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Stat me, any system
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 17
Thread images: 3
File: Doomguy.png (4 KB, 328x448) Image search: [Google]
Doomguy.png
4 KB, 328x448
Stat me, any system
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>>47288567
>cantbeataspacemarine/10

fuck off.
>>
Let's have this thread 8 more times today, shall we?
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File: IG_shooting_phase.gif (912 KB, 397x312) Image search: [Google]
IG_shooting_phase.gif
912 KB, 397x312
For Rifts i'd make him a Mega Juicer, and just fluff out the biocomp and short life span etc.
World Book 10: Juicer Uprising, pages 36-39
Pic unrelated
on mobile, will post a link to a PDF shortly
>>
Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
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>>47288661
http://www.fractal-cortex.net/rpg/RIFTS/Rifts%20BOOKS/World%20Books/Rifts%20-%20World%20Book%2010%20-%20Juicer%20Uprising.pdf
>>
Hijacking this thread.

What system or rules can support a "speedrun" character?
I'm talking about Doom and Half-Life speedruns in particular (but not limited to), where constantly performing tricky, well, tricks allows you to GO FAST.

Basically, you have to constantly succeed somewhat hard checks that give you a minor bonus if performed a few times, but that can completely break the game when performed almost constantly.

Even more basically, it's kinda like snowballing - the longer your success streak, the better your performance becomes, but one failure - and it's back to square one, because your success streak has been cut short, and you are suddenly in a dangerous situation without all the bonuses that allowed you to survive and succeed in the first place.
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>>47288567
Death Incarnate/10
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>>47288599
can a space marine kill thousands of demons without a break?
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>>47288934

https://1d4chan.org/wiki/Metal_Slug_System

use those weapon/damage rules themed as monster hunter, kill a bear put his bear claws on your sword, now kill a dragon put dragon teeth on, kill a demon get demon magic upgrading your damage. Scale up very hard very fast.

if you try to fight a demon without a fully upgraded weapon you will get wrecked, "dying" equates to getting your weapon broken or whatever, you must start over.
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>>47288619
Is that a challenge, faggot?
>>
WS 3 BS 4 S 4 T 3 W 2 I 3 A 2 LD 7 SV 4+

Infantry (Character)
1(Unique)

Independent Character
Rage
Furious Charge

UAC Pistol
S 6 AP 5
Pistol

Brass Knuckles
S 5 AP 3
Melee

Maybe options to allow him to field heavier weapons?
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>>47289903
Character stats seem reasonable. Doomguy is squishy, but he's very good at evading damage (so sort of Eldar-tier?)

Ditch the pistol thing that sucks.

I would give him the BFG9K (S 6 AP 3 Large Blast?) and maybe some optional powerup special rules to make him more interesting e.g. partial invisibility
>>
Rip: yes
Tear: also yes
>>
Doom guy

Hc: Demon slaying badass of Earth
T: Angry as hell
A: to Hell and back
A: rip and tear
A: everything evil fears me

+4 shoot
+3 will, fight
+2 Provoke, Physique, athletics
+1 notice, investigate (gotta find those keys), crafts (equipment repair, operate machinery/doors), lore (demons)
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>>47288934
>What system or rules can support a "speedrun" character?
you could easily convert doom rules to a board game.

I was almost going to do it being as literal as possible (1/35 seconds turns, using the game randomization table isntead of dice and etc...) but since I dont know how the read the doom source code language, I cant find the specific details
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Health:100
Damage: (((1d256 mod-1) 10)+1)
reroll if 1;

ITEMS
Armor:Damaged Armor that does not protect
Weapons: Pistol
Damage: 5*(((1d256 -1) mod )+1);
Thread replies: 17
Thread images: 3

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