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Legionem sum quia multi sumus
Posted: Mon Jul 25, 2016 3:47 am
by Sabersonic
Yes, I know it's another topic on NPC creation (bonus points for those who can guess the translation, no cheating), but this is largely for me to publish conversion of horde-type characters found in many a media that make up the vast, inhuman army of the antagonist force. Most of them come from video games for obvious reasons.
If there are some issues to my interpretation or a more efficient way to portray them under OVA2e, don't hesitate and let me know and I'll correct them.
EDIT: As Mal suggested, here's a hyperlink directory of all conversions.
Anyway, first of is one of the more common mooks of the
Doom 3 video game. Much of it is derived from the Zombie NPC fragment.
Zombie

A former human, either living or dead, possessed by the ethereal denizens of hell. Largely, their manner of movement and psychology is similar to an individual diagnosed with Consciousness Deficit Hypoactivity Disorder or CDHD1, though with the exemption of a slightly higher intelligence due to the daemonic entity within. This level of intelligence can range from the use of improvised weapons such as wrenches and flashlights to operating as a group to coordinate attacks in order to overcome their physical limitations.
(-5 Points)
HEALTH: 40
ENDURANCE: 20
TV: 8
DX[END] - Attack
- 0.5[0] - “Punch” (Stunning. Ineffective; Low Penetration)
Level - Ability
- +1 - Attack (Batons/Clubs)
- +3 - Iron-Willed “Psionic Influence”
- +3 - Life Support
- +3 - Perceptive “Unpossessed Mortals”
- +2 - Tough
Level - Weakness
- -1 - Bizarre Appearance
- -1 - Clumsy
- -3 - Dense
- -2 - Easily Distracted “Living Prey”
- -2 - Mute
- -1 - Slow
- -3 - Unique (Cannot Heal)
- -2 - Vulnerability (Fire)
- -2 - Vulnerability (Headshots)
Re: Legionem sum quia multi sumus
Posted: Mon Jul 25, 2016 3:53 am
by Sabersonic
Next up is the daemonic foe of the same franchise.
Imp

One of the more common daemons of hell that have taken corporeal form, the Imp can be described as the “foot soldier” of Hell’s armies. Along with its razor talons and fangs, the Imp is able to lob fire balls at its prey when they are just out of arms reach. Like many Hell daemons, the Imp is able to teleport in order to ambush their targets, most often from behind.
(5 Points)
HEALTH: 60
ENDURANCE: 50
TV: 12 (17 Scaled)
DX[END] - Attack
- 3[0] - “Talons” (Armor Piercing. Elaborate Gestures)
- 3[5] - “Fire Balls” (Area Effect; Continued Effect; Ranged. Countered; Inaccurate; Elaborate Gestures)
- 6[10] - “Leap Attack” (Armor Piercing x3; Effective x3; Impairing; Ranged, St. Powered. Activation; Open to Attack)
Level - Ability
- +1 - Armored*
- +2 - Attack*
- +3 - Iron-Willed “Psionic Influence”*
- +2 - Life Support
- +2 - Perceptive “Unpossessed Mortals”*
- +1 - Perceptive “Horror”*
- +1 - Strong*
- +1 - Teleport (Self-Only)*
- +2 - Tough
- +2 - Unique “Wall-Crawling”
- +1 - Vigorous
Level - Weakness
- -3 - Bizarre Appearance
- -2 - Easily Distracted “Living Prey”
- -3 - Endurance Use “Teleport”
- -2 - Impaired Sense “Taste”
- -2 - Mute
- -1 - Short-Tempered
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
Re: Legionem sum quia multi sumus
Posted: Mon Jul 25, 2016 4:01 am
by Sabersonic
Now its an iconic footsoldier of the
Resistance franchise. I'll probably either expand this or add successive entries based upon what corrections/advisement I gain.
Hybrid

