True20 Adventure Roleplaying

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True20 goes to the movies!

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Postby Anime » Mon Dec 18, 2006 3:54 pm

And here is Kent Mansley and the Iron Giant, of the movie The Iron Giant. I ain't real happy about the Iron Giant, especially the weapons and his ability to fix himself, as I haven't had much practice with monster making. It was fun writing these two up. :D


Kent Mansley (The Iron Giant, 1999)
"Kent Mansley. I work for the government."

Kent Mansely. He works for the US Government and was sent from Washington to check on strange reports happening in Rockwell Maine. He takes his job very seriously and is both dedicated, and obsessive, to the national security of the United States.

4th-level Human (Expert)
Speed: 30 ft.
Abilities: Str +0, Dex +2, Con +0, Int +2, Wis +1, Cha +1.
Skills: Bluff +8 (7 ranks), Craft: photography +9 (7 ranks), Diplomacy +8 0(7 ranks), Gather information +8 (7 ranks), Intimidate +8 (7 ranks), Knowledge: civics +9 (7 ranks), Knowledge: current events +9 (7 ranks), Knowledge: popular culture +6 (4 ranks), Notice +8 (7 ranks), Search +9 (7 ranks), Sense motive +8 (7 ranks).
Feats: Benefit (secuity information), Connected, Contacts, Dedicated (US national security), Firearms training, Skill focus (gather information), Skill mastery (gather information, knowledge: current events, notice, search), Talented (search/sense motive).
Traits: Expertise.
Combat: Attack +5 revolver (+3 base, +2 dex), Damage +3 revolver, Defense dodge/parry +15/+ (+3 base, +2 dex/-1 str), Initiative +2 (+2 dex).
Saving Throws: Toughness +0, Fortitude +1 (+1 base), Reflex +6 (+4 base, +2 dex), Will +2 (+1 base, +1 wis).
Viture and Vice: Dedicated and Obsessive.
Convicition: 4.
Reputation: +2.
Wealth: +10.
Equipment: .38 revolver (+3 damage, 20/+3, 30 ft. range inc.).

Expertise: An expert can spend a point of Conviction to gain 4 temporary ranks in any skill, including skills in which the expert is not currently trained or that cannot be used untrained. These temporary skill ranks last for the duration of the scene and grant their normal benefits.
Expert Good Saving Throw: Reflex.


Iron Giant (The Iron Giant, 1999)
"Rock. Tree."
"I am not a gun."
"No Atomo. I Superman."

The Iron Giant is a 60 foot "metal man" that came to Earth from somewhere in space and landed in Rockwell Maine in 1957.

16th-level Gargantuan Construct
Speed: 30 ft., Fly 500 mph/500 ft (perfect).
Space/Reach: 20 ft / 15 ft.
Abilities: Str +12, Dex +2, Con +4, Int +0, Wis +0, Cha +2.
Skills: Jump +19 (7 ranks), Notice +12 (12 ranks), Stealth +7 (19 ranks).
Feats: Die hard, Great fortitude, Improved defense, Improve strike, Iron will, Move-by action, Night vision*, Weapon training*. * Bonus feat.
Traits: Damage reduction +8/electricity, Darkvision 60 ft, Immunities, Self-defense mechanism, Reconstruction, Vulnerability: electricity.
Combat: Attack +10, + grapple (+12 base, +2 dex, -4 size), Damage +12 slam (see Weapon Systems below for details), Defense dodge/parry +10/+20 (+12 base, +2 dex/+12 str, -4 size), Initiative +2 (+2 dex).
Saving Throws: Toughness +15 (+1 base, +4 con, +6 size, +4 trait), Fortitude +11 (+5 base, +4 con, +2 feat), Reflex +7 (+5 base, +2 dex), Will +7 (+5 base, +2 feat).
Viture and Vice: Innocent and Naive.
Convicition: 10.
Reputation: +0.
Wealth: +0.

