Character:Smoovop-R-ATR-1: Difference between revisions
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[[Category:Character|Smoovop-R-ATR-1]] | |||
A character for ''Paranoia'' Second Edition, created by [[User:G026r|g026r]]. <br> | |||
Like all good ''Paranoia'' characters, Smoovop started as an idea for a name, and then I hoped that the dice would fall appropriately. The generation method used was the standard roll 1d20 for each stat and re-roll up to 2 stats as desired. Powers, service groups, and secret societies were also rolled randomly. | |||
== Campaign == | |||
A ''Paranoia'' campaign? There really needs to be no description: The Computer gives you a mission, it escalates, you get in trouble, and hope that just maybe you'll still have one clone left when everything is over. | |||
Obviously this character would be best suited for a pre-Crash Alpha Complex, but that's because there was no Crash, no "Vulture Warriors of Dimension X Trilogy", no reboot, &c. (Lalalalala! I can't hear you!) | |||
== Character Stats == | |||
'''Smoovop-R-ATR-1'''<br> | |||
Service Group: Technical Services<br> | |||
Secret Society: First Church of Christ, Computer Programmer (FCCCP)<br> | |||
Mutant Power: Deep Probe | |||
---- | |||
=====Attributes===== | |||
Strength: 9<br> | |||
Endurance: 6<br> | |||
Agility: 19<br> | |||
Dexterity: 15<br> | |||
Moxie: 19<br> | |||
Chutzpah: 18<br> | |||
Mechanical Aptitude: 16<br> | |||
Power: 7 | |||
---- | |||
=====Derived Attributes===== | |||
Carrying Capacity: 25<br> | |||
Damage Bonus: 0<br> | |||
Macho Bonus: 0<br> | |||
Agility Skill Base: 5<br> | |||
Dexterity Skill Base: 4<br> | |||
Moxie Skill Base: 5<br> | |||
Chutzpah Skill Base: 5<br> | |||
Mechanical Aptitude Skill Base: 4 | |||
---- | |||
=====Skills===== | |||
Bootlicking: 6<br> | |||
Bribery: 6<br> | |||
Con: 12<br> | |||
Fast Talk: 12<br> | |||
Oratory: 7<br> | |||
Spurious Logic: 13<br> | |||
Laser Weapons: 7<br> | |||
Jackobot Operation & Maintenance: 5 | |||
---- | |||
=====Personal Equipment===== | |||
Bullhorn, picture of Teela-O-MLY, personal hygiene kit, laser pistol & 2 red laser barrels, red reflec, and 20 credits. | |||
== Character Description == | |||
"''Hey, buddy! I wonder if you could help me with something. See, The Computer wants me to take care of a little problem for it — top secret, hush hush Troubleshooter-type thing, know-what-I-mean? Uh, yeah... I'm tracking down a commie mutant traitor. Can't put anything by you, I can't. easy to see why you made Orange clearance. Anyway, the... uh... commie is just behind this door here, but I seem to have forgotten my security code, and I really don't know what to do, because I don't want to go back and tell Friend Computer that I've failed and... Oh? You'll use your code to open the door for me? Why, thank you very much, Citizen. I shall be sure to mention your *snicker* help *snicker* to the Computer himself.''" | |||
== Commentary == | |||
I re-rolled Mechanical Aptitude (originally a 3) and Power (originally a 6). Overall, I got lucky in that Chutzpah came out as a decent roll — a character with a name like Smoovop-R-ATR can only be a weaselly, fast-talking, used-car salesman type character. As such, a decent Chutzpah Skill Base is needed. Other than that, creation is fairly straight forward: fast, simple, though there are a number of charts needed. |
Revision as of 00:28, 13 August 2011
A character for Paranoia Second Edition, created by g026r.
Like all good Paranoia characters, Smoovop started as an idea for a name, and then I hoped that the dice would fall appropriately. The generation method used was the standard roll 1d20 for each stat and re-roll up to 2 stats as desired. Powers, service groups, and secret societies were also rolled randomly.
Campaign
A Paranoia campaign? There really needs to be no description: The Computer gives you a mission, it escalates, you get in trouble, and hope that just maybe you'll still have one clone left when everything is over.
Obviously this character would be best suited for a pre-Crash Alpha Complex, but that's because there was no Crash, no "Vulture Warriors of Dimension X Trilogy", no reboot, &c. (Lalalalala! I can't hear you!)
Character Stats
Smoovop-R-ATR-1
Service Group: Technical Services
Secret Society: First Church of Christ, Computer Programmer (FCCCP)
Mutant Power: Deep Probe
Attributes
Strength: 9
Endurance: 6
Agility: 19
Dexterity: 15
Moxie: 19
Chutzpah: 18
Mechanical Aptitude: 16
Power: 7
Derived Attributes
Carrying Capacity: 25
Damage Bonus: 0
Macho Bonus: 0
Agility Skill Base: 5
Dexterity Skill Base: 4
Moxie Skill Base: 5
Chutzpah Skill Base: 5
Mechanical Aptitude Skill Base: 4
Skills
Bootlicking: 6
Bribery: 6
Con: 12
Fast Talk: 12
Oratory: 7
Spurious Logic: 13
Laser Weapons: 7
Jackobot Operation & Maintenance: 5
Personal Equipment
Bullhorn, picture of Teela-O-MLY, personal hygiene kit, laser pistol & 2 red laser barrels, red reflec, and 20 credits.
Character Description
"Hey, buddy! I wonder if you could help me with something. See, The Computer wants me to take care of a little problem for it — top secret, hush hush Troubleshooter-type thing, know-what-I-mean? Uh, yeah... I'm tracking down a commie mutant traitor. Can't put anything by you, I can't. easy to see why you made Orange clearance. Anyway, the... uh... commie is just behind this door here, but I seem to have forgotten my security code, and I really don't know what to do, because I don't want to go back and tell Friend Computer that I've failed and... Oh? You'll use your code to open the door for me? Why, thank you very much, Citizen. I shall be sure to mention your *snicker* help *snicker* to the Computer himself."
Commentary
I re-rolled Mechanical Aptitude (originally a 3) and Power (originally a 6). Overall, I got lucky in that Chutzpah came out as a decent roll — a character with a name like Smoovop-R-ATR can only be a weaselly, fast-talking, used-car salesman type character. As such, a decent Chutzpah Skill Base is needed. Other than that, creation is fairly straight forward: fast, simple, though there are a number of charts needed.