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 True20Chick » Tue Sep 11, 2007 9:54 pm

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

Postby Anime » Tue Sep 25, 2007 6:38 pm

Now I know this isn't exactly a character, but I don't care. :D Here is that tiny and nasty space-spider from the '98 movie, Lost in Space (plus bonus material!).


SPACE-SPIDER
Source: Lost in Space (1998)

A space-spider is a rather sinister looking creature, with a disc-shaped body, three legs that split at the knee into two lesser legs each, and a nasty mouth filled with very wicked teeth.

Tiny 2nd-level Animal [arthropod, lithivore, parasitoid, vacuum]
Speed: 20 ft., Climb 30 ft.
Abilities: Str +2, Dex -1, Con +2, Int -4, Wis +0, Cha +0.
Traits: Damage reduction +2/-, Darkvision 90 ft., Implant
___________________________________
Skills: Climb 0 [+8], Jump 4 [+6], Stealth 0 [+8].
Feats: Improved grab, Night vision*. * Bonus feat.
___________________________________
Combat: +1 base; melee +2 [-1 dex, +2 size], grapple -6 [+2 str, -8 size].
Damage: claw +3 ]slashing; +2 str]; bite +5 [piercing; +2 str].
Defense: +1 base; Dodge 12 [-1 dex, +2 size].
Initiative: -1 [-1 dex].
Saving Throws: Toughness +2 [+4 natural, -2 size]; Fort. +3 [+2 con]; Ref. +2 [-1 dex]; Will +0 [+0 wis).

• Tiny: Space-spiders are tiny creatures, and receive the following modifications: +2 combat bonus, -8 grapple modifier, +8 stealth bonus, -2 toughness, and 1/2 carrying capacity.
• Racial Bonuses: Receives a +8 racial bonus to climb checks.

• Bite: The space-spider can only use it's bite attack only after getting into a grapple with an opponent.
• Damage Reduction: Space spiders have a tough, metallic exoskeleton that affords them Damage Reduction of +2/-. (I gave this ability because as in the movie, even the giant robot's blasters didn't kill some of them in one shot. Plus when Major West shot the first one, the blast bounced harmlessly off the creature, but later was able to kill them by using the empower pistol/rifle weapon.)
• Implant: When a space-spider damages a creature with one of its natural attacks, it can lay an egg inside the creature. The young larva emerges from the egg about 5 days later, literally devouring the host from inside. The host takes 1 point of Constitution damage per day for three days, at which point a fully grown adult parasitoid creature emerges, dealing an additional 2 points of Constitution damage to the host. A successful use of the Cure Disease supernatural power rids a victim of the egg, as does a Difficulty 25 Medicine check. If the check fails, the healer can try again, but each attempt (successful or not) deals +2 damage to the patient.
• Lithivore: Lithivores are silicone-based organisms that are capable of consuming inorganic material such as sand and rocks. They are much denser than carbon-based organisms, and are usually capable of surviving in a broader range of environments. A lithivore gets a bonus to Toughness equal to one and a half times its Constitution. Lithivores have immunity to poison, sleep effects, paralysis, radiation and stunning. Lithivores eat and breathe, but do not require sleep.

Write-Up Notes
• As suggested in the True20 Bestiary, I went with the animal type and gave it the [athropod] subtype. Other then that, it is strictly RAW.
• In the movie the space-spider was able to mutant the doctor into a rather nasty-looking creature. The creature seemed to become stronger, gain an exoskeleton, and the ability to climb despite being a bit ugly, it didn't seem to have any truly negative side-effects, making it a tempting idea to become infected by one; as such, I gave it the [parasitoid] subtype and the associated Implant ability instead.



Blaster Pistol and Carbine Kit
Here is that nifty blaster pistol that can turn into a blaster carbine! :D

• Blaster Pistol: This small-size blaster pistol has a voice-activation feature enabling it to be only used with the correct voice print, or by everyone if activated in such a manner. This weapon deals +4 energy damage, a threat range of 20/+3, has a 40 ft. range increment. It requires the Firearms feat to be used proficiently. Purchase DC of 15.
• Carbine Kit: This kit allows the pistol to be modified into a small, carbine rifle. It comes with detachable shoulder stock, targeting scope, and a dual-barrel for increased power and range. When all the attachments are used, the weapon gains the following benefits: a +1 bonus to attack rolls, a 60 ft. range increment, and does +7 energy damage with a threat range of 20/+3. The weapon's size increases to Medium as well. It requires the Firearms feat to be used proficiently. It takes one Full-round action to assemble. Purchase DC is 12.
User avatar
Anime
 
