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by Kendermage » Wed Dec 13, 2006 5:53 am
Lt. John Rico (Starship Troopers, 1997)
“This is for you new people…I have only one rule; everyone fights, no one quits. You don’t do your job, I’ll kill you myself .Do you get me?”
Once upon a time, Rico just wanted to be a civilian. That all changed when he joined the Mobile Infantry. Originally it was to impress a girl, but a series of mishaps forged him into the tough as nails leader he is today.
Role: Human War 6
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con +2, Int +0, Wis +0, Cha +2
Skills: Acrobatics +7, Climb +5, Computers +7, Disable Device +4, Intimidate +6, Jump +5, Knowledge (art) +4, Knowledge (civics) +4, Knowledge (tactics) +5, Notice +2, Search +3, Survival +4
Bonus Feats: Lightning Reflexes
Favored Feats: Acrobatic Bluff, Defensive Roll
Core Ability: Determination
Feats: Acrobatic Bluff, Armor Training, Defensive Roll, Endurance, Favored Opponent (Bugs), Firearms Training, Leadership, Lightning Reflexes, Seize Initiative, Two Weapon Fighting
Combat: Attack +8 (+6 base, +2 Dex), Damage +8 (Blaster Rifle) or +10 (Rocket Launcher), Defense Dodge/Parry +8/+7 (+6 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +2 (+2 Con, +2 Tough), Fortitude +7 (+5 base, +2 Con), Reflex +4 (+2 base, +2 Dex), Will +2 (+2 base, +0 Wis)
Virtue: Daring; Vice: Jealous
Reputation: +1
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Kendermage
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by Sunbear » Wed Dec 13, 2006 6:35 am
I figure that this is the Rambo from first blood...I don't see how he would learn to pilot a helicopter between episodes (it has been a long time since I had seen the movies however).
Having said that I guess Rambo does need the weapons training feat to gain skill with the bow.
Have edited Rambo to reflect excellent suggestions.
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Sunbear
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by Sunbear » Wed Dec 13, 2006 6:41 am
Yea! Rico and Ash baby! Was Starship troopers really almost 10 years ago...Damn!
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Sunbear
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by Kendermage » Wed Dec 13, 2006 8:59 am
Harry Potter (circa Goblet of Fire, 2006)
“I solemnly swear that I am up to no good”
This is Harry near the end of The Goblet of Fire. He has just witnessed Cedric Diggory’s death at the hands of Wormtail and the resurrection of Lord Voldemort.
Role: Human Adept 4
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +1, Int +2, Wis +0, Cha +2
Skills: Bluff +5, Concentration +6, Craft Alchemy +6, Gather Information +5, Handle Animal +6, Knowledge (current events) +9, Knowledge (supernatural) +9, Pilot (broom) +11, Search +1, Sense Motive +2, Stealth +3
Bonus Feat: Renown
Favored Feats: Defensive Roll, Inspire
Languages: English, Latin, Parseltongue
Core Ability: The Talent
Feats: Familiar (Hedwig), Imbue Item, Renown, Skill Focus (Pilot/broom)
Powers: Apport 7, Light Shaping 7, Visions 7, Ward 7
Combat: Attack +3 (+2 base, +1 Dex), Damage +1 (Supernatural Knife*, crit 19-20/+3), Defense Dodge/Parry +3/+2 (+2 base, +1 Dex/+0 Str), Initiative +1
Saving Throws: Toughness +1 (+1 Con), Fortitude +2 (+1 base, +1 Con), Reflex +2 (+1 base, +1 Dex), Will +4 (+4 base, +0 Wis)
Virtue: Courageous; Vice: Vengeful
Reputation: +4
Possessions: Firebolt (Fly 300 ft, perfect), Supernatural Knife (this knife is capable of opening nearly any lock as if the wielder had taken 20 an a Disable Device check), Wand* (made of holly with a phoenix feather core), Invisibility Cloak (a black cloak imbued with the power of invisibility), The Marauder's Map (a map that shows the complete grounds and the position of every person within Hogwarts)
*Note: Harry must have his wand in hand to use any of his supernatural powers. At this stage in his life he is not yet proficient with will force magic and so much have his wand to focus his energies. Harry may attempt to use his powers without his wand however he must succeed at a DC 25 power check.
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Kendermage
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by True20Chick » Wed Dec 13, 2006 11:41 pm
I was wondering if someone was going to venture into the "Potterverse!" 
