NPC's from movies, television, and books.

Post/Author/DateTimePost
#1

zombiegleemax

Aug 20, 2003 11:01:19
In order to make my d20 modern campaign a little more exciting, I decided to populate my game with several NPC's directly from movies, television, and books. Thus, my PC's get to interact with fictional character's they know and love. I am creating this thread for people to post their d20 modern versions of famous fictional characters.

So, without further adieu...
#2

zombiegleemax

Aug 20, 2003 11:02:48
Danny “Doc” Torrance

"You shine on, boy. Harder than anyone I ever met in my life. And I'm sixty years old this January." –Dick Halloran

As a child, Daniel Anthony Torrance was prone to lapse into near catatonic states. Danny would also occasionally take on the personality of his imaginary friend, Tony. He claimed that Tony was a little boy that lived in his mouth and that he often told him things. Although these episodes worried his parents. Doctors claimed that Danny was a perfectly healthy boy. Danny, or “Doc”, as his parents called him, was five years old and living in Boulder, Colorado when his father, Jack Torrance, a failing playwright, itinerant teacher, and recovering alcoholic, took a job as winter caretaker of The Overlook Hotel. It was at the Overlook, a resort located in remote Sidewinder, Colorado, that Danny first learned of his psychic abilities. The Overlook’s head Chef, Dick Halloran, immediately recognized Danny’s gifts and told him about his “Shine”. Dick explained that some places can shine like people, and that the Overlook was one of those places, that something bad happened there and left some sort of trace behind. Dick told Danny that the hotel would try to show him things, but it couldn’t really hurt him. he warned Danny however not to go into Room 237. It was a long a trecherous winter. The hotel did show Danny things and it fed on Danny’s pyschic energy and grew stronger. It wanted Danny for it’s own and eventually lured him int Room 237. At the same time, the Hotel was alos showing Jack Torrence things and slowly droving him mad. Jack eventually went into a psychotic rage, attempting to murder both Danny and his mother. Danny, with some help from Tony and Dick, managed to escape his father and the Overlook. Jack also managed to foil the Overlooks plans by purposely neglecting to tend the boiler allowing it explode, destroying hotel and himself in the process. Danny is now a psychologist, who specializes in helping children who have experienced severely traumatic events. Danny eventually came to understand his “Shine” and the manifestation this confusing part of his psyche with the persona of Tony. His powers are now fully realized and he is a powerful telepath.

Danny “Doc” Torrance, Phd. Charismatic 3/ Telepath 5; medium humanoid; HD3d6 + 5d6; hp ; Mas 15 ; Initiative +7; Spd 30ft; Defense 17, touch 16, flatfooted 14 (+3 Dex, +3 class, +1 leather jacket); BAB +3; Grap +5; Atk: +5 Melee (1d3+2, nonlethal, unarmed strike) or +5 melee (1d4 +2, pistol whip) or +6 ranged (2d8, S&W M29 revolver); FS 5ft.; Reach 5ft.; AL Good; SV Fort +5, Ref +6, Will +8; AP ; Rep +4; Str 124 Dex 16, Con 15, Int 16, Wis 16, Cha 18
Occupation: Psychic (class skills: Concentration, Sense Motive)
Skills: Autohypnosis +14, Bluff +12, Concentration +14, Diplomacy +14, Gather Information +14, Intimidate +10, Knowledge (arcane lore) +9, Knowledge (behavioral science) +9, Knowledge (theology and philosophy) +9, Profession +10, Psicraft +14, Sense Motive +12
Feats: Dodge, Heighten Power, Improved Initiative, Obscure Knowledge, Personal Weapons Proficiency, Point Blank Shot, Simple Weapons Proficiency, Wild Talent(missive)
Talents (Charismatic Hero): Coordinate, Inspiration
Talents (Telepath Hero): Psionic Skills, Trigger Power (Lesser Mindlink, Inflict Pain), Power Crystal
Power Points: 17
Telepath Powers Known (4/3/2): 0-Daze, Detect Psionics, Distract, Telempatic Projection, 1st-Charm Person, Lesser Body Adjustment, Lesser Mindlink, 2nd-Clairaudiance/Clairvoyance, Inflict Pain.
Possessions: Power Crystal, 5 points
#3

zombiegleemax

Aug 20, 2003 11:04:10
Sr. Regan Teresa MacNeil, RSM

“The demon is a liar. He will lie to confuse us. But he will also mix lies with the truth to attack us. The attack is psychological, but powerful. So don't listen, remember that, do not listen.” –Fr. Lankaster Merrin

Twelve-year old Regan was living with her divorced mother, actress Chris MacNeil, in Georgetown, just outside of Washington, D.C. when she was possessed by Pazuzu, a Mesopotamian Demon of the Air. The demon began to interact with his young host, through a Ouija board named “Captain Howdy”. Regan soon began to exhibit signs of possession, violent telekinesis, outbursts, speaking in tongues. Her mother sought out medical treatment, but any scientific explanations were unsatisfactory. It was finally suggested that the girl undergo an exorcism. Chris MacNeil sought out help form her friend Fr. John Dyer, who in turn suggested that that she speak with Fr. Damien Karras. Karras reluctantly agreed to investigate and determined that an exorcism was in fact warranted. A Fr. Lankaster Merrin was called in to lead the ritual, as he had previously performed excorsisms while working in the third world. Fr. Damien was to assist. The actual rite was a horrific ordeal. Fr. Merrin suffered a fatal heart attack during the ritual. Karras finally managed to trick the demon into leaving Regan’s body and taking possession of his. He then jumped to his death from Regan’s bedroom window. Regan had one more encounter with Pazuzu as a teenager. While seeing a psychiatrist deep regression hypnosis uncovered Regan’s memories and that there was still a deep internal conflict within Regan for her soul. Regan, along with a Father Lament, returned to the house in Georgetown and faced the Demon Pazuzu again. Aided by the Spirit of Father Merrin she was able to defeat him with for good. Regan devoted her life to the Catholic Church and the service of others. She entered the Sisters of Mercy and holds degrees in Psychology and Divinity . She currentlyholds a position as a teacher at a private Catholic grammer school.

Sr. Regan Teresa MacNeil, RSM Dedicated3/Acolyte5; medium humanoid; HD 3d6 + 5d8; hp ; Mas 12; Spd 30ft; Initiative +6; Defense 17, touch 17, flatfooted 15 (+2 Dex, +5 class); BAB +5, Grap +6, Atk: +6 melee (1d3+1 nonlethal, unarmed strike); FS 5ft; Reach 5ft; AL Good, Roman Catholic Church, Sisters of Mercy; SV Fort +7, Ref +6, Will +11; AP ; Rep +1; Str 12, Dex 15, Con 12, Int 16, Wis 18, Cha 18
Occupation: Religious (class skills: Knowledge(arcane lore, theology and Philosophy), Listen)
Skills: Concentration +10, Craft (visual art) +7, Diplomacy +13, Investigate +9, Knowledge (arcane lore) +16, Knowledge (theology and philosophy) +17, Listen +13, Sense Motive +11, Spellcraft +11, Spot +10,
Feats: Educated (arcane lore, theology and philosophy), Improved Initiative, Sacred Spell, Shadow Heritage, Shabowbane Spell, Simple Weapon Proficiency, Spellslinger
Talents (Dedicated Hero): Empathy, Intuition
Talents (Acolyte Hero): Divine Skills, Turn or Rubuke Undead, Spontaneous Cast, Combat Casting
Divine Spells Prepared (7/6/5/4):
Possessions: Holy Symbol
#4

zombiegleemax

Aug 20, 2003 11:05:12
Mathilda

“The rifle is the first weapon you learn how to use, because it lets you keep your distance from the client. The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn.”-Leon

When there is awful mess that need cleaning, your best bet is the twenty year old woman known only as Mathilda. In 1994, Mathilda was a twelve-year old New York girl living an undesirable life among her half-family. Her father stored drugs for a dirty cop, Norman Stansfield. Only her little brother kept Mathilda from breaking apart. One day, Stansfield and his team took cruel revenge on her father for stepping on the drugs a little, killing the whole family. Only Mathilda, who was out shopping for groceries, survived, finding shelter in her neighbor, Leon’s, apartment. She soon found that her strange neighbor was a professional hit man. Mathilda desperately sought his help in taking revenge for her little brother. Léon did his best to keep Mathilda out of trouble. But he ultimately relented training Mathilda to be a cleaner. Together Leon and Mathilda waged a personal war against Stansfield and his team. Leon ultimately died. But Mathilda survived. She is now a contact cleaner doing jobs for the New York and Chicago criminal syndicates. She occasionally takes government contracts. No women, no kids, that's the rules.

Mathilda Tough 1/Fast2/Gunslinger4/Sniper1; medium humanoid; HD1d10 + 2d8 + 4d10 +1d8; hp ; Mas 18; Initiative +4; Spd 30ft; Defense 23, touch 22, flatfooted 19 (+4 Dex, +8 class, +1 leather jacket); BAB +5; Grap +6; Atk: +6 Melee (1d3+2, nonlethal, unarmed strike) or +6 melee (1d4 +1, pistol whip) or or +11 ranged (2d10 HKPSGI sniper rifle) or +9 ranged (2d8, S&W M29); FS 5ft.; Reach 5ft.; AL; SV Fort +6, Ref +9, Will +4; AP ; Rep +1; Str 12, Dex 18, Con 18, Int 15, Wis 15, Cha 18
Occupation: Criminal (class skill: Hide, Move Silently)
Skills: Concentration +15, Hide +14, Knowledge (Streetwise) +9, Move Silently +14, Sleight of Hand +14, Speak Italian, Spot +12
Feats: Dead Aim, Double Tap, Farshot, Personal Weapon Proficiency, Point Blank Shot, Precise Shot, Simple Weapon Proficiency, Skip Shot
Talents (Tough Hero): Remain Concious
Talents (Fast Hero): Evasion
Talents (Gunslinger Hero): Close Combat Shot, Defensive Position, Weapon Focus (HK PSGI sniper rifle)
Talents (Sniper Hero): Massive Shot
Possessions: HK PSGI sniper rifle, Scope.
#5

zombiegleemax

Aug 20, 2003 11:07:26
Jack Burton

“Just remember what ol' Jack Burton does when the earth quakes, the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big old storm right in the eye and says, "Give me your best shot. I can take it."-Jack Burton

“When some wild-eyed, eight-foot-tall maniac grabs your neck, taps the back of your favorite head up against the barroom wall, looks you crooked in the eye and asks you if ya paid your dues, you just stare that big sucker right back in the eye, and you remember what ol' Jack Burton always says at a time like that: "Have ya paid your dues, Jack?" "Yessir, the check is in the mail." –Jack Burton

“It’s all in the Reflexes” –Jack Burton

Jack Burton wasn't a hero by choice. He's was a tough truck driver who didn't believe in ghosts or magic, until the day he was swept into a mind-boggling adventure in the mystical and dangerous world which exists beneath Chinatown. Jack's friend, Wang Chi was horrified when his beautiful green-eyed fiancée was kidnapped at the airport by heavily armed thugs, and in the chase that ensued, Jack's prized truck “the Pork Chop Express” was stolen. Jack and Wang Chi were soon joined in their quest by an unlikely assortment of characters: Gracie Law a crusading attorney, Egg Shen, an enigmatic tour-bus driver with a few magical skills of his own, and Margo Litzenberger, an eager but inexperienced reporter. Together they did battle against an array of human and inhuman adversaries under the command of the evil Lo Pan, an ancient magician who was sentenced to an eternal hell of fleshless existence more than 2,000 years ago, but who planned to use the life force of a green-eyed girl to regain his corporeal existence.

Jack Burton Tough4/Fast5/Daredevil1; HD4d10+5d8+1d10; hp ; Mas 18; Initiative +8; Spd 30 ft.; Defense 24; touch 23; flatfooted 20 (+4 Dex, +9 class, +1 leather jacket); BAB +6/+1; Grap +9; Atk: +9 melee (1d4+3, nonlethal, unarmed strike) or +9 melee (1d4+3, knife) or +10 ranged (1d4+3, throwing knife) or +10 ranged (2d6, KG9); FS 5ft; Reach 5ft; Al Good; SV Fort +9, Ref +9, Will +4; AP ; Rep +2; Str 16, Dex 18, Con 18, Int 14, Wis 14, Cha 16
Occupation: Adventurer (class skills: Drive, Spot)
Skills: Balance +9, Concentration +11, Drive +20, Escape Artist +9, Intimidate +10, Jump +8, Knowledge (streetwise) +14, Pilot +7, Sleight of Hand +8, Spot +18
Feats: Advanced Firearms Proficiency, Burst, Endurance, Far Shot, Improved Initiative, Personal Weapons Proficiency, Point Blank Shot, Lightning Reflexes, Simple Weapons Proficiency, Surface Vehicle Operation (heavy-wheeled), Vehicle Expert
Talents (Tough Hero): Remain Conscious, Damage Reduction 1/-
Talents (Fast Hero): Evasion, Uncanny Dodge 1, Uncanny Dodge 2
Talents (Daredevil Hero): Fearless
Possessions: Maruzen’s Interdynamic KG9, Knife, Freightliner Truck “Pork Chop Express”
#6

zombiegleemax

Aug 20, 2003 11:08:45
El Mariachi

“So, I'm sitting there. And in walks the biggest Mexican I have ever seen. Big as @#$!. Just walks right in like he owns the place. And nobody knew quite what to make of him...or quite what to think. There he was and in he walked. It was dark too. I don't mean dark-skinned. No, this was different. It was if he was always walking in a shadow. I mean every step took toward the light, just when you thought his face was about to be revealed...it wasn't. It was as if the lights dimmed, just for him.”-Buscemi

The Desperado known only as El Mariachi was an itinerant musician who just wanted to play his guitar and carry on the family tradition. Unfortunately, the town he tried to find work in had another visitor, a killer named Azul, who carried his guns in a guitar case. A local drug lord, Moco, and his henchmen mistook El Mariachi for the killer and attempted to kill him. They killed the woman he loved, and maimed his fretting hand. No longer able to play guitar, he let gunfire be his music. He now travels from town to town, looking to right to wrongs visited upon the people by the corrupt drug lords of Mexico.

El Mariachi Fast3/Gunslinger6; medium humanoid; HD 3d8 + 6d10; hp ; Mas 15; Initiative +4; Spd 30ft; Defense 22, touch 21, flatfooted 18 (+4 Dex, +7class, +1 leather jacket); BAB +5; Grap +7; Atk: +7 Melee (1d3+2, nonlethal, unarmed strike) or +7 melee (1d4 +2, pistol whip) or +10 ranged (2d6, Colt M1911) or +9 ranged (2d8, Sawed-Off Shotgun); FS 5ft.; Reach 5ft.; AL Good; SV Fort +4, Ref +9, Will +6; Ap ; Rep +1; Str 15, Dex 18, Con 15, Int 15, Wis 15, Cha 18
Occupation: Creative (class skills: Perform (stringed instruments), Perform (sing), Spot)
Skills: Bluff +13, Hide +10, Intimidate +13, Knowledge (streetwise) +11, Move Silently +13, Perform (sing) +11, Perform (stringed instruments) +11, Sleight of Hand +13, Spot +13
Feats: Dodge, Double Tap, Mobility, Personal Weapon Proficiency, Point Blank Shot, QuickDraw, Shot on the Run, Simple Weapon Proficiency, Two-Weapon Fighting
Talents (Fast Hero): Evasion, Uncanny Dodge
Talents (Gunslinger Hero): Close Combat Shot, Weapon Focus (Colt M1911), Defensive Position, Lightening Shot
Possessions: Guitar case full of guns, ammo, and other weaponry
#7

darksoldier

Aug 20, 2003 20:01:36
The d20 Modern NetBook of Famous Characters contains writeups for the characters from M*A*S*H, James Bond, Wayne's World, Forever Knight, Austin Powers, Gilligan's Island, Jay & Silent Bob, the monsters from the Tremors series, Jack Burton (a different version), Indiana Jones, Forrest Gump, and Jason Voorhees.

I feel like I have to shout out that I have this resource for you to use whenever threads like this one pop up.
#8

zombiegleemax

Aug 21, 2003 15:33:58
very nice post.
#9

zombiegleemax

Aug 21, 2003 16:50:31
Hey, DarkSoldier. I've been kicking around the idea of statting out Ash from the Army of Darkness trilogy. Interested?

-Des
#10

darksoldier

Aug 21, 2003 21:32:34
Stat him with the SRD and you've got yourself a deal.
#11

zombiegleemax

Aug 22, 2003 7:52:34
i've had Ash on my back burner for a few weeks. i'm having trouble statting the prosthetic chainsaw.
#12

xrp3_robot

Aug 22, 2003 10:00:31
I would like to see Solid Snake from Metal Gear Solid my self.
#13

Beleriphon

Aug 22, 2003 10:18:14
Originally posted by lostboy923
i've had Ash on my back burner for a few weeks. i'm having trouble statting the prosthetic chainsaw.

Don't worry about that, by Army of Darkness he has the big metal hand, so he can't wield a chainsaw like anybody else (well, one handed of course).

That would be a neat one to include.
#14

zombiegleemax

Aug 22, 2003 12:19:07
he would have interchagable prosthestic parts: a mechanical hand and a retrofitted chainsaw that attaches at the wrist. when attached at the wrist a chainsaw can be used one-handed. (technically no handed)
#15

zombiegleemax

Aug 22, 2003 17:42:47
Darksoldier: Erf, I just looked and Shadow Slayer's not OGC. Since that's the route I was gonna take, I guess I'll have to witdraw my offer

Lostboy923: Oh, well if that's all, this is what I was looking at

Ash's Chainsword: Ash fashioned this from an old chainsaw to be lighter and quicker and able to fit on his arm in place of his missing right hand. Proper use of this weapon requires an Exotic weapon proficency and for the weilder to be missing his/her primary hand at the wrist.
Damage: 2d6, Crit: 20/x2, Type: Slashing, Range: N/A, Size: Medium, Purchace DC: N/A(Unique), Restriction N/A

If you like it, feel free to use it.

-Desdan
#16

zombiegleemax

Aug 25, 2003 7:49:47
thanks,

i will definately be using that.
#17

zombiegleemax

Aug 27, 2003 16:56:13
hey Lostboy,

who do have in the works?
#18

zombiegleemax

Aug 28, 2003 8:19:16
All right, I've got a whole mess a character itchin and twitch to make their way from the silver screen to a stat sheet.

The current roster includes:
Seth Gecko- From Dusk till Dawn
Jules Winnfield- Pulp Fiction
Butch Coolidge- Pulp Fiction
Burt Gummer-Tremors, Tremors III, Tremors the Series
Ashley J. 'Ash' Williams- Evil Dead, Evil Dead II, Army of Darkness
Dr. Raymond Stantz- Ghostbusters
Dr. Peter Venkman- Ghostbusters
Dr. Egon Spengler- Ghostbusters
Winston Zeddmore-Ghostbusters
Special Agent Dana Scully -The X-Files
Special Agent Fox Mulder -The X-Files
Clarice Starling -The Silence of the Lambs, Hannibal
Dr. Hannibal Lecter The Silence of the Lambs, Hannibal, Red Dragon
Laura Croft -Tomb Raider
Special Agent Dale Cooper-Twin Peaks
Joliet Jake Blues -The Blues Brothers
Elwood Blues -The Blues Brothers
Nikita -La Femme Nikita

If anybody has any suggestions, i'd like to hear them. Also, it would be cool if other people posted their versions ofthese or other famous charcters.
#19

lone_tree_is_me

Aug 28, 2003 8:41:09
Don't for "The Lone Gunmen" (X-files and their own show briefly).

I forget the names of those 3 guys at the moment. Well, 4 guys if you count Jimmy (Jimmy Bond) from their brief season of their own show.
#20

zombiegleemax

Aug 28, 2003 9:00:25
Indeed, the threesome could be a useful resource. By the by, The Lone Gunmen are John Fitzgerald Byers, Melvin Frohike, and Richard "Ringo" Langly.

I also forgot to mention that i am currently doing writeups of Buffy and the Scoobies, the team at Angel Investigations, as well as a Slayer template, and a Buffy Style Vampire template.
#21

zombiegleemax

Aug 28, 2003 10:29:27
Any body ever watch special unit 2, i think those two agents would be cool to have in there. and i have a question with those Lone Gunmen, if theres more then one they're not really lone are they?

Lostboy don't forget special agent Xander Cage and then all four of the Knockaround guys.
#22

zombiegleemax

Aug 28, 2003 10:49:07
Hey Desamus,

I have one word for you.

"Befuddled"

"The Lone Gunmen" were a group of conspiracy theorist who published a newsletter known as "The Magic Bullet" and occassionally assited Fox Mulder with investigations. The name Lone Gunmen is a play on "the lone gunman theory", that Oswald acted alone, espoused by the US government. Frohike, Byers, and Langly are " the Lone Gunmen" which is sort of an oxymoronic homage to the JFK assassination

You should do a version of Xander Cage. I would like to see that.
#23

zombiegleemax

Aug 28, 2003 10:53:24
hahahaha, oh to live the days of old once again....

You know, I will give it a try and you can tell me what you think.
#24

zombiegleemax

Aug 28, 2003 12:41:57
I'm working on stat blocks for the major players in Mystery Men.

To be continued.:D
#25

zombiegleemax

Aug 28, 2003 14:17:46
cool,

i'd like to see the stats for the Bowler's bowling ball.
#26

darksoldier

Aug 28, 2003 15:36:55
lostboy - I would love to include your stuff in my NetBook, especially your eventual writeup of Burt Gummer (seeing as how I've already done the monsters).
#27

zombiegleemax

Aug 29, 2003 7:56:29
Sure thing, just as long as you credit me. One thing I'll try to get Burt up this weekend.
#28

zombiegleemax

Aug 29, 2003 15:33:29
Just a quick note. "Ashley" is a girl's name. IIRC, the long form for "Ash" is Ashleigh. Pronounced the same, though

-Desdan
#29

zombiegleemax

Sep 02, 2003 8:03:55
You know, I thought that was the case. But, i am relying on the internet movie datbase as a source. Check it out.

http://www.imdb.com/title/tt0083907/

Maybe, that is why he goes by Ash.
#30

mercer

Sep 02, 2003 9:10:16
"Ashley" is not a gender-specific name. I've known and known of several guys named Ashley.

None of them were as badass as Bruce Campbell's Ash character, but still...
#31

zombiegleemax

Sep 02, 2003 10:48:30
thanks for the confirmation, Mercer.
#32

zombiegleemax

Sep 02, 2003 22:02:24
I like the idea of taking video-game characters and givining 'em stats. How 'bout Solid Snake, Mr. 47, Raven ( or whoever the long-haired guy is in MGS 2: Substance), the guy from Shinobi. Do they have stats for Blade? If they don't, he's another must.
#33

zombiegleemax

Sep 03, 2003 8:15:55
Go for it, warangel101. I would like to see those as well.
#34

mercer

Sep 04, 2003 17:18:03
I don't have the exact stats anymore, but I once statted Blade. He was a Fast 3/Strong 2/Soldier 5. Exotic Weapon Proficiency with a katana, lots of masterwork silver stakes (statted as knives that deal piercing damage), and had the vampire template's bite attack (plus the constitution drain) and ability score adjustments. Pretty damn bad-ass...
#35

zombiegleemax

Sep 05, 2003 8:06:34
Blade would be cool. I would probably throw in a few levels of shadow slayer. He would also require a "day walker" template. In a game utilizing "blade-like" vampires, i would include silver piercing weapons in the vampire's "wooden stake" weakness.
#36

zombiegleemax

Sep 05, 2003 15:38:15
well there is this d20 Evil Dead:
http://members.toast.net/talien/michael/evildead.html
and Ash should be in it (I didn't bother to check it though)
What I do know is that there is his magic boomstick and chainsaw along with my all time favorite feat allowing to build all those wonderfull devices like his prostetic hand using tools found in a medieval castle.
#37

zombiegleemax

Sep 08, 2003 7:00:12
Originally posted by lostboy923
Blade would be cool. I would probably throw in a few levels of shadow slayer. He would also require a "day walker" template. In a game utilizing "blade-like" vampires, i would include silver piercing weapons in the vampire's "wooden stake" weakness.

Don't forget the vampire mace. ((is that how you spell it?))
#38

zombiegleemax

Sep 08, 2003 19:46:16
Right now I'm trying to do Solid Snake and Mr. 47. Snake should have Fast, Strong, and probably Special Ops prestige class, and Mr. 47 was going to have Fast, Strong, a little Sniper, and Gunslinger. Any suggestions for modification to these out-lines would be much appreciated. Thanx.
#39

zombiegleemax

Sep 09, 2003 9:33:24
I see Solid Snake as a fast hero into soldier, then into special op. You may want to round him out with a few levels of infiltrator. don't forget to make the pack of cigarettes in his possessions.
#40

zombiegleemax

Sep 11, 2003 3:03:00
Although it's not a Modern writeup of him, here is SOLID SNAKE written up for Star Wars. You can modify his writeup a you see fit. Personally, I have modified the writeup for both Spycraft and D20 Traveller
#41

zombiegleemax

Sep 12, 2003 22:12:20
All right everybody this is my first try on this, so don't be to hard on me. I am willing to answer any and all questions on the things i gave him.

Xander “Triple X” Cage

"Yeah, yeah. These monkeys are following me because just I took this car. Obviously it doesn’t belong to me, its not my style. It belongs to Dick, Dick Hotchkiss, a California State Senator. You remember Dick, he’s the one that tried to ban rap music because he feels the lyrics promote violence. Its music Dick! He’s also the guy that wants to pull every video game off every shelf in the country because he feels that they diminish the intelligence of our youth. Come on, Dick. It’s the only education we got! Dick you’re a bad man. You know what we do to bad men? We punish them. Dick you’ve just entered the Xander Zone. MORALE IS DON’T BE A (Edited by WizO Sith), DICK!” –Xander Cage

Xander Cage was a fun loving, Xtreme sports fanatic and “mentor” to most who loved Xtreme sports. He has done and still does everything, from free boarding Mountains to tossing cars off bridges. His life changed abruptly, when he was recruited by the United States Department of Defense. He was sent in as a “snake into a snake pit” to find out information on a terrorist group called Anarchy 99. He swiftly joined the group as an under cover agent and uncovered a plan to kill the worlds government. He fought hard to save the world from this terrible group, but fell in love with another undercover agent that was working as the leader’s Lover and secretary. Eventually Xander found out the plot that the Leader, Yorgi, was planning on. Xander defeated the Yorgi then stopped his plan to destroy the world’s government. Now Agent Xander Cage works for the Speacial Tactics Unit in the Department of Defense.



Xander “Triple X” Cage, Agent. Strong 3/ Fast 3/ Daredevil 5; medium humanoid; HD3d8 + 3d8 + 5d10; hp ; Mas 16 ; Initiative +7; Spd 35ft; Defense 28, touch 27, flatfooted 20 (+4 Dex, +13 class, +1 leather jacket); BAB +9; Grap +13; Atk: +13 Melee (1d6+4, nonlethal, unarmed strike); FS 5ft.; Reach 5ft.; AL Good; SV Fort +13, Ref +6, Will +4/+8 against fear; AP ; Rep +3; Str 19, Dex 18, Con 16, Int 15, Wis 13, Cha 16
Occupation: Criminal (skills: hide, move silently)
Skills: Balance +9, Climb +10, Drive +9, Escape Artist +9, Hide +9, Jump +10, Knowledge (tactics) +8, Knowledge (street Wise) +8, Knowledge (Current Events) +8, Listen +7, Move Silently +9, Repair +8,
Feats: Improved Initiative, Personal firearms Proficiency, Advanced Firearms Proficiency, Brawl, Point Blank shot, Double Tap, Surface Vehicle Operation (Power Boats), Burst Fire
Talents (Strong Hero): Melee Smash, Improved Melee Smash
Talents (Fast Hero): Evasion, Fast Movement
Talents (Daredevil): Fearless, Nip-up, Action Boost, Adrenaline rush
Possessions: Tricked out mid-night blue GTO “convertible”, Eagle Eyes, Tricked out 45. Pistol.
#42

zombiegleemax

Sep 13, 2003 11:23:09
Well, I've been thinking about making a few comic Book characters, if they'd be of any service to ya.
Dick Tracy
The Green Hornet And Kato
The Green Arrow
Batman
Green Lantern along with the ring
Hellboy
Freedom Force(The Computer Game) Complete with an Energy X item!
#43

darksoldier

Sep 13, 2003 20:24:03
DeSamus, can I put that xXx writeup in my NetBook?
#44

zombiegleemax

Sep 13, 2003 21:43:43
Yeah, as long as I get credit for the work i will be happy to let you have it. I will be putting Taylor and Marty from the knockaround guys up soon also. I have been debating about doing Jake Crow from John Carpenter's vampires and Riddik from Pitch Black. If anyone has any thoughts let me know.
#45

zombiegleemax

Sep 13, 2003 23:45:21
I'd like to see stats for the following characters,

Harry Potter

Harry Potter
Hermione Granger
Ronald Weasley
Dumbledore
HP style casting system.

Vampire Chronicles

Lestat
Louis
Marus
Vampire Chronicles Vampire template.

If I can, I'll try to get at least one of these done myself.
#46

zombiegleemax

Sep 15, 2003 8:18:13
awesome....truly awesome.

nice job, slick. colour me impressed.
#47

Beleriphon

Sep 15, 2003 9:55:17
Originally posted by Hobbygoblin
Vampire Chronicles

Lestat
Louis
Marus
Vampire Chronicles Vampire template.

If I can, I'll try to get at least one of these done myself.

Those would be interesting.... Although to have an Anne Rice vampire they would have to eventually become immune to all typical vampire weaknesses. Hell even Louis at at a piddly 200 years old is immune to sunlight, and Lestat is effectively a godlike creature. None-the-less it would be pretty dang fun to bump into old Khamin.
#48

zombiegleemax

Sep 15, 2003 18:38:54
Thanks man i needed that. :D
#49

zombiegleemax

Sep 15, 2003 20:43:38
Taylor Reese

“500. 500 fights. That’s the number I figured when I was a kid. 500 hundred street fights and you could consider yourself a legitimate tough guy. You need’em for experience, to develop leather skin. So I got started. Of course along the way you start thinking about being a tough and ll that stops being the point, you get past the silliness of it all. But then…after you realize that that’s what you are. I tell you, you learn a lot of things on the way to 500 none more important than this.”

“THE MILK GUY’S GETTIN PAID, THE POTATOE CHIP GUY’S GETTIN PAID, THE BEER GUY’S GETTIN. EVERBODY’S GETTIN PAID AND YOU LOOK THROUGH ME! (Edited by WizO Sith)

Taylor grew up on the streets trying to make a name for himself, being Jewish didn’t get him much respect from the big names. He started small slowly working his way up, but kept getting slapped down because his mother is Jewish, so he made his own handle on casino machines putting them in small convenience stores. He collected once very two weeks giving the owner half of the money and keeping the other half for his mother and him. Not all was bad though he was a friend with one of the strongest under boss’s son, Marty. So when the Marty got in trouble, losing a large sum of money in Webuix, Montana Taylor was there to help him. Taylor ended up helping Marty quite a bit and now lives with Marty in a rather nice house in Northern Minnesota, where the hunting is good.



Taylor Reese. Tough 5/ Street Warrior 5; medium humanoid; HD5d10+5d10; hp ; Mas 19 ; Initiative +7; Spd 30ft; Defense 20, touch 19, flatfooted 17 (+3 Dex, +6 class, +1 leather jacket); BAB +8; Grap +12; Atk: +12 Melee (1d6+6, lethal, crow bar), +14 Melee (1d8+1d4+6, nonlethal, Unarmed strike); FS 5ft.; Reach 5ft.; AL Neutral; SV Fort +12, Ref +5, Will +4; AP ; Rep +3; Str 19, Dex 16, Con 20, Int 15, Wis 13, Cha 16
Occupation: Criminal (skills: Gamble, Knowledge (streetwise))
Skills: Climb +17, Drive +16, Gather Information +12, Intimidate +19, Knowledge (street wise) +16, Spot +13, Survival +13
Feats: Improved Initiative, Heroic Surge 3/day, Brawl, Dodge, Streetfighting, Improved brawl, Personal Firearms proficiency, Advanced Firearms proficiency.
Talents (Tough Hero): Damage Reduction 3/-
Talents (Street Warrior Hero): Urban Survival, Improvised Weapons, Street Cred, Improved Streetfighting.
Possessions: Black full size Van, Crow bar
#50

zombiegleemax

Sep 16, 2003 8:29:04
ok desamus, quid pro quo...

Seth Gecko

“All right, vampire killers... let's kill some bleeping vampires.” –Seth Gecko

Seth Gecko and his younger brother Richard were on the lam after a string of bloody bank robberies in Texas. They escaped across the border into Mexico with the aid of the a fallen minister and his children, and would have been home-free the next morning, when they paid off the local kingpin. They just had to survive from dusk till dawn at the rendezvous point, which turned out to be a hell of a strip joint. The T@#y Twister turned out to be a nest of vampires and the party had to make a brave stand against the odds and a whole mess of vampires. Seth was one of two survivors, his brother Ritchie was not so lucky. Seth now travels they countryside rooting out vampires seeking revenge on the children of the night for the deaths of his brother and Scott and Jacob Fuller.

Seth Gecko Fast4/Shadow Slayer5; medium humanoid; HD 4d8 + 5d8; hp ; Mas 15; Initiative +8; Spd 30ft; Defense 22, touch 21, flatfooted 18 (+4 Dex, +7class, +1 leather jacket); BAB +8/+3; Grap +12; Atk: +12 Melee (1d3+4, nonlethal, unarmed strike) or +12 melee (1d4 +4, pistol whip) ) or +12 melee (1d4 +4, wooden stake) or +12 ranged (2d8, S&W M29) or +12 ranged (1d8 +4, Compound Bow); FS 5ft.; Reach 5ft.; AL Good; SV Fort +6, Ref +9, Will +6; Ap ; Rep +1; Str 18, Dex 18, Con 15, Int 14, Wis 16, Cha 16
Occupation: Criminal (class skills: Hide, Sleight of Hand)
Skills: Balance +11, Drive +11, Hide +12, Intimidate +11, Knowledge (streetwise) +10, Listen +10, Move Silently +12, Sleight of Hand +12, Spot +10, Tumble +12
Feats: Archaic Weapons Proficiency, Cleave, Double Tap, Improved Initiative, Personal Weapon Proficiency, Point Blank Shot, Power Attack, Simple Weapon Proficiency, Supernatural Strike
Talents (Fast Hero): Evasion, Uncanny Dodge
Talents: (Shadow Slayer Hero): Detect Shadow, Shadow Immunity, Slayer Weapon, Shadow Enemy(Undead)
Possessions: Holy Symbol, Ritchie’s glasses, W.P. Rounds, Wooden Stakes, Compound Bow
#51

zombiegleemax

Sep 16, 2003 8:42:46
Butch Coolidge

“That's how you're gonna beat 'em, Butch. They keep underestimating you.” -Butch Coolidge

“Five long years, he wore this watch up his ass. Then when he died of dysentery, he gave me the watch. I hid this uncomfortable piece of metal up my ass for two years. Then, after seven years, I was sent home to my family. And now, little man, I give the watch to you.” –Captain Koons

Butch Coolidge, an aging palooka prizefighter, was paid by gangster Marsellus Wallace to throw an upcoming bout. But, when Butch bet on himself and fought to win, Marcellus put out a rather large contract on his head. Through several odd synchronous twists, involving a gold watch, a katana, and a Gimp, Butch saved Marcellus from a fate worse than death. Marcellus forgave Butch his transgression in return and allowed him to leave Los Angeles with his life.

Butch Coolidge Strong5/Tough2/Street Warrior2; medium humanoid; HD 5d8 + 2d10 + 2d10; hp ; Mas 18; Initiative +7; Spd 30ft; Defense 19, touch 18, flatfooted 16 (+3 Dex, +5 class, +1 leather jacket); BAB +8/+3; Grap +12; Atk: +14 Melee (1d8+7, nonlethal, unarmed strike) or +12 melee (1d4 +7, lethal, armed strike) or +13 melee (2d6 +7, +1 mastercraft katana) or +11 ranged (2d8 Mossberg Shotgun); FS 5ft.; Reach 5ft.; AL Good; SV Fort +12, Ref +4, Will +3; Ap ; Rep +1; Str 18, Dex 16, Con 18, Int 15, Wis 15, Cha 15
Occupation: Athletic (class skills: Balance, Tumble)
Skills: Balance +11, Bluff +12, Climb +12, Intimidate +12, Jump +12 Knowledge (streetwise) +11, Spot +12, Tumble +12
Feats: Brawl, Combat Martial Arts, Exotic Weapon Proficiency (Katana), Improved Brawl, Improved Feint, Improved Initiative, Knockout Punch, Personal Weapon Proficiency, Power Attack, Simple Weapon Proficiency, Streetfighting
Talents (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash
Talents (Tough Hero): Remain Conscious
Talents (Street Warrior): Urban Survival, Improvised Weapons
Possessions: +1 Mastercraft Katana, Chopper “Grace”, gold watch
#52

zombiegleemax

Sep 16, 2003 12:04:23
Ashley J. 'Ash' Williams

“Good,…Bad, ….I’m the guy with the gun”-Ash
“Name’s Ash, Housewares”-Ash

Ash had a real life, once. He had a job and a wonderful girlfriend, Linda. Ash and Linda vacationed at a small cabin in the mountains. Unfortunately for him, an archaeologist had used this cabin to translate and study the Necronomicon ex Mortis, the Book of the Dead. Bound in human flesh and inked in blood, this ancient Sumarrian text contained bizarre burial rites, funerary incantations and demon resurrection passages. It was never meant for the world of the living. The book awoke something dark in the woods. It took Linda, and then it came, for Ash. It got into his hand and it went bad, so he lopped it off at the wrist. But that didn't stop it. It came back. Big time. It tore open a time portal and sucked Ash back to the Middle Ages. Ash, stranded in 13th century, was believed to be a prophesied savior and was charged with the quest of retrieving the Necronomicon in order to rid the world of the darkness for good. Ash, however, accidentally unleashed an army of deadites lead by his own evil clone. Ash was able to use his 20th century wits to defeat the deadites and return to the present. Ash has had many adventures, travelling through time and fighting deadites, and continues to work in the housewares section of S-Mart.

Ashley J. “Ash” Williams Strong 3/ Charismatic 5/ Shadow Slayer 5/; medium humanoid; HD 3d8 + 5d6 + 5d8; hp ; Mas 15; Initiative +3; Spd 30; Defense 20, touch 19, flatfooted 17 (Dex +3, class +7, +1 leather jacket); BAB+10/+5; Grap +14; Atk: + 14 melee (1d3+6, nonlethal, unarmed strike) or +15 melee (3d6+6, +1 mastercraft customized chainsaw) or +14 ranged (2d8, + 1 mastercraft customized shotgun, “boomstick”); FS 5ft.; Reach 5ft.; AL; SV Fort +10, Ref +10, Will +7; AP; Rep +4; Str 18, Dex 16, Con 15, Int 12, Wis 14, Cha 17
Occupation: Technician (class skills: Craft (chemical), Craft (mechanical), Repair)
Skills: Bluff +17, Craft (chemical) +17, Craft (mechanical) +19, Intimidate +12, Jump +10, Knowledge (streetwise) +11, Listen +7, Repair +9, Spot +7
Feats: Archaic Weapons Proficiency, Armed to the Teeth, Cleave, Exotic Weapon Proficiency (Chainsaw), Personal Weapons Proficiency, Point Blank Shot, Power Attack, Simple Weapons Proficiency, Supernatural Strike, Two Weapon Fighting,
Talents (Charismatic Hero): Fast-Talk, Dazzle, Taunt
Talents (Strong Hero): Melee Smash, Improved Melee Smash
Talents (Shadow Slayer Hero): Detect Shadow, Shadow Immunity, Slayer Weapon, Shadow Enemy (undead)
Possessions: +1 Mastercraft Chainsaw, +1 Mastercraft Remington shotgun“boomstick”, mechanical prosthetic hand, 1973 Oldsmobile Delta 88, chemistry textbook

Ash’s Chainsaw. Ash has modified this chain saw to fit on the stump of his amputated right hand. Although it is still large in size, he can use it single handed when affixed to his wrist. This property adds an additional +1 mastercraft bonus to it’s purchase DC value.

Ash’s Boomstick “See this? This is my boom stick! The 12-gauge double-barreled Remington. S-Mart's top of the line. You can find this in the sporting goods department. That's right, this sweet baby was made in Grand Rapids, Michigan. Retails for about $109.95. It's got a walnut stock, cobalt blue steel, and a hair trigger. That's right. Shop smart. Shop S-Mart. You got that?” Ash has modified this shotgun to enable him to wield it with one hand. This property adds an additional +1 mastercraft bonus to it’s purchase DC value.

Ash’s Prosthetic Hand. Ash created this “groovy” mechanicla hand to make up for his missing apendage. This nifty piece of machinery allows Ash the ability to use his right hand normally, when attached. I t also agrants Ash + 1 bonus on all strength checks made using the hand. These properties adds an additional +1 mastercraft bonus to it’s purchase DC value.
#53

zombiegleemax

Sep 16, 2003 17:47:26
I never thought that Ash could be a Mage, he wasn't very interested in all this magical stuff in the movies, and with all his magical skills and Int 18 and Wis 14 he still was able to say Klatuuu Verataa Ni*cough*.

Something's wrong, something's amiss.

But, I didn't play any of the Evil Dead computer games, Ash could develop his magical skills there.

But than again (quoting talien who made Evil Dead d20 )
Bruce Campbell has said, and I agree, "Ash is an idiot"

#54

zombiegleemax

Sep 17, 2003 0:58:22
LOL @ giving Ash a few smart levels. I see him with a couple of tough AND dedicated levels but Ash is a freaking moron No way would he have a 18 intelligence. The only way he even survives is by dumb luck.

As for giving Ash a mage level, he does use magic in the video game 'Evil Dead; A Fistfull of Boomstick'. If that's what you're basing his mage level on, I say give him at least a level 2 in that and subtract a couple shadow slayer levels. Being a big fan of Ash and the Evil Dead series, this is just my opinion

BTW, you have me stumped on the Butch Coolidge writeup. What was the source?
#55

untamed_soul

Sep 17, 2003 5:22:04
I really like this thread because it opens up unique encounters for my pcs and npcs. They work in a secret agency called Section-7, much like Department-7

I like throwing in npcs that are out of spy movies and series to see if they recognize them, so far they havn't caught onto an npc named "Maxwell Smart" but hey not everyone is a fan of nick at night. I think I'll use the Xandar Cage stats Desamus_Truth posted, very impressive. I'll see if anyone recognizes him, they are afterall Van Diesel fans.
#56

zombiegleemax

Sep 17, 2003 8:16:06
Ash can come off as a real moron, granted . But let's consider the facts. He was able to craft a mechanical hand and gunpowder with only rudimentary materials. As for klaatu barada n......, even the smartest hero rolls a 1 now and again. As for him being a mage... In the past two video games, Ash actively cast's spells. I really felt that this should be reflected in his charater. So the Mage level and the craft skills are the only reason for the Smart levels and high intelligence. I would have rather had him as something akin to a Sorceror or an Occultist, but the prereqs for the Occultist are crazy and the sorceror has yet to be seen.

Now that I look at it though, I have to say that I agree and I will probably give Ash a significant rebuild. Thus I have taken him off the thread and brought him back to the lab.

Truth be told, I built him at work and probably did not give him the consideration I should have.

I really wanted Ash to have Taunt ability of the Charismatic Hero, So maybe a mix of Charismatic and Strong into Shadow Slayer. That would prep him for Sorceror, if they put one out ever. I know there's an Adept class in Stan!'s D20 Modern Player's companion that is essentially a sorceror. So, Maybe I'll use that.

Butch Coolidge is Bruce Willis's character from Quentin Tarantino's Pulp Fiction.
#57

zombiegleemax

Sep 17, 2003 13:56:03
see the above post for a redone Ash.

I swapped out the smart levels for charismatic levels. Ash now has the ability to taunt his "screwhead" opponents in combat. He is also positioned to advance as a charisma based spell caster if a class becomes available.

let me know what you think of the rebuild.
#58

zombiegleemax

Sep 20, 2003 18:44:16
Anyone got stats for Tommy Vercetti, Lance Vance, and some of the other characters out of GTAC?
#59

Beleriphon

Sep 20, 2003 18:50:29
Originally posted by Hobbygoblin
Anyone got stats for Tommy Vercetti, Lance Vance, and some of the other characters out of GTAC?

\

Tommy is definately a Fast/Charismatic Hero, with a number of exotic weapon feats (Chaingun anybody?). Definately has the Criminal occupation.

Other characters? That dorky lawyer guy is definately Charismatic, possibly with some Dedicated or Smart.
#60

zombiegleemax

Sep 21, 2003 0:14:01
Hey man Me and Lostboy can't be doing all the work here I for one would like to see what some other people can come up with.
#61

zombiegleemax

Sep 21, 2003 1:19:54
Originally posted by lostboy923
see the above post for a redone Ash.

I swapped out the smart levels for charismatic levels. Ash now has the ability to taunt his "screwhead" opponents in combat. He is also positioned to advance as a charisma based spell caster if a class becomes available.

let me know what you think of the rebuild.

With all the abuse Ash recieves, which he survives AND continues on, he should still have a few tough and dedicated levels. I still feel that his shadow slayer level is still a little too high but that is just my opinion
#62

zombiegleemax

Sep 22, 2003 8:49:44
The reasoning behind Ash's 5 levels of Shadow Slayer is that i felt that the Shadow Slayer's Shadow Enemy (Undead),Shadow Immunity, and Slayer Weapon Abilities adequately reflects Ash's expertise in battling the Deadite hordes. I think a level of tough hero would suit him well. I'm not convinced on dedicated hero, however, as i would hardly describe our boy as wise. He may possess a little of what could be described as craftiness and cunning (Thus the 14 Wisdom). But, I don't think it goes so far as to warrant levels in Dedicated hero. I would be interested in hearing your opinions on the subject, though.
#63

myrddin_wyllt_02

Sep 23, 2003 20:03:11
C'mon!
We're missing out on some really great characters:
"Ocean's Eleven"

Danny Ocean (George Clooney)
Frank Catton (Bernie Mack)
Rusty Ryan (Brad Pitt)
Reuben Tishkoff (Elliot Gould)
Virgil and Turk Malloy (Casey Affleck and Scott Caan resp.)
Yen (Shaobo Qin)
Saul Bloom (Carl Reiner)
Linus Caldwell (Matt Damon)
Basher Tarr (Don Cheadle)
One other guy I can't find...
I love the Internet Movie Database.
#64

zombiegleemax

Sep 24, 2003 11:34:10
Good idea, Myrddin. Go for it!!!!
#65

zombiegleemax

Sep 24, 2003 12:39:52
I whipped up Sidney Prescott from Scream for a campaign I did a while back, in case you guys are interested. If I posted her stats, I'd probably put her at level 1 though.
#66

zombiegleemax

Sep 24, 2003 18:59:34
Originally posted by lostboy923
Good idea, Myrddin. Go for it!!!!

Now i dont mean to speak for lostboy boy here, but we have our intrests and i personally like your suggestions and ideas but i have other characters in the works, plus I would love to see what other people can do so i can get some ideas as to what kinda info people want in descriptions and historys and character abilities.
#67

myrddin_wyllt_02

Sep 25, 2003 1:38:06
Great, I'll get on them this weekend, and crank out as many as I can come up with. Any rules, like off limits classes, or anything like that? --~Of course, these guys are pretty mundane, just really fricken' smooth...
#68

zombiegleemax

Sep 25, 2003 8:09:57
The only thing I would ask is that you use the format that we have been using to post your character. Other than that, go crazy.
#69

zombiegleemax

Sep 25, 2003 8:40:18
Sidney Prescott Tough Hero 1: CR 1; Medium-size humanoid; HD 1d10+3; Hp 13; Mas 16; Init +2; Spd 30 ft.; Defense 13, touch 12, flat-footed 11 (+1 class, +2 Dex); BAB +0; Grap +0; Atk +0 melee (1d3 non-lethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; AL none*; SV Fort +4, Ref +2, Will +5; AP 5; Rep +0; Str 10, Dex 14, Con 16, Int 10, Wis 16, Cha 12.
Occupation: Student (bonus class skills: Computer Use, Knowledge (Behavioral Sciences) and Perform (Dance)).
Skills: Climb +2, Computer Use +1, Concentration +5, Knowledge (Behavorial Sciences) +1, Knowledge (Pop. Culture) +3, Perform (Dance) +2, Spot +5.
Feats: Simple Weapon Proficiency, Iron Will, Heroic Surge.
Talent (Tough Hero): Remain Conscious

Sidney is the heroine of the Scream thriller movie trilogy. Her stats here reflect her as she was at the beginning of the first film.

Vital Statistics:
Age: 16**
Height: 5'6"
Weight: 106 lbs.
Picture Here

Notes:
* When I created this character, I wasn't using the rules for allegiances. As such, I am unable to provide justified allegiances for the character at this time.
** This is only a guess. The character was in High School at the beginning of the first movie. I didn't bother to track down exactly what year she was so it could be anywhere from 15 to 18.
#70

zombiegleemax

Sep 25, 2003 10:03:49
Round of applause. Good job Buccaneer. That's a great representation of the character.
#71

zombiegleemax

Sep 25, 2003 10:19:44
Burt Gummer

"Guess you broke into the wrong *** damn rec room, didn't ya!"-Burt Gummer (Edited by WizO Sith)

"You have nothing to fear but fear itself — and running out of ammo"-Burt Gummer

Burt Gummer, along with a rag tag group of townsfolk made a desperate stand against several giant, carnivorous, subterrainian worms called "Graboids" in a small Nevada dustbowl town called Perfection. After narrowly escaping Perfection and almost certain death, Gummer traveled abroad hunting and killing “Graboids” worms and their offspring "Shriekers", and made himself a small fortune. After his wife Heather split, Gummer returned to Perfection only to find that his home town was being threatened by crooked land developers as well as a new strain of Graboid worms that had unexpectedly morphed into a third evolutionary stage. Burt once again survived another harrowing battle against the worms in the desert surrounding the town. The inhabitants of Perfection now live peaceful, tranquil lives. Burt has reached an uneasy detant with town’s one remaining Graboid, El Blanco. El Blanco is a thirty foot, sterile, albino graboid. El Blanco enjoys Federal Protection as an endangered species, so as long as El Blanco is around, Perfection can't be bulldozed by any greedy developers. To protect their home, Burt and the people of Perfection must co-exist with El Blanco, dealing with him when necessary as well as other strange situations that come their way.

Burt Gummer Dedicated 3/Tough 3/Shadow Hunter 3; medium humanoid; HD 3d8 + 3d10 +3d8; hp ; Mas18; Initiative +3; Spd 30 ft.; Defense 20, touch 19, flatfooted 17 (+3 Dex, +6 class, +1 leather jacket); BAB +6/+1; Grap +9; Atk: +9 melee (1d3+3, nonlethal, unarmed strike) or +9 melee (1d6+3, rifle butt) or +10 ranged (2d10, +1 mastercraft HKG3 7.62mm assault rifle) or +10 ranged (2d12, +1 mastercraft M2HB .50 cal. machine gun) or + 9 ranged (2d8, Desert Eagle) or +9 (2d10, William Moore 8 gauge shotgun);FS 5ft.; Reach 5ft.; AL Good; SV Fort +10, Ref +7, Will +9; AP; Rep +1; Str 16, Dex 16, Con 18, Int16, Wis 16, Cha 14
Occupation: Adventurer (class skills: Demolitions, Disable Device)
Skills: Demolitions +11, Disable Device +11, Investigate +12, Knowledge (tactics) +9, Knowledge (arcane lore) +9, Listen +13, Sense Motive +13, Spot +15, Survival +18
Feats: Advance Weapon Proficiency, Armor Proficiency (light), Burst, Endurance, Exotic Weapon Proficiency (heavy machine guns), Personal Weapon Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Track
Talents (Dedicated Hero): Skill Emphasis(Survival), Aware
Talents (Tough Hero): Remain Concious, Sonic/Concussion Resistance
Talents (Shadow Hunter): Target Bonus +1, Swift Track
Possessions: Bunker full of guns.
#72

darksoldier

Sep 26, 2003 0:49:27
Awesomeness! I would've immediately grabbed it for the NetBook, except that Burt's got a Shadow PrC, and the NetBook is a straight OGL document, so unless/until the Urban Arcana stuff gets into the Modern SRD, I can't use this as-is.
#73

zombiegleemax

Sep 26, 2003 8:22:31
Well for a OGL Burt, I would take out the levels of Shadow Hunter and add a few levels of Soldier.

I'll try to make an OGL Burt Gummer 2.0 for you.
#74

zombiegleemax

Sep 27, 2003 12:46:13
Hm, new to the system, so I'm not so hot on conversions yet...but here's some other characters ya missed...

Redferne (Witch Hunter from Warlock)
Reggie (Phantasm series)
Egg Shen (little sorceror from BTLC)
Chance Boudreaux (Hard Target)
Peter Vincent (Fright Night)
Dr. Herbert West (Re-Animator)
Beck (Rundown--Great flick, go see it)


any others?
#75

myrddin_wyllt_02

Sep 27, 2003 15:12:38
"Behind that door there's a 95 pound Chinese man and 50 million dollars. Let's get him outta there!"
-Danny Ocean

Dapper Danny Ocean is a man of action. Less than 24 hours into his parole from a New Jersey penitentiary, the wry, charismatic thief is already rolling out his next plan. Following three rules — don't hurt anybody, don't steal from anyone who doesn't deserve it, and play the game like you've got nothing to lose — Danny orchestrates the most sophisticated, elaborate casino heist in history.

Daniel Ocean Smart6/Charismatic4/Investigator5; medium humanoid; HD 15d6+15; hp 51; Mas 14; Initiative +5; Spd 30ft; Defense 16, touch 16, flatfooted 15 (+1 De0, +5 class); BAB +8/+3; Grap +10; Atk: +10 Melee (1d6+2, nonlethal, brawl) or +9 ranged (no gun); FS 5ft.; Reach 5ft.; AL Tess Ocean, Heists; SV Fort +6, Ref +7, Will +7; Ap 8; Rep +7; Str 14, Dex 12, Con 13, Int 18, Wis 14, Cha 17

Occupation: Criminal (class skills: Gamble, Sleight of Hand; feat: Brawl)

Skills: Bluff +17, Craft (Structural) +10, Diplomacy +12, Disable Device +11, Gambling +18, Gather Information +17, Investigate +13, Knowledge (Behavioral Sci.) +13, Knowledge (Current Events) +17, Knowledge (Streetwise) +18, Knowledge (Tactics) +13, Knowledge (Technical) +13, Listen +15, Research +15, Search +13, Sense Motive +13, Sleight of Hand +18, Spot +4

Feats: Simple Weapons Prof., Brawl, Alertness, Personal Firearms Prof., Cautious, Studious, Combat Expertise, Combat Reflexes, Educated, Deceptive, Trustworthy, Knockout Punch, Improved Initiative, Heroic Surge

Talents (Smart Hero): Savant (Investigate), Exploit Weakness, Plan
Talents (Charismatic Hero): Coordinate, Fast Talk,
Talents (Investigator): Profile, Contact (low level, mid-level), Non-Lethal Force

Possessions: Nice Suit, wedding ring (says 'Tess' on inside of band), Tuxedo, Wealth Bonus +13
#76

gronin

Sep 27, 2003 19:03:53
Originally posted by Desamus_Truth
... I have been debating about doing Jake Crow from John Carpenter's vampires ...

great idea but I think if you have the book that the movie was based on (the movie is just pale shadow of the book) "VAMPIRE$" by John Steakley, you will find that the character is even more interesting. There is also a whole host of characters in the book that just beg to be done .... Felix the Gunman and Cat (who in his own words "couldn't hit the broad side of a barn if he was inside it") to name a couple. Hmmmm, now I gotta go find the book.

Has anyone done anything with the characters from "Alias"?
#77

untamed_soul

Oct 01, 2003 4:24:46
Can someone make me up the Bourne Agent from Bourne Identity, I am planning on using him in an adventure where the PCs have to apprehend him, they are currently 8th level.
#78

zombiegleemax

Oct 01, 2003 15:22:10
"Evolution" Characters:

"If I were a big nasty alien bird loose in a shopping mall, where would I be?"
"Lingerie."
"Not you, the alien."
"Lingerie." - Ira Kane & Harry Block

Dr. Ira Kane
Dr. Ira Kane used to be an Army research scientist; however, due to an unfortunate incident involving an attempted cure for Gulf War Syndrome (nicknamed the "Kane Madness"), he now is head of the Glen Canyon Community College science department, where he teaches.
Male Human Smart 3/Dedicated 2/Field Scientist 5
CR 10; Medium-size Humanoid (human); HD 10; hp 48; Mas 12; Init +2; Spd 30 ft.; Defense 20 (+5 class, +2 Dex, +3 Smart Defense); BAB +4; Grap ; AL Good; SV Fort +6, Ref +4, Will +5; AP 20; Rep +3; Str 12, Dex 15, Con 12, Int 16, Wis 14, Cha 13.
Skills
Investigate, Research, Knowledge (earth and life sciences)
Feats
Personal Firearms Proficency, Dead Aim, Educated, Far Shot, Infamous
Talents: savant (Investigate), plan (smart); skill emphasis (Knowledge: Earth & Life Sciences) (dedicated); smart defense, scientific improvisation, skill mastery (Investigate), minor breakthrough (Knowledge: Earth & Life Sciences) (field scientist)
Possessions: Shotgun, USGS ID Card, Scientific Equipment, Alien Samples, Army Colonel's Uniform
Occupation: Academic
Quote:
"Ladies, ladies, there's a terrifying alien bird menacing the mall. Can we focus?"

Professor Harry Phineas Block
Harry Block is also a professor at Glen Canyon Community College, and the women's volleyball coach.
Smart 3/Charismatic 4/Field Scientist 3
CR 10; Medium-size Humanoid (human); HD 10; hp 36; Mas 14; Init +2; Spd 30 ft.; Defense 17 (+3 class, +2 Dex, +2 smart defense); BAB +4; Grap ; AL [allegiences]; SV Fort +5, Ref +5, Will +4; AP 20; Rep 5; Str 13, Dex 15, Con 11, Int 14, Wis 13, Cha 16.
Skills
Investigate, Jump, Perform (acting), Forgery
Feats
Personal Firearms Proficency, Improved Damage Threshhold
Talents: Savant (Forgery), Plan (smart); Fast-talk, Dazzle (charismatic); Smart defense, Scientific improvisation (field scientist)
Possessions: Jeep, Ice Cream, Shotgun, Volleyball, USGS Badge
Occupation: Academic or Athlete
Quote:
(after being told by Ira to "snag" an alien creature)
"No way, I've seen this movie. The black dude dies first... YOU snag it."

Dr. Allison Reed, CDC
Dr. Reed is the CDC representative analyzing the meteor strike site. While very confident mentally, she tends to trip a lot.
Smart 3/Dedicated 3/Field Scientist 4
CR 10; Medium-size Humanoid (human); HD 10; hp 47; Mas 12; Init +0; Spd 30 ft.; Defense 16 (+4 class, -1 Dex, +3 smart defense); BAB 5; Grap ; AL [allegiences]; SV Fort +5, Ref +4, Will +5; AP 20; Rep 3; Str 11, Dex 8, Con 12, Int 16, Wis 15, Cha 13.
Skills
Treat Injury, Knowledge (earth and life sciences), Knowledge (physical sciences), Research, Investigate
Feats
Talents: Savant (Investigate), Exploit weakness (smart); Empathy, improved aid another (dedicated); Smart Defense, Scientific Improvisation, Skill Mastery (Knowledge: Earth & Life Sciences) (field scientist)
Occupation: Doctor
Possessions: Scientific Equipment, Evidence Kit, Samples, NBC Suit (UA) [gas mask] Periodic Table T-Shirt
Quote:
(to Ira) "I would have rocked your world."

Wayne Grey
While not the brightest bulb in the light fixture, Wayne has a goal: to become a firefighter. He was the first witness of the alien meteor smashing into the ground.
Strong 3/Tough 2
CR 5; Medium-size Humanoid (human); HD 5; hp 37; Mas 15; Init ; Spd 30 ft.; Defense 16 (+4 class, +2 Dex); BAB +4; Grap ; AL [allegiences]; SV Fort 4, Ref 1, Will 1; AP 20; Rep 0; Str 16, Dex 14, Con 15, Int 8, Wis 10, Cha 13.
Skills
Climb, Jump, Swim, Treat Injury, Perform (singing)
Feats
Personal Firearms Proficency, Heroic Surge
Talents: Extreme effort, Improved extreme effort (strong); Fire resistance (tough)
Occupation: Emergency Services
Possessions: Fire-Resistant Suit (UA), Fire Extinguisher, Used Car (wrecked but vaguely functional), Rescue Gear, Shotgun, Rescue Dummy
Quote:
(singing to attract an alien bird) "You... are... so... beautiful.... to me..."
#79

myrddin_wyllt_02

Oct 02, 2003 1:55:36
"I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?"
--Jason Bourne

Jason is an amnesiac rogue agent for a black ops compartment of the CIA. His identity is a mystery to him, although he is still a very capable and dangerous agent. Bringing him home may prove an impossible task, and leaving him out there may prove deadly.

Male Human; Strong 4 / Smart 4 / Martial Artist 4 / Infiltrator 4
CR 16; Medium-size Humanoid (human); HD 16; HP 98; MAS 14; Init +8 (+4 Dex, +4 Improved Initiative), Spd 30 ft.; Def 24 (+10 defense, +4 Dex); BAB +12/+7/+2, Grap 15, Melee +15/+10/+5 dam 1d8+3 lethal, Ranged +16/+11/+6 dam by weapon; AL Good, Marie, Himself; SV Fort +7, Ref +14, Will +8; AP 13; Rep +4; Str 16, Dex 18, Con 14, Int 16, Wis 16, Cha 14.
Starting Occupation: Law Enforcement (Gather Info, Streetwise; Personal Firearms Prof.)
Skills:
Climb +10, Computer Use +9, Craft (Electronic) +9, Demolitions +9, Disable Device +9, Drive +6, Forgery +9, Gather Info +22, Hide +18, Investigate +10, Jump +10, Knowledge (Streetwise) +10, Knowledge (Tactics) +19, Listen +10, Move Silently +18, Read/Write Language +9, Search +5, Sleight of Hand +11, Speak Language +9, Swim +8,
Feats:
Combat Martial Arts, Improved Combat Martial Arts, Advanced Combat Martial Arts, Heroic Surge (4/day), Improved Initiative, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Point Blank Shot, Double Tap, Precise Shot, Quick Draw, Quick Reload, Simple Weapons Proficiency, Vehicle Expert,
Talents:
Melee Smash, Improved Melee Smash, Savant [Knowledge (Tactics)], Exploit Weakness, Living weapon (1d8), Flying kick, Sweep, Improvised implements, Improved evasion
Possessions:
safety deposit box full of money, six passports, and a gun (you pick...)

#80

untamed_soul

Oct 02, 2003 2:51:48
Great, looks good I'll definately use him. With him being a 16th level though he'll definately be hard for 8th level characters to apprehend, I'm just hoping not too hard.
#81

zombiegleemax

Oct 02, 2003 8:21:13
Awesome job Myrddin Wyllt. That is an excellent Jason Bourne. Standing Ovation.
#82

zombiegleemax

Oct 02, 2003 11:49:12
Beck

“Do not go gentle into that good night.
Rage, rage against the dying of the light.” –Dylan Thomas

In the always rough, have-to-be tough urban jungle of Los Angeles, there are men like Beck... well, not exactly like Beck - a man who uses whatever means are necessary to retrieve whatever he is paid to bring back. A marker, a late payment or a Super Bowl ring from a quarterback with gambling debts - Beck doesn't differentiate and simply relies on his wits, his "let's get this over with" attitude and his devastating physical prowess to get the job done. For him, it's a simple, multiple-choice world: (A) Beck's way, (B) Beck's way with force, or (C)... there is no "C." Beck doesn't go looking for trouble, and he doesn't like making trouble for anyone, either. Unfortunately, trouble is what he's hired to clean up.

Beck Strong 5/Tough 3/ Street Warrior 3/Martial Artist 1; medium humanoid; HD 5d8 + 3d10 + 3d10 + 1d8; hp ; Mas 18; Initiative +7; Spd 30 ft.; Defense 21, touch 21, flatfooted 18 (+3 Dex, +8 class); BAB+11/+6/+1; Grap +15; Atk: +17 melee (1d8+7, nonlethal, unarmed strike) or +15 melee (1d6+7,lethal, armed strike) or ranged +14; FS 5ft.; Reach 5ft.; AL; SV Fort +12, Ref +8, Will +5; AP; Rep +3; Str 18, Dex 16, Con18, Int 15, Wis 15, Cha 16
Occupation: Adventurer (Intimidate, Spot)
Skills: Climb +15, Concentration +7, Gather Information +13, Intimidate +14, Jump +15, Knowledge (streetwise) +13, Sense Motive +10, Spot +13, Tumble +8
Feats: Brawl, Combat Martial Arts, Defensive Martial Arts, Improved Brawl, Improved Grapple, Improved Initiative, Knockout Punch, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Streetfighting, Two Weapon Fighting
Talents (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash
Talents (Tough Hero): Remain Concious, Damage Reduction 1/-
Talents (Urban Warrior): Urban Survival, Improvised Weapons
Talents (Martial Artist): Living Weapon 1d6
Possessions: Notebook of Recipes, Wallet.
#83

zombiegleemax

Oct 02, 2003 12:36:21
Deputy U.S. Marshal Karen Sisco

“I'm just gonna sit here, take it easy and wait for you to screw up.”-Karen Sisco

Smart. Sexy. Tough. Karen Sisco is a United States marshal on Miami's Gold Coast. In pursuit of dangerous fugitives, Karen must pick her way through the dark underbelly of South Beach nightlife and the sunshine and glitz of Palm Beach highlife … while she struggles to win the respect of her supervisor and fellow officers. Karen is a barely concealed weapon who can take down a suspect twice her size. The only man she truly trusts is her father – a retired marshal with a wealth of life experience and street smarts. He's Karen's confidant, counselor, confessor – and her rock when her confidence wavers … which it does every time she tries to connect romantically with a man.

Deputy U.S. Marshal Karen Sisco Dedicated 5/Investigator 2/Bounty Hunter 3; medium humanoid; HD 5d8 + 2d8 + 13d8; hp ; Mas 14; Initiative +3; Spd 30ft.; Defense 22, touch 19, flatfooted 19 (+3 Dex, +6 class, +3 undercover vest); BAB +7/+2; Grap +9; Atk: +9 melee (1d4+2, nonlethal or lethal, armed strike) or +9 melee (1d6+2, rifle butt) or +10 ranged (2d6, Sig Sauer .380) or +10 ranged (2d8, Mossberg 12 gauge shotgun); FS 5ft.; Reach 5ft.; AL; SV Fort +7, Ref +9, Will +11; AP; Rep +3; Str 14, Dex 16, Con 14, Int 16, Wis 18, Cha 18
Occupation: Law Enforcement (class skills: Gather Information, Drive)
Skills: Drive +10, Gather Information +12, Hide +11, Investigate +14, Knowledge (civics) +10, Knowledge (streetwise) +11, Listen +12, Move Silently +11, Read/Write Spanish, Search +13, Sense Motive +14, Speak Spanish, Spot +14, Survival +12, Treat Injury +11
Feats: Combat Martial Arts, Far Shot, Light Armor Proficiency, Personal Firearms Proficiency, Precise Shot, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Track
Talents (Dedicated Hero):Empathy, Intuition, Skill Emphasis (Investigate)
Talents (Investigator): Profile, Contact, low-level (Marshall Sisco)
Talents (Bounty Hunter): Target Bonus +1, Sharp Eye(Search, Sense Motive, Spot)
Possessions: Black Chanel Suit, Undercover Shirt, Sig Sauer 380, Mossberg 12 gauge shotgun
#84

zombiegleemax

Oct 02, 2003 13:44:52
Well, a friend of mine recently introduced me to a very novel, at least to me, idea about james Bond.

James Bond, 007, is a title within MI6. It is given to the 7th best agent, (Through some speculate that that is just a ruse, and it instead is given to the best agent, but they obviously haven't seen the what former agents with this position have done to perfectly good items from Q branch.) much like the title of M, Q, or Ms. Moneypenny. These are all the names of the positions, given to protect the real identity of the agents, and officials, should they, for some reason, be captured. This allows for an established credential set should the unfortunate event of an agent's death occur.

When an agent is appointed to a position such as James Bond, 007, all records of their former life are erased, and they become the position, but always have the option of quitting if need be, there being a long list of hopeful applicants that once included the current holder of the position.

Of course, this is more of a retcon then an actual solution, but it seems to work. This option would allow for slightly more realism, and the option of actually killing off Bond if the going gets tough.
#85

zombiegleemax

Oct 02, 2003 14:01:17
Well, now that i've put in my James Bond, 007, idea, I guess it's time to help out all those Matrix fans out there.

The Red Pill [General]
When faced with the question of "What is the Matrix?" you answered by taking the red pill. Now you know what the Matrix is, and you can go in, and get special skills and feats.
Prerequisites: Heroic Character, Character Level 3+, Knowledge (technology) 4 ranks, must have taken the red pill.
Benefit: You gain a number of skill points equal to 3 + your character level in a special skill called "Matrix Upload." These skill points can, if in the Matrix, be assigned to skills that you do not have. These skill points are spent as if on a class skill, are transfered out of the Matrix Upload skill, and return upon your exiting the Matrix.
You also get 1 extra skill point at each additional level that much be spent on the Matrix Upload skill.
Normal: Once a skill point is assigned at level-up, it can not be changed.

Loading Program [General]
You have spend some time in the loading program, and can get new skills and feats at a moments notice while within the Matrix.
Prerequisites: The Red Pill, Character Level 6+, Must have level up at least once since taking "The Red Pill" as a feat.
Benefit: In addition to the Matrix Upload skill points gained from The Red Pill feat, you gain an extra feat slot every 3 levels, at the same time you gain any regular feat from character level (9th, 12th, 15th, etc.). This feat slot is left open until filled with a feat by an operator while within the Matrix. The feat slot empties upon leaving the Matrix.
Normal: Feat slots, once gained, much be filled with a feat at level-up, and may not be left open.

So, what do y'all think?
#86

zombiegleemax

Oct 02, 2003 14:43:03
Has anybody thought of doing Kazuki Fuse, the main character of the Japanese animated film 'Jin-Roh: The Wolf Brigade'? Infact, it would be kind of nice not only to see Fuse's stats but also of the typical Jin-Roh commando and their armor (which wouldn't be all that far-flung...the film takes place around 1955).

If you haven't seen Jin-Roh, I suggest that you run out and pick it up. It's a breathtaking, thought provoking take on the Little Red Riding Hood story. You have to understand that I hate anime, but this movie leaves its purple-haired, bouncy-boobed cousins in the dust. What makes this film so elegant--besides the superb animation, story, and voice acting--is the fact it could have been done with live actors without having to change a single element.
#87

zombiegleemax

Oct 02, 2003 14:57:08
nobodez, i do like your james bond idea and think it might make a cool prestige class. similar to the spec op, but centered a little more on intelligence gathering.
#88

zombiegleemax

Oct 02, 2003 19:53:04
nobodez, i think your matrix template is great. it's a great way to give a PC a wide eray of skills and feats, just like in the matrix, but it dosen't make them all mighty in "the real world", but you do know that after now you're going to have to make Neo to help please those die hard matrix fans.
#89

zombiegleemax

Oct 03, 2003 2:02:30
Well, let's see, I'd have to use the Deities and Demigods to do him. (he's at least a demigod when within the Matrix, and even outside of it he's got some cool powers at the end of M2.
#90

zombiegleemax

Oct 03, 2003 7:43:23
Originally posted by nobodez
Well, a friend of mine recently introduced me to a very novel, at least to me, idea about james Bond.

If your friend's name isn't Steve Marsh, he stole it from Pyramid. Not that it's a bad idea, just naming names.
#91

zombiegleemax

Oct 03, 2003 12:16:17
hey, i never said it was his idea. Heck, i doesn't even matter. I just said he introduced me to it, not that it was his. But cool, thanks, I'll remember that.
#92

zombiegleemax

Oct 03, 2003 12:22:06
I'm still waiting to waiting to here about those Anne Rice characters, that would be a massive help in developing a Vampire Chronicles-esque d20 game i'm working on.
Lestat, Louis, Magnus, Marius, Armand anybody?
#93

zombiegleemax

Oct 03, 2003 22:03:28
i am currently in the works on, yes you know it's true creating all 4 ninja turtles and Splinter. here is a list of other people i am working on so snag and create if you want it's just more fun for me to do on my own.


Thunder Cats:
liono
panthra
cheetara
tigra

Masters of the Universe:
He-Man
Man at Arms
Skeletor
Evil Lyne
atc...

X-men:
any and all use your geekness to it's full potential here fellas

Batman:
Batman
Robin

expect to see these and more in due time
#94

myrddin_wyllt_02

Oct 04, 2003 14:53:33
Feh, I tried to write up the other characters from Ocean's Eleven. They were boring, so I gave it up.
#95

zombiegleemax

Oct 06, 2003 23:25:53
Hey Cage,

Did you like my post of triple X?
#96

zombiegleemax

Oct 07, 2003 18:38:22
Originally posted by lostboy923
Ash can come off as a real moron, granted . But let's consider the facts. He was able to craft a mechanical hand and gunpowder with only rudimentary materials. As for klaatu barada n......, even the smartest hero rolls a 1 now and again. As for him being a mage... In the past two video games, Ash actively cast's spells. I really felt that this should be reflected in his charater. So the Mage level and the craft skills are the only reason for the Smart levels and high intelligence. I would have rather had him as something akin to a Sorceror or an Occultist, but the prereqs for the Occultist are crazy and the sorceror has yet to be seen.

Now that I look at it though, I have to say that I agree and I will probably give Ash a significant rebuild. Thus I have taken him off the thread and brought him back to the lab.

Truth be told, I built him at work and probably did not give him the consideration I should have.

I really wanted Ash to have Taunt ability of the Charismatic Hero, So maybe a mix of Charismatic and Strong into Shadow Slayer. That would prep him for Sorceror, if they put one out ever. I know there's an Adept class in Stan!'s D20 Modern Player's companion that is essentially a sorceror. So, Maybe I'll use that.

Butch Coolidge is Bruce Willis's character from Quentin Tarantino's Pulp Fiction.

Use the d&d sorceror, main attributre charisma. I play a charismatic 3/smart 2/sorceror 4/barbarian 3.
#97

zombiegleemax

Oct 08, 2003 0:42:10
I think I'll take a stab at the characters of 'Kill Bill' after I see it this weekend.

Also, anybody else read the fabulous DC comic 'Human Defense Corps'? I think it would translate well, considering that the main characters and their infrantry men have no superpowers, but use technology and big, mean guns to take down Justice League level enemies in a practical manner.
#98

zombiegleemax

Oct 08, 2003 8:10:40
I've already started statting "The Bride" from Kill Bill and will post her this weekend as well.
#99

darksoldier

Oct 08, 2003 23:32:26
Originally posted by Xander_Cage72344
i am currently in the works on, yes you know it's true creating all 4 ninja turtles and Splinter. here is a list of other people i am working on so snag and create if you want it's just more fun for me to do on my own.

Masters of the Universe:
He-Man
Man at Arms
Skeletor
Evil Lyne
atc...

Brian C. is doing a D&D version of Masters of the Universe in the Fantasy Thinktank.
#100

zombiegleemax

Oct 09, 2003 3:53:04
Atticus Finch, from "To Kill a Mockingbird". Smart Hero 4/Dedicated 3/ Charismatic 3
#101

zombiegleemax

Oct 13, 2003 3:51:30
Originally posted by lostboy923
Danny “Doc” Torrance


Str 124?!?!?!
#102

zombiegleemax

Oct 13, 2003 9:13:24
The "124" strength looks like a fat-finger for 14, since he has a +2 str bonus to melee.

Or maybe Doc really pumped iron after his dad tried to waste him, call it an obsession.
#103

kaiosama214

Oct 13, 2003 11:49:17
I want modern versions of The Bride, O-Mei, and Gogo....

*salivates at the thought of seeing Kill Bill again*
#104

zombiegleemax

Oct 14, 2003 9:30:27
Agent Sands (Once Upon a Time in Mexico)

Agent Sands was a CIA agent in Mexico. His specialty was manipulating many sides of an issue into working his way. His biggest case was that of eliminating the drug lord known as Barillo, who was planning on overthrowing the Mexican president. Sands was able to stop Barillo and his partner General Marquez by enlisting the aid of retired FBI agent Jorge Ramirez, Federale Ajendrez, and the local legend known only as "El Mariachi". Sands was betrayed by Ajendrez and turned over to Barillo and his private surgeon Dr. Guevera, who removed Sands' eyes and left him to be tortured by Barillo's men. Sands escaped in time to help prevent the coup and to settle the score with Ajendrez, getting critically wounded in the process.

Agent Sands: Male Human, Fast 2/ Dedicated 2/ Charismatic 5; CR 9; Medium humanoid; HD 2d8+4 plus 2d6+4 plus 5d6+10; hp 50; Mas 14; Init +7; Spd 30ft; Defense 21, touch 18, flat-footed 18 (+3 Dex, +8 class, +3 undercover vest); BAB +4; Grap +5; Atk +5 melee (1d3+1 nonlethal, unarmed strike); Full Atk +5 melee (1d3+1 nonlethal, unarmed strike), or +7 ranged (2d6, Uzi) or +8 ranged (2d6, Glock 20) or +7 ranged (2d6, Beretta 92F); FS 5 ft by 5 ft; Reach 5 ft; SQ Blindsight, eyeless gaze; AL None; SV Fort +6, Ref +7, Will +6; AP 9; Rep +3; Str 13, Dex 16, Con 14, Int 14, Wis 15, Cha 18.
Occupation: Law Enforcement (class skills: Gather Information, Intimidate)
Skills: Bluff +17, Craft (mechanical) +6, Diplomacy +14, Disguise +16, Drive +5, Gather Information +15, Intimidate +13, Knowledge (current events) +14, Knowledge (popular culture) +10, Knowledge (streetwise) +14, Profession +10, Read/Write English, Read/Write Spanish, Sleight of Hand +8, Speak English, Speak Spanish, Survival +7.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Blind-Fight, Combat Reflexes, Deceptive, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Trustworthy.
Talents (Fast Hero): Evasion.
Talents (Dedicated Hero): Skill Emphasis (Bluff).
Talents (Charismatic Hero): Fast-Talk, Dazzle, Taunt.
Possessions: Uzi submachine gun with suppressor, 2 Glock 20 pistols, 2 Baretta 92F pistols, undercover vest, 100 rounds 9mm ammunition, 45 rounds 10mm ammunition, disguise kit, sunglasses, cell phone, false arm (see below).

False Arm: This is a prosthetic left arm that Sands often uses to hide what he is doing with his real arm. While using it, Sands is allowed to act in the surprise round against one enemy that can see him. The benefits of the False Arm are negated if an opponent can successfully determine that the arm is fake (Spot DC 25).
Blindsight: Sands adapted quickly to the loss of his eyes. He thus gets the benefits from the blindsight ability.
Eyeless Gaze: Sands wears sunglasses at all times to hide the fact that his eyes are missing. Once per encounter, he may remove his glasses and "stare" at an opponent as an attack action. He must be able to "see" his target. The taget must succeed at a Will save (DC 17) or be shaken for 5 rounds. If the target fails the save by 5 or more, he is instead cowering for 5 rounds.
#105

zombiegleemax

Oct 14, 2003 10:55:26
1. i suggest you make it Blindsense rather than Blindsight. But, it's your call.
2. I suggest you put a range on the blindsight.
#106

zombiegleemax

Oct 14, 2003 14:39:09
The Bride, aka Black Mamba, aka Classified(Real Name to be Revealed in Kill Bill Vol. II)

“I was five and he was six
We rode on horses made of sticks
He wore black and I wore white
He would always win the fight
Bang bang he shot me down
Bang bang I hit the ground
Bang bang that awful sound
Bang bang my baby shot me down”
-“Bang, Bang” Sonny Bono

She was once a foxy female assassin code-named Black Mamba and a member of an elite team of professional killers known as the Deadly Viper Assassination Squad. When she turned her back on her life of violence her former team-mates, at the behest of their leader “Bill”, exacted a brutal vengeance upon her. On the day of her wedding, the remaining Deadly Vipers massacred the entire wedding party and beat the very pregnant Black Mamba to within an inch of her life. It was Bill, Black Mamba’s former lover and father of her unborn child, who put the final bullet in her brain. She survived, however, lying in a coma for four years. When she awoke, she wept. She wept for her betrayal, for her lost love, for her lost four years, and for her lost child. And when she was finished shedding tears, she began shedding blood.

