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#1 |
Join Date: Jul 2013
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I was wanting to start an X-Files game, though I will get a little more obvious about the supernatural conspiracy later, and need help working out what level of characters to make.
What number of points would you give out, to capture the feel. I'm wanting them to be a task force designed to investigate, and later deal with threats. I'm reading up on Delta Green adventures for this as well. |
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#2 |
Join Date: Jun 2006
Location: On the road again...
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Mulder and Scully were FBI agents, who I would peg at roughly 150 to 250 points. I really don't know how well-trained they were in combat situations; Mulder seems to have had a desk job for most of his recent career, while Scully would have been in the field more recently before being assigned to babysit Mulder.
That said, I'd probably look at the Action! line rather than Monster Hunters for such a game, handing out XP at a fast enough rate to get them to Monster Hunters levels by the time you get a bit more overt with the supernatural.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#3 |
Join Date: Feb 2016
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Mulder and Scully were highly competent people who grew slowly, so I would reflect that it the sessions. I would start them with 250 points, with Legal Enforcement Powers and Duty balancing them out. I would ban cinematic advantages and any blatantly supernatural advantages (borderline stuff like Danger Sense and Empathy are quite acceptable).
I would imagine that each session would be the equivalent of one episode, so I would give the characters one character point plus one character point for normal skill progression and one character point for social advantage development (Allies, Contacts, Patrons, etc). I would also give them one character point per session for cinematic rules such as changing a traumatic injury to a flesh wound and one character point per session for plot manipulation such as shifting dice results. That way, you preserve the slow development of the show without punishing your players. |
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#4 |
Join Date: Jun 2006
Location: On the road again...
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I'm not so sure one session should equal one episode, but I'm used to 4-hour sessions where we can go off on half hour conversation tangents at the drop of a hat at least twice per session (also, IRC is sometