Saturday, September 27, 2014

Han Solo — Rebel Scoundrel

Finally, we get to see one of the most iconic individuals in cinema history: Han Solo, captain of the Millennium Falcon, and one of the leaders of the Rebel Alliance in the original Star Wars trilogy.


Name: Han Solo
Race: Human
Experience: 100
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 6
Hindrances: Debt, Doubting Thomas, Overconfident
Edges: Luck, Quick, Dodge, Smuggler, Combat Reflexes, Ace, Marksman, First Strike
Skills: Fighting d8, Gambling d8, Healing d4, K (Astrogation) d6, Notice d6, Persuasion d6, Piloting d8, Repair d6, Shooting d10, Stealth d8, Streetwise d6, Taunt d8
Inventory: Blaster Pistol (2d6, AP 2, 15.30.60)

Han Solo was a low-life smuggler, acquiring his ship through an unspecified game with Lando Calrisian and working with his partner Chewbacca until trouble struck. During one of his jobs, he was boarded by Imperial stormtroopers and jettisoned his cargo load, much to the chagrin of Jabba the Hutt. One fateful day, however, an old jedi master and his friend, Luke, hire Solo to get them to the Alderaan system, kickstarting the fall of the Galactic Empire just a few years later.

Han is a decent fighter and a very talented pilot, always taking the helm when he steps into a vessel. He is also quite the shot, able to peg the heads of bounty hunters and stormtroopers alike at a large distance. Unfortunately, he has very little faith in the power of the Force, chalking it up to luck until nearly the fall of the Empire; one might even find his lack of faith disturbing.

The only custom Edge here is "Smuggler," which allows the user a +2 on Persuasion rolls when speaking to law enforcement officials, as well as a +2 to Stealth rolls when wishing to remain undetected while flying a spacecraft.

Here is the galaxy's premiere smuggler. Leave questions, comments, blah blah blah.
—DoctorBoson

Friday, September 19, 2014

Ezio Auditore — Renaissance Assassin

I'm finally tackling the asshole that broke my 400 XP vow. This only covers Ezio to the end of Assassin's Creed: Brotherhood. Revelations has a handful of extra levels and very different inventory that will be added to the end of this entry.



Name: Ezio Auditore da Firenze
Race: Human
Experience: 450 (Legendary as f*ck)
Agility d10; Smarts d8; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 10; Charisma 4; Toughness 6
Hindrances: Loyal, Vengeful (m), Wanted (M)
Edges: Attractive, Intuition, Noble, Brawler, Improved First Strike, Connections (Assassin Order & da Vinci), Improved Block, Improved Counterattack, Extraction, Marksman, Assassin, Two-Fisted, Quick Draw, Combat Reflexes, Frenzy, Florentine, Combat Sense, Dodge, Command, Level Headed, Thief, Trademark Weapon (Hidden Blade), Accurate Attack (F), Filthy Rich, Hard to Kill, No Mercy, Nerves of Steel, Martial Artist, Followers, Tactician, Natural Leader
Skills: Boating d4, Climbing d8, Fighting d12+1, Knowledge (Battle) d8, Lockpicking d6, Notice d8, Riding d8, Shooting d6, Stealth d12, Streetwise d6, Swimming d6, Taunt d8, Throwing d10
Inventory: Assassin's Robes, Leather Greaves (Armor +1, Legs), Plate Vambraces (Armor +3, Forearms), Hidden Blade x 2 (Str+d4, –2 to be Noticed), Sword of Altaïr (Str+d8), Hidden Pistol (2d6+1, 5/10/20, 2 action reload), Pouch x 3, Throwing Knives x 8 (Str+d4, 3/6/12), Steel Knuckles (Str+d4, considered Unarmed), Mini Crossbow (2d4, AP 1, 6/12/24), Mini Bolts x 10, Quiver, Smoke Bomb x 2 (as the obscure power), Vial of Lethal Poison (5 uses, Vigor –2), Apple of Eden.