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True20Chick
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by True20Chick » Wed Dec 13, 2006 11:41 pm
Carl Kolchak (The Night Stalker, 1974)
“Son, I've seen more dead bodies than you've had TV dinners.”
Carl Kolchak is a fast-talking street reporter for INS (Independent News Service) in Chicago. He has a reputation among local law enforcement as an annoying has-been who latches onto obscure clues and fabricates fanciful stories involving the supernatural. More often than not, his hunches prove to be correct. Like the prophetess Cassandra, however, he is never believed and his bizarre tales are pushed to the back page to be ignored… when they are even published at all.
Role: Human Exp4
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +1, Int +2, Wis +1, Cha +1
Skills: Bluff 7 (+8 ), Diplomacy 4 (+5), Disable Device 4 (+6), Escape Artist 4 (+5), Gather Information 7 (+8 ), Knowledge (civics, current events, popular culture, streetwise) 5 (+7), Notice 7 (+8 ), Search 7 (+9), Sleight of Hand 7 (+8 ), Stealth 7 (+8 )
Bonus Feats: Benefit (Press Pass)
Favored Feats: Diehard, Seize Initiative
Feats: Canny Dodge (Intelligence), Connections, Contacts, Run, Seize Initiative, Weapon Training, Well-Informed
Combat: Attack +4 (+3 base, +1 Dex), Defense Dodge/Parry +6/+3(+3 base, +1 Dex, +2 Int/+0 Str), Initiative +1
Saving Throws: Toughness +1 (+1 Con), Fortitude +2 (+1 base, +1 Con), Reflex +2 (+1 base, +1 Dex), Will +4 (+4 base, +1 Wis)
Virtue: Persistent; Vice: Terrible photographer
Creation Notes
 Another 6-point character, by the rules.
 This is intended to be the original Kolchak as played by Darren McGavin. No offense to Stuart Townsend, but to me, that’s the only Kolchak.
 Imagine how many Conviction points this player got back by giving in to Kolchak’s vice!
 Note that he has only taken one of his Favored Feats thus far.
 I know it may seem odd to give Kolchak Weapon Training, but I figure that he learned something after stabbing Pere-Mal-Fait with a twig of bayou gum, shooting a rakshasa with a crossbow, and striking a black knight with a battle axe.
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True20Chick
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by True20Chick » Thu Dec 14, 2006 2:57 am
Dean and Sam Winchester (Supernatural, 2005)
“I think he wants us to pick up where he left off, you know, saving people, hunting things. The family business.”
The Winchester brothers are the sons of John Winchester. They are hunters, traveling the countryside in Dean’s black Chevy Impala tracking down ghosts, monsters, and other creatures of nightmare. Sam is the more intellectual one, having left college early to pursue “the family business” at his brother’s urging. Dean is headstrong, determined, and certainly the most eager of the two brothers.
Dean Winchester
Role: Human War4
Speed: 30 ft.
Abilities: Str +1, Dex +1, Con +1, Int +1, Wis +0, Cha +2
Skills: Bluff 4 (+6), Craft (mechanics) 2 (+3), Disable Device 4 (+5), Drive 1 (+2), Escape Artist 4 (+5), Gather Information 4 (+6), Knowledge (supernatural) 4 (+5), Notice 4 (+4), Search 3 (+4), Sense Motive 3 (+3), Sleight of Hand 3 (+4), Stealth 3 (+4)
Bonus Feats: Weapon Training
Favored Feats: Improvised Tools, Jack of All Trades
Feats: Connected, Favored Opponent (Demons, +2 on skill checks, +1 damage), Firearms Training, Improvised Tools, Jack of All Trades, Tough 2
Combat: Attack +5 (+4 base, +1 Dex), Defense Dodge/Parry +5/+5 (+4 base, +1 Dex/+1 Str), Initiative +1
Saving Throws: Toughness +3 (+1 Con, +2 Tough), Fortitude +5 (+4 base, +1 Con), Reflex +2 (+1 base, +1 Dex), Will +1 (+1 base)
Virtue: Dedicated (to family); Vice: Overconfident
Sam Winchester
Role: Human Adp3/Exp1
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +0, Int +2, Wis +2, Cha +1
Skills: Bluff 4 (+5), Computers 3 (+5), Concentration 4 (+6), Diplomacy 4 (+5), Disable Device 2 (+3), Escape Artist 2 (+3), Gather Information 4 (+5), Knowledge (civics) 6 (+8 ), Knowledge (current events) 4 (+6), Knowledge (history) 4 (+6), Knowledge (supernatural) 4 (+6), Notice 5 (+7), Search 5 (+7), Sense Motive 5 (+7), Sleight of Hand 3 (+4), Stealth 3 (+4)
Bonus Feats: Firearms Training
Favored Feats: Diehard, Tough
Feats: Connected, Improvised Tools, Iron Will, Jack of All Trades, Power 3, Tough
Powers: Wisdom, rank 6, save Difficulty 14, fatigue save 12; Move Object +8, Psychic Shield +8, Visions +8
Core Ability: Expertise
Combat: Attack +2 (+1 base, +1 Dex), Defense Dodge/Parry +2/+1 (+1 base, +1 Dex/+0 Str), Initiative +1
Saving Throws: Toughness +1 (+1 Tough), Fortitude +1 (+1 base, +0 Con), Reflex +2 (+1 base, +1 Dex), Will +7 (+3 base, +2 Wis, +2 Iron Will)
Virtue: Determined; Vice: Self-doubt
Creation Notes
 A two-fer! I figured if I was going to make up one brother, I may as well make up both.
