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by Jeric Hikari » Thu May 24, 2007 11:10 am
I am Impressed! Granted the stats arn't exactly steller, but when looking at the sheer wieght of skills(and feats!)....
Wow....
I like!
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Jeric Hikari
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by Sunbear » Thu May 24, 2007 12:03 pm
This is still my favorite thread.
My kids watch Zoolander at least once a week (as they have for the past few years...  )
here is a Shrek I tried not sure if its actully right though
Shrek (2001)
Shrek a relatively reclusive and grumpy ogre of the non-hostile varity.
Role: Dreamworks Ogre Warrior 6
Speed: 30 ft
Abilities: Str +5, Dex +2, Con +4, Int +0, Wis +0, Cha -1
Skills: Acrobatics 5 (+10), Climb 9 (+16), Intimidate 9 (+8.), Jump 9 (+16), Notice 4 (+4)
Feats: Armor training (light), Cleave, Lightning Reflexes, Power (Noxious Cloud), Skill Focus (Acrobatics), Talented (Climb/Jump), Tough 2, Weapon training
Bonus Feat: Improved Grab, Startle
Favored Power: Power (Noxious Cloud)
Power: (Con, Rank 9; Difficulty 17; Fatigue Difficulty 13): Noxious Cloud +13
Core Ability: Determination
Combat: Attack +7 (-1 size, +2 Dex) Damage +5 unarmed or +9 two-hand sword Defense +7/+10 Initiative +2 Grapple +15 (+4 size)
Saving Throws: Toughness +8, Fortitude +9, Reflex +6, Will +2
Conviction: 5 Virtue: Kind hearted Vice: Stubborn
Possessions: Clothes, Home in the swamp
Dreamworks Ogre background (using the Designing Alien backgrounds option in the Companion)
Ability Adjustments: +3 Str, -1 Dex, +2 Con
Traits: Large size
Bonus Feat: Improved grab, Startle
Favored Power: Power (Noxious Cloud)
Level Lag: 1
Noxious Cloud
Fatiguing
You can release a cloud of noxious gas around you in an area equal to your Adept level x2 feet. The cloud remains for 3 rounds (less in windy of open spaces). Each round targets in the area must make a Fort save or become nauseated for a round. Targets receive a +2 bonus for each successive save they make vs noxious Cloud in the same scene. Once a target saves versus your noxious cloud they are immune to the effects of the power for the rest of the scene. Adepts using this power are valid targets for their own Noxious Cloud.
 Not by the RAW: His power is new as well as his background and his power ability stat (Con)
 His Noxious Cloud Power of course is his tremendous gas (fart)
Last edited by Sunbear on Sat May 26, 2007 9:06 am, edited 1 time in total.
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Sunbear
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by True20Chick » Fri May 25, 2007 8:49 am
The Ghostbusters are done! They were requested via private message a long time ago, and I finally got around to completing them. Enjoy!
The Ghostbusters (The Ghostbusters, 1984)
“The Ghostbusters” is the name of a paranormal research organization founded by three former professors of parapsychology at Columbia University. The more scientifically minded member, Egon Spengler, discovered a way to interfere with a ghost’s ectoplasm using a nuclear-powered “proton-pack,” and they decided to open a ghost-catching business. The operation is run from a refurbished firehouse on Manhattan. They hired a fourth member, Winston Zeddemore, by placing an ad in the classifieds of the New York Times when business picked up.
Peter Venkman, Ph. D.
“We came, we saw, we kicked its ass!”
Peter is a parapsychologist with a specialty in psychology. He has a sarcastic and flippant demeanor, is something of a womanizer.
Role: Male human Exp3
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +1, Int +2, Wis -1, Cha +3
Skills: Bluff 6 (+14), Diplomacy 4 (+7), Drive 2 (+3), Gather Information 4 (+7), Intimidate 4 (+7), Knowledge (behavioral science, popular culture, streetwise) 6 (+8 ), Knowledge (supernatural) 4 (+6), Notice 6 (+5), Search 4 (+6), Sense Motive 4 (+3), Sleight of Hand 4 (+5), Stealth 4 (+5)
Bonus Feats: Talented (Bluff, Diplomacy)
Favored Feats: Favored Opponent, Smite Opponent
Feats: Challenge (Conversational Paralysis x2), Exotic Weapon Training (proton-pack), Inspire (Complacency), Skill Focus (Bluff), Taunt
Combat: Attack +3 (+2 base, +1 Dex), Damage +5 (proton-pack), Defense Dodge/Parry +3/+2 (+2 base, +1 Dex/+0 Str), Initiative +1
Saving Throws: Toughness +1 (+1 Con), Fortitude +3 (+1 base, +1 Con), Reflex +4 (+3 base, +1 Dex), Will +0 (+1 base, -1 Wis)
Virtue: Forthright; Vice: Lusty
Ray Stantz, Ph. D.