Posts: 78
Joined: Tue May 30, 2006 10:15 pm
Location: Washington state

Postby Doctor J » Sat Sep 29, 2007 10:17 pm

[ Created for my Penny Dreadful True20 game of Victorian steam-pulp, scientific romance, and horror. ]

Inspector LeStrade

Image
“… the best of the professionals, I think.” Sherlock Holmes on LeStrade, “The Hound of Baskervilles”

4th-level Expert (Expertise, good Will save)
Abilities Str +0, Dex +1, Con +2, Int +1, Wis +2, Cha –1
Background Consulting Detective
Skills Bluff 6 (+5), Diplomacy 4 (+3), Disable Device 6 (+7), Gather Information 7 (+9), Intimidate 6 (+5), Knowledge (current events) 6 (+7), Knowledge (popular culture) 4 (+5), Knowledge (streetwise) 6 (+7), Notice 6 (+8 ), Search 6 (+7), Sense Motive 6 (+8 ), Stealth 6 (+7)
Feats Excellence (Knowledge [Streetwise]), Improved Disarm, Iron Will, Firearms Training (B), Skill Focus (Gather Information), Tireless, Track, Urban Tracking, Well-Informed (B)
Combat Attack +4; Damage +0 unarmed; Defense +4; Initiative +1
Saving Throws Toughness +3; Fortitude +2; Reflex +2; Will +8; Sanity +3
Conviction 4; Wealth +8; Reputation +2 (+4 with Excellence); Virtue Determined; Vice Stubborn
Equipment Men’s suit, bowler hat, pocket watch, jackknife, handcuffs

Inspector G. LeStrade is one of the most well-known detectives in Scotland Yard, having been credited with the apprehension of nefarious criminals as well as for the successful conclusion of several otherwise impenetrable mysteries. In some of these cases, he might admit in private, he had the assistance of a certain Consulting Detective, but LeStrade is quick to point out that he did all the heavy lifting.

Physically, LeStrade is “a lean, ferret-like man, furtive and sly-looking.” He does not usually carry a firearm, but if he is expecting trouble he will slip a short-barreled British Bulldog double-action revolver (+4 damage, range 30 ft, 5 rounds) into his coat pocket.

To his credit, LeStrade is a particularly diligent and persistent detective. He is not especially brilliant however, and often begins a case with the wrong hypothesis, jumping to unfounded conclusions. It can be very difficult to persuade him he is wrong. But eventually he will run down every lead, question every suspect, clarify every alibi, and chase the culprit to the farthest reaches of the Empire. Some criminals escape him, but most enjoy an illusion of freedom for a time before being brought to justice.

:arrow: Sanity saves come from the True20 Companion. I use a Charisma-based save which is a good save for all heroic roles.
:arrow: LeStrade's "Consulting Detective" background gave him Urban Tracking and Jack of all Trades as Favored Feats (only the former of which he has so far selected), and 4 ranks in Gather Information and Notice.
:arrow: I am aware that a series of novels starring LeStrade were penned in the late 20th century. I have not considered them canon.
Author of Arthur Lives! for True20, and Escape from Alcatraz! and Organized Crime for Mutants & Masterminds 2E.
User avatar
Doctor J
 
Posts: 74
Joined: Wed Apr 26, 2006 2:58 pm
Location: Riverside, CA

Postby Doctor J » Sat Oct 13, 2007 9:31 pm

Dr. Nikola, Criminal Genius

“I think you will allow, Mr Hatteras, that half the world is born for the other half to prey upon!”

Image

Dr. Antonio Nikola
10th level Mesmerist (Core Ability Post-Hypnotic Suggestion), 4th level Expert (good Will save)
Abilities Str +2, Dex +1, Con +1, Int +4, Wis +2, Cha +5
Background Rogue
Skills Bluff +16, Concentration +15, Craft (chemical) +16, Diplomacy +11, Disguise +16, Gather Information +17, Knowledge (business) +11, Knowledge (current events) +15, Knowledge (history) +15, Knowledge (life sciences) +19, Knowledge (physical sciences) +15, Knowledge (streetwise) +17, Knowledge (supernatural) +20, Knowledge (theology) +15, Medicine +18, Stealth +12
Feats Canny Dodge, Connected, Familiar (Apollyon), Firearms Training (B), Jack-of-all-Trades, Leadership, Lucky (B), Master Plan, Surgery, Weapons Training, Well-Informed
Powers Body Control +15, Dominate +15, Enhance Ability +15, Mind Reading +15, Mind Touch +15, Psychic Shield +15, Scrying +15, Sleep +15, Suggestion +15
Combat Attack +9; Damage +2 unarmed or +3 revolver or +4 sword cane; Defense +13; Initiative +1
Saving Throws Toughness +1; Fortitude +10; Reflex +10; Will +16; San +14
Conviction 9; Wealth +24; Reputation +5; Virtue Charming; Vice Manipulative
Equipment Revolver, sword-cane, good suit