Damage Reduction: The Iron Giant has damage reduction +8/electricity due to his all-metal construction.
Immunities: Being a contruct, the Iron Giant has several immunities; poison, sleep effects, paralysis, stunning, and disease effects or the Imbue Unlife supernatural power. Not subject to critical hits, ability damage, and ability drain.
Self-Defense Mechanism: Whenever the Iron Giant sees any sort of weaponry he goes into his self-defense mode where his eyes go red and he loses himself over to this mode of self-preservation. While in this state all his weapons become active and he is focussed on ensuring his safety by enliminating all threats within the immediate area. Treat this as the rage feat. For him to regain control takes a Will save with a DC of 15.
Reconstruction: A unique feature of the Iron Giant is his way of repairing and rebuilding himself after suffering massive damage. Within his head is a locator beacon with which any missing body part will home-in on and return to. He can re-attach any part that has seperated from him. When all his parts are together it takes little time, a full minute to 10 minutes, to completely reconstruct himself.
This ability works like the regeneration ability as described within the core rules.
Weapon Systems: Within the Iron Giant are several high-tech weapons, each different and serves a different purpose:

Energy Cannon: This is his main weapon, located in his right arm. It does +12 energy damage, a critical of 20/+4, and range increment of 120 feet.
Eye Beams: This weapon system fires heat-rays from the giant's eyes. It deals +8 heat damage, critical of 20/+3, and a range increment of 100 feet.
Beam-stalks: These three independantly moving tendrils each has an energy beam weapon. These beam weapons are ray attacks with a range of 500 feet and +9 explosion damage.
Disintegrator: In his left arm is a disintegration weapon. It is treated as a +12 damage weapon and anything that reaches "disabled" is disintegrated. Against inanimate objects, this weapons does +24 damage.
"Sparks-Shooter": This is located just above the energy cannon on his right arm. It is an auto-fire weapon that does +7 damage, a critical of 20/+4, and has a range increment of 80 feet. This is mainly used against groups of enemies.
Chest Cannon: His greatest weapon is the chest cannon. This weapon takes 3 rounds to charge-up before firing and can be fired at anything within visual distance (a 1 mile range increment). It does +30 explosion damage and has a blast radius of 500 feet. The Reflex save DC is 19.
.

Vulnerability (electricity): Takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Character Notes

:arrow: House-Rulings: This character was a bit more challenging to write down and I had a few issues that I had to house-rule. Like him being a thinking and self-aware construct, in the movie he is obviously a construct, but he needs to eat, rest, and appears to suffer from fatigue like a normal person, showing a Constitution score. WIth that in mind, I have also adjusted his immunities as well, so now he can suffer from fatigue and exhaustion and non-lethal damage even though he is a construct.
He is also self-aware and not mindless, giving him an Intelligence score. And because of his intelligence sore, I didn't include the immunities to mind-effects.
I also had to fiddle around with his weapons as they are obviously more powerful then hand-held weapons in the book. I based them around how they were used in the film against the tanks, and how they compared to the tank stats within the book.

:arrow: Damage Reduction: While originaly the Iron Giant was going to have a high damage reduction trait, I decided against it as he clearly suffers from all the attacks against him and in one scene witht he jets, he actually appears to be knocked-out.

:arrow: Reconstruction: This was one of the more problematic issues I had to deal with. I thought that since he is a construct I'd figure regeneration shouldn't be allowed, but seeing how he can repair himself, I'd figure giving him regeneration would be the quickest and simplest method.

:arrow: Self-Defense Mechanism: Another issue I had to contend with is the self-defense mode in which the giant goes into. This again I thought of some writing some rule on how he loses himslef and whatnot, but for a quick-and-easy fix by having it be similar to the effects of the rage feat.

:arrow: Stealth? Some people may argue that a 60-foot giant robot shouldn't be capable of stealth. While it does makes sense, in the movie the Iron Giant proved on several occasions that he can be quite stealthy. In fact the single most important scene that illustrates this is the part with the deer.

:arrow: Wealth and Reputation: Due to his non-Earth origin, the Iron Giant has no wealth or reputation scores.
Last edited by Anime on Mon Dec 18, 2006 5:37 pm, edited 3 times in total.
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Postby ValhallaGH » Mon Dec 18, 2006 4:17 pm

That was a pretty good Rick. I think he's got more feats that he needs but that's just one opinion. Well done, Anime.


