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Post by doc on Feb 22, 2011 10:41:07 GMT -5
Alright, all your PCs go here.
Now, the rules and guidelines:
You can start at level 2 - as we're going to assume your PC has some reputation already accrued by this point.
ACCEPTABLE CATEGORIES:
Hardware (ANY) Physical Training (ANY) Special Training (ANY)
From Powers Unlimited 2: Natural Genius Ancient Weapons Expert
From Armageddon Unlimited:
Actually, I still have to review this, as I'm getting the book this week. However, having gotten the free preview, I'm comfortable in saying the Demon Hunter Category is acceptable for this game. You'll have to wait on the others.
CONDITIONAL POWER CATEGORIES:
Magic - The mystic study is available, BUT, focus on spells that have limited physical effects and focus more on subterfuge, illusion and such. A lot of spells such as Fireballs and such will not be well liked. I may also allow some of the other categories, but again, I'm very leery and wanting to keep this era-appropriate.
Psychic - Again, focus on powers of subterfuge and minimize if not outright eliminate any physical powers. Most if not all powers should be from the Sensitive Category. Clearly the model for this kind of PC is The Shadow - who's powers included Illusions, Invisibility (Invisible Haze) and telepathy and Sense evil. Let's not see a lot of TK here please.
Empowered: Same as the other two above - should be a focus on sensory powers. For example "Matt Mason, Intrepid Crime-busting District Attorney, is blinded by shot in the face. His life long friend and bodyguard, Dr. Xiong Chen, teaches him secret Eastern techniques, allowing him to SEE EVIL (minor power of Paranormal Vision) to replace his lost sight. He fight as...the Vampire Bat!" would be acceptable.
NON AVAILABLE CATEGORIES:
Aliens, Bionics, Experiments, Super-Soldiers, Mutants, Robots, Imbued, Eugenics, Gesalts, Immortals, Super-Invention, Symbiotes.
Other notes:
On finances: Most of the PCs are assumed to be relatively well-off (in the Pulps, virtually none of them had to worry about making rent). So consider this in your background - the character should have access to considerable finances and resources to assist in their fight against crime or the unusual/unknown.
Timeline: The game will start in early 1923. You may need to consider this in terms of background/context.
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Post by doc on Feb 22, 2011 17:23:52 GMT -5
Oh, and Yendor reminded me - I will consider the Crimebuster Special training class from Rifter#5 as legitimate for the purposes of this game.
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Post by shiivster on Feb 23, 2011 16:23:32 GMT -5
Yendor and I came up with a Crimebuster char that should be interesting.
i'll forward it for you to look over if thats what's required
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Post by dakota on Feb 23, 2011 22:00:25 GMT -5
Meirin and I are working on a Hardware:Weapon/ancient Weapons Master combo with a linked history. Will postup more once we hammer out some details
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Post by doc on Feb 24, 2011 0:10:42 GMT -5
OK - it all sounds good so far - forward me what you have when you get the chance.
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Post by thorley on Feb 25, 2011 13:36:29 GMT -5
I'd be interested in doing an illusionist character, either magic or psionics, I'm more familiar with the former however. Otherwise I might be interested in a Super Sleuth, though I have no idea what to do with the whole "computer hacking" aspect.
As far as character concept goes, I was wondering how much of the game's action is going to be revolving around the prohibition? Unless we're going to be spending 99% of our time cold cocking rum runners, I was thinking it might be interesting to have a character who is the owner of an underground nightclub/speakeasy catering to the hero set (such as it is). A sort of han solo type who has contacts on both sides of the fence (since he obviously deals with gangsters to get booze) but puts on a mask and goes to town on the guys who are really bad.
It may or may not be a viable character concept, depending on how militant the rest of the characters plan to be. If other party members are pretty much Rorschach "all criminals must be beaten to a pulp and hung from streetlamps at the very least" types, then obviously trying to be Han Solo isn't going to work.
If I go the magic angle since the game is set in Kansas I was thinking I might make the character a girl, wear a witch hat and mask in her hero identity, and have her go flying around with a broom for the amusement factor if it wouldn't ruin the game. The "Fly" spell in HU doesn't let you do the superman thing, but lets you ride an object like a broom or carpet at 35mph. The book "The Wizard Of Oz" was written in 1920, so it makes it 23 years ago. I was thinking it wouldn't be the first time a comic character assumed the identity or was inspired by a literary classic (though it's much more recent in the context of this game). Loving the book as a child, and then coming out in her early 20s to beat the tar out of criminals as "Glinda The Good Witch" or something similar given all the rampant crime.