Ezio Auditore was born in Firenze and lived in the late 1400s and early 1500s. Following the murder of his father and brothers, he discovered and took up his father's mantle as a member of the Assassin order, training with his uncle Mario and searching for the Templars involved in the conspiracy against his family. Ezio will do whatever he can to save those he trusts from any danger, no matter how much risk it poses to him or his mission. He is also dangerously vengeful, rarely letting folks get away after doing him wrong.

An attractive, wealthy individual, Ezio has become one of the greatest fighters of all time, able to take on swathes of highly trained soldiers on his own. He has been trained by thieves, mercenaries, couriers, and other assassins to become not only a lethal combatant, but dangerously difficult to spot. Able to gather information, draw out, and execute a plan, he is your worst nightmare if you should ever hope to rob the people of their freedom.

In regard to his combat capabilities, he is most proficient in counterattacking, and his ability to strike down every individual that approaches him before they even have the opportunity to take a swing is invaluable. He is also deadly with his hands, able to stun and disarm opponents to strike them down with their own weapons.

In his more recent years, he has become a brilliant commander, taking charge over the assassin order and commanding a small force of personally trained, lethal killers.



Revelations Inventory: Assassin's Robes, Leather Armor (Armor +1, Legs & Arms), Hidden Blade (Str+d4, –2 to be Noticed), Hook Blade (Str+d4+1, –2 to be Noticed), Sword of Altaïr (Str+d8), Hidden Pistol (2d6+1, 5/10/20, 2 action reload), Pouch x 3, Throwing Knives x 15 (Str+d4, 3/6/12), Dagger (Str+d4), Parachute Pack x 2.


Advances before Death (500 XP):
Smarts d10, Spirit d10, Improved Block, Inspire, Jack-of-All-Trades, Elderly (Investigation d8).

Apple of Eden: This is an artifact left behind by the First Civilization with nearly god-like powers. To best replicate it, I simply used 60 PP from the Super Powers Companion with the following powers:
  • Duplication (16): No Tell. (Tangible Illusions).
  • Fear (3)
  • Illusion (11): Obscurement, Targeted.
  • Mind Control (19): Multiple Minds x 7.
  • Paralysis (4): Very Strong. (Keeps the target from willing themselves to move).
  • Stun (7): Large Burst Template, Strong. (Pulse of energy).


So there's Ezio, from his childhood to his death, and easily one of the most terrifying individuals I've thrown together to date. Questions, comments, and anger below!
—DoctorBoson

Sunday, September 14, 2014

Rarity — Dressmaker

Yet more ponies! The Element of Generosity, Rarity, has arrived! This uses Edges and information from my Fallout: Equestria conversion.


Name: Rarity
Race: Unicorn (Abilities listed below)
Cutie Mark: Diamond Trio

Experience: 50 (Veteran)
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 5; Charisma 6; Toughness 4

Hindrances: No Hands, Size –1, Quirk (Perfectionist), Well, I'd Never!, Pacifist (m), Quirk (Generosity), Quirk (Expensive Taste)
Edges: Arcane Background (Natural Magic), Very Attractive, Connections—Fashion, Charismatic, Common Bond, Level Headed, Extraction
Skills: Fighting d6, Knowledge (Sewing) d10, Notice d6, Performance d8, Persuasion d8, Stealth d6, Spellcraft d6, Streetwise d6

Cantrips: Magic Trick, Locate Object

So all ponies begin with Size –1 and the No Hands Hindrance (being that they, in fact, have no hands), but can use their tails and mouths to generally manipulate things. They also begin with a Cutie Mark, which provides either a +2 bonus to relevant skills at the cost of a Benny, or a free Edge that ignores all requirements. In addition, unicorns begin with the Arcane Background (Natural Magic) Edge, detailed below.


