stoma in the side of his neck. He has several portable versions of the acoustic voice box that he can wheel around his house or have Vulnavia carry for him.
• Clockwork Musicians: The Clockwork Musicians are among Dr. Phibes’ only harmless inventions. True to their name, they are human-sized clockwork devices designed to play various pieces of music. Large metal disks like those of a music box determine the musical piece played. The Clockwork Musicians are not intelligent and cannot move under their own power.
• Frog’s Head Mask: This device is shaped like a large frog’s head which fits over a person’s head like a mask. When the latch is connected on the back, however, miniature clockwork gears continue to tighten the mask around the wearer’s neck. This automatically deals +1 damage per round to the wearer. The mask continues to tighten until the wearer’s head is removed.
• Icebox: The icebox is a wooden box approximately 1 foot square. When connected to some source of power (such as a car’s engine), it puts forth great gusts of chilling wind. This device produces a cone of icy mist in a thick, white cloud 10 feet long and 10 feet wide at the end. The mist is so cold that anyone within it takes +4 cold damage (Difficulty 19 Reflex save for half damage). It continues to put forth ice for as long as it is able to operate.
• Jack-In-The-Box: The jack-in-the-box is perhaps Dr. Phibes’ most diabolical invention. It consists of two large black blocks connected by worm gears. By placing the blocks on either side of a reclining victim and turning a crankshaft, the operator of the jack-in-the-box can crush the victim in a matter of minutes. This deals +4 damage per round; when the victim is dead, the blocks have moved together and the victim’s head is forced out an opening at the top between them. The victim must be restrained or otherwise incapacitated before the jack-in-the-box can be used, however.
• Sand Blaster: The sand blaster is a device similar in construction to the icebox. The sand blaster, however, can only operate in areas where there is ample soil or sand for it to operate. The sand blaster is connected via a tube or hose to a source of sand, which it forces under pressure towards a victim. It deals slashing damage rather than cold damage, but otherwise it is identical to the icebox.
• Scorpion Throne: The scorpion throne is a large brass statue in the shape of a scorpion. There are clockwork mechanisms in the claws, which can clamp shut to hold anyone seated on the scorpion’s head. The claws of the scorpion throne have long, sharp needles that dig deeply into the victim’s arms, automatically dealing +1 damage. Escaping the scorpion throne through brute force requires a Difficulty 20 Strength check. Escape Artist checks are useless, and each attempt at this skill deals +1 damage to the victim. The only way to escape the scorpion throne without further injury to the victim is through the use of a special key — usually placed just out of reach to tantalize and torture the victim.

Sleep of Death: Through his many travels and studies, Dr. Phibes has learned of an antediluvian ritual that simulates the effects of death. By replacing his own blood with a vile yellow concoction of chemicals and other preservative substances, Dr. Phibes can enter a death-like trance indefinitely. This ability operates like the feign death effect of the Body Control supernatural power, with no time limit. By pumping out the chemicals and returning his own blood to his veins, Dr. Phibes can “return to life” within a matter of hours. Each use of this substance deals 1 point of Constitution drain, however. Dr. Phibes will not share his secrets with anyone, and does not disclose the source of his knowledge.

Creation Notes
:arrow: I am a great fan of Vincent Price, and this is my personal homage to him.

:arrow: Unlike the other sample cahracters I've posted here, Dr. Phibes was built using 10 ability points instead of 6.

:arrow: Dr. Phibes needed a little house-ruling to provide him with his uncanny abilities.

:arrow: Note that I have not yet selected any Favored Feats for him. I didn't find the need to. The General and Expert feat lists provided everything I needed for him. He is not a combatant so he needs no warrior feats, and he has no adept levels so the adept feats are useless to him.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Sun Dec 03, 2006 11:36 pm

This one is a monster, rather than a character…

The Judderman (UK television advert, 2000)
Image
Beware the Judderman, my dear
When the moon is fat!


