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Dedman Walkin
Dec 20, 2006





Playing Cards at Crossroads - Let's Make a Character for Through the Breach

Last year Wyrd Miniatures, the creators of the Malifaux skirmish minis game, ran a Kickstarter for a tabletop RPG set in the Malufaux setting, called Through the Breach. The game comes out in summer (it went to press this week), and since backers got the pdfs, figured I'd share and make a character.

Through the Breach (TtB for short) runs like it's parent game; instead of using dice, it uses cards - a standard deck of 54 cards (4 suits, 13 cards per suit, plus two jokers) called a Fate Deck. While Malifaux/TtB uses different suits for it's Fate Decks, you can use a standard deck and swap out suits. Game mechanics share a few things with Numenera - the GM (called the Fatemaster, or FM) rarely touches the cards. Players draw from a communal deck, add the result to their stats, and see if they hit a TN. If a player (called Fated, I'll explain why later) wants to hit a baddie, she draws and adds to her attack. If she gets attacked, she draw and adds to her defense.

There are eight stats (called Aspects), four physical and four mental. They are ranked from -6 to 6, and chargen limits to -3 to 3. Characters also have skills and Talents, but I'll talk about them next time. They also have a Pursuit, which is similar to WFRP's Careers, but instead of being locked into a Pursuit until you complete an XP track, TtB assumes you can and will change Pursuits to fit either the story (say your Mercenary has to dig up information, and can jump into the Academic Pursuit) or character (if you think your Merc starts Dabbling in magic, go for it).

The Aspects are:

Might: Raw strength
Grace: Accuracy, fluidity
Speed: Self-descriptive
Resilience: Resistance of disease and damage

Charm: Your friend making stat, how likeable and trustworthy you seem.
Cunning: Quick thinking, shrewdness
Intellect: Book (or street) learning, logical thought
Tenacity: Raw willpower, confidence

Chargen is pretty random, and helps explain why player characters are called Fated. Nobody knows their destiny, they blunder through their life with no idea about their fate - except for you. Something happened to your character (could be when they crossed through the Breach to Malifaux, could have happened on a life-changing decision, could just be the wiles of Fate Itself) that clued her in to her Destiny, her Fate. And since you know your Fate, you can choose to fight against it - or to make it come true. We determine your fate - and your stats - with drawing cards into the Crossroads Tarot. Five cards are drawn, one at the center, four to each point (north, south, east, west) and from them we determine how many Stat and Skill points you get, along with your Destiny.

So let's draw, shall we?

Our first card is the Station Card, which represents where we came from, what our family was like, what our parents did, etc. They're vague on purpose, so you and the FM can flesh out your character's backstory. Mechanically, we get a Station Skill, a bonus skill we can get when we pick our skills. We draw and get 9 Rams - our Station is Barrister, so our parents were lawyers or law clerks or really anyone who knows about law. Our Station skill is Academic:Bureaucracy, which could come in hand when dealing with red tape or figuring out legal loopholes. Our Destiny at this step I'll save to the end of this post.

The second card goes to the West of our Station, and represents the Body. Body contains four values we can plug into our physical Aspects, we can't add or subtract them, they go in as is. Our Western Card is 5 Rams, which gives us the values of -2/0/0/+2 to work with. If anyone's seeing that -2 and panicking, calm down. There's a sidebar that explains that having negative stats doesn't mean we're incompetent in that aspect. For example, a character with -3 Cunning isn't a slack-jawed mouthbreather, but rather someone who reduces complex concepts to absolutes, seeing the world in black and white. Also some Talents require a negative number. Since making a Bird Bard is still a thing, let's put our +2 into Grace and our -2 into Might.

Third card goes North of the Station, and gives us Root Skills. They represent the skills we learned early in life growing up. We get another set of values to plug into skills, just like the Body Stats, and we can't mix them around. We get what we get, and we get 10 Crow, which gives us 3,3,1,1. I'll plug in the skills later, but will keep an eye out for bardic-type abilities.

Fourth card goes East, and represents the Mind. Again, we get four values to plug into our mental Aspects. Drawing, we wind up with 8 Crow, and -2/0/+1/+1 for mental Aspects. Let's give our Birdie Bardie -2 Intellect/0 Cunning/+1 Charm/+1 Tenacity. We may be slightly dim, but we're confident, charming, and cunning.

The last card is South, and represents Endeavor Skills. These are things we picked up as we grew older, picked either through need or interest - probably stuff we can tie to our starting Pursuit, or where we expect to see our char in the future. Just like Root Skills, we'll get values to plug into more skills. We can't add these together or to other skills we already have. Our final card is 9 Tome, and skill values of 3,2,2,2.

Now that we have our numbers, we can Modify things a bit. Our Station Card gives us a Station Skill. We can either use it to get that skill at level 1, or if we already bought it with our skill points, we instead get one Experience Point, which we can spend after some play. We also get 2 pts to increase our Aspects, spent any way we want, as long as we don't take any Aspects above +3. While we can leave our Station Skill alone while we do all our skills later on, let's put one point into Intellect (-1) and the other into Speed (+1).

Now comes the important part - Divining our Fate. We take the cards in reverse order from when we drew them - the last card we draw is the first line in our Destiny, while our Station Card is the last line - We End Where We Begin. So counting down from 5 to 1, here's our Fate:

When you open the dead man's eyes
the sting of a single wasp will light the agony
and the reaper walks the path alongside you.
At last, you will sacrifice her on the altars of desperation
and you take the last step.


Fun times! Perfect bardy fate! Skip and sing, everybody!

So right now, our charsheet resembles this:

pre:
Name: Francine McGillicutty

Might: -2
Grace: +2
Speed: +1
Resilience: 0

Charm: +1
Cunning: 0
Intellect: -1
Tenacity: +1

Skills: 3,3,1,1,3,2,2,2
Station Skill: Academic:Bureaucracy

Destiny:
5.   When you open the dead man's eyes
4.   the sting of a single wasp will light the agony
3.   and the reaper walks the path alongside you.
2.   At last, you will sacrifice her on the altars of desperation
1.   and you take the last step.
Next: Picking skills, and other such things.

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Evil Mastermind
Apr 28, 2008

So each card you draw maps to a "line" of your Destiny? That's pretty cool. How does your Destiny come into play? Is there a line for all 52 cards?

Dedman Walkin
Dec 20, 2006



Evil Mastermind posted:

So each card you draw maps to a "line" of your Destiny? That's pretty cool. How does your Destiny come into play? Is there a line for all 52 cards?

There's a line for all 54 cards - the two jokers are in there as well. Each part of the Tarot has a different chart, so what'd you draw for the Station would be different than the Western.

Destiny comes into play via the FM. Without getting too far ahead, at the end of each session (TtB calls the post-game wrap-up the Epilogue), the FM and players talk about who, if any, got closer to fulfilling or denying a step on their Destiny. When you finish a leg of your Destiny, your character improves storywise (by getting a step closer to figuring their Fate) and mechanically - you can either put a point into an Aspect, or pick up a Manifested Power - you and the FM figure a spell that you can now know and cast, which can be edited and tweaked to fit your character.

Ryuujin
Sep 26, 2007
Dragon God


Let's Make a Character for Beyond the Wall

Beyond the Wall is an interesting system that has a randomly generated background. A lifepath system perhaps. As you roll your character you find out a bit about who he or she was before the start of the game, the events that shaped them and gave them the stats and equipment they start with.

Beyond the Wall uses the same 6 stats that have been used by D&D and numerous knockoffs and clones. The stats range from 1 to 19, with modifiers more in line with earlier editions than the last few editions of D&D. The modifiers are used for some things, but skill rolls are trying to roll under the relevant stat, a relevant skill adds +2 to the stat for determining what you need to roll under.

Strength: Used for trying to lift a large statue, break down a door, or shove an enemy over a cliff. The Strength modifier is added to rolls to hit in hand-to-hand combat and to all damage rolls in hand-to-hand combat.

Dexterity: Used for trying to sneak through the woods or juggle in a tavern. Dexterity modifier is added to rolls to hit with ranged weapons and to a character's Armour Class.

Constitution: Used when trying to run long distances in pursuit of the enemy or stay awake for a whole night on watch. Constitution bonus is added to your hit points at each level.

Intelligence: Used to solve a difficult riddle, decipher a confusing bit of text, or figure out how a strange mechanism works. Intelligence modifier is added to the number of languages that you know. Normally a character only knows a single language.

Wisdom: Used to discover motivations of someone who is trying to deceive you or find your way in the wilderness when you are lost. Wisdom modifier is added to all saving throws to resist magic which attempts to charm, frighten or control your mind.

Charisma: Used to impress the king's steward, charm the innkeep's daughter, or talk your way past the guards at the city wall. Charisma modifier is added to the number of allies that may follow you. Normally a character may have four allies.

Technically there is a way to make a character without use of a Character Playbook, this method is less random, except for rolling for stats, and also kind of boring. Instead we want to use a Character Playbook.

Going to pick the Dwarven Adventurer playbook. Which gives us:

Class: Warrior
Starting Skill: a crafting skill (goldsmith, woodworking, gem cutting, etc)
Starting Ability Scores: base 8 each, base 12 Con, 10 Str, 6 Cha
Starting Equipment: a dagger, a dwarven weapon (+1 to hit and damage), chainmail (+4 AC), drink and food for a week and 4d10 silvers

Lets roll those silvers real quick. Got a 23.

Retroactively, through the power of edit, we come from the future to determine that the Dwarven Adventurer helped calm things down when the Untested Thief's first job failed, buying drinks for the Untested Thief and her mark both, and joining the party, as such he gets +1 Cha.

Next we roll on the How did you come to the lands of men? charts.

First up is:

What is the history of your clan? Roll 1d12: I got a 1 which is:
1. They made great warriors in the goblin wars. Gain +2 Str, +1 Dex, +1 Con, +1 Wis.

Next is:

What drove you from the lands of your people? Roll 1d8: I got a 1 again which gives us:
1. You broke a sacred oath and must now live in shame elsewhere. Gain +2 Wis and +1 Con.

Next is:

When you left your own people, you found it difficult to live with humans. The other characters became your fast friends, however. Who else became your friend? Roll 1d8: I get a 8 this time.
8. The old witch knows your True Name but is far too kind to ever use it against you. Gain +1 Dex, +1 Int, and +1 Wis.

Now we move on to the You began to seek your fortune by strength of arms. set of tables.

First is:

How do you plan to build your hoard? Roll 1d6: Got a 4.
4. You hold in your memory the locations of the entrances to several lost elven tombs and you plan to take their faerie gold. Gain +2 Con and the skill Trapping.

You bear the weapon of your father. What is it? Roll 1d6: Got a 4 again.
4. A pair of fine hand axes. Gain +3 Dex and Weapon Specialization: Throwing Axe.

What was your first big hassle amongst the tall people? [Note: With Player to Right] Roll 1d6: Got a 6 this time.
6. You mistakenly stepped into a faerie ring and had to face the guardian. Gain +2 Int and Knack: Resilience. The friend to your right broke the circle and helped you escape; they gain +1 Int.

Yes one of our rolls effects another player, which means this character technically isn't finished until the person to their left goes. Might make a full set of 4 heroes later.

What treasure do you keep that first drew the other characters to you? Roll 1d6: 3 this time.
3. A bright hood of beautiful silk. Gain +2 Con and a travellers hood which never frays.

code:
Class Information
Level	XP	BAB	Poison	Breath	Polymorph	Spell	Magic Item
			Save	save	save	save	save	save
1	0	+1	14	17	15		17	16	
Hit Dice: d12 (warriors normally have d10 but Dwarves increase it by 1 size)
Armour:  Warriors may wear any armour.
Special Abilities:
Weapon Specialization - Pick one weapon at first level.  Receive a +1 to hit and 
+2 to damage while wielding that weapon.  Begin the game with this weapon for free.
Knacks - Pick one at 1st, 3rd, 6th and 9th level.  Options are:
	Defensive Fighter +1 AC
	Fleet +1 Initiative
	Great Strike +1 damage with all weapons
	Resilience +1 to all saving throws
	Weapon Specialization gain weapon specialization in another weapon.
Dwarven Vision:  May see in any light.  So long as their surroundings are not 
pitch black, they can see as well as humans in full daylight.
Strength of Stone:  Use a hit die one size greater than that of the class.
True Name:  Have a True Name, those who know the Name can call it out and gain
a +5 bonus to all actions taken against the dwarf, including attacking it.
So our final Dwarf Adventurer looks like:

pre:
Class:  Warrior
Skills:  goldsmith, Trapping	(+2 to relevant stat)
Ability Scores: base 8 each, base 12 Con, 10 Str, 6 Cha
Str	12	+0
Dex	13	+1
Con	18	+3
Int	11	+0
Wis	12	+0
Cha	7	-1

I should still get a +1 to one stat from the person on my left, 
but that will be another 3 characters before we find that out.
Retroactively we find out it is +1 Cha from the Untested Thief.

Equipment:  a dagger, a dwarven great axe (+1 to hit and damage), a pair of fine hand axes, chainmail (+4 AC), 
drink and food for a week and 23 silvers, bright hood of beautiful silk that never frays, a great axe

BAB:	+1		Poison Save:	14	Breath Weapon Save:	17
Polymorph Save:	15	Spell Save:	17	Magic Item Save:	16

HP: 15 

Special Abilities:
Weapon Specialization Throwing Axe, Great Axe 	(+1 to hit, +2 damage)
Knacks:  Resilience (+1 to all saving throws), Great Strike (+1 damage with all weapons)
Dwarven Vision:  May see in any light.  So long as their surroundings are not 
pitch black, they can see as well as humans in full daylight.
Strength of Stone:  Use a hit die one size greater than that of the class.
True Name:  Have a True Name, those who know the Name can call it out and gain
a +5 bonus to all actions taken against the dwarf, including attacking it.
So this Dwarf Adventurer is complete, except for the +1 to one stat he gets from helping out another player. But he needs some friends. So I think I will build 3 more adventurers, but I want to leave it up to the thread which 3 I make.

The playbooks I have are:

The Self Taught Mage, The Untested Thief, The Village Hero, The Witches' Apprentice, The Would Be Knight, The Young Woodsman, The Apprentice Court Sorcerer, The Elven Highborn, The Forgotten Child, The Future Warlord, The Gifted Dilettante, The Halfling Vagabond, The Nobleman's Wild Daughter, and The Novice Templar.

Ryuujin fucked around with this message at 17:30 on Mar 8, 2014

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Before I move on to Central Casting: Heroes Now!, I'd like to get some feedback from the audience. Specifically, the book purports to be able to make five types of characters:
  • Superheroes (capes and cowls)
  • Horror (good ol' sanity checks)
  • Pulp Heroes (30s-era jetpacks and zeppelins)
  • Espionage (spies, gangsters, that sort of thing)
  • Sci-fi Now (a catch-all; basically like today, but with sci-fi elements)
In addition, I'd like to hear any requests. In particular, are there any tables you definitely want to visit? Here's a list of the ones that look interesting:
  • Table 520: Tragedies
  • Table 521: Something Wonderful...
  • Tables 522-526 (genre-specific special events)
  • Table 527: Military Events
  • Table 532: Imprisoned!
  • Table 534: Ah Love!
  • Table 536: Exotic Events
  • Table 537: Magical Events
  • Table 538: Death Situations
  • Table 548: Secret Origins
  • Table 747: Aliens
  • Table 748: Horrors
  • Table 752: Villains
  • Table 864: Vehicles
  • Table 965: GM's Specials
And of course you can make any other suggestions you like!

