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CHARACTER CREATION.

Posted by The GMFor group 0
The GM
GM, 1 post
Sun 24 May 2020
at 02:09
  • msg #1

CHARACTER CREATION...

To make your own character:

These are the stats:

--Forceful = tough and strong (Luke Cage, Big Barda are Forceful)
--Agile = agile and/or Sneaky (Spider-Man, Batman are Agile)
--Insightful = Geniuses and/or Psychic types (Mr. Fantastic, Emma Frost are Insightful)
--Charming = fast talkers and/or leaders (Captain America, Superman are Charming)
--Confident = extra important to those with abilities based on concentration (Storm, Green Lantern are Confident)

So to make your own character, distribute these scores: +2, +1, 0, 0, -1
Forceful:
Agile:
Insightful:
Charming:
Confident:


To play a hero (or antihero) who already exists in the comics, do the same, but add 1 extra point anywhere you want-- turn a +2 to a +3, or a +1 into a +2, or a 0 to a +1, or a -1 to a 0)...

But... characters with a +3 in any stat, however, get ANGST (see below)
This message was last edited by the GM at 18:23, Sat 06 June 2020.
The GM
GM, 2 posts
Tue 26 May 2020
at 02:20
  • msg #2

Re: CHARACTER CREATION...

MAKING YOUR OWN NEW CHARACTER, PART TWO:

Now that you've distributed your stats, tell me your special skills... you get three.

Here are examples:

--Tough: Like Luke Cage, this character is so tough, it's like they're armored. This PC ignores 1 damage each time they take damage.

--I Can Take It: Like Wolverine, this character gets 1 hp back every round.

--Claws or Swords or Arrows
You do 2 extra damage (or 1 extra stress) when you action up your foes

--Fencer
When you have the right kind of weapon, you can attack foes with Agile instead of Forceful.

--Real Strong:
When you use pure strength to destroy an inanimate obstacle, roll+Str.
--On a 10+, choose 3.
--On a 7-9 choose 2.
* It doesn’t take a very long time
* Nothing of value is damaged
* It doesn’t make an inordinate amount of noise
* You can fix the thing again without a lot of effort

--War Cry: When you enter battle with a show of force (a shout, a rallying cry, a battle dance) roll+Charming.
----On a 10+ both of the following things happen,
----On a 7–9, choose one or the other.
* Your allies are rallied and take +1 forward
* Your enemies feel fear and act accordingly (avoiding you, running and/or hiding, attacking with fear-driven abandon)

--Swashbuckling:
Your fighting style is showy and impressive. Gain +1 to a Charming roll the first time you talk to anyone who has seen you fight.




Casting Spells:
When you unleash a spell, roll 2d6 and then add your Confident modifier (or Insightful, if you are a Wizard or a Bard):

• On a 10+ the the spell is successfully cast, and the targets gets 1d6 health back. You may cast it again, later (the next round, if you want).

• On a 7 through 9, the spell is cast, but choose one:
--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--Your casting wears you out a little; take -1 ongoing to cast any spell until the next time you rest for at least an hour.
--After it is cast, you cannot cast that particular spell again until you rest for at least an hour.
--The spell is somehow less effective than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what).

• On a 6 or below, the spell is cast, but the GM will choose one:
--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--Your casting wears you out a little; take -1 ongoing to cast any spell until the next time you rest for at least an hour.
--After it is cast, you cannot cast that particular spell again until you rest for at least an hour.
--The spell is somehow less effective than it was supposed to be, or has some other unexpected side effect (the GM will tell you exactly what).


--Flight Spell: You (and only you) can Fly until the end of the scene (or, you are an Aarakocra, and can fly all the time).

--Healing spell: Each time you cast it, touch someone (or just attempt to cast it on yourself. If it works right, the spell is successfully cast, and the target gets 1d6 health back.

--Aura Spell:
You can create an aura of fire, or some other defensive aura.  On the off chance that people do reach you in melee, they take 1d4 damage or 1 stress when they damage or stress you in melee.

--Guidance Spell: Name a cosmic being, such as Gaea or The Phoenix, and cast the Guidance spell. If it's fully successful, you'll get a short message of advice from the cosmic being.

--Weather Control Spell: If successfully cast, this will allow the caster to make a change to the weather, including creating whirlwinds or calling down lightning.

--Wall-Crawling Spell: If successfully cast, this will allow the caster to walk or run on walls or ceilings, like a spider.