“...He has had reason to know that I am pitting my wits against his, and he flatters himself that so far he has got the better of me. That is because I am drawing him on. I am maturing a plan that will make him a poor and a very miserable man at one and the same time...”

Antonio Nikola was born in Venice in 1856; his mother was a member of the great Revecce family, but she had fallen on hard times and married a wealthy Venetian many years her senior. When her son was three, the old man died and Revecce married again, this time to the Spanish governor of Cuba. But when mother and son arrived in Cuba, they learned the marriage was a bigamous one and the governor already had a wife and son. The Venetians were abandoned and eked out a life of poverty for two more years until Nikola’s mother died. The boy was adopted by an elderly couple, and Nikola’s foster father was exceptionally learned in the occult and other scholarly pursuits. This was the boy’s first exposure to the occult world, but over the next several years he learned voraciously.

Around the time that Nikola’s foster parents died, the Governor was casting about Cuba for a companion who could keep his own son company. Nikola, who as an adolescent was the perfect age, was adopted by the Governor, who only realized he had taken in the son of the woman he had wronged when the lad showed up in person at the Governor’s mansion. The next few years were very hard for Nikola, as he was abused constantly by his stepfather and ten-year-old stepbrother. He was whipped and forced to ensure the constant slander of his mother’s memory. When he rashly attacked his stepbrother with a knife, the Governor had Nikola tortured with red hot pincers. The scars all up and down his arm would remain with him the rest of his life.

An attempted revolt by Cuba’s peasants against their Spanish masters gave Nikola the cover he needed to flee the island. He traveled for a few years before his pursuit of occult studies led him to an Oxford don whose arcane studies had gotten him thrown out of accepted academic circles. Under this man’s tutelage, Nikola’s powers grew and he learned of a mysterious Tong: an ancient Chinese secret society based in Tibet. Nikola’s efforts to command the power and knowledge of this Tong have come to dominate his life ever since. In his early twenties, he traveled extensively in the Far East, improving his skill at mesmerism at the foot of a woman in Benares, India and pulling together threads of influence that would become a web of global crime with him at its center. Within the last decade, he has personally executed criminal enterprises in India, Malaysia and Japan, and his agents have worked in locations as disparate as Nashville, New Zealand, Brussels, and Novgorod. The King of Korea, the sultan of Borneo, the coal porters of Port Said, the Buddhist priests of Ceylon, the priests of Manila, the monks of Tibet, the government of Siam and the French colonial authorities of Saigon all fear his name, but it was in China that he earned his sobriquet, “the man with the Devil’s eyes.”

Somewhere along the line, perhaps even at Oxford where he studied under his old friend the don, Nikola became a doctor. Interested in bizarre experiments and vivisection, he has no compunctions about operating on human subjects. His lair is a potpourri of hideous specimen jars containing the viscera of dozens of patients and occult tools liberated from arcane collections throughout Europe and, especially, the East. He’s currently using his skill with chemistry to develop a quick-acting and reliably sleep gas, with which he hopes to perform extreme mischief and mass-murder.

Despite his criminal habits and his obsession with controlling the Chinese tongs, in person Nikola is quite charming and genial. He is curiously reluctant to kill his adversaries, and may be rather in need of intelligent company. When he once kidnapped the fiancée of an adversary, he was a perfect gentleman to her and, when she escaped and finally married Nikola’s foe, he even sent her diamonds and a note which read, “With heartiest congratulations and best wishes to Lady Hatteras, in memory of an unfortunate detention and a voyage to the Southern Seas, From her sincere admirer, Dr. Nikola.”

“In stature he was slightly above the ordinary, his shoulders were broad, his limbs perfectly shaped and plainly muscular, but very slim. His head, which was magnificently set upon his shoulders, was adorned with a profusion of glossy black hair; his face was destitute of beard or mustache, and was of oval shape and handsome moulding; while his skin was of a dark olive hue, a colour which harmonized well with his piercing black eyes and pearly teeth. His hands and feet were small, and the greatest dandy must have admitted that he was irreproachably dressed, with a neatness that bordered on the puritanical. In age he might have been anything from eight-and-twenty to forty; in reality he was thirty-three.”

