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Post by htdfan on Jun 28, 2008 14:52:38 GMT -5
Hello, I'm brand new to this message board (and pretty new to MURPG), but I've been thinking about doing Howard the Duck, MURPG style. Are there any Howard the Duck fans out there who might have some ideas on what sort of ability scores and/actions to give him?
Here's something along the lines of what I've been thinking:
Abilities: Intelligence: 4 Strength: 2 Agility: 2 Speed: 2 Durability: 2
My thinking with the abilities is, he's pretty average although certainly pretty smart.
Actions: Business Skills: 2 Close Combat: 4 (Quack-Fu, from an early issue when he trained in the martial arts) General Knowledge: 4 Leadership: 2 (He has to have some leadership abilities, he almost got elected President of the United States!) Sorcery: 1 or 2 (He trained with Dr. Strange for a little while, but is pretty limited).
Any ideas, comments?
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Post by mcfly on Jun 28, 2008 17:13:55 GMT -5
Maybe statecraft would cover that slightly better than leadership if he was trying for president?
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Post by dorkknight23 on Jun 28, 2008 17:54:06 GMT -5
Welcome to the boards!
I've got to admit my knowledge of Howard the Duck is limited, but if he has sorcery he should have Mastery of Magic too.
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Post by UrbanBlue on Jun 29, 2008 0:14:46 GMT -5
In the Marvel Encyclopedia, Howard is noted as having below-average fighting skills, so 4 is a little high.
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Post by mcfly on Jun 29, 2008 3:45:32 GMT -5
below average for marvel or below average for normal humans in puny land?
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Post by Jet on Jun 29, 2008 14:31:21 GMT -5
I think he can still beat unnamed street thug, so cc at 3 would be okay, I guess. And I like Howard, kinda like mixing Donal Duck in Marvel, except- it actually happened and IT WORKS!
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Post by htdfan on Jun 30, 2008 13:08:03 GMT -5
Mastery of Magic and Sorcery are co-requirements? Like I said I'm new to all of this, and the magic stuff I've found particularly confusing.
Thanks for the comments on the close combat, I agree that 3 is more reasonable than 4.
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Post by dorkknight23 on Jul 2, 2008 16:47:13 GMT -5
Mastery of Magic and Sorcery are co-requirements? Like I said I'm new to all of this, and the magic stuff I've found particularly confusing. Thanks for the comments on the close combat, I agree that 3 is more reasonable than 4. Magic is very confusing, as is powered armor, vehicles, inventing, and transform self (some regular sticky wickets around here,) and it helps to play a bit without working into those rules and easing your way into them. But yeah, in the Sorcery description it notes you need to have Mastery of Magic, and your Sorcery AN can't be 2x that of your Mastery AN (so, for example, if Howard had Mastery of Magic at AN 1 he could he Sorcery up to AN 2, and so on.)
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Post by captainbonkers on Dec 31, 2008 16:06:09 GMT -5
Iron Duck sounds like a cool thing to make...
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Post by Beacon on Jan 2, 2009 11:56:11 GMT -5
I don’t see any Social Skills. He seemed to make friends pretty quickly for a rough-around-the-edges talking duck. Of course I guess Statecraft would work too.
Three sounds about right for Close Combat. The whole Quack-Fu thing was kind of a one-time joke. Howard probably lost more fights than he won but he still ought to be able to take down a couple generic thugs.
Should he have a technology (and maybe inventing) action to account for the Iron Mallard incident or is that whole thing best left forgotten?
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