For Josh's upcoming game, I rolled up 4 sample characters to get back into the feel of 4th Ed. GW ('92). Now, we're thinking that to save time, we should each just pick one to play. Josh had wanted us to do this so we'd be familiar with the generation process so we could all roll up new PCs together, but Alex and I were both thinking it would be better to save time and roll up PC ahead of time.
I've done everything by random roll, no cheating (really, if they're just sample characters, what's the point in fudging?) and came up with some pretty cool characters. They're done except for buying starting equipment.
"Pliers" McGee
Pure Strain Human Examiner 1
PS 8 (+0) THAC Melee +0 Damage +0
DX 12 (+0) THAC Ranged +0 Stealth +0 Base AC 10
CN 8 (+0) Health 10, vs. radiation 12
MS 11 (+0) Mental Defense 10
IN 16 (+2) Use Artifacts +5 Remain Unseen +2
CH 15 (+2) Robot Recognition 23
SN 11 (+0) Perception +0
Hit Points: 28 AC 10 Speed 12
Mutations: None
Class Skills:
Avoid Artifact Disaster +5
Jury-Rig +3
Read Schematics +4
Repair Artifact +4
Equipment:
Tech Level III Took Kit
Sniper Rifle, 14 rounds
Notes: Yes, that's an 8 Constitution after the PSH +3 bonus. Rolled a 5. Examiners are useful folks, though, even if this one isn't gonna be a combat monster.
One-Eyed Johnson
Altered Human Enforcer 1
PS 15 (+2) THAC Melee +3 Damage +3
DX 18 (+3) THAC Ranged +4 Stealth +3 Base AC 13
CN 15 (+2) Health 12
MS 3 (-3) Mental Defense 7
IN 14 (+1) Use Artifacts +1 Remain Unseen +1
CH 11 (+0) Robot Recognition 16
SN 11 (+0) Perception +0
Hit Points: 68 AC 13 Speed 15
Mutations:
Physical
Body Change (D): single eye, patches of fur, -2 Robot Recognition
Finger Vines (plant): MP 10, 2 vines, 5m long, 20cm can detach up to 10m away, PS 1, DX 5
Kinetic Absorption: MP 9, blunt damage -10, slash/pierce -5 (min. 1), 10 rounds activated
Mental
Telepathy: MP 11, range 100m unwilling, 200m willing, 5km other telepath, scan 5km for sentients
Mentally Defenseless (D): MS score becomes 3
Class Skills:
Combat Leadership +2
Makeshift Weapons/Armor +6
Size-Up Opponent +4
Equipment: none
Notes: Rolled amazing stats for this guy. The Mental Defense score was a 14 before I rolled the Mentally Defenseless defect. Still, this guy looks like a fun combat monster with buckets of hit points and damage reduction.
Zorak
Mutant Animal (Praying Mantis) Esper 1
PS 14 (+1) THAC Melee +1 Damage +1
DX 17 (+3) THAC Ranged +3 Stealth +5 Base AC 17
CN 13 (+1) Health 11, vs. radiation 13
MS 12 (+0) Mental Defense 11
IN 10 (+0) Use Artifacts +0 Remain Unseen +0, +2 in green vegetation
CH 15 (+2) Robot Recognition 16
SN 16 (+2) Perception +2
Hit Points: 49 AC 17 Speed 15
Mutations:
Physical
Radiating Eyes: MP 16, intensity 7 radiation attack, recharge 1pt intensity/round, head immune to radiation
Heightened Physical Attribute: Dexterity +6 (was 11)
Mental
Heightened Mental Attribute: Charisma +6 (was 9)
Duality: perform 2 actions/attacks per round, ambidextrous
Summoning: MP 10, MHAC +1, mentally call specific species, mental attack on arrival to control for 2d6 rounds
Life Leech: MP 15, MHAC +3, drain 8 hit points per round from creatures within 10m, up to 8 rounds, once per day, heal then gain temporary HP
Telekinetic Flight: MP 14, MHAC +2, Fly speed 7m as running, carry 70kg weight
Class Skills:
Hypnosis +6
Identify Mental Power +3
Photographic Memory +3
Sense Mental Powers +4
Equipment: none
Notes: Got lucky with this guy. Rolled fairly average stats, but the two Heighten Attribute mutations help out, and I rolled twice for the 'roll two times' result for mental mutations, giving this guy a bunch. And yeah, Zorak.
Bean Garbanzo
Sentient Plant (Brush) Scout 1
PS 18 (+3) THAC Melee +3 Damage +3
DX 16 (+2) THAC Ranged +2 Stealth +2 Base AC 12
CN 13 (+1) Health 11
MS 11 (+0) Mental Defense 10
IN 14 (+1) Use Artifacts +1 Remain Unseen +7
CH 9 (+0) Robot Recognition nil
SN 14 (+1) Perception +2
Hit Points: 54 AC 12 Speed 16
Mutations:
Physical
Photodependent (D): 1 hour of darkness = sluggish state, -2 to all attributes, 24 hours in dark = 1d6 damage
Transfusion: MP 13, heal other plants only, 11 hit points in one round, once per person per day, take 1d4 dmg
Dissolving Juices: MP 14, acid deals 3d6+1 dmg over 1 minute, or 2 dmg per round, use once per 4 hours
Heightened Physical Attribute: Physical Strength +5 (was 13)
Oversized Limbs: Legs 70% longer, base speed +5
Shapechange: MP 16, take another plant form for up to 70 minutes, once per 4 hours
Class Skills:
Detect Ambush/Trap +4
Hunting +3
Navigate +3
Tracking +6
Wilderness Survival +4
Equipment: none
Notes: all plant mutations for this guy. Photodependent is a nice logical defect for this guy, although he won't be doing much scouting at night. Shapechange was a result of a 'choose one mutation' roll. Seemed fitting to have a disguise ability like that for a scout.