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Totem 09-16-2010 01:40 PM

[OOC] Worlds of Fire
 
Introduction
There is a war.

An enemy that cannot be reasoned with is fighting for its survival. But its survival means the extinction of 90% of the Humans in the multiverse. You, and those beside you, are all that stands between the Blazen and a Humanity that may never know how close it came to armagedon.

Current Players
Lamech - John Lazarus - Magical investigator and troubleshooter
EricTheRed - Michael - Telepath
pfharlock - Sourn
There are currently places available

House Rules
Clarifications on some GURPS rules as they are applied in this game: House Rules

Player Characters
Player characters are built to the following criteria:
  • 290 points + 50 point disadvantage limit
  • The campaign is run at TL8; characters may take any TL with appropriate adjustment of points
  • Backgrounds for characters can vary hugely; Human is the basic option however within the limits laid down here any race or species is acceptable; for those distinctly non-Human looking consult the Equipment section (below) as blending in will be a requirement on occasions
  • Magic, Psi and other options are all available. The campaign is not intended to be cinematic, but the full range of abilities can be assumed to be available (GM reserves veto)
  • Characters will find it best to be versatile in their style (please read this post)
  • New characters begin play at the Western Harbour having chosen to join the fight against the Blazen. See the backgrounds below for suggestions on how the character arrived there
  • Jumper (World) and Jumper (Time) are 0 point advantages; transport will be available where necessary to bypass this issue where necessary
  • The GM possesses the following: GURPS Basic Set (Characters & Campaigns), Powers, Psionic Powers, Magic, Discworld Also, Space, Low-, High-, Ultra-tech and a slightly twisted imagination. This list may be expanded in the near future. Equipment, abilities and skills from other reference material may be used provided explanation is given when required. New equipment may be developed with GM consultation.
  • Characters all gain the following freebies at no points cost.

The Front Line
The Front Line is the area on the edge of the Blazen's conglomerate universe. Because of the nature of the war, certain restrictions are placed on those who visit the Front Line:
  • Minimal cultural interference - try to avoid messing things up
  • No geography lessons - must minimise the number who know about other worlds
  • No time travel - the Blazen haven't tried using it yet, lets not give them ideas
  • Fate has been revoked - the future is undetermined; advantages, disadvantages or skills relating to the future (Destiny, Oracle, etc) will not function while on the Front Line. Purely logical deduction (Visualisation for instance) will still function as normal.

Points may still be spent on advantages relating to restricted situations (Jumper (Time) for instance), however these will not function most of the time.

Suggested Character Backgrounds:
Recruit
You were picked out for your useful skills, and asked to join up in the fight against the Blazen. Maybe you were a world-jumper who found your way into the area around the Front Line and demonstrated some kind of impressive skill. Maybe you were native to a universe on the Front Line and recruited for your assistance to the CI team. Recruits have already proved themselves to some degree and tend to go in at a higher level of operations than Foundlings as they are already useful.

Foundling
Foundlings have a lot to prove; rescued from situations because of circumstances rather than because of their skills, Foundlings have normally lost their entire world or have some reason to try to get away from what they faced in their own world. They don't necessarily have useful skills and tend to require a lot of training in order to make themselves useful.


Tech Level and Equipment
Economics
The Western Harbour does not operate in a cash economy; the idea of using money when the Harbour has access to a dozen types of Universal Constructor, pattern replicators, and various types of exotic manufactory, trying to put an actual value on physical goods is somewhat hopeless, particularly with the vast difference in cultures and backgrounds that are present.

Requisitions
That being said, you cannot simply requisition whatever equipment you want. Credit is extended based a flat rate plus bonuses depending on success at missions. Credit is allocated along with XP at the end of missions; new characters can assume that their credit equals their starting wealth as per normal rules. Prices for equipment are set as per TL8 (multiply up or down accordingly).

Equipment standards
Characters are, as a rule, not allowed access to equipment from a higher TL than their own (characters may buy up their TL to gain access to new equipment).
All equipment can be assumed to be one level of quality higher than standard at no added cost.
MALF is ignored for equipment unless players specifically wish to include it; MALF and quality are used to define resale price and the like for the most part.

Content
Language: English
Subtitles: Klingon/ Centauri for the hard of hearing
Surround Sound by You Imagination®
Colour: PAL
Running Time: The same length as that piece of string
Widescreen Format: Full Surround 3D
Violence: Infrequent, fantastic
Sex/ Nudity: By reference (mostly in part 1)
Theme/ Content: World-jumping (feel free to be a tourist)

Totem 09-16-2010 01:41 PM

Re: [OOC] Worlds of Fire
 
New Advantages
Heightened Perceptual Awareness (15 points)
Those who travel between worlds often get very good at spotting the things that are out of place. To some people this is an innate skill, to others it has been learnt the hard way.

When confronted by such things as Perceptual Filters, magical illusions, advanced tech, psi powers, or general weirdness, someone with Heightened Perceptual Awareness can make an IQ check to recognise that they are confronting something that is not entirely real or is out of place. If they have an appropriate skill to match this then a further check against this skill can recognise the weirdness for what it is.

New Skills
Additional Options
Those who travel between universes tend to pick up some knowledge of what such travel involves and how to understand it. The additional option of Higher Dimensional exists for the following skills:
  • Physics
  • Mathematics
  • Navigation
  • Cartography
  • Symbol Drawing
Each of these represents an understanding of the structure of and travel between different worlds. TL Modifiers do not allow; this specialty is known as appropriate for your TL.

Equipment
The equipment list has been moved to the following locations:

Page 1

Character Ideas/ Thoughts
Added following a request for character concept suggestions.

Individuals
Inidividuals who world-jump tend to have some reason for doing so beyond mere employment. Common reasons include:
  • Trying to get home (random jumping)
  • Escaping from someone/ something
  • Trying to find something (something not available in your own world)

Those jumping between worlds on their own tend to be very adaptable to circumstances, and find ways of setting themselves up quickly in a world. This might be by marketable skills (healing powers or knowledge tend to be a favorite in low TL worlds) or by shadier means (anyone who has read the Time Traveller's Wife will know that the ability to pick the lock on a shop door, beat the owner senseless and steal his clothes in less than three minutes can be an essential survival trait).

Depending on their means of travel they may acquire allies who travel with them, or may be forced to travel alone, relying on their own skill and wits to live. They may find periods of calmness in each world where they set themselves up before moving on again, either through boredom or necessity.

Examples:
  • A collector of stories, a teller of tales, a player of games... He has been all these things and more. His life began as a bard, and he trained for many years before he was taught the words to open the doors between worlds. Now his voice carries him much further than he has once thought possible... Best used at a low TL with Magery (Bardic). Performance, Singing, Musical Instrument, Enthrallment, and Musical Influence would be likely skills, along with plenty of social skills to get people to tell their own tale. Eidetic memory would come in handy, and Singing (Higher Dimensional) is a requirement for travelling.
  • She's never let one get away from her, and isn't going to start now. A bounty hunter who travels between worlds, she knows the ins and outs of the routes between worlds, and can use them freely for herself with an innate psi gift that her mother swore couldn't have come from her step-father. Police Powers (bounty hunter, only applicable in certain worlds) is a must, along with some decent weapon skills. The psi power opens up other psi options. Ruthlessness would be appropriate. Cytek enhancements wouldn't be amise either.
  • He's been on the run for a decade now. He doesn't even think he can remember how to get home, even assuming that he was willing to try it. The entire time he knows that they've been chasing him. What he did, why he did it... He doesn't even know if those matter any more. It's a matter of principle that he keeps getting away that drives them onwards. Now he just needs to get enough cash together to fix the machine again and keep running. A character with an enemy and probably a criminal record. Is their crime something that they want to keep secret, or are they not ashamed of what they did? Are they being hunted to be killed or to be captured? Have they got someone travelling with them? And what is this machine?
  • They hunt. That's what matters. He was offered a chance to hunt something significant, not merely for the feast, but for the thrill of the hunt as well. All he needs to do is convince his target to let him kill it... A bit of a challenge here; the Set have a psi-form body. This makes them vulnerable to anti-psi (weakness 1d per minute), but lets them buy *any* phsyical ability or trait with a -10% psi modifier. The only problem: they can't kill without permission. Even a critical hit can't reduce their target below 1 HP unless that target has told them it can.
  • She found a way through the shadows; the mystics said that it shouldn't be done, that she was stepping to her doom. The Lupine were used to living alongside the remain of the Human race, being the principle survivors of the plague. Now she finds herself in worlds where her form is greeted with anything but gratitude. A disguise is essential, as is finding a way to eat without drawing attention... A wolf-man form. TL8 with magery is recommended. Infectious Attack is a must. Immunity to Disease meant that the Lupine survived a biological war, and they tried to preserve Human knowledge and culture by spreading their kind across as much of Humanity as they could. A Lupine scientist found a cure for the disease before Humanity was wiped out entirely, for which Humanity is grateful, but in other worlds Humans aren't that happy to see a Lupine; a perceptual filter is a must here.

Organisations
Those working for an organisation tend to find moving around both easier and harder. A world-jumping organisation can provide training for those wishing to blend in with their surroundings, can provide intelligence on the target world, and can give resources that an individual on the move would lack.

On the other hand such an organisation will most likely have an agenda; merchants or slavers dealing in 'exotics', companies looking to find untapped resources, conquest (covert or overt), knowledge (science, medicine, etc), or more benignly as tourist operators, traders or 'guardian angels' helping those in need.

Examples (more exotic ones probably):
Infinity Patrol/ Centrum (see the Basic Set Campaign book, I won't go into more detail here)
  • The Grey Tower are spoken of in the darker reaches of the worlds; an order of mystics some say, whilst others speak of technology so advanced that it cannot be told from magic. Their agents move between worlds by means of advanced devices and appear to use magic by means of the implants and equipment that they possess. Use Magery (Techno-magic) with TL^ [25]. Magical abilities are handled as per Magic rules but generated by bitek or cytek implants and an astute knowledge of how to manipulate science. Agents are normally seeking new knowledge or "places of power" which they can use. Heavy on the mystery and with an agenda.
  • The River Guard know of only a few other worlds; their ability to travel between worlds extends only as far as jumping from one neighbouring world to the next, following 'the River', the single line of worlds that they know of. The Guard protect the Earth in each world, slowly extending their influence across more and more worlds. They never seek to lead, only to protect. The River Guard can be TL11 or TL5(+Magery) depending on the background. The Guards are trained to survive, to fight, and to protect those who need their help. Often Selfless, nearly always Honest, they will nonetheless be Human and are varied amongst themselves. The sheer number of invasions that they have had to see off means that they tend to be xenophobic (take Intolerance (Non-Humans)) as well.
  • Underwood Conveyers are a race of aliens who brought world-jumping technology to the Earth. They refused to grant it to Humans though, instead setting themselves up as couriers and transporters between the multiple worlds of Humans that they could reach. Humans travelling with help from Conveyers will always have a Conveyer somewhere in the background (they can't get back otherwise). The Conveyers may not be happy to find other people travelling with world-jumping technology, and will probably try to stop the player from getting their hands on any of it.

Fnord72 09-17-2010 01:03 PM

Re: [OOC] Worlds of Fire
 
I'm interested in playing.

ErhnamDJ 09-17-2010 02:21 PM

Re: [OOC] Worlds of Fire
 
Okay, I really want to play a guy from one of those post-apocalyptic type worlds. The kind where most of the technology has faded away. So all they have left is the stuff that's easy to work with. Primitive cars and machines. Black powder for weapons.

So, he'd walk around dressed in leather and chains covered in grease with a couple of crude-looking revolvers strapped to him. Looks like he just crawled out of hell's junkyard.

That sound cool?

Pesterfield 09-17-2010 02:21 PM

Re: [OOC] Worlds of Fire
 
Interesting, but I'm having trouble coming up with a character concept that would reply to an unknown call for help.

Maybe toss out some suggestions about why a character might be out there, I've got two:
A retrieval specialist, sent by government or business to get ideas and artifacts from various worlds.(Can't see responding to a random call for help)
A drifter, arrives and attaches himself as a flunky to whoever seems important and approachable on that world(Maybe with some offer of a reward)

Talosian 09-17-2010 11:45 PM

Re: [OOC] Worlds of Fire
 
Definitely interested, but are ALL time/world jumping abilities "free"? If not, what exactly is covered?

