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

Postby ValhallaGH » Thu Dec 07, 2006 3:45 pm

In reverse order!

That's a really neat feat. I may have to break down and pick up CN eventually, even though I'll probably never play in the darn thing.

Iwatt, I'd also recommend the Determination ability. He just shrugs off too many small injuries in the course of his adventures to not have Determination. And as True20Chick pointed out, there's lots of ways to milk the epic-level power that conviction allows.

That is a really, really good Dr. Jones Jr. :applauds:

The Shadow wrote:However, don't you mean he'd hit 50% of the time, not 100%?

True20 Adventure Roleplaying wrote:Blind-Fight (General)
In melee combat, you suffer half the usual miss chance due to concealment (see Concealment, in Chapter 6). If you spend a Conviction point before rolling the miss chance, you automatically ignore it for that attack (you gain no other benefit from the Conviction point).
Bolding is mine.
Combine that with the ability to take 10 when attacking minions, and bat minions, and you have the ability to skewer, automatically, every bat in the world once achieving a +6 attack bonus and having enough conviction.
True Star Wars (playable)

Monster Roles for easier Narrating.

I often come across as a big jerk. This is completely unintentional.
ValhallaGH
 
Posts: 1856
Joined: Tue Jun 27, 2006 10:05 pm
Location: Home of the Tigers

Postby cthughua » Thu Dec 07, 2006 4:08 pm

The Shadow wrote:It's terrific for the classic egghead expert who can talk to anybody.


Or Capt. Jack Sparrow as seen in PotC: Deadman's Chest. Wish I had time to stat him up right now. Maybe tonight.
Bluntly ridiculous!
cthughua
 
Posts: 825
Joined: Mon Aug 14, 2006 11:39 am
Location: Portland, OR

Postby The Shadow » Thu Dec 07, 2006 4:47 pm

VGH: I forgot you could take 10 against minions. My bad.
"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 » Fri Dec 08, 2006 6:42 am

cthughua wrote:Or Capt. Jack Sparrow as seen in PotC: Deadman's Chest. Wish I had time to stat him up right now. Maybe tonight.


That would be awesome! Please do! :D

ValhallaGH wrote:That is a really, really good Dr. Jones Jr. :applauds:


Thanks! :D
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby ValhallaGH » Fri Dec 08, 2006 7:02 am

Woopsie! :oops: I missed things on Indy the first time through, though it's still a great build.

1) Toughness Save. It should only be +3 since his Con is only +1.
2) Attractive Feat. You can't tell me that all those college girls were hitting on him like that and he doesn't have Attractive.
3) Weapon Training? I don't remember him using swords or bows .... I guess I need to re-watch the series.
4) You're showing your D&D roots. ;) Proficiency feats, hah! It's all about Training.
5) Should he have Quickdraw? He seemed to pull that pistol out very quickly when facing the Arabian swordsman.

Yeah, other than those small issues he looks great.
True Star Wars (playable)

Monster Roles for easier Narrating.

I often come across as a big jerk. This is completely unintentional.
ValhallaGH
 
Posts: 1856
Joined: Tue Jun 27, 2006 10:05 pm
Location: Home of the Tigers

Postby True20Chick » Fri Dec 08, 2006 7:10 am

ValhallaGH wrote:1) Toughness Save. It should only be +3 since his Con is only +1.


To quote that controversial Barbie doll that came out a few years ago... "Math is hard!"

heehee ... fixed.

2) Attractive Feat. You can't tell me that all those college girls were hitting on him like that and he doesn't have Attractive.


I considered this, because I think Harrison Ford... well... that's beside the point. :oops:

He had a lot of other feats I needed to give him, so I opted not to give him Attractive.

3) Weapon Training? I don't remember him using swords or bows .... I guess I need to re-watch the series.


He had a fairly impressive swordfight with the Thugee cultists before the infamous swinging bridge scene in "Temple of Doom." I couldn't assume that was a use of the Heroic Feat option for Conviction because the fight lasted more than 1 round.

4) You're showing your D&D roots. ;) Proficiency feats, hah! It's all about Training.


Fixed.

5) Should he have Quickdraw? He seemed to pull that pistol out very quickly when facing the Arabian swordsman.


That's another feat I debated over whether or not to give him. I know I'm probably starting to sound like a broken record, but since we only saw him use it once, that's one I ultimately decided to chalk up to a Heroic Feat.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Fri Dec 08, 2006 7:37 am

Ren, Prince of Octopon (Pirates of Dark Water, 1991)
“Always the Quest!”

Ren is an eager and inexperienced young man with the weight of the world on his shoulders. He takes his mission seriously, but doesn’t always make the best decisions. He is loyal to his friends, and quick to forgive them if they make mistakes.