Size and Type: 10th level Medium Fey (Cold)
Speed: 40 ft.
Abilities: Str +2, Dex +8, Con +5, Int +3, Wis +2, Cha +7
Skills: Acrobatics 9 (+17), Bluff 10 (+17), Concentration 9 (+11), Craft (Alchemy) 9 (+12), Diplomacy 10 (+17), Intimidate 10 (+17), Jump 9 (+11), Notice 9 (+11), Perform (Dance) 9 (+16), Search 5 (+11), Sense Motive 9 (+11), Sleight of Hand 9 (+17), Stealth 10 (+18 )
Feats: Armor Training (Light)(B), Armor Training (Medium and Heavy)(B), Fascinate (Diplomacy), Imbue Item, Power (7)(B), Weapon Training(B), Two Weapon Defense, Two Weapon Fighting
Powers: Rank 13, Cha, base save 15, save 22; Cold Shaping +20, Dominate +20, Drain Vitality +20, Elemental Aura (Cold) +20, Heart-Shaping +20 Mind Touch +20, Suggestion +20
Traits: Low-Light Vision
Combat: Attack +13 (+5 base, +8 Dex), Damage +8 plus +3 cold (+3 sword, crit 19-20, “The Sweetened Word”) or +6 plus +3 (+3 knife, crit 19-20, “The Sharpened Tooth”), or +3 plus +2 cold (claw), Defense +13 (+5 base, +8 Dex), Initiative +8
Saving Throws: Toughness +5 (+5 Con), Fortitude +8 (+3 base, +5 Con), Reflex +15 (+7 base, +8 Dex), Will +9 (+7 base, +2 Wis)

Slinking out of the wintry forest is a mysterious creature of stature and appearance like that of an elf with white skin and icicles in his hair. His narrow face is twisted into a wide grin of malevolent glee. He is swathed in a sphere of wintry weather and numbing cold.

On nights of the full moon in winter, it is said that the Judderman creeps about in search of unwary victims. The voice of the Judderman is lilting and sweet, and can beguile those that hear it. With kind words and evil spells, he bewitches mortals into following him back to his hoary home in an icy cave. Once there, the Judderman’s prey are treated to a lavish party that seems to go on for eternity. But such hedonism has its price; one by one the wicked Judderman slays and consumes his guests as the others, oblivious, continue in their revelry.

The Judderman is a capable combatant, but detests open combat. If faced with superior opponents in melee, his first thought is of escape. To that end, he fights defensively and even takes total defense in order to avoid being injured and to give him time to find an escape route.

The Judderman’s Drink
At times, the Judderman entices his prey by offering them a sip of a warm, sweet, delicious drink. This drink has the effect of making the imbiber more susceptible to his sweet words. Poison; imbibe; Fort DC 18; initial damage 1 Wis/secondary damage 2 Wis. The Judderman has 5 such potions on his person at all times.

Creation Notes
:arrow: This is a villain I originally designed by request for D&D over on the Necromancer Games forums. He was inspired by a character in a series of surreal advertisements in the UK for Metz brand schnapps. You can see the advert HERE.

:arrow: There is no “house ruling” at all in this stat block. :)
Last edited by True20Chick on Thu Dec 14, 2006 3:21 am, edited 1 time in total.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby cthughua » Mon Dec 04, 2006 12:31 am

Anisurimbor Kellhus (The Darkness That Comes Before, 2004)
“The Logos is without begining or end."

Part monk, part sorcerer, part warrior; Kellhus is the son of a very powerful Sorcerer named Moenghus who has gone against the ways of his people. From a remote monestary that was founded 2000 years ago by a displaced family of master manipulators and a group of eastern refugees, Kellhus is the epidome of mental perfection. The Dunyain follow a belief that all actions stem from a universal truth called "The Logos" the logic of which can be understood and predicted. In this way they control men as tools to get what they want either mentally or phsyically. Kellhus has been sent out into the world to find and kill his wayward father.

Role: Dunyain Adp4/War6
Speed: 30 ft.
Abilities: Str +0, Dex +3, Con +0, Int +1, Wis +6, Cha +1
Skills: Acrobatics 13 (+16), Concentration 13 (+19), Diplomacy 13 (+14), Language 1 (Common?, Sclyndevi, Dunyain), Sense Motive 12 (+18), Stealth 13 (+16)
Bonus Feats: None
Favored Feats: Deflect Arrows, Skill Mastery
Feats: Deflect Arrows, Canny Defense (Wisdom), Improved Strike, Grappling Finesse, Power (7), Skill Mastery (Acrobatics, Diplomacy, Sense Motive, Stealth), Tough
Core Ability: The Talent
Powers: Wisdom, rank 7, save Difficulty 18, fatigue save 12; Body Control, Combat Sense, Enhance Ability, Enhance Senses, Mind Shaping, Suggestion, Supernatural Speed (all at +13)
Combat: Attack +9/+4 (+7 base, +2 Dex), Damage +3 (unarmed, crit 20), Defense Dodge/Parry +16/+7 (+7 base, +3 Dex, +6 Wis /+0 Str), Initiative +3
Saving Throws: Toughness +1 (+0 Con, Tough x1), Fortitude +6 (+6 base), Reflex +6 (+3 base, +3 Dex), Will +12 (+6 base, +6 Wis)
Virtue: Relentless; Vice: Manipulative
Wealth: +0