Karasu 09-18-2010 04:13 AM

Re: [OOC] Worlds of Fire
 
Please sign me in! I am working on a character from an alternative WWII (post-apocalyptic) setting if that is fine with you.

Thanks

Totem 09-18-2010 05:27 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1049995)
Okay, I really want to play a guy from one of those post-apocalyptic type worlds. The kind where most of the technology has faded away. So all they have left is the stuff that's easy to work with. Primitive cars and machines. Black powder for weapons.

So, he'd walk around dressed in leather and chains covered in grease with a couple of crude-looking revolvers strapped to him. Looks like he just crawled out of of hell's junkyard.

That sound cool?

The only issue I would have with the idea would be where the world-jumping side of things comes into it. Then again, with mutation in a post-apocalyptic world or depending on the TL of the world before it went post-apocalyptic it could easily be a psi or tech based power.

Blending in was mentioned as well, though given that (at least where the story starts) people aren't actually looking for other people carrying weapons, a decent coat to stop the revolvers being too obvious would be fine. Otherwise this sounds good.

Quote:

Originally Posted by Pesterfield (Post 1049996)
Interesting, but I'm having trouble coming up with a character concept that would reply to an unknown call for help.

Maybe toss out some suggestions about why a character might be out there, I've got two:
A retrieval specialist, sent by government or business to get ideas and artifacts from various worlds.(Can't see responding to a random call for help)
A drifter, arrives and attaches himself as a flunky to whoever seems important and approachable on that world(Maybe with some offer of a reward)

Okay, modification to the message: it can include personal details, and a mention of a reward appropriate to the individual. Look at it this way, this message arrived in whatever world it found you in before you got there. Whoever sent it knows what they're up to and makes it clear that they've got resources to make it worth your while.

On the organisation side of things it's entirely plausible that the message was sent to the organisation instead, asking for your character by name. As mentioned it's an area beyond their experience (they might not have even known that it was possible to travel in that 'direction') so the chance to explore somewhere new might be the insentive for them to send someone. They might also send someone to keep an eye on things (an Ally), or a rival group might send someone (an Enemy).

For someone travelling on their own it might be a case of assisting them with their travels (if they're jumping blind for instance, Sliders style, these directions might be the first coherent jump that they've ever made and they might not want to miss the chance of learning more). If they have some specific rewards in mind, then list those on the character sheet.

Ultimately it's up to you why your character is there; personal reward (be it material or knowledge), corporate obligation, avoiding boredom, or simple monkey curiosity, it depends on the character and their personal style. Both ideas mentioned above are good ones.

EDIT: Check above for some sample character/ organisation concepts.

Quote:

Originally Posted by Talosian (Post 1050272)
Definitely interested, but are ALL time/world jumping abilities "free"? If not, what exactly is covered?

Jumper (World) and Jumper (Time) are free. Apply whatever advantages/ limitations you want (the chance of buying off those limitations could be a major part of why your character gets involved).

Partly setting the cost as free is because these abilities cannot be activated without GM consultation (on the other hand I can't set them off without your permission, and you'd have to be trying something pretty complicated for me to actually refuse to let you use them), but also because I'm leaving the style of travel open as well; someone spending 100 points on Jumper (World) as a psi power might feel a bit put-out by someone else having spent $20 on a pretty looking trinket in a TL3 market which turned out to be a world-jumping engine that got misplaced.

If using your world-jumping tech/ whatever relies on a specific skill (such as Symbol Drawing (Higher Dimensional) for creating gateways) then that can be purchased for free if necessary for the purposes of travel. Being aware that your ability to use it may be limited, list the means of travel separately on the character sheet (with an effective points cost that's not included in the grand total) and... Well, I can't think of any reason for refusing an ability, provided that no one appears to be abusing the chance.

This only affects your means of travel; snatcher and similar tricks are not included in it (list specifics if you want a final clarification).

Quote:

Originally Posted by Karasu (Post 1050323)
Please sign me in! I am working on a character from an alternative WWII (post-apocalyptic) setting if that is fine with you.

Thanks

Post-apocalyptic seems to be popular... The plot thickens...

ErhnamDJ 09-18-2010 12:49 PM

Re: [OOC] Worlds of Fire
 
Name: Douglas Trask

Attributes [155]
ST 12 [20]
DX 13 [60]
IQ 11 [20]
HT 12 [20]

HP 12
Will 12 [5]
Per 14 [15]
FP 12

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 7 [15]
Basic Move 7

Social Background
TL: 6
Cultural Familiarities: Western-Sorta
Languages: English

Advantages [56]
Combat Reflexes [15]
Cultural Adaptability [10]
Cutting-Edge Training (Armoury skill is TL7) [1]
Fit [5]
Gunslinger (Revolvers Only, -60%) [10]
Hard to Kill 1 [2]
Hard to Subdue 1 [2]
Jumper (Psi, Requires 5 FP) [0]
Payload 10 (External, -50%) [5] (Allows him to carry twenty-nine pounds outside his body that don't count as encumbrance)
Social Chameleon [5]
Weapon Bond (Colt Walker) [1]

Disadvantages [-45]
Low TL 2 [-10]
Loner [-5]
Motion Sickness [-10]
Sense of Duty (Adventuring Companions) [-5]
Phobia (Oceans) (15) [-5]
Wealth (Struggling) [-10]

Quirks [-5]
Distinctive Features: Big beard, Bald head
Careful
Minor Code of Honor (Keeps his word)
Minor Addiction (Caffeine)
Lactose Intolerance

Skills [59]
Acrobatics (H) DX 13 [4]
Armoury (Small Arms)/TL7 (A) IQ-1 10 [1]
Body Language (A) Per-1 13 [1]
Brawling (E) DX 13 [1]
Carpentry (E) IQ 11 [1]
Chemistry/TL6 (H) IQ-2 9 [1]
Climbing (A) DX-1 12 [1]
Detect Lies (H) Per-2 12 [1]
Escape (H) DX-2 11 [1]
Fast-Draw (Grenade) (E) DX 13 [1]
Fast-Draw (Pistol) (E) DX+2 15 [4]
Fast-Talk (A) IQ+2 13 [8]
First-Aid/TL6 (E) IQ 11 [1]
Forced Entry (E) DX 13 [1]
Guns/TL6 (Pistol) (E) DX+4 17 [12]
Holdout (A) IQ+1 12 [4]
Knife (E) DX 13 [1]
Machinist/TL6 (A) IQ-1 10 [1]
Mechanic/TL6 (A) IQ-1 10 [1]
Observation (A) Per-1 13 [1]
Scrounging (E) Per 14 [1]
Search (A) Per-1 13 [1]
Smith/TL6 (Iron) (A) IQ-1 10 [1]
Stealth (A) DX+1 14 [4]
Survival (Desert) (A) Per-1 13 [1]
Throwing (A) DX 13 [2]
Wrestling (A) DX 13 [2]

Equipment
x2 Colt Walker (TL 7 version that doesn't explode!) Fine (Accurate) 3 Acc - Very Fine (Reliable) 17 Malf. (roll twice) - 2d+2 pi+ - range 110/ 1,200 - $1650 each - Bulk -4 - Weight 4.7/0.15

Bulletproof Vest - Torso - 6 DR - $750 - Weight 8
Steel-Toed boots - Feet - 6/2 DR - $100 - Weight 4 - +1 to kicking damage
Sunglasses - Eyes - 1 DR - $10
Duster (+4 to Holdout) - $50 - Weight 5

Balanced, Fine Long Knife - $1680 - Weight 1.5

Multi-Function Knife - $25
Multi-Tool $50 - Weight .5
Duct Tape (69 yards) $1 - Weight 2
Belt - $10
Collapsible Cup - $3
Grooming Kit - $25 - Weight .5
Mirror - $5
Pocket Watch - $100
Sewing Kit - $1
Binoculars (TL6 - 6x magnification) - $150 - Weight 3
Compass - $25
Canteen - $10 - Weight 3
Small Backpack - $60 - Weight 3
Rope, 1/2" (10 yards) - $10 - Weight 2.2
Fishing Kit - $5
Black powder (1 lb in steel can) - $5 - Weight 3
Bullet-molding equipment - $25 - Weight 1
Cigarette Light - $10
Matches - $1.50
Personal basics - $5 - Weight 1
Small Pouch - $3
Water Purification Tablets - $5
Belt Holster x2 - $50 - Weight 1

MK III Grenade (x6) - 8d+2 cr ex - $120 - Weight 6

Small First Aid Kit (bandages, one dose of morphine, and two doses of sulfa) - $10 - Weight 1

$3,000 worth of gold (should be almost three ounces)

Stats [155] Ads [56] Disads [45] Quirks [5] Skills [59] = Total [220]

Background

Douglas is from a world that slipped into darkness, after the technological age passed. The sky burned bright. All was a desert. The few who survived drifted through the ruins, used what little they could find. Douglas found a machine. It bored into his brain, changed him. he can move across worlds. But if he so much as moves on a train or in a car, he becomes ill. He's searched across the worlds. Most are empty. None have answers.

Totem 09-21-2010 02:57 PM

Re: [OOC] Worlds of Fire
 
Updated various bits in the setting and information part of the thread, including some sample characters. Any further requests for ideas/ suggestions please post.

RogerBW 09-21-2010 03:11 PM

Re: [OOC] Worlds of Fire
 
Gabrielle Alban is from a world not too unlike our own. Back in the 1960s, she was a student test subject for experimental drug treatment. Unlike most of her cohort, she survived. Unlike most of her fellow survivors, she had the sense - and the ability - to convince people that nothing had happened. Even though she could now read people's minds and sway their emotions... and didn't seem to be getting much older.

She has lived at least three separate lives on Earth, doing casual jobs, moving to a new town and un-aging herself when it seems necessary. Now she's looking for something a bit more interesting out of life. And she's heard rumours from world-travellers, that the timeline she's in is heading for something big and bad. It's not much of a world, but it's still home. That sounds like something worth heading off...

(Mechanically: built out of Psionic Powers with mostly Telepathy and a little Psychic Healing to power Unaging.)

Dorin Thorha 09-21-2010 06:07 PM

Re: [OOC] Worlds of Fire
 
If you still need another player, I've got a concept taking shape for a Indiana Jones-esque adventurer who has found a world-jumping artifact. He understands these things less than the rest of the party, but he's adaptable and never could let the unknown stay unknown.

If you don't still need one, that's ok too, as I probably have other things I should be doing with my time...

Totem 09-22-2010 12:19 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Dorin Thorha (Post 1051731)
If you still need another player, I've got a concept taking shape for a Indiana Jones-esque adventurer who has found a world-jumping artifact. He understands these things less than the rest of the party, but he's adaptable and never could let the unknown stay unknown.

If you don't still need one, that's ok too, as I probably have other things I should be doing with my time...

At the moment I'm holding it as first-come for character sheets, but that does allow for the option of either expanding the team or people changing concepts. I've got about seven people interested ranging from an "I'm interested" up to a couple of character sheets, so there's still room.

Also (nods in gratitude for the thought) there is the possibility that after the first part this could expand into other threads, in a similar manner to University of Heroes. This can only happen at the start of part 2, because that's when... Well, it hits the main track at that point. Plot gets explained, that kind of stuff. It's also a chance for people to jump in/ jump out/ change characters, so it's fairly flexible on that. So... If the time isn't available right now, feel free to hold off for a while.

But if you can make it, obviously feel free to join in.