--Aarakocra: You are a feathered, beaked bird-person, with large feet like an eagle and wings that come out of your back. This allows you to fly, and counts as a power.

--Powering Up:
It takes you time to power up, frequently although not always because your powers are magic..  You get 1 more power than normal (this one doesn't count) - but unless you go into a scene prepared, you must spend two rounds preparing or charging up your abilities, or else you'll be restricted to Basic Moves...





All characters start with a base of 14 hp, affected by Forceful:

Forceful +3: 20 hp
Forceful +2: 18 hp
Forceful +1: 16 hp
Forceful  0: 14 hp
Forceful -1: 12 hp

They also start with a base of 10 sp (you can think of them as stress points) affected by Confident:

Confident +3: 16 sp
Confident +2: 14 sp
Confident +1: 12 sp
Confident  0: 10 sp
Confident -1:  8 sp


Sometimes bad things happen that physically hurt you, and they damage your body and you lose hp. But sometimes you'll take other sort of consequences-- a Fear spell, for example-- and you'll lose sp, or be at risk of it, anyway.

If you ever lose all your sp, you take a -1 penalty to all rolls, and the GM will give you a hard choice, like "you must either surrender, or else try to run away" or perhaps "you must either lash out blindly against anyone nearby, friend or foe, or lose consciousness for a few moments" or whatever other sort of hard choice seems appropriate to the GM...

If any of your stats ever permanently rise to better than +2, you also get ANGST. Angst is something that can make you lose sp faster...



"Normal" characters do 1d6 damage with a weapon, and 1d4 unarmed damage...


Here are four sample characters who already exist. You may choose from them, or just look at them to give you the idea...

--Cyclops: brilliance genasi
Cyclops is a human who is also half-genasi, which is to say, he is connected to one of the elemental planes. In his case, it's the elemental plane of brilliance. He can fire beams of pure (red-colored) brilliance from his eyes by raising the visor on his enchanted helmet.
Forceful: +2
Agile: 0            HP: 18
Insightful: 0       SP: 12
Charming: -1      Melee Damage: 1d4 unarmed/1d10 optic blast
Confident: +1
--Optic Blasts: Cyclops can blast things from a distance for 1d10 damage. He can bounce it off walls and other surfaces if he has to. He doesn't have to roll to hit unless they are actively dodging in some special way.
--Tactician: Cyclops can shout orders to his allies. If they do them, they take +1 forward, even if it's what they would have done anyway.
--Jeeeeeeeean: When someone dies, if Cyclops knows their name, he can shout it really loud. Then, he and all his allies take +1 on their next roll, and enemies take -1 on their next roll, unless their next roll involves running away.



--Ant-Man: human wizard
Ant-Man is a wizard who specializes in ants.
Forceful: 0
Agile: +1            HP: 14
Insightful: +2       SP: 8
Charming: 0        Melee Damage: 1d4
Confident: -1
--Reduce Spell: Ant-Man can reduce himself to ant-size. He can grow back whenever he wants.
--Summon Ants spell: This spell allows the caster to summon ants. If the spell is fully successful, the caster can ask the ants to do something, and they'll do it (such as get inside someone's armor and attack them that way. Ant-Man can also ride on a flying ant in this way.
--Shocking Jolt Spell: Ant-Man also has a spell that when correctly cast gives opponents a jolt of electricity, doing roughly 1d4 damage. On one hand, this spell can't jump more than 2 feet away from Ant-Man. On the other hand, this range does not shrink when he is riding on an ant, and flying ants are good at dodging, so the spell actually comes in handy sometimes.


--Man-Bat: human (?) druid
Man-Bat is a druid who's increasingly prefers his bat-like form to his original one.
Forceful: 0
Agile: +2            HP: 14
Insightful: +1       SP: 10
Charming: -1      Melee Damage: 1d6
Confident: 0
--Bat Form: Man-Bat can fly, and uses his claws instead of weapons.
--Sonar: Man-Bat can see in the dark by using his hearing instead. However, he takes -1 to rolls in bright sunlight, and takes extra stress from sound-based attacks.
--Sonic attack: He can also attempt to do 1d4 to those around him as a sound attack (Confident).



