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Young Players Campaign Characters


pruttm

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I am running a campaign with mostly young players (not necessarily all young characters, though). My youngest daughter (age 7) is joining on Saturday. She came up with a martial artist that throws trick gumballs while wearing a fuzzy bunny suit. She continued to rattle off a large list of trick gumball powers and then explained how she wanted to "Kick Butt" with her martial arts.

 

Here is what we came up with:

 

Gumbunny

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

23 DEX 26 14-

15 CON 5 12-

18 INT 8 13- PER Roll 13-/18-

10 EGO 0 11-

10 PRE 0 11- PRE Attack: 2d6

 

8 OCV 25

10 DCV 35

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

2/22 PD 0 Total: 2/22 PD (0/20 rPD)

2/22 ED 0 Total: 2/22 ED (0/20 rED)

8 REC 4

40 END 4

8 BODY -2

35 STUN 8 Total Characteristic Cost: 143

 

Movement: Running: 12m/24m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

40 Bag Of Gum Balls: Multipower, 60-point reserve, (60 Active Points); all slots OIF (Bag O' Gumballs; -1/2)

1f 1) Fist Load Ball: Hand-To-Hand Attack +2d6 (10 Active Points); OIF (Bag O' Gumballs; -1/2), Hand-To-Hand Attack (-1/4) 1

2f 2) Power Balls: Blast 12d6 (60 Active Points); 12 Charges (-2), OIF (Bag O' Gumballs; -1/2), Range Based On Strength (-1/4) [12]

2f 3) Throwing Balls: Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); 12 Charges (-2), OIF (Bag O' Gumballs; -1/2), Range Based On Strength (-1/4) [12]

2f 4) Bubblegum Explosion Gum Bombs: Blast 9d6, Area Of Effect (4m Radius Explosion; +1/4) (56 Active Points); 6 Charges (-3/4), OIF (Bag O' Gumballs; -1/2) [6]

2f 5) Zebra Stripe Mind Control Gumballs: Mind Control 12d6 (Animal class of minds), Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points); Limited Power Power loses about half of its effectiveness (Must Be Ingested; -1), 6 Charges (-3/4), No Range (-1/2), OIF (Bag O' Gumballs; -1/2) [6]

2f 6) Energizer Gumballs: Aid END 5d6 (standard effect: 15 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); 4 Charges (-1), Limited Power Power loses about half of its effectiveness (Must Be Ingested; -1), OIF (Bag O' Gumballs; -1/2) [4]

2f 7) Quick As A Bunny Gumballs: Aid Running 5d6 (standard effect: 15 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); 4 Charges (-1), Limited Power Power loses about half of its effectiveness (Must Be Ingested; -1), OIF (Bag O' Gumballs; -1/2) [4]

1f 8) Chameleon Floor Balls (Single Target): Change Environment (-3 to DEX Roll), Invisible Power Effects (Inobvious to Normal Sight; +1/4) (11 Active Points); 6 Charges (-3/4), OIF (Bag O' Gumballs; -1/2) [6]

1f 9) Chameleon Floor Balls (Many Targets): Change Environment (-3 to DEX Roll), Invisible Power Effects (Inobvious to Normal Sight; +1/4), Area Of Effect (6m Cone; +1/4) (13 Active Points); 2 Charges (-1 1/2), OIF (Bag O' Gumballs; -1/2) [2]

2f 10) Flavor Burst Flash Balls: Sight Group Flash 12d6 (60 Active Points); 4 Charges (-1), OIF (Bag O' Gumballs; -1/2), Range Based On Strength (-1/4) [4]

2f 11) Bubble Ball Cage: Entangle 6d6, 6 PD/6 ED (60 Active Points); 4 Charges (-1), OIF (Bag O' Gumballs; -1/2), Range Based On Strength (-1/4) [4]

2f 12) Gum In Your Hair & Everywhere Ball: Entangle 6d6, 6 PD/6 ED (60 Active Points); 6 Charges (-3/4), OIF (Bag O' Gumballs; -1/2), Range Based On Strength (-1/4) [6]

1f 13) Poison Pain Gumball: Killing Attack - Hand-To-Hand 1d6, Damage Over Time (3 damage increments, damage occurs every 5 Minutes, can be negated by Antedote; +1/2), Attack Versus Alternate Defense (Life Suppprt: Poison; All Or Nothing; +1), Does BODY (+1) (52 Active Points); 4 Charges (-1), Limited Power Power loses about half of its effectiveness (Must Be Ingested; -1), No STR Bonus (-1/2), OIF (Bag O' Gumballs; -1/2) [4]

