Post by ElvenScribe on Jan 11, 2017 14:32:57 GMT -5
As I said in the two other threads dealing with super powers in Tunnels and Trolls, I am trying my hand at converting my Superhero pc, the Astounding Ocelot, into Tunnels and Trolls. It's a very loose and draft conversion as follows:
Real Name: Daniel McPherson
STR 30 INT 22 LK 18 DN 30 DX 60 CH 18 SPD 40 WIZ 12
HT 5'11", WT 165, Age 24, Sex M, Kindred: human (meta/accidental)
Money - broke
- Infravision/Nightvision (like a perpetual cat's eye spell)
- Super-keen Hearing/Smell
-Danger Sense: not easily surprised (psionic based not senses based).
- Swinging: Use flying spell (the name eludes me at the moment) as basis for movement, requires swing line and a successful DEX SR roll to attach the line. If swing line is cut, no more "flying"
-Wise cracking: Has the effect like a befuddle spell upon the intended target. If the target succumbs to the effect of the wise cracking they will become enraged to the point that they cannot tell allies from enemies and will be unable to defend themselves (only attack). They may make an appropriate lvl SR vs. INT to snap out of the rage (GM's discretion). Note that Ocelot is especially good at this attack and does so as a free action (not hindering other attacks or defense). However, the target does have to be able to understand and/or hear ocelot in order for it to work (e.g. if they are deaf or if they don't speak a language that Ocelot speaks).
Languages: English (common?), Mandarin Chinese
scientific skills: Computer science, Engineering, inventing
Brawling (innate plus self taught hand to hand style)
Dexterity broad based skills: Acrobatics, Move Silently/Hide
Combat Adds: 100
- Punch/Kick 2d6+combat adds (non lethal except for spite damage, causes knock out, GM can allow for damaging on non living things as normal lethal damage)
a. Claws can fired at range (spring loaded) and do same damage, but can only be fired once per hand, then claws and gone.
- Exotic weapon: Glove claws (made of titanium): 3d6+3 x2 (one attack per hand)
- Bolos and/or swing line entangle: 1d6+special attack: struck target is entangled and cannot act or defend until a Lvl 2 SR vs. STR is made. Even if SR is made, the round that the entangle is being resisted the target cannot defend against attacks in that round.
Equipment: Costume (may be worth 1-2 pts or armor), equipment belt, claw-gloves, swing-line (knick-named "the fe-line")
Conversion notes: Ocelot is VERY fast and agile. He relies upon this agility to avoid be hit in combat and often uses a kind of hit and run tactic. His high DEX and SPD are meant to reflect his ability to dodge incoming attacks. Also, he has a general code vs. killing. Claws can be used against true monsters and inanimate/non-living objects and enemies. Also, his STR and CON are much higher than normal to reflect his panther-like vigor. And I gave him a WIZ of 12 when it might well be quite lower as he is quite unfamiliar with magic (though it does exist in his world). Further, under powers, Ocelot's super-leap, enhanced senses, and danger sense I am not quite sure how to represent in game mechanics. Any ideas? Spells effects?
Back ground: Daniel McPherson was a lab engineer and was experimenting with a prototype serum injector that he developed when he accidentally injected himself with an experimental serum containing feline DNA. As a result he developed feline based powers. He decided to devote his life to fighting injustice and crime with his powers and designed a costume and the heroic persona of the Astounding Ocelot
I based Ocelot rather shamelessly on Spider-Man. He is, perhaps, what Peter Parker would be like if he had Cat powers instead of spider powers.
Any how this has been just for fun. Do any of you guys have any thoughts, comments, advice?
Btw, I was going to post an image of ocelot but I'm having trouble getting the link to work. Sorry.