Nikola’s Henchmen and Allies The Doctor has recently recruited three special agents on whom he has come to rely. None of them have met each other, nor have they ever met Nikola face to face. Their names are Eastover, William Prendergrast, and Baxter. The first arranges for the use of houses and equipment; he lays the groundwork for many of Nikola’s schemes and is of above-average intelligence. Prendergrast is a pock-marked and cruel enforcer, quick with a knife and an excellent shot with revolver or rifle. Baxter, the most cowardly of the three, is a veteran confidence man, educated and a master of several languages. He assassinates through the use of poison. Nikola is also served by Ah-Whin, a 6’3” Chinese deaf mute whose nose has been slit and ear severed due to torture. Skill at lipreading allows him to understand his master’s commands. Nikola’s constant companion is Apollyon, an Ab-Natural black cat whom Nikola rescued from the streets of India. Nikola can see through the animal’s eyes and seems to have psychic contact with it. Finally, Nikola has a habit of collecting freaks of all kinds, from albino dwarfs to those suffering debilitating deformities. Virtually any living thing imaginable could be found in his lair.

“...Presently, when all is complete I shall press the lever, the machinery will be set in motion, and you will find yourself being slowly and surely ground into powder. Then you will hand over what I want, and be sorry you ever thought to baulk Dr. Nikola!”

• Dr. Nikola is the star of five novels: A Bid for Fortune (1895), Doctor Nikola (1896), The Lust of Hate (1898), Doctor Nikola’s Experiment (1899), and Farewell, Nikola (1901). He is a master criminal on the scale of Moriarty and was enormously popular in his time, now forgotten. Almost: he is mentioned in Alan Moore’s League of Extraordinary Gentlemen (as a possible pseudonym for Sherlock Holmes) and in Kim Newman’s Anno Dracula, among other modern pastiches. This writeup is as of the beginning of A Bid for Fortune.
• Nikola's Mesmerist role is based on that of the "Psychic" found in the True20 Companion, but the power list is different. The Mesmerist uses Charisma as the primary ability score for power use. His Core Ability allows him to point at a character whom he has spent time alone with in a previous scene within the last 10 days, telling the Narrator, "I mesmerized that person earlier." Nikola's player then immediately can use Mind Touch and any other single power on the chosen target. Although the power takes effect immediately, Nikola actually used it on the target days ago and it is only now being activated.
• Obviously Nikola has far more ability score points than a player character. Well, he just does.
• Nikola's Rogue background models the upper-class criminal. In addition to his listed bonus feats, it also granted him some skill points and the Favored Feats Master Plan and Skill Mastery.
• Appolyon has not been seen to speak.
• I use a feat for Surgery, with rules adapted from the Saga Edition of Star Wars.
• Some characters just have too many good quotes for me to pick just one.
Author of Arthur Lives! for True20, and Escape from Alcatraz! and Organized Crime for Mutants & Masterminds 2E.
User avatar
Doctor J
 
Posts: 74
Joined: Wed Apr 26, 2006 2:58 pm
Location: Riverside, CA

Postby timemrick » Sun Oct 14, 2007 4:02 am

Dr. Nikola also appears in one of the stories in Shadows Over Baker Street, a collection of Cthulhu Mythos/Sherlock Holmes stories. (Reading your write-up here was convenient timing, otherwise I wouldn't have any clue about Nikola's existence outside that one story.)
Tim Emrick, Keeper of the Freeport Errata
http://timsrpgerrata.wikispaces.com/
User avatar
timemrick
 
Posts: 405
Joined: Wed Jan 09, 2002 4:00 pm
Location: Boston, MA

Postby timemrick » Sat Nov 10, 2007 7:20 am

The Adventures of Baron Munchausen (1988)

"I'm Baron Munchausen. You may have heard of me."