 More 6-pointers. A warrior and an adept/expert, both by the RAW.
John Winchester’s Journal
Every good hunter keeps a journal for research. John Winchester’s journal is a poorly organized jumble of newspaper clippings, pages torn out of books and magazines, Internet print-outs, and hand-written notes. Anyone using the journal receives a +2 bonus on Knowledge (supernatural) checks after 10 minutes of study. The bonus is +4 for the Winchester brothers since they know their father’s lackluster organizational style.
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True20Chick
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by iwatt » Thu Dec 14, 2006 5:12 am
Cool, the Winchester brothers
Nice builds. Dean's Connected is to reflect him in the second season, or because he knew his dad's friends?
Does Sam regain conviction every time he could save himself by using his Move object ability and fails because of self doubt?
Love the Journal by the way.
I'm a big fan of the show, but I'm only up to the 4th episoe of the 2nd season (damn episode lag here in Chile  )
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iwatt
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by True20Chick » Thu Dec 14, 2006 5:52 am
iwatt wrote:Cool, the Winchester brothers 
Yep! And I've been kicking myself that I haven't thought to do them sooner! Nice builds. Dean's Connected is to reflect him in the second season, or because he knew his dad's friends?
They both have Connected. One can assume that Dean had it first, since he had a bit more history as a hunter than Sam did at the show's start. The Connected feat is a combination of their encounters and the fact that they can count on (some of) their dad's past acquiantences. Does Sam regain conviction every time he could save himself by using his Move object ability and fails because of self doubt? 
Heehee ... maybe! Love the Journal by the way.
Thanks! I'm a big fan of the show, but I'm only up to the 4th episoe of the 2nd season (damn episode lag here in Chile  )
Uh-oh... I hope I didn't spoil anything for you! 
Last edited by True20Chick on Thu Dec 14, 2006 5:56 am, edited 1 time in total.
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True20Chick
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by iwatt » Thu Dec 14, 2006 5:55 am
True20Chick wrote:Uh-oh... I hope I didn't spoil anything for you! 
No worries. It just irks me that I can't participate in any show discussions unless I want to spoil things for myself 
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iwatt
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by Sunbear » Thu Dec 14, 2006 9:40 am
I have never even heard of the Supernatural. Sounds really cool though. Same with the strange doctor from the 70's sci fi movie. I asked all the older folks at work and they sure enough knew who he was though.
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Sunbear
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by Kendermage » Thu Dec 14, 2006 11:34 am
Benjamin Franklin Gates (National Treasure, 2005)
“If there is something wrong; those who have the ability to take action, have the responsibility to take action.”
Benjamin Gates is a man with a mission. He desires to find the hidden treasure of the Knights Templar. His family has been trying to find it ever since his great great great grandfather, Thomas Gates was given the first piece of the puzzle in 1832. He is a bit of a disappointment to his father who believes he is wasting his life on a fool’s quest.
Role: Human Expert 7
Speed: 30 ft.