The most common of the Chimera Strains, the Hybrid serve as the standard infantry of the Chimeran Army and thus populate the bulk of the advanced war machine of extrasolar origins. Though created through the conversion of a single human being, the Hybrid stand several inches taller than the average human being, are highly agile, and possess remarkable physical strength. Though a very savage enemy, akin to a wild animal or predator, the Hybrid is very keen and tenacious, able to quickly learn the tactics and mannerisms of their foes and adapt accordingly.
Since they populate a vast percentage of the Chimeran Army, the base Hybrid is separated into three types. Type Is are the standard, frontline infantry with very little armor protection. Type IIs serve as marksman and forward scouts through the sensor module mounted upon their heads. Type IIIs are noticeably more armored and serve as hardened security forces for high priority facilities to the Chimera. It has also been observed that aged Hybrids grow large in size with their limbs increase in length and more spindly and their Heat Stacks wear out, transforming them into what have been dubbed “Gray Jacks”.
Type I (-5 Points)
HEALTH: 40
ENDURANCE: 40
TV: 12 (17 Scaled)
DX[END] - Attack
- 3[0] - “Talons” (Armor Piercing. Elaborate Gestures)
- 3[0] - “Fangs” (Inaccurate)
Level - Ability
- +1 - Armored “Chimera Armor”*
- +2 - Attack*
- +2 - Combat Expert*
- +3 - Gear “Bullseye Assault Rifle Magazines”
- +2 - Gear “Sym-Bac Canisters” (Healer, Effective x4. Activation; Ammunition x2)
- +1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
- +2 - Life Support
- +1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
- +1 - Quick*
- +1 - Strong*
- +2 - Tough
- +2 - Vigorous
Level - Weakness
- -3 - Bizarre Appearance "Chimeran Anatomy"
- -3 - Dependency “Link to Chimeran Hivemind” (Dies)
- -1 - Ineptitude “Manual Dexterity”
- -2 - Ineptitude “Tactical Novelty”
- -2 - Impaired Sense “Taste”
- -1 - Mute
- -3 - Restricted Freedom “Chimeran Army”
- -3 - Servitude “Chimeran Army”
- -3 - Vulnerability (Fire-based Attacks)
- -3 - Vulnerability “Heat Stack” (Weak Point)
- -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage.
Type II (1 Points)
HEALTH: 40
ENDURANCE: 40
TV: 11 (16 Scaled)
DX[END] - Attack
- 3[0] - “Talons” (Armor Piercing. Elaborate Gestures)
- 3[0] - “Fangs” (Inaccurate)
Level - Ability
- +1 - Armored “Chimera Armor”*
- +2 - Attack*
- +1 - Combat Expert*
- +8 - Gear “Hunter Battle Rifle Magazines”
- +2 - Gear “Sym-Bac Canisters” (Healer, Effective x4. Activation; Ammunition x2)
- +1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
- +2 - Life Support
- +1 - Perceptive
- +1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
- +1 - Quick*
- +1 - Strong*
- +2 - Tough
- +2 - Vigorous
Level - Weakness
- -3 - Bizarre Appearance "Chimeran Anatomy"
- -3 - Dependency “Link to Chimeran Hivemind” (Dies)
- -1 - Ineptitude “Manual Dexterity”
- -2 - Ineptitude “Tactical Novelty”
- -2 - Impaired Sense “Taste”
- -1 - Mute
- -3 - Restricted Freedom “Chimeran Army”
- -3 - Servitude “Chimeran Army”
- -3 - Vulnerability (Fire-based Attacks)
- -3 - Vulnerability “Heat Stack” (Weak Point)
- -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
Type III (-5 Points)
HEALTH: 40
ENDURANCE: 40
TV: 11 (16 Scaled)
DX[END] - Attack
- 3[0] - “Talons” (Armor Piercing. Elaborate Gestures)
- 3[0] - “Fangs” (Inaccurate)
Level - Ability
- +2 - Armored “Chimera Armor”*
- +2 - Attack*
- +1 - Combat Expert*
- +3 - Gear “Bullseye Assault Rifle Magazines”
- +2 - Gear “Sym-Bac Canisters” (Healer, Effective x4. Activation; Ammunition x2)
- +1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
- +2 - Life Support
- +1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
- +1 - Quick*
- +1 - Strong*
- +2 - Tough
- +2 - Vigorous
Level - Weakness
- -3 - Bizarre Appearance "Chimeran Anatomy"
- -3 - Dependency “Link to Chimeran Hivemind” (Dies)
- -1 - Ineptitude “Manual Dexterity”
- -2 - Ineptitude “Tactical Novelty”
- -2 - Impaired Sense “Taste”
- -1 - Mute
- -3 - Restricted Freedom “Chimeran Army”
- -3 - Servitude “Chimeran Army”
- -3 - Vulnerability (Fire-based Attacks)
- -3 - Vulnerability “Heat Stack” (Weak Point)
- -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
EDIT: Dang it! Forgot the weapons
Hedgehog Grenade