“Well, this is great! If the ionization-rate is constant for all ectoplasmic entities, we can really bust some heads… in a spiritual sense, of course…”
Ray is a parapsychologist with specialties in occult lore, cryptozoology, metallurgy, and alchemy. He is the “heart” of the Ghostbusters, and is the most dedicated to their cause. He reacts to new discoveries with child-like enthusiasm.
Role: Male human Exp3
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +1, Int +3, Wis +1, Cha +0
Skills: Computers 3 (+6), Craft (electrical) 6 (+9), Diplomacy 4 (+4), Drive 2 (+3), Gather Information 6 (+6), Knowledge (art, earth sciences, history, physical sciences, theology and philosophy) 6 (+9), Knowledge (supernatural) 6 (+12), Language (Arabic, Greek, Latin), Notice 6 (+7), Research 6 (+9), Search 4 (+7), Stealth 2 (+3)
Bonus Feats: Skill Focus (Knowledge [supernatural])
Favored Feats: Critical Strike, Favored Opponent
Feats: Dedicated (to the Ghostbusters), Exotic Weapon Training (proton-pack), Inspire (Competence), Skill Focus (Knowledge [supernatural]), Skill Training (x2)
Combat: Attack +3 (+2 base, +1 Dex), Damage +5 (proton-pack), 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 (+3 base, +1 Wis)
Virtue: Enthusiastic; Vice: Naïve
Egon Spengler, Ph. D.
“Well, let’s say this Twinkie represents the normal amount of psychokinetic energy in the New York area. Based on this morning’s reading, it would be a Twinkie thirty-five feet long, weighing approximately six hundred pounds…”
Egon is a man of pure science, which is odd considering is fascination with the supernatural. He is the inventing genius behind the Ghostbusters’ technology. Along with Ray Stantz, Egon was able to create the proton-packs and other unusual equipment used by the Ghostbusters. He’s the most serious member of the Ghostbusters, and by far the most intelligent.
Role: Male human Exp3
Speed: 30 ft.
Abilities: Str +0, Dex +0, Con +1, Int +5, Wis +1, Cha -1
Skills: Computers 6 (+11), Craft (electrical, nuclear) 5 (+10), Gather Information 5 (+4), Knowledge (art, current events, earth sciences, history, life sciences, physical sciences) 5 (+10), Knowledge (supernatural, technology, theology and philosophy) 6 (+11), Language (Arabic, Greek, Latin), Notice 6 (+7), Research 6 (+11), Search 6 (+11)
Bonus Feats: Skill Training
Favored Feats: Favored Opponent, Critical Strike
Feats: Connected, Exotic Weapon Training (proton-pack), Improvised Tools, Master Plan, Skill Training (x2)
Combat: Attack +2 (+2 base), Damage +5 (proton-pack), Defense Dodge/Parry +2/+2 (+2 base), Initiative +0
Saving Throws: Toughness +1 (+1 Con), Fortitude +2 (+1 base, +1 Con), Reflex +1 (+1 base), Will +4 (+3 base, +1 Wis)
Virtue: Intellectual; Vice: Aloof
Winston Zeddemore
“Ray, when someone asks you if you’re a god, you say ‘YES’!”
Winston Zeddemore is the only member of the Ghostbusters who is not a scientist. Despite that, he is probably the Ghostbuster with the most common sense. He’s the “everyman” on the team, and often is able to find solutions to problems the others overlooked.
Role: Male human War3
Speed: 30 ft.