Abilities: Str +0, Dex +0, Con +0, Int +3, Wis +2, Cha +2
Skills: Bluff +7, Computers +7, Concentration +5, Diplomacy +8, Disable Device +5, Drive +3, Gather Information +10, Knowledge (art) +15, Knowledge (civics) +13, Knowledge (history) +18, Knowledge (supernatural) +11, Knowledge (theology & philosophy) +11, Language +3, Notice +12, Search +13, Sense Motive +8, Swim +5
Bonus Feats: Quotable Wit
Favored Feats: Mind Over Body, Seize Initiative
Core Ability: Expertise
Feats: Eidetic Memory, Improved Initiative, Master Plan, Quotable Wit, Renown (infamous), Skill Focus (Knowledge/history), Seize Initiative, Skill Mastery (Knowledge (art and history), Notice, Search), talented (Knowledge/art and Knowledge/history), Well Informed
Combat: Attack +5 (+5 base, +0 Dex), Damage +0 (unarmed), Defense Dodge/Parry +5/+5 (+5 base, +0 Dex/+0 Str), Initiative +4
Saving Throws: Toughness +0 (+0 Con, +0 Tough), Fortitude +2 (+2 base, +0 Con), Reflex +2 (+2 base, +0 Dex), Will +7 (+5 base, +2Wis)
Conviction: 6, Virtue: Determined; Vice: Obsessed
Reputation: +2
Ben is a scholar not a warrior; as such, he carries no weapons.
Design Notes: I gave him the Quotable Wit feat from Caliphate Nights because Ben always has a quote relative to the situation.
+11
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Kendermage
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by True20Chick » Thu Dec 14, 2006 12:19 pm
Sunbear wrote:I have never even heard of the Supernatural. Sounds really cool though.
If you live in the US, it comes on Thursday nights at 9pm, on the CW network. http://www.cwtv.com/shows/supernaturalSame with the strange doctor from the 70's sci fi movie. I asked all the older folks at work and they sure enough knew who he was though.
Dr. Phibes? Cool movie. Very creepy and campy. If you can find it on DVD, rent it. It's good for a night's bizarre entertainment. There was also a sequel, Dr. Phibes Returns.
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True20Chick
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by iwatt » Fri Dec 15, 2006 6:57 am
Cleric John Perston (Equilibrium, 2002)
“Tetragrammaton. There's nothing we can't do. ”
Role: Human War8/Exp2
Speed: 30 ft.
Abilities: Str +0, Dex +4, Con +1, Int +0, Wis +2, Cha +0
Skills: Acrobatics 13 (+17), Intimidate 5 (+5), Jump 10 (+10), Notice 13 (+15), Search 5 (+5), Sense Motive 13 (+15), Knowledge (Theology and Philosphy) 5 (+5)
Bonus Feats: Firearms Training
Favored Power: Combat Sense
Feats: Power (Combat Sense), Move-by Action, Firearms Training, Cleave, Seize Initiative, Quick Draw, Quick Draw, Improved Disarm, Elusive Target, Acrobatic Bluff, Two-Weapon Fighting, Challenge ((Fast Task: Acrobatic Bluff) ), Point Blank Shot, Precise Shot
Powers: Wisdom, rank 13, save Difficulty 17, fatigue save 15; Combat Sense +15
Core Ability: Determination
Combat: Heavy Pistol +13, Damage +4 (20/+3), Katana +13, Damage +4 (19/+3), Defence +13/+9, Initiative +4
Saving Throws: Toughness +1, Fortitude +7, Reflex +6, Will +5
Virtue: Dedicated (Tetragrammaton); Vice: Zealous
Creation Notes
 This was fun. For inspiration I used:
http://www.youtube.com/watch?v=_bGqnK0mFq4
 Just like True20Chick loves to use Jack-of-all-Trades, I like to use Combat Sense, specially to reflect special training. In this case the special Gun-fu training.
 A case could be made for cleric either having Night-vision or blind fight from the scene when he shoots in the dark. I'd rather say he use the gun flashes to see
 His virtue probaly changes from Dedicated(Tetragrammaton) to Dedicated(Revolution). His vice shall always be Zealoous 
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iwatt
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by Sunbear » Fri Dec 15, 2006 11:40 pm
The A-team (1983)
From Wikipedia
Ten years ago, a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Los Angeles underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire... The A-Team.