Evil Mastermind
Apr 28, 2008

Let's see the Nobleman's Wild Daughter/Son.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Dedman Walkin posted:

Without getting too far ahead, at the end of each session (TtB calls the post-game wrap-up the Epilogue), the FM and players talk about who, if any, got closer to fulfilling or denying a step on their Destiny.

I presume you'll cover what happens when a character gets to the end of the track, as it were?

Ryuujin
Sep 26, 2007
Dragon God


Let's Make a Nobleman's Wild Daughter for Beyond the Wall

She will be to the right of the Dwarf Adventurer, so she helped break the faerie circle the dwarf adventurer got caught in, and she gets +1 Int.

So this time we pick the Nobleman's Wild Daughter playbook. Which gives us:

Class: Warrior
Starting Skill: Etiquette
Starting Ability Scores: base 8 each, base 12 Dex
Starting Equipment: a dagger, a stashed dress, chainmail (+4 AC), a tabard of your house, your favored weapon, fine boots and 2d6+12 silvers

Lets roll those silvers real quick. Got an 11 so 23 silvers.

Next we roll on the What was your childhood like? charts.

First up is:

How did your noble family earn its name? Roll 1d12: I got an 11 which is:
11. Tending the finest gardens and brewing the most helpful concoctions. Gain +2 Int, +1 Wis, +1 Con, and the skill Herbalism.

Next is:

How did you distinguish yourself as a child? Roll 1d8: I got an 8 which gives us:
8. Everyone has something to teach and you learned a little from them all. Gain +1 Dex, +1 Int, and +1 Wis.

Next is:

The other characters were your best friends. Who else near your family’s estates did you hang around? Roll 1d8: I get a 8 again.
8. The grizzled captain of the guard took a liking to you. Gain +1 Dex, +1 Con, and +1 Wis.

Now we move on to the You learned the arts of war. set of tables.

First is:

Who taught you to fight? Roll 1d6: Got a 5.
5. The handsome young hunter. Gain +2 Dex and Weapon Specialization: Bow.

How did you finally earn the men’s respect? Roll 1d6: Got a 4.
4. When a rival family’s army besieged your castle, you snuck past their guards and brought back help to break the siege. Gain +3 Dex and the skill Stealth.

Your father threw a tourney and you entered in secret. What happened there? [Note: With Player to Right] Roll 1d6: Got a 6 this time.
6. You made it halfway through the tournament but broke your arm. Gain +2 Con and Knack: Resilience. The friend to your right helped you off the field and nursed you back to health; they gain +1 Con.

That +1 Con will go to the next character we make.

One night you went deeper beneath your family’s castle than ever before, into long abandoned dungeons. What did you find? Roll 1d6: 6 again.
6. Your family’s ancient standard, somewhat tattered but still bright. Gain +2 Con and your family’s ancient standard.

code:
Class Information
Level	XP	BAB	Poison	Breath	Polymorph	Spell	Magic Item
			Save	save	save	save	save	save
1	0	+1	14	17	15		17	16	
Hit Dice: d10
Armour:  Warriors may wear any armour.
Special Abilities:
Weapon Specialization - Pick one weapon at first level.  Receive a +1 to hit and 
+2 to damage while wielding that weapon.  Begin the game with this weapon for free.
Knacks - Pick one at 1st, 3rd, 6th and 9th level.  Options are:
	Defensive Fighter +1 AC
	Fleet +1 Initiative
	Great Strike +1 damage with all weapons
	Resilience +1 to all saving throws
	Weapon Specialization gain weapon specialization in another weapon.
So our final Nobleman's Wild Daughter looks like: She is a goddess at stealth, since she needs to roll under a 21 on a d20, though certain situations may put a penalty on the roll, but she is still crazy good at it.

pre:
Class:  Warrior
Skills:  Etiquette, Herbalism, Stealth	(+2 to relevant stat)
Ability Scores: 
Str	08	+0
Dex	19	+3
Con	14	+1
Int	12	+0
Wis	11	+0
Cha	08	-1


Equipment:  a dagger, a stashed dress, chainmail (+4 AC), a tabard of your house, 
your favored weapon, fine boots and 23 silvers, your family’s ancient standard

BAB:	+1		Poison Save:	14	Breath Weapon Save:	17
Polymorph Save:	15	Spell Save:	17	Magic Item Save:	16

HP: 11 

Special Abilities:
Weapon Specialization Bow, Longsword 	(+1 to hit, +2 damage)
Knacks:  Resilience (+1 to all saving throws), Defensive Fighter (+1 to AC)
Just need two more characters.

Ryuujin fucked around with this message at 07:42 on Mar 8, 2014

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine

Let's get Wizardly with the Self Taught Mage.

Ryuujin
Sep 26, 2007
Dragon God


Let's Make a Self Taught Mage for Beyond the Wall

So he will be to the right of the Nobleman's Wild Daughter, he helped her off the field and helped nurse her back to health when she broke her arm in the tournament, and he gets +1 Con.

So this time we pick the Selft Taught Mage playbook. Which gives us:

Class: Mage
Starting Skill: Ancient History
Starting Cantrip: Mage Light
Starting Ability Scores: base 8 each, base 12 Int
Starting Equipment: a dagger, common robes, an ancient tome, the components for a single Level 1 ritual, 4d6 silvers

Lets roll those silvers real quick. Got a 17.

Next we roll on the What was your childhood like? charts.

First up is:

What did your parents do in the village? What did you learn from them? Roll 1d12: I got an 1 which is:
1. You are an orphan. Things were hard for you. Gain +2 Wis, +2 Con, and +1 Int.

Next is:

How did you distinguish yourself as a child? Roll 1d8: I got an 1 again:
1. Children often fight, but you never lost. Gain +2 Str and +1 Wis.

Next is:

The other characters were your best friends. Who else near your family’s estates did you hang around? Roll 1d8: I get a 7.
7. The old widow needed help around the house. Gain +1 Str, +1 Int, and +1 Cha.

Now we move on to the You found an old tome of forgotten lore set of tables.

First is:

Who wrote this precious book? Roll 1d6: Got a 6.
6. A mighty wizard who marched with great armies. Gain +3 Con and the skill Command.

What sort of sorcerer was the author of the book? Roll 1d6: Got a 6 again.
6. A traveling sorcerer. Gain +2 Int. You begin with the spell Feather Fall, the ritual Gather Mists, and the cantrip Blessing.

A spirit of Chaos was drawn by your power. How did you fight it off? [Note: With Player to Right] Roll 1d6: Got a 5 this time.
5. You stood behind the wall of your power until it grew weak. Gain +2 Int and the spell Mystical Shield. The friend to your right learned a lot from your brave stand. They gain +1 Int.

That +1 Int will go to the next character we make.

A real wizard from the south passed through the village when you came of age. What did he think of you? Roll 1d6: 5 again.
5. He inducted you into his secret order. Gain +2 Int and a wizard’s staff.

Hmm that would put us at 20 Int, I did not think it could go that high.

code:
Class Information
Level	XP	BAB	Poison	Breath	Polymorph	Spell	Magic Item
			Save	save	save		save	save
1	0	+0	14	15	13		12	11	
Hit Dice: d6
Armour:  May not wear any armour.
Special Abilities:
Spell Casting - Mages may harness the power of magic in three different ways: cantrips, spells, and rituals.
Sense Magic - May determine if a person, place, or thing is magical. Doing so requires concentration and a 
few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to 
notice if a mage is staring at them intently and ignoring their food during a meal.
So our final Self Taught Mage looks like this, with an Int score beyond the scope of the game, I hope I miscalculated:

pre:
Class:  Mage
Skills:  Ancient History, Command	(+2 to relevant stat)
Cantrips:  Mage Light, Blessing
Spells:  Feather Fall, Mystical Shield.
Rituals: Gather Mists.

Ability Scores: 
Str	11	+0
Dex	08	-1
Con	14	+1
Int	20	+3?
Wis	11	+0
Cha	09	-1


Equipment:  a dagger, common robes, an ancient tome, the components for a single Level 1 ritual, 17 silvers, a Wizard's staff.

BAB:	+0		Poison Save:	14	Breath Weapon Save:	15
Polymorph Save:	13	Spell Save:	12	Magic Item Save:	11

HP: 7 

Special Abilities:
Spell Casting - Mages may harness the power of magic in three different ways: cantrips, spells, and rituals.
Sense Magic - May determine if a person, place, or thing is magical. Doing so requires concentration and a 
few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to 
notice if a mage is staring at them intently and ignoring their food during a meal.
One more character to go. So far we have two warriors and a mage.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.

Ryuujin posted:



One more character to go. So far we have two warriors and a mage.

Then let's take along The Untested Thief and see what they bring to the table.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Ars Magica: grognards.txt

Now it’s time for our grog. A scribe, whom I shall name Alphonse. He is German. That’s step 1 taken care of. Step 2 doesn’t apply, so on to step 3! Grogs have different Virtue and Flaw rules, because they aren’t important characters.

  • You may take up to 3 points of Flaws, and an equal number of Virtues.
  • You must take one Social Status.
  • You should not take Story Flaws.
  • You should not take more than one Personality Flaw
  • You may not take Major Virtues or Flaws
  • You may not take The Gift

Simple enough! For Alphonse’s personality flaw, I will go with Soft-Hearted. Alphonse is the sort of guy who cries during ballads and tries to raise wounded animals. For his other flaws, let’s see...we’ll go with Afflicted Tongue. Alphonse’s terrible stutter is part of why he wanted to become a scribe. However, he is Disfigured, too - an accident as a child tore open his face, leaving hideously ugly scars. So he couldn’t get a job anywhere outside the covenant.

pre:
Alphonse the Scribe

Flaws
Soft-Hearted (-1)
Disfigured (-1)
Afflicted Tongue (-1)
So now, he picks Virtues. For his Social Status, we take Custos. He is a fairly important man in the covenant, because he copies the books! He’s even been taught some Arcane Abilities to make him better at it - mostly, he knows a little Hermetic theory. So that’s one point. With our second, we’ll take Educated. He is, after all, a scribe. We hasve 1 point left, which I think I will use for my standard filler: Affinity With (Ability) for the character’s most important ability. In this case, Profession: Scribe.

pre:
Alphonse the Scribe

Virtues
Custos (+1)
Educated (+1)
Affinity with Profession: Scribe (+1)

Flaws
Soft-Hearted (-1)
Disfigured (-1)
Afflicted Tongue (-1)
Now, childhood! We know that as a child, Alphonse got himself torn up realy bad. So he probably was the sort of kid who got into all sorts of trouble. However, we also know that he’s the kind of guy who’d never hurt anyone. So he probably got it while climbing trees rather than fighting with other kids. So we’ll take the Exploring Childhood package. Area Lore 2, Athletics 1, Awareness 1, Native Language 5, Stealth 1, Survival 2.

pre:
Alphonse the Scribe

Virtues
Custos (+1)
Educated (+1)
Affinity with Profession: Scribe (+1)

Flaws
Soft-Hearted (-1)
Disfigured (-1)
Afflicted Tongue (-1)

Abilities
General
Area Lore: Swabia (History) 2 (15 XP)
Athletic (Climbing) 1 (5 XP)
Awareness (Small Details) 1 (5 XP)
German (Academic Vocabulary) 5 (75 XP)
Stealth (Forests) 1 (5 XP)
Survival (Forests) 2 (15 XP)
Now, Alphonse gets 50 XP to split between Latin and Artes Liberales, from Educated. We’ll take all of it and put it into Latin. After that, we’ll find out his age - d20+9, as before. (Normally you’d just pick an age, but I’m randomizing.) 21 makes Alphonse 26 years old. But first, we need to pick characteristics! Alphonse is focusing on Communication and Perception. Dexterity will be left at least 0, though.

We’ll put both Com and Per at +2. That leaves one point, which we’ll drop into Stamina. We know Alphonse survived some nasty poo poo, after all. We’ll drop Strength -1, raising Dex to +1. We drop Presence to -2 - he’s an ugly, uncharismatic guy and has no idea how to leverage his ugliness properly. He is a great writer, though, so we’ll raise Communication to +3 with the 3 pints we got from Presence.

pre:
Alphonse the Scribe

Characteristics
Strength -1		Intelligence +0
Dexterity +1		Presence -2
Stamina +1		Communication +3
Quickness +0		Perception +2

Virtues
Custos (+1)
Educated (+1)
Affinity with Profession: Scribe (+1)

Flaws
Soft-Hearted (-1)
Disfigured (-1)
Afflicted Tongue (-1)

Abilities
General
Area Lore: Swabia (History) 2 (15 XP)
Athletics (Climbing) 1 (5 XP)
Awareness (Small Details) 1 (5 XP)
German (Academic Vocabulary) 5 (75 XP)
Stealth (Forests) 1 (5 XP)
Survival (Forests) 2 (15 XP)
Academic
Latin (Academic Usage) 4 (50 XP)
So. Now we have (15*21) XP, or 315. First, the necessities. 5 XP heads to Magic Theory. 5 XP to Artes Liberales. 25 XP will go to Latin to make it fluent. With that 35 taken care of, we drop another 50 in Profession: Scribe. That leaves 230 XP. We raise Brawl to 1, mostly because Alphonse has learned to avoid getting hit. With our 225 XP, we then buy Etiquette with 15 XP, and raise Awareness by 10 XP. We’ll als have Alphonse double as a doctor or sorts. We’ll take Chirurgy at 30 XP and Medicine at 15. So now we’re at 155 XP left. We’ll take Folk Ken at 30 XP. 125 left. From here, we’ll grab Civil and Canon Law at 5 XP - Alphonse studied it a little when he thought he might become a clerk. Since becoming a Hermetic scribe, he has picked up Magic Lore at 15 XP and Code of Hermes at 5 XP. 100 XP left. We’ll put 15 more of that into Awareness and 20 more into Folk Ken. 65 left. We’ll raise Artes Liberales to 2 with 10 XP and Medicine to 3 with 15. 40 XP left. We’ll give him Guile 2 for 15 XP and Carouse 1 for 5 XP. 20 left. We take Swim 1 for 5 XP and...uh, Animal Handling for 15. Alphonse gets on with horses better than he does with most people.

pre:
Alphonse the Scribe

Characteristics
Strength -1		Intelligence +0
Dexterity +1		Presence -2
Stamina +1		Communication +3
Quickness +0		Perception +2

Virtues
Custos (+1)
Educated (+1)
Affinity with Profession: Scribe (+1)

Flaws
Soft-Hearted (-1)
Disfigured (-1)
Afflicted Tongue (-1)