The primary hand-held, anti-infantry munition of the Chimeran Army, it is more effective than the standard fragmentation grenade utilized by human forces in that it not only explodes in mid-air, about the height of a standard human infantryman, rather than on the ground, but also fires needles that will impale those within its area of effect. It has also been deployed as a trap not unlike a land-mine but without the explosive concussion force of a standard explosive.
DX[END] - Attack
- 3[0] - “Armor Piercing, Fragmentation” (Affinity, Aiming; Area Effect x2; Armor Piercing; Ranged; Stunning. Activation; Ammunition x2; Countered; Inaccurate; Weapon)
-----------------
Bullseye Assault Rifle

The primary, directed energy small-arm of the Chimeran Hybrid Infantry, the Bullseye Assault Rifle is an extremely versatile weapon system due to its Bullet Tag ability. Once fired, every successive round will automatically alter its trajectory no matter the firing angle and fly towards the Bullet Tag. These makes the Bullseye useful in either saturation fire upon a desired location, effective blind-fire from cover, or as some soldiers have learned, make for a useful improvised trap.
DX[END] - Attack
- 3[0] - “Burst Energy Fire, Homing” (Accurate x4; Setting “Burst Energy Fire, Standard”; Ranged; Rediretable. Open to Attack; Requirement, Bullet Tag)
- 3[0] - “Bullet Trap” Area Effect; Setting “Burst Energy Fire, Standard”; Ranged; Trap. Activation; Low Penetration; Requirement; Bullet Tag)
- 3[5] - “Burst Energy Fire, Standard” (Area Effect x2; Armor Piercing x2; Ranged. Elaborate Gestures, Both Hands on Weapon; Inaccurate x3; Weapon)
- 0[5] - “Bullet Tag” (Accurate x7; Ranged. Elaborate Gestures, Both Hands on Weapon; No Damage; Weapon)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2; Weapon)
-----------------
Bullseye Mk. II Assault Rifle

An exclusive, directed energy small-arm of the elite Enhanced Hybrid of the Chimeran Army, the Bullseye Mk. II is an improved version of the standard Bullseye in that it has larger, more powerful shots that inflict greater physical harm upon enemy infantry.
DX[END] - Attack
- 4[0] - “Burst Energy Fire, Homing” (Accurate x4; Setting “Burst Energy Fire, Standard”; Ranged; Rediretable. Open to Attack; Requirement, Bullet Tag)
- 4[0] - “Bullet Trap” (Area Effect; Setting “Burst Energy Fire, Standard”; Ranged; Trap. Activation; Low Penetration; Requirement; Bullet Tag)
- 4[5] - “Burst Energy Fire, Standard” (Area Effect; Armor Piercing x2; Effective; Ranged. Elaborate Gestures, Both Hands on Weapon; Inaccurate x2; Weapon)
- 0[5] - “Bullet Tag” (Accurate x7; Ranged. Elaborate Gestures, Both Hands on Weapon; No Damage; Weapon)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2; Weapon)
-----------------
Hunter Battle Rifle