Role: Human Exp2/War1
Speed: 30 ft.
Abilities: Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +1
Skills: Acrobatics 5 (+8 ), Climb 5 (+5), Diplomacy 3 (+4), Jump 5 (+5), Knowledge (History) 4 (+5), Knowledge (Supernatural) 4 (+5), Notice 5 (+5), Pilot 5 (+8 ), Ride 3 (+6), Search 5 (+6), Sense Motive 5 (+5), Swim 5 (+5)
Bonus Feat: Benefit (Heir to the Throne of Octopon)
Favored Feats: Favored Opponent (Servants of the Dark Dweller), Smite Opponent
Feats: Acrobatic Bluff, Defensive Roll, Lightning Reflexes, Seize Initiative, Skill Mastery (Acrobatics, Climb, Jump, Swim), Weapon Training
Core Ability: Expertise
Combat: Attack +5 (+2 base, +3 Dex), Damage +4 (sword), Defense Dodge/Parry +5/+2 (+2 base, +3 Dex/+0 Str), Initiative +3
Saving Throws: Toughness +1, Fortitude +1 (+0 base, +1 Con), Reflex +6 (+3 base, +3 Dex), Will +0 (+0 base, +0 Wis)
Virtue: Hope; Vice: Impetuousness

:arrow: This is Ren at the start of the series. He is young, brash, and headstrong.

:arrow: Argument could be made that he has the Attractive feat. However, he never really used his appearance to his advantage in the show.

:arrow: Ordinarily, I wouldn’t have given a character like this the Benefit feat, since his being the heir to the throne of Octopon didn’t really provide him a benefit during the series’ run. I felt he needed it, however, because of the whole “destiny” plot.

:arrow: Note that he has selected favored feats, but has not purchased them at this time.

:arrow: Ren has no “house ruling.”
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Fri Dec 08, 2006 8:10 am

I have plenty of experts and adepts, but I need more warriors. That role "isn't my thing," however. Do any of you have any suggestions for warriors you'd like me to write up?
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby jeff » Fri Dec 08, 2006 9:22 am

What about the various immortals from Highlander?
The salvation of humanity lies in the hands of the creatively maladjusted.
User avatar
jeff
 
Posts: 33
Joined: Sat May 31, 2003 11:11 am
Location: milwaukee, wi

Postby True20Chick » Fri Dec 08, 2006 10:21 am

Now THAT is a challenge! :shock:
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Fri Dec 08, 2006 11:53 am

Connor MacLeod (Highlander, 1986)
“I am Connor MacLeod of the Clan MacLeod. I was born in 1518 in the village of Glenfinnan on the shores of Loch Shiel. And I am immortal.”


Role: Immortal War20
Speed: 30 ft.
Abilities: Str +2, Dex +4, Con +3, Int +1, Wis +2, Cha +1
Skills: Acrobatics 4 (+8 ), Bluff 4 (+5), Craft (weaponsmith) 10 (+11), Diplomacy 4 (+5), Drive 4 (+8 ), Escape Artist 4 (+8 ), Gather Information 4 (+5), Intimidate 7 (+8 ), Jump 10 (+12), Knowledge (earth sciences [metallurgy]) 10 (+11), Knowledge (history) 10 (+11), Language (French, German, Spanish, 3 others), Notice 10 (+12), Ride 4 (+8 ), Search 8 (+9), Sense Motive 8 (+10), Sleight of Hand 4 (+8 ), Stealth 8 (+12)
Bonus Feat: Favored Opponent (Immortals)
Favored Feats: Defensive Roll, Jack of All Trades
Feats: All-Out Attack, Assessment, Attack Focus (sword), Attack Specialization (sword), Defensive Roll 2, Favored Opponent 2 (Immortals, total +6 bonus to skills and +3 to damage), Greater Attack Focus (sword), Greater Attack Specialization (sword), Improved Critical (sword), Jack of All Trades, Seize Initiative, Quickdraw, Smite Opponent (+1 to hit, +10 damage), Tough 3, Two-Weapon Defense, Two-Weapon Fighting, Weapon Bind, Weapon Break, Weapon Training
Traits: Fast Healing, Immortality
Combat: Attack +24 (+20 base, +4 Dex) (+27 with masterwork katana), Damage +7 (+10 vs. Immortals, +20 smite) (sword, crit 17-20), Defense Dodge/Parry +24/+22 (+20 base, +4 Dex/+2 Str), Initiative +4
Saving Throws: Toughness +8 (+3 Con, +2 Defensive Roll, +3 Tough), Fortitude +15 (+12 base, +3 Con), Reflex +10 (+6 base, +4 Dex), Will +8 (+6 base, +2 Wis)

:arrow: I’m not a great fan of the Highlander film or TV series, so some inaccuracies may be apparent due to my limited knowledge of the franchise.

:arrow: There’s no house ruling here, other than the fact the Connor MacLeod was built on 10 points.

:arrow: Just for the record, according to the True20 rules (pg. 76), keeping a katana under a trench coat so that it can be drawn using the Quickdraw feat imposes a -6 penalty on the Stealth check to conceal it (-4 size +2 bulky clothing -4 Quickdraw allowed). If the trench coat is specially modified to allow for such concealment, the penalty is -4.

:arrow: A lot could be made of an “Immortal” background, using information from the movie and the TV series, if one wanted to actually make a Highlander True20 setting. The purpose of this thread is to make well-known characters using a minimum of house ruling, so I didn’t go into great detail with the background. I used the human from the core book, and added the Fast Healing and Immortality traits. In a more complete setting, I might also provide bonus skill points based on an Immortal’s age.

