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Postby Ghola » Thu Mar 29, 2007 12:42 pm

Never tried this before, so I decided to start with a character I know well and could be expressed as fairly low-level.

Dr. Wellington Yueh, “Yueh the Traitor,” Physician to House Atreides. (Dune, 1965)

“Yueh! Yueh! A thousand deaths were not enough for Yueh!”

Wellington Yueh was the tragic doctor whose loyalty to his oaths and House Atreides were both subverted by the fiendish Baron Vladimir Harkonnen. Even the famous Suk conditioning did not protect Wellington from the pain of knowing his wife was in the hands of that vile family. The Baron ordered Yueh to betray his beloved Duke in order to save his wife, and Yueh went to his grave hafl-mad from the conflict he had been forced into. However in the end he had his revenge on the Baron by saving Jessica and young Paul.

Role: Human Specialist 4

Speed: 30 feet

Abilities: Str: +0 Dex: +1 Con: +0 Int: +3 Wis: +2 Cha: +2

Skills: Bluff 7 (+9), Craft: Prosthetics 7 (+10), Diplomacy 7 (+9), Knowledge: Behavioral Sciences 7 (+12), Knowledge: Life Sciences 9 (+14), Knowledge: Phyisical Sciences 7 (+10), Knowledge: Technology 7 (+12), Medicine 9 (+15), Search 7 (+10).

Bonus Feats: Skill Focus (Medicine), Talented (Knowledge: Life Sciences & Knowledge: Physical Sciences), Talented (Knowledge: Behavioral Sciences & Knowledge: Technology),

Favored Feats: Body Control

Feats: Benefit (Suk School), Body Control (Key Ability Wisdom, +9), Dedicated (Suk Conditioning), Dedicated (Wanna, Bene Gesserit Wife), Iron Will, Skill Focus (Medicine), Skill Mastery*, Talented (Knowledge: Life Sciences & Knowledge: Physical Sciences), Talented (Knowledge: Behavioral Sciences & Knowledge: Technology).

Core Ability: Specialized (Medicine and Knowledge: Life Sciences)

Combat: Attack: +0 (+3 role, +1 Dex, -4 no Weapon Training), Damage +0 (hypodermic needle); Defense: Dodge/Parry 14 (+3 role, +1 Dex)/13 (+3 role, +0 Str).

Initiative: +1

Saving Throws: Fortitude +1 (+1 role, +0 Con), Reflex +2 (+1 role, +1 Dex), Will (good save) +8 (+4 base, +2 Wis, +2 Iron Will)

Nature: Virute: Compassionate; Vice: Manipulative

Reputation: +2



:arrow: Yueh is built on 8 ability points rather than the standard six. Most named characters in the “Duneiverse” are products of advanced training and generations of selective breeding.

:arrow: Here I decided to use two options from the Companion: the Specialist varient of Expert and the Occupational Backgrounds (Doctor in this case). This combination makes Yueh a real monster in his chosen field.

:arrow: The Benefit (Suk School) reflects the high regard for these doctors everywhere in the Empire.

:arrow: The Dedicated (Suk Conditioning) feat represents the famously “unbreakable” principles that make the Suk doctors so trusted by their patients. When combined with other bonuses Yueh has a total +12 Will save when his conditioning applies. Pretty impressive for a 4th level character! However Yueh is also Dedicated to his dear wife at that proved to be his downfall. If I were the GM I would have applied that as a penalty to his Will save; in any case giving a character two conflicting Dedicated feats seems a good way to ensure tragic events.

:arrow: Body Control represents the training Wellington’s Bene Gesserit wife gave him. Yet another example of BG training gone awry. :D
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Postby stubbmann » Wed Apr 04, 2007 4:42 am

Dammit, I will not let this thread die!

Harry Lockheart (Kiss Kiss, Bang Bang)
"Hello, I'm Harry Lockheart, and I'll be your narrator this evening..."