The Bride Strong 4/Fast 4/Martial Artist 6/Archaic Weapons Master 1; medium humanoid; HD 4d8 + 4d8 + 6d8 +1d10 ; hp ; Mas; Initiative +4; Spd 30 ft.; Defense 28, touch 27, flatfooted 24 (+4 Dex, +13 class, +1 leather jacket); BAB +13; Grap +17; Atk: +17 melee (1d8+6, nonlethal, armed strike) or +17 melee (1d8+6,lethal, armed strike) or +21 melee (2d6+10, +3 mastercraft katana)or +18 melee (1d4+6, +1 Mastercraft SOG Seal knife) or +17 ranged; FS 5ft.; Reach 5ft.; AL; SV Fort +10, Ref +12, Will +6; AP; Rep; Str 18, Dex 18, Con 16, Int 16, Wis 15, Cha 17
Occupation: Adventurer (class skills: Spot, Drive)
Skills: Balance +13, Climb+11, Drive +12, Escape Artist +13, Hide +13, Jump +13, Knowledge (history) +7, Knowledge (streetwise) +10, Knowledge (tactics) +10, Move Silently +13, Read/Write Japanese, Speak Japanese, Speak Mandarin, Spot + 12, Tumble +13
Feats: Agile Riposte, Archaic Weapon Proficiency, Cleave, Combat Martial Arts, Defensive Martial Arts, Dodge, Exotic Melee Weapon Proficiency (katana), Far Shot, Personal Weapons Proficiency, Point Blank Shot, Power Attack, Quick Draw, Simple Weapons Proficiency, Unbalance Opponent, Weapon Focus (katana),
Talents (Strong):Melee Smash, Advance Melee Smash
Talents (Fast): Evasion, Uncanny Dodge I
Talents (Martial Artist): Living Weapon 1d8, Flying Kick, Iron Fist
Talents (Archaic Weapons Master): Weapon Specialization (Katana)
Possessions: Hanzo Jingi (+3 Mastercraft Katana), +1 mastercraft SOG Seal knife, 2 Glock 17 9mm.s, Ruger Service Six .38S snubnose revolver, Mossberg 12 gauge pump action shotgun, straight razor, HK PSG1 7.62mm sniper rifle
#107

zombiegleemax

Oct 14, 2003 15:29:40
Wow, these are all great. I've got to do some and post them. I find that I watch a lot of shows and movies many people don't see and quite a few that they do.

There are a lot of characters I'd love to do. For example:

Movies:
- Mr. Parker & Mr. Longbaugh - Way of the Gun
- Remo & Chiun - Remo Williams
- John Shaft - Shaft, Shaft's Big Score, Shaft in Africa, Shaft (2000)
- Charlie Baltimore - Long Kiss Goodnight

Television:
- Darien Fawkes, Bobby Hobbes, The Keeper, The Official, Eberts - The Invisible Man
- Frank B. Parker, Olga Vukavitch, etc. - Seven Days
- Jesse Mach (sp?) - Street Hawk
- Stringfellow Hawk, Dominic Santini, Archangel, etc. - Airwolf

There are so many more out there...
#108

kaiosama214

Oct 15, 2003 2:30:55
Lostboy - I was thinking something like Fast 3/ tough 1/ dedicated 3/ soldier 10, with all soldier abilities based around the katana. For all that she does in that movie (including taking on 88 armed men and emerging more or less unscathed), she's got to be that high of level. And if you don;t think that she's dedicated...All I have to say is "wiggle your big toe"


That, and in the fight with the crazy 88, limbs flew. she crit's like a madwoman.
#109

darksoldier

Oct 15, 2003 19:40:52
Can I put all the El Mariachi and Kill Bill stuff in the NetBook?
#110

zombiegleemax

Oct 18, 2003 3:32:25
Eventually I'm going to do:

Spawn
Daredevil
Bruce Banner (the Hulk)
Ryu (Street Fighter)
Ken (Street Fighter)
The dinosaurs from Jurassic Park
Ian Malcolm
Alan Grant
Jack Thorne
Eddie Carr (I know, he's dead, but who really cares?)
Freddy Krueger

Or (to really go out on a limb):
Do Modern versions of other eras or universes. For example: Luke Skywalker (Fast Hero, Dedicated Hero), Aragorn (Charismatic Hero, Strong Hero). You know. Like that.

Okay, I have a lot of work to do.
#111

zombiegleemax

Oct 18, 2003 3:38:21
hey, darksoldier, as long as you're at it...

Lo Wang
Strong 4/Fast 1/Martial Artist 10

STR: 18
DEX: 17
CON: 14
INT: 15
WIS: 16
CHA 8

HP: 15d8+30
Defense: 10+13(class)+3(dex)+5(L-D Vest)

Occupation: Adventurer (Bonus class skills: Move Silently, Escape Artist)

Saves
Fort: +6
Ref: +8
Will: +4

BAB: +15/+10/+5
Spd: 25 (he never takes his armor off, not even to sleep)

Rep: +3

Feats: Combat Martial Arts (Strong Bonus), Imp. Combat Martial Arts (Martial Artist Bonus), Adv. Combat Martial Arts (Martial Artist Bonus), Def. Martial Arts, Exotic Melee Weapon Prof. (Katana, Martial Artist Bonus), Archaic Weapons Prof. (Occupation bonus), Simple Weapons Prof., Personal Firearms Prof., Adv. Firearms Prof., Burst Fire, Run, Endurance, Quick Draw, Weapon Focus (Katana, Strong Bonus), Two-Weapon Fighting

Special Abilities: Melee Smash, Imp. Melee Smash, Increased Speed, Living Weapon (1d10), Flying Kick, Iron Fist (all), Flurry of Blows

Skills:
Balance: +4 (1 rank)
Climb: +7 (7 ranks, no kit)
Jump: +11 (7 ranks)
Move Silently: +21 (18 ranks)
Profession: +21 (18 ranks)
Read/Write Japanese
Speak Japanese
Swim +8 (5 ranks)
Tumble: +4 (1 rank)
(You can fill in the rest yourself, these are the permanent ones)

Attacks:
Unarmed Strike: 1d10+6, TAB +19/+14/+9
MC +3 Katana ("Foe-Eater"): 2d6+6, TAB +21/+16/+11
Shuriken: 1d3, TAB +15/+9/+5 (he throws them 3 at a time and has d% number of them)

Possessions: Ninja pants and slippers, 2 Micro Uzis (Treat as MAC-10's in 9mm, with 25-rd mags), 200 rds of 9mm ammo, Kawasaki Ninja (of course) ZX-9R, modified to hold the Uzis and other assorted gear in something like an oversize range bag.


I'm too lazy to do a stat block, get off my back
#112

zombiegleemax

Oct 19, 2003 19:46:01
I was always thinking of having The Red Dwarf crew, shortly after buying d20 modern, I watched Red Dwarf and started deciding what each character would be.... I finally decided on

Lister: Tough (Tough cuzhe can drink a lot of beer and eat curries too hot for humans to taste, he needs something to keep him ALIVE after doing that, thus the Tough Hero class.)

The Cat: Fast/Charismatic (Well Fast because he's a Cat (and the ships pilot in the later series'), and Charismatic because he's such a snappy dresser! Just give him like a 5 Intelligence or something, since he's none too bright)

Rimmer: Dedicated (Dude, he took the astronavigation exam a record number of times, if that's not dedication I don't know what is. He failed each time, so take out a lot of his Intelligence, give him a 9 or something, just below average. He would have no strength or constitution (what with him being dead and incorporal). Plus his Charisma would suffer, due to his total Smeg headidness)

Kryten: Smart/Dedicated (Smart because he's the only one in the crew with any brains at all, and has a crap load of information in his memory bank. Dedicated because he washes Lister's laundry, you'd need a lot of willpower to do that. Give him high Strength, because he's an android, but low Dexterity because of his silly walk)

I'm still not sure about Kochanski though.... possibly Smart/Tough, but I can't seem to justify that choice very well....
#113

zombiegleemax

Oct 19, 2003 20:43:43
Allright all you Halo fans don't go messing your pants, here he is the one and only...Master chief.

Master Chief

Human soldiers have been using Performance-enhancing equipment for hundreds of years and the MJOLNIR model armor is the militaries current pinnacle of enhancement equipment. Master Chief being the first of a long line of Spartan-2 biologically engineered human project to make the “perfect” soldier utilizing and enhancing combat reflexes, eyesight, and coordination combined with the MJOLNIR armor Master Chief is almost invincible.


Master Chief Strong 5/Fast 5/tough 5/Soldier 10/Spec Op 5; medium humanoid; HD 5d8+5d8+5d8+10d10+5d8 after 60 points of shields; hp ; Mass 28; Initiative +17; Spd 35 ft.; Defense 47, touch 37, flatfooted 36 (+11 Dex, +16 class, +10 MJOLNIR); BAB +18; Grap +39; Atk: +39 melee (1d4+21, lethal, Pistol whip) or +39 melee (1d6+21,lethal, Rifle butt) or +25 (with burst fire) +27 (double tap) +29 (one shot) ranged (2d10 ,lethal, MA5B Assault Rifle (armor-piercing rounds) or +30 Ranged (2d10+4, lethal, M6D pistol (armor-piercing, high-explosive rounds); FS 5ft.; Reach 5ft.; AL CG; SV Fort +15, Ref +18, Will +7; AP; Rep +6; Str 62 , Dex 32, Con 28, Int 26, Wis 24, Cha 17
Occupation: Military (class skills: Survival, Navigate. Bonus Feat: Brawl)
Skills: Balance +34, Climb +31, Demolitions +28, Diplomacy +23, Drive +29, Hide +33/ +32, Intimidate +23, Jump +31, Knowledge (current events) +29, Knowledge (street wise) +24, Knowledge (history) +28, Knowledge (tactics) +24, Listen +28, Move Silently +28, Navigate +28, Pilot +24, Repair +16, Swim +31, Spot +21, Survival +28, Tumble +23
Feats: Brawl, Improved initiative, Point Blank shot, Improved Brawl, Knock out punch, Power Attack, Double tap, Personal Firearms Proficiency, Advanced Firearms Proficiency, Acrobatic, weapon focus (MA5B Assault Rifle), Athletic, Endurance, Stealthy, precise shot, far shot, dodge, mobility, shot on the run, skip shot, Armor proficiency light, Armor Proficiency Medium, Armor proficiency Heavy, Exotic firearms proficiency (rocket launcher), Exotic Weapon proficiency (plasma rifle)
Talents (Strong): Melee smash 1, 2, and 3
Talents (Fast): Evasion, Uncanny Dodge I, Uncanny Dodge 2
Talents (tough): Damage Reduction 3/-
Talents (Soldier): Weapon focus (M6D Pistol), Weapon specialization (M6D Pistol), Tactical Aid, Improved Critical (M6D Pistol), Improved Reaction, Greater Weapon Specialization, Critical Strike
Talents (Spec Op): Specialist (tactics), Hunt and Evade, Night Mover, Shock and Awe, Silent death
Possessions: MJOLNIR heavy armor, M6D Pistol, MA5B Assault rifle, four fragmentation grenades.

And yes all the stats are correct.

Oh whats this...

MJOLNIR

The battle suit utilizes a neural interface implanted in the brain. The armor’s movements and weapons are controlled at the speed of the wearer’s thoughts. The battle suit also contains a layer of crystal that forms a network capable of supporting star-ship grade AI so the wearer can over power computer systems if necessary. The suit’s shell is comprised of many layers of strong alloy, and a reflective coating to disperse energy weapon hits, internally, the suit regulates temperature and can reactively change in density if necessary.

Has lightweight weapon storage for the MA5B on the right leg and another for the M6D on the left holds two frag grenades on each forearm the helmet holds an HUD and allows the wearer to have infer-red or night vision activated and a fifteen meter radius motion tracker. Also has a crystal powered sheild generator on the back, that regenerates after five rounds of not taking a blow, it only displaces ranged weapon fire.

Str +40
Dex +18
Con +16
Int +10
Wis +10
Cha -1

Fort +0
Ref +3
Will +0
#114

zombiegleemax

Oct 19, 2003 22:19:01
Um, ok

In a few levels, my sniper will be able to pwn MC. And when I say "sniper," I mean it (he's already got 3 levels in the Sniper PrC). Hell, my sniper already has a Hide bonus of +25, with armor and ghillie suit. so... Yeah, you don't see him. At least, not until he fires the shot that removes your HEAD!!

Which reminds me; you need to stat MC's weapons. I have no friggin' idea what any of them do, besides shoot.

Also, the HP in the stat block represents average HP; I've figured it to be 210.
#115

zombiegleemax

Oct 19, 2003 23:06:59
Hey smarty pants what they do is in there, its not like they're transformers or something they shoot thats what guns do.
#116

zombiegleemax

Oct 19, 2003 23:16:47
Range increment? Weight? Size? Magazine capacity? Rate of fire? Any of these ringing any bells?

Also, why in the hell does the pistol do more per shot than the rifle? I'm pretty sure that pistols are generally of lower power than rifles.
#117

kaiosama214

Oct 20, 2003 2:19:14
Originally posted by LTNuk3m
Range increment? Weight? Size? Magazine capacity? Rate of fire? Any of these ringing any bells?

Also, why in the hell does the pistol do more per shot than the rifle? I'm pretty sure that pistols are generally of lower power than rifles.

In response to both of your posts so far, Have you ever PLAYED Halo? :-p

Snipers DO own in the game itself, though the human weapons in there do a hell of alot more damage than the normal type. As for the Pistol doing more than the MG, that would only be in case someone kept doing Headshots. regular hits do less damage than the machine gun. However, i think that MC needs his onl 5 level prc to represent his abilities with his selsct few weapons, and his ability to make called shots on the run (and screw you people who don't think it can be done; my buddy Jake will run a circle around you and then pop you three times in the head).
#118

zombiegleemax

Oct 20, 2003 9:01:12
I played HALO on the XBOX a long time ago, I can't remember a thing about it.

I still need the other stuff I listed, though. Make sure it's balanced (Range inc = 2/3 of the max range / 10)
#119

Skrittiblak

Oct 21, 2003 9:45:09
Anyone want to do the following people:

Tony Soprano (Sopranos)
Kareem Saeed (Oz)
Adabisi (Oz)
Lara Croft (Tomb Raider)

Those are the ones I'd be most interested in for now.

Tony is probably Charismatic/Tough.
Kareem is Charismatic/Dedicated.
Adabisi is Strong.
Lara Croft is a whole mixed bag of goodies no doubt.
#120

zombiegleemax

Oct 21, 2003 16:42:22
HA! I told I'd do them and now, one of em's done! took me a while but Dick Tracy's done. Here he is.

Dick Tracy

Dick Tracy was simple man who wanted nothing more than to spend his life with his #1 doll, Tess Trueheart. But, when he was attacked by a mugger whil on a date, his eyes were forever opened to the anger, crime, and filth that belittled his fair city. Ever since, he's spent every waking moment fighting the good fight, taking the pain to the crooks, and ensuring that young lovers are safe.

Richard "Dick" Tracy Level 2 Dedicated/4 Fast/4 Gunslinger; medium humanoid; HD 16+2d6+4d8+4d10; HP 64; Defense 21; spd 30 ft.; Initiative +3; BAB +7 Melee +8 Ranged +10;Colt Python +10 2d6 damage, 20 Crit, ; Reputation +3; SV Fort +5, Ref +7, Will +7; AP ; Str 13 +1; Dex 16 +3; Con 12 +1; Int 10 0; Wis 14 +2; Cha 11 0.
Occupation: Investigative(skills: Investigate and Sense Motive)
Skills:
Drive +9, Escape Artist +2, Intimidate +9, Investigate +10, Knowledge(Streetwise) +9, Sleight of Hand +9, Sense Motive +10, Tumble +9.
Feats:
Advanced Firearms Proficiency, Brawl, Burst Fire, Combat Expertise, Double Tap, Far Shot, Personal Weapons Proficiency, Point Blank Shot, Quick Draw, Two weapon Fighting, Vehicle Expert
[u]Talents[/u]
Evasion(Fast Hero)
Uncanny Dodge 1(Fast Hero)
Skill Emphasis(Investigate)(Dedicated)
Close combat Shot(Gunslinger)
Weapon Focus(Colt Python)(Gunslinger)
Defensive Position(Guslinger)
Wealth: 3
Equipment
Colt M1911
Bright Yellow Leather Jacket
2 boxes of 50 .45 Caliber rounds

Note: I didn't give him any investigator levels for the reason that he really didn't do a lot of investigations. It was just running in and bulleting up anyone he saw usually.

And I have the levels for the others, with their prestige class in parentheses cause I'm not sure if they have th proper skills...
GREEN HORNET: Level 4 Smart/ Level 3 Fast(Field Scientist/Investigator)
THE SPIRIT: Level 3 Strong/3 Tough/2 Dedicated
THE SHADOW: Level 5 fast/2 strong(Gunslinger/Investigator)
ELIOT NESS(the untouchables):Level 3 Dedicated/Level 4 Fast/Level 3 investigator
GREEN ARROW:Level 5 Fast/3 Tough
TH PHANTOM: Level 4 Tough/3 Strong/3 Fast(Martial Artist/Gunslinger)
#121

zombiegleemax

Oct 22, 2003 22:47:45
+25 (with burst fire) +27 (double tap) +29 (one shot) ranged (2d10 ,lethal, MA5B Assault Rifle (armor-piercing rounds) or +30 Ranged (2d10+4, lethal, M6D pistol (armor-piercing, high-explosive rounds);

MA5B (7.62 mm) dam. 2d10 crit. 20 dam. type ballistic range inc. 80ft rate of fire Single, S, A Magazine 60 box. size large weight 15lb purchase DC 22 Res. Mil (+3)

M6D (12.7 mm) dam. 2d10 crit 20 range 90ft rate of fire. Single, S Magazine 12 box size medium weight 4lb Purchase Dc 20 Res. Mil.(+3)
#122

zombiegleemax

Oct 27, 2003 9:53:49
What about the characters from Earthbound?

I'm guessing Ness would be Strong/Battle Mind, Paula would be Dedicated/Charismatic/Telepath/Battle Mind, Jeff would be Smart/Techie, and Poo would be Strong/Martial Artist/Battle Mind.
Not sure what their levels would be.
#123

zombiegleemax

Oct 27, 2003 9:53:49
What about the characters from Earthbound?

I'm guessing Ness would be Strong/Battle Mind, Paula would be Dedicated/Charismatic/Telepath/Battle Mind, Jeff would be Smart/Techie, and Poo would be Strong/Martial Artist/Battle Mind.
Not sure what their levels would be.
#124

zombiegleemax

Oct 27, 2003 11:11:01
I thought of another cool stat thingy

Tyler Durden - Tough 10/ Charismatic 5/ Martial Artist 5 (Factor in Exotic Weapon Profiency (Nunhcaku (SP?) and he's the dude from the movie, Fight Club.

Tough because he gets the crap kicked out of him on a daily basis, that's sure to make you a little tougher than most people.

Charismatic for his ability to gain allies and followers.

Martial Artist because you see him practising with a nunchaku in several scenes of the film, whether or not he's a serious Martial Artist or not is the subject for some debate)

Allegiances: Chaos
#125

zombiegleemax

Oct 30, 2003 16:21:19
Jack Skellington

“There are few who'd deny, at what I do I am the best
For my talents are renowned far and wide
When it comes to surprises in the moon-lit night,
I excel without ever even trying.
With the slightest little effort of my ghost-like charms
I have seen grown men give out a shriek
With the wave of my hand, and a well-placed moan,
I have swept the very bravest off their feet.

I'm a master of fright, and a demon of light
And I'll scare you right out of your pants, boy
To a guy in Kentucky, I'm Mister Unlucky
And I'm known throughout England and France, boy
And since I am dead, I can take off my head
To recite Shakespearian quotations
No animal or man can scream like I can
With the fury of my recitations.” –Jack Skellington, Pumpkin King

Every October 31st, Jack Skellington, the gaunt skeletal Pumpkin King, is responsible for leading the strange inhabitants of Halloweentown in the successful execution of Halloween.

Jack Skellington Charismatic 10/Fast 10; medium-size Undead (unique skeleton); HD 4d12 + 10d6 + 10d8; hp ; Mas--; Initiative +8; Spd 40 ft.; Defense, touch, flatfooted (+4 Dex, class, +2 Natural Armor); BAB +14/+9/+4; Grap +16; Atk: +19 Melee (1d6+4, claw) or ranged +18; FS 5ft.; Reach 5ft.; SQ undead, skeleton immunities, fear immunity, turn resistance +4, fear aura, fear immuity, scream like a banshee, boo!, trick or treat, good scare, spell-like abilities, ; AL Good, Chaos, Halloween; SV Fort +9, Ref +18, Will +15; AP; Rep; Str 18, Dex 18, Con --, Int 15, Wis 15, Cha 20
Occupation: Adventurer (class skills: Knowledge (arcane lore), Spot)
Skills: Balance +14, Bluff +17, Craft (mechanical) +12, Diplomacy +14, Disguise +17, Escape Artist +14, Gather Information +15, Hide +20, Intimidate +17, Knowledge (arcane lore) +19, Listen +4, Move Silently +20, Perform (sing) +15, Perform (dance) +15, Sleight of Hand +14, Spot +19, Tumble +14
Feats: Agile Riposte, Alertness, Archaic Weapons Proficiency, Combat Expertise, Deceptive, Dodge, Elusive Target, Frightful Presence, Heroic Surge, Improved Disarm, Improved Initiative, Improved Natural Attack, Iron Will, Lightning Reflexes, Mobility, Renown, Spring Attack, Stealthy, Weapon Focus (Claw), Whirlwind Attack
Talents (Fast Hero): Evasion, Uncanny Dodge I, Uncanny Dodge II, Increased Speed, Improved Increased Speed
Talents (Charismatic Hero): Charm (Female), Favor, Coordinate, Inspiration, Greater Inspiration
Possessions:

Special Qualities.

Fear Immunity: Jack is immune to all fear effects (magical or otherwise

Fear Aura (Su): At will, Jack may activate his fear aura as a free action. This is a mind-affecting fear effect. All creatures within a 50 ft. radius must succeed at a Will save (DC 26) or cower for 10 rounds.

Boo!(Su): During a surprise round, All DC’s to negate fear effects (both mind effecting and source induced) are increased by Jack’s Dexterity modifier.

Trick or Treat (Su): Jack innately knows if a creature will react to a particular source with fear. He may choose to spend an action point to manifest that particular source as a free action. The sources strength and resulting Will save DC = 10+ ½ Jack’s HD + Charisma modifier (DC 26).

Scream Like a Banshee (Su): Jack may let loose with a terrifying scream three times per day. This is a sonic mind-affecting fear effect. All creatures within a 50 ft. cone must succeed at a Will save (DC 26) or take 1d4 temporary Wisdom damage.

Good Scare (Su): Life’s no fun without a good scare, Jack may choose for any of his fear effects to have positive results. Instead of becoming shaken, panicking, or cowering, a creature who is scared by Jack, may instead receive an adreniline rush. For 24 hours, the creature recieves immunity to all fear effects (magical or otherwise) and a +1 morale bonus to its Strength, Dexterity, and Constitution scores.

Spell-Like Abilities: At will-Cause Fear, Fear, Remove fear, These spells are as cast by a 10th level mage.(DC 14 + spell level)
#126

zombiegleemax

Oct 30, 2003 16:31:56
The Slayer

Into every generation a Slayer is born. One girl in all the world, a Chosen One. One born with the strength and skill to fight the vampires, to stop the spread of their evil and the swell of their numbers.

Template Traits
The Slayer is an acquired template that can be added to any humanoid, or monstrous humanoid (referred to hereafter as the base creature). The creatures type remains humanoid.

Challenge Rating: Same as base creature +3

Defense: The base creature’s natural armor increases by +6

Immunities: Slayers are not subject to critical hits, ability damage, ability drain, energy drain, or the effects of massive damage.

Special Qualities: A Slayer retains all of the special qualities of the base creature and gains the additional special qualities listed below.

Damage Reduction 15/+1(Su): A Slayer ignores the first 15 points of damage dealt by nonmagical weapons
Improvised Weapons (Ex): A Slayer is an expert at using improvised weapons. She does not take a –4 penalty on attack rolls when wielding an improvised weapon
Improvised Weapon Damage (Ex): A Slayer’s attack with an Improvised Weapon deals more damage. She treats an improvised weapon as though it were one size category larger than it is for the purpose of determining the damage that it deals.
Dusting Vamps (Ex): When weilding wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs), a slayer may threaten a critical hit against a vampyre on rolling a natural 19 or 20 (unless noted otherwise), even though vampyres are normally immune to critical hits.

Abilities Scores: Slayers gain the following ability score increases Str +6, Dex +4, Con +2, Int +2, Wis +2, Cha +4

Skills: Same as the base creature (human slayers retain the extra skill points afforded to all humans) Slayers gain a +8 bonus on all Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Slayers gain the bonus feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, and Supernatural Strike
#127

zombiegleemax

Oct 30, 2003 16:33:54
Buffy Anne Summers

“Into every generation a Slayer is born. One girl in all the world, a Chosen One. One born with the strength and skill to fight the vampires, to stop the spread of their evil and the swell of their numbers.”-Rupert Giles

“If the apocalypse comes, beep me.”-Buffy Summers

This LA pom-pom shaker, Prom Princess and Fiesta Queen was born in 1981 to Hank and Joyce Summers. In 1996, the Buffster met Merrick, a peculiar man who informed her that she was the latest in a line of chosen ones: Vampire Slayers. Merrick was a Watcher, a keeper if you will, of the chosen Slayer. Whoever could have imagined that a high-maintenance mall rat could eventually move on to save the world on several occasions? Well, no one at her City of Angels high school could, partly because in her first major victory against the bloodsuckers, she torched the gym. Thank goodness our hero somehow managed to avoid juvy or any kind of lengthy court case.

Unfortunately for Buff, her parents decided to divorce after this nasty chain of events. An entirely new chapter opened in the Slayer's life when her mom decided to make a move to beautiful Sunnydale, California. Buffy's slaying days had just begun in 1997 when she found out from her new Watcher, Giles, that Sunnydale was actually located atop a Hellmouth, a portal to an evil dimension replete with Vampires, demons and other ultra-nasty types. Too bad she couldn't leave her duties as the Chosen One behind; she might have avoided the stress of being killed and resurrected.

On top of the whole dying thing, Buffy has had quite a traumatic six years: she's lost her soul mate Angel, as well as her mother, discovered that her sister Dawn wasn't actually her sister, dealt with the strain of paying the bills on minimum wage, and become involved and broken up with her former archenemy, Spike. More recently, she watched her best friend Willow nearly destroy the world, but with the rest of the gang, Buffy managed to come out on top. Buffy was finally able to thwart an offensive against the First Evil, when Willow released the Spirit of the Slayer into every available potential. In the climactic battle, Sunnydale was destroyed.

With strength, intelligence and fortitude, Buffy will continue to slay any Big Bad that comes her way. Her friends, family, and the rest of the slayers will be fighting alongside her to keep the rest of the world safe, and we hope she'll be lucky enough to avoid another trip to the cemetery. In a coffin, that is. Rumour has it that Buffy is currently enjoying some R & R in Europe.

Buffy Anne Summers Strong 5/Fast 5/Shadow Slayer 8/Martial Artist 2; medium humanoid, Slayer (see Slayer Template); CR 23; HD 5d8 + 5d8 + 8d8 + 2d8; hp ; Mas 18; Initiative +9; Spd 30ft.; Defense 36, touch 29, flatfooted 31(+5 Dex, +14 class, +6 natural armor, +1 leather jacket); BAB +18/+13/+8/+3; Grap +24; Atk: +24 melee (1d6+9, lethal/nonlethal, unarmed strike) or +24 melee (1d6+9, wooden stake) or +27/+27 (1d12+14/1d6+11, +5 Crimson Scythe “see description”) or +22 ranged (1d10, crossbow); FS 5ft.; Reach 5 ft.; SQ: Slayer Immunities; Damage Reduction 15/+1, Improvised Weapons, Improvised Weapons Damage, Dust Vamps; AL: Good, Scoobies, Angel; SV Fort +12, Ref +18, Will +10; AP ; Rep +3; Str 22, Dex 20, Con 18, Int 18, Wis 18, Cha 20
Occupation: Student (class skills: Knowledge (arcane lore), Knowledge (current events), Knowledge (popular culture))
Skills: Balance +17, Bluff +13, Climb +19, Escape Artist +13, Gather Info +14, Hide +20, Intimidate +14, Jump +19, Knowledge (arcane lore) +15, Knowledge (current events) +14, Knowledge (popular culture) +15, Knowledge (streetwise) +14, Listen +23, Move Silently +21, Search +12, Sense Motive +21, Sleight of Hand +10, Spot +23, Swim +12, Tumble +16
Feats: Agile Riposte, Alertness, Archaic Weapons Proficiency, Cleave, Combat Martial Arts, Combat Reflexes, Defensive Martial Arts, Dodge, Great Cleave, Improved Initiative, Lightning Reflexes, Mobility, Personal Weapons Proficiency, Power Attack, Simple Weapons Proficiency, Spring Attack, Supernatural Strike, Two-Weapon Fighting, Unbalance Opponent
Talents (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash
Talents (Fast Hero): Evasion, Uncanny Dodge I, Uncanny Dodge II
Talents (Shadow Slayer Hero): Detect Shadow, Shadow Immunity, Slayer Weapon, Shadow Enemy-Undead +3, Shadow Enemy-Outsiders +1, Fast Healing
Talents (Martial Artist Hero): Living Weapon 1d6, Flying Kick

The Crimson Scythe: The Crimson Scythe was forged in secret hundreds of years ago and placed in a rock, by a group of women who acted as guardians for the Slayer. It was made outside the knowledge of the Shadowmen (later called Watchers), which explains why no one knew of its existence. Buffy retrieved the weapon from the rock and used it in her climatic battle with First. Willow used the Scythe to release the essence of the Slayer into all waiting potentials. The Crimson Scythe looks more like an axe with a wooden stake at on end. In the hands of any one it acts as a +2 weapon, in the hands of the slayer it becomes a + 5 Holy weapon. The Scythe can be used as a double weapon. It is a large weapon and features a scythe on one end and a wooden stake on the other. Wielders suffer appropriate penalties for fighting with a double weapon.
#128

richard_k

Nov 01, 2003 3:11:03
Could some one compile all these into one please or point me towards a site with a lot of made up characters plaese. thanks
#129

darksoldier

Nov 01, 2003 10:22:51
Originally posted by richard_k
Could some one compile all these into one please or point me towards a site with a lot of made up characters plaese. thanks

My NetBook. Follow the sig.
#130

zombiegleemax

Nov 01, 2003 21:46:20
Not many people know what their life's worth is. I do. Seventy grand. That's what they took from me. And that's what I was going to get back...

Porter and his partner, Val Resnick, rob the Chinese Mob for $140,000. But Resnick and Porter's wife double cross him - stealing the money and leaving him for dead with a bullet in the back. After some rehabilitation, Porter is back, and will take on anyone who gets in the way of him retrieving his $70,000.


Porter (Charismatic 4/Tough 4/Bodyguard 2) CR 10; Medium-size human; HD 4d6+12 plus 4d10+12 plus 2d12+6; hp 77; Mas 20; Init +1; Spd 30 ft.; Defense 18, touch 17, flat-footed 16 (+1 Dex, +5 class, +1 Dodge, +1 Leather Jacket); BAB +6; Grap +7; Atk +8 melee (2d6 + 1d4 nonlethal, unarmed strike) or +8 melee (1d6, pistol whip); Full Atk +8/+3 melee (2d6 + 1d4 nonlethal, unarmed strike), or +8/+3 melee (1d6, pistol whip), or +8/+3 (+9/+4 point blank) ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Self; SV Fort +9, Ref +6, Will +6; AP 10; Rep +4; Str 10, Dex 13, Con 17, Int 12, Wis 10, Cha 16.

Occupation: Criminal (class skills Move Silently, Sleight of Hand)
Skills: Bluff +15, Concentration +9, Diplomacy +11, Disguise +4, Drive +4, Escape Artist +3, Forgery +4, Gamble +4. Gather Information +9, Handle Animal +4, Intimidate +9, Listen +3, Move Silently +6, Profession (Criminal) +4, Spot +3, Sleight of Hand +6, Knowledge (Streetwise) +7
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Improved Damage Threshold, Nimble, Deceptive, Brawl, Dodge, Streetfighting, Knockout Punch, Point Blank Shot, Iron Will
Talents: Charm (female), Fast Talk, Second Wind, Damage Reduction 1/-, Harm's Way, Combat Sense +1
Possessions: Clothes, Leather Jacket, Colt Python, 20 .357 rounds, Stolen id and credit cards, various personal possessions
#131

zombiegleemax

Nov 01, 2003 22:30:47
Those stats rule, I think you captured everything he did in the film with 'em.... I like 'em a lot I do!
#132

zombiegleemax

Nov 02, 2003 11:49:29
Allan Quatermain Tough Hero 9/ Strong Hero 5/ Fast Hero 2

Wilhelmina "Mina" Murray-Harker Dedicated Hero 8/ Charismatic Hero 6/ Tough Hero 3

Dr. Henry Jekyll Smart Hero 11/ Dedicated Hero 5

Edward Hyde Tough Hero 11/ Strong Hero 5

Captain Nemo Smart Hero 10/ Fast Hero 4/ Dedicated Hero 2

Dr. Hawley Griffin, The Invsible Man Smart Hero 3/ Dedicated Hero 2/ Fast Hero 6

Campion Bond Charismatic Hero 6/ Dedicated Hero 5

Professor James Moriarty Dedicated Hero15/ Smart Hero 4

The Insidious Dr. Fu Manchu Smart Hero 16/ Dedicated Hero 3

Eventually I'll expand on them and probably add more (Dr. Moreau, Phineas Fogg, and Dorian Gray the most likely to be added.
#133

zombiegleemax

Nov 02, 2003 13:21:19
That's beautiful, man. But one thing: Do you really see Griffin as Dedicated? I mean, he seemed not to really care about their mission at all. Other than that it's perfect.
#134

DSCrankshaw

Nov 02, 2003 14:54:53
From Sluggy Freelance:

Torg

Torg is in his late twenties, with crewcut blond hair and large round eyes. He typically wears jeans and a t-shirt, with a open flannel shirt over both. He is tall and fairly muscular considering that he spends an inordinate of time playing video games and surfing the web.

In many respects, Torg is a typical young American, with a fondness for video games and pop culture, good friends, and an unrequited love for the girl next door. In other respects, he’s decidedly atypical. The weirdness in his life stems partly from the fact that his best friend, Riff, is a mad scientist and his pet rabbit, Bun-bun, is homicidal; partly it stems from his own tendency to stumble into weirdness, which may explain his mad scientist best friend and his homicidal pet bunny. Whether trapped in another dimension, befriending a man-eating alien, or fending off the advances of a brainwashed gymnastic assassin who keeps coming back from the dead, Torg has seen so much weirdness that nothing strikes him as unbelievable, or even particularly unusual.

Many people think Torg is a moron, but in spite of his ignorance and impulsiveness, he can by very clever when the situation calls for it. His central characteristics are his fearlessness—his willingness to leap into any situation, no matter how crazy or dangerous—and his selflessness—his willingness to do anything for his friends, or even complete strangers. His ability to survive these situations is a mystery even to those who know him best. It probably has something to do with his ability to get along with practically anyone, his natural toughness, and the way he can occasionally manage extraordinary feats.

Tough 5/Charismatic 5/Daredevil 5
Occupation: Creative (Bluff, Computer Use, Craft (visual art))
Talents (Charismatic): Charm (Female), Coordinate, Inspiration
Talents (Tough): Remain Conscious, Second Wind, Damage Reduction 1/--
Special abilities: Fearless, Nip-up, Action Boost, Adrenaline Rush (one ability)

Str 13, Dex 12, Con 18, Int 12, Wis 8, Cha 14
HP: 135
Defense: 20 (+1 from Dex), 26 (when wearing the Armor of Torgamus)
BAB: +7
Attacks: +10/+5 melee Longsword (1d8+3, crit 17-20/x2), +8/+3 ranged
Fort +14 Ref +6, Will +2
Base speed: 30’ (20’ when wearing the Armor of Torgamus)

Skills (ranks): Balance(5) +6*, Bluff(8) +11, Climb(5) +6*, Computer Use(10) +11, Concentration(6) +10, Drive(6) +7, Craft(visual arts) (10) +12, Diplomacy(12) +14, Disguise(1) +3, Gather Information(5) +7, Handle Animal(2) +4, Jump(5) +6, Knowledge (pop culture)(14) +15, Profession(5) +4, Ride (2) +3, Survival(8) +7, Swim(5) +6*, Tumble(5) +6*
* Does not include the –5 armor penalty when wearing the Armor of Torgamus.

Feats: Simple Weapon Proficiency, Armor Proficiency (Light) (1), Brawl (1), Endurance (T2), Heroic Surge (3), Streetfighting (T4), Archaic Weapon Proficiency (6), Armor Proficiency (Medium) (D3), Creative (C2) , Improved Feint (9), Windfall (C4), Run (12), Jack of all Trades (15)

Special Features (These are not feats, but rather special traits of Torg):

Weirdness Magnet: If there’s something weird going on within five miles of Torg, he is inexorably drawn to it, although it will always seem to be a random coincidence. It may even be one of his friends that it goes after, but it’s virtually guaranteed that he will become involved somehow.

Ghost Sight: Torg sees dead people. All supernatural creatures that would normally be invisible to humans are usually visible to Torg. He may have to concentrate either to see them or not see them, depending on how much they are in this world. Concentration DC 15.

Equipment: Torg usually doesn’t carry a lot of equipment, and often winds up in the middle of his adventures with nothing more than the flannel on his back, but he has managed to pick up a few things.

The Sword of Torgamus: Torgamus might be a former incarnation of Torg, or perhaps a distant ancestor. It may be that they just happen to look alike. Nevertheless, there is such an uncanny resemblance between Torg and the Warlord of Mercia that when Torg traveled back in time he was forced to pose as the warlord. He carried this apparently ordinary longsword back with him. Although it appears ordinary, the sword is in fact a +2 keen longsword.

The Armor of Torgamus: In addition to the longsword, Torg also carried this suit of armor back with him. It is a +1 suit of chainmail.
#135

zombiegleemax

Nov 03, 2003 14:44:57
Dexdynamo: When I made Griffin Ded., I was thinking more of the Dr. Griffin, you know, back when he was dedicated to finding the secret of invisibility. The League Griffin would die before going up in Dedicated levels.
#136

zombiegleemax

Nov 03, 2003 14:52:07
Ahh, I got ya. I got ya...
#137

zombiegleemax

Nov 03, 2003 15:10:02
Allan Quatermain

"He keeps raving about lions and diamond mines, and is calling for 'Umpsolagaas'." -Prince Dakkar, a.k.a. Captain Nemo

Allan Quatermain is, by every stretch of the imagination, the man. He's killed at least sixty-six lions (more than you have, I can assure you), and lived to tell the tale. He's found King Solomon's Mines and befriended African Natives at a time where racism ran rampant (namely his friend/porter Umpsolagaas). Unfortunately, he was also addicted to a drug called Taduki, though it did'nt impede him that much.

And then, he died.

Or so the public thought. In reality, Quatermain fled to Cairo, where he fell in with an opium den, and, being out of Taduki leaves, became addicted to that.

Then, one dark day, a young waoman visited him. "Mr. Quatermain? is that you?"

And things followed as they will.

Tough Hero 9/ Strong Hero 5/ Fast Hero 2
Occupation: Adventurer
Talents (Tough):Remain Conscious, Robust, Damage Reduction 1/-, Damage Reduction 2/-, Second Wind
Talents (Strong):Ignore Hardness, Melee Smash, Extreme Effort (Survival)
Talents (Fast): Evasion

Str. 16, Dex. 14, Con 16, Int. 12, Wis. 17, Cha 11
HP:129
Defense: +14 (+12 class, +2 Leather Armor)
BAB: +12/+1
Atk: +15 melee (hunting knife), +14 ranged (Matilda, see bottom)
Fort +10, Ref +9, Will +7
Base Speed: 30'

Skills: Survival +13, Sense Motive +5, Speak Language (Zulu), Speak Language (Swahili), Gather Information +7, Knowledge (Jungle Survival) +10, Decipher Script +7, Climb +7, Balance +4, Jump +5

Feats: Athletic, Blind-Fight, Armor Profiency Light, Archaic Weapons Profiency, Personal Firearms Profinciency, Andvanced Firerarms Profiency, Quick Draw, Toughness, Simple Weapons Profinciency, Trustworthy, Brawl, Point Blank Shot, Precise Shot, Track

Equipment: Map of Afrca, Matilda (see below), Zulu knife, trenchcoat, explorer's putfit, food

Matilda: Archaic longarm, 2d8 dmg, 19-20 crit., Ballistic, 150', Single, 1 cyl., Large, 17 lbs., Lic.

There you go. Allan Quatermain in all his glory. Have fun, and I'll have the rest of the League here soon...well, by-and-by.
#138

winternova

Nov 03, 2003 15:21:55
I realise i have NO right whatsoever to criticise anything that comes on this post, but 1d6? 1 int. sounds good, but what kinda lead is she spitting? if she's a massive-bore elephant-eating rifle, then i'd be guessing more around 2d8. Range sounds good though! :D
#139

zombiegleemax

Nov 03, 2003 15:33:08
Prince Dakkar, a.k.a. Captain Nemo

"He thinks no-one observes his game. I am no-one, and to play games with Nemo is to play games with death."

The pessimistic scientific genius son of a Sikh and a maharajha (sp?) and a sheik would have to be a little odd, don't you think? Of course he would. Prince Dakkar is not very well known; hell, not even his home of India knows about him.

Captain Nemo, however, is infamous. A science pirate, Dakkar took the name "Nemo" (Latin for "No-one") after a war rampaged between England and India. He took to using his scientific marvel, the pre-submarine the Nautilus, to destroy royal and commercial ships.

However, he was shot, and left for dead.

After it became apparent that he was, indeed, alive, Campion Bond sent for him under mysterious circumstances, and the bastard son of a prince joined the League.

Smart Hero 10/ Fast Hero 4/ Dedicated Hero 2/ Techie 1
Occupation: Criminal
Talents (Smart): Savant, Linguist, Exploit Weakness, Plan, Trick
Talents (Fast):Increased Speed, Evasion
Talents (Dedicated): Skill Emphasis (Navigate)

Str. 11, Con. 13, Dex. 14, Int. 18, Wis. 16, Cha. 15
HP: 122
Defense: +13 (+11 class, +2 Leather Armor)
BAB: +9
ATK: +9 melee, +11 ranged
Fort. +7, Ref. +7, Will +13
Base Speed: 30'

Skills: Navigate +4, Drive +2, Speak Language (Hindi), Speak Language (Arabic), Speak Language (Hindu-Stani), Repaor +7, Swim +4, Gather Information +4, Computer Use (well, what was available then) +5, Intimidate +9, Concentration +5

Feats: Frightful Presence, Track, Personal Firearms Profiency, Advanced Firearms Profinency, Exotic Firearms Proficiency, Dodge, Gearhead, Archaic Weapons Profiency, Brawl, SImple Weapons Profiency, Infamy

Equipment: The Nautilus, any number of scientific gadgets

Thank you, that was Captain Nemo. I did give him a level of Techi that he didn't have in the LXG quickie, but that's about all I changed. Mina's coming up next.
#140

zombiegleemax

Nov 03, 2003 15:35:01
Winternova: Taken into consideration and edited.
#141

zombiegleemax

Nov 03, 2003 15:49:13
Mina Harker

"What qualifies you, Miss Murray, to be in such a group of ragged outcasts?" - Allan Quatermain

Wilhelmina Murray was an attractive lady, and married the wealthy Jonathon Harker, and life was good.

Until the Dracula incident. Miss Murray wouldn't want o go into details, so let's just say that Mina is...different, now.

Dedicated Hero 8/ Charismatic Hero 6/ Tough Hero 3
Occupation: Academic
Talents (Dedicated):Skill Emphasis (Diplomacy), Aware, Faith, Cool Under Pressure
Talents (Charismatic): Coordinate, Inspiration, Greater Inspiration
Talents (Tough): Remain Conscious, Robust

Str. 13, Dex. 14, Con. 15, Int. 17, Wis. 17, Cha. 15
HP: 123
Defense: +9
BAB: +11/+1
ATK: +12 melee, +13 ranged
Fort. +11, Ref. +8, Will +10
Speed: 35'

Skills: Knowledge (History) +5, Knowledge (Business) +6, Gather Information +6, Diplomacy +15, Tumble +5, Profession +5, Sense Motive +9, Treat Injury +5, Concentrate +6

Feats: Cautious, Educated, Focused, Attentive, Alertness, Low Profile,Windfall

Equipment: Journal, pen, ink, nice outfit, scarlet scarf, make-up

Coming up next will be Dr. Henry Jekyll, then Eddie Hyde, then Griffin.
#142

zombiegleemax

Nov 03, 2003 16:15:31
I dunno, Your work is good but i really feel that Alan Quartermain's abilites really center around Wisdom. I'd give him at least 5 levels of Dedicated. I mean he's the epitome of the great white hunter, but he has no ranks in survival, spot, or listen. He probably should have Far Shot as well. Granted Quartermain can bust some heads, but I feel that Strong hero does not suit him. by the way extreme effort only applies to Strength checks or strength based skills not any single skill. He would probably be better suited by the dedicated talents Aware, Skill Emphasis (Survival), Faith, or Intuition.

As for our dear friend Nemo, he should be more centered on techie. He is a master inventor for goodness sake.

Ms. Mina Murray looks pretty good.

Please don't take any of the above comments as anything other than creative criticism. keep up the good work!!!!
#143

zombiegleemax

Nov 05, 2003 15:38:57
Shouldn't Mina have the vampire template? They never mention it in the comics, but, like you said, there was the Dracula incident. Just adding my two cents, as LoEG is the greatest crossover EVER. Oh, and I have a few more quickies:
THE UNTOUCHABLES
Tobey Malone: Level 4 Tough/Level 3 Strong/Level 2 Dedicated
George Stone: Level 4 Fast Hero/Level 3 Dedicated
Oscar Wallace: Level 7 Smart Hero

The Rocketeer: Level 5 Fast/Level 5 Dedicated
Micheal Sullivan(Road To Perdition): Level 6 Fast/ Level 2 Dedicated
The Lone Ranger: Level 7 Fast Hero/ Level 3 Gunslinger
Tonto: Level 4 Smart Hero/ Level 4 Dedicated
Batman: Level 3 Strong/Level 3 Fast/Level 3 Smart/Level 3 Investigator
The Wolf(Pulp Fiction): Level 4 Smart/Level 3 Dedicated/ Level 3 Charismatic/ Level 2 Fast
The Joker: Level 8 Smart/Level 3 Techie
Kaneda(Akira): Level 3 Fast/ Level 2 Strong
Tetsuo(Akira): Level 1 Fast/ Level 2 Dedicated/ Level 5 Battle Mind
Kojak: Level 4 Tough/Level 4 Smart
#144

zombiegleemax

Nov 05, 2003 16:02:04
Just a quick point to make on El Mariatchi, the weapon specialization should be with Sig Saurs, not colt 1911s.

notthat it's that big of a deal
#145

zombiegleemax

Nov 05, 2003 20:03:08
Just a quick point to make on El Mariatchi, the weapon specialization should be with Sig Saurs, not colt 1911s.

You might be right, i'll look into it. thanks for the heads up.

Shouldn't Mina have the vampire template? They never mention it in the comics, but, like you said, there was the Dracula incident.

The Mina from the comics, probably not. The Mina from the film, definately
#146

zombiegleemax

Nov 05, 2003 22:22:58
Could someone pull out of there pockets stats for some matrix characters?

For the love of God please, cause I want to try to make a Matrix game.
#147

zombiegleemax

Nov 06, 2003 8:14:00
Designing Matrix characters requires a whole seperate set of mechanics that allow characters to maintain dual personas (one inside the Matrix and one outside). This has been attempted several time in several other threads.
#148

zombiegleemax

Nov 07, 2003 2:43:01
Originally posted by lostboy923
Designing Matrix characters requires a whole seperate set of mechanics that allow characters to maintain dual personas (one inside the Matrix and one outside). This has been attempted several time in several other threads.

I agree. Even though it is a good game, Modern has trouble handling a 'high powered' genre which a Matrix type campaign calls for. What a friend did when he ran a Matrix game for us is have us stat out the same characters for both Modern and Mutants & Masterminds. That way, we played Modern when we were our 'real selves' and then M&M when we 'jacked into the system'. It worked out well and gave him a chance to test out the M&M rules
#149

zombiegleemax

Nov 07, 2003 2:43:48
Oops!!! Sorry about the double post
#150

zombiegleemax

Nov 07, 2003 9:59:52
Originally posted by KenpoWolf
I agree. Even though it is a good game, Modern has trouble handling a 'high powered' genre which a Matrix type campaign calls for. What a friend did when he ran a Matrix game for us is have us stat out the same characters for both Modern and Mutants & Masterminds. That way, we played Modern when we were our 'real selves' and then M&M when we 'jacked into the system'. It worked out well and gave him a chance to test out the M&M rules

Please, God, no more double-posts.

That's actually a pretty good idea. Did you use equipment and gear from Modern while you were "jacked in?" And how did the GM handle the operator?
#151

zombiegleemax

Nov 07, 2003 17:42:05
V-Chip of cussing

This microchip, implanted in the scalp, casts Lightning Bolt (at 5th level) at a target whenever the posessor swears.
#152

zombiegleemax

Nov 07, 2003 17:46:33
Whoops!

Wrong Topic!
#153

zombiegleemax

Nov 09, 2003 16:49:04
Working on Hellboy right now, will probably have him ready on Monday. Bear in mind that I haven't read it all though, just the first one (Seed of Destruction), and all the online comics.

I'm gonna make him a unique outsider Tough 5/ Dedicated 4/Martial Artist 3, because he kicks a lot of butt, but still has some investigation skills. I thought about using the Shadow Slayer, but I feel that it's been kinda overused, besides, it'd be neat to fit him into DarkSoldiers netbook.

Especially since I think I promised him a write up of MacGyver, once upon a time on a messageboard far, far away. (Still working on it, but I haven't got anything other than Smart 4/Field Scientist 5/Techie 3 nailed down...)
#154

zombiegleemax

Nov 10, 2003 14:34:52
Has anybody thought about creating the stats for any of The Big Lebowski characters?

This is one of my favorite movies and I think the characters could be nice npc's in a game with a lot of humor.

I think The Dude and Walter should deffinately be made, and possibly Donnie.

Would the Dude be a charismatic hero? I also am not sure what Walter's base class would be. He should have a level of soldier but he still needs a base class...
#155

zombiegleemax

Nov 10, 2003 14:46:48
Originally posted by Ulic Razorwing

Would the Dude be a charismatic hero? I also am not sure what Walter's base class would be. He should have a level of soldier but he still needs a base class...

I dunno, he comes across as pretty incompetent... However, definetely a bit of strong hero. And he does kick some butt in the last scenes. So, maybe Soldier does fit him. It's your choice after all...
#156

zombiegleemax

Nov 11, 2003 11:03:37
Hellboy

I'd be the first to admit that I have no shortage of faults. But if I had to pick one, the one that's gotten me into the most trouble over the years...
... it would be that I sometimes get angry. And when I get angry I sometimes do stupid things.
- Hellboy

He was born a devil. We must do our best to make him a man.
- Trevor Bruttenhol

The 23th of December 1944, a strange being was called into this world. The result of a secret nazy project named Ragna Rok, and named Hellboy for his strange appearance and neferious origin, he was raised with love by the paranormal investigator Trevor Bruttenholm, AKA Broom. Dr. Broom was killed in as the results of the actions of the vile Rasputin, however, who brought Hellboy into this world, and later sought to make him his slave and tool in his struggle to destroy the earth. Since defeating him and finding out about his origins, he has researched a number of strange cases, and gained quite an aptitude for solving paranormal puzzles, not to mention kicking paranormal butt.

Hellboy, Male unique outsider Tough Hero 5/ Dedicated 4/Martial Artist 3: CR 13?; Large Outsider(8'5"); HD 5d10+4d6+3d8 hp; Mas 18; Init -1; Spd 30 ft.; Defence 18, touch 18, flatfooted 17 (-1 dex,+8 class, +1 dodge vs melee); BAB +9; Grap +19; atk +15 melee(1d8+6, slamattack) or +16 melee (2d6+6 slamattack w/stone hand) +8 ranged (2d10, the Samaritan), SQ: Cannot be raised from the dead, DR 3/- AL Liz, Destroying Evil, B.P.R.D; SV Fort +10, Ref +4, Will +5; AP 6; Rep +7; Str 22, Dex 9, Con 18, Int 14, Wis 11, Cha 16.
Skills: Intimidate +14(10), Investigate +8(8) Knowledge(Arcane Lore) +17(15), Knowledge(Streetwise) +6(5), Listen +13(8), Spot +15(10), Tumble +14(12).
Feats: Archaic Weapons Proficiency, Brawl, Knockoutpunch, Blind Fight, Combat Martial Arts, Defensive Martial Arts, Frightful Presence, Simple Weapon Prof, Renown, Weapon Focus(Stonearm).
Occupation: Adventurer(Intimidate, Knowledge(Arcane Lore)).
Talents: (Tough)Remain Consious, Robust, Stamina(Dedicated) Skill Emphasis(Tumble), Aware, Faith(Martial Artist) Living Weapon, Flying Kick(Slamattack)
Possessions: A seemingly unlimited number of charms, amulets, and crusifixes, the Samaritan, a battered old Coat, his amazing toolbelt.

The Samaritan:
Hellboys BFG, .60 of pure badness, was costummade to his spesifications, and packs a lot of firepower. In addition, the bullets are specially crafted of glass, capable of delivering a secondary payload of whatever special materials HB desires, be it holy water, silver shavings or cold iron. This enables him to adjust the damage the gun imparts in any way he wants, and may grant other bonuses too, like holy water against undead...
In the hands of any ordinary humans hands, this would be more like a small hand canon than a gun. It is perfect for Hellboy, however.
The Samaritan: (2d10, crit 20, dmg:depending on ammo,30 ft, S, 4 int, Large, 6 lb )

Does not have darkvision, like others of his ilk.

---
So, what do ya think? Mostly just quick and easy, and not very thought through. Just my two cent on how to emulate him...
#157

zombiegleemax

Nov 11, 2003 12:32:22
Awesome !!!,

that's really cool.
#158

zombiegleemax

Nov 11, 2003 16:28:50
You forgot his gauntlet... If I remember correctly, it was just a really, really big gauntlet, so it should do, like a d8+6(str mod) of lethal damage. Of course, I haven't read much, so I could be wrong:D
#159

zombiegleemax

Nov 12, 2003 8:10:00
Originally posted by dexdynamo
You forgot his gauntlet... If I remember correctly, it was just a really, really big gauntlet, so it should do, like a d8+6(str mod) of lethal damage. Of course, I haven't read much, so I could be wrong:D

I believe you mean his stone arm. Hellboy's right hand is made of stone, and shaped like a gauntlet. So, it's included, and it does a lot of damage. (2d6+6) This is based on the fact that large outsiders already get a slamattack worth 1d8, so I had to make something a bit larger.

If this seems unbalancing, you could replace the stonearm's damage with the slamattack damage, and substitue normal unarmed fighting for his left hand. That would make him more humanlike...
#160

zombiegleemax

Nov 17, 2003 16:52:17
The A-team
4 Vietnam Veterans, Framed for a crime they didn't commit, now live on the LA underground. So, if you need help, you have no where else to turn, and if you can find them... you, too, can hire the A-team.

B. A. Barracus, Male Human Tough Hero3 Strong Hero3 Soldier1 Size: M Type HUMANOID; HD (3d10)+(3d8)+(1d10)+21; hp 56; Init +2 (+2 Dex); Spd Walk 30'; AC 19 (flatfooted 15, touch 17), Ruger Mini-14 +8 70'Ba (2d8 20/x2 Carried L Res(+2), Holds 30 Shots) Sv: Fort +8, Ref +5, Will +3; Str 16, Dex 14, Con 17, Int 8, Wis 12, Cha 10
Skills: Climb +9, Intimidate +8, Jump +6, Knowledge (Tactics) +2.
Feats:
Advanced Firearms Proficiency, Athletic, Brawl, Improved Brawl, Knockout Punch, Personal Firearms Proficiency, Power Attack, Vehicle Expert, Weapon Focus (Ruger Mini-14)
Possessions: Ruger Mini-14, The Chains(see below),
Talents: Damage Reduction 1/-, Ignore Hardness, Melee Smash, Remain Concious.

The Chains: B. A. Barracus wears an insane amount of jewelry. So much, in fact, that it can very well stop bullets. These gold chains give B. A. a +2 bonus to his AC.

'Hannibal' Smith, Male Human Smart Hero4 Charismatic Hero2 Soldier1 CR 7; Size: M Type HUMANOID; HD (4d6)+(2d6)+(1d10)+7; hp 39; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 15 (flatfooted 13, touch 15); Sv: Fort +5, Ref +6, Will +3; Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 15
Skills: Bluff +9, Demolitions +14, Disguise +13, Forgery +14, Investigate +12, Knowledge (Current Events) +12, Knowledge (Streetwise) +18, Knowledge (Tactics) +18, Perform (Act) +7, Profession +6, Research +12,
Feats:
Brawl, Cautious, Confident, Deceptive, Educated (Knowledge (Tactics), Knowledge (Streetwise)), Meticulous, Personal Firearms Proficiency, Weapon Focus (AKM/AK-47), Windfall (1x)
Possessions: Ruger Mini-14, several Fake I.Ds, and a disguise kit.
Talents:
Coordinate, Plan, Savant (Knowledge (Tactics) ,Knowledge (Streetwise)

EDIT: The Faceman and Murdock are coming soon.
#161

zombiegleemax

Nov 21, 2003 10:12:45
#162

zombiegleemax

Nov 23, 2003 13:56:08
Connor and Murphy McManus (Fast Hero5/Dedicated Hero 3/Gunslinger 5): CR 13 (15 for both); Medium-sized human; HD 5d8+15 plus 3d6+9 plus 5d10+15; HP 107; Mas 16; Init +9; Spd 30 ft; Defense 26, touch 24, flat-footed 22 (+4 Dex, +10 class, +2 light undercover shirt); BAB +8; Grap +10; Atk +10/+5 melee (1d4+2,19-20, knife) , or +10/+5 melee (1d3 electricity plus special, stun gun), or +13/+8 (2d6, 2 Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ close combat shot, defensive position, lightning shot, weapon focus (Baretta 92F); AL good, family; SV Fort +9, Ref +11, Will +10; AP 6; Rep +3; Str 14, Dex 18, Con 16, Int 16, Wis 14, Cha 12.
Occupation: Blue Collar (bonus class skills: Climb, Intimidate).
Skills: Balance +12, Climb +6, Craft (mechanical) +5, Climb +8, Escape Artist +20, Hide +14, Intimidate +13, Knowledge (streetwise) +8, Listen +8, Move Silenetly +22, Profession +3, Read/Write English, Read/Write French, Read/Write German, Read/Write Irish, Read/Write Italian, Read/Write Latin, Read/Write Russian, Read/Write Spanish, Sleight of Hand +12, Speak English, Speak French, Speak German, Speak Irish, Speak Italian, Speak Latin, Speak Russian, Speak Spanish, Spot +16, Treat Injury +8, Tumble +12.
Feats: Double Tap, Great Fortitude, Improved Initiative, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Draw, Simple Weapons Proficiency, Stealthy, Two-Weapon Fighting.
Talents (Fast): Evasion, Uncanny Dodge 1, Uncanny Dodge 2.
Talents (Dedicated): Empathy, Improved Aid Another.
Possessions: 2 mastercraft Baretta 92F (9mm autoloader) with suppressors, 120 rounds of 9mm ammunition, stun gun, knife, light undercover vest, rope, P-coats, sunglasses, pack of cigarettes, lighter, rosary, ski masks, ammonia spray, roll of pennies.

Connor and Murphy McManus are fratenal twins that were born in Ireland. Their mother raised them and insisted that they learn many languages; they never knew their father aside from that he was in the Army. The twins moved to an illegal loft apartment in the Irish part of Boston and began working at a meat packing plant. They have many friends, including David "The Funny Man" Della Rocco, a package boy for the Yakavetta crime family.
They are devout Roman Catholics, and sport rosaries and tattoos with religious meaning. They recieved their calling after a run in with the Russian mob, where the brothers killed two mobsters in self-defense. They see their mission as divine, and their motto is, "Evil men, dead men."
After disposing of nine top Russian mafia bosses, the McManus brothers, who the media had taken to calling "The Saints", let Rocco in on their group, using his large network of mafia contacts to exact retribution on evil men. Their last known mission runited the brothers with their long-lost father, and they were aided by FBI Special Agent Paul Smecker and three members of the Boston Police Department. The three Saints publically executed the head of the Yakavetta family at his trial, and then went into hiding- some suspect they went back to Ireland.
The TV cameras caught their announcement to the world, which sums up their mission:

"Now you will recieve us. We do not ask for your poor, or your hungry. We do not ask for your tired and sick. It is the corrupt we claim. It is your evil that will be shot by us. With every breath, we shall hunt them down. Each day we will spill their blood, till it rains down from the skies. Do not kill. Do not ****. Do not steal. These are principles which every man of every faith can embrace. These are not polite suggestions. These are causes of behavior and those of you who ignore them will pay the dearest cost. There are varying degrees of evil, we urge you lesser forms of filth not to push the bounds and cross over- it's a true corruption into our domain. But if you do, one day you will look behind you and you will see we three, and on that day you will reap it. We will send you to whatever god you wish.
And Shepards we shall be. For thee, my Lord, for thee. Power hath descended forth from Thy hand, that our feet may swiftly carry out Thy command. So we shall flow a river forth to Thee and teeming with souls shall it ever be. E Nomini Patri, E Fili, E Spiritu Sancti."
#163

zombiegleemax

Nov 24, 2003 8:30:44
Arrgh!!!,

You've beat me to the punch and cut me to the quick.
The saints were sitting on my drawing board. Oh well, I doubt that I could've done better. Excellent job. Round of Applause.
#164

zombiegleemax

Nov 24, 2003 8:33:00
Next up...
...Ferris Bueller you're my hero
#165

zombiegleemax

Dec 02, 2003 10:58:54
Il Duce (Fast Hero 5, Tough Hero 3, Gunslinger 5, Soldier 3): CR 16; Medium-sized human, HD 5d8+10 plus 3d10+6 plus 5d10+10 plus 3d10+6; HP 139; Mas 14; Init +7; Spd 25 ft.; Defense 30, touch 25, flat-footed 27 (+3 Dex, +12 class, +5 light-duty vest); BAB +10; Grap +11; Atk +11/+6 melee (1d4+1, pistol whip), or +13/+8 (2d6+2, 2 Colt 1911), or +13/+8 (2d6, 2 Ruger Service-Six), or +14/+9 (2d8, Franchi PA3/215); FS 5 ft. by 5ft.; Reach 5 ft.; SQ close combat shot, defensive position, lightning shot, weapon focus (Colt 1911), weapon focus (Ruger Service-Six), weapon specialization (Colt 1911); AL good, family; SV Fort +8, Ref +12, Will +9; AP 8; Rep +3; Str 13, Dex 17, Con 14, Int 16, Wis 16, Cha 15.
Occupation: Military (bonus class skills: Knowledge (tactics), Move Silently; bonus feat: Personal Firearms Proficiency).
Skills: Climb +7, Escape Artist +19, Hide +11, Intimidate +22, Knowledge (current events) +11, Knowledge (streetwise) +11, Knowledge (tactics) +11, Listen +9, Move Silently +20, Sleight of Hand +11, Spot +23, Survival +17, Tumble +11.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Brawl, Combat Expertise, Dodge, Double Tap, Frightful Presence, Improved Initiative, Mobility, Personal Firearms Proficiency, Precise Shot, Quick Draw, Simple Weapons Proficiency, Two Weapon Fighting.
Talents (Fast): Evasion, Uncanny Dodge 1, Uncanny Dodge 2.
Talents (Tough): Damage Reduction 1/-, Second Wind.
Possessions: 4 mastercraft Colt 1911 (.45 autoloader), 2 mastercraft Ruger Service-Six (.38S revolver), mastercraft Franchi PA3/215 (12-guage shotgun), 50 rounds of .45 ammunition, 25 rounds .38S ammunition, 10 rounds 12-guage ammunition, light-duty vest, trench coat, sunglasses, cigar, lighter, cap.

Not much is known about the man known only as "Il Duce"- The Duke. The past generation of the Yakavetta Crime Family used to use him whenever they needed one of their own disposed of, but they did so sparingly- Il Duce had a love of killing gangsters, and he was known to kill any gangsters in the area, not just his assigned targets. His only rule was no women, and no kids. He was eventually arrested and sent to the "Hoag" Maximum Security Prison for a 25 years to life sentence.
Il Duce was released from prison on parole with help from the Yakavetta Family so that he could kill David Della Rocco, a former package boy that seemed to have started killing members of the Yakavetta family.
During his mission at the Yakavetta house, he found more than Rocco- he found the two men responsible for the initial violence against the Yakavetta Family, Connor and Murphy McManus- his long lost twin sons. Together, the father and sons executed Yakavetta at his trial and disappeared. It is suspected they are hiding in Ireland.
#166

zombiegleemax

Dec 02, 2003 12:25:58
Originally posted by dexdynamo
The A-team
4 Vietnam Veterans, Framed for a crime they didn't commit, now live on the LA underground. So, if you need help, you have no where else to turn, and if you can find them... you, too, can hire the A-team.

B. A. Barracus, Male Human Tough Hero3 Strong Hero3 Soldier1 Size: M Type HUMANOID; HD (3d10)+(3d8)+(1d10)+21; hp 56; Init +2 (+2 Dex); Spd Walk 30'; AC 19 (flatfooted 15, touch 17), AKM/AK-47 +8 70'Ba (2d8 20/x2 Carried L Res(+2), Holds 30 Shots) Sv: Fort +8, Ref +5, Will +3; Str 16, Dex 14, Con 17, Int 8, Wis 12, Cha 10
Skills: Climb +9, Intimidate +8, Jump +6, Knowledge (Tactics) +2.
Feats:
Advanced Firearms Proficiency, Athletic, Brawl, Improved Brawl, Knockout Punch, Personal Firearms Proficiency, Power Attack, Vehicle Expert, Weapon Focus (AKM/AK-47)
Possessions: AK-47 rifle, The Chains(see below),
Talents: Damage Reduction 1/-, Ignore Hardness, Melee Smash, Remain Concious.

The Chains: B. A. Barracus wears an insane amount of jewelry. So much, in fact, that it can very well stop bullets. These gold chains give B. A. a +2 bonus to his AC.

'Hannibal' Smith, Male Human Smart Hero4 Charismatic Hero2 Soldier1 CR 7; Size: M Type HUMANOID; HD (4d6)+(2d6)+(1d10)+7; hp 39; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 15 (flatfooted 13, touch 15), ( /x ); Sv: Fort +5, Ref +6, Will +3; Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 15
Skills: Bluff +9, Demolitions +14, Disguise +13, Forgery +14, Investigate +12, Knowledge (Current Events) +12, Knowledge (Streetwise) +18, Knowledge (Tactics) +18, Perform (Act) +7, Profession +6, Research +12,
Feats:
Brawl, Cautious, Confident, Deceptive, Educated (Knowledge (Tactics), Knowledge (Streetwise)), Meticulous, Personal Firearms Proficiency, Weapon Focus (AKM/AK-47), Windfall (1x)
Possessions: AK-47, several Fake I.Ds, and a disguise kit.
Talents:
Coordinate, Plan, Savant (Knowledge (Tactics) ,Knowledge (Streetwise)

EDIT: The Faceman and Murdock are coming soon.

They don't use AK's, they use Ruger Mini-14's modified for full-auto. I think a few lbs lighter, but otherwise, the same as far as stats go.
#167

zombiegleemax

Dec 07, 2003 17:21:34
Thanks for the heads up.
#168

raistlin

Dec 07, 2003 18:15:32
Actually the Mini-14 is closer to the M16 than the AK. Ruger made a selective fire Mini-14 for military/law enforcement sales called the AC556. A normal Mini-14 weight is about 7LBS.
#169

zombiegleemax

Dec 08, 2003 19:08:55
Lots of characters <> : Wolverine, Blade, Drizzt from Forgotten Realms, Morpheus and Trinity (I have *no* idea how to stat Neo because the last movie disappointed me so much), and a few Cyberpunk characters.

DarkSoldier, I tried to email you some of these but apparently your mailbox was full. Take 'em here, if you want :D .
#170

zombiegleemax

Dec 09, 2003 10:51:31
Blade's pretty good, but I have some observations.

1) Blade's not really a human. He's a daywalker.
2) He's got a lot more weapons. :p
3) He drives a '68 Dodge Charger, not a 'Vette.
#171

zombiegleemax

Dec 09, 2003 14:07:14
I've statted some of the characters from Tom Clancy's Rainbow 6. I'll see if I can dig up the sheets.

And most of the Baldur's Gate II characters, but those are medevil fantasy....

Ok, Ding Chavez (this is just the bare bones statistics)

Fast Hero 5
STR 17
DEX 17
CON 16
INT 15
WIS 14
CHA 17
Nationality: American


John Clark

Dedicated hero 3/Strong Hero 3/Charismatic hero 2

STR 15
DEX 16
CON 15
INT 16
WIS 16
CHA 17
Nationality: American

Jorg Walther (Note: He never made an appearance in the book. This character is from the game. I just thought he was pretty cool. :D )

Strong Hero 4/Fast 1
STR 17
DEX 17
CON 15
INT 16
WIS 14
CHA 17
Nationality: German

Dieter Weber (sniper)
Fast Hero 5

STR 14
DEX 18
CON 18
INT 16
WIS 14
CHA 12

Nationality: German

(I don't have any idea what equipment to stat, as none of them really had a favored gun (though Weber ussually used a PSG-1 in the game, and a Barret .50 (I think) in the book, and Chavez seemed to use pistols and MP5s. Clark never really was involved in the combat, since he was the director of operations for Rainbow.)



These aren't the full stats (can't remember where I put those), but does anyone have any suggestions?
#172

DSCrankshaw

Jun 17, 2004 21:46:49
Originally posted by DSCrankshaw
From Sluggy Freelance:

Torg

...

The Sword of Torgamus: Torgamus might be a former incarnation of Torg, or perhaps a distant ancestor. It may be that they just happen to look alike. Nevertheless, there is such an uncanny resemblance between Torg and the Warlord of Mercia that when Torg traveled back in time he was forced to pose as the warlord. He carried this apparently ordinary longsword back with him. Although it appears ordinary, the sword is in fact a +2 keen longsword.

Hah, I knew that wasn't an ordinary sword. However, judging from today's strip, it looks like I severely underestimated it.
#173

zombiegleemax

Jun 18, 2004 20:34:49
hey, I'd really like to see Jet Li's charecter from the movie "The One." I'd also like to see any of Jackie Chan's charecters from his older movies (NOT MEDALLION OR TUXEDO).


ALso, I'd love to see Riddick from Pitch Black and Chronicles of Riddick(both awesome movies). I'll probably try to stat him this weekend.


Also, Dean Koontz is a great author and has come up with so many great charecters that I'd like to see some of them statted. If you've never read his books, you should. They all are set in modern times where crazy stuff happens.



and hey, the teenage mutant ninja turtles would be awesome!!!!!!Man, would the players be surprised if they met up with the turtles.
#174

zombiegleemax

Jun 21, 2004 2:57:29
Steve "The Crocodile Hunter" Irwin RIGHT!

This outgoing Aussie knows how to do it all. Make unassuming documentaries about interesting animals, talk with your natural accent, wrestle crocodiles in mudpuddles, allow South Park to make a spoof of you, and make MILLIONS of dollars! All while toting around your decent looking wife who knows how to suck poisonous snake venom out with her... well you know. On his off days he's a wilderness tracker/bounty hunter, looking for easy money or to grease unsuspecting PCs.

Strong 4/ Fast 3 (lev 7)
M, 36 y/o 6'0, 190lbs. med. human
Occupation: Adventurer
Str - 13
Dex -15
Con - 10
Int - 12
Wis - 15
Cha - 8

Init +6
BAB +6
Speed 30'
HP - 48
Def - 22
Fort +5
Ref +5
Will +5

Reputation +3

Melee +7
Ranged +8

Skills
Balance +8, Drive +8, Escape Artist +8, Handle Animal +5, Hide +6, Jump +3, Ride +4, Survival +4.

Feats
Animal Affinity, Armor Proficiency (Light), Combat Reflexes: max 3 AoOs per round, Great Fortitude, Guide, Improved Damage Threshold, Personal Firearms Proficiency, Simple Weapons Proficiency

Talents
Improved Extreme Effort
Improved Evasion
Full Alert

Gear
Remington 700 +1 MC dam: 2d10, crit 20, MC att +1, 8lbs., range 80'
KBAR knife 1d6, 1lbs
UC Vest 3lbs.
Fatigues 3lbs.
Caltrops (x25) 2lbs.
Multipurpose Tool (0.5 lbs)
GPS reciever (1lbs)
Chemical Light Sticks x5 1lbs.
Compass 0.5lbs
#175

zombiegleemax

Jun 21, 2004 3:41:37
Originally posted by UMHornet
Steve "The Crocodile Hunter" Irwin RIGHT!

This outgoing Aussie knows how to do it all. Make unassuming documentaries about interesting animals, talk with your natural accent, wrestle crocodiles in mudpuddles,

On his off days he's a wilderness tracker/bounty hunter, looking for easy money or to grease unsuspecting PCs.

By crikey, that would a great cover for a secret agent or adventurer as well Great job on the writeup

Personally, I would drop a level off his strong class and give him a couple levels of the tough class. Then I would max his level to ten with a couple levels of celebrity
#176

zombiegleemax

Jun 21, 2004 18:51:40
Yeah, he made a passing appearance in our campaign. Let's just say he got a little too greedy, lol. Feel free to modify him in any way possible - I like the idea of giving him some celeb. Thanks for reading this Kenpo.
#177

rhuell

Jun 22, 2004 21:41:27
You guys haven't by any chance stattes out characters from the 1985 movie "HIGHLANDER" have you?

Connor MacLeod of the Clan MacLeod

The Kurgan

Juan Sanchez Villa-Lobos Rameirez

Kastagir

Fasil


Immortality and the Quickening might be a tad difficult to stat out.
Living psychic connection to all living things?
However it also grants special powers like increased strength and constitution....

Regeneration(1)

The Immortals do not take lethal damage from anything and are not subject to suffocation rules.

Once their subdual damage has surpassed their hp they can be beheaded with a coup de grace attack.


Well that's all I got so far....I'm working on it.
Unless someone else has managed to stat them out for me.


-Rhuell
#178

lumbercis

Jun 30, 2004 19:38:30
Don't think anyone has done this guy yet: Riddick from "Pitch Black" and "Chronicles of Riddick," done a couple different ways. I apologize for any mistakes, Modern isn't really my forte.

Riddick (Fast Hero 4, Tough Hero 4, Strong Hero 4): Medium-sized human, HP 121; Init +6; Spd 30 ft.; Defense 23 (24 in melee) flat-footed 21 (+2 Dex, +11 class, +1 Def. Martial Arts); Atk +15/+10 knife (1d4+6+1d4 streetfighting, knife) +12/+7 ranged; FS 5 ft. by 5ft.; Reach 5 ft.; SQ none, SV Fort +8, Ref +6, Will +5; Rep +2; Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 8.
Occupation: Adventurer (bonus class skills: Escape Artist, Intimidate; bonus feat: Brawl).

Skills: Climb +10, Escape Artist +17, Hide +9, Intimidate +14, Jump +10, Knowledge (star systems) +9, Move Silently +9, Pilot +9, Sleight of Hand +6, Spot +6, Survival +6, Tumble +5.

Feats: Brawl, Defensive Martial Arts, Power Attack, Streetfighting, Weapon Focus (knife), Cleave, Toughness, Aircraft Operations (Space Transports), Improved Initiative, Iron Will, Unbalance Opponent, Personal Firearms Proficiency, Simple Weapons Proficiency, Two Weapon Fighting.

Talents (Fast): Evasion, Uncanny Dodge 1
Talents (Tough): Fire Resistance, Cold Resistance
Talents (Strong): Melee Smash, Imp. Melee Smash
Possessions: Knife, Optical Shine-job ( grants Darkvision)


Riddick (Strong Hero 5, Street Warrior 7): Medium-sized human, HP 124; Init +6; Spd 30 ft.; Defense 19 flat-footed 17 (+2 Dex, +7 class); Atk +17/+12/+7 knife (1d4+11+1d4 streetfighting, knife) +14/+9/+4 ranged; FS 5 ft. by 5ft.; Reach 5 ft.; SQ Urban Survival +4, Improvised Weapon, Street Cred, Improved Streetfighting 1d4+2, Weapon Spec. (knife) SV Fort +11, Ref +5, Will +5; Rep +4; Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 8.
Occupation: Adventurer (bonus class skills: Escape Artist, Pilot; bonus feat: Brawl).

Skills: Climb +12, Escape Artist +17, Hide +11, Intimidate +14, Jump +12, Knowledge (streetwise) +8, Move Silently +11, Pilot +10, Repair +6, Spot +6, Survival +6,

Feats: Brawl, Power Attack, Streetfighting, Weapon Focus (knife), Cleave, Great Cleave, Aircraft Operations (Space Transports), Improved Initiative, Iron Will, Personal Firearms Proficiency, Simple Weapons Proficiency, Two Weapon Fighting.

Talents (Strong): Melee Smash, Imp. Melee Smash, Adv. Melee Smash
Possessions: Knife, Optical Shine-job (grants Darkvision)

A couple notes on the builds. I didn't roll HP, I used the rule from Star Wars Living Force campaign which gives a standard HP amount for each die. In this case 6pts for a d8 and 8 pts for a d10. I used a 32 point buy for the stats. Occupation should really be Criminal from a role-playing perspective, but I needed to use Adventurer in order to get his skills right. Well, enjoy.
lum
#179

lu_baihu

Jul 02, 2004 23:28:23
These aren't the full stats (can't remember where I put those), but does anyone have any suggestions? [/b]

I'm working on a Ding Chavez build, as well as one for the Sikorsky pilot who became Marine One's pilot; I think that yours are too low, and in fact, everyone on RAINBOW should be high-level; mostly of the Fast/Strong/Soldier/Spec Ops sort. (Tim Noonan [book-only] could be the exception; being an FBI agent, then a HRT commando, I'd think he was a Smart/Fast/Soldier/Techie.)

I like your "tribute" to Ding Chavez's Intelligence (a degree from George Mason University), but why not push it over the top to 16, and/or his Dexterity to 18? I'd build Ding Chavez as a Fast/Strong/Soldier/Spec Ops, specializing in either the M16 series* or the MP5/10**, using it in three-shot bursts. (He was not a sniper, as portrayed in the movie version of Clear and Present Danger, and in fact used the MP5SD3 in the book version.)

A build will be upcoming, if you don't mind him being CR 19 ...?
(I don't have any idea what equipment to stat, as none of them really had a favored gun (though Weber ussually used a PSG-1 in the game, and a Barret .50 (I think) in the book, and Chavez seemed to use pistols and MP5s. Clark never really was involved in the combat, since he was the director of operations for Rainbow.)

Actually, Clark was a Navy SEAL who served in Vietnam and then fought for the CIA, so he'd be a Spec Ops build -- add in Smart while you're at it.

* I thought of a house-rule (DM's judgement) that would let weapon-specific abilities and feats apply to the weapon "class", regardless of the suffix. (For example, all MP5s, or all M16s [and the M4 Carbine]; ditto for the Colt 1911 and the Delta Elite, since the Delta Elite is a 10mm version of the 1911.) He'd work without it, but it'd give the DM leeway in determining his gear.

** Is it okay to have a build that includes non-WOTC stuff? (For example, using Ultramodern Firearms for the guns; the Beretta 92 is the best pistol gamewise, but in the books he had a Beretta .45 that I haven't found in any d20 Modern book.)
#180

zombiegleemax

Jul 03, 2004 0:45:54
Originally posted by Lu Baihu
Is it okay to have a build that includes non-WOTC stuff? For example, using Ultramodern Firearms for the guns; the Beretta 92 is the best pistol gamewise, but in the books he had a Beretta .45 that I haven't found in any book

Personally, I would'nt have any problem with anyone statting up characters using other Modern sources. If you do use other sources in your writeups, I would leave a footnote somewhere in the post letting the readers know where the info or rules came from
#181

lu_baihu

Jul 03, 2004 1:32:59
Do homebrews count?
#182

zombiegleemax

Jul 03, 2004 1:33:09
Originally posted by UMHornet
Yeah, he made a passing appearance in our campaign. Let's just say he got a little too greedy, lol. Feel free to modify him in any way possible - I like the idea of giving him some celeb. Thanks for reading this Kenpo.

Lets just say I have an official Steve Irwin card in my wallet, via the double-tap into his dome.
#183

lu_baihu

Jul 10, 2004 23:43:17
Just thought of Ding Chavez - Fast/Strong/Soldier/Army Ranger/Spec Ops; stats coming later ...

(Army Ranger being the PrC found here.)
#184

zombiegleemax

Aug 04, 2004 0:03:58
Here is Angels Son Connor

Connor: Male Unique Human Strong Hero 5/ Fast Hero 7/ Shadow Slayer 3/ Arcaic Weaponmaster 5; CR 22; Medium-Size Humanoid; HD 5d8 plus 7d8 plus 3d8 plus 5d8; hp ; Mas 18; Init +10; Spd 50 ft.; Defense 31, Touch 24, Flat-Footed 25 (+6 Dex, +14 Class, +5 Natural Armor); Atk +21, Grp +25; FS 5 ft.; Reach 5 ft.; SQ Immunities, Damage Reduction 10/ -, Fast Healing 3, Inhanced Abilities, Increased Speed 20 ft. Cold Resistance 5, Electricity Resistance 5; Al Chaos, Cordelia; SV Fort +11, Ref +20, Will +13; AP ; Rep +3; Str 20, Dex 24, Con 17, Int 17, Wis 12, Cha 9
Occupation: Adventurer (Class Skills: Survival, Move Silently)

Skills and Feats: Balance +19, Climb +18, Concetration +13, Craft (Weaponcrafting) +14, Escape Artist +15, Hide +21, Intimidate +8, Jump +17, Listen +22, Move Silently +25, Sleight of Hand +11, Spot +18, Survival +25, Swim +5, Knowledge (History) +7, Treat Injury +6, Tumble +21; Arcaic Weapon Proficiency, Weapon Focus (Longsword), Dodge, Agile Riposte, Alertness, Brawl, Blind-Fight, Cleave, Combat Martial Arts, Defensive Martial Arts, Improved Martial Arts, Combat Reflexes, Endurance, Focused, Great Fortitude, Heroic Surge, Weapon Specialization (Longsword), Improved Initiative, Lightning Reflexes, Mobility, Track, Spring Attack, Stealthy, Two-Weapon Fighting;

Talents (Strong Hero): Extreme Effort, Melee Smash, Improved Melee Smash
Talents (Fast Hero): Evasion, Opporunist, Uncanny Dodge 1, Uncanny Dodge 2
Talents: (Shadow Slayer): Detect Shadow, Shadow Immunity (Claws)
Talents: (Arcaic Weaponmaster): Weapon Specialization, Imbune Weapon +1, Quick Weapon Draw, Expert in your Field

Immunities: Connor is immune to critical hits, ability damage, and the effects of massive damage. He is also immune to all known magical and mundane diseases

Inhanced Abilities: +8 Str, +8 Dex, +5 Con

Posessions: +1 masterwork longsword, various other weapons and items
#185

lu_baihu

Aug 04, 2004 3:16:49
Looks good - all this material is from UA?
#186

zombiegleemax

Aug 04, 2004 10:37:01
HAHAHA great thread!! i made Dante from the "Devil May Cry" series... what was sad was the levels and skills he had to have in order to do what it was that he can do... this Dante represents Dante after the defeat of Mundos.