Dorin Thorha 09-23-2010 09:08 AM

Re: [OOC] Worlds of Fire
 
Char sheet:

Code:

Indigo Joe

Wealth: Struggling ($10,000)

ATTRIBUTES [120]

ST 12 [20]
IQ 12 [40]
DX 12 [40]
HT 12 [20]

HP 12
Will 12
Per 12
FP 12

Basic Speed 6
Basic Move 6
Basic Lift 29

Damage 1d-1/1d+2

ADVANTAGES [84]

Charisma 2 [10]
Daredevil [15]
Gizmos 1 [5]
Night Vision 1 [1]
Signature Gear 1 [1]
Wild Talent [20]

Atlantean Compass ([46], SM 6 -10%, Can Be Stolen By Stealth or Trickery -20%) [33]
-Danger Sense (Nuisance Effect: Eerie hum -5%)
-Luck
-Serendipity
-Perceptual Filter

DISADVANTAGES [-50]

Curious [-5]
Enemy (Baron Von Kaputt -20, 6 or less x1/2) [-10]
Impulsive (15) [-5]
Light Sleeper [-5]
On The Edge (15) [-7]
Overconfident [-5]
Sense of Duty (People who have saved his life or otherwise done him  great service) [-3]
Struggling [-10]

SKILLS [65]

Acrobatics (DX/H) +0 [4]
Acting (IQ/A) +0 [2]
Archaeology (IQ/H) -1 [2]
Brawling (DX/E) +2 [4]
Broadsword (DX/A) +0 [2]
Carousing (HT/E) +0 [2]
Climbing (DX/A) -1 [1]
Disguise (IQ/A) -1 [1]
Escape (DX/H) +0 [4]
Fast-Draw (Pistol) (DX/E) +1 [2]
Fast-Talk (IQ/A) +2 [8]
Filch (DX/A) -1 [1]
First Aid (IQ/E) +1 [2]
Guesture (IQ/E) +1 [2]
Pistol (DX/E) +2 [4]
Hiking (HT/A) +0 [2]
Holdout (IQ/A) -1 [1]
Intimidation (Will/A) +0 [2]
Jumping (DX/E) +1 [2]
Knot-Tying (DX/E) +0 [1]
Observation (Per/A) +0 [2]
Research (IQ/A) -1  [1]
Stealth (DX/A) +0 [2]
Streetwise (IQ/A) +2 [8]
Survival (Per/A) -1 [1]
Traps (IQ/A) +0 [2]
Whip (DX/A) +0 [2]

QUIRKS [-5]

Hates Monkeys [-1]
Places Great Store In His Hat [-1]
Likes Unusual Artifacts [-1]
2 more quirks TBD

PERKS [5]

Convincing Nod [1]
Weapon Bond (Whip) [1]
Weapon Bond (Machete) [1]
Can Read Basic Atlantean Heiroglyphs [1]
Alcohol Tolerence [1]

EQUIPMENT

Machete (Very Fine +2 damage) (Balanced +1 skill) $3,200 (Sig Gear)
sw+3 cut, thr imp
Weight 3

.44 Revolver  $1,800 (Fine +1 Acc) (Sig Gear)
Acc 3
3d pi+
Weight 3.25

Whip (FIne +1 to skill) $500 (Sig Gear)
Reach 5
Damage sw-1 cr

Indestructible Hat $2,000 (Sig Gear)

Boots (Ornate) $800 (Sig Gear)
Weight 3

Leather Gloves (Ornate) $300 (Sig Gear)

Backstory to follow.

Totem 09-23-2010 01:26 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by RogerBW (Post 1051668)
Gabrielle Alban is from a world not too unlike our own. Back in the 1960s, she was a student test subject for experimental drug treatment. Unlike most of her cohort, she survived. Unlike most of her fellow survivors, she had the sense - and the ability - to convince people that nothing had happened.

(Mechanically: built out of Psionic Powers with mostly Telepathy and a little Psychic Healing to power Unaging.)

Was your character a willing part of this experiment? Could make a difference.

Also, I'm not seeing signs of world-jumping abilities. Is this tech-based?

RogerBW 09-24-2010 09:06 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1052627)
Was your character a willing part of this experiment? Could make a difference.

She was willing to test experimental drugs that might cure insanity. Nobody warned her about the possibility of becoming an idiot savant remote-viewer working for the CIA - or a world-jumping immortal telepath.

Quote:

Also, I'm not seeing signs of world-jumping abilities. Is this tech-based?
Just the "campaign standard" free Jumper, no enhancements or limitations.

Dorin Thorha 09-24-2010 09:16 PM

Re: [OOC] Worlds of Fire
 
Backstory for Indigo Joe:

"There's a race of men that don't fit in,
A race that can't stay still;
So they break the hearts of kith and kin,
And they roam the world at will."


Indigo Joe has spent his life going from sandpile to forsaken sandpile. It wasn't his fault that the digs never panned out and the lost villages never materialized. Even the discovery of an Atlantean colony that had survived into the 1300s was only accomplished by wrecking his backer's luxury watercraft. But he thought the gold disk he found there might almost pay off his debts. The day after he found the disk, a ship appeared offshore. He thought this was lucky break, but as he waved wildly at the approaching boat his disk started to make an eerie noise.

He hit the sand as the bullets started flying. The boat belonged to Somali pirates. After eluding them and hiding, he took out the disk for a closer look. Several points on the disk were glowing where no markings had been before. They appeared to form an abstract map. When he touched one of the points experimentally, the image zoomed in on it and heiroglyphs appeared around the disk edge.

The pirate never could understand what happened. One second the guy was in his sights, and the next second he was gone without a trace!

As for Joe, he now has a chance to escape his creditors for good.

Totem 09-25-2010 01:41 PM

Re: [OOC] Worlds of Fire
 
One question, which I should have asked sooner:

Can someone explain the specifics of the Perk "Weapon Bond"? I can guess, but it doesn't appear in any of the documentation that I've got and I'd like to be certain. Similarly "Weapon Adaptation".

Talosian 09-25-2010 02:04 PM

Re: [OOC] Worlds of Fire
 
Weapon Bond is a +1 bonus to skill with a specific weapon. This isn't magical, but rather, "...balance, fit to your hand, and the like." This can be with a signature gear weapon, or a normal weapon of any quality. The weapon can be lost or destroyed but, "...a character can acquire a new Weapon Bond in play."

Weapon Adaptation allows one weapon to be used by another skill and it's techniques (with no penalty), "...with all of the benefits and drawbacks of that skill, provided the replacement skill defaults to the usual one at no worse than -4 and uses the same number of hands."

ErhnamDJ 09-25-2010 05:25 PM

Re: [OOC] Worlds of Fire
 
Well, I spent about two hours finishing my character sheet this morning.

Look here at what the forums did to it.

Man... did anyone happen to save a copy of it with all the equipment?

Edit:

It had cut off about half of my sheet. I'm piecing it back together now.

Dorin Thorha 09-25-2010 08:46 PM

Re: [OOC] Worlds of Fire
 
I just realized that those Weapon Adaptations aren't legal. I'll change that.

KS Pathfinder 09-28-2010 01:47 PM

Re: [OOC] Worlds of Fire
 
Sentinel-IV Project: Subject: Mark-315

Lone Wolf No More:

People sometimes want to know about the story of my origins, well there’s not much to tell really, of course at this point Serena would bop me around the back of my head if she could have, stating I need to work on my people skills some more. So all right, you want to know how I came to be in this place, well here goes...

My name’s Mark and I was your ordinary average human being, a citizen of the Confederation. I had a mother and father, and an older brother called Nathan who’d joined the Confederation military as soon as he was able.

Things would have stayed the same, with Nathan doing his soldier thing, and me dawdling around trying to figure out where my future lay, but that all changed when our parents were killed in a rebel bombing campaign, claiming it was done in the name of freedom...Yeah, right.

Just like that my parents were gone and there was nothing left to fill the void, except my older brother Nathan, and a sometimes overwhelming anger and bitterness towards the so-called freedom fighting rebels. So, with not much left to lose, I joined my brother Nathan and enlisted into the Confederation military.

After nearly a decade of service, and driven by a desire to inflict my own personal vengeance on the rebels who had caused the deaths of my parents I was eventually transferred to the Confederation militaries Special Forces, ironically in the same such forces as my older brother Nathan.

It was during my time with Special Forces that I first became aware of the Sentinels Project, a project to create superhuman soldiers who would initially be used as surgical strike weapons and tools against the rebels; a fact which appealed to me. I wondered whether it’d be possible for me to do more against the rebels if I volunteered to undergo the procedure, as opposed to the rumoured involuntary nature of subjects for the Sentinel Project.

When I voiced my musings to Nathan he was less than receptive to the idea, balling me out and doing whatever it took to dissuade me from such brash action etc. Nathan was my older brother, and although I hated to admit it at the time, I guess he was right. So I didn’t look into the Sentinel Project again after that, and things would have stayed that way had the Kreyt not started a war against humanity and Nathan not killed in action during the Kreyt’s attack on North-By-North-East.

The Kreyt were humanities first contact with a sentient alien race since journeying amongst the stars from Earth centuries before, it was not a peaceful first contact. They just showed up out of nowhere and for no reason we could fathom started attacking us and destroying our colonies, and just like that the first human-alien war began.

We still know next to nothing about the Kreyt, other than the fact that they’re four metres tall, have four legs and two arms, and are technically speaking more technologically advanced than us, hell, we know for certain their FTL travel is more advanced and accurate than ours. For the first time I came to the shocking truth that our human squabbling was irrelevant if it meant the eradication of our species. Thankfully, as much as I hate the Kreyt, there’s got to be more friendly alien races out there, I just hoped humanity could survive long enough to find out.

Due to the nature of FTL travel and the vastness of space the war dragged on for years, and I found myself on the frontlines of it, somehow managing to survive and distinguish myself, and although humanity fought hard, we were inevitably little by little losing. It was at this point I crossed paths with a Sentinel-III, by the name of George-052, a meeting which would change my life forever.

Although involuntarily pressed into service in the Sentinel Project his background as an orphan roaming and growing up on the streets eventually made him realise he was better off as a Sentinel. At least he had a purpose now, was paid and fed, had something akin to a real home, so what if some of his freedoms had been taken away, especially now that he had a chance to prove his worth by fighting for humanities survival against the Kreyt.

I came to like George-052, and through him learned of the Sentinel-IV project. So with no family left to dissuade me, I volunteered myself to the Sentinel-IV project and underwent the arduous process of becoming a Sentinel-IV, and continued to fight in the war against the Kreyt, serving the Confederation, and eventually being partnered with the AI calling herself Serena. I miss George-052; his death still grieves me, especially since I was there when it happened. I still have his dog tags, which he gave me before his death and no matter what; I’ll honour him in my own way and make him proud.

That’s only half the story however; it explains only where I came from and how I became a Sentinel-IV, not how I came to be lost with Serena and jumping from universe to universe in a vain hope of getting back home and ultimately in the place I now found myself.

For a long while the Confederation had been trying to figure out how it seemed that the Kreyt were seemingly able to bypass our defences so easily at times, well, as it turned out, it had everything to do with the device attached to my upper arm armour.

It turned out the Kreyt were using this form of technology to literally teleport themselves passed our defences, or to be more precise around our defences by teleporting out of our universe and back in again but at a different location.

After managing to kill one of their commando teams I obtained the very device they were using and watched with some alarm as it attached itself to my own armour, seemingly uncaring that its previous owner was dead and that some altogether different species was now using it.

After helping defend the colony world I was on at the time of acquiring the device I ended up in a tight spot, surrounded by angry Kreyt, and as a last ditch attempt to survive and return with my findings on how they were getting passed our defences I took the calculated risk of activating the device, and for my troubles I survived, but now found myself lost, and having no recourse but to blindly jump from universe to universe in order to get home.

After jumping around for a several years I received a message addressed and sent to me by person’s unknown, promising aid in getting home and prolonging Serena’s life. Not normally the type of person to trust unknown and cryptic messages I decided to take a chance nonetheless, and now here I, you, and others are.

- Style of character: Soldier, enhanced, TL10, AI as backup.

Totem 09-28-2010 01:48 PM

Re: [OOC] Worlds of Fire
 
A few questions while we wait.

Quote:

Originally Posted by ErhnamDJ (Post 1050452)
Tentative character sheet here. Still working on it.

Presumably this is still coming.

Quote:

Originally Posted by ErhnamDJ (Post 1050452)
Jumper (Psi, Requires 5 FP) [0]
Payload 10 (External, -50%) [5] (Allows him to carry twenty-nine pounds outside his body that don't count as encumbrance)

How is the Payload being defined here? Is it a bag?

Totem 09-28-2010 01:57 PM

Re: [OOC] Worlds of Fire
 
A few questions while we wait.