The Iron Giant!
*Happy Dance*
Note, as a construct, the Giant does not have a Constitution score. Therefore he should have a Con of - and a toughness save of +7 (+1 base, +6 size) plus his Damage Reduction or Natural Armor. Personally, I'd go with natural armor and give him around 15 points of it. This would give a final toughness save of +22; enough to shrug off tank fire reliably while making them enough of a threat to be priority targets. I'd also add in some extra DR when he slips into "combat mode"; possibly 8, since he could shrug off everything that wasn't a nuke.

As a 16th level Construct he should have six feats plus the construct bonus feats (Night Vision, Weapon Training).
His flight really only needs to be Good maneuverability; after all, hummingbirds can hover.

Still, man, that's a pretty sweet build. :)
True Star Wars (playable)

Monster Roles for easier Narrating.

I often come across as a big jerk. This is completely unintentional.
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Postby True20Chick » Mon Dec 18, 2006 4:44 pm

ValhallaGH wrote:Note, as a construct, the Giant does not have a Constitution score. Therefore he should have a Con of - and a toughness save of +7 (+1 base, +6 size) plus his Damage Reduction or Natural Armor.


He discussed why he gave the IG a Con score in his house rules. "By the rules" a Construct shouldn't have a Con score, but the IG appeared to be so advanced that he suffered from fatigue and required sustinence (in the form of scrap metal).

One could easily remove the Con score, boost his Toughness in other ways as you suggested, and simply write "subject to fatigue" and "needs to eat scrap metal" into the Construct traits for his particular type of Construct.

Still, man, that's a pretty sweet build. :)


I agree! I loved this movie. :)

Anime, the Iron Giant came out in 1999, if you wanted to include the date in your entry.
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Postby Anime » Mon Dec 18, 2006 4:48 pm

See told ya I haven't had much time with monsters. Anyway, about his Constitution, I gave it to him because he obviosuly suffers from all those attacks. Just look how he acts after he is (trying not to spoil it for anyone here) falls near the end of the movie, he lies there for a second, somewhat dazed. That is why I gave him a Con score.
I think I actually forgot to add in those others feats. :lol: Not sure what to give him though.

After looking through my write-up real quick, I think his Damage Reduction could be bypassed by electricity instead of how I have it now (+8/-). I'll look him over, tweak it, and post later.



**** Edit *****

I fixed the Iron Giant. Now his DR is consistent (+8/electricity) and added his four missing feats.
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Postby Anime » Mon Dec 18, 2006 6:12 pm

Rally Vincent (Gunsmith Cats, 1995-1996)

Rally Vincent. Rally Vincent is a bounty hunter in the city of Chicago. During her down-time she runs her own gunshop, Gunsmith Cats with her best friend, Minnie May Hopkins.

8th-level Human (Expert)
Speed: 30 ft.
Abilities: Str +0, Dex +3, Con +0, Int +0, Wis +1, Cha +2.
Skills: Bluff +8 (6 ranks), Craft: gunsmith +6 (6 ranks), Diplomacy +8 (6 ranks), Drive +10 (7 ranks), Gather information +6 (4 ranks), Knowledge: civics +6 (6 ranks), Knowledge: current events +4 (4 ranks), Knowledge: streetwise +4 (4 ranks), Notice +8 (7 ranks), Search +7 (7 ranks), Sense motive +6 (5 ranks), Stealth +9 (7 ranks).
Feats: Attack focus (pistol), Connected, Contacts, Defensive attack, Double tap, Firearms training, Move-by action, Point blank shot, Precise shot, Quick draw, Uncanny dodge.
Traits: Expertise.
Combat: Attack +10 pistol (+6 base, +3 dex, +1 feat), Damage +3 pistol, Defense dodge/parry +19/+16 (+6 base, +3 dex/+0), Initiative +3 (+3 dex).
Saving Throws: Toughness +0, Fortitude +2 (+2 base), Reflex +9 (+6 base, +3 dex), Will +3 (+2 base, +1 wis).
Viture and Vice: ? and ?.
Convicition: 6.
Reputation: +3.
Wealth: +10.
Equipment: CZ75 autopistol (base stats: +3 damage, 20/+3, 30 ft range inc.), Shelby Cobra Mustang GT500. Due to her gunsmith shop, she has access to a variety of firearms and exlosives for nearly any occasion short of a military offensive. :D