Dante, Slayer of Fiends; Son of Sparda
Strong 5/ Fast 5/ Archaic Weaponmaster 10/ Daredevil 4/ Gunslinger 10/ Shadow Hunter 10/ Shadow Slayer 7
Medium-Size Outsider (Native)
Hit Dice: 5d8+30 (Sth) plus 5d8+30 (Fth) plus 10d10+60 (Awm) plus 4d10+24 (Dvl) plus 10d10+60 (Gns) plus 10d8+60 (Sdh) plus 7d8+42 (614 hp)
Massive Damage Threshold: 22
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 80 ft.
Defense: 45 (+8 Dex, +4 equipment, +22 Defense, +1 natural armor), touch 40, flat-footed 37
Base Attack/Grapple: +31/+41
Attack: Sparda +47 melee (2d8+25/ 15-20/ X2) or Alastor +45 melee (2d6+20 plus 1d6 electricity/ 17-20/X2) or Ebony or Ivory +47 ranged (2d6+3/19-20/X2)
Full Attack: Sparda +47/+42/+37/+32 melee (2d8+25/15-20/X2) or Alastor +45 melee (2d6+20 plus 1d6 electricity/17-20/X2) or Ebony and Ivory +45/+40/+35/+30 and +45/+40/+35/+30 ranged (2d6+3/19-20/X2)
Space/Reach: 5 ft./ 5 ft. (10 ft. w/ Sparda)
Special Attacks: Bullseye, detect shadow 10/day, fiend form, imbue weapon +2, lightning shot, shadow enemy (outsider, aberration), sharp-shooting, slayer weapon, target bonus +3, weapon stun
Special Qualities: Action boost, close combat shot, damage reduction 10/+1, darkvision 60 ft., defensive position, detect magical aura 3/day, expert in your field, fearless, locate target, nip-up, no trace, play a hunch, shadow immunity, son of Sparda, swift track
Saves: Fort +45, Ref +46, Will +38
Action Points: 900 (947 total)
Reputation: +19
Abilities: Str 30, Dex 32, Con 22, Int 25, Wis 20, Cha 28
Occupation: Adventurer
Skills: Balance +47, Bluff +39, Climb +40, Concentration +26, Diplomacy +47, Drive +41, Escape Artist +31, Gather Information +29, Hide +31, Intimidate +43, Investigate +37, Jump +54, Knowledge (arcane lore) +27, Knowledge (history) +27, Knowledge (popular culture) +27, Knowledge (streetwise) +27, Knowledge (tactics) +27, Knowledge (theology and philosophy) +27, Listen +35, Move Silently +41, Navigate +37, Pilot +41, Profession (Bounty Hunter) +35, Ride +41, Search +37, Sense Motive +35, Sleight of Hand +44, Spot +35, Survival +35 (+39 following tracks), Tumble +45, Speak Akkadian, Speak Ancient Greek, Speak Ancient Hebrew, Speak Arabic, Speak Aramaic, Speak French, Speak Gaelic (Irish), Speak Gaelic (Scots), Speak German, Speak English, Speak Italian, Speak Japanese, Speak Latin, Speak Mandarin, Speak Middle Egyptian, Speak Russian, Speak Welsh, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write Arabic, Read/Write Aramaic, Read/Write French, Read/Write Gaelic (Irish), Read/Write Gaelic (Scots), Read/Write German, Read/Write English, Read/Write Italian, Read/Write Japanese, Read/Write Latin, Read/Write Mandarin, Read/Write Middle Egyptian, Read/Write Russian, Read/Write Welsh
Feats: Acrobatic, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Archaic Weapon Proficiency, Armor Proficiency (light), Combat Martial Arts, Defensive Martial Arts, Double Tap, Elusive Target, Endurance, Burst Fire, Cleave, Combat Reflexes, Greater Weapon Focus (AMT Longslide Hardballer) B, Improved Two-Weapon Fighting, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Strike, Quick Draw, Skip Shot, Supernatural Strike, Strafe, Track, Two-Weapon Fighting, Weapon Focus (AMT Longslide Hardballer) B, Weapon Focus (greatsword), Weapon Specialization (greatsword) B
Epic Feats: Perfect Two-Weapon Fighting
Talents (Strong Hero, Fast Hero): melee smash, improved melee smash, advanced melee smash, evasion, increased speed, improved increased speed
Wealth: +63
Challenge Rating: 53
Possessions: +3 leather jacket of fortification (heavy), gloves of Dexterity +4, belt of superhuman Strength +4, boots of striding and springing, +3 resistant vest of Charisma +4, Alastor, Ebony and Ivory, Sparda, Ifrit Gauntlets
Allegiance: Neutral, chaos
Advancement: By character class

Fiend Form (Su): Once every 2d10+5 rounds Dante can transform himself into a fiend. In this form Dante’s form changes into that of a black, horned fiend; the change lasts for 1d4+1 rounds. Additionally, he acts hasted (as per the spell), gains a +8 profane bonus to his Strength and Dexterity scores, and can fly with a speed of 80 feet with average maneuverability. While in this form and in the air, Dante can fire bolts of electricity at his opponents, dealing 3d6 points of electricity damage. To use this ability, Dante must succeed at a ranged attack roll.

Son of Sparda (Su): Dante is reportedly the son of the demon warrior-king who single-handedly destroyed the armies of the demonic overlord Mundos. Dante receives his Charisma bonus as a profane bonus to his saving throws, has damage reduction 10/+1, and can assume fiend form.

Ebony and Ivory; (minor artifacts); This pair of pistols act as +3 distance, ghost touch AMT Longslide Hardballers (see D20 Modern Weapons Locker) except that they score a critical on a 19-20, have a range increment of 40 feet, have semiautomatic and automatic settings, and have infinite rounds.

Alastor (minor artifact); The demon-blade known as Alastor functions as a +3 shocking, dancing, greatsword that bestows the shocking special ability on any firearm of Small size wielded by the owner. Additionally, it allows the user to make an additional Jump check while in the air as a free action, effectively allowing the owner to perform a double jump.

Ifrit Gauntlets (minor artifact); This pair of +3 flaming gauntlets must both be worn to be active. The gauntlets allow the wielder to make unarmed melee attacks dealing 2d6 points of bludgeoning damage in addition to fire damage. Once every round it allows the wearer to cast fireball (caster level 10th) as a standard action.

Sparda (major artifact); Sparda, the legendary sword wielded by the demonic warrior-king of the same name, the blade that destroyed the armies of Mundos. Sparda functions as a Large +5 keen, dancing, ghost touch, mighty cleaving greatsword except that it counts as a large weapon instead of a huge weapon for purposes of determining penalties for wielding oversized weapons, weighing 15 lbs.

(the magic items under possessions were magic item conversions from DnD, considering that Dante would be one of only a handful at most, modern characters who could have such things... and even then, they aren't even that powerful in the longrun... just super rare)
#187

marcoasalazarm

Dec 14, 2004 17:59:02
¿Any ideas of how to stat Snake Plissken?
#188

lu_baihu

Dec 15, 2004 1:42:25
¿Any ideas of how to stat Snake Plissken?

...

He's just Solid Snake with an overgrown beard and a different outfit ... that and a M4 Carbine and the SOCOM Pistol ...
#189

darksoldier

Dec 15, 2004 5:35:16
DarkSoldier, I tried to email you some of these but apparently your mailbox was full. Take 'em here, if you want :D .

My box isn't full; Yahoo! upgraded me to 100 MB storage, and I haven't gone over 10% since.

I'll go over this thread and pick out those that interest me, and then contact the authors.
#190

marcoasalazarm

Dec 15, 2004 16:11:30
...

He's just Solid Snake with an overgrown beard and a different outfit ... that and a M4 Carbine and the SOCOM Pistol ...

Kinda a "chicken and the egg" question. Plissken was around before Solid playing the Tactical Espionage Action thing....
But, of course, everybody likes Solid more.
#191

darksoldier

Dec 15, 2004 18:04:36
Personally, I would'nt have any problem with anyone statting up characters using other Modern sources. If you do use other sources in your writeups, I would leave a footnote somewhere in the post letting the readers know where the info or rules came from

If I decide I want to include anything from this thread into my NetBook, you have to declare what your source material is, especially OGC.

Right now, I'm looking at lostboy23's Slayer and Buffy, CaptainObvious440's LXG, and malken's Hellboy writeups, cleaning up syntax, spelling, and grammar, and standardizing the statblocks.
#192

psiseveredhead

Dec 16, 2004 8:24:12
I think the thread would be a little more useful if there were more villains. With lower stats.
#193

judge_holden

Dec 16, 2004 15:46:12
"I want that power. By right, it is mine. For ultimate power is the ultimate destiny of Doom."

"The King of Latveria is no common murderer. If I cannot magnificently win a victory . . . it affords me no pleasure to merely slay a foe."

Victor von Doom, aka DOCTOR DOOM; smart 3/technomage 2/field scientist 10/archmage 5; medium humanoid; HD 3d6+2d6+10d8+5d6+100; hp 173; Mass 20; Initiative +3; speed 30 ft; Defense 35, touch 19, flatfooted 26 (+3 dex, +6 int, +8 class, +8 armor); BAB +9; Grapple +16; Attack: +16 melee (1d4+7, Gauntlet) or +12 (2d6+10, large chunk of scientific equipment, ‘I’ beam or other improvised two-handed weapon) or +15 (2d6, Mauser pistol) or +16 (4d6, Repulsor Blast); AL LE; SQ DR 15; SV Fort +12, Ref +12, Wil +11; AP 15; Rep +7; Str 24, Dex 16, Con 20, Int 23, Wis 15, Cha 11
Occupation: Hedge Wizard (bonus feat: Magical Affinity; Class Skills: Concentration, Knowledge (Arcane Lore), Research)

Skills: Craft (Chemical 24, Electronic 30, Mechanical 30), Concentration 29, Computer Use 20, Decipher Script 10, Disable Device 11, Investigate 10, Intimidate (crossclass) 9, Knowledge (Arcane Lore 30, Tactics 10, Technology 10), Read/Write Language (English, Gypsy, and Abysmal), Repair 4, Research 4, Speak Language (English, Gypsy, and Abysmal), Spellcraft 30, Tumble 15, Use Device 30
Feats: Action Boost, Armor proficiency (Light, Medium, Powered), Educated (Technology and Tactics), Frightful Presence, Master Crafter, Smart Plus (Plan and Trick), Tough Plus (Remain Conscious and Second Wind), Point Blank Shot, Personal Firearms Proficiency, Weapon Focus (Repulsor Blasts)
Talents & Class Features
Talents (Tough): Remain Conscious, Second Wind
Talents (Smart): Savant (Craft: Electronics), Exploit Weakness
Features(Field Scientist): Smart Defense, Scientific Improvisation, Skill Mastery (Craft (mechanical and electronics), Computer Use, Knowledge (tactics), Repair, Research, Spellcraft, Tumble, Use Device), Minor and Major Breakthroughs, Smart Survival, Smart Weapon
Features (Technomage): arcane spells (spells per day: 0th= 10, 1st lvl= 8) and machine empathy
Features (Archmage): Total Spellcasting, Increased Spells/day, Gifted and Granted Incantations
Possessions: The entire nation of Latveria, Personalised Mastercraft power-armor, Mauser in hip holster (used exclusively for dispatching underlings), numerous Doombots and flunkies, access to all Incantations in the Urban Arcana book

Power Armor: Without his armor, Doom is a regular human with superior intelligence. All the stats listed are for Doctor Doom in his armor since he is never found without it. The armors known abilities include: internal atmosphere oxygen scrubbers to convert carbon dioxide into breathable air; air conditioning, MP3 player (Doom is a proud proponent of internet piracy) and Fabreeze scent; Guantlet Repulsors with a range of 50 ft, damage 4d6/20; Force Field which grants DR 15 to electricity, fire, and physical damage; Nuclear powered Jet Pack allows flight at a rate of 100 ft with perfect maneuverability; Nuclear Power Plant allows unlimited power for all of its internal gadgets and powered exoskeleton); numerous hidden devices which Doom uses to surprise his opponents.
#194

marcoasalazarm

Dec 16, 2004 17:36:52
Uhh...h.....you planning to annihilate your PCs?
#195

zombiegleemax

Dec 16, 2004 18:15:03
Anyone thought of statting the following Michael Cain Charachters?

Harry Palmer (Ipcress File etc)
Jack Carter (Get Carter orig)
Charlie Croaker (Italian Job orig)

or how about

Master Sgt Hartmenn (FMJ)
"Dirty" Harry Calahan
Sam Gerrad (US marshalls / Fugetive)
Leon
that Sargent from when we were Soldiers?!?
#196

judge_holden

Dec 16, 2004 20:21:51
Uhh...h.....you planning to annihilate your PCs?

not realllllllly.... I'll probably never use him. I got inspired by the Boondock Saints and Bourne write ups so I wanted to contribute, and well it was a slow day at work so Doom pretty much wrote himself. I'm kinda proud of how balanced he turned out, actually
#197

psiseveredhead

Dec 16, 2004 21:07:26
not realllllllly.... I'll probably never use him. I got inspired by the Boondock Saints and Bourne write ups so I wanted to contribute, and well it was a slow day at work so Doom pretty much wrote himself. I'm kinda proud of how balanced he turned out, actually

What is his CR?
#198

judge_holden

Dec 16, 2004 21:32:37
20 something, I'd guess?
My Challenge Rating suggestion would go like this: Unless your PCs refer to themselves in the third person and have 'fantastic' or 'incredible' or any other adjectives in their name then I'd say they are probably outclassed
#199

zombiegleemax

Dec 18, 2004 8:08:31
Right now, I'm looking at lostboy23's Slayer and Buffy, CaptainObvious440's LXG, and malken's Hellboy writeups, cleaning up syntax, spelling, and grammar, and standardizing the statblocks.

Make you sure you WAY lower mental stats for all of Lostboy's write-ups.
#200

lu_baihu

Dec 22, 2004 15:12:32
Likewise, a lot of these characters aren't nearly as powerful as we've been writing them to be ...
#201

zombiegleemax

Dec 22, 2004 17:39:18
Concerning the Dr Doom writeup, good job there, I can't wait until I throw him at my playrs in my next espionage or military campaign

Concerning power armor, whats a good D20 source for it besides the Future book? I want more options
#202

schiz-02_dup

Dec 24, 2004 0:09:55
I love this thread. I pretty much love everybody’s write-ups. Great work.

These are the characters I’m interested in doing write-ups for (and what I think they are) and am eventually going to work on. Oh because my copy of microsoft workscan’t open the Urban Arcana and D20 future srd’s, for the most part I only use the D20 Modern book.

The Big Lebowski
The Dude (Dedicated/Charismatic)
Walter Sobchak (Strong/Soldier)

Neil Gaiman’s American Gods
Shadow (Fast/Strong)

Snatch
Turkish (Smart/Charismatic)
Tommy (Fast)
Mickey (Strong/Tough)

Comic Books
Batman (Fast/Dedicated/Martial Artist/Investigator)
[I’m really dreading the day I start working in this one)

Oh and even though he’s a real person, I’m also going to do a write-up of Bam Margera. He’s going to be used in one of my games.
#203

schiz-02_dup

Dec 24, 2004 0:48:55
The Dude

If he was a lazy man, and the Dude was most certainly that. Quite possibly the laziest in Los Angeles county, which would place him high in the running for laziest in the world.
-The Stranger

Let me explain something to you. I am not Mr. Lebowski. You're Mr. Lebowski. I'm the Dude. So, that's what you call me. You know, that, or his dudeness, or duder, or el duderino, if you're not into the whole brevity thing.
-The Dude


Jeffrey "The Dude" Lebowski is the ultimate slacker. He likes to bowl and smoke “janes,” and use the word f*ck. He lived a pretty laid back and normal life (despite being one of the Seattle Seven and former roadie for Metallica) until the day his house was broken into and his rug is peed on by a pornographer’s thugs, who mistook him for Jeffrey Lebowski, LA millionaire, The Dude’s rug was urinated upon and seeking compensation from the “big Lebowski,” the other Jeffrey Lebowsk, he was recruited to be the liaison between Lebowski and the captors of Lebowski’s wife, Bunny.

“The Dude” Dedicated 2/Charismatic 1; HD 2d6+ 1d6 ; hp 23; Mas 16; Initiative +1; Spd 30 ft.; Defense 13; touch 13; flatfooted 12 (+2 Dex, +1 class); BAB +1; Grap +3; Atk: +4 melee (1d6+2, nonlethal, unarmed strike); FS 5ft; Reach 5ft; Al Maude Lebowski, Walter, Donnie; SV Fort +6, Ref +2, Will +6; AP ; Rep +0; Str 14, Dex 12, Con 16, Int 14, Wis 14*, Cha 14
Occupation: Blue Collar (class skills: Drive, Intimidate, Craft (Structural))
Skills: Bluff +6, Craft (Structural) +4, Craft (Writing) +4, Drive +6, Gather Information +5, Intimidate +6, Investigate +4, Knowledge (Popular Culture) +7, Listen +6, Profession +10, Sense Motive +6, Spot +6
Feats: Brawl, Deceptive, Iron Will, Low Profile
Talents (Dedicated): Skill Emphasis (Profession)
Talents (Charismatic): Fast Talk
Possessions: Bowling Ball, Tape Deck with headphones and audio tape of bowling sounds, beverage (vodka, milk, and Kaluha to make White Russians), rug that “really ties the room together”

*If the Dude would stop smoking “janes” all of the time his wisdom score would be 18.
#204

schiz-02_dup

Dec 24, 2004 12:36:18
Walter Sobchak

You're going to enter a world of pain, son. We know that this is your homework. We know you stole a car--
-Walter

Three thousand years of beautiful tradition, from Moses to Sandy Koufax-- YOU'RE GODD@MN RIGHT I LIVE IN THE PAST! I--Jesus. What the hell happened?
-Walter

You make everything a f#cking travesty!
-The Dude (To Walter)


Walter is a man that lives in the past. He’s a divorced Vietnam veteran and great bowler. His only real friends are the Dude and Donnie (though Donnie is often the victim of Walter’s anger). He’s a reasonably intelligent man, with little common sense. He helps the Dude in his rug misadventure.

Oh and to Walter, everything relates to Vietnam.

Walter Sobchak Strong 4/Soldier 1; HD 3d8+ 1d10 ; hp 36; Mas 16; Initiative +1; Spd 30 ft.; Defense 14; touch 14; flatfooted 13 (+1 Dex, +3 class); BAB +3; Grap +4; Atk: +7 melee (1d6+5, nonlethal, unarmed strike) or +5 ranged (2d6, ballistic, Colt M1911); FS 5ft; Reach 5ft; Al The Dude, Donnie; SV Fort +6, Ref +3, Will +2; AP 25; Rep +0; Str 17, Dex 13, Con 16, Int 12, Wis 11, Cha 12
Occupation: Military (class skills: Drive, Knowledge (tactics), Survival)
Skills: Climb +7, Demolitions +2, Drive +3, Intimidate +6, Jump +5, Knowledge (tactics) +7, Profession +5, Speak Language (Korean, Cantonese, Hebrew), Survival +5
Feats: Brawl, Personal Firearms Proficiency, Advanced Firearms Proficiency, Quick Draw, Point Blank Shot
Talents (Strong): Melee Smash, Improved Melee Smash
Talents (Soldier): Weapon Focus (Colt M1911)
Possessions: Bowling Ball, Colt M1911, possibly an Uzi
#205

zombiegleemax

Dec 31, 2004 7:45:15
Feats: Brawl, Personal Firearms Proficiency

I'm pretty sure Walthers combat feats stop here. Venichle Expert might be approporiate. Also, you need quite a few Bowling skill ranks to qualify for state semi-finals...
#206

schiz-02_dup

Dec 31, 2004 15:10:59
I'm pretty sure Walthers combat feats stop here. Venichle Expert might be approporiate. Also, you need quite a few Bowling skill ranks to qualify for state semi-finals...

Very true about the Bowling skill ranks.

I took a little bit of liberty when I statted him out and when I designed him, I put more emphasis on the fact that he is an ex-soldier. You have a very valid point though.
#207

mortificator

Dec 31, 2004 20:57:08
I'd really like to see Micky from Snatch. Also, I saw Mathilda and was wondering about Leon (Jean Reno) or maybe even his character from Onimusha 3 (cant remember the name). Hmmm... here's a few others.

John Trent (Sam Neil): In the Mouth of Madness
Yuen/Tequila (Chow Yun-Fat): Hard Boiled (obviously a Gunslinger)
Marcus Burnett (Martin Lawrence): Bad Boys, Bad Boys 2
Mike Lowrey (Will Smith): Bad Boys, Bad Boys 2
John Preston (Christian Bale): Equilibrium (not exactly modern, but still cool)
The Jackal (Bruce Willis): The Jackal
Michael Myers: Halloween

I could go on for awhile, but those are the ones I'd like to see made.
#208

zombiegleemax

Dec 31, 2004 21:10:59
I hope this helps for all you MGS fans out there, and I hope somebody else didn't stat him out when I wasn't looking.

This version is how Naked Snake would appear after Metal Gear Solid 3: Snake Eater. For Metal Gear Solid, add 2 levels to Infiltrator and 1 level of Tough. For Metal Gear Solid 2: Sons of Liberty, add the 2 levels of Infiltrator and 1 level of Tough, then add 2 levels of Soldier and 1 level of Tough (Remain Conscious) for MGS 2: SoL. Possible feats include: Advanced Two-Weapon Fighting, Improved Defensive Martial Arts, Low Profile, Point Blank Shot, and Quick Reload. I don't know how relevant this info is after I editted it, but who knows.

I couldn’t think of a good way to represent Close Quarters Combat. I thought of making it a feat. But then I realized that the Defensive Martial Arts Feat tree and the Silent Death class feature came very close to representing it.

I could have added his complete list, but his possessions list is excessively long as it is now. Many of the items may seem unfamiliar. Those can be found here.

I haven’t played around with the d20 Modern system for some time, so some of my stuff might be wrong (in particular, I didn’t know what to do with action points, I gave him somewhat above average hit points, and I’m not sure if MW is in d20 Modern or not).

Oh, and I couldn’t find any good Snake Eater quotes. Those below are from MGS 2: SoL, but they don’t truly represent the Snake pictured in Snake Eater. He was much more inexperienced, and he trusted his government. Plus, Raiden wasn't even born yet. Any suggestions would be appreciated.

Survivalist can be found in the Modern Player’s Companion. Spec Ops can be found in the Urban Arcana Web Enhancement.

Solid Snake: “We don't use guns to help some politician.”
Raiden: “What do you fight for?”
Solid Snake: “A better future.”

Solid Snake: “Fight for something you believe in and find it for yourself. If you do, pass it on to the future.”
Raiden: “Believe in what?”
Solid Snake: “That's your problem. Not mine”


Naked Snake
Fast 1/ Tough 3/ Soldier 2/ Survivalist 4/ Spec Ops 5: medium humanoid; HD 1d8 + 3d10 + 2d10 + 4d10 + 5d8 + 75; hp 176 (AVG 148); Mas 20; Initiative +12; Spd 35ft; Defense 25, touch 25, flatfooted 21 (+4 Dex, + class, +11); BAB +11/+6/+1; Grap +14/+9/+4; Full Atk: +12/+7 Melee (1d4+3 Knife) and +15/+10/+5 Ranged (2d6+2 M1911); FS 5ft.; Reach 5ft.; AL The Green Berets, The US Government; SV Fort +17, Ref +13, Will +9; AP 14; Rep +2; Str 17, Dex 19, Con 20, Int 14, Wis 17, Cha 13
Occupation: Military (Personal Firearms Proficiency, +1 for Hide and Move Silently)
Skills: Climb +11 (6), Demolition +9 (7), Disguise +4 (3), Escape Artist +8 (4), Hide +23 (16), Jump +5 (2), Knowledge (tactics) +8 (6), Listen +11 (8), Move Silently +26 (12), Navigate +8 (4), Profession (Military) +7 (4), Speak Language (English, Russian), Spot +8 (5), Survival +15 (10), Swim +10 (5), Treat Injury +15 (12), Tumble +8 (4);
(The numbers in parentheses are the number of skill ranks. The other number is total modifier.)
Feats: Advanced Firearms Proficiency, Athletic*, Burst Fire, Combat Martial Arts, Combat Reflexes*, Combat Throw, Defensive Martial Arts, Endurance*, Improved Initiative*, Improved Two-Weapon Fighting, Personal Firearms Proficiency*, Simple Weapon Proficiency*, Stealthy*, Two-Weapon Fighting, Weapon Focus (Colt 1911), Weapon Specialization (Colt 1911).
(Those marked with an asterisk are those gained as Bonus Feats or from an Occupation.)
Talents (Tough Hero): Robust, Stamina
Talents (Fast Hero): Evasion
Talents (Soldier): Weapon Focus (Colt 1911), Weapon Specialization (Colt 1911)
Talents (Survivalist): Athletic, Naturalist (forest), Endurance
Talents (Spec Ops): Specialist (Medical), Hunt and Evade, Night Mover, Shock and Awe, Silent Death
Possessions: Cigars, MW Colt M1911 (w/ Suppressor), 3 1911 magazines, 3 M16A1 magazines, 3 Skorpion magazines, 3 RPG-7 Rockets, 3 Mk22 magazines, Survival Knife, Skorpion (w/ Laser Sight), Colt M16A1 (w/ Suppressor), RPG-7, Flash-Bang Grenade (3), Frag Grenade (3), Smoke Grenade (3), Diazepam (3), AP Sensor, Mine Detector, Sneaking Suit, Binoculars, Chaff Grenade (3), Mk22 “Hush Puppy” (w/ Suppressor), Dragunov SVD, Active Sonar, Alligator Hat, Directional Microphone, Thermal Goggles, Motion Detector, CODEC, Night Vision Goggles, Backpack, Cardboard Box, Playboy Magazine, Claymore (3), Camera, First Aid Kit, Rations (4), Camouflage Kit.
#209

schiz-02_dup

Jan 01, 2005 2:05:22
I gave Mickey Charismatic levels for a few reasons. The primary one is that he fast talks both Turkish and Tommy on more than one occasion. Also Turkish says something about Pikies being smooth talking. I gave him a level of Strong just for a little extra bit of damage. The Tough levels just made sense. He takes a beating in the movie and just gets back up and kicks serious tail. Oh and finally the Bad-Ass Barrom Brawler just seemed to fit him in my mind. If you don’t like the levels in it, I’d just take them away and add a few more strong levels.

Bad-Ass Barroom Brawler is an advanced class found in the RPGObjects supplement “Blood and Fists.” The class is a pdf preview and can be found at the site.



“One-Punch” Mickey O’Neil

Charismatic 3/Strong 1/ Tough 3/ Bad-Ass Barroom Brawler 3; HD 3d6 + 1d8 + 3d10 + 3d12; hp 99; Mas 17; Initiative +3; Spd 30 ft.; Defense 19; touch 19; flatfooted 16 (+3 Dex, +6 class); BAB +7/+1; Grap +11; Atk: +13/+7 melee (1d8+5, nonlethal, unarmed strike); FS 5ft; Reach 5ft; Al Pikey Camp; SV Fort +11, Ref +7, Will +4; AP ; Rep +4; Str 18, Dex 16, Con 17, Int 14, Wis 13, Cha 15
Occupation: Athlete (class skills: Climb, Drive, Jump, Brawl feat)
Skills: Bluff +8, Climb +10, Concentration +7, Diplomacy +8, Drive +9, Gather Information +8, Handles Animal +8, Intimidate +10, Jump +10, Knowledge (streetwise) +6, Repair +4, Speak Language (Pikey), Swim +6
Feats: Brawl, Improved Brawl, Knockout Punk, Improved Knockout Punch, Streetfighting, Improved Feint, Dodge, Agile Riposte, Endurance, Simple Weapons Proficiency
Talents (Charismatic): Fast Talk, Dazzle
Talents (Strong): Melee Smash
Talents (Tough): Remain Conscience, Second Wind
Talents (Bad-Ass Barroom Brawler): Rage 1/day, Cheap Shot +1d6
Possessions: Nice caravan, Pikey trained dogs
#210

darksoldier

Jan 01, 2005 5:04:08
This version is how Snake would appear after Metal Gear Solid 3: Snake Eater.

MGS3 Snake isn't Solid; it's Naked Snake, better known as Big Boss. MGS3 takes place in the mid 1960's; MGS takes place around 2005, and Snake's in his mid-30's in that game, so he wouldn't have even been born during Snake Eater.
#211

zombiegleemax

Jan 01, 2005 12:23:50
You're right, DarkSoldier. I merely forgot. Afterall, isn't Snake cloned or something from Big Boss (I've played MGS 2 and MGS 3, but not MGS). They look nerely identical. I've editted it.
#212

darksoldier

Jan 01, 2005 19:34:51
You're right, DarkSoldier. I merely forgot. Afterall, isn't Snake cloned or something from Big Boss (I've played MGS 2 and MGS 3, but not MGS). They look nerely identical. I've editted it.

We're getting into Metal Gear spoilers, now, so be warned.

Ahem... Naked Snake defeats the Cobras in Snake Eater, becomes known as the greatest soldier in the world, and later called Big Boss. At some point, his cells are cloned in a project called "Les Enfants Terrible," which produces three soldiers: Solid Snake, Liquid Snake, and Solidus Snake.
#213

zombiegleemax

Jan 01, 2005 20:39:59
That certainly clears a few things up. Thnx. BTW, what do you think of Naked Snake?
#214

darksoldier

Jan 02, 2005 4:07:24
That certainly clears a few things up. Thnx. BTW, what do you think of Naked Snake?

Haven't played MGS3 yet; I only know what I read.
#215

Bantam

Jan 02, 2005 16:47:50
That certainly clears a few things up. Thnx. BTW, what do you think of Naked Snake?

Dave Haytor's voice-acting this time around seems a bit off. Snake's tone (which is usually gruff and confused btw) is often unfitting from the current scene he's in.

On a side note, the NPC's talk WAAAY too much.
#216

darksoldier

Jan 02, 2005 17:19:31
On a side note, the NPC's talk WAAAY too much.

It's been like that since MGS; the bad guy, who is supposed to be fatally wounded, lies on the ground and tells Snake his/her life story before giving it up.
#217

lasrifriir

Jan 02, 2005 18:45:20
What about Johnny Smith from The Dead Zone? A nice non-combatant build: Dedicated/Charismatic with the Psychometry feat from Star Wars (Power of the Jedi, I think).
#218

buddha_the_dm

Jan 02, 2005 20:50:43
Would anime characters be welcomed in this thread? If so, I have 2 that I can post. I didn't do them but I am working with the guy that did them.
#219

schiz-02_dup

Jan 02, 2005 22:42:32
Would anime characters be welcomed in this thread? If so, I have 2 that I can post. I didn't do them but I am working with the guy that did them.

I can't speak for anyone else, but I'd like to see them.
#220

buddha_the_dm

Jan 02, 2005 23:17:43
Alright.. They are both from Naruto and are using custom material. I will provide links the where the material can be inquired about.

You can find information about the custom material through the following links:

Frankto's Realm - Naruto D20
Forum's for Frankto's Realm
#221

buddha_the_dm

Jan 02, 2005 23:20:32
First up is Rock Lee. He looks like a Bruce Lee clone to me.

Rock Lee: Strong 5/Fast 2/Martial Artist 1; CR 8; Medium Humanoid (Human); HD 5d8+10 plus 2d8+4 plus 1d8+2; hp 61; Mas 50; Init +3; Spd 30 ft; Defense 21, 22 melee (+3 dex, +8 class), Touch 21, Flat-Footed 18; BAB +7; Grap +10; Atk +15 melee (1d6+5 lethal, unarmed), +10 melee or ranged (by weapon); Full Atk +15/+10 melee (1d6+3 lethal, unarmed), +10/+5 melee or ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; AL ; SV Fort +3, Ref +5, Will +1; AP 8; CP 23; Rep +1; Wealth +7; Learn: +9; Str 16, Dex 16, Con 15, Int 12, Wis 12, Cha 9.

Occupation: Academy Student (Bonus Class Skills: Chakra Control, Jump, Taijutsu; Bonus Feat: Nin Weapon Proficiency)

Skills: Balance +5 (2), Chakra Control +10 (9), Hide +7 (4), Jump +13 (9), Knowledge (ninja lore) +8 (7), Move Silently +7 (4), Taijutsu +20 (11), Tumble +5 (2).

Feats: Combat Martial Arts, Combat Reflexes, Defensive Martial Arts, Gouken, Improved Combat Martial Arts, Nin Weapon Proficiency, Simple Weapon Proficiency, Taijutsu Adept, Weapon Focus (unarmed).

Talent (Strong): Advanced Taijutsu, Improved Taijutsu, Taijutsu.

Talent (Fast): Evasion

Talent (Martial Artist): Living Weapon (1d6)

Techniques Known: Control (+10)- Kinobori, Seishou Bakuha; Genjutsu (+0)- None; Ninjutsu (+0)- None; Taijutsu (+20)- Asshou!, Futatsu Kyuu Sokuryoku, Hamidatsute Kukkin!, Hitotsu Kyuu Sokuryoku, Konoha Reppuu, Konoha Senpuu, Mitsu Kyuu Sokuryoku, Suiken Taisei, Yotsu Kyuu Sokuryoku.

Equipment: Shuriken holster, standard ninja outfit (forest camouflage), forehead protector, belt pouch, 2 weights (60 pounds each)
#222

buddha_the_dm

Jan 02, 2005 23:24:10
Next is Haruno Sakura, a member of Uzumaki Naruto's genin team.

Haruno Sakura: Dedicated 3/Smart 2/Medical Specialist 1; CR 6; Medium Humanoid (Human); HD 3d6 plus 1d6 plus 1d6; hp 18; Mas 50; Init +2; Spd 30 ft; Defense 16 (+2 dex, +4 class), Touch 15, Flat-Footed 13; BAB +3; Grap +3; Atk +; Full Atk +; FS 5 ft by 5 ft; Reach 5 ft; AL ; SV Fort +2, Ref +4, Will +11; AP 8; CP 17; Rep +3; Wealth +6; Learn: +7; Str 12, Dex 14, Con 11, Int 16, Wis 16, Cha 12.

Occupation: Academy Student (Bonus Class Skills: Chakra Control, Genjutsu, Ninjutsu; Bonus Feat: Nin Weapon Proficiency)

Skills: Chakra Control +18 (9), Genjutsu +11 (9), Hide +5 (3), Investigate +7 (4), Knowledge (earth and life science) +10 (7), Knowledge (history) +8 (3), Knowledge (ninja lore) +14 (9), Listen +8 (5), Ninjutsu +14 (9), Read/Write Language, Speak Language, Spot +7 (4), Survival +6 (3), Treat Injury +14 (9), Tumble +5 (3).

Feats: Educated (history, ninja lore), Genin (Chakra Control), Harmony, Heroic Surge, Iron Will, Medical Expert, Nin Weapon Proficiency, Simple Weapon Proficiency

Talent (Dedicates): Chakra Control, Improved Chakra Control

Talent (Smart): Ninjutsu

Talent (Merical Specialist): Medical Ability, Chakra Scalpel (1d4)

Techniques Known: Control (+18)- Chiyukarui no Jutsu, Genki no Jutsu, Kai, Kinobori, Tadayou; Genjutsu (+11)- Bunshin no Jutsu, Henge no Jutsu; Ninjutsu (+14)- Kawarimi; Taijutsu (+1)-

Equipment: Shuriken holster (4 kunai, 5 shuriken), belt pouch (2 kunai, 15 throwing needles, 2 blank scroll), casual clothes, forehead protector (konoha), soldier pills (5), blood increasing pills (5).
#223

buddha_the_dm

Jan 08, 2005 22:54:39
Now I give you Uchiha Sasuke, the other member of Uzumaki Naruto's team.

Uchiha Sasuke: Fast 3/Ninja Scout 3/Taijutsu Master 2 (ECL 9); CR 8; Medium Humanoid (Human); HD 3d8+6 (Fast Hero) plus 3d8+6 (Ninja Scout) plus 2d10+4 (Taijustu Master); hp 57; Mas 50; Init +3; Spd 35 ft; Defense 21 (+3 dex, +8 class), Touch 21, Flat-Footed 18; BAB +6; Grap +8; Atk +9 melee (1d8+2, Unarmed); Full Atk +9/+4 melee (1d8+2, Unarmed) or +9/+4 ranged (by weapon or technique); FS 5 ft by 5 ft; Reach 5 ft; SQ Shodan Sharingan;AL power, revenge, Uchiha Clan; SV Fort +7, Ref +10, Will +3; AP 10; CP 23; Rep +2; Wealth +12; Learn: +10; Str 14, Dex 16, Con 15, Int 13, Wis 13, Cha 13.

Occupation: Uchiha Clan (Bonus Class Skills: Ninjutsu; Bonus Feat: Advanced Bloodline (Uchiha Clan Sharingan))

Skills: Balance- +8 (3), Chakra Control- +6 (5), Concetration- +6 (2), Genjutsu- +6 (5), Hide- +5 (2), Jump- +6 (4), Knowledge (Ninja Lore) - +7 (6), Move Silently- +4 (1), Ninjutsu- +10 (8), Sleight of Hand- +8 (5), Survival- +4 (3), Taijutsu- +8 (6), Tumble- +5 (2).

Feats: Advanced Bloodline (Uchiha Clan Sharingan), Combat Martial Arts, Defensive Martial Arts, Focused, Genin (Ninjutsu), Genius Nin, Nin Weapon Proficiency, Simple Weapon Proficiency

Talents (Fast Hero): Evasion, Increase Speed

Talents (Ninja Scout): Track, Sneak Attack (+1d6)

Talents (Taijutsu Master): Living Weapon (1d6), Taijutsu Mastery (Martial Arts Master)

Techniques Known: Chakra Control (+6)- Kinibori, Tadayou; Genjutsu (+6)- Bunshin no Jutsu, Henge no Jutsu; Ninjutsu (+10)- Chidori, Goukakyuu no Jutsu (+11), Housenka no Jutsu, Kawarimi no Jutsu, Ryuuka no Jutsu; Taijutsu (+8)- Asshou!, Futatsu Kyuu Sokuryoku, Hitotsu Kyuu Sokuryoku, Ryuu Inin.
#224

zombiegleemax

Jan 17, 2005 0:12:59
I now give to you the greatest fictional hero to exist

Superman: Male Near-Human (Kryptonian) Strong Hero 10/ Tough Hero 10/ Smart Hero 3/ Investigator 4: CR 37: Medium-Sized Humanoid; HD 10d8 plus 10d8 plus 3d8 plus 4d8: hp 610; Init +10; Spd 30 ft., Fly 800 ft.; Defense 70, Touch 50, Flat-Footed 63 (+12 Dex, +15 Class, +30 Natural Armor), Atk +28, Grp +38; FS 5 ft.; Reach 5 ft.; SQ Immunities, Damage Reduction 40/ -, Fast Healing 1, Hyper-Speed, Hyper-Senses, Magic Vulnerability, Kryptonite Vulnerability; SA Heat-Vision, Breath Weapon; Al Law, Good, Lois, JLA; SV Fort +33, Ref +30, Will +18; AP ; Rep +10; Str 55, Dex 35, Con 60, Int 18, Wis 15, Cha 16.
Occupation: Academic (Class Skills: Craft (Writing), Gather Information, Knowledge (Current Events))

Talents (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash, Extreme Effort, Ignore Hardness
Talents (Tough Hero): Remain Conscious, Robust, Second Wind, Stamina, Electricity Resistance 25
Talents (Smart Hero): Savent, Exploit Weakness
Talents (Investigator): Profile, Low-Leval Contact, Non-Lethal Force

Immunities: Superman is immune to critical hits, ability damage, energy drain, heat, cold, and the effects of massive damage. He is also immune to all known diseases

Hyper-Speed: Superman is capible of moving up to 1,000 yds per round. He can not be flanked (like a Fast Hero's Evasion Talent) and is adept at dodging projectile weapons and Melee attacks (Like a Fast Hero's Uncanny Dodge Talent).

Hyper-Senses: Supermans oculatory and audiotory are at least 1,000x more accute then a normal human being, he can see as far away as 50 miles and as minutely as a molecule. He also possesses X-ray vision alowing him to see through all known substances with the exception of lead. Superman gains a +20 bonus on his Spot and Listen Skills.

Magic Vulnerability: For some unknown reason, Superman is vulnerable to the affects of magic. Magic attack ignore all natural resistances that Superman has (Damage Reduction, Immunities, etc).

Kryptonite Vulnerability: Superman is vulnerable to the unique radiation emitted from the ore from his home planet. If Superman is within 10 ft. of a peace of kryptonite he suffers temporary Con damge at a rate of 5 points per round.

Heat-Vision: Superman can release twin beams of concentrated heat from his eyes that do 25d8 heat damage at a range of 300 yds.

Breath Weapon: once per round Superman can release a 30 ft. Cone of frezzing air that deals 19d10 cold damage.

Possession: Superman Costume, Notepad, Pencil, Pen, his famous glasses, labtop computer.
#225

zombiegleemax

Jan 17, 2005 2:49:07
Immunities: Superman is immune to critical hits, ability damage, energy drain, heat, cold, and the effects of massive damage. He is also immune to all known diseases.

I'm pretty sure he's vulnerable to all of those. He frequently takes ability damage (usually from "aliens"), often fights enemies who drain his energy as a tactic, has been caught by critical hits while fighting darkseid, and can take massive damage in extreme encounters (such as a falling meteor right on him). I've seen him get the flu in both the cartoon and some comics, and the heat and cold is really more of a fortitude save issue.

In terms of smart hero, where did you get that? I've never seen him do anything remotely intelligent. Finding enemies consists of X-Raying everything (nevermind the harmful radiation), and asking his scientist friend. Batman has smart hero levels, but Superman doesn't.

Also, the kryptonite damage should be somehow related to the substance. Superman is barely bothered by Batmans kryptonite ring in Batman: Hush un less contact is made. But when the Joker ammased some 20 kg's for a statue, the Big Guy couldn't stand to be in the same room.
#226

darksoldier

Jan 17, 2005 3:05:10
In terms of smart hero, where did you get that? I've never seen him do anything remotely intelligent. Finding enemies consists of X-Raying everything (nevermind the harmful radiation), and asking his scientist friend. Batman has smart hero levels, but Superman doesn't.

It probably comes from the pre-Crisis Superman, who built shrinking rays, Superman robots, and time machines.
#227

zombiegleemax

Jan 17, 2005 9:53:54
I gave Superman the Smart Hero levels because he is a award winning journalist and uses Kryptonian and other Alien technology in his Fortress and i would think that would need some smarts. As for the immunities, the only time that i can remember him suffering from such a thing would be in his fight with Doomsday (and of course any magical mean) so i guess he would be very highly resistent instead of completely immune, with the exception of his heat and cold immunity because he has flown through the photosphere of our sun, which is about 10,000,000 degrees F, and he has flown in the vacuum of space which is very cold. Other then that i think i did a pretty good job.
#228

zombiegleemax

Jan 17, 2005 12:29:21
Green Kryptonite doesn't do pure CON damage. It should do STR and DEX damage as well.
I also agree that the the amount of kryptonite makes a huge differerence. You could say that the damage is per 1lbs of kryptonite, and that the damage halves for every 5ft distance.
All of his damage reduction skills should be (value / kryptonite) since weapons made of kryptonite do normal damage (see Bat's ring, kryptonit ebullets, etc).

You should also consider switching the nat armor against dam reduction completely. And since he has super healing as well, add fast healing.

Besides the fly speed you should also add a swim speed and a dig speed.

In fact, if you want to create superman, it might me more easy to create a "Kryptonian" template, since all Kryptonian characters have the same powers on Earth.
#229

campeador

Jan 22, 2005 12:32:27
“There was no glory in this. I hadn't asked for this crap. Trouble had come to me, in big dark swarms. The good and the just, they were like gold dust in this city. I had no illusions. I was not one of them. I was no hero. Just me and the gun, and the crook. My options had decreased to a singular course.”
- Max Payne, narrating.

Frankie Niagara: “Allow me to introduce myself. I'm Frankie ‘the Bat’ Niagara.”
Max Payne: “Niagara, as in you cry a lot?”

Everything ripped apart in a New York minute. Max Payne is a man with nothing to lose in the violent, cold urban night. A fugitive, undercover cop framed for murder and now hunted by cops and the mob. Max is a man with his back against the wall, fighting a battle he cannot hope to win. Prepare for pain...


Max Payne: Fast Hero 3/Tough Hero 1/Gunslinger 5: CR 9; Medium-sized humanoid; HD 3d8+9 plus 1d10+3 plus 5d10+12; hp 86; Mas 16; Init +4; Spd 30 ft.; Defense 25, touch 22, flat-footed 25 (Dex +4, Class +8, Undercover Vest +3; BAB +5; Grap +1; Atk +8 ranged (2d6/x2 Beretta 92FS) or +9 ranged (2d6/x2 MP5/10); Full Atk +8/+8 ranged (2d6/x2 Double Beretta 92FS) or +9 ranged (2d6/x2 MP5/10); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +6, Ref +9, Will +6; AP 45; Rep +2; Str 13, Dex 18, Con 16, Int 14, Wis 15, Cha 12.
Occupation: Law Enforcement (class skills: Intimidate, Knowledge [tactics]).
Skills: Balance +9, Bluff +11, Demolitions +9, Escape Artist +10, Intimidate +12, Knowledge (streetwise) +6, Knowledge (tactics) +8, Move Silently +7, Profession +6, Sleigh of Hand +13, Spot +9, Tumble +13.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency, Two-Weapon Fighting, Weapon Focus (Beretta 92FS).
Talents [Fast Hero]: Evasion, Uncanny Dodge I
Talents [Tough Hero]: Remain Conscious.
Talents [Gunslinger]: Close Combat Shot, Defensive Position, Lightning Shot.
Equipment: Beretta 92FS (x2), MP5, undercover vest, fragmentation, 4 box magazines (Beretta 92FS), 3 box magazines (MP5).
#230

buddha_the_dm

Jan 22, 2005 13:32:42
Now I give you Uchiha Sasuke, the other member of Uzumaki Naruto's team.

Uchiha Sasuke: Fast 3/Ninja Scout 3/Taijutsu Master 2 (ECL 9); CR 8; Medium Humanoid (Human); HD 3d8+6 (Fast Hero) plus 3d8+6 (Ninja Scout) plus 2d10+4 (Taijustu Master); hp 57; Mas 50; Init +3; Spd 35 ft; Defense 21 (+3 dex, +8 class), Touch 21, Flat-Footed 18; BAB +6; Grap +8; Atk +9 melee (1d8+2, Unarmed); Full Atk +9/+4 melee (1d8+2, Unarmed) or +9/+4 ranged (by weapon or technique); FS 5 ft by 5 ft; Reach 5 ft; SQ Shodan Sharingan;AL power, revenge, Uchiha Clan; SV Fort +7, Ref +10, Will +3; AP 10; CP 23; Rep +2; Wealth +12; Learn: +10; Str 14, Dex 16, Con 15, Int 13, Wis 13, Cha 13.

Occupation: Uchiha Clan (Bonus Class Skills: Ninjutsu; Bonus Feat: Advanced Bloodline (Uchiha Clan Sharingan))

Skills: Balance- +8 (3), Chakra Control- +6 (5), Concetration- +6 (2), Genjutsu- +6 (5), Hide- +5 (2), Jump- +6 (4), Knowledge (Ninja Lore) - +7 (6), Move Silently- +4 (1), Ninjutsu- +10 (8), Sleight of Hand- +8 (5), Survival- +4 (3), Taijutsu- +8 (6), Tumble- +5 (2).

Feats: Advanced Bloodline (Uchiha Clan Sharingan), Combat Martial Arts, Defensive Martial Arts, Focused, Genin (Ninjutsu), Genius Nin, Nin Weapon Proficiency, Simple Weapon Proficiency

Talents (Fast Hero): Evasion, Increase Speed

Talents (Ninja Scout): Track, Sneak Attack (+1d6)

Talents (Taijutsu Master): Living Weapon (1d6), Taijutsu Mastery (Martial Arts Master)

Techniques Known: Chakra Control (+6)- Kinibori, Tadayou; Genjutsu (+6)- Bunshin no Jutsu, Henge no Jutsu; Ninjutsu (+10)- Chidori, Goukakyuu no Jutsu (+11), Housenka no Jutsu, Kawarimi no Jutsu, Ryuuka no Jutsu; Taijutsu (+8)- Asshou!, Futatsu Kyuu Sokuryoku, Hitotsu Kyuu Sokuryoku, Ryuu Inin.

You can find explanations to everything that isn't in the D20 Modern book at http://frankto.thewebportal.net/narutod20/

Be sure to leave comments on the message boards there.
#231

campeador

Jan 23, 2005 14:12:41
Splinter: Death comes for us all, Oroku Saki, but something much worse comes for you. For when you die, it will be
[Shredder throws a hidden knife; Splinter catches it, releasing the spear and letting Shredder fall from the building and land in the back of a garbage truck]
Splinter: ...Without honor.

Master Splinter is the guardian and teacher of the Turtles. He has raised them since he came across them and has taught them the ways of Nin-jitsu. He has vowed to help the Turtles discover the secret of the Ooze that caused them to grow to be Teenage Mutant Turtles. Splinter does not always fight alongside the Turtles for his time as a warrior has passed, but he helps the Turtles by training them to protect themselves and helps them find inner peace through meditation. Although, Splinter does take action against enemies when he needs to. Splinter does not have a weapon of choice, but is able to use any object as a weapon proficiently. Unlike the Turtles, his favorite foods are fresh vegetables, soups, and other traditional Japanese foods.


Splinter: Overt Rat Moreau Strong Hero 3/Fast Hero 2/Martial Artist 5: CR 10; Medium-sized humanoid; HD 3d8+9 plus 2d8+6 plus 5d8+15; hp 92; Mas 16; Init +4; Spd 35 ft.; Defense 24, touch 24, flat-footed 20 (Dex +4, Class +10); BAB +9/+4; Grap +2; Atk +13 melee (1d8+2/x2 unarmed strike) or +11 melee (1d6+2/x2 club); Full Atk +13/+8 melee (1d8+2/x2 unarmed strike) or +11/+6 melee (1d6+2/x2 club);FS 5 ft. by 5 ft.; Reach 5 ft.; AL Good; SV Fort +6, Ref +11, Will +4; AP ; Rep +1; Str 14, Dex 18, Con 16, Int 15, Wis 14, Cha 9.
Occupation: Athlete (class skills: Balance, Jump, Tumble).
Skills: Balance +16, Diplomacy +3, Hide +16, Jump +9, Knowledge (streetwise) +6, Move Silently +16, Tumble +16.
Feats: Archaic Weapons Proficiency, Brawl, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Elusive Target, Improved Knockout Punch, Knockout Punch, Simple Weapons Proficiency, Unbalance Opponent, Weapon Finesse.
Talents [Strong Hero]: Melee Smash, Improved Melee Smash.
Talents [Fast Hero]: Increased Speed.
Talents [Martial Artist]: Living Weapon 1d8, Flying Kick, Iron Fist (one attack).
Equipment: Club.

Note: I've never actually tried a Martial Artist or fighting unarmed, but always used guns for my characters. So please; if you see any mistakes regarding the unarmed strike or feat selection or whatever: Let me know...
#232

marcoasalazarm

Jan 23, 2005 21:06:48
“There was no glory in this. I hadn't asked for this crap. Trouble had come to me, in big dark swarms. The good and the just, they were like gold dust in this city. I had no illusions. I was not one of them. I was no hero. Just me and the gun, and the crook. My options had decreased to a singular course.”
- Max Payne, narrating.

Frankie Niagara: “Allow me to introduce myself. I'm Frankie ‘the Bat’ Niagara.”
Max Payne: “Niagara, as in you cry a lot?”

Everything ripped apart in a New York minute. Max Payne is a man with nothing to lose in the violent, cold urban night. A fugitive, undercover cop framed for murder and now hunted by cops and the mob. Max is a man with his back against the wall, fighting a battle he cannot hope to win. Prepare for pain...


Max Payne: Fast Hero 3/Tough Hero 1/Gunslinger 5: CR 9; Medium-sized humanoid; HD 3d8+9 plus 1d10+3 plus 5d10+12; hp 86; Mas 16; Init +4; Spd 30 ft.; Defense 25, touch 22, flat-footed 25 (Dex +4, Class +8, Undercover Vest +3; BAB +5; Grap +1; Atk +8 ranged (2d6/x2 Beretta 92FS) or +9 ranged (2d6/x2 MP5/10); Full Atk +8/+8 ranged (2d6/x2 Double Beretta 92FS) or +9 ranged (2d6/x2 MP5/10); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +6, Ref +9, Will +6; AP 45; Rep +2; Str 13, Dex 18, Con 16, Int 14, Wis 15, Cha 12.
Occupation: Law Enforcement (class skills: Intimidate, Knowledge [tactics]).
Skills: Balance +9, Bluff +11, Demolitions +9, Escape Artist +10, Intimidate +12, Knowledge (streetwise) +6, Knowledge (tactics) +8, Move Silently +7, Profession +6, Sleigh of Hand +13, Spot +9, Tumble +13.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency, Two-Weapon Fighting, Weapon Focus (Beretta 92FS).
Talents [Fast Hero]: Evasion, Uncanny Dodge I
Talents [Tough Hero]: Remain Conscious.
Talents [Gunslinger]: Close Combat Shot, Defensive Position, Lightning Shot.
Equipment: Beretta 92FS (x2), MP5, undercover vest, fragmentation, 4 box magazines (Beretta 92FS), 3 box magazines (MP5).

Best treatment of the man I've seen, and that is, without trying to add that "bullet Time" thing from the games.

One thing:
Do you know where I can find any stats for characters from "24"?
#233

schiz-02_dup

Jan 23, 2005 23:24:39
Splinter: Death comes for us all, Oroku Saki, but something much worse comes for you. For when you die, it will be
[Shredder throws a hidden knife; Splinter catches it, releasing the spear and letting Shredder fall from the building and land in the back of a garbage truck]
Splinter: ...Without honor.

Master Splinter is the guardian and teacher of the Turtles. He has raised them since he came across them and has taught them the ways of Nin-jitsu. He has vowed to help the Turtles discover the secret of the Ooze that caused them to grow to be Teenage Mutant Turtles. Splinter does not always fight alongside the Turtles for his time as a warrior has passed, but he helps the Turtles by training them to protect themselves and helps them find inner peace through meditation. Although, Splinter does take action against enemies when he needs to. Splinter does not have a weapon of choice, but is able to use any object as a weapon proficiently. Unlike the Turtles, his favorite foods are fresh vegetables, soups, and other traditional Japanese foods.


Splinter: Overt Rat Moreau Strong Hero 3/Fast Hero 2/Martial Artist 5: CR 10; Medium-sized humanoid; HD 3d8+9 plus 2d8+6 plus 5d8+15; hp 92; Mas 16; Init +4; Spd 35 ft.; Defense 24, touch 24, flat-footed 20 (Dex +4, Class +10); BAB +9/+4; Grap +2; Atk +13 melee (1d8+2/x2 unarmed strike) or +11 melee (1d6+2/x2 club); Full Atk +13/+8 melee (1d8+2/x2 unarmed strike) or +11/+6 melee (1d6+2/x2 club);FS 5 ft. by 5 ft.; Reach 5 ft.; AL Good; SV Fort +6, Ref +11, Will +4; AP ; Rep +1; Str 14, Dex 18, Con 16, Int 15, Wis 14, Cha 9.
Occupation: Athlete (class skills: Balance, Jump, Tumble).
Skills: Balance +16, Diplomacy +3, Hide +16, Jump +9, Knowledge (streetwise) +6, Move Silently +16, Tumble +16.
Feats: Archaic Weapons Proficiency, Brawl, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Elusive Target, Improved Knockout Punch, Knockout Punch, Simple Weapons Proficiency, Unbalance Opponent, Weapon Finesse.
Talents [Strong Hero]: Melee Smash, Improved Melee Smash.
Talents [Fast Hero]: Increased Speed.
Talents [Martial Artist]: Living Weapon 1d8, Flying Kick, Iron Fist (one attack).
Equipment: Club.

Note: I've never actually tried a Martial Artist or fighting unarmed, but always used guns for my characters. So please; if you see any mistakes regarding the unarmed strike or feat selection or whatever: Let me know...

I like it. Have you ever thought of statting any of the other turtles' characters? You'd have to design a turtle moreau but that couldn't be to difficult if you knew what you were doing.
#234

campeador

Jan 24, 2005 2:48:11
Yeah, I was allready working on that as well, but it turned out more work than I thought. The Moreau was easy, but the Turtles themselves were quite a lot of work. But here they are:

Turtle Moreau Species Traits

Turtle Moreaus are a blend of humans and ordinary turtles. Due to their shield and strong skin, they have a great resilience to any type of damage. Turtle Moreaus have green skin, and a large shield on their back. They have two fingers and an opposable thumb on each hand and three toes on each foot. They prefer humid areas to live in and most live near lakes or in the sewers.
Natural Armor +2: Due to strong, leathery skin, and the nearly unbreakable shield on their backs, the turtle Moreau gains a +2 natural armor bonus to his Defense.
Low-light Vision: Turtle Moreaus have lowlight vision, due to the lives they lead in the sewers and dark swamps. Lowlight vision lets them see twice as far as regular humans in poor light conditions, such as nighttime and dark rooms where a faint light burns. It does not grant vision in completely dark areas.
Ability scores: Turtle Moreaus have the following species modifiers to ability scores:
Covert: +2 Con, -2 Int.
Moderate: +2 Str, -2 Dex, +2 Con, -2 Int.
Overt: +2 Str, -2 Dex, +4 Con, -2 Int.


[Shredder just showed up]
Leonardo: Can anyone tell me who or what this is?
Michelangelo: Don't know, but I guess it never has to look for a can opener.

Leonardo is considered to be the "fearless leader" of the Ninja Turtles. At times when Master Splinter is unable to provide his wisdom and guide the Turtles, Leonardo steps up and leads the Turtles to victory. Leonardo takes the art of Nin-jitsu very seriously because a true Ninja must always be prepared. He feels that he is responsible for his family's protection, since the rest of the Turtles don't seem to take everything seriously. Leonardo's weapon of choice is the Katanas and his favorite color is Blue. And of course, Leonardo likes pizza.

Leonardo: Overt Turtle Moreau Strong Hero 2/Charismatic Hero 4: CR 6; Medium-sized humanoid; HD 2d8+10 plus 4d6+20; hp 58; Mas 20; Init +1; Spd 30 ft.; Defense 16: touch 14, flat-footed 15 (Dex +1, Class +3, Natural Armor +2); BAB +4; Grap +4; SQ Low-light Vision; Atk +5 melee (2d6+4/19-20 katana); Full Atk +5 melee (2d6+4/19-20) katana) and +5 melee (2d6+2/19-20 katana); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Good; SV Fort +8, Ref +3, Will +1; AP ; Rep +3; Str 18, Dex 12, Con 20, Int 11, Wis 10, Cha 14.
Occupation: Adventurer (class skills: Knowledge [tactics], Move Silently)
Skills: Balance +3, Diplomacy +6, Disguise +5, Intimidate +6, Jump +4, Knowledge (tactics) +8, Move Silently +6.
Feats: Agile Riposte, Archaic Weapon Proficiency, Dodge, Combat Expertise, Exotic Weapon Proficiency (katana), Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (katana).
Talents [Strong Hero]: Melee Smash.
Talents [Charismatic Hero]: Coordinate, Inspiration.
Equipment: Katanas (x2).


Donatello: [April and Casey fight then go into different rooms, slamming the doors after them] Gosh, it's kind of like Moonlighting. Isn't it?

Donatello is the studious and industrious Turtle and is often referred to as the brains of the Turtles. He is the one who can repair almost anything and makes all the gadgets the Turtles use to do battle against their enemies. Unlike the other Turtles, Donatello is more of a pacifist, and doesn't like to fight. He'd rather talk things out, but understands that talking won't always work things out. He hopes that someday he will be able to study peacefully and not have to worry about violent enemies. Donatello is always optimistic and does not likely technology used for evil. Donatello's weapon of choice is the Bo (Staff) and his favorite color is Purple. Just like the rest of the Turtles, Donatello enjoys eating pizza.

Donatello: Overt Turtle Moreau Strong Hero 1/Smart Hero 5: CR 6; Medium-sized humanoid; HD 1d8+4 plus 5d6+20; hp 51; Mas 18; Init +1; Spd 30 ft.; Defense 16: touch 14, flat-footed 15 (Dex +1, Class +3, Natural Armor +2); BAB +3; Grap +4; SQ Low-light Vision; Atk +5 melee (1d8+4/x2 quarterstaff); Full Atk +5 melee (1d8+4/x2 quarterstaff) and +5 melee (1d8+4/x2 quarterstaff); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Good; SV Fort +7, Ref +2, Will +3; AP ; Rep +2; Str 18, Dex 13, Con 18, Int 15, Wis 10, Cha 8.
Occupation: Technician (class skills: Computer Use, Craft [electronic], Knowledge [technology])
Skills: Computer Use +11, Craft (electronic) +11, Craft (mechanical) +12, Demolitions +12, Disable Device +12, Knowledge (tactics) +8, Knowledge (technology) +9, Repair +9, Research +10 Search +8.
Feats: Cautious, Combat Expertise Combat Reflexes, Improved Trip, Simple Weapon Proficiency, Two-Weapon Fighting.
Talents [Strong Hero]: Melee Smash.
Talents [Smart Hero]: Savant (Craft [Mechanical]), Plan, Trick.
Equipment: Quarterstaff, PDA.


Raphael: You guys must be studying the abridged book of Ninja fighting.
[Fights the Foot Soldiers with ease]
Raphael: I mean come on, how do you guys expect to beat me?
[more and more Foot Soldiers arrive then]
Raphael: Good answer. Good answer.

Raphael is known as the "dark one" of the Turtles. He is usually angry about something. Raphael feels that the world is a "dog-eat-dog world" and he has to be realistic to survive. He prefers to be left alone and doesn't like people interrupting him. Raphael has trouble finding his inner-self that Master Splinter tries to help him with. He envies his three brothers and they're generally good tempers. But Raphael tries to become more peaceful as he gets older. Raphael's weapon of choice is the Sai and his favorite color is Red. And yes, Raphael does like his pizza.

Raphael: Overt Turtle Moreau Strong Hero 3/Tough Hero 3: CR 6; Medium-sized humanoid; HD 3d8+18 plus 3d10+18; hp 78; Mas 22; Init +2; Spd 30 ft.; Defense 18: touch 16, flat-footed 16 (Dex +2, Class +4, Natural Armor +2); BAB +4; Grap +4; SQ Low-light Vision; Atk +7 melee (1d6+4/x3 Sai); Full Atk +7 melee (1d6+4/x3 Sai) and +7 melee (1d6+2/x3 Sai); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +4, Ref +2, Will +2; AP ; Rep +1; Str 19, Dex 14, Con 22, Int 8, Wis 12, Cha 9.
Occupation: Adventurer (class skills: Drive, Intimidate)
Skills: Drive +10, Intimidate +7, Jump +6.
Feats: Archaic Weapon Proficiency, Cleave, Exotic Weapon Proficiency (Sai), Power Attack, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Sai).
Talents [Strong Hero]: Melee Smash, Ignore Hardness.
Talents [Tough Hero]: Remain Conscious, Second Wind.
Equipment: Sai (x2).


Michelangelo: [Watching a "Tortoise and the Hare" cartoon on TV] You believe this guy? Come on, Ninja kick the damn rabbit! Do something!

Michelangelo is the fun-loving Turtle, the "Party Dude." He helps keep the Turtles' spirits high and keeps the group smiling even in tough situations. Michelangelo loves being a Ninja because it's just like being in a movie only that it is real. Surfing and skating are a couple of things that Michelangelo likes to do when not fighting crime. He is the Turtle to pen probably the most famous Turtle quote, "COWABUNGA!" Michelangelo's weapon of choice is the Nunchaku and his favorite color is Orange. Michelangelo loves his pizza!

Michelangelo: Overt Turtle Moreau Strong Hero 2/Fast Hero 4: CR 6; Medium-sized humanoid; HD 2d8+8 plus 4d8+16; hp 62; Mas 20; Init +3; Spd 30 ft.; Defense 22: touch 20, flat-footed 22 (Dex +3, Class +7, Natural Armor +2); BAB +5; Grap +3; SQ Low-light Vision; Atk +6 melee (1d6+3/x2 nunchaku); Full Atk +6 melee (1d6+3/x2 nunchaku) and +6 melee (1d6+1/x2 nunchaku); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +7, Ref +5, Will +1; AP ; Rep +1; Str 17, Dex 16, Con 20, Int 6, Wis 11, Cha 12.
Occupation: Creative (class skills: Bluff, Perform [act], Perform [standup]).
Skills: Balance +6, Bluff +6, Perform (act) +5, Perform (stand-up) +5, Tumble +9.
Feats: Defensive Martial Arts, Dodge, Elusive Target, Exotic Weapon Proficiency (nunchaku), Mobility, Simple Weapon Proficiency, Two-Weapon Fighting.
Talents [Strong Hero]: Ignore Hardness.
Talents [Fast Hero]: Evasion, Uncanny Dodge I.
Equipment: Nunchaku (x2).
#235

campeador

Jan 24, 2005 3:00:44
Best treatment of the man I've seen, and that is, without trying to add that "bullet Time" thing from the games.

One thing:
Do you know where I can find any stats for characters from "24"?

Thanks, and yeah; Bullet-time is great stuff in a computer game, but in a d20 Modern session, it's out of place. Besides, Max is just a regular cop. Well, regular as in not supernatural, anyway.

And unfortunately, no. Maybe you can find some character info on the official site, and try to go from there. Or watch the show intensively. Jack Bauer's especially hard, since he seems to be a mish-mash of nearly all the classes. Good luck if you're still going for it!
#236

campeador

Jan 24, 2005 6:48:53
And what is Max Payne without Mona Sax, you may think? Indeed.

Max Payne: [running into Mona Sax, Max's gun pointed] Lisa Punchinello?
Max Payne: [narrating] Lisa Punchinello was the Don's Wife.
Mona Sax: [also packing heat] Mona Sax. Lisa's evil twin.
Max Payne: Your safety's off, Evil Twin. You could hurt somebody with that gun of yours.

Mona Sax, the sister of the murdered wife of Angelo Punchinello, and deadly assassin, is back. The first time Max encountered Mona, she'd 'slipped him a mickey' and caused one of Max's drug induced dream sequences. The last time Max had seen her, she'd taken a bullet to the head while saving his life. Her body mysteriously disappeared from an elevator, and Max never saw her again. Wanted for the murder of a Senator, Max encounters Mona while battling the mysterious 'Cleaners'. Stunned at first that she is still alive, her reappearance quickly fuels the fires of his left over inner demons. Who is she working for? What does she want from Max? How does she fit into the grand scheme of things? At the minute, Max has no idea, but he soon finds himself protecting her from mobsters and the law in an effort to find out more.


Mona Sax: Fast Hero 3/Gunslinger 4/Sniper 2: CR 9; Medium-sized humanoid; HD 3d8+6 plus 4d10+8 plus 2d8+4; hp 84; Mas 14; Init +5; Spd 30 ft.; Defense 22: touch 22, flat-footed 22 (Dex +5, Class +7); BAB +7/+2; Grap +0; Atk +12 ranged (2d8/x2 Desert Eagle .50AE) or +14 ranged (2d10/x2 Druganov SVD); Full Atk +12/+7 ranged (2d8/x2 Desert Eagle .50AE) or +14/+9 ranged (2d10/x2 Druganov SVD); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +4, Ref +11, Will +5; AP ; Rep +2; Str 10, Dex 20, Con 14, Int 16, Wis 14, Cha 14.
Occupation: Criminal (class skills: Hide, Move Silently).
Skills: Balance +11, Bluff +6, Concentration +6, Demolitions +11, Drive +5, Hide +12, Intimidate +10, Knowledge (streetwise) +9, Knowledge (tactics) +7, Listen +8, Move Silently +14, Profession +8, Sleigh of Hand +11, Spot +8, Tumble +13.
Feats: Dead Aim, Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapons Proficiency, Skip Shot, Weapon Focus (Druganov SVD).
Talents [Fast Hero]: Evasion, Uncanny Dodge I
Talents [Gunslinger]: Close Combat Shot, Defensive Position.
Talents [Sniper]: Massive Shot, Improved Dead Aim +3, Improved Far Shot.
Equipment: Desert Eagle .50AE, Druganov SVD, 6 box magazines (Druganov SVD), 5 box magazines (Desert Eagle .50AE).
#237

zombiegleemax

Feb 02, 2005 17:44:19
Here is my revised version of Superman

Superman: Male Near-Human (Kryptonian) Strong Hero 10/ Tough Hero 10/ Smart Hero 3/ Investigator 4: CR 37: Medium-Sized Humanoid; HD 10d8 plus 10d8 plus 3d8 plus 4d8: hp 710; Init +10; Spd 30 ft., Fly 800 ft., Dig 500 ft., Swim 500 ft.; Defense 80, Touch 50, Flat-Footed 63 (+12 Dex, +15 Class, +50 Natural Armor), Atk +31, Grp +38; FS 5 ft.; Reach 5 ft.; SQ Solar Absorption and Storage, Bio-Electric Aura, Immunities, Damage Reduction 20/ Magic, Fast Healing 1, Hyper-Speed, Hyper-Senses, Magic Vulnerability, Kryptonite Vulnerability; SA Heat-Vision, Breath Weapon; Al Law, Good, Lois, JLA; SV Fort +43, Ref +36, Will +18; AP ; Rep +10; Str 57 (19), Dex 48 (16), Con 60 (20), Int 18, Wis 15, Cha 16.
Occupation: Academic (Class Skills: Craft (Writing), Gather Information, Knowledge (Current Events))

Skills and Feats: Bluff +12, Climb +10, Computer Use +10, Concentration +12, Craft (Writing) +22, Disguise +9, Gather Information +13, Investigate +18, Knowledge (Current Events) +15, Knowledge (Business) +6, Knowledge (Civics) +10, Knowledge (Popular Culture) +10, Knowledge (Streetwise) +9, Knowledge (History) +10, Listen +40*, Read/Write Language: English, Kryptonian, French, Spanish, Japanese, Repair +5, Research +14, Sense Motive +13, Spot +40*, Swim +9, Speak Lanquage: English, Kryptonian, French, Spanish, Japanese; Athletic, Alertness, Brawl, Combat Martial Arts, Improved Combat Martial Arts, Defensive Martial Arts, Improved Defensive Martial Arts, Deceptive, Endurance, Great Fortitude, Improved Brawl, Knockout Punch, Improved Knockout Punch, Iron Will, Renown, Studious, Trustworthy, Toughness.

Talents (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash, Extreme Effort, Ignore Hardness
Talents (Tough Hero): Remain Conscious, Robust, Second Wind, Stamina, Damage Reduction 1/ -
Talents (Smart Hero): Savent, Exploit Weakness
Talents (Investigator): Profile, Low-Leval Contact, Non-Lethal Force

Solar Absorption and Storage: Supermans body constantly absorbs the solar enegy from earths sun (or any yellow sun for that matter), the solar energy fuels all of his powers. if he is not constantly indroduced to solar energy his physical stats decrease by 1 point for every 10 rounds, when his stats reach normal human levels he loses all powers. Superman continues to absorb solar energy even after death. If Superman reaches -10 hp his body regenerates 1 hp everyday as long as he is able to absorb solar energy (he can't if he's in a darkened room, buried, etc) making it virtually impossible to kill him. The only way to permanently kill him is to reduce his hp to -30.

Bio-Electric Aura: Superman is constantly surrounded by a Bio-Electric field generated by unknown organelles in his cellular structure. The Bio-Electric aura extends 1 in. from supermans body, this aura is internal as well (meaning that Supermans insides won't melt from drinking a beaker of molecular acid). The aura gives superman a +50 Natural Armor, Damage Reduction 20/ Magic, his Immunities, and it multiplies his Physical stats x3. The Aura also applies to any articale of clothing that Superman is wearing (Thats why his clothing or costume never seems to tear).

Immunities: Superman is immune to natural heat, cold, electricity, disease, toxins, and death from massive damage.

Hyper-Speed: Superman is capible of moving up to 10,000 yds per round. He can not be flanked (like a Fast Hero's Evasion Talent) and is adept at dodging projectile weapons and Melee attacks (Like a Fast Hero's Uncanny Dodge Talent).

Hyper-Senses: Supermans oculatory and audiotory are at least 1,000x more accute then a normal human being, he can see as far away as 50 miles and as minutely as a molecule. He also possesses X-ray vision alowing him to see through all known substances with the exception of lead. Superman gains a +25 bonus on his Spot and Listen Skills.

Heat-Vision: Superman can release twin beams of concentrated heat from his eyes that do 25d8 heat damage at a range of 500 yds.

Breath Weapon: once per round Superman can release a 30 ft. Cone of frezzing air that deals 19d10 cold damage.

Magic Vulnerability: For some unknown reason, Superman is vulnerable to the affects of magic. Magic attacks ignore his Natural Armor and Damage Reduction and do an extra +1d6 damage, he is also vulnerable to magical deseases and toxins, but he can still make a Fort Save that suffers a -10 reduction

Kryptonite Vulnerability:
  • Green Kryptonite: the most common type of kryptonite and one of the most deadly. Superman loses 1 Str, Con, and Dex Point as well as 10 hp for every round he is within 20 ft. of 1 cubic in. of green kryptonite, the affects of the the hp loss and ability drain stack for every cubic inch of green kryptonite.
  • Red Kryptonite: The affects of red kryptonite very according to the GM's wishes. In the past red kryptonite has caused a loss of Supermans powers, insanity, amnesia, shrinking, stupidity, etc.
  • Gold Kryptonite: The most dangerous form of Kryptonite and, thinkfully, the rarest. gold kryptonite strips a krytonian of all Meta-Human powers permanently. Only under special circumstances can a kryptonians powers be restored.
  • Blue Kryptonite: Blue kryptonite gives any kryptonian a +1 bonus to Str and Dex for every round he is within 20 ft. of 1 cubic in. of blue kryptonite. He also suffers -1 Con point every round too, due to the fact that the radiation from blue kryptonite deals a major amount of stress on a ktyptonians cellular structure.
#238

marcoasalazarm

Feb 02, 2005 19:45:54
Well, one thing's for sure....
if I ever was scared of the Big Blue Boy Scout, it's after reading this.
#239

zombiegleemax

Feb 02, 2005 19:57:20
What about that:

Superman: Kryptonian Paladin
Superpowers: Super Strength, Flight, Super Speed, X-Ray Vision, Microscopic vision, Heat Vision, Ice breath, Natural armor.
Weaknesses: Good guy, Kryptonite

Superman can do anything the plot wants him todo. He will not use certain powers if that would make things uninteresting. For that reason, he should be used as a NPC or a Deus ex Machina only.

And I think the description above wasn't that bad given the fact that modern isn't really well suited for super powers.

What about David Dunn (the hero) from "unbreakable"? He should fit better in the modern rules.
#240

zombiegleemax

Feb 02, 2005 20:13:53
i was thinking about doing some more comic book hero's how bout the following stats

Batman: Male Human Smart Hero 4/ Strong Hero 5/ Fast Hero 5/ Martial Artist 7/ Infiltrator 4/ Investigator 4
Wonderwoman: Female Unique Human Strong Hero 9/ Fast Hero 6/ Marial Artist 5/ Arcaic Weaponmaster 10
The Hulk: Male Unique Human Strong Hero 10/ Tough Hero 10/ Thrasher 5
Bruce Banner: Male Unique Human Smart Hero 8/ Techie 4/ Field Scientist

i was also thinking about making the 3 following templates for mutant characters

Beta Mutant: for mutants with physical or weak powers like The Beast, Toad, Shadowcat, etc
Alpha Mutant: for mutants with medium range powers like psionics, shapeshifting, energy manipulation, etc. Example would be like Iceman, Pheonix, Cyclops, just about all the X-men
Omega Mutant: the real heavy hitters with almost god like powers. Examples include Magneto, Professor X, Apocalypse, etc
#241

zombiegleemax

Feb 02, 2005 21:25:35
In honor of the MGS d20 thread, which is currently in a bumpless state, the odd Russian Roulette thread currently just beneath this one, the Naked Snake build on the (EDIT: next to) last page, and my undying love for all things MGS, here are the stats for everyone's favorite Sergio Leone-worshipping sadist, circa 1964.
This build created with a 32 Point Buy and no superabilities...so you can actually, y'know, use it.

Note: May contain (obvious) MGS3 spoilers

Ocelot seems to level up numerous times during MGS3. This is how I see ihm during the boss battle at Bolshaya Past:

Ocelot: Male Human (Russian-American) Fast Hero 4/Soldier 2/Gunslinger 4: CR 10: Medium-Sized Humanoid; HD 4d8 + 6d10 + 20: hp 71; Init +4; Spd 35 ft.; Defense 23, Touch 22, Flat-Footed 18 (+4 Dex, +8 Class, +1 Armor) Atk +13 (MC Colt SAA) Full Attack +9/+4/+9 (2x MC Colt SAA) (2d6+2 Ballistic) Grp +8 (1d3+1 Nonlethal); FS 5 ft.; Reach 5 ft.; Al The American Philosophers, The KGB, The GRU; Ap 75 max; SA Ocelot Handgesture; SV Fort +6, Ref +10, Will +4; Rep +2; Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 10 (+0).
Occupation: Adventurer (Class Skills: Bluff, Intimidate)
This is as close as I could get to an Espionage occupation.

Skills: Bluff +13; Drive +4; Escape Artist +4; Gamble +5; Intimidate +13; Knowledge (Popular Culture) +5; Knowledge (Tactics) +6; Read/Write Language (Slavic); Speak Language (Slavic); Pilot +4; Sense Motive +5; Sleight of Hand +10; Spot +7; Tumble +9
Feats: (Personal Firearms Proficiency,) Deceptive, Point Blank Shot, Double Tap*, Precise Shot, (Quick Draw,) Skip Shot, Dodge, (Two Weapon Fighting)
Talents: Evasion, Increased Speed 5'
Class Features: Close Combat Shot, Weapon Focus (Makarov Pistol,) Weapon Focus (Colt SAA Revolver,) Weapon Specialization (Colt SAA Revolver,) Defensive Position.
*Assuming it would work for a Single Action Revolver.

Posessions: Two Mastercraft (Atk +1) Colt Single Action Army Revolvers, Leather Jacket, .45 Ammunition x100, fancy beret, Fake Legacy Microfilm.

Ocelot Handgesture: no real purpose, just looks cool.
Note that his three allegiances are conflicting, so he's double crossing the KGB and triple crossing the GRU.
#242

kaostym

Feb 02, 2005 23:30:24
Seth Gecko

Fast Hero 6/Gunslinger 4 CR 10; Medium-size humanoid; HD 6d8+12 plus 4d1+8; HP 51; Mas 15; Init +2; Spd 30 ft; Defense 20, touch 20, flatfooted 18 (+0 size, +2 Dex, +8 class); BAB +7; Grap +9; Atk +9 melee (1d6+2, weapon), or +9 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL ; SV Fort +5, Ref +7, Will +4; AP 5; Rep +3; Str 15, Dex 14, Con 15, Int 12, Wis 10, Cha 16.
Occupation: Criminal (Disable Device, Knowledge [Streetwise])
Skills: Balance +6, Bluff +4, Computer Use +2, Concentration +3, Craft (structural) +2, Diplomacy +4, Disable Device +7, Drive +5, Escape Artist +5, Gather Information +5, Hide +8, Intimidate +8, Investigate +2, Jump +4, Knowledge (Streetwise) +8, Move Silently +7, Profession +4, Sleight of Hand +11, Spot +1, Tumble +10
Feats: Acrobatic, Advanced Firearms Proficiency, Brawl, Defensive Martial Arts, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Stealthy, Weapon Finesse
Talents (Fast Hero): Evasion, Opportunist, Uncanny Dodge 1
Talents (Gunslinger): Close Combat Shot, Weapon Focus, Defensive Position
Possessions: Wealth +6

Seth Gecko and his younger brother Richard are on the lam after a bloody bank robbery in Texas. They escape across the border into Mexico and will be home-free the next morning, when they pay off the local kingpin. They just have to survive 'from dusk till dawn' at the rendezvous point, which turns out to be a Hell of a strip joint.

