True20 Adventure Roleplaying

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Postby cthughua » Mon Dec 04, 2006 4:30 pm

Actually Spidey's Strength, Stamina, and Agility could all be feats. Perhaps "epic" True20 feats?

New Feats

Benefit: Superhuman
Prerequisite: Narrator approval
You are a super powered human, the details of which are up to you and your narrator to decide. You are a mutant, alien, experiment, or something similar.
(If you're playing an all supers game, consider making this a Trait rather than a feat and give it to all the PCs.)

Superhuman Strength
Prerequisites:
Strength of 3 of more, Superhuman
Multiply all weights that you can throw, lift, carry, or drag by 2. Damage you inflict with unarmed and melee attacks are considered of "Superhuman Strength." This feat can be taken multiple times, each time square the multiplier (2, 4, 16, 32, etc.)


Superhuman Constitution
Prerequisites:
Constitution of 3 of more, Superhuman
All damage you receive that is NOT of superhuman or super technological strength is considered non-lethal. You make recovery checks in half the normal amount of time.

Superhuman Dexterity
Prerequisites:
Dexterity of 3 of more, Superhuman
You move with superhuman alacrity. Double your Dexterity before adding it to Dodge, skills, and initiative.
Last edited by cthughua on Tue Dec 05, 2006 11:25 am, edited 2 times in total.
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Postby The Shadow » Mon Dec 04, 2006 5:15 pm

I'd like to see "Superhuman Strength" do more damage as well, especially to objects. Not very much more to people, though, if you want to simulate comic-book physics. :)
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Postby cthughua » Mon Dec 04, 2006 5:20 pm

I increased the weight multiplier to be exponential instead of linear. I did have some increased damage in mind for hitting non-supers and objects. How about this: When someone without superhuman constitution is hit by someone with superhuman strength the hit is automatically considered a critical. If the hit is already a critical add the critical damage again. Against inanimate objects of non super technological origin ignore the first 5 points of damage reduction per level of this feat.
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Postby The Shadow » Mon Dec 04, 2006 5:40 pm

Works, though I'm not sure I'd do the extra crit myself. I'll think it over.

You know, "True20 Superheroes" would make a decent thread all by itself.
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Postby cthughua » Tue Dec 05, 2006 11:33 am

Edit: On the guys I created I forgot about their 6th level ability increases so I went in and added those.
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Postby True20Chick » Tue Dec 05, 2006 2:34 pm

Heehee Don't feel bad, cthughua. I did the same.

Still working on Wesley. I can't surf as much at work as I once could, as they are cracking down on 'net surfing. I'll tinker with him on my next ay of to see what I can come up with.
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Postby True20Chick » Wed Dec 06, 2006 12:32 am

Challenge ACCEPTED!

Wesley, aka Farmboy, aka The Man in Black, aka The Dread Pirate Roberts (The Princess Bride, 1987)
“As you wish.”

Wesley is a farmboy-turned-pirate. He is dedicated to his true love, Buttercup, and will (literally) go to the ends of the earth to save her. Although his harsh life as a pirate has hardened him, he is not a cruel man and doesn’t kill those who do not deserve it. He is fair in his dealings, but quick with his vengeance if someone threatens his True Love.

Role: Human Exp10/War5
Speed: 30 ft.
Abilities: Str +1, Dex +3, Con +2, Int +2, Wis +2, Cha +2
Skills: Acrobatics 13 (+16), Bluff 7 (+9), Climb 8 (+9), Diplomacy 7 (+9), Disable Device 5 (+7), Escape Artist 7 (+10), Gather Information 7 (+9), Handle Animal 3 (+5), Intimidate 7 (+9), Jump 13 (+14), Knowledge (current events) 7 (+9), Knowledge (history) 3 (+5), Knowledge (tactics) 7 (+9), Medicine 2 (+4), Notice 10 (+12), Pilot 6 (+9), Search 10 (+12), Sense Motive 9 (+11), Sleight of Hand 9 (+12), Stealth 7 (+10), Survival 10 (+12), Swim 7 (+8 )
Bonus Feats: Jack of All Trades
Favored Feats: Greater Attack Focus (rapier), Tough
Feats: Acrobatic Bluff, Assessment, Attack Focus (rapier), Benefit (resistance to iocaine powder), Chokehold, Dedicated (to Buttercup), Defensive Roll (2), Die Hard, Dodge Focus (2), Grappling Finesse, Greater Attack Focus (rapier), Improved Pin, Master Plan, Tough (2), Weapon Training
Core Ability: Expertise
Combat: Attack +15 (+12 base, +3 Dex) (+17 with rapier), Damage +3 (rapier, crit 19-20), Defense Dodge/Parry +17/+13 (+12 base, +3 Dex, +2 Dodge Focus/+1 Str), Initiative +3
Saving Throws: Toughness +4 (+2 Con, +2 Tough) (+6 with Defensive Roll), Fortitude +7 (+11 vs. iocaine powder) (+5 base, +2 Con), Reflex +11 (+8 base, +3 Dex), Will +6 (+4 base, +2 Wis)
Virtue: True Love; Vice: Vengeful

Creation Notes
:arrow: Wesley was built on 10 points. This was the only departure from the “RAW.”