Quote:

Originally Posted by Dorin Thorha (Post 1052491)
Atlantean Compass ([46], SM 6 -10%, Can Be Stolen By Stealth or Trickery -20%) [33]
-Danger Sense (Nuisance Effect: Eerie hum -5%)
-Luck
-Serendipity
-Perceptual Filter

No problem with the Compass, just a quick question about the abilities: Is that meant to be Perceptual Filter (i.e. a disguise) or was it intended as Heightened Perceptual Awareness (an accompanyment to Danger Sense)? I'm good with it either way, but it seemed an odd choice for a Human character.

Quote:

Originally Posted by Dorin Thorha (Post 1052491)
Enemy (Baron Von Kaputt -20, 6 or less x1/2) [-10]

Presumably the creditor mentioned in the original posting. Could I request a few more details?

Quote:

Originally Posted by Dorin Thorha (Post 1052491)
QUIRKS [-5]

Hates Monkeys [-1]
4 more quirks TBD

PERKS [4]

Convincing Nod [1]
Weapon Bond (Whip) [1]
Weapon Bond (Machete) [1]
2 perks TBD

Any further thoughts on these? There's no requirement for all quirks/ perks to be used.

Quote:

Originally Posted by Dorin Thorha (Post 1052491)
Indestructible Hat $2,000 (Sig Gear)

You'll forgive me, but I've got to put that to the test sooner or later.

Dorin Thorha 09-28-2010 07:37 PM

Re: [OOC] Worlds of Fire
 
Quote:

No problem with the Compass, just a quick question about the abilities: Is that meant to be Perceptual Filter (i.e. a disguise) or was it intended as Heightened Perceptual Awareness (an accompanyment to Danger Sense)? I'm good with it either way, but it seemed an odd choice for a Human character.
It's a perceptual filter, calculating point cost as sig gear. The compass doesn't exactly mask your appearance, but it helps keep people from wondering why the "Arab" never seems to speak Arabic, or whatever. I originally built it with Heightened Perceptual Awareness, but then I thought that Danger Sense fit the character better. Pretty much the defining thing about Indigo is his ability to adapt to unknown situations, rather than the ability to know what is going on.

Quote:

Presumably the creditor mentioned in the original posting. Could I request a few more details?
He's a weathy figure who backed Indigo's last adventure. He's one person, 150% of Indigo's power. A lot of that power is his Allies: he has connections with several criminal groups. What his motives were in seeking the island is unknown. Some possibilities are:

He'd heard about the existence of items of power like the Compass, and was seeking it. In this case he could very well be using some such artifact to follow Indigo himself.

He was merely interested in the treasure and knew no more about it than Indigo did. In this case his following Indigo would depend on him having a similar coincidence to Indigo's.

He was the tool of some higher organization, maybe even one with worldjumping capabilities. In this case he probably has a powerful Patron, a particularly scary prospect.

The low frequency of appearance is due to the small chance of him finding a way to track Indigo through the worlds.

Quote:

Any further thoughts on these? There's no requirement for all quirks/ perks to be used.
I plan to fill in the quirks during play, and to finish choosing the perks soon.

Quote:

You'll forgive me, but I've got to put that to the test sooner or later.
It was obligitory for a cinematic treasure hunter/archaeologist...

And that's a good quirk: Places Great Value On His Hat.

ErhnamDJ 09-28-2010 08:37 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1054934)
Presumably this is still coming.

Yeah, it is. Sorry about the delay. I had actually finished the character sheet, but the forums ate half of it. So I'm having to piece it back together now.

Quote:

How is the Payload being defined here? Is it a bag?
It's him being able to carry more stuff without being encumbered. He's been carrying around the same gear for so long that he's gotten used to the weight.


I would have bought Lifting ST, but that would have made him a world class weightlifter, which I didn't want.

Totem 10-03-2010 09:54 AM

Re: [OOC] Worlds of Fire
 
Okay, we're up to four players. There are three who've submitted character concepts but no character sheet. I'm aiming to open the IC thread on the 11th/ 12th. Those wishing to join should get a character sheet in before then.

Further details will be posted in the near future. For now the prologue to the campaign can be found here.

GnomesofZurich 10-03-2010 02:21 PM

Re: [OOC] Worlds of Fire
 
I've got a character concept for this, thought I'd run it by before proceeding with full on creation (and realizing that there might not be any open slots left).

My character is human (or post-human) from a very advanced society (TL12) from the far future. At this point, they have mastered many technologies, including teleportation, time travel and dimension travel. There's is a largely post-labour society, with most needs being take care of by robots and artificial intelligences, leaving the human population to only engage in those pursuits they want to. Many people have taken advantage of the ability to travel anywhere, anywhen, carefully regulated, to visit various points in history, explore alternate histories, and visit alien cultures.

The regulation of this travel is mostly done by A.I.s, although some humans do so on volunteer basis. It was noticed not long ago that many of the people who made these trips were coming back with strange delusions. They maintained that things had changed. They claimed that important people in their lives were missing, and they could find no record of their ever having existed, or that political lines between the various nations had been altered, and even that major historical events which were common knowledge had never happened. Both the monitoring A.I.s and those self-styled experts who monitor such things on a volunteer basis were baffled - they came to the conclusion that there was something wrong with the technology, and have tried to put a stop to it, for the sake of the sanity of those making use of it.

A small group of the volunteer monitors have come to a different conclusion: by using sophisticated sensors to monitor their home timeline from a neighbouring one, they determined that these travelers were not delusional - events were altering and people were being erased on their home timeline. And the effect seems to be getting worse as more people travel. A few people have been dispatched to try to find an answer to this problem, knowing that even as they travel in search of answers their actions cause further changes to propagate in their home timeline, but what choice do they? My character is one of them.

Edit: I realize after writing this that, although it sounds like an interesting concept, I am unlikely to be able to get this character ready in time for the deadline.

Totem 10-03-2010 03:06 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by GnomesofZurich (Post 1058022)
I've got a character concept for this, thought I'd run it by before proceeding with full on creation (and realizing that there might not be any open slots left).

At present I'm aiming for five (six maximum) characters. It's on a first-come basis, based on submittal of character sheet (I'll allow a bit of fiddling with quirks and perks during play if this makes things easier), though I reserve the right to judge based on character 'depth' if necessary for final slots. So there's still time.

Quote:

Originally Posted by GnomesofZurich (Post 1058022)
My character is human (or post-human) from a very advanced society (TL12) from the far future. At this point, they have mastered many technologies, including teleportation, time travel and dimension travel. There's is a largely post-labour society, with most needs being take care of by robots and artificial intelligences, leaving the human population to only engage in those pursuits they want to. Many people have taken advantage of the ability to travel anywhere, anywhen, carefully regulated, to visit various points in history, explore alternate histories, and visit alien cultures.

A society like that... I can see a few possible issues, but it looks good. Certainly it should lend itself very well to the cultural adaptability side of things.

Quote:

Originally Posted by GnomesofZurich (Post 1058022)
A small group of the volunteer monitors have come to a different conclusion: by using sophisticated sensors to monitor their home timeline from a neighbouring one, they determined that these travelers were not delusional - events were altering and people were being erased on their home timeline. And the effect seems to be getting worse as more people travel. A few people have been dispatched to try to find an answer to this problem, knowing that even as they travel in search of answers their actions cause further changes to propagate in their home timeline, but what choice do they? My character is one of them.

Interesting... The technological side of travelling presumably means some kind of vehicle. You may end up being the team's designated driver (making you, let's face it, almost indispensible, so no problem there).

Backstory for the society sounds good. Are you going to want to visit this in more depth during the campaign? I can work it in if you want to look into such things (same goes for the homeworld/ backstory of any character in theory). Or will this be simply a case of hoping for an answer to solve it and otherwise ignore it?

I'd need something more on the character to comment further, but it sounds good thus far.

Talosian 10-04-2010 12:52 AM

Re: [OOC] Worlds of Fire
 
I'm pretty close to done, but it's taking me awhile to work out the loose ends. The exponential price increase for equipment from a higher-than-campaign-standard TL is a *profane word of your choice*

Totem 10-04-2010 02:24 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Talosian (Post 1058208)
I'm pretty close to done, but it's taking me awhile to work out the loose ends. The exponential price increase for equipment from a higher-than-campaign-standard TL is a *profane word of your choice*

I'm willing to waive equipment costs to a certain degree if you can provide a good reason for it existing; world-jumpers can, depending on their means of travel, pick up all sorts of stuff without paying for it. I'm not willing to accept all equipment for free, but as long as it is within reason I'd rather that your character was complete than that you had trouble setting them up.

Examples of this would be equipment that was stolen (post-apoc settings might see a lot of this) or that was on loan (military hardware or from a friend) when your character went 'off the grid'. Such things would need to be justified by Social Stigma (Criminal Record), a Patron, Ally or Duty, or some other similar background traits.

The general rule is don't overdo it, but otherwise go for it. Certainly mundane items that world-jumpers pick up are going to be so hard to keep track of (especially throwing into account exchange rates between TLs: spend $20 on a cheap gold ring in a TL8 world and then tell it for $50 in a TL3 marketplace) so... You get the idea. This applies retroactively to anyone who has already put in a character sheet. If you have any specifics, then just ask.

For example: Mark-315 (as played by KS Pathfinder) has an Overwatch AI with him. This is an advanced AI intended to assist with coordination in combat and (especially in the earlier Sentinel programs) ensure that he keeps on the straight and narrow. Now the equipment cost for that AI is ridiculously high (nearly as much as the cost of enhancing and training Mark-315 himself, which he couldn't afford anyway). This is justified though by taking: a) the AI is an Ally, b) being a Sentinel is a Duty (Constant, hazardous), and c) the AI is also a Dependant. He's paying 18 points for the AI as an Ally/ Dependant and a further -20 points for being a Sentinel (Duty).

Second example: Indigo Joe has an Atlantean Compass which grants a number of abilities totalling 33 points. Normally the material cost for something like this would vary greatly depending on the setting; the original Atlanteans might have considered it an everyday thing and costed it at $200, whilst on its own as a relic of a lost civilisation it could come in at {wealth (filthy rich)} to the right buyer. Because character points are spent to buy it, it can be counted as an advantage instead of equipment, and is thus afforded a certain amount of safety at the same time (within reason naturally).

Jerron 10-05-2010 10:13 AM

Re: [OOC] Worlds of Fire
 
Still taking characters?

Totem 10-05-2010 01:17 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Jerron (Post 1058758)
Still taking characters?

At present we're still on four characters. I've got two people working on character sheets at the moment. If they don't make it then yes (this is first-come). Otherwise...

There will be opportunity for other players to join, however I'm sticking to an absolute limit of six for now, preferably five. If someone drops out then get in touch.

Jerron 10-05-2010 05:44 PM

Re: [OOC] Worlds of Fire
 
Thanks. I'm not going to try and make a character then, but if want to give me a PM if things open up, I'd appreciate it. I was thinking of an old-west gunslinger, if that would fit. Anyhow, I don't check this forum too regularly unless there's a reason.

ErhnamDJ 10-10-2010 04:09 PM

Re: [OOC] Worlds of Fire
 
Okay, got my sheet finished.

So frustrating to have to go through and redo all that stuff. :(

Talosian 10-10-2010 05:35 PM

Re: [OOC] Worlds of Fire
 
Okay, time to kick into high gear.

Character sheet is practically done, I just need to convert it from the program I was using into a text format. Also need to revise his background one more time.

Totem 10-11-2010 06:50 AM

Re: [OOC] Worlds of Fire
 
The IC thread is now up here. Players are listed at the start of the OOC thread.

Totem 10-12-2010 12:27 PM

Re: [OOC] Worlds of Fire
 
For clarification: Pathfinder came up with his character in consultation with me; the Sentinel program was originally my invention (though Mark-315 is his own). As such I do know things about the war he was involved in than he doesn't, and yes, the man in the cafe really was a major part of the Sentinel IV program from the start.

Anyone wanting to build some of their own backstory into this (I've got one Enemy being worked in already) should let me know either in the OOC or by PM.