5th level Humanoid (Human) (Expert 5)

Virtue: Loyal
Vice: Dishonest

Abilities: Str +0, Dex +4, Con +1, Int -1, Wis +0, Cha +2

Skills: Acrobatics 2 (+6), Bluff 8 (+10), Climb 2 (+2), Concentration 4 (+4), Diplomacy 0 (+2), Disable Device 6 (+5), Disguise 0 (+2), Escape Artist 5 (+9), Gather Info. 0 (+2), Handle Animal 0 (+2), Intimidate 0 (+2), Jump 0 (+0), Notice 5 (+5), Search 0 (-1), Sense Motive 7 (+7), Sleight of Hand 8 (+12), Stealth 5 (+9), Survival 0 (+0), Swim 0 (+0), Perform (Magic tricks) 8 (+10)
Feats: Jack-of-All-Trades, Diehard, Quick Draw, Attack Focus (Pistol), Convincing, Firearms Training, Improved Critical (Pistol), Lucky
Combat: Heavy Pistol +7, Damage +4 (20/+3), Holdout Pistol +7, Damage +2 (20/+3), Defence +7/+3, Initiative +4
Saving throws: Toughness +2, Fortitude +4, Reflex +10, Will +3
Notes:

:arrow: Completely by the book, no houserules.
:arrow: C'mon, people! There needs to be some more of these!
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Postby Kendermage » Wed Apr 04, 2007 11:22 am

Stay tuned, I'm working on stats for Harry Dresden ;)
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Postby True20Chick » Wed Apr 04, 2007 1:54 pm

Here's my take on a True20 Davy Jones. This is, of course, subject to change based on anything new we learn about him in the next film.

Davy Jones (Pirates of the Caribbean: Dead Man's Chest, 2006)
“Let no joyful voice be heard! Let no man look up at the sky with hope! And let this day be cursed by we who ready to wake the Kraken!”

Role: Male Human Exp8/War5 (Aquatic, Augmented Human)
Conviction: OOOOOOOOO
Speed: 30 ft., swim 15 ft.
Abilities: Str +1, Dex +2, Con +3, Int +1, Wis +3, Cha +2
Skills: Acrobatics 10 (+12), Bluff 8 (+10), Climb 5 (+6), Diplomacy 8 (+10), Drive 8 (+10), Escape Artist 8 (+14), Intimidate 11 (+13), Knowledge (earth sciences) 9 (+10), Knowledge (supernatural) 9 (+10), Knowledge (theology and philosophy) 6 (+7), Notice 10 (+13), Perform (pipe organ) 8 (+10), Search 10 (+11), Sense Motive 10 (+13), Swim 8 (+17)
Bonus Feats: Improved Grab, Weapon Training
Favored Feats: Jack-of-All-Trades, Tough
Feats: Attack Focus (Cutlass), Attack Specialization (Cutlass), Chokehold, Diehard, Dodge Focus 2, Firearms Training, Great Fortitude, Improved Critical (Cutlass), Inspire (Fear), Jack-of-All-Trades, Lightning Reflexes, Seize Initiative, Tough 2, Uncanny Dodge
Core Ability: Expertise
Powers: Rank 16, Wis, fatigue Difficulty 17; Nature Reading +19, Teleport +19
Traits: Amphibious, Apply Sea-Claimed Template, Bestow the Black Spot, Immortality, Lobster Claw, Sea Slime, Shellfish Patches (25% to ignore critical hits and sneak attacks)
Combat: Attack +13 (+11 base, +2 Dex) (+14 with cutlass), Damage +2 (claw) or +4 (cutlass, crit 17-20), Defense Dodge/Parry +13 (+15)/+14 (+11 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +7 (+3 Con, +2 Tough, +2 natural), Fortitude +9 (+4 base, +3 Con, +2 Great Fortitude), Reflex +7 (+3 base, +2 Dex, +2 Lightning Reflexes), Will +9 (+7 base, +2 Wis)
Virtue: Honorable; Vice: Cruel

Immortality: Davy Jones is immortal, and can only be slain if his heart is destroyed. He is immune to lethal damage. Any attack that would normally deal lethal damage instead deals non-lethal damage to Davy Jones.

:arrow: Davy is a 10-pointer, made 12 points by virtue of his levels.

:arrow: I figure that his cephalopoid head, despite having the ability to manipulate small objects, is mostly a cosmetic change as is his tentacle finger. As for traits from the Sea-Claimed template, he most obviously has Lobster Claw, Sea Slime, and Shellfish Patches.