Abilities: Str +2, Dex +0, Con +2, Int +0, Wis +1, Cha +1
Skills: Climb 4 (+6), Drive 4 (+4), Intimidate 4 (+5), Jump 4 (+6), Knowledge (current events) 4 (+4), Notice 4 (+5), Sense Motive 4 (+5)
Bonus Feats: Jaded
Favored Feats: Inspire, Jack-of-All-Trades
Feats: Attack Focus (proton-pack), Exotic Weapon Training (proton-pack), Favored Opponent (ghosts), Iron Will, Seize Initiative, Tough
Combat: Attack +3 (+3 base), Damage +5 (proton-pack), Defense Dodge/Parry +3/+5 (+3 base, +0 Dex/+2 Str), Initiative +0
Saving Throws: Toughness +3 (+2 Con, +1 Tough), Fortitude +5 (+3 base, +2 Con), Reflex +1 (+1 base), Will +4 (+1 base, +1 Wis, +2 Iron Will)
Virtue: Honest; Vice: Brusque
Proton-Pack
“Why worry? Each one of us is carrying an unlicensed nuclear accelerator on his back.” —Peter Venkman
The main piece of equipment used by the Ghostbusters is the proton-pack. It is a heavy, backpack-sized energy cell connected to a wand-like stock by a length of power cable. The proton stream is notoriously unwieldy, requiring great skill and precision in order to hit the target.
Damage: +5 electrical damage to physical targets, or +5 to grapple checks vs. incorporeal entities
Critical: 20
Range Increment: 30 ft.
Weight: 35 lbs.
Use: With a successful attack against an incorporeal target, the wielder of a proton-pack is allowed to make a grapple check as a free action as if he had the Improved Grab feat. The grapple check is made using 5 + the wielder’s combat bonus versus the target’s combat bonus + its Charisma. With a successful pin, the wielder can hold an incorporeal creature in place, or, with another successful grapple check, move it into position over a ghost trap for capture.
Crossing the Streams
“Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light.” —Egon Spengler
Crossing proton streams can cause a backlash capable of dissolving the bonds that hold matter together. This deals +5 energy damage per proton stream to the target and all matter within 20 ft. per stream as an area attack.
Slimer, a.k.a. the Spud, a.k.a. Onionhead
Slimer is a gluttonous ghost (a class 5 full-roaming vapor, according to Ray Stantz) who haunted the Sedgewick Hotel before he was captured by the Ghostbusters. His ectoplasm has a greenish tint to it, and his form is a tapering, irregular blob with two arms and a face bearing a huge, gaping mouth. Even though he can gain no sustenance from material food (it passes right through him) Slimer is obsessed with eating and attempts to do so if given the chance.
Role: Small Undead Exp1 (Augmented, Incorporeal)
Speed: 40 ft. fly (perfect)
Abilities: Str — (+1), Dex +2, Con —, Int +0, Wis +1, Cha +4
Skills: Bluff 4 (+8 ), Craft (Cooking) 4 (+7), Intimidate 4 (+8 ), Knowledge (supernatural) 4 (+4), Notice 4 (+13), Search 4 (+12), Sense Motive 4 (+5), Sleight of Hand 4 (+6), Stealth 4 (+18 )
Bonus Feats: Skill Focus (Craft [Cooking]), Power
Favored Feats: Quicken Power, Seize Initiative
Feats: Improved Speed, Move-by Action, Seize Initiative, Set Up
Powers: Rank 4, Cha, bonus +8; Move Object
Traits: Darkvision 60 ft., Manifestation, Move Object, Rejuvenation, Slime, Undead, Unnatural Aura
Combat: Attack +3 (+1 size, +2 Dex), Defense Dodge/Parry +7/— (+1 size, +2 Dex, +4 Cha), Initiative +2
Saving Throws: Toughness −1 (−1 size), Fortitude +0, Reflex +4 (+2 base, +2 Dex), Will +1 (+1 Wis)
Virtue: Loyalty; Vice: Gluttony
Slime
“He slimed me…” — Peter Venkman
Apparitions in the Ghostbusters universe can have this ability in addition to the selection of abilities in the True20 Bestiary.
Slime: As a full-round action, an apparition can move through a corporeal opponent (up to the limit of its movement) and cover it with ectoplasmic slime. This requires a successful attack roll to hit. If hit, the opponent must succeed on a Will save (Difficulty 10 + 1/2 apparition’s total levels + apparition’s Charisma) or be nauseated for 1 round. If the opponent fails the Will save by more than 5, he is nauseated for 2 rounds.
Creation Notes
 These are the Ghostbusters mostly from the movies, but with some influence from the cartoon. All are by the RAW.
 Slimer is also by the RAW; a 1st level Expert with the Apparition (ghost) template applied.
Last edited by True20Chick on Tue Nov 13, 2007 3:02 am, edited 7 times in total.