Abilities
General
Animal Handling (Horses) 2 (15 XP)
Area Lore: Swabia (History) 2 (15 XP)
Athletics (Climbing) 1 (5 XP)
Awareness (Small Details) 3 (30 XP)
Brawl (Dodging) 1 (5 XP)
Carouse (Power Drinking) 1 (5 XP)
Chirurgy (Binding Wounds) 3 (30 XP)
Etiquette (Priests) 2 (15 XP)
Folk Ken (Peasants) 4 (50 XP)
German (Academic Vocabulary) 5 (75 XP)
Guile (Covering For Mistakes) 2 (15 XP)
Stealth (Forests) 1 (5 XP)
Survival (Forests) 2 (15 XP)
Swim (Diving) 1 (5 XP)
Profession: Scribe (Summae) 5 (50*1.5 XP)
Academic
Artes Liberales (Grammar) 2 (15 XP)
Civil and Canon Law (Papal Laws) 1 (5 XP)
Latin (Academic Usage) 5 (75 XP)
Arcane
Code of Hermes (Laws on Books) 1 (5 XP)
Magic Lore (Magical Beasts) 2 (15 XP)
Magic Theory (Creo) 1 (5 XP)
Medicine (Diagnosis) 3 (30 XP)
As a non-magus, we skip steps 7 and first 8, and move on to second 8: Personality. We need to take Loyal, which we’ll take at +2, I think. Alphonse is afraid of magi, but they treat him better than most people do. We’ll also take Kind +3 and Awkward +3.

pre:
Alphonse the Scribe

Characteristics
Strength -1		Intelligence +0
Dexterity +1		Presence -2
Stamina +1		Communication +3
Quickness +0		Perception +2

Personality Traits
Loyal +2
Kind +3
Awkward +3

Virtues
Custos (+1)
Educated (+1)
Affinity with Profession: Scribe (+1)

Flaws
Soft-Hearted (-1)
Disfigured (-1)
Afflicted Tongue (-1)

Abilities
General
Animal Handling (Horses) 2 (15 XP)
Area Lore: Swabia (History) 2 (15 XP)
Athletics (Climbing) 1 (5 XP)
Awareness (Small Details) 3 (30 XP)
Brawl (Dodging) 1 (5 XP)
Carouse (Power Drinking) 1 (5 XP)
Chirurgy (Binding Wounds) 3 (30 XP)
Etiquette (Priests) 2 (15 XP)
Folk Ken (Peasants) 4 (50 XP)
German (Academic Vocabulary) 5 (75 XP)
Guile (Covering For Mistakes) 2 (15 XP)
Stealth (Forests) 1 (5 XP)
Survival (Forests) 2 (15 XP)
Swim (Diving) 1 (5 XP)
Profession: Scribe (Summae) 5 (50*1.5 XP)
Academic
Artes Liberales (Grammar) 2 (15 XP)
Civil and Canon Law (Papal Laws) 1 (5 XP)
Latin (Academic Usage) 5 (75 XP)
Arcane
Code of Hermes (Laws on Books) 1 (5 XP)
Magic Lore (Magical Beasts) 2 (15 XP)
Magic Theory (Creo) 1 (5 XP)
Medicine (Diagnosis) 3 (30 XP)
Step 9: Reputations. We don’t have any. Step 10 is not for grogs. Step 11: Equipment. We’re unarmed and unarmored, so we can just assume we have the scribal gear we need. So! That’s Alphonse done! (As a note: the reason we grabbed Custos was to unlock Arcanes, and the reason we needed that is that a scribe must have Magic Theory at 1 or higher to be able to accurately copy books on magic without loving up.)

Next time: We add a book to the mix.

Ryuujin
Sep 26, 2007
Dragon God


Let's Make an Untested Thief for Beyond the Wall

So she will be to the right of the Self Taught Mage, she learned a lot from his brave stand against the spirit, and she gets +1 Int.

So this time we pick the Untested Thief playbook. Which gives us:

Class: Rogue
Starting Skill: Stealth
Starting Ability Scores: base 8 each, base 12 Dex
Starting Equipment: several daggers, dark clothing, a light-weight sack, a 10' coil of rope, 4d6 silvers

Lets roll those silvers real quick. Got a 17.

Next we roll on the What was your childhood like? charts.

First up is:

What did your parents do in the village? What did you learn from them? Roll 1d12: I got an 12 which is:
12. Your father was a merchant. You learned to name your price and charm your customers. Gain +2 Cha, +1 Int, +1 Dex, and the skill Haggling.

Next is:

How did you distinguish yourself as a child? Roll 1d8: I got an 7:
7. You solved everyone else's problems, and never mentioned your own. Gain +1 Str, +1 Con, and +1 Cha.

Next is:

The other characters were your best friends. Who else near your family’s estates did you hang around? Roll 1d8: I get a 1.
1. Laboring with the blacksmith took your mind off your troubles. Gain +2 Str and +1 Cha.

Now we move on to the You learned the ways of thievery set of tables.

First is:

Who taught you how to cheat or steal? Roll 1d6: Got a 1.
1. An old pickpocket from the city to the south. Gain +3 Dex and the skill Pickpocketing.

How do you attain your ill-gotten gains? Roll 1d6: Got a 5.
5. Despite your other skills, you still work an honest profession. Gain +2 Dex and a trade skill, such as weaving, farming, or brewing.

As happens with many thieves, your first job went bad. What did you do when you got caught? [Note: With Player to Right] Roll 1d6: Got a 6 this time.
6. You fast-talked the mark and made nice. Gain +2 Cha and the skill Survival. The friend to your right bought you both drinks and joined the party; they gain +1 Cha.

That +1 Cha will retroactively go to the Dwarf Adventurer.

What was your greatest heist? Roll 1d6: Got a 1.
1. A great bag of coins from a rich merchant. Gain +2 Dex and +6d6 silvers

Roll that 6d6 and got 17 more silvers.

Hmm that would put us at 20 Dex, again the chart does not go up that high and I did not think it was possible to get that high.

code:
Class Information
Level	XP	BAB	Poison	Breath	Polymorph	Spell	Magic Item
			Save	save	save		save	save
1	0	+0	13	16	12		15	14	
Hit Dice: d8
Armour:  May not wear any armour lighter than plate.
Special Abilities:
Fortune's Favor - Rogues receive 5 Fortune Points instead of the normal 3
Highly Skilled - Rogues receive two additional skills at 1st level.
They gain an additional skill every odd numbered level thereafter.
So our final Untested Thief looks like this, with an Dex score beyond the scope of the game, I hope I miscalculated again:

pre:
Class:  Rogue
Skills:  Brewing, Haggling, Pickpocketing, Stealth, Survival
	(+2 to relevant stat)

Ability Scores: 
Str	11	+0
Dex	20	+3?
Con	09	+0
Int	10	+0
Wis	08	-1
Cha	14	+1


Equipment:  several daggers, dark clothing, a light-weight sack,  a 10' coil of rope, 34 silvers.

BAB:	+0		Poison Save:	13	Breath Weapon Save:	16
Polymorph Save:	12	Spell Save:	15	Magic Item Save:	14

HP: 8 

Special Abilities:
Fortune's Favor - Rogues receive 5 Fortune Points instead of the normal 3
Highly Skilled - Rogues receive two additional skills at 1st level.
They gain an additional skill every odd numbered level thereafter.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Ars Magica: The Journey Begins

In 2004, the core for Ars 5th Edition came out, accompanied by an adventure and what appear to be LARP rules. I have never looked into the LARP rules and don’t plan to start now. In 2005, we got three books. One of them was later overriden by a revised edition, so Realms of Power: The Divine will wait. The two books left are Guardians of the Forests: The Rhine Tribunal and Houses of Hermes: True Lineages.

Let’s look at what new options came out of Guardians. Mechnaically, not a ton. We got some new Virtues and Flaws.

Social Status
  • Apprentice: Free Virtue. Applies to any Tribunal, for a child who has the Gift and is apprenticed to a magus. An apprentice has the right to be trained in magic, but must obey the commands of their master and is often treated as a slave.
  • Journeyman: Free Virtue. This applies only to the Rhine and is equivalent to the normal status Hermetic Magus in all ways. The two social ranks above it in the Rhine are Free Virtues, but must be earned in story events or be allowed by the GM. A journeyman, or tyro, must defer to magi of senior rank, but if they belong to a Gild, they may get its support.
  • Master: Free Virtue. Exclusive to the Rhine. You have achieved the title ‘magister’ and may train apprentices without any social stigma. You get a Hermetic Reputation at level 2 pertaining to how you bcame a master, and you get the voting sigil of a retired magus to use at the Rhine Tribunal. You are expected to vote according to the original owner’s interests.
  • Archmage: Free Virtue. Can be gained in any Tribunal. You have the title archimagus. You have a Hermetic Reputation at level 4 pertaining to your great deeds and a Hermetic Reputation at level 4 as an Archmage. If you are a member of the Rhine Tribunal, you receive an additional proxy vote of a retired magus.

There is one additional new Virtue and one additional new Flaw.
  • (Gild) Trained: Minor Hermetic Virtue. You have been trained for several seasons at Durenmar during your apprenticeship and were inducted into one of political gilds of the Rhine. You gain 30 XP that ay be spent on Organization Lore: Order of Hermes, Intrigue and Area Lore: Durenmar. (Alternatively, the Area Lore of the covenant you trained in for the gild.) You also gain 60 XP usable to by any General or Arcane Abilities, Arts or spells (1 XP per level) appropriate to your gild.
    • Eichengilde: The largest and oldest gild. Focused on tradition and obedience to elders, dislikes outsiders. Somewhat ineffective at coordination and achieving major goals other than ‘stop change.’
    • Weissdorngilde: One of the eldest gilds. Protects the wild places from mundanes and avoids mundane contact. Smallest of the gilds.
    • Eschengilde: Seeks magus rule over land and more forthright mundane dealings. Wants to destroy the “Order of Odin.” Highly aggressive.
    • Holundergilde: Focuses on preserving the fae and promoting friendly contact with faeries. Secretly promotes faerie-worshipping pagan religion.
    • Lindengilde: Wants to increase cooperation and trust between magi and to end the apathy and divisions of the Tribunal. Genuinely altrustic but quite weak. Very diplomatic.
  • (Gild) Enmity: Minor Hermetic Flaw. You or your master pissed off a gild or a prominent member of one. Magi from that gild will be unlikely to support you in anything or to sponsor you to become a magister. The guild will vote against you at Tribunal on issues concerning you directly. You may not join that gild, obviously.

Nothing there to really make a new character from, though. We do get a new Arcane Ability, however: Forest Lore. Studying it only happens during play, because it involves various quests into the magical forests of Germany to gain new powers. Forest Lore also counts as Area Lore for the forest it was learned in, but also includes supernatural knowledge about forests, and applies to any forest - just at 3 levels lower than your home forest. Forest Lore can only be gained via practicing in a magical forest. We’ll skip the Paths since they’re not chargen-appropriate. There is a sidebar on making a member of a werewolf lineage, but it’s nothing we couldn’t do from the core. We do, however, get a new Major Social Status Flaw and a Minor General Virtue related to slaves.

  • Slave: Major Social Status Flaw. You are probably slavic and have been sold into captivity and taken from your homeland. You are beholden to your master’s will and will only earn freedom via some exceptional act of service...and even then, not likely. Disobedience will earn grave punishment, perhaps even death. You have no belongings save what your master gives you.
  • Slave-Owner: Minor General Virtue. You own one slave. Unless the slave is a PC, the slave will be largely unskilled and suitable only as a personal servant. It is legal to own slaves in Germany, but it is frowned on by polite society and the Church. You may free this slave at any time, but doing so loses the Virtue. You also lose the Virtue if your slave dies. You may take this multiple times.

But that’s all that’s new in the Rhine! True Lineages, on the other hand, provides quite a bit of information!

Next time: We make a Bonisagus!

Mors Rattus fucked around with this message at 20:12 on Mar 8, 2014

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I haven't seen any replies to my earlier post. If folks aren't interested, that's fine; saves me some effort. If, on the other hand, you just missed it, well... here it is again.

FredMSloniker posted:

Before I move on to Central Casting: Heroes Now!, I'd like to get some feedback from the audience. Specifically, the book purports to be able to make five types of characters:
  • Superheroes (capes and cowls)
  • Horror (good ol' sanity checks)
  • Pulp Heroes (30s-era jetpacks and zeppelins)
  • Espionage (spies, gangsters, that sort of thing)
  • Sci-fi Now (a catch-all; basically like today, but with sci-fi elements)
In addition, I'd like to hear any requests. In particular, are there any tables you definitely want to visit? Here's a list of the ones that look interesting:
  • Table 520: Tragedies
  • Table 521: Something Wonderful...
  • Tables 522-526 (genre-specific special events)
  • Table 527: Military Events
  • Table 532: Imprisoned!
  • Table 534: Ah Love!
  • Table 536: Exotic Events
  • Table 537: Magical Events
  • Table 538: Death Situations
  • Table 548: Secret Origins
  • Table 747: Aliens
  • Table 748: Horrors
  • Table 752: Villains
  • Table 864: Vehicles
  • Table 965: GM's Specials
And of course you can make any other suggestions you like!

potatocubed
Jul 26, 2012

*rathian noises*
Well, if no one else has an opinion: hit me with something pulpy.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

FredMSloniker posted:

I haven't seen any replies to my earlier post. If folks aren't interested, that's fine; saves me some effort. If, on the other hand, you just missed it, well... here it is again.

I would be happy with anything on that list. I just love the crazy characters that central casting comes up with.

Cloud Potato
Jan 9, 2011

"I'm... happy!"
I'd like to see something Sci-fi Now, with a visit to the Ah Love! table. But really, anything's good.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
I'd kind of like to see a Superhero with a Secret Origin, and also maybe a small diversion to see Something Wonderful...

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
Seconding the Ah, Love table because nothing says Central Casting like tabulation of deep emotional states.

RickVoid
Oct 21, 2010
Pulp. Make me a Rocketeer.

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
Let's see how weird it can get with horror and love

potatocubed
Jul 26, 2012

*rathian noises*
In the meantime, what's that looming into view on the horizon? Is it the deadEarth player's handbook? I believe it is!

Some background: deadEarth is one of the most laughably bad RPGs ever to grace the face of this Earth. It's a post-apocalyptic RPG which claims to be super-realistic and grim in that early 90s way (n.b. it was released in 2004). Spoiler warning: it's about as realistic as wax fruit, if it was labelled in block capitals 'THIS IS WAX FRUIT'.

On the plus side, when the creator's company died he graciously released his pet system into the wild, free for anyone who feels like picking it up. So kudos to him for that.

Anyway, we're not here for that. We're here for a character.

Warnings!
The character creation chapter points out that you may not create more than three characters: if you discard the first two, you must play the third. Apparently it's entirely possible to die in character generation, but what happens if your third character dies is left unspecified.

1. Moves
Our Moves both translate into movement speed (which is not defined anywhere I can find), and the number of actions we can take in combat. We get 2d6 = 4, which is terrible.

2. Resiliency
Resiliency is toughness. If it ever reaches 0 or less we have a 33% chance of death each day from common viruses. Our resiliency is 1d6 + 3 = 9, which is as good as it can get. Huzzah!

3. Strength
Everyone's Strength starts at 0. Human maximum is 3. Anything 4+ is superhuman.

Remember this, because it'll be important for 'realism' later.

4. Age
Our age is randomly determined: 49 means we are... 49? Maybe. The table doesn't say. What it does say is that we get -5 Moves, 960 + d6 * 10 skill points (1d6 = 1, so +10), -1 Strength, -3 Resiliency, and 3d6 radiations.

That sucks hard, leaving us at Moves -1 (which has interesting implications for the space-time continuum), 970 SP, -1 Strength ("crippled and will have a hard time carrying their own body weight"), 6 Resiliency, and 3d6 = 11 Radiations, which we'll get to later.