Arcane Background (Natural Magic)
Arcane Skill: Spellcraft (Smarts)
Starting Powers: Magic Trick + 1 other cantrip for each rank of Spellcraft you possess above d4 (you may gain a new cantrip each time your Spellcraft is increased in rank).
>Cantrips: Cantrips do not normally require a Spellcraft roll to cast successfully. Some cantrips have Cast Options, which requires a roll to activate. However, any cantrips that you maintain inflict penalties as if they were maintained spells.

Schools of Magic
There are five ‘schools’ of magic, representing generalized categories that spells are grouped into based on the nature of what they do. Certain effects, Edges, or other spells have effects that depend on what school a spell is from.
  • Abjuration - Abjuration spells are ones that protect or restore, usually in the form of energy barriers or healing magic.
  • Divination - Divination spells are oracular spells that let the caster see elsewhere in the world, into others’ minds, or even into the future.
  • Evocation - Evocation spells channel and focus raw energy, from pure magical energy to elemental energy such as fire and lightning.
  • Illusion - Illusionary spells are ones that affect light or the perceptions of the mind, such as invisibility or mental control.
  • Transmutation - Transmutation spells are ones that change matter and energy into other forms or move it about magically, such as summoning magical items or teleportation.

Magic Trick
Range: Touch or 1”
Duration: 1 minute per Rank
School: None
Trappings: Faint glow matching your eye color.Magic Trick can be cast once per turn as a free action. Magic Trick allows you to do one of the following at a time: levitate and manipulate small objects weighing less than five pounds within 1”, create harmless sensory effects (flashes of light, sounds, scents), color or clean/soil objects such as cloth or paint, or make a small object disappear for a few seconds (sleight of hand) within 1”. The Game Master has final say on the limits of this cantrip.
Cast Option (-1): The effect generated by Magic Trick is permanent until dispelled as a free action; this is usually only for minor effects (at the Game Master’s discretion).

Rarity has traded out her Cutie Mark to gain access to a marginally more powerful locate object cantrip, allowing her to sense gems that she has never even seen before.

Rarity is the owner of the Carousel Boutique, the local dress shop of Ponyville. She has high-reaching dreams of becoming a famous fashionista and is making marvelous strides towards her goal, having been commissioned to work for a variety of famous ponies such as Sapphire Shores.

She does her best to perform at her absolute best, shunning everything that can be even remotely considered "uncouth." She is calm, collected, intelligent, highly attractive, and very much willing to give whatever she can to help another in need. She is also very caring, and is one of Fluttershy's closest friends.

This has been a peek at the most fabulous marshmellow pone. Leave questions, comments, and brony hate below!
—DoctorBoson

Saturday, September 13, 2014

James Raynor—Rebel Leader

We take a look at the StarCraft universe once again to see a hero unit—the leader of Raynor's Raiders, Jimmy! We're only going up to the end of Brood War and the expanded universe, because StarCraft 2 makes me want to murder babies.



Name: James E. Raynor
Race: Human
Experience: 180 (Legendary)
Agility d8; Smarts d8; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 16 (10)
Hindrances: Heroic, Loyal, Habit (M, Alcohol)
Edges: Brave, Brawler, Charismatic, Dodge, Quick Draw, Combat Reflexes, Command, Rock and Roll!, Natural Leader, Followers, Inspire, Tactician

Skills: Driving d10, Fighting d8, Intimidation d6, Knowledge (Battle) d8, Knowledge (Farming) d6, Notice d6, Persuasion d6, Repair d6, Shooting d10, Stealth d6, Streetwise d8, Throwing d6
Inventory: CMC-225 Armor (Armor +10, Zoom (Notice +2 at range), Magnetic Grapples, Strength +2 steps, Targeting Computer, Heavy Armor), C-14 Assault Rifle (2d8+1, AP 4, RoF 3, 24/48/96, 100 Shots), Revolver (2d6+1, AP 2, Revolver, 12/24/48, 6 Shots).




