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How The Freak Was Created |
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Character creation in
Heroes Unlimited
uses a mixture of random dice rolls and
tables. When selecting options in a table you can either use a random dice roll,
or (if the GM allows) choose the option.
Where a dice roll is required we have selected generally average rolls. Where you are optionally allowed to choose from a table we have chosen rather than rolling. "Rolling" Attributes In Heroes Unlimited each attribute is 3D6. We wanted to create a character that was powerful because of the way we had created it - not because it had a load of lucky rolls. So instead of actually rolling, we took an average of 10.5 for each statistic, then distributed it around a little to get initial attributes of: IQ: 12 ME: 10 MA: 10 PS: 10 PP: 14 PE: 12 PB: 6 SPD: 10 Selecting Character Type We selected the Alien Power Category. Being an alien gives The Freak additional bonuses to statistics simply because of his alien heritage. It has no particular disadvantages in power terms (you'll probably be pretty socially dysfunctional though). Determining Alien Appearance We selected humanoid skeletal from the table. This gives us the following bonuses: +1 to PP; +1D6 to speed (we rolled a 3); has a Horror Factor of 9+1D6 (we rolled a 5, giving 14); and PB cannot be higher than 8. The Horror Factor means that The Freak is hideous. So hideous in fact that opponents are likely to spend the first round of any combat puking their guts up and unable to attack. Physiological Modifications Due To Unearthly Environments You now select the environment of the character's homeworld. We selected low gravity from the table, which has the following effects: height is 5' 5" + 1D6 additional feet (we rolled 3, making him 8' 5"); weight 1D4 times 100 pounds (we got 300 pounds); SDC bonus 1D4 times 10 (we got 20); add 1D4 to the PP attribute (we got 3); speed penalty (reduce final speed by half). Determining Super Abilities We selected Possesses Super Abilities from the table. Possesses Super Abilities means that all members of your race have superpowers. It has one really nifty side-effect. Because your powers aren't actually super powers - that's just the way you are - they aren't affected by the Negate Super Powers ability! You then determine the number and category of super abilities. We selected 1 major super ability and 3 minor super abilties. The Major Super Ability we selected is Gem Powers. This ability enables you to use gems (precious stones) to temporarily give yourself super powers. When we get to calculating money you'll find that Alien characters get their starting wealth, which is considerably more than a standard character, in the form of precious stones. I think you get where we're going here... For our three Minor Super Abilities we selected Superhuman Strength, Extraordinary Physical Prowess and Healing Factor. Superhuman Strength adds 20 + 2D4 points to the current PS attribute. We rolled a 6, increasing our PS from 10 to 36. Extraordinary Physical Prowess adds 2D4 to PP attribute; adds 3D4 to Speed attribute; adds 1 extra attack per melee round; gives the ability of Automatic Dodge (can dodge without using a melee action) with a bonus of +3; adds 10% to physical skills requiring dexterity and physical prowess. Healing Factor adds 2D4 to the PE attribute; adds 2D6+6 to hit points; adds 25 to SDC; adds 20% to save coma/death; adds 3 to save verses magic and poision; adds 3 to save vs psionics. Determing Education & Skills We selected the Military Specialist skill range and selected from that: Tracking, Intelligence, Pick Locks, Wilderness Survival, Interrogation, Camouflage, Find Contraband & Illegal Weapons, Demolitions, Demolitions Disposal, Underwater Demolitions, WP Sword, WP Auto Pistol, WP Energy Pistol, WP Shield, Swimming/Scuba, Streetwise, Prowl, Hand-to-hand Martial Arts, Acrobatics, Gymnastics, Boxing, Wrestling, General Atheletics. Acrobatics gives a bonus to the Prowl skill, and additional bonuses to roll with punch/fall, PS, PP, PE and SDC. Gymnastics gives a bonus to the Prowl skill, and additional bonuses to roll with punch/fall, PS, PP, PE and SDC. Boxing gives a knockout on a natural 20, an additional attack per melee, and additional bonuses to parry and dodge, roll with punch/fall, PS and SDC. Athletics provides bonuses to parry and dodge, roll with punch/fall, PS, SPD and SDC. Wrestling gives bonuses to roll with punch/fall, PS, PE, SDC. By this point the attributes are now complete. They are IQ: 12 ME: 10 MA: 10 PS: 42 (was 10) PP: 26 (was 14) PE: 22 (was 12) PB: 6 SPD: 12 (24 but halved) (was 10) Reason For Coming To Earth Who needs a reason when you're powerbuilding? Alright... we did pick one. Glory Hound. Familiarity With Earth We rolled an average here. The Freak is fluent in three languages, English, Japanese and Russian. Equipment There are three essential items of equipment that the Freak gets. A Special Alien Weapon.
A Special Vehicle.
Gems... lots of gems.
For the weapon we rolled an Energy Sword which can fire energy bolts at upto 1000 feet and automatically recharges itself. For the vehicle we rolled an anti-gravity ring which allows flight at upto 100 miles an hour (so we aren't exactly crying about our speed being halved). For the gems we rolled $30,000 worth (which is average for an alien). Return to Article |
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