[icons] Unconventional Heroes. [OOC]

Walking Dad

First Post
Very interested (and got the pdf :)). Could we also opt for the random creation method?

a) easier when not everyone has a book for making the characters. We just post the needed rolls.
b) random sounds fun for a BadRongFun game.

If not, I will try how the system handles shapeshifting, playing the bastard son of the mythological Loki :)
 
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Relique du Madde

Adventurer
Very interested (and got the pdf :)). Could we also opt for the random creation method?

a) easier when not everyone has a book for making the characters. We just post the needed rolls.
b) random sounds fun for a BadRongFun game.
Good idea. I'll post the general info for doing the rolls for those who want to create random characters (and don't have the book).


[sblock=Random Generation]

Phase 1: Origin (2d6)
2-4 Trained: 3 bonus specialties. 3 fewer powers (minimum 0). All powers non innate.
5-6 Transformed: Increase one ability or power by +2
7 Birth Right: One additional innate power of your choice or +2 to any rolled power.
8 - 9 Gimmick: All powers are devices. +2 to one Mental Ability (Awareness, Intellect, or Willpower)
10 Artificial: +2 Strength. You can choose Life Support as a bonus power.
11 Unearthly I: Increase two abilities by +2. You get one fewer power (minimum 1).
12 Unearthly II: Roll twice on this table (ignoring duplicates or results of 12). Your character gains the results of both origins.

Phase II: Abilities.

Roll each ability in the following order: Prowess, Coordination, Strength, Intellect, Awareness, Will Power. You may swap two abilities levels then add any modifiers from Phase I. If your total level of your abilities re under 20, discard all results and reroll.

LEVEL DETERMINATION TABLE (2d6)
2: 1
3: 2
4: 3
5 - 6: 4
7 - 8: 5
9 -10: 6
11: 7
12: 8

Phase III: Powers
Determine the number of powers you get.
2-4: 2
5-7: 3
8-10: 4
11-12: 5

Roll each Power. If you roll more then one of the same type of power (movement, offensive, etc) you can re-roll to get a different type. If you roll the same power twice, you can choose to increase the power's level by +2 (10 max) or roll again to select a new power. To determine if a power is innate or a device, roll 1d6: 1-3 Innate, 4-6 Device.

Power Type
2-3: Alteration
4-5: Controll
6: Defensive
7: Mental
8: Movement
9-10: Offensive
11-12: Sensory

Some powers have bonus powers.* I'll place them in the descriptions as I see what people get. This way you can tweek up your character after rolling instead of having to deal with whatever fate handed you. But as a hint, any time I wrote "as an added effect" or "for 1 additional point" in the power's description, that my friend is a "bonus power."

[sblock=Alteration Powers (1d6 twice)]
1-2
.....1 Ability Boost. Roll 1d6 to assign ability randomly. 1: PRO, 2: CRD, 3:STR, 4: INT, 5: AWE, 6: WLL
.....2 Ability Increase. +2 to one ability. Roll 1d6 to assign ability randomly. 1: PRO, 2: CRD, 3:STR, 4: INT, 5: AWE, 6: WLL. Only counts as a power if the ability ends up being 7+
.....3 Alter Ego. If you roll twice this becomes serial alter ego.
.....4 Alternate Form
.....5 Aquatic
.....6 Chameleon
3-4
.....1 Density
.....2 Duplication •
.....3 Extra Body Parts. Choose type or roll 2d6.
.....4 Growth
.....5 Invisibility
.....6 Phasing
5-6
.....1 Material Duplication•
.....2 Power Duplication •
.....3 Power Theft •
.....4 Transformation •
.....5 Shrinking
.....6 Stretching
[/sblock]

[sblock=Control Powers (1d6 Twice)]
1-2
.....1-4 Elemental Control. Choose 2 effects. Then roll 1d6 twice for type.
.....5-6 Alteration Ray. Roll 1d6 for type
3-4
.....1-3 Telekinesis
.....4 Animation
.....5 Plant Control
.....6 Probability Control •
5-6
.....1 Healing
.....2 Power Nullification
.....3 Time Control •
.....4 Transmutation •
.....5-6 Wizardry•
[/sblock]