Totem 10-18-2010 01:21 PM

Re: [OOC] Worlds of Fire
 
The Gauntlet
This is OOC format information about the Gauntlet, based on the notes Ben Foreman provided

Built for Ben Foreman by a powerful race who required his help, the Gauntlet is a very powerful artefact, the full capabilities of which even Ben is unaware of after a long time using it.

The Gauntlet always fits the wearer regardless of the size or shape of their hand (the original builders needed to test it by wearing it and they didn’t have Human-shaped hands). When it is being worn it doesn’t actually feel like it is there at all, and when someone touches the metalwork it feels to the wearer like their skin is being touched.

At its most basic level the Gauntlet is metal, with a weight of 3 and a DR of 25. Any damage that exceeds this causes the Gauntlet to shatter instantly and completely; it will reform on the wearer’s hand if possible at some point within the next hour. It also has the equivalent of Blunt Claws (add +1 per die to the damage from a punch made with the Gauntlet).

The capabilities of the Gauntlet (some of them) are as follows:
  • The hand wearing the Gauntlet gains the Affect Insubstantial modifier for all melee attacks and actions; this extends to other forms of being as well
  • Psychometry – the Gauntlet can be used to ‘relive’ previous movements made by someone else’s hand (useful for breaking passwords and combination locks
  • Vision modes – joining any of the fingers with the thumb forms a circle through which different ways of seeing can be achieved; the combinations for a particular way of seeing thing vary from person to person however See Invisible, Infravision, Hypervision and several related to spectral or parallel existences are available
  • Hold Door – portals such as those used by world-jumpers or magical Gate spells can be held open with the Gauntlet; the process is not indefinite, requiring an increasingly difficult ST check
  • Detect Weirdness – the Gauntlet can be used to ‘dowse’ for weird things such as magic or holes in the world; requires an IQ roll to interpret the signs and an idea of what you are looking for
  • The Gauntlet can be used to catch things like spells/ psi bolts; it allows a Parry or catching attempt against non-substantial missile effects
  • Tactile boost – the Gauntlet will provide a skill bonus to psi powers or magic that rely on gestures or physical contact; the bonus is 1 to begin with, though an experienced wearer can get a +6 on a reasonable effort
  • Natural talents and abilities can affect the Gauntlet; individuals may develop different ways of using the Gauntlet that others cannot immediately use and some standard abilities may not be open to certain individuals

Most of the Gauntlet's abilities are activated by WILL or based on IQ

Dorin Thorha 10-20-2010 09:05 AM

Re: [OOC] Worlds of Fire
 
Quote:

[OOC: Antifogwhatic? I looked that up and ended up with an album by a group I've never heard of. In context..?]
Hard liquor. Indigo has a penchant for unusual slang, though it's not quite at quirk level.

Totem 11-20-2010 06:06 AM

Re: [OOC] Worlds of Fire
 
Bumping the thread so that it doesn't get lost.

Currently still not taking new characters (if I am it'll appear in the first post on this thread), though if I get sufficient interest there may be a second thread in the same game world (i.e. the two threads will probably meet up at least once).

Totem 11-21-2010 09:44 AM

Re: [OOC] Worlds of Fire
 
Can all players give me some proper details about how their world-jumping ability works:
Type: (tech, psi, magic, music, maths, whatever)
Prep time: (N/A if no limitations apply; list recharge/ cooldown if appropriate)
Steerable: (How well can you control where you go)
Other enhancements/ limitations: (FP cost, Accessibilities, Nuisance Effect, etc)

Example:
Ben Foreman
Type: Psi (World & Time)
Prep time: 4-8 hours (can be used rapidly at major penalty)
Steerable: Yes
Other:
  • Extra Carrying Capacity (Heavy), requires FP cost or additional time
  • Warp Jump (Cannot use Warp on its own, must jump between worlds)
  • Nuisance Effect (Glowing 'tear' portal; detectable to appropriate sensors; very obvious visually)
  • Void Steering (As New Worlds, but more so)

ErhnamDJ 11-21-2010 09:55 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1081064)
Can all players give me some proper details about how their world-jumping ability works

Douglas's works just like I put on my sheet. His is Psi, so something that blocks Psi abilities would stop him (and I think Talent would apply to his rolls to use the ability, but he doesn't have that). It also costs five FP for him to use.

I didn't want his Jumper ability to be too powerful, but if you think it should be otherwise, I'll change it.

His only way of reaching new worlds is through critical failures. I suppose the world he's currently in happens to be one he's accidentally visited? We'll say he's been jumping for quite some time (long enough to get Cultural Adaptability), if that's okay. I don't intend to use his Jumper ability for very much (no hopping off to get antimatter or Excaliburs or anything like that).

Totem 11-21-2010 10:10 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1081073)
His only way of reaching new worlds is through critical failures. I suppose the world he's currently in happens to be one he's accidentally visited?

The original invitation to come here included instructions on how to reach this world. That is to say, regardless of rules regarding new worlds, there was enough information to find this one without any trouble. The exact form of the instructions varied according to the individual abilities; for Seann and Mark (who both use Tech based) this would be a set of coordinates or equations. For a Psi it would be different.

ErhnamDJ 11-21-2010 10:15 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1081076)
The original invitation to come here included instructions on how to reach this world.

I was thinking perhaps Douglas had been to this world before, and that was one of the reasons he got called up for this.

Totem 11-21-2010 10:23 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1081079)
I was thinking perhaps Douglas had been to this world before, and that was one of the reasons he got called up for this.

Your choice. Check the prologue for the actual list of requirements that were originally provided. So... Yeah, it's entirely likely that the Painted Men decided that Douglas was a good choice on that basis.

Totem 11-21-2010 03:36 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1081073)
I didn't want his Jumper ability to be too powerful, but if you think it should be otherwise, I'll change it.

I'll restate this point: the reason that Jumper is a zero point ability is that I'm leaving the options open for how it works. For some people it's the 100 point version modified by Psi or similar. For others it's points in Mathematics (Applied, Higher Dimensional, and Block Transfer Computations). For a magic user it might be a few points in Gateway spells. I even came up with a character who was a test pilot of an AI driven (IQ 7) aerospace craft that was equipped with a world-jumping engine; the ship counted as an Ally/ Dependent, the two were soul-linked (sympathetic mind-link, telecommuncations, dependancy on proximity to each other, etc); the ship had the jumper ability for free, other costs were as normal.

Basically the jumper ability can be as powerful or as haphazard as you feel is appropriate for your character. If it is a part of the backstory then great.

Dorin Thorha 11-21-2010 06:19 PM

Re: [OOC] Worlds of Fire
 
Type: (tech, psi, magic, music, maths, whatever) Atlantean tech - although not necessarily supernatural, it doesn't seem to work on the principles of normal science.

Prep time: (N/A if no limitations apply; list recharge/ cooldown if appropriate) No prep time other than the time needed to activate the Compass. EDIT: clarification: He can't jump instantly. He has to take out the compass, touch the surface to activate it, then set his destination (which requires interpreting the glowing Atlantean glyphs and symbols). It doesn't take very long to go to a place he has gone to before (since that is just repeating the same actions as before), but to go to the new place takes some time. If under extreme pressure, he could probably jump somewhere in just a few seconds (after all his first jump was made completely by accident), but the results of that would be unpredictable at best.

Steerable: (How well can you control where you go) It is steered through a cryptic "user interface" of glowing symbols that appear on its surface when it is activated. The glyphs around the edge of the Compass react to touch and serve as controls. Indigo Joe has spent a lot of time studying Atlantean hieroglyphics, and has been able to puzzle out the meanings of some of the symbols, but he doesn't really understand how the thing works. His instructions probably would have consisted of the Atlantean name/notation of this world. Once he has used the thing to go somewhere, he can get back there by repeating the same actions that got him there the first time. He can head to new places if he wants, but doing so is risky since he still has imperfect understanding of the information the Compass displays.

Other enhancements/ limitations: (FP cost, Accessibilities, Nuisance Effect, etc) Can be stolen, but the thief can't use it for anything more than random unaimed jumps unless he knows some Atlantean himself. EDIT: the compass jumps the user and anything he is wearing, but can't be used to take much more than a backpack in extra gear.

Talosian 11-23-2010 07:53 PM

Re: [OOC] Worlds of Fire
 
Type: Not technological actually (although I checked the messages I'd sent, and I had apparently not specified this *facepalm*), but a result of mutation. So it's vulnerable to drugs designed to counteract it, etc. (Time & World.)
Prep time: N/A
Steerable: He has pretty good control over his ability (high IQ), and possesses the New Worlds enhancement.
Other enhancements/ limitations: He has Heavy Carrying Capacity (he has a lot of equipment to transport), as well as Mental Carrying Capacity (an enhancement for Warp in one of the books, bases carrying capacity off of Will). However, he cannot freely carry other jumpers with him, nor can he follow them (Cannot Escort & Cannot Follow).

Totem 11-26-2010 04:54 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1082617)
I like the way that works out. Helps with the roleplaying here. That's as alien to me as it is to Douglas.

Rest assured that this is starting off relatively easily. This will be going to other worlds where... Well, as I warned Talosian at the start, there are places this will go where Heightened Perceptual Awareness will be kicking in every few seconds. This will go alien in some fairly definite ways.

(And before anyone gets worried/ overexcited, I don't mean the films)

Hannes665 11-29-2010 06:20 PM

Re: [OOC] Worlds of Fire
 
Name: Charles A. Greenberg (A stands for Aaron)
Race: Human

Origin: Earth 184 - Current Year 1980 Post WW III (4 years).

Attributes [165]
ST 11 [10]
DX 13 [60]
IQ 14 [80]
HT 12 [20]

HP 11
Will 13 [-5]
Per 14
FP 12

Basic Lift 24
Damage 1d-1/1d+1

Basic Speed 6,25
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 7 [0]
Cultural Familiarities:
Languages: English (Native) [0];
French (Accented) [4];
German (Accented) [4].

Advantages [47]
Appearance (Attractive) [4]
Combat Reflexes [15]
Fashion Sense [5]
Fit [5]
Talker (2) [10]

Warp - Technical, takes few seconds to few minutes to open the gate,
controls are voice activated with voice print protection.

(World Jumping, Gadeget, inserted under the skin left arm)
(Extra Carrying Capacity (Extra-Heavy Encumbrance);
Gadget/Breakable: DR 3-5; Gadget/Breakable: Size -9 or less;
Gadget/Can Be Stolen: Must be forcefully removed; Reliable (+4)) [0]


Perks [3]
Forgettable Face [1]
One-Way Fluency (Hebrew) [1]
One-Way Fluency (Spanish) [1]


Disadvantages [-47]
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]
Bad Sight (Nearsighted) (Glasses) [-10]
Code of Honor (Private Investigator/Agency is "private") [-10]
Curious (15 or less) [-2]
Pacifism (Cannot Harm Innocents) [-10]
Sense of Duty (To friends, clients and companions) (Small Group) [-5]
Stubbornness [-5]

Quirks [-3]
Attentive [-1]
Congenial [-1]
Mildly overconfident [-1]

Skills [55]
Area Knowledge (Multi-verse) IQ/E - IQ+1 15 [2]
Area Knowledge (New York Earth Prime (his prime)) IQ/E - IQ+0 14 [1]
Brawling DX/E - DX+1 14 [2]
Carousing HT/E - HT+0 12 [1]
Climbing DX/A - DX-1 12 [1]
Cooking IQ/A - IQ-1 13 [1]
Criminology/TL7 IQ/A - IQ+0 14 [2]
Detect Lies Per/H - Per+0 14 [1]
includes: +2 from 'Talker'
Diplomacy IQ/H - IQ+1 15 [2]
includes: +2 from 'Talker'
Driving/TL7 (Automobile) DX/A - DX+0 13 [2]
Driving/TL7 (Motorcycle) DX/A - DX-1 12 [1]
Electronics Operation/TL7 (Surveillance) IQ/A - IQ-1 13 [1]
Fast-Talk IQ/A - IQ+1 15 [1]
includes: +2 from 'Talker'
First Aid/TL7 (Human) IQ/E - IQ+0 14 [1]
Forensics/TL7 IQ/H - IQ-2 12 [1]
Guns/TL7 (Pistol) DX/E - DX+2 15 [4]
Guns/TL7 (Shotgun) DX/E - DX+1 14 [1]
Holdout IQ/A - IQ+0 14 [2]
Interrogation IQ/A - IQ+0 14 [2]
Law (New York Criminal law and procedure) IQ/H - IQ-2 12 [1]
Lockpicking/TL7 IQ/A - IQ+0 14 [2]
Mathematics/TL7 (Applied) IQ/H - IQ-2 12 [1]
Observation Per/A - Per-1 13 [1]
Physics/TL7 (Multi-verse) IQ/VH - IQ-1 13 [4]
Professional Skill (Police Officer) IQ/A - IQ+1 15 [4]
(Base forensics, how to cover crime scene, arrest procedure and so on (similar to soldier skill?))
Research/TL7 IQ/A - IQ-1 13 [1]
Savoir-Faire (Police) IQ/E - IQ+2 16 [1]
includes: +2 from 'Talker'
Shadowing IQ/A - IQ+0 14 [2]
Shortsword DX/A - DX-1 12 [1]
Stealth DX/A - DX-1 12 [1]
Streetwise IQ/A - IQ+0 14 [2]
Swimming HT/E - HT+0 12 [1]
Wrestling DX/A - DX+1 14 [4]

