Toon Tuesday: Sue the Human Burster (Rifts)

I’ve played a Burster in the past, it was a good aligned N’reta (think anteater humanoid that can’t speak any language but their own) and inspired many fondly recalled encounters. I’ve also played in a party with a Burster on the opposite side of the alignment spectrum, which was not so fun. I can understand the duality in character choices, but evil alignments just aren’t as much fun to play in my opinion (though I’m told I’m quite skilled at it.)

This Burster is inspired by my first Burster PC, who was also a fireman, but is Human and not so religious. At least once per session Ike (my anteater Burster) would try to discuss Christianity with his fellow party members or NPCs – it became a running gag because only one PC could understand him using Sign Language or the Tongues spell, and they were less than appreciative. Being a strange little fluffball that could spontaneously combust and made a lot of slurping and clicking noises, he was one of my more memorable characters.

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition
Recommended Setting: Any starting level adventuring party that could use a psychic that can deal some decent damage. Not suited to pro-CS campaigns. Could start off in a “gang”, but was written as a good aligned character.

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General Information
Nickname: Sue, “Chief” if on the job.
Exp. Level: One
Experience Table: Burster
R.C.C.: Human
O.C.C.: Burster
Alignment: Scrupulous
Invoke Trust/Intimidate: 50%
Charm/Impress: Not applicable.
Health Points: 15 (+1D6/lvl)
S.D.C.: 68 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 8 (permanent)
I.S.P.: 110 (+10/lvl, Master Psychic)
Chi: Not applicable.
Horror Factor: Not applicable.

Stats
IQ: 13
ME: 10
MA: 18
PS: 19 (Lift/Carry: 760/380 lbs.)
PP: 15
PE: 15
PB: 10
SPD: 30 (Run: 21 mph.)
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Triple Toon Tuesday: Nora, Cornelia, and Magatha (Fate Core)

Upon first glance at the Fate Core character sheet, it looked almost laughably simple; truthfully, it was a breeze to charge through creation, but I quickly realized that my write up would be incomplete without more content. After all, the characters were meant to be created together, tied to each other through aspects and trouble. This is a creation concept that I can really get behind as a Dungeon Master! Getting the party together is no longer one of the biggest hurdles to draw an uninspiring blank at. Plus, it helps flesh out your world and adventure before you’ve even started rolling; PC input at its finest!

I really enjoyed writing these because they foster good role playing partnerships and, in a way, together they present an entire adventure hook (making the DM’s job a whole lot easier.) I’d say the hardest part was Stunt creation, but it really is a unique game mechanic that I can appreciate and there are a lot of premade Stunts that EH provides you with.

I left the Consequence slots empty so that, should anyone wish to save or print these characters for use, they could more easily write them in as they go along. Please also note that the Stress Track boxes are actually represented by boxes which you could shade as needed. As these are my first Fate Core characters, I’m always open to advice and suggestions.

Game: Fate Core
Books Needed: Fate Core System, Fate Core System Wiki also used (for Stunts).
Recommended Setting: Medieval fantasy or low tech era (like, flintlock pistols are the fanciest weapons you see.) Obviously designed to function as a starting level party.

CHARACTER ONE

ID
Name: Nora Thompson
Description: Tall and muscular with short cropped hair and dark skin, Nora takes her job as Captain seriously; but though the city is practically in shambles, she keeps coming back to the castle with empty manacles. She has a few small scars on her face and arms, and is nearly always seen in her armour and with her sword and shield – not that she ever gets to use them. She is frustrated and confident of her skills, but growing less thankful of her position each day.
Refresh: 3

Aspects
High Concept: Underutilized Captain of the Guard
Trouble: Bound to a Broken Kingdom
Other Aspects: 1.) The Royalty is Acting Strange; 2.) Information for Your Freedom, Thief; 3.) Rescued by a Princess, of All People

Skills
Athletics: +3
Burglary: +0
Contacts: +1
Craft: +0
Deceive: +0
Drive/Ride: +0
Empathy: +0
Fight: +4
Investigate: +2
Lore: +0
Notice: +1
Physique: +3
Provoke: +0
Rapport: +2
Resources: +0
Shoot: +2
Stealth: +1
Will: +1
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Toon Tuesday: Sherman the Scilinoid Soldier (Wayfarer: TBW)

I really adore how much I can play around with the cultures and planets of Wayfarer and its listed races. This was an exercise in exploring such unknown, vaguely described territory. While the Scilinoids are described as fairly primitive, I feel the language barrier has a lot to do with this as a preconceived notion. They have their own underground cities and representatives, and I think, much like humans, different “skin” colors and ethnically diverse cultures. I also like to believe that Scilinoids physically grow their children like seeds, first in the ground, and then after they get their protective layers, above ground (they are described as rock like in appearance but plant like in nature.)

Once again, this character is created based on Wayfarer: Things Beyond Wonder, which I reviewed previously.

Game: Wayfarer by Ill Gotten Games.
Books Needed: Wayfarer: Things Beyond Wonder.
Recommended Setting: Any starting adventuring group. Perhaps this character ended up getting lost or accidentally left behind during an attack on those they were guarding and met up with the party.

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Name: Sherman
Race: Scilinoid
Occupation: Soldier
Magic Pool: None

Attributes
Strength (STR): 9
Dexterity (DEX): 4
Bulk (BUL): 8
Agility (AGI): 3
Endurance (END): 5
Reason (REA): 2
Perception (PER): 2
Willpower (WIL): 7
Creativity (CRE): 3
Charisma (CHA): 1

Functional Attributes
Power (POW): 8
Fortitude (FOR): 10
Coordination (CRD): 3
Action (ACT): 2
Speed (SPD): 9
Mass (MAS): 18
Aptitude (APT): 3
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