4 Bubble Goggles: Hearing Group Flash Defense (4 points)

40 Bubblegum Body Suit: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2)

10 Lucky Rabbit's Feet: Luck 2d6

5 I Eat A Lot Of Carrots: +5 PER with Normal Sight

24 +6 HTH Damage Class(es)

5 Block +1 +3 Block, Abort

4 Disarm -1 +1 Disarm; 50 STR to Disarm

4 Escape +0 +0 55 STR vs. Grabs

4 Joint Lock/Throw +1 +0 Grab One Limb; 4d6 NND ; Target Falls

3 Joint Lock +0 -1 Grab One Limb; +10 STR For Holding On

3 Legsweep +2 -1 9d6 Strike, Target Falls

5 Sacrifice Strike +1 -2 12d6 Strike

3 Sacrifice Throw +2 +1 8d6 Strike; You Fall, Target Falls

4 Shime -2 +0 5d6 NND, Grab One Limb

4 Martial Strike +0 +2 10d6 Strike

3 Takedown +1 +1 8d6 Strike; Target Falls

 

Perks

3 Uncle's Chemistry Lab: Access

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 14-

3 Bunnies: Animal Handler 11-

3 Breakfall 14-

3 Awww, I'm Ever So Cute: Charm 11-

1 Demolitions 8-

15 Martial Arts: +3 with a large group of attacks

15 Gumballs: +3 with a large group of attacks

3 Fast Draw: Gumballs 14-

1 Chemistry: Science Skill 8-

2 Gumball Weapons: Weaponsmith (Other) 13-

 

Total Powers & Skill Cost: 256

Total Cost: 398

 

325+ Disadvantages

5 Distinctive Features: Cute Pink Bunny Suit (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Psychological Complication: Convinced She is Hunted by The Tortoise (Uncommon; Moderate)

10 Psychological Complication: Immature (Common; Moderate)

15 Psychological Complication: Stubborn (Common; Strong)

15 Psychological Complication: Thrill Seeker (Common; Strong)

10 Social Complication: Minor Frequently, Minor

5 Dependent NPC: Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

15 Social Complication: Secret Identity: Monica Embry Frequently, Major

 

Total Disadvantage Points: 398

 

 

Background/History: Monica was ten years old when, on a family vacation, was in a plane crash. The small prop plan was piloted by her father. He died along with her mother. The other survivor was Monica's uncle Jack Embry. The pair were rescued, but Jack was paralyzed from the waist down. However, he insisted he could still care for Monica and after much red tape was awarded custody. Jack worked in his Chemistry lab at home and continued his work. Due to his long hours, he gladly paid for classes in Martial Arts. He was happy to see she might be able to protect her when he no longer could. Monica became very close to 'Unca Jack' and she became to show interest in his work. Without his consent, she began to take his work and fashion it into weaponry and together with her amazing Martial Arts prowess, she created the adventuring persona of Gumbunny.

 

Personality/Motivation: Monica is a stubborn thirteen year-old teenager that things she always knows best. She loves her Uncle, but believes she is ready for the adventures of life. Her survival at the plane crash is just one example of her incredible luck. No matter how dire the situation becomes, she seems to come out unscathed.

 

Quote: "Gee, ain't I a stinker?"

 

Powers/Tactics: While Gumbunny's gum balls are extremely versatile and powerful, she loves to mix it up in hand-to-hand combat. She feels she can do no wrong, so an take a solid hit to wake her up and use more conservative tactics.

 

Campaign Use: Gumbunny is a funloving and thrill seeking character. She shouldn't drag down a campaign. She should propel it forward with abandon.

 

Appearance: Gumbunny wears a fuzzy pink bunny suit with a cross-body shoulder bag. One ear droops and she is generally blowing a large pink bubble.

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Re: Young Players Campaign Characters

 

Also just me' date=' but I would consider dropping the skill levels and putting the points into base OCV/DCV...[/quote']

 

I'm still getting used to the fact you can buy OCV/DCV. I am trying to weight the cost of static OCV and DCV versus flexible OCV/DCV or an extra DC. I'll put some more thought into it.

 

Thanks!

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