:arrow: I also didn't go into detail regarding his ability to call and direct the Kraken. He uses the Kraken-Hammer on the Flying Dutchman to summon it, and it goes after anyone with the Black Spot. That's mostly plot-oriented, and doesn't need much more detail than that, IMO.

:arrow: His "Apply Sea-Claimed Template" trait is fairly self-explanatory as well.

:arrow: The Sea-Claimed template was a group effort over at the EnWorld forum, and I made a True20 conversion of it.
The original d20 version is HERE
And my True20 version is HERE.
Last edited by True20Chick on Thu Apr 05, 2007 1:31 pm, edited 1 time in total.
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Postby Ghola » Thu Apr 05, 2007 12:59 pm

We have a few other detectives but adding one more can’t hurt:


Frank Black (MillenniuM, 1996)

“I become capability. I become the horror - what we know we can become only in our heart of darkness. It's my gift. It's my curse.”

Role: Human Expert 6

Speed: 30 ft.

Abilities: Str +0, Dex +1, Con +1, Int +2, Wis +2, Cha +1

Skills: Computers 4 (+5), Diplomacy 4 (+5), Drive 4 (+5), Gather Information 6 (+7), Knowledge (behavioral science) 9 (+13), Knowledge (civics) 9 (+11), Knowledge (forensics) 9 (+13), Knowledge (streetwise) 6 (+8 ), Knowledge (theology and philosophy) 9 (+11), Languages 2 (basic Greek, Latin), Notice 9 (+11), Research 9 (+11), Search 9 (+11), Sense Motive 9 (+11)

Bonus Feats: Contacts, Firearms Training

Bonus Skills: Gather Information, Knowledge (streetwise)

Favored Feats: Object Reading

Feats: Assessment, Connected, Firearms Training, Light Armor Training, Jaded, Object Reading, Point Blank Shot, Precise Shot, Talented (Knowledge [behavioral science] and Knowledge [forensics]), Urban Tracking, Weapon Training,

Powers: Object Reading +12 (key ability Wis)

Core Ability: Expertise

Combat: +4; Attack +5 (+4 role, +1 Dex); Damage +3 light pistol.
Defense +5 Dodge/+4 Parry (+4 role, +1 Dex/+0 Str)
Initiative: +1

Saving Throws: Toughness +2 (+1 Con, +1 jacket), Fortitude +3 (+2 role, +1 Con), Reflex +3 (+2 role, +1 Dex), Will +7 (+5 role, +2 Wis), Sanity +8 (+5 role, +1 Cha, +2 Jaded)

Conviction: 5

Nature: Virtue: Dedicated, Vice: Despondent

Possessions: 9mm pistol, leather jacket, 1995 Jeep Cherokee, desktop computer, scanner, modem, big yellow house.


:arrow: I built Frank with the Horror Campaign options from the True20 Companion. These options include a couple of non-core feats, an occupational background, and a system for Sanity. In this treatment Sanity has its own saving throw and “damage track.” The saving throw is considered a “good save” for heroic characters regardless of role, and its key ability is Charisma.

:arrow: Even though Frank rarely fires his weapon, he has the feats to make him competent at it. He retains the intensive training that all FBI field agents receive.
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Postby True20Chick » Thu Apr 05, 2007 1:28 pm

Good to see someone make use of the Companion! :D
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Postby stubbmann » Sat Apr 07, 2007 6:56 am

Just saw Grindhouse (which everyone, including small, impressionable children, should see), and felt inspired:

Cherry Darling (Grindhouse, 2007)
I always wanted to be a doctor, but instead I learned to do this...

12th level Humanoid (Human) (Expert 1/Warrior 7/Ordinary 4)

Abilities: Str +1, Dex +3, Con +0, Int +0, Wis +2, Cha +4

Skills: Acrobatics 4 (+7), Bluff 4 (+8 ), Climb 0 (+1), Concentration 4 (+6), Demolitions 8 (+8 ), Diplomacy 4 (+8 ), Disable Device 4 (+4), Disguise 4 (+8 ), Drive 4 (+7), Escape Artist 8 (+11), Gather Info. 0 (+4), Handle Animal 0 (+4), Intimidate 4 (+8 ), Jump 12 (+13), Notice 4 (+6), Ride 4 (+7), Search 0 (+0), Sense Motive 0 (+2), Stealth 0 (+3), Survival 0 (+2), Swim 0 (+1), Perform (Dance) 0 (+4)