The standard, directed energy marksman small-arms of the Chimeran Army, the Hunter Battle Rifle is typically fielded by Marksman Hybrids charged with the rapid elimination of hostile forces. To perform such duties, the weapon system utilizes an accurate, three-burst directed energy discharges that are stronger than the normal Bullseye round. For more entrenched targets, the Hunter Battle Rifle is able to deploy an electric drone which seeks out such enemy units and flush them from their protective barriers and into the sights of the Hunter Battle Rifle.
DX[END] - Attack
- 4[0] - “Three-Round Energy Burst” (Accurate; Armor Piercing x2; Effective; Ranged. Elaborate Gestures, Both Hands on Weapon; Weapon)
- 2[0] - “Drone” (Armor Piercing x2; Overwhelming; Ranged. Ammunition x2; Elaborate Gestures, Both Hands on Weapon; Ineffective; Weapon)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2; Weapon)
-----------------
Deadeye Sniper Rifle

The standard, directed energy long distance small-arm of the Chimeran Army, the Deadeye Rifle is utilized by both Sniper Hybrids and Sniper Longlegs. Though it has the surgical precision expected of a sniper rifle, the Deadeye is fully capable of projecting a Photon Charge that is able to decimate nearly all types of infantry targets. However, it takes great concentration and time to charge up the weapon, an action that leaves the weapon user vulnerable to a pre-emptive strike.
DX[END] - Attack
- 5[15] - “Photon Charge” (Accurate x4; Armor Piercing x4; Effective x2; Impairing; Ranged. Buildup x2; Elaborate Gestures, Both Hands on Weapon; Open to Attack; Weapon)
- 3[5] - “Supersonic Energy Blast” (Accurate x4; Armor Piercing x4; Ranged. Elaborate Gestures, Both Hands on Weapon; Open to Attack; Weapon)
- 2[0] - “Buttstroke” (Defensive; Stunning. Elaborate Gestures, Both Hands on Weapon; Ineffective; Low Penetration x2; Weapon)
-----------------
Wildfire Rocket Launcher

The standard, anti-armor munition of the Chimeran Army, the Wildfire Rocket Launcher is noteworthy due to the lock-on feature of the so-called “Rockets” are able to target both vehicles and individual infantry units. However, it is able to perform ballistic carpet bombing of a tactical area through the use of a Cluster Missile to deal with a mass of infantry units.
DX[END] - Attack
- 5[0] - “Homing Rocket” (Armor Piercing x3; Effective x2; Ranged; Redirectable. Ammunition x2; Elaborate Gestures, Both Hands on Weapon; Unwieldy x2; Weapon)
- 3[0] - “Cluster Missile” (Area Effect; Overwhelming; Ranged. Ammunition x2; Elaborate Gestures, Both Hands on Weapon; Unwieldy; Weapon)
-----------------
Bullseye Assault Rifle Magazine
A spare reload for the Bullseye Assault Rifle, it can be used to fully replenish an otherwise spent AR. As such, it can only be used once.
Level - Ability
- +3 - Endurance Reserve “Bullseye Magazine”
Level - Weakness
- -2 - Unique “Only Bullseye AR Attacks”
-----------------
Hunter Battle Rifle Magazine
A spare reload for the Hunter Battle Rifle, it can be used to fully replenish an otherwise spent BR. As such, it can only be used once.
Level - Ability
- +3 - Ammunition Reserve “Replacement Drones”
- +3 - Endurance Reserve “Hunter Magazine”
Level - Weakness
- -2 - Unique “Only Hunter BR Attacks”
-----------------
Deadeye Sniper Rifle Magazine
A spare reload for the Deadeye Sniper Rifle, it can be used to fully replenish an otherwise spent SR. As such, it can only be used once.
Level - Ability
- +3 - Endurance Reserve “Deadeye Magazine”
Level - Weakness
- -2 - Unique “Only Deadeye SR Attacks”
-----------------
Wildfire Rocket Launcher Magazine
A spare reload for the Wildfire Rocket Launcher, it can be used to fully replenish an otherwise spent RL. As such, it can only be used once.
Level - Ability
- +3 - Ammunition Reserve “Wildfire Magazine”
Level - Weakness
- -2 - Unique “Only Wildfire RL Attacks”
There we go, nearly messed up the whole thing.
Re: Legionem sum quia multi sumus
Posted: Mon Jul 25, 2016 4:06 am
by Sabersonic
Next up is a representative foe of the
Dead Space franchise, also based off the Zombie NPC fragment.
Slasher

