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Firefly D20?
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<blockquote data-quote="Pbartender" data-source="post: 3229969" data-attributes="member: 7533"><p>It doesn't matter... I'm trying to emulate, stat-wise, two things with River. First, the "sleeper agent" plot device -- usually she's a mostly useless and crazy girl, but sometimes she turns into a cold-blooded killing machine. Second, her fighting ability -- within the scope of movie that means the ability to pull some fancy moves and take down an entire room full of mooks... Oh, and beat up Jayne. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>And... Now that the "filter" is removed, slowly realizing her full potenital would be essentially equivalent to gaining additional levels as a Soldier.</p><p></p><p>It's not a full stat block, but here's a rough sketch of how it might work in SC 2.0, using the standard SC 2.0 point buy. I went with level 7, to give her a few extra cool feats, but it feasibly could have been done at as low a level as 3rd. The important part is the "alternate idenity" part of her Test Subject origin... It allows her to switch between her two main roles (power levels) in the show.</p><p></p><p>Plus, all her "psychic" insights and suh can be modeled easily modeled through Action Dice.</p><p></p><p>Also notice that most of the feats chosen are nto <em>necessary</em> feats... Many of them could be swapped out for other feats in order to better portray anyone's personal ideal of her fighting style.</p><p></p><p><strong>RIVER TAM, Level 7 Soldier</strong></p><p>Orphaned (+2 to any 1 attribute, -2 to any 1 attribute, 1 additional weapon proficiency, 1 additional action die per session)</p><p>Test Subject (Great Fortitude, highest attribute +2, lowest attribute -2, alternate identity, unnerving I)</p><p></p><p>Str 9, Dex 16, Con 10, Int 20, Wis 10, Cha 10</p><p></p><p>Action Dice: 5 (d6)</p><p></p><p>Wounds/Vitality: 13/48</p><p>DR: 1/-</p><p></p><p>BAB: +7 (Unarmed +13, 2d6+1d4+5, 19-20/x2)</p><p>BDB: +3 (Defense 16)</p><p>BIB: +7 (Initiative +10)</p><p>F/R/W: +7/+5/+5</p><p></p><p><strong>Skill Points:</strong> 80 (Athletics, Drive, Intimidate, Notice, Resolve, Search, Survival, Tactics)</p><p></p><p><strong>Weapon Proficiencies:</strong> 10 - Blunt, Edged, Exotic (Blunt), Exotic (Edged), Handgun, Hurled, Rifle, Submachine Gun, Unarmed (forte).</p><p></p><p><strong>CLASS ABILITIES</strong></p><p></p><p><strong>Accurate:</strong> Roll 2 dice, whenever you spend one action die to boost an attack check.</p><p><strong>Fortunes of War I:</strong> Gain +1 DR. A number of times equal to your starting action dice, use a free action to double this bonus for one round.</p><p><strong>Armor Use I:</strong> +1 bonus to defense and -1 ACP when wearing armor. Gain one free caliber I piece of armor.</p><p><strong>Weapon Specialist (Killer Instinct, Unarmed):</strong> +1d4 damage with each unarmed attack.</p><p></p><p><strong>FEATS</strong></p><p></p><p><strong>Contempt:</strong> You may take an additional attack against a standard NPC as a free action once per turn.</p><p><strong>CQB Basics:</strong> +1 to hit against oppnents within CQB range (30'). Make Threaten actions with readed ranged weapons. Ignore attack penalty for fired into melee.</p><p><strong>Boxing Basics:</strong> Gain stance and trick... Closed Stance, Double Jab.</p><p><strong>Dueling Basics:</strong> +2 defense against opponent or +1 Defense against all opponents. Once per round, when using a melee attack, target an oppionent 5' beyond your reach.</p><p><strong>Great Fortitude:</strong> +3 wounds, +3 Fortitude saves.</p><p><strong>Kicking Moves:</strong> Gain three tricks... Back Flip, Guillotine Kick, Power Kick.</p><p><strong>Martial Arts (intelligence):</strong> Unarmed threat range is 19-20. Unarmed damage +1d6. Apply intelligence modifier to unarmed attack and damage rolls.</p><p><strong>Two-Hit Combo: </strong>One extra unarmed attack, -2 to all attack and skill checks for one round.</p><p></p><p><strong>OTHER ABILITIES</strong></p><p></p><p><strong>Unnerving I:</strong> Each time River inflicts 1 or more points of damage with an unarmed or melee attack, the target suffers 1d4 points of stress damage.</p><p><strong>Alternate Identity:</strong> River is normally a very confused, very scared and slightly crazy little girl. Her Soldier identity only surfaces under extreme circumstances. The DC of any skill checks made to view her true Soldier identity are increased by 10, when she's being a scared girl. Switching from one identity to another requires 2 full rounds, and can be triggered by a variety of methods including subliminal messaging and secret safe-words.</p><p></p><p><strong>River Tam (Confused, Scared and Crazy Girl) +7 xp </strong></p><p>Initiative +3; Attack +1; Defense 13; Resilience +1; Damage Save +4; Competence +0; </p><p>Wealth: 0/0/0; Weapons: None; Gear: None; Vehicle: None; </p><p>Qualities: Achilles heel (stress damage), inferior attribute (Str -1), meek (-20), non-combatant, superior attributes (Dex +6, Int +10).</p></blockquote><p></p>