Feats: Jack-of-All-Trades, Exotic Weapon Training (Gun leg), Point Blank Shot, External Weapon Mount (Gun leg), Favoured Opponent (zombie), Seize Initiative, Dodge Focus, Dodge Focus
Combat: Assault Rifle +10, Damage +5 (20/+3), Grenade Launcher +10, Damage +15 (0/+0), Minigun +10, Damage +7 (20/+0), Defence +12/+8, Initiative +3
Saves: Toughness +1, Fortitude +3, Reflex +5, Will +4


Notes:

:arrow: Only changes to the RAW: I gave her eight stat points instead of 6, and used the External Weapon Mount feat from the cybernetics handbook.
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Postby UtilikiltManiac » Sat Apr 07, 2007 5:11 pm

Kendermage wrote:Stay tuned, I'm working on stats for Harry Dresden ;)


Please tell me that's Harry from the books, not the show. If you've only seen the show, don't read the books. I came to the show after years of the books. It was not good. Just a friendly warning to avoid blasphemy.
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Postby stubbmann » Sat Apr 14, 2007 12:16 pm

I have a challenge for... well, anyone: El Mariachi, from the El Mariachi series.
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Postby True20Chick » Wed Apr 25, 2007 11:12 pm

Willy Wonka (Willy Wonka and the Chocolate Factory, 1974)
“There's no earthly way of knowing which direction we are going. There's no knowing where we're rowing, or which way the river's flowing. Is it raining? is it snowing? is a hurricane a-blowing? Not a speck of light is showing, so the danger must be growing. Are the fires of hell a-glowing? Is the grisly reaper mowing? YES! The danger must be growing, for the rowers keep on rowing AND THEY'RE CERTAINLY NOT SHOWING ANY SIGNS THAT THEY ARE SLOWING!”

Willy Wonka is an unparalleled genius in confectionery development, inventing seemingly impossible products that capture the world's imagination, like ice cream that never melts, and small candy eggs that hatch chocolate birds that move and chirp. From his factory, his products were shipped and sold worldwide. However, other chocolate makers became jealous and started sending spies to find out Wonka's recipes. Nearly ruined, Wonka closed the factory and fired all of his workers. Years later, the factory once again started running, secretly staffed exclusively by Oompa-Loompas, a race of dwarves from Loompaland who relish the taste of cacao beans. His business resumed its dominance.
Eventually Wonka, getting old and not having any heirs, felt the need to arrange for a successor for his business, if only to provide a home and work for the Oompa-Loompas. However, he wanted to groom one from childhood to guarantee they would keep with his methods and spirit. To that end, he announced a contest with five Golden Tickets randomly placed in his products promising a tour and a lifetime supply of his products to the winners for starters. Five children find the tickets, including Charlie Bucket, and they go on the tour of the bizarre factory. During the course of the tour all the children except Charlie misbehave, and find themselves in terrible predicaments that result in their being removed from the group. When only Charlie remains, the delighted Wonka reveals his plan and his offer, which Charlie eagerly accepts. He and his family move in to live and work in the factory.

(Description thanks to Wikipedia.org)

Role: Male human Exp9
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +0, Int +4, Wis +2, Cha +2
Skills: Bluff 4 (+6), Craft (Confections) 12 (+20), Craft (electronics, mechanical) 8 (+12), Diplomacy 12 (+14), Gather Information 8 (+10), Knowledge (art, behavioral science, business, civics, physical science, technology) 8 (+12), Language (Chinese, Dutch, French, German, Italian, Japanese, Oompa-Loompa, Portuguese, Russian, Spanish), Notice 6 (+8 ), Search 8 (+12), Sense Motive 8 (+10), Sleight of Hand 8 (+9), Stealth 8 (+9), Survival 4 (+6), Swim 4 (+4)
Bonus Feats: Skill Focus (Craft [Confections])
Favored Feats: Tough, Seize Initiative
Feats: Excellence (Craft [Confections] +4 to Reputation), Inspire (Awe), Jack-of-All-Trades, Leadership, Master Plan, Renown, Seize Initiative, Skill Training (x2), Tough, Wealthy (x3)
Combat: Attack +3 (+6 base, +1 Dex, -4 non-proficiency), Defense Dodge/Parry +7/+6 (+6 base, +0 Dex), Initiative +0
Saving Throws: Toughness +1 (+1 Tough), Fortitude +3 (+3 base), Reflex +4 (+3 base, +1 Dex), Will +8 (+6 base, +2 Wis)
Virtue: Shrewd; Vice: Secretive
Reputation: +10