Stats [165] Ads [47] Disads [-47] Quirks [-3] Skills [55] = Total [220]

Hand Weapons
1 Expandable Baton LC:3 $60 Wgt:2
Dam:1d+1 cr Reach:1 Parry:10 ST:6 Skill:Shortsword

1 Small Knife LC:4 $30 Wgt:.5
swing Dam:1d-1 cut Reach:C,1 Parry:7 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
thrust Dam:1d-1 imp Reach:C Parry:7 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]

1 Straight Razor LC:4 $30 Wgt:.1
Dam:1d-3 cut Reach:C Parry:No ST:4 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3

1 Tactical Flashlight LC:4 $100 Wgt:1
swing Dam:1d+1 cr Reach:1 Parry:10 ST:6 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3
thrust Dam:1d-1 cr Reach:1 Parry:10 ST:6 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3

Ranged Weapons
1 H&K P7M13 9x19 LC:3 Dam:2d+2 pi Acc:2 Range:160 / 1850
RoF:3 Shots:13+1 ST:9 Bulk:-2 Rcl:2 $800 Wgt:2.5

1 S&W Model 19-5" .357 Magnum LC:3|3 $600 Wgt:3
Primary Dam:3d pi Acc:2 Range:190 / 2100
RoF:3 Shots:6(2i) ST:10 Bulk:-2 Rcl:3 Notes:[1]
Hollow-Point Dam:3d (.5) pi+ Acc:2 Range:190 / 2100
RoF:3 Shots:6(2i) ST:10 Bulk:-2 Rcl:3 Notes:[1]

1 Small Knife LC:4 Dam:1d-1 imp Acc:0 Range:5.5 / 11
RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $30 Wgt:.5

Armor & Possessions
3 .357M Ammunition (3 speedloaders HP) $12.6 Wgt:.63 Location: On Belt R.

3 .357M Ammunition (3 speeloader Semi Wadcutters) $12.6 Wgt:.63 Location: On belt L.

1 Backpack, Small (Sport pack, nylon with a generic sport emblem on it´s back) $60 Wgt:3 Location: Back

1 Binoculars $400 Wgt:2 Location: In Pack
1 Boots, Steel-Toed $100 Wgt:4 Location:feet
2 Canteen $20 Wgt:2 Location: In Pack or on shoulder if traveling far
1 First Aid Kit $50 Wgt:2 Location: Pack small compartment
1 Flashlight, Mini $10 Wgt:.25 Location: In belt or jacket
4 H&K P7M13, 9mm Ammo(FMJ) $48 Wgt:2.4 Location: Shoulder holster Ammo pouch
1 Handcuffs $40 Wgt:.5 Location: Revlover Belt
1 Holster, Belt (His old service belt for his 357 Magnum) $25 Wgt:.5 Location: Either Pack or carried around his pelvis if open carry allowed
1 Holster, Shoulder (For the P7M13) $50 Wgt:1 Location: Shoulder or Pack
1 Leather Jacket $50 Wgt:4 Location:arms, torso
1 Lockpicks Fine +1 Skill $250 Wgt:0 Location: Leather case in Pack or inside jacket
1 Mini-Recorder, Digital $30 Wgt:.5 Location: Pocket
1 Ordinary Clothes $200 Wgt:2 Location: Dressed
1 Personal Basics $5 Wgt:1 Location: Pack
1 Sleeping Bag, Insulated $100 Wgt:15 Location: Strapped on pack
10 Traveler's Rations $20 Wgt:5 Location: In cases in Pack
2 Water (per quart) $0 Wgt:4 Location: In Canteens

Background to follow soon.

Hannes665 11-29-2010 08:01 PM

Re: [OOC] Worlds of Fire
 
Charles Aaron Greenberg – Detective Ret. Currently Free Agent with the P.I. Company aka Company.

Family

Father Aaron Greenberg, Colonel deceased. Mother, Jean Marie Lechart-Greenberg deceased.

His father and his brother Matthias were born in Germany in the 30´s, they moved to New York along with their parents in 1934. Both joined the US Army Air Corp during WW II. Matthias was shoot down in late ´43 over Hanover, his B-17 blew apart in air, no survivors.
Aaron was a pilot and after D-Day his P-47 was shoot badly, he managed to return but badly wounded. He met Jean Marie as she nursed him back to his health in a small field hospital outside Nice. They were married 10 days before V-Day Europe, Charles was born 7 months later. They moved to New York in 1946, his brother Matthias was born in ´47 and Marie his stillborn sister in ´50. Aaron Joined the US Air Force late 1947 and would reach the rank of a Colonel in 1964, he died in 1966 in Germany, motor accident. Marie died of cancer in 1961.

The family lived in Germany, Arizona, New York again Germany and for few weeks in South Korea always on a Air Force base.

Matthias and Charles haven’t spoken in 4 years (in 1974) after Matthias moved to Hollywood in 1966 were he ended in adult films and after heavy usage of heroin for the past 5 years Charles is not really intrested.

Charles

Charles grew up on bases all around the world, his grandparents raised him for the first 6 years of his life, they spoke mostly German. In 1955-56 he stayed with his mothers sister in Nice. Their parent had died during the war. In 1964 Charles joined the US Air Force, he served in Germany for 2 years and after his fathers accident he was transferred to Pentagon were he served for just over a year with the Pentagon Air Force Liaison department. During his first 20 months he was attached to the Air Force Security division at Rammstein, he was first a records keeper and later a assistant investigator. There he caught the detective bug.

After the Air Force he joined the New York Police Academy, in 1967 he joined the NYPD. IN 1970 became a detective with a Major Crime Unit and he would serve with them the reminder of his career.

He met Julia in 1968, they were married less than 5 months later. She was 14 weeks pregnant with their first child in 1971 when she was killed by a drunk driver. After that he only had his job.

It was in late ´73 that the “Brain Trust Disappears” case was all over the news, all over New York renowned scientists and scholars were disappearing at a alarming rate, almost 3-4 each month. First one was Doctor Eli Sloan, renowned nuclear Physicist that disappeared on Halloween. At the end of the year more than 14 had disappeared without a trace, the city was in a lock down. NYPD, FBI, CIA and most of US government Agencies were one way or another involved. Also it did not help that China was rearming North Korea and the USSR were threatening Iran and Iraq with a invasion if they did not lift their oil embargo.

2nd of January Charles was assigned along with his partner to provide a little known scientist around the clock protection. The scientist was considered to be little bit crazy, he had been theorizing about time travels, jumps between parallel worlds and other similar theories but he was considered to be in danger so on the night of the 13th of January 1974 Charles sat in a car outside his apartment block. Just after 2 AM Charles noticed 2 men wearing black suits with 2 small suitcase enter the side alleyway. Charles partner went to see what they were up to while Charles attempted to radioed in for backup. But the radio did not work and neither the hand held so Charles ran after his partner into the alley. He was not 5 feet into the alley when he tripped over his partner, he was stunned with a light electrical would on his chest and his shirt burned away. Charles checked if his partner was alright, after confirming that he moved into the alley, slowly with his sidearm drawn. When he came to the back of the building he saw the 2 men in the suits talking to the scientist, he was dressed for travel and holding 2 large travel suitcases. Before Charles could react or call out one of the dark suited gents made a quick hand movement and in front off them appeared a large black “doorway”. The scientist stepped in and the other 2 followed. Charles was less than 12 feet away, just before the last man could step into the “doorway” he sprinted, off planning to jump the last man from behind. But just has he jumped he was pulled into the doorway and all went black.

This was 6 years ago. Charles had stepped into something big. The men in the black suits were a members of a private investigation company that operated around the Multi-verse. They had been hired by a unknown party to enter Earth-184 and save/rescue/extract over 800 scientists, artists and other important people. Most of them not very known but talented. Earth-184 had been selected because it was heading into a apocalyptic direction, witch was true, less than 2 weeks after Charles went through USSR invaded Iraq and Iran, US responded by supporting Iran and Iraq, North Korea jumped at the change to reunite with the South while the US was busy in the middle east and Europe. Before they could say World War Three it was on. 8 days after the US and USSR troops exchanged fire in Iran the first nuke went off in the North Atlantic were the USSR sunk a Carrier, 13th day of the war it went full nuclear. Today (6 years later) the world is starting to recover, the nuclear winter has begun to settle down and the unknown party that hired the PI firm has reestablished contact with Earth-184 and is planning to help to rebuild it with the assistance from those that they rescued. Apparently they had spent the last 3 years prior to WWIII rescuing art, literature, films and other valuable items from destruction.

Charles was offered a job with the PI Company. He accepted. For the first 6 months he spent training, mentally and physically for his new job, and other 18 months as a junior field agent. For the past 4 years he has operated as a field agent for the PI Company, mostly in basic surveillance, investigation and light protection duties. He has just finished a easy assignment for a regular client, transporting a small package from a Blind Earth (nick used by the Company about worlds were Multi-verse travel is either unknown or very well hidden secret) to his current location.

Now he has dropped it off, got payed and his planning to either take few days off or do some private work. He may even try to find a way to reach Earth-184. (The Company does not allow him to travel there, claiming that it is his Prime and he is not ready for it).

Farmer 12-01-2010 03:09 AM

Re: [OOC] Worlds of Fire
 
I'd be very interested if you do start a second thread.

Janitor101 12-01-2010 05:50 AM

Re: [OOC] Worlds of Fire
 
As am I, currently working a character idea.
Though my preference is to join the current group I would not object to a new group.

Terrace4 12-01-2010 08:37 AM

Re: [OOC] Worlds of Fire
 
I would also be interested if you start a second thread

Totem 12-01-2010 01:28 PM

Re: [OOC] Worlds of Fire
 
I've added a new character to the plot because an existing player was having to drop out (I will admit now that I'm handling the dropping such that the character could return at a later date). The offer of a position was sent to those who have previously taken an interest in Worlds of Fire but had not managed to join in the first round.

A second thread may (will?) be opened once the plot reaches a suitable point. I've got that point planned in already. Basically once the plot moves on to the Western Harbour and some explanations come in of the bigger picture the second thread will be launched based on that understanding. That will happen once Chu'dam is dealt with though.

Farmer 12-02-2010 01:00 AM

Re: [OOC] Worlds of Fire
 
Looking forward to it, Totem :-) I presume you'd rather not be inundated with character submissions until you're close to that point?

Totem 12-04-2010 05:37 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Farmer (Post 1086024)
Looking forward to it, Totem :-) I presume you'd rather not be inundated with character submissions until you're close to that point?

I am willing to discuss character concepts, either in the OOC thread or by PM. I will not promise rapid responses. Closer to the time I will post a revised character requirement list (basically the options for how your character gets involved are expanded or altered slightly at that point).

I am not interested in full character backstories, character sheets or anything similar until further notice.

Totem 01-29-2011 05:27 AM

Re: [OOC] Worlds of Fire
 
Bumping the thread because I don't want to lose it (or anyone else to lose it for that matter).

Totem 03-10-2011 01:25 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1136177)
(This game dead?)