--Swamp Thing: shambling mound (former human, sort of)
Due to a magical accident, the Swamp Thing is a shambling mound with the mind of a man.
Forceful: +2
Agile: 0             HP: 18
Insightful: +1       SP: 10
Charming: -1        Melee Damage: 2d4
Confident: 0
--Nutrients: Swamp Thing can regain 1d4 hp just by standing still and rooting his feet in the ground for a round.
--Immortal: The Swamp Thing will regrow himself in 4 days as long as his body is not entirely burnt with fire or acid. This can be made to happen even faster by exposing his regrowing body to direct sunlight or mud.
--With difficulty (Confident), Swamp Thing can entangle nearby opponents by causing the grass or vines near them to grow and grasp them.
This message was last edited by the GM at 14:27, Fri 14 Aug 2020.
The GM
GM, 3 posts
Wed 27 May 2020
at 02:00
  • msg #3

Re: CHARACTER CREATION...


ANGST versions:

--Cyclops: brilliance genasi
Cyclops is a human who is also half-genasi, which is to say, he is connected to one of the elemental planes. In his case, it's the elemental plane of brilliance. He can fire beams of pure (red-colored) brilliance from his eyes by raising the visor on his enchanted helmet.
Forceful: +3
Agile: 0            HP: 18
Insightful: 0       SP: 12
Charming: -1      Melee Damage: 1d4 unarmed/1d10 optic blast
Confident: +1
--Optic Blasts: Cyclops can blast things from a distance for 1d10 damage. He can bounce it off walls and other surfaces if he has to. He doesn't have to roll to hit unless they are actively dodging in some special way.
--Tactician: Cyclops can shout orders to his allies. If they do them, they take +1 forward, even if it's what they would have done anyway.
--Jeeeeeeeean: When someone dies, if Cyclops knows their name, he can shout it really loud. Then, he and all his allies take +1 on their next roll, and enemies take -1 on their next roll, unless their next roll involves running away.

ANGST: Cyclops sometimes is distracted by emotional flashbacks about the deaths of those he's fought alongside

--Ant-Man: human wizard
Ant-Man is a wizard who specializes in ants.
Forceful: 0
Agile: +1            HP: 14
Insightful: +3       SP: 8
Charming: 0        Melee Damage: 1d4
Confident: -1
--Reduce Spell: Ant-Man can reduce himself to ant-size. He can grow back whenever he wants.
--Summon Ants spell: This spell allows the caster to summon ants. If the spell is fully successful, the caster can ask the ants to do something, and they'll do it (such as get inside someone's armor and attack them that way. Ant-Man can also ride on a flying ant in this way.
--Shocking Jolt Spell: Ant-Man also has a spell that when correctly cast gives opponents a jolt of electricity, doing roughly 1d4 damage. On one hand, this spell can't jump more than 2 feet away from Ant-Man. On the other hand, this range does not shrink when he is riding on an ant, and flying ants are good at dodging, so the spell actually comes in handy sometimes.

ANGST: Ant-Man served some time in prison and sometimes has overwhelming moments of indecision based on his past mistakes


--Man-Bat: human (?) druid
Man-Bat is a druid who's increasingly prefers his bat-like form to his original one.
Forceful: 0
Agile: +3            HP: 14
Insightful: +1       SP: 10
Charming: -1      Melee Damage: 1d6
Confident: 0
--Bat Form: Man-Bat can fly, and uses his claws instead of weapons.
--Sonar: Man-Bat can see in the dark by using his hearing instead. However, he takes -1 to rolls in bright sunlight, and takes extra stress from sound-based attacks.
--Sonic attack: He can also attempt to do 1d4 to those around him as a sound attack (Confident).

ANGST: Sometimes Man-Bat wishes he never had to turn into a human again. Sometimes he wants to complete the potion that would turn his wife into a woman-bat like him. Sometimes he knows that's wrong. Sometimes he doesn't. Sometimes his human side is at war with his bat side. It's upsetting


--Swamp Thing: shambling mound (former human, sort of)
Due to a magical accident, the Swamp Thing is a shambling mound with the mind of a man.
Forceful: +3
Agile: 0             HP: 16
Insightful: +1       SP: 10
Charming: -1        Melee Damage: 2d4
Confident: 0
--Nutrients: Swamp Thing can regain 1d4 hp just by standing still and rooting his feet in the ground for a round.
--Immortal: The Swamp Thing will regrow himself in 4 days as long as his body is not entirely burnt with fire or acid. This can be made to happen even faster by exposing his regrowing body to direct sunlight or mud.
--With difficulty (Confident), Swamp Thing can entangle nearby opponents by causing the grass or vines near them to grow and grasp them.

ANGST: Is he really still a man at all? Or is he a plant? Was he ever really a man? Does he have a soul?
This message was last edited by the GM at 02:01, Thu 28 May 2020.
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