Col. John "Hannibal" Smith
From Wikipedia
"Hannibal", naming himself after the famous military commander and strategist, is the leader of the A-Team. He is distinguished by his constant cigar-smoking, his black leather gloves, and his many comic disguises. He is a master tactician (although his plans rarely turn out as they are supposed to) and seems to have a plan for getting the team out of any situation they get into. He is probably best known for his catch phrase, "I love it when a plan comes together". He fought in both the Korean and Vietnam wars and achieved the rank of Lieutenant Colonel (although, he is most often referred to simply as "Colonel"). Thriving on adventure and the adrenaline rush of life-threatening situations (or being "on the jazz", as B.A. called it), he seems to genuinely enjoy every challenge they encounter. He is renowned by both allies and enemies for being cool-headed and extremely clever. There is rarely a situation where he is not able to smile in the face of adversity.
Role: Human Expert 6
Speed: 30 ft
Abilities: Str +0, Dex +1, Con +0, Int +2, Wis +1, Cha +3
Skills: Acrobatics 4 (+5), Bluff 9 (+14), Climb 4 (+4), Disguise 9 (+17), Drive 4 (+5), Gather Info 9 (+13), Intimidate 9 (+12), Kn (Tactics) 9 (+11), Kn (Current Events) 9 (+11), Medicine 6 +7, Notice 9 (+10), Sense Motive 9 (+10), Stealth 4 (+5), Swim 4 (+4)
Feats: Attack Focus (Pistols), Benefit (Alternate I.D.’s), Challenge (Durable Lie), Challenge (Face in the Crowd), Master Plan, Skill Focus (Disguise), Talented (Bluff, Disguise), Tough, Well Informed
Bonus Feat: Firearms Training
Favored Feat: Greater Attack Focus, Tough
Core Ability: Expertise
Combat: Attack +5 or +6 Pistol Damage +3 light pistol Defense +5/+4 Initiative +1
Saving Throws: Toughness +1 Fortitude +2, Reflex +3, Will +6
Conviction: 5 Virtue: Daring Vice: Overconfidence
Possessions: cigar, black leather gloves
Lt. Templeton "Faceman" Peck
From Wikipedia
Suave, smooth-talking, and hugely successful with women, "Face" (so called for his clean-cut good looks) serves as the team's con man and scrounger. He seems to be able to get his hands on just about anything they needed. Effectively second in command behind Hannibal (although technically Murdock has a higher rank), he is the one who arranges for supplies, equipment, and sensitive information using numerous scams and hustles. He has an uncanny ability to talk anybody (especially women) out of just about anything. He regularly appropriates explosives, tools, automobiles, and even airplanes for the team's various missions. Because of his talent as a con artist, Face generally lives the high life, staying in ritzy apartments and wearing expensive suits.. He is also an expert at picking locks. B.A. once said that if Hannibal hadn't put Face on the team, he would probably be in jail. Not much for hand-to-hand combat, Face is forever complaining about the inevitable fighting that ensues. Face also handles the team's money.
Role: Human Expert 4
Speed: 30 ft
Abilities: Str +0, Dex +0, Con +0, Int +1, Wis +1, Cha +4
Skills: Acrobatics 4 (+5), Bluff 7 (+11), Climb 4 (+4), Diplomacy7 (+16), Gather Info 7 (+13), Kn (Street) 7 (+8.), Kn (Tactics) 5 (+6), Notice 7 (+8.), Sense Motive 7 (+8.), Stealth 4 (+4), Swim 4 (+4)
Feats: Challenge (fast Diplomacy), Connected, Contacts, Firearms Training, Skill Focus (Diplomacy), Talented (Diplomacy, Gather Info)
Bonus Feat: Attractive
Favored Feat: Power (Heart Reading; only vs.Women)
Core Ability: Expertise
Combat: Attack +3 Damage +3 light pistol Defense +3/+3 Initiative +0
Saving Throws: Toughness +0 Fortitude +1, Reflex +1, Will +5
Conviction: 4 Virtue: Unflappable Vice: Womanizer(?)
Possessions: custom white Corvette sports car with a red stripe (to match B.A.'s van) equipped with a CB radio and a mobile phone, expensive suit
Sgt. Bosco Albert "B.A." Baracus
From Wikipedia
He is a highly-skilled mechanic and has an amazing talent for making impressive machinery out of just about any ordinary parts that they have available to them. Hannibal once said to B.A., "With a pair of pliers and a little time, you could fix anything but dinner." He is also an excellent fighter and is invaluable in hand-to-hand combat. Because of his massive size and strength, he has a unique fighting tactic, which involves grabbing his opponents, lifting them over his head, and hurling them in the air. He is easily angered to the point of rage, and often greets people with a growl or a snarl. He is most often upset by Murdock and frequently addresses him with the phrase "You crazy fool!" Despite his reputed attitude, he is a nice guy at heart. He has a special fondness for children, occasionally working at a day care center teaching sports to the kids. A teetotaler, B.A. never touches alcohol, preferring milk instead. He suffers an intense fear of flying, especially when the plane in question is flown by Murdock. This difficulty is often overcome by other members of the team drugging him or knocking him unconscious so he could be transported without objection.