I hope not, though it does seem to be going a bit slowly. Character points and general ability resets are at the end of the next encounter, whatever that turns out to be.

I'm reviewing further plans for Worlds of Fire (plus other ideas that I have) to form a more definite series of encounters; the free-form style and chances for dialogue seem to be making things a bit more jerky in terms of flow (clearly an aspect of RPGing that is best suited to the tabletop, despite my hopes).

ErhnamDJ 03-10-2011 01:30 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1136469)
I hope not, though it does seem to be going a bit slowly.

Well, I would have had Douglas hop up and do something earlier, but I feared that would further exacerbate the problem. If he's the only one that ever does anything, that means there's less reason for anyone else to keep playing.

Quote:

Originally Posted by Raymond Chandler
When in doubt, have a man come through a door with a gun in his hand.

It looked to me like that was what you had tried to do, what with Guy showing up and the Invisible Man following us, but the attempt seems to have failed.

Hannes665 03-10-2011 03:09 PM

Re: [OOC] Worlds of Fire
 
Yes I must admit it´s little bit hard to keep a tabletop like game in pbp game.

Talosian 03-10-2011 04:47 PM

Re: [OOC] Worlds of Fire
 
I am still here, and interested. Just busy. I should be able to post in a day or two (possibly today if I can get things sorted out). Seann will be suggesting that they find a way to deal with Dale, then proceed to find Chris Martin. After that he'd want to go over all their options thus far (currently he'd probably want to find the book (unless they are contacted by James), but that may change).

Seann's also going to make absolutely sure that they all get some form of communicators after this mission (probably radio, as most other types of communication are Super Science (and very expensive) or have their own restrictions).

I think it would probably be easier to run a tabletop-esque game over a chat program. That adds the complication of timing and schedules though.

Totem 03-18-2011 12:32 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1140397)
Douglas acts like he's thinking for a second. "Hello, ma'am. Are you related to... Guy Hanover? You must be his sister." He chuckles. "Well, we are working for a local investigative agency," he holds up his ID, "and we have been hired by Mister Chaskey's insurance agency to investigate the accident. May we ask you a few routine questions about Guy's behavior? Does he usually drink and drive, or take drugs, or engage in other types of thrill-seeking behaviors. Routine things like that."

Given their respective backgrounds this does seem more like the sort of thing that Charles would say rather than Douglas. I'm not actually objecting as such, but given his post-apocalyptic upbringing and so forth ("He once followed dog tracks for four days across the desert, hoping to eat that mutt. He never found it.", etc) where exactly did this lot come from?

ErhnamDJ 03-18-2011 09:35 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1140779)
Given their respective backgrounds this does seem more like the sort of thing that Charles would say rather than Douglas. I'm not actually objecting as such, but given his post-apocalyptic upbringing and so forth ("He once followed dog tracks for four days across the desert, hoping to eat that mutt. He never found it.", etc) where exactly did this lot come from?

He's been jumping for a while. He has cultural adaptability, and they gave him a card that says 'private investigator' on it. It wasn't really his idea. He's merely working with what they already gave him.

His world was like this one once... this would be like me coming up with something if I was transported into Shakespeare's world. I might be able to come up with one sentence that makes sense, on the surface. But that's about it. If you want to give him a penalty of his fast-talk for trying this, that's fine, but I think this is covered by his Cultural Familiarity. We may just have different views on the character's background here (I think it's quite possible I'm not being consistent, as you suggest, but I'm not sure... it was always rather vague in my mind to start with).

Feel free to watch the fun ensue as he is questioned about something relating to technology.

(Also, Douglas's world is TL 6. They have a low population, but that's still pretty high-tech, all things considered. They would have cars and insurance agencies and all that jazz (literally). I've been thinking of him as being from something akin to Chandler's Los Angeles, technology wise, from his first two novels, only not a place nearly as populated, and with the large population centers being quite spread out--Douglas having not spent much time in one.)

Totem 03-19-2011 06:07 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1141076)
He's been jumping for a while. He has cultural adaptability, and they gave him a card that says 'private investigator' on it. It wasn't really his idea. He's merely working with what they already gave him.

His world was like this one once... this would be like me coming up with something if I was transported into Shakespeare's world. I might be able to come up with one sentence that makes sense, on the surface. But that's about it. If you want to give him a penalty of his fast-talk for trying this, that's fine, but I think this is covered by his Cultural Familiarity. We may just have different views on the character's background here (I think it's quite possible I'm not being consistent, as you suggest, but I'm not sure... it was always rather vague in my mind to start with).

I figured it would be something like that. It still seems a bit abrupt for him, but as a one-off blag it looks fine.

Quote:

Originally Posted by ErhnamDJ (Post 1141076)
Feel free to watch the fun ensue as he is questioned about something relating to technology.

Oh, so tempting... How does he react in general to technology? I'm guessing he's past the point of instantly assuming that it's some kind of magic, but... We're going to be going places with big tech (the Western Harbour is TL^ at least for instance, whilst other places are high tech as well), so how does he react to such things? How do any of the characters react to such things?

Quote:

Originally Posted by ErhnamDJ (Post 1141076)
I've been thinking of him as being from something akin to Chandler's Los Angeles, technology wise, from his first two novels, only not a place nearly as populated, and with the large population centers being quite spread out--Douglas having not spent much time in one.

Chandler's Los Angeles? Sorry, I'm lost on that one. On the other hand I'm looking for new reading material, so what books are these?

ErhnamDJ 03-19-2011 06:46 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1141216)
Chandler's Los Angeles? Sorry, I'm lost on that one. On the other hand I'm looking for new reading material, so what books are these?

Raymond Chandler, only the most superest-duperest prose writer of all time.

His novels are about a wise-cracking PI named Philip Marlowe, and the first two are set right at the end of TL 6 (Hell, Douglas may have even read them).

Chandler's second novel (Farewell, My Lovely), is my second favorite novel (a very close second, I might add--Snow Crash very narrowly edges it out).

Quote:

Originally Posted by Totem (Post 1141216)
Oh, so tempting... How does he react in general to technology?

Just fine when he knows that's what it is.

Maybe he needs something like Detect Technology (Psi, -10%) [?].

I think that would be kind of amusing.

Talosian 03-19-2011 02:07 PM

Re: [OOC] Worlds of Fire
 
Quote:

How do any of the characters react to such things?
In Seann's case? More or less like a kid in a toy shop.

Totem 03-19-2011 02:28 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1141233)
Raymond Chandler, only the most superest-duperest prose writer of all time.

His novels are about a wise-cracking PI named Philip Marlowe, and the first two are set right at the end of TL 6 (Hell, Douglas may have even read them).

This sounds annoying familiar from somewhere, though I'd swear I've never read them... BBC have done some radio adaptations, so I might have picked one up there.

Quote:

Originally Posted by ErhnamDJ (Post 1141233)
Just fine when he knows that's what it is.

Maybe he needs something like Detect Technology (Psi, -10%) [?].

I think that would be kind of amusing.

Could be interesting certainly. It would probably come out as Detect (Technology; common 20; Psi -10%) [18] unless you applied further modifiers to flesh it out further. The common rating is based on TL8 as the campaign standard. Further refinement of the TL might reduce the cost.

Quote:

Originally Posted by Talosian (Post 1141410)
In Seann's case? More or less like a kid in a toy shop.

Oh dear... It's going to be interesting seeing people's reactions to the Western Harbour once we get there...

ErhnamDJ 03-25-2011 02:45 PM

Re: [OOC] Worlds of Fire
 
OOC thread :)

Quote:

Seann was pretending though. Douglas started shooting, which is what really bothered Seann.
Well, that was the result of a long chain of events that did not unfold in his favor. What was he to do? They had him surrounded. And Gabrielle was there too. He had to protect her (Sense of Duty).

That's all the shooting he's done. And we got some valuable intel out of that. We didn't know they couldn't die.

We had been told that, "Chu'dam can't enhance his followers physically, so he wouldn't be able to put up much of a fight."

Douglas was working on faulty intelligence.

He was also told: "Go with what you think is best. I just ask that you don't get each other into trouble that you aren't all willing to deal with."

He got Gabrielle into trouble, so he had to deal with it.

Anyway, the chance to get Guy's phone was too big an opportunity to pass up.

Quote:

Also, Seann really is a brain type character, so he generally prefers careful plans that are well executed, with everything working out. Douglas has smashed a couple attempts at/opportunities for more subtle plans already, mostly by blowing their cover.
The thing to point out here, I think, is that Douglas is incredibly confused about what's going on. He doesn't know anything about demons. He knows some dude is spreading a disease that 'you can live with,' which he can only conflate with polio. Which is a pretty heinous thing to spread around.

Also, he doesn't care about being conspicuous. He can burn his bridges on this world, because he doesn't have any intentions of staying here, or even ever coming back.

Totem 03-30-2011 04:43 PM

Re: [OOC] Worlds of Fire
 
General reference (should have posted this sooner, sorry):

Jumping between universes, for the purposes of Worlds of Fire, does not follow the standard style of Quantums and so forth used by the Infinite Worlds campaign.

In simple terms, imagine a grid. A big one, made of lots of little squares. Each square represents a universe. This is very simplified. You can move from one to a neighbouring one easily enough, but bypassing a neighbouring one requires travel through the Void (the space between universes). Void travel is possible, but not exactly recommended, unless you are capable of Void Steering.

To complicate things: imagine a roughly circular area of squares down in one corner of the grid have been shaded in. These represent all of the universes that Humans exist in. Mark one of the squares on the edge of that circle. This is where Worlds of Fire is currently set, right on the edge of Humanity. Go too much further and they've never even heard of Humans before.

The home universe of everyone involved in this is at least three or four jumps (possibly even further) inwards.

Oh, and to add a sense of scale to the proceedings: to cross from this side of that circle of Humanity to the far side by the fastest possible route and without resorting to extremely long-distance sections of Void travel, would require somewhere in the region of two hundred and fifty seven trillion consecutive jumps. This may, possibly, be relevant to the overall plot.

Totem 03-30-2011 04:57 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1145394)
We had been told that, "Chu'dam can't enhance his followers physically, so he wouldn't be able to put up much of a fight."

Douglas was working on faulty intelligence.

There's a point about that intelligence though, because the next part of that quote was "find out more about Chu'dam and demons in general before doing anything rash".

Quote:

Originally Posted by ErhnamDJ (Post 1145394)
He was also told: "Go with what you think is best. I just ask that you don't get each other into trouble that you aren't all willing to deal with."

He got Gabrielle into trouble, so he had to deal with it.

I think the part that Seann would be objecting to there is the "all willing".

Quote:

Originally Posted by ErhnamDJ (Post 1145394)
The thing to point out here, I think, is that Douglas is incredibly confused about what's going on. He doesn't know anything about demons. He knows some dude is spreading a disease that 'you can live with,' which he can only conflate with polio. Which is a pretty heinous thing to spread around.

Also, he doesn't care about being conspicuous. He can burn his bridges on this world, because he doesn't have any intentions of staying here, or even ever coming back.

I was wondering when the burning bridges attitude would appear; I'd been expecting it, and I'm not surprised that it's here. It's a common enough thing to expect from those who are travelling at random and can jump reasonably easily, so it's fine for role-playing terms. The thing to remember, particularly if you have Enemies (such as, oh, Indi) is that sometimes people are willing to put those bridges back together again to follow you. Again, this idea may be relevant to the overall plot...

ErhnamDJ 03-30-2011 06:07 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1148224)
There's a point about that intelligence though, because the next part of that quote was "find out more about Chu'dam and demons in general before doing anything rash".

Hey, now, let's not go overboard here. :)

Douglas didn't consider that to be rash. Anyhoo, he was finding out more about Chu'dam and demons! Two birds with one stone!

Quote:

I think the part that Seann would be objecting to there is the "all willing".
Well, we had split up. Kinda hard to make group decisions when there's no group. Besides, the only other person he was getting into trouble there was Gabrielle (whose player had stopped responding some time before...).

ErhnamDJ 04-03-2011 04:34 PM

Re: [OOC] Worlds of Fire
 
Quote:

(even with Guy's apparent tastes it seems unlikely that his parents would allow him a double bed, so it's safe to guess that it's his parent's room
Just out of curiosity, are double beds not so common where you live?