Quote : Everyone Be Cool.. You.. Be Cool

I did this awhile back for the D20 Horror forum
#243

kaostym

Feb 02, 2005 23:35:14
Ben Mears Smart Hero 7 CR 7; Medium Size Humanoid; HD 7d6+7; HP 32; Mas 13; Init +2; Spd 30 ft; Defense 14, touch 14, flatfooted 12 (+2 Dex, +2 class); BAB +3; Grap +3; Atk +3 melee (1d6+0, weapon), or +5 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL ; SV Fort +3, Ref +6, Will +7; AP 3; Rep +6; Str 11, Dex 14, Con 13, Int 15, Wis 13, Cha 16.
Occupation: Creative (Computer Use, Craft (writing), Knowledge (Arcane Lore))
Skills: Bluff +6, Climb +2, Computer Use +8, Concentration +3, Craft (writing) +8, Decipher Script +4, Diplomacy +4, Drive +5, Gather Information +6, Investigate +10, Knowledge (Arcane Lore) +6, Knowledge (History) +5, Knowledge (Popular Culture) +8, Knowledge (Streetwise) +5, Knowledge (Technology) +5, Knowledge (Theology and Philosophy) +8, Listen +3, Move Silently +3, Perform +5, Profession +6, Read/Write Language +-1, Research +9, Ride +4, Search +6, Sense Motive +3, Spot +3, Swim +2
Feats: Athletic, Educated, Iron Will, Lightning Reflexes, Personal Firearms Proficiency, Renown, Studious
Talents (Smart Hero): Exploit Weakness, Linguist, Savant, Trick
Possessions: Wealth +7

Ben Mears returns to Salem's Lot to wrestle with the demons of his past by writing a book about the town and its inhabitants. As a child, Ben had a horrifying experience in the house that left him emotionally scarred. But Ben soon discovers that he is not the only newcomer to town. An antique dealer named Richard Straker has also arrived to open up a new shop with his silent partner, Kurt Barlow. Before long, strange things begin to happen. A series of mysterious deaths and disappearances eventually lead Ben, waitress Susan Norton , high school teacher Matt Burke and Father Donald Callahan on a quest to uncover the terrifying truth. What they find challenges their notions about the nature of evil, as horrors both human and inhuman threaten to destroy the town's way of life.

The PDF for this will be available on my website
#244

zombiegleemax

Feb 02, 2005 23:36:46
Andre Linoge

"Born in lust, turn to dust. Born in sin, come on in." - Andre Linoge

Andre Linoge is not a man, nor is he a demon. Only Andre Linoge himself, and perhaps those he takes under his wing, truly know what he is. Andre Linoge can alter his appearance to whatever he desires, but in his true form, he appears as a very sickly, balding old man. His true age; however, is undetermined. He has been walking the earth for 1,000 of years though.
There are no dark secrets to keep from Andre Linoge, he knows them all, even that test you cheated on in college. Unless he is looking for a new child to raise, it is likely that Andre Linoge will not be overt, merely wandering throughout the lands garnering whatever knowledge he seeks fit to bestow unto himself.

Andre Linoge, Charismatic 6 / Mystic 8; medium humanoid; HD6d6 + 8d6; hp ; Mas 15 ; Initiative +7; Spd 30ft; Defense 18, touch 16, flatfooted 14 (+2 Dex, +6 ass); BAB +7; Grap +7; Atk: +7 Melee (1d3+1, nonlethal, unarmed strike) or +7 melee (1d6 +1, cane); FS 5ft.; Reach 5ft.; AL Evil; SV Fort +9, Ref +7, Will +6; AP ; Rep +4; Str 12 Dex 14, Con 15, Int 20, Wis 18, Cha 18
Skills: Concentration +10, Diplomacy +8, Intimidate +12, Knowledge(Arcane Lore, Current Events, History, Theology & Philosophy) +17, Listen +10, Sense Motive +11, Spellcraft +14, Spot +11, Survival +13

Feats: Alertness, Arcane Skills, Brew Potion, Combat Casting, Confident, Dodge, Frightful Presence, Improved Turning, Iron Will, Jack of All Trades, Low Profile, Spell Penetration, Weapon Focus(cane)

Talents (Charismatic Hero): Fast-Talk, Dazzle, Taunt

Talents (Mystic Hero): Divine spells, Turn undead, Discern lie, Turn humans

Mystic Spells Known (8/5/3/2/1): Create Water, Detect Magical Aura, Haywire, Inflict Minor Wounds, Light, Mending, Read Magic, Resistance / Cause Fear, Command, Inflict Light Wounds, Magic Weapon, Shield of Faith / Daylight, Hold Person, Silence / Bestow Curse, Dispel Magic / Inflict Critical Wounds

Possessions: Silver-Headed Wolf Cane

Silver-Headed Wolf Cane: At will, Andre Linoge can cause the cane to animate allowing it to bend and move like a snake, and allowing the wolf's head to act like its living counter-part. Also at will, Andre Linoge can cause light to emanate from the cane's eyes, as per the daylight spell. Finally at will, Andre Linoge can send his cane anywhere in his "zone of control.

Zone of Control: Usuable only once a week, Andre Linoge can declare an area, roughly the size of a large coastal island, as his territory, essentially become God in that limited zone. Once this ability is used Andre Linoge gains the following while in that area:

Omniscience: Andre Linoge knows everything that goes on in his zone of control without exception, even if the area is protected from scrying.

Greater Command: Though his must act out what he wants his victim to do, Andre Linoge can seize control of another being forcing them to do evenself-destructive acts.

Immunity to the Elements: Regardless of the weather conditions, while in his zone of control Andre Linoge is always comfortable.
Fatherhood: If Andre Linoge is allowed to raise a child from his/her toddler years on, he can use whatever powers his is imbued with to change the child into a long-living being like himself. He can never take a child by force, he must be given it willingly.

Secrets Revealed: Regardless of whom he meets, Andre Linoge is automatically aware of every dark secret they have ever kept no matter how big or small.






Well this is my first stab at converting a movie character. Mr. Linoge is probably a bit over-powered, but I couldn't think of any other way to display the powers he exhibits in the film. I'm a big boy though so lay the criticisms on me.
#245

campeador

Feb 03, 2005 9:00:48

Couldn't remember whether Mulder & Scully were done already, so here are my versions anyway.


Mulder: I'm an annoyance to my superiors, a joke to my peers. They call me Spooky. Spooky Mulder, whose sister was abducted by aliens when he was just a kid and who now chases after little green men with a badge and a gun, shouting to the heavens or to anyone who will listen that the fix is in, that the sky is falling and when it hits it's gonna be the sh*t-storm of all time.

Special Agent Fox "Spooky" Mulder was on a fast track in the FBI when he took a detour into the paranormal. Convinced through hypnotic regression that his sister was abducted by some unknown power when they were children, he is now obsessed with discovering the truths hidden in the X-Files, a repository for the extraordinary, the unexplained and the supernatural. Recruited into the Bureau after studying psychology at Oxford, Mulder showed an inclination toward the off beat from the beginning of his career. His early monograph on serial killers and the occult led to the capture of a notorious murderer. But far from pursuing what could have been a stellar career within the Bureau, Mulder chose "the basement office with no heat" where the FBI hides the X-Files. Only his network of contacts in Congress and other halls of power has allowed him to continue his investigations in the face of official indifference and covert opposition. Opposed by enemies within the Bureau itself and beyond, the only person he can trust absolutely is his partner, Dana Scully.


Fox Mulder: Dedicated Hero 3/Investigator 3: CR 6; Medium-sized humanoid; HD 3d6+3 plus 3d6+3; hp 31; Mas 13; Init +7; Spd 30 ft.; Defense 17; touch 17, flat-footed 14 (Dex +3, Class +4); BAB +4; Grap +1; Atk +8 ranged (2d6/x2 Glock 20); Full Atk +8 ranged (2d6/x2 Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +4, Ref +6, Will +7; AP --; Rep +2; Str 12, Dex 16, Con 13, Int 14, Wis 16, Cha 12.
Occupation: Investigative (class skills: Gather Information, Knowledge [earth & life sciences]).
Skills: Computer Use +5, Disable Device +5, Gather Information +5, Investigate +10, Knowledge (earth & life sciences) +7, Knowledge (theology & philosophy) +6, Listen +7, Profession +7, Research +5, Search +5, Sense Motive +9, Spot +5, Survival +5.
Feats: Dodge, Double Tap, Far Shot, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Track.
Talents [Dedicated Hero]: Empathy, Intuition.
Talents [Investigator]: Profile, Contact [low-level].
Equipment: Glock 20, 3 box magazines (Glock 20), cell phone, PDA, Evidence Kit (basic), standard flashlight, lock release gun.

Dana Scully: [holding an Apollo 11 keychain] I actually was thinking about, uh, this gift that you gave me for my birthday. You never got to tell me why you gave it to me or what it means, but I think I know. I think that you appreciate that there are extraordinary men and women and extraordinary moments when history leaps forward on the backs of these individuals, that what can be imagined can be achieved, that you must dare to dream, but that there's no substitute for perseverance and hard work and teamwork because no one gets there alone; and that, while we commemorate the... the greatness of these events and the individuals who achieve them, we cannot forget the sacrifice of those who make these achievements and leaps possible.
Fox Mulder: I just thought it was a pretty cool keychain.

She is dedicated to objectivity and common sense, but open to extreme possibilities. Special Agent Dana Scully is not only a medical doctor with a specialty in forensics, but a firm believer in reason who thinks there is a scientific explanation behind every X-file. Against her parent's wishes, Scully went from medical school to Quantico, where she taught for two years at the FBI's training academy. From there she was assigned to work with Fox Mulder and the X-Files, with the strong implication that she was to debunk them. Over the years that they have worked together, her trust in his instincts and her respect for his integrity have eroded her skepticism. She finds her faith in a scientific and orderly universe constantly challenged by the cases she pursues with Mulder. Far from being a spy for the bureaucrats who hinder their work, Scully is a full partner in the X-Files, focusing on assembling the hard evidence that will prove the truth is out there.


Dana Scully: Dedicated Hero 3/Field Medic 2/Investigator 1: CR 6; Medium-sized humanoid; HD 3d6+3 plus 2d8+2 plus 1d6+1; hp 35; Mas 12; Init +2; Spd 30 ft.; Defense 16; touch 16, flat-footed 14 (Dex +2, Class +4); BAB +3; Grap +0; Atk +6 ranged (2d6/x2 Glock 20); Full Atk +6 ranged (2d6/x2 Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +6, Ref +4, Will +9; AP --; Rep +3; Str 10, Dex 15, Con 12, Int 16, Wis 18, Cha 13.
Occupation: Doctor (class skills: Knowledge [behavioral sciences], Treat Injury)
Skills: Computer Use +4, Diplomacy +4, Investigate +6, Knowledge (behavioral sciences) +7, Knowledge (earth & life sciences) +6, Knowledge (physical sciences) +6, Listen +6, Profession +4, Research +6, Search +4, Sense Motive +6, Spot +6, Treat Injury +9.
Feats: Double Tap, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Surgery.
Talents [Dedicated Hero]: Empathy, Healing Knack.
Talents [Field Medic]: Medical Specialist +1, Expert Healer.
Talents [Investigator]: Profile.
Equipment: Glock 20, 2 box magazines (Glock 20), cell phone, PDA, Evidence Kit (basic), standard flashlight, medical kit, surgery kit.
#246

lu_baihu

Feb 11, 2005 5:50:19
Liquid Snake had Big Boss' dominant genes and Solid Snake was created as a "wastebasket" for the recessive genes, but Liquid Snake's inferiority complex and hatred of Solid came from a belief that it was the other way around; finally, Solidus was supposed to be the "proper" blend of both genetically that made him ripe POTUS material.
#247

marcoasalazarm

Feb 14, 2005 20:01:22
Considering that the "wastebasket" kicked the crap out of the "proper" blends... well, it seriously has me thinking about genetic engineering and the like.

Hey, it's not the genes.... it's what the guy with them acts like.

BTW, I have two "requests": that someone ends that write-up of the A-Team that somebody started back on this thread, and that somebody tries to stat the guys from "Miami Vice".
#248

lu_baihu

Feb 14, 2005 23:31:11
Actually, the wastebasket had nothing to do with it; the "proper blend" was finally cut down by someone without any involvement in Les Enfants Terribles. Then again, it was perceived that these genetic traits were so important that all FOXHOUND members had at least sixty "soldier" genes from the source, Big Boss ...

Anyone wanna argue memes vs. genes? :P

(Yes, the S3 Plan wasn't what Ocelot thought it was ... but what if that were the case? Then what would you say?)
#249

zombiegleemax

Feb 15, 2005 0:56:28
Tyler Durden

"We're the middle children of history, man. No purpose or place. We have no Great War. No Great Depression. Our Great War's a spiritual war... our Great Depression is our lives. We've all been raised on television to believe that one day we'd all be millionaires, and movie gods, and rock stars. But we won't. And we're slowly learning that fact. And we're very, very ****** off. "
-Tyler Durden

Tyler Durden began his life at age 28, though he didn't realize it at the time. 'Jack' was a man in his late twenties already left soulless and empty from his paper-pushing, morally repugnant job. His subconcious began a quest to save 'Jack' from himself. Tyler Durden was the result. At first, Tyler was simply an imaginary friend who would physically abuse Jack, and Jack was grateful for it. Soon Tyler Started making friends for Jack by organizing underground boxing orginazations, known to insiders as "Fight Clubs". Jack and Tyler had their share of adventures with their "Fight Clubs" before Jack realized that he and Tyler were the same person. Now, after some therapy and R&R, Tyler Durden is a single man again. Much more- uh- mentally stable, I admit, but he is still someone who knocks other people's teeth out for recreation.

Tyler Durden ( Human Tough 4 / Strong 2 / Charismatic 4): CR 10; Med. Humanoid; HD 4d6+8 plus 2d8+4 plus 4d10+8; HP 65 average; MAS 18; Initiative 0; Spd 30'; Defense 17, touch 16, flat-footed 17 (class +6, armour +1); BAB 7; Reach 5' (5x5); AL ; SV Fort 8, Ref 3, Will 1; AP ; Rep +4; Str 14, Dex 11, Con 15, Int 12, Wis 9, Cha 16.
Attacks: Nunchaku [Attack bonus 5 / 0; Dmg 1d6+3; Crit 20; Rng ; Wgt 2lb.; Typ Bludgeoning; Sz Small; Notes: ]
Unarmed (Lethal) [Attack bonus 9 / 4; Dmg 1d4+3; Crit 20; Rng ; Wgt -lb.; Typ Bludgeoning; Sz Small; Notes: ]
Unarmed (Nonlethal) [Attack bonus 11 / 6; Dmg 1d8+3; Crit 20; Rng ; Wgt -lb.; Typ Bludgeoning; Sz Small; Notes: Provokes AoO]
Skills: Bluff +9; Computer Use +3; Concentration +10; Demolitions +3; Intimidate +13; Knowledge: Physical Sciences +4; Knowledge: Popular Culture +4; Knowledge: Streetwise +7; Knowledge: Theology and Philosophy +7; Spot +0;
Languages: American English (Speak, Read & Write)
Feats: Brawl; Combat Martial Arts; Frightful Presence: Will DC 18, 1d6+3 rounds; Improved Brawl; Improved Damage Threshold; Knockout Punch; Power Attack; Simple Weapons Proficiency; Streetfighting; Windfall;
Talents: Charm (+4 to Cha skills vs men); Damage Reduction 1/-; Favour (1AP); Melee Smash (+1 melee damage); Remain Conscious (function beyond 0 hp, move or attack);
Possessions: Nunchaku (2lb.); Leather jacket (4lb.); Masterwork Saponifier's Kit; Bombs
Armour: Leather jacket (Bonus +1; MDB 0; ACP 0; Notes )
Occupation: White Collar

Note: If Tyler ever 'snaps' into his 'Jack' persona, I would classify him as a Ordinary Charismatic (1) hero.



This is obviously a rough draft. Comments and suggestions welcome.
#250

schiz-02_dup

Feb 15, 2005 22:04:56
Note: If Tyler ever 'snaps' into his 'Jack' persona, I would classify him as a Ordinary Charismatic (1) hero.

This is obviously a rough draft. Comments and suggestions welcome.

This is a very interesting idea, I have a slight problem with it though. The narrator of Fight Club, at least in the movie, is more than a first level character. He's not the most interesting person before he "meets" Tyler but he's not first level. Physically he would take twice the beatings as Tyler, because he would take his beatings and Tyler's, therefore he's got those levels and hp in "normal mode," he just doesn't realize it.

Of course all of this is blown out of the water if I simply misunderstand exactly what happens when Tyler's in control or forgot about some major factor.
#251

haste9

Feb 16, 2005 2:34:00
These characters were written by me for an old thread I started about a year ago. Here they are...

Agent Sydney Bristow, 26 year old female Charismatic 2/Strong 3/Fast 3/Smart 1/Infiltrator 3: CR 12; Medium-size human; HD 2d6+4 plus 3d8+6 plus 3d8+6 plus 1d6+2 plus 3d8+6; hp 85; Mas 15; Init +4; Spd 30 ft.; Defense 23, touch 23, flat-footed 23 (+9 class, +4 Dex); BAB +7; Grap +9; Atk +11 melee (1d4+4/19-20, Krav Maga martial arts) or +12 ranged (2d6/50 ft., HK MP5) or +11 ranged (2d6/40 ft., CIA issue SA Pistol); Full Atk +11/+6 melee (1d4+4/19-20, Krav Maga martial arts) or +12/+7 ranged (2d6/50 ft., HK MP5) or +11/+6 ranged (2d6/40 ft., CIA issue SA Pistol); SQ Charm, evasion, improved melee smash, melee smash, linguist, uncanny dodge 1, sweep, improvised implements; FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +8, Ref +12, Will +8; AP 16; Rep +5; Str 14, Dex 18, Con 15, Int 16, Wis 15, Cha 17.

Occupation: Law Enforcement (bonus class skills: Drive, Knowledge (Tactics).

Languages: English, French, Taiwanese, Mandarin, Hebrew, Arabic, German, Japanese, Italian, Russian, Hungarian, Uzbek, and Urdu.

Skills: Balance +7 (3), Bluff +11 (8), Climb +6 (4), Computer Use +5 (2), Craft (writing) +4 (1), Demolitions +5 (2), Disable Device +5 (2), Disguise +10/+12 with custom disguise (7), Drive +10 (5), Escape Artist +13 (9), Hide +14 (10), Investigate +5 (2), Jump +5 (3), Knowledge (current events) +4 (1), Knowledge (pop culture) +4 (1), Knowledge (streetwise) +5 (2), Knowledge (tactics) +7 (3), Listen +7 (5), Move Silently +14 (10), Perform (act) +5 (2), Pilot +7 (3), Repair +6 (3), Search +8 (5), Sleight of Hand +10 (6), Spot +4 (2), Tumble +11 (7).

Feats: Agile Reposte, Armor Proficiency (light), Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Dodge, Improved Combat Martial Arts, Improved Disarm, Iron Will, Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Finesse (unarmed).

Possessions: SD-6/CIA ID and licenses, HK MP5, CIA issue SA Pistol, deluxe disguise kit (+2 disguise), cell phone, various tactical equipment, specialized mission equipment.

Here's Syd's father:

Jack Bristow, 56 year old male Dedicated 3/Tough 7/Strong 2/Smart 4: CR 16; Medium-size human; HD 3d6+6 plus 7d10+14 plus 2d8+4 plus 4d6+8 plus +7; hp 137; Mas 15; Init +2; Spd 30 ft.; Defense 21, touch 21, flat-footed 19 (+9 class, +2 Dex); BAB +10; Grp +12; Atk +14 melee (1d8+2, unarmed) or +12 ranged; Full Atk +14/+9 melee (1d8+2, unarmed) or +12/+7 ranged; SQ Extreme effort, electricity resistance 2, remain conscious, robust, damage reduction 1, empathy, intuition, linguist, exploit weakness; FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +11, Ref +5, Will +12; AP 22; Rep +6; Str 15, Dex 14, Con 15, Int 17, Wis 16, Cha 13.

Occupation: Investigative (bonus class skills: Gather Information and Sense Motive).

Languages: Arabic, Chinese, English, Russian, Spanish.

Skills: Bluff +5 (2), Computer Use +10 (7), Craft (electronic) +5 (2), Craft (mechanical) +5 (2), Craft (pharmaceutical) +5 (2), Decipher Script +4 (1), Demolitions +10 (5), Disable Device +10 (5), Disguise +5 (2), Drive +7 (5), Forgery +4 (1), Gather Information +10 (8), Intimidate +10 (9), Investigate +10 (5), Knowledge (behavioral sciences) +8 (5), Knowledge (physical sciences) +6 (3), Knowledge (streetwise) +9 (6), Knowledge (technology) +5 (2), Knowledge (tactics) +7 (4), Profession +15 (12), Repair +8 (5), Research +7 (4), Sense Motive +10 (4), Spot +9 (6), Survival +7 (4), Treat Injury +5 (2).

Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Attentive, Brawl, Cautious, Deceptive, Heroic Surge, Improved Brawl, Iron Will, Knockout Punch, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Simple Weapon Proficiency, Windfall.

Possessions: Mission objective materials, hideaway of military hardware, medicines, tools, etc


The tech specialist/gadget guy/"Q":

Marshall, 33 year old male Smart 4/Techie 5/Field Scientist 1: CR 10; Medium-size human; HD 4d6+4 plus 5d6+5 plus 1d8+1 plus +3; hp 46; Mas 13; Init +0; Spd 30 ft.; Defense 19, touch 19, flat-footed 14 (+4 class, +4 Int); BAB +4; Grap +5; Atk +5 melee (1d3+1, unarmed) or +4 ranged; Full Atk +5 melee (1d3+1, unarmed) or +4 ranged; SQ Smart defense, savant (Craft: electronics), savant (Computer Use), jury-rig +2, extreme machine, build robot, mastercraft, photographic memory; FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +4, Ref +3, Will +7; AP 6; Rep +3; Str 12, Dex 11, Con 13, Int 20, Wis 13, Cha 13.

Occupation: Technician (bonus class skills: Computer Use, Craft [electronic], Repair).

Languages: English, Ewok.

Skills: Bluff +2 (1), Computer Use +24 (12), Craft (electronic) +24 (12), Craft (mechanical) +15 (8), Craft (structural) +5 (0), Decipher Script +8 (1), Demolitions +11 (6), Disable Device +15 (10), Disguise +2 (1), Drive +4 (4), Forgery +16 (9), Gamble +3 (2), Investigate +9 (4), Knowledge (current events) +8 (3), Knowledge (physical sciences) +17 (10), Knowledge (popular culture) +10 (5), Knowledge (technology) +19 (12), Navigate +8 (3), Profession +12 (11), Repair +18 (10), Research +17 (10), Search +12 (5), Spot +3 (2).

Feats:Builder (Craft: electronic and mechanical), Educated (Knowledge: physical sciences and technology), Gearhead, Meticulous, Simple Weapons Proficiency, Studious, Toughness (x2), Windfall.

Marshall's Lab: Deluxe electronical tool kit, deluxe evidence kit, forgery kit, lockpick kit, lock release guns, deluxe mechanical tool kit, multipurpose tools, rolls of duct tape, disguise kits, chemical testing kits, demolitions kits (complete with timers, fuses, etc.), car opening kit.
#252

zombiegleemax

Feb 16, 2005 13:41:11
Considering that the "wastebasket" kicked the crap out of the "proper" blends... well, it seriously has me thinking about genetic engineering and the like.

Hey, it's not the genes.... it's what the guy with them acts like.

That would be the point of the story.

(Yes, the S3 Plan wasn't what Ocelot thought it was ... but what if that were the case? Then what would you say?)

Meh, I always figured Ocelot was just lying to Solidus and everyone else about S3. Ocelot knows all. Hell, I've half-convinced myself he's the one coming up with all the orders from the Patriots that the other agents (Olga, Johnson, various military personnel) blindly follow, since we know that the Patriots' supposed leaders are nonexistent.

[Theory]In other words, Ocelot basically usurped the United States' shadow government by pretending to be acting under orders from its (currently deceased) rulers.[/Theory]

I love those games.
#253

zombiegleemax

Feb 16, 2005 18:07:16
MGS Spoiler:

The S3 plan was to see if the GW AI could handle the task of controlling a situation for certain purposes. The purpose they chose for GW to try to handle for the test was to create a simulation of Shadow Moses and create a Solid Snake Blueprint. Thus, two birds with one stone.

Kojima has also announced that Ocelot is the most important character in the Metal Gear Series, so that very well coul be true. But, you know, it would be damn hard for one Russian guy to pretend to have complete omnipotence of a country he doesn't even live in.
#254

lu_baihu

Feb 17, 2005 6:51:39
The S3 plan was to see if the GW AI could handle the task of controlling a situation for certain purposes. The purpose they chose for GW to try to handle for the test was to create a simulation of Shadow Moses and create a Solid Snake Blueprint. Thus, two birds with one stone.

Thank you, I am planning to steal it for my Helix Warrior backstory. :P

(Basically two boys - one a teenager/young adult, one a preadolescent, both abnormally emotionally/mentally mature - were kidnapped for a "splice" version of the Les Enfants Terribles project, but with the key mechanism being the "installation" of a second personality, sentient, self-aware and always awake who would guard the body but act as a de facto sleeper agent who could seize control, Liquid-style, if need be. As a result, both are Helix Warriors. However, the preadolescent escaped with everything except the personality, whereas the teenager didn't.

How's that sound?)
Kojima has also announced that Ocelot is the most important character in the Metal Gear Series, so that very well coul be true. But, you know, it would be damn hard for one Russian guy to pretend to have complete omnipotence of a country he doesn't even live in.

Thank you for citing Kojima, I will now make my friend pay for declaring that Liquid Snake is most important. I say SOLIDUS RULES!!!!!1 :P
#255

zombiegleemax

Feb 17, 2005 10:27:01
Lu Baihu: Freaking awesome idea. I am so ripping that off next time I DM a game. One that's not MGS-related anyway.

MGS Spoiler:
Kojima has also announced that Ocelot is the most important character in the Metal Gear Series, so that very well coul be true. But, you know, it would be damn hard for one Russian guy to pretend to have complete omnipotence of a country he doesn't even live in.

MGS3 Spoilers: Ocelot's actually Russian-American (Russian Dad, All-American Mom,) and he was pretty much raised by the Philosophers organization.
Here's the explanation of that, with full spoiler tags just in case.
The Philosophers were the international predecessors to The Patriots; the Russian and Chinese branches of the organization eventually failed, but thanks to the efforts of Naked Snake, Ocelot, and The Boss, the American branch lived on in the form of The Patriots.) They have a habit of kidnapping/adopting potentially gifted children and training them to not only be wicked-bad spies, but also to be of no apparent nationality (see also EVA/Tatyana.) So I'm not sure if he counts as Russian or American.
Also, in case you missed the clues, Ocelot is the son of The Boss and The Sorrow. This explains why a) he's such a badass and b) he can channel a dead guy through his arm.


I swear I'll post something on topic later...
#256

lu_baihu

Feb 17, 2005 21:03:15
What do you think of my idea?
#257

schiz-02_dup

Feb 17, 2005 21:30:37
Not that I really mind reading them but wouldn't the Metal Gear Solid comments be better suited for the Metal Gear Solid campaign thread?
#258

trappedslider

Feb 17, 2005 21:52:18
If this has been done already i'll go look for it, but has Ender Wiggin and or Bean from the books Ender's Game and Ender's shadow been stated?
#259

zombiegleemax

Feb 18, 2005 0:01:16
Ghost Rider (Danny Ketch) has anyone does stats on the 90's version. He is a favorite of mine.

I suck at stats but he needs; several levels of Tough Hero, a regenerate ability, a chain that can change into other weapons (spear, throwing stars, etc). His heavy motorcycle could go up walls and over water.


Thanks
#260

darksoldier

Feb 18, 2005 0:47:59
Ghost Rider is a human bound to a demon, so when in GR mode, he would be an outsider.
#261

lu_baihu

Feb 18, 2005 12:38:46
Lu Baihu: Freaking awesome idea. I am so ripping that off next time I DM a game. One that's not MGS-related anyway.

Want more details in PM? And re: "freaking awesome idea," why's that? :D
#262

zombiegleemax

Feb 19, 2005 17:32:19
Has anyone thought of doing the character John Constantine from the Hellblazer series and more recently the movie Constantine. I might be able to stat him up and post him later if I get the time but I just saw the movie yesterday and really want to toss him into a campaign as an NPC. The only problem I'd really have is with his abilities to quite literally go to hell.
#263

zombiegleemax

Feb 19, 2005 17:49:35
Has anyone thought of doing the character John Constantine from the Hellblazer series and more recently the movie Constantine.

I would say his powers depend on who's writing the story. In his earliest appearances of him* you would be hard-pressed to say he had any occult power.

* I shook down John Totleben for an original drawing of JC at a con several odd years back - when he still looked like Sting. Yay me.
#264

marcoasalazarm

Feb 20, 2005 16:14:29
Well, what did you expect of someone created by Alan Moore?

And, BTW, watching the "Constantine" trailers..... that is one cool shotgun he packs. Logically, it's a Street Sweeper with this golden paintjob and this thing on the barrel that makes it look like a cross.... but, what do you think are its game stats? It's a shotgun with an additional enchantment, or what?
#265

pab3925_dup

Feb 22, 2005 11:13:32
Parker and Longbaugh:

"We don't want your forgiveness. We won't make excuses. We're not gonna blame you, even if you are an accessory... But we will not except your natural order. We didn't come for absolution, we didn't ask to be redeemed. But isn't how it is, every ******* time... Your prayers are always answered, in the order they're received... "

Parker: Tough 4/Strong 1, Occupation: Criminal
HD 4d10 + 1d8 + 14 (43hp) MAS 14
Abil: str 14 Dex 16 Con 14 Int 12 Wis 9 Cha 10
Feats: Personal Firearms Proficiency (Occ)
Great Fortitude (tough)
Brawl (Tough)
Point Blank Shot
Quickdraw
Weapon Focus (Shotgun)

Talents: Extreme Effort 1
Remain Conscious
Robust
Attacks: +7 Ranged (.12g shotgun), +7 Ranged (Colt M1911), +6 melee (1d6+2 Nonlethal unarmed strike)
Defense: 17 (+3 Dex, +4 Class) or 18 (+3 Dex, +5 Light Duty Vest)
SV: +7/+4/0
Skills: Intimidate +8 , Knowledge (Tactics) +4 , Repair +3 , Drive +8 , Spot +7, Hide +4 , Move Silently +4



Longbaugh: Tough 4/Dedicated 3, Occupation: Criminal
Abil: Str 12 Dex 16 Con 13 Int 12 Wis 15 Cha 13
HD 4d10 +3d6 +11 (45Hp) MAS 13
Feats: Personal Firearms Proficiency (Occ)
Advanced Firearms Proficiency (Dedicated)
Brawl (Tough)
Alertness (Tough)
Far Shot
Dead Aim
Point Blank Shot
Quickdraw
Talents: Remain Conscious
Robust
Aware
Attacks: +8 Ranged (7.62 NATO rifle), +8 Ranged (Colt M1911), +6 melee (1d6+2 Nonlethal unarmed strike)
Defense: 18 (+3 dex, +5 class) or 18 (+3 dex, +5 Light Duty Vest)
SV: +5/+5/+6
Skills: Repair +6 , Diplomacy +5, Drive +11 , Intimidate +6 , Knowledge (Tactics) +4 , Bluff + 3, Sense Motive +6 , Move Silently +7, Hide +7



Their skillpoints may be a bit off...
#266

lu_baihu

Feb 22, 2005 11:24:52
What's the source? Considering that I saw the Boondock Saints before, it can't be them, and I saw them with suppressed Beretta 92F's instead of M1911s ...
#267

pab3925_dup

Feb 22, 2005 11:36:50
My source? I just watched the movie, and their guns looked very much like M1911 or an M1911 clone. Im not sure about longbaugh´s rifle though... it seemed to be a modified FAL....
#268

lu_baihu

Feb 22, 2005 12:03:56
But suppressed? The M1911 must be modded and/or use a threaded barrel to accept suppression. (The USP Tactical, the Mk23Mod0 SOCOM, the FN Five-seveN, the MP5 variants, the P90, the F2000, the MP7 and the M4/M4A1 Carbines do not.)
#269

pab3925_dup

Feb 22, 2005 12:23:58
Are you sure we are talking about the same characters? Parker and Longbaugh are the main characters in "The Way of the Gun". They most certainly do not use any suppressed firearm... On the contrary, the shootouts are quite noisy!
#270

lu_baihu

Feb 25, 2005 20:34:27
Eheh, touche ...
#271

00_whupass_dup

Feb 25, 2005 21:05:23
Lu Baihu. you've inspired me... I will do a quick search of the thread and if there not here, you can expect to see my take on Connor, and Murphy the McManis brothers, and Il Duce' thier father.

If I feel ambitious I may even take on Agent Smecker and Detective Greenly. "What about one guy with six guns?" lol...I love that flick.
#272

marcoasalazarm

Feb 25, 2005 21:32:40
Is a little request possible in this thread? Because I had a couple.
#273

schiz-02_dup

Feb 26, 2005 1:37:31
Is a little request possible in this thread? Because I had a couple.

No guarantees but if you make the request someone may do it for you.
#274

zombiegleemax

Feb 27, 2005 11:20:40
Meet Marty McFly from the Back to the Future series. I may do the Doc and various Biffs later. (This is my first try at stating, mind you).

Marty McFly
Fast Hero 4 / Charismatic Hero 2
Occupation: Creative (Perform: Strings and Bluff)
Str: 12 Dex: 15 Con: 12 Int: 13 Wis: 10 Cha: 16
Full Attack +8 Melee (1d8 + 1, nonlethal) or +7 Ranged (arcade “light gun”)
HD: 4d8 + 2d6 + 6 HP: 34
Def: 18 Init: +2
Speed: 40 ft Fort: +4 Ref: +8 Will: +1
Talent (Cha): Fast Talk
Talents (Fst): Increase Speed, Improved Increase Speed
Feats: Brawl, Improved Brawl, Dodge, Creative, Combat Expertise, Stealthy, Lightning Reflexes
Skills: Balance +8, Bluff +12, Climb +3, Drive +5, Diplomacy +11, Hide +8, Jump: +5, Knowledge (Pop Culture, 1985) +7, Knowledge (Pop Culture, 1955) +3, Move Silently +8, Perform (Strings) +12, Perform (Sing) +9, Ride +8, Sleight of Hand +3, Tumble +4

“Man, this is heavy”
“NOBODY, calls me a chicken.”
#275

campeador

Mar 02, 2005 7:35:31
The youngest son of King Shahraman of Persia. A gifted athlete and swordsman, the Prince is eager to prove himself in battle. Instead, his desire to win honor and glory leads him inadvertently to unleash an evil force upon his father's kingdom. Saving the day will take all his wits, agility, and courage.

Prince: “Most people think Time is like a river, that flows swift and sure in one direction. They are wrong. Sit down and I will tell you a tale like none that you have ever heard. Know, first, that I am the son of Shahraman, a mighty King of Persia. On our way to Azad, we passed through India... Where the promise of Honor and Glory tempted us to our doom.”

Prince of Persia: Strong Hero 1/Fast Hero 3/Swashbuckler 2: CR 6; Medium-sized human; HD 1d8+2 plus 3d8+6 plus 2d8+4; hp 50; Mas 15; Init +4; Spd 30 ft.; Defense 23 (Dex +4, Class +7, Leather Armor +2); BAB +4; Grap +3; Atk +7 melee (1d6+3/19–20 Masterwork Cutlass) or +9 melee (1d4+4/17-20 Dagger of Time ); Full Atk +7 melee (1d6+3/19–20 Masterwork Cutlass) and +9 melee (1d4+4/17-20 Dagger of Time ); FS 5 ft. by 5 ft.; Reach 5 ft.; AL honor, the kingdom; SV Fort +6, Ref +8, Will +2; AP---; Rep +1; Str 16, Dex 18, Con 15, Int 14, Wis 12, Cha 10.
Occupation: Squire (class skills: Balance, Climb, Tumble).
Skills: Balance +11, Climb +11, Escape Artist +9, Jump +11, Sleight of Hand +12, Spot +5, Swim +7, Tumble +12.
Feats: Archaic Weapon Proficiency, Armor Proficiency (light), Combat Expertise, Dodge, Two-Weapon Fighting, Simple Weapons Proficiency, Weapon Finesse (Cutlass), Weapon Focus (Cutlass).
Talents [Strong Hero]: Extreme Effort.
Talents [Fast Hero]: Evasion, Uncanny Dodge I.
Talents [Swashbuckler]: Quick Weapon Draw.
Equipment: Masterwork Cutlass, Leather Armor, Dagger of Time.


For the sake of the character, I made the Dagger of Time a Keen Dagger +3, but without any special abilities, that can control time. I'll have a looksy in the FX items sections of d20 Modern and Urban Arcana to see whether I can find something that compares a little. Especially for it's Purchase DC and such... Any ideas you may have are very welcome.
#276

zombiegleemax

Mar 04, 2005 4:31:01
How about some of these?


Kiaser Sose (The Usual Suspects)
Mad Max
DareDevil, Elektra, BullsEye
Alice (Resident Evil)
any Soul Caliber characters
any Tekken characters
Mr. (insert color here) (from Reservior Dogs)
any ghosts from 13 Ghosts
T-101, T-1000, T-X (Terminator trilogy)
Dirk Gently (The Long Dark Tea-Time of the Soul)
any characters from The Hitchhikers Guide to the Galaxy "trilogy"...especially Marvin (the paranoid and depressed robot)

I would do them all myself, since I love making characters, but I don't have the appropriate books yet, as I am just getting into the modern setting.
#277

zombiegleemax

Mar 04, 2005 4:39:16
i was also thinking about making the 3 following templates for mutant characters

Beta Mutant: for mutants with physical or weak powers like The Beast, Toad, Shadowcat, etc
Alpha Mutant: for mutants with medium range powers like psionics, shapeshifting, energy manipulation, etc. Example would be like Iceman, Pheonix, Cyclops, just about all the X-men
Omega Mutant: the real heavy hitters with almost god like powers. Examples include Magneto, Professor X, Apocalypse, etc
Dude, I think the Pheonix would totally be an Omega mutant. Seeing as how she is the protector of the galaxy and all. And the fact that you can't really kill the Pheonix helps as well.
#278

darksoldier

Mar 04, 2005 5:44:51
Dude, I think the Pheonix would totally be an Omega mutant. Seeing as how she is the protector of the galaxy and all. And the fact that you can't really kill the Pheonix helps as well.

The Phoenix is a cosmic entity, not a mutant. She has more in common with Galactus.
#279

lu_baihu

Mar 04, 2005 8:49:31
I won't weigh in on Phoenix, but I have an Omega NPC who's just trying to live a normal life ...
#280

zombiegleemax

Mar 04, 2005 12:58:12
These characters were written by me for an old thread I started about a year ago. Here they are...

Ah, you beat me to it. I was thinking about doing up Arvin Sloan, though. He's a great bad guy. He has to have tons of levels in Charismatic Hero.
#281

rbingham2000

Mar 05, 2005 18:47:45
Here is my revised version of Superman

Superman: Male Near-Human (Kryptonian) Strong Hero 10/ Tough Hero 10/ Smart Hero 3/ Investigator 4: CR 37: Medium-Sized Humanoid; HD 10d8 plus 10d8 plus 3d8 plus 4d8: hp 710; Init +10; Spd 30 ft., Fly 800 ft., Dig 500 ft., Swim 500 ft.; Defense 80, Touch 50, Flat-Footed 63 (+12 Dex, +15 Class, +50 Natural Armor), Atk +31, Grp +38; FS 5 ft.; Reach 5 ft.; SQ Solar Absorption and Storage, Bio-Electric Aura, Immunities, Damage Reduction 20/ Magic, Fast Healing 1, Hyper-Speed, Hyper-Senses, Magic Vulnerability, Kryptonite Vulnerability; SA Heat-Vision, Breath Weapon; Al Law, Good, Lois, JLA; SV Fort +43, Ref +36, Will +18; AP ; Rep +10; Str 57 (19), Dex 48 (16), Con 60 (20), Int 18, Wis 15, Cha 16.
Occupation: Academic (Class Skills: Craft (Writing), Gather Information, Knowledge (Current Events))

Skills and Feats: Bluff +12, Climb +10, Computer Use +10, Concentration +12, Craft (Writing) +22, Disguise +9, Gather Information +13, Investigate +18, Knowledge (Current Events) +15, Knowledge (Business) +6, Knowledge (Civics) +10, Knowledge (Popular Culture) +10, Knowledge (Streetwise) +9, Knowledge (History) +10, Listen +40*, Read/Write Language: English, Kryptonian, French, Spanish, Japanese, Repair +5, Research +14, Sense Motive +13, Spot +40*, Swim +9, Speak Lanquage: English, Kryptonian, French, Spanish, Japanese; Athletic, Alertness, Brawl, Combat Martial Arts, Improved Combat Martial Arts, Defensive Martial Arts, Improved Defensive Martial Arts, Deceptive, Endurance, Great Fortitude, Improved Brawl, Knockout Punch, Improved Knockout Punch, Iron Will, Renown, Studious, Trustworthy, Toughness.

Talents (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash, Extreme Effort, Ignore Hardness
Talents (Tough Hero): Remain Conscious, Robust, Second Wind, Stamina, Damage Reduction 1/ -
Talents (Smart Hero): Savent, Exploit Weakness
Talents (Investigator): Profile, Low-Leval Contact, Non-Lethal Force

Solar Absorption and Storage: Supermans body constantly absorbs the solar enegy from earths sun (or any yellow sun for that matter), the solar energy fuels all of his powers. if he is not constantly indroduced to solar energy his physical stats decrease by 1 point for every 10 rounds, when his stats reach normal human levels he loses all powers. Superman continues to absorb solar energy even after death. If Superman reaches -10 hp his body regenerates 1 hp everyday as long as he is able to absorb solar energy (he can't if he's in a darkened room, buried, etc) making it virtually impossible to kill him. The only way to permanently kill him is to reduce his hp to -30.

Bio-Electric Aura: Superman is constantly surrounded by a Bio-Electric field generated by unknown organelles in his cellular structure. The Bio-Electric aura extends 1 in. from supermans body, this aura is internal as well (meaning that Supermans insides won't melt from drinking a beaker of molecular acid). The aura gives superman a +50 Natural Armor, Damage Reduction 20/ Magic, his Immunities, and it multiplies his Physical stats x3. The Aura also applies to any articale of clothing that Superman is wearing (Thats why his clothing or costume never seems to tear).

Immunities: Superman is immune to natural heat, cold, electricity, disease, toxins, and death from massive damage.

Hyper-Speed: Superman is capible of moving up to 10,000 yds per round. He can not be flanked (like a Fast Hero's Evasion Talent) and is adept at dodging projectile weapons and Melee attacks (Like a Fast Hero's Uncanny Dodge Talent).

Hyper-Senses: Supermans oculatory and audiotory are at least 1,000x more accute then a normal human being, he can see as far away as 50 miles and as minutely as a molecule. He also possesses X-ray vision alowing him to see through all known substances with the exception of lead. Superman gains a +25 bonus on his Spot and Listen Skills.

Heat-Vision: Superman can release twin beams of concentrated heat from his eyes that do 25d8 heat damage at a range of 500 yds.

Breath Weapon: once per round Superman can release a 30 ft. Cone of frezzing air that deals 19d10 cold damage.

Magic Vulnerability: For some unknown reason, Superman is vulnerable to the affects of magic. Magic attacks ignore his Natural Armor and Damage Reduction and do an extra +1d6 damage, he is also vulnerable to magical deseases and toxins, but he can still make a Fort Save that suffers a -10 reduction

Kryptonite Vulnerability:
  • Green Kryptonite: the most common type of kryptonite and one of the most deadly. Superman loses 1 Str, Con, and Dex Point as well as 10 hp for every round he is within 20 ft. of 1 cubic in. of green kryptonite, the affects of the the hp loss and ability drain stack for every cubic inch of green kryptonite.
  • Red Kryptonite: The affects of red kryptonite very according to the GM's wishes. In the past red kryptonite has caused a loss of Supermans powers, insanity, amnesia, shrinking, stupidity, etc.
  • Gold Kryptonite: The most dangerous form of Kryptonite and, thinkfully, the rarest. gold kryptonite strips a krytonian of all Meta-Human powers permanently. Only under special circumstances can a kryptonians powers be restored.
  • Blue Kryptonite: Blue kryptonite gives any kryptonian a +1 bonus to Str and Dex for every round he is within 20 ft. of 1 cubic in. of blue kryptonite. He also suffers -1 Con point every round too, due to the fact that the radiation from blue kryptonite deals a major amount of stress on a ktyptonians cellular structure.

If I remember my comic books correctly, Superman's other weakness, also shared by his race, was the radiation given off by a red sun, which can strip a Kryptonian of his powers as long as he remains in contact with it, and if that radiation is hot enough, it can even burn him alive.
#282

buddha_the_dm

Mar 05, 2005 18:59:18
Here he is for you vast amusement!!

Uzumaki Naruto: Tough Hero 5/Dedicated Hero 3 (Ghastly Inheritance; ECL 11); CR 9; Medium Humanoid (Human); HD 5d10+25 plus 3d6+15 plus 8; hp 90; Mas 50; Init +1; Spd 30 ft; Defense 15 (+1 dex, +4 class), Touch 15, Flat-Footed 14; BAB +4; Grap +6; Atk +7 melee (1d8+2 nonlethal, brawl); Full Atk +; FS 5 ft by 5 ft; Reach 5 ft; SQ Blazing Rage, Greater Health, Kyuubi Manifestation, Overwhelming Chakra; AL dreams, friends, good; SV Fort +9, Ref +8, Will +4; AP 12; CP 31; Rep +2; Wealth +16; Learn: +8; Str 14, Dex 13, Con 21, Int 13, Wis 9, Cha 14.

Occupation: Academy Student ( Bonus Class Skills: Ninjutsu, Survival, Taijutsu; Bonus Feat: Nin Weapon Proficiency)

Skills: Chakra Control +8 (11), Concentration +8 (6), Genjutsu +4 (2), Knowledge (ninja lore) +4 (3), Listen +2 (3), Ninjutsu +10 (8), Survival +3 (4), Taijutsu +11 (9).

Feats: Blood Pact (Toad), Brawl, Genin (Ninjutsu), Gift of Summoning, Improved Brawl, Improved Chakra Pool, Nin Weapon Proficiency, Power Attack, Simple Weapon Proficiency, Technique Focus (Tajuu Kage Bunshin no Jutsu).

Talent (Tough Hero): Endurance, Improved Endurance, Advanced Endurance

Talent (Dedicated Hero): Empathy, Intuition

Techniques Known: Chakra Control (+8)- Kinobori, Seishou Bakuha, Rasengan, Tadayou; Genjutsu (+4) -Henge no Jutsu; Ninjutsu (+10) - Kage Bunshin no Jutsu, Kawarimi no Jutsu, Kuchiyose no Jutsu, Tajuu Kage Bunshin no Jutsu (+14); Taijutsu (+11) - Asshou!, Sennen Goroshi, Uzumaki Naruto Rendan

Equipment: Shuriken holster (4 kunai, 5 shuriken), forehead protector (konoha), casual clothes, belt pouch (4 kunai, 4 shuriken, 2 smoke bombs, various ninja scrolls, 1 blank scroll), various personal gear.
#283

kaiosama214

Mar 06, 2005 1:01:44
Whoever it was who has it in their sig, it reminded me, I wanted to see if anyone had done write ups for Roland, Eddie, Susannah, Jake, and anyone else from The Dark Tower series...
#284

zombiegleemax

Mar 06, 2005 10:43:05
Its me that has the DT signature. And you'd be better off looking for Dark Tower stuff here. http://boards1.wizards.com/showthread.php?t=174376
#285

jedi_steve-o

Mar 08, 2005 23:47:30
This thread is in desperate need of a bump.



Jedi Steve-O
#286

zombiegleemax

Mar 08, 2005 23:54:13
Ah ha! Found it. You bumped it Jedi Steve, I was trying to find it so I could direct you here for the Boondock Saints write-ups in your other thread.

#287

trappedslider

Mar 09, 2005 19:55:26
Can some one help me make up stats for Ender and Bean? I know that they would both have 18 for int,i think,
#288

jedi_steve-o

Mar 13, 2005 22:01:32
Can some one help me make up stats for Ender and Bean? I know that they would both have 18 for int,i think,

How's this for a first draft? Keep in mind, these stats are with a 32-point buy method. I used d20 Modern and d20 Future for sources, waiving the 18+ age Military occupation prerequisite. Wasn't sure where to put him level-wise, so I figured a nice low-to-mid even 5 levels sounded right.

Andrew “Ender” Wiggin
9 year old male Smart Hero 4/Dedicated Hero 1: CR 5; Small humanoid [human]; HD 4d6-4 plus 1d6-1; hp 17; Mas 8; Init +1; Spd 20 ft.; DR 2/- (flash suit); Defense 13, touch 13, flat-footed 12 (+2 class, +1 Dex); BAB +2; Grap -1; Atk -1 melee (1d3-1, unarmed strike) or +3 ranged (1d4 stun, flash gun); Full Atk -1 melee (1d3-1, unarmed strike) or +3 ranged (1d4 stun, flash gun); SQ Savant [Knowledge (tactics)], savant [Computer Use], exploit weakness, plan; FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +1, Ref +1, Will +3; AP 31; Rep +3; Str 5 [-3], Dex 13, Con 8 [-1], Int 18, Wis 11, Cha 11. (-3 Str & Con, -1 Dex, Int, Wis, Cha = Age; +2 Dex = Feat; +1 Int = 4th lvl).

Occupation: Military (bonus class skills: Knowledge [tactics], Pilot).

Skills [8/4]: Computer Use +15, Craft (electronic) +8, Craft (structural) +8, Decipher Script +8, Disable Device +10, Forgery +6, Knowledge (tactics) +19, Knowledge (history) +12, Knowledge (popular culture) +9, Knowledge (behavioral sciences) +11, Listen** +2, Navigate +10, Pilot +9, Read/Write Basic, Read/Write Language, Research +8, Search +11, Sense Motive** +4, Speak Basic, Speak Spanish, Spot** +2, and Tumble* +5.

*Cross-class skill.
**Dedicated Hero Class skill.



Feats: Planetary Adaptation (Low-G World) (1st), Zero-G Training (1st), Smart Plus [Savant (Computer Use), Plan] (3rd), Combat Expertise (Smt2), Educated [Tactics, History] (Smt4), Personal Firearms Proficiency (bonus), Simple Weapons Proficiency.

Talents (Smart): Savant (Knowledge [tactics]), savant (Computer Use), exploit weakness, plan.

Talent (Dedicated): Empathy.

Possessions: Flash suit (DR 2/-), commander’s hook, flash gun, desk (laptop computer).


Jedi Steve-O
God Emperor of WotC
#289

trappedslider

Mar 14, 2005 9:01:57
he starts out at 6 and is 7 when he get command of his "army" and then is 12 when he gos to command school,but otherwise good job,now jsut need bean
#290

zombiegleemax

Mar 14, 2005 16:30:51
I originally started a post for Snake builds because I wanted to create a character like him. Someone pointed out he could be included in this thread, as well. Search isn't working, so I couldn't tell if someone else had already created him. Thanks to those who contributed ideas to this build!

S.D. Pliskin

"Call me 'Snake'."

American Ex-Lieutenant. Special Forces Unit, Black Flight. Two Purple Hearts, Leningrad and Siberia. Youngest man to be decorated by the President. Robbed the federal reserve depository. Life sentence, New York Maximum Security Penitentiary. Forcibly recruited by the United States Police Force to rescue the President after his plane was deliberately crashed into New York by terrorists.


Snake Pliskin: Fast 3/Tough 3/Soldier 2; medium human; HD3d8+6 + 3d10+6 + 2d10+4; hp 65; Mas 15 ; Initiative +3; Spd 30ft; Defense 20 , touch 20, flatfooted 20 (uncanny dodge); BAB +5; Grap +7; Atk: +9 Melee (1d8+2, nonlethal, unarmed strike - includes Improved Brawl to hit/dmg bonuses) or +9 ranged (2d6+2, MAC 10 machine pistol); FS 5ft.; Reach 5ft.; AL Neutral; SV Fort +7, Ref +8, Will +2; AP 31 (lifetime); Rep +4; Strength 14, Dexterity 17, Constitution 15, Intelligence 12, Wisdom 12, Charisma 10

Occupation: Military (class skills: Hide, Pilot) OR Criminal (class skills: Hide, Knowledge (streetwise)). Snake was both, having started out in the military and later becoming a criminal...

Skills: Balance +7, Bluff +2, Climb +7, Drive +7, Gather Information +2, Hide +8, Intimidate +4, Knowledge (streetwise) +6, Knowledge (tactics) +5, Move Silently +8, Pilot +7 ("Gullfire" military glider), Tumble +7.

Feats: Brawl, Improved Brawl, Knockout Punch, Heroic Surge, Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Weapon Focus (MAC 10), Weapon Specialization (MAC 10).

Talents (Fast Hero): Evasion, Uncanny Dodge 1
Talents (Tough Hero): Damage Reduction 1, Second Wind

Possessions: MAC Ingram M10 machine pistol [2d6, crit 20, range incr 40 ft., 6 lb, ballistic, semi-automatic/automatic], suppressor, scope, Bad Attitude.
#291

jedi_steve-o

Mar 15, 2005 0:52:24
Good stuff, Viking. Or should I call you "Pliskin?"

Jedi Steve-O
Super Geek⁚
#292

jedi_steve-o

Mar 15, 2005 1:36:01
I'm going to try an experiment and post this as a work-in-progress. I'm asking for working critiques, which means don't just say "that's stupid," but provide a solution. Can anyone see problems right away? Specifically, the number/type of his levels (I put him at a humble 20 levels), and as for his stats: Can anyone provide a decent reason why they shouldn't be maxed out?

This is The Batman at his prime.

Bruce Wayne/The Batman: Male Human Smart Hero 2/Dedicated Hero 4/Fast Hero 2/Martial Artist 4/Infiltrator 4/Investigator 4
CR 20; Medium-sized human; ... Mas 18; Spd 30 ft; ...AL Justice; Wealth +XX; Str 18, Dex 18, Con 18, Int 18, Wis 18, Cha 18.

Suggestions? Comments? Yeah. It's a work in progress... more to come. Soon.

Jedi Steve-O
Super Geek
#293

rookbird

Mar 15, 2005 2:20:09
I wouldn't have his stats all necessarily at 18. I think Str 14, Dex 18, Con 15, Int 18, Wis 16, Cha 16 might be more realistic. His skill ranks would really make up his character a lot more than his base stats.

The reason his stats shouldn't be maxed out is because he isn't that completely well-rounded. I think he relies on his intelligence and agility more than brute strength. His fighting power is in knowing where to hit his enemy and having the speed and skill to do so. That's not to say he's not strong, but 14 strength isn't bad. As for his Con score, He's been subdued by enough of his foes for me to not give him 18 on that. He can be beat down and captured, but in outsmarting his enemies and slick escapes he survives. His wisdom is high but I don't think it's as maxed as his intelligence. Same as Charisma, but I might take that back if he's in the role as Bruce Wayne. Maybe Cha could be put back up, that's up for debate.

His levels and classes are really a personal thing for how someone would best build Batman, and nearly all would be acceptable. Yours is such an example. I see how it works and I think its great. It really captures the elite Batman.

I would chart it differently, trying to follow Batman's career and training to find out how he really advanced character-wise. He might have started a Dedicated Hero when he made his pledge to fight crime taking the Skill Emphasis talent tree in one of his many skills he will eventually excel in. Then he settles into his role as Bruce Wayne while secretly training his skills. This is 2 levels of Charismatic with the Charm male talent to help him in WayneCorp. business takeovers. Then we move to 8 Fast/Strong alternating levels as he trains and improves in becoming Batman (utilizing the Defensive Fast Talent Tree and Extreame Effort for Strong). Then 3 Levels of Smart (Strategy Talent Tree) and 4 levels of Martial Artist. Top it off with 2 levels of Investigator as he spends more time gaining experience as Batman.

But again, that's just me (and maybe I threw way too much detail in here).
#294

empty

Mar 15, 2005 3:55:29
Team America: World Police stats!
I am not going to do them, though. My GM is borrowing my book...

And give the actor (maincharacter, cant remember any of theirs names) very high charisma level. Yes, his acting STINKS, but even with that penalty, and with the penalty of the worst disguise ever, he actually makes to fool his audience, a group of lightly trained terrorists, AND his own team!!! Damn, that require skills!

So, come on, give them stats, and a description telling us why they have that stats.
#295

jedi_steve-o

Mar 15, 2005 4:09:30
...I think Str 14, Dex 18, Con 15, Int 18, Wis 16, Cha 16 might be more realistic.

I would chart it differently, trying to follow Batman's career and training to find out how he really advanced character-wise. He might have started a Dedicated Hero when he made his pledge to fight crime taking the Skill Emphasis talent tree in one of his many skills he will eventually excel in.

Then he settles into his role as Bruce Wayne while secretly training his skills. This is 2 levels of Charismatic with the Charm male talent to help him in WayneCorp. business takeovers.

Then we move to 8 Fast/Strong alternating levels as he trains and improves in becoming Batman (utilizing the Defensive Fast Talent Tree and Extreme Effort for Strong).

Then 3 Levels of Smart (Strategy Talent Tree) and 4 levels of Martial Artist.

Top it off with 2 levels of Investigator as he spends more time gaining experience as Batman.

But again, that's just me (and maybe I threw way too much detail in here).

Actually, this gives me a lot to think about. I built him with almost maxed-out stats, but I'm going to reconsider. I'm just a big Batman fan, I guess. Maybe I should be a little objective...

Anyway, here's Batman early in his career:

BATMAN — THE WORLD’S GREATEST DETECTIVE
Bruce Wayne/Batman: Male Human (Dedicated Hero 6): CR 6; Medium-sized human; HD 6d6+24; hp 53; Mas 18; Init +4; Spd 30 ft; DR 5/— (Batsuit); Defense 17 (18 vs. melee), touch 17, flat-footed 13 (+4 Dex, +3 class, +X armor); BAB +4; Grap +8; Atk +8 melee (1d6+4, nonlethal or 1d4+4 lethal unarmed strike), or +8 melee (1d3 electricity, stun gun), or +8 ranged (damage, weapon); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Skill emphasis, aware, cool under pressure; AL Justice; SV Fort +7 (+3 class), Ref +6 (+2 class), Will +9 (+3 class; +2 Iron Will); AP 11; Rep +3 (+2 Class +1 Occ.); Wealth 22 [2d4 +4 Occ. +3 feat, Rolls: 5, 19, 17, 3, 18]; Str 18, Dex 18, Con 18, Int 18, Wis 18, Cha 16. Height 6’2”. Weight 220 lbs.

Occupation: Celebrity [Billionaire Industrialist] (bonus class skills: Bluff, Disguise).

Skills [9/4.5]: Bluff +7 (4 ranks), Disguise +8 (4 ranks), Investigate +16 (9 ranks +3 skill emphasis), Knowledge (behavioral sciences) +8 (4 ranks), Knowledge (business) +8 (4 ranks), Knowledge (civics) +8 (4 ranks), Knowledge (earth & life sciences) +9 (5 ranks), Knowledge (physical sciences) +12 (8 ranks), Knowledge (streetwise) +10 (6 ranks), Knowledge (tactics) +8 (4 ranks), Listen +14 [17 vs. surprise] (8 ranks, +2 feat), Profession +6 (2 ranks), Read/Write English, Sense Motive +10 (6 ranks), Speak English, Speak Spanish, Spot +12 [15 vs. surprise] (6 ranks +2 feat), and Treat Injury +8 (4 ranks).

Feats: Brawl (1st), Defensive Martial Arts (1st), Iron Will (Ded2), Combat Martial Arts (3rd), Alertness (Ded4), Windfall (6th), Blind-Fight (Ded6), Simple Weapons Proficiency.

Talents (Dedicated): Skill Emphasis [Investigate], Aware, Cool Under Pressure [Bluff, Disguise, Investigate, Sense Motive, Knowledge (physical sciences), Knowledge (tactics), Knowledge (streetwise)].

Possessions: Batsuit (DR 5/—), utility belt with large variety of personal equipment [masterwork evidence kit, etc.].

Wayne Manor/Batcave: Spare uniforms/armor, batmobile, bat-computer (+10 to Research checks).


Comments so far...?

Jedi Steve-O
The Dark Geek
#296

zombiegleemax

Mar 15, 2005 14:24:42
I highly second the Team America request. To get the ball rolling...

"I was just a boy when the infidels came in their black hawk helicopters. The infidels fired at the oil fields and they lit up like the eyes of Allah. Burning oil rained down from the sky and cooked everything it touched. I could only hide myself and cry as my goats were consumed by the firey black liquid death. In the midst of the chaos I could swear that I heard my goats screaming for help. As quickly as they had come the infidels were gone. It was on that day I put a jihad on them. And if you don't believe it you better kill me now cause I'll put a jihad on you."
-Gary as Achmed, Arab terrorist wannabe


Note: this is Gary at the end of the movie. Before the montage, take off the Soldier level and don't give him an assault rifle or armor.
Gary Johnston: Male American Charismatic Hero 6/Personality 3/Soldier 1: CR 10: Medium-sized Humanoid: HD 9d6 + 1d10 + 10: HP 47; Init +2; Spd 30 ft.; Defense 19, Touch 16, Flat-footed 14 (+4 Class, +2 Dex, +3 Armor); Atk +7 (M16A2 Assault rifle) (2d8 Ballistic) Grp + 4 (1d3 nonlethal); FS 5 ft.; Reach 5 ft.; Al Team America, Lisa, Alec Baldwin; SV Fort +7 Ref +8 Will +3; Rep +9; Str 10 Dex 14 Con 12 Int 14 Wis 12 Cha 18.
32 Point buy
Occupation: Celebrity (Perform: Act)

NOTE: I didn't bother figuring out all of Gary's skills, because to be honest that's just boring. Here are some approximations based on what he accomplishes in the film. And remember, just because his acting looks horrible doesn't mean he got a bad roll and only succeeded from his charisma. I mean, who here can RP a bluff check of 25? Nobody, that's who.
Skills: Bluff +10, Diplomacy +10, Disguise +10, Drive +5, Gather Information +10, Knowledge (Tactics) +3, Knowledge (Pop Culture) +5, Perform (Act) +10, Perform (Sing) +10, Read/Write Language (Arabic, Korean, Slavic, Romance), Speak Language (Arabic, Korean, Slavic, Romance)
Feats: Defensive Martial Arts, Deceptive, (Dodge), Personal Firearms Proficiency, (Iron Will), (Renown), Light Armor Proficiency, (Trustworthy), Advanced Firearms Proficiency.
Talents: Charm (female,) Fast Talk, Dazzle
Class Features: Unlimited Access, Bonus Skill(Gather Information), Weapon Focus (5.56mm Assault Rifle)

Posessions: M16A2 Assault Rifle, Undercover Vest.

I also would like to see stats for the other TA members, Alec Baldwin (Probably a Charismatic 10/Personality 10), and Kim Jong-Il.

I was also originally here to request the stats for the SG1 Team from the show Stargate:SG1: Col. Jack O'Neill, Major Sam Carter, Dr. Daniel Jackson, and Teal'c. Have fun.
#297

zombiegleemax

Mar 16, 2005 22:37:44
"I'm just here for the gasoline."

"Two days ago, I saw a vehicle that would haul that tanker. You want to get out of here? You talk to me."



Australian ex-police officer before the nuclear holocaust. Specialized in pursuit of dangerous criminals using special, supercharged police interceptor. After the holocaust, became a wanderer and mercenary.

M. Rockatansky - "Mad Max": Fast 8/Tough 1; medium human; HD8d8+16 + 1d10+2; hp 65; Mas 15 ; Initiative +7; Spd 40ft; Defense 23 , touch 21, flatfooted 23 (uncanny dodge); BAB +6; Grap +7; Atk: +8/+3 Melee (1d6, nonlethal, unarmed strike or 1d4, knife) or +9 ranged (2d8, sawed-off double-barreled shotgun - single shot or 2d6, Beretta 92F) or +7 ranged (3d8, sawed-off double-barreled shotgun - double shot); FS 5ft.; Reach 5ft.; SV Fort +5, Ref +7, Will +2; AP 31 (lifetime); Rep +2; Strength 14, Dexterity 17,
Constitution 15, Intelligence 14, Wisdom 12, Charisma 14

Occupation: Law Enforcement (class skills: Drive, Knowledge (streetwise)).

Skills: Balance +7, Bluff +4, Climb +7, Craft (mechanical) +4, Demolitions +4.5, Drive +15, Hide +8, Intimidate +2, Knowledge (streetwise) +6, Knowledge (tactics) +6, Move Silently +8, Read/Write, Repair + 4.5, Survival +8, Tumble +7.

Feats: Amor Proficiency (light), Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Brawl, Improved Initiative, Surface Vehicle Operation, Force Stop, Drive-By Attack, Vehicle Dodge.

Talents (Fast Hero): Evasion, Uncanny Dodge 1, Increased Speed, Improved Increased Speed
Talents (Tough Hero): Remain Conscious

Possessions: Sawed-off Shotgun, knife, Beretta 92F, light armor (makeshift: leather jacket + shoulder pads), special edition police interceptor (1973 XB GT Ford Falcon Coupe, supercharged 351 V8 engine) customized by Max to include two additional large gas tanks in the trunk and a high-explosive security system.
#298

zombiegleemax

Mar 16, 2005 23:02:50
I'm surprised no one has come up with the stats for Connor MacLeod, "The Highlander" or Roy, the Nexus Six replicant from Blade Runner. I might take a shot at them if I find the time.


**EDIT**: Ahh, I did some surfing and someone did already ask for The Highlander. I posted my shot at him below.
#299

high_illithid_master_dup

Mar 17, 2005 3:18:24
Please do Conner MacLeod!! And the Kurgen too!!
#300

zombiegleemax

Mar 17, 2005 8:28:55
"You're one ugly mother******."

American Commando. Leader of special forces unit sent to take out enemy camp in the jungles of Central/South America. Team was slaughtered by an alien warrior. Dutch avenged them.

Major "Dutch" Schaeffer: Strong 4/Tough 4/Soldier 4; medium human; HD 4d10+12 + 4d10+12 + 4d10+12; hp 114; Mas 16; Initiative +3; Spd 30ft; Defense 21 , touch 13, flatfooted 18; BAB +10; Grap +7; Atk: +14 Melee (1d8+6, nonlethal, unarmed strike) or +15 Melee (1d4+6, knife) or +14 ranged (2d8+2, M16A2 assault rifle); FS 5ft.; Reach 5ft.; SV Fort +11, Ref +7, Will +4; AP 31 (lifetime); Rep +1; Strength 18, Dexterity 16, Constitution 16, Intelligence 12, Wisdom 14, Charisma 15.

Occupation: Military (class skills: Hide, Knowledge (tactics))

Skills: Balance +6, Bluff +2, Climb +15, Craft (Mechanical - trip wires and basic traps) +6, Hide +15, Jump +9, Knowledge (tactics) +15, Move Silently +8, Spot +12, Survival +6, Swim +6, Tumble +6.

Feats: Brawl, Improved Brawl, Great Fortitude, Heroic Surge, Power Attack, Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Weapon Focus (Knife).

Talents (Strong Hero): Melee Smash, Improved Melee Smash
Talents (Tough Hero): Damage Reduction 1, Second Wind

Abilities (Soldier): Weapon Focus (M16A2 Assault Rifle), Weapon Specialization (M16A2 Assault Rifle), Tactical Aid

Possessions: M16A2 (5.56mm assault rifle, 2d8, crit 20, Ballistic, range incr 80 ft., S, A, ammo 30 box), knife.
#301

zombiegleemax

Mar 17, 2005 11:33:57
Note: this NPC is based only on the first movie of the Highlander series.

"There can be only one."

An immortal prince of the universe who can only die if his head is severed. All the immortal princes must fight each other for the final prize, which will be revealed in the end.


Connor MacLeod: Fast 10/Tough 4/Smart 4/Charismatic 2; medium human (Outsider?); HD 10d8+30 + 4d10+12 + 4d6+12 + 2d6+6; hp 150; Mas 16; Initiative +7; Spd 35ft; Defense 26, touch 13, flatfooted 23; BAB +12; Grap +7; Atk: +18 Melee (2d6+5, katana); FS 5ft.; Reach 5ft.; SV Fort +11, Ref +12, Will +9; AP 50; Rep +8; Strength 16, Dexterity 20, Constitution 16, Intelligence 16, Wisdom 18, Charisma 16.

Age: 1,000 years? Born in medieval Scotland.

Wealth Bonus: +8

Occupation: Adventurer (class skills: Bluff, Knowledge (tactics))

Skills (estimates - didn't have time to be exact): Balance +15, Bluff +8, Climb +6, Concentration +8, Disguise +15, Hide +6, Jump +9, Knowledge (tactics) +15, Knowledge (antiques) +23, Move Silently +8, Profession +10, Read/Write, Spot +12, Survival +6, Swim +6.

Feats: Agile Riposte, Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Melee Weapon Proficiency (Katana), Focused, Heroic Surge, Improved Disarm, Improved Initiative, Mobility, Power Attack, Precise Strike (Arcana feat), Simple Weapon Proficiency, Spring Attack, Track, Weapon Focus (Katana).

Talents (Fast Hero): Evasion, Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Increased Speed
Talents (Tough Hero): Damage Reduction 1, Second Wind
Talents (Smart Hero): Savant (Knowledge - Antiques), Exploit Weakness
Talents (Charismatic Hero): Charm (females)

Abilities:

Immortal (Ex): The Highlander does not age (although after attaining the prize - human mortality - he does...)

Regeneration (Ex)

Death Immunity (Ex): Cannot be permanently slain unless his head is severed. If brought to negative hit points, he appears to die, but will eventually regenerate.

Breathe Underwater (Ex): Always active.

Supernatural Swordsmanship (Su): Always active. The Highlander is so specialized with his sword that he gains a +2 to hit and damage. Any sword wielded by the Highlander is considered keen, vorpal and ignores hardness. For example, it can easily decapitate targets and is capable of cutting into a concrete support pillar.

Possessions: Mastercraft Katana (keen, vorpal, ignores hardness), upscale but discreet antique shop filled with very valuable items.
#302

gunrock

Mar 17, 2005 12:20:16
Feats: Brawl, Improved Brawl, Great Fortitude, Heroic Surge, Power Attack, Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Weapon Focus (Knife).

Why no Combat Martial Arts? The way he was fighting he should have been able to count his unarmed attacks as armed. You provoke AoOs with Brawl and Arnie didn't do that in the movie.
#303

zombiegleemax

Mar 17, 2005 12:34:48
Why no Combat Martial Arts? The way he was fighting he should have been able to count his unarmed attacks as armed. You provoke AoOs with Brawl and Arnie didn't do that in the movie.

I didn't give Dutch any martial arts feats because I was trying to reflect the character as seen in the movie, rather than min/maxing him for d20 Modern. I don't remember Arnie ever pulling any karate/kung fu moves in the movie...

I'm also not sure how you can define Attacks of Opportunity in the movies. In d20 rules, attacks of opportunity seem to be intended to reflect taking advantage of the fact that your opponent did something which left him momentarily more vulnerable, which simultaneously gave you an opportunity to make an impromptu attack on him.

If you're going to try to apply this to the movie, it was obviously a close fight between Dutch and the alien, and Dutch took a lot of punishment, so in my opinion he must have either let down his guard a few times, or he was just pretty evenly matched in ability by the alien. The alien wasn't pulling any karate moves, either, so if you're going to try to apply AoO to it, maybe Arnie got some on him too.

d20 combat is very abstract...I think trying to accurately describe every action in a movie fight scene using d20 rules is very difficult, if not impossible. My two cents.

Of course, there's nothing stopping you from modifying my concept of Dutch as you see fit for your campaign.
#304

gunrock

Mar 17, 2005 14:45:25
I didn't give Dutch any martial arts feats because I was trying to reflect the character as seen in the movie, rather than min/maxing him for d20 Modern. I don't remember Arnie ever pulling any karate/kung fu moves in the movie...

CMA is not Kung-Fu. CMA is knowing how to use your body as a lethal weapon. That can be kung-fu, karate, military martial arts, boxing, or any of a dozen other unarmed fighting styles. If Dutch had used Brawl, the Pred would have gutted him with every punch Dutch threw.
I'm also not sure how you can define Attacks of Opportunity in the movies.

An AoO in a movie looks like Actor 1 throws a wild blow, Actor 2 catches it on his arm and kicks Actor 1 in the groin.
d20 combat is very abstract...I think trying to accurately describe every action in a movie fight scene using d20 rules is very difficult, if not impossible.

Not as much as you think. The grapple / trip / disarm / CMA / Brawl stuff covers a lot of cinematic ground. I can do all of Underworld in d20.
#305

zombiegleemax

Mar 17, 2005 15:08:03
Not as much as you think. The grapple / trip / disarm / CMA / Brawl stuff covers a lot of cinematic ground. I can do all of Underworld in d20.

But god in heaven why would you What a horrid film.
#306

zombiegleemax

Mar 17, 2005 17:11:02
I'm also not sure how you can define Attacks of Opportunity in the movies.

An AoO in a movie looks like Actor 1 throws a wild blow, Actor 2 catches it on his arm and kicks Actor 1 in the groin.

So, the above example could NEVER happen if two Karate warriors were fighting, simply because you say this must be an AoO and d20 says two people with karate can't AoO each other?

If you block someone's attack, and then they score a hit on you, are you automatically considered to be untrained in the martial arts? No....

Is every blow that gets blocked in a fight considered a wild blow? No. Is it possible that the opponent is just damn good and was able to block it through skill? Yes.

Are you saying that in real life unarmed combat, someone who does not know martial arts can NEVER defeat someone who does know martial arts, because for some reason the martial arts guy will always be able to launch more attacks? No........

You simply can't directly translate real-life fighting moves into d20 Modern unarmed combat rules. All d20 combat is deliberately designed to be abstract and vague in order to streamline the game, with the exception of the occasional special attack here and there.

Also, you say that martial arts is knowing how to use your body as a lethal weapon. None of Dutch's unarmed attacks were lethal to the predator. It wasn't Dutch's punches that killed it, so you can argue his attacks could not be considered lethal. Therefore, no combat martial arts feat.

I think you're thinking too much in pure d20 game mechanics rules with this AoO thing. Also, please don't think I'm being hostile, here. Just enthusiastically debating. :D

CMA is not Kung-Fu. CMA is knowing how to use your body as a lethal weapon. That can be kung-fu, karate, military martial arts, boxing, or any of a dozen other unarmed fighting styles. If Dutch had used Brawl, the Pred would have gutted him with every punch Dutch threw.

I have to disagree, my friend. If all the above are martial arts, then what do you define as brawling? And why does the brawling feat + improved brawl feat give you 1d8 damage and +2 to hit and damage? Could it be that it's possible to be a very good fighter without having any martial arts training? Yes. Can a really good brawler defeat a martial artist? Yes.

Martial Arts is defined in the dictionary as: any of several arts of combat and self-defense (as karate and judo) that are widely practiced as sport. Military martial arts also usually include oriental martial arts moves.

Brawling is defined in the dictionary as: to quarrel or fight noisily.

The "Martial Artist" advanced class is clearly modeled after oriental fighting style like karate/kung fu/etc. The class ability list even includes Flying Kick as one of it's techniques and the picture is even of a person using oriental martial arts weapons (tonfas, with nunchuks on her belt), with an oriental symbol behind her.

What martial art is it that you think Dutch used? All I saw was basic punching and anything goes brawling. I didn't see circle kicks, flying kicks, choke holds, or even Mike Tyson boxing maneuvers (bouncing back and forth on your feet, holding up your fists in front of your face to block incoming punches, feinting, etc.) or any fancy, disciplined maneuvers that indicated he was using some special form of fighting that must be taught by an instructor. I didn't see the Predator doing any special maneuvers either. He was just slugging it out, so maybe he didn't have CMA either.

The Dutch vs. Predator fight was a down and dirty slugfest.

Anyway, this response was a bit long winded. If you really want to design your own vision of Dutch and give him Combat Martial Arts, go for it!
#307

gunrock

Mar 17, 2005 17:56:06
None of Dutch's unarmed attacks were lethal to the predator. It wasn't Dutch's punches that killed it, so you can argue his attacks could not be considered lethal. Therefore, no combat martial arts feat.

That was the only good counter arguement you made. However, since I haven't watched the movie in about a year you may be right in that neither one had CMA.

My description of an AoO in a movie was simply that. You asked what it would look like and I told you. Does that mean that all AoOs look like that? No. Does that mean that only AoOs can look like that? No.

To answer your questions in order: no, no, no, yes, and no; brawling is any style of fighting that emphasizes power over skill, resulting in an opening that a trained (or armed) opponent can exploit; Game Balance; yes and yes; see first part of post.
You already knew the answers to most of those (because you answered them) but I figured that I should clarify.
#308

zombiegleemax

Mar 17, 2005 18:28:47
That was the only good counter arguement you made.

Oh, please.

My description of an AoO in a movie was simply that. You asked what it would look like and I told you. Does that mean that all AoOs look like that? No. Does that mean that only AoOs can look like that? No.

You're missing the point, again. You're saying any real-life combat or specific action can be exactly described with d20 rules, which simply isn't true. Re-read the counter-examples and think about them a little harder.


brawling is any style of fighting that emphasizes power over skill, resulting in an opening that a trained (or armed) opponent can exploit;

Does the d20 book say this, or is this your own definition?

Game Balance;

Can you explain how the Brawl feat is designed to add game balance? Was it created just so that characters without the Combat Martial Arts feat could compete against those with it? If that's the case, why even have a Brawl feat - just let everyone take Combat Martial Arts. You can't get more balanced than that.

You also haven't said what martial arts form you think Dutch was using.

Bottom line is, the game's combat system is defined to be abstract, simple, and fairly fast, in order to keep things fun and avoid bogging down the game. It doesn't even come close to providing the means to really accurately describe real combat in any form. It doesn't even explain WHY a non-lethal unarmed opponent is subject to attack of opportunities every round when fighting an opponent with lethal unarmed damage. In real life, this isn't going to happen every time. In the game, lethal means the damage you inflict can kill, while non-lethal can only knock someone out. Also unrealistic, since anyone can kill with their bare hands if they hit the target enough.

The game also doesn't explain why low level characters get 1 attack in a single round, with is suppod to be 6 seconds. Anyone can do a lot more in 6 seconds than just throw one punch.

Nor does it explain how a 10th level character with 100 hit points can be thrown off a 100 foot tall cliff (10d6 dmg max) and walk away from it every time].

Nor does it explain why a 1st level character or even a level 0 ordinary with a knife has no chance of instantly killing a 10th level character who is standing there doing nothing but watching him. In real life, a single hit from a knife can kill anyone.
#309

gunrock

Mar 17, 2005 18:53:03
You're missing the point, again. You're saying any real-life combat or specific action can be exactly described with d20 rules, which simply isn't true. Re-read the counter-examples and think about them a little harder.

They can be. Not specifically, the mechanics are too broad for that. But, describe a move and I'll tell you the checks you'd make to do it in d20 Modern.
Does the d20 book say this, or is this your own definition?

Mine, since the question was addressed to me personally.
Can you explain how the Brawl feat is designed to add game balance? Was it created just so that characters without the Combat Martial Arts feat could compete against those with it? If that's the case, why even have a Brawl feat - just let everyone take Combat Martial Arts. You can't get more balanced than that.

Two reasons. 1) Not all characters can take CMA at first level but anyone can take brawl. 2) Brawl provokes AoOs but is more likely to hit and is likely to daze a character.
#310

gunrock

Mar 17, 2005 18:53:48
You also haven't said what martial arts form you think Dutch was using.

Reread my post. I said I couldn't answer it since I hadn't seen the movie in about a year.
Also unrealistic, since anyone can kill with their bare hands if they hit the target enough.

Anyone can take a -4 to deal lethal rather than non-lethal damage with an unarmed strike.
The game also doesn't explain why low level characters get 1 attack in a single round, with is suppod to be 6 seconds. Anyone can do a lot more in 6 seconds than just throw one punch.

Sure. And I can fire a weapon at cyclical rates of fire for six seconds. Thats more than 1 bullet. However, a character with BAB less than 6 is only combat savvy enough to make one effective attack in a given six second period.
#311

gunrock

Mar 17, 2005 18:54:19
Nor does it explain how a 10th level character with 100 hit points can be thrown off a 100 foot tall cliff (10d6 dmg max) and walk away from it every time].

Assuming he passes all his Massive Damage saves and heals up between falls, yes. Otherwise he ruptures internal organs and dies.
Nor does it explain why a 1st level character or even a level 0 ordinary with a knife has no chance of instantly killing a 10th level character who is standing there doing nothing but watching him. In real life, a single hit from a knife can kill anyone.

Depends on the guy who's stabbing and they guy who's being stabbed. I've seen real life exceptions to your statement with my own eyes.
#312

zombiegleemax

Mar 17, 2005 21:30:58
Anyone can take a -4 to deal lethal rather than non-lethal damage with an unarmed strike.

If this is true, then can you say Dutch was taking a -4 in order to deal lethal damage, thus preventing the Predator who you think has the combat martial arts feat from getting AoO's on him? ......

Sure. And I can fire a weapon at cyclical rates of fire for six seconds. Thats more than 1 bullet. However, a character with BAB less than 6 is only combat savvy enough to make one effective attack in a given six second period.

A character with a BAB less than 6 isn't savvy enough to pull the trigger more than once every six seconds? In real life, the amount of bullets you can fire in six seconds with a semi-auto is only limited by your ability to pull the trigger fast. I've fired semi-automatics in real life at rates of 5 or 6 rounds per second.


Assuming he passes all his Massive Damage saves and heals up between falls, yes. Otherwise he ruptures internal organs and dies.

Do you see what I'm saying, though? The d20 system isn't very realistic or detailed, so you can't say, "the character must be or couldn't be doing XYZ in the movie, because the d20 system rules don't perfectly fit it."