5. Height and Weight
Like many other games, your height and weight are randomly determined. Unlike many other games, they then go on to modify your stats in critical ways. Height is 6d6 + 48 = 68 inches, or 5'8". Weight is 5d6 = 11 which I'm supposed to look up on Table C1... which doesn't exist. Welp. Since that was a really low roll, I'll just select a low weight of 130 lbs.

You then cross-reference height and weight on Table C2 to get modifiers to Moves, Resiliency and Strength: in this case +2, +0, and -1. (I selected 130 lbs precisely in order to get our Moves above 0 again. We can take action! And move forward in space and time!)

Current total is Moves 1, Resiliency 6, Strength -2.

6. Maximum Carrying Weight
Your character's base carrying weight is 30 lbs, plus 10 lbs for every point of Strength. For every 10 lbs over your carrying capacity your effective Strength and Moves are reduced by 1.

This gives our amazing muscle man a carrying capacity of 10 lbs, and if he lifts 20 lbs he's rendered immobile.

...yeah.

Just for comparison, let's take me as an example. I've been lifting weights in a half-assed manner since January last year. I'm terrible at it - very much on the lower half of the bell curve of human strength - but on a good day my deadlift (my maximum lift) is ~200 lbs. I wouldn't want to walk around carrying that much, so I'll assume that it's far enough above my carrying capacity that my human average number of Moves (7 - also pretty optimistic) is reduced to 0.

A bit of maths means that when I deadlift 200 lbs, then, I'm 70 lbs over my carrying capacity. Which would then be 130 lbs. Which is equivalent to a Strength of 10, in a system which puts the maximum human Strength at 3.

Realism!

Oh, before I move on, Strength also affects your hand-to-hand damage: meaning that as you carry more weight, you do less damage when you punch someone.

Realism!

7. Gender
We get to choose our gender. I choose MANLY, because this is absurd.

8. Natural Abilities/Inabilites
For every skill on the character sheet, you roll 2d6. On a 12 you have a natural talent in that skill and on a 2 you naturally suck at it. Skill checks are on d6s. If you have a natural talent you get to reroll any 1s on skill checks (although any new 1s remain as 1s), and a natural inability means you have to reroll any 6s.

There is no character sheet in the book. Also, this whole exercise is pointless so I'm going to skip this step.

9. Player's Choice
You get to pick one of three options: you can roll a d6 and add it to or subtract it from one of your stats (including maximum carrying weight, which seems like a total waste when you could just add the same d6 to Strength); you can get 2d6 * 10 skill points; or you can purchase rolls on the radiation table for 10 skill points a go.

I'm going to boost our Strength by 1d6 = 1, which sucks. Our Strength is still -1, which means we have trouble supporting our own bodyweight. On the plus side, we can now carry up to 30 lbs (!) before we are strained into immobility.

Remember: The human maximum Strength is 3. If you start with a normal Strength of 0 you have a 50% chance of being superhuman at this stage.

Realism!

10. Skill Points
Skills are rated in d6s. You have 2d6 in everything to start and it costs 10 skill points to become trained in a skill (I think - it's not clear), and 20 skill points to get advanced training. You can advance again (40 SPs) and again (80 SPs) to a maximum of 6d6. We have 970 points to spend.

Choosing skills purely on my whim, I snag Bemuse 6d6 (which lets you remove people's ability to fight by saying stupid poo poo at them), Brawl 4d6, Boxing 6d6 (which apart from making us an insane hand-to-hand fighter also gives us +1 Resiliency and +1 Moves), Reason 6d6, Drive Railed 3d6 (I'm a train driver!), Guile 4d6, Hork 3d6 (It's 'steal small items', so I have no idea why it's called 'hork'), Intuition 4d6 (required for Reason, for unknown reasons), Memory 4d6, Outright Lie 6d6, Senses 4d6, Streetwise 4d6, Weight Training 6d6 (+2 Strength, and also we're swole as gently caress), and Weapon skills in Ballistas (covering rocket and grenade launchers, because I think the author misunderstood 'ballistic' as a pseudo-category) and Handguns at 3d6 each.

What does all this mean? It means we're a crazy hardcase in hand to hand combat, slightly improved in terms of physical skills, we can lie like Satan himself, and we can say 'Look! A zeppelin!' in the middle of a firefight and stun our opponents into blind insensibility.

Realism!

11. Radiations
This is the bit I've been waiting for. :getin:

Basically, the vast bulk of the deadEarth rulebook is taken up with a d1000 table of post-apocalyptic radiation effects. To give you some sense of how batshit this table is, in the first ten entries we have 'become super virtuous', 'gain the abilites of someone within 25 feet for d6 minutes', 'homebody' (which grants you +1 skill point every time you roll the Domestics skill) and 'belly up' (which means you die the next time you come into contact with a body of water).

Realism!

Anyway, we've got 11 rolls on this table. Orokos gives us 20, 108, 177, 571, 620, 658, 680, 761, 829, 840, and 900.

Unfortunately the very first result (20) is "Decapitation" which involves taking 10d6 damage to the head.

...I don't feel like wading through chargen again, so we're just going to assume we survive that. Somehow.

The other results are:

  • 108: Street Rat - Streetwise is now a natural ability. Because of a radiation-induced mutation. v:shobon:v
  • 177: Life Tap - This is okay: we can steal a hit point from someone else we're touching at the cost of 12 skill points. Maybe this is how we survived getting our head exploded?
  • 571: One Shot - All cumulative radiations are now binary for us. This means they only affect us once, rather than cumulative radiations, which can add up over time. (This is almost entirely meaningless.)
  • 620: Sluggish - Subtract 2 Moves. ARGH. We now have 0 Moves, rendering us immobile and unable to act in a fight.
  • 658: Itch - The ability to make someone scratch uncontrollably in the middle of a fight. This costs us 9 skill points, might fail, but doesn't seem to cost any Moves to use so it is at least something we can do in combat.
  • 680: Polarisation - "You are now magnetic." That's the entire description.
  • 761: Blisters - Blisters are temporary, and can be removed by wearing loose clothing for a week.
  • 829: Envy - This has the normal effects of making you very envious, and also "Those you victimise will automatically have a sense of what you have done and who you are. If you are caught, your victims will always wish to punish you mercilessly." Apparently radiation causes envy, and envy endows all your enemies with amazing psychic powers.
  • 840: Intuitive Combat - All combat actions take one less Move (yes!) to a minimum of one Move (noooo - we still can't do anything).
  • 900: Telephonic Hearing - We can hear sounds up to 900 feet away. But we have to make an average resolve roll once per day to filter out extraneous sound or we go crazy (gain Insanity - which does basically nothing - and Suicidal, which gives you a 1 in 12 chance every day of straight up killing yourself, game over).

12. Gear
I can't even be bothered. It's 2 am and the pages-long list of firearms with only tiny distinctions is nothing we haven't seen before.

Zarbon the Infirm
Height: 5'8"
Weight: 130 lbs

Strength 1
Moves 0
Resilience 7

Maximum carrying capacity 40 lbs (!)

Zarbon can psychically make people itchy, drain the life of someone he's touching and hear things three football fields away. Also, his enemies are bestowed with a weird 'guilt-sense' that applies only to him and he's likely to become suicidally depressed at his amazing hearing and kill himself within a week of starting play.

Oh, and he's magnetic. Floppy disks beware!

Also, he's a headless corpse. Oops.

Dedman Walkin
Dec 20, 2006




Playing Cards at Crossroads - Let's Make a Character for Through the Breach

When we left off, we got the Aspects down, along with our Destiny. We also got skill scores, so we need skills to plug into them.

Conflict resolution in TtB is adding Aspect and Skill together, flip a card and adding that value, and comparing the sum to a TN. There are ways to modify this flip, I'll talk about one of them later. There are some bonuses and penalties that allow us, instead of drawing a single card, to draw up to three extra and picking either the highest card, or the lowest. Right now, let's pick some skills.

Skills are collected into eight different Types, which describes roughly what kind of skill it is. Each skill is ranked from 0 (untrained) to 5 (master), and is also associated with an Aspect - except for rare circumstances, when you make a Bureaucracy check, you'll usually it's associated Aspect of Cunning to it.

Academic: Book learning, things learned through study.
Close Combat: The art of hurting things up close and personal.
Crafting: Building and creating items, from horseshoes and bullets to automatica and patchwork corpses.
Expertise: Trained skills, like doctoring, forging, pocket-picking, tracking things, and working with explosives.
Magical: Self-Explanatory. Also covers tapping into Soulstone.
Ranged Combat: The art of hurting things from a distance.
Social: Interpersonal skills, how to mingle with/bullshit/convince people.
Training: Physical skills, like acrobatics, stealth, general blue-collar work, and Toughness, which is kinda important because it helps determine how much damage we can take.

So, let's figure our Birdy Bard would focus on Social skills, and pick up a little Ranged Combat for self-defense. We have eight skills to pick, plus our bonus Station skill of Bureaucracy. So looking around, let's pick...

Academic:Bureaucracy 1(Cunning)
Expertise:Gambling 1(Cunning)
Expertise:Music 2(Charm)
Expertise:Scrutiny 2(Cunning)
Ranged Combat:Pistol 1(Grace)
Social:Bewitch 3(Charm)
Social:Convince 3(Intellect)
Social:Deceive 3(Charm or Intellect)
Training:Toughness 2(Resilience)

Most of these should be self-explanatory; Bewitch is our "make others like us and do stuff for us" skill, Deceive is lying to others, Scrutiny is checking if you're being lied to.

With our skills picked, we move on to the next part of chargen - Pursuit. As I said prior, Pursuits are similiar to WFRP's Careers - we start with some gear, a little bonus, and as we level up we can unlock more goodies by following a Rank Ladder. Unlike a Career, we can change Pursuits freely, changing bonuses and getting a new Rank Ladder to get goodies from. We aren't penalized by changing Pursuits, and can resume a previous one where we left off. There are two types of Pursuits - Novice (starting careers) and Advanced (available if players reach certain story-based criteria, it's not automatically gained by picking it. Anyone can be a Mercenary, but not everyone can pass muster and pass training to be a Freikorpsmann, for instance) There are 14 Novice Pursuits, ranging from shades of Fighting Man to Magic Dabblers to Support Types but for a Bard, we need Performer. As a Performer, we start with a non-magical skill toolkit (our bag of makeup, sewing kits, probably a small musical instrument) and our bonus is called Flare for the Dramatic - when we fail Social duels, we can draw a card from our special Twist Deck (Which I'll explain in a bit). There's another ability that works post-game in the Epilogue.

Now we figure Derived Aspects. This is dull and boring to compute, so I'll just post the results.

Defense (Df): 3
Willpower (Wp): 3
Wounds: 6
Walk: 5
Charge: 5
Height: Not feet/inches, but the relative space we take up. Human default is 2.
Characteristics: All Fated have the keywords Living and Fated, used usually for spells.

Next we pick a Talent. Talents come in two kinds: General (everyone can pick them) and Pursuit (can only be gained by following a Pursuit's track). And as said prior, some of the nicer Aspects require a low or negative Aspect. Since we have Intellect at -1, we can pick the talent Simple Logic, which give us a bonus to resist Bewitch, Convince, and Deceive duels against her. It's going to be harder to trick our gal!

Now we need some Gear. It's assumed we already get stuff we don't need to pay for (a reasonable wardrobe of attire, a place to live suited to background and concept, five reloads for any firearm we own - if we decide to go all gunslinger and buy two or three pistols, we have to share our 5 reloads with our guns), plus our free equipment for our starting Pursuit. Anything else we get 10 Guild Scrip (Gp) to buy.

The last thing to do is make our Twist Deck. When we flip cards to make checks, there are times we can Cheat Fate and replace that card with a card drawn from our Twist Deck. Each player gets to make a Twist Deck of 13 cards, varying of what suits you want precedence over. Making our Twist Deck, we end up with:

Ace Mask
Two Tome
Three Crow
Four Ram
Five Mask
Six Tome
Seven Crow
Eight Ram
Nine Mask
Ten Tome
Jack Crow
Queen Ram
King Mask

During play, we might be able to get more cards for the Twist Deck, but we can't have two cards of the same rank and suit. We can't have two Nine Masks, but we can have Nine
Mask and Nine Ram. So let's look at our charsheet now:

pre:
Name: Francine McGillicutty
Pursuit: Performer

Might: -2
Grace: +2
Speed: +1
Resilience: 0

Charm: +1
Cunning: 0
Intellect: -1
Tenacity: +1

Defense (Df): 3
Willpower (Wp): 3
Wounds: 6
Walk: 5
Charge: 5
Height: 2.
Characteristics: Living, Fated 

Skills:
Academic:Bureaucracy 1(Cunning)
Expertise:Gambling 1(Cunning)
Expertise:Music 2(Charm)
Expertise:Scrutiny 2(Cunning)
Ranged Combat:Pistol 1(Grace)
Social:Bewitch 3(Charm)
Social:Convince 3(Intellect)
Social:Deceive 3(Charm or Intellect)
Training:Toughness 2(Resilience)

Talents:
Flare for the Dramatic - Pursuit
Simple Logic

Gear: (10 Gp)
*Non-magical skill toolkit

Twist Deck:
Ace Mask
Two Tome
Three Crow
Four Ram
Five Mask
Six Tome
Seven Crow
Eight Ram
Nine Mask
Ten Tome
Jack Crow
Queen Ram
King Mask


Destiny:
5.   When you open the dead man's eyes
4.   the sting of a single wasp will light the agony
3.   and the reaper walks the path alongside you.
2.   At last, you will sacrifice her on the altars of desperation
1.   and you take the last step.
So once we buy gear, we're good to go. I'll talk about leveling up and the Epilogue next post.

Dedman Walkin fucked around with this message at 05:58 on Mar 9, 2014

RickVoid
Oct 21, 2010

potatocubed posted:

Warnings!
The character creation chapter points out that you may not create more than three characters: if you discard the first two, you must play the third. Apparently it's entirely possible to die in character generation, but what happens if your third character dies is left unspecified.

*snip*

Also, he's a headless corpse. Oops.

Wow. Just wow.

Thank you for sacrificing one of your only three character chances for us. Hope you get enough play time out of the other two to justify whatever the book costs. (Bet you don't.)

Going to actually start the write-up for our Lady Bard in a bit. I've got the numbers crunched, just gotta get 'em down.

Mors Rattus
Oct 25, 2007

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Ars Magica: First among equals

True Lineages introduces new stuff for Houses Bonisagus, Guernicus, Mercere and Tremere. It has a two-page discussion of how to use intrigue and politics, because Bonisagus magi are split into two groups - the Magi Bonisagi, who are research wizards, and the Magi Trianomae, who are politicians. We get a few new Virtues and Flaws!