If I did the nightclub thing, there is a spell called circle of concealment, I was thinking that whomever taught her magic might have somehow managed to put up a permanant version around a door somewhere in whatever the city was based. Standing in the right alleyway and then saying the passphrase (probably "To Oz" or something ridiculous) would decloak it allowing admittance so the place doesn't get busted and only the good guys can easily find it (though if you knew where it was the door is technically there, you just can't see it).
Probably too silly, but it's a basic concept.
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Post by Mierin on Feb 25, 2011 23:36:17 GMT -5
Minor correction - if the book was written in 1920 it would only be 3 years old in game time since the game is set in early 1923. A bit of googling shows that The Wonderful Wizard of Oz was written in 1900, so perhaps that is what you meant?
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Post by doc on Feb 26, 2011 10:13:25 GMT -5
I'd be interested in doing an illusionist character, either magic or psionics, I'm more familiar with the former however. Otherwise I might be interested in a Super Sleuth, though I have no idea what to do with the whole "computer hacking" aspect. As far as character concept goes, I was wondering how much of the game's action is going to be revolving around the prohibition? Unless we're going to be spending 99% of our time cold cocking rum runners, I was thinking it might be interesting to have a character who is the owner of an underground nightclub/speakeasy catering to the hero set (such as it is). A sort of han solo type who has contacts on both sides of the fence (since he obviously deals with gangsters to get booze) but puts on a mask and goes to town on the guys who are really bad. It may or may not be a viable character concept, depending on how militant the rest of the characters plan to be. If other party members are pretty much Rorschach "all criminals must be beaten to a pulp and hung from streetlamps at the very least" types, then obviously trying to be Han Solo isn't going to work. If I go the magic angle since the game is set in Kansas I was thinking I might make the character a girl, wear a witch hat and mask in her hero identity, and have her go flying around with a broom for the amusement factor if it wouldn't ruin the game. The "Fly" spell in HU doesn't let you do the superman thing, but lets you ride an object like a broom or carpet at 35mph. The book "The Wizard Of Oz" was written in 1920, so it makes it 23 years ago. I was thinking it wouldn't be the first time a comic character assumed the identity or was inspired by a literary classic (though it's much more recent in the context of this game). Loving the book as a child, and then coming out in her early 20s to beat the tar out of criminals as "Glinda The Good Witch" or something similar given all the rampant crime. If I did the nightclub thing, there is a spell called circle of concealment, I was thinking that whomever taught her magic might have somehow managed to put up a permanant version around a door somewhere in whatever the city was based. Standing in the right alleyway and then saying the passphrase (probably "To Oz" or something ridiculous) would decloak it allowing admittance so the place doesn't get busted and only the good guys can easily find it (though if you knew where it was the door is technically there, you just can't see it). Probably too silly, but it's a basic concept. Thanks for your thoughts. However there are some things that I want to point out. While the Prohibition will not be your only issue, it will be a MAJOR issue, and probably a major antagonist/archenemy for at least some of the other party members. In addition to that, this is the first generation of crime-fighters that the world has any knowledge of - so a nightclub catering to them probably is not appropriate - as the only clientele are likely to be the PCs, and this isn't going to be "Cheers". Secondly, I would prefer to keep the amount of physical type magics/powers to a minimum, so I admit I'll be hesitant to approve the idea of any flight "powers" (magic or otherwise), as you don't really see a lot of characters flying without a technological assist (plane, jetpack) until the Golden Age (1939ish). However, a mystic study, with the proper focus, should be acceptable.
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Post by doc on Feb 26, 2011 10:16:45 GMT -5
Oh, and having read the optional character categories from Armageddon Unlimited, I'm going to say that only the Demon Hunter is available for this game.
