DNW: Scott Dorks Out w/ Chun Li, MegaMan, and the Protoss

Scott Lynch

First Post
So, just to prove once again what a massive geek I am...

There's this place. This glorious, glorious place called http://remix.overclocked.org. Where folks remix video-game music. I :):):):) ye not... console games, mostly. All the old thumb-blisterers I used to burn my eyes out on for hundreds of hours on end in those mis-spent formative years from 1987 to 1994. Techno re-mixes of the MegaMan 2 music, F-Zero music, Super Mario Bros. music, Ninja Gaiden music... manna from heaven.

Then I stumbled over this one:

http://remix.overclocked.org/songs/Street_Fighter_2_China_Street_Beat_OC_ReMix.mp3

Once upon a distant time, I was a Street Fighter 2 terror and Chun Li was my weapon of choice.

Chun Li, Female Supernatural: 5'8", 160 Lb.
Martial Artist-10; TR 11; Medium-size humanoid
Initiative +15 (+5 Dex, +4 Feat, +6 power)
AC 23 (+5 Dex, +7 Class, +1 power)
DR/BDR: 2/2
Fort Save +10; Ref Save +18; Will Save +9;
Speed: 40
Hit Dice: 10d8 + 30 (80 HP)
Power Dice: 10d8 + 20 (70 PP)
Hero Points: 6
Fame: 55 Reputation: 31 Resources: 25
Base Attack Bonus +12/+7/+2; Melee +15/+10/+5; Ranged +17/+12/+7;
Preferred Attacks: Energy-charged kicks (+16/+11/+6, Critical Range 20, x2, damage 2d10+5), Energy-charged punches (+17/+12/+7, Critical Range 20, x2, damage 2d10+4)
Alignment: CG
Str 16 (+3)
Dex 20 (+5)
Con 16 (+3)
Int 14 (+2)
Wis 14 (+2)
Cha 15 (+2)
Feats: Martial Arts Style: "Hard" Kung Fu, Improved Initiative, Power Attack, Cascade Blow, Acrobatic Attack, Sumersault Attack, Flying Kick, Lightning Reflexes, Dodge
Languages: English (S/R), Mandarin Chinese (S/R)
Skills: Balance +15, Climb +10, Concentration +10, Drive Automobile +6, Hide +12, Jump +37, Listen +10, Move Silently +10, Perform +11, Streetwise +10, Swim +8, Tumbling +11
Class Abilities: Improved Unarmed Strike, Deadly Unarmed Strike, Wisdom Bonus to AC, Fast Move, Stunning Attack, Evasion, Uncanny Dodge
Advantages: Connection (Law enforcement agency– Interpol)
Complications: Nemesis (M. Bison), Nemesis (Shadaloo Organization), Billy the Kid Syndrome, Foresworn From Firearms, Hero's Code: Mercy
Super-Powers: Amazing Leap (+20 to Jump checks), Energy Attack (Touch, 1d10 pure energy), Danger Sense, Super-Reflexes (+6 Initiative, +2 Reflex Save, +1 dodge bonus to AC), Instinctive Fighting (+2 BAB, +1 AC)
Gear: Blue and white fighting outfit based on traditional Chinese acrobat's costume, spiked bracelets, lacquered hair pins

Well, this got me in a video-gamey mood, so I'm also cooking up some stats for a version of MegaMan and a Protoss Zealot from *StarCraft.*

Glee!

SL
 

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Just so you know what ya have to work with: I spend more time talking to people on-line than face to face, I always ahve a bundle of penciles in my shirt pocket, I go to Star Wars and RPG (well DUH) message boards, my acne has taken over probably my entire face, and I'm the only guy at school with a pony tail. Do you think you can geekdify me???

*Oh, and thanks for fixing the name Wikid one.
 

<b>Scott, how can I go about becoming as geeky as you when I grow up?</b>

Moe, you will go to the Dagobah System. There you will learn from Yoda, the Jedi Master who instructed me.

What? You don't have a spaceship? Well, stick with playing *Deeds Not Words.* You'll get there eventually.

Cheers,

SL
 

Another little blue wonder!

Presenting MegaMan... the plucky little android created by Dr. Light to take on Dr. Wiley's small army of evil robots! MegaMan is something of an underachiever, though he can build himself up by acquiring powers, just like in the video games...

MegaMan, Male Machine Life (Android): 4'6", 125 Lb.
Adventurer-8; TR 10; Medium-size humanoid
Initiative +8 (+4 Dex, +4 Feat)
AC 19 (+4 Dex, +4 Class, +1 power, +1 helmet)
DR/BDR: 0/0
Fort Save +8; Ref Save +11; Will Save +6;
Speed: 30
Hit Dice: 8d8+24 (74 HP)
Power Dice: 8d8+16+5 (70 PP)
Hero Points: 8
Fame: 0 Reputation: 0 Resources: 0
Base Attack Bonus +6/+1; Melee +8/+3; Ranged +10/+5;
Preferred Attacks: MegaMan relies heavily upon his accurate but underpowered built-in energy blaster (+11/+6, pure energy damage 1d6, critical range 20, x2, increment 50 ft.)
Alignment: LG
Str 14 (+2)
Dex 18 (+4)
Con 16 (+3)
Int 14 (+2)
Wis 14 (+2)
Cha 11 (+0)
Feats: Weapon Focus: Energy Blast, Lightning Reflexes, Improved Initiative, Dodge, Hidden Power, Athletic
Weapon/Armor Proficiencies:
Languages: English (S/R)
Skills: Balance +5, Climb +11, Defeat Security +10, Hide +12, Jump +23, Listen +10, Move Silently +12, Pilot Aircraft +6, Pilot Spacecraft +6, Search +6, Spot +10, Swim +7
Class Abilities: Fabled Luck 1/Session, Adventurer's Instincts (2), Field Experience (3), Jack-of-All-Trades, Lucky Item (Helmet), Bonus Feat
Advantages: None
Complications: Nemesis (Dr. Wiley)

Special Abilities: MegaMan is immune to mind-influencing effects (charms, compulsions, hypnotism, phantasms, induced fear, etc.). He is also immune to poison, sleep, paralysis, stunning, death effects, necromantic attacks, radiation, and diseases of organic creatures. He does not breathe or eat. He is also not subject to ability damage, ability drain, or to death from massive damage.

Special Weaknesses: MegaMan cannot heal lost Hit Points by the use of medicine, first aid, healing spells, potions, or the use of powers such as Healing Touch. He suffers a -4 penalty to Charisma when dealing with organic life, as well as a -2 penalty to the skills Animal Empathy and Handle Animal. He suffers 1d6 points of additional damage from electrical attacks and from corrosive attacks. MegaMan is vulnerable to electromagnetic pulses, and must make Fort Saves (DC set by the GM) to resist shutdown (equivalent to unconsciousness) for 1d10 rounds when exposed to EMP.

Super-Powers: Amazing Leap I (+20 to Jump checks), Darkvision, Energy Attack I (Ranged Balanced, 1d6 damage, pure energy, increment 50 ft.), Adaptive Power Absorption (Unique power: MegaMan can permanently gain one level of a super-power possessed by another machine life character, after defeating and subduing that character), Resistances (Ice/Cold, Fire/Heat, each DR 10)

Gear: Removable helmet (counts as a tactical helmet)
 

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