Hieronymous Karl Frederick, Baron von Munchausen (Rep +6)
Type: 9th Level Humanoid (Human Expert 9)
Size: Medium
Speed: 30 ft.
Abilities: Str +0, Dex +2, Con +0, Int +2, Wis -2, Cha +5
Skills: Bluff 12 (+17), Craft (writing) 6 (+8 ), Diplomacy 12 (+17), Handle Animal 12 (+17), Knowledge (civics) 12 (+14), Knowledge (geography) 12 (+14), Knowledge (tactics) 8 (+10), Languages 2 (Arabic, English, French, German, Turkish), Notice 6 (+4), Perform (dancing) 12 (+17), Perform (oratory) 12 (+17), Ride 12 (+17), Swim 6 (+6)
Feats: Canny Dodge (Int), Cleave, Connected, Fascinate (Perform), Jack-of-All-Trades, Leadership, Lucky(B), Move-by Attack, Renown, Taunt, Vehicular Combat, Weapon Training, Well-Informed
Traits: Expertise
Combat: Attack +8 (+6 base, +2 Dex) (+9 with mwk rapier), Damage +2 (rapier, 18-20/+3), Defense Dodge/Parry +10/+8 (+6 base, +2 Dex/+0 Str, +2 Int), Initiative +2; Conviction 7 [Daring/Boastful]
Saving Throws: Toughness +0, Fortitude +8 (+3 base, +0 Con, +5 Cha), Reflex +10 (+3 base, +2 Dex, +5 Cha), Will +9 (+6 base, -2 Wis, +5 Cha)

The Baron relies heavily upon the unique abilities of his bizarre entourage of servants:

    Bucephalus, his white warhorse, who can make prodigious leaps without harm.
    August, a greyhound [whose special abilities are not shown in the movie].
    Berthold, a clownish man with hyperdeveloped leg muscles. The fastest man in the world, he can run thousands of miles in a single hour. When not performing special missions, he wears weighted shackles on his legs to keep himself from running off.
    Albrecht, a gigantic black man. The strongest man in the world, he can carry tons on his back, and pick up and throw immense objects (even ships!).
    Adolphus, a tall thin man with spectacles and a long, custom-made musket. He can see--and shoot--halfway around the world.
    Gustavus, a dwarf with huge ears. He can hear incredible distances, and even further with his ear to the ground. He can also create intense blasts of wind with his lungs.


Design Notes:
:arrow: Baron Munchausen claims to never tell any lies--and in his own view of reality, he doesn't. However, his own tales of his deeds are so outrageous that few are willing to believe them, so he has acquired a dubious reputation for telling impossible tales. Whether he is a liar or not, he still gets quite a bit of mileage out of his Bluff skill for diversion, feinting, seduction (beautiful women are one of his infamous weaknesses), and conversational paralysis, as well as the Taunt feat.
:arrow: I haven't made any attempt to stat up his most outrageous actions, such as riding a cannonball, pulling himself into the air by his pigtail, or returning from certain death. If such deeds are not merely outrageous lies, then apparently the Baron can manipulate reality itself to some extent (much like some uses of Dream Conviction in Nevermore).
:arrow: His servants are likewise difficult to stat up in True20. Each has one or two tricks that defy the laws of physics, but otherwise are fairly unexceptional minions. [In the movie, they have also aged and lost their unique powers--until the Baron finally regains enough of his own youth to inspire them to remember how to use their talents.]
:arrow: While the Baron makes frequent use of his Conviction (and his core ability), his Virtue and Vice insure than he also replenishes those points quickly.
Tim Emrick, Keeper of the Freeport Errata
http://timsrpgerrata.wikispaces.com/
User avatar
timemrick
 
Posts: 405
Joined: Wed Jan 09, 2002 4:00 pm
Location: Boston, MA

Postby Kendermage » Mon Nov 12, 2007 8:26 pm

Samuel James Witwicky, Transformers ( 2007)
Quote “I was wondering if... if I could ride you home, I - I mean if I could give you a ride home.”

Concept (Role): Ordinary 1/Expert 1
Background: Human
Abilities: Str +0, Dex +2, Con +1, Int +1, Wis +0, Cha +2, Spd 30 ft.
Core Ability: n/a
Initiative: +2
Combat: Attack +2 (+0 base, +2 Dex)
Defense: Dodge/Parry +2/+1 (+0 base, +2 Dex/+1 Str)
Saving Throws: Toughness +1 (+1 Con, +0 Tough, +0 armor), Fortitude +1 (+0 base, +1 Con), Reflex +4 (+2 base, +2 Dex), Will +0 (+0 base, +0 Wis)
Conviction: 3; Virtue: Determined, Vice: Irreverent
Reputation: +1

Non-Lethal Damage: Bruised (0), Dazed (5+), Staggered (10+), Unconscious (15+)
Lethal Damage: Hurt (0), Wounded (5+), Disabled (10+), Dying (15+), Dead
Fatigue: Winded, Fatigued, Exhausted