Expertise: An expert can spend a point of Conviction to gain 4 temporary ranks in any skill, including skills in which the expert is not currently trained or that cannot be used untrained. These temporary skill ranks last for the duration of the scene and grant their normal benefits.
Expert Good Saving Throw: Reflex.

Character Notes

:arrow: Virtue and Vice: Another set of undetermined virtues and vices. :oops:

:arrow: Double Tap: New feat borrowed from D20 Modern.

Double Tap [General]
Prerequisites: Dexterity +1, Point Blank Shot.
Benefit: When using a semiautomatic or automatic firearm, or a revolver, the character quickly fires two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +2 of damage with a successful hit. Using this feat requires a firearm capable of multiple shots.
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Postby True20Chick » Mon Dec 18, 2006 7:48 pm

Kris Kringle aka Claus (Santa Claus is Coming to Town, 1970)
“You better watch out; you better not cry; you better not pout…”

Kris Kringle was an orphan baby raised by a clan of elves called the Kringles. He grew up among the creatures of the forest, and learned their ways. The only clue to his true lineage is a gold amulet he was wearing when he was found, which read simply “Claus.” He is a generous man, quick to laugh and easy to please.

Role: Human Adp2/Exp8
Speed: 40 ft.
Abilities: Str +0, Dex +2, Con +1, Int +1, Wis +2, Cha +1
Skills: Acrobatics 9 (+11), Climb 10 (+10), Craft (Toy) 8 (+9), Diplomacy 8 (+9), Drive (Sleigh) 3 (+5), Escape Artist 6 (+8 ), Gather Information 7 (+8 ), Handle Animal 6 (+7), Jump 10 (+10), Knowledge (supernatural) 2 (+3), Notice 7 (+9), Ride 3 (+5), Search 7 (+8 ), Sense Motive 6 (+8 ), Sleight of Hand 7 (+9), Stealth 8 (+10), Swim 6 (+6)
Bonus Feats: Improved Defense
Favored Feats: Fascinate, Inspire
Feats: Animal Empathy, Canny Dodge (Wis), Connected, Eidetic Memory, Fascinate (Diplomacy), Improved Speed, Inspire (Awe), Jack of All Trades, Night Vision, Power 2, Run, Well Informed
Powers: Wisdom, rank 5, save Difficulty 13, fatigue save 11; Heart Reading +7, Scrying +7
Core Ability: Expertise
Combat: Attack +9 (+7 base, +2 Dex), Defense Dodge/Parry +11/+7 (+7 base, +2 Dex [+2 Wis]/+0 Str), Initiative +2
Saving Throws: Toughness +1 (+1 Con), Fortitude +3 (+2 base, +1 Con), Reflex +8 (+6 base, +2 Dex), Will +5 (+3 base, +2 Wis)
Virtue: Generous; Vice: Rebellious

Creation Notes
:arrow: “Kris Kringle,” from the classic Rankin-Bass animated special, “Santa Claus is Coming to Town.” I watched this tonight and was inspired. :D

:arrow: No house ruling here.

:arrow: His Inspire (Awe) is based on his Diplomacy skill. A better definition would be Inspire (Goodwill), but since the effects would be basically the same as Inspire (Awe), I left it as is.

:arrow: I gave him Rebellious as a vice because he willingly and flagrantly broke the laws set down by the Burgermestier of Sombertown. The laws may have been unjust, but they were still the laws and were enacted by a legal magistrate.


The Winter Warlock (Santa Claus is Coming to Town, 1970)
“I do have some magic left! I’m not such a loser after all!”