Leadership score 16: level 9 + 2 Charisma + 2 for great renown + 1 for fairness and generosity + 2 for base of operations. 7th level companion (Chief of the Oompa-Loompas), 25 1st level followers (Oompa-Loompa Ordinaries), 2 2nd level followers (Oompa-Loompa Experts), 1 3rd level follower (Mr. Slugworth)

Creation Notes
:arrow: He’s an 8-point character because I needed to reflect his high mental ability scores.
:arrow: I used the “non-combat Expert” option from the True20 companion, swapping out his ability to use simple weapons in exchange for another feat. A genius confectioner doesn’t need to be particularly combat-capable.
:arrow: Other than that, he’s by the RAW.
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Postby William1968 » Thu Apr 26, 2007 7:53 am

You mean he isn't handy with a machete like the Johnny Depp's faux Willie Wonka? :D

Wikipedia left out a couple of things in the description of the real Willie Wonka and the movie(such as the fact Charlie does misbehave....), but you've got him spot on.

All in all, a refreshing take on this thread, True20Chick, for which this Willie Wonka fan thanks you from the bottom of his heart.
"The Constitution's a piece of paper. A kick in the head is a jolt."
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Challenge

Postby Kendermage » Thu Apr 26, 2007 10:32 am

I have a challenge for everyone (blame this one on Boomerrang and Earth Day)

Captain Planet

What I'd like to see is how people handle Cap, but also how they handle the five Planeteers (Kwami, Wheeler, Linka, Gi, and Maati). If you'd like you could also stat some of the villains light Dr. Blight, Sly Sludge, or Duke Nukem.
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Postby True20Chick » Thu Apr 26, 2007 1:12 pm

William1968 wrote:but you've got him spot on.

All in all, a refreshing take on this thread, True20Chick, for which this Willie Wonka fan thanks you from the bottom of his heart.


Glad you liked my take on Wonka. :D

I want to go back and do my own description, so consider the Wikipedia desription just a placeholder.

Sadly, I've never read the book or its sequel, but I much prefer Gene Wilder's Wonka to Johnny Depp's. Nothing against Depp or Burton per se as I like both, but my memories of the original movie are much to fond to have been impressed with the remake.
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Re: Challenge

Postby LoneWolf23 » Thu Apr 26, 2007 7:52 pm

Kendermage wrote:I have a challenge for everyone (blame this one on Boomerrang and Earth Day)

Captain Planet

What I'd like to see is how people handle Cap, but also how they handle the five Planeteers (Kwami, Wheeler, Linka, Gi, and Maati). If you'd like you could also stat some of the villains light Dr. Blight, Sly Sludge, or Duke Nukem.


I think Mutants and Masterminds (also by Green Ronin) would be better suited here...
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Re: Challenge

Postby Kendermage » Fri Apr 27, 2007 6:51 am

LoneWolf23 wrote: I think Mutants and Masterminds (also by Green Ronin) would be better suited here...


Maybe for Captain Planet, but the Planeteers are largely ordinaries (teenagers) that possess magic rings with the power to shape the elements. I think this would present a great oportunity to use the True20 Companion and the section on modifying Ordinaries,

Here's what I've come up with for their rings

Kwami: Earth Shaping, Elemental Blast (Earth)

Wheeler's Ring: Fire Shaping, Elemental Blast (Fire)

Linka: Wind Shaping, Elemental Blast (Wind), and Wind Finesse (Caliphate NIghts).

Gi's Ring: Water Shaping, Elemental Blast (water)

Maati: Heart Reading, Heart Shaping, and Beast Link

According to the cartoon Captain Planet is summoned by combining the powers of all five rings and then magnifying them. Empower?

Captain Planet would be extremely vulnerable to pollution of any kind, and even a single hit would reduce him to disabled or worse, typically this is when he returns the powers to the Planeteers and they must find a way to save the day.
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