Creation Notes
:arrow: This is Kellhus midway through the first book. By the end of the book he's probably gained a few levels of Warrior and perhaps even Expert. By the end of the trilogy he's added mostly levels of adepts filling out his self-centric powers with a pretty impressive array more extrovertive powers (like Teleport).

:arrow: I gave Kellhus 10 stat points but removed the benefits from being human, because the Dunyain having become something more and yet something less than human after 2000 years of selective breeding.

:arrow: No house rules beyond the above.
Last edited by cthughua on Thu Mar 22, 2007 9:33 am, edited 3 times in total.
Bluntly ridiculous!
cthughua
 
Posts: 825
Joined: Mon Aug 14, 2006 11:39 am
Location: Portland, OR

Postby True20Chick » Mon Dec 04, 2006 1:19 am

Great entry Cthughua! I was hoping someone would join me. :D

And now for a little science fiction...

Lt. Commander Spock (Star Trek [Original Series], 1966)
“Fascinating.”

Mr. Spock is the First Officer and Science Officer aboard the USS Enterprise NCC-1701. He is half-Vulcan, which creates some conflict within him as his emotional human half battles with his logical Vulcan half. He is an extremely competent scientist and a top-notch Starfleet officer. Despite putting forth the constant front of an emotionless Vulcan and an adherent to logic, Spock has formed close friendships (most notably with Captains Pike and Kirk). Once he calls someone “friend,” he is willing to risk his career and even his life to help them.

Role: Half-Vulcan Adp2/Exp6
Speed: 30 ft.
Abilities: Str +4, Dex +0, Con +3, Int +4, Wis +1, Cha -1
Skills: Bluff 3 (+2), Computers 10 (+14), Craft (Electronic) 10 (+14), Craft (Mechanical) 6 (+10), Diplomacy 8 (+7), Gather Information 3 (+2), Knowledge (earth sciences) 6 (+10), Knowledge (history) 6 (+10), Knowledge (life sciences) 10 (+14), Knowledge (physical sciences) 10 (+14), Knowledge (technology) 8 (+12), Knowledge (theology and philosophy) 6 (+10), Notice 8 (+9), Perform (Vulcan Lyre) 8 (+7), Pilot 8 (+8 ), Search 8 (+12), Sense Motive 6 (+7)
Feats: Eidetic Memory, Endurance, Firearms Training, Improvised Tools, Jack Of All Trades, Power (2), Second Chance (Computers skill), Stunning Attack, Weapon Training, Well-Informed
Powers: Key ability Intelligence, rank 5, save Difficulty 15, fatigue save 11; Mind Probe +9, Mind-Shaping +9
Traits: Mind Meld +15 (Key ability Intelligence, rank 11, save Difficulty 18, fatigue save 14)
Combat: Attack +4 (+4 base, +0 Dex), Damage +1 to +10 or Difficulty 15 stun (phaser), Defense Dodge/Parry +4/+8 (+4 base, +0 Dex /+4 Str), Initiative +0
Core Ability: Expertise
Saving Throws: Toughness +3, Fortitude +5 (+2 base, +3 Con), Reflex +2 (+2 base, +0 Dex), Will +6 (+5 base, +1 Wis)
Virtue: Loyal; Vice: Logical

Creation Notes
:arrow: I know I am treading on "holy ground" here for a lot of Trekkies and Trekkers. Avid fans may well take issue with some of what I've done here. If I got some details wrong, or gave him abilities he "shouldn't have," or omitted ones he "should have," it's ok. Really. This is for demonstration purposes only, as is this entire thread. :wink:

:arrow: Yes. Spock has Mind Shaping. He once used a Mind Meld to manipulate Kirk’s memories (Requiem for Methuselah). Since his first level was in expert, I couldn't assume that he'd spent Conviction to get Mind-Shaping that one time, so I had to give it to him as a regular power. Of course, he also played the piano in that episode, which I didn't give him the skill for. We can just consider that a use of the Expert core ability.