Role: Human Warrior 4
Speed: 30 ft
Abilities: Str +3, Dex +1, Con +3, Int +0, Wis +0, Cha -1
Skills: Acrobatics 2 (+3), Climb 4 (+7), Craft (Mechanical) 7 (+12), Drive 7 (+8.), Intimidate 7 (+8.), Kn (Tactics) 4 (+4), Stealth 2 (+3), Swim 2 (+5)
Feats: Challenge (fast Craft), Imp. Grab, Imp. Tools, Rage, Skill Focus (Craft), Talented (Craft, Intimidate), Vehicular Combat
Bonus Feat: Firearms Training
Favored Feat: Improved Tools and Stunning Attack
Core Ability: Determination
Combat: Attack +5 Damage +3 light pistol, +5 M-16 (auto) Defense +5/+7 Initiative +1
Saving Throws: Toughness +3, Fortitude +7, Reflex +2, Will +1
Conviction: 4 Virtue: Kind (particularly to children) Vice: Afraid of Flying
Possessions: Customized black and grey GMC van, Golden jewelry
Capt. H.M. “Howling mad” Murdock
From Wikipedia
Considered the best chopper pilot of the Vietnam War, Murdock is either mentally unstable or exceptionally good at pretending to be. He is stated as having paranoid delusions and intermittent memory loss. Although he was their pilot on the mission to rob the Hanoi bank (the crime for which they were convicted), he was never tried by the military. He is interned at a psychiatric hospital, although he routinely escapes (generally with the help of Face) to accompany the A-Team on their missions. The symptoms of his "insanity" vary from episode to episode, but include self-identification with fictional characters, hallucinations, belief in the "intelligence" of inanimate objects, among others. He often "channels" a certain character for the duration of a mission (much to the chagrin of B.A.) or becomes fixated on a particular subject to the point of obsession. He also frequently refers to his invisible dog, "Billy". B.A., uneasy with Murdock's unusual behavior, is easily angered by Murdock and regularly refers to him as a "crazy fool".
Role: Human Expert 1/Warrior 3
Speed: 30 ft
Abilities: Str +0, Dex +1, Con +0, Int +3, Wis +1, Cha +1
Skills: Acrobatics 4 (+5), Bluff 7 (+13), Climb 4 (+4), Disguise 7 (+8.), Kn (current events) 7 (+10), Kn (pop culture) 7 (+10), Kn (tactics) 7 (+10), Language 0 (Mandarin, Spanish, Vietnamese), Notice 7 (+8.), Perform (Acting) 7 (+10), Pilot 7 (+10), Stealth 4 (+5), Swim 4 (+4)
Feats: Fascinate (Perform), Firearms Training, Jack of All trades, Skill Focus (Bluff), Talented 2 (Bluff, Kn (Pop Cult), Perform, Pilot), Vehicular Combat
Bonus Feat: Eidetic Memory
Favored Feat: Fascinate, Jack of All Trades
Core Ability: Expertise
Combat: Attack +4 Damage +3 light pistol Defense +4/+3 Initiative +1
Saving Throws: Toughness +1 (+1 armor), Fortitude +1, Reflex +4, Will +1
Conviction: 4 Virtue: Free Spirited (?) Vice: Delusional
Possessions: A-1 leather Flight jacket (+1 modern armor), Ball Cap, All Star Converse tennis shoes
All A-Team members have ranks in Acrobatics, Climb, Kn (Tactics), Stealth and Swim to reflect their Army Special Forces training.
In the A-Team world lethal damage can only be done against living opponent's with the use of a Conviction point and Narrator approval. And everyone but the A-Team are Minions or Ordinary's.
Some virtue/vice choices I am not happy with. Any thing with a ? I really couldn't decide on. i also dont like that I cant make the little yellow arrow bullets. (
The wiki was a huge help I could barly remember the damn show ('cept that I loved murdock and B.A.). If Interested in A-Team u should check it out. Cool Trivia. http://en.wikipedia.org/wiki/The_A-Team
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Sunbear
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