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Post by thorley on Feb 26, 2011 13:24:32 GMT -5
Okay, that's fine. I was kind of winging that as I wrote it anyway, and get the limitations, I thought it might be a little too over the top of the setting. Should I keep sending out character suggestions until I get a concept approved before I build one? Or should I just get something in and have it approved. I guess I kind of have the Kansas setting on the brain, but another idea I thought of was to create a character who dresses up as a scarecrow to fight crime. I'm thinking of a character who started with a rural backround out in the corn belt or something thematically. While it's sort of a rip off combining elements of "The Shadow" and a certain famous Batman villain, I was thinking doing it as an intimidation based hero heavily based on spells like Fear, Invisibility, and Horrific illusion. Probably from a fairly wealthy farming family with a connection to the whole "Hoodoo" type thing, who ran up on the wrong end of a business scam run by the mob to begin with that ended in violence, with the character assuming a heroic identity and heading to the cities to wipe out the hives full of these guys so to speak. I'd have to work out the backround details of course, but as a basic theme it might work for this kind of game. I'm not great at coming up with PC concepts unfortunatly. Also oddly I grew up with "teen detective" type fiction, and could make a character in that vein. The only problem though I'm not sure how well a guy in the vein of the Hardy Boys or whatever would fare in something based on lurid, campy, action based pulps which seems to be the idea here. I'd wind up building it as a Super Sleuth if I did it, could be fun to RP, not so much fun when it comes to actually fighting gangsters and villains probably. - Oh and yes, I was wrong about Oz, I didn't research it that heavily, I was just kind of winging the idea as I gradually thought of it while writing. I can easily see why a witch on a broom wouldn't fit in, so no big deal there.
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Post by doc on Feb 27, 2011 9:14:28 GMT -5
The Scarecrow idea has potential. But yes, please do start designing your PC and then send it for approval.
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Post by doc on Mar 17, 2011 9:59:52 GMT -5
I'm going to need final versions of PCs by March 25 if I want to start on April 1st. Thanks.
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Post by thorley on Mar 22, 2011 0:42:47 GMT -5
Heroic Identity: The Scarecrow Name: Caleb L'angelle Alignment: Scrupules Level: 2 Power Catagory: Mystic Study
IQ: 15 ME: 13 MA: 20 PS: 26 PP: 11 PE: 20 PB: 14 SPD: 24
HP: 31 SDC: 77 Age: 26 Height: 6' 2" Weight: 200 lbs Hair: Blonde Eyes: Blue
Level Of Education: Bachelor's Degree (The Arts)
Mystic Study Program
Astral Projection Familiar Link (at level 3) Sense Magic (automatic) Sense Enchantment (automatic) Sense Supernatural Evil (automatic)
Spell Translation: 10% Lore: Demons & Monsters: 35% Lore: Geomancy and Lines Of Power: 30% Lore: Religion: 40% Archaology 35% Chemistry 45% Holistic Medicine 35%
Basic Military Program
Running Climbing 65%/55% Military Etiquette 40% WP Rifle Hand To Hand: Basic
Technical Program
Writing (Creative) 50% Writing (Technical) 50% Art: Painting 60% Art: Illustration 60%
Physical Program
Boxing Wrestling Athletics Swimming 75%
Pilot Truck 62% Body Building Language (French) 55% General Repair/Maitnence Carpentry 30% Pick Locks 35% Business & Finance 40% WP Thrown (Grenades) WP Pistol WP Knife
Spells:
PPE: 112
Decipher Magic Cloud Of smoke Globe Of Daylight Blinding Flash Fear Heavy Breathing Darkness Extinguish Fire Armor Of Ithan Invisibility: Simple Negate Toxin Impervious To Fire Multiple Image Seal Shadow Meld Charismatic Aura Horrific Illusion Sleep Heal Wounds Heal Self Mask Of Deceit Words Of Truth Locate Swords To Snakes
Death Trance See The Invisible
Bonuses
Social:
Inspire Trust/Intimidate: 60%
Saves:
+5 Save Vs. Magic +3 Save vs. poison/disease +2 Save Vs. Horror Factor +1 Save Vs. Possession
Weapons
Knife: +1 to strike, parry, and throw Rifle: +1 to strike Pistol: +1 to strike Thrown: +1 to strike
Hand To Hand: Basic:
+4 to roll w/ punch or fall +2 pull punch +5 Parry/Dodge in Hand To Hand +11 to hand to hand damage +1 to hit with Body Block/Tackle (1d4 damage) Crush/Squeeze for 1d4 damage Pin/Incapacitate on 18, 19, 20 Automatic Knockout on natural 20
Backround:
Caleb was born to a wealthy farming family in rural Kansas. He disappointed his family by forsaking the farming life to attend college, and worse yet pursueing a study of the arts.