:arrow: The only “house-ruling” in effect here is the Half-Vulcan background, which can be found below.

:arrow: I wasn't quite sure how to handle his ability to place his katra into the minds of others. That was just a massive plot device anyway, so I felt it wasn't really necessary for the purposes of this thread.

Half-Vulcan
Abilities:
+2 Strength, +1 Con, +1 Intelligence, -1 Charisma (double these values and add a +1 Level Lag for a full-blooded Vulcan)
Trait: Mind Meld. This power functions exactly like the Mind Touch power using the character’s total levels. Unlike the Mind Touch power, it requires physical contact and is a full-round action. When a Vulcan takes adept levels, any power he acquires that requires mental contact also requires a Mind Meld. A Vulcan Mind Meld (and all associated powers) can be used on self-aware computer systems as per the Computer Link power.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby The Shadow » Mon Dec 04, 2006 10:00 am

Hmmm. Doesn't Mind Meld require a willing or helpless subject? I mean, he has to keep his hands on the person's head, so far as I can tell.

Also, I would argue that the infamous nerve pinch is more than Stunning Attack. He uses it even on NPC's that are clearly not minions, with unerring success. It may even be the Sleep power, requiring touch but not mental contact.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."

--The Shadow
The Shadow
 
Posts: 1522
Joined: Tue Jul 05, 2005 11:49 am
Location: Oregon, USA

Postby cthughua » Mon Dec 04, 2006 10:05 am

Thank you, I always love doing this kind of stuff and I couldn't sleep last night anyway. Now for some sci-fi of my own…

Richard B. Riddick (Pitch Black, 2000)
“ They say most of your brain shuts down during cryo-sleep. All but the primitive side, the animal side. No wonder I'm still awake.”

Richard B. Riddick, more commonly known simply as Riddick, is the member of a race called the Furyans, destroyed by the genocidal Necromongers. Riddick has broken out of two maximum security prisons and is a calculating cold-blooded killer with a just a bit of a soft side. He's less Han Solo and more Hannibal Lector.

Role: Furyan War11
Speed: 30 ft.
Abilities: Str +4, Dex +3, Con +3, Int +3, Wis +1, Cha +0
Skills: Acrobatics 14 (+17), Climb 14 (+18), Jump 14 (+18), Intimidate 14 (+14), Pilot 14 (+17), Sense Motive 14 (+15), Survival 14 (+15)
Favored Feat: Master Plan
Feats: Animal Empathy, Assessment, Benefit: Improvised Weapons Mastery, Blind Fight, Canny Dodge (Intelligence), Endurance, Firearms Training, Improved Initiative, Light Sleeper, Master Plan, Tireless, Two-Weapon Fighting, Uncanny Dodge, Weapon Training
Powers: Furyan Energy Discharge (see below)
Traits: Dark Vision
Combat: Attack +14 (+11 base, +3 Dex), Damage +6 (shiv);Defense Dodge/Parry +17/+15 (+11 base, +3 Dex, +3 Int /+4 Str), Initiative +7
Core Ability: Determination
Saving Throws: Toughness +3, Fortitude +10 (+7 base, +3 Con), Reflex +6 (+3 base, +3 Dex), Will +4 (+3 base, +1 Wis)
Virtue: Loyal; Vice: Brutal (Merciless)

Creation Notes
:arrow: This version of Riddick is as simplified as I can make him at the end of the "Chronicles of Riddick." While I would love to give him tons of other feats that I think he would have such as Favored Opponent, Attack Specialization, Defensive Roll, and Sneak Attack I cannot really justify it.

:arrow: Nearing physical perfection I gave him 10 points to distribute plus his racial modifiers.

:arrow: Feat: Improvised Weapon Mastery; Riddick suffers no penalty to attack with light (under 5lbs) improvised weapons.

