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What t.v., movie, comic book characters, do you want BRP stats for?


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What  t.v., movie, comic book characters, do you want BRP stats for?

 

I am thinking we should all list what we want to see! We can all share suggestions, or sources or our own interpretation for character stats.  if you know of stats for such creature please state the book the stats are in.

 

 

 

creature stats i would like to see:

The ID monster from Forbidden Planet.

Robby the Robot from Forbidden Planet.

Dr Who characters, and villians.

 

 

 

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Mad Max
Indiana Jones
Magnum PI
All of the regenerations of Dr Who (also some villains ie The Master, Daleks, Cybermen, Sontarens, Weeping Angels, etc)
Conan the Barbarian (different stages of his life)
Raylan Givens and Boyd Crowder (from Justified)
James Bond
Arrow

Corto Maltese

Avatar The Last Airbender characters
100 Bullets graphic novel characters
Fables graphic novel characters (ie Bigby Wolf, Boy Blue, etc)
Middle Earth characters

" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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The various Doctors would be built using the superhero rules I think.  I'm thinking the following would apply.

 

Adaptation: Radiation or Protection: Radiation - some but not a whole lot, two Doctors have had to regenerate because of radiation poisoning

Extra Hit points - With his two hearts the Doctor possess amazing vitality 

"Regeneration" - This would obviously have to be a special version of the power

Super Characteristic - INT obviously, one could make the argument for POW, CHA, and CON as well

Super Sense - I'd say a few of these would be necessary.  First he's slightly psychic, then there is the "Feel the Turn of the Universe" trait from the Doctor Who rpg.  The Doctor is able to sense when something isn't right with the laws of time and space.  I guess that is someone being keyed into the Tardis/ Vortex.  The 10th Doctor was able to tell the age of something by the way it tasted.  That might have had something to do with the "Feel the Turn of the Universe" trait.

Super Skill - a whole bunch of his skills are likely super skills in addition to already being quite high.

Transfer Hit points - The 11th Doctor was able to transfer "regeneration energy" into River Song healing her wrist.

 

That's about it for the Super Rules.  Of course we still have gadgets like the Tardis, Sonic Screwdriver, and Psychic Paper to take into account.

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The Id Monster is a toughie.  He's big, strong, has nasty teeth and claws, and is invisible.  All this BRP can do easily.  The difficult part is the moment-to-moment regeneration shtick.  The creature heals so fast that it essentially can't be destroyed no matter what you throw at it.  The only way to stop it is to identify and clobber the person whose mind is unconsciously generating it -- and if they remain alive even that may not work.  Initially, the monster materialized when the generator was asleep and in a dreaming state.  Eventually it grew strong enough to exist even when that person was awake and pleading for it to desist.  The Id Monster isn't a mere ravening beast, either, but capable of pulling subtle, clever moves to fulfill the generator's hidden desires.  It is a smart monster that knows everything the mind creating it knows -- even if the generator doesn't know that he knows it.

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Captain Manhattan from The Watchmen... go for it. LOL

images-3_zpsuye9fcat.jpeg

 

 

A character purely for the use of the G.M. I would say he's not playable any more than Galactus or Eternity are playable characters.  If it's an academic activity have at a try but if you are looking to create characters with a possible playability, he's not part of it.

If it takes more than 5 minutes to understand, it's not basic.

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 The ID monster from Forbidden Planet,  seems almost invincible. So Stats for it are not needed, just a guideline what can it do. and you can get a good idea by watching the movie.  The ID monster regenerates itself every few seconds after taking damage. that would explain a lot. i mean it is a physical manifestation of Dr Morbius's dark side. The Krell machine manifests it, and with enough power that it really can't be harmed. Even Robby the robot can not stop it. Only way to stop it is the death of Dr Morbius.  If i recall correctly The id monster was repelled by the energy fence and the energy artillery weapons combined. i think the energy fences alone would not stop the ID monster. I need to watch the movie again to check and make sure.

 

 

I am starting to stat at Robby the Robot. i lost my technical info on Robby, so i am collecting data. unfortunately i lost my notes i had previously. I planed on stating Robby out long time ago

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 The ID monster from Forbidden Planet,  seems almost invincible. So Stats for it are not needed, just a guideline what can it do. and you can get a good idea by watching the movie.  The ID monster regenerates itself every few seconds after taking damage. that would explain a lot. i mean it is a physical manifestation of Dr Morbius's dark side. The Krell machine manifests it, and with enough power that it really can't be harmed. Even Robby the robot can not stop it. Only way to stop it is the death of Dr Morbius.  If i recall correctly The id monster was repelled by the energy fence and the energy artillery weapons combined. i think the energy fences alone would not stop the ID monster. I need to watch the movie again to check and make sure.