The Winter Warlock had a reputation of being mean and nasty, but that was quickly undone by a simple display of goodwill on behalf of Kris Kringle. Once shown that true kindness still exists in the world, the Winter Warlock’s icy heart melted, and he foreswore his former wicked ways. As part of his penance he lost access to his supernatural powers for a time, but slowly regained them.

Role: Human Adp14
Speed: 30 ft.
Abilities: Str +0, Dex +0, Con +3, Int +3, Wis +2, Cha +0
Skills: Bluff 17 (+17), Concentration 17 (+19), Craft (Ice Sculpting) 17 (+20), Intimidate 17 (+17), Knowledge (history) 17 (+20), Knowledge (supernatural) 17 (+20), Notice 10 (+12), Sense Motive 11 (+13)
Bonus Feats: Empower
Favored Feats: Attack Specialization, Greater Attack Specialization
Feats: Attack Focus (Cold Blast), Attack Specialization (Cold Blast), Greater Attack Specialization (Cold Blast), Imbue Item, Power 11, Supernatural Talent (Cold Shaping, Weather Shaping), Supernatural Focus (Weather Shaping)
Powers: Intelligence, rank 17, save Difficulty 20, fatigue save 17; Cold Shaping +22, Elemental Aura (Cold), Elemental Blast (Cold) +14 damage, Elemental Resistance (Cold) +14 bonus on saves vs. cold, Light Shaping +20, Nature Reading +20, Scrying +20, Water Shaping +20, Weather Shaping +25, Wind Shaping +20, Wind Walking 85 ft. per round
Combat: Attack +7 (+7 base, +0 Dex) (+8 with cold blast), Damage +16 (cold blast), Defense Dodge/Parry +7/+7 (+7 base, +0 Dex/+0 Str), Initiative +0
Saving Throws: Toughness +3 (+3 Con), Fortitude +7 (+4 base, +3 Con), Reflex +3 (+3 base, +0 Dex), Will +11 (+9 base, +2 Wis)
Virtue: Loyal; Vice: Low Self Esteem

Creation Notes
:arrow: An adept by the RAW. Nothing house ruled here.

:arrow: I gave him high Bluff and Intimidate skills because it seems to me that his “wickedness” was all bluster. He broke down into tears and changed his outlook because a complete stranger gave him a toy train. That’s not the sign of a truly wicked man.

:arrow: Light Shaping may seem a little out of place amongst all his icy powers, but he was able to light up the trees during Kris’ and Jessica’s wedding. That was the first indication that his powers were returning. Of course, his use of Light Shaping could also have been just an application of the adept core ability, but I like him like this.
Last edited by True20Chick on Tue Dec 19, 2006 3:41 am, edited 1 time in total.
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Postby True20Chick » Tue Dec 19, 2006 12:47 am

A Letter from Prague had a neat idea a while back... stat up the dudes on the cover.

http://true20.com/forum/viewtopic.php?p=8624#8624

Pick a character on the True20 Core book or Worlds of Adventure, or even a character from the incidental artwork in side either book, and give them stats.

Other neat character ideas, in case you're having trouble coming up with one:

Neo
Doc Savage
Batman
The Shadow
Ellen Ripley
Captain Nemo
Fox Mulder and/or Dana Scully
VanHelsing
The Ninja Turtles
Gandalf the Grey
Snake Plisken
Zaphod Beeblebrox
Honor Harrington
Roland Deschain, The Gunslinger
Sky Captain
Laura Croft
The Ghostbusters
Lion-O
Speed Racer
Paul Atreides (Muad'dib)

... to name a few. :D
Last edited by True20Chick on Tue Dec 19, 2006 4:18 am, edited 3 times in total.
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Postby True20Chick » Tue Dec 19, 2006 1:55 am

I was going to add this one to the list, but I decided to keep it for myself. :D

Sherlock Holmes (A Study in Scarlet, 1887)
“When you have eliminated the impossible, whatever remains, however improbable, must be the truth.”