:arrow: Power: Furyan Energy Discharge; Given the fury of his entire extinct race, Riddick has the imprint of a glowing blue hand on his chest. When in dire need he can emit an energy pulse, damaging nearby enemies. I consider it a unique power based on Widened Elemental Blast. He has only used it twice in the entire series of movies and games so I think it should cost a point of conviction. It's a Damage +11 energy attack in a 22' radius around him with a difficulty 18 reflex save and difficulty 17 fatigue check.

:arrow: Although he uses a pair of shivs sparingly in the films, it is noted by the way he fights that he uses an aggressive form of "Eskrima" a Filipino martial art focusing on two weapon combat. He would likely have this feat by virtue of that training.

Furyan
Abilities:
+1 Strength, +1 Con, +1 Intelligence
Favored Feat: Master Plan
Trait:Dark Vision
Last edited by cthughua on Tue Dec 05, 2006 11:31 am, edited 3 times in total.
Bluntly ridiculous!
cthughua
 
Posts: 825
Joined: Mon Aug 14, 2006 11:39 am
Location: Portland, OR

Postby William1968 » Mon Dec 04, 2006 10:25 am

True20Chick wrote:Great entry Cthughua! I was hoping someone would join me. :D

And now for a little science fiction...

Lt. Commander Spock (Star Trek [Original Series], 1966)
“Fascinating.”

Mr. Spock is the First Officer and Science Officer aboard the USS Enterprise NCC-1701. He is half-Vulcan, which creates some conflict within him as his emotional human half battles with his logical Vulcan half. He is an extremely competent scientist and a top-notch Starfleet officer. Despite putting forth the constant front of an emotionless Vulcan and an adherent to logic, Spock has formed close friendships (most notably with Captains Pike and Kirk). Once he calls someone “friend,” he is willing to risk his career and even his life to help them.

Role: Half-Vulcan Adp2/Exp6
Speed: 30 ft.
Abilities: Str +4, Dex +0, Con +3, Int +4, Wis +1, Cha -1
Skills: Bluff 3 (+2), Computers 10 (+14), Craft (Electronic) 10 (+14), Craft (Mechanical) 6 (+10), Diplomacy 8 (+7), Gather Information 3 (+2), Knowledge (earth sciences) 6 (+10), Knowledge (history) 6 (+10), Knowledge (life sciences) 10 (+14), Knowledge (physical sciences) 10 (+14), Knowledge (technology) 8 (+12), Knowledge (theology and philosophy) 6 (+10), Notice 8 (+9), Perform (Vulcan Lyre) 8 (+7), Pilot 8 (+8 ), Search 8 (+12), Sense Motive 6 (+7)
Feats: Eidetic Memory, Endurance, Firearms Training, Improvised Tools, Jack Of All Trades, Power (2), Second Chance (Computers skill), Stunning Attack, Weapon Training, Well-Informed
Powers: Key ability Intelligence, rank 5, save Difficulty 15, fatigue save 11; Mind Probe +9, Mind-Shaping +9
Traits: Mind Meld +15 (Key ability Intelligence, rank 11, save Difficulty 18, fatigue save 14)
Combat: Attack +4 (+4 base, +0 Dex), Damage +1 to +10 or Difficulty 15 stun (phaser), Defense Dodge/Parry +4/+8 (+4 base, +0 Dex /+4 Str), Initiative +0
Core Ability: Expertise
Saving Throws: Toughness +3, Fortitude +5 (+2 base, +3 Con), Reflex +2 (+2 base, +0 Dex), Will +6 (+5 base, +1 Wis)
Virtue: Loyal; Vice: Logical

Creation Notes
:arrow: I know I am treading on "holy ground" here for a lot of Trekkies and Trekkers. Avid fans may well take issue with some of what I've done here. If I got some details wrong, or gave him abilities he "shouldn't have," or omitted ones he "should have," it's ok. Really. This is for demonstration purposes only, as is this entire thread. :wink:

:arrow: Yes. Spock has Mind Shaping. He once used a Mind Meld to manipulate Kirk’s memories (Requiem for Methuselah). Since his first level was in expert, I couldn't assume that he'd spent Conviction to get Mind-Shaping that one time, so I had to give it to him as a regular power. Of course, he also played the piano in that episode, which I didn't give him the skill for. We can just consider that a use of the Expert core ability.