  • Colens Arcanorum: Minor Hermetic Virtue. You’re a member of the first inner circle of House Bonisagus, the Collectors of Secrets. You hold the rank ‘cannophori’ within the House, and during your seven-year tenure, you will receive lab texts and books from other magi Bonisagi, which you get to keep. At the end of your term, you must attend the Colloquium Delectorum and decide which submitted texts will be included in a folio and must help construct the folio. You shouldn’t take this Virtue unless you’ve had at least ten years since you became a magus. Magi Bonisagi only, obviously.
  • Tenens Occultorum: Minor Hermetic Virtue. You are one of the second inner circle of House Bonisagu, the Tenders of Secret Knowledge. You were chosen by the Primus to be one of the four Tenentes Occultorum. Your exact position is based on your experience, judged by your time since becoming a magus. If you are a younger magus, you will be the Spring Tenens, the least experienced and potent of them. There are responsibilities that come with this, obviously, and get their own section in the book. Magi Trianomae only.
  • Figurine Magic: Minor Supernatural Virtue. You have studied the art of Figurine Magic, enabling you to make small figurines of power. You can be Gifted or non-Gifted. You get 5 XP in the Figurine Magic Ability and may take Figurine Magic XP without penalties.
  • Linguist: Minor General Virtue. You are very proficient with languages. All XP you gain in any language is increased by 25%, as is any XP you put into any language during chargen. Living or dead, it doesn’t matter. Very handy!
  • Stockade Parma Magica: Minor Hermetic Flaw. You cannot willingly suppress your Parma once you put it up. Any friendly spell must penetrate your Parma to affect you, no matter what.
  • Seeker: Minor Personality Flaw. You are a member of the Seekers, the self-proclaiming group of competitive magi seeking ancient magic and artifacts. Much of your life is focused on this, and occasionally your goals clash with those of your House.
  • Fostered Apprentice: Minor Story Flaw. You were fostered as an apprentice to another magus. You have a lasting relationship with that magus, similar to that with your parens. You also have a connection to a fellow Bonisagus magus who you trained alongside. Either of these people may ask you favors, which you’ll feel obligated to do, but it goes both ways.

Figurine Magic is probably the most interesting new thing - it’s a magic power that lets you create wax or wooden figures, which you can imbue with Minor General or Supernatural Virtues. (With a bit of research, you could also integrate the ability to imbue them with spells.) These abilities or spells can then be used by whoever wields the figurine. Now, none of this will make a wizard significantly different than the one we already made and it won’t make a bird bard. So we move on! (Note, though, that the fluff parts of the section are extremely good, and I do reccommend them. This is true for the entire book.)

The House Guernicus section adds a new Mastery Ability that can be taken via Spell Mastery.

  • Acute Sense: Only Quaesitors or those with Quaesitorial training can take this Mastery Ability. This Mastery applies only to spells that enhance your senses. When you cast such a spell, you can sense altered, hidden or destroyed magical traces. The GM will secretly roll Perception+Penetration for you, harder the higher the spell you are trying to defeat. If you succeed, you notice that something is not quite right - for example, the aura may be slightly crooked, or there will ba slight ripple around a hidden trace of magic or a stain where a destroyed magical trace once was. You can then use other magic to investigate further. You can take this ability up to twice; the second time, it adds your Mastery score to the perception roll.

We also get some new spells for investigation or hiding the truth, and a new sort of Ritual spell that requires large groups of wizards to work together to create truly massive effects over the course of entire seasons, which no one is sure actually work, and lesser rituals of similar type but less power and easier to cast. Only members of House Guernicus can learn either type of ritual.

Even less in the way of new mechanics, but that’s okay. I know that the next section has a doozy.

Next time: Holding out for a hero until the end of the night

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

RickVoid posted:

Pulp. Make me a Rocketeer.
I shall do my very best!



Looking at what folks in the thread have requested, I've come up with these requirements for our new character:
  • He will be a Pulp Hero named Rick Void, because really, can you think of a better name for one?
  • I will try to make him a rocketeer, or something similar. I'm going into this book blind, so I'm not sure what options are available.
  • We are definitely going to visit Table 534: Ah Love! and get him a love interest or something.
  • I'm going for maximum chaos. That means that, at any time we're expected to roll to determine the number of times we roll on a table, I'll automatically roll the maximum number of times. I'll also automatically choose any sort of 'roll again, but also do this' entry on tables. We're going to make Rick Void's life interesting if it kills him. (We're also going to consistently emphasize Rick Void's name.)
So let's get started. Before we hit the tables proper, we have some notes on how Pulp Heroes work:
  • For Pulp Hero specific events, use Table 525: Pulp Hero Events.
  • Character is not assumed to actually be a hero, but rather a character who grows up exposed to such a world. (Well, that's boring. We'll soon fix that.)
  • This is a world populated by imaginative inventions. Devices should have a 'gee-whiz' exciting feel to them.
  • A hero from this genre would likely have one or more of the following skills in his background. Roll a d6.
...and then it gives us a table with 8 entries. I'm going to assume that's a typo, especially since the entry for 7-8 is roll twice more on this table, rerolling duplicates. Now that's what I'm talking about! d6,d6=3,5. Rick Void is a Scientist and a Scholar. He has Rank 1d4+2=3 skill in a general applied science skill and Rank 1d4+2=3 skill in a field of knowledge. We'll figure out what those are exactly later.

On to Table 101: Character Origins! We could select our desired options on Table 101A: Country of Origin and Table 101B: Ancestry Details, but Rick Void is a man of action! We swiftly roll d20=17 and find he's a red-blooded American with a Technology Modifier of 3 and English as his native tongue. Table 101B has a 'roll twice more and combine results' option. d20, d20=6,16 on Table 101B is an interesting result, as it confirms his folks are as American as he is... Native American. But he doesn't self-identify as Indian.

Table 102: Culture & Technology has two subtables. Table 102A: Tech Level asks us to roll d100 and add the last two digits of the year. If Rick Void is a rocketeer, we need Nazis, so I'm going to pick 1942 as the year of the campaign; that means we roll d100+42=100 and get +4 to our Technology Modifier for a total of 7.

Table 102A posted:

Engineering Age [Lit: 60%, Education Points: 12]. Internal combustionn engines or electricity power most forms of transportation, including personal cars, war machines, and fixed-wing aircraft. Radio, television, suborbital rockets and small automatic weapons are developing. This is typified by Western nations of the late 19th century through pre-WWII 20th century, just before atomic escalation; most non-Western nation urban areas in the late 19th century; and rural areas of Western nations.
Sounds good! So Rick Void has a literacy chance of 60% and 12 Education Points to start off with. Next we go to Table 102B: Culture. Here we roll d100 plus our Technology Modifier. d100+7=15. That's a Retrogressive culture, of which the table says:

Table 102B posted:

This is not a common 20th century culture, though it might be representative of Cold War era Eastern Europe.
Rick Void is no filthy Commie! (Heck, they don't even have filthy Commies yet! That's the sequel.) We'll reroll. d100+7=26. ...Barbaric. What is up with this table? But wait, there's hope. Let's take a closer look.

Table 102B posted:

Barbaric cultures live by the cruel exploitation of others. They can be found at any Tech Level, though they are more common at lower levels. Barbaric cultures are typified by charismatic dictators, feudalism, divine right of kings and so on. Power is secured and maintained by racism, violence, ignorance, and fear. Rights for those without power are unheard-of. Cruelty is commonplace. Sentient life has little value ("not-like-us" people have no value). Although it is possible that Barbaric cultures might develop their own technology, it is just as likely for them to take it from another culture by force. Typical Barbaric cultures might be pirate outposts, Nazi Germany, Stalinist Soviet Union, Cold War Era eastern Europe, South Africa, and many third world dictatorships. Many 20th century nations (even allegedly enlightened and free ones) possess this culture attribute to some degree.

Table 102B posted:

pirate outposts
What's a pulp hero setting without sky piracy? It seems Rick Void has a shady past. Let's see what comes with this culture. First, we have to roll a d6 to see if the culture has a second descriptor. In the name of maximum chaos, we go ahead and do that. d100+7=100. Dynamic.

Table 102B posted:

This is a culture marked by rapid growth, development, and expansion. New ideas and technologies are being discovered and exploited. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to real political power moves out of the grasp of common people. Class stratificatin increases as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. This is the USA in the latter decades of the 20th century.
Okay! That makes Rick Void's Culture Barbaric Dynamic. The old brain meat is tingling now! We use the lower of the two Culture Modifiers; Barbaric is 2, Dynamic is 10. Rick Void learns to use a weapon (a gun or other hand weapon) at Rank 3. He also rolls to see if he winds up with a Darkside personality trait. d6=6. It seems our hero is flawed. Finally, he gets +1 bonuses to Strength and Constitution for surviving his childhood.

We proceed to Table 103: Social Status. This is a d100 + Culture Modifier. (These modifiers don't seem to exert a lot of influence.) d100+2=74. Rick Void is of Comfortable means; he has a Social Level Modifier of 4, a Title Modifier of 3 (which I don't believe is relevant), and 1d4=4 additional Education Points. He has an additional 5% chance to be literate, a 35% chance to own a sport weapon, and typical starting money for the scenario.

Table 104: Birth & Family has four subtables. We first roll d20=10 on Table 104A: Birth Legitimacy and confirm that Rick Void is legitimate. We then roll d20=3 on Table 104B: The Family and find that he was raised by both mom and dad. Table 104C: Siblings and Birth Order has us first roll d6-1=1 to find he has a sibling; we then roll d2=1 to determine that it's his older (d2=2) sister. We don't visit Table 104D: Other Relations because we weren't instructed to.

Next is Table 105: Place of Birth, which has three subtables. We roll d20=19 on Table 105A: Place of Birth, which is 'in a vehicle while traveling'; d4=2 tells us it was a motorized land vehicle. Rick Void has a Birth Modifier of 5. We don't wind up visiting the other two subtables.

Table 106: Unusual Births has three subtables: Table 106A: Unusual Births, Table 106B: Birth Events, and Table 106C: Horror Birth Events. Normally, we'd roll d100 and add our Birth Modifier on Table 106A to determine how many unusual occurrences there were at Rick Void's birth, but in the name of maximum chaos, we choose the highest result on Table 106A that our Birth Modifier allows. Four unusual occurrences--GM selects 1d3 at +20. So we roll 1d3=3 and determine that Rick Void knows one of the four unusual occurrences, but the others are unknown to him.

On to Table 106B, rolling d100 plus Birth Modifier. d100+5=19. The character's birth was well publicized, whether due to deliriously happy parents or due to his family merely being in the public eye, or just the strangeness of the situation. The local communication networks just overran with the news. I have some ideas what this might mean, but I'm going to avoid elaboration until we have all our random results.

d100+25=101. (I decided the GM would add the Birth Modifier and the +20.) A mysterious stranger bestows a gift on the character at birth. Go to Table 853: Gifts & Legacies to find the nature of the gift. Roll a d6. On a result of 6, the character later learns the identity of the stranger. Use Table 743: Others to find this identity. Interesting! Rolling d6=2, the GM finds that Rick Void never did learn who his Mysterious Benefactor was. As for what he received...

Table 853: Gifts & Legacies has us roll d20=16. He gets a piece of clothing. As it happens, there's a 'roll 1d4 times' option on the table, so the GM goes ahead and picks that, and further makes the number 4. d20 four times=6,12,2,14. That's pants, an unusual coat, shoes, and priestly garb. The GM makes some notes, but doesn't tell us just yet.

Back to Table 106B. d100+25=34. Character has identical twin (20% chance of being separated at birth). Also, roll a d6. On a result of 6, the twin's personality is drastically different than that of the character, possibly even opposite (if one became good and noble of spirit, the other might become evil and cruel). The only way to keep this secret is to force the 'separated at birth' option, so the GM does that. He also rolls d6=3, which is slightly disappointing, but there'll be plenty of opportunity for mayhem later.

Finally, d100+25=109. Character is part of an unusally large multiple birth. Roll 2d4+1 to determine the number of surviving siblings. The GM can't think of a good way to keep this secret, so he rolls again. d100+25=61. No one bothered to record the character's birth, and as a result, he's slipped through the cracks of official documentation. He cannot be traced, ID'd from a photo bank, or even fingerprinted, because no one knows that he exists. Of course, this makes buying anything on credit rather difficult (impossible?) Again, the GM is stumped on how to keep this secret, so he tries once more. d100+25=83. Character's mother attempted to kill character immediately after birth, but was prevented. No justification was given at the time for her behavior. Now that's something the GM can work with.

Table 107: Parents & NPCs has two subtables. We first roll d20=7 on Table 107A: Occupation and determine that the head of the household (dad, duh) has a job, but mom works at home. That means we need to head to Table 413A: Occupations to find out what he does. Here we have to roll d10 and add Rick Void's Social Level Modifier. d10+4=7 sends us to Table 413C: Occupation Table II, on which we roll d20=17. His dad is a ship captain, with a (10+Social Level Modifier)% chance of owning his own ship. d100=64. Nope.

Then we go to Table 107B: Noteworthy Items to determine what Rick Void remembers about his folks. We'd normally roll d3 to determine how many times to roll, but in the name of maximum chaos, we just roll three times. That means a d20 on Table 107B and a d6 (1-4 is dad, 5-6 is mom) for each item.

d20,d6=11,4. Dad is a military veteran. We go to Table 529: Military Duties to determine his branch of service. d6=6 on Table 529A: Branch of Service is Air Force; a further d8=2 tells us he was a bomber pilot. Given that the US has only just entered World War II and didn't carry out bombing during World War I, I'm guessing he never saw action.

d20,d6=2,2. Dad had 1d3 unusual birth circumstances. d3=1. We head back to Table 106: Unusual Births and determine (d100+5=55) that he was put up for adoption on birth. PCs would start the background process over at this, starting at Table 102, but I decide to skip this; I could use this to determine his dad's birth family, but it's unlikely to be relevant.

Finally, d20,d6=6,6. Mom was affected by an exotic event which is spoken of often. We go to Table 536: Exotic Events to find out what it was. d20=9. While poking around in some abandoned, ruined place that other people avoid, the character comes across a hidden treasure. Unfortunately, the character is not able to do anything with the treasure. To the best of his knowledge, it remains untouched. We roll a further d4=2 and determine that the treasure is 1d3 devices from Table 854B: Wondrous Devices. d3=2. d20 twice=5,8; she found a detection device (basically, a scanner for something or other) and...

...a personal jet pack.

Oh yes. Mom may not have been able to retrieve it, but I know where Rick Void is going when he grows up.



"[u posted:

Rick Void[/u]'s Character Sheet"]
Name: Rick Void
Ethnicity: American
Language: English
Literacy Chance: 65%
Education Points: 12+4
Culture: Barbaric Dynamic
Social Status: Comfortable
Family: mom, dad, older sister
Place of birth: in the back of a motor vehicle
Events of birth:
  • Character's birth was highly publicized.
  • GM has made notes *3.
Family Notes:
  • Dad was put up for adoption on birth.
  • Dad was a bomber pilot, though he never saw action.
  • Mom discovered a cache of advanced technology: a scanner and a jetpack. She was unable to recover them.
Equipment:
  • sport weapon (35% chance)
Skills:
  • (general applied science skill) 3
  • (field of knowledge) 3
  • (personal weapon) 3
Modifiers:
  • Technology Modifier: 7
  • Culture Modifier: 2
  • Social Level Modifier: 4
  • Title Modifier: 3
  • Birth Modifier: 5
Traits:
  • [D] (from culture)
Attributes:
  • Wealth modifier: 100%
  • Strength modifier: +1
  • Constitution modifier: +1
Next time, on the thrilling adventures of Rick Void: the Challenges of Childhood!

RickVoid
Oct 21, 2010

FredMSloniker posted:

I shall do my very best!