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True20Chick
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by William1968 » Fri May 25, 2007 9:40 am
Jeric Hikari wrote:I am Impressed! Granted the stats arn't exactly steller, but when looking at the sheer wieght of skills(and feats!)....
Wow....
I like!
Stat-wise, Sheridan's only above average in the intelligence and dexterity departments. Where he excels is in leadership, tactics and sheer force of personality.
DeLenn to be statted soon.
"The Constitution's a piece of paper. A kick in the head is a jolt."
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William1968
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by Jeric Hikari » Fri May 25, 2007 10:50 am
Well thats why I liked your rendition of Sheraden. He's NOT that physical of a person and he's just a normla man thrust into extream conditions. Its where his learned skills and natural apptitudes have let him excell that I'm impressed.
Good Job. 
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Jeric Hikari
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by William1968 » Fri May 25, 2007 5:54 pm
Thank you.
"The Constitution's a piece of paper. A kick in the head is a jolt."
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William1968
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by Jeric Hikari » Fri May 25, 2007 6:17 pm
Now then I can't wait to see your rendition of Deleen.
Or better yet, Kosh.
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Jeric Hikari
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by Kommando » Fri May 25, 2007 7:57 pm
Woohoo! Somehow I have to use these guys (Ghostbusters) in a game of the week, with perhaps your Addams family as well. Though I would be tempted to "Scooby-Doo-ize" the rules and drop lethal damage, and add lots of Sanity checks from AoO.
Thanks True20Chick!
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by Sunbear » Sat May 26, 2007 9:01 am
True20Chick
The D20 ghostbusters are totally frickin' sweet. Please do Slimer...
Check out the parry bonus and bonus feat on Winstone..may need a slight edit.
Also I was looking to do TMNT then I seen your Shreeder build. Can you possible make the Turtles as well? the lowest I could figure them is level 6 but then they would mop the floor with your Shredder build. I figure you can make a 4-5 level turtle team.
thanks and great job as always.
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Sunbear
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by Sunbear » Sat May 26, 2007 10:02 am
Puss n Boots (2004)
A swashbuckling kitty cat and ladies man. Despite his small size, Puss is a capable fighter even outnumbered against much larger oppenents. He is skilled with a sword and often practically dances around his enemies who can't keep up with him.
Role: Humanoid (Anthropomorphic Animal [cat]) 1/ Expert 4
Size: Small
Speed: 30 ft
Abilities: Str -2, Dex +4, Con +0, Int +0, Wis +1, Cha +4
Traits: Scent, Racial skill bonus’ (+8 Acrobatics and Jump, +4 Climb and Stealth), use Dex in place of Str for Climb/Jump skills
Skills: Acrobatics 4 (+16), Bluff 4 (+8.), Climb 4 (+12), Diplomacy 6 (+10), Escape Artist 6 (+10), Jump 0 (+12), Know (Streetwise) 3 (+3), Language 1 (Spanish), Notice 6 (+7), Sense Motive 6 (+7), Stealth 2 (+14)
Feats: Attack Focus (rapier), Defensive Attack, Move by Action, Night vision, Weapon training
Core Ability: Expertise
Combat: Attack +8 (+1 size, +4 Dex) or +9 rapier Damage -1 unarmed (claw) or -1 small rapier (18-20/+3) Defense +8/+2 Initiative +4 Grapple -3 (-4 size)
Saving Throws: Toughness -1, Fortitude +3, Reflex +8, Will +2
Conviction: 5 Virtue: Daring Vice: Manipulative (cat eyes/feline-izing)
Possessions: Fancy hat with feather, fancy gloves, fancy oversized boots, Small rapier
 Puss uses Anthropomorphic animal template on page 42 of the True20 Companion.
 Since he doesn’t have a background does that means no favored feats etc?
 Also, does his level as a humanoid cat add to his level dependent abilities such as Conviction/Skill caps/ability increases (at 6th etc), I have considered that they do. This was a curious build for me. I’m not nearly confident I got it right.
Donkey (2001)
from wikipedia
Donkey enjoys singing and idle chatter - usually to the annoyance of everyone else. He has an enormous sweet tooth, as well. He loves parfaits, cake, and waffles - and is known to "go weak in the knees for an upside-down coconut soufflé with mango chutney sauce." He sees nothing more or less than a Dutch fudge torte with cinnamon swirls in the enchanted smoke of Merlin's bonfire. His love of sweets extends to the choice of names he bestowed on his children; his three boys are named Bananas, Peanut, and Parfait, while one of his girls is Coco.