[sblock=Defense Powers (1d6 Twice)]
1-2
.....1-3 Force Field
.....4-6 Invulnerability
3-4
.....1 Absorption
.....2 Immortality •
.....3-4 Immunity •
.....5-6 Reflection •
5-6
.....1-2 Life Support
.....3-4 Regeneration
.....5-6 Resistance
[/sblock]

[sblock=Movement(1d6 Twice)]
1-4
.....1-2 Flight
.....3-4 Super-Speed
.....5 Swinging
.....6 Teleportation •
5-6
.....1 Burrowing
.....2 Dimension Travel
.....3-4 Leaping
.....5-6 Wall-Crawling
[/sblock]

[sblock=Offensive Powers (1d6 Twice)]
1-3
..... 1 Affliction
.....2 Binding
.....3-4 Blast
.....5-6 Strike
4-6
..... 1 Aura
.....2-3 Blinding
.....4 Fast Attack
.....5 Life Drain
.....6 Paralysis
[/sblock]

[sblock=Sensory (1d6 Twice)]
1-3
.....1-2 Detection Choose or roll 2d6 for type.
.....3 ESP
.....4-6 Supersenses. Roll 1d6 for type. 1-2 Additional, 3-4 Enhansed, 5-6 Extended.
4-6
.....1-2 Danger Sense
.....3 Interface
.....4 Postcognition
.....5-6 Precognition
[/sblock]

[sblock=Mental Powers (1d6 Twice)]
1-3
..... 1 Astral Projection•
.....2-3 Illusion
.....4 Mental Blast
.....5-6 Telepathy
4-6
..... 1 Animal Control Choose or Roll 2d6 for type.
.....2 Emotion Control. If only one emotion raise level by +2. Choose or roll 2d6 for emotion.
.....3 Mind Control •
.....4-5 Mind Shield
.....6 Possession •
[/sblock]
• These powers are count as two powers.

Roll Level of each power using LEVEL DETERMINATION TABLE.


Phase 4: Specialties
Roll the number of specialties, then select the ones you want from the list. Note: [Expert] specialties count as 2, [Master] specialties count as 3.

NUMBER OF SPECIALTIES
2 - 4: 1
5 - 7: 2
8 - 10: 3
11 -12: 4

Select specialties from Specialties list.


Phase VI: Stamina, Background, and Determination
Stamina = Strength + Will Power
Come up wit ha good background.
Determination = 6 - ( [# Abilities over 7+] + Number of Powers]) <minimum 1>
Come up with at least 2 qualities and 1 challenge.

*"Bonus powers" fill one of your power slots without having your having to roll it on the table.
** No level can be over 10.



[/sblock]

Anyways... since I'm allowing random generation, up the point totals on the point buy characters to 45.
 
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Walking Dad

First Post
Origin (2d6=10)
Artificial

Ability levels (Prowess, Coordination, Strength, Intellect, Awareness, Will Power) (2d6=6, 2d6=11, 2d6=4, 2d6=6, 2d6=6, 2d6=5)

Prowess 4 7
Coordination 7 4
Strength 3 + 2
Intellect 4
Awareness 4
Willpower 4

Number of Powers (2d6=7)
3 Powers

Power 1 (2d6=8, 1d6=6, 1d6=5)
Wallcrawling

Power 2 (2d6=5, 1d6=2, 1d6=6)
Alteration Ray Type (1d6=1)
Density Ray -> Changed to Life Support

Power 3 (2d6=9, 1d6=1, 1d6=1)
Affliction

Power Levels (Wallcrawling, Life Support, Affliction) (2d6=9, 2d6=2, 2d6=7)
re-roll for 'crappy power' ;) Life Support PL (2d6=5)

Wallcrawling 6
Life Support 5 (Sleeping, 4 more)
Affliction 5

Number of Specialties (2d6=9)
3 Specialties
(Acrobatics, Martial Arts, Stealth)


Stamina = 8

Determination = 2

Challenges:
Personal (Social?) - No true human (he is a cloned being, without true civil rights)
Personal - Shyness before the media, doesn't like interviews, lets overs take the credits

Qualities:
Catch Phrase - "Feel my Sting!"
Motivation - Proofing that he isn't just a soulless clone by helping others and being 'good'
Connection - Military
Epithet - Super-Soldier of the Next Generation


Cost would have be: 46


Arac-Knight

Arac-Knight was genetically engineered as a prototype of a new super-soldier. All abilities were boosted to above average rank with incredible close combat abilities. A bonus to the possible missions were the deletion of the need to sleep, climbing gear or weapons. But they forgot something to delete: consciousness!
So he 'rebelled' against the wet-work missions. To expensive to waste, he was transferred to public relations, as proof, that the government can produce it's own 'heroes', not just soldiers...