Looking at what folks in the thread have requested, I've come up with these requirements for our new character:
  • He will be a Pulp Hero named Rick Void, because really, can you think of a better name for one?
  • I will try to make him a rocketeer, or something similar. I'm going into this book blind, so I'm not sure what options are available.
  • We are definitely going to visit Table 534: Ah Love! and get him a love interest or something.
  • I'm going for maximum chaos. That means that, at any time we're expected to roll to determine the number of times we roll on a table, I'll automatically roll the maximum number of times. I'll also automatically choose any sort of 'roll again, but also do this' entry on tables. We're going to make Rick Void's life interesting if it kills him. (We're also going to consistently emphasize Rick Void's name.)

*snip*

Finally, d20,d6=6,6. Mom was affected by an exotic event which is spoken of often. We go to Table 536: Exotic Events to find out what it was. d20=9. While poking around in some abandoned, ruined place that other people avoid, the character comes across a hidden treasure. Unfortunately, the character is not able to do anything with the treasure. To the best of his knowledge, it remains untouched. We roll a further d4=2 and determine that the treasure is 1d3 devices from Table 854B: Wondrous Devices. d3=2. d20 twice=5,8; she found a detection device (basically, a scanner for something or other) and...

...a personal jet pack.

Oh yes. Mom may not have been able to retrieve it, but I know where Rick Void is going when he grows up.

Next time, on the thrilling adventures of Rick Void: the Challenges of Childhood!

:D

It's nowhere near what I expected, and yet everything I've ever wanted.

To summarize, Rick Void (not to be confused with yours truly) is 1/60th Cherokee, and as such does not self-identify as Native American. Mom was Laura Croft, Dad captains a pirate ship. Culturally, Rick considers himself to be a Divine Right Sky Pirate. He's got a number of issues, starting with the fact that his mother tried to kill him immediately after birth. He has a twin brother, who may not know he exists, which is fine because there are no records that he exists anyway. He knows where to find a Soliton Radar System and a Jet Pack.

And we were only just born. I didn't even get into the stuff some stranger dumped on him that totally isn't going to become Sky Pirating outfit, no sir.

With regards to missing out on the "our twin is evil" thing, come on. Rick is clearly the Evil Twin here.

Mors Rattus
Oct 25, 2007

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Ars Magica: Mutant Powers

House Mercere actually introduces quite a few new tricks! First, it has Mastery Abilities. Anyone can learn them, but will need to either be taught by someone from the group that invented them, or learn them from a text that details the information.

  • Adaptive Casting: From the Cult of Mercury. This can only be taken for General-level spells - that is, spells you can learn at multiple power levels. Once learned, you may use any Mastery score for the mastered spell and all Mastery Abilities you have for it with any level of that spell, not just the one you mastered it at.
  • Boosted Casting: From the Mutantes. More on them later. When you cast this spell, you may use vis to increase the Range, Duration or Target by one magnitude per pawn spent. You cannot boost Duration to Year or Target to Boundary unless the spell was already a Ritual.
  • Ceremonial Casting: From the Cult of Mercury. You may use ceremonial casting with this spell, increasing the casting time and adding your Artes Liberales and Philosophiae to the casting total. This cannot be taken for Ritual spells, which already benefit from this.
  • Disguised Casting: From the Cult of Mercury. When casting this spell, you may suppress or alter your sigil in order to hide your identity or make it seem to have been cast by another persn. Since this actually changes your sigil, it’s impossible to recognize you from it, though some magi may be able to spot that a fake sigil is fake. When you mimic the sigil of another magus, you may add your Mastery score to the roll to determine how hard it is to recognize.
  • Harnessed Casting: From the Mutantes. You may end this spell’s effects merely by concentrating, as if you were casting a spell, but with no roll except to maintain concentration. If you fail, you may try again later.
  • Lab Mastery: From the Cult of Mercury. You may add your Mastery score to your Lab Total when designing effects similar to this spell, in addition to the normal bonus.
  • Learn From Mistakes: From the Cult of Mercury. The first time each session that you botch a roll for this spell or fail it by exactly one point, you get 5 XP towards Mastery of the spell. The roll must come up naturally as part of the story.
  • Stalwart Casting: From the Cult of Mercury. This spell is less fatiguing to cast. If it is a Ritual spell, you lose normal Fatigue instead of long-term Fatigue when casting it, and half as many Fatigue levels, rounded up, to a minimum of one. If it is formulaic, you never lose Fatigue because of a low casting total, even if the spell fails. This is an incredibly good Mastery.
  • Tethered Casting: From the Mutantes. You may give control of this spell to another person, who is then treated as the caster, or to an object, which holds the spell like a charged item for its duration and casts if an appropriate target comes into range. This cannot be taken for Ritual spells.

Now, new Virtues!

  • Boosted Magic: Minor Hermetic Virtue. You may spend a pawn of vis when casting formulaic spells to boost the Range, Duration or Target by one magnitude. You can do this as much as you want for the same spell, based on your limit of vis usage. This cannot be used with Ritual spells, and you can still use vis to boost spellcasting normally. Unlike magi with Mutantum Magic, you can do this with any spell, not just invent spells able to do it. Unlike the Spell Mastery, again, any spell, not just the mastered one.
  • Faerie Blood: Minor General Virtue. Specifically, a new kind of it.
    • Bloodcap: You get +1 to Strength, to a maximum of +3 Strength. Your teeth and nails are longer than normal and you look older than you actually are. You should take a Flaw to reperesent susceptibility to Divine Power. This bloodline is rare, and usually found only in House Mercere.
  • Harnessed Magic: Minor Hermetic Virtue. You have great control over your spells and may end any of them by simple concentration. However, when you die, all of your spells and magic items lose their power. I think this is a reprint, but it’s important because of the Mutantes.
  • Lone Redcap: Minor Social Status Virtue. Redcaps only. You don’t have ties to a Mercer House, and so you receive no magic items or free longevity ritual. You still get the 300 XP from apprenticeship for 15 years and the Well-Traveled Virtue, but you have a bad reputation at level 2 within House Mercere. You still have to spend two seasons each year working for the Order, but you may modify this with the Poor Flaw or Wealthy Virtue, unlike most Redcaps. Overall, I feel this is not worth it to lose the magic items, especially since you still have to buy Wealthy seperately.
  • Magic Items: Minor General Virtue. Redcaps only. You get 25 more levels of magic items than normal at chargen, and after chargen, you get 1 more level per year. You may take this more than once, but no single magical effect in any item can be above level 30, as normal.
  • Mutantum Magic: Minor Hermetic Virtue. You are one of the Mutantes, and may invent or learn formulaic spells or create magic items that take advantage of Boosting, Harnessing and Tethering. You may also take the Tamed Magic Virtue. Half of your starting spells may be “tamed” versions of spells - that is, Boostable, Harnessable and/or Tetherable. Most magi with Mutantum Magic are in House Mercere anre consider themselves Mutantes. All of them are descended by blood from Mercere or one of his ancestors.
  • Tamed Magic: Major Hermetic Virtue. You have the equivalent of both Harnessed Magic and Tethered Magic, but do not suffer the inherent flaws of those Virtues.
  • Tethered Magic: Minor Hermetic Virtue. You may pass control of your non-Ritual spells to others, as if they were the caster. You may also tether a spell to an object, which can then transfer the spell to an appropriate target when it comes in range. This can even be done when you activate the effects of magic items. However, all of your spells and the effects of any magic items you activate are Arcane Connections to you.

A Mutant is an interesting new wizard subtype, though they are created identically to normal magi. Still - interesting to play as! Oh, and we get some new Flaws.

  • Bound Magic; Minor Hermetic Flaw. When you die, all of your spells end and your magic items break. You may not take this if you have Harnessed Magic, obviously.
  • Fettered Magic: Minor Hermetic Flaw. All of your spells and the effects of any magic items you activate are Arcane Connections to you. You may not take this with Tethered Magic, obviously.
  • Hermetic Patron: Minor Story Flaw. You must be a magus or Redcap. You are watched over by an older magus or more established Redcap, who sees you as their charge and helps you out occaisonally. The patron must be an NPC, and they are willing to do favors for you that cast them little, such as casting spells, loaning out books, magic items or mundane materials, or even supporting you for a season or two...or maybe even adopting you into their House. However, in return, they expect special attention and periodically may assign you missions or tasks. You may declare a large group of magi as your patrons, but the more benefactors you have, the more you’re expected to do for them.
  • Illegitimate Lineage: Minor Hermetic Flaw. Mercere magi only. You were raised in House Mercere, but are not descended by blood from Mercere or one of his heirs. Because of this, Redcaps do not follow or admire you as they do other Mercere magi, and Gifted Mercere think of you as inferior. You have a bad reputation, Illegitimate, within House Mercere at level 2, and you do not get the social benefits of being Mercere, such as interest-free loans, magic item contracts or vis exchanges at no charge. Your parens probably also has a poor reputation. Only extraordinary effort and service, plus taking on legitimate Mercere apprentices, can free you of your heritage.
  • Legacy: Minor STory Flaw. You are descended from a legendary magus or Redcap, or have great potential. You are given great respect by House Mercere - equivalent ot the Hermetic Prestige Virtue. You may also take Heroic Virtues and Flaws appropriate to your lineage. More on those later. However, you are expected to live up to your reputation by doing great deeds and will be given harder tasks than your peers.
  • Pagan: Major Story Flaw. You do not follow the Church’s teachings or those of another monotheistic faith. You were never baptized. People who learn of this tend to be upset and frightened. You are not a Christian and you cannot pretend to go along with Christian society, for to do so, you believe, would upset your gods and bring on grave supernatural consequences. This may be true. During chargen, even if you normally you couldn’t, you may take one of Magic Lore or Faerie Lore. (This Flaw can only be taken in areas without substantial pagan populations, but the only remaining areas that have those in Europe are some parts of the Novgorod Tribunal.)
  • Usurer: Minor Social Status Flaw. You lend silver or other things to people at interest rates, often high ones. You get away with this somehow, perhaps because you are of a group that can avoid judgment for such things, because you operate illegally or because you lend a type of currency not commonly accepted by the mundane locals. You receive the equivalent of ten pounds of silver each year from interest, but may occasionally need to chase down debtors. Further, you have a poor reputation as a Usurer at level 4 in the local region.

All of that is interesting, of course. But it’s not what you’re here for. See, House Mercere has the Cult of Heroes, who seek the descendants of legendary heroes like Jason, Odysseus and Cu Chullain. This introduces a new character type: The Blood of Heroes. The Blood of Heroes descend from heroes or powerful supernatural creatures. They are not Gifted, but are considered to be equivalent to magi by the system. All Blood of Heroes characters are somehow tied to a legendary ancient or medieval hero, though not always by direct lineage - still, it’s obviously manifested in them. Blood of Heroes can take Heroic Virtues and Flaws. Every Flaw they take is worth two points of Virtues rather than one. Further, they get one free Minor Virtue based on their heritage. They must take the Heroic Personality Flaw, which we’ll see. Most of them are House Mercere, and so, without special permission by the group, must also take the Redcap Virtue. Blood of Heroes, while seen as less than magi by most non-Mercere, have much more chance of actually getting away with, say, voting than most Redcaps, though they still typically abstain out of respect. They get the free Virtue Blood of Heroes, much as magi get The Gift, to represent all this. Grogs, obviously, can’t be Blood of Heroes, and in most cases, neither can Companions.

We’re going to be making a Hero. If anyone has a concept they want to see here, post it. If not, I will choose one by next post.

Next time: Holding out for a hero ‘til the morning light!

Kellsterik
Mar 30, 2012
I'd like to see a trickster genius like Odysseus.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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2014-2018

Ars Magica: He’s Gotta Be Strong, He’s Gotta Be Fast, He’s Gotta Be Fresh From The Fight

Okay! We’re making a modern Odysseus. For given values of modern. We will call him Oliver. That’s step one taken care of! And we knew he’s a Redcap, because he has to be. So, let’s look at Flaws. First, the one we have to take.

  • Heroic Personality: Minor Heroic Flaw. You can take Personality traits up to +5 and down to -5. You have a Confidence score of 2 and 5 Confidence points. However, you occasionally do things without knowing why, guided by some kind of higher power. You feel so strongly that you sometimes lose control and act on instinct, without care for the consequences. Make sure to take Personality traits that reflect your heroic behavior. Note, of course, that the GM can in fact dictate what you do sometimes as a result of this flaw. If you don’t want that, don’t play a Hero.

So that’s one point of Flaws! We get two points of Virtues from it. Now, we get one Story Flaw. We’ll go with, oooooh, how about Plagued by Supernatural Entity. Much like Odysseus, there are many people who hate Oliver. One of them is quite potent - a faerie that styles himself a servant of Poseidon. Or maybe a faerie that styles himself Poseidon himself. Either-or. So that’s 3 points there! Next, we grab Personality flaws. The obvious one is Major Proud. We used Proud before, but what better word to describe Odysseus or his descendant? For his second Flaw, we will take Lost Love. Like his forebear, Oliver’s love is deep and enduring. Unlike his forebear, however, the woman he loves was forced to marry another.

pre:
Oliver of Mercere, Blood of Odysseus

Virtues
Blood of Heroes (0)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
That’s done! Let’s take a look at the Heroic Flaws we might take.

  • Tragic (Characteristic): Minor. You take a specialty for one of your negative Characteristics, much as you might for an Ability. Whenever that circumstance applies to one of your rolls for that stat, subtract 3 from the roll and, if you must check for botch, roll an extra botch die. Even when unrolled, be sure to roleplay it, obviously. Some examples:
    • Intelligence: Easily tricked, confused by magic, horrible memory
    • Perception: Overlook the obvious, poor face recognition, often gets lost
    • Strength: weak back, not grounded, no follow-through
    • Stamina: glass jaw, fainting spells, sensitive to cold
    • Presence: awful odor, monstrous reputation, face curdles milk
    • Communication: nervous speaker, unintentionally insulting, unintelligible
    • Dexterity: easily unbalanced, all thumbs, bad aim
    • Quiockness: often surprised, lumbering run, easy target

Well, I don’t think there are any great tragic flaws that we’d have here. Maybe Perception: Often Gets Lost would fit, but on the other hand, we are a Redcap. Looking over other Flaws, we’ll grab Infamous. Oliver is well-known as a scoundrel and a foe of the English nobility, because his lost love was forced to marry an English noble. He’s done some bad poo poo to get revenge. I think that’ll do us.

pre:
Oliver of Mercere, Blood of Odysseus

Virtues
Blood of Heroes (0)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)
That gives us 18 points to spend on Virtues! And one free Minor Virtue based on our lineage. Well, we know we have to take Redcap, so that’s 3 points right there. Let’s look at some Heroic Virtues!