:arrow: I haven’t gone through the trouble of making up rules for what happens to an Immortal during “the quickening.” Fans of the franchise are free to write those rules themselves.

:arrow: Extremely old characters, like Ramirez and the Kurgan, would likely need the True20 equivalent of “epic levels” in order to be statted out in comparison with Connor.

Fast Healing: Immortals heal at an accelerated rate, gaining a recovery check every round. They cannot re-grow or reattach lost limbs.

Immortal: An Immortal can only die by having his head severed. If brought to Dying on the damage track, an Immortal simply falls unconscious instead and recovers at his normal rate (see Fast Healing). Immortals are immune death from suffocation, drowning, and other environmental sources.
Last edited by True20Chick on Fri Dec 08, 2006 2:00 pm, edited 1 time in total.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby cthughua » Fri Dec 08, 2006 12:20 pm

True20Chick wrote:Fast Healing: Immortals heal at an accelerated rate, gaining a recovery check every round. They cannot re-grow or reattach lost limbs.


Heh well one did... Chancy Brown's character from the first Highlander sewed his head back on...
Bluntly ridiculous!
cthughua
 
Posts: 825
Joined: Mon Aug 14, 2006 11:39 am
Location: Portland, OR

Postby cthughua » Fri Dec 08, 2006 12:52 pm

Captain Jack Sparrow (Pirates of the Caribean, 2003)
"This is the day you will always remember as the day you almost caught Captain Jack Sparrow."


Role: Human Exp9
Speed: 30 ft.
Abilities: Str +0, Dex +3, Con +1, Int +3, Wis +0, Cha +0
Skills: Acrobatics 12 (+15), Bluff 12 (+12), Climb 12 (+12), Diplomacy 12 (+12), Escape Artist 10 (+13), Gather Information 12 (+12), Jump 12 (+12), Knowledge (earth sciences) 6 (+9), Knowledge (history) 7 (+10), Language (English, Dutch, French, Hindi, & Spanish), Notice 6 (+9), Ride 6 (+9 ), Pilot 6 (+9), Sense Motive 6 (+6), Sleight of Hand 6 (+9 ), Stealth 6 (+9), Swim 12 (+12)
Bonus Feat: Attractive
Favored Feats: Greater Attack Focus, Tough
Feats: Attack Focus (Pistol), Canny Dodge (Int), Connected, Firearm Training, Greater Attack Focus (Pistol), Leadership, Linguist, Quick Draw, Skill Mastery (Bluff, Climb, Jump, Swim), Taunt, Uncanny Dodge, Weapon Training
Core Ability: Expertise
Traits: None
Combat: Attack +10 (+6 base, +4 Dex) (+11 with masterwork sabre), Damage +3 (sword, crit 19-20); (+13 with masterwork pistol), Damage +4 (heavy pistol, crit 20), Defense Dodge/Parry +13/+6 (+6 base, +4 Dex, +3 Int/+0 Str), Initiative +3
Saving Throws: Toughness +1 (+1 Con), Fortitude +7 (+6 base, +1 Con), Reflex +6 (+3 base, +3 Dex), Will +3 (+3 base)
Virtue: Honorable (Pirate's Code); Vice: Greed

Equipment: Masterwork Sword (Sabre), Trademark Tricorne Hat, Masterwork Flintlock Pistol, Various Jewelry, Trinkets, etc...

:arrow: There were a few feats that he didn't use very often, that I gave him anyway, mainly because with his low Toughness I figured he was using his Conviction just to stay alive and occasionally boost his skills via expertise.

:arrow: His vice was a tough one, while he's known for his cowardice I saw him overcoming it far too often for it to be useful. From a gamer perspective, he succumbed often to his greed, making it a very useful Vice.

:arrow: Jack is pretty poor, I thought about giving him a Benefit granting him his ship, however his deal with Davy Jones counterbalances that nicely without the need for a feat.

:arrow: Jack has no house rules other than the inclusion of the Linguist feat from CN. I think it fits him nicely, as he was able to communicate quite well with the tribesmen in the second movie. Also four of his languages form the basis for almost all of the dialects of the Caribbean islands, very useful indeed. Hindi does not, but I included it because Jack was born in India.
Last edited by cthughua on Thu Nov 20, 2008 9:19 pm, edited 4 times in total.
Bluntly ridiculous!
cthughua
 
Posts: 825
Joined: Mon Aug 14, 2006 11:39 am
Location: Portland, OR

Postby True20Chick » Fri Dec 08, 2006 1:58 pm

How's he getting Greater Attack Focus? That's a warrior feat, and its not one of his Favored Feats.

Edit: Since he has Attack Specialization as a favored feat, you can change that to Greater Attack Focus, and it would be "legal." :)
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby cthughua » Fri Dec 08, 2006 2:19 pm

That's what it was supposed to be, I think I just had a brain fart. Thanks for catching it, it is fixed.
Bluntly ridiculous!
cthughua
 
Posts: 825
Joined: Mon Aug 14, 2006 11:39 am
Location: Portland, OR

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 0 guests

cron