Difference between revisions of "Character:Smoovop-R-ATR-1"

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m (Reverted edits by 86.28.216.161 (talk) to last revision by G026r)
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Yup, that sohlud defo do the trick!
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[[Category:Character|Smoovop-R-ATR-1]]
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A character for ''Paranoia'' Second Edition, created by [[User:G026r|g026r]]. <br>
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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.
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== Campaign ==
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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.
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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, &amp;c.  (Lalalalala! I can't hear you!)
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== Character Stats ==
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'''Smoovop-R-ATR-1'''<br>
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Service Group: Technical Services<br>
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Secret Society: First Church of Christ, Computer Programmer (FCCCP)<br>
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Mutant Power: Deep Probe
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----
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=====Attributes=====
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Strength: 9<br>
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Endurance: 6<br>
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Agility: 19<br>
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Dexterity: 15<br>
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Moxie: 19<br>
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Chutzpah: 18<br>
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Mechanical Aptitude: 16<br>
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Power: 7
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----
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=====Derived Attributes=====
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Carrying Capacity: 25<br>
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Damage Bonus: 0<br>
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Macho Bonus: 0<br>
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Agility Skill Base: 5<br>
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Dexterity Skill Base: 4<br>
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Moxie Skill Base: 5<br>
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Chutzpah Skill Base: 5<br>
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Mechanical Aptitude Skill Base: 4
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----
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=====Skills=====
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Bootlicking: 6<br>
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Bribery: 6<br>
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Con: 12<br>
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Fast Talk: 12<br>
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Oratory: 7<br>
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Spurious Logic: 13<br>
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Laser Weapons: 7<br>
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Jackobot Operation &amp; Maintenance: 5
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----
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=====Personal Equipment=====
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Bullhorn, picture of Teela-O-MLY, personal hygiene kit, laser pistol &amp; 2 red laser barrels, red reflec, and 20 credits.
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== Character Description ==
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"''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 &mdash; 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.''"
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== Commentary ==
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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 &mdash; 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 17:28, 12 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.