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CHARACTERS: START HERE.

Posted by The GMFor group 0
The GM
GM, 2 posts
Sat 19 Feb 2022
at 16:36
  • msg #1

CHARACTERS: START HERE

First: Pick a genre that isn't typical fantasy. Suggestions:

--Space Opera
--Steampunk
--Cyberpunk
--Western
--Superhero
--Pulp Adventure
--War?
--Slice of life?
--Kids on Bikes?
--Film Noir?

NOT Allowed:
--Pirates/Ninjas/Samurai/Martial Artists (because I feel they're overused/too much like typical fantasy genre stuff)


Then choose a role/class:
--Gunslinger (specializes in ranged combat)
--Spy (specialty: stealth)
--Wide-eyed kid (specialty: luck and charisma, maybe stealth too)
--Soldier (specialty: tank or strategist)
--Noble (specialty: strategist)
--Inventor (specialty: engineering, item use)
--Detective (specialty: information gathering/analysis)
--Medic (specialty: healing/support)



STATS:
--Forceful (used mostly for melee combat and brute strength and being tough)
--Agile (used mostly for ranged combat and sneaking around)
--Insightful (used mostly for remembering useful stuff and figuring things out)
--Charming (used mostly for persuasion)

Assign these values to the four stats: +1, 0, -1, -2.

Next:

You get THREE COOL THINGS.
That's it. No more. Your stats and three cool things.

The three cool things are often:
--a thing you can do that no one else can do, but it doesn't always give you a bonus
--a thing that gives you a +1 bonus
--a thing that gives you a +2 bonus


Examples:


Jedi (or, y'know, whatever you wanna call it. Space Mystic? Planet Knight?):
(Space Opera Soldier/Tank)
--Forceful 0
--Agile +1
--Insightful +2
--Charming -1

--Lightsaber: +2 to hit, does 2d2 damage
--Telekinesis: +1
--Mind Trick: When communicating with a 1-hit NPC (or rather, an NPC who would be 1-hit if they weren't wearing armor), you may persuade with Insightful rather than Charming.



Spider-Man (or a superhero rip-off of Spider-Man, if you prefer-- Mr. Web? Arachnid-Boy?)
(Superhero stealth specialist)
Forceful: +1
Agile: +2
Insightful: 0
Charming: -1

--Wall-Crawling: 0
--Spider-Sense: Gets +1 when reacting to a surprise attack or surprise trap
--Web-shooting: doesn't do damage, but can
------stick things in place,
------create lines to swing over stuff (for him only), and can
------create nets to catch falling people or things.
------Opponents on the ground are immobilized on 1 hit, defeated on 2 hits unless freed
------Creatures using wings to fly fall to the ground on 1 hit
------creatures flying by magic are inconvenienced on 1 hit, and can no longer attack after 2 web hits


Old West Gunslinger:
(Old West Ranged Combat specialist)
Forceful: +1
Agile: +2
Insightful: 0
Charming: -1

--Two Pistols (extra +1 to attack): Shoot 1 bullet per round, that do 1d2 damage each. On an attack roll of 13 or better, do double damage. (On a "partial success," one pistol misses.) Ammo is magical and auto-reloads next round.

--Challenge: when you lock eyes with someone, you may force them to make a choice: freeze, back off, or draw with a -1 penalty for them.

--Size Up: When you’re having tense dealings with other sentient beings, you can always tell who would stand their ground if a fight started, who would flee if a fight started, and who’s an unpredictable wildcard. If you make a Charming roll to influence the situation, add an extra +1 to the roll.  If a fight starts, take +2 forward on your first roll in that fight.



Steampunk Gadgeteer:
(Steampunk Inventor)
Forceful: +1
Agile: 0
Insightful: +2
Charming: +1

--ELECTRO-BLASTER: does 1d3 electrical damage. On a roll of 12 or more, the zap can jump and do 1d2 damage to another nearby opponent, too.

--I'LL ADD THAT TO MY COLLECTION: You love magic items. You get a +2 to figuring out what they do, and to using them.

--TRAP GENIUS (+1): You get a +1 to spotting, identifying, disarming, and making your own traps.




Kid: (Typical Tween or Teen from the Kids on Bikes genre)
(Kids on Bikes Luck/Charm specialist)
Forceful: -1
Agile: 0
Insightful: +1
Charming: +2

--Harmless Aura (+1): Everyone acts like you are surrounded by a special aura. You get a +1 to resolving conflicts easily (this won't work once combat starts, unless both sides are "the good guys" who are fighting because of some simple misunderstanding). You are always the last character in the party that any opponent chooses to attack (they might want to take you hostage, but you'll be the last to be attacked) unless you actually harm an opponent yourself. (You get a -1 penalty to hit if you're trying to do damage, and do 1 hit if you do manage to hit). You also get a +1 to attempting to befriend beings of animal-level intelligence.

--Dodge and duck (+2): you get a +2 to dodging and ducking. There is always something big enough for you to hide behind suddenly (not necessarily big enough for you and anyone else though) unless the GM says so. (If the thing you're hiding behind is an ally or an enemy, you get an extra +1.)

--I Get It Now: When anyone, including you, takes damage, roll Insightful with a +2 extra bonus. If your roll is higher than the GM's roll, then you've had a sudden brilliant idea that will help improve the current situation. The GM will either tell you what it is, or ask you what it is.
This message was last edited by the GM at 20:00, Fri 25 Feb 2022.
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