But we're digressing. The whole point of this debate is for me to explain to you why I gave Dutch the Brawl feat instead of combat martial arts.

I still stand by Brawl, because I saw nothing in the fight that resembled the most commonly accepted definition of martial arts, only a brutal slugfest. You're saying you don't remember anything that matched your opinion of an AoO, so therefore the only explanation is that the combatants' skills must have been preventing them, and that the only explanation for _that_ can only mean lethal unarmed attacks, which in turn must mean CMA - there is no other explanation.... I'm saying that is trying to force the fight scene to fit your interpretation of the abstract d20 modern rules, and that you're only looking at the circumstances from one perspective or set of possibilities.

Either way, whether you like the UndeadViking Dutch or the Gunrock Dutch, they're both cool NPCs. Use whatever version you want, or take the time to come up with your own. Or forget Dutch and just throw a pack of rabid Smurfs at your players.
#313

gunrock

Mar 17, 2005 21:51:17
If this is true, then can you say Dutch was taking a -4 in order to deal lethal damage, thus preventing the Predator who you think has the combat martial arts feat from getting AoO's on him? ......

It is true (it's true in all d20 games) but it does not make your attacks armed, it just makes them lethal. So you still provoke AoOs.
A character with a BAB less than 6 isn't savvy enough to pull the trigger more than once every six seconds? In real life, the amount of bullets you can fire in six seconds with a semi-auto is only limited by your ability to pull the trigger fast. I've fired semi-automatics in real life at rates of 5 or 6 rounds per second.

I didn't say they couldn't fire it. In fact, I said the opposite. I also said that they could only fire EFFECTIVELY once per six seconds. Effective fire is any shot that has a better than 10% of hitting the target. Most people can't shoot better than that within 15 feet under ideal target conditions. Combat is not ideal target conditions. Hence the combat savvy statement.
#314

gunrock

Mar 17, 2005 21:52:53
Do you see what I'm saying, though? The d20 system isn't very realistic or detailed, so you can't say, "the character must be or couldn't be doing XYZ in the movie, because the d20 system rules don't perfectly fit it."

What I'm saying is that when the character does cool XYZ move in the movie, I can make one do it in game. The rules don't dictate the flavor, I do. The rules just tell me if I succeded or not. :D
But we're digressing. The whole point of this debate is for me to explain to you why I gave Dutch the Brawl feat instead of combat martial arts.

And I'd be continuing in PM but you don't allow that. ;)

Last bit to follow.
#315

gunrock

Mar 17, 2005 21:55:10
I'm saying that is trying to force the fight scene to fit your interpretation of the abstract d20 modern rules, and that you're only looking at the circumstances from one perspective or set of possibilities.

What I'm trying to do is force the rules to follow the fight. When the Pred whipped out his blades, he didn't take a swing at Dutch every time Dutch threw a punch. This implies that Dutch didn't leave himself open. That implies that he was armed for at least that part of the fight. Later in the fight, when the Pred lost his armblades, it was a grappling / tripping / brawling mess. It's possible that both combatants were using regular unarmed attacks or armed unarmed attacks.

It's likely that he had Brawl AND Combat Martial Arts. Lots of the spec ops people I know would if they were d20 characters.
#316

zombiegleemax

Mar 18, 2005 0:48:31
Can that debate be stopped before it becomes ugly and the mods close this thread? Dutch was well statted and it should have been left at that. It's all a matter of opinion, after all, and it differs from person to person

How about some of these?
any Soul Caliber characters
any Tekken characters
.

While we're on the subject, I also would like to see some Mortal Kombat and Street Fighter characters statted up as well. Hell, I would love to see a D20 Mystic Warriors book which would cover this genre
#317

buddha_the_dm

Mar 18, 2005 18:16:21
How about Lumiere and Eclair from the anime Kiddy Grade?
#318

jedi_steve-o

Mar 19, 2005 13:28:16
How about the Neverwhere crew? Neil Gaiman's Modern Underworld fantasy is screaming to be used in an Urban Arcana game... Settings like "Knight's Bridge" and groups like the "Black Friars," and characters such as the Marquis de Carabas, and especially Mr. Vandemar and Mr. Croup.

Jedi Steve-O
#319

marcoasalazarm

Mar 19, 2005 19:39:36
How about Lumiere and Eclair from the anime Kiddy Grade?

If you got an idea of how they would fit into this game, I'll help. Although, first shot, Eclair's the Fast/tough/stong, and Lumi's a Fast/Smart/Dedicated. The powers I have no idea (at least, Eclair's. Lumiere's must be some version of the VR Net).
#320

zombiegleemax

Mar 20, 2005 22:38:00
I wouldn't have his stats all necessarily at 18. I think Str 14, Dex 18, Con 15, Int 18, Wis 16, Cha 16 might be more realistic. His skill ranks would really make up his character a lot more than his base stats.

The reason his stats shouldn't be maxed out is because he isn't that completely well-rounded. I think he relies on his intelligence and agility more than brute strength. His fighting power is in knowing where to hit his enemy and having the speed and skill to do so. That's not to say he's not strong, but 14 strength isn't bad. As for his Con score, He's been subdued by enough of his foes for me to not give him 18 on that. He can be beat down and captured, but in outsmarting his enemies and slick escapes he survives. His wisdom is high but I don't think it's as maxed as his intelligence. Same as Charisma, but I might take that back if he's in the role as Bruce Wayne. Maybe Cha could be put back up, that's up for debate.

His levels and classes are really a personal thing for how someone would best build Batman, and nearly all would be acceptable. Yours is such an example. I see how it works and I think its great. It really captures the elite Batman.

I would chart it differently, trying to follow Batman's career and training to find out how he really advanced character-wise. He might have started a Dedicated Hero when he made his pledge to fight crime taking the Skill Emphasis talent tree in one of his many skills he will eventually excel in. Then he settles into his role as Bruce Wayne while secretly training his skills. This is 2 levels of Charismatic with the Charm male talent to help him in WayneCorp. business takeovers. Then we move to 8 Fast/Strong alternating levels as he trains and improves in becoming Batman (utilizing the Defensive Fast Talent Tree and Extreame Effort for Strong). Then 3 Levels of Smart (Strategy Talent Tree) and 4 levels of Martial Artist. Top it off with 2 levels of Investigator as he spends more time gaining experience as Batman.

But again, that's just me (and maybe I threw way too much detail in here).

14 Str ???????? last time i checked Batman could lift a max of 725 lbs, for his stats i'd give him Str 20, Dex 20, Con 20, Int 22, Wis 18, Cha 18
#321

jedi_steve-o

Mar 20, 2005 23:18:46
Continuing my work-in-progress... Here's Batman a little later in his career:

BATMAN
Bruce Wayne/Batman: Male Human Dedicated Hero 6/Fast Hero 4/Investigator 4: CR 14; Medium-sized human; HD 6d6+18 plus 4d8+12 plus 4d6+12; hp 107; Mas 16; Init +4; Spd 30 ft.; DR 5/— (Batsuit); Defense 28 (29 vs. melee), touch 24, flat-footed 28 (+4 Dex, +10 class, +4 armor); BAB +10/+5; Grap +13; Atk +15 melee (1d8+3/19-20, nonlethal unarmed strike); Full Atk +13/+8 melee (1d6+3/19-20, nonlethal or 1d4+3/19-20, lethal unarmed strike), or +14/+9 ranged (damage, weapon); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Skill emphasis, aware, cool under pressure, evasion, uncanny dodge 1, profile, contact (low-level), non-lethal force; AL Justice; SV Fort +8 (+5), Ref +10 (+6), Will +11 (+6 class; +2 Iron Will); AP 95; Rep +6 (+5 Class +1 Occ.); Wealth 30 [2d4 +4 Occ. +3 feat, Rolls: 5, 19, 17, 3, 18, 7, 15, 6, 9, 12, 17, 15, 13]; Str 16 [+1 4th, +1 8th], Dex 18, Con 16, Int 18, Wis 16 [+1 12th], Cha 16. Height 6’2”; Weight 220 lbs.

Occupation: Celebrity [Billionaire Industrialist] (bonus class skills: Bluff, Disguise).

Skills [17/8.5]: Bluff +7 (4 ranks), Computer Use +7 (3 ranks), Disguise +8 (4 ranks), Drive +6 (2 ranks), Escape Artist +10 (6 ranks), Forgery +6 (2 ranks), Gather Information +13 (10 ranks), Hide +10 (6 ranks), Intimidate +5 (2 ranks), Investigate +20 ( +13 ranks, +3 talent), Jump‡ +7 (4 ranks), Knowledge (arcane lore) +4 (0 ranks), Knowledge (art) +4 (0 ranks), Knowledge (behavioral sciences) +10 (6 ranks), Knowledge (business) +8 (4 ranks), Knowledge (civics) +8 (4 ranks), Knowledge (current events) +4 (0 ranks), Knowledge (earth & life sciences) +9 (5 ranks), Knowledge (history) +4 (0 ranks), Knowledge (physical sciences) +12 (8 ranks), Knowledge (popular culture) +4 (0 ranks), Knowledge (streetwise) +14 (10 ranks), Knowledge (tactics) +8 (4 ranks), Knowledge (technology) +4 (0 ranks), Knowledge (theology & philosophy) +4 (0 ranks), Listen +13 (8 ranks, +2 feat) [19 vs. surprise], Move Silently +8 (4 ranks), Pilot +8 (4 ranks), Profession +5 (2 ranks), Read/Write English, Research +6 (2 ranks), Search +8 (4 ranks), Sense Motive +9 (6 ranks), Sleight of Hand +9 (5 ranks), Speak English, Speak Spanish, Speak Japanese, Spot +11 (6 ranks, +2 feat) [17 vs. surprise], Treat Injury +7 (4 ranks) and Tumble +10 (6 ranks).

‡Cross-class skill.



Feats: Brawl (1st), Combat Expertise (1st), Iron Will (Ded2), Combat Martial Arts (3rd), Alertness (Ded4), Windfall (6th), Blind-Fight (Ded6), Defensive Martial Arts (Fst2), Improved Combat Martial Arts (9th), Improved Disarm (Fst4), Improved Brawl (12th), Armor Proficiency (light) (Inv2 bonus), Simple Weapons Proficiency.

Talents (Dedicated): Skill Emphasis [Investigate], Aware, Cool Under Pressure [Bluff, Disguise, Investigate, Sense Motive, Knowledge (physical sciences), Knowledge (tactics), Knowledge (streetwise)].

Talents (Fast): Evasion, Uncanny Dodge 1.

Possessions: Batsuit (DR 5/—), utility belt with large variety of personal equipment [masterwork evidence kit, smoke grenades, tear gas grenades, etc.].

Wayne Mansion/Batcave: Spare uniforms/armor, batmobile, labrotory (+10 Knowledge [physical science] checks), bat-computer (+10 to Research checks).

Batsuit: Light armor, DR 5/—.
Batmobile: Still needs stats... anyone brave enough?


Comments so far...?

Jedi Steve-O
The Super Geek
#322

rookbird

Mar 20, 2005 23:47:12
I like it, I especially like the simple translations of the batcave's uses. The skill selections seem right on the money and the 6 levels of Dedicated weren't what I imagined at first but now it feels like it fits great, your picks on the talent tree convinced me.
#323

buddha_the_dm

Mar 21, 2005 0:02:33
If you got an idea of how they would fit into this game, I'll help. Although, first shot, Eclair's the Fast/tough/stong, and Lumi's a Fast/Smart/Dedicated. The powers I have no idea (at least, Eclair's. Lumiere's must be some version of the VR Net).

I have no idea how'd they'd fit in a game. Then again I have no idea how many of the other characters posted in this thread would fit in the game.
#324

trappedslider

Mar 21, 2005 0:19:06
I plan to use Ender and bean in an upcoming game :D
#325

marcoasalazarm

Mar 21, 2005 19:51:52
Simply enough, the agents from G.O.T.T. would be the helping hands/antagonists to the PCs during a Future game (with or without the Future stuff), and well, there's a write-up of Snake Plissken and the McManus Brothers here. Those I WOULD throw at my friends in a pinch.
#326

zombiegleemax

Mar 21, 2005 20:19:23
Background snipped from a Blade Runner review:

Central to the story of "Blade Runner" are 'replicants', a slave-class of artificially created beings. A product of the Tyrell Corporation, replicants are relegated to an existence of subservience, carrying out tasks too hazardous or menial for human beings on off-world colonies. Despite their second class status, these genetically engineered beings are in many ways superior to humans, such as being endowed with greater strength and intellect. However, in order to maintain a semblance of control, replicants were granted a maximum life span of four years and implanted with false memories to further solidify their subservience. Unfortunately, it seems that the replicants were designed too well, as some of them have been able to develop emotions and sentience, which has led to a number of bloody replicant revolts. Consequently, they are banned on Earth, and any replicants found trying to infiltrate into human society are 'retired' by specialized law enforcement officers known as 'blade runners'.


Roy Batty, NEXUS 6 Replicant (Combat Model)

"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time, like tears in rain. Time...to die."


Roy Batty, NEXUS 6 bioreplica (see d20 Future); Strong 5/Tough 5/Soldier 3; medium bioreplica; HD 13d10; hp 104; Mas (bioreplicants have no Con score - not sure if they are subject to massive damage rules); Initiative +6; Spd 30ft; Defense 22, touch 22, flatfooted 18; BAB +10; Grap +15; Atk: +17 Melee (1d8+7, lethal unarmed strike); FS 5ft.; Reach 5ft.; SV Fort --, Ref +8, Will +5; AP 31 (lifetime); Rep +2; Strength 20, Dexterity 18, Constitution --, Intelligence 15, Wisdom 10, Charisma 10.

Occupation: None (bioreplicant)

Skills (estimates): Balance +15, Climb +15, Hide +15, Intimidate +10, Jump +15, Knowledge (tactics) +15, Knowledge (bioreplicants) +8, Listen +10, Move Silently +8, Read/Write, Search +10, Spot +14, Survival +6, Swim +6, Tumble +6.

Feats: Advanced Firearms Proficiency, Brawl, Burst Fire, Combat Martial Arts, Frightful Presence, Heroic Surge, Improved Brawl, Iron Will, Personal Firearms Proficiency, Power Attack, Simple Weapon Proficiency

Talents (Strong Hero): Melee Smash, Improved Melee Smash, Ignore Hardness
Talents (Tough Hero): Damage Reduction 1 & 2, Remain conscious

Abilities (Bioreplica): darkvision, acoustic audio sensors, chemical vapor scanner, pressure sensors, multiband radar, bioreplica immunities, lifelike appearance, initiative bonus.

Abilities (Soldier): Weapon Focus (OICW Assault Rifle - see d20 Future), Weapon Specialization (OICW Assault Rifle)

Possessions: None. Roy carried no weapon, no doubt to remain inconspicuous. With his unarmed attacks, superior strength and speed, he is a weapon.
#327

marcoasalazarm

Mar 21, 2005 20:33:44
Knowing that a guy like that comes after me, I'd get into the Running business too. Safety in numbers, you know.
#328

hellkite2501

Mar 21, 2005 20:51:09
the info on this post is great is it in am e book form
#329

zombiegleemax

Mar 21, 2005 20:55:23
No, becuase so many people are disagreeig over the true forms of certain NPC's. Also, it's bad form to have posts that are about 1/20th the size of your sigs.
#330

buddha_the_dm

Mar 22, 2005 2:06:44
The search function is still busted, and I don't feel like checking the entire thread to see if the characters/creatures below were done already.

Cowboy Bebop: Spike, Jet, Faye, Edward, Eien
#331

zombiegleemax

Mar 23, 2005 17:42:52
"Who you gonna call..."

Just for fun. Here's the basics:


Ray: Smart 5/Field Scientist 2. Stats: High intelligence and charisma, low everything else. Skills: Knowledge (max arcane, physical sciences, philosophy, history), Research

Egon: Smart 5/Techie 2. Stats: High intelligence and charisma, low everything else. Skills: Knowledge (max arcane, physical sciences, technology), Craft (just about everything mechanical and electronic), Research

Venkman: Charismatic 7. Stats: Max charisma and slightly better wisdom than Ray and Egon, low everything else. Skills: max Bluff, Diplomacy

Occupations for all: Academic

Skills for all: Bluff, Knowledge (paranormal), Decipher Script.

Possessions for all: 1 Unlicensed Nuclear Accelerator (6d8, crit 15-20, danger: crossing the streams is "bad" - total protonic reversal, or sumthing...), 1 ghost trap.
#332

kaiosama214

Mar 24, 2005 0:44:16
"Who you gonna call..."

Just for fun. Here's the basics:


Ray: Smart 5/Field Scientist 2. Stats: High intelligence and charisma, low everything else. Skills: Knowledge (max arcane, physical sciences, philosophy, history), Research

Egon: Smart 5/Techie 2. Stats: High intelligence and charisma, low everything else. Skills: Knowledge (max arcane, physical sciences, technology), Craft (just about everything mechanical and electronic), Research

Venkman: Charismatic 7. Stats: Max charisma and slightly better wisdom than Ray and Egon, low everything else. Skills: max Bluff, Diplomacy

Occupations for all: Academic

Skills for all: Bluff, Knowledge (paranormal), Decipher Script.

Possessions for all: 1 Unlicensed Nuclear Accelerator (6d8, crit 15-20, danger: crossing the streams is "bad" - total protonic reversal, or sumthing...), 1 ghost trap.

Don't forget, regardless of their personalities, All three of them have their doctorates. The only one I wouldn't give a high intelligence/levels of smart hero to is Zedmore.
#333

jedi_steve-o

Mar 24, 2005 20:08:18
This is the rough draft for the final (20 levels) version of Batman, the world's greatest detective.


STAGE 4 :: Bruce Wayne/Batman: Adult Male Human Dedicated Hero 6/Fast Hero 4/Investigator 4/Martial Artist 6: CR 20; Medium-sized human; HD 6d6+18 plus 4d8+12 plus 4d6+12 plus 6d8+25; hp 168; Mas 18; Init +4; Spd 30 ft.; DR 5/— (Batsuit); Defense 32 (33 vs. melee), touch 28, flat-footed 32 (+4 Dex, +14 class, +4 armor); BAB +16/+11/+6/+1; Grap +21 (Combat Throw); Atk +19 melee (1d8+3/19-20/x3, nonlethal or lethal, unarmed strike), or +19 melee (1d3 electricity, stun gun), or +20 ranged (damage, weapon); Full Atk +19/+14/+9/+4 melee (1d8+3/19-20/x3, nonlethal or lethal, unarmed strike), or +19 melee (1d8+9/19-20/x3, flying kick [charge]), or +20/+15/+10/+5 ranged (damage, weapon), or +21/+16/+11/+6 ranged (1d4+2, masterwork thrown knives/bat-a-rangs); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Skill emphasis [Investigate], aware, cool under pressure, evasion, uncanny dodge 1, profile, contact (low-level), non-lethal force, living weapon 1d8, flying kick, iron fist (one attack); AL Justice; SV Fort +10 (+7), Ref +15 (+11), Will +13 (+8 class; +2 Iron Will); AP 184; Rep +7 (+6 Class +1 Occ.); Wealth 26 [2d4 +4 Occ. +3 feat, Rolls: 5, 19, 17, 3, 18, 15, 6, 15, 13]; Str 16 [+1 4th, +1 8th], Dex 18, Con 18 [+1 16th, +1 20th], Int 18, Wis 16 [+1 12th], Cha 16. Height 6’2”. Weight 220 lbs.

Occupation: Celebrity [Billionaire Industrialist] (bonus class skills: Bluff, Disguise).

Skills [23/11.5]: Balance +10 (6 ranks), Bluff +7 (4 ranks), Climb +5 (2 ranks), Computer Use +7 (3 ranks), Disguise +8 (4 ranks), Drive +6 (2 ranks), Escape Artist +16 (12 ranks), Forgery +6 (2 ranks), Gather Information +13 (10 ranks), Hide +14 (10 ranks), Intimidate +13 (9 ranks, +2 Batsuit), Investigate +20 (13 ranks, +3 talent), Jump‡ +7 (4 ranks), Knowledge (arcane lore) +4, Knowledge (art) +4, Knowledge (behavioral sciences) +10 (6 ranks), Knowledge (business) +8 (4 ranks), Knowledge (civics) +8 (4 ranks), Knowledge (current events) +4, Knowledge (earth & life sciences) +9 (5 ranks), Knowledge (history) +4, Knowledge (physical sciences) +12 (8 ranks), Knowledge (popular culture) +4, Knowledge (streetwise) +14 (10 ranks), Knowledge (tactics) +8 (4 ranks), Knowledge (technology) +4, Knowledge (theology & philosophy) +4, Listen +13 (8 ranks, +2 feat) [+21 vs. surprise], Move Silently +13 (9 ranks), Pilot +8 (4 ranks), Profession +5 (2 ranks), Read/Write English, Read/Write Japanese, Research +6 (2 ranks), Search +8 (4 ranks), Sense Motive +9 (6 ranks), Sleight of Hand +9 (5 ranks), Speak English, Speak Chinese, Speak French, Speak Italian, Speak Japanese, Speak Spanish, Spot +15 (10 ranks, +2 feat) [+23 vs. surprise], Survival +3, Treat Injury +7 (4 ranks), and Tumble +14 (10 ranks).

‡Cross-class skill.



Feats: Brawl (1st), Combat Expertise (1st), Iron Will (Ded2), Combat Martial Arts (3rd), Alertness (Ded4), Windfall (6th), Blind-Fight (Ded6), Defensive Martial Arts (Fst2), Improved Combat Martial Arts (9th), Improved Disarm (Fst4), Improved Brawl (12th), Armor Proficiency (light) (Inv2), Heroic Surge [5/day] (15th), Combat Throw (Mar3), Frightful Presence (18th), Advanced Combat Martial Arts (Mar6), Simple Weapons Proficiency.

Talents (Dedicated): Skill Emphasis [Investigate], Aware, Faith/Cool Under Pressure [Bluff, Disguise, Investigate, Sense Motive, Knowledge (physical sciences), Knowledge (tactics), Knowledge (streetwise)].

Talents (Fast): Evasion, Uncanny Dodge 1.

Possessions: Batsuit (DR 5/—), bat-a-rangs (1d4 throwing knives), utility belt with large variety of personal equipment [masterwork evidence kit, smoke grenades, tear gas grenades, etc.].

Batsuit: Light armor, DR 5/—, grants +2 to Intimidate checks.

Batmobile: Turbine-powered armored vehicle. The Batmobile is two squares wide and five squares long.[INDENT]Crew: 1; Passenger(s): 1; Cargo Capacity: 150 lbs.; Initiative: -2; Maneuver: +1; Top Speed: 352 (35), Defense: 8; Hardness: 5 (15); Hit Points: 38l; Size: Huge; Purchase DC: 42; Restriction: Illegal (+4).[/INDENT]
Wayne Manor/Batcave: Spare uniforms/armor, Batmobile, laboratory (+10 Investigate, +10 Knowledge [physical science] checks), Bat-computer (+10 to Knowledge, Research checks).


Hope you like him... Comments? Questions... Glaring errors?

Jedi Steve-O

P.S. Batmobile stats courtesy of Crazy Ironstar.
#334

zombiegleemax

Mar 25, 2005 0:14:46
Although your version of Bats looks good on paper, good job there, I feel that super heroes on the average go way beyond the scope of the Modern ruleset. If I wanted to roleplay a super hero, I would play DNW or MnM. Not to diss Modern, because I love the majority of the rules, but it's not right for the genre in my opinion
#335

jedi_steve-o

Mar 25, 2005 1:12:39
Although your version of Bats looks good on paper, good job there, I feel that super heroes on the average go way beyond the scope of the Modern ruleset. If I wanted to roleplay a super hero, I would play DNW or MnM. Not to diss Modern, because I love the majority of the rules, but it's not right for the genre in my opinion

Thanks for the compliment -- and I'm right there with ya, KenpoWolf. If I was gonna use The Dark Knight in a game, I'd definitely create him with the Mutants & Masterminds rule set. Much easier to do it that way, too.

It was more of an excercise for me to keep up with the game. I'm without a group right now, so I have to make do. :D

Jedi Steve-O
#336

schiz-02_dup

Mar 25, 2005 10:03:50
Batmobile: Still needs stats... anyone brave enough?

If someone already pointed this out and I didn’t see it I’m sorry.

On page 2 of the Crazy Ironstar thread, there are stats for the ‘66 (tv) Batmobile, and the ‘89 (movie) Batmobile.

The same post also has the Ghostbuster’s Ecto-1 and the Back to the Future DeLorean
#337

jedi_steve-o

Mar 26, 2005 21:08:12
Batmobile
The Batmobile is jet turbine-powered vehicle that requires high octane (97%) fuel. This vehicle features retractable armor and weapons systems (including dual retractable machine guns). The Batmobile is two squares wide and five squares long.

Crew: 1; Passenger(s): 1; Cargo Capacity: 150 lbs.; Initiative: -2; Maneuver: +1; Top Speed: 352 (35), Defense: 8; Hardness: 5 (15); Hit Points: 38l; Size: Huge; Purchase DC: 42; Restriction: Illegal (+4).
#338

lu_baihu

Mar 30, 2005 17:40:09
Not bad ... but why does the Batmobile even have a Purchase DC/Restriction? (As a non-Batman fan, I can't rate this.)
#339

lu_baihu

Apr 01, 2005 8:29:27
I mean, it's the darn Batmobile ... (but good job)
#340

rookbird

Apr 03, 2005 17:49:31
I know a thread just started concerning Sin City, but I'd like to see the character stats here for the characters. Thinking Marv, Dwight, Kevin, Hardigan...
#341

marcoasalazarm

Apr 03, 2005 19:04:10
¿You talking Sin City COMICS or Sin City MOVIE? Because I know a place you could find stats for some SC characters, comic-wise (they are for the "Champions" game, though).
#342

rookbird

Apr 03, 2005 19:17:43
Movie.
#343

marcoasalazarm

Apr 03, 2005 19:26:29
Then ouch, can't help ya there. The comics I can, where I said.
#344

rookbird

Apr 03, 2005 19:34:16
Well, yeah, I just kind threw a request out there without offering any help so I don't really mind if no one does it. Some folks just enjoy statting up movie-characters so I thought I'd mention it as something I'd like to see.
#345

marcoasalazarm

Apr 03, 2005 19:36:32
Ouch on my part, then.
#346

trappedslider

Apr 06, 2005 11:14:13
How's this for a first draft? Keep in mind, these stats are with a 32-point buy method. I used d20 Modern and d20 Future for sources, waiving the 18+ age Military occupation prerequisite. Wasn't sure where to put him level-wise, so I figured a nice low-to-mid even 5 levels sounded right.

Andrew “Ender” Wiggin
9 year old male Smart Hero 4/Dedicated Hero 1: CR 5; Small humanoid [human]; HD 4d6-4 plus 1d6-1; hp 17; Mas 8; Init +1; Spd 20 ft.; DR 2/- (flash suit); Defense 13, touch 13, flat-footed 12 (+2 class, +1 Dex); BAB +2; Grap -1; Atk -1 melee (1d3-1, unarmed strike) or +3 ranged (1d4 stun, flash gun); Full Atk -1 melee (1d3-1, unarmed strike) or +3 ranged (1d4 stun, flash gun); SQ Savant [Knowledge (tactics)], savant [Computer Use], exploit weakness, plan; FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +1, Ref +1, Will +3; AP 31; Rep +3; Str 5 [-3], Dex 13, Con 8 [-1], Int 18, Wis 11, Cha 11. (-3 Str & Con, -1 Dex, Int, Wis, Cha = Age; +2 Dex = Feat; +1 Int = 4th lvl).

Occupation: Military (bonus class skills: Knowledge [tactics], Pilot).

Skills [8/4]: Computer Use +15, Craft (electronic) +8, Craft (structural) +8, Decipher Script +8, Disable Device +10, Forgery +6, Knowledge (tactics) +19, Knowledge (history) +12, Knowledge (popular culture) +9, Knowledge (behavioral sciences) +11, Listen** +2, Navigate +10, Pilot +9, Read/Write Basic, Read/Write Language, Research +8, Search +11, Sense Motive** +4, Speak Basic, Speak Spanish, Spot** +2, and Tumble* +5.

*Cross-class skill.
**Dedicated Hero Class skill.



Feats: Planetary Adaptation (Low-G World) (1st), Zero-G Training (1st), Smart Plus [Savant (Computer Use), Plan] (3rd), Combat Expertise (Smt2), Educated [Tactics, History] (Smt4), Personal Firearms Proficiency (bonus), Simple Weapons Proficiency.

Talents (Smart): Savant (Knowledge [tactics]), savant (Computer Use), exploit weakness, plan.

Talent (Dedicated): Empathy.

Possessions: Flash suit (DR 2/-), commander’s hook, flash gun, desk (laptop computer).


Jedi Steve-O
God Emperor of WotC

#347

jedi_steve-o

Apr 06, 2005 16:39:42
Thanks, TrappedSlider. It took a bit of work to make that one fit.

Jedi Steve-O
Super-Geek
#348

trappedslider

Apr 06, 2005 17:27:30
YOu gonna do bean? From what i gathered in the Shadow Series BEan basicly has the ability to leanr new leangues like breathing air.
#349

zombiegleemax

Apr 06, 2005 22:45:27
I haven't had time to read the entire thread but I have a question has anyone statted out characters from ALIAS the tv show? If so what page and if not could someone?

Thanks,

Charisto
#350

trappedslider

Apr 06, 2005 23:12:24
YOu gonna do bean? From what i gathered in the Shadow Series BEan basicly has the ability to leanr new leangues like breathing air.

and he's much much small than Wiggin
#351

zombiegleemax

Apr 07, 2005 7:07:54
This is a great thread guys, well impressed!

Would anyone please be willing to stat any of the following characters??

Captain Barbossa - Pirates of the Carribean
Dr Jekyll/Mr Hyde - League of Extraordinary Gentlemen
Deacon Frost - Blade
Neo - Matrix
Agent Smith - Matrix
Ethan Hunt - Mission Impossible 1 & 2
Martin Riggs - Lethal Weapon
The Man With No Name - The Good, The Bad and The Ugly

Any feedback would be very appreciated please...
#352

zombiegleemax

Apr 07, 2005 7:19:32
Hey guys, I don't really want to ask someone to do this for me, but I'm still pretty new. Could someone stat up MacGyver? He's going to make an appearence in an upcomming adventure of mine. Or, could someone tell me how to stat up people? As I said, I'm a relative n00b to these rules.
#353

zombiegleemax

Apr 07, 2005 8:31:53
Don't forget Indiana Jones. The Lone Ranger, and Hector Heathcote.
#354

ymdar

Apr 07, 2005 12:58:45
Jerry Springer

Smart 1/Charismatic 2 (Str 9 Dex 10 Con 10 Int 13 Wis 13 Cha 14) :D
#355

zombiegleemax

Apr 07, 2005 13:20:21
Excellent work on Ender. One of the best builds on the thread. Man it is good to see this thread still alive and kickin!
#356

darksoldier

Apr 07, 2005 16:17:59
Don't forget Indiana Jones.

Check my NetBook of Famous Characters.
#357

marcoasalazarm

Apr 07, 2005 20:49:32
How about the characters of "Miami Vice"? Or "CSI"? Anybody here has any idea of how to stat them?
#358

zombiegleemax

Apr 08, 2005 2:55:07
I saw your netbooks Darksoldier, very nice work! Is there any way I could please tempt you into statting the characters I mentioned seeing as you did such a good job on the characters in your books??
#359

jedi_steve-o

Apr 12, 2005 19:13:51
First off, thanks for the compliments, LostBoy. I'm currently working on Dirk Pitt from Clive Cussler's novel/movie-adaptation of Sahara, then I'll try to work up stats for Ender's siblings Valentine, and Peter, and of course Bean, Alai, Petra and the rest of the gang at Battle School.

As a quick reply to Timmo_Turren's query about "How To" write up stats for NPCs:

It's mostly something that takes time. I start with figuring out the relative over-all level first -- is this a high-level character (like Batman) or a relatively low-level character (like Ender)? For the most part, movie characters are mid-to-high level characters... So, while it gives you more options, it also means more work -- high-levels like that can be a double-edged sword, actually. Then I'll divide out the character's levels -- this also means figuring out what books to use. Batman's much easier to create using the Mutants & Masterminds rules, but it was fun to see if I could do it with just the d20 Modern rules. Ender uses the d20 Modern and d20 Future books. I've got a couple Pulp characters that use the d20 Modern Pulp rules (from Polyhedron #161, I believe).

Then I'll determine his physical/mental abilities. Is he super-strong or super-smart... And then it's mostly a lot of guess work. There's no real "system" that I've come up with, I sort of just puzzle it out, going slow, level-by-level. Oh, and they hardly ever come out "perfect" the first time. There's a lot of revision going on. I use a template from Rich Redman and JD Wiker at The Game Mechanics website. There's a great tutorial in the Freebies section called Creating NPCs (Modern) on how to go step-by-step.

Hope that helps...

Jedi Steve-O
#360

zombiegleemax

Apr 14, 2005 11:30:54
Could anyone stat Chili Palmer from "Get Shorty" and "Be Cool"? It'd probably be like charismatic/dedicated maybe? If anyone does it would rule!
#361

trappedslider

Apr 14, 2005 12:31:00
First off, thanks for the compliments, LostBoy. I'm currently working on Dirk Pitt from Clive Cussler's novel/movie-adaptation of Sahara, then I'll try to work up stats for Ender's siblings Valentine, and Peter, and of course Bean, Alai, Petra and the rest of the gang at Battle School.



Jedi Steve-O


YEA NEW PAGE
#362

zombiegleemax

Apr 15, 2005 19:06:47
How about the characters of "Miami Vice"? Or "CSI"? Anybody here has any idea of how to stat them?

actually the funny thing about CSI, is that in real life CSI just evaluate and scan the crime scene. In the TV show they also arrest and interview the possible suspects. So they are like Judge Dredd: Investigator, Police officer, and Prosecuter*. Actually a Judge Dredd character would be kinda cool in a D20 future campaign.

" I am the Law" - Sylvester Stalone: Judge Dredd.

*probably misspelled that.
#363

zombiegleemax

Apr 15, 2005 19:10:16
oh yeah, Ender and Bean rule. Does anyone know when O.S.C is going to release the "Shadow of the Giant" It suppose to be a new one but with Petra as the Main character......or so i've heard.
#364

trappedslider

Apr 15, 2005 22:20:09
oh yeah, Ender and Bean rule. Does anyone know when O.S.C is going to release the "Shadow of the Giant" It suppose to be a new one but with Petra as the Main character......or so i've heard.

It is out :woot and i think its both Bean and Petra as the main characters
#365

zombiegleemax

Apr 22, 2005 0:11:56
Anyone got stats for Tony "Scarface" Montana?
#366

zombiegleemax

Apr 26, 2005 19:00:35
Anyone ever done some of the characters from the Blade trilogy. I know there used to be a thread for them a while back but I can't seem to find it anymore.
#367

zombiegleemax

Apr 27, 2005 2:39:48
I'd love to see Deacon Frost from Blade 1 and the Bros bad guy from Blade 2 anyone please??
#368

zombiegleemax

Aug 14, 2005 17:52:13
I thought that I saw that someone had requested to convert the host of people form the comic book series of "Sin City" from the genius of Frank Miller?

Have they been done yet?
#369

zombiegleemax

Aug 14, 2005 20:56:43
Rizzzzzzeeee Froooooooooom Youurrrrrrrrrr Gwwwwwaaaaaaaaveeee.
#370

zombiegleemax

Aug 18, 2005 12:34:00
It's official, Zeke has at least 5 levels in Wizard(Necromancer). YAY!
Someone post stats for the cast of VG Cats, or Badly Drawn Kitties. I imagine Lucy would have Weapon Focus: Hairspray Can as a feat.
#371

zombiegleemax

Aug 18, 2005 13:27:24
I hope nobody did some Mortal Kombat characters ... im working on:

Baraka
Cyrax
Sub-Zero
Scorpion
Jax (anyone know anything on how to do his arms ??)
Keno
Sonya
Moloch

More to come ... if anyone has some ideas tell me ...
#372

zombiegleemax

Aug 18, 2005 15:54:20
Baraka’s tarkatan race is a mutated hybrid of Netherrealm and Outworld species. A loyal warrior, Baraka faithfully serves his new master, the Dragon King, by preoccupying Outworld opposition with is tarkatan hordes.

Baraka- Male Tarkatan Leader, Strong Hero 5/Martial Artist 4, CR 9, Medium Sized, Str 18 (+3), Con 16 (+2), Dex 14 (+2), Wis 11 (+0), Int 12 (+1), Cha 8 (-1) Base Attack Bonus +9, Reputation 1 in Earthrealm and 4 in Outworld, HP 67, Defense 18 or 21 with bone armor, Melee attack +12, Ranged Attack +11, Fort +6, Reflex +7, Will +2. Skills: Climb +12, Jump +10, Tactics +5, Survival +4, Spot +8, Balance +9

Talents: Melee smash, Improved Melee Smash, Advanced Melee Smash (+ 3 melee dmg. Overall)
Feats and Class Abilities: Archaic Weapon Proficiency, Two weapon fighting, Improved two weapon fighting, Heavy armor proficiency, Living Weapon 1d8, Flying Kick, Combat Martial Arts (Hung Gar)
Attacks and Special Abilities: Melee attack 1d8+6, Masterwork BarakaBlades (Can retract arm blades at will) 1d8+4, Flying Shard 1d6 15 ft. range, Chop Chop Blades attack (fury of attacks) 4d8+16 ( 2 times a day)

Tell me if there is any mistakes, I still got a couple modifications to make, Im getting Urban Arcana (D20 Apocalypse too) tomorrow ...
#373

zombiegleemax

Aug 18, 2005 17:55:42
Hello everyone, long time RPG'er but new to these boards.
Has anyone ever statted Modesty Blaise and Willie Garvin? They are two of my favourite fiction characters and the newspaper strip stories are well worth checking out.
#374

austin_sj

Aug 28, 2005 19:18:35
Ok, this is about the coolest thing I'd ever seen and I thought in honour of it I would create the True uber-hero.

(MUST SLEEP WILL FINISH ASAP)

Your Terminated

I hope you left some room because I'm going to pump my fist into your stomuch!!!!!

I'll be back

Arnold Schwarzenegger
If there has ever been a greatest hero, then Arnie is surely it, born on a farm in Austria in 1947 he toiled like a modern day Hercules, untill he had muscles that could deflect bullets and he could lift buses over his head with one arm. With these muscles he won Mr. Europe, Mr. America and Mr. Universe, proving he is as strong as three Super Heroes. Travelling to America he pretended to be an actor whilst secretly DESTROYING EVIL. Now as Governor of California he continues to Fight For Freedom, Justice and a whole load of other stuff. He Also eats NAILS for breakfast and drives a Humvee that uses 100 gallons per mile, but it doesn't matter because even nature owes Arnie. No villian is beyond his justice, no child outside his protection.

Tough 10/ Strong 10/ Charismatic 10/ Personality 10
CR:30; Large human; HD 10d8+100 plus 10d10+100 plus 10d6+100 10d6+100; hp:550; Mas 30; Int+2; Defense; 34 (+2 Dex, +16 class, +6 natural armour) BAB +27; Grap +37; Attack +37 melee (1d10+10, unarmed strike) Full Atk +37/+35/+30/+25 (1d10+10, unarmed strike) or +29/+24/+19/+14 Ranged Minigun (2d20) Fs 10ft by 10ft; reach 10ft, AL Good, America, Strength, Sv Fort +, Ref+, Will+; Ap 25; Rep+; Str 30, Dex 14, Con 30, Int 8, Wis 18, Cha 25
Skills: Climb, Swim, Diplomacy, Perform (acting)
Feats: Athletic, Brawl, Improved Brawl, Knockout Punch, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Point Blank shot, Double Tap, Trustworthy, Great Fortitude, reknown

Tough Talents:
Remain Conscious, Robust
Damage Reduction 3/-
Strong Talents:
Advanced Melee Smash
Improved Extreme Effort
Charismatic Talents

Unique: Tough Guy: Arnie is so damn tough it is near impossible to injure him, he has +6 natural armour, and a hardness of ten.

Ammunition BAH!: Have you ever seen Arnie Reload except for effect, OF COURSE NOT. This is because any weapon Arnie holds Has unlimited Ammo in its chamber or Magazine.

Catchphrase: After Killing a Bad Guy Arnie must spend an action delivering a Catchy and humourous phrase. Any Ally who is lucky enough to hear this gains a +2 morale bonus on skill checks and attack rolls. (This only occurs after one on one battles)
#375

zombiegleemax

Aug 29, 2005 13:45:56
Fort +, Ref+, Will+;

So what's his saves? there's no numbers, sorry that i dont understand.. :embarrass
#376

danzig138

Aug 30, 2005 7:38:28
Wow. Scanning this thread made my eyes hurt.
I can't belive that I saw only one semi-request for Remo Williams and Master Chuin. Although if someone is going to do them, please do it from the books, and not the movie.
I also wouldn't mind seeing the Dutchman and Harold Smith.
Repairman Jack.
#377

marcoasalazarm

Dec 02, 2005 19:48:56
This to say that we Shall Not go quietly into the night, we shall not perish without a fight...

...it will go on. It will survive...


....tonight, it gets it's INDEPENDECE BUMP!
#378

marcoasalazarm

Dec 06, 2005 21:00:09
Just a dumb request-that is, if anybody's interested, since, well, seems that not a lot of people likes Anime on this thread:
the characters of "Sakura Wars".
#379

tjack

Dec 14, 2005 20:45:25
I'm going to throw myself on your collective mercy....
I told one of my players that her 20th level version of Lady Lara Croft was too much for for my game and that I'd do a write-up that would be more fair to the other players. (all around 10-15th level)
I haven't been able to come up with anything both she and I could agree on, so I'm asking for some write-ups she can choose from.
#380

marcoasalazarm

Feb 03, 2006 20:47:45
Mega-BUMP.
#381

voodoochild

Feb 04, 2006 2:22:15
here are some characters I would like to see stated, though it will probably never happen:

Alice, the Hatter, the Rabbit, The Jobberwocky, The Red Queen, the Cheshire Cat, Tweedle dum and Tweedle dee and the Card Guards(from the through the looking glass)
Dorthy and Toto (Wizard of Oz)
Red Riding hood (...duh!!! hehe!)
The "Doctor" (Doctor Who)
Alexander Hartdegen (H.G.Wells The Time Machine)
#382

jacemachine

Feb 04, 2006 6:13:06
Repairman Jack.

Jack is a god.
I love F. Paul Wilson!
#383

danzig138

Feb 05, 2006 22:08:44
Jack is a god.
I love F. Paul Wilson!

Yep. I'd still like to work up the Adversary Cycle as a campaign of some sort.
#384

swank76

Feb 09, 2006 0:28:19
One of the cops from the series Fastlane. They make excellent foils for heroes involved in shady dealings.

Van Strummer

"Don't make me go Duran Duran on your a$$."

Born and raised in sunny Southern California by his mother, Van's father (a skilled forger and career criminal) spent most of Van's childhood in prison. He grew up surrounded by slick, charismatic career cons but eventually joined the LAPD. Rising through the ranks to undercover duty, he excelled in the job until the death of his partner shook his slick moves. Eventually recruited into a high-end, long-term cover role dubbed "The Candy Store", he partners with his new partner- Deacon Hayes, the brother of his old LAPD cohort.

Van is a tall, lean, handsome, fast-talking surfer. There are few places he is not at home. He relies on instinct and his ability to empathize with a target. If he has one weakness, it's identifying too much with a target. In combat, he is highly kinetic and excels at gunplay in close quarters.

Van Strummer
Fast 4/Charismatic 3/Gunslinger 2 ; medium humanoid; HD 4d8+3d6+2d10; hp 51; Mas 12; Initiative +3; Spd 30ft; Defense 19, touch 19, flatfooted 19 (+3 Dex, +6 class); BAB +5; Grap +6; Atk: +6 Melee (1d6+1, nonlethal, unarmed strike) or +6 melee (1d4 +1, pistol whip) or or +6 ranged (2d6 Beretta 92F); FS 5ft.; Reach 5ft.; AL: good, police; SV Fort +4, Ref +9, Will +4; AP 31 ; Rep +3; Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 17

Occupation: Investigative (class skill: Knowledge: Streetwise, Sense Motive)

Skills: Balance +2, Bluff +8, Drive +6, Gather Information +8, Knowledge (Pop Culture) +4, Knowledge (Streetwise) +6, Perform (Bass Guitar) +2, Profession (Police Officer) +4, Read Spanish, Sleight of Hand +2, Speak Spanish, Sense Motive +4, Spot +4, Tumble +6

Feats: Dodge, Double Tap, Quick Draw, Personal Frearms Proficiency, Point Blank Shot, Trustworthy, Vehicle Expert
Talents (Fast Hero): Evasion, Uncanny Dodge 1
Talents (Charismatic Hero): Fast Talk, Charm
Talents (Gunslinger Hero): Close Combat Shot, Weapon Focus (Beretta 92F)

Possessions: Beretta 92F
#385

marcoasalazarm

Feb 09, 2006 16:48:31
Well, well, well, what have we got here? It's Good-ol' Donovan (oh, yeah, he HATES the name).

Been a billion years since I've seen that series, but I always liked it, up 'till the end (I think it got canceled on a cliffhanger....). (*Valley Girl voice*) "WHAT-ever".

So, good write-up. Any chance we'll get to see Deac? "And please, brother, ennunciate."
#386

zombiegleemax

Feb 09, 2006 17:52:13
Agreed, it's definitely nice to see characters from Fastlane.
I'm also looking forward to seeing Deaqon as a d20 Modern character.
I also thought about Billie, but I gotta say I wasn't really sure of the classes to pick for her.


"The Towering Inferno? Who's favorite Steve McQueen movie is THE TOWERING INFERNO?"
#387

marcoasalazarm

Feb 09, 2006 18:13:46
She's definitely got some ranks in Negotiator. This from being a 'vet' UC officer, and most definitely to keep the Candy Store running at times.
#388

marcoasalazarm

Feb 20, 2006 12:42:29
Bumping this because I want to keep it up front (hey, if they ever finish the Fastlane characters...)

And, well, here goes: my cousin Ruben, well, the kid's some 12 years old and from New Jersey. He's a new D20M convert, but when I mentioned the 'Shadow Chasers' setting, he mentioned this series called 'The Life and Times of Juniper Lee.', airing on the CN (dunno. I just see it for Naruto).

So, well, saw it. It felt to me like a young-audiences 'Buffy the Vampire Slayer', and if Joss Whedon had had unlimited special effects budget, I could see a couple of the stunts the title character does happening in 'Buffy' (well, it IS animated...)

So, in order to please my cousin (who has given me so many good ideas for my own setting-the kid's an inventive thinker, but not good with the number-crunching), I'm going to post a couple of thought I had seeing this series here. Any ideas are kindly appreciated.

Idea 1) All monsters in the series are naturally invisible (as per the Invisibility spell), and it requires something like a 'Wish' spell to nullify the effect ('Nulify Magic' cannot nullify this one effect-just the monster's powers).

Idea 2) The 'Te Xuan Ze' is an almost-but-not-quite Slayer. Its objective is to keep the peace-not to kill every monster. It also can see the monsters.

Well, the idea I have (and I appreciate any support with this) is to take the 'Slayer' Template that is on this same Thread (with a Buffy write-up, no less), and add th efollowing things:
-True Sight or See Invisibility as an Sp Ability.
-More 'cartoony' physics, maybe a bonus to Jump checks.

Just my two cents and to keep the family happy.... and any help is appreciated....

If you managed to read this far, of course.
#389

darksoldier

May 14, 2006 2:44:53
This thread should get some Bumpitude.

Anybody okay if I yoink some stuff from this thread for my NetBook? You'll all get full credit if I use anything.
#390

marcoasalazarm

May 14, 2006 18:57:02
Considering how useful the Netbook is, yup, I'd say yeah, go ahead.

On a more on-thread question, does anybody has any ideas in how to stat the Winchesters, from' Supernatural'?
#391

zombiegleemax

May 15, 2006 22:13:40
Hmmm, that's a tough one. I can’t really think of a special advanced class the brothers would have, so I’ll just stick close to basic classes. First of all, both Sam and Dean should have a smattering of the 3 basic “physical” classes (strong/fast/tough) to represent their combat training. Sam and Dean would defiantly have a few levels as Charismatic Heroes, considering how much lying the two do. Sam would most likely have a level or two in as a Smart Hero, and maybe peg Dean as a Dedicated Hero (he has shown some insight in more than a few episodes).

That’s all I can think of right now. The monsters in Supernatural would be a heck of a lot easier to stat out; just used modified Spirit templates like crazy, make a few classic monsters incorporeal, and change the Satanic Ichor’s type from “ooze” to incorporeal to re-create the demons seen on the show.
#392

psiseveredhead

May 20, 2006 13:16:30
I hope this conversion of Sayid from Lost isn't too inaccurate. Most of what I know about Lost I learned at wikipedia, since my work schedule makes me miss the show too often.

Sayid (Smart Hero 4/Tough Hero 3): CR 7; Medium Humanoid (human); HD 4d6+3d10+1, hp 43, Mas 13; Init +0, Spd 30 ft.; Def 13 (+3 class); BAB +4, Grap +5; Atk brawl +6 melee (1d6+1 nonlethal) or small pistol +4 melee (2d6); S/R 5 ft./5 ft.; AL good; SV Fort +4, Ref +2, Will +5; AP 3, Rep +3; Str 12, Dex 10, Con 13, Int 15, Wis 14, Cha 11.
Occupation: Technician (class skills: Computer Use, Craft [electronic], Repair)
Skills: Climb +5, Computer Use +18, Craft (electrical) +12*, Decipher Script +8, Demolitions +4*, Intimidate +5, Investigate +4*, Knowledge (current events) +7, Knowledge (earth and life sciences) +6, Knowledge (physical sciences) 10, Knowledge (tactics) +8, Knowledge (technology) +14, Navigate +6, Profession +6, Repair +16, Sense Motive +4, Spot +5, Survival +5, Treat Injury +4*.
Languages: Arabic (literate, native), English (literate, spoken)
Feats: Armor Proficiency (light), Attentive, Brawl, Cryptophile**, Educated (Knowledge [tactics], Knowledge [technology]), Gearhead, Personal Firearms Proficiency
Talents (Smart): Savant (Computer Use), savant (Repair)
Talents (Tough): Remain conscious, robust

* Sayid often suffers a -4 penalty to these skill checks because he lacks the appropriate kits or equipment.
** Cryptophile is a feat from the Menace Manual. It lets you perform Decipher Script checks more quickly than usual.

I gave Sayid Craft (electronic) and Repair because a communications sergeant (he was actually a low-ranking officer, IIRC) is expected to be able to build a basic transmitter from scratch and repair and maintain it. Indeed, that's kind of what he did. He also repaired the Hatch computer when it got shot. Computer Use is the skill you use to intercept communications and otherwise mess around with electronic comm systems.

Dr. Jack Sheppard (Dedicated Hero 3/Smart Hero 4/Strong Hero 1/Charismatic Hero 2): CR 10; Medium Humanoid (human); HD 9d6+1d8+10, hp 48, Mas 12; Init +0, Spd 30 ft; Def 15 (+5 class); BAB +6, Grap +7; Atk brawl +8/+3 melee (1d6+1 nonlethal) or small pistol +6/+1 ranged (2d6);S/R 5 ft./5 ft.; AL good, hatred of the Others; SV Fort +7, Ref +4, Will +7; AP 5, Rep +5; Str 13, Dex 10, Con 12, Int 14, Wis 12, Cha 15.
Occupation: Doctor (class skills: Knowledge [earth and life sciences], Treat Injury)
Skills: Bluff +5, Climb +4, Computer Use +5, Craft (chemical) +6, Craft (pharmaceutical) +10, Diplomacy +14*, Intimidate +7*, Knowledge (behavioral sciences) +14, Knowledge (earth and life sciences) +22, Knowledge (physical sciences) +12, Listen +4, Profession +14, Research +12, Sense Motive +4*, Survival +3, Treat Injury +19**.
Feats: Brawl, Confident, Educated (Knowledge [behavioral sciences], Knowledge [earth and life sciences], Heroic Surge (3/day), Iron Will, Medical Expert, Personal Firearms Proficiency, Surgery, Trustworthy.
Talents (Charismatic): Coordinate
Talents (Dedicated): Empathy, healing knack
Talents (Smart): Exploit weakness, savant (Knowledge [earth and life sciences])
Talents (Strong): Extreme effort

Jack is the son of a doctor, and became a spinal surgeon. (He is not a trauma surgeon, which is why I didn't give him Healing Touch.) Unlike his father, Jack is responsible, and has exceeded his father's skills. His bedside manner could have used some work, but since coming to the island he suddenly started developing his social skills. Due to his "take charge" nature, he is considered one of the leaders of the "Lostaways" on the island.

* Skills modified by Jack's Empathy talent (+3 bonus under appropriate circumstances)
** Without advanced medical equipment, Jack often suffers a -4 penalty to his Treat Injury skill. The penalties increase if the surgery is performed outdoors or other inappropriate places. He has a fair chance of failing to perform surgery, as a result, but rarely has trouble performing CPR.
#393

marcoasalazarm

May 20, 2006 13:24:19
Ain't much of a 'Lost' viewer, but I think they're just about right (I personally like that you went on and mentioned that they lack the gear for some of their skills. My friends are always missing that point).
#394

psiseveredhead

May 20, 2006 21:42:24
Mr. Eko (Dedicated Hero 3/Strong Hero 7/Charismatic Hero 2): CR 12; Medium Humanoid (human); HD 5d6+7d8+12, Mas 13; Init +1, Spd 30 ft.; Def 18 (+1 Dex, +7 class); BAB +10, Grap +13; Atk martial arts +13/+8 melee (1d4+5) or small pistol +11/+6 ranged (2d6); S/R 5 ft./5 ft.; AL Christianity, greed; SV Fort +9, Ref +6, Will +7; AP 6, Rep +4; Str 16, Dex 12, Con 13, Int 13, Wis 13, Cha 12.
Occupation: Military (class skills: Hide, Survival; bonus feat: Personal Firearms Proficiency)
Skills: Bluff +6*, Climb +8, Craft (structural) +5**, Craft (visual arts) +3, Diplomacy +4*, Disguise +5, Hide +6, Intimidate +12*, Knowledge (behavioral sciences) +4, Knowledge (streetwise) +4, Knowledge (tactics) +13, Knowledge (theology and philosophy) +6, Listen +4, Move Silently +3, Profession +10, Sense Motive +4*, Spot +4, Survival +4, Swim +10.
Languages: English (literate, spoken), Igbo (spoken), Yoruba (literate, native)
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Athletic, Burst Fire, Combat Martial Arts, Deceptive, Endurance, Fight with Anything***, Iron Will, Personal Firearms Proficiency, Stealthy.
Talents (Charismatic): Coordinate
Talents (Dedicated): Empathy, skill emphasis (Intimidate)
Talents (Strong): Extreme effort (improved), melee smash (improved)

Mr. Eko is a former Nigerian warlord and drug kingpin. His life path started when he was forced to hide from murderous troops. His brother is a Christian priest, whom he victimized in order to make more money from drugs. The events of his landing on the island seem to have awakened within him the Christian faith. (I found figuring out his allegiances difficult.) As a drug lord, he wouldn't hesitate to kill an enemy, but was deeply affected when he killed two of the Others with his bare hands.

Mr. Eko's faith is even stronger than Locke's, and the same iron will which served him as a druglord enabled him to resist the "unseen monster". His incredible strength has been very useful to the Tailies, although it mostly went towards building a church. As a former leader, he could use his leadership skills to assist the Lostaways, but for the moments he seems more interested in exploring how his faith interacts with the island.

* Mr. Eko gains a +3 bonus for these skill checks under the right circumstances due to his Empathy talent.
** Mr. Eko suffers a -4 penalty to these skill checks due to lack of gear.
*** This feat is from D20 Apocalypse. I don't actually own the book. It enables you to fight as if you had the Infiltrator's improvised weapon ability.

"Sawyer" (Charismatic Hero 4/Strong Hero 3/Tough Hero 1): CR 8; Medium Humanoid (human); HD 4d6+3d8+1d10+8, hp 43, Mas 13; Init +1, Spd 30 ft.; Def 15 (+1 Dex, +4 class); BAB +5, Grap +6; Atk brawl +7 melee (1d6+3 nonlethal and Streetfighting) or small pistol +6 ranged (2d6); S/R 5 ft./5 ft.; AL chaos, greed, Kate; SV Fort +6, Ref +4, Will +1; SP 4, Rep +3; Str 13, Dex 13, Con 13, Int 12, Wis 9, Cha 16.
Occupation: Criminal (class skills: Forgery, Sleight of Hand; bonus feat: Personal Firearms Proficiency)
Skills: Bluff +15*, Diplomacy +10*, Disguise +7*, Forgery +6, Gamble +2, Gather Information +8*, Intimidate +5*, Jump +5, Knowledge (behavioral sciences) +5, Knowledge (business) +5, Knowledge (popular culture) +7, Knowledge (streetwise) +7, Perform (act) +7*, Profession +7, Sense Motive +2, Sleight of Hand +6.
Feats: Attentive, Brawl, Confident, Deceptive, Educated (Knowledge [popular culture], Knowledge [streetwise]), Personal Firearms Proficiency, Quickdraw, Streetfighting.
Talents (Charismatic): Charm (female), favor
Talents (Strong): Melee smash (improved)
Talents (Tough): Second wind

* Sawyer gets a +4 bonus when making these skill checks "against" females due to his Charm (female) talent. He says that he finds women easier to con than men. He's also a ladies' man when he wants to be - probably why the otherwise intelligent Kate can't seem to resist him.

Sawyer is known mainly for being a con artist, but he's also been convicted of assault and getting into brawls.

Despite his considerable social skills, he suffers from self-loathing and rarely tries to make friends. His current role among the Lostaways seems to be hoarding material, including vital medicines. No one wants him to be in this role, but they don't have much choice in the matter.
#395

zombiegleemax

Jun 27, 2006 8:16:44
Has anyone made a version of Max, from the Dark Angel tv show?
#396

buddha_the_dm

Sep 29, 2006 20:51:37
I'd like to see Max as well.
#397

psiseveredhead

Sep 29, 2006 21:56:09
Danielle Rousseau (Smart Hero 4/Tough Hero 3/Field Scientist 6): CR 13; Medium Humanoid (human); HD 4d6+3d10+6d8+26, hp 86, Mas 14; Init +1, Spd 30 ft.; Def 19 (+1 Dex, +3 Int, +5 class); BAB +7, Grap +7; Atk hunting rifle +8/+3 ranged (2d10) or crossbow +8 ranged (1d10/19-20); FS/R 5 ft./5 ft.; SQ minor breakthrough (Knowledge [physical sciences], scientific improvisation, skill mastery (Craft [electronic], Craft [mechanical], Knowledge [earth and life sciences], Knowledge [physical sciences], Knowledge [technology], Navigate), smart survival; AL Alex, hatred of the Others; SV Fort +10, Ref +6, Will +8; AP 6, Rep +5 (+7); Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 10.
Occupation: Technician (class skills: Craft [electronic], Repair, Research)
Skills: Computer Use +7, Concentration +6, Craft (chemical) +9, Craft (electronic) +22, Craft (mechanical) +12, Craft (pharmaceutical) +9, Craft (writing) +7, Hide +4, Intimidate +8, Investigate +8, Knowledge (behavioral sciences) +7, Knowledge (earth and life sciences) +7, Knowledge (physical sciences) +22, Knowledge (technology) +18, Navigate +7, Profession +14, Repair +11, Research +17, Search +9, Sense Motive +5, Spot +4, Survival +6, Treat Injury +3.
Languages: English (literate, spoken), French (literate, native)
Feats: Archaic Weapons Proficiency, Attentive, Builder (Craft [electronic], Craft [mechanical]), Confident, Educated (Knowledge [physical sciences], Knowledge [technology]), Far Shot, Great Fortitude, Iron Will, Personal Firearms Proficiency, Salvage, Track.
Talents (Smart): Exploit weakness, savant (Knowledge [physical sciences])
Talents (Tough): Remain conscious, second wind.

Danielle Rousseau is a French scientist. She was sent to "the Island" in order along with her husband to study strange EM phenomena, even though she was pregnant. Unfortunately (from her point of view), the rest of her team came down with a strange disease. In order to prevent the spread of the disease, she killed the other scientists. She and her daughter, "Alex", avoided the infection for unknown reasons. However, "the Others" stole her daughter. Rousseau has tried to get her daughter back, to no avail. She has captured and tortured Others in the path using a makeshift electric generator. She mistook the other Lostaways (specifically Sayid) for "Others" and tortured Sayid.

At some point during her journey on the island, she hijacked a radio transmission with "the numbers" instead of the original broadcast. It was this broadcast which lured Sayid to his near-doom.

Rousseau seems to be visibly insane, and the Lostaways generally fear her. She spends a lot of time away from them.
#398

zombiegleemax

Sep 30, 2006 1:48:46
Could someone either do Vincent from Collateral, or give me some good guidelines?
#399

omnipotentseal

Sep 30, 2006 4:04:48
After skimming this ENTIRE thread, I have to reply. It would rock, if you guys did the Sliders (First Season with John Rhys Davis as Professor Arturo). I find that these stats would actually be kind of interesting, considering they're average folk (like The Dude's stats), but also somewhat exceptional Quinn Mallory did invent a sliding device in his basement, while still in high school, which makes him somewhat like the stats for the characters in Evolution. Or maybe I will.... Hmmmm....

Jim (Cillian Murphey) at the BEGINNING and then at the END of 28 Days Later would be neat too. Selena (Naomie Harris) and Major Henry West (Christopher Eccleston) would also be cool.
#400

marcoasalazarm

Sep 30, 2006 17:15:39
Jim, I think, has Fast and Selena has Dedicated as base (I think they's get levels in Tough (or at least a boost to the Move Silently Skill in Jim's case). West definitely has a bunch of Soldier levels, and maybe one or two in Field Officer.
#401

psiseveredhead

Sep 30, 2006 17:55:53
After skimming this ENTIRE thread, I have to reply. It would rock, if you guys did the Sliders (First Season with John Rhys Davis as Professor Arturo). I find that these stats would actually be kind of interesting, considering they're average folk (like The Dude's stats), but also somewhat exceptional Quinn Mallory did invent a sliding device in his basement, while still in high school, which makes him somewhat like the stats for the characters in Evolution. Or maybe I will.... Hmmmm....

Jim (Cillian Murphey) at the BEGINNING and then at the END of 28 Days Later would be neat too. Selena (Naomie Harris) and Major Henry West (Christopher Eccleston) would also be cool.

I was a big fan of Sliders years ago, but it's been too long since I saw it, and I missed quite a few episodes.

Arturo actually has the Military occupation. Along with a lot of Smart levels, of course.
#402

jacemachine

Nov 12, 2006 16:25:26
Danielle Rousseau (Smart Hero 4/Tough Hero 3/Field Scientist 6): CR 13; Medium Humanoid (human); HD 4d6+3d10+6d8+26, hp 86, Mas 14; Init +1, Spd 30 ft.; Def 19 (+1 Dex, +3 Int, +5 class); BAB +7, Grap +7; Atk hunting rifle +8/+3 ranged (2d10) or crossbow +8 ranged (1d10/19-20); FS/R 5 ft./5 ft.; SQ minor breakthrough (Knowledge [physical sciences], scientific improvisation, skill mastery (Craft [electronic], Craft [mechanical], Knowledge [earth and life sciences], Knowledge [physical sciences], Knowledge [technology], Navigate), smart survival; AL Alex, hatred of the Others; SV Fort +10, Ref +6, Will +8; AP 6, Rep +5 (+7); Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 10.
Occupation: Technician (class skills: Craft [electronic], Repair, Research)
Skills: Computer Use +7, Concentration +6, Craft (chemical) +9, Craft (electronic) +22, Craft (mechanical) +12, Craft (pharmaceutical) +9, Craft (writing) +7, Hide +4, Intimidate +8, Investigate +8, Knowledge (behavioral sciences) +7, Knowledge (earth and life sciences) +7, Knowledge (physical sciences) +22, Knowledge (technology) +18, Navigate +7, Profession +14, Repair +11, Research +17, Search +9, Sense Motive +5, Spot +4, Survival +6, Treat Injury +3.
Languages: English (literate, spoken), French (literate, native)
Feats: Archaic Weapons Proficiency, Attentive, Builder (Craft [electronic], Craft [mechanical]), Confident, Educated (Knowledge [physical sciences], Knowledge [technology]), Far Shot, Great Fortitude, Iron Will, Personal Firearms Proficiency, Salvage, Track.
Talents (Smart): Exploit weakness, savant (Knowledge [physical sciences])
Talents (Tough): Remain conscious, second wind.

Danielle Rousseau is a French scientist. She was sent to "the Island" in order along with her husband to study strange EM phenomena, even though she was pregnant. Unfortunately (from her point of view), the rest of her team came down with a strange disease. In order to prevent the spread of the disease, she killed the other scientists. She and her daughter, "Alex", avoided the infection for unknown reasons. However, "the Others" stole her daughter. Rousseau has tried to get her daughter back, to no avail. She has captured and tortured Others in the path using a makeshift electric generator. She mistook the other Lostaways (specifically Sayid) for "Others" and tortured Sayid.

At some point during her journey on the island, she hijacked a radio transmission with "the numbers" instead of the original broadcast. It was this broadcast which lured Sayid to his near-doom.

Rousseau seems to be visibly insane, and the Lostaways generally fear her. She spends a lot of time away from them.

I admire your builds. Nice!
#403

americanyeti

Nov 13, 2006 20:20:25
How about 47 from Hitman? He'd be kinda fun to stat out. Also, what happened to Jules Winfield and Ferris Bueller? Two of the greatest movie characters ever. They got mentioned, but never posted.
#404

psiseveredhead

Nov 13, 2006 21:06:38
I've statted up Paul Kellerman and T-Bag (and most of Scofield) from Prison Break. I'm watching too many new shows now that I work in the day.
#405

j0lt

Nov 14, 2006 7:58:52
Working on Spiderman, I've figured him as being about level 12 (Smart Hero 3/Field Scientist 5/Daredevil 4)
I've got his Int/skills sorted out, but his strength is what's troubling me.
I just played a video game where he's able to pick up and chuck cars like a regular person would throw a microwave. How much strength should he have?
Before the radioactive spider bite, I'd say 11 or 12, but after the bite, I'm thinking like 30ish.
I've given him an ability like the Spider Climb spell as a constant, as well as Spider-Sense, which prevents him from being flat-footed EVER, even at the beginning of combat, as well as preventing him from being surprised.
Any suggestions?
#406

psiseveredhead

Nov 15, 2006 16:59:59
Working on Spiderman, I've figured him as being about level 12 (Smart Hero 3/Field Scientist 5/Daredevil 4)
I've got his Int/skills sorted out, but his strength is what's troubling me.
I just played a video game where he's able to pick up and chuck cars like a regular person would throw a microwave. How much strength should he have?
Before the radioactive spider bite, I'd say 11 or 12, but after the bite, I'm thinking like 30ish.
I've given him an ability like the Spider Climb spell as a constant, as well as Spider-Sense, which prevents him from being flat-footed EVER, even at the beginning of combat, as well as preventing him from being surprised.
Any suggestions?

I'd start him as Smart, for sure, but I might give him Dedicated (he's sort of an Investigator, but he doesn't really need those classes). He's definitely Strong - he trained as a wrestler shortly after getting bitten. He's Charismatic - you can't be a good wrestler without it, and he's always throwing zippy lines and comebacks. Fast looks obvious, but that might just be a ridiculously high Dex score.

I'd give him a low Strength beforehand. He was a wimp. (Getting more powerful really seemed to help his Charisma.) Spiderman has demonstrated Extreme Effort a few times (like when he's covered by a pile of bricks). He can lift at least 12 tons (but that's using Extreme Effort).

Spider sense doesn't always work. Sometimes it doesn't go off. It also protects from unusual situations, like traps, or the rafter you're hanging from is about to break.

Some versions of Spiderman (Ultimate, movie versions) can create their own organic webbing. I don't know if he can run out or what the catch is.

So I guess Smart/Strong/Charismatic, very high physical stat boosts. (Spiderman has high Con; high enough to withstand blows from superstrength characters, but not as high as his Strength.)
#407

j0lt

Nov 16, 2006 0:19:08
I'd start him as Smart, for sure, but I might give him Dedicated (he's sort of an Investigator, but he doesn't really need those classes). He's definitely Strong - he trained as a wrestler shortly after getting bitten. He's Charismatic - you can't be a good wrestler without it, and he's always throwing zippy lines and comebacks. Fast looks obvious, but that might just be a ridiculously high Dex score.

I think the basic PRE-BITE build should be Smart/Field Scientist. Maybe once he gets the bite, give him a level or so of Strong, if only for Extreme Effort. He was fairly uncharismatic before he got bitten, so I don't think Charismatic would fit him too well. But the Daredevil AdC fits perfectly to match things he learned/was able to do after he was bitten.

I'd give him a low Strength beforehand. He was a wimp. (Getting more powerful really seemed to help his Charisma.) Spiderman has demonstrated Extreme Effort a few times (like when he's covered by a pile of bricks). He can lift at least 12 tons (but that's using Extreme Effort).

Yeah, I gave him a base strength of 11, but I think his modified strength should be higher than 20 for sure.

Spider sense doesn't always work. Sometimes it doesn't go off. It also protects from unusual situations, like traps, or the rafter you're hanging from is about to break.

Really? I've seen it once, but only once. Maybe I should make it like a boost to initiative?

Some versions of Spiderman (Ultimate, movie versions) can create their own organic webbing. I don't know if he can run out or what the catch is.

Yeah, but I prefer the way it was done in the original storyline better. It makes for an interesting twist when he runs out/his web-shooters get broken.

So I guess Smart/Strong/Charismatic, very high physical stat boosts. (Spiderman has high Con; high enough to withstand blows from superstrength characters, but not as high as his Strength.)

I'll take it over to Smart/Field Scientist/Strong/Daredevil and see how that works...
Mostly I'm worried about the stat-boost. How much is too much/not enough.
I tested it out at Str 20, Dex 20, Con 18, but the Strength doesn't seem right, and I think maybe he need more Con too. I think Dex works out right for him at 20 though.
#408

psiseveredhead

Nov 16, 2006 16:39:32
You don't high Charisma for Charismatic levels, and I really believe that Spiderman really became a Charismatic. He's a good taunter. Or at least give him ranks in Perform (stand-up).

I wouldn't give him Field Scientist levels, at least not before he got bitten. He was just a low level Smart Hero. (Only Heroes ever get bitten by radiactive animals, apparently. ^^)

There's no reasonable Strength score to give him. You'll need to use M&M, Spectaculars or some other superhero system. Note that, while he's got a great bonus to hit, it's probably not due to Strength. "Strong" superheroes frequently miss on their attacks; I think superheroic strength boosts your carrying capacity and damage, but not to-hit.
#409

americanyeti

Nov 16, 2006 19:11:56
I'm trying to do William Costigan and Colin Sullivan from The Departed. I think Costigan is a multiclass Strong, Dedicated with some Street Warrior levels, while Colin's more difficult.
#410

americanyeti

Nov 19, 2006 12:22:07
Butch Coolidge

“That's how you're gonna beat 'em, Butch. They keep underestimating you.” -Butch Coolidge

“Five long years, he wore this watch up his ass. Then when he died of dysentery, he gave me the watch. I hid this uncomfortable piece of metal up my ass for two years. Then, after seven years, I was sent home to my family. And now, little man, I give the watch to you.” –Captain Koons

Butch Coolidge, an aging palooka prizefighter, was paid by gangster Marsellus Wallace to throw an upcoming bout. But, when Butch bet on himself and fought to win, Marcellus put out a rather large contract on his head. Through several odd synchronous twists, involving a gold watch, a katana, and a Gimp, Butch saved Marcellus from a fate worse than death. Marcellus forgave Butch his transgression in return and allowed him to leave Los Angeles with his life.

Butch Coolidge Strong5/Tough2/Street Warrior2; medium humanoid; HD 5d8 + 2d10 + 2d10; hp ; Mas 18; Initiative +7; Spd 30ft; Defense 19, touch 18, flatfooted 16 (+3 Dex, +5 class, +1 leather jacket); BAB +8/+3; Grap +12; Atk: +14 Melee (1d8+7, nonlethal, unarmed strike) or +12 melee (1d4 +7, lethal, armed strike) or +13 melee (2d6 +7, +1 mastercraft katana) or +11 ranged (2d8 Mossberg Shotgun); FS 5ft.; Reach 5ft.; AL Good; SV Fort +12, Ref +4, Will +3; Ap ; Rep +1; Str 18, Dex 16, Con 18, Int 15, Wis 15, Cha 15
Occupation: Athletic (class skills: Balance, Tumble)
Skills: Balance +11, Bluff +12, Climb +12, Intimidate +12, Jump +12 Knowledge (streetwise) +11, Spot +12, Tumble +12
Feats: Brawl, Combat Martial Arts, Exotic Weapon Proficiency (Katana), Improved Brawl, Improved Feint, Improved Initiative, Knockout Punch, Personal Weapon Proficiency, Power Attack, Simple Weapon Proficiency, Streetfighting
Talents (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash
Talents (Tough Hero): Remain Conscious
Talents (Street Warrior): Urban Survival, Improvised Weapons
Possessions: +1 Mastercraft Katana, Chopper “Grace”, gold watch

Awesome, but honestly, Butch doesn't have EWP (Katana) and I'm going to say that he only has AL Butch Coolidge. When he stabs the storekeeper, he had him surprised.
#411

americanyeti

Nov 21, 2006 19:56:22
William Costigan Male Strong 4/Dedicated 3/Street Warrior 3; CR 10; Medium-size human; HD 4d8+12 plus 3d6+9 plus 3d10+9; hp 76; Mas 16; Init +1; Spd 30 ft.; Defense 19, touch 18, flat-footed 18 (+7 class, +1 Dex, +1 Jacket); BAB +9/+4; Grap +11; Atk +10(2d6/20, Beretta), +14 (d8+4/20, Nonlethal, Unarmed), +12 (d4+4/19-20, Knife) Full Atk +14/+9 (d8+4/20, Nonlethal, Unarmed), +10/+5 (2d6/20, Beretta), +12/+7 (d4+4/19-20); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Good, Massachusetts State Police; SV Fort +10, Ref +4, Will +7; AP 7; Rep +2; Str 16, Dex 12, Con 16, Int 12, Wis 14, Cha 14
Occupation: Criminal (Brawl, Bluff, Hide)
Skills: Bluff+16, Climb+6, Hide+5, Intimidate+8, Jump+7, Knowledge (Current Events)+2, Knowledge (Streetwise)+14, Profession (State Trooper)+11, Repair+4, Sense Motive+6, Survival+7
Feats: Brawl, Combat Martial Arts, Improved Brawl, Knockout Punch, Personal Firearm Proficiency, Point Blank Shot, Power Attack, Quick Draw, Simple Weapon Proficiency, Streetfighting, Track
Talents:
Strong – Melee Smash, Extreme Effort
Dedicated – Empathy, Intuition
Street Warrior – Urban Survival, Improvised Weapons
Equipment: Beretta 92, Knife, Leather Jacket

God. Triple post. Shoot me. With a hammer.
#412

psiseveredhead

Dec 13, 2006 20:06:27
For Firefly fans (I could have sworn I posted this here before, but couldn't find it):

Malcolm "Mal" Reynolds (Strong Hero 3/Charismatic Hero 4/Fast Hero 3): CR 10; Medium Humanoid (human); HD 6d8+4d6+10, hp 54, Mas 13; Init +1, Spd 35 ft.; Def 20 (+1 Dex, +7 class, +2 armor) and Dodge; BAB +7, Grap +8; Atk brawl +9/+4 melee (1d6+3 nonlethal and Streetfighting) or small pistol +9/+4 ranged (2d6); FS/R 5 ft./5 ft.; AL crew, hatred of the Alliance; SV Fort +6, Ref +3, Will +3; AP 5, Rep +4; Str 13, Dex 13, Con 13, Int 12, Wis 10, Cha 14.

Occupation: Rural (class skills: Handle Animal, Survival; bonus feat: Brawl)

Skills: Bluff +8, Craft (structural) +3, Diplomacy +6, Gather Information +6, Handle Animal +6, Hide +6, Intimidate +6, Jump +5, Knowledge (behavioral sciences) +3, Knowledge (business) +3, Knowledge (current events) +5, Knowledge (earth and life sciences) +2, Knowledge (popular cultures) +5, Knowledge (streetwise) +6, Knowledge (tactics) +7, Move Silently +5, Navigate +3, Profession +5, Survival +2.

Languages: English (literate, spoken), Mandarin (spoken)

Feats: Armor Proficiency (light, medium), Brawl, Deceptive, Dodge, Fight with Anything, Personal Firearms Proficiency, Personal Firearms Proficiency, Streetfighting, Weapon Focus (small pistol).

Talents (Charismatic): Coordinate, inspiration.
Talents (Fast): Evasion, increased speed.
Talents (Strong): Melee smash (improved).
#413

marcoasalazarm

Dec 20, 2006 20:58:36
Has someone managed to stat up Harry Callahan?
#414

marcoasalazarm

May 05, 2007 23:41:55
Buuu.
#415

zombiegleemax

Aug 18, 2007 12:31:20
Id like to request a few wirteups myself, from books.....

Remo Williams
Chiun
Mack Bolan
George Stark
#416

zombiegleemax

Aug 18, 2007 20:12:39
Unfortunately, I don't recognize any of them...

I am working on Bobby Lee Swagger from Shooter, however.
#417

marcoasalazarm

Aug 18, 2007 21:05:36
The second you finish 'im, PLEASE post 'im.

'Shooter' is one of my faves.
#418

zombiegleemax

Aug 18, 2007 21:40:57
Expect a house rule or two, but you'll see why and I am sure you'll agree with them
#419

zombiegleemax

Aug 18, 2007 22:38:32
IMAGE(http://www.movier.hu/upload/2007_04_24_14_26_28.jpg)

Bobby Lee Swagger (Shooter)

Male Human Fast Hero 4 / Dedicated Hero 4 / Gunslinger 4 / Sniper 5; CR 17 Medium humanoid (human); HD 4d8 + 4d6 + 9d8^ + 34; hp 106 ; Mas 15; Init +5; Spd 35 ft.; Defense 28 (+5 Dex, +13 class); BAB +15*; Grap +17; Barrett M82A2 +23/+18/+13 (2d12, 20/x2) Range Inc: 240 ft | Unarmed Strike (lethal) +17/+12/+7 (1d4+2, 20/x2) AL Good, United States; SV Fort +7, Ref +13, Will +9; AP 7; Rep +5; Str 14, Dex 20, Con 15, Int 14, Wis 16, Cha 13.

Occupation: Military (Hide, Move Silently)

Skills: Craft (Chemical) +8, Craft (Mechanical) +8, Demolitions +6, Handle Animal +5, Hide +28, Knowledge (Current Events) +7, Knowledge (Tactics) +11, Listen +17, Move Silently +20, Sleight of Hand +11, Spot +26, Survival +12, Tumble +11

Feats: Advanced Firearms Proficiency, Combat Martial Arts, Dead Aim, Defensive Martial Arts, Double Tap, Far Shot, Heroic Surge, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapons Proficiency, Stealthy, Track, Weapon Focus (Barrett M82A2)

Talents:

Fast -> Increased Speed, Evasion

Dedicated -> Skill Emphasis (Spot), Aware

Gunslinger -> Close Combat Shot, Weapon Focus (Barret M82A2), Defensive Position

Sniper -> Massive Shot, Improved Dead Aim (+3) and Far Shot, Center Mass, Windage and Improved Dead Aim (+4), Critical Shot

Possessions: Barret M82A2 with telescopic scope (Zoom, x3 - x12) (Mastercraft +2 to hit), various firearms, cabin and furnishings.

-----

^Swapped Gunslinger HD to d8, bumped BAB progression to full

*Using the Fractional BAB house rule
#420

marcoasalazarm

Aug 18, 2007 22:45:20
Where can I find that houserule?
#421

zombiegleemax

Aug 18, 2007 22:57:02
I originally heard about it from another poster, saw it in Unearthed Arcana (for D&D) and here is the shortened version of it.
#422

zombiegleemax

Aug 19, 2007 0:24:03
Anyone statted Rambo yet?
#423

darksoldier

Aug 19, 2007 13:39:25
JOHN RAMBO (contributed by wingsandsword)
Male human Tough Hero 5/Fast Hero 2/Soldier 7: CR 14; Medium-size Humanoid (human); HD 12d10+ plus 2d8+56; hp 135; Mas 21; Init +3 (+1 Dex, +2 Improved Reaction); Spd 30 ft.; Defence 22 (+11 class, +1 Dex); BAB +9; Grap +11; Full Atk +13/+8 melee (1d4+4/18-20, masterwork knife) or +11/+6 melee (1d4+2 lethal, unarmed) or +10/+5 ranged (2d8, M-16) or +10/+5 ranged (2d8, M-60); AL United States, Good; SV Fort +13, Ref +8, Will +3; AP 14; Rep +2; Str 15, Dex 13, Con 18, Int 12, Wis 11, Cha 13.
Skills: Climb +6 (4), Demolitions +9 (8), Drive +10 (9), Hide +3 (2), Intimidate +11 (10), Knowledge (tactics) +4 (3.0), Move Silently +3 (2), Pilot +5 (4), Read/Write English, Read/Write Russian, Read/Write Vietnamese, Ride +5 (4), Speak English, Speak Navajo, Speak Russian, Speak Vietnamese, Spot +10, Survival +15, Swim +6 (4), Treat Injury +8, Tumble +5 (4).
Feats: Advanced Firearms Proficiency, Aircraft Operation (helicopter), Archaic Weapons Proficiency, Combat Martial Arts, Exotic Firearms Proficiency (heavy machine guns), Great Fortitude, Heroic Surge, Improved Damage Threshold, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Simple Weapons Proficiency, Strafe.
Occupation: Military (Bonus Class Skills: Survival, Demolitions, Bonus Feat: Personal Firearms Proficiency) Wealth +0
Talents: (Tough) remain conscious, second wind, damage reduction 1/- (Fast) Evasion (Soldier) Weapon Focus (knife), Weapon Specialization (knife), tactical aid, Improved Critical (knife), improved reaction.
Possessions: Masterwork knife, club, compound bow, CO's pendant, M-16, M-60.
#424

zombiegleemax

Aug 19, 2007 14:00:52
Not bad, though if they used Fractional BAB and Soldier with full BAB, he'd have BAB +12, much more capable.
#425

zombiegleemax

Aug 19, 2007 14:25:58
Might work on Raiden of Metal Gear Solid 2 fame (Something to do before #4 is released ) I'm thinking at the start of the game he's level 15 - Fast Hero / Soldier / Infiltrator. Not sure what weapon he'd specialize in though.
#426

zombiegleemax

Aug 25, 2007 19:12:00
Any chance of the characters from the Rocky series of movies being written up? Like Rocky, Apollo Creed, CLubber Lang and of course, Iven Drago?