Name: Vulture
Light Vehicle: Size 2; Acc/TS: 20/50; Toughness: 9 (2); Crew: 1; Cost: $11.2K, Remaining Mods 0
Notes: Crew Reduction, Exposed Crew, Hover Vehicle, 2x Speed, Spider Mine Dock (4d6 damage)
Weapons: 
  • AGP-2 Grenade Launcher (3d8, Small Burst Template) (Fixed)
Raynor is a legendary freedom fighter, leading his band of men across the sector on jobs to overthrow Emperor Arcturus. He started off as a young farm boy who joined up with the Confederate military back during the Guild Wars. Showing an immediate aptitude for leadership (Command, Natural Leader) and good aim, Raynor rose through the ranks on the blood of his enemies, but was eventually framed by the corrupt powers that be. 

Years later, after his friend turned himself in so Raynor could escape, he found himself the Marshall of a town on the backwater world of Mar Sara. Always quick on the draw with his trusty revolver (Quick Draw) and his aged CMC-225 armor, he ended up assisting the rebel extremist Arcturus Mengsk, eventually leaving his organization due to bitter feelings over Kerrigan's fate.

Strong, both in will and in muscle, he eventually started his own rebel group to fight the oppressive government Arcturus established. He has become an even better leader, and (as the face of the organization) has learned to be a rather Charismatic fellow.

With his armor or without, James Raynor is not a soldier you want to run into on the battlefield.
—DoctorBoson

Wednesday, September 10, 2014

James Howlett — Wolverine

Coming in with the movie rights still owned by Fox, we have Wolverine! This uses rules from the new Super Powers Companion.

Sorry this post took so long, I had a lot of stuff come up recently. I'm still Savaging as strong as ever, though!



Name: James Howlett
Race: Human
Experience: 260 (Legendary)
Agility d10; Smarts d8; Spirit d8; Strength d12+3; Vigor d12
Pace 6; Parry 9; Charisma –2; Toughness 13
Hindrances: Can't Swim, Outsider, Overconfident, Vengeful (M)
Edges: Arcane Background (Super Powers), Brave, Berserk, Quick, Improved Hard to Kill, Combat Reflexes, Nerves of Steel, Frenzy, Martial Artist, Marksman, Command, Woodsman, Two-Fisted, Killer Instinct, Sweep, Counterattack, Block
Skills: Climbing d8, Driving d8, Fighting d12, Healing d6, Intimidation d8, Knowledge (Battle) d8, Notice d8, Piloting d6, Repair d8, Shooting d8, Stealth d8, Survival d8, Throwing d6, Tracking d8
Super Powers:
  • Ageless (1): Wolverine regenerates as fast as he ages, and therefore does not age.
  • Attack, Melee (9): Damage Str+3d6, AP 4, Heavy Weapon, Lethal, Multiple Attacks. Limitation (–1, Straight Wrists to Activate). (Bone Claws.)
  • Heightened Senses (4): Eagle Eyes, Low Light Vision, Super Hearing, Tracking.
  • Immune to Disease (1): Wolverine's extreme regeneration does not let him get sick.
  • Mind Reading (1): Limitation (–2, only works on animals, no Raise effect).
  • Regeneration (12): Level 5, Regrowth.
  • Resistance (2): Cold, Psionics.
  • Speed (2): Pace 12.
  • Super Attribute (14): Agility +1, Strength +4, Vigor +2.
  • Super Edge (4): Hard to Kill, Improved Hard to Kill
  • Toughness +5 (5): Adamantium Skeleton.
James, also known as "Logan" or "Wolverine," is a 4-Color Hero with Super Karma, sitting at a total of 55 Power Points, and begins with Quick, Brave, and Berserk. He was given the Arcane Background (Super Powers) Edge for free, due to the nature of his setting.