Skills: Bluff +7 (5 ranks, +2 Cha), Diplomacy +7 (5 ranks, +2 Cha), Drive +7 (5 ranks, +2 Dex), Gather Information +7 (5 ranks, +2 Cha), Knowledge (Cybertronian History) +2 (1 rank, +1 Int), Knowledge (history) +6 (5 ranks, +1 Int), Knowledge (popular culture) +6 (5 ranks, +1 Int), Knowledge (technology) +2 (1 rank, +1 Int), Notice +1 (1 rank, +0 Wis)

Bonus Feats: Taunt
Favored Feats: n/a
Feats: Evasion, Taunt

Languages: American English

Weapons: none

Armor: none

Possessions: Artifacts that once belonged to his great- great grandfather, cell phone, wallet, nudie magazine, and other personal effects.

Distinguishing Features/Mannerisms: Sam is no stud nor is he a geek; he is just a normal Joe. He has short brown hair, and brown eyes. He is not very muscular, but neither is he a wimp. Sam is very quick on feet and is always dodging out the way of those who seek to squash him. He finds his edge through humor, which he wields very well. Sam is a little awkward, but likeable. And like most guys, he’s obsessed with getting his first car and with nabbing a certain hottie in his class.

Background: Sam is the son of Ron and Judy Witwicky and the great –great grandson of Captain Archibald Witwicky, who discovered Megatron in the Arctic Circle setting in motion a series of event that would attract the attention of two groups of rival alien robots searching for the Allspark, and leaving Sam smack dab in the middle.

Sam purchased a car that turned out to be the Autobot, Bumblebee. Bumblebee assisted Sam in wooing his longtime crush Mikayla Banes. Sam was instrumental in assisting the Autobots with recovering the Allspark and defeating Megatron.
User avatar
Kendermage
 
Posts: 427
Joined: Sun Oct 08, 2006 10:49 pm
Location: Colorado Springs, CO

Postby True20Chick » Tue Nov 13, 2007 2:56 am

Awesome! We're getting quite a rogue's gallery here!

I still have a promise out to stat up the Four Musketeers, Starbuck, Hellboy, and Hoagie "Numbah Two" Gilligan from The Kids Next Door.

I also want to add Prospero, from The Tempest, for True20's first foray into Shakespeare.

Maybe someday I'll get off my duff and do them. :lol:
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Thu Nov 15, 2007 12:02 am

Lt. Starbuck (Battlestar Galactica, 1978 and 2004)
1978: “Ten thousand light years from nowhere, our planet shot to pieces, people starving, and I’m gonna get us in trouble?”
2004: “I have my flaws, too.”

Headstrong and prone to trouble, Starbuck is one of the premiere pilots of the Galactica fleet and is one of the best Viper pilots around. Starbuck is also fond of certain vices such as a good cigar, fine ambrosia, gambling, and carousing. Although sometimes at odds with best friend Apollo and other superior officers, Starbuck can be counted on to get the job done in tough situations and has succeeded when success was thought to be impossible.

Role: Human War6
Speed: 30 ft.
Abilities: Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +2
Skills: Bluff 7 (+9), Computers 2 (+3), Intimidate 3 (+5), Knowledge (tactics) 5 (+6), Notice 6 (+6), Pilot 9 (+15), Search 5 (+6) Sense Motive 5 (+5), Sleight of Hand 2 (+5), Stealth 3 (+6), Survival 2 (+2)
Bonus Feats: Jack of All Trades
Favored Feats: Jack of All Trades, Skill Mastery
Feats: Critical Strike (Cylons), Favored Opponent (Cylons), Firearms Training, Seize Initiative, Skill Focus (Pilot), Skill Mastery (Bluff, Notice, Pilot, Stealth), Tough (x2), Vehicular Combat
Combat: Attack +9 (+6 base, +3 Dex), Damage +4 (pistol), Defense Dodge/Parry +9/+6 (+6 base, +3 Dex /+0 Str), Initiative +3
Saving Throws: Toughness +3 (+1 Con, +2 Tough), Fortitude +6 (+5 base, +1 Con), Reflex +5 (+2 base, +3 Dex), Will +2 (+2 base)
Virtue: Fearless; Vice: Rash

Creation Notes
:arrow: This stat block fits both versions of the Starbuck character at the start of each one’s respective series. Although there are some significant differences between the two characters (some more obvious than others), each is a highly skilled pilot, something of a risk-taker, and has a reputation as being the “wild child” of the fleet.