Single beds are a rarity here.

Most of the beds around here are very old. I inherited my bed from my grandfather when he died, and it looks like it's around a hundred and fifty years old now (special made for someone of prodigious height; I'm 6'5" or so--1.95 meters, I guess--and my grandfather was taller than I am, and I still have to sleep in it diagonally), though that's only a guess. Even small children are given double beds in my experience. Because those are what's available. Usually find them for free in the newspaper, or on the side of the road, or on Craigslist these days. Mattresses are a different story, but once you have the frame....

Totem 04-04-2011 01:39 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by ErhnamDJ (Post 1150269)
Just out of curiosity, are double beds not so common where you live?

Single beds are a rarity here.

Most of the beds around here are very old. I inherited my bed from my grandfather when he died, and it looks like it's around a hundred and fifty years old now (special made for someone of prodigious height; I'm 6'5" or so--1.95 meters, I guess--and my grandfather was taller than I am, and I still have to sleep in it diagonally), though that's only a guess. Even small children are given double beds in my experience. Because those are what's available. Usually find them for free in the newspaper, or on the side of the road, or on Craigslist these days. Mattresses are a different story, but once you have the frame....

My experience is that double beds tend to be rarer; one for the parents in a house and then single from there. I can only think of one house I know with more than one double bed in it. This doesn't include things that can be converted to double beds obviously; we have a spare bed tucked under another bed which could in theory become a second half of a double bed, and we used to have a sofa that could in theory fold down into a bed that would be double-width (though I don't think even I would have fitted into it comfortably).

This section of Worlds of Fire is based loosely around my home city; other places that are visited will be very different in this regard. Though this in itself is an interesting demonstration of how far you really need to go in order to find another world.

It can be safely assumed that the floorspace is partly responsible for the bed situation in Guy's case; he has little enough room with a single bed that he can't open the wardrobe properly, so a double bed would have been impractical. The size of the house doesn't permit anything larger in terms of floorspace.

ErhnamDJ 04-09-2011 11:29 AM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem
Last edited by Totem; Today at 10:19 AM. Reason: ErhnamDJ posted while I was writing

I just have to say, that's the funniest thing I've seen all week.

Totem 04-14-2011 02:24 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Talosian (Post 1156838)
Is 'soonish' in Valve time?

I don't know about Valve time, but 'soonish' in this case means when I'm no longer mildly punchy from having just got back from Judo. So, about 21 hours later taking sleep into account.

Okay, points. Ten available since it's been longer than I was intending. Later on it will probably be out of five, but more frequently. Overall I'm just going for full marks for everyone. Some notes below. Comments or thoughts on these notes are appreciated.

Douglas: Allowing "I can jump out and leave any trouble behind whenever I want" as a position from which to role-play, and accepting that he's going for the direct approach to problems (even when it isn't necessarily the best in terms of avoiding trouble), Douglas gets full marks. And he has dug out some stuff that might otherwise not have been apparent.

Mark: Stoic, and generally quiet. Plus truthful to a fault in places. A character built for combat (and a concept that required a higher point limit than this campaign supports), he's managing to keep up.

Seann: Definitely good on the role-playing, especially with regards to the situation with Douglas. Some points in leadership (our only nominal leader at present on this basis is Serena) might tide things over a bit to allow for greater planning.

Charles: Coming in late, but (thankfully) willing to fall into a slot provided by the plot. Less of a character thus far, but with a lot of potential. A few points in Search might be appropriate for a detective...

Indigo: Running off alone twice now, having leapt in with great determination at the start, Indigo has nonetheless dug up one ally and somewhere the cult appear to be using. Possibly hanging around with the others a bit more might be easier to handle overall is the only complaint.


Ten points each. Later points will be out of five and judged as per rules based on role-playing and achieving results. Please repost updated character sheets rather than updating them. Any comments or thoughts on the characters (each others or NPCs) or the plot/ style to date, this is a good time to put them in.

Hannes665 04-14-2011 07:14 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1157267)
Charles: Coming in late, but (thankfully) willing to fall into a slot provided by the plot. Less of a character thus far, but with a lot of potential. A few points in Search might be appropriate for a detective...

Yes I have been playing Charles on the back burner, he is new and still catching on what is going down. Always one step behind and still trying to figure out the rest of his group. I will bring him more into the game as a more vocal character than he has been until now, also I seem to be playing him more bitter than I considered him at start, lost his world and all that.

I bought Search up, I still see him more of the questioning witness and suspects Detective and I raised Detect Lies.

I still have 3 points left.

Name: Charles A. Greenberg
Race: Human

Attributes [165]
ST 11 [10]
DX 13 [60]
IQ 14 [80]
HT 12 [20]

HP 11
Will 13 [-5]
Per 14
FP 12

Basic Lift 24
Damage 1d-1/1d+1

Basic Speed 6,25
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 7 [0]
Cultural Familiarities:
Languages: English (Native) [0]; French (Accented) [4]; German (Accented) [4].

Advantages [47]
Appearance (Attractive) [4]
Combat Reflexes [15]
Fashion Sense [5]
Fit [5]
Talker (2) [10]
Warp (World Jumping, Gadeget, inserted under the skin left arm) (Extra Carrying Capacity (Extra-Heavy Encumbrance); Gadget/Breakable: DR 3-5; Gadget/Breakable: Size -9 or less; Gadget/Can Be Stolen: Must be forcefully removed; Reliable (+4)) [0]

Perks [3]
Forgettable Face [1]
One-Way Fluency (Hebrew) [1]
One-Way Fluency (Spanish) [1]

Disadvantages [-47]
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]
Bad Sight (Nearsighted) (Glasses) [-10]
Code of Honor (Private Investigator/Agency is "private") [-10]
Curious (15 or less) [-2]
Pacifism (Cannot Harm Innocents) [-10]
Sense of Duty (To friends, clients and companions) (Small Group) [-5]
Stubbornness [-5]

Quirks [-3]
Attentive [-1]
Congenial [-1]
Mildly overconfident [-1]

Skills [62]
Area Knowledge (Multiverse) IQ/E - IQ+1 15 [2]
Area Knowledge (New York Earth Prime (his prime)) IQ/E - IQ+0 14 [1]
Brawling DX/E - DX+1 14 [2]
Carousing HT/E - HT+0 12 [1]
Climbing DX/A - DX-1 12 [1]
Cooking IQ/A - IQ-1 13 [1]
Criminology/TL7 IQ/A - IQ+0 14 [2]
Detect Lies Per/H - Per+1 15 [2]
includes: +2 from 'Talker'
Diplomacy IQ/H - IQ+1 15 [2]
includes: +2 from 'Talker'
Driving/TL7 (Automobile) DX/A - DX+0 13 [2]
Driving/TL7 (Motorcycle) DX/A - DX-1 12 [1]
Electronics Operation/TL7 (Surveillance) IQ/A - IQ-1 13 [1]
Fast-Talk IQ/A - IQ+1 15 [1]
includes: +2 from 'Talker'
First Aid/TL7 (Human) IQ/E - IQ+0 14 [1]
Forensics/TL7 IQ/H - IQ-2 12 [1]
Guns/TL7 (Pistol) DX/E - DX+2 15 [4]
Guns/TL7 (Shotgun) DX/E - DX+1 14 [1]
Holdout IQ/A - IQ+0 14 [2]
Interrogation IQ/A - IQ+0 14 [2]
Law (New York Base Criminal law and procedure) IQ/H - IQ-2 12 [1]
Lockpicking/TL7 IQ/A - IQ+0 14 [2]
Mathematics/TL7 (Applied) IQ/H - IQ-2 12 [1]
Observation Per/A - Per-1 13 [1]
Physics/TL7 IQ/VH - IQ-1 13 [4]
Professional Skill (Police Officer, base forensics, how to cover crime scene, arrest procedure and so on (similar to soldier skill?)) IQ/A - IQ+1 15 [4]
Research/TL7 IQ/A - IQ-1 13 [1]
Savoir-Faire (Police) IQ/E - IQ+2 16 [1]
includes: +2 from 'Talker'
Search Per/A - Per+1 15 [4]
Shadowing IQ/A - IQ+1 15 [4]
Shortsword DX/A - DX-1 12 [1]
Stealth DX/A - DX-1 12 [1]
Streetwise IQ/A - IQ+0 14 [2]
Swimming HT/E - HT+0 12 [1]
Wrestling DX/A - DX+1 14 [4]

Stats [165] Ads [47] Disads [-47] Quirks [-3] Skills [62] = Total [227]

Hand Weapons
1 Expandable Baton LC:3 $60 Wgt:2
Dam:1d+1 cr Reach:1 Parry:10 ST:6 Skill:Shortsword
1 Small Knife LC:4 $30 Wgt:.5
swing Dam:1d-1 cut Reach:C,1 Parry:7 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
thrust Dam:1d-1 imp Reach:C Parry:7 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]
1 Straight Razor LC:4 $30 Wgt:.1
Dam:1d-3 cut Reach:C Parry:No ST:4 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
1 Tactical Flashlight LC:4 $100 Wgt:1
swing Dam:1d+1 cr Reach:1 Parry:10 ST:6 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3
thrust Dam:1d-1 cr Reach:1 Parry:10 ST:6 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3

Ranged Weapons
1 H&K P7M13 9x19 LC:3 Dam:2d+2 pi Acc:2 Range:160 / 1.85
RoF:3 Shots:13+1 ST:9 Bulk:-2 Rcl:2 $800 Wgt:2.5
1 S&W Model 19-5" .357 Magnum LC:3|3 $600 Wgt:3
Primary Dam:3d pi Acc:2 Range:190 / 2100
RoF:3 Shots:6(2i) ST:10 Bulk:-2 Rcl:3 Notes:[1]
Hollow-Point Dam:3d (.5) pi+ Acc:2 Range:190 / 2100
RoF:3 Shots:6(2i) ST:10 Bulk:-2 Rcl:3 Notes:[1]
1 Small Knife LC:4 Dam:1d-1 imp Acc:0 Range:5.5 / 11
RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $30 Wgt:.5

Armor & Possessions
3 .357M Ammunition (3 speedloaders HP) $12.6 Wgt:.63 Location:
1 .357M Ammunition (3 speeloader Semi Wadcutters) $4.2 Wgt:.21 Location:
1 Backpack, Small (Sport pack, nylon with a generic sport emblem on it´s back) $60 Wgt:3 Location:
1 Binoculars $400 Wgt:2 Location:
1 Boots, Steel-Toed $100 Wgt:4 Location:feet
2 Canteen $20 Wgt:2 Location:
1 First Aid Kit $50 Wgt:2 Location:
1 Flashlight, Mini $10 Wgt:.25 Location:
4 H&K P7M13, 9mm (FMJ) $48 Wgt:2.4 Location:
1 Handcuffs $40 Wgt:.5 Location:
1 Holster, Belt (His old service belt for his 357 Magnum) $25 Wgt:.5 Location:
1 Holster, Shoulder (For the P7M13) $50 Wgt:1 Location:
1 Leather Jacket $50 Wgt:4 Location:arms, torso
1 Lockpicks $250 Wgt:0 Location:
1 Mini-Recorder, Digital $30 Wgt:.5 Location:
1 Ordinary Clothes $200 Wgt:2 Location:
1 Personal Basics $5 Wgt:1 Location:
1 Sleeping Bag, Insulated $100 Wgt:15 Location:
10 Traveler's Rations $20 Wgt:5 Location:
2 Water (per quart) $0 Wgt:4 Location:

Talosian 04-15-2011 03:45 AM

Re: [OOC] Worlds of Fire
 
I'll be gone until Sunday.

I might be able to update Seann's sheet before I leave tomorrow.

ErhnamDJ 04-15-2011 04:50 PM

Re: [OOC] Worlds of Fire
 
Is this cool?

A new manifestation of his psychic powers has appeared, trigger by him being hit in the back! Douglas's brain has suddenly started seeing things it couldn't before! It now picks up on the faintest specks of light, reflected into his eyes! But... only when he's wearing his sunglasses.

Peripheral Vision (Breakable, -20%; Can Be Stolen, -30%; ESP, -10%) [6]


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