Wolverine has been around for a couple hundred years, and has been involved in almost every major conflict since the Civil War. He's a good shot and a brilliant fighter. As a mutant, he is able to quickly regenerate wounds that would leave most men bleeding out, and his infamous bone claws are some of the sharpest weapons on the planet. He also has an unnatural resistance to the elements, and can communicate with animals on the most basic level.

In addition to his natural powers, his skeleton was also infused with an indestructible metal called "Adamantium," making his bones unbreakable. Due to the heavy strain this puts on his body, his natural strength is significantly higher than that of even the most powerful humans.

He has spent vast amounts of time in the wilderness, and has learned to very effectively live off the land. The only custom Hindrance here is "Cannot Swim;" Wolverine's dense skeletal structure means that he couldn't swim if he tried.

There we go: Wolverine! Comments, questions, etc. below, as always!
— DoctorBoson

Tuesday, September 2, 2014

Steve — Miner and Crafter

Before we hop in, I have two updates for you guys. One, I have updated Clementine's entry, having finished Season Two of The Walking Dead. Secondly, my posts may slow down now that university has begun. Those out of the way, let's see what we have.

In celebration of the release of Minecraft 1.8 today, I'll go ahead and throw together the player character, typically referred to as "Steve."

This is one of those times where it's very important to remember that this is meant to portray the concept and flavor of the character, not his mechanics. In other words, Steve will, in fact, not be able to lift 3000 cubic meters of diamond.


Name: Steve
Race: Human
Experience: 300 (Legendary)
Agility d8; Smarts d10; Spirit d8; Strength d8; Vigor d8
Pace 8; Parry 7; Charisma –2; Toughness 9 (3)
Hindrances: Curious, Poverty, Outsider
Edges: Arcane Background (Alchemy), Fast Healer, Fleet Footed, Strong Back, Nerves of Steel, Jack-of-All-Trades, Combat Reflexes, Quick Draw, Woodsman, McGyver, Marksman, Frenzy

Skills: Alchemy d6, Boating d4, Fighting d10, Knowledge (Agriculture) d6, Knowledge (Carpentry) d6, Knowledge (Mining) d8, Knowledge (Smithing) d8, Knowledge (Stoneworking) d6, Notice d8, Repair d6, Riding d8, Shooting d8, Stealth d4, Survival d10, Swimming d6, Throwing d6, Tracking d8
Power Points: 20
Spells: Night Vision (darksight), Water Breathing/Fire Resistance (environmental protection), Healing (healing), Swiftness (speed), Strength/Weakness (boost/lower trait), Invisibility (invisibility), Harming (bolt), Slowness (slow), Regeneration (regeneration), Leaping (leap)

Inventory: Plate Armor (Armor +3), Pot Helm (Armor +3, 50% chance vs Headshots), Iron Sword (Str+d8).

Little is known about Steve. Some put forth that he is the last human alive; others that he was born into a world of Testificates, learning to fend for himself. No matter his origins, Steve is an absolute monster. He's learned almost all of the secrets of civilization, from agriculture to metal working, with no outside help. He can tame animals and slaughter zombies alike. 

He typically lives in a wilderness, living off of the land and creating nearly anything he needs out of raw materials (Woodsman and McGyver). He runs at incredible speeds, and it's rare for any blow to keep him down for too long. He's fast on the draw, a good shot, and an incredible fighter. Furthermore, he has picked up the ancient art of alchemy, brewing potions and poisons alike for his use.

Regarding Hindrances, it's very difficult to figure these out for someone like Steve because there is no official lore about him and it all comes down to play actions. Outsider is because he's the only human anywhere ever, but he always has at least one major and one other minor Hindrance. I went with Poverty and Curious because that more or less describes the more popular YouTuber play styles (which typically involves fiery lava deaths). Conversely, my personal Steve would have Cautious and Bad Luck instead.