[QUOTE="Pbartender, post: 3229969, member: 7533"] It doesn't matter... I'm trying to emulate, stat-wise, two things with River. First, the "sleeper agent" plot device -- usually she's a mostly useless and crazy girl, but sometimes she turns into a cold-blooded killing machine. Second, her fighting ability -- within the scope of movie that means the ability to pull some fancy moves and take down an entire room full of mooks... Oh, and beat up Jayne. :D And... Now that the "filter" is removed, slowly realizing her full potenital would be essentially equivalent to gaining additional levels as a Soldier. It's not a full stat block, but here's a rough sketch of how it might work in SC 2.0, using the standard SC 2.0 point buy. I went with level 7, to give her a few extra cool feats, but it feasibly could have been done at as low a level as 3rd. The important part is the "alternate idenity" part of her Test Subject origin... It allows her to switch between her two main roles (power levels) in the show. Plus, all her "psychic" insights and suh can be modeled easily modeled through Action Dice. Also notice that most of the feats chosen are nto [i]necessary[/i] feats... Many of them could be swapped out for other feats in order to better portray anyone's personal ideal of her fighting style. [B]RIVER TAM, Level 7 Soldier[/B] Orphaned (+2 to any 1 attribute, -2 to any 1 attribute, 1 additional weapon proficiency, 1 additional action die per session) Test Subject (Great Fortitude, highest attribute +2, lowest attribute -2, alternate identity, unnerving I) Str 9, Dex 16, Con 10, Int 20, Wis 10, Cha 10 Action Dice: 5 (d6) Wounds/Vitality: 13/48 DR: 1/- BAB: +7 (Unarmed +13, 2d6+1d4+5, 19-20/x2) BDB: +3 (Defense 16) BIB: +7 (Initiative +10) F/R/W: +7/+5/+5 [B]Skill Points:[/B] 80 (Athletics, Drive, Intimidate, Notice, Resolve, Search, Survival, Tactics) [B]Weapon Proficiencies:[/B] 10 - Blunt, Edged, Exotic (Blunt), Exotic (Edged), Handgun, Hurled, Rifle, Submachine Gun, Unarmed (forte). [B]CLASS ABILITIES[/B] [B]Accurate:[/B] Roll 2 dice, whenever you spend one action die to boost an attack check. [B]Fortunes of War I:[/B] Gain +1 DR. A number of times equal to your starting action dice, use a free action to double this bonus for one round. [B]Armor Use I:[/B] +1 bonus to defense and -1 ACP when wearing armor. Gain one free caliber I piece of armor. [B]Weapon Specialist (Killer Instinct, Unarmed):[/B] +1d4 damage with each unarmed attack. [B]FEATS[/B] [B]Contempt:[/B] You may take an additional attack against a standard NPC as a free action once per turn. [B]CQB Basics:[/B] +1 to hit against oppnents within CQB range (30'). Make Threaten actions with readed ranged weapons. Ignore attack penalty for fired into melee. [B]Boxing Basics:[/B] Gain stance and trick... Closed Stance, Double Jab. [B]Dueling Basics:[/B] +2 defense against opponent or +1 Defense against all opponents. Once per round, when using a melee attack, target an oppionent 5' beyond your reach. [B]Great Fortitude:[/B] +3 wounds, +3 Fortitude saves. [B]Kicking Moves:[/B] Gain three tricks... Back Flip, Guillotine Kick, Power Kick. [B]Martial Arts (intelligence):[/B] Unarmed threat range is 19-20. Unarmed damage +1d6. Apply intelligence modifier to unarmed attack and damage rolls. [B]Two-Hit Combo: [/B]One extra unarmed attack, -2 to all attack and skill checks for one round. [B]OTHER ABILITIES[/B] [B]Unnerving I:[/B] Each time River inflicts 1 or more points of damage with an unarmed or melee attack, the target suffers 1d4 points of stress damage. [B]Alternate Identity:[/B] River is normally a very confused, very scared and slightly crazy little girl. Her Soldier identity only surfaces under extreme circumstances. The DC of any skill checks made to view her true Soldier identity are increased by 10, when she's being a scared girl. Switching from one identity to another requires 2 full rounds, and can be triggered by a variety of methods including subliminal messaging and secret safe-words. [B]River Tam (Confused, Scared and Crazy Girl) +7 xp [/B] Initiative +3; Attack +1; Defense 13; Resilience +1; Damage Save +4; Competence +0; Wealth: 0/0/0; Weapons: None; Gear: None; Vehicle: None; Qualities: Achilles heel (stress damage), inferior attribute (Str -1), meek (-20), non-combatant, superior attributes (Dex +6, Int +10). [/QUOTE]
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