:arrow: The feats were the hardest to select. He has 18 of them (19 if you include the bonus feat for being human), and given that he does everything so very well several arguments could be made as to which feats he has, which he just paid Conviction go gain temporarily, and which he shouldn’t have. This is the selection with which I am the most happy (and I’ve changed his feats a lot since I started).

:arrow: The “Cliffs of Insanity” aren’t really all that impossible according to the True20 rules. The Cliffs are “a rope with a wall to brace against” (Difficulty 10) in most places, and a “surface with adequate handholds and footholds” or “an unknotted rope” in other places (Difficulty 15). He doesn’t need a spectacular Climb skill to scale them. As a Narrator, since the Cliffs are so high, I’d call for more Con checks to resist fatigue than Climb checks. Perhaps this is an instance in which Wesley called upon his Dedication bonus and applied it to his Fort save to resist fatigue.

:arrow: One can assume that Inigo Montoya has a similar Attack and Defense but primarily has warrior levels, and fewer levels overall than Wesley. This would put him roughly on par with Wesley, but Wesley, having more levels, would ultimately win because he has more feats on which to rely (and more Conviction).

:arrow: Wesley’s grapple bonus is +19 (+12 base + 3 Dex + 4 Improved Pin). That’s likely more than a match for Fezzik, who I would peg at several levels below Wesley. The Chokehold feat means it would be a fairly short fight… which it was.

:arrow: The Master Plan feat in addition to the Benefit (resistance to iocaine powder) also indicates a quick demise for Fezzini.
Last edited by True20Chick on Wed Dec 06, 2006 1:00 pm, edited 1 time in total.
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Postby True20Chick » Wed Dec 06, 2006 3:14 am

And now for something completely different...

Tim the Enchanter (Monty Python and the Holy Grail, 1975)
“Follow... BUT! Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul and so cruel that no man yet has fought with it and lived! Bones of full fifty men lie strewn about its lair! So, brave knights, if ye do doubt ye’r courage and ye’r strength come nae further, for death awaits you all with nasty big pointy teeth!”

Tim the Enchanger is a wild-eyed hermit who lives in the wilderness. He speaks with a thick Scottish brogue, and doles out information on local mysteries with a dramatic flair. He has a bizarre obsession with fire and he loves to demonstrate his ability even to those who asked for no such demonstration. Even his Teleport power manifests itself as a fiery burst that erupts around him.

Role: Human Adp5
Speed: 30 ft.
Abilities: Str 0, Dex +1, Con +2, Int +2, Wis +1, Cha +0
Skills: Concentration 8 (+9), Intimidate 8 (+8 ), Knowledge (Current Events) 4 (+6), Knowledge (history) 8 (+10), Knowledge (Supernatural ) 8 (+10), Notice 8 (+9), Sense Motive 8 (+9)
Bonus Feats: Empower
Favored Feats: Inspire (Fear), Attack Specialization (Elemental Blast [Fire])
Feats: Attack Specialization (Elemental Blast [Fire]), Inspire (Fear), Power (4), Quicken Power, Widen Power
Powers: Intelligence, rank 8, save Difficulty 14, fatigue save 13; Fire Shaping +10, Elemental Blast +5 damage, Elemental Resistance +5 to saves vs. fire, Teleport +10
Combat: Attack +3 (+2 base, +1 Dex), Damage +6 elemental blast (fire), Defense Dodge/Parry +3/+2 (+2 base, +1 Dex /+0 Str), Initiative +1
Saving Throws: Toughness +2, Fortitude +3 (+1 base, +2 Con), Reflex +2 (+1 base, +1 Dex), Will +5 (+4 base, +1 Wis)
Virtue: Honest; Vice: Pyromania

Creation Notes
:arrow: Just for fun… :D

:arrow: Tim the Enchanter: an adept by the “RAW,” but something of a one-trick pony.
Last edited by True20Chick on Wed Dec 06, 2006 11:36 pm, edited 1 time in total.
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Postby ValhallaGH » Wed Dec 06, 2006 4:20 am

Minor note, doesn't Wesley's Dodge Focus apply at all times he uses Dodge Defense?
I haven't seen anything about declaring targets (an unnecessary complication) and it is only lost when your normal dodge defense is lost.
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Postby True20Chick » Wed Dec 06, 2006 12:29 pm

ValhallaGH wrote:Minor note, doesn't Wesley's Dodge Focus apply at all times he uses Dodge Defense?
I haven't seen anything about declaring targets (an unnecessary complication) and it is only lost when your normal dodge defense is lost.