When the United States entered World War Caleb entered the service where he acted as a liason between the arriving US forces and the French command during the fighting. During one paticularly brutal bout of Trench Warfare Caleb was apparently killed along with his unit due to the German deployment of Mustard gas, he however awoke under a pile of corpses with a strange book under his arm.
Returning to headquarters, Caleb began to study the book, what seemed like hours upon hours of reading took mere minutes, as twisted knowlege began to enter his mind. Secrets to things men were not meant to know. What really transpired with Cleopatra's Needle, who build the pyramids, the bird men of the mountains, and the secrets of Thule to only name a few. There was magic as well, powerful magic to deceive and warp the minds of others.
Haunted by this knowlege, but in a bad situation Caleb turned that which had burned it's way into his mind on the Germans. In battle he terrorized them with illusions, and shattered the minds of his enemies, smashing disaplined defensive trench lines into oblivion. None know the horrors he unleashed and the role he played in finally breaking German battlefield morale in some of the final days.
Returning home, a haunted man, Caleb vowed to try and forget the things he had learned. He buried the book under a scarecrow he had erected as a child in one of his family's cornfields, planning to settle down and fulfill his dreams of becoming a writer and artist.
This was not to be however, one night while having dinner at home, and listening to his parents approval, a bunch of criminals from an organization known as "The Mafia" broke in and sprayed the dining room with weapons fire. His parents, brothers, and sisters all died, as Caleb managed to shield himself with the powers he had sworn not to use. The assailants? Well there were four, three are dead and one lies screaming in an Asylum.
Caleb learned that the mob wanted his family to use their network of warehouses and farm trucks (they operated on a very large scale) to smuggle for them, as part of their efforts to take control of shipping. Caleb decided that he couldn't let things like this transpire, or resist the darkness that had tainted his own soul. He returned to dig up his book, and don the mask of the scarecrow that lurked above it. Heading to the city he became THE SCARECROW.
Equipment/Weapons
Scarecrow Costume (Burlap Mask, Floppy Hat, long tatty coat) Lock Picks BAR Rifle (brought back from the war) WW I Trench Knife .45 Automatic Pistol 6 Mk. 2 grenades (also brought back from the war)
2 spare loaded magazines each for the Automatic Pistol and BAR are typically carried. Has numerous boxes of spare ammo in storage.
His book (mentioned in the backround) looks like a complete mess of scrawls and disturbing pictures, it seems nobody but him can understand what it says, and those who look at it wind up with the uncanny feeling that what's on the pages moves and changes when they don't look directly at it. It also leaves them with headaches after a few minutes of examination. It also happens to be indestructable as a couple failed attempts to burn it have demonstrated. Overall it has little practical use (other than what the GM might come up with) other than being the (very lovecraftian) explanation as to how Caleb came by this knowlege.
Money: Lots, simply put he's inherited a large scale farming operation where the produce and animal products are harvested and shipped into urban warehouses, where they are sold and then shipped out to local markets and businesses. He is however new to running this kind of business. For the most part he has been working out of his city offices and keeping an eye mostly on the shipping aspects of things, waiting to see if organized crime plans to try and muscle in on it again.
He also does some secondary work as a writer of wierd tales, and painter of some *really* disturbing pictures, this however doesn't make a signifigant amount of money compared to the farming business, and keeping an eye on that and being The Scarecrow takes most of his time and effort.
He has a decent penthouse apartment, and a nice wardrobe of clothing. He however mostly uses company trucks for transport (has been meaning to buy a personal car) and chooses to dress mostly in jeans and flannel.
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Post by Sittingbull on Dec 4, 2015 18:25:41 GMT -5
If one were to make an ancient master, at level 2, would there be a reduction in physical bonuses and attacks per melee? Would there be an exemptions from the list powers the player can choose one from on step 5? With starting level 2 would there be a maximum age from the starting age table?
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Post by doc on Dec 6, 2015 11:01:54 GMT -5
PM me with your actually ideas and I'll let you know what will work and what won't.
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