 

 

I am starting to stat at Robby the Robot. i lost my technical info on Robby, so i am collecting data. unfortunately i lost my notes i had previously. I planed on stating Robby out long time ago

In the big battle scene, the Id monster stood about 18-20 feet tall on its two claws and had the extended reach of a giant creature (to grab one of the heroes with).  Yet, as an invisible thing of energy, it was able to silently sneak on board the good guys' starship to steal or damage a part essential to liftoff.  And in doing so, it bent the steps of the boarding ladder with its great weight.

 

Other than his hard-to-model matter transmutation ability, Robby is a tall, smart, strong metal-skinned all-purpose robotic domestic servant.  He's got a number of useful skills -- Craft (Brewing, Cooking, Sewing), Art (Architecture, Fashion Design), Metal Fabrication and Construction (he built and repaired Morbius' metal and glass house), Drive (air sled), Pistol (ray gun).  He's got super-strength and armor but the Failings "Cannot Harm a Human Being" and "Cannot Disobey Morbius."

 

Morbius claimed Robby could do all sort of things -- but these are the activities we actually saw him perform in the movie.

 

Coincidentally, I'm about 3/4 of the way through a Six Million Dollar Man write-up after watching the Season 5 DVD with my kids.  ;)

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Most of the characters from The Princess Bride. That of course include the R.O.U.S's despite not really being a character.  :D 

I have always been fond of the characters from the 1982 TV Movie Ivanhoe. Especially the bad guys makes for some interesting characters.

Legend also have some interesting characters.

 

As for the non fantasy characters I would love to see some of the classics like Predator, Alien (already a version in the BRP book) and the big action heroes of the 80s like John Rambo, John Matrix (Commando), Terminator and so on.

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Here's what I have so far for the Bionic Man.  He could almost be a player-character, EXCEPT for his signature running speed.  It is an essential part of his shtick and is, as we found out with my Superman 1938 write-up, an absolute budget buster both in terms of build points and energy use.  Speedsters in BRP are few and far between.

 

Power points spent so far, 107 (he has 103).

 

The Six Million Dollar Man

 

Source:  The Six Million Dollar Man, ABC television, 1973-1978

 

“Steve Austin, astronaut:  a man barely alive.  We can rebuild him.  We have the technology.  We can make him faster, stronger, better.”

 

Barely conscious after a disastrous crash, dying test pilot Colonel Steve Austin groggily gave permission for experimental surgery to save his life.  However, the tall man at his bedside wasn’t one of his doctors but the director of the mysterious Office of Scientific Intelligence.  Austin awoke to discover that he was a triplegic whose severed legs and right arm and destroyed left eye had been replaced by atomic-powered bionic implants at a cost to the U.S. government of six million dollars.  In return, he was expected to serve the OSI as a special operative with the unusual abilities his artificial body parts granted him.  Complaining that he was “nobody’s robot,” Austin at first angrily refused but relented and became a reluctant secret agent.

 

His adventures took him around the world and even back into space.  In addition to battling mundane spies, crooks and terrorists, Colonel Austin found himself facing space aliens, a nearly indestructible mobile probe intended for Venus, sinister androids, Bigfoot, and the Seven Million Dollar Man – a rogue bionics recipient with improved hardware.  He encountered heartbreak when his love interest survived horrible injuries with the aid of implants similar to his own but suffered amnesia as a result.  The Bionic Woman briefly accompanied him as a co-worker if not as a lover.  Following in the footsteps of Superman and Batman family comics, a bionic boy and a bionic dog also turned up somewhere, but fortunately there was never a bionic baby.  Suffering and servitude could have made the Six Million Dollar Man bitter, but he accepted his fate with a wry sense of humor and willingness to endure danger in order to serve others.

 

Electromechanical limbs – protected by tough waterproof plastic “skin” – give Austin bulldozer-like strength, the ability to leap 30 feet, and a top running speed of 67 mph (108 km/h).  His bionic arm contains a Geiger counter.  The reduced demand on his heart and lungs grants him enhanced stamina.  His artificial eye can see the infrared spectrum, has 20:1 telescopic zoom capability, and enhances his chances of hitting a target with a thrown object.  He isn’t bulletproof, however, is as susceptible to exposure as anyone else, and extreme conditions (cold, microgravity) can disable his replacement limbs.  Ultrasonic tones interfere with his artificial eye and disorient him.  And his implants require regular maintenance by the OSI’s Dr. Rudy Wells since Austin’s extremely active lifestyle tends to damage them.