Id love to see them.
#427

zombiegleemax

Aug 31, 2007 17:04:57
I've stated up 70+ Marvel characters in the link in my sig. Still working on more to add, and will be reviseing the ones done with my currnt copys soon as well as orgnizeing them.



I was wondering if anyong has done any of the top UFC fighters. Like Chuck Liddel, Randy Cotoure, Matt Hughes, St Peirre etc.
#428

marcoasalazarm

Sep 11, 2007 13:53:23
bump.
#429

Ragitsu

Sep 11, 2007 14:04:40
I take it you are still interested?
#430

marcoasalazarm

Sep 11, 2007 14:08:22
Always.
#431

zombiegleemax

Sep 11, 2007 15:31:34
How about Mr. Smith, Mr. Hertz, and Donna Quintano from Shoot 'Em Up?
#432

Ragitsu

Sep 11, 2007 15:37:00
@ marcosalazarm:

Expect something up within a day.
#433

nerull_02

Sep 12, 2007 5:15:59
JOHN RAMBO (contributed by wingsandsword)
Male human Tough Hero 5/Fast Hero 2/Soldier 7: CR 14; Medium-size Humanoid (human); HD 12d10+ plus 2d8+56; hp 135; Mas 21; Init +3 (+1 Dex, +2 Improved Reaction); Spd 30 ft.; Defence 22 (+11 class, +1 Dex); BAB +9; Grap +11; Full Atk +13/+8 melee (1d4+4/18-20, masterwork knife) or +11/+6 melee (1d4+2 lethal, unarmed) or +10/+5 ranged (2d8, M-16) or +10/+5 ranged (2d8, M-60); AL United States, Good; SV Fort +13, Ref +8, Will +3; AP 14; Rep +2; Str 15, Dex 13, Con 18, Int 12, Wis 11, Cha 13.
Skills: Climb +6 (4), Demolitions +9 (8), Drive +10 (9), Hide +3 (2), Intimidate +11 (10), Knowledge (tactics) +4 (3.0), Move Silently +3 (2), Pilot +5 (4), Read/Write English, Read/Write Russian, Read/Write Vietnamese, Ride +5 (4), Speak English, Speak Navajo, Speak Russian, Speak Vietnamese, Spot +10, Survival +15, Swim +6 (4), Treat Injury +8, Tumble +5 (4).
Feats: Advanced Firearms Proficiency, Aircraft Operation (helicopter), Archaic Weapons Proficiency, Combat Martial Arts, Exotic Firearms Proficiency (heavy machine guns), Great Fortitude, Heroic Surge, Improved Damage Threshold, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Simple Weapons Proficiency, Strafe.
Occupation: Military (Bonus Class Skills: Survival, Demolitions, Bonus Feat: Personal Firearms Proficiency) Wealth +0
Talents: (Tough) remain conscious, second wind, damage reduction 1/- (Fast) Evasion (Soldier) Weapon Focus (knife), Weapon Specialization (knife), tactical aid, Improved Critical (knife), improved reaction.
Possessions: Masterwork knife, club, compound bow, CO's pendant, M-16, M-60.

Good build but maybe it needs a couple of changes.
What’s missing:
1) he needs ranks in craft mechanical and craft structural (he created some great traps in the first movie)
2) Boost up his move silently and hide. He infiltrated a whole Russian military camp and evaded/killed silently a whole army in the Jungles of Vietnam.
To do all those changes consider lowering his drive/intimidate
#434

nerull_02

Sep 13, 2007 2:19:48
My contribution

SMOKIN ACES ASSASSINS

Pasquale Acosta/ Mercenary (smart2/tough3/strong1): CR 6; Med. Humanoid; HD2d6+3d10+1d8+ 18 ; 46 HP ; MAS 19; Initiative +6; Spd 30'; Defense 15, touch 15, flat-footed 14 (class +4, Dex+1); BAB 4; Reach 5' (5x5); AL lawful evil; SV Fort 6, Ref 2, Will 3; AP 3; Rep +2; Str 14, Dex 12, Con 16, Int 12, Wis 10, Cha 12.
Attacks:
1) Spring loaded Derringer (Bns 5; Dmg 2d6; Crit 20; Rng 10; Wgt 1lb.; Typ Ballistic; Sz Tiny; Notes: RoF Single; 2 int.; (0,45); treat a having the quick draw feat
2) Spring loaded blade (Mastercraft+1 damage) (Bns 7; Dmg 1d6+4; Crit 19-20; Wgt 2lb.; Typ Slashing; Sz Small; Notes: treat as having the quick draw feat
Languages: Native Language Spanish (Speak, Read & Write); English (Speak, Read & Write); German (Speak, Read & Write); French (Speak, Read & Write); Italian (Speak, Read & Write); Arabic (Speak, Read & Write); Russian (Speak, Read & Write); Japanese (Speak, Read & Write); Turkish (Speak, Read & Write); Cantonese (Speak, Read & Write); Farsi (Speak, Read & Write); Danish (Speak, only); Dutch (speak, only)
Feats/Talents: Damage Reduction 1/-; Melee Smash (+1 melee damage); Remain Conscious (function beyond 0 hp, move or attack); Linguist (Check bonus +3); Archaic Weapons Proficiency; Brawl; Improved Damage Threshold; Improved Initiative; Personal Firearms Proficiency; Simple Weapons Proficiency; Streetfighting; Weapon Focus (small blades equivalent to Short Sword )
Skills: Bluff +8; Forgery +6; Intimidate +10; Knowledge: Behavioural Sciences +4; Knowledge: Current Events +2; Knowledge: Earth and Life Sciences +3; Knowledge: Physical Sciences +4; Knowledge: Streetwise +4; Knowledge: Tactics +3; Knowledge: Theology and Philosophy +2; Spot +3; Proffesion+1; sleight of hand+3 (cross class).
Possessions: 2 spring loaded holsters one in each sleeve; Derringer (1lb.); Fake FBI ID (0lb.); Small blade (2lb.); Torturer Kit; No fingertips
Occupation: Adventurer (Bluff, Intimidate ;Pfp)

Georgia Sykes and Sharice Watters/ contract killers (charismatic2/ fast3): CR 5; Med. Humanoid; HD2d6+3d8; HP 21 ; MAS 11; Initiative +7; Spd 35'; Defence 18, touch 18, flat-footed 15 (class +5, Dex+ 3); BAB 3; Reach 5' (5x5); AL money; feminism; each other ; SV Fort 3, Ref 7, Will 2; AP 2; Rep +3; Str 10, Dex 16, Con 11, Int 12, Wis 12, Cha 14.
Attacks:
1) Barrett Light Fifty w/scope*3 (+2 equipment to attack) (Bns 6 or 8 using the scope; Dmg 2d12; Crit 20; Rng 180; Wgt 35lb.; Typ Ballistic; Sz Huge; Notes: RoF S; 11 box; (.50 sniper rifle)
2) Small Pistol/ Revolver (Bns 6; Dmg 2d6; Crit 20; Rng 60; Wgt 3lb.; Typ Ballistic; Sz Small; Notes: RoF S; 15 box; +1 damage if within 30' (9mm autoloader)
Languages: Native Language (Speak, Read & Write)
Feats/talents : Charm (+2 to Cha skills vs men); Increased Speed (5'); Full Alert (+4 initiative);
Double Tap; Far Shot; Heroic Surge: 2x per day; Personal Firearms Proficiency; Point Blank Shot; Quick Reload; Simple Weapons Proficiency;
Skills: Bluff +7; Diplomacy +7; Disguise +5; Gather Information +7; Hide +8; Intimidate +7; Knowledge: Streetwise +10; Move Silently +5; Sleight of Hand +11; Spot +3; Proffesion+9
Possessions: Barrett Light Fifty with scope *3 (35lb.) or a lot of pistols/revolvers (3lb each); Walkie-talkie - Professional (1lb.); Electro-optical Binoculars (4lb.) or Laser Pointer (0lb.); Police radio.
Occupation: Criminal (knowledge (streetwise); sleight of hand)



The Tremors (tough3/strong2): CR 5; Med. Humanoid; HD 3d10+2d8+13 ; HP 41; MAS 18; Initiative +2; Spd 30'; Defense 19, touch 16, flat-footed 17 (+4 class, +2 Dex, +3 armour); BAB 4; Reach 5' (5x5); AL Evil; Nazism; blood ; SV Fort 9, Ref 3, Will 0; AP2 ; Rep +1; Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 10.
Attacks:
1) Sawed-off shotgun (Bns 6; Dmg 2d8; Crit 20; Rng 10; Wgt 4lb.; Typ Ballistic; Sz Med; Notes: RoF S; 2 int.; (12-gauge shotgun)
1) Submachine gun (Bns 6; Dmg 2d6; Crit 20; Rng 40; Wgt 8lb.; Typ Ballistic; Sz Large; Notes: RoF A; 30 box;
2) Reutech Protecta Bulldog (Bns 6; Dmg 2d8; Crit 20; Rng 20; Wgt 6lb.; Typ Ballistic; Sz Med; Notes: RoF S; 11 cyl; (12-gauge revolver shotgun)
3) Chain saw (Bns 6; Dmg 3d6+5; Crit 20; Rng ; Wgt 10lb.; Typ Slashing; Sz Large; Notes: two handed
4) Cleaver/machete (Bns 6; Dmg 1d6+4; Crit 19-20; Rng ; Wgt 2lb.; Typ Slashing; Sz Small)
5) Fire axe (Bns 6; Dmg 1d8+4; Crit 19-20; Wgt 8lb.; Typ Slashing; Sz large)
Languages: Native Language (Speak, Read & Write)
Feats/Talents: Damage Reduction 1/-; Melee Smash (+1 melee damage); Robust (bonus 3 hp);
Archaic Weapons Proficiency* (or exotic melee weapon prof chainsaw or advanced firearms proficiency); Armor Proficiency (light); Great Fortitude; Improved Damage Threshold* (or two weapons fighting); Personal Firearms Proficiency; Power Attack; Simple Weapons Proficiency;
*indicates different feats for each Tremor see at the end
Skills: Craft: Mechanical +6; Craft: Structural +4; Disable Device +6; Intimidate +7; Knowledge: Streetwise +5;Proffesion+1
Possessions: Sawed-off shotgun (4lb.) or Reutech Protecta Bulldog (6lb) or WW2 Submachine gun (8lb); Cleaver (2lb.) or Chain saw (10lb.) and Hatchet (4lb.); Light amrour (self created/ as undercover vest) (2lb.); Multipurpose tool (0,5lb.); Chemical light sticks x5 (1lb.); Flash goggles (2lb.); leather clothes; flash light; WW2 German grenades.
Occupation: adventurer (disable device; intimidate; pfp)
Changes for each one: leader- advanced firearms prof; improved damage threshold(uses submachine gun, Glock 20;WW2 german grenade; Tall guy -exot melee weapon prof; improved damage threshold (uses chainsaw; Fireaxe; Protecta Bulldog) ; shorter guy archaic weap prof; Two weapons fighting (uses twin Machetes; sawed-off shotgun; Glock 20)

Lazlo Soot/hitman (charismatic4/fast2): CR 6; Med. Humanoid; HD 3d6+2d8+6 ; HP 26 ; MAS 12; Initiative +3; Spd 35'; Defense 18, touch 18, flat-footed 15 (class +5, Dex+3); BAB 3; Reach 5' (5x5); AL evil; the contract ; SV Fort 3, Ref 7, Will 1; AP 3 ; Rep +0; Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 15.
Attacks:
1) Twin Skorpion auto fire (Bns 4/4; Dmg 2d4; Crit 20; Rng 40; Wgt 4lb.; Typ Ballistic; Sz Med; Notes: RoF SA; 20 box; +1 damage if within 30' (.32 machine pistol)
2) Pistol with silencer/ for example M1911A1 (Bns 7; Dmg 2d6; Crit 20; Rng 30; Wgt 3lb.; Typ Ballistic; Sz Small; Notes: RoF S; 8 box; +1 damage if within 30' (10mm autoloader)
Languages: Native Language (Speak, Read & Write)
Feats/ talents: Dazzle (Will DC 16); Fast Talk (+4 to Bluff, Diplomacy & Gamble when lying); Increased Speed (5');
Advanced Firearms Proficiency; Deceptive; Low Profile; Personal Firearms Proficiency; Point Blank Shot; Run; Simple Weapons Proficiency; Two-Weapon Fighting;
Skills: Balance +4; Bluff +14; Craft: Visual Art +8; Diplomacy +9; Disguise +14 (+17 using the kit); Gather Information +7; Knowledge: Behavioural Sciences +3; Knowledge: Streetwise +8; Move Silently +5; Perform: Act +9; Sleight of Hand +8; Proffesion+7
Possessions: 2 Scorpion (4lb. each); Special Disguise kit (Deluxe+3 bonus) (5lb.) (uses craft visual art to create the face mask); pistol with silencer; medical tools for taking out a heart.
Occupation: Creative (bluff; Disguise; Craft (visual arts)
#435

j0lt

Sep 13, 2007 6:15:41
In my sig, I've got Sam and Dean Winchester from Supernatural statted up, as well as Casey Jones from TMNT fame and... ME! :P
#436

zombiegleemax

Sep 13, 2007 22:45:38
Has anybody thought about doing Micheal Westin from the tv show Burn Notice? I'm currently using him (at a pretty low level and with a really good cover identity in a game I'm running now) and I'd like to see what anybody else might have in mind.
#437

j0lt

Sep 14, 2007 9:07:16
Here's a challenge, does anyone think they could stat up Bill S. Preston Esquire & Ted Theodore Logan? :P
#438

doberler

Sep 14, 2007 10:52:17
Has anyone statted John McClane?

Here's a challenge, does anyone think they could stat up Bill S. Preston Esquire & Ted Theodore Logan? :P

I'm finding it damned difficult to find a set of class levels that fit them...
#439

j0lt

Sep 14, 2007 20:19:59
Hehehe... They certainly wouldn't be charismatic... There needs to be a 7th Base Class: Slacker.
#440

Ragitsu

Sep 14, 2007 21:15:37
Has anyone statted John McClane?

Yep, look for the thread Die Hard 4.0
#441

Ragitsu

Sep 14, 2007 22:36:49
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/A_Tribute_to_MacGyver_by_Aderwyn.jpg)

MacGyver (MacGyver)

Male Human Smart Hero 7 / Charismatic Hero 2 / Field Scientist 4; CR 13 Medium humanoid (human); HD 9d6 + 4d8 + 13; hp 71; Mas 13; Init +2; Spd 30 ft.; Defense 22 (+2 Dex, +5 Int, +4 class, +1 leather jacket); BAB +6; Grap +7; Unarmed Strike (nonlethal) +8/+3 (1d6+1, 20/x2) AL Good, Nature, Phoenix Foundation; SV Fort +7, Ref +8, Will +7; AP 20; Rep +9; Str 12, Dex 14, Con 13, Int 20, Wis 15, Cha 16.

Occupation: Adventurer (Climb, Survival)

Skills
: Bluff +7, Climb +15, Computer Use +8, Craft (Chemical) +21, Craft (Electronic) +21, Craft (Mechanical) +28, Craft (Structural) +17, Demolitions +21, Diplomacy +13, Disable Device +28, Drive +8, Gather Information +13, Investigate +10, Knowledge (Earth and Life Sciences) +10, Knowledge (History) +8, Knowledge (Physical Sciences) +21, Knowledge (Streetwise) +14, Knowledge (Technology) +10, Pilot +6, Read/Write English, Read/Write German, Read/Write Russian, Repair +26, Search +20, Speak English, Speak German, Speak Russian, Survival +10

Feats: Action Boost, Brawl, Builder (Craft: Chemical and Craft: Electronic), Builder (Craft: Mechanical and Craft: Structural), Cautious, Educated (Knowledge: Physical Sciences and Knowledge: Streetwise), Gearhead, Heroic Surge, Knockout Punch, Renown, Simple Weapons Proficiency, Streetfighting, Trustworthy

Talents:

Smart -> Savant (Craft: Mechanical), Savant (Disable Device), Savant (Repair), Exploit Weakness

Charismatic -> Charm (Females)

Field Scientist -> Smart Defense, Scientific Improvisation, Skill Mastery (Craft: Chemical, Craft: Electronic, Craft: Mechanical, Demolitions, Disable Device, Drive, Knowledge: Physical Sciences, Search)


Possessions: Leather Jacket, Swiss Army Knife (counts as a multipurpose tool, Mastercraft +2)
#442

zombiegleemax

Sep 14, 2007 22:37:31
Hehehe... They certainly wouldn't be charismatic... There needs to be a 7th Base Class: Slacker.

Actually, I think a Charismatic/Smart base would be good, just not a whole lot of natural talent (aka low ability scores) in those areas.

They were charismatic, and they were smart, just, it wasn't natural, but something the learned.

I haven't seen either movie in over a decade, but I'd place them, at the start of the first movie, somewhere about 2nd or 3rd level (Cha1/Smt1/Fst1 perhaps?), maybe even ordinaries. By the end of the first movie they're definitely at least 4th level, with level(s) in the Personality AdC.
#443

zombiegleemax

Sep 15, 2007 1:36:16
Jason Voorhees; Tough 7/Strong 5
CR 12; Med-sized freak; HD 7d10+5d8+84 (190 hp); Init +1, Spd 30ft, Def 18, BAB +10, Grp +18, Full Attack +14/+9 (1d6+16 19-20x2 machete full power attack); SV FOrt +14, Ref +4, Will +3; AP 6; Rep 3; Str 26, Dex 13, Con 25, Int 11, Wis 10, Cha 6
Starting Occupation; Criminal (Brawl, hide, move silently)
Talents; Melee smash, improvd melee smash, advanced melee smash, robust, DR 3/-
SQ; Regeneration 5, DR 5/bludgeoning, Frightful presence 10 ft Will DC 14, Watery ressurection 1/year
Skills; Hide +14, Intimidate +10, Move silently +15, Survival +10
Feats; Simple weapons prof, wepon focus (machete), power attack, improved brawl, cleave, sunder, toughness, knockout punch, stealthy, track, improved damage threshold, archaic weapon prof.
Poss; Machete, dity old blood stained chiped hockey mask.
#444

doberler

Sep 16, 2007 1:54:52
Jason Voorhees; Tough 7/Strong 5
CR 12; Med-sized freak; HD 7d10+5d8+84 (190 hp); Init +1, Spd 30ft, Def 18, BAB +10, Grp +18, Full Attack +14/+9 (1d6+16 19-20x2 machete full power attack); SV FOrt +14, Ref +4, Will +3; AP 6; Rep 3; Str 26, Dex 13, Con 25, Int 11, Wis 10, Cha 6
Starting Occupation; Criminal (Brawl, hide, move silently)
Talents; Melee smash, improvd melee smash, advanced melee smash, robust, DR 3/-
SQ; Regeneration 5, DR 5/bludgeoning, Frightful presence 10 ft Will DC 14, Watery ressurection 1/year
Skills; Hide +14, Intimidate +10, Move silently +15, Survival +10
Feats; Simple weapons prof, wepon focus (machete), power attack, improved brawl, cleave, sunder, toughness, knockout punch, stealthy, track, improved damage threshold, archaic weapon prof.
Poss; Machete, dity old blood stained chiped hockey mask.

I think this needs the bogeyman template from the menace manual and then hes good to go
#445

j0lt

Sep 16, 2007 2:44:28
I agree w/ Doberler on the Bogeyman template, but you guys are both forgetting one very important thing:

Jason Voorhees is undead!
#446

zombiegleemax

Sep 16, 2007 10:57:40
Actually, I think Jason is a Maniac.

he's a maniac, a maniac, that's for sure…

Sorry, had to get that out. Though, he might also have a bit of gravetouched ghoul from D&D's Libris Mortis (if only for the undead killing machine aspect). Perhaps even all three (though then his CR would be a bit too high, and the Boogyman template kinda fails with getting undead (since there's no Con score, Death's door doesn't work).
#447

j0lt

Sep 16, 2007 11:22:20
Could work. A Tough Undead Maniac... Yeesh!
#448

darksoldier

Sep 16, 2007 15:49:07
Jason's living status is ambiguous, but as of Friday the 13th Part 6, he's definitely undead.

I wrote him up as a 10th-level Tough/10th-level Slasher, a custom advanced class. He's in my netbook.
#449

Ragitsu

Sep 16, 2007 16:53:30
You also need to beef up Snake's BAB, or push him into epic levels. BAB +12 is weak for someone like him.
#450

j0lt

Sep 16, 2007 21:36:43
You also need to beef up Snake's BAB, or push him into epic levels. BAB +12 is weak for someone like him.

Did I miss a post? Who is this directed at?
#451

Ragitsu

Sep 16, 2007 23:39:19
DarkSoldier, because his build of Snake has BAB +12 by level 20
#452

j0lt

Sep 16, 2007 23:53:58
lol, wasn't that like, a long time ago on a page far, far away?
#453

Ragitsu

Sep 17, 2007 0:51:40
No one says we can't revise something if we disagree with it.

By the way, where are the rules for progressing characters in Modern into Epic?

I also have been working on Big Boss for a while.
#454

j0lt

Sep 17, 2007 2:16:52
I don't think there are epic rules for d20 Modern.
I was only asking about the location of the post because I'm too lazy to search through 16 pages of posts to find it. What page is it on?
#455

Ragitsu

Sep 17, 2007 2:22:40
One of the Wiz_Os posted rules for Epic d20 once, and there were Epic d20 Modern feats, so I say it can work.
#456

darksoldier

Sep 17, 2007 11:20:22
DarkSoldier, because his build of Snake has BAB +12 by level 20

Most the enemies Snake fights are at best 3rd-level ordinaries, for whom he doesn't need a high BAB to deal with, and he's trained to avoid detection.

The rest of his enemies are mid- to high-level, and Snake generally has a challenge there.
#457

Ragitsu

Sep 17, 2007 11:27:17
Again...he needs a higher BAB. It's how he outsnipes Sniper Wolf, and outfights his brother. Admittedly it's a flaw of the system (level limitations), though you could sub in some Soldier levels in place of Infiltrator levels. But the Spec Ops class also screams to be added onto his sheet as well.

I will work on Solid Snake and Big Boss when I locate these "Epic" expanded rules.

Don't you remember when people had to plead with you to raise his Int to 16? At least consider you could be mistaken again.

Edit -> At least you'll have to consider it when MGS4 is released (adding on more levels, that is)
#458

zombiegleemax

Sep 17, 2007 20:17:02
hehe I'm actually incorporating "Sarge" from Red vs. Blue as the head of an underground bounty hunting organizations. My players are going to love it.
#459

j0lt

Sep 17, 2007 20:18:37
I remember statting Snake out at level 12, and people were freaking out.
They were trying to add more or less every skill in the book because "that's what he would have", whereas I was basing my build on what we see him able to do.
#460

Ragitsu

Sep 18, 2007 2:24:27
whereas I was basing my build on what we see him able to do.

That also includes cutscenes and backstory (manual stuff) though, not to mention that in MGS his lifebar goes up a few times (level increase)
#461

trappedslider

Sep 18, 2007 23:32:02
No one says we can't revise something if we disagree with it.

By the way, where are the rules for progressing characters in Modern into Epic?

I also have been working on Big Boss for a while.

here is the link you have asked for.....Sith's Holocron - Epic Level D20 Modern
#462

Ragitsu

Sep 19, 2007 0:30:02
Thanks!
#463

darksoldier

Sep 19, 2007 1:24:01
That also includes cutscenes and backstory (manual stuff) though, not to mention that in MGS his lifebar goes up a few times (level increase)

Cutscene Power to the Max!

What a character can do in a cutscene is not indicative of what the same character can do during the course of the regular game. I've played Metal Gear Solid: The Twin Snakes, and you can't make Snake pull off the ridiculous stunts he pulls in the cutscenes.
#464

Ragitsu

Sep 19, 2007 13:47:41
d20 Modern, however, is beyond the limitations (controls) of the game. So that point is null.
#465

rightwingwacko

Sep 19, 2007 17:16:51
My God!
Do you all have nothing better to do????
#466

psiseveredhead

Sep 19, 2007 17:21:41
My God!
Do you all have nothing better to do????

We'll find something better to do if you mail us women, wine, song, or money :D
#467

darksoldier

Sep 20, 2007 13:26:55
My God!
Do you all have nothing better to do????

Until I start my job training, not really.
#468

trappedslider

Sep 20, 2007 14:38:00
We'll find something better to do if you mail us women, wine, song, or money :D

or more stuff for D20 Modern.....:P
#469

rightwingwacko

Sep 22, 2007 8:32:39
Everybody should try HARP Lite, a free RPG on the Iron Crown Enterprises (ICE) website!
#470

rightwingwacko

Sep 22, 2007 15:51:57
Oh.... So everybody is automatically turned off because it is not a WotC game?!
Grow up and expand your games!!
#471

jacemachine

Sep 22, 2007 16:31:04
Oh.... So everybody is automatically turned off because it is not a WotC game?!
Grow up and expand your games!!

I noticed that your sig has this quote in it:

"It is better to keep your mouth shut and look like a fool than to open your mouth and leave no doubt."

I think perhaps in the future you should let board members express their own opinions before mistaking board inactivity for apathy.

I for one love a variety of rpgs.
However, I come to this forum to discuss d20 Modern.

This thread in particular to discuss NPC's from movies, television, and books.

In keeping with that, has anyone read the Repairman Jack series by Author F. Paul Wilson? If so, have you given any thought to what his d20 Modern analogue might be?
#472

psiseveredhead

Sep 22, 2007 21:05:56
I borrowed a book of thriller short stories from the library, and Repairman Jack is in one of them. He's cool, but alas I didn't learn much about him (from a metagame perspective).

Unfortunately, I rarely read about characters (outside Westerns, oddly enough) who work as a group. In fact, I found reading Westerns actually helped my GMing. My English teacher would freak out if she heard that, I think
#473

Ragitsu

Sep 22, 2007 21:21:21
I will work on a few PC game NPCs.
#474

j0lt

Sep 22, 2007 21:45:23
Oh.... So everybody is automatically turned off because it is not a WotC game?!

This is the WotC forum. In fact, advertising about another company's product is against the forum CoC. It's kinda like going to a Coca~Cola convention and saying "Hey guys! There's some free RC Cola over there!"

One character I've always wanted to see statted up with d20 Modern is Molly Millions from Neuromancer by William Gibson.
#475

rightwingwacko

Sep 23, 2007 7:30:30
Ahhh you are right of course... sorry.
#476

j0lt

Sep 23, 2007 9:03:29
No worries.

I've posted 'em in the Urban Arcana forums, but you can find Sam & Dean Winchester from Supernatural as well as Casey Jones from TMNT in my sig.
#477

campeador

Sep 30, 2007 5:51:20
Has anybody thought about doing Micheal Westin from the tv show Burn Notice? I'm currently using him (at a pretty low level and with a really good cover identity in a game I'm running now) and I'd like to see what anybody else might have in mind.

Here you go:

While in the middle of a dangerous mission in Nigeria, Michael's "contact" informs him that he has been burned. When a spy gets fired, he doesn't get a call from human resources and a gold watch. In Michael's case, they jeopardize his life, freeze his bank accounts, dump him in Miami, and flag him on every government list known to man. They can't take away his skills or what's in his head, so they take away his assets and his resources to make sure he can never work again. They burn him.

Michael Westen: [voice-over] Know what it's like being a spy? Like sitting in your dentist's reception area twenty-four hours a day. Read magazines, have coffee, and every so often, someone tries to kill you.

Michael Westen: Smart Hero 3/Charismatic Hero 2/Infiltrator 2: CR 7; Medium-sized humanoid; HD 3d6 plus 2d6 plus 2d8; hp 29; Mas 10; Init +2; Spd 30 ft.; Defense 16, touch 16, flat-footed 14 (Dex +2, Class +4); BAB +3; Grap +0; Atk +3 melee (1d4/x2 unarmed); Full Atk +3 melee (1d4/x2 unarmed); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Neutral; SV Fort +3, Ref +8, Will +3; AP 10; Rep +4; Str 11, Dex 14, Con 10, Int 14, Wis 13, Cha 16.
Occupation: Military (class skills: Hide, Move Silently).
Skills: Bluff +11, Computer Use +4, Craft (electronic) +7, Craft (mechanical) +7, Decipher Script +5, Demolitions +5, Diplomacy +9, Disable Device +8, Disguise +5, Forgery +7, Gather Information +9, Hide +10, Investigate +5, Knowledge (streetwise) +4, Knowledge (tactics) +7, Knowledge (technology) +7, Move Silently +10, Repair +8, Research +5, Search +7, Sleight of Hand +10.
Feats: Agile Riposte, Combat Expertise, Combat Martial Arts, Deceptive, Defensive Martial Arts, Dodge, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents [Smart Hero]: Exploit Weakness, Plan.
Talents [Charismatic Hero]: Fast-talk.
Talents [Infiltrator]: Sweep, Improvised Implements.
Equipment: Business Suit, cell phone, duct tape.
#478

marcoasalazarm

Sep 30, 2007 17:15:37
IMAGE(http://www.movier.hu/upload/2007_04_24_14_26_28.jpg)

Bobby Lee Swagger (Shooter)

Male Human Fast Hero 4 / Dedicated Hero 4 / Gunslinger 4 / Sniper 5; CR 17 Medium humanoid (human); HD 4d8 + 4d6 + 9d8^ + 34; hp 106 ; Mas 15; Init +5; Spd 35 ft.; Defense 28 (+5 Dex, +13 class); BAB +15*; Grap +17; Barrett M82A2 +23/+18/+13 (2d12, 20/x2) Range Inc: 240 ft | Unarmed Strike (lethal) +17/+12/+7 (1d4+2, 20/x2) AL Good, United States; SV Fort +7, Ref +13, Will +9; AP 7; Rep +5; Str 14, Dex 20, Con 15, Int 14, Wis 16, Cha 13.

Occupation: Military (Hide, Move Silently)

Skills: Craft (Chemical) +8, Craft (Mechanical) +8, Demolitions +6, Handle Animal +5, Hide +28, Knowledge (Current Events) +7, Knowledge (Tactics) +11, Listen +17, Move Silently +20, Sleight of Hand +11, Spot +26, Survival +12, Tumble +11

Feats: Advanced Firearms Proficiency, Combat Martial Arts, Dead Aim, Defensive Martial Arts, Double Tap, Far Shot, Heroic Surge, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapons Proficiency, Stealthy, Track, Weapon Focus (Barrett M82A2)

Talents:

Fast -> Increased Speed, Evasion

Dedicated -> Skill Emphasis (Spot), Aware

Gunslinger -> Close Combat Shot, Weapon Focus (Barret M82A2), Defensive Position

Sniper -> Massive Shot, Improved Dead Aim (+3) and Far Shot, Center Mass, Windage and Improved Dead Aim (+4), Critical Shot

Possessions: Barret M82A2 with telescopic scope (Zoom, x3 - x12) (Mastercraft +2 to hit), various firearms, cabin and furnishings.

-----

^Swapped Gunslinger HD to d8, bumped BAB progression to full

*Using the Fractional BAB house rule

The Barret M82A2 is good as a Weapon Focus and everything (since he owns one from the beginning of the flick), but if one would go for a more 'living off the land' Swagger, it would be better to change the Focus to a Remington M-70 Sniper Rifle (which he uses for nearly the entirety of the movie).

That said, a friend of mine used the build on his own campaign and has told me that he sure is a terror if you don't see him 'coming from very far away'. Kudos.
#479

Ragitsu

Sep 30, 2007 17:35:38
Actually...

Throughout the film Swagger uses an array of sniper weapons, among which are the USMC M40A1 and Barrett M82 sniper rifles in the African opening sequences, CheyTac Intervention in .408 Cheytac used to shoot the Dinty Moore stew can and Remington 700P in .308 Winchester. Also when Col. Johnson first approaches Swagger's house, Bob Lee's concealed knife is a SOG Twitch XL. He also uses a SOG Daggert 2 as part of his field equipment.

#480

Ragitsu

Sep 30, 2007 18:07:42
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/JackCarver1.png)

Jack Carver (Far Cry)

Male Human Fast Hero 4 / Tough Hero 4 / Soldier 3; CR 11 Medium humanoid (human); HD 4d8 + 7d10 + 22 + 4; hp 93; Mas 15; Init +7; Spd 35 ft.; Defense 23 (+3 Dex, +10 class); BAB +9; Grap +11; H&K MP5 +14/+9 (2d6+2, 20/x2) AL Self, Valerie; SV Fort +7, Ref +8, Will +4; AP 8; Rep +2; Str 15, Dex 16, Con 15, Int 14, Wis 13, Cha 13.

Occupation: Military (Knowledge: Tactics, Swim)

Skills
: Climb +12, Drive +10, Hide +10, Knowledge (Tactics) +10, Listen +11, Move Silently +10, Profession (boat-charter) +6, Read/Write English, Speak English, Spot +13, Survival +11, Swim +12, Tumble +10

Feats: Advanced Firearms Proficiency, Armor Proficiency (Light), Athletic, Burst Fire, Endurance, Exotic Firearms Proficiency (Rocket Launchers), Far Shot, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Surface Vehicle Operation (Sailboat), Weapon Focus (H&K MP5)

Talents:

Fast -> Evasion, Increased Speed

Tough -> Robust, Stamina

Soldier -> Weapon Focus (H&K MP5), Weapon Specialization (H&K MP5)


Possessions: Casual Clothing (Hawaiian Shirt), Mesh Vest, H&K MP5 with Scope, Illuminator and Suppressor, 3 magazines 9mm (H&K MP5, 90 total)
#481

marcoasalazarm

Sep 30, 2007 18:21:45
Mean man, from the first game, even. Cool.
#482

Ragitsu

Sep 30, 2007 21:01:08
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Imperdovel2.jpg)

William Munny (Unforgiven)

Male Human Fast Hero 4 / Tough Hero 2 / Charismatic Hero 2 / Gunslinger 4; CR 12 Medium humanoid (human); HD 4d8 + 2d10 + 2d6 + 4d8 + 13; hp ; Mas 14; Init +3; Spd 30 ft.; Defense 23 (+3 Dex, +10 class); BAB +9; Grap +10; Winchester 1873 +13/+8 (2d10, 20/x2) Colt Peacemaker +12/+7 (2d6, 20/x2) AL Family, Self; SV Fort +8, Ref +9, Will +8; AP 9; Rep +7; Str 12, Dex 17, Con 14, Int 14, Wis 16, Cha 15.

Occupation: Criminal (Knowledge: Streetwise, Sleight of Hand)

Skills
: Diplomacy +10, Gamble +9, Handle Animal +10, Hide +6, Intimidate +14, Knowledge (Current Events) +9, Knowledge (Streetwise) +11, Listen +8, Move Silently +10, Profession (farmer) +8, Read/Write English, Ride +15, Sleight of Hand +15, Speak English, Spot +13, Survival +8, Tumble +9

Feats: Alertness, Animal Affinity, Confident, Dodge, Double Tap, Heroic Surge, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Quick Reload, Renown, Simple Weapons Proficiency, Weapon Focus (Winchester 1873)

Talents:

Fast -> Evasion, Uncanny Dodge I

Tough -> Remain Conscious

Charismatic -> Charm (Females)

Possessions: Cowboy Hat, duster, boots and spurs, Winchester 1873, 50 rounds .30 caliber, Colt Peacemaker, 36 rounds .45
#483

nerull_02

Oct 01, 2007 2:43:30
IMAGE(http://i170.photobucket.com/albums/u254/nerullgeorge/JamesCarter.jpg)

Agent 47 (fast 3/ strong 3/ infiltrator 2/gunslinger 2): CR 10; Med. Humanoid; HD8d8+2d10+20; 70 HP ; MAS 12; Initiative +3; Spd 30'; Defense 22, touch 22, flat-footed 19 (class +9, Dex+3); BAB 7; Reach 5' (5x5); AL The contract; SV Fort 4, Ref 11, Will 4; AP 5; Rep +2; Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 12.
Attacks:
1) AMT Hard Baller Mastercraft+1 (Bns 12/7; Dmg 2d6; Crit 20; Rng 30; Wgt 3lb.; Typ Ballistic; Sz Small; Notes: RoF S; 7 box; +1 damage if within 30' (10mm autoloader)
2) Twin AMT Hard Baller Mastercraft+1 (Bns 10/10/5; Dmg 2d6/2d6; Crit 20; Rng 30; Wgt 3lb.; Typ Ballistic; Sz Small; Notes: RoF S; 7 box; +1 damage if within 30' (10mm autoloader)
3) AMT Hard Baller Mastercraft+1 douple tap (Bns 10/5; Dmg 3d6; Crit 20; Rng 30; Wgt 3lb.; Typ Ballistic; Sz Small; Notes: RoF S; 7 box; +1 damage if within 30' (10mm autoloader)
4) Garrote (Bsn 10/ grapple+14; Dmg 1d6+6 lethal; Wgt 1lb; Sz Tiny) [allows an attacker to treat his unarmed damage as lethal when choking someone; As it is two handed weapon he may also add one and a half his str bonus to damage]
Languages: English (Speak, Read & Write)
Feats/Talents: Close Combat Shot (doesn't provoke AoO from med or smaller firearm); Improvised Implements (No -4 to improvised attacks or climb/disable device without tools); Improved Increased Speed (10'); Improved Melee Smash (+2 melee damage); Sweep; Brawl; Deceptive; Double Tap; Far Shot; Personal Firearms Proficiency; Point Blank Shot; Simple Weapons Proficiency; Two-Weapon Fighting; Weapon Focus (Colt M1911); Improved Grapple (+4 grapple checks, no AoO);
Skills: Balance +5; Bluff +7; Climb +9; Demolitions +7; Disable Device +10; Disguise +11; Hide +13; Jump +8; Knowledge: Tactics +5; Listen +3; Move Silently +15; Sleight of Hand +12; Spot +4; Tumble +9; Proffesion+4.
Possessions: 2 * AMT Hard Baller +1 mastercraft (3lb. each); Business Outfit (3lb.); Cell phone (0lb.); Walkie-talkie - Professional (1lb.); Lockpick set (1lb.); Electro-optical Binoculars (4lb.); Compass (0,5lb.)
GPS receiver (1lb.); Concealed carry holsters (0,5lb. each); 2* Suppressors (Pistol) (1lb.); Chloroform bottle; rags (for applying chloroform); syringes with knockout and death poison; coins for distracting enemies
Occupation: Criminal (Disguise;Disable Device; Pfp)
#484

marcoasalazarm

Oct 01, 2007 12:44:07
Cool write-ups. If I may request a couple?

Nicholas Angel and Danny Butterman from 'Hot Fuzz'.
#485

Ragitsu

Oct 01, 2007 14:52:02
I will take a crack at it once I see the movie, as long as someone hasn't beat me to it by then. :P
#486

Ragitsu

Oct 02, 2007 2:24:24
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/nathan_final_battle_closeup.jpg)

Nathan Algren (The Last Samurai)

Male Human Charismatic Hero 3 / Tough Hero 3 / Fast Hero 2 / Field Officer 3; CR 11 Medium humanoid (human); HD 3d6 + 3d10 + 2d8 + 3d8 + 26; hp 98; Mas 16; Init +2; Spd 30 ft.; Defense 21 (+2 Dex, +9 Class); BAB +7; Grap +9; Katana +11/+6 (2d6+3, 19-20/x2) AL Good, Samurai, Japan; SV Fort +8, Ref +8, Will +7; AP 7; Rep +4; Str 14, Dex 15, Con 16, Int 14, Wis 14, Cha 16.

Occupation: Adventurer (Knowledge: Tactics, Ride)

Skills
: Bluff +9, Concentration +9, Craft (Visual Art) +8, Craft (Writing) +8, Diplomacy +12, Intimidate +11, Knowledge (Current Events) +8, Knowledge (Tactics) +13, Knowledge (Theology and Philosophy) +5, Listen +5, Move Silently +8, Read/Write Blackfoot, Read/Write Cheyenne, Read/Write English, Read/Write Japanese, Ride +10, Sense Motive +10, Speak Blackfoot, Speak Cheyenne, Speak English, Speak Japanese, Spot +8, Survival +5, Tumble +8

Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Combat Expertise, Dodge, Exotic Melee Weapon Proficiency (Katana), Heroic Surge, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Toughness, Weapon Focus (Katana)

Talents:

Charismatic Hero -> Coordinate, Inspiration

Tough Hero -> Remain Conscious, Stamina

Fast Hero -> Evasion

Field Officer -> Leadership, Uncanny Survival

Possessions: Katana (Mastercraft +1 to hit)

---

I chose Adventurer instead of Military, because, instead of Knowledge: Tactics, I couldn't see any other skill for him, but Ride works well. Besides which, there is a precedent for soldiers of the 19th century having it, as stated in d20 Past.
#487

nerull_02

Oct 02, 2007 3:06:55
Nathan Algren looks nice!
#488

Ragitsu

Oct 02, 2007 3:21:06
Thanks . Statting him reminded me to keep note of an NPC's languages.
#489

nerull_02

Oct 07, 2007 11:39:35
JASON BOURNE
Now that this amazing trilogy is over a complete Jason Bourne d20 modern version can be created.

IMAGE(http://i170.photobucket.com/albums/u254/nerullgeorge/poster6.jpg)
Jason Bourne: (Strong3/smart2/dedicated2/Martial artist 4/ fast2/ infiltrator 4): CR 17; Medium Humanoid (human); HD 13d8+4d6+34, Mas 15 ; Init +7 , Spd 35 ; Def 28 (+3 Dex + 15 class) ; BAB +12, Grap +17; Atk +15/+10/+5 melee (1d8+5; martial arts) or +15/+10/+5 ranged (2d6 pistol); FS/R 5 ft./5 ft.; SA AL his life; SV Fort +8, Ref +14, Will +8; AP 8 , Rep + 4; Str 16 , Dex 16 , Con 15 , Int 14 , Wis 12 , Cha 10 .
Occupation: Military (class skills: hide ,knowledge (tactics) bonus feat:pFp)
Skills: Climb +10; Computer Use +6; Craft: Electronic +5; Disable Device +9; Drive +11; Hide +17; Investigate +8; Jump +11; Knowledge: Streetwise +5; Knowledge: Tactics +22; Listen +7; Move Silently +15; Navigate +6; Sleight of Hand +11; Search+5; Spot +18; Swim +5; Treat Injury +3; Read/Write Language 6 ranks; Speak Language 6 ranks.
Feats: Alertness; Combat Expertise; Combat Martial Arts (mainly Krav Maga and Escrima/Kali techniques); Combat Reflexes: max 4 AoOs; Combat Throw; Defensive Martial Arts: +1 Defense in Melee; Double Tap; Elusive Target; Heroic Surge: 4x per day; Improved Disarm; Improved Initiative; Personal Firearms Proficiency; Point Blank Shot; Run; Simple Weapons Proficiency;
Talents: Flying Kick (unarmed charge +4 damage) [maybe change this to a more Bourne style: improvised weapon boost (improvised weapons +4 damage)]; Improved evasion; Improvised Implements (No -4 to improvised attacks or climb/disable device without tools); Increased Speed (5'); Living Weapon 1d8; Improved Melee Smash (+2 melee damage); Savant (Knowledge (Tactics) +2); Skill Emphasis (Spot); Sweep;
Possessions: safety deposit box full of money, six passports, American Express Platinum Charge Card, Air France Club 2000 frequent flyer card, a gun (usually a SIG-Sauer SIG Pro SP2009 9mm), cell phone.
#490

Ragitsu

Oct 07, 2007 18:31:28
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/1191443734587.jpg)

Naked Snake (Metal Gear Solid 3)

Male Human Dedicated Hero 4 / Strong Hero 3 / Fast Hero 3 / Infiltrator 10 / SpecOp 5; CR 25 Medium humanoid (human); HD 4d6 + 21d8 + 75; hp 192; Mas 19; Init +13; Spd 35 ft.; Defense 34 (+5 Dex, +19 class); BAB +18; Grap +21; Colt M1911A1 +26/+21/+16/+11 (2d6, 20/x2) Knife +23/+18/+13/+8 (1d4+6, 19-20/x2) Unarmed Strike (Lethal) +21/+16/+11/+6 (1d4+4, 20/x2) AL Combat, Warriors; SV Fort +15, Ref +19, Will +12; AP 10; Rep +8; Str 16, Dex 20, Con 16, Int 16, Wis 15, Cha 13.

Occupation: Military (Hide, Move Silently)

Skills
: Climb +16, Demolitions +10, Disguise +10, Escape Artist +12, Hide +33, Jump +15, Knowledge (Current Events) +10, Knowledge (Tactics) +14, Listen +27*, Move Silently +32, Read/Write English, Read/Write Russian, Sleight of Hand +12, Speak English, Speak Russian, Spot +17*, Survival +20, Swim +15, Treat Injury +14, Tumble +25

Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (Light), Athletic, Combat Expertise, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Endurance, Exotic Firearms Proficiency (Heavy Machine Guns), Exotic Firearms Proficiency (Rocket Launchers), Far Shot, Improved Damage Threshold, Improved Initiative, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency, Stealthy, Weapon Focus (Knife)

Talents:

Dedicated -> Skill Emphasis (Hide), Aware

Strong -> Melee Smash, Extreme Effort

Fast -> Evasion, Uncanny Dodge I

Infiltrator -> Sweep, Improvised Implements, Improved Evasion, Skill Mastery (Climb, Hide, Jump, Listen, Move Silently, Tumble), Improvised Weapon Damage, Improved Sweep, Without a Trace

SpecOp -> Specialist (Medical), Hunt and Evade, Night Mover, Shock and Awe, Silent Death

Possessions: Woodland BDU, black BDU, urban BDU, radio, Colt M1911A1 (Mastercraft +3 to hit, Suppressed), 5 magazines .45, knife (Mastercraft +1 to hit, +2 to damage), various camouflage compacts.

---
I progressed Snake past level 20, adding on all five levels of SpecOp to round him out, feats at level 21 and 24 (following the character level feat progression as in the book), and a stat increase at level 24. I also feel the following are worthy bonus feats, should you so choose to add them: Burst Fire, Combat Reflexes, Dodge, Double Tap, Improved Combat Martial Arts, Improved Combat Throw, and Improved Disarm.

Also, this custom feat I based off of the Tracer's level 4/7 ability suits him:

Supreme Stealth

You are capable of moving quickly and remaining unnoticed.

Prerequisites: Dexterity 15, Hide 13 ranks, Move Silently 13 ranks, Stealthy

Benefit. You can move up to your full speed without the -5 penalty on any Hide or Move Silently check. You receive only a -10 penalty on Hide and Move Silently checks while running or charging (instead of the normal -20 penalty)

*Due to losing an eye, Snake receives a permanent -4 penalty to Spot checks, however, he quickly adjusted to his loss and now receives a +4 competence bonus to Listen checks.

I haven't played Metal Gear Solid: Portable Ops, so this statblock represents Snake at the end of Metal Gear Solid 3. I imagine he gains a few Charismatic Hero levels (perhaps Field Officer as well) later on just before and during his time as Foxhound's commander.
#491

Ragitsu

Oct 09, 2007 4:49:30
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/ShepChar.jpg)

Colonel John Sheppard (Stargate Atlantis)

Male Human Fast Hero 7 / Dedicated Hero 3 / Soldier 2 / Dogfighter 3; CR 15 Medium humanoid (human); HD 7d8 + 3d6 + 2d10 + 3d8 + 28; hp 102; Mas 15; Init +4; Spd 40 ft.; Defense 28 (+4 Dex, +11 Class, +3 Undercover Vest); BAB +11; Grap +13; FN P90 +16/+11/+6 (2d8+2, 20/x2) Beretta M9 +15/+10/+5 (2d6, 20/x2) Knife +13/+8/+3 (1d4+2, 19-20/x2) Unarmed Strike (Lethal) +13/+8/+3 (1d4+2, 19-20/x2) AL Good, Earth, Atlantis; SV Fort +9, Ref +14, Will +7; AP 6; Rep +4; Str 14, Dex 18, Con 15, Int 16, Wis 14, Cha 15.

Occupation: Military (Knowledge: Tactics, Pilot)

Skills
: Balance +9, Bluff +12, Demolitions +10, Hide +14, Knowledge (Current Events) +10, Knowledge (Pop Culture) +8, Knowledge (Tactics) +13, Listen +10, Move Silently +15, Navigate +12, Pilot +21, Read/Write English, Sleight of Hand +11, Speak English, Spot +13, Survival +11, Tumble +14

Feats: Advanced Firearms Proficiency, Aircraft Operation (Helicopters), Alien Weapons Proficiency (b), Armor Proficiency (Light), Combat Martial Arts, Defensive Martial Arts, Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Starship Battle Run, Starship Dodge, Starship Gunnery, Starship Operation (Ultralight)

Talents:

Fast -> Increased Speed, Improved Increased Speed, Evasion, Uncanny Dodge I

Dedicated -> Skill Emphasis (Pilot), Aware

Soldier -> Weapon Focus (FN P90), Weapon Specialization (FN P90)

Dogfighter -> Defender of the Universe

Possessions: Mesh vest, undercover vest, aviator shades, FN P90, 4 magazines 5.7mm, Beretta M9, 5 magazines 9mm, holster, 2 flashbangs, combat knife, flashlight, professional walkie-talkie (counts as radio).

Ancient Technology Activation Gene: Colonel Sheppard naturally possesses the ATA gene, which allows him to activate and operate Ancient technology.

---

I'd recommend a custom ammo damage houserule for the 5.7mm round.

(b) - Bonus Feat
#492

malakar_the_black

Oct 09, 2007 5:20:29
Was looking through this thread and was wondering if someone could do Parker and Longbaugh from The Way of the Gun. Joe Sarno (the bag man) would be cool as well.
#493

Ragitsu

Oct 09, 2007 5:32:02
Was looking through this thread and was wondering if someone could do Parker and Longbaugh from The Way of the Gun. Joe Sarno (the bag man) would be cool as well.

If you look waaaaaaay back, someone did stat them up.

If I ever see the movie, i'll give it a whirl.
#494

zombiegleemax

Oct 09, 2007 14:49:02
Updated stats below.

Doctor Rodney McKay


#495

Ragitsu

Oct 09, 2007 16:25:29
Don't forget he carries the ATA gene too (albeit through gene therapy).

Ah, and this feat from Menace Manual seems to suit him nicely:

http://www.dominion-x.net/d20-msrd/MenaceServicesandFeats.html

Hacker

You specialize in hacking into computers and defending networks from hacking.

Prerequisites: Computer Use 4 ranks, Knowledge (Technology) 2 ranks

Benefit: You gain a +4 competence bonus on Computer Use checks made to defeat computer security, defeat file security or defend security. This bonus does not apply to other uses of the Computer Use skill.

He definetely needs ranks in Knowledge (Pop Culture)...him and Sheppard have competitions over it!
#496

zombiegleemax

Oct 10, 2007 12:53:04

Doctor Rodney McKay
IMAGE(http://upload.wikimedia.org/wikipedia/en/f/ff/Stargate_atlantis_rodney_mckay1.jpg)



Male Human Smart Hero 7 / Dedicated Hero 2 / Field Scientist 2 / Techie 2 / Engineer 2; CR 15; Medium humanoid (human); HD 7d6 + 2d6 + 2d8 + 2d6 + 2d6 + 15; hp 72; Mas 12; Init +1; Spd 30 ft.; Defense 23 (+1 Dex, +5 Int, +7 Class); BAB +7; Grap +8; FN P90 +8/+3 (2d8, 20/x2); SQ ATA gene; AL Science, Earth, Atlantis; SV Fort +9, Ref +7, Will +10; AP 6; Rep +4; Str 12, Dex 12, Con 12, Int 21, Wis 12, Cha 8.

Occupation: Technician (Craft (Electronic), Craft (Mechanical), Repair)

Skills: Computer Use +32, Craft (Chemical) +11, Craft (Electronic) +33, Craft (Mechanical) +33, Craft (Structural) +19, Disable Device +25, Drive +5, Investigate +7, Knowledge (Earth and Life Sciences) +9, Knowledge (Physical Sciences) +25, Knowledge (Popular Culture) +17, Knowledge (Technology) +25, Perform (Keyboards) +0, Pilot +5, Profession +19, Read/Write English, Read/Write French, Repair +36, Research +25, Search +25, Speak English, Speak French

Feats: Builder (Craft (Electronic), Craft (Mechanical)), Cautious, Educated (Knowledge (Physical Sciences), Knowledge (Technology)), Gearhead, Hacker, Heroic Surge, Mastercrafter, Meticulous, Personal Firearms Proficiency, Salvage, Simple Weapons Proficiency, Starship Operation (Ultralight), Studious

Talents/Special Abilities: Extreme Machine, Improve Kit +1, Quick Craft (three-quarters time), Savant (Computer Use, Craft (Electronic), Craft (Mechanical), Repair), Scientific Improvisation, Skill Emphasis (Repair), Smart Defense, Superior Repair.

Possessions: Mesh Vest, Backpack, FN P90, 4 magazines 5.7mm, flashlight, professional walkie-talkie, tablet computer (+2 Computer Use), ancient scanner.
#497

zombiegleemax

Oct 10, 2007 12:58:51
Don't forget he carries the ATA gene too (albeit through gene therapy).

Ah, and this feat from Menace Manual seems to suit him nicely:

http://www.dominion-x.net/d20-msrd/MenaceServicesandFeats.html



He definetely needs ranks in Knowledge (Pop Culture)...him and Sheppard have competitions over it!

I updated my stats for Rodney, though I'm personally split about giving him the Hacker feat. As is he can already get almost every DC (even the increased DCs of hiding his tracks or in a high security area), and he can always use an action point if he really needs to hit the hidden/top secret modify programming DC (for instance, when dealing with the Replicator Core progamming?).
#498

Ragitsu

Oct 10, 2007 17:14:51
I suppose it's "icing on the cake", but it does help with those alien computer systems, and I like the "flavor" it adds as well.

Not necessary, but I like it.

Nice touch on the Heroic Surge as well! I would have given him Action Boost, but your choice makes equal sense.
#499

pyro_mania1803

Oct 13, 2007 17:16:11
Some one probly stated this before ( I don;t really want to look through the posts) The Mystery Men characters would probly be better off made with Mutants & Masterminds rules. But if you can do it with d20 rules, then by all means do it. :D
#500

Ragitsu

Oct 13, 2007 17:49:16
d20 can handle anything.
#501

Ragitsu

Oct 13, 2007 19:40:12
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Mickey.jpg)

Mickey O'Neill (Snatch)

Male Human Tough Hero 6 / Strong Hero 3 / Charismatic Hero 2 / Street Warrior 1; CR 12 Medium humanoid (human); HD 6d10 + 3d8 + 2d6 + 1d10 + 53; hp 125; Mas 21; Init +2; Spd 30 ft.; Defense 19 (+2 Dex, +7 Class); BAB +9; Grap +12; Unarmed Strike (Nonlethal) +14/+9 (1d8+5, 20/x2) AL Pikeys; SV Fort +13, Ref +7, Will +4; AP 5; Rep +5; Str 17, Dex 14, Con 18, Int 13, Wis 12, Cha 16.

Occupation: Criminal (Gamble, Knowledge: Streetwise)

Skills
: Bluff +13, Concentration +13, Diplomacy +5, Gamble +12, Handle Animal +12, Intimidate +12, Knowledge (Streetwise) +15, Read/Write Pikey, Speak Pikey, Spot +7, Survival +6

Feats: Agile Riposte, Brawl, Combat Expertise, Confident, Dodge, Improved Brawl, Improved Damage Threshold, Improved Feint, Improved Knockout Punch, Knockout Punch, Power Attack, Simple Weapons Proficiency, Streetfighting

Talents:

Tough -> Remain Conscious, Robust, Stamina

Strong -> Melee Smash, Improved Melee Smash

Charismatic -> Fast-Talk

Street Warrior -> Urban Survival

Possessions: Leather hat, various caravans, various dags and loot.
#502

Ragitsu

Oct 19, 2007 5:17:27
Jack O'Neill from Stargate SG-1 as well.

Fast Hero definetely. Tough Hero for Electricity Resistance. Not sure what else...
#503

Ragitsu

Oct 30, 2007 12:25:45
Bump
#504

nerull_02

Oct 31, 2007 9:04:14
Mission Impossible
IMAGE(http://i142.photobucket.com/albums/r81/nerull2/mi3.jpg)

Ethan Hunt: (Fast 4/charismatic 3/ strong 4/ inflitrator2): CR 13 ; Medium Humanoid (human); HD 10d8+3d6+26, hp , Mas 14 ; Init +4, Spd +30ft; Def 25 (+11 class; +4 dex) ; BAB +9 Grap+11 Atk +12/+7 melee (1d6+3 unarmed nolethal or 2d6+6 knockout punch) or +11/+6 melee (1d4+3 unarmed lethal) or +13/+8 ranged (2d6 Baretta 92F) or + 11/+11/+6 (twin beretta 92F); FS/R 5 ft./5 ft.; AL agency; his wife; SV Fort +7, Ref +12, Will +3; AP 6, Rep +4 ; Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 12.
Occupation: adventurer (class skills: Bluff; Disable device; bonus feat: PFP)
Skills: Balance +7; Bluff +11; Climb +14; Diplomacy +6; Disable Device +10; Disguise +7; Drive +14; Escape Artist +8; Hide +14; Intimidate +8; Jump +8; Knowledge: Tactics +8; Listen +4; Move Silently +13; Sleight of Hand +9; Spot +4; Tumble +9.
Read/Write Language 4 ranks; Speak Language 4 ranks.
Feats: Advanced Firearms Proficiency; Armor Proficiency (light); Brawl; Combat Martial Arts; Dodge (+1 Dodge bonus versus selected opponent); Double Tap; Knockout Punch; Mobility; Personal Firearms Proficiency; Point Blank Shot; Shot on the Run; Simple Weapons Proficiency; Two-Weapon Fighting;
Talents: Charm (+3 to Cha skills vs female); Extreme Effort (Full-round, +2 to Str check); Fast Talk (+3 to Bluff, Diplomacy & Gamble when lying); Improvised Implements (No -4 to improvised attacks or climb/disable device without tools); Melee Smash (+1 melee damage); Sweep; Uncanny Dodge (Dex to Defense);
Possessions: Casual Clothes while on infiltration/impersonation mission OR black fatigues, light undercover vest and mesh vest while one engagement mission. 1 or 2 Beretta 92 F or/and MP5, carry holsters, extra loaded magazines, Professional Walkie Talkie and microphone headset, Cell Phone.
#505

j0lt

Oct 31, 2007 10:09:19
Nicely done Nerull/!
#506

Ragitsu

Nov 06, 2007 0:35:59
And now, the Genome Soldiers from Metal Gear Solid

IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Genome_Soldiers.jpg)

From left to right: NBC Warfare Troop, Light Infantry Troop, Arctic Warfare Troop, Heavily Armed Troop

---

NBC Warfare Troop

Human Tough Ordinary 3 / Dedicated Ordinary 3; CR 5 Medium humanoid (human); HD 3d10 + 3d6 + 9; hp 38; Mas 14; Init +2; Spd 30 ft.; Defense 19 (+3 Dex, +3 Class, +3 Armor); BAB +4; Grap +6; FA-MAS G2 +6 (2d8, 20/x2) Rifle Butt +6 (1d6+2, 20/x2) AL FOXHOUND; SV Fort +8, Ref +4, Will +3; AP -; Rep +2; Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 8.

Occupation: Military (Knowledge: Tactics, Survival)

Skills: Concentration +6, Investigate +3, Knowledge (Current Events) +5, Knowledge (Tactics) +8, Listen +6, Spot +8, Survival +6, Treat Injury +5

Feats: Advanced Firearms Proficiency, Armor Proficiency (Light), Endurance, Great Fortitude, Personal Firearms Proficiency, Simple Weapons Proficiency

Possessions: FA-MAS G2, 3 spare magazines 5.56mm (75 rounds), urban fatigues, undercover vest, gas mask, spare mask filter, professional walkie-talkie.


---

Light Infantry Troop

Human Tough Ordinary 2 / Dedicated Ordinary 1 / Fast Ordinary 1; CR 3 Medium humanoid (human); HD 2d10 + 1d6 + 1d8 + 4; hp 22; Mas 13; Init +3; Spd 30 ft.; Defense 19 (+3 Dex, +6 Class); BAB +1; Grap +3; FA-MAS G2 +4 (2d8, 20/x2) Rifle Butt +3 (1d6+2, 20/x2) Fragmentation Grenade +4 (4d6, 20') AL FOXHOUND; SV Fort +4, Ref +6, Will +1; AP -; Rep +1; Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8.

Occupation: Military (Knowledge: Tactics, Survival)

Skills: Concentration +5, Knowledge (Current Events) +4, Knowledge (Tactics) +6, Listen +5, Spot +7, Survival +5, Tumble +5

Feats: Advanced Firearms Proficiency, Lightning Reflexes, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency

Possessions: FA-MAS G2, 3 spare magazines 5.56mm (75 rounds), 2 fragmentation grenades, urban fatigues, professional walkie-talkie.


---

Arctic Warfare Troop

Human Tough Ordinary 2 / Dedicated Ordinary 1; CR 2 Medium humanoid (human); HD 2d10 + 1d6 + 3; hp 17; Mas 13; Init +2; Spd 30 ft.; Defense 18 (+2 Dex, +3 Class, +3 Armor); BAB +1; Grap +3; FA-MAS G2 +3 (2d8, 20/x2) Rifle Butt +3 (1d6+2, 20/x2) AL FOXHOUND; SV Fort +4, Ref +2, Will +1; AP -; Rep +1; Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8.

Occupation: Military (Knowledge: Tactics, Survival)

Skills: Concentration +5, Knowledge (Current Events) +3, Knowledge (Tactics) +5, Listen +4, Spot +6, Survival +6

Feats: Advanced Firearms Proficiency, Armor Proficiency (Light), Endurance, Personal Firearms Proficiency, Simple Weapons Proficiency

Possessions: FA-MAS G2, 3 spare magazines 5.56mm (75 rounds), white fatigues, white parka, undercover vest, flash goggles, professional walkie-talkie.

---

Heavily Armed Troop

Human Tough Ordinary 3 / Dedicated Ordinary 3 / Fast Ordinary 2; CR 7 Medium humanoid (human); HD 3d10 + 3d6 + 2d8 + 13; hp 53; Mas 14; Init +3; Spd 25 ft.; Defense 26 (+3 Dex, +8 Class, +5 Armor); BAB +5; Grap +7; FA-MAS G2 +8 (2d8, 20/x2) Rifle Butt +7 (1d6+2, 20/x2) AL FOXHOUND; SV Fort +6, Ref +7, Will +3; AP -; Rep +2; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 8.

Occupation: Military (Knowledge: Tactics, Survival)

Skills: Concentration +8, Investigate +6, Knowledge (Current Events) +6, Knowledge (Tactics) +10, Listen +8, Spot +11, Survival +8, Tumble +6*

*includes Armor Check Penalty

Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Personal Firearms Proficiency, Simple Weapons Proficiency

Possessions: FA-MAS G2, 3 spare magazines 5.56mm (75 rounds), urban fatigues, light-duty vest, professional walkie-talkie.

---

(Despite it not being observed in game, the soldiers are most assurdely equipped with a sidearm. I'd recommend the HK Mk 23 SOCOM out of Weapons Locker (the pistol Snake finds and uses) or the Desert Eagle.

I considered giving the NBC Warfare Troops the NBC suit out of Urban Arcana, but seeing that it offered no direct combat advantage, I opted to simply give them a gas mask instead.
)
#507

Ragitsu

Nov 07, 2007 4:47:34
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Raiden.jpg)

Raiden (Metal Gear Solid 2)

Male Human Fast Hero 4 / Dedicated Hero 2 / Strong Hero 4 / Infiltrator 10; CR 20 Medium humanoid (human); HD 4d8 + 2d6 + 14d8 + 42; hp 141; Mas 16; Init +8; Spd 35 ft.; Defense 31 (+4 Dex, +17 class); DR 4/-; BAB +13; Grap +15; HK Mk 23 SOCOM (suppressed) +17/+12/+7 (2d6+1, 20/x2) Unarmed Strike (lethal or non-lethal) +15/+10/+5 (1d4+4, 19-20/x3) AL Good; SV Fort +11, Ref +14, Will +8; AP 8; Rep +6; Str 15, Dex 19, Con 16, Int 14, Wis 13, Cha 12.

Occupation: Military (Hide, Move Silently)

Skills
: Balance +12, Climb +15, Disguise +10, Escape Artist +12, Hide +24, Jump +15, Knowledge (Current Events) +10, Knowledge (Tactics) +10, Listen +16, Move Silently +30*, Search +12, Spot +16, Swim +15, Tumble +20

Feats: Acrobatic, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (Light), Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Double Tap, Endurance, Exotic Firearms Proficiency (Rocket Launchers), Exotic Melee Weapon Proficiency (High Frequency Blade), Far Shot, Improved Combat Martial Arts, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Stealthy

Talents:

Fast -> Increased Speed, Evasion

Dedicated -> Skill Emphasis (Move Silently)

Strong -> Melee Smash, Improved Melee Smash

Infiltrator -> Sweep, Improvised Implements, Improved Evasion, Skill Mastery (Climb, Disguise, Hide, Move Silently, Tumble), Improvised Weapon Damage, Improved Sweep, Without a Trace

Possessions: Skull Suit (+4 to Move Silently, DR 4/-)*, HK Mk 23 SOCOM with suppressor, 4 spare magazines .45 (48 rounds)

---
These are Raiden's stats near the end of Metal Gear Solid 2.
#508

darksoldier

Nov 07, 2007 5:02:03
These are Raiden's stats near the end of Metal Gear Solid 2.

If so, then shouldn't his Possessions line read "Birthday suit?"
#509

Ragitsu

Nov 07, 2007 17:10:55
Stats = ability scores, feats, talents, etc.

I just gave sample equipment - add or change it as you please. Also, the Skull Suit seems to double as a wet suit (whatever bonus that'd grant) and seems to provide some sort of electricity resistance (as Revolver Ocelot takes it from him prior to the torture)

Oh yeah, I noticed that you gave Snake's Sneaking Suit a +5 to Move Silently and Hide. The latter doesn't make sense (it doesn't change colors, it's always the same blackish grey)
#510

Ragitsu

Nov 08, 2007 18:27:58
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/blooddiamond_243x268.jpg)

Danny Archer (Blood Diamond)

Male Human Fast Hero 4 / Charismatic Hero 4 / Soldier 2; CR 10 Medium humanoid (human); HD 4d8 + 4d6 + 2d10 + 17; hp 68; Mas 14; Init +3; Spd 35 ft.; Defense 23 (+3 Dex, +7 class, +3 Armor); BAB +7; Grap +8; M4 Carbine +11/+6 (2d8+2, 20/x2) HK USP Compact +10/+5 (2d6, 20/x2) Unarmed Strike (nonlethal) +9/+4 (1d6+1, 20/x2) AL Self, Africa; SV Fort +7, Ref +9, Will +3; AP 5; Rep +4; Str 12, Dex 16, Con 14, Int 15, Wis 13, Cha 16.

Occupation: Military (Knowledge: Tactics, Survival)

Skills
: Climb +5, Bluff +12, Diplomacy +12, Drive +6, Gather Information +12, Hide +8, Intimidate +8, Knowledge (Business) +7, Knowledge (Current Events) +8, Knowledge (Streetwise) +9, Knowledge (Tactics) +8, Listen +6, Move Silently +8, Profession (smuggler) +7, Read/Write Afrikaan, Read/Write English, Speak Afrikaan, Speak English, Spot +7, Survival +10

Feats: Advanced Firearms Proficiency, Armor Proficiency (Light), Brawl, Deceptive, Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Trustworthy, Weapon Focus (M4 Carbine)

Talents:

Fast -> Evasion, Increased Speed

Charismatic -> Charm (Males), Fast-Talk

Soldier -> Weapon Focus and Specialization (M4 Carbine)

Possessions: Undercover vest, casual clothing, M4 carbine, 1 magazine 5.56mm (M4) (30), HK USP Compact, 2 magazines 9mm (HK USP Compact) (26)
#511

Ragitsu

Nov 22, 2007 1:51:49
Any more NPC requests?
#512

kossles

Nov 23, 2007 2:41:27
I have a few requests please!!

Leon (The assassin from the titel of the same name)
Rick Deckard (The Blade Runner)
Li Mu Bai (Crouching Tiger, Hidden Dragon)
Hessian Horseman (Legend of Sleepy Hollow)


Thanks for any help!!
#513

Ragitsu

Nov 23, 2007 2:53:27
Leon the Professional? If so, I can re-watch that movie.

I will also see about Deckard. Tracer levels for sure...
#514

nobodez_here

Nov 23, 2007 6:40:14
I just saw Hitman a few days ago (Wednesday), and I'd love a movie version of Agent 47. I might even do it myself.
#515

Ragitsu

Nov 23, 2007 19:12:13
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/up-leon_the_professional1.jpg)

Leon (Léon)

Male Human Fast Hero 3 / Dedicated Hero 5 / Infiltrator 4; CR 12 Medium humanoid (human); HD 3d8 + 5d6 + 4d8 + 21; hp 79; Mas 14; Init +4; Spd 30 ft.; Defense 24 (+4 Dex, +10 class); BAB +8; Grap +10; Beretta 92 +14/+9 (2d6, 20/x2) AL Matilda, Self; SV Fort +7, Ref +11, Will +8; AP 8; Rep +2; Str 14, Dex 18, Con 14, Int 14, Wis 16, Cha 12.

Occupation: Criminal (Hide, Move Silently)

Skills
: Climb +10, Craft (Mechanical) +8, Disguise +12, Hide +18, Investigate +7, Knowledge (Art) +5, Knowledge (Popular Culture) +4, Knowledge (Streetwise) +8, Knowledge (Tactics) +7, Listen +15, Move Silently +20, Profession (assassin) +10, Read/Write English, Read/Write Italian, Sense Motive +8, Sleight of Hand +12, Speak English, Speak Italian, Spot +15, Tumble +10

Feats: Alertness, Far Shot, Heroic Surge, Low Profile, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Draw, Simple Weapons Proficiency, Stealthy, Two-Weapon Fighting, Weapon Focus (Beretta 92)

Talents:

Fast -> Evasion, Uncanny Dodge I

Dedicated -> Skill Emphasis (Move Silently), Aware, Cool under Pressure (Climb, Disguise, Hide, Listen, Move Silently, Spot)

Infiltrator -> Sweep, Improvised Implements, Improved Evasion

Possessions: Black cap, wool coat, leather vest, shades, Beretta 92 (Mastercraft +1 to hit) with suppressor, 3 magazines 9mm (Beretta 92, 45 rounds), concealed carry holster, apartment with potted plants and a bag of customized pistols.
#516

Ragitsu

Nov 28, 2007 2:46:43
DarkSoldier, I was wondering if you'd be okay with me taking a crack at statting Solid Snake.

Your build of him is okay, but there are some problems:

---
SOLID SNAKE
Male human Tough hero 6/Fast hero 2/Strong hero 2/Infiltrator 10: CR 20; Medium humanoid (human); HD 5d10+3d8+2d8+10d8+60; hp 168; Mas 16; Init +4; Spd 30 ft.; Defence 26 (+12 class, +4 Dex); BAB +12; Grap +15; Full Atk M9 +16 (Fort DC 21 or unconscious); AL good, Philanthropy; SV Fort +11, Ref +16, Will +10; AP 28; Rep +9; Str 16, Dex 18, Con 16, Int 16, Wis 17, Cha 12.
Skills: Climb +13, Disguise +6, Escape Artist +10, Handle Animal +7, Hide +32, Knowledge (current events) +11, Knowledge (popular culture) +11, Knowledge (streetwise) +11, Listen +13, Move Silently +32, Read/Write Language (English, Russian), Search +18, Sleight of Hand +10, Speak Language (Aleut, English, Russian), Spot +13, Survival +12, Swim +12, Tumble +27.
Feats: Advanced Firearms Proficiency, Athletic, Brawl, Combat Martial Arts, Dead Aim, Dodge, Exotic Firearms Proficiency (rocket launchers), Far Shot, Heroic Surge, Improved Brawl, Iron Will, Knockout Punch, Nimble, Personal Firearms Proficiency, Point-Blank Shot, Renown, Simple Weapons Proficiency, Stealthy.
Occupation: Military (Knowledge (tactics), Move Silently, Personal Firearms Proficiency) Wealth +10.
Talents: DR 2/-, robust (Tough) evasion (Fast) extreme effort (Strong) improvised implements, improved evasion, skill mastery (Climb, Hide, Search, Sleight of Hand, Swim, Tumble), improvised weapon damage, improved sweep, without a trace (Infiltrator)
Possessions: Suppressed M9 tranquilizer gun w/ laser sight, 2 magazines of M9 tranquilizer ammunition, survival knife, Sneaking Suit (+5 Hide/Move Silently), pack of cigarettes. Snake acquires most of his equipment on-site

---
First of all, why isn't Move Silently on "Skill Mastery"? Additionally, Swim isn't an eligible skill.

Secondly, BAB +12 is still low. I believe he is a good fit for SpecOp.

Thirdly. how can have have the same ranks in Hide as he does Move Silently if his first occupation skill is (Knowledge: Tactics, Move Silently) and not (Hide, Move Silently)? He also doesn't have any ranks IN Knowledge (Tactics)...

Finally, the Sneaking Suit can't provide a +5 bonus to Hide in general, because not all places are blackish-grey.

---

He would have most of the same class levels, but with some feats and skills moved around and a level or three, or four added on. Finally, it would be nice to have him revised before MGS4 comes out (statting out a Zanzibar version may be trickier, for example).
#517

darksoldier

Nov 28, 2007 13:39:44
DarkSoldier, I was wondering if you'd be okay with me taking a crack at statting Solid Snake.

Of course; your interpretation might even be better than mine.
#518

Ragitsu

Nov 28, 2007 14:44:13
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Transporter.jpg)

Frank Martin (The Transporter)

Male Human Fast Hero 4 / Strong Hero 6 / Martial Artist 5 / Transporter 5; CR 20 Medium humanoid (human); HD 20d8 + 40; hp 120; Mas 14; Init +9; Spd 30 ft.; Defense 30 (+5 Dex, +15 class); BAB +17; Grap +20; Unarmed Strike (nonlethal or lethal) +20/+15/+10/+5 (1d8+6, 19-20/x3) AL The package, Good, Self; SV Fort +10, Ref +17, Will +6; AP 9; Rep +4; Str 16, Dex 20, Con 14, Int 14, Wis 13, Cha 12.

Occupation: Transporter (Drive, Repair)

Skills
: Climb +12, Concentration +11, Disable Device +10, Drive +31, Jump +18, Knowledge (Streetwise) +11, Knowledge (Tactics) +8, Move Silently +12, Navigate +10, Profession (transporter) +10, Repair +14, Spot +5, Swim +6, Tumble +12

Feats: Advanced Combat Martial Arts, Advanced Firearms Proficiency, Combat Expertise, Combat Martial Arts, Combat Reflexes, Combat Throw, Defensive Martial Arts, Heroic Surge, Improved Combat Martial Arts, Improved Disarm, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Unbalance Opponent, Vehicle Expert, Vehicle Specialization (Civilian Cars)

Talents:

Fast -> Evasion, Uncanny Dodge I

Strong -> Melee Smash, Improved Melee Smash, Advanced Melee Smash

Martial Artist -> Living Weapon 1d6, Flying Kick, Living Weapon 1d8, Iron Fist (One attack)

Transporter -> Uncanny Dodge II, Lead Foot, Sense of Direction, Born to Drive, Need for Speed

Possessions: Lamborghini Murcielago (black), Wealth +18, cellphone, clothing (formal), spare clothing (in trunk).
#519

Ragitsu

Nov 28, 2007 18:33:10
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/033.jpg)

Solid Snake (Dave) (Metal Gear Solid series)

Male Human Fast Hero 3 / Strong Hero 3 / Tough Hero 4 / Soldier 2 / Infiltrator 10 / SpecOp 3; CR 25 Medium humanoid (human); HD 6d8 + 6d10 + 13d8 + 75; hp 205; Mas 20; Init +4; Spd 30 ft.; Defense 33 (+4 Dex, +19 class); BAB +18; Grap +21; Unarmed Strike (non-lethal or lethal) +22/+17/+12/+7 (1d4+6, 19-20/x3) AL Good, Philanthropy; SV Fort +16, Ref +19, Will +12; AP 10; Rep +9; Str 16, Dex 18, Con 17, Int 16, Wis 17, Cha 14.

Occupation: Military (Hide, Move Silently)

Skills
: Balance +10, Climb +16, Demolitions +13, Disguise +14, Escape Artist +10, Handle Animal +4, Hide +33, Jump +16, Knowledge (Current Events) +12, Knowledge (Streetwise) +12, Knowledge (Tactics) +12, Listen +18, Move Silently +40*, Read/Write English, Read/Write Russian, Search +15, Sleight of Hand +10, Speak Aleut, Speak English, Speak Russian, Spot +18, Survival +14, Swim +15, Tumble +25

Feats: Advanced Combat Martial Arts, Advanced Firearms Proficiency, Athletic, Combat Expertise, Combat Martial Arts, Dead Aim, Defensive Martial Arts, Endurance, Exotic Firearms Proficiency (Rocket Launchers), Far Shot, Heroic Surge, Improved Combat Martial Arts, Improved Damage Threshold, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Renown, Simple Weapons Proficiency, Stealthy

Talents:

Fast -> Evasion, Uncanny Dodge I

Strong -> Extreme Effort, Melee Smash

Tough -> Robust, Damage Reduction 1/-

Soldier -> Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike)

Infiltrator -> Sweep, Improvised Implements, Improved Evasion, Skill Mastery (Climb, Disguise, Hide, Move Silently, Search, Tumble), Improvised Weapons Damage, Improved Sweep, Without a Trace

SpecOp -> Specialist (Close Quarters Battle), Hunt and Evade, Night Mover

Possessions: Sneaking suit* (+5 to Hide in Urban areas, +5 to Move Silently, 4 slots for firearm magazines), bandana, cigarettes, binoculars (rangefinding), random Wealth

---

Using the CQB SpecOp variant in this thread.
#520

aces

Dec 03, 2007 22:30:02
I'd like to preface this with saying I scanned this whole thread and didn't see any stats for Mulder, so if some one else has put them up, I'm sorry for a repeat.

Special Agent Fox Mulder is a member of the Federal Bureau of Investigation. At the academy he excelled in all subjects and showed a very high aptitude when it came to profiling and putting himself into the minds of the criminals he was tracking. He shocked and disappointed his higher ups when after going through deep regression hypnosis he came to believe his sister Samantha had been abducted by aliens when they were children and then began to work on the X-Files, a set of cases that had been deemed unsolvable by the Bureau. These stats reflect what I feel Mulder would be before he went missing/was abducted. I would have thrown in a level or two of charismatic hero but I feel Mulder in and of himself isn't necessarily charismatic but his ability to read people and bend them to his will comes from his heavy physiological background. I also think his reputation would definitely have a higher bonus in certain higher up government circles. I realize some of his skill bonuses are insanely high but if you watch many episodes he jumps to crazy conclusions that more often than not come to be the truth. He also seems to be able to solve "normal" cases with superhuman speed, so basically I feel that when it comes to the x-files the DC's for figuring things out must be much higher, which is why until later on Scully and everyone else couldn't even begin to understand what Mulder was saying. I also feel it would be plausible to give him a smaller sidearm that he would conceal in an ankle holster, I seem to remember a few episodes where he pulled that.