:arrow: Starbuck is by the RAW.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Thu Nov 15, 2007 12:06 am

One down, six to go... :lol:

Although I might have to defer Hellboy to someone who knows a little bit more about the character. I fear I wouldn't do him justice.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby True20Chick » Thu Nov 15, 2007 1:44 am

Prospero (The Tempest, 1611)
“ Our revels now are ended. These our actors,
As I foretold you, were all spirits, and
Are melted into air, into thin air;
And, like the baseless fabric of this vision,
The cloud-capp’d towers, the gorgeous palaces,
The solemn temples, the great globe itself,
Yea, all which it inherit, shall dissolve,
And, like this insubstantial pageant faded,
Leave not a rack behind. We are such stuff
As dreams are made on; and our little life
Is rounded with a sleep.”


Prospero is the ousted Duke of Milan, marooned on an island with his young daughter Miranda by his treacherous brother Antonio. He is a magician of no small skill, and has cowed no less than two spirits into his service: the airy sprite Ariel who is obedient but desires his freedom and the low and monstrous Caliban, bastard son of the witch Sycorax, who is treacherous and despises him. After summoning up a storm to shipwreck his brother and his companions on the island, Prospero enacts a plan to regain his control of Milan.

Role: Male human Adp9
Speed: 30 ft.
Abilities: Str +0, Dex +0, Con +0, Int +3, Wis +2, Cha +2
Skills: Bluff 10 (+12), Concentration 10 (+12), Diplomacy 10 (+12), Intimidate 10 (+12), Knowledge (supernatural, theology and philosophy) 12 (+15), Language (English, French, Greek, Latin), Notice 10 (+12), Sense Motive 10 (+12)
Bonus Feats: Dedicated (to Miranda)
Favored Feats: Inspire, Master Plan
Feats: Connected (Ariel’s kin), Inspire (awe), Master Plan, Power (8 ), Widen Power
Powers: Int, rank 12, save Difficulty 18, fatigue save 15, Power Bonus +15; Cloud Minds, Heart-Reading, Illusion, Mind Touch, Sleep Summon Fey, Water Shaping, Weather Shaping, Wind Shaping
Combat: Attack +4 (+4 base), Defense Dodge/Parry +4/+4 (+4 base), Initiative +0
Saving Throws: Toughness +0, Fortitude +3 (+3 base), Reflex +3 (+3 base), Will +8 (+6 base, +2 Wis)
Virtue: Loving; Vice: Vengeful

Creation Notes
:arrow: Prospero is by the RAW, except for his Summon Fey ability. That is basically the same as the Summon Elemental and Summon Outsider powers in the True20 Bestiary, except that it works on Fey creatures.

:arrow: In the play, Prospero is rather like a D&D wizard. He learned his magic from books and study, and needs his books to retain his powers. Indeed, Caliban plans to thwart Prospero by tricking two men, Stephano and Trinculo (a drunk and a jester), into stealing Prospero’s books and killing him. Due to this, I made Prospero’s key ability Intelligence. He might even have a supernatural item or two, as his robes are referred to as magic and he is also said to have what he calls his “implements.” These might be alchemical tools or astrological charts.
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

Postby Kendermage » Thu Jan 03, 2008 7:14 pm

Tin Man (2007)

Name: DG
Quote “What? I've been tossed into a storm, trussed up by lawn gnomes, chased by madmen on horseback. How bad can Papay's be?”

Concept (Role): Adept 1/Ordinary 5
Background: Blue Collar
Abilities: Str +0, Dex +1, Con +0, Int +1, Wis +2, Cha +2, Spd 30 ft.
Core Ability: The Talent
Initiative: +1
Combat: Attack +2 (+1 base, +1 Dex)
Defense: Dodge/Parry +2/+1 (+1 base, +1 Dex/+0 Str)
Saving Throws: Toughness + (+0 Con, +0 Tough, +0 armor), Fortitude +0 (+0 base, +0 Con), Reflex +1 (+0 base, +1 Dex), Will +4 (+2 base, +2 Wis)
Conviction: +3; Virtue: Free-Spirited, Vice: Rebellious
Reputation: +1

Non-Lethal Damage: Bruised (0), Dazed (5+), Staggered (10+), Unconscious (15+)
Lethal Damage: Hurt (0), Wounded (5+), Disabled (10+), Dying (15+), Dead
Fatigue: Winded, Fatigued, Exhausted

Special: When DG and Azkadillia are holding hands their power ranks are pooled and are treated as if all their powers are Empowered.

