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gryfn's characters

Posted: Wed Jun 16, 2010 6:07 pm
by gryfn
as its a slow day ill post a 20 pt er who I'm not quite sure how to do
hes my version of an old TV character.

Johnny Sukko breakdown 6 + 14
brawn 1 agility 1 mind 1
soak 2 hits 80

advantages rank ,cool , taken seriously
disadvantages very young normal

skills


powers
6 summoning robot 5 no concentration gadget watch
1 armor gadget
2 flight 2 jetpack gadget
combat advice
5 combat advice special attack 5 only affects flying robot variable affects other takes a extra action

rockets ,robot fist , lazier eyes , flambe thrower ect

Flying Robot 7 stats + 5 powers
brawn 5 agility 1 mind 1
soak 5x +25
hits 60
advantages unliving
disadvantages freak duty
powers
5 size 5 + 25 brawn rolls
2 flight 2

weakness
2 electric attacks do double damage

basically the way i want combat advice to work is when Johnny uses an attack action , the robot can preform a special attack
for its action

Posted: Fri Jul 16, 2010 7:45 pm
by gryfn
since mystery men seem to be all the rage these days

Vita-Man 20 mental malfunction needs to rationalize drug use
brawn 3 agility 3 mind 3
advantages never surrender , vehicle motorcycle
disadvantages normal , secret addict

skills
athletics / aerobatics , stealth / move silently , drive / acceleration
science / bio chemistry medicine / toxicology , technology repair

powers
1 fleet of foot
1 regeneration

equipment
belt with pouches filled with power up pills +1 brawn and +1 agility

motorcycle 17
brawn 2 agility 4 mind 0
advantages secure , auto seat-belt for free
disadvantages open
powers
running 4
armor 1

ive a question about vita mans skills hes a normal man who uses drugs to boost his stats to superhuman level for a few minuets as his agility is sometimes 2 and sometimes 3 dose he get 2 or 3 skills , dose his number of skills maybe change
normally hes like this
Vita-Man 20 normal stats
brawn 2 agility 2 mind 3
advantages never surrender , vehicle motorcycle
disadvantages normal , secret addict

skills
?????
science / bio chemistry medicine / toxicology , technology repair

Posted: Sat Jul 17, 2010 12:03 am
by Lindharin
Personally, for something like that, I'd build him as:
Brawn 2, Agility 2, Mind 3
Boost Brawn 1 via Pills (1 pt)
Boost Agility 1 via Pills (1 pt)
Fleet of Foot (1 pt)
Healing 1 (1 pt) - or 2 levels with a limitation if it is only via the Pills.
That's 18 points, so he could pick up some Martial Arts or Unarmed Technique, Skillful, etc.

And built that way, he's only got Agility 2 (boost doesn't count), so 2 physical skill picks.

Posted: Sat Jul 17, 2010 1:12 am
by gryfn
i just reread boost your right that's exactly what its for
thanks