  • Charmed Life: Major. You get the Luck virtue free, but even more than that - whenever you roll a 0 on a stress die in a dangerous or deadly circumstance, you may spend a Confidence point to reroll rather than check for botch. This cannot apply in calculated and controlled efforts, as luck must play at least some factor. Charging into a rain of arrows? Sure. Forging a letter or following tracks? Not so much.
  • Gift of Tongues: Minor. You can understand and speak any language, as long as you are communicating directly with someone else fluent in that language. Others who hear your words and understand that language can understand you. You can’t carry on a conversation in multiple languages, but you can translate for two or more people who don’t have this Virtue.
  • Great Bearer: Minor. You can carry twice as much before you become weighted down, so long as you have time to arrange your equipment. When calculating Encumbrance, you halve the burden of anything you carry. You can also go twice as far on a journey before becoming fatigued.
  • Heroes’ Birthright: Minor. You have a special magical power which you may invoke or cancel at will, or which is always active. It is designed as a Hermetic effect of level 15 or below, and works as the Mythic Blood Virtue with regards to words and gestures. Your background must explain why you have this power, beyond simple Blood of Heroes - perhaps it is a reward for your actions or was given to help you complete a task. You can take this more than once, and it is compatible with Mythic Blood if you can have that. You can combine powers this way, but any combined power must not have effects greater than level 30.
  • Invisible to Magic: Major. By concentrating, you can become invisible to magic, preventing intellego spells from detecting you and causing spells that target you directly to have no effect. This doesn’t protect you against area spells or spells that indirectly attack you by creating things and throwing them at you. You must make a Stamina+Concentration roll each round during which you’d be affected by magic, with a difficulty of 3+(3*spell’s magnitude). If you have magic resistance, it gets checked after you test if the spell can ‘see’ you. Attempting to perform actions while invisible to magic requires Concentration rolls, but you need not know where spells are coming from to become invisible to them.
  • Messenger’s Memory: Minor. You can remember, word for word, any short message you have heard or read in the last year. You must concentrate when first reading or hearing the message, but after that you can recite or copy it perfectly, and even recall details like inflection or handwriting, though you may not be able to perfectly reproduce those. You might recall excerpts of longer works, such as long speeches or books, but you cannot memorize more than a few choice passages.
  • Mythic (Characteristic): Minor. Take a specialty for one of your positive Characteristics. Whenever the specialty applies, you treat your stat as if it was one point higher, and when you check for botches, you roll one less botch die. You may take this more than once, for different Characteristics. Some examples:
    • Intelligence: Brilliant ideas, quick thinker, great knowledge
    • Perception: Notices details, big picture, attuned to change
    • Strength: killing blows, athletic prowess, brute strength
    • Stamina: Tireless will, iron constitution, Bacchus’ endurance
    • Presence: alluring eyes, commanding presence, terrifying visage
    • Communication: Prolific author, stirring speaker, strong leader
    • Dexterity: nimble fingers, legendary aim, relentless attacker
    • Quickness: lightning-fast defense, sudden strikes, short-distance runner
  • Mythic Mimicry: Major. You get all the powers of Messenger’s Memory, but also may recall accounts of any length and perfectly recreate the voice or handwriting of the original such that they cannot be told apart. Once you have heard or read something from someone, you may easily and perfectly mimic their voice or writing style. With a season of effort, you may memorize and entire book and reproduce it perfectly in another season, though you must have been able to comprehend its contents to do so accurately.
  • Sure Traveler: Minor. So long as you have been along a route before, you never become lost on a journey and you also get +3 to Survival rolls to find your way through unfamiliar terrain. You never suffer negative effects from weather, bad roads or other travel conditions, and you always make the same time you would in ideal conditions. If you are leading others, you may have them travel at your pace as well, though this does not apply when you do not control the means of travel, such as riding in a cart or traveling by ship - in those cases, you’re at the mercy of your driver.
  • Vis Sensitivity: Major. You can tell if something has vis in it just by touching it. You can tell how many pawns it has by weighting it in your hand, and what Art the vis is associated with by close examination. You can thus recognize magic items, active rituals, familiars and other objects that take vis to prepare, though you cannot identify them or determine any specific details about them. You also can take the Magic Sensitivity Virtue free, but you may choose not to if you don’t want to suffer its penalties to Magic Resistance.

Well, let’s see. Obviously we want Mythic Intelligence: Clever Plans. And we’ll grab Mythic Mimicry, too. That seems like a useful trick for a crafty Hero! We’ll make Mythic Intelligence our free Virtue - that’s an obvious thing to get from Odysseus! So that’s 6 points of Virtues taken, plus our free one.

pre:
Oliver of Mercere, Blood of Odysseus

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Redcap (3)
Mythic Mimicry (3)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)
Next time: More Virtue picking!

Kellsterik
Mar 30, 2012
How broadly does the book define 'hero'? The book-copying abilities of Mythic Mimicry and the "prolific author" specialty for Mythic Communication give me the idea of a descendant of St. Paul as kind of a super-scribe character. Can a Blood of Heroes character have access to Holy Magic or even just True Faith, or is that stacking too much?

Mors Rattus
Oct 25, 2007

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Ars Magica: It is not important how a scion of Odysseus ended up in England

True Faith is a-ok! Holy Magic is not, because it requires the Gift. However, IIRC, you could take True Faith and eventually pick up the Ars Notoria, which are basically explicitly Christian holy writing powers. That seems like it’d be pretty doable!

When left Oliver, we’d taken 6 out of our 18 Virtues. I’ll spend two on Improved Characteristics and Great Intelligence - we’re going to make Oliver pretty drat smart and good at a lot of things. We’ll drop one more on Warrior to give him some bonus combat XP. So that’s 9. We’ll grab Magic Items because Magic Items are always fun! Ten points. I also remember to note that we get Well-Traveled for free. Let’s see...we aren’t taking Gift of Tongues, so why don’t we grab Linguist from the Bonisagus chapter? That’ll get us to 11. We’ll also take Clear Thinker, to give Oliver the osrt of mind that can break through the plots of others easily. 12. And, what the hell, a second copy of Magic Items. 13. We’ll grab Invisible to Magic - that makes a good trickster superpower, I think. So that’s 16 now. Four our final 2 points, let’s see...we’ll take Puissant Guile, so we get +2 to all lying and disguise rolls, and Mythic Communication: Peerless liar.

pre:
Oliver of Mercere, Blood of Odysseus

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Well-Traveled (0)
Redcap (3)
Mythic Mimicry (3)
Improved Characteristics (1)
Great Intelligence (1)
Magic Items (1)
Magic Items (1)
Linguist (1)
Clear Thinker (1)
Invisible to Magic (3)
Puissant Guile (1)
Mythic Communication (1)
Warrior (1)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)
Step four, Characteristics. Because we took Improved Characteristics, we have 10 points to spend rather than 7. However, we also have to make sure our Intelligence is +3. Once we do, it will be raised to +4 by Great Intelligence. So, step one: Intelligence at +3, eating 6 of our 10 points. We take Dex at +2, for 3. I think we’ll lower Perception to -2 - if there is a fatal flaw in Oliver, it is that he operates entirely logically and does not always pay attention to how the world contradicts him. We’ll raise Communication to +2 and Presence to +1. We’ll also raise Quickness to +1 and Stamina to +1. That should do us, I think.

pre:
Oliver of Mercere, Blood of Odysseus

Characteristics
Intelligence +4 (Clever Plans)		Strength +0
Perception -2				Dexterity +2
Presence +1				Stamina +1
Communication +2 (Peerless Liar)	Quickness +1

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Well-Traveled (0)
Redcap (3)
Mythic Mimicry (3)
Improved Characteristics (1)
Great Intelligence (1)
Magic Items (1)
Magic Items (1)
Linguist (1)
Clear Thinker (1)
Invisible to Magic (3)
Puissant Guile (1)
Mythic Communication (1)
Warrior (1)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)
Now, early childhood! To the age of 5, I will say Oliver had the Mischevious Childhood package. However, he gets more XP out of that than usual because of his Linguist virtue, which makes getting his native tongue cheaper. I’ll drop the 15 XP he saves into Guile.

pre:
Oliver of Mercere, Blood of Odysseus

Characteristics
Intelligence +4 (Clever Plans)		Strength +0
Perception -2				Dexterity +2
Presence +1				Stamina +1
Communication +2 (Peerless Liar)	Quickness +1

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Well-Traveled (0)
Redcap (3)
Mythic Mimicry (3)
Improved Characteristics (1)
Great Intelligence (1)
Magic Items (1)
Magic Items (1)
Linguist (1)
Clear Thinker (1)
Invisible to Magic (3)
Puissant Guile (1)
Mythic Communication (1)
Warrior (1)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)

Abilities
General
Brawl (Wrestling) 2 (15 XP)
Guile (Brazen Lies) 3 (30 XP)
English (Speeches) 5 (60*1.25 XP)
Stealth (Shadowing) 2 (15 XP)
Now it’s time for Warrior and Well-Traveled XP! Warrior is 50 XP exclusively for martial abilities, which we’ll put in Single Weapon. Well-Traveled is 50 XP for Area Lores, Bargain, Carouse, Charm, Etiquette, Folk Ken, Guile or living languages. We’ll grab French for 24 XP, getting us to 30, Area Lore: England for 15, and drop the other 11 into Folk Ken. We’ll boost it more later.

pre:
Oliver of Mercere, Blood of Odysseus

Characteristics
Intelligence +4 (Clever Plans)		Strength +0
Perception -2				Dexterity +2
Presence +1				Stamina +1
Communication +2 (Peerless Liar)	Quickness +1

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Well-Traveled (0)
Redcap (3)
Mythic Mimicry (3)
Improved Characteristics (1)
Great Intelligence (1)
Magic Items (1)
Magic Items (1)
Linguist (1)
Clear Thinker (1)
Invisible to Magic (3)
Puissant Guile (1)
Mythic Communication (1)
Warrior (1)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)

Abilities
General
Area Lore: England (Politics) 2 (15 XP)
Brawl (Wrestling) 2 (15 XP)
Folk Ken (Nobles) 1 (11 XP)
Guile (Brazen Lies) 3 (30 XP)
English (Speeches) 5 (60*1.25 XP)
French (Criminal Cant) 3 (24*1.25 XP)
Stealth (Shadowing) 2 (15 XP)
Martial
Single Weapon (Long Sword) 4 (50 XP)
Now, let’s see how long it took for Oliver to be found and apprenticed. 1d10-1 years says…7 years. Enough time for him to meet a girl and fall in love, even if it was a childish first love. But at the age of 12, he was finally noticed by a British Redcap, who brought him home for training. In those 7 years, Oliver gets 105 XP, spendable on General or Martial Abilities. We will start by dropping 4 of it on Folk Ken, to boost that up to level 2, at least. 101 XP left. We’ll drop another 24 on German - it seems useful. So that’s 77 left. We’ll take 15 XP worth of Awareness, leaving us with 62. 5 XP of Etiquette, for 57. 30 XP of Charm, for 27. 15 XP of Intrigue, leaving us 12. Which is exactly enough for us to take Gaelic at level 2. (Scots Gaelic, specifically, as our specialty.)

pre:
Oliver of Mercere, Blood of Odysseus

Characteristics
Intelligence +4 (Clever Plans)		Strength +0
Perception -2				Dexterity +2
Presence +1				Stamina +1
Communication +2 (Peerless Liar)	Quickness +1

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Well-Traveled (0)
Redcap (3)
Mythic Mimicry (3)
Improved Characteristics (1)
Great Intelligence (1)
Magic Items (1)
Magic Items (1)
Linguist (1)
Clear Thinker (1)
Invisible to Magic (3)
Puissant Guile (1)
Mythic Communication (1)
Warrior (1)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)

Abilities
General
Area Lore: England (Politics) 2 (15 XP)
Awareness (Searching) 2 (15 XP)
Brawl (Wrestling) 2 (15 XP)
Charm (Being Witty) 3 (30 XP)
Etiquette (Nobility) 1 (5 XP)
Folk Ken (Nobles) 2 (15 XP)
Guile (Brazen Lies) 3 (30 XP)
Intrigue (Plotting) 2 (15 XP)
English (Speeches) 5 (60*1.25 XP)
French (Criminal Cant) 3 (24*1.25 XP)
German (Military Talk) 3 (24*1.25 XP)
Gaelic (Scots Gaelic) 2 (12*1.25 XP)
Stealth (Shadowing) 2 (15 XP)
Martial
Single Weapon (Long Sword) 4 (50 XP)
Next time: No longer a child

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
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2014-2018

Ars Magica: Oliver, Oliver, never before has a boy asked for more

When we last saw Oliver of Mercere, he was 12 and had just been picked up for apprenticsehip. Jump to 15 years later - he is now 27 and has 300 XP to spend. He can spend it on anything he likes. We’ll drop 40 of it on Latin, which boosts up to 50 from our Virtue. This lets him speak to magi in their common tongue. We’ll also grab Artes Liberales at 15 XP, so he can read all his languages. That’s 245 XP left. We’ll drop another 45 XP into Guile and become one of the best liars out there. 200 XP left. We’re going to need more Folk Ken and Intrigue, so we’ll drop 35 XP into each of those. 130 XP left. We’ll put 15 into Organization Lore: Order of Hermes and 5 XP into Code of Hermes. 110 left. Boost Etiquette to 3 with 25 XP, and buy Carouse at 3 with 30. That’ll leave us with 55 XP. We’ll take Legerdemain at 3 with 30 XP, leaving 25. With that, we grab Concentration at 2 with 15, and then both Hunt and Survival at 1 with 5 each.

pre:
Oliver of Mercere, Blood of Odysseus

Characteristics
Intelligence +4 (Clever Plans)		Strength +0
Perception -2					Dexterity +2
Presence +1					Stamina +1
Communication +2 (Peerless Liar)		Quickness +1

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Well-Traveled (0)
Redcap (3)
Mythic Mimicry (3)
Improved Characteristics (1)
Great Intelligence (1)
Magic Items (1)
Magic Items (1)
Linguist (1)
Clear Thinker (1)
Invisible to Magic (3)
Puissant Guile (1)
Mythic Communication (1)
Warrior (1)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)

Abilities
General
Area Lore: England (Politics) 2 (15 XP)
Awareness (Searching) 2 (15 XP)
Brawl (Wrestling) 2 (15 XP)
Carouse (Games of Chance) 3 (30 XP)
Charm (Being Witty) 3 (30 XP)
Concentration (Invisibility to Magic) 2 (15 XP)
Etiquette (Nobility) 3 (30 XP)
Folk Ken (Nobles) 4 (50 XP)
Guile (Brazen Lies) 5 (75 XP)
Hunt (Tracking) 1 (5 XP)
Intrigue (Plotting) 4 (50 XP)
English (Speeches) 5 (60*1.25 XP)
French (Criminal Cant) 3 (24*1.25 XP)
German (Military Talk) 3 (24*1.25 XP)
Gaelic (Scots Gaelic) 2 (12*1.25 XP)
Legerdemain (Pickpocketing) 3 (30 XP)
Stealth (Shadowing) 2 (15 XP)
Survival (Coastlines) 1 (5 XP)
Organization Lore: Order of Hermes (Politics) 2 (15 XP)
Academic
Artes Liberales (Logic) 2 (15 XP)
Latin (Hermetic Usage) 5 (40*1.25 XP)
Martial
Single Weapon (Long Sword) 4 (50 XP)
Arcane
Code of Hermes (Redcaps) 1 (5 XP)
Now, we’ll find out how old Oliver is. He is at least 27, and we’ll roll a d10-1 to find out how much older than that: http://orokos.com/roll/173756. He’s not older than that! Oliver is just out of his apprenticeship. That’s simple enough! Step 8: Personality. We will take Proud +4, Cunning +5 and Brave +3. We also note that he’s pretty vengeful, but we only get the three traits.