I want to believe. - Special Agent Fox Mulder

Trust no one. - Deepthroat

You know me better than that Scully, I didn't lie. I willfully participated in a systematic campaign of disinformation. - Special Agent Fox Mulder

Special Agent Fox Mulder Intelligent 2/ Dedicated 3/ Investigator 5; medium humanoid; HD2d6 + 2d6 + 5d6 +9 ;Initiative +2; Spd 30ft; Defense 17, touch 16, flatfooted 15 (+2 Dex, +4 Class, +1 leather jacket); BAB +6; Grap +6; Atk: +6 Melee (1d3 nonlethal, unarmed strike) or +6 (1d4, pistol whip) or +9 ranged (Glock 22 .40 S&W autoloader) 2d6 ; Face/Reach 5ft/5ft; Allegiances The Truth, Scully; SV Fort +4, Ref +6, Will +10; AP ; Rep +4; Str 11, Dex 14, Con 12, Int 18, Wis 16, Cha 13
Occupation: Investigative (class skills: Investigative, Knowledge (behavioral science))
Skills: Bluff +6, Computer Use +9, Decipher Script +9, Disable Device +9, Investigate +20, Knowledge (Arcane Lore) +17, Knowledge (Behavioral Sciences) +22, Knowledge (Civics) +14, Knowledge (History) +14, Knowledge (Streetwise) +14, Knowledge (Theology and Philosophy) +14, Listen +10, Profession +16, Research +14, Search +14, Sense Motive +13, Spot +10
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Educated (Knowledge (behavioral science) and Knowledge (Arcane Lore)), Point Blank Shot, Double Tap, Attentive, Educated (Knowledge (civics) and Knowledge (streetwise)), Educated (Knowledge (history) and Knowledge (theology and philosophy)), Armor Proficiency (Light), Alertness
Talents: Savant (Knowledge (Behavioral Sciences)) +2, Skill Emphasis (Arcane Lore), Faith
Class Abilities: Profile, Low-level Contact, Nonlethal Force, Mid-level Contact

Mulder's Gun stats can be found on page 26 of the Weapons Locker.
#521

degausser

Dec 03, 2007 23:23:49
And Randomly, for no particular reason

Dade Murphey (Hackers) A.K.A. Zero Cool A.K.A. Crash Override
Smart hero 3, Dedicated hero 3/ Technosavant 1 (CR 7) Medium Sized humanoid, Human HD 7d6 +7 HP38; Mas 12; Init +2; Spd 30 ft.; Defense 17 (+2 dex, +4 Class, +1 Leather Jacket); BAB +3; Grap +5; Unarmed Strike (non-lethal) +5 (1d3+2) OR +5 Baseball Bat (1d8+3) AL Mother, Hacker Manifesto; SV Fort +4, Ref +5 Will +4; AP 8; Rep +5; Str 14, Dex 14, Con 12, Int 18, Wis 8, Cha 12.

Occupation: Student (Computer use, Knowledge[technology], Knowledge[civics]

Skills: Computer use, 10 (+13), Knowledge[Technology] 10(+7), Knowledge[Civics] 10 (+7) Knowledge[Business] 9(+4), Investigate 9(+6), Craft(Electrical)7(+4), Repair 7 (+6), Disable Device 7(+4) Knowledge[Current Events]9(+4), Research:7(+4) Search 6(+4) Balance 5(+4) Concentration 5(+3), Sense Motive 5 (+1)

Feats: Gearhead, Focused, Educated (Technology, Civics), Renown, Attentive, Hacker

Talents:

Smart: Savant (Computer use), Plan

Dedicated: Skill Emphasis (Computer use) , Aware

Technosavant: Technocant, Salvage


Possessions: Rollerblades, Laptop computer (earlier in the movie, a 'luggable') Hacking software (+2 Equipment bonus to hacking certain sites, like the Gibson), Strange outfits (With leather Jacket)

Notes: +23 to computer use (+29 if hacking, WOOOO!)
#522

Ragitsu

Dec 03, 2007 23:25:20
There's also the feat "Hacker" from Menace Manual.
#523

degausser

Dec 03, 2007 23:28:15
AW CRAP!!!! How did I forget that??!??!?!?!!?

yes, yes, I edited the Dade post to have the Hacker Feat.
#524

degausser

Dec 04, 2007 0:10:32
And just for fun . . .

Phoenix Wright (Phoenix Wright)
Dedicated Hero 3 Investigator 3 (CR 6) Medium Sized humanoid, Human HD 6d6 -6 HP20; Mas 8; Init +2; Spd 30 ft.; Defense 16(+2 dex, +4 Class,); BAB +4; Grap +5; Unarmed Strike (non-lethal) +5 (1d3+2) AL Truth, Defense Attorneys; SV Fort +2, Ref +5 Will +8; AP 7; Rep +6; Str 12, Dex 14, Con 8, Int 16, Wis 14, Cha 16.

Occupation: White Collar (Diplomacy, Knowledge[civics]

Skills: Bluff 7(+5) Diplomacy 9(+8), Knowledge[civics] 9(+6), Search 6(+5), Investigate 9(+5), Sense Motive 9(+5), Listen 6(+3), Profession: 9(+3), Speak/Read/Write: Japanese

Feats: Renown, Attentive, Trustworthy, Meticulous, Iron Will, Educated (knowledge[Civics] Knowledge[Arcana]), Deceptive

Talents:

Skill Emphasis (Diplomacy), Faith, Profile, Contact (Detective Gumshoe)


Possessions: Nice suit, lawyer badge, Phoenix Wright Law offices, Investigation Kit.
#525

nerull_02

Dec 04, 2007 5:12:23
Great work people! we should all keep it going.

By the way shouldn’t Leon had two weapons fighting? He is using that a lot in the movie.
#526

Ragitsu

Dec 04, 2007 5:32:29
How could I forget that? Added.

Also, DarkSoldier, your opinion of my version of Snake would be appreciated.
#527

degausser

Dec 04, 2007 11:23:33
Violet (Ultraviolet)
Fast Hero 4/Soldier2/Gunslinger10/Martial Artist4 CR 21 Medium Sized Humanoid, Hemophage HD 4d8+2d10+4d8+10d8 +60 HP 148; Mas19 ; Init +5; Spd 30 ft.; Defense 30(+5 dex, +14 Class, +1Leather Jacket); BAB +15; Grap +16; Unarmed Strike +20 (1d8+2) OR High Frequency Sword +18 (2d6+4) OR SMGs +23 (2d6) Full Attack +15/+10/+5, Dual SMGs: +21/+21/+16/+16/+11/+11 AL The next generation, hemophages; SV Fort +10, Ref +18 Will +9; AP 15; Rep +5; Str 14, Dex 20, Con 16, Int 12, Wis 14, Cha 12.

Occupation: Emergency Services (Jump, Drive)

Skills: Jump 23(+1) Tumble 21(+5), Slight of hand 7(+5) Know[tactics]:5 (+1), Drive: 23(+6) Balance 21(+5), Know[Current Events]17(+1), Bluff:10 (+1), Intimidate:10(+1)

Feats: Personal Firearms Prof, Advanced Firearms prof, Defensive Martial arts, Combat martial arts, Elusive target, Burst Fire, Two Weapon Fighting, Advanced combat Martial Arts, Improved Two Weapon Fighting, Advanced Two Weapon Fighting, Point Blank shot, Weapon Finesse (unarmed), Far Shot

Talents:

Fast: Evasion, Uncanny Dodge 1
Soldier: Weapon Focus (High Frequency Sword) Weapon Spec (High Frequency sword)
Martial Artists: Living weapon (1d8) Flying kick
Gunslinger: Close Combat shot, Weapon Focus (Futuristic SMGs), Defensive Position, Lightning Shot, Sharp shooting, Greater Weapon Focus, Bullseye


Possessions: Motorcycle, Leather Jacket (color changing) Color changing Wig, Credit Card, High Frequency Sword (masterwork) Guns (Many)(Masterwork) ammo(craploads), Gravity re-orientation device, Flat-space storage technology (grants quick draw and quick reload)

NOTE: Hemophage: CR +1 (+2 Str, +4 Dex, +2 Con, Fast Healing 1, Improved Damage Threshhold, +2Spot, +2 Search, Low light vision, -1 penalty to attack in bright light, Human bonuses)

Also, her Defense is 32 if she's in melee with one opponent . . . For her futuristic SMGs, use the stats for the HKMP5K, but with the compact Gadget, making them small size.
#528

darksoldier

Dec 04, 2007 16:05:20
Also, DarkSoldier, your opinion of my version of Snake would be appreciated.

The only thing I don't like is making him epic. Other than that, he's great.
#529

andferne

Dec 04, 2007 16:51:56
How about Walker Texas Ranger.
#530

Ragitsu

Dec 05, 2007 7:34:15
The only thing I don't like is making him epic. Other than that, he's great.

Get used to it. MGS4 will be coming out soon and he will certainly be beyond your level 20 build by then. I'm just giving him a more accurate representation in the meantime.
#531

Ragitsu

Dec 05, 2007 13:35:02
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/collateral_xl_04.jpg)

Vincent (Collateral)

Male Human Fast Hero 3 / Tough Hero 2 / Charismatic Hero 3 / Gunslinger 5; CR 13 Medium humanoid (human); HD 3d8 + 2d10 + 3d6 + 5d8 + 26; hp ; Mas 14; Init +3; Spd 35 ft.; Defense 23 (+3 Dex, +10 class); BAB +10; Grap +11; H&K USP +15/+10 (2d6+1, 20/x2) LEI Mark II +14/+9 (2d4, 20/x2) Knife +11/+6 (1d4+1, 19-20/x2) AL Self, Nihilism; SV Fort +8, Ref +10, Will +6; AP 7; Rep +4; Str 13, Dex 16, Con 14, Int 15, Wis 13, Cha 15.

Occupation: Criminal (Knowledge (Streetwise), Sleight of Hand)

Skills
: Bluff +13, Concentration +8, Diplomacy +8, Disguise +9, Escape Artist +12, Hide +9, Intimidate +8, Knowledge (Art) +5, Knowledge (Streetwise) +10, Knowledge (Theology and Philosophy) +5, Listen +5, Move Silently +12, Profession (hitman) +10, Read/Write English, Sleight of Hand +15, Speak English, Spot +10, Tumble +12

Feats: Alertness, Defensive Martial Arts, Double Tap, Elusive Target, Far Shot, Heroic Surge, Mozambique Drill*, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Draw, Simple Weapons Proficiency

Talents:

Fast -> Increased Speed, Evasion

Tough -> Remain Conscious

Charismatic -> Charm (Males), Fast-Talk

Gunslinger -> Close Combat Shot, Weapon Focus (H&K USP), Defensive Position, Lightning Shot

Possessions: H&K USP (Mastercraft +1 to hit), 3 magazines .45 ACP (36 rounds, H&K USP), concealed carry holster, LEI Mark II (suppressed), 2 magazines .22 (20 rounds, LEI Mark II), concealed carry holster, knife, formal clothing (custom tailored gray suit), briefcase with PDA of hit information and bundles of cash (+8 Wealth bonus)

---

*Custom feat:

Mozambique Drill

You know how to put your enemies down more efficiently with small arms fire.

Prerequisites: Dexterity 15, Point Blank Shot, Double Tap, BAB +6

Benefit: When you use the Double Tap feat against an enemy with a handgun, the attack penalty is negated and you gain a +2 bonus to damage rolls.

#532

aces

Dec 06, 2007 0:47:35
Keyser Söze (The Usual Suspects:
IMAGE(http://www.bodb.nl/forum/images/keyser_soze.jpg)
Söze begins his criminal career in Turkey as a low-level drug dealer. The entity that is Keyser Söze is truly born, however, when rival smugglers working for the Hungarian mob invade his house while he is away, raping his wife and holding his children hostage. When Söze arrives they kill one of the children to show him that they mean business. They then threaten to kill his wife and remaining children if he does not surrender his business to them. Rather than give in to their demands, he shoots and kills his family and all but one of the Hungarians, whom he spares knowing that the survivor would tell the mafia what he is planning to do.

After burying his family, Söze goes after the mob, killing dozens of people, including the mobsters' families, friends, and even people who owe them money, as well as destroying their homes and businesses. He then goes "underground", never again doing business in person and remaining invisible even to his henchmen, who almost never know who they are working for. One of the most famous lines from the movie, spoken by Kint is: "The greatest trick the Devil ever pulled was convincing the world that he didn't exist." This is a paraphrased quote from a story by Baudelaire. When he does commit crimes, it is always in disguise and under a fake name, leaving no one the wiser.

Söze's ruthlessness is legendary, having enemies and disloyal henchmen brutally murdered, along with everyone they hold dear, for the slightest infractions. If someone working for Söze without realizing it unwittingly steals from him, however, he would offer them the chance to redeem themselves. Over the years his criminal empire, centered around the drug trade, flourishes, as does his legend; he becomes "a spook story that criminals tell their kids at night", and on a par with the Devil in the world of crime.

Male Human Intelligent 5/Fast 5/Tough 5/Charismatic 5; CR 21 Medium Humanoid (human); HD 5d6+5d8+5d10+5d6+60; hp ; Init +5; Spd 30 ft.; Defense 27 (+5 dex, +12 class); BAB +10; Grap +12; Ranged +15; Melee +12; AL Self; SV Fort +11, Ref +13, Will +7; AP 6; Rep +10; Str 14, Dex 20, Con 17, Int 20, Wis 13, Cha 18

Occupation: Criminal (Knowledge(Streetwise), Disguise)

Skills: Bluff +26, Computer Use +13, Demonlitions +13, Disable Device +13, Disguise +27, Drive +9, Gather Information +18, Hide +15, Intimidate +27, Investigate +13, Knowledge (business) +13, Knowledge (current events) +13, Knowledge (streetwise) +34, Knowledge (tatics) +13, Move Silently +15, Profession +19, Research +13, Read/Write Language 8 ranks*, Sleight of Hand +9, Speak Language 8 ranks*, Spot +16, Tumble + 9

Feats: Advanced Firearms Proficiency, Burst Fire, Combat Expertise, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Double-Tap, Elusive Target, Far Shot, Frightful Presence (DC 29), Improved Bull Rush, Improved Trip, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Renown, Simple Weapons Proficiency

Talents:
Intelligent - Savant (Knowledge(streetwise) +5), Exploit Weakness, Plan
Fast - Evasion, Uncanny Dodge I, Defensive Roll
Tough - Robust, Damage Reduction 1/-, Damage Reduction 2/-
Charismatic - Fast-talk, Charm (men), Coordinate

* - Keyser Söze knows several languages, and any seven (and also Turkish, his native language, and English) would be appropriate, although I decided to give him these seven as I think they would be most useful in his line of work: Hungarian, Japanese, Russian, Italian, Armenian, Farsi, and Arabic.

Keyser Söze has virtually unlimited resources and can be equipped with whatever weapons and equipment he needs. He also can find out nearly any sort of information about a person and will be well aware of any PC's abilities.

The description of Söze comes from wikipedia, http://en.wikipedia.org/wiki/Keyser_Soze
#533

aces

Dec 06, 2007 0:49:11
Ah sorry, forgot to mention, I gave him a CR rating of 21 instead of 20 due to his near limitless resources. It could be even higher depending on where and how he is encountered.
#534

Ragitsu

Dec 06, 2007 1:46:32
Isn't that build pretty much speculation? All you see of him is in some...

Spoilers
flashbacks. Can you picture the actual Soze doing all that?
#535

degausser

Dec 06, 2007 1:54:18
And now, to derail this thread into a flame war . . . KIM POSSIBLE

Kim Possible (Kim Possible)
Fast Hero 5/Infiltrator 5/Martial artist 5 (CR 15) Medium Sized humanoid, Human HD 5d8+5d8+5d8 +30 HP113; Mas 14; Init +5; Spd 30 ft.; Defense 28(+5 dex, +13 Class,); BAB +10; Grap +12; Unarmed Strike (lethal or non-lethal) +15 (1d8+2) AL Family and Friends, Good, Law; SV Fort +5, Ref +16 Will +6; AP 12; Rep +7; Str 14, Dex 20, Con 14, Int 14, Wis 16, Cha 14.

Occupation: Adventurer (Climb, Jump, Personal Firearms prof)

Skills: Climb 18(+2) Jump:18 (+4) Tumble 18 (+7) Hide 18(+5) Move Silent 18(+5) Drive 8(+5) Balance 8 (+5) Search 5(+2) Disable Device 5(+2)

Feats: Defensive Martial arts, Personal Firearms prof, Combat Reflexes, Combat throw, Combat martial arts, Combat expertise, Improve disarm, Improved combat martial arts, Two weapon fighting, Renown, Acrobatic

Talents:
Fast: Evasion, Uncanny dodge 1, Uncanny dodge2
Martial Artist: Living weapon (1d8), flying kick, Iron fist (one attack)
Infiltrator: Sweep, Improvised weapons, Improved Evasion, Skill mastery (disable device, balance, Tumble, Jump, Climb)

Posessions:
Jetpack, Rocket skates, blow-dryer grapple gun, helmet, Kimmunicator, Laser Lip gloss.

Notes: I would fit many of Kim's gadgets under the 'personal firearms prof' including the laser lip gloss, the contracting goo lipstick, and the hairdryer grapple gun.
#536

Ragitsu

Dec 06, 2007 2:23:39
Nah, i'm sure we accept cartoon character stats as long as they make sense.
#537

jonathanchance

Dec 06, 2007 2:56:38
May I present to you the main characters from Trailer Park Boys.

IMAGE(http://content.answers.com/main/content/wp/en/thumb/f/f9/250px-Ricky_Trailer_Park_Boys.jpg)

Ricky (Charismatic 4/Smart 1) CR 5; Medium Human; HD 4d6 plus 1d6; HP 32; Mas 14; Init 0; Spd 30'; Defense 11; touch 11; flat-footed 11; Full Atk: melee +2 (Unarmed 1d3 nonlethal) or ranged +2 (Beretta 92F 2d6); FS 5'x5'; reach 5'; SQ:Fast Talk Dazzle Savant: Knowledge Earth and Life Science; AL:Sunnyvale Trailer park; SV Fort +6, Ref +2, Will +0; AP 15; Rep +7; Str 11 Dex 11 Con 14 Int 9 Wis 6 Cha 15.

Starting Occupation: Criminal (Dope Grower) Knowledge: Streetwise and Sleight of Hand

Skills: Bluff +12, Craft: mechanical +1, Craft: Pharmaceutical +0, Craft: Structural +1, Diplomacy +5, Disable Device +5 Disguise =4 Drive +3 Forgery +2 gather information +8 Intimidate +5 Knowledge earth and life sciences +8 Knowledge: streetwise +0 Listen -1 profession -1 Repair +4 Spot -1

Feats: Deceptive Great Fortitude Point Blank Shot Simple Weapons Proficiency Renown Personal Firearms Proficiency Vehicle Expert

Possessions: Bad Shirt, Track Pants, Sunglasses, Colt M1911

IMAGE(http://www.imcdb.org/images/033/287.jpg)

1975 Chrysler New Yorker (aka "The ****mobile")

Crew: 1 Pass: 4 Cargo Capacity: 500 lbs init -2 Man -1 Top Speed: 187 (18) Defense 8 Hard 5 HP 34 Size: Huge (2 squares by four squares)

Notes: The front driver side door of this car does not work. This car also lacks a front passenger side door. Due to a bad transmission a driver must make a drive check (DC 10) whenever putting the car into a forward gear from a dead stop or reverse or the car will stall.

IMAGE(http://img432.imageshack.us/img432/2377/juliangn2.jpg)

Julian (Strong 2/Charismatic 2/Smart 1) CR 5; Medium Human; HD 2d8 plus 2d6 plus 1d6; HP 24; Mas 13; Init +1 Defense 14; touch; 14; Flat-Footed 13; Full Atk: Melee +5(unarmed, 1d3+2 nonlethal) or ranged +4 (Colt M1911 2d6); FS 5x5; reach 5'; SQ: Extreme Effort, Coordinate, Savant - Knowledge: Business; AL: Sunnyvale Trailer Park SV: Fort: +7 Ref +3 Will +2 AP: 11 Rep: +3 Str 15 Dex 13 Con 13 Int 14 Wis 13 Cha 13.

Starting Occupation: Criminal Knowledge: Streetwise and Move Silently

Skills: Bluff +9 Climb +4 Craft: Pharm +3 Diplomacy +11 Disguise:+3 gather Info +9 Intimidate +6 Knowledge: Business: +9 Knowledge: Streetwise +9 Knowledge: Tactics +4 Listen +3 Move Silently: +5 Perform: Dance +2 Search: +5 Sense Motive +2 Spot +3 Swim +4

Feats: Athletic Deceptive Great Fortitude Point Blank Shot Simple Weapons Proficiency Trustworthy Personal Firearms Proficiency

Possessions: Black Shirt, Black Jeans, Sunglasses, Colt M1911
Julian's Cars:
1992 Ford Bronco (Season 1)
Crew: 1 Passengers: 3 Cargo Capacity: 500 lbs init -2 Man -1 Top Speed 194 (19) Def 9 Hard 5 HP 35 Size: Large (2 sq x 3sq)

1975 Pontiac Firebird (Season 2)
Crew: 1, Passenger(s): 4, Cargo Capacity: 150 lb., Initiative: -2, Maneuver: -1, Top Speed: 230 (23), Defense: 8, Hardness: 5, Hit Points: 32, Size: Huge, (2 sq x 4 sq)

2003 Ford Mustang Convertible (Season 3)
Crew: 1, Passenger(s): 2, Cargo Capacity: 220 lb., Initiative: -2, Maneuver: -1, Top Speed: 228 (22), Defense: 9, Hardness: 5, Hit Points: 32, Size: Large, (2 sq. x 3 sq)

1987 Chevy Monte Carlo (Seasons 5-7)
Crew: 1, Passenger(s): 3, Cargo Capacity: 250 lb., Initiative: -2, Maneuver: -1, Top Speed: 230 (23), Defense: 8, Hardness: 5, Hit Points: 32, Size: Huge, (2 sq x 4 sq)

IMAGE(http://www.downhomeshow.ca/images/bubbles_small.jpg)

Bubbles (Smart 4/ Dedicated 1) CR 5; Medium Human; HD 4d6 plus 1d6; HP 21 Mas 12; Init: 0 Spd 30' Defense: 12; Touch 12; Flat footed 12; Full Atk: Melee +3 (1d3+1 Nonlethal) or +2 ranged; FS 5x5; reach 5; SQ: Savant Craft: Structural, Savant Knowledge: Civics, Empathy; AL: Sunnyvale Trailer Park, Sunnyvale Trailer Park's Cat Population; SV Fort +3 Reflex +1 Will +5 AP 16; Rep +3; Str 12 Dex 10 Con 12 Int 16 Wis 14 Cha 14.

Starting Occupation: Blue Collar (Fixing up stolen shopping carts and selling them back to malls) Craft: Mechanical Repair Handle Animal

Skills: Bluff: +4 Computer Use: +6 Craft: Mechanical +12 Craft: Structural +15 Diplomacy +4 Disguise +4 Drive +1 Gather information +3 Handle Animal +12 Hide +2 Intimidate +3 Investigate +6 Knowledge Civics +12 Knowledge Pop Culture +7 Listen +7 Move Silently +1 Perform: Sing +4 Perform: Stringed Instrument +4 Repair +12 Research +6 Search +5 Sense motive +4 Swim +2 Treat Injury +6

Feats: Animal Affinity Builder (Craft Mechanical and Craft: Structural) Exotic melee Weapons Proficiency: Nunchucks Simple Weapons Proficiency Gearhead, Personal Firearms Proficiency

Posessions: Flannel or Western Shirt, Pants, Big, Thick Glasses

Go-Kart (used from Season 3 Onwards)
Crew: 1 pass: 0 Cargo Capacity: 0 Init: 0 man: +3 Top Speed: 44 (4) Defense: 10 Hard: 5 HP: 10 Size Medium (One Square by one Square)

Notes: The go-kart can attach a trailer that has a cargo capacity of 400 pounds or can hold one passenger in a prone position or two passengers in a seated position. The trailer is a Large vehicle has a Defense of 9, 15 HP, and is a large vehicle that measures one square by two. When attached the go-kart, it takes the following penalties: Init is reduced to -1, Its man is reduced to +1, and its top speed is reduced to 35 (3). Due to the fact the vehicle uses a lawnmower engine with a pull-start, the Go-Kart requires a move equivalent Action to start with a 25% chance of failure.

IMAGE(http://www.livetourartists.com/roster/mr-lahey-and-randy/imgs/MrLahey.jpg)

Jim Lahey (Strong 1/Fast 1/Ded 3) CR 5; Medium Human; HD 1d8 plus 1d8 plus 3d6; HP 27; Mas 13; Init +1; Spd 30'; Defense 17; touch 17; flat-footed 16; Full Atk: melee: +3 (1d3 nonlethal) or +4 ranged; FS 5'x5'; reach 5'; SQ:Extreme Effort Evasion Empathy Intuition; AL:Sunnyvale Trailer park Halifax Regional Police Department (Last Episode of Season 6 and Season 7); SV Fort +6, Ref +3, Will +2; AP11; Rep +1; Str 11 Dex 13 Con 13 Int 11 Wis 10 Cha 12;.

Starting Occupation: Law Enforcement (Drive and Knowledge: Civics)

Skills: Diplomacy +3 Craft: mechanical +2 Craft: Structural +2 Drive +2 Hide +4 Intimidate +2 Investigate +3 Knowledge: Civics +4 Listen +4 Move Silently +3 Perform: Act +2 Profession +1 Repair +3 Search +1 Sense Motive +4 Spot +4 Treat Injury +3

Feats: Archaic Weapons Proficiency Builder Great Fortitude Simple Weapons Proficiency Track Personal Firearms Proficiency

Possessions: Khaki Shirt, Khaki pants, Professional Walkie-Talkie, Aviator Sunglasses

1976 Chrysler New Yorker

Crew: 1 Passengers: 4 Cargo Capacity: 500 lbs Init: -2 Man -1: Top Speed: 197 (19) Defense: 8 Hardness 5 HP 36 Size: Huge (2 squares by four squares)

Notes: From Season Six onwards, this car has no roof or windshield due to a drunk driving incident that Jim Lahey cannot remember.

IMAGE(http://www.downhomeshow.ca/images/mr_lahey_and_randy_small.jpg)

Randy (Charismatic 1/Strong 2) CR 3; Medium Sized Human; HD 1d6 plus 2d8; HP 16; Mas 13; Init +1; Spd 30 ft.; Defense 13; touch 13; flat-footed 12; Full Atk: +4 melee (1d6+2 nonlethal) or +3 ranged; FS 5'x5'; reach 5' SQ: Charm (male), Extreme Effort; AL; Sunnyvale Trailer Park, Jim Lahey; SV Fort +4, Ref +2, Will +0; AP 2; Rep 2(as Randy) 2 (as Smokey); Str 14, Dex 13 Con 13 Int 10 Wis 10 Cha 12;.

Starting Occupation: Criminal (Male Prostitute) (Bonus Class Skills Gamble and Move Silently)

Skills: Bluff +3, Craft (Structural) +1, Craft (Visual Art) +3, Diplomacy +3, Disguise +2, Drive +2, Gamble +1, Gather Information +2, Intimidate +4, Knowledge (pop culture) +2, Knowledge (Streetwise) +1, Listen +2, Perform (Act) +3, Profession +2, Repair +3, Spot +2.

Feats: Creative, Dodge, Brawl, Secret Identity (Smokey), Simple Weapons Proficiency, Personal Firearms Proficiency

Possessions: Pair of Khaki Pants, Professional Walkie-Talkie no shirt, not even in winter. (as Smokey: Blue Jeans, Work Boots, Cowboy Hat, Sungalsses, and cologne)
#538

Ragitsu

Dec 06, 2007 3:27:35
In my games, I added Bluff and Intimidate to the Criminal occupation skills. It fits thematically.
#539

jonathanchance

Dec 06, 2007 4:01:23
I did consider making up a specail feat for Julian called "Never spills drink."

I'll get around to doing Cory and Trevor, J-Roc, George Green, Cyrus, Ray and some of the other characters later

On edit. I think Since I did Bubbles, I really should stat out Conky, as well. Bubbles and Conky have a neat little Arnold Wesker/Mr. Scarface thing going there. I think Conky would be some sort of construct. I'm not sure how to go about doing it.
#540

aces

Dec 06, 2007 9:24:25
Well I figured with what you do see of him, the intelligent and charismatic make sense, and after that I thought about what sort of criminal he is and if you think back to the boat, he basically killed everyone himself, that couldn't be easy unless he was good with ranged weapons, stealthy, and I basically threw in the tough levels cause I figure a guy with his rep would be very hard to kill.
#541

campeador

Dec 06, 2007 12:18:57
I actually did stat Mulder and Scully. Somewhere around page 10 in my layout anyway...
#542

Ragitsu

Dec 06, 2007 13:37:16
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/HansGruberLarge.jpg)

Hans Gruber (Die Hard)

Male Human Charismatic Hero 4 / Smart Hero 3 / Dedicated Hero 3; CR 10 Medium humanoid (human); HD 10d6 + 10; hp 50; Mas 12; Init +2; Spd 30 ft.; Defense 16 (+2 Dex, +4 class); BAB +5; Grap +5; H&K P7 +8 (2d6, 20/x2) AL Greed, Group; SV Fort +6, Ref +6, Will +7; AP 4; Rep +8; Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 16.

Occupation: Military (Demolitions, Knowledge: Tactics)

Skills
: Bluff +15, Demolitions +13, Diplomacy +10, Forgery +10, Gather Information +10, Intimidate +12, Knowledge (Art) +5, Knowledge (Business) +10, Knowledge (Civics) +13, Knowledge (Current Events) +15, Knowledge (History) +8, Knowledge (Popular Culture) +5, Knowledge (Tactics) +15, Listen +8, Perform (Act) +10, Profession +14, Read/Write English, Read/Write German, Research +8, Sense Motive +10, Speak English, Speak German, Spot +8

Feats: Advanced Firearms Proficiency, Confident, Deceptive, Educated (Knowledge: Business, Knowledge: Current Events), Personal Firearms Proficiency, Point Blank Shot, Renown, Simple Weapons Proficiency, Weapon Focus (H&K P7), Windfall x2

Talents:

Charismatic -> Coordinate, Fast-Talk

Smart -> Savant (Knowledge: Tactics), Plan

Dedicated -> Skill Emphasis (Bluff), Empathy

Possessions: Formal clothing, H&K P7, 2 magazines 9mm (20 rounds, H&K P7), walkie-talkie (professional), Wealth +15
#543

jekolmy

Dec 06, 2007 22:08:11
I have a request that might seems silly..... but here it goes... Mr Freeze from Batman. Thanks.
#544

degausser

Dec 08, 2007 1:12:41
Apologies if he had been done before:

John McClane (Tough 4/Soldier 6) CR 10; Medium-sized human; HD 10d10+40 HP: 100 Mas: 19, init: +2, Spd 30 ft; Defense: 18 ( Class +6, Dex+2) BAB +7, Grap +9 Attack (Beretta 92f) +10/+5 (2d6+2)(19-20x2) OR Attack (Unarmed, non-lethal) +11/+6 (1d8+2) AL:Family, Good, Law Saves F/R/W +9/+6/+5 AP 10, Rep, +2, Str 14, Dex 14, Con 18, Int 12, Wis 14, Chr 8

Occupation: Law Enforcement (Knowledge: Streetwise, Knowledge: Tactics)

Skills: Climb 7 (+2) Knowledge(Tactics) 13(+1), Knowledge(Streetwise)13(+2), Drive 13 (+2), Intimidate 12(-1) Survival 6(+2)

Feats: Personal Firearms prof, Advanced Firearms prof, Burst Fire, Brawl, Run, Endurance, Knockout Punch, Point blank shot, Double Tap, Improved Brawl

Talents:
Tough: Energy resist (fire 4/-), DR 1/-
Soldier: Weapon Focus (Beretta 92f) Weapon Spec(Beretta 92f), Tactical Aid, Improved Critical (Beretta 92f)

Equipment: Beretta 92f, police badge, his wits, his brains, and his body.
#545

Ragitsu

Dec 08, 2007 1:32:02
Soldier? Sorry, I just don't see it beyond the Weapon Focus.... Charisma 8 is also low: he's not very persuasive (though I agree with Intimidate), but to be in the negatives?

He definetely needs Dedicated Hero levels for Empathy or Intuition or Skill Emphasis, Sense Motive and Listen/Spot.

You could even give him Investigator for Bluff, possibly Forgery, and Search (in practically every movie, he's good at looting the bad guy's corpses) / Low-level contact.

Perhaps a rank or two in Knowledge (Civics), as he puts this to good use in Die Hard 3 and 4.

---

Also, which Die Hard are you basing him off of?
#546

degausser

Dec 08, 2007 1:48:21
Looking through the advanced classes, I found that soldier fit him the best (though it wasn't a very good fit.) The Soldier class is all about familiarity with almost all aspects of Combat, something McClane has.

Charisma 8- John McClane is not very personable, is bad at expressing himself, and he manages to lose his wife THREE TIMES! (once at the beginning of 1, beginning of 3, and, presumably, at the beginning of 4) Additionally, he is bad at talking with both his daughter OR the computer geek in 4.

I thought about making him dedicated, but decided against it. The things he spots are not terribly hard to notice, and especially with his knowledge of the streets and tactics to give him synergy bonuses (most of his spots would get synergy bonuses from these.) SEARCH? To loot a dead body? You are one NASTY GM. If people rustle through a body in my campaign, I tell them whats on the body.

The skills that I DO agree he should have are Sense Motive (determining Hans is lying) and Bluff (The Gun behind the back) and I might add a few levels in Dedicated to reflect those feats. But McClane is most certainly NOT empathic, and his 'intuition' can be explained by Knowledge: Tactics (which is what the third movie is all about.)

Of course, you are free to interpret him however you like, this is just what I felt would best reflect his abilities.
#547

Ragitsu

Dec 08, 2007 1:53:40
Is that a challenge? If so, i'm going to enjoy this ;)

My version of him will be around the events of Die Hard 3, as I haven't watched Die Hard 4 enough times to see what classes he'd have accquired.
#548

degausser

Dec 08, 2007 2:04:29
Is that a challenge? If so, i'm going to enjoy this ;)

My version of him will be around the events of Die Hard 3, as I haven't watched Die Hard 4 enough times to see what classes he'd have accquired.

Why are you always tearing me down man? Always bringin' the Degausser down.

In all seriousness, go nuts. I was more thinking of McClane from the first movie anyway, where he's just running around, repelling from fire hoses, shooting bad guys with his "machine gun (ho ho ho)" and generally going nutso.

We should Double-team some action movie. We decide on a CR and one of us does the villain, one does the protagonist.
#549

trappedslider

Dec 08, 2007 15:10:54
Shouldn't Hans Gruber have German as a lang?
#550

Ragitsu

Dec 08, 2007 15:15:47
And English. I forgot languages as usual - a bad habit of mine. :P

Anyhow, funny thing...actor Alan Rickman's german was terrible in that movie. Add in the fact that the three main thieves aren't german either (Karl's actor is Russian) and the subtitles can be a bit wonky.

---

My favorite line is when they're feeding fake ransom demands to the police:

Karl: *mouthing quietly* "Asian Dawn?"
Hans: "I read about them in Time Magazine"
#551

trappedslider

Dec 08, 2007 17:04:11
---

My favorite line is when they're feeding fake ransom demands to the police:

Karl: *mouthing quietly* "Asian Dawn?"
Hans: "I read about them in Time Magazine"

And naother gorup he mentioned is from 60 mins...lol
#552

aces

Dec 09, 2007 13:52:28
Campeador, so you did. Sorry about posting mine, although I think they follow almost the same lines, I think I just statted him out later on in life. I thought about statting out Scully, glad I didn't. They look good, although not sure about Scully being a Field Medic, as she doesn't usually get to practice her medical abilities save for being an autopsy machine for Mulder.
#553

nerull_02

Dec 10, 2007 0:46:56
William Wallace from Braveheart
IMAGE(http://i170.photobucket.com/albums/u254/nerullgeorge/braveheart-1-1024.jpg)

“Go back to England and tell them there that Scotland's daughters and sons are yours no more. Tell them Scotland is free.”

“FREDOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOm!”


William Wallace: (Strong 3/ Charismatic 3/ Field Officer 10) : CR 16; Medium Humanoid (human); HD 3d8+ 6 plus 3d6 + 6 plus 10d8 +20 , hp 109, Mas 19; Init +6, Spd 30; Def 20 [22] (+8 class, +2 dex, [+2 wooden shield]); BAB +14 Grap +17 Atk + 17 melee (2d6+6, Claymore/ two handed) or + 17 (1d6+5, Heavy Pick); FS/R 5 ft./5 ft.; AL Freedom, love, Revenge SV Fort + 10, Ref + 8, Will +11; AP 8, Rep + 9; Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 14
Occupation: Rural (class skills: Ride, Survival bonus feat: Archaic Weapons Proficiency)
Skills: Climb +9; Craft: Structural +4; Diplomacy +15; Gather Information +5; Intimidate +21; Jump +5; Knowledge: Current Events +6; Knowledge: History +5; Knowledge: Tactics +20; Knowledge: Theology and Philosophy +3; Ride +10; Sense Motive +8; Survival +15; (Speak, Read & Write): English, Latin, French
Read/Write Language: English, Latin, French; Speak Language: English, Latin, French.
Feats: Archaic Weapons Proficiency; Armor Proficiency (light); Cleave; Combat Reflexes: max 3 AoOs; Dodge (+1 Dodge bonus versus selected opponent); Heroic Surge: 4x per day; Improved Damage Threshold; Improved Initiative; Iron Will; Mobility; Power Attack; Renown; Simple Weapons Proficiency; Spring Attack.
Talents: Coordinate (full round & Cha DC 10); Inspiration (Cha DC 10, +2 morale bonus, 2 rounds); Improved Melee Smash (+2 melee damage); Uncanny Survival (+5 bonus to defence for 1 round, 1/day); August Leadership (Diplomacy check (DC 10), +11 bonus to an ally); Tactical Mastery (Attack action; Tactics check DC 15+# allies; allies gain +9 to attack or defence for 1 round); Commanding Presence (Attack action: Diplomacy check DC 20 to remove negative condition from ally; or Intimidation check (DC=target's level), target shaken for 1d6+7 rounds); Action trust(1 AP, free action: Can bolster ally's attack, skill, ability, level or save roll by 2d6. Also, allies may transfer APs to field officer);
Possessions: Horse, Claymore, Heavy Pick, Wooden Shield, piece of clothing from his wife.
#554

Ragitsu

Dec 10, 2007 2:23:58
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Deckard.jpg)

Rick Deckard (Blade Runner)

Male Human Dedicated Hero 3 / Tough Hero 2 / Tracer 3 / Investigator 2; CR 10 Medium humanoid (human); HD 3d6 + 2d10 + 3d8 + 2d6 + 10 + 3; hp 67; Mas 12; Init +2; Spd 30 ft.; Defense 19 (+2 Dex, +7 class); BAB +8; Grap +9; Falcon .55 +11/+6 (2d8, 20/x2) Unarmed strike (non-lethal) +10/+5 (1d6+1, 20/x2) AL Self; SV Fort +6, Ref +8, Will +8; AP 5; Rep +3; Str 13, Dex 15, Con 12, Int 14, Wis 16, Cha 14.

Occupation: Investigative (Knowledge: Behavioral Sciences, Sense Motive)

Skills
: Bluff +10, Computer Use +5, Gather Information +12, Investigate +15, Knowledge (Behavioral Sciences) +10, Knowledge (Streetwise) +10, Listen +12, Pilot +5, Profession +7, Read/Write English, Sense Motive +16, Speak English, Spot +14, Survival +13

Feats: Alertness, Attentive, Brawl, Dead Aim, Far Shot, Personal Firearms Proficiency, Quick Draw, Simple Weapons Proficiency, Toughness, Track

Talents:

Dedicated -> Skill Emphasis (Sense Motive), Empathy

Tough -> Remain Conscious

Tracer -> Target Species (Replicants), Urban Tracking, Swift Strike +1d6

Investigator -> Profile, Contact (Low-level)

Possessions: Falcon .55 (Mastercraft +1 to hit), trenchcoat, Autodyn Hovercar
#555

nerull_02

Dec 10, 2007 8:24:40
GLADIATOR
IMAGE(http://i170.photobucket.com/albums/u254/nerullgeorge/russell_crowe_gladiator_007.jpg)

Brothers, what we do in life... echoes in eternity”

“My name is Maximus Decimus Meridius, commander of the Armies of the North, General of the Felix Legions, loyal servant to the true emperor, Marcus Aurelius. Father to a murdered son, husband to a murdered wife. And I will have my vengeance, in this life or the next.”


General Maximus Decimus Meridius: (Strong 3/ charismatic 4/ soldier 4/ fast 3): CR 14; Medium Humanoid (human); HD 10d8 + 20 plus 4d6 + 8, hp 94, Mas 14; Init +3, Spd 30; Def 22 [X] (+9 Class, +3 Dex [insert armour]); BAB + 10; Grap +13 Atk +14/+9 melee (1d8+7 Longsword) or + 13/+9 melee (1d8+5, Spear) or +13 ranged (1d8+3, spear); FS/R 5 ft./5 ft.; AL Rome, Family, Revenge; SV Fort +9, Ref +10, Will +4; AP 7, Rep +4 ; Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 13.
Occupation: Military (class skills: Ride & knowledge: tactics bonus feat: APL)
Skills: Balance +8; Climb +5; Diplomacy +8; Disguise +5; Handle Animal +4; Intimidate +13; Jump +14; Knowledge: Current Events +7; Knowledge: History +3; Knowledge: Tactics +15; Knowledge: Theology and Philosophy +3; Listen +3; Profession (Gladiator) +7; Ride +13; Spot +3; Survival +5; Tumble +9;
Read/Write Language Latin Speak Language Latin.
Feats: Agile Riposte; Archaic Weapons Proficiency; Armor Proficiency (light); Armor proficiency (Medium) Cleave; Combat Expertise; Combat Reflexes: max 4 AoOs; Dodge (+1 Dodge bonus versus selected opponent); Heroic Surge: 4x per day; Mounted Combat; Power Attack; Simple Weapons Proficiency; Weapon Focus (Longsword).
Talents: Coordinate (full round & Cha DC 10); Inspiration (Cha DC 10, +2 morale bonus, 1 rounds); Improved Melee Smash (+2 melee damage); Tactical Aid (duration 2 rounds); Weapon Specialisation (+2 damage with Longsword); Uncanny Dodge (Dex to Defense).
Possessions: Gladiator uniform/ armour & shield (varies), Longsword.
#556

nerull_02

Dec 10, 2007 8:29:56
Hmmmmmmmmmmm Rick Deckard was not .................{spam}..............a human....:D
#557

nobodez_here

Dec 10, 2007 11:20:42
Hmmmmmmmmmmm Rick Deckard was not .................{spam}..............a human....:D

Okay, then just make him a wetware bioreplica with the memory implant feat. Just that simple.
#558

Ragitsu

Dec 10, 2007 17:28:59
Actually...

Blade Runner spoilers
It depends on which of the three movies you believe in...the theatrical, director's or final cut. Check out IMDB.com's BR message board for further explanation.
#559

degausser

Dec 10, 2007 20:16:56
In addition, in the original book (Do androids dream of electronic sheep) it is left up to the readers whether Decker is an android or not. On the one hand he accomplishes an insanely improbable feat (taking down 6 super-advanced androids in one day) but, on the other side, he has emotions and a yearning for companionship (including trying to find 'pets') so it is up in the air.
#560

degausser

Dec 10, 2007 21:19:20
And now, for something completely different:

Dan Hibiki (Charismatic 6/Martial Artist 2): CR 8; Medium Humanoid (human); HD 6d6+1d8 +7 HP:42, Mas 12; Init +2, Spd 30; Def 16 (+4class, +2 Dex); BAB + 5; Grap +6, Atk +6 (1d6+1 Unarmed) or +7 (1d4+1, razor sharp autographed photo, range 5'); FS/R 5 ft./5 ft.; AL Father, self-created fighting style; SV Fort +4, Ref +8, Will +3; AP 5, Rep +5 ; Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 16.

Background: Adventurer (Jump, Bluff) Feat: Brawl

Skills: Diplomacy 9(+3), Bluff: 9(+4) Jump: 9(+1), Knowledge[Business]9, Knowledge[streetwise]:9, Intimidate:9(+5), Profession(Dojo instructor)9 (-1)

Feats:Defensive Martial Arts, Power Attack, Brawl, Renown, Confidant, Iron Will, Frightful presence, Combat martial arts

Talents:Fast talk, Dazzle, Taunt
Living Weapon (1d6), Flying kick

Stuff: Pink Gi, Martial arts Dojo, near infinite supply of photos, pen

NOTES: Before Raigatsu yells at me, here is my reasoning for Dan:
Lvl 8, While, yes, Dan is a somewhat high level, not so much when you consider most Streetfighters are far above level 8, making Dan comically bad.

Frightful presence: This is just another form of his taunt. Dan has multiple Taunts

Diplomacy +Bluff +Intimidate: Diplomacy and Bluff because Dan does actually LOOK like he knows what he's doing (until he starts fighting) and he seems to be able to talk to people pretty well (even if he is an arrogant SoB). As for intimidate: he will most likely fail against the lvl 15+ Streetfighters, but that won't stop him from trying.
#561

Ragitsu

Dec 10, 2007 22:12:18
Good build of Maximus, Nerull/, but there's one problem -> Ride isn't a Military skill.
#562

trappedslider

Dec 10, 2007 22:19:05
HAs Gordon Freeman from HAlf-life 1 been stated?
#563

Ragitsu

Dec 10, 2007 22:37:39
I don't know about Half Life 1, but I made a rough build of him in Half Life 2
#564

degausser

Dec 10, 2007 23:03:53
Good build of Maximus, Nerull/, but there's one problem -> Ride isn't a Military skill.

But Drive is. I can easily see substituting Ride for Drive in pre-automobile D20 games.
#565

Ragitsu

Dec 10, 2007 23:05:50
Nothing against house-rules, just stating how it is.

Anyhow, Adventurer tends to work better for pre-20th century soldiers. Check out my build of Nathan Algren to see what I mean.
#566

nerull_02

Dec 11, 2007 0:49:18
Good build of Maximus, Nerull/, but there's one problem -> Ride isn't a Military skill.

It is in D20 Past I think and it is definitely in Sidewinder recoil :D
But when I was creating him I was thinking about drive and pilot being mi occupations, it is quite logical to be substituted by handle animal and ride for archaic characters.
#567

nerull_02

Dec 11, 2007 0:50:15
Achilles
IMAGE(http://i170.photobucket.com/albums/u254/nerullgeorge/troypubw.jpg)

“My brothers of the sword! I would rather fight beside you than any army of thousands! Let no man forget how menacing we are, we are lions! Do you know what's waiting beyond that beach? Immortality! Take it! It's yours!”

“You won't have eyes tonight. You won't have ears or a tongue. you will wander the underworld blind, deaf and dumb and all the dead will know; This is Hector: the fool who thought he killed Achilles.”


Achilles: (Strong 6/ Fast 4/ Soldier 10): CR 20; Medium Humanoid (human); HD 10d8+20 plus 10d10+20, hp 130, Mas 14*; Init +10, Spd 30; Def 27[34] (+13 Class, +4 Dex, [+4 armour, +3 shield]); BAB +16 Grap +19 Atk +19/+14/+9/+4 melee (1d8 + 6, Spear) or +20/+15/+10/+5 melee (1d6 + 10, Shortsword) or + 20 ranged (1d8 +3, Spear); FS/R 5 ft./5 ft.; SA AL Honor; SV Fort +11, Ref +13, Will +7; AP 10, Rep +4 ; Str 16, Dex 19, Con 14, Int 13, Wis 12, Cha 15.
Occupation: Adventurer (class skills: Intimidate; Jump bonus feat: AWP)
Skills: Balance +7; Climb +7; Intimidate +25; Jump +22; Knowledge: Current Events +6; Knowledge: History +5; Knowledge: Tactics +19; Listen +9; Navigate +6; Ride +9; Spot +10; Survival +10; Swim +4; Tumble +15;
Read/Write Language Ancient Greek; Speak Language Ancient Greek.
Feats: Agile Riposte; Archaic Weapons Proficiency; Armor Proficiency (light); Armor Proficiency (medium); Cleave; Combat Reflexes: max 5 AoOs; Defensive Martial Arts: +1 Defense in Melee; Dodge (+1 Dodge bonus versus selected opponent); Frightful Presence: Will DC 22, 1d6+2 rounds; Great Cleave; Heroic Surge: 5x per day; Improved Initiative; Leap Attack [double the extra damage dealt by the use of power attack while you combine a jump with a charge] Mobility; Power Attack; Simple Weapons Proficiency; Spring Attack; Unbalance Opponent; Weapon Focus (Shortsword);
Talents: Critical Strike (auto-confirm criticals with Shortsword); Greater Weapon Specialisation (+4 damage with Shortsword); Improved Critical (Shortsword); Improved Reaction; Advanced Melee Smash (+3 melee damage); Tactical Aid (duration 5 rounds); Uncanny Dodge (Dex to Defense).
Possessions: Sword Sword, Mastercraft +1 Leather armour [In the movie most equipment used by the Greeks, such as the large round shields and Achilles helmet, is from the Classical Period (5-4th centuries BC). At the time when the epic is set, the Greeks used small bowl-shaped helmets and light leather shields shaped like the number 8], Helmet, Large shield.
*Achilles is immune to critical hits and ignores the effects of Massive damage. Those immunities are bypassed if the hero is hit in the heel with a called shot.
#568

Ragitsu

Dec 11, 2007 0:53:40
*cracks open d20 Past, looks on page 14*

I don't see Ride in the Military entry, just Archaic Weapons Proficiency added.

Also, I don't have "Sidewinder: Recoiled", so I can't say about that. Adventurer is still the easiest route to go - snag Knowledge: Tactics and Ride, then Archaic Weapons Proficiency, and take Armor Proficiency (Light) as another feat. Occupations are basically to provide skills / feats and wealth anyhow, right?

---

Finally, do you have anything to add on Rick's species?
#569

nerull_02

Dec 11, 2007 3:44:17
Actually...

Blade Runner spoilers
It depends on which of the three movies you believe in...the theatrical, director's or final cut. Check out IMDB.com's BR message board for further explanation.
#570

Ragitsu

Dec 11, 2007 3:54:52
Really? Where do they outright say it? Most of it's inferred. Ridley Scott is a decent director, but I don't think he's *that* blunt.
#571

nerull_02

Dec 11, 2007 5:28:28
some more suggestion about future creations
Two-faced cop Norman Stansfield (Gary Oldman) from Leon
Michael Scofield from prison break
V from V from Vendetta
Ben Wade (Russell Crowe) from 3:10 to Yuma
Beowolf from Beowolf (2007)
Captain Jack Sparrow from Pirates of the Caribbean
Mr. Earl Brooks from Mr Brooks
Nikolai (Viggo Mortensen) from Eastern promises
#572

Ragitsu

Dec 11, 2007 6:02:29
I'll take a crack at Yuri Orlov later today.
#573

degausser

Dec 11, 2007 11:02:37
I'll stat V as soon as I get off of work
#574

Ragitsu

Dec 11, 2007 14:11:41
He's going to need a template all his own.
#575

nobodez_here

Dec 11, 2007 16:30:03
He's going to need a template all his own.

Actually, I think the Maniac (d20MM) would work quite well for V (aside from the allegiances to Chaos and Evil, though, as defined by the society of the graphic novel/movie, he was chaotic and evil).

I'm thinking that you could go with a few levels in Daredevil.

With the Maniac, he's only taking an average of 2 points of damage from each bullet, less if he takes a level or three in Tough (for the DR, which increases with Tough Plus).

I'd make him a Tough 3/Daredevil 7 at least. That puts him at CR 11, which is fairly respectable (and gives him DR 8/-, Remain Conscious, Second Wind, and Fire Resistance from the Tough levels and the 2 Tough Plus feats required to max his DR).
#576

trappedslider

Dec 11, 2007 17:18:01
I would also give him a couple of lvls in fast maybe a lvl or two in smart as well....
#577

Ragitsu

Dec 11, 2007 17:32:52
I'd make him a Tough 3/Daredevil 7 at least. That puts him at CR 11, which is fairly respectable (and gives him DR 8/-, Remain Conscious, Second Wind, and Fire Resistance from the Tough levels and the 2 Tough Plus feats required to max his DR).

No Smart Hero or Charismatic Hero levels to represent his planning and presence?
#578

trappedslider

Dec 11, 2007 17:36:57
Charismatic Hero levels to represent his planning and presence?

Forgot about that aspect to V
#579

nobodez_here

Dec 11, 2007 17:40:00
Here's my version of Codename V. It's a compromise between the movie and graphic novel versions. It's not complete (I should probably have some cross-class social skills), but it's what I could put together while the idea was fresh. As for the need for fast hero, I really don't see V with evasion or improved speed. With enough DR you really don't need to get out of the way (though a Defense of 19 is still fairly respectable, as it requires an above average attack by a mid-level police officer ordinary to hit him).

EDIT:
No Smart Hero or Charismatic Hero levels to represent his planning and presence?

I went with above average Int and Cha to represent that. I didn't want to clutter the build with too many levels.

Codename V (Tough Hero 3/Daredevil 7 Maniac): CR 11; Medium-size humanoid; HD 11d12+50 plus 3 (Toughness); hp 85; Mas 23; Init +2; Spd 30 ft.; Defense 19, touch 19, flat-footed 17 (+2 Dex, +7 class); BAB +5; Grap +7; Atk +8 melee (1d6+2 nonlethal, unarmed strike) or +7 melee (1d6+2, slam) or +7 ranged (1d4+2, knife); Full Atk +8 melee (1d6+2 nonlethal, unarmed strike) or +7 melee (1d6+2, slam) or +7 ranged (1d4+2, knife) or +3/+3 ranged (1d4+2/1d4+1, 2 knives); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ ability surge, damage reduction 8/-, immunities, resistance to massive damage, fire resistance 4; AL chaos, evil; SV Fort +13, Ref +5, Will +2; AP 7; Rep +3; Str 14, Dex 14, Con 20, Int 14, Wis 8, Cha 12.
Occupation: Criminal (class skills: Disguise, Slight of Hand).
Skills: Concentration +17, Demolitions +14, Disguise +7, Drive +8, Intimidate +8, Knowledge (popular culture) +15, Listen -1, Perform (act) +8, Read/Write English, Read/Write Latin, Slight of Hand +8, Speak English, Speak Latin, Spot -1, Tumble +9.
Talents (Tough Hero): DR 1/-, DR 2/-, DR 3/-, Fire Endurance, Remain Conscious, Second Wind.
Talents (Daredevil): Adrenaline Rush, Action Boost, Delay Damage, Fearless, Nip-Up.
Feats: Brawl, Dodge, Endurance, Heroic Surge, Improved Damage Threshold, Mobility, Streetfighting, Tough Plus (x2) (DR 2/-, Dr 3/-, Remain Conscious, Second Wind).
Possessions: Guy Fawkes costume, 2 knives, tear gas grenades (6), fragmentation grenades (6).
#580

nerull_02

Dec 12, 2007 1:35:36
Nobotez that is a complete different approach you took on V than the one I had in mind, maybe because I have never read his comic and I have only seen his movie . I definitely use your build though when creating a major villain for my PCs

My interpretation of the movie would be:
Smart 4/ charismatic 2/ Fast 4/ tough 3/ Mastermind 5 CR 18
With creative starting occupation

TI think the huge amount of damage he took at the end was due to his personalised armour and not due to many tough lvls.

I will try Mr. Earl Brooks...
#581

nerull_02

Dec 17, 2007 1:59:56
I saw that wonderful movie yesterday and I could not resist

GIDEON FROM SERAPHIM FALLS
IMAGE(http://i170.photobucket.com/albums/u254/nerullgeorge/p5.jpg)

Gideon (Pierce Brosnan)
Gideon (Tough 5 / Strong 1/ Soldier 2): CR 8; Medium-size humanoid; HD 7d10+ 21 plus 1d8+3; HP 71; Mas 19; Init +7; Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+3 Dex, +5 class); BAB +5; Grap +7; Atk +7 melee (1d6+3, Brawl or 2d6+6 knockout punch), or +7 melee (1d6+6, Large Hunting Knife) or +8 ranged (1d6+5, Large Hunting Knife) or +8 ranged (2d6, Colt Peacemaker); FS 5 ft by 5 ft; Reach 5 ft; AL Survival, North, Redemption; SV Fort +9, Ref +6, Will +2; AP 4; Rep +1; Str 14, Dex 16, Con 16, Int 12, Wis 12, Cha 10.
Occupation: Adventurer (Ride, Survival, PFP)
Skills: Climb +7; Concentration +5; Craft: Structural +5; Intimidate +5; Jump +4; Knowledge: Tactics +6; Navigate +4; Ride +7; Spot +6; Survival +13; Swim +5;
Talents: Cold Resistance 3; Damage Reduction 2/-; Melee Smash (+1 melee damage); Weapon Specialisation (+2 damage with Large Hunting Knife);
Feats: Brawl; Endurance; Improved Damage Threshold; Improved Initiative; Knockout Punch; Personal Firearms Proficiency; Quick Draw; Simple Weapons Proficiency; Weapon Focus (Large Hunting Knife);
Possessions: Cowboy Hat, Fur, Heavy Clothing, boots and spurs, Large Hunting Knife mastercraft +1 damage (Cleaver stats), Colt Peacemaker, spare rounds .45.
#582

andferne

Dec 19, 2007 23:47:41
Ok I know some of you are asking for characters to do and stuff like that at times so I thought I would throw this out there and see what yall think.

Stats for...........Mystery Inc? the Scooby Doo gang.
#583

degausser

Dec 20, 2007 11:50:45
Ok I know some of you are asking for characters to do and stuff like that at times so I thought I would throw this out there and see what yall think.

Stats for...........Mystery Inc? the Scooby Doo gang.

So here are the stats for Xander and Cordellia . . .

Oh, wait, no, you meant the ORIGINAL Scooby gang.

In that case, here is Shaggy . . . and because there are so many versions of Scooby Doo, I'll be using the original Hana-Barbera Versions.

Norville "Shaggy" Roggers Charismatic 3/Swindler 2 CR 5; Medium-size humanoid; HD 3d6+2d6+10 HP32 ; Mas 15; Init +3; Spd 30 ft; Defense 14(+1 class, +3 dex) BAB +2; Grap +2; Atk +2 (Grapple) or +2 (Club) 1d6 non-leatal; FS 5 ft by 5 ft; Reach 5 ft; AL Self-preservation, The scooby Gang, solving mysteries; SV Fort +4, Ref +7, Will +3; AP 4; Rep +2; Str 10, Dex 16, Con 15, Int 12, Wis 8, Cha 16.
Occupation: Slacker (use Criminal), Gamble, Disguise
Skills: Perform[act]: 8(+3), Craft[culinary]: 4(+1), Bluff: 8(+4), Disguise: 8(+3), Gamble: 6 (-1), Knowledge[current events]: 8(+1), Search: 4(+1), Knowledge[Buisness]: 7(+1), Slight of hand: 2(+1), Speak[dog]
Feats: Run, Endurance, Dodge, Mobility
Talents:Fast-Talk, Charm (people in monster costumes), Cheat Fate, Thousand Faces

Gear: Rank Green shirt, More rank brown bell bottoms, goatee
#584

nerull_02

Dec 21, 2007 2:13:01
I could not resist. My interpretation of V based exclusively on the movie

V for Vendetta
IMAGE(http://i170.photobucket.com/albums/u254/nerullgeorge/vforvendettapubc.jpg)

“People should not be afraid of their governments. Governments should be afraid of their people”

V : (Smart 4/charismatic 2/tough 4/fast 3/swashbuckler 7): CR 20; Medium Humanoid; HD 6d6+12 plus 4d10+8 plus 10d8+20, hp 138, Mas 17; Init +4, Spd 40; Def 28 (+4 Dex, +14 class); BAB +13, Grap +15; Atk +18/+13 melee (1d4+7+[1d4],18-20 Knife [streetfighting]) or + 18/+13 ranged (1d4+7,18-20 Knife); FS/R 5 ft./5 ft.;AL Liberty, Justice, the people SV Fort +12, Ref +15 Will +6; AP 10, Rep +7; Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 14.
Occupation: Creative (class skills: Bluff, Disguise, Spot)
Skills: Balance +10; Bluff +7; Climb +7; Craft: Chemical +10; Craft: Mechanical +6; Demolitions +13; Diplomacy +7; Disable Device +6; Disguise +12; Gather Information +7; Hide +14; Intimidate +13; Investigate +9; Jump +8; Knowledge: Art +6; Knowledge: Behavioural Sciences +6; Knowledge: Current Events +8; Knowledge: History +5; Knowledge: Physical Sciences +5; Knowledge: Popular Culture +5; Knowledge: Streetwise +6; Knowledge: Tactics +5; Knowledge: Theology and Philosophy +7; listen + 5; Move Silently +13; Navigate +6; Perform: Dance +3; Research +8; Search +8; Sleight of Hand + 9; Spot +7; Tumble +17.
Feats: Agile Riposte; Archaic Weapons Proficiency; Armor Proficiency (light); Armor Proficiency (medium); Brawl; Combat Expertise; Dodge (+1 Dodge bonus versus selected opponent); Improved Damage Threshold; Improved Disarm; Mobility; Simple Weapons Proficiency; Spring Attack; Streetfighting; two Weapons Fighting; Weapon Finesse (knife);
Talents: Charm (+2 to Cha skills vs females); Damage Reduction 1/-; Find the mark; Fire Resistance 2; Greater Weapon Specialization (knife); Improved Increased Speed (10'); Plan (DC 10, bonus 6); Savant (Demolitions +4); Quick weapon draw (knife); Weapon Focus (Knife); Weapon Specialization (Knife);
Possessions: Guy Fawkes Costume & Mask, 8 (mastercraft +1 damage) knives, Smoke Grenades, Various antiquities.
#585

nerull_02

Dec 21, 2007 2:17:30
The Man with No Name coming next
#586

degausser

Dec 22, 2007 16:14:21
Next I am doing Freddy Jones. Because he wasn't expanded upon much in the TV Series, I am using the recent TV movies such "Scooby Doo and Zombie Island" and such.

Freddy Jones Smart3/Dedicated2 CR 5; Medium-size humanoid; HD 3d6+2d6+15 HP37 ; Mas 15; Init +2; Spd 30 ft; Defense 15 (+3 class, +2dex) BAB +2; Grap +2; Atk +4 (Grapple) or +4 (Club) 1d6+3 non-leatal; FS 5 ft by 5 ft; Reach 5 ft; AL Scooby Gang, Solving mysteries, law; SV Fort +5 Ref +3 Will +6AP 4; Rep +2; Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 12.
Occupation (Blue Collar) Drive, Repair
Skills:
Craft (Mechanical): 6(+1), Drive: 8(+7) Knowledge[history]: 8(+1), Knowledge[current events]: 8(+3, Knowledge[popular culture]: 8(+1), Knowledge[tactics]: 8(+6)Pilot: 3(+4), Repair:8(+4), Navigate: 6(+1), Investigate: 6(+1)
Featsehicle Expert, Archaic Weapons prof., Gearhead, Educated (Current events, Tactics), Iron Will
Talents: Savant (Tactics), Plan, Skill Emphisis(Drive)

Gear: Tricked out "mystery Machine." Videocamera and equipment.
#587

andferne

Dec 22, 2007 19:53:21
Good job on Shag and Fred so far. Are you going to do Scooby, and perhaps Scrappy too?

Can't wait to see the girls
#588

degausser

Dec 22, 2007 23:15:52
Velma is very easy to stat . . . she's just plain old smart.

Velma Dinkley (Smart 5) , Medium-size humanoid; HD 5d6+5 HP (27) ; Mas 12; Init +0; Spd 30 ft; Defense 13 (+2 class, +1dex) BAB +2; Grap +5; Atk +5 (Grapple) or +5 (Club) 1d6+3 non-leatal; FS 5 ft by 5 ft; Reach 5 ft; AL Scooby Gang, Law, Solving Mysteries; SV Fort +2 Ref +1 Will +6 AP 4; Rep +2; Str 16, Dex 11, Con 12, Int 19, Wis 16, Cha 10.
Occupation (Student) Computer use, Knowledge (Physical sciences), Research
Skills: Computer use: 8(+5), Knowledge[civics]8(+6), Research:8(+7), Knowledge[current events]:8(+4), Knowledge[business]8(+6), Knowledge[physical sciences]:8(+7), Knowledge[Earth and Life Sciences]8(+6) Knowledge[History]8(+4), Investigate:8(+4), Search:8(+4), Decipher Script: 8(+6), Craft[electronic]:8(+4), Read/write/speak: Dog, Japanese, Chinese, Latin

Feats: Educated(physical sciences, Earth and Life sciences), Educated(Civics and business), Combat Expertise, Endurance, Studious

Talents: Linguist, Trick, Plan

Notes:
Velma is, apparently, a decent wrestler (as shown in "What's new Scooby Doo"), in Addition, she is often seen carrying the rest of the entire cast on her back WHILE RUNNING! Thus she has a higher strength than one would think, and the Endurance feat.



And to finish out the standard "Human" cast, Daphnie, as portrayed in the live-action movies.

Daphnie Blake (Strong3, Martial Artist 2) , Medium-size humanoid; HD 5d8+10 HP (38) ; Mas 14; Init +3; Spd 30 ft; Defense 17 (+4 class, +3dex) BAB +5; Grap +8; Atk +8 (Grapple) or +8 (Unarmed) 1d6+2 non-leatal or leathal; FS 5 ft by 5 ft; Reach 5 ft; AL Self-improvement, solving mysteries, Scooby gang SV Fort +2 Ref +4 Will +0 AP 4; Rep +0; Str 14, Dex 16, Con 14, Int 14, Wis 8, Cha 16.
Occupation(Athlete) Balance, Tumble, Jump
Skills:Jump:8(+3), Tumble: 8(+3), Balance:8(+3), Knowledge[Popular culture]:8(+2), Diplomacy:5(+3)
Feats:Archaic Weapon Prof, Defensive martial arts, Weapon finesse(unarmed), Combat Martial arts, Windfall
Talents: Ignore Hardness 1, Ignore Hardness 2, Living weapon (1d6), Flying kick
#589

andferne

Dec 23, 2007 2:24:34
Do you not think Daphnie should be Charismatic?
#590

degausser

Dec 23, 2007 2:49:12
Like I said, I'm using the Sara Michelle Geller Version who, while attractive, wasn't terribly charismatic . . . and Daph has NEVER shown the ability to use any of the Charasmatic talents (at least, to my knowledge). From what Wiki has said (and from what I remember as a Kid), this is the breakdown of Daph.

Scooby-doo, where are you?: Daph is basically eye-candy, as she almost never does anything but get caught by the guy in the mask. Possibly a Dedicated hero with a poor wisdom score (she lacks common sense and is unaware, but has an iron resolve and will always come back for more.)

13 Ghosts of Scooby-Doo: Daph is promoted to leader, as Freddy isn't there. In this one she would be a charismatic hero, but this is a very atypical to how she is normally portrayed.

A pup named: Ms. Blake is a rich dillitante, and almost certainly a charismatic hero, but she's also a spoiled rotten brat. Again, not a whole lot of information to go on here.

Recent (2001-present) direct-to-video releases: Daph is back to her old role of eye candy, but this time she is a professional talk-show host, and is a bit smarter. Still not a lot of character depth to go on.

Movies: Daph has the best combat skills in the group, soundly beating out Freddy who comes in second. In these movies she is shown doing a lot of stuff, thus there is a lot of character depth.

What's New: Daphene has retained some of her movie-inspired moves. She dresses similar to her movie counterpart, and she is quite athletic, sporting a black belt in Karate.
#591

degausser

Dec 25, 2007 18:11:07
Didn't want to double-post, but inspiration struck:
IMAGE(http://en.wikipedia.org/wiki/Image:Michael_Knight_and_KITT.jpg)

Michel Knight (Strong3/Dedicated3/Speed Demon 5), Medium-size humanoid; HD 3d8+3d6+5d8+22 HP (77) ; Mas 14; Init +2; Spd 30 ft; Defense 20 (+7 class, +2dex, +1 Leather Jacket) BAB +8; Grap +10; Atk +11 Brawl(1d8+4) +10 (Club) 1d6+5 non-leatal);Full Attack Brawl +11/+6 FS 5 ft by 5 ft; Reach 5 ft; AL Good, FLAG, Justice; SV Fort +7 Ref +8 Will +5 AP 6; Rep +2; Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 16.
Occupation: Law Enforcement: (Diplomacy,Drive) Personal Firearms prof.

Skills: Drive:14(+7), Diplomacy: 14(+3), Intimidate: 3(+3), Repair: 11(+1), Investigate:7(+3), Sense Motive:7(+3), Knowledge(Current Events): 6(+1), Knowledge (Technology):5(+1),
Feats: Personal Firearms prof, Vehicle expert, Drive-by Attack, Brawl, Improved Brawl, Attentive, Knockout Punch, Improved Knockout Punch, Vehicle Spec (Sports Cars)

Talents: Melee Smash 1 & 2, Skill Emphisis (Drive), Empathy, Uncanny Dodge, Hit the Weak spot, Vehicle Empathy, Need for Speed, Nursing the turns.

Equipment: Leather Jacket, Communicator Wristwatch, KITT (property of FLAG)
#592

jmkoontz

Dec 28, 2007 0:19:20
Equipment: ... KITT (property of FLAG)

yes but now can we stat KITT?

I like the Scooby gang so far. Can't wait to see Scooby.
#593

degausser

Dec 28, 2007 1:20:28
Scooby's tough man. Here's the best I can come up with

Scooby Doo (CR . . . ???) Medium sized Magical Beast, HD 3d10+3, HP 27, Spd 30 ft, Defense 14 (+2 dex, +2Special Quality), BAB+1, Grapple -2 OR +4 (see below), Atk +2 Bite 1d6+1. FS5ft by 5ft*, Reach 0, SQ see below. Str 12, Dex 14, Con12, Int 10, Wis 8, Chr 16
Skills: Listen+5, Disguise +9, Bluff +9
Feats: Endurance, Run, Dodge, Mobility

Special qualities:
Bite and Hold
Scooby can bite and hold on, inflicting an additional 1d6 damage per round. This is treated as a Grapple check with a +2 circumstance bonus. Because of his quadrapital nature, All other grapple checks scooby makes suffer a -4 circumstance penalty.

Quadraped:
As a four legged Dog, Scooby suffers a -2 racial penalty to climb checks, but a +4 racial bonus to avoid being tripped, and a +2 bonus to balance checks on slippery surfaces.

Scent (Ex) Scooby can track objects and clues by scent, as described in the book.

Man's Best Friend: (EX) Scooby can occupy the same 5x5 square as another human who is friendly

Talk: Scooby is sentient, and capable of speech (though he does have a speech impediment.) Any time Scoob tries to speak, anyone listening in must make an inteligence check (DC 10) to understand what he is saying. A proficiency in the language (dog) nets an automatic success.

Iron Stomach: Sccob is capable of eating anything, and gains a +4 Racial bonus to resist all ingested maladies, including poisons and food poisoning.

Dynamic power: When fleeing, Scoob is capable of truly increadable feats. If genuinely fearing for his life, and attempting to run, Scoob gains one of the following abilities: +8 bonus to climb (and negates his normal racial penalty), a burrow speed of 10 ft, or a +8 species bonus to swim.

Squirmy Rascal: Scooby gains a +2 racial dodge bonus to AC that is effective as long as he would gain his dex bonus to AC
#594

rexthunder

Jan 29, 2008 21:36:18
Wow, you guys are making a ton of awesome NPCs. Personally, I'd really love to use Cordell Walker from Walker Texas Ranger and Undercover Brother in my campaign. I'm pretty terrible at statting out NPCs otherwise I'd take a crack at it myself.
#595

degausser

Jan 30, 2008 0:04:09
Aw man, UNDACOVA BROTHA!!!

Undacova Brotha (Charismatic 3 Swindler 7) CR10, Medium-size humanoid; HD 10d6+20 HP (62) ; Mas 14; Init +4; Spd 30 ft; Defense 17 (+3 class, +4dex, +1 Leather Jacket) BAB +6/+1; Grap +8; Full Atk +10/+5(Brawl, 1d8+2) or +10/+5 (Desert Eagle 2d8) Or +8/+8/+3 (Throwing 'fro picks, 1d4+2)FS 5 ft by 5 ft; Reach 5 ft; AL GOOD, BROTHERHOOD, Fighting "The White Man"; SV Fort +6 Ref +10 Will +6 AP 10; Rep +4; Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 16.
Occupation: "Law Enforcement" (Drive, Gather information, Personal Firearms Prof)

Skills: Disguise: 13(+5), Drive 13(+4), Bluff: 13(+5), Gather Information: 13(+4), Gamble: 13(+0), Diplomacy: 13(+3), Intimidate: 13(+3), Knowledge(Streetwise)6(+1), Knowledge(History)7(+1)

Feats: Personal Firearms Prof, Brawl, Two weapon fighting, Point blank shot, Defensive Martial arts, Deceptive, Knockout Punch, Improved Brawl, Action Boost

Abilities: Charm(Women), Fast-talk, Cheat Fate, Thousand Faces, Fortune's favor (+4), Warp Probability (30')

Gear:
Desert Eagle, Masterwork (+2) Disguise Kit, 1970's Cadillac, Throwing 'fro picks (1d4 dmg), Fancy lookin' duds that provide +1 armor bonus.
#596

rexthunder

Jan 30, 2008 14:34:40
Haha, that's perfect. ust what i had envisioned him to be, fro picks and all.


Anyone want to take a shot at my favorite marvel character, Deadpool. I would actually like to play him sometime when I don't have to GM.
#597

degausser

Jan 31, 2008 0:08:50
Cordell Walker (Strong3/Martial Artist 10) CR13, Medium-size humanoid; HD 13d8(+39) HP 116 ; Mas 16; Init +2; Spd 30 ft; Defense 22(+9 class, +2dex, +1 Leather Jacket) BAB +13/+8/+3; Grap 13; Full Atk +17/+12/+7(Martial arts, 1d10+5, 19-20 x3) OR (+15/+15/+10/+5)(Martial arts, flurry of blows) or +15/+12/+5 (Beretta 2d6)FS 5 ft by 5 ft; Reach 5 ft; AL Good, Law, Peace SV Fort +8 Ref +10 Will +5 AP 10; Rep +5; Str 16, Dex 14, Con 16, Int 14, Wis 12, Cha 12.
Occupation: "Law Enforcement" (Diplomacy, Drive, Personal Firearms Prof.)

Skills:Jump: 16(+3), Drive: 16(+2), Diplomacy: 16(+2), Knowledge: Tactics: 6(+2), Profession: 16(+1), Knowledge: Theology and Philosophy: 10(+2)

Feats: Personal Firearms prof, Combat Martial arts, Defensive Martial arts, Power attack, Combat Reflexes, Improved Combat Martial arts, Point Blank shot, Advanced Combat Martial arts, Weapon focus (unarmed), Renown, Double Tap.

Special: Melee smash 1&2, Living weapon (1d10) Flying kick, Iron fist (All Attacks), Flury of blows.

Gear: Leather Duster (+1 armor), Grey Ford F250, Cowboy hat & Boots, Police issue Beretta 92, 2 Extra magazines ammo

NOTES:
He should have more skills, like Knowledge streetwise, Knowledge Civics, and Investigate, but it's hard to fit all those skills in one character. As a GM, I would rule that his ranks in Profession (Texas Ranger) provide him with +2 (or higher) synergy bonuses on those skill, or they would allow him to attempt untrained.
#598

andferne

Jan 31, 2008 0:45:48
Has anyone done the team from S.W.A.T. the movie ?

or the guys from the Shield tv show?
#599

rexthunder

Jan 31, 2008 14:34:40
Cordell Walker (Strong3/Martial Artist 10) CR13, Medium-size humanoid; HD 13d8(+39) HP 116 ; Mas 16; Init +2; Spd 30 ft; Defense 22(+9 class, +2dex, +1 Leather Jacket) BAB +13/+8/+3; Grap 13; Full Atk +17/+12/+7(Martial arts, 1d10+5, 19-20 x3) OR (+15/+15/+10/+5)(Martial arts, flurry of blows) or +15/+12/+5 (Beretta 2d6)FS 5 ft by 5 ft; Reach 5 ft; AL Good, Law, Peace SV Fort +8 Ref +10 Will +5 AP 10; Rep +5; Str 16, Dex 14, Con 16, Int 14, Wis 12, Cha 12.
Occupation: "Law Enforcement" (Diplomacy, Drive, Personal Firearms Prof.)

Skills:Jump: 16(+3), Drive: 16(+2), Diplomacy: 16(+2), Knowledge: Tactics: 6(+2), Profession: 16(+1), Knowledge: Theology and Philosophy: 10(+2)

Feats: Personal Firearms prof, Combat Martial arts, Defensive Martial arts, Power attack, Combat Reflexes, Improved Combat Martial arts, Point Blank shot, Advanced Combat Martial arts, Weapon focus (unarmed), Renown, Double Tap.

Special: Melee smash 1&2, Living weapon (1d10) Flying kick, Iron fist (All Attacks), Flury of blows.

Gear: Leather Duster (+1 armor), Grey Ford F250, Cowboy hat & Boots, Police issue Beretta 92, 2 Extra magazines ammo

NOTES:
He should have more skills, like Knowledge streetwise, Knowledge Civics, and Investigate, but it's hard to fit all those skills in one character. As a GM, I would rule that his ranks in Profession (Texas Ranger) provide him with +2 (or higher) synergy bonuses on those skill, or they would allow him to attempt untrained.

:D Damn, you're good. I agree wholeheartedly that a houserule should be made for his skills. Also maybe an aura that makes every criminal that he is after drop their guns and try to fight him hand2hand, just like in the show...or maybe thats a bit unbalanced, who knows
#600

andferne

Feb 01, 2008 0:55:28
Might be able to use intimidate for that, or close to it maybe.
#601

rexthunder

Feb 01, 2008 15:08:37
Might be able to use intimidate for that, or close to it maybe.

Yes indeed. Now we just need a roundhouse kick feat.

New Feat: Roundhouse Kick
You have gone beyond master of the lethal unarmed arts and may perform a kick so powerful, it shakes the very fabric of reality.
Benefit: You may substitute a roundhouse kick for one of your unarmed attacks, once per round. This kick may have one of the following effects in addition to the damage done which are negated by a fortitude save equal to the damage done by the unarmed attack:
-Subject is Nauseated for 1d3 rounds (fort save against the damage done by the unarmed strike)
-Subject is Dazed for 1d3 rounds
-Subject is knocked prone
-Subject is forced to cry for 1d3 rounds preventing any action except for cowering in the fetal position.
Any confirmed critical forces the subject to make a fort save or die, just as the coup de grace attack from the core rulebook.

Lol
#602

trappedslider

Feb 01, 2008 15:38:09
Yes indeed. Now we just need a roundhouse kick feat.

New Feat: Roundhouse Kick
You have gone beyond master of the lethal unarmed arts and may perform a kick so powerful, it shakes the very fabric of reality.
Benefit: You may substitute a roundhouse kick for one of your unarmed attacks, once per round. This kick may have one of the following effects in addition to the damage done which are negated by a fortitude save equal to the damage done by the unarmed attack:
-Subject is Nauseated for 1d3 rounds (fort save against the damage done by the unarmed strike)
-Subject is Dazed for 1d3 rounds
-Subject is knocked prone
-Subject is forced to cry for 1d3 rounds preventing any action except for cowering in the fetal position.
Any confirmed critical forces the subject to make a fort save or die, just as the coup de grace attack from the core rulebook.

Lol

I LOVE IT.....
#603

rexthunder

Feb 01, 2008 21:59:55
I wonder if Marco wants to use it in his coreline campaign setting ;)
#604

marcoasalazarm

Feb 02, 2008 17:19:23
If you grant me permission to borrow it...
#605

degausser

Feb 02, 2008 18:42:50
I think the general idea of this thread is that so people can use whomever they find on here in their campaigns. I know that I give free permission to use whomever I stat up, including:

Dr. Gregory House (Smart 10) CR10, Medium-size humanoid; HD 10d6+20 HP 62 ; Mas 14; Init +1; Spd 30 ft*; Defense 15(+3 class, +1dex, +1 Leather Jacket) BAB +5; Grap 5; Full Atk +5(Cane, 1d6)FS 5 ft by 5 ft; Reach 5 ft; AL Solving Riddles, Medicine, Athiesim SV Fort +5 Ref +4 Will +8 AP 10; Rep +7; Str 10, Dex 12, Con 14, Int 20, Wis 8, Cha 8.
Occupation: "House**" (Teat Injury, Spot, Bluff)

Skills: Craft (pharmaceutical)13(+7), Treat Injury 13(+1), Spot:13(+1), Bluff: 13(-1), Knowledge:Earth and Life Sciences:13(+17), Knowledge:Streetwise:13(+5), Knowledge: History:13(+7), Knowledge:Theology and Philosophy:13(+7), Knowledge: Behavioral Sciences:13(+17), Perform:Guitar: 3(+1), Perform: Piano:4(+1), Drive:2(+1), Sense Motive:4(-1), Gamble:4(-1), Knowledge: Popular Culture:6(+5),
Read/Write/Speak: Hindi, Portuguese, Spanish, Mandarin, Cantonese, ((German))((Italian))***

Feats:Alertness, Medical Expert, Educated (Behavioral Sciences, earth and life sciences), Renown, Iron Will, Combat Expertise, Surgery, Educated (History, theology and Philosophy), Creative (Guitar/Piano), Iron Will (Again)

Talents: Savant (K: Earth and life Sciences), Linguist, Exploit Weakness, Trick, Savant (K: Behavioral Sciences)

Gear:
Cane (doubles as a club), Motorcycle, copious quantities of pain killers, Piano, Guitarx2.

*Due to pain in his leg from a wrong diagnosis, House must walk with a cane, and he cannot move beyond his normal movement speed (a.k.a. he cannot run.) However, if this pain is somehow removed (such as his failed Kedimine treatment) this restriction is lifted.

**House Occupation, Three of the following skills: Treat injury, spot, craft(chemical) craft(Pharmaceutical), spot, Knowledge (Behavioral Sciences)Knowledge (Earth and life Sciences), Bluff +2 Wealth
-Requires at least 15 Intelligence and cannot have a Charisma higher than 11

***He has not been shown to speak German or Italian in the show. If someone has more applicable languages, please feel free to substitute.