Now, for the custom edges and such: Strong Back (having shown up on Link in my first post) simply means that the user considers his Strength one step higher for the purposes of Encumbrance rules. In other words, Steve has a d10 to carry things around with. 

There are two new powers here: Regeneration and Leap, the latter of which is also used by Darth Maul as well. The stats for both are listed below.

Leap

Rank: Novice
Power Points: 1
Range: Touch
Duration: Instant
Trappings: Strong winds, ethereal trampoline, mystical energy.
Leap allows you to jump great distances or reach very high places. On a success, you can jump 2" (4 meters) vertically or twice that horizontally. A Raise provides an additional 2".

Regeneration

Rank: Seasoned
Power Points: 6
Range: Touch
Duration: 1 hour (2/hour)
Trappings: Potion, increased metabolism.
This allows the user to help a target heal faster. On a success, the target can make a natural healing roll as a normal action on their next turn, ignoring the penalty for no medical attention (though they still suffer the –2 penalty for rough traveling if they move during the same round). They may make an additional natural healing roll every hour. With a raise, the target may spend a benny to make an immediate natural healing roll.

 So this is our blocky hero! I'll likely cover some mobs in the future as well. Leave questions, comments, etc below.
—DoctorBoson

Monday, September 1, 2014

Mega Man — Blue Bomber

Today, we have DLN-001! Continuing the evident trend of making Smash Bros. characters, we'll throw together classic Mega Man using the Super Powers Companion.



Name: Rock
Race: Android
Experience: 80 (Legendary)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 5; Charisma 0; Toughness 11 (6)
Hindrances: Overconfident, Small, Pacifist (m), Loyal

Edges: Arcane Background (Super Powers), The Best There Is (Copycat), Brave, Dodge, Combat Reflexes, Steady Hands, Elan, Marksman, Extraction, Nerves of Steel, Rock and Roll!

Skills: Climbing d4, Driving d6, Fighting d8, Notice d6, Piloting d6, Shooting d10, Stealth d6, Throwing d6
Super Powers:
  • Armor (2): Armor +6. Requires Activation.
  • Attack, Ranged (9): Range 12/24/48, Damage 2d6, RoF 3, AP 2, Heavy Weapon. Contingent on armor. (Mega Buster.)
  • Attack, Ranged (12): Range 12/24/48, Damage 3d10, AP 8, Enhanced Damage, Heavy Weapon. Switchable (Primary with Mega Buster). Contingent on armor. (Charge Shot.)
  • Construct (8): +2 to recover from being Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Copycat (28): Level 22. Devices, Duration, Versatility (+2). Limitation (–1, defeat Robot Masters).
  • Leaping (1): Can leap 2" vertically and 4" horizontally. (Booster Jets.)
  • Teleport (4): Traverse. Limitation (–2, Traverse only).
Otherwise known as Rock, Mega Man is an android invented by Doctor Light. With a heart of gold, Mega Man is the first to jump into action whenever Wily puts one of his schemes of world domination into play (Overconfident, Brave, Elan). He comes out as a Four-Color Super Karma hero for a total of 55 Power Points.

One of Mega Man's most frightening abilities is his Weapon Copy System, which allows him to store the special attacks of Robot Masters and use them himself! Although this requires him to defeat the Master, he has acquired a wide variety of moves, including flaming swords, incredible strength, and even shields.

His primary weapon, however, is his Mega Buster, which fires rapid bursts of powerful solar pellets at his enemies. He also has the ability to teleport long distances, though this uses a lot of power and takes a few moments of concentration. 

Mega Man's intense Strength comes from the fact that he throws a wide variety of his weapons, as well as the powerful Mega Uppercut and his slide attack. He is a good shot, both standing and charging (Marksman, Steady Hands, Rock and Roll!), and is a highly agile and determined fighter (Dodge, Combat Reflexes, Nerves of Steel, Extraction).

So there's Mega Man! Leave questions, comments, etc below, as per usual.
—DoctorBoson