Sherlock Holmes is a brilliant consulting detective who in times of need lends his considerable intellect to the detectives of Scotland Yard. He is a calm, almost emotionless man who has given himself over to logic and deduction. Very little rattles him, and he is frequently amused at the attempts of those around him to outwit him.

Role: Human Exp10
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +0, Int +4, Wis +2, Cha +0
Skills: Bluff 6 (+6), Craft (Cryptography) 7 (+11), Diplomacy 8 (+8 ), Disable Device 6 (+10), Disguise 8 (+8 ), Gather Information 11 (+11), Knowledge (behavioral science, civics, current events, earth science, history, physical science, streetwise) 9 (+13), Language (Latin, Greek, French, German), Notice 11 (+18 ), Perform (violin) 3 (+3), Search 10 (+14), Sense Motive 11 (+15), Sleight of Hand 6 (+7), Stealth 6 (+7)
Bonus Feats: Jack of All Trades
Favored Feats: Defensive Roll, Seize Initiative
Feats: Assessment, Connected, Contacts (Baker Street Irregulars, et. al.), Eidetic Memory, Improved Pin, Improved Throw, Master Plan, Seize Initiative, Talented (Notice and Sense Motive), Skill Focus (Notice), Track, Wealthy, Weapon Training, Well-Informed
Combat: Attack +8 (+7 base, +1 Dex), Grapple +7, Defense Dodge/Parry +8/+7 (+7 base, +1 Dex/+0 Str), Initiative +1
Saving Throws: Toughness +0 (+0 Con), Fortitude +3 (+3 base), Reflex +4 (+3 base, +1 Dex), Will +9 (+7 base, +2 Wis)
Virtue: Driven; Vice: Arrogant

Creation Notes
:arrow: If any expert deserved the Jack of All Trades feat, it is the great Consulting Detective himself.

:arrow: The Improved Pin and Improved Throw feats are for his skill at “baritsu” wrestling.

:arrow: I could (should?) have given him more Knowledge skills, but he already has Jack of All Trades, Eidetic Memory, and the expert core ability to help him out in a pinch. I only hit the most obvious ones so his other skills could be that much better.
Last edited by True20Chick on Tue Dec 19, 2006 11:21 pm, edited 2 times in total.
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Postby True20Chick » Tue Dec 19, 2006 2:40 am

Turanga Leela (Futurama, 2000)
“Monday Monkey lives for the weekend, sir.”

Turanga Leela is a driven, dedicated woman. She grew up in an orphanarium, and has spent her entire life trying to prove to herself and others. Leela is the captain and pilot of the Planet Express Ship, and takes her duties seriously… or at least as seriously as she can given the crew she has to work with. She spent most of her life believing she was an alien from a long-lost civilization, but ultimately discovered that she was the daughter of sewer mutants.

Role: Mutant Human War5
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con +2, Int +1, Wis +0, Cha +0
Skills: Acrobatics 8 (+10), Computers 6 (+7), Intimidate 5 (+5), Jump 4 (+5), Knowledge (current events) 3 (+4), Knowledge (history) 3 (+4), Notice 4 (+4), Pilot 8 (+10), Search 3 (+4)
Bonus Feats: Firearms Training
Favored Feats: Acrobatic Bluff, Stunning Attack
Feats: Acrobatic Bluff, Attack Focus (Unarmed), Greater Attack Focus (Unarmed), Vehicular Combat, Stunning Attack, Tough 2, Weapon Training
Combat: Attack +7 (+5 base, +2 Dex) (+9 unarmed), Damage +1 (unarmed), Defense Dodge/Parry +7/+6 (+5 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +4 (+2 Con, +2 Tough), Fortitude +6 (+4 base, +2 Con), Reflex +3 (+1 base, +2 Dex), Will +1 (+1 base)
Virtue: Driven; Vice: Humorless

Creation Notes
:arrow: Another warrior at last, and by the book.

:arrow: Built on the Human background, even though she is a mutant. She should technically have some drawback due to having only one eye, but it never really seemed to hinder her except for comedic purposes.