True, which is why I separated it. At times when he is denied his Dodge bonus, his Defense is +15. With it, his Defense is +17.

The same for his Toughness. It's +6 when he can use Defensive Roll, +4 otherwise.
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Postby ValhallaGH » Wed Dec 06, 2006 12:53 pm

True20Chick wrote:
ValhallaGH wrote:Minor note, doesn't Wesley's Dodge Focus apply at all times he uses Dodge Defense?
I haven't seen anything about declaring targets (an unnecessary complication) and it is only lost when your normal dodge defense is lost.


True, which is why I separated it. At times when he is denied his Dodge bonus, his Defense is +15. With it, his Defense is +17.

But at those same times he is also denied his Dexterity to his defense, giving him a "measly" +12 defense. Hence, I wonder why you break out the +15 when he'll never be using that number.

On the topic of climbing, Wesley was noted to be gaining upon Fezzik, which would imply that he was using the "Accelerated Climbing" challenge, increasing the normal difficulty to 15.
What's really interesting is what happens when the rope is cut. By some of the rules, he'd have to have made a difficulty 30 climb check to catch himself while falling. By other interpretations of the rules, he'd be allowed a reflex save to prevent his grisly demise; after that he'd simply have to climb as normal. Which is probably what the narrator would have used, as Wesley was obviously a beloved character.

P.S. Generally, I think these are great and if I think of any (non-SW) builds then I shall gladly share them.
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Postby True20Chick » Wed Dec 06, 2006 12:59 pm

ValhallaGH wrote:True, which is why I separated it. At times when he is denied his Dodge bonus, his Defense is +15. With it, his Defense is +17.

But at those same times he is also denied his Dexterity to his defense, giving him a "measly" +12 defense. Hence, I wonder why you break out the +15 when he'll never be using that number.[/quote]

I see the point you were trying to make now. I've fixed the entry.
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Postby The Shadow » Wed Dec 06, 2006 2:16 pm

True20Chick wrote:Challenge ACCEPTED!

Wesley, aka Farmboy, aka The Man in Black, aka The Dread Pirate Roberts (The Princess Bride, 1987)
“As you wish.”


I'm... quite, quite stunned.

You did a much believable job than I would have thought possible, and with no stat over +3!! That's impressive. (Master Plan does help a lot.)

I do suspect he's higher level than 15, though. Inigo is the highest-level pure Warrior in the world. This is a guy who spits multiple bats on his sword in sheer darkness. :) He's got a combat bonus that makes Darth Vader cry.

Wesley, as you say, just needs to be higher level. He doesn't even need a combat bonus (quite) as high as Inigo's, since he's got the Conviction to burn. (Why didn't I think of that? Why?!)

I think I'd peg Inigo as something like 18th level. 16th at minimum. So assuming a 2:1 split with Wesley like you did, he'd need to be about level 20-21 (if Inigo is 18th) or 17-18 (if Inigo is 16th). (23-24 or so if Inigo is 20th.)

Oh, and Tim is great! I love his vice. :) Not sure about the virtue... If anything, I think he told them about the bunny from sheer schadenfreude. It'll do in the lack of anything better, though.

At first I was really wondering about Inspire (fear)... then I remembered:

"We were looking for..." "An enchanterrrr?"

"A-and are you..." "YES!" :lol:

But, just like you'd expect Inspire to do, it eventually wore off.

You've got a real flair for these things, Chick!
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Postby True20Chick » Wed Dec 06, 2006 2:31 pm

The Shadow wrote:I do suspect he's higher level than 15, though. Inigo is the highest-level pure Warrior in the world. This is a guy who spits multiple bats on his sword in sheer darkness. :) He's got a combat bonus that makes Darth Vader cry.


And I thought 15th was getting too high. In True20 one doesn't have to be outrageously high level in order to be impressive, simply thanks to the sheer number of feats they get. In D&D or D20 Modern, it would be quite impossible for a character to have 19 feats without being ridiculously high level. Even human fighters, with their bonus feats every other level, only get 19 feats when they hit 20th level.

99% of the people in a given campaign setting are mooks, and a Defense much higher than +6 or +7 is darned impressive. A +17 Defense is almost superhuman. The only opponents who have a chance of hitting him are those rare souls who are his equals (like Inigo) or mooks en-masse.

You've got a real flair for these things, Chick!


Thanks! More experts -- Indiana Jones, the Rocketeer, and (using my "homebrewed" Eco rules) RJ the Racoon -- are up next. :D

I have some pure adepts, some experts, and some mixed-role heroes, so I need to work on some warriors, too.
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Postby The Shadow » Wed Dec 06, 2006 2:41 pm

You make good points. Probably True20 Narrators should be a little careful not to assume that the greats are all 20th level and up. I hadn't really given that issue a lot of thought.
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