More to come...
 

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Herobizkit

Adventurer
Origin: 2d6=11 Unearthly I

Ability Scores: 2d6=8, 2d6=5, 2d6=9, 2d6=8, 2d6=5, 2d6=7

Prowess: 5
Coordination: 4 (swap to Str) 6+2= 8
Strength: 6 (swap to Coord) 4
Intelligence: 5
Awareness: 4+2= 6
Willpower: 5

Number of Powers: 2d6=8 4-1 = 3 Powers

Power 1: 2d6=5, 1d6=4, 1d6=1 Control: Telekinesis

Power 2: 2d6=10, 1d6=4, 1d6=3 Offensive: Blinding

Power 3: 2d6=12, 1d6=1, 1d6=5 Sensory: Supersenses Type: 1d6=4 Enhanced

Power Levels: 2d6=2, 2d6=8, 2d6=7 Telekinesis 1, Blinding 5, Enhanced Supersenses 5

Specialties: 2d6=5 2; Military, Pilot

Stamina: 14

Determination: 1

Qualities:
Hella rich: X sold the wreckage of his warship to an undisclosed source (actually Dark Star), giving him the revenue and prestige of a billionaire entrepreneur.
Celebrity: X isn't shy, either. He knows he stands out in a crowd, and when he's not relaxing at home, he's out on the town mixing it up with A-list celebs or throwing wild parties at his mansion.
Activist: Despite his ego (or perhaps because of it), X donates a good portion of his time and money to support groups such as the WWF, Greenpeace, and other associations that protect Mother Earth and her Children.

Challenges:
Deserter: his home planet isn't happy that he up and left the war with a valuable piece of technology. He's persona non grata on his home world, and there is a government-issued price on his head.
Dark Star leverage: Dark Star is aware of X's origins and his bounty; as such, they have a way of strong-arming him into doing the occasional dirty job "off the books" with threats of cutting off his funding or turning him over to his former government.
Glory Hound: Every team has one. He never refuses to stop and talk to the press and explain how awesome he is.

[sblock=HeroMachine]2.5b5*m1*Character Name*Hair:Standard,fraBlank,FFFFFF,FFFFFF,100,100,23,Eyebrows:Standard,fraBlank,FFFFFF,FFFFFF,100,100,21,Eyes:Standard,aliens,FFFFFF,FFFFFF,100,100,20,Nose:Standard,widelong,00769C,FFFFFF,100,100,27,Mouth:Standard,stogie,FFFFFF,FFFFFF,100,100,18,Beard:Standard,fraBlank,FFFFFF,FFFFFF,100,100,26,Ears:Standard,fraBlank,FFFFFF,FFFFFF,100,100,19,Skin:Standard,tiger,00769C,39BAB5,100,100,6,Mask:Standard,fraBlank,FFFFFF,FFFFFF,100,100,22,Headgear:Glasses,cyclops,FFFFFF,FFFFFF,100,100,29,Undershirt:Standard,long,202020,181818,100,100,7,Overshirt:Standard,blox,6A0108,A66900,100,100,8,Coat:Standard,fraBlank,FFFFFF,FFFFFF,100,100,25,RightGlove:Standard,tek1,FFFFFF,FFFFFF,100,100,17,LeftGlove:Standard,tek1,FFFFFF,FFFFFF,100,100,16,Insignia:Standard,fraBlank,FFFFFF,FFFFFF,100,100,9,Neckwear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,24,Belt:Standard,pouches,FFFFFF,FFFFFF,100,100,15,Leggings:Standard,long,181818,181818,100,100,10,Overleggings:Standard,blox,6A0108,FFFFFF,100,100,11,Pants:Standard,fraBlank,FFFFFF,FFFFFF,100,100,14,RightFoot:Standard,blox,6B0039,E70052,100,100,13,LeftFoot:Standard,blox,6B0039,006938,100,100,12,Back:Standard,fraBlank,FFFFFF,FFFFFF,100,100,3,Wings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,4,Tail:Standard,fraBlank,FFFFFF,FFFFFF,100,100,5,Aura:Standard,fraBlank,FFFFFF,FFFFFF,100,100,2,Companion:Standard,fraBlank,FFFFFF,FFFFFF,100,100,31,Background:Standard,fraBlank,FFFFFF,FFFFFF,100,100,1,RightHand:Limbs,fraBlank,FFFFFF,FFFFFF,100,100,30,LeftHand:Firearms,bfg,FFFFFF,FFFFFF,100,100,28,#[/sblock]
 
