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22:57, 2nd May 2024 (GMT+0)

CHARACTER CREATION.

Posted by The PuppeteerFor group 0
The Puppeteer
GM, 2 posts
Wed 1 Jun 2022
at 23:00
  • msg #1

CHARACTER CREATION

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STOP! Go read the Game Info if you haven't already:

Link back to this game


Okay now that you've read that, basically it's time to say it: YOU ARE A MUPPET.

You are waterproof, you never stain permanently, you can't be ripped... you are immortal.

Also, you do get hungry, but you absorb the energy from food without ever having to actually swallow it. You just OM NOM NOM it and crush it up and the crumbs or whatever fall back out of your mouth and that's okay, you feel kinda full. Human-looking muppets eat human food. Animal muppets can eat human food or their type of animal food (birdseed, say). Monsters can eat human food or one other type of thing (like, a monster character could say "my monster muppet can eat human food but really prefers rocks/leaves/icicles/whatever." (Also: some monster muppets specialize in one type of human food they find super yummy and just go nuts for it.)


There are three types of muppets:

--Animals. Frogs, bears, pigs, dogs, worms, foxes, whatever.
--Monsters: Most of these are, by far, furry and/or shaggy. Common colors are blue, red, green, purple but can be any color.
--People: Can be any color but more common are orange, yellow, purple, blue, brown.

The next question is: Are you
--Normal-sized (3 to 4 feet)(THIS IS MOST COMMON),
--Huge (6 to 8 feet) (This is less common), or
--Tiny (2 to 5 inches) (This is less common).

There are 4 stats: Agile, Insightful, Charming, Confident. Distribute +1, 0, 0, -1 to these stats. Then:

--If you are HUGE, subtract -1 from Agile, but obviously you can pick up and hold larger things than most other characters.

--If you are TINY (worm and bug muppets, for example, are consistently pretty tiny), add +2 to your Agile roll when you are trying to be stealthy or hidden or not noticed...

--A third consideration to consider is if there are TWO OF YOU. Let's not pretend you don't know what I'm talking about-- I'm talking about the kinds of muppets you almost always see together: Statler and Waldorf or Bunsen and Beaker, or those alien muppets that say "Yep" and "Nope" a lot. (It also applies to The Two-Headed Monster. (However, it does not apply to Bert and Ernie. They have just enough of a life of their own that they would count as two separate characters.) In this case, there's just... two of you, and you have the same stats. When you want to do something, anything, you roll once, just like any other character. You only roll separately if you get separated, like completely out of sight from one another (and you don't like being out of sight from one another)-- if that happens, each of you has a -1 to all rolls until you're together again.


"What if I'm an animal (muppet) that doesn't have hands, like a worm or snake or something?"

Okay, glad you asked. You can use your tail and mouth to move or carry things...

After that, you'll probably want to ask other characters for help... "But what if I want to, say, wear a backpack? Don't I need shoulders for a backpack?" No. When you want to wear a backpack, the characters will look over at you and you'll just have a backpack strapped to you that just fits you and won't slide off. Any NPCs that question this sort of thing will say "But where did you-- how did you-- never mind" and they'll shake their heads and move on. PCs should do this too.

However, to make up for not having hands, please give an extra +1 to either your Insightful, Charming, or Confident stat.



OKAY NEXT: All muppets start with one GIMMICK. You may propose yours to the GM, but some examples are below.

--Boomerang Fish Throwing (agile): With a successful Agile roll, you can throw a slightly-larger-than-your-hand-sized fish. If it doesn't hit anything, it comes back to you. (You never run out of fish.) If it does hit something, a fish in the face is a great way to distract someone and/or interrupt what they're doing.

--Steed (agile): If you are a not a Huge muppet, you can have a steed (say, if you're a smallish (but not tiny) muppet, a dog). You get a +1 to Agility rolls while on your steed. (Fail your roll, though, and your steed might not do what you want...)

--Magical Inventions (insightful): You can make magical inventions. Say "oh, I have just the thing for this," and then roll Insightful.