 

Although he’s able to break through vault doors and tear his way out of titanium cages, Austin’s “bulldozer-like” strength is limited by the fact that most of his body is still frail human flesh.  The Six Million Dollar Man can lift stone idols and automobile engine bocks and catch large plummeting movie lights.  He wrestles monsters and robots and sends heavy rolling tool cases careening like runaway shopping carts.  But he can’t burst through walls or heft vehicles overhead like Superman.  The effort would shred his skin and snap his spine.  And he can’t stop an oncoming car or tank cold like Wonder Woman.  His bionic limbs would survive the collision but the rest of him would crumple and be sent flying into the gutter.  He compensates with patience and creative use of his powers.

 

Colonel Steve Austin, United States Air Force, retired, is a ruggedly handsome man in his early to mid-30s.  He has a crooked smile and a folksy down-to-earth manner.  Although reconstructive surgery has left no visible scars, his left eye has a slight squint that becomes more pronounced during physical exertion.  Despite his undercover status, Austin isn’t a particularly good actor.  Villains routinely figure out who he is even when he hasn’t done anything egregious to blow his cover.  Brilliant leaps of deduction aren’t his forte.  Austin’s method of investigation is to poke around until criminals react to him.  He tries to keep his unusual abilities a secret and never explains how he does what he does.  The Six Million Dollar Man remains an excellent pilot, whatever his limitations as a detective.  He can fly anything from a NASA spacecraft to a vintage biplane, and do it with style.

 

STR 14/60

CON 18

SIZ 14

INT 12

POW 11

DEX 17

APP 15

Move:  10/? with Super Speed

Hit Points:  16

Damage Bonus:  +1D4 (+4D6 with super strength)

Armor:  6 (bionic limbs only)

 

Attacks:  Brawl 57%, 1d3+db; Grapple 57%, 1d3+db

 

Skills:  Always Gets the Girl 75%, Dodge 66%, Heavy Machine 33%, Hide 32%, Jump 57%, Listen 57%, Navigate 42%, Parry (bionic arm) 57%, Persuade 47%, Pilot (NASA spacecraft) 52%, Pilot (fixed wing aircraft) 51%, Pilot (rotary wing aircraft) 51%, Repair (Electronic) 47%, Repair (Mechanical) 47%, Spot 57%, Stealth 42%, Swim 57%, Throw 65%

 

Powers:

 

Armor – 6 (Kinetic), 6 power points, bionic limbs only

 

Leaping, 9 levels, 9 power points, can leap 10 meters (about 33 feet) vertically and 20 meters (about 65 feet) horizontally

 

Super Characteristics – +46 STR; +5 CON, 51 power points

 

Super Skill – Throwing +40%, 2 levels, 4 power points

 

Super Speed – 67 mph

 

Super Vision – Telescopic, 4 levels; Infrared, 4 levels; Night, 4 levels, total 36 power points

 

Failings:  Responsible to OSI, fulltime, +3 power points; Triplegic, frequent, +3 power points; Sucker for a Pretty Face, +1

 

Notes:  The Six Million Dollar Man had 96 build points based on unmodified characteristics plus 7 more for Failings, total 103.  He had 500 skill points plus 120 personal skill points based on INT, total 620.  His stats were randomly rolled at the “Awesome” level on the online Call of Cthulhu Creature Generator.

 

For SIZ purposes, Lee Majors is 6 feet tall.

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This post is taking off way better than i expected.   Many of you have suggested characters that i had completely forgot about.   What can i say, other than you guys are awesome! :)

 

Robby the Robot 

 

STR 70 to 80 ? *

CON 40+ ?

SIZ 20 to 40 ? (hieght 7'2" i am basing it on weight more than height)

INT 20+ ? He has vast knowledge and knows 188 languages. is 20 to high or two low ???

POW 13 despite being a robot and being governed by the 3 laws of robotics, he does seem to have some free will.

DEX 13 

APP --

move 8 ? i need to watch the movie again, but i am thinking he is kind of slow. 

weapons nullification beams 80%, damage (disables energy weapons)not sure if it is permanent or temporary

 

* ......based on that he can carry 10 tons. Problem is i lost the corrected size table document, so now i can only guess at it. I could not find it in the downloads or online it seems to have disappeared. I do have the Superworld and AH Runequest 3 size charts, but i don't know if either is close enough to BRP size

 

I have considered just having a right up with just his capabilities and avoiding stats like i would do with the ID monster. Perhaps just having guideline capabilities is better.