Some of Donkey's foibles include acrophobia, colorblindness, hypochondria, cowardice, and proneness to blind panic in an emergency situation. He has a rather short attention span and is extremely impatient. He is rather naïve, and is at times oblivious to the use of tact in some delicate situations.
Role: Supernatural beast 2
Speed: 30 ft
Abilities: Str +0, Dex +1, Con +1, Int +0, Wis +0, Cha +1
Traits: Scent, gains +2 on Acrobatic checks relating to balance
Skills: Acrobatics 2 (+3*), Notice 4 (+4), Perform (Sing) 4 (+5)
Feats: Endurance, Night vision (b)
Combat: Attack +3 (+1 Dex) Damage -0 unarmed (kick) Defense +2/- Initiative +1 Grapple +2
Saving Throws: Toughness +1, Fortitude +4, Reflex +4, Will +0
Conviction: 3 Virtue: Loyal Vice: Cowardly
Possessions: Friendship with an Ogre
 Unlike other supernatural beasts Donkey does not have Darkvision
 Not having a background or heroic Role Donkey gains no Core ability or favored feats.
 Donkey is a supernatural beast by virtue of his increased Int and Cha scores, otherwise he just like a normal Donkey.
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Sunbear
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by True20Chick » Sat May 26, 2007 10:05 am
Sunbear wrote:Check out the parry bonus and bonus feat on Winstone..may need a slight edit.
How did I miss his bonus feat? Ah well ... It's fixed. I gave him Jaded, from the True20 Companion. Of all of the Ghostbusters, he's the one who seemed to maintain his composure the most in the face of supernatural danger.
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by bssteph » Sun May 27, 2007 7:15 am
In joking about how often I change things in my IRC game, we got on the subject of what I should immediately convert to next. So as a "challenge", I submit any or all of the following:
* Pinky and the Brain
* The Goodfeathers
* Optimus Prime (from any generation/cartoon/comic etc.)
I wait with bated breath. :)
I'm certainly no pro at this but I might try some if I find time later.
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bssteph
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by cthughua » Sun May 27, 2007 1:36 pm
bssteph wrote:I wait with bated breath. 
That's not good for your health.
Bluntly ridiculous!
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by William1968 » Sun Jun 03, 2007 9:30 am
DeLenn, Of the Family Mir(Babylon 5, Warner Bros. Syndicated/TNT 1993-1999)
"All life is transitory, a dream...if I do not survive this, then we will meet again, in a little while, in the place where no shadows fall."
—from "Confessions And Lamentations"
"Faith manages."
—Ibid
"Life is my great cause."
—from "Comes the Inquisitor"
"The only Human captain to defeat the Minbarri in battle is behind me. You are in front of me. If I were you, I would be someplace else."
—from "Severed Dreams"
"Valen said 'will you follow me into fire?' Will you follow, Shakiri?"
—from "Conflicts Of Interest"
"I think I understand now...I'd crawl through Hell and five miles of solid rock just to see that smile again."
—Mac discussing Sheridan and DeLenn's relationship with his fellow maintenance worker Bo, in "A View From the Gallery"
Chosen by the leader of the Minbarri people, Dukhat, to be his student and successor, when a mere acolyte, DeLenn of Mir proves to be a quick study, rising to the rank of Sa'tai, one of the nine members of the ruling Grey Council.
Maddened by grief over the murder of her mentor by the Earth ship Prometheus—following a tragic misunderstanding—hers is the deciding vote plunging her people into a genocidal war against the Humans, a genocide just narrowly averted at the Battle of the Line, when the Minbarri capture Jeffrey Sinclair and discover—through the use of the triluminary—that he is the reincarnation of Valen, the Minbarri not born of Minbarri responsible for the establishment of modern Minbarri society and their success against the Shadows a thousand years prior.
Sent to Babylon 5 to watch over Sinclair, DeLenn continues making enemies of the warrior caste and of the rest of the Grey Council, especially after undergoing a transformation into a Human-Minbarri crossbreed to balance Sinclair's coming transformation to take on the role of Valen. Cast out of the Grey Council in favor of her rival Neroon, she is retained as B5's ambassador and finds love in the arms of its new commander, John Sheridan, the two of them together forming a partnership accomplishing greater things than either of them alone ever could.