----Better than 12: You pull out a one-time-use magical item that perfectly fixes whatever problem needs solving-- it's even better than you expected.
----10 to 12: You pull out a one-time-use magical item that fixes whatever problem needs solving in exactly the way you hoped it would work.
----7 to 9: You pull out a one-time-use magical item that partially fixes whatever problem needs solving... or else it DOES perfectly fix that problem, but it causes a new, smaller problem.
----6 or lower: You pull out a one-time-use magical item that accidentally makes whatever's going on even worse.

--Demolitions (insightful): You have a talent for destruction. To destroy or damage something, say what you use to try to do so (a magic object? a weapon? fire?), and then roll Insightful.
----Better than 12: The target probably explodes or whatever, and there's no collateral damage.
----10 to 12: The target probably explodes or whatever, and there's very little collateral damage.
----7 to 9: The target probably explodes or whatever, but there's some collateral damage.
----6 or lower: Something explodes or whatever... but it's not the thing you were trying to destroy or damage.


--Comedy (using Insightful to Charm): You can tell jokes and be funny in order to try to distract someone, entertain them, or even to try to interrupt what they're in the middle of doing. You do this with Insightful. (This can be very handy if your actual Charming stat is low.)

--Counting Thunder (Charming): When you count things, and finish counting them, you can say "X! X things! Ha-ha-ha!" and thunder will happen. If you succeed on a Charming roll, this will distract or interrupt someone from what they're in the middle of doing.

--Music (charming): You're a musician. You can play an instrument, or sing, or probably both. Doing so with a successful Charm roll (and you get a +1 to the roll!) will allow you to distract someone, entertain them, or even to try to interrupt what they're in the middle of doing. They may even start singing along!

--You Are All Weirdos (Charming, interrupt): When you don't approve of what's going on, you can firmly say: "YOU ARE ALL WEIRDOS!" and roll Charming. Everyone will stop doing what they're doing-- just for a second. If your roll is successful, then they'll stop long enough to listen to whatever you have to say, and they'll take what you say next seriously.

--Heckling (charming interrupt): When you want to get under someone's skin, you can heckle them. Just say something funny about how they're not very good at what they're doing, and roll Charming. On a successful roll, they'll have to stop what they're doing to argue with you instead.

--Burst of Strength (confident): You are abnormally strong for a muppet! Add +1 to your Forceful roll anytime you want... But if you fail the roll, you'll be exhausted immediately afterward.

--Armor Can (trash can): You can walk-- slowly (you prefer to have someone carry you when possible), in a metal canister with a hinged top and handles on the sides. You ignore 1 damage from all physical attacks, and get +1 to resist all other kinds of attacks.

--Teachable Lesson (Charming, interrupt): Okay, the thing you have to understand is that some dolls were originally enchanted to help children learn. The character with this gimmick can roll Charming and shout out "Hey, that starts with the letter B!" or "Hey, there's 7 of those! That's my favorite number!" On a successful roll, the target MUST stop what they're doing and talk about this. "Why, um, yes, actually, it does start with the letter B, just like bird and ball and boot..." "Um, well, yes, I think you're right, let's see... 1, 2, 3, 4, 5, 6, 7... Yes, you're right, there's seven of them..." It does NOT matter what the target is doing, they MUST stop and have a Teachable Moment on a successful roll...

--Look What I've Got: You keep a wide variety of random innocuous objects on your person, waiting for just the right moment to utilize a relevant resource to overcome an obstacle. You can use an action to seize upon such opportunities, announcing your brilliance and producing a useful item from your comically deep pocket, seemingly endless pack, or whatever item you designate to use with this feat. You cannot put any other objects or creatures into your Look What I've Got storage.

The objects for this feat do not count against your carrying capacity, cannot be very valuable, and something about them (hot pink color, decorated with gaudy glitter, much larger than necessary) makes them unfit for resale or indeed more than one use.

When you use this gimmick, make an Insightful check. On a success, the item grants you advantage on one relevant ability check made within the next 10 minutes. On a failure, the item grants you a -1 penalty instead.

Once you have used this feat a number of times equal to your Insightful modifier +2, you cannot do so again until you finish a long rest.

Example items: A book, a rope (perhaps with grappling hook), a folding ladder, a fishing pole, a (folding) 10-foot pole, a mirror, an oar, etc.
This message was last edited by the GM at 18:37, Wed 08 June 2022.
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