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G.I.Joe


tusaboss

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Re: G.I.Joe

 

I haven't made any G.I. Joe characters, but it's on the "to do"-list. If I acctually manage to produce any characters, this is ho I would start creating them:

  • Look in Dark Champions for appropriate package deals for the game and, if needed, adapt them for the campaign.
  • Look at Wizards of the Coast's home page for the G.I. Joe Card Game, epecially on the GI JOE Check List
  • Give the characters on the list DC package deals according to their function.

 

As a side note, the books "VIPER" (Cobra) and "UNTIL" (G.I. Joe) present the Hero System version on the game.

 

This might not be much help, but we could try to work on some example character if you want to.

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Re: G.I.Joe

 

I figured that VIPER was the Cobra' date=' but I totally missed that UNTIL was the GIJoe...Thank you![/quote']

Some would say I'm wrong and that PRIMUS is G.I. Joe. It's your campaign, you decide.

 

Anyway, the sub-genere is called Super-Agents. The book Champions Universe recommends it to be run as a heroic (not superheroic) campaign. The book also recommends it to be run at 75+75 Character Points, but it has a note on that 100+100 Character Points might work too.

 

If this were my campaign I wouldn't differ to much between martial arts styles, I would just run it with the generic martial art. However, I wouldn't allow it for more that the ninjas. The majority of the close combat will be fought be a levels in Hand-To-Hand Combat Skill Levels and maybe a few extra dice from the HA power. That way your either a generic brawler or fancy martial artist.

 

Another thing I would do is to limit the number of points in CSL with all combat. Half of the thing with the GI Joe thing is that everybody of interest are some form of specialist.

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Re: G.I.Joe

 

Anyway' date=' the sub-genere is called Super-Agents. The book Champions Universe recommends it to be run as a heroic (not superheroic) campaign. The book also recommends it to be run at 75+75 Character Points, but it has a note on that 100+100 Character Points might work too.[/quote']

Looking in the UNTIL book I see that they recommend 100+100 or 125+125. I guess it all depend on what you expect to throw at your players. I'd run with the initial recommendation, but that's me.

 

If this were my campaign I wouldn't differ to much between martial arts styles' date=' I would just run it with the generic martial art. However, I wouldn't allow it for more that the ninjas. The majority of the close combat will be fought be a levels in Hand-To-Hand Combat Skill Levels and maybe a few extra dice from the HA power. That way your either a generic brawler or fancy martial artist.[/quote']

Looking in both UNTIL and VIPER I see that they have another take on it. Both groups have generic martial arts that "all" their soldiers learn (VIPER Brawling and UNTIL Combat Training), as a form of self-defence or commando HTH training. All normal soldiers learn either one of these martial arts or none at all. The close combat specialist are free no learn any martial art they want.

 

If you wan to use this approach, and you don't have any of these books (or the Champions Universe), you can either use the generic martial art, wrestling, boxing or the commando martial art (in the genre by genre document on the Verdicts character sheet) for normal soldiers.

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Re: G.I.Joe

 

Okay, forget all this newfangled COBRA stuff - I want writeups for the original G.I. Joe and his Action Team. You know:

 

G.I. Joe - with lots of accessories

Atomic Man - cyborg with one robotic leg and one robotic arm that becomes a helicopter prop

Bulletman

?? - martial artist with a steel hand

 

Maybe they could have Stretch Armstrong join as an unofficial member....

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Re: G.I.Joe

 

I made an Homage Character to Snake Eyes tonight (wild hair thing), he is pricey and more intended for a super hero game so be warned his stats are inflated, as is some of his equipment

 

Wisper

 

Player:

 

Val Char Cost

20 STR 10

26 DEX 48

20 CON 20

15 BODY 10

23 INT 13

15 EGO 10

25 PRE 15

8 COM -1

 

7/17 PD 3

7/17 ED 3

5 SPD 14

8 REC 0

40 END 0

35 STUN 0

 

10" RUN 8

4" SWIM 2

5" LEAP 1

Characteristics Cost: 156

 

Cost Power

Ninja Powers

45 1) Find Weakness 16- with Martial Arts

7 2) Energy Damage Reduction, Resistant, 25%; Combat Luck Based (-3/4), Activation Roll 15- (-1/4)

7 3) Physical Damage Reduction, Resistant, 25%; Combat Luck Based (-3/4), Activation Roll 15- (-1/4)

5 4) Mental Defense (8 points total)

Armor, all slots OIF (-1/2)

20 1) Armor (10 PD/10 ED)

7 2) Sight Group Flash Defense (10 points)

3 3) Hearing Group Flash Defense (5 points)

7 4) HRRP (Radio Group); Sense Affected As More Than One Sense Hearing or Radio (-1/4)

3 5) Nightvision

3 6) +2 Stealth, Concealment, Shadowing; Appropriate Locations Only (-1/4)

3 7) LS (Safe in Intense Cold; Safe in Intense Heat)