One of the more commonly encountered Necromorph during a typical outbreak; they are called so due to the specialized limbs which feature blade-like bone protrusions. However the creation of these appendages varies from host to host: Sometimes they are created from the hosts original arms while in others they are new limbs created during the conversion process. These necromorph types almost always sport an additional pair of limbs upon their torso in the form of atrophied arms that sprout from the torso, though their creation is also varied as either the original hosts arms bound in twisted flesh or vestigial that sprouted from the torso. Their use however, is still the same as they are used to maintain stability though they have been used to hold down victims.
The Slasher also has the most numerous variants: Enhanced Slashers that are more resilient to damage due to being formed from more necrotic i.e. decayed corpses, and Armored Slashers formed from soldiers, miners, or engineers that are donned in armor before their deaths.
(0 Points)
HEALTH: 40
ENDURANCE: 30
TV: 11 (16 Scaled)
DX[END] - Attack
- 4[0] - “Scythe Arms” (Armor Piercing; Effective x2. Elaborate Gestures; Inaccurate x2)
Level - Ability
- +2 - Armor (Cancel x2, Dismemberment)*
- +1 - Art of Invisibility
- +1 - Attack*
- +5 - Life Support
- +3 - Perceptive “Neurokinetic Impulses”*
- +2 - Perceptive “Living Beings under the Influence of the Markers”*
- +2 - Tough
- +2 - Unique “Wall-Crawling”
- +1 - Vigorous
Level - Weakness
- -3 - Bizarre Appearance "Necrotic Form"
- -1 - Clumsy “Unwieldly Gait”
- -2 - Compulsion “Killing”
- -1 - Dense
- -2 - Ineptitude “Manual Dexterity”
- -1 - Mute
- -3 - Servitude “Hiveminds and Markers”
- -3 - Unique (Cannot Heal)
- -1 - Vulnerability (Fire)
- -3 - Vulnerability (Dismemberment)
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
Re: Legionem sum quia multi sumus
Posted: Mon Jul 25, 2016 4:11 am
by Sabersonic
And now arguably one of the more well known hordes in popular media
Minion

Small, yellow, and cylindrical creatures, Minions are the common stock to the lair of any self-respecting supervillian and have existed since time and memorial. They are very skilled when it comes to the crafting and manipulation of technology especially that of weaponry and are ideally suited for a laboratory lifestyle. However, beyond such skills and environment, the Minion is anything but reliable. They have a child-like mentality and wonderment, especially towards juvenile jokes and are noticeably obsessed with most types of fruit and potatoes for some odd reason or another. Minions are ill-suited for espionage and even less so in direct confrontation but are less about their survivability and more in their ability in combat. Additionally, though they are able to understand the language of the supervillian and their agents, the “Minion Dialect” as it is known is incomprehensible to all outside of their species.
Physicality, their bodies varies from Minion to Minion from having cycloptic or binocular vision, hair style, height and build. However, they have an interesting ability to illuminate a surrounding area with their bodies not unlike a glow stick.
(-1 Points)
HEALTH: 10
ENDURANCE: 10
TV: 3
DX[END] - Attack
- 0.5[0] - “Punch” (Stunning. Ineffective; Low Penetration)
Level - Ability
- +1 - Cute!
- +1 - Evasive
- +4 - Gear
- +1 - Intuitive
- +2 - Inventor
- +1 - Knowledge “Computers”
- +1 - Knowledge “Disguise”
- +1 - Knowledge “Electronics”
- +3 - Life Support
- +1 - Pilot
Level - Weakness
- -1 - Absent Minded
- -2 - Awkward Size “Small”
- -2 - Bizarre Appearance “Minion”
- -1 - Easily Distracted “Crude Jokes”
- -2 - Easily Distracted “Fruit and Potatoes”
- -1 - Impulsive
- -1 - Jittery
- -3 - Servitude “Supervillian Minion”
- -1 - Short-Tempered
- -1 - Weak-Willed
Couldn't really make these compatible with the Minion Ability to be perfectly honest.
Re: Legionem sum quia multi sumus
Posted: Mon Jul 25, 2016 4:21 am
by Sabersonic
And lastly, something from
Ubi-Soft's past if I recall correctly.
Rabbid