Now, Reputation. We know he has Infamous, so he has a level 4 bad Reputation. We’ll say that’s among nobles, and he is infamous as a thief and saboteur. No one knows who he works for, but he has to disguise himself to move among the nobility because otherwise they’ll recognize him. In truth, he works for no one but himself - he’s trying to get his love back via cunning plans and revenge. Step 10: Confidence! He has a Confidence score of 2 and 5 Confidence Points, due to Hero.

pre:
Oliver of Mercere, Blood of Odysseus

Characteristics
Intelligence +4 (Clever Plans)		Strength +0
Perception -2					Dexterity +2
Presence +1					Stamina +1
Communication +2 (Peerless Liar)		Quickness +1

Personaltiy
Proud +4
Cunning +5
Brave +3

Virtues
Blood of Heroes (0)
Mythic Intelligence (0)
Well-Traveled (0)
Redcap (3)
Mythic Mimicry (3)
Improved Characteristics (1)
Great Intelligence (1)
Magic Items (1)
Magic Items (1)
Linguist (1)
Clear Thinker (1)
Invisible to Magic (3)
Puissant Guile (1)
Mythic Communication (1)
Warrior (1)

Flaws
Heroic Personality (-2)
Plagued by Supernatural Being (-6)
Proud (-6)
Lost Love (-2)
Infamous (-2)

Abilities
General
Area Lore: England (Politics) 2 (15 XP)
Awareness (Searching) 2 (15 XP)
Brawl (Wrestling) 2 (15 XP)
Carouse (Games of Chance) 3 (30 XP)
Charm (Being Witty) 3 (30 XP)
Concentration (Invisibility to Magic) 2 (15 XP)
Etiquette (Nobility) 3 (30 XP)
Folk Ken (Nobles) 4 (50 XP)
Guile (Brazen Lies) 5 (75 XP)
Hunt (Tracking) 1 (5 XP)
Intrigue (Plotting) 4 (50 XP)
English (Speeches) 5 (60*1.25 XP)
French (Criminal Cant) 3 (24*1.25 XP)
German (Military Talk) 3 (24*1.25 XP)
Gaelic (Scots Gaelic) 2 (12*1.25 XP)
Legerdemain (Pickpocketing) 3 (30 XP)
Stealth (Shadowing) 2 (15 XP)
Survival (Coastlines) 1 (5 XP)
Organization Lore: Order of Hermes (Politics) 2 (15 XP)
Academic
Artes Liberales (Logic) 2 (15 XP)
Latin (Hermetic Usage) 5 (40*1.25 XP)
Martial
Single Weapon (Long Sword) 4 (50 XP)
Arcane
Code of Hermes (Redcaps) 1 (5 XP)

Reputations
Vicious Thief and Saboteur (Nobility) 4

Confidence: 2
Confidence Points: 5
Now, Equipment. As a new Redcap, Oliver has 50 levels of enchanted device. However, because he has the Magic Items Virtue twice, he has another 50 on top of that, for 100 levels of total effect, none of which can be higher than 30. He is not allowed to have any offensive combat magic, and his magic should be somehow related to his job as a messenger.

If anyone has any specific magic item effects that they’d like to see, do feel free to tell me. If they’re not possible, I will tell you. If they are, I’ll show you how to make ‘em, and make items for whatever’s left over. Magic item creation is similar to the spell creation we’ve seen, but not completely.

Next time: SPEAR AND MAGIC HELMET

Evil Mastermind
Apr 28, 2008

Before we go too much deeper into this thread, do people think we should index these creation demos like we do for the F&F thread?

If so: Syrg, if you're reading this would it be possible to get a section of the F&F wiki?

potatocubed
Jul 26, 2012

*rathian noises*
I did think an index would be pretty helpful, if for no other reason than to avoid doubling up.

Hulk Smash!
Jul 14, 2004

Yeah an index would be nice.

Also, I realize that you can't force discussion but maybe a little more breathing room between write-ups. Right now it feels like each game doesn't really get its "moment in the sun". I have no idea on how to properly implement this though.

Hulk Smash! fucked around with this message at 18:12 on Mar 12, 2014

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



I agree with indexing. It is a good thing.

As far as spacing out posts goes, that's a lot tougher to accomplish without some kind of meta thread where the content creators discussed what came next and how heavy the write ups would be. It almost has to happen organically. Maybe encourage more people to discuss the characters and systems after they've been posted? It would clear the pages up a little bit.

That being said, here's my meta on the thread so far: I'm loving loving these. It's far more accessible to me to read this thread than F&F, and I get a more fast and loose feel for the systems. I like the story that is either mechanically or organically generated for all these PCs, and want to play with them just to hear what happens next. (I am also selfishly elated that people ran with the bird bard idea).

This thread is a good thing and it's one of the best reads in TG.

E: fixing punctuation.

Dr. Lunchables fucked around with this message at 02:22 on Mar 13, 2014

Rohan Kishibe
Oct 29, 2011

Frankly, I don't like you
and I never have.
Yeah this has fast become one of my favourite threads. I kinda need to convince my friends that we should play some Ars Magica.

One of Oliver's magic items needs to be some kind of hollow wooden horse.

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

RickVoid posted:

:D

It's nowhere near what I expected, and yet everything I've ever wanted.

To summarize, Rick Void (not to be confused with yours truly) is 1/60th Cherokee, and as such does not self-identify as Native American. Mom was Laura Croft, Dad captains a pirate ship. Culturally, Rick considers himself to be a Divine Right Sky Pirate. He's got a number of issues, starting with the fact that his mother tried to kill him immediately after birth. He has a twin brother, who may not know he exists, which is fine because there are no records that he exists anyway. He knows where to find a Soliton Radar System and a Jet Pack.

And we were only just born. I didn't even get into the stuff some stranger dumped on him that totally isn't going to become Sky Pirating outfit, no sir.

With regards to missing out on the "our twin is evil" thing, come on. Rick is clearly the Evil Twin here.

A few points of correction here. The second result on Table 101B was 'Character is a member of an indigenous native people, now a racial minority (example: American Indians).' So Rick Void is at least Cherokee enough to be classified as one by the government, even if he himself isn't particularly tribal. Also, Table 106B didn't specify that a 6 meant his twin was evil, just diametrically opposed to him. Since that didn't come up, it's entirely possible they'll get on together, once they meet up of course.

Anyway, where did I leave off? Oh yes. Table 208: Significant Events of Youth. In the name of maximum chaos, we're going to roll a total of six times on this table, three for childhood and three for adolescence. First we roll d12 for when each childhood event took place and d6+12 for when each adolescent event took place. Rolled ages, sorted=11,12,12,14,15,18. All events are determined by rolling d20 and adding Rick Void's Social Level Modifier, which is 4. Let's get started.

Age 11 event: d20+4=9. Learn head of household's occupation to Rank 2 competency. If no head, use patron, or random selection from Table 413A: Occupations. [N] Rick Void's dad is a ship captain, so he'll learn that occupation.

First age 12 event: d20+4=18. Gain a friend. Select friend from Table 743: Others. [L] We roll d10=3 and get unusual people; a further d6=2 gets a professional hero.

Second age 12 event: d20+4=23. The character has a crush on her teacher. Roll a d6, and on a 6, the teacher is beginning to return the character's attention (this is generally not a good thing to have happen). [R] We roll d6=3 and are safe from the creepy.

Age 14 event: d20+4=16. 1d3 more Significant events occur during this time. Ooooh. In the name of maximum chaos, this becomes a 3.

First age 14 event: d20+4=12. Family has the following attitudes toward the character. We roll d6=6 on the subtable and get One parent is distant and cold towards the character. [D] 1d2=1 says it's Rick Void's dad.

Second age 14 event: d20+4=7. Learn an Unusual Skill from Table 863: Unusual Skills. Rolling d20=2 here gives us Professional gambling. A further d6=5 tells us Rick Void learns this at Rank 3 (if it were a 6, he'd get it at Rank 4.)

Third age 14 event: d20+4=22. Character has an exciting and possibly weird adventure (or misadventure). [R] Here things get particularly interesting, because we roll d8 on a subtable to determine which event table we use for this... and not only is there a 'roll twice more' option, which we choose, but this means that (d8,d8=2,3) we're going to be combining events from the Superhero and Magical tables, despite that not being Rick Void's genre!

Table 522: Superhero Events is a straight d20 roll... but there's an option to roll twice more and an option to roll again, adding d6! I decide that, in the name of maximum chaos, I'm going to decide we hit result 19 to roll twice, then get a normal (1-18) entry, then roll again and hit in the 21-26 range! So d20=18, d6+20=22. 18 is despite his efforts to the contrary, the public believes the character to be either a dangerous menace or just plain evil. 22 is The character leads a double life. Neither identity seems to be aware of the other, nor is the world at large aware of her dual life. In one guise, she is a normal, everyday person--in the other, a heroic crime-fighter. Decide which personality is the one to be played and develop the other as an NPC, using Table 107: Parents & NPCs.

Here I see a note I didn't see the first time I visited this table, telling me to visit Table 861: Appearances to get something interesting about the NPC's appearance. d4,d10=4,2 leads to a subtable. d4=3. Rick Void's alter ego is known for close-cropped hair. Back to Table 107, d20=20 on Table 107A is... NPC does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available. GM ONLY: See entry 107A on Table 965: GM's Specials. The GM takes a look and rolls d6=1 on a subtable and gets NPC has an adventurer's hoard of gold and treasure. He makes a note, and we move on.

We roll (in the name of maximum chaos) three times on Table 107B. (And here the my attempt to use nested lists for this broke down. Again.)

d20=2. NPC had 1d3 unusual birth circumstances. Here I exercise my authorial veto and decide to roll that again; d20=11. NPC is a military veteran. Select the branch of service on Table 529: Military Duties. This I do; d6=5, then d8=3, is a transport pilot for the Air Force.

d20=8. NPC has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. We roll d6=2 on the subtable. A significant event from the past. On Table 208: Significant Events of Youth, determine what happened. Back to Table 208 we go; d20+4=24. A special age-specific event occurs. If the character is currently a child, select the event on Table 209A: Special Events of Childhood. If the character is currently an adolescent, select the event on Table 209B: Special Events of Adolescence. It doesn't say what to do if we're sent here from Table 107B (where the character in question could be an adult), so I decide to roll d2=2 and go to Table 209B. 2d20=18. The character attends a specialized school based on proven aptitudes. We roll d8=4 and get Acting, which Rick Void receives a rank 4 skill in.

d20=10. NPC has a patron. Determine the details about this service relationship on Table 535: In the Service Of... We first roll d20=13 on Table 535A: Who? and find it's a medical organization; then we roll d10=3 on Table 535B: Scope of Influence and discover it covers a state/province/territory; and finally we roll d3 times (three for maximum chaos) on Table 535C: Service Events, rolling d20 each time.

d20=18. Patron teaches character an occupation to 1d3 ranks. Select occupation on Table 413: Occupations. Rick Void gets d3=1 rank in (d10+4=12, d20=15, d6=4) flying prop planes.

d20=10. The character leaves the patron's entourage after 1d6 years. Gains gift/bonus of years * $1000. d6=6.

d20=12. Patron trains character as if she were in the military. Select 'branch of service' on Table 530: Military Duties and appropriate skills on Table 531: Military Skills. This is a typo; Military Duties is actually Table 529, as we know. d6=4, d10=7; a technical specialist in the Navy. Looking that up on Table 531A: Service Skills, we see we need to give Rick Void rank 2 in a specific ranged combat weapon, rank 1 in martial arts, +1 to Wilderness Survival, and additional rolls for 'being' in the Navy (1 on 531B, 3 on 531D) and a technical specialist (1 each on B, C, E, and F). The first time we roll a skill, he gets it at Rank 3; each further time is a +1. All told, he gets (d10 7 times, d6 once=7,9,1,10,3,3,3,5) Spot Weakness 3, Communications & Sensors 3, Swimming 3, Survival Sense 3, Camouflage 3, Helicopter Pilot 3, and Drive (vehicle not normally used by navy) 3. He also gets +1d3 to an existing military skill.

That's just the superhero part of the event! Table 537: Magical Events also has a maximum chaos option, though it doesn't include a 'roll at a bonus' option. d20,d20=6,7. 6 is The character witnesses a woman accidentally walk into a 'turf war' (gangs, mob, etc.) and emerge unscathed. Bullets never touch her, people seemed to freeze near her, and after she passed through, she literally disappeared around the corner. 7 is In the middle of a large metropolitan city, in the middle of the day, a huge hand came out of the clouds and scooped up 2d6 people. One of them was a friend of the character.

...

There are still two adolescent events to roll (ages 15 and 18), but I think I need to take a break at this point. I'll just do one more thing: jump ahead to Table 312: Alignment & Attitude and determine the personality traits Rick Void has picked up so far.
  • [D] (from culture). d4,d10=2,10 on Table 641C: Darkside Traits is Argumentative.
  • [N] (from learning ship captaining). d4,d10=4,4 on Table 641B: Neutral Traits is Logical.
  • [L] (from getting a friend). d4,d10=2,9 on Table 641A: Lightside Traits is Courageous.
  • [R] (from getting a crush). d100=4 on Table 312A: Personality Trait Types is no personality trait.
  • [D] (from dad treating him coldly). d4,d10=2,8 on Table 641C is Self-doubting.
  • [R] (from wacky magical superhero adventure). d100=84 on Table 312A is Darkside Trait. d4,d10=1,8 on Table 641C is Suspicious.
So. Rick Void, your mission (should you choose to accept it) is to weave a compelling, or at least coherent, narrative from the events so far in your character's life. Keep in mind that a fair chunk of the age 14 events happened to his alter ego, not him. And that he is unaware of his alter ego. Good luck! You'll need it.



"[u posted:

Rick Void[/u]'s Character Sheet"]
Name: Rick Void
Ethnicity: American
Language: English
Literacy Chance: 65%
Education Points: 12+4
Culture: Barbaric Dynamic
Social Status: Comfortable
Family: mom, dad, older sister
Place of birth: in the back of a motor vehicle
Events of birth:
  • Character's birth was highly publicized.
  • GM has made notes *3.
    Events of youth: (coming soon)
Family Notes:
  • Dad was put up for adoption on birth.
  • Dad was a bomber pilot, though he never saw action.
  • Mom discovered a cache of advanced technology: a scanner and a jetpack. She was unable to recover them.
Equipment:
  • sport weapon (35% chance)
Skills:
  • (general applied science skill) 3
  • (field of knowledge) 3
  • (personal weapon) 3
  • (ship captaining) 2
  • (gambling) 3
  • (acting) 4 -- secret identity
  • (flying prop planes) 1 -- secret identity
  • (ranged combat weapon) 2
  • (martial arts/hand-to-hand) 1
  • (wilderness survival) +1
  • Spot Weakness 3
  • Communications & Sensors 3
  • Swimming 3
  • Survival Sense 3
  • Camouflage 3
  • Helicopter Pilot 3
  • Drive (vehicle not normally used by navy) 3
  • +1d3 to an existing military skill
Modifiers:
  • Technology Modifier: 7
  • Culture Modifier: 2
  • Social Level Modifier: 4
  • Title Modifier: 3
  • Birth Modifier: 5
Traits:
  • [D] (from culture). Argumentative.
  • [N] (from learning ship captaining). Logical.
  • [L] (from getting a friend). Courageous.
  • [D] (from dad treating him coldly). Self-doubting.
  • [D] (from wacky magical superhero adventure). Suspicious.
Attributes:
  • Wealth modifier: 100%+$6,000
  • Strength modifier: +1
  • Constitution modifier: +1

  • Locked thread