50 Weapon Harness: Multipower, 75-point reserve, all slots OIF (-1/2)

3u 1) Sword: HKA 2d6 (2 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); OAF (-1)

3u 2) Stars: RKA 2d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2); 6 Recoverable Charges (-1/4), Range Based On STR (-1/4)

1u 3) Smoke Bombs: Change Environment 4" radius, -5 to Normal Sight PER Rolls, 6 Continuing Charges lasting 1 Minute each (+0)

1u 4) Rebreather: LS (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0)

1u 5) Skill kits: +2 with all non-combat Skills; Appropriate Skills only (-1/4)

3u 6) Gun: Energy Rounds: RKA 2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1); OAF (-1), Beam (-1/4)

3u 7) Gun: Man Stoppers: EB 6d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1); OAF (-1), Reduced Penetration (-1/4), Beam (-1/4)

2u 8) Gun: Gauss Rounds: RKA 5d6; 3 Charges (-1 1/4), OAF (-1), Beam (-1/4)

2u 9) Gun: Explosives: RKA 2d6, Explosion (+1/2), Penetrating (x2; +1); OAF (-1), 6 Charges (-3/4), Beam (-1/4)

2u 10) Gun: Flash Bangs: Sight and Hearing Groups Flash 9d6, Explosion (+1/2); OAF (-1), 6 Charges (-3/4), Beam (-1/4)

Powers Cost: 181

 

Cost Martial Arts Maneuver

4 Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND

4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Knife Hand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike

5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 50 STR to take weapon away

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls

3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on

16 +4 HTH Damage Class(es)

4 Weapon Element: Blades, Clubs, Karate Weapons, Ninja Weapons

Martial Arts Cost: 54

 

Cost Skill

40 +4 Overall

16 Penalty Skill Levels: +8 vs. Hit Location modifiers with Martial Arts

12 RSL's: +6 vs. Range Modifier with Firearms

3 Jack of All Trades

2 1) PS: Delta Force Operative 14-

1 2) PS: Green Beret 11-

1 3) PS: Instructor 11-

1 4) PS: Military 11-

1 5) PS: Ranger 11-

9 Penalty Skill Levels: +3 vs. Unfamiliarity Penalties with All Attacks

3 Acrobatics 14-

3 Acting 14-

3 Breakfall 14-

3 Bugging 14-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Concealment 14-

3 Contortionist 14-

3 Demolitions 14-

3 Fast Draw 14-

3 Fast Draw 14-

3 Linguist

1 1) Language: ASL (fluent conversation)

1 2) Language: Battle Code (fluent conversation)

1 3) Language: Clan Language (fluent conversation)

2 4) Language: Japanese (completely fluent)

3 Lockpicking 14-

2 Navigation (Land) 14-

3 Paramedics 14-

3 Scholar

1 1) KS: Aikido 11-

1 2) KS: An Ch'i 11-

1 3) KS: Boxing 11-

2 4) KS: Commando Training 14-

2 5) KS: Delta Force History & Traditions 14-

1 6) KS: Dirty Infighting 11-

1 7) KS: Green Beret History & Traditions 11-

1 8) KS: Hapkido 11-

1 9) KS: JKD 11-

1 10) KS: Jujutsu 11-

1 11) KS: Karate 11-

1 12) KS: Kenjutsu 11-

1 13) KS: Kung Fu 11-

1 14) KS: Military History & Customs 11-

3 15) KS: Military World 13-

2 16) KS: Ninjitsu 14-

1 17) KS: Ranger History & Traditions 11-

1 18) KS: Wrestling 11-

3 Security Systems 14-

3 Sleight Of Hand 14-

3 Stealth 14-

10 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain) 14-

3 Systems Operation 14-

14 TF: Common Motorized Ground Vehicles, Combat Aircraft, Dog Sleds, Dogs, Hanggliding, Helicopters, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Small Military Ships, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3 Tactics 14-

3 Tracking 14-

3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 14-

Skills Cost: 209

 

Cost Perk

15 Custom Perk

7 Fringe Benefit: Security Clearance, Sergeant

Perks Cost: 22

 

Cost Talent

5 Resistance (5 points)

6 Combat Luck (3 PD/3 ED)

3 Combat Ready

3 Lightsleep

Talents Cost: 17

 

Total Character Cost: 639

 

Pts. Disadvantage

15 Distinctive Features: Badly Scared (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Distinctive Features: Tatoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Military 11- (Mo Pow, NCI, Watching)

20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Enemy Ninja Clan 8- (As Pow, Harshly Punish)

15 Psychological Limitation: Honarable (Common, Strong)

15 Psychological Limitation: In Love (Common, Strong)

5 Reputation: Extremly effective Operative, 11- (Known Only To A Small Group)

5 Rivalry: Professional (Sword Brother; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 Social Limitation: Subject to Orders (Very Frequently, Major)

20 Susceptibility: Talking, 1d6 damage per Segment (Uncommon)

Disadvantage Points: 150

Base Points: 200

Experience Required: 289

Total Experience Available: 289

Experience Unspent: 0

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