A species of maniac, anthropomorphic rabbits, the Rabbids are best known for their notable slapstick behavior such as wielding common household objects such as plungers as weaponry, dressing up as various individuals both real and fictional and constant screaming. This is in sharp contrast to their near-constant plotting and often enough poor execution of conquest and causing general havoc.
Rabbids tend to be mentally unstable along with bouts of adrenaline rushes which are characteristic by their normally blue irises turning red and their infamous yell. This normally preludes the individual Rabbid destroying or attacking an object or individual in question with their tool of choice. Aside from their well-known berserker behavior, Rabbids are also known for their penchant of donning costumes and are surprisingly adept dancers, this especially surprising when compared to their generally poor skills in almost every other category, including those that pertain to domination on any possible scale.
(-4 Points)
HEALTH: 20
ENDURANCE: 40
TV: 6
DX[END] - Attack
- 5[0] - “Comical Club” (Effective. Weapon)
Level - Ability
- +4 - Attack
- +4 - Cute!
- +1 - Gear “Disguise Kit” (Shape Shift)
- +5 - Knowledge “Dancing”
- +3 - Knowledge “Disguise”
Level - Weakness
- -1 - Absent-Minded
- -2 - Awkward Size "Small"
- -2 - Bizarre Appearance
- -1 - Compulsion “Scream”
- -3 - Dense
- -2 - Frail
- -1 - Infamous “Rabbid”
- -2 - Impulsive
- -1 - Rude
- -1 - Quirk “Rabbid Dialect”
- -2 - Short-Tempered “Rabbid “Berserk”
- -1 - Weak
- -2 - Weak-Willed
And that should be it for now. So then, any opinions to the above conversions?
Re: Legionem sum quia multi sumus
Posted: Tue Jul 26, 2016 10:11 pm
by sniffycrab
Attack is for damage not to hit. Gear is not for weapons. The club should just be written up as their default attack. Using the stats presented the attack should be written up like so.
Attack
Baton/club Damage Multiplier x5 To hit 2. Perk effective (+5) flaw (weapon -5) endurance cost: 0.
If you have to give them gear I'd give them Gear 1 'Disguise kit' grants Shape Change 1. At level 1 shape change just lets you alter your clothes and other minor details.
Sabersonic wrote:And lastly, something from
Ubi-Soft's past if I recall correctly.
Rabbid