One last note:
Some of house's skills give Synergy bonuses. Knowledge (Earth and life Sciences) gives bonuses to treat injury, Knowledge (Behavioral Sciences) can give a bonus to bluff OR sense motive, OR Diplomacy. Make sure to think about when such bonuses are appropriate.
#606

rexthunder

Feb 03, 2008 16:33:50
I'm all about sharing, especially with such an awesome campaign setting like Coreline. I hope to be able to throw myself into one of your guys campaigns that you do through the forums when my work schedule isn't so redonkulous.
#607

marcoasalazarm

Feb 03, 2008 17:37:40
I'm DEFINITELY using House some time soon.
#608

degausser

Feb 04, 2008 2:23:11
Glad I could be of assistance
#609

ice_miller

Feb 20, 2008 12:15:17
Hey, could someone please stat Chuck Norris for me? I'd be much obliged.
#610

degausser

Feb 20, 2008 13:43:25
From the previous page:

Cordell Walker (Strong3/Martial Artist 10) CR13, Medium-size humanoid; HD 13d8(+39) HP 116 ; Mas 16; Init +2; Spd 30 ft; Defense 22(+9 class, +2dex, +1 Leather Jacket) BAB +13/+8/+3; Grap 13; Full Atk +17/+12/+7(Martial arts, 1d10+5, 19-20 x3) OR (+15/+15/+10/+5)(Martial arts, flurry of blows) or +15/+12/+5 (Beretta 2d6)FS 5 ft by 5 ft; Reach 5 ft; AL Good, Law, Peace SV Fort +8 Ref +10 Will +5 AP 10; Rep +5; Str 16, Dex 14, Con 16, Int 14, Wis 12, Cha 12.
Occupation: "Law Enforcement" (Diplomacy, Drive, Personal Firearms Prof.)

Skills:Jump: 16(+3), Drive: 16(+2), Diplomacy: 16(+2), Knowledge: Tactics: 6(+2), Profession: 16(+1), Knowledge: Theology and Philosophy: 10(+2)

Feats: Personal Firearms prof, Combat Martial arts, Defensive Martial arts, Power attack, Combat Reflexes, Improved Combat Martial arts, Point Blank shot, Advanced Combat Martial arts, Weapon focus (unarmed), Renown, Double Tap.

Special: Melee smash 1&2, Living weapon (1d10) Flying kick, Iron fist (All Attacks), Flury of blows.

Gear: Leather Duster (+1 armor), Grey Ford F250, Cowboy hat & Boots, Police issue Beretta 92, 2 Extra magazines ammo

NOTES:
He should have more skills, like Knowledge streetwise, Knowledge Civics, and Investigate, but it's hard to fit all those skills in one character. As a GM, I would rule that his ranks in Profession (Texas Ranger) provide him with +2 (or higher) synergy bonuses on those skill, or they would allow him to attempt untrained.

#611

ice_miller

Feb 20, 2008 15:44:48
Degausser, thanks for reposting.
#612

ice_miller

Feb 24, 2008 19:38:59
Does anyone feel like statting these two bad guys both from Snatch?

Bullet Tooth Tony
Boris the Blade
#613

MechaPilot

Feb 24, 2008 22:34:33
In the Future area someone mentioned Spaceballs. I was wondering if anyone had any stats for (or would have fun statting up) some of the notable characters:

Darth Helmet
Lone Star
Yogurt
(and maybe even) Pizza The Hut
#614

samuraixsithlord

Apr 22, 2008 18:29:53
He looks like anybody you see on the street. But when he grins, birds fall dead off telephone lines. When he looks at you a certain way, your prostate goes bad and your urine burns. The grass yellows up and dies where he spits. He's always outside. He came out of time. He doesn't know himself. He has the name of a thousand demons. Jesus knocked him into a herd of pigs once. His name is Legion. He's afraid of us. We're inside. He knows magic. He can call the wolves and live in the crows. He's the king of nowhere. But he's afraid of us. He's afraid of . . . inside. Ton Cullan, The Stand


Randall Flagg Charismatic Hero 7/ Acolyte 10; Medium Outsider (Native); HD 7d6
+10d8; hp ; Mas 17; Initiative +4; Spd 30 ft; Defense 31, Touch 31, Flat-Footed 27;
BAB +11/+7/+1; Grp +14/+6/+3; FS 5ft.; Reach 5ft.; AL Chaos, Evil, The Crimson
King; SV Fort +15, Ref +11, Will +13; AP 20; Rep +0; SA Spells, Spell-Like Abili
ties; SQ Immunities, Change Shape, Damage Reduction 10/Good, Magic, Darkvisi
on 60 ft. Fast Healing 2, Honeyed Tongue, resistance to acid 5, cold 5, sonic 5,
electricity 5; Str 18, Dex 18, Con 18, Int 20, Wis 20, Cha 22.
Occupation none
Talents (Charismatic Hero) Charm (Men), Charm (Women), Favor, Captivate
Talents (Acolyte) Spells, Rebuke Undead, Spontaneous Casting, Combat Casting,
Rebuke Magical Beast, Rebute Outsider, Maximize Spell
Skills and Feats Bluff +18, Concentration +16, Diplomacy +18, Knowledge
(Arcane Lore) +20, Knowledge (Behavioral Sciences) +13, Knowledge (Theology
and Philosophy) +20, Knowledge (Popular Culture) +14, Knowledge (History) +17,
Knowledge (Streetwise) +12, Listen +12, Perform (Orator) +14, Sleight of Hand +10;
Attentive, Deceptive, Frightful Presence, Heroic Surge, Low-Profile, Jack of All
Trades, Spellslinger, Eschew Materials, Extend Spell, Empower Spell, Iron Will.
Divine Spells Prepared (6/8/7/6/6/5)
Spell-Like Abilities at will-discern lies, detect thoughts, clairvoyance/clairaudiance,
dominate animal, comprehend languages, see invisibility, detect magical aura,
command, telekinesis, sending, suggestion;
3/day-greater command, flaming wrath,
true seeing, augury, bestow curse, animate dead, demand.
CL 17.
Immunities Randall Flagg is immune to disease, aging, fire, energy drain, ability damage,
death from massive damage and any attempt to turn or rebuke him.
Change Shape (Su) Randall flagg can assume any large, medium, small or tiny
humanoid or animal form as a standerd action. He can use a creatures natural
attacks in any form he chooses but not any supernatural or spell-like abilities.
A change in form cannot be dispelled but a true seeing spell reveals Flaggs
real form. He reverts to his humanoid form when slain.
Honeyed Tongue (Sp) Flagg gains a +4 profane bonus to all Cha checks in
regards to swaying opinion or manipulating the actions or beliefs of others.
#615

trappedslider

Apr 23, 2008 17:56:26
[i]Randall Flagg

_snip_:evillaugh Must use in next game.....
#616

Ragitsu

Apr 27, 2008 17:22:39
A revision of Snake should be here within a few months - i'll have to see if he speaks Arabic and/or Spanish though.
#617

marcoasalazarm

Jul 23, 2008 1:32:43
We gotta keep this one alive, fellas.
#618

bandura_dup

Jul 26, 2008 18:42:44
Has anyone done one of the baddest a@@es ever: Roland Deschaine from Stephen King's the DARK TOWER series? If so, what post # was it????:D
#619

darksoldier

Jul 28, 2008 3:31:43
Has anyone done one of the baddest a@@es ever: Roland Deschaine from Stephen King's the DARK TOWER series? If so, what post # was it????:D

I did, and he's in my netbook.
#620

thegeek

Aug 04, 2008 12:43:52
Has anyone done up The Joker fom the new Batman movie, The Dark Knight?

"Why so serious?"

I think Smart Hero as a base, prolly.
#621

tom_kalbfus

Aug 05, 2008 14:27:01
How about Harry Potter?
#622

thegeek

Aug 05, 2008 16:36:26
The Joker:

IMAGE(http://upload.wikimedia.org/wikipedia/en/9/90/HeathJoker.png)

Male Maniac Smart Hero 5/Personality 5 Occ: Criminal

Str: 15
Dex: 17
Con: 14
Int: 17
Wis: 8
Cha: 16

Bab: +4
Fort +6
Ref +7
Will +3

Defense: 17
Rep: +5

Talents:
Savant, +5
-Craft: Chemical
-Demolitions
Plan
Unlimited Access
Bonus Class Skill: Intimidate
Royalty
Winning Smile

Skills:
Bluff: +16, Computer Use: +10, Craft (Chemical): +14, Craft (Electronic) +10, Demolitions: +16, Diplomacy: +13, Disable Device: +12, Forgery: +10, Knowledge (Behavioral Sciences) +8, Knowledge (Civics) +6, Knowledge (History): +6, Knowledge (Current Events) +10, Knowledge (Popular Culture): +7, Perform: Act (Macabre) +16, Profession (Criminal): +12, Repair: +5 Research: +10, Search: +7

Feats:
*Weapon Focus: Knife
*Builder (chemical, electrical)
*Personal Firearms Proficiency
*Advanced Firearms Proficiency
*Confident
Exotic Firearms Proficiency: Rocket Launchers
Improved Grapple
Frightful Presence
Weapon Finesse (Knife)
Burst Fire
#623

Ragitsu

Aug 07, 2008 3:55:27
No Intimidate? For shame!
#624

degausser

Jan 17, 2009 19:59:01
I had forgotten about this thread until I started watching Battlestar Galactica (the new series) and started stating up all the characters.

NOTE: All BSG characters are made as of season 2, and I have put in NO SPOILERS for the series.

NOTE2: BSG is, for all intents and purposes, a PL5 capaign, with a few variables. They have artificial gravity and an FTL 'Jump' drive (that is not really explained in detail). There are no energy weapons, no force fields, and no super weapons, just rail guns, Chemical Missles, and Nuclear Missles. I have adapted some of the rules accordingly.

Kera 'Starbuck' Threse(Fast 3 Dogfighter10) CR13, Medium-size humanoid; 13d8+26 HP 66 ; Mas 14; Init +5; Spd 30 ft; Defense 25(+9 class, +5dex, +1 Armor) BAB +9/+4; Grap +9; Full Atk +14/+9(2d6 Beretta) or +12/+7 (1d8+2 Subdual, Brawl) FS 5 ft by 5 ft; Reach 5 ft; AL The Gods, Good, Military SV Fort +5 Ref +14 Will +2 AP 10; Rep +3; Str 14, Dex 21, Con 14, Int 10, Wis 8, Cha 8.
Occupation: Military, (Pilot, Navigate, Personal Firearms Prof

Skills: Pilot: 16(+10 in spacecraft), Navigate:16(+2 while astrogating), Craft(Mechanical):+6, Knowledge(Popular Culture):+6, Knowledge (Theology):+3, Bluff:15(-1), Repair:9, Gamble:3(-1)

Feats:Spacecraft Operation (Ultralight), Vehicle Expert, Point blank shot, Starship Gunnery, Starship Dodge, Spacer, Starship Mobility, Starship Feint, Starship Battle Run, Brawl

Talents: Evasion, Uncanny Dodge 1, Defender of the Universe, (Shake, Rattle, and roll 3/day), To the Max, Keep it togeather.

Gear:
Flight Suit (Armor 1, doubles as an EVA suit)
Military Sidearm (Treat as Beretta 92)
#625

degausser

Jan 18, 2009 20:16:34
Decided to make a dude, a Generic version of the vault dweller from the game Fallout.

The Vault Dweller(Smart5/Tough6/Charismatic4) CR15, Medium-size humanoid; 9d6+6d10+45, HP94 ; Mas 14; Init +2; Spd 30 ft; Defense 24(+1 dex, +6 class, +7 Combat gear) BAB +7/+2; Grap +9; Full Atk +10/+5 (Sniper Rifle, 2d10) or +11/+6(1d8+2, Brass Knuckles Brawling) FS 5 ft by 5 ft; Reach 5 ft; AL Vault 13, (Good or Evil) SV Fort +9 Ref +6 Will +7 AP 10; Rep +5; Str 14, Dex 14, Con 16, Int 16, Wis 14, Cha 12.
Occupation: Adventurer (Treat Injury, Survival, Personal Firearms Prof)

Skills:Repair:9(+5)(+2)(+3)Treat Injury:15(+2)Survival:15(+2)Computer use:8(+3)(+2)Knowledge(Physical Sciences):8(+3)(+2)Knowledge(Earth and Life Sciences):8(+3)Knowledge(Technology):8(+3)(+2)Demolitions:8(+3)
Disable Device:8(+3)Navigate:8(+3)Search:8(+3)Investigate:8(+3) Spot:+13(+2)Climb+13(+2)Bluff:11(+1)Diplomacy:11(+1)Gather Information:11(+1)

Feats:Personal Firearms Prof, Advanced firearms Prof, Light Armor Prof Medium Armor Prof, Heavy Armor Prof, Combat Expertise, Burst Fire, Educated (Physical and Technology), Brawl, Improved Brawl, Endurance, Point Blank Shot, Exotic firearms Prof (Choose)

Talents:
Savant(Repair), Plan, Trick, Robust, Stamina, Damage Reduction 1/-, Fast-Talk, Coordinate


Gear:
Combat armor (Count as special response vest)
Brass Knuckles
10 MM SMG (Count as HKMP5K) 2 Magazines ammo
Sniper Rifle (Count as HKPSG1) 2 magazines ammo
Assault Rifle ( Count as M4 Carbine)2 Magazines ammo
1 Exotic Firearm of choice
Med Kit
#626

Giradius

Jan 22, 2009 13:08:47
Hello

Here is my far from polished contibution, which I originally did for a Steampunk game.

IMAGE(http://fatfinch.files.wordpress.com/2008/06/jeremy_brett.jpg)

Sherlock Holmes
level 20 Human (Holmes is steam punk era super sleuth)
Neutral good (I chose neutral good because Holmes has been known to break the law and let criminals he sympathised with escape)
Sleuth 16 (masque of the red death) / 4 Expert

STR:12 (+1)
DEX:15 (+2)
CON:12 (+1)
INT:21 (+5)
WIS:20 (+5)
CHA:15 (+2)

FORT: 6 (7)
REF: 11(13)
WILL: 9 (14)

BAB 15/10/5
AC 14 (10, +2 dex bonus, +2 Armour bonus from padded overcoat)
HP: 99

Attack: Fist 16/11/6 1d3+2,20x2
Attack: Masterwork Rapier/Sword cane 16/11/6 1d6, 18-20x2
Attack: .45 calibre army pistol 17/12/7 2D6, 20x3

Skill ranks: (* are class skills)

*Appraise (Int) 10
*Academician(Wis) 14
*Bluff (Cha) 17
*Disguise(Cha) 12
*Gather Information (Cha) 20
*Intimidate (Cha)10
*Knowledge (criminology) (Int) 20
*Knowledge (cryptology) (Int)10
*Knowledge (local) (Int) 14
*Knowledge (government)(Int)10
*Knowledge (History)(Int) 5
*Knowledge (chemistry)(Int) 4
*Knowledge (Botany)(Int) 5
*Knowledge(Literature)(Int) 8
*Knowledge(Biology)(Int) 8
*Listen (Wis) 16
*Open Lock (Dex)10
*Profession(Detective) (Wis) 20
*Perform (Violin)(Cha) 8
*Search (Int) 18
*Sense Motive(Wis)19
*Spot (Wis) 19

Class features and feats:

proficient with all simple weapons and all fire arms
Skill focus (criminology)
Skill focus (Academician)
Concealed weapons (+2 to spot check to find them)
Evasion
Trap sense
Investigator
Influence (+5 when dealing with local police, +2 elsewhere)
Improvised weapon
Pugilism (+2 to unarmed attacks and can do lethal damage)
Improved pugilism (+2 damage unarmed)
Improved initiative
Martial weapon proficiency (sword)
Alertness
Leadership (Dr James Watson is his cohort, while numerous informers and allies around london and among the Metropolitan police serve as his followers)
Perfect memory (visual)

Personal Equipment:

Gentlemen’s suit
Padded Overcoat
Deerstalker hat
Mahogany pipe and tobacco
Masterwork sword cane
British Army Pistol
Magnifying glass
Small knife
Violin
Opium
Business cards
#627

degausser

Jan 22, 2009 20:54:56
I see your Sherlock Holmes, and Raise you

CARMEN SANDIEGO!

Carmen Sandiego(Smart 5 Charismatic5) CR10, Medium-size humanoid; 10d6+10, HP48 ; Mas 12; Init +2; Spd 30 ft; Defense 17(+2 Dex, +4 Class, +1 Red leather Trench Coat) BAB +4; Grap +4; Full Atk +4 (1d6 club) or +7(Msterwork Taser 1d4+stun)FS 5 ft by 5 ft; Reach 5 ft; AL Thrill of stealing/the chase, V.I.L.E., Fun SV Fort +5 Ref +5 Will +7 AP 10; Rep +8; Str 10, Dex 14, Con 12, Int 20, Wis 16, Cha 16.
Occupation: Investigative (Investigate, Sense Motive, Personal F.P.

Skills:Investigate:12(+5)(+2), Navigate:8(+5)(+3), Sense Motive:11(+3)(+2)
Knowledge, Art:12(+5)(+2), Knowledge, Tactics:8(+5)(+2), Knowledge, Technology:8(+5)(+2), Knowledge, History:8(+5)(+2), Knowledge, Behavioral Sci:12(+5)(+2), Knowledge, Physical Sciences:8(+5)(+2), Knowledge, Streetwise:10(+5), Demolitions:8(+5), Computer Use:8(+5), Research:8(+5)
Bluff:10(+3)(+2), Disguise:10(+3)(+2), Speak, Read/Write: Hindi, Speak, Read/Write: Manderan Chinese

Feats: Personal F.P., Attentive (+2 Sense motive, +2Investigate). Educated (History and art), Combat Expertise, Renown, Educated (Tactics, Technology)
Educated (Behavioral Sci, Physical Sci), Deceptive

Talents:
Savant, Navigate, Plan, Trick, Fast Talk, Coordinate
#628

Giradius

Jan 23, 2009 3:39:42
IMAGE(http://www.itiscannizzaro.net/Ianni/booksweb/sito1984/immagini/winston.jpg)

Winston Smith
Political dissident and thought criminal.
Chaotic Neutral
Level 4 Expert

STR:10 (+0)
DEX:11 (+0)
CON:8 (-1)
INT:14 (+2)
WIS:12 (+1)
CHA:11 (+0)

FORT: +0
REF: +1
WILL: +5

BAB: +3
AC: 10 (Overalls +0 AC)
HP: 19

Attack:
Fist /+3/ 1d2 non lethal/ 20x2
Attack: Knife /+3/ 1D4/ 19-20x2

Skills: (* class skills)

*Bluff (Cha) 6 (+6)
*Gather Information (Cha) 7 (+9)
*Knowledge (local) (Int) 7 (+9)
*Knowledge (Politics)(Int) 7 (+9)
*Knowledge(History)(Int) 5 (+9)
*Listen (Wis) 6 (+6)
*Profession(Records clerk) (Wis) 7 (+8)
*Search (Int) 7 (+11)
*Sense Motive(Wis) 5 (+6)
*Spot (Wis) 5 (+6)

Class features and feats:

proficient with all simple weapons and light armour

Iron Will
Investigator

Personal Equipment:

Overalls
Secret Diary
Black market food
The Book (The Theory and Practice of Oligarchical Collectivism)
Latest edition of the Newspeak dictionary.
#629

degausser

Jan 23, 2009 3:57:24
Hey, Giradius, why not make Blake, from that show that you like so much, Blake`s 7?

Also, Lt. Lee Apallo Adama, from the New Battlestar Galactica (As of Season 2)

Lee "Apollo" Adama(Charismatic 3, Dogfighter 4, Charismatic 4) CR11, Medium-size humanoid; 3d6+8d8+22, HP56 ; Mas 14; Init +3; Spd 30 ft; Defense 18(+3 Dex, +4 Class, +1 Armor) BAB +7/+2; Grap +9; Full Atk +10/5 (2d8 Blast Pistol) or +11/+6(1d8+2 Subdual, Brawling)FS 5 ft by 5 ft; Reach 5 ft; AL Justice, Survival, The Military SV Fort +4 Ref +9 Will +7 AP 10; Rep +5; Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 14.
Occupation: Military (Knowledge,tactics, pilot, Personal F.P.)

Skills:
Diplomacy:14(+2), Pilot:14(+3), Knowledge(tactics):14(+1), Knowledge(Civics):10(+1), Knowledge(Popular Culture):9(+1), Bluff:13(+2)
Profession:10(+2), Gather Information:6(+2), Repair:8(+1)

Feats: Personal Firearms Prof, Starship Operation (Ultralight), Starship Gunnery, Point Blank Shot, Brawl, Starship Dodge, Improved Brawl, Starship Mobility, Advanced F.P., Quick Draw

Talents:
Cordinate, Insperation, Defender of the universe, Leadership, Uncanny Survival, Shake, rattle, and roll 1/day, Tactical expertise

Gear:
Dogtags
"Blast Pistol" (2d8 dmg, 20ft range, ignores10 hardness off of Metal)
Space Suit (1 armor, doubles as EVA suit)
#630

Giradius

Jan 23, 2009 7:37:54
IMAGE(http://img57.imageshack.us/img57/1781/blackadder1qe7.jpg)

Edmund Blackadder II
Conniving nobleman, scoundrel and cad

Quotes:
"My life is strewn with cow pats from the Devil's very own SATANTIC HERD!"
"Baldrick.."You wouldn't know a cunning plan if it painted itself purple and danced naked on the table in front of you singing "cunning plans are here again."
"Baldrick, go forth into the streets and let it be known that Lord Blackadder wishes to sell his house. Percy, just go forth into the street.

Male Human Rogue 3 / Aristocrat 3
Chaotic Neutral

Strength 12 (+1) Size: Medium
Dexterity 14 (+2) Height: 5' 8"
Constitution 10 (+0) Weight: 180 lb
Intelligence 16 (+3) Skin: Pale
Wisdom 12 (+1) Eyes: Dark Brown
Charisma 18 (+4) Hair: Black; Wavy; Light Beard

Total Hit Points: 32
Speed: 30 feet
Armor Class: 14 = 10 +2 [leather] +2 [dexterity]
Touch AC: 12
Flat-footed: 12

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +2 = 2 [base]
Reflex save: +6 = 4 [base] +2 [dexterity]
Will save: +5 = 4 [base] +1 [wisdom]

Attack (handheld): +5 = 4 [base] +1 [strength]
Attack (unarmed): +5 = 4 [base] +1 [strength]
Attack (missile): +6 = 4 [base] +2 [dexterity]
Grapple check: +5 = 4 [base] +1 [strength]

Languages: English

Gear

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Feats:

Deceitful
Persuasive
Skill Focus (Bluff)
Make Your Own Luck +1 luck reroll/day
Victor's Luck +1 luck reroll/day

Skills:

Appraise Int 8 = +3 +5
Bluff Cha 18 = +4 +9 +2 [persuasive] +3 [skill focus]
Diplomacy Cha 17 = +4 +9 +2 [bluff] +2 [Knowledge, nobility]
Disguise Cha 6 = +4 +2 [deceitful]
Escape Artist Dex* 4 = +2 +2
Forgery Int 9 = +3 +4 +2 [deceitful]
Gather Information Cha 10 = +4 +4 +2 [know local]
Hide Dex* 7 = +2 +5
Intimidate Cha 11 = +4 +3 +2 [bluff] +2 [persuasive]
Knowledge (history) Int 8 = +3 +5
Knowledge (local) Int 8 = +3 +5
Knowledge (nobility) Int 11 = +3 +8
Knowledge (religion) Int 4 = +3 +1
Listen Wis 7 = +1 +6
Move Silently Dex* 11 = +2 +9
Open Lock Dex 7 = +2 +5
Spot Wis 5 = +1 +4

This character has 2 luck rerolls per day.
Bluff >=5 ranks gives +2 on disguise checks to act in character.

Traits and features:

Human:
Extra feat at first level
Four extra skill points at first level
One extra skill point at each additional level

Rogue:
Sneak Attack +2d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)

IMAGE(http://www.bowlerfc2001.fsnet.co.uk/fih/images/baldrick.jpg)

Baldrick
Foulsmelling manservant

Quotes:
"My lord...I have a cunning plan"

Male Human Commoner 2
Neutral Good

Strength 10 (+0) Size: Medium
Dexterity 10 (+0) Height: 5' 5"
Constitution 16 (+3) Weight: 160 lb
Intelligence 8 (-1) Skin: Pale
Wisdom 8 (-1) Eyes: Light Brown
Charisma 8 (-1) Hair: Dark Brown; Curly; Thick Beard / Hirsute

Total Hit Points: 16 [includes toughness x1]
Speed: 30 feet
Armor Class: 10
Touch AC: 10
Flat-footed: 10

Initiative modifier: +0 = +0 [dexterity]

Fortitude save: +5 = 0 [base] +3 [constitution] +2 [great fortitude]
Reflex save: +2 = 0 [base] +2 [lightning reflexes]
Will save: -1 = 0 [base] -1 [wisdom]

Attack (handheld): +1 = 1 [base]
Attack (unarmed): +1 = 1 [base]
Attack (missile): +1 = 1 [base]
Grapple check: +1 = 1 [base]

Languages: English

Feats:

Great Fortitude
Lightning Reflexes
Inattentive [flaw]
Toughness x1

Skills:

Handle Animal Cha 0 = -1 +1
Knowledge (local) Int 0 = -1 +1
Knowledge (nobility) Int 0 = -1 +1
Listen Wis -5 = -1 -4 [inattentive]
Profession (Manservant) Wis 4 = -1 +5
Spot Wis -5 = -1 -4 [inattentive]

Traits and features:

Human:
Extra feat at first level
Four extra skill points at first level
One extra skill point at each additional level
#631

Giradius

Jan 24, 2009 7:59:00
IMAGE(http://www.movievillains.com/images/killian.jpg)

Damon Killian

Quotes:
"Whats the number one television show in the whole wide world?
"Hi, cutie pie. You know one of us is in deep trouble. You know who I am?"

"that's why I drink Cadre Cola. It hits the spot!"

Human Male Charismatic Hero 4 / Personality 8


Strength 9 (-1)
Dexterity 11 (+0)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 20 (+5)

Total Hit Points: 45

Speed: 30 feet
Armor Class: 14 = 10 + 4 [class]
Touch AC: 14
Flat-footed: 14


Initiative modifier: +0 = +0 [dexterity]

Fortitude save: +6 = 6 [base]
Reflex save: +8 = 6 [base] +2 [lightning reflexes]
Will save: +7 = 3 [base] +2 [wisdom] +2 [iron will]

Attack (Melee): +5/+0 = 6 [base] -1 [strength]
Attack (Ranged): +6/+1 = 6 [base]


Reputation: +10 = 7 [base] +3 [renown]

Action points:
120 (lifetime)

Creative (starting occupation)
Bluff
Knowledge (art)
Perform (standup)

Feats:

Deceptive
Creative
Confident
Educated (+2 on knowledge (pop culture, current events)
Meticulous
Iron Will
Lightning Reflexes
Run
Simple Weapon Proficiency [free]
Renown
Trustworthy

Skills:

Bluff Cha 23 = +5 +15 +1 [Creative] +2 [deceptive]
Climb Str* -1 = -1
Computer Use Int 2 = +2
Craft (Visual Art) Int 17 = +2 +15
Diplomacy Cha 24 = +5 +15 +2 [bluff] +2 [trustworthy]
Forgery Int 4 = +2 +2 [meticulous]
Gamble Wis 4 = +2 +2 [confident]
Gather Information Cha 19 = +5 +10 +2 [know current events] +2 [trustworthy]
Intimidate Cha 9 = +5 +2 [bluff] +2 [confident]
Knowledge (art) Int 12 = +2 +9 +1 [Creative]
Knowledge (behavioral sciences) Int 7 = +2 +5
Knowledge (business) Int 12 = +2 +10
Knowledge (current events) Int 12 = +2 +10
Knowledge (popular culture) Int 17 = +2 +15
Listen Wis 2 = +2
Perform (TV Host) Cha 21 = +5 +15 +1 [Creative]
Search Int 4 = +2 +2 [meticulous]
Sense Motive Wis 2 = +2
Spot Wis 2 = +2

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Know Art >=5 ranks gives +2 on search checks for secret doors.
Know Behavioral Sciences >=5 ranks gives +2 on survival checks underground.
Know Business >=5 ranks gives +2 on checks to avoid getting lost or into hazards.

Talents:
Charm (females - Especially old ladies)
Favor
#632

degausser

Jan 24, 2009 9:35:17
IMAGE(http://img.photobucket.com/albums/v625/Degausser/quantumleap1.jpg)

Theorizing that one could time-travel within his own lifetime, Dr. Samuel Becket steped into the quantum leap accelerator . . . and vanished!

Dr. Beckett of Quantum leap.

Dr. Sam Beckett(Smart 6/Charismatic 2/Strong1) CR9, Medium-size humanoid; 8d6+1d8+18 (67HP) ; Mas 14; Init +1; Spd 30 ft; Defense 16+(1 dex, 5 Class, armor varies) BAB +5; Grap +7; Full Atk ++9 (1d8+3 Subdual Brawl) or +6(Gun, varies)FS 5 ft by 5 ft; Reach 5 ft; AL Good, Justice, Humanity SV F/R/W +6/+4/+5 AP 10; Rep +4; Str 14, Dex 12, Con 14, Int 20, Wis 16, Cha 14.
Occupation: Adventurer (Bluff, Treat Injury, Brawl)

Skills:Treat Injury: 12 (+3), Bluff: 12(+2), Knowledge, Earth and Life Sci: 9(+5), Knwoledge, Physical Sci:9(+5)(+6)(+2), Knowledge, Technology:9(+5)(+2), Knowledge, History:9(+5), Computer Use:9(+5)(+2)
Repair:9(+5)(+2), Craft, Electronics:9(+5)(+6), Craft, Mechanical:9(+5), Craft, Pharmasutical:9(+5), Craft, Chemical:9(+5), Investigate:9(+5), Diplomacy:10(+2), Perform (Piano):4(+2)(+2), Perform (Guitar):3(+2)(+2), Climb:3(+2), Jump:3(+2)

Feats:
Combat Expertise, Brawl, Educated (Physical Sci, Technology), Personal Firearms Prof, Surgery, Gearhead, Weapon Focus (Unarmed), Improved Brawl
Creative (Piano and Guitar), Knockout Punch,

Talents:
Savant (Physical Sci), Savant (Craft, Electrical), Exploit Weakness, Coordinate, Melee smash

Gear: Varies by leap
SPECIAL RULES, QUANTUM LEAPING

When Quantum Leaping, Sam maintains his body, but appears to be whomever he has lept into. Because of the exchange of neural matter while leaping, Sam randomly looses 8 skill ranks from one skill, and gains 4 skill ranks in a skill that the 'leapee' posesses. In addition, he looses a feat, but gains a feat that was posessed by his partner.

Example, the first episode, Sam looses 8 ranks of computer use, and Educated, but gains 4 ranks of Pilot and Vehicle Operation: Small Aircraft
#633

Giradius

Jan 24, 2009 12:16:59
IMAGE(http://www.blakes-7.co.uk/chars/Blake/pictures/blake18.jpg)

Roj Blake
Resistance fighter

Profile:
A native of Earth, Roj Blake was a leading voice against the corrupt and oppressive Terran Federation. He was captured by Federation forces, led by Space Commander Travis, and his resistance group were massacred. Blake was subsequently brainwashed into denouncing his resistance activities, stripped of his memory of the events and placed back into society as an "ideal model citizen" to break the morale of the resistance.
His brother and sister were sent to a distant planet but executed on arrival. Forged tapes were sent to Blake periodically to sustain the illusion that they were alive.

Later Blake was approached by members of a new resistance organisation preparing to strike against the Federation once more. As Blake took time to consider the revelations about his past, he witnessed the massacre of the group by Federation troops. Captured once again, the authorities hatched a plan to discredit him by framing him for child molestation and having him sentenced to life on the prison planet Cygnus Alpha.
While enroute, the prison ship encountered an abandoned but highly advanced spacecraft, with a sophisticaled security system that thwarted the prison ships crew.
Blake and a group of expendable prisoners were sent to capture the ship, however Blake took the opportunity to steal the ship and escape.
An idealist and a natural leader, Blake convinces the rest of the prisoners to follow him, though their reasons are not always his

Quotes:
"They butchered my family and friends. They murdered my past and gave me tranquillized dreams."
"When we can handle this ship properly, we'll stop running. Then we'll fight"


Human Male Charismatic Hero 4 / Field Officer 8

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 19 (+4)

Total Hit Points: 70
Speed: 30 feet
Armor Class: 17 = 10 + 5 [class] +2 [dexterity]
Touch AC: 17
Flat-footed: 15

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +5 = 4 [base] +1 [constitution]
Reflex save: +6 = 4 [base] +2 [dexterity]
Will save: +11 = 7 [base] +2 [wisdom] +2 [iron will]

Attack (melee): +10/+5 = 10 [base]
Attack (missile): +12/+7 = 10 [base] +2 [dexterity]
Grapple check: +10/+5 = 10 [base]

Attack (Unarmed): +11/+6 (1d6 non lethal/20x2)
Attack (Plasma pistol): +12/+7 (2d10 Fire/20x2/40 feet increment/rate of fire S)

Reputation: +9 = 6 [base] +3 [renown]

Action points: 120 (lifetime)

(starting occupation: Adventurer)
Knowledge (streetwise)
Knowledge (tactics)

Feats:

Alertness
Armor Proficiency (light)
Educated (+2 on knowledge Tactics, Current events)
Brawl
Iron Will
Point Blank Shot
Precise Shot
Simple Weapon Proficiency
Renown
Personal Firearms Proficiency
Oathbound (Terran Federation rebellion)
Spacer

Skills:

Balance Dex* 2 = +2
Bluff Cha 14 = +4 +10
Climb Str* 0 = +0
Computer Use Int 2 = +2
Concentration Con 1 = +1
Diplomacy Cha 25 = +4 +15 +2 [bluff] +2 [Knowledge, history] +2 [sense motive]
Disguise Cha 4 = +4
Drive Dex* 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gamble Wis 2 = +2
Gather Information Cha 16 = +4 +10 +2 [know current events]
Hide Dex* 2 = +2
Intimidate Cha 11 = +4 +5 +2 [bluff]
Jump Str* 0 = +0
Knowledge (behavioral sciences) Int 8 = +2 +6
Knowledge (Civics) Int 7 = +2 +8
Knowledge (current events) Int 10 = +2 +8
Knowledge (history) Int 7 = +2 +5
Knowledge (Technology) Int 7 = +2 +2
Knowledge (streetwise) Int 13 = +2 +10 +1 [Adventurer]
Knowledge (tactics) Int 18 = +2 +15 +1 [Adventurer]
Listen Wis 4 = +2 +2 [alertness]
Move Silently Dex* 2 = +2
Navigate Int 2 = +2
Perform (Oratory) Cha 12 = +4 +8
Research Int 2 = +2
Ride Dex 2 = +2
Search Int 3 = +2 +1
Sense Motive Wis 12 = +2 +10
Spot Wis 5 = +2 +1 +2 [alertness]
Survival Wis 3 = +2 +1
Swim Str** 0 = +0
Treat Injury Wis 2 = +2

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Know Behavioral Sciences >=5 ranks gives +2 on survival checks underground.

Talents:
Coordinate
Inspiration

Field Officer
Leadership
Uncanny survival (level 2)
Tactical expertise (level 4)
August leadership (level 5)
Tactical mastery (level 7)
Commanding presence (level 8)
Action trust (level 10)
#634

Giradius

Jan 24, 2009 19:18:07
IMAGE(http://www.waveney.org/B7Com/charprof/avon.jpeg)

Kerr Avon
Self-serving technical genius

Profile:
A native of Earth, Avon is a highly intelligent, aloof and sardonic computer expert found guilty of an attempt to embezzle five hundred million credits from the Terran Federation banking system. He met Blake while a prisoner aboard the Prisonship "London", a cargo vessel transporting a group of convicted criminals to the penal colony on the planet Cygnus Alpha, he assists Blake in his mutiny on the journey, using his skills to take over the ship's computer. He subsequently boards the mysterious abandoned vessel "Liberator" along with Blake and the smuggler Jenna Stannis.
Utterly self-serving, he has nothing but scorn for Blake's idealism, and their relationship is consequently somewhat strained. Despite this attitude, he single-handedly saves all of the crew's lives, including Blake, on several occasions.

Quotes:
It just occurred to me, that as the description of a highly sophisticated technological achievement, "Avon's gadget works," seems to lack a certain style.
"Blake takes risks to help *other* *people*. Sometimes people he doesn't even know. One day that great big bleeding heart of his will get us *all* killed"


Human Male Smart Hero 5 / Techie 2 / Engineer 5


Strength 10 (+0)
Dexterity 15 (+2)
Constitution 10 (+0)
Intelligence 21 (+5)
Wisdom 16 (+3)
Charisma 14 (+2)


Total Hit Points: 50

Speed: 30 feet
Armor Class: 17 = 10 + 5 [class] +2 [dexterity]
Touch AC: 17
Flat-footed: 15

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +4 = 4 [base]
Reflex save: +6 = 4 [base] +2 [dexterity]
Will save: +12 = 7 [base] +3 [wisdom] +2 [iron will]

Attack (melee): +6/+1 = 6 [base]
Attack (missile): +8/+3 = 6 [base] +2 [dexterity]
Grapple check: +6/+1 = 6 [base]

Attack (Plasma pistol): +8/+3 (2d10 Fire/20x2/40 feet increment/rate of fire S)

Reputation: +3 = 3 [base]

Action points: 115 (lifetime)

(starting occupation Technician)
Computer Use
Craft (electronic)
Knowledge (technology)

Feats:

Alertness
Attentive
Combat Reflexes
Educated (+2 on knowledge Technology, Tactics)
Meticulous
Iron Will
Simple Weapon Proficiency [free]
Gearhead
Hacker
Spacer

Skills:

Skill Name Modifier Ability Ranks Misc
Balance (Dex*) 2 = +2
Bluff (Cha) 5 = +2 +3
Climb (Str*) 0 = +0
Computer Use (Int) 28 = +5 +15 +1 [Technician] +2 [gearhead] +5 [savant]
Craft (Electronic) (Int) 21 = +5 +15 +1 [Technician]
Craft (Mechanical) (Int) 11 = +5 +6
Demolitions (Int) 15 = +5 +10
Diplomacy (Cha) 2 = +2
Disable Device (Int) 15 = +5 +10
Disguise (Cha) 2 = +2
Drive (Dex*) 7 = +2 +5
Escape Artist (Dex*) 2 = +2
Forgery (Int) 22 = +5 +15 +2 [meticulous]
Gamble (Wis) 3 = +3
Gather Information (Cha) 4 = +2 +2 [know current events]
Intimidate (Cha) 2 = +2
Knowledge (business)(Int) 10 = +5 +5
Knowledge (current events)(Int) 15 = +5 +10
Knowledge (streetwise)(Int) 10 = +5 +5
Knowledge (tactics)(Int) 10 = +5 +5
Knowledge (technology)(Int) 21 = +5 +15 +1 [Technician]
Listen (Wis) 5 = +3 +2 [alertness]
Move Silently (Dex*) 2 = +2
Navigate (Int) 15 = +5 +10
Pilot (Dex*) 7 = +2 +5
Repair (Int) 22 = +5 +15 +2 [gearhead]
Research (Int) 15 = +5 +10
Search (Int) 17 = +5 +10 +2 [meticulous]
Sense Motive (Wis) 7 = +3 +2 +2 [attentive]
Spot (Wis) 15 = +3 +10 +2 [alertness]
Survival (Wis) 3 = +3
Treat Injury (Wis) 3 = +3

Know Business >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Search >=5 ranks gives +2 on survival checks while tracking.

Talents:
Savant -- computer use
Exploit Weakness
Plan

Engineer
Builder, improve kit (+1)
Quick craft, superior repair (level 2)
Improve kit (+2), reconfigure weapon, sabotage (level 4)
Craft XP reserve, quick craft (level 5)
Craft XP reserve (level 6)
Craft XP reserve, improve kit (+3),quick fix (level 7)
Craft XP reserve, weapon upgrade (level 8)
Craft XP reserve (level 9)
Craft XP reserve, unflustered (level 10)
Techie
Jury-Rig (level 1, level 7)
Extreme Machine (level 2)
Build Robot (level 4)
Mastercraft (level 5, level 8, level 10)
#635

Giradius

Jan 25, 2009 15:22:17
Still to come...

The rest of the Blakes 7 crew
Yuri (from command and conquer)
Elvira
Ernest Stavo Blofeld
Gordon freeman (of Half-life)
Hannibal Lector
Egg Shen (Big trouble in little china)
Robur the conquerer
Brundle-fly
Aaron Boone
Ephraim Waite
Captain Obed Marsh

And maybe for my own amusement!
(a shiny muffin to whoever can tell me what they have in common)

Dr Phibes
Edward Lionheart
Prince Prospero
Erasamus Craven
The Inventor
#636

marcoasalazarm

Jan 25, 2009 18:06:07
Still to come...

The rest of the Blakes 7 crew

Worship him! WORSHIP HIM!!!!
#637

degausser

Jan 25, 2009 21:00:01
Shawn Spencer (Psych)

I know, you know, that I'm not tellin' the truth. I know, you know, you just don't have any proof.



Shawn Spencer(Dedicated3/Charismatic 3) CR6, Medium-size humanoid; 6d6(24HP) ; Mas 10; Init +2; Spd 30 ft; Defense 15+(2 dex, 4 Class) BAB+3; Grap +3; Full Atk +3 (1d3 Subdual fists) FS 5 ft by 5 ft; Reach 5 ft; AL Solving mysteries, Family&Friends, Fun SV F/R/W +4/+5/+5 AP 5; Rep +3; Str 10, Dex 15, Con 10, Int 18, Wis 8, Cha 16.
Occupation: Creative (Bluff, Forgery, Spot)

Skills:Bluff:9(+3), Forgery:6(+4), Investigate:6(+4), Knowledge, Popular Culture:9(+4)(+2), Knowledge, Civics:9(+4), Knowledge, Behavioral Sci:9(+4)(+2), Sense Motive:6(-1), Spot:9(-1)(+1)(+2)(+3)(+4)
Drive:3(+2), Perform (Act):6(+3), Diplomacy:6(+3), Profession:6(-1)


Feats:
Alertness, Educated (Popular Culture, Behavioral Sci), Combat Expetise
*Photographic Memory*, Iron Will, Heroic Surge

Talents:
Skill Focus (Spot), Awareness, Charm (Women), Fast-Talk

*Photographic Memory,* Unique feat for Shawn Spencer
Shawn has been trained since chilhood to use his memory to the maximum of it's ability. He can make a spot check after he has been somewhere to recall what he has seen. The check suffers a -1 penalty for every hour that has passed since he was at the location, and an additional -4 penalty if the scene was not significantly important to remember anything about it.

(For example, Shawn goes to a crime scene, then an hour later makes himself some food in his kitchen. An hour after that, he is asked to remember some things. He takes a -2 penalty for remembering something from the crime scene, but a -5 penalty for the kitchen, because it was not a significant event.)
#638

ice_miller

Jan 26, 2009 13:01:20
Does anyone have any insights into statting the bad guys from the movie, Snatch with Brad Pitt? Specifically, I am looking for:
Bullet Tooth Tony
Boris the Blade
#639

degausser

Jan 29, 2009 5:03:25
Does anyone have any insights into statting the bad guys from the movie, Snatch with Brad Pitt? Specifically, I am looking for:
Bullet Tooth Tony
Boris the Blade

Sorry, I actually haven't seen that movie. Bad of me, I know.

I present the son of Michel Knight . . . Michel . . . Knight. Not good with original names, is he?

Michel Knight, from the new Knight Rider series

Mike Tracer A.K.A. Mike Knight (Lvl 3 strong/lvl9 Soldier) CR12, Medium-size humanoid; 12d8+36HD, 110(HP) ; Mas 16; Init +4; Spd 30 ft; Defense 21(+2 dex, +7 class, +1 Dodge +1 Defensive M.A. +1 Leather Jacket) BAB+9/+4; Grap +15; Full Atk +15/+10 (1d8+10 Brawl) FS 5 ft by 5 ft; Reach 5 ft; AL Justice, Good, Law SV F/R/W +9/+7/+6 AP 10; Rep +1; Str 16, Dex 14, Con 17, Int 12, Wis 14, Cha 12.
Occupation: Military (Drive, Knowledge, Tactics) Personal Firearms Prof

Skills:
Drive: 15(+2), Knowledge, Tactics:15(+1)(+1), Climb: 6(+3), Bluff:7.5(+2), Knowledge, Popular culture:16(+1), Spot: 10(+2)


Feats:
Personal Firearms Prof, Defensive Martial arts, Dodge, Brawl, Agile Riposte, Weapon Focus (Unarmed, bonus from Soldier), Combat Throw, Improved Brawl, Knockout punch, Improved Knockout punch, Advanced Firearms Prof, Burst Fire



Talents:
Melee smash 1, Melee smash 2, Weapon Spec (Unarmed), Tactical Aid, Improved Critical (Unarmed), Improved Reaction, Greater Weapon Spec (Unarmed)

Notes:
Not quite as good at driving as his Dad, Mike is far better when it comes to fighting. Quite literally the king of the K.O. Mike's usual M.O. (which fits the show) is to initiate a grapple (which is quite easy with combat throw. If the first attempt misses he can try again with agile riposte), then use Brawl within the grapple to deal the massive 1d8+10 damage, which will be enough to cause a fort save for anyone with 18 or less Con. If he crits (which he does on a 19-20) it is even easier for him.

And who says Subdual damage is useless?
#640

degausser

Feb 04, 2009 0:11:35
IMAGE(http://img.photobucket.com/albums/v625/Degausser/Die_hard.jpg)

Yippie kai-yay, mother-(expletive)

John McClane (As of Die Hard 4)(Lvl6 Tough/Lvl 3 Dedicated/lvl1 Fast) CR10, Medium-size humanoid; 6d10+1d8+3d6+66(HP 119) ; Mas 20; Init +1; Spd 30 ft; ;Defense 19(+1 dex, +8 class) BAB+6/+1; Grap +8; Full Atk +8/+3 (2d6, Beretta 92f) OR +10/+5(1d8+2, Subdual, Brawl) FS 5 ft by 5 ft; Reach 5 ft; AL Justice, Good, Revenge SV F/R/W +9/+5/+5 AP 10; Rep +3; Str 14, Dex 12, Con 20, Int 12, Wis 13, Cha 8.
Occupation: Law Enforcement (Drive, Knowledge, Tactics) Personal Firearms Prof

Skills:
Drive:13(+1), Knowledge:Tactics:13(+1), Intimidate:9(-1), Spot:12 (+1), Sense Motive 9(+1)(+3), Pilot:4(+1)

Feats:
Personal F.P., Brawl, Advanced F.P., Power Attack, Burst Fire, Improved Brawl
Knockout Punch, Improved Knockout Punch, Weapon Focus (Beretta 92f), Aircraft Operation (Helicopter)

Talents:
Robust, Damage Reduction 1/-, Damage Reduction 2/-, Empathy, Evasion, Skill Focus (Sense Motive)

Gear:
Car, Beretta 92f, 5 spare Magazines of ammunition (3 on person, 2 in car). Gun license. Police detective's badge.

NOTES:
I did a different version of John McClane earlier in this thread, and people didn't like it, so I felt it was high time I up and made a better version. This one, while not perfect, I think is a better version of the movie by the end of Die Hard 4.

Spot: He notices the professional quality fake IDs in movie 1
Sense Motive: He can tell Hans Gruber was not a hostage in movie 1
Knowledge:Tactics, While John isn't the brightest guy in the world, he is actually pretty good when it comes to guessing what the terrorists are up to. He can anticipate their moves, sometimes, because of his knowledge of tactics.
#641

degausser

Feb 07, 2009 5:17:54
Feel free anyone to jump in with requests or with builds of your own.

Saw the Heath Ledger Joker earlier in this thread, so I thought I would take a stab at Christopher Nolan's Batman. Remember, he isn't as skilled as the comic version.

But why isn't he a martial artist? Well, for one, going down the Martial Artist class would drastically reduce skills that Bruce Wayne needs, secondly, in the show, his style of fighting is shown to be very 'Brawling' like, and doesn't involve a lot of martial arts moves. So, I used a feat from a third party publisher (Which I normally don't do) , which lets him brawl without AoOs

Bruce Wayne (Christopher Nolan's Batman) (Strong4/ Dedicated4/ Fast3/Smart1/ Charismatic1) CR13, Medium-size humanoid; 7d8+6d6+39(HP 100) ; Mas 16; Init +2; Spd 30 ft; ;Defense 25(+2 dex, +9 class, +4 armor) BAB+9/+4; Grap +12; Full Atk +14/+9 (1d8+7 Subdual) OR (+11/+6 1d4+5 throwing weapon) FS 5 ft by 5 ft; Reach 5 ft; AL Justice, Good, Humanity SV F/R/W +9/+8/+7 AP 10; Rep +4; Str 16, Dex 14, Con 16, Int 16, Wis 12, Cha 14.
Occupation: Dilettante(Intimidate)

Skills:
Bluff:6(+3), Computer use: 6(+3), Craft Electronic: 6(+3)(+1), Drive:6(+2), Diplomacy:4(+3), Knowledge:Streetwise:11(+3)(+2), Knowledge:Tactics:10(+3)(+2), Knowledge: Buisness:6(+3), Intimidate:11(+3)
Climb:7(+3), Swim:7(+3), Investigate:11(+3), Profession (Buisnessman)+4, Treat Injury3(+1), Move Silently:10(+2)(+3)(+2), Hide:8(+2)(+2), Read/Write/Speak: Tibetan, Read/Write/Speak: Japanese

Feats:
Personal F.P., Light Armor Prof.,Brawl, Knockout punch, Improved Brawl, Brawling Expert*, Archaic Weapon Prof., Educated (Streetwise, Tactics), Improved Knockout Punch, Stealthy, Defensive M.A.

Talents:
Melee Smash 1, Melee Smash 2, Skill Emphisis (Move Silently), Aware, Evasion
Savant: Craft Electronic, Fast Talk, Uncanny Dodge

Gear:
Baterangs (Throwing knives, 1d4 dmg), Bomb-thrower, Batmobile, Batpod, Spiked Gauntlets (1d6 dmg, range of knives), Batsuit, Simply REDICULUS wealth bonus

Batsuit: Is a unique piece of armor, it is light armor, with no armor check penalty, weighs 15lbs. It provides a +4 armor bonus, a +2 equipment bonus to Hide at night, and has it's own built-in, retractable hang-glider.

*Brawling Expert: Batman does not provoke AoOs with his Brawl attempts.
#642

degausser

Feb 13, 2009 8:09:59
IMAGE(http://img.photobucket.com/albums/v625/Degausser/GabeTycho.jpg)
"Four Gods wait on the windowsill
Where once eight Gods did war and will
And if the Gods themselves may die
What does that say for you and I?


Johnathan, "Gabe" Gabriel(Penny Arcade Adventures) (Strong 6) CR6, Medium-size humanoid; 6d8+18 (41HP) ; Mas 16; Init +3; Spd 30 ft; ;Defense 16(+3class, +3 Dex) BAB+6/+1; Grap +10; Full Atk +12/+1(1d8+8 Lethal Brass Knuckles) FS 5 ft by 5 ft; Reach 5 ft; AL Revenge, Saving the planet, Startling developments SV F/R/W +7/+4/+0 AP 5; Rep +1; Str 16, Dex 16, Con 16, Int 8, Wis 8, Cha 12.
Occupation: Adventurer, Know-Street, Survival, Brawl

Skills:
Know-Streetwise:9(-1)(+1), Survival:9(-1)

Feats:
Brawl, Dodge, Power Attack, Cleave, Improved Brawl, Weapon Focus (Unarmed), Expert Brawler*, Great Cleave

Talents:
Melee Smash I&II, Ignore Hardness 1

Gear:
Pair of Masterwork (+3 to damage) Brass Knuckles, specially designed and crafted from demonic juicing robots by Anne-Claire

*Expert Brawler: Normal Brawl attempts do not provoke Attacks of opportunity.



Tycho Erasmus Brahe(Penny Arcade Adventures) (Dedicated 6) CR6, Medium-size humanoid; 6d6+6 (32HP) ; Mas 12; Init +1; Spd 30 ft; ;Defense 14(+3class, +1 Dex) BAB+4; Grap +5; Full Atk +7(2d8+2 Firearm) OR +5(3d8+2, Double Barrels of shotgun) OR+3 (4d8+2, Burst Fire from Tommygun) FS 5 ft by 5 ft; Reach 5 ft; AL Preserving Knowledge, Saving the planet, Startling developments SV F/R/W +5/+2/+5 AP 5; Rep +2; Str 12, Dex 12, Con 12, Int 19, Wis 13, Cha 8.
Occupation: Academic, Know-Arcane, Research, Decipher Script

Skills:
Knowledge-Arcane Lore:9(+4)(+1)(+3)(+2), Knowledge-History:9(+4)(+2), Knowledge-Current Events:9(+4), Decipher Script:9(+4)(+2), Research:9(+4)(+2), Profession-Paranormal Investigator:9(+1), Investigate:9(+4), Treat Injury:9(+1), Diplomacy:4.5(-1)


Feats:
Personal Firearms Prof., Point Blank Shot, Advanced Firearms Prof., Double Tap, Educated (Arcane Lore, History), Burst Fire, Studious,

Talents:
Skill Emphisis (Know-Arcane lore), Faith (In himself), Cool Under Pressure(Know-Arcane Lore, Know-History, Decipher Script, Treat Injury)

Gear:
Startling Developments Detective Agency, Massive Occult Library.
Episode 1: +2 to hit Masterwork Tommygun loaded with+2 Masterwork Ammo
(2d8 damage, crit 20, range 30, Size L, .45 caliber bullets)
Episode 2: Enchanted (+2) Demonic Double-barrel shotgun
(2d8 damage, crit 20, Range 30, Size L, Standard shotgun slugs)
#643

Ragitsu

Feb 13, 2009 17:08:44
IMAGE(http://i108.photobucket.com/albums/n11/Adamstir/Billy2.jpg)

Billy Coen

Male Human Strong Hero 2 / Tough Hero 2 / Soldier 2: CR 6; Medium humanoid (human); HD 2d8 + 4d10 + 21; hp 77; Mas 18; Init +2; Spd 30 ft.; Defense 17 (+2 Dex, +5 class); BAB +4; Grap +7; Custom Colt 1911 +8 (2d6+2, 20/x2) Knife +7 (1d4+4, 19-20/x2) Unarmed Strike (lethal) +7 (1d4+4, 20/x2) AL Good, Self; SV Fort +10, Ref +4, Will +1; AP 7; Rep +0; Str 16, Dex 15, Con 18, Int 13, Wis 12, Cha 14.

Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency

Skills: Climb +8, Jump +7, Knowledge (tactics) +9, Listen +9, Spot +8, Survival +10

Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Endurance, Guide, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (Colt M1911)

Talents:

Strong: Melee Smash
Tough: Remain Conscious
Soldier: Weapon Focus and Specialization (Colt M1911)

Possessions: Custom Colt 1911 (Mastercraft +1 to hit), 3 magazines .45, knife, steel handcuffs (partially attached), lighter

---

I would have added Intimidate, but since it's not essential to the character in-game, chose not to.
#644

degausser

Feb 13, 2009 17:19:45
Nice RE build, and good to see you back in this thread, Ragitsu.

Do you like my revised John McClane?
#645

Hammerhead

Apr 17, 2009 12:28:52
Did anyone make stats for the CSI characters? I didn't find any but I didn't read all 22 pages
#646

Hammerhead

Apr 17, 2009 12:30:13
Edit: found them
#647

samuraixsithlord

May 03, 2009 21:48:26
Six weeks ago I was ordinary and pathetic. Just like you. Who am I now? An account manager, an assassin, just another tool that was mind ****ed into killing his father. I'm all of these, and I'm none of these. Who am I now? This is not me fulfilling my destiny. This is not me falling in my fathers footsteps. This is definitely not me saving the world. This is not me. This is just a mother****ing decoy. This is me taking control from Sloane, from the fraternity, from Janice from billing reports, from ergonomic keyboards, from cheating girlfriends and sack a **** best friends. This is me taking back control of my life. What the **** have you done lately? Wesley Gibson. Wanted.

IMAGE(http://www.reelmovienews.com/images/gallery/wesley-gibson.jpg)


Wesley Gibson Fast Hero 3/Tough Hero 3/Gunslinger 9; Medium Humanoid; HD
3d6+3d6+7d10; hp ; Mas 12; Initiative +4; BAB +9, Spd 30 ft; Defeanse 27, Touch
27, Flat Footed 23; FS 5ft.; Reach 5ft.; AL The Fraternity; SV Fort +9, Ref +11, Will
+8; AP 11; Rep +1; Str 14, Dex 18, Con 18, Int 14, Wis 14, Cha 14.
Occupation Adventurer (Class Skills: Demolitions, Spot)

Talents (Fast Hero) Evasion, Uncanny Dodge.
Talents (Tough Hero) Second Wind, Stamina
Talents (Gunslinger) Close Combat Shot, Weapon Focus (Pistol), Defensive
Position, Lightning Shot, Sharp Shooting, Greater Weapon Focus (Pistol).

Skills and Feats Balance +15, Craft (Chemical) +8, Craft (Mechanical) +8,
Demolitions +13, Drive +10, Hide +7, Intimidate +10, Knowledge (Tactics)
+8, Listen +5, Move Silently +11, Search +8, Sleight of Hand +18, Spot +16,
Treat Injury +7, Tumble +15; Brawl, Combat Reflexes, Dodge, Far Shot,
Mobility, Personal Firearms Proficiency, Point Blank Shot, Precise Shot,
Shot on the Run, Skip Shot, Streetfighting, Two Weapon Fighting (Pistol).

This is a redue of the Wesley from the films. I redid his feats after rewatching the film and playing the video game. Wesley is primarily a gun fighter, but he can throw down in hand to hand combat. Thought about giving him Weapon Focus (Knives) but didn't, game him streetfighting instead. I'd like to see how he'd do against The Bride.
#648

MechaPilot

May 04, 2009 21:19:39
Has anyone statted out The Doctor? I was watching a Dr Who marathon today and I didn't see it when I panned through the pages of this thread.
#649

nobodez_here

May 05, 2009 0:26:51
Has anyone statted out The Doctor? I was watching a Dr Who marathon today and I didn't see it when I panned through the pages of this thread.

Wow, that'd be difficult to do. It's The Doctor! Plus, which version would you do? There's 11 of them (counting Matt Smith's eminent version that is).

Plus, how would you stat the Galefrey/Time Lord race?

I'd think the Companions would be more interesting. He takes ordinary people and makes them extraordinary.

Of course, I'd probably borrow heavily from the D&D deity rules (if only as a way to stat out such a powerful and broad based character). That way you could make each different Doctor a different Avatar?
#650

Ragitsu

May 05, 2009 1:03:49
Nice RE build, and good to see you back in this thread, Ragitsu.

Do you like my revised John McClane?

It's nice to hear that .

In which post did you revise him at?
#651

Ragitsu

Jun 16, 2009 22:30:45
Yump.
#652

Ragitsu

Jul 08, 2009 17:16:09
IMAGE(http://i2.photobucket.com/albums/y46/AzarKing/Linked%20Pics/RickyRoma.jpg)

Richard "Ricky" Roma (Glengarry Glen Ross)

Male Human Dedicated Hero 2 / Charismatic Hero 3; CR 5 Medium humanoid (human); HD 5d6; hp 17; Mas 12; Init +0; Spd 30 ft.; Defense 13 (+0 Dex, +3 class); BAB +2; Grap +2; AL Self; SV Fort +5, Ref +2, Will +6; AP 2; Rep +4; Str 10, Dex 11, Con 12, Int 13, Wis 13, Cha 16.

Occupation: Entrepreneur (Bluff, Diplomacy)

Skills: Bluff +13, Diplomacy +13, Gather Information +10, Intimidate +7, Knowledge (Business) +10, Knowledge (Civics) +8, Knowledge (Current Events) +8, Profession (Real Estate) +6, Sense Motive +8

Feats: Attentive, Deceptive, Educated (Business, Civics), Iron Will, Simple Weapon Proficiency, Trustworthy

Talents:

Dedicated -> Empathy

Charismatic -> Fast-Talk, Charm (Males)

Possessions: Business Suit, Cell Phone
#653

scorpion14

Jul 09, 2009 21:10:23
Richard "Ricky" Roma

I love you. I want to have your babies.
#654

Ragitsu

Jul 09, 2009 21:22:51
I want to have your babies.

I subscribe to the law of contrary public opinion...if everyone thinks one thing, then I say, bet the other way...;).

DOES THAT SEEM CLEAR TO YOU?
#655

degausser

Jul 09, 2009 23:09:03
Hey Raigatsu, nice to see you back.

As I said before, check up my Updated John McClaine further up the page.

And now:

The Nostalgia Critic
Doug Walker A.K.A. the Nostalgia Critic(thatguywiththeglasses.com) (Dedicated 1) CR1, Medium-size humanoid; 1d6+2HD (8HP) ; Mas 14; Init +1; Spd 30 ft; ;Defense 12(+1class, +1 Dex) BAB+0; Grap +3; Full Atk +4(1d6+3 Brawl)OR +2 (2d6 Glock 17) FS 5 ft by 5 ft; Reach 5 ft; AL Reviewing old stuff, His own Ego, Revenge SV F/R/W +3/+1/+1 AP 5; Rep +1; Str 16, Dex 12, Con 14, Int 12, Wis 10, Cha 16.
Occupation: Student: Computer use, Popular Culture, Perform (stand Up)

Skills:
Knowledge-Popular Culture: 4(+5), Perform-Stand Up: 4(+4), Computer Use:4(+1) Craft-Writing:4(+1), Bluff: 4(+3), Intimidate: 4(+3) Profession-Internet review critic: 4, Perform-Act:4(+3)

Feats:
Brawl, Personal Firearms Prof.

Talents:
Skill Emphasis-Popular Culture

Gear:
Glock 17, Suit Jacket, Tie, Cap, Tranqualizers, Wah-Wah machine (now busted), large assortment of crappy 80's and 90's videos.
#656

scorpion14

Jul 10, 2009 6:44:09
I subscribe to the law of contrary public opinion...if everyone thinks one thing, then I say, bet the other way...;).

DOES THAT SEEM CLEAR TO YOU?

Awww, what a big man you are! Hey, lemme buy you a pack of gum, Ill show you how to chew it....

Now do Shelly "The Machine" Levine!!
#657

reaper1980

Jul 10, 2009 14:56:24
I glanced through the list and didn't notice any of the characters from Burn Notice. if they are here please let me know.
#658

trappedslider

Jul 13, 2009 15:50:35
I glanced through the list and didn't notice any of the characters from Burn Notice. if they are here please let me know.

When the thread started we had no idea of burn notice....
#659

MechaPilot

Jul 13, 2009 16:42:57
Has anyone statted-up Rally and May from Gunsmith Cats?

I was considering it using the BESM d20 rules; but if anyone already has it done (even under the normal Modern rules), I'd love to see your work to help guide me in the right direction.
#660

Ragitsu

Jul 13, 2009 16:59:33
Coming up with a Battletoads race in d20 Modern isn't as easy as I thought.
#661

reaper1980

Jul 13, 2009 21:07:19
that maybe but there has been recent activity here.
#662

shinfen

Jul 20, 2009 17:33:09
Sweet! I am soo throwing Mathilda at my group next session. Or am I just asking for a beatdown? :D
#663

Ragitsu

Aug 15, 2009 6:24:40
Michael Westen.
#664

Yar

Sep 28, 2009 20:02:06

BUMP

#665

polygoncount

Nov 23, 2009 16:45:51

Though it has been stated a few times that Super-powered characters don't work well in a d20 Modern context, I'm curious, since I'm a fanatic...

...anyone taken a stab at the cast of NBC's 'Heroes'?  

Alternate-future versions are welcome. ;) 


For fun and to get some mental wheels turning, a few others I don't think I've seen mentioned:

- Westley and company from 'The Princess Bride' 
- Anyone from 'Time Bandits'
- Kwai Chang Caine from 'Kung-Fu' (d20 Past!)
- J and K from 'Men in Black'
- The Bennett family from 'Bionic Six'  (oh yeah, baby)
- Bruce Campbell - as himself - the B-movie God (aside: how many of you have heard the audiobook version of "MAKE LOVE!*   *the Bruce Campbell way"?  GENIUS!)
- Gary Gygax

Okay, I'm done. Laughing



 

#666

TheRealOrion

Nov 23, 2009 17:01:13
The d20 Modern NetBook of Famous Characters contains writeups for the characters from M*A*S*H, James Bond, Wayne's World, Forever Knight, Austin Powers, Gilligan's Island, Jay & Silent Bob, the monsters from the Tremors series, Jack Burton (a different version), Indiana Jones, Forrest Gump, and Jason Voorhees. I feel like I have to shout out that I have this resource for you to use whenever threads like this one pop up.


Does this still exist somewhere? The link was broken when I clicked it, but I'd love to have this book, hopefully a version that's continued to be updated.

Cheers!
#667

space_cadet

Dec 13, 2009 11:52:02
Character Name: James Tiberious Kirk Player: Your Name Here
Class: Charismatic Hero 3/Fast Hero 2/Smart Hero 2/Dedicated Hero 1 Character Level: 8th Starting Occupation: Star Fleet Officer
Age: 25 years Gender: Male Height: 5 ft. 11 in. Weight: 165 lb. Eyes: Brown Hair: Light brown to blonde Skin: Light Caucasian
Abilities: Score (Modifier)
STR: 13 (+1) HP: 33
DEX: 17 (+3) DEFENSE: 20 = 10 +7 Class +0 Equipment +3 Dex
CON: 11 (+0) INITIATIVE: +3 = +3 Dex
INT: 15 (+2) BASE ATTACK +3
WIS: 14 (+2) SPEED: 30 ft. (6 squares)
CHA: 20 (+5)
Saving Throws
FORTITUDE: +3 REPUTATION: +4
REFLEX: +7 ACTION POINTS: 21
WILL: +5 WEALTH BONUS: +16
Attacks
MELEE: +4 = +3 BAB +1 Str
RANGED: +6 = +3 BAB +3 Dex
WEAPON: Hand Phaser Total Attack Bonus: +6 Damage: 2d10/x2 Range: 100 ft. Weight: 2.5 lb. Type: Laser Size: Small
Special Properties: Damage listed is for maximum kill settings, lower settings are as follows:
Stun 1: (1d4 stun) 1 permanent.
Stun 2: (2d4 stun) 1d2 permanent.
Stun 3: (3d4 stun) 1d3 permanent.
Stun 4: (4d4 stun) 1d4 permanent.
Kill 2d10/x2.
#668

MechaPilot

Dec 16, 2009 18:42:09
Character Name: James Tiberious Kirk ... CHA: 20 (+5)



I guess now we know how he seduced all those green women.
#669

thegeek

Apr 27, 2010 9:50:11
Has anyone thought up stats for the following?

Bryan Mills (Taken, Liam Neeson)

I'd give him at least advanced Combat Martial Arts, improved grapple/disarm, a few levels in bodyguard and infilatrator, too. Anyone got any ideas?

Sam Fisher (Splinter Cell)

Probably pretty similar, if a bit more Lawful.

Maxwell Smart (Get Smart)

Smart hero? ;)
But seriously, probably a level or two, given his talents at decyphering codes and picking out sounds. Maybe some Charismatic for Charm (or not, depending on the rule of funny). I'd definitely give him a level of Strong Hero for the Extreme Effort talent, given his pre-movie weight loss, and the ease with which he lifted that woman.
#670

jamieth

Apr 28, 2010 13:30:17

Could anyone write a stat on Sherlock Holmes for the d20M? Either the canonical one, or one from the latest movie? I saw a version several pages earlier, but it was for some other system, it seems.


Thanks in advance.


p.s. The way Downey Jr. fights in the movie just screams to me, "Int modifier to attack bonus!"

#671

trappedslider

Apr 28, 2010 19:36:57
The d20 Modern NetBook of Famous Characters contains writeups for the characters from M*A*S*H, James Bond, Wayne's World, Forever Knight, Austin Powers, Gilligan's Island, Jay & Silent Bob, the monsters from the Tremors series, Jack Burton (a different version), Indiana Jones, Forrest Gump, and Jason Voorhees. I feel like I have to shout out that I have this resource for you to use whenever threads like this one pop up.


Does this still exist somewhere? The link was broken when I clicked it, but I'd love to have this book, hopefully a version that's continued to be updated.

Cheers!


I think i may have a copy,i'll have check...
#672

fatcatdeadrat

Oct 21, 2010 23:31:31
This looked lonley, and I love seeing other peoples character ideas. So to spice things up I'll just put this here and see what happens.

   Born as a scientific experiment to merge the cells of Jenove with that of a human, Sephiroth is the most powerful and first member of Shinras para military group Soldier. After learning about his true origins he became cold and distant, soon he disappeared altogether and when he reemerged he had one dream, total world destruction. Long white hair, long black armored coat, green almost luminescent eyes, giant sword. Do you really need an introduction?

Sephiroth (Strong 10, Tough 5, Fast 5); CR 22; Medium Humanoid; HD 15d8+5D10; Hp 128; Mas 22; Initative +3; Speed 30', Fly 60' average; Defense 29, Touch 26, Flatfooted 29(Class +13, Armor +3, Dex +3); BAB +16/+11/+6; Grap. +21; Atk. +21/+16/+11 Melee (1d4+8 unarmed), or +25/+20/+15 Melee (2d8+8 Masamune); FS 5'x5'; Reach 5'; AL Evil, Jenova; SV fort. +11, ref. +10, will. +7; Ap 100;Rep +8; Wealth +17; Str 20(+5), Dex 18(+4), Con 16(+3), Int 14(+2), Wis 14(+2), Cha 15(+2)
Occupation: Military (Class skills: Climb and Navigate)
Skills: Balance +15, Climb +10, Diplomacy +5, Hide +10, Intimidate +17, Jump +10, knowledge (tactics) +11, Listen +5, Move Silently +8, Research +5, Search +3, Sense Motive +8, Spot +12, Survival +5, Tumble +15
Feats: Armor Proficiency (light), Combat Expertise, Improved Disarm, Combat Reflexes, Exotic Melee Weapon Proficiency(Nodachi), Frightful Presence, improved damage Threshold(x2), Defensive Martial Arts, Unbalance Opponent Power Attack, Cleave, Improved Bull Rush, Combat Martial Arts, Renown, Toughness, Weapon Focus(Nodachi), Action Boost (found in D20 future Roll d8's insted of d6 when spending action points)
Talents:
Strong: Melee Smash 1-3(+3 melee damage), Ignore Hardness 1-2 (ignore 2 points of hardness)
Tough: Second Wind (recover con mod in HP by spending an action point), Damage reduction 1-2 (DR 2/-),
Fast: Evasion (take no damage on successful saving throw), Uncanny dodge 1 (keep dexterity bonus to defense regardless of being flat footed), Defensive Roll (spend an action point, reflex save DC=damage dealt, take half damage to from a attack that would reduce HP to 0 or less)
Special attack: Frightfull Presance 3/day all openents within 10' who can hear his voice must make a will save DC 22 (10+1/2 character level+charisma modifier) or be shaken (-2 to attacks, saves ans skill checks) for 1d6+2 rounds
Mutation Template: [+1 to character level, +8 mutation points] x2
Pheromone Repulsion (-4 to diplomacy and handle animal checks within 30', Not actually a smell but a unnatural feeling)
Wings (fly speed 60' average maneuverability)
Vexing Voice (3/day select a living creature who can hear your voice that creature must make a will save (DC 21, 10+1/2 character level+Charisma Bonus)Or be dazed for 1 round)
Skeletal Reinforcement (+3 to massive damage threshold)
Adrenalin Jolt (1/day boost strength or Dexterity by 1d4+1, lasts for 6 rounds)
Unnatural Eyes (eyes are bright green almost glowing with cat like pupils)
Possessions: Masamune(sword), Sephiroths Armor, materia(Haste, D-door, Fireball, True strike, Concussion, whatever other materia the GM wishes to give him) , Books and research material about Jenova, Phoenix down, High Potion, Max Ether, Ether x2
Item description:
Masamune:
This +4 masterwork nodachi style sword is feared by all who face it. It has two materia slots in the handle, and a finely crafted razors edge improving it's critical range. It requires a strength of at least 16 to use properly. Damage 2d8, Crit. 17-20, type Slashing, size/weight large/10lbs.
Sephiroths Armor: Sephiroths armor is modified from a leather coat, it's armor rating is improves by the addition of special high tech light metal plates. It has special flaps so his wings can slip through or be hidden underneath. It has three materia slots, and provides fire resistance 10/-.
Type tactical(light), Armor bonus +3, non prof bonus +1, max dexterity bonus +6, armor penalty -0, spell failure 10%, Weight 4 lbs., Purchase DC ?
Materia: Materia are magic gems created by the earth it's self, they can be used by anyone as long as their armor or weapon has a materia a slot in which to put the gem in. Activating a meteral gem is a  standard action, removing or placing a gem in a meteria slot is a full round action that provokes an attack of opportunity. Materia that casts spells do it as a caster ½ you character level 3 times a day. Other Materia has constant effects on the item it is installed in.
  Haste: 3/day. Bonus attack at highest base attack bonus, +2 dodge bonus to defense, +30' speed.
  D-Door: 3/day. Teleport Self and other objects and willing creatures up to 500lbs a distance up to 800'
  Meteor: 3/day. As fireball, 10d6 damage in a 20' radius, half fire and half concussion damage, range 400', reflex save (DC 13) for half damage.
  True Strike: 3/day. +20 insight bonus to your next attack.
  Concussion: Constant effect. On a successful critical hit weapon deals +1d10 concussion damage.
Research material about Jenova: This includes an incantation to bring a world shattering meteor crashing down on a location, destroying the entire planet in the process. It requires the Black Materia as a focus point.
Phoenix Down: Held over the heart of any living creature when they die they are returned to full health, and the feather disintegrates. Any creature can only poses 1 phoenix down at a time, if two or more are held they are instantly engulfed in white flames destroying each and dealing 2d6 fire damage to the owner. It can be held in side armor near the heart and automatically restore life upon death. Purchase Dc 29
High Potion: Heals 2d8+10 HP. Purchase DC 20
Max Ether: Fully restores all spell slots, special or spell like abilities, that have uses per day.
Ether: restores 1 spell slot, special or spell like ability's daily use.

   I'll bet this'll start an argument, but know this, I know he isn't spot on Sephiroth from all the games/movies/books. He's just a powerful instantly recognizable character I drop in whenever my players start messing around to much and forget their current quest. He's there to remind them that, even if they finish what their working on now there's still a crazy guy running around with half of what he needs to destroy the entire planet, and a desire to do so. I normally have him show up summon a creature to smack around the party, get a few hits in himself and leave. Yes I let him have his other wing, mostly because I liked him having a fly speed I could double with haste. If my players ever get to thinking they know him to well, or that they could beat him(not likely), I just give him new materia with new powers. Summon spells are always fun, if they ever do get to the point that they can put the smack down on him I'll give him summon Bahamut and see if they can deal with an emperor dragon and Sephiroth at the same time.
   If five more characters get posted I'll dig out my Iron man and post that, and in the mean time...Oooohhh Time Bandits. “Mom dad don't touch that it's evil!” I'll put the movie in and think of something, I think the main bad guy was technically a robot, maybe robot/outsider, mastermind. I'll take any excuse I can to watch that movie.
    And thank you so much Degausserfor your, in my opinon, perfect rendition of new movie Batman, it was vary well done without trying to make some kind of "super" batman. ANd you gave us the Vault Dweller, you sir are a hero. I'll be using those... thank you.
#673

the7thnazgul

Oct 22, 2010 9:54:45
The d20 Modern NetBook of Famous Characters contains writeups for the characters from M*A*S*H, James Bond, Wayne's World, Forever Knight, Austin Powers, Gilligan's Island, Jay & Silent Bob, the monsters from the Tremors series, Jack Burton (a different version), Indiana Jones, Forrest Gump, and Jason Voorhees. I feel like I have to shout out that I have this resource for you to use whenever threads like this one pop up.


Does this still exist somewhere? The link was broken when I clicked it, but I'd love to have this book, hopefully a version that's continued to be updated.

Cheers!


I think i may have a copy,i'll have check...




I would like one too...

Does anyone have any idea how to do Micheal Westen? Give me a level estimate, and I can do the character, thinking strong/smart/fast with a little bit of Infiltrator. 9th level maybe?
#674

jamieth

Jan 11, 2011 16:12:50
OK, sorry for bringing this back from the dead, but any thoughts on the Kick-Ass characters? Particularly interested in Hit-Girl :-)
#675

thegeek

Dec 23, 2011 14:31:41

Inigo Montoya


Male Human Fast Hero 3/Swashbuckler 1/Archaic Weapons Master 1; CR 5, Medium Humanoid (Human); HD 4d8+1d10; Hp 32; Mas 12; Init +4; Spd 30 ft.; Defense 20 (+4 dex, +6 class); BAB +3; Grap +4; Full Atk +11 Six-Fingered Sword (1d6+3); Al Vizzini, Fezzik; Sv Fort +4, Ref +9, Will +2; AP 6; Rep +2; Str 12, Dex 19, Con 12, Int 10, Wis 13, Cha 12


Skills: Balance +9, Escape Artist +5, Hide +6, Jump +7 Knowledge (Streetwise) +2, Move Silently +7, Pilot +7, Ride +5, Sleight of Hand +5, Tumble +12


Feats: Weapon Finesse, Blind-Fight, Combat Expertise, Dodge, Agile Riposte


Occupation: Squire (Balance, Jump, Tumble, Archaic Weapons Proficiency)


Talents: Evasion, Uncanny Dodge, Weapon Focus, Weapon Specialization


Possessions: Six-Fingered Sword (+1 attack, +1 damage Rapier)





Fezzik
Male Human Strong Hero 2/Tough Hero 3; CR 5, Medium Humanoid (Human); HD 2d8+3d10; Hp 49; Mas 16; Init +2; Spd 30 ft.; Defense 16 (+2 dex, +4 class); BAB +4; Grap +9; Full Atk +10 Brawl (1d8+6) OR +6 Rock (1d6+4); Al Vizzini, Inigo; SV Fort +7, Ref +3, Will +2; AP 7; Rep +1; Str 19, Dex 14, Con 16, Int 8, Wis 12, Cha 9


Skills: Climb +9, Handle Animal +2, Hide +3, Knowledge (Streetwise) +1, Swim +9


Feats: Strong Plus, Brawl, Improved Brawl, Improved Grapple, Streetfighting, Toughness


Occupation: Outcast (Hide, Knowledge [Streetwise])


Talents: Melee Smash +2, Extreme Effort, Robust, Stamina




Vizzini
Male Human Smart Hero 3; CR 3, Medium Humanoid (Human); HD 2d6; Hp 9; Mas 10; Init +1; Spd 30 ft.; Defense 12 (+1 dex, +1 class); BAB +1; Grap +0; Full Atk +0 Dagger (1d4-1); Al Self; SV Fort +1, Ref +2, Will +3; AP 6; Rep +1; Str 8, Dex 12, Con 10, Int 17, Wis 12, Cha 10


Occupation: Entrepreneur (Bluff, Diplomacy)


Skills:
Decipher Script +9, Disable Device +6, Forgery +7, Investigate +5, Knowledge (art) +5, Knowledge (Behavioral Sciences) +6, Knowledge (Business) +6, Knowledge (Civics) +6, Knowledge (Current Events) +6, Knowledge (Earth and Life Sciences) +6, Knowledge (History) +6, Knowledge (theology and philosophy) +10, Navigate +6, Profession (Mercenary) +6, Research +7, Search +5


Feats:
Archaic Weapons Proficiency, Educated, Studious (decpiher script, research)


Talents:
Savant (Knowledge [Theology and Philosophy])
Plan


Possessions:
Dagger, Wine, Cheese, Apples, Intellect



Prince and Co: 




Prince Humperdink

Male Human Charismatic Hero 1/Dedicated Hero 1; CR 2, Medium Humanoid (Human); HD 2d6; Hp 13; Mas 14; Init +2; Spd 30 ft.; Defense 13 (+2 Dex, +1 class); BAB +1; Grap +4; Full Atk +5 Masterwork Rapier (1d6+3) OR +5 Masterwork Dagger (1d4+3); Al Floren, Self; SV Fort +4, Ref +3, Will +2; AP 6; Rep +3; Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 14


Occupation: Heir (Ride, Sense Motive)


Skills: Bluff +4, Diplomacy +3, Handle Animal +6, Intimidate +3, Investigate +6, Knowledge (business) +4, Knowledge (Earth and life sciences) +2, Knowledge (History) +4, Knowledge (tactics) +3, Listen +4, Profession (Princeling) +2, Ride +5, Sense motive +4, Spot +4, Survival +9


Feats: Track, Educated, Archaic Weapons Proficiency


Talents:
Skill Emphasis (Survival)
Leadership


Possessions:
Four white horses, sword, dagger, Floren


 


Count Ruegen
Male Human Dedicated Hero 1/Fast Hero 2/Swashbuckler 1; CR 3; Medium Humanoid (Human); HD 1d6+3d8; Hp 27; Mas 15; Init +2; Spd 30 ft.; Defense 18 (+2 dex, +6 class); BAB +3; Grap +4; Full Atk +5 Masterwork Rapier (1d6+1) OR +6 Masterwork Floren Dagger (1d4+1); Al Floren, Prince Humperdink, Pain; SV Fort +4, Ref +5, Will +1; AP 8; Rep +1; Str 12, Dex 14, Con 15, Int 15, Wis 10, Cha 14


Occupation: Dilettante (Intimidate, Ride)


Skills: Craft (Mechanical) +5, Craft (Writing) +3, Hide +3, Intimidate +10, Knowledge (Current Events) +3, Knowledge (Earth and Life Sciences) +5, Knowledge (History) +4, Knowledge (Physical Sciences) +2, Knowledge(Technology) +3, Listen +2, Profession (Count) +2, Ride +5, Sense Motive +2, Spot +2, Treat Injury +3


Talents:
Skill Emphasis (Intimidate)
Increased Speed
Weapon Focus (Dagger)


Possessions:
Florenese dagger, sword, The Machine





Will probably post Westley and Buttercup later.