:arrow: The only “house-ruling” in effect here is the Half-Vulcan background, which can be found below.

:arrow: I wasn't quite sure how to handle his ability to place his katra into the minds of others. That was just a massive plot device anyway, so I felt it wasn't really necessary for the purposes of this thread.

Half-Vulcan
Abilities:
+2 Strength, +1 Con, +1 Intelligence, -1 Charisma (double these values and add a +1 Level Lag for a full-blooded Vulcan)
Trait: Mind Meld. This power functions exactly like the Mind Touch power using the character’s total levels. Unlike the Mind Touch power, it requires physical contact and is a full-round action. When a Vulcan takes adept levels, any power he acquires that requires mental contact also requires a Mind Meld. A Vulcan Mind Meld (and all associated powers) can be used on self-aware computer systems as per the Computer Link power.


Only quibble I have here is he should take separate Knowledge skills in Earth History, as well as Vulcan and Federation History.
"The Constitution's a piece of paper. A kick in the head is a jolt."
User avatar
William1968
 
Posts: 193
Joined: Wed Oct 25, 2006 8:04 am
Location: City Of Inbreds, Oklahoma

Postby True20Chick » Mon Dec 04, 2006 2:17 pm

The Shadow wrote:Hmmm. Doesn't Mind Meld require a willing or helpless subject? I mean, he has to keep his hands on the person's head, so far as I can tell.

Also, I would argue that the infamous nerve pinch is more than Stunning Attack. He uses it even on NPC's that are clearly not minions, with unerring success. It may even be the Sleep power, requiring touch but not mental contact.


And...

William1968 wrote:Only quibble I have here is he should take separate Knowledge skills in Earth History, as well as Vulcan and Federation History.


Perhaps, but that's a stat block I knocked off in about 15 minutes while bored at work. I didn't see the need to go into greater detail for the sake of this demonstration. If I were to seriously work on Star Trek True20, I'd put a lot more thought into stuff like this.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Mon Dec 04, 2006 3:00 pm

Madmartigan (Willow, 1988)
”I am the greatest swordsman who ever lived!”

Madmartigan may be the greatest swordsman who ever lived. He certainly thinks so. A dishonored Knight of Galadoorn, Madmartigan is a cocky, self-centered womanizer who seems to care only about himself. His claims about his ability as a swordsman are not unfounded, as he has never been defeated in single combat. His overconfidence is often his undoing, however.

Role: Human War10
Speed: 30 ft.
Abilities: Str +1, Dex +3, Con +1, Int +1, Wis -1, Cha +2
Skills: Acrobatics 7 (+8 ), Bluff 8 (+10), Climb 4 (+3), Disable Device 2 (+3), Escape Artist 4 (+5), Handle Animal 4 (+6), Intimidate 7 (+8 ), Jump 7 (+6), Notice 4 (+3), Ride 5 (+8 ), Search 4 (+5), Sense Motive 4 (+3), Stealth 7 (+8 ), Swim 2 (-1). Acrobatics, Climb, Jump, and Stealth skills reduced by a -2 armor check penalty. Swim skill reduced by a -4 armor check penalty.
Bonus Feat: Quick Draw
Favored Feats: Fascinate (Bluff), Inspire (Awe, Intimidate)
Feats: Armor Training (Heavy, Light), Attack Focus (sword), Attack Specialization (sword), Fascinate (Bluff), Greater Attack Focus (sword), Greater Attack Specialization (sword), Inspire (Awe, Intimidate), Shield Training, Tough (2), Two-Weapon Fighting, Weapon Training
Combat: Attack +13 (+10 base, +3 Dex) (+15 with sword), Damage +6 (sword), Defense Dodge/Parry +13/+11 (+10 base, +3 Dex/+1 Str), Initiative +3
Saving Throws: Toughness +6 (+1 Con, +2 Tough, +3 masterwork chainmail), Fortitude +8 (+7 base, +1 Con), Reflex +6 (+3 base, +3 Con), Will +2 (+3 base, -1 Wis)
Virtue: Gregarious; Vice: Arrogance

:arrow: A straightforward warrior, there is no “house ruling” at all in Madmartigan.

:arrow: As with much of True20, the effects are in the interpretation. His “Inspire Awe” feat is based on his amazing ability as a swordsman. If he makes a demonstration of his skill with a blade (Intimidation check), some opponents may be less than eager to engage him.