A species of maniac, anthropomorphic rabbits, the Rabbids are best known for their notable slapstick behavior such as wielding common household objects such as plungers as weaponry, dressing up as various individuals both real and fictional and constant screaming. This is in sharp contrast to their near-constant plotting and often enough poor execution of conquest and causing general havoc.
Rabbids tend to be mentally unstable along with bouts of adrenaline rushes which are characteristic by their normally blue irises turning red and their infamous yell. This normally preludes the individual Rabbid destroying or attacking an object or individual in question with their tool of choice. Aside from their well-known berserker behavior, Rabbids are also known for their penchant of donning costumes and are surprisingly adept dancers, this especially surprising when compared to their generally poor skills in almost every other category, including those that pertain to domination on any possible scale.
(-4 Points)
HEALTH: 20
ENDURANCE: 40
TV: 6
Level - Ability
- +4 - Attack (Batons/Clubs)
- +4 - Cute!
- +1 - Gear “Club” (Can be any improvised, blunt weapon. Generally comical.)
- +5 - Knowledge “Dancing”
- +3 - Knowledge “Disguise”
Level - Weakness
- -1 - Absent-Minded
- -2 - Awkward Size "Small"
- -2 - Bizarre Appearance
- -1 - Compulsion “Scream”
- -3 - Dense
- -2 - Frail
- -1 - Infamous “Rabbid”
- -2 - Impulsive
- -1 - Rude
- -1 - Quirk “Rabbid Dialect”
- -2 - Short-Tempered “Rabbid “Berserk”
- -1 - Weak
- -2 - Weak-Willed
And that should be it for now. So then, any opinions to the above conversions?
Re: Legionem sum quia multi sumus
Posted: Wed Jul 27, 2016 4:29 am
by Sabersonic
sniffycrab wrote:Attack is for damage not to hit. Gear is not for weapons.
Okay, got that one edited. Though I have to wonder what lead you to conclude that the Attack abilities in my conversions equated to a dice bonus to hit?
Re: Legionem sum quia multi sumus
Posted: Sat Jul 30, 2016 4:40 pm
by sniffycrab
Looking back, you could of been giving them freakishly high damage ratings.
Re: Legionem sum quia multi sumus
Posted: Sat Jul 30, 2016 9:12 pm
by Sabersonic
The Rabbids? Well, when using the default OVA2e damage rules, that would probably make them a bit overpowered if their hits connect. But when using the Gag Damage rules on p111, it's pretty much par the course if you consider what toons normally get injured from.
Re: Legionem sum quia multi sumus
Posted: Fri Aug 05, 2016 6:21 pm
by sniffycrab
You MUST list standard attacks for every character you make. Even if it is just one attack. As is all your sheets are now, they are only half done. You remind me of steelsmiter on rpol.net who never lists BESM 3rd attacks on his character sheets/profiles. You need to put down attacks.
Re: Legionem sum quia multi sumus
Posted: Sat Aug 06, 2016 12:00 am
by Sabersonic
sniffycrab wrote:You MUST list standard attacks for every character you make. Even if it is just one attack. As is all your sheets are now, they are only half done.

.....Funny, I don't recall that being an essential rule in the character creation portion of OVA2e, but if it's that big of a bother, I guess I can just put in simple punches for both Minions and Zombies.
Re: Legionem sum quia multi sumus
Posted: Sat Aug 13, 2016 11:28 am
by Clay
While I do go ahead and list out default attacks (even for Braun), it is by no means required that you do so. The entire point is to make it easy to generate characters quickly and NOT have to detail a bunch of attacks if you don’t want to—that includes a “default” one. This is especially true for Extras, as you can see from the NPC Fragments section.
Likewise, you can use Gear instead of the Weapon flaw if you desire. I think it’s usually more fiddly unless you have a weapon that grants a lot of Abilities, but the option is there if you want. Generally I wouldn’t bother with Gear for single Abilities on characters like the Rabbids. While it’s theoretically possible for them to lose their disguise kit, I don’t think this potential for loss is really appropriate for an already goofy character.
Thanks again for taking the time to write up so much stuff, Sabersonic. I hope somebody finds it useful!
Re: Legionem sum quia multi sumus
Posted: Sat Aug 13, 2016 11:09 pm
by Sabersonic
Once again, thank you Clay for the encouraging words. Now I just gotta get off my *censored* and get to work on my other conversions.
On the topic of Gear, I guess if I really, REALLY wanted to munchkin the whole Shape Shift thing, I could probably just go with Focus "Disguise Kit". To be honest, I was kind of worried about how "legal" my usage of the Gear Ability with the Chimera, what with Attack Ability attached and the attack variations with all those Ineffective Flaws attached and the Endurance Reserve to act as a magazine of sorts among other things.
Granted, I could just as easily make them as simple attack variations like with
Sniffycrab's Bizzare Bazaar and be done with it, though with the numerous attack variations attached to it, along with the whole ammo thing- that could potentially be solved with Endurance Reserve as a kind of Magazine now that I think about it, it'll probably be simpler to just have it as an easily referenced Gear. Still, I should probably get a verdict on it before I get in too deep into that particular hole.
Re: Legionem sum quia multi sumus
Posted: Sun Aug 14, 2016 10:59 am
by Clay
At a glance, I think your use of Gear is fine. If anything, you’re actually not being munchkiny, but somewhat inefficient, since you’re paying for Attack multiple times and missing out on the “Weapon” Requirement.
In the end, it doesn’t really matter anyway. As long as their toughness makes for a fair fight against the PCs, it really doesn’t matter how you got there.