Equipment: “This thing on my wrist”
Leela has a wrist-mounted device that can detect energy signatures and has limited radar and sonar capabilities. It can function as a camera, cell phone, commlink, laptop, PDA, digital audio recorder, video camera, flashlight, GPS receiver, multi-tool, mini-tracer, and parabolic microphone.
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Postby Malthusian » Tue Dec 19, 2006 3:08 am

Baron Von Munchausen
(The Adventures of Baron Munchausen - 1988)

"Your reality, sir, is lies and balderdash and I'm delighted to say that I have no grasp of it whatsoever."

Role: Human Warrior 4 / Expert 3
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +1, Int +0, Wis +2, Cha +3
Skills: Bluff 7 (+10), Climb 0 (+0), Concentration 0 (+2), Diplomacy 4 (+7), Disguise 0 (+3), Escape Artist 0 (+1), Gather Info. 6 (+9), Handle Animal 4 (+7), Intimidate 0 (+3), Jump 0 (+0), Notice 6 (+8), Ride 4 (+5), Search 2 (+2), Sense Motive 5 (+7), Stealth 0 (+1), Survival 4 (+6), Swim 0 (+0), Knowledge (Current Events) 6 (+6), Perform (Oratory) 8 (+11)
Bonus Feat: Attractive
Favored Feats: Fascinate (Perform), Inspire
Feats: Weapon Training, Lucky, Favored Opponent (Turks), Attack Focus (Cutlass), Defensive Attack, Improved Initiative, Weapon Bind, Master Plan
Combat: Attack +7/+8 (Cutlass), Damage +3 (Cutlass; 19-20/+3), Grapple +6, Defense Dodge/Parry +7/+6, Initiative +5,
Saving Throws: Toughness +1, Fortitude +9, Reflex +6, Will +7
Virtue: Courageous Vice: Philandering

My first attempt.
Munchausen was built using the Rules as Written.
-Malthusian
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Postby True20Chick » Tue Dec 19, 2006 3:42 am

Heehe... good movie!
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Postby cthughua » Tue Dec 19, 2006 9:19 am

True20Chick wrote:Sherlock Holmes (A Study in Scarlet, 1887)

:arrow: I could (should?) have given him more Knowledge skills, but he already has Jack of All Trades, Eidetic Memory, and the expert core ability to help him out in a pinch. I only hit the most obvious ones so his other skills could be that much better.


I think you could possibly shave points from Violin, as he was a middling performer at best, occasional moments of genius could be attributed to his use of Expertise. His intelligence could also be put to +4. I am not sure if it qualifies as a vice but he was also a cocaine addict.

Malthusian wrote:Baron Von Munchausen
My first attempt.
Munchausen was built using the Rules as Written.


Yeah looks good! Though I would point out with an Int of +0 his master plan feat isn't very useful.
Last edited by cthughua on Tue Dec 19, 2006 12:13 pm, edited 2 times in total.
Bluntly ridiculous!
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Postby The Shadow » Tue Dec 19, 2006 11:32 am

I've nearly got my namesake done, and will post him soon.

He has a lot fewer levels of Adept than I expected going in.
"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."

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Postby True20Chick » Tue Dec 19, 2006 4:41 pm

cthughua wrote:I think you could possibly shave points from Violin, as he was a middling performer at best, occasional moments of genius could be attributed to his use of Expertise. His intelligence could also be put to +4.


True... and he doesn't necessarily *need* a Con of +1, so that could free up a point to put into his Intelligence. That would also give him even more skill points.

I am not sure if it qualifies as a vice but he was also a cocaine addict.


I thought about that, but ultimately decided against it. His use of cocaine never really hindered him.
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Postby The Shadow » Tue Dec 19, 2006 5:30 pm

True20Chick wrote:
I am not sure if it qualifies as a vice but he was also a cocaine addict.


I thought about that, but ultimately decided against it. His use of cocaine never really hindered him.


Agreed... even if you count The Seven-Percent Solution, it wasn't really a Vice in the True20 sense.

Arrogant, oh yes. And it bit him more than once, as Irene Adler (otherwise known as "That Woman") could tell you. :)
"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
 
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