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Walking Dad

First Post
...

Ability Scores: 2d6=8, 2d6=5, 2d6=9, 2d6=8, 2d6=5, 2d6=7

Prowess: 8
Coordination: 5 (swap to Str) 9
Strength: 9 (swap to Coord) 5+2 = 7
Intelligence: 8
Awareness: 5+2 = 7
Willpower: 7
...

You have to use the LEVEL DETERMINATION TABLE (2d6) (from RdM's post above) as you did for powers:

2: 1
3: 2
4: 3
5 - 6: 4
7 - 8: 5
9 -10: 6
11: 7
12: 8

So
Prowess: 8 = 5
Coordination: 5 (swap to Str) 9 =6
Strength: 9 (swap to Coord) 5+2 = 7 = 5
Intelligence: 8 = 5
Awareness: 5+2 = 7 = 5
Willpower: 7 = 5

=
Stamina 10
Determination 3


Still very good. (Sorry, I'm not the DM, I hope you don't think the post inappropriate)
 


Herobizkit

Adventurer
No worried, WD - I edited my original post when I figured out that a base 9 was too high. :)

I gotta say, though, my guy is pretty one-dimensional. He has a pathetic TK power, a really awesome Blinding power, and otherwise is awesome stat-wise. I'm guessing he'll be able to do anything non-super he wants.

I made his specialties Military and Pilot because I envision him as an alien pilot/navy Seal type. His reflexes and senses make him an epic gunslinger right off the bat (hence why I chose Pilot instead of Guns), and so I envision him as a Grifter-type (from WildC.A.T.S fame).
 

Shayuri

First Post
Suggestion: His Blinding attack is really just a clever use of his TK. He can use his otherwise weak TK to grab people's eyelids and hold them shut!
 

Walking Dad

First Post
Or sqeezing the optic nerve. BTW, I have a small miss in the correction and I will change the symbol and the name of my character.

New name: Arac-Knight
 

Relique du Madde

Adventurer
Walking Dad>
About your character-> evil thoughts. evil thoughts.

Anyways, don't worry your helping Hbk out was cool.



Herobizkit>
Hmmm.. A seconds super soldier military guy. It Looks like a super team theme is starting to happen.

Shayuri's and Walking Dads description of Blinding with TK is actually pretty good considering that the system's pretty open ended about how it happens.

Here are the Bonus powers that are available, so if you want to swap TK, blinding, or Enhanced Senses out for a better power:

TK: As bonus powers: Attacking (as blast) using Will Power. Defending (Force field) at your TK level. Movement (flight) at your tk level

Blinding: As a bonus power you can blind more then once sense at a time OR as a bonus power you can blind multiple targets all targets within a close area.

Supersenses: As a bonus power Danger Sense or Detection. Let me just say DANGERSENSE IS AWESOME!!!! If you choose Danger sense you must reroll it's power level until it's higher then your Awareness level.

If you keep Supersenses, what type of enhanced sense do you want? Ie. Enhanced vision, hearing, etc.



Voda Vosa >
Don't worry. There isn't much you need to know to in order to play because the system's pretty streamline and simple. Hell, Steve Kenison pretty much stated that he wanted the game to be playable without having to learn too many rules before hand. So feel free to roll up a random character. :)

Also, I will fill in the cracks as things pop up.
 
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