Skills: Craft (drawing) +10 (9 ranks, +1 Int), Craft (mechanics) +10 (9 ranks, +1 Int), Diplomacy +11 (9 ranks, +2 Cha), Drive +5(4 ranks, +1 Dex), Knowledge (popular culture) +5 (4 ranks, +1 Int), Notice +11 (9 ranks, +2 Wis), Sense Motive +11 (9 ranks, +2 Wis)

Bonus Feats: Endurance, Talented [Craft (art), and Craft (mechanics)]
Favored Feats: Improvised Tools, Jack-of-all-trades
Feats: Endurance, Skill Focus [Craft (art)], Skill Focus [Craft (mechanics)], Talented [Craft (art), and Craft (mechanics)], Uncanny Dodge

Powers: (Ranks 4, Bonus +6, Cha, Difficulty +13); Move Object, Ward

Languages: American English

Weapons: None

Armor: None

Possessions: none other than the clothes on her back; Wealth: On Earth DG is middle classed. In the O.Z. she is royalty.

Distinguishing Features/Mannerisms: Prior to finding herself in the O.Z. DG felt she never really belonged in the small town where she resided. DG’s memories have been clouded by her mother, Lavender Eyes using Mind Shaping.

Background: An intelligent and rebellious young woman, DG waitresses at the Hilltop Diner and restlessly speeds down back roads on her motorcycle. She lives with her parents Hank and Em in a farmhouse until a fateful twister carries her away to the Outer Zone. All her life she has had dreams of other places, and people she has never met, or so she believed. Once in the O.Z she learns she is the daughter of the former ruler, and the sister of the current ruler. Her sister was possessed by the spirit of an evil witch during their youth and tried to kill her, resulting in her mother sending DG to reside on Earth. DG comes to remember all of this and regain her powers, which she uses to free her family and destroy the evil witch.

Design Notes:
- The only two powers displayed by DG in the mini-series are Move Object and Ward, for everything else she might need she uses The Talent. By the end her powers are only just staring to comeback along with her memories.
User avatar
Kendermage
 
Posts: 427
Joined: Sun Oct 08, 2006 10:49 pm
Location: Colorado Springs, CO

Grammaton Cleric John Preston

Postby One Shadow » Thu Jan 03, 2008 10:47 pm

One of my favorite films Equilibrium introduce the Grammaton Clerics. I will stat this one up tomarrow after work...gotta get sme sleep now.
I will give you both John Preston and the basic bonuses for a typical cleric.

Some other ideas that I may have missed

Space Marines from Aliens
The Crew of Andromeda-
Tyr Anastazi
Becca Valentine
Trance
Harper
Romi
Dylan Hunt- I will only stat him because he's the captain but I hate Sorbo
The Bride- Kill Bill
Bill- Kill Bill
Priest Bi Mai
[b]The Five Deadly Venoms-[/b]
Centipede
Lizard
Scorpion
Snake
Toad
The Kid
Maximus- Gladiator
Nomad-Not sure if thats his name, but its Patrick Swayze's character from Steel Dawn
James Bond- Sean Connery-Daniel Craig-Pierce Brosnan
The Characters from Sky Captain

I can't think of anymore right now...gotta go to sleep
User avatar
One Shadow
 
Posts: 31
Joined: Sun Dec 30, 2007 11:15 pm

Re: Grammaton Cleric John Preston

Postby iwatt » Fri Jan 04, 2008 10:06 am

One Shadow wrote:One of my favorite films Equilibrium introduce the Grammaton Clerics. I will stat this one up tomarrow after work...gotta get sme sleep now.
I will give you both John Preston and the basic bonuses for a typical cleric.


Check the first post in the thread. Somebody alerady stted him up. He can probably make use of a restat, if you go the way of the companion and throw in Blood and Fists as well though.
"When in doubt, set something on fire." - Belkar
My ever evolving House Rules
User avatar
iwatt
 
Posts: 1141
Joined: Wed Aug 09, 2006 12:31 pm
Location: Lugar de Condores

Postby True20Chick » Fri Jan 04, 2008 12:18 pm

We have two versions of Indiana Jones and Baron Munchausen. There's no harm in having multiple versions of the same character. :D
User avatar
True20Chick
 
Posts: 1630
Joined: Mon Nov 07, 2005 5:22 pm
Location: Virginia

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 0 guests

cron