:arrow: I gave him Shield Training even though he never used a shield in the movie or the book (to my knowledge, it's been a while since I read it). This is because he is trained as a knight, and it’s a common fighting style for knights to use a shield. I can see a convincing argument to swap out Shield Training for perhaps another rank in Tough, however. Without armor he is quite vulnerable as a warrior.
Last edited by True20Chick on Mon Dec 04, 2006 3:32 pm, edited 1 time in total.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby The Shadow » Mon Dec 04, 2006 3:29 pm

I dare you to stat out Westley, from The Princess Bride.

I double-dare you!

Bonus points for statting out Holocaust Cloaks and Miracle Pills. :)
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."

--The Shadow
The Shadow
 
Posts: 1522
Joined: Tue Jul 05, 2005 11:49 am
Location: Oregon, USA

Postby True20Chick » Mon Dec 04, 2006 3:43 pm

The Shadow wrote:I dare you to stat out Westley, from The Princess Bride.

I double-dare you!


Expert levels ... lots and lots of expert levels. lol

I was going to do Indiana Jones next, then the Rocketeer, but I will bend my mind to this challenge first...

How about you giving us a write up for your namesake? :D

Bonus points for statting out Holocaust Cloaks and Miracle Pills. :)


Those are easy...

Holocaust Cloak
A holocaust cloat is a black, hooded robe that ignites when it comes into contact with open flame. While alight, it provides the wearer with the benefits of the Elemental Aura (Fire) power. It can be lit only once per day, and stays lit for 10 rounds (1 minute). Because of its legendary quality, the cloak also provides a +4 bonus on Intimidate checks while alight.

Miracle Pill
A miracle pill is a panacea in the form of a large pill. It consists of a strange concoction of herbs, medicines, and minerals with a chocolate coating. The chocolate coating makes it go down easier. If swallowed (or somehow forced down the throat of an unconscious patient) it provides the benefit of Fast Healing, allowing the patient to make a recovery check every 5 minutes. The most powerful miracle pills can even restore life to the dead and mostly dead as per the Imbue Life power (adept level equal to that of the adept who created the miracle pill).
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby The Shadow » Mon Dec 04, 2006 3:55 pm

True20Chick wrote:
The Shadow wrote:I dare you to stat out Westley, from The Princess Bride.

I double-dare you!


Expert levels ... lots and lots of expert levels. lol


It'd have to be an *awful* lot, given that Westley can beat the best swordsman in the world (at any rate in open ground; according to the book, Inigo is a whisper better in rough terrain) and the best hand-to-hand fighter in the world (provided he hasn't readjusted to fighting single opponents).

Plus he's a Batman-level planner. (I once saw "Batman vs. Westley" proposed in a "who would win?" thread. People were in awe at the potential.

EDIT: Quote: "My name... is Bruce Wayne. You killed my father. Prepare to die." :lol:

And he outwitted the Sicilian, but honestly, I don't think that part took *too* much Int. :) "I don't think you know what that word means!"

Holocaust Cloak


Looks good!

Miracle Pill


Don't forget there was supposed to be a time limit on the resurrection, but it was apparently suspended by the God of True Love. Literally!

As for my namesake... I may have to give it a shot.

(I already based an M&M character on the 90's movie character, though it wasn't the same person, just a modern hero with similar powers who consciously based himself on him. Story hour's on the web, if anyone's interested.)

EDIT: My brain just fused. I contemplated doing Batman in True20... and you know, it might just work. The hardest part would be the equipment.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."

--The Shadow
The Shadow
 
Posts: 1522
Joined: Tue Jul 05, 2005 11:49 am
Location: Oregon, USA

Postby True20Chick » Mon Dec 04, 2006 4:02 pm

The Shadow wrote:EDIT: My brain just fused. I contemplated doing Batman in True20... and you know, it might just work. The hardest part would be the equipment.


Most "human level" supers would work fine in True20. Captain America, The Punisher, Batman, Hawkeye, Green Arrow, etc. They'd be high level, to be sure, but nothing they do really breaks the rules of True20.

Edit: Heck, except for his Strength, I'd argue that even Spider-Man would be an interesting True20 character. The same could be said of Wolverine and his regeneration.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Next

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 1 guest