In the process, DeLenn breaks the Grey Council, only to reform it following the destructive civil war between religious and warrior castes, a civil war which sees Neroon undergo a transformation of his own, helping DeLenn acheive a resolution to the tensions between castes, sacrificing himself to the Starfire Wheel for DeLenn and their people.
Also, as the series progresses, DeLenn finds out that she is Sinclair's descendant.
Role: Female Minbarri/Human Expert 18
Core Ability: Expertise
Speed: 30 ft.
Abilities: Str +1, Dex+2, Con +1, Int +3, Wis +3, Cha +3
Skills: Bluff 12(+15), Diplomacy 12(+15), Gather Information 12(+15), Intimidate 12(+15), Knowledge(Earth history)6(+9), Knowledge(Minbarri culture) 11(+14), Knowledge(Minbarri history) 11(+14), Knowledge(Minbarri law) 8(+11), Knowledge(Minbarri theology)12(+15), Knowledge(First Ones) 9(+12), Knowledge(tactics) 12(+17), Notice 8(+11), Perform(oratory) 12(+20), Pilot 15(+17), Sense Motive 15(+18).
Bonus Feats: Master Plan
Favored Feats: Mind Over Body, Fascinate(Perform(oratory))
Feats: Attractive, Benefit[*], Benefit[High-ranking member of the religious caste], Benefit[Chosen of Dukhat], Connected, Dedicated[Minbar], Dedicated[Religious Caste], Dedicated[Rangers], Dedicated[**], Diplomatic, Exotic Weapons Training(Minbarri Fighting Pike), Firearms Training, Inspire, Iron Will, Leadership, Mass Suggestion, Renown, Skill Focus(Perform(oratory)), Skill Training(Knowledge(Tactics), Perform(oratory)), Suggestion, Well-Informed.
Combat: Attack +14(+12 role,+2 Dex), Damage +6(ranged; PPG pistol)/ +4(Minbarri fighting pike), Defense +14(+12 role, +2 Dex), Initative +2(+2 Dex)
Conviction: 12(using optional Conviction rules in core rulebook)
Saving Throws: Toughness +2 (+2 Cha), Fortitude +12 (+10 base, +2 Cha), Reflex +7 (+5 base, +2 Cha), Will +9 (+5 base, +2 Cha, +2 Iron Will)
Virtue: Compassionate
Vice: Naive where her people, friends, and caste are concerned
Reputation: +8
Wealth: +7
*If set between "The Gathering," and "Acts Of Sacrifice," then Benefit(Sa'tai); if set between "Acts Of Sacrifice" and "Grey 16 Is Missing," then Benefit(Co-Leader Of the Army Of Light); if set between
"Grey 16 Is Missing" and "Objects At Rest ," then Benefit(Head Of the Rangers).
**If set between "The Gathering," and "Acts Of Sacrifice," then Dedicated(Grey Council); if set between "Acts Of Sacrifice" and "Sleeping In Light," then Dedicated(Interstellar Alliance).
NOTES
 DeLenn's stats are modified by the background listed below:
Minbarri Background:
Ability Adjustments: +1 Str and Con, +2 Dex
Bonus Skills: One at first level in addition to hero's role
Bonus Feats: One bonus feat of hero's choice.
Favored Feats: Either two additonal feats available regardless of role for non-telepaths OR Mind Reading at +(character level) for Minbarri telepaths.
Role Restrictions: Warrior-caste Minbarri cannot take Adept levels—unless they switch castes—while most worker-caste Minbarri will be Ordinaries. Minbarri telepaths will automatically be members of the religious caste and may only take Adept levels.
plus the six points initially available at character creation and her adjustments due to level.
 Her character level is as of the end of "Objects At Rest," from the semi-apochryphal fifth season on TNT...and there's not really that much difference in level before then. She is more expirienced, in many ways, than Sheridan, only her own faith in the goodness of her people, her caste and her friends blinding her at times.
I used the optional Conviction rules in the core rulebook, simply because she has a hell of a lot of Conviction.
I admit I might have fudged the stats a little, but she's one of my three favorite characters on the show, so....
(Incidentally, mir is Russian for either "Earth" or "community")
Last edited by William1968 on Mon Jun 04, 2007 7:29 am, edited 1 time in total.
"The Constitution's a piece of paper. A kick in the head is a jolt."
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William1968
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