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Most of the characters from The Princess Bride. That of course include the R.O.U.S's despite not really being a character.  :D 

I have always been fond of the characters from the 1982 TV Movie Ivanhoe. Especially the bad guys makes for some interesting characters.

Legend also have some interesting characters.

 

As for the non fantasy characters I would love to see some of the classics like Predator, Alien (already a version in the BRP book) and the big action heroes of the 80s like John Rambo, John Matrix (Commando), Terminator and so on.

I have stats for certain terminators from t-400 up to t-850 in the science fiction downloads on this site, also HK ,HK Ariel stats and HK size comparisons. I had planed on doing more but never got around to it. Feel free to modify stats if you think they are to high or to low.  I hope it helps. :)
 
 
 
 
 
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Batman and the other characters from the Dark Knight movies. BRP would be perfect for this style of superhero.

 

Miles

While I love Batman, I hate grim 'n' gritty.  The Dark Knight movies depressed me.  The 1960s television show was another matter ...

 

The Siren (1967)

 

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Source:  Batman, 20th Century Fox Television, 1967                

 

Lorelei Circe was a popular Gotham City singer and harpist with a seven-octave vocal range.  When she discovered that her highest tones could induce men to eagerly obey her slightest whim, Circe donned a faux ancient Greek silver lame gown, called herself the Siren, and attempted to use her powers to maker herself fabulously wealthy.  She began her life of crime as a protégé of The Riddler, scheming to help him expose Batman and Robin’s secret identities.  At her mentor’s arrest, however, she continued the plot on her own, enthralling Commissioner Gordon and commanding him to hide in the trunk of the Batmobile.  She also controlled Bruce Wayne, ordering him to sign all his wealth over to her, not realizing that she had Batman himself under her power.

 

The Siren is able to manipulate the minds of men (but not of women) by bombarding them with high-pitched sonic vibrations, two octaves above high C.  The effect works over the telephone or radio as well as in person and lasts as long as Circe desires.  Victims cheerfully comply with her every request, although not necessarily in the most clever or expedient manner possible, and remember nothing afterward.  Since the Siren is a petite stage performer rather than a pugilist, she keeps a pair of hefty henchmen – Mr. Andante and Mr. Allegro – in her employ.  They wear special earphones to protect themselves from the casual influence of her voice.  She weaves her schemes in a hideout she calls the Grotto, location undisclosed.

 

Circe is a slim brunette beauty with elegant manners and an aristocratic air.  As the Siren she wears her dark tresses up in a Grecian cone and covers herself in a short silver gown that displays her shapely limbs and shoulders to good effect.  Despite the fact that she doesn’t wear a mask (or conceal her curves with much of anything) no one seems to be able to connect the villain with the professional musician.  She’s not overly brave and is useless in physical confrontation, but she is quick to use her sonic spell on masculine opponents.

 

STR 8

CON 11

SIZ 11

INT 13

POW 25

DEX 14

APP 21

Move:  10

Hit Points:  11

Damage Bonus:  +0

Armor: None

 

Attacks:  Brawl 25%, 1d3+db; Grapple 25%, 1d3+db

 

Skills:  Art (Lyricist) 44%, Command 44%, Disguise 40%, Dodge 63%, Etiquette 44%, Fast Talk 84%, Fine Manipulation 44%, Hide 49%, Insight 44%, Language (English) 65%, Language (Italian) 39%, Listen 64%, Perform (Sing) 87%, Perform (Play Harp) 47%, Persuade 94%, Status 54%, Stealth 49%

 

Powers/Psychic Abilities:

 

Defense – -40% to be hit in combat (8 power points)

 

Mind Control 85%

 

Mind Shield 65%

 

Super Characteristic – +8 POW (24 power points), +4 APP (4 power points)

 

Super Skills – Fast Talk +40%, Mind Control +60%, Mind Shield +40%, Persuade +40%, Sing +40% (total 22 power points)

 

Extra Energy – +300 energy, total 325 (30 points)

 

Notes:  The Siren had 88 power points based on unmodified characteristics.  Being a perfect lady in every way, she had no Failings.  She had 500 skill points plus 130 personal skill points based on INT, total 630.

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Because one good (?) Batman villain deserves another.

 

tn_gallery_98_6_75152.jpg

 

Egghead

 

Source:  Batman, 20th Century Fox Television, 1966-1969

 

“For once, Batman, I have you eggs-actly where I want you.  If you will eggs-amine the deathtrap into which I have placed you, you will realize that any attempt to eggs-tricate yourself will eggs-acerbate your situation.  I’ve never had such an eggs-cellent opportunity to eggs-tinguish you.”

 

No origin or secret identity is known for the criminal mastermind Egghead, one of the world’s smartest men and one of the few villains to deduce Bruce Wayne’s dual identity of Batman.  Despite his egg shtick, derided by those unable to appreciate the pun as an art form, he is a clever and determined foe.  Egghead’s schemes have included real estate swindles, museum burglaries of priceless historical artifacts, and the resurrection of prehistoric life forms.

 

He has no obvious superhuman abilities, but Egghead really is the genius he claims to be.  His crimes often involve fraud or extortion on a grand scale, or complicated plots to seize other people’s property legally.  He resorts to mere theft and robbery only when in desperate need of ready cash.  Egghead is a skilled inventor and ordinance engineer.  His signature weapons are various types of miniaturized grenades, fashioned to resemble large Grade A eggs.  He also, on occasion, has employed egg-shaped dirigibles and vans or trucks resembling egg cartons.  His hideouts typically are on farms or in food-processing plants.  Egghead is reasonably physically fit and able to defend himself, but he has lost his taste for fisticuffs after several encounters with the Caped Crusader.  He prefers to let his henchmen do his bloodletting and will surrender meekly if cornered rather than take a beating, figuring he can always crack out of jail later.

 

Comic book appearances have sometimes placed Egghead alongside other Bat-foes in Arkham Asylum.  However, in his television capers he isn’t insane, just crazy-smart.  In any case, he’s lucid enough to manage a profitable gang of criminals and to invest his profits in new gear.

 

Egghead is a tall, lithe man with a high domed bald head, a suave manner, and a pencil-thin mustache.  Unless his plans are badly askew he presents a cheery good humor and a smirking smile.  He favors white suits with matching cravat, yellow shirts, and terrible egg puns.  He is aided by a pair of brawny goons, Benedict and Foo Yung, and a nubile secretary; Miss Bacon.  Egghead and Bacon are romantically involved, although he was engaged for a time with the fierce Olga, Queen of the Cossacks, another Batman villain.  He apparently rejected the hard shell approach, avoided other feminine poachers, and returned to his true love before the relationship was permanently scrambled.  Egghead will tend to underestimate the player-characters until they prove they are smart enough to thwart him.  His favorite method of dealing with annoying opponents is to lure them into deathtraps loaded with his explosive gadgets.

 

STR 11

CON 12

SIZ 15

INT 30

POW 15

DEX 11

APP 13

Move:  10

Hit Points:  14 (27 CON+SIZ)

Damage Bonus:  +1D4

Armor:  None

 

Attacks:  Brawl 78%, 1d3+db; Grapple 78%, 1d3+db; Concussion Grenade 78%, 2d6 stun/2 meters; Explosive Grenade 78%, 4d6/4 meters; Gas Grenade (laughing gas, tear gas) 78%, variable effects/3 meters; Holdout Pistol 73%, 1D6

 

Skills:  Command 58%, Craft (Explosive Device) 98%, Demolition 94%, Dodge 75%, Drive 73%, Language (English) 150%, Perform (Outrageous Egg Puns) 58%, Persuade 68%, Pilot (Airship) 54%, Projection 62%, Repair (Electronic) 68%, Repair (Mechanical) 68%, Research 65%, Science (Chemistry) 55%, Throw 78%

Powers:

 

Super Characteristic – +12 INT (36 power points)

 

Super Skills – Craft +40%, Demolition +40%, Projection +40%, Research +40% (16 power points)

 

Egg-Themed Gadget of the Week – Usually some sort of Energy Projection device (40 power points)

 

Extra Energy – +100 energy, total 115 (10 power points)

 

Failings:  Hunted by Police (+2), Unlucky in Love (+1), Egg Obsession (+3)

 

Notes:  Egghead’s stats were randomly rolled at the “Fantastic” level on the online Call of Cthulhu Creature Generator.  He had 96 power points based on unmodified characteristics plus 6 more for Failings, total 102.  He had 500 skill points plus 300 personal skill points based in INTx10, total 800.

 

I didn't have Egghead pay for his usual stock of grenades since they are "off the shelf" military surplus items (see Big Gold Book, page 267) with cosmetic changes only.

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Arrgh! Please make him stop!

heh heh

No, those are good interpretations of the old goofy Batman villains

May I request the Minstrel? His medieval garb and virtuoso lute playing was merely affectation. His real thing was that he was a pre-Internet super-hacker, capable of making computers and electronics do many things they were not designed to do.

 

An updated version would be one of the few people who could even consider hacking the Bat-Computer (probably the world's most secure system) and one of only one or two people on the planet who might be capable of actually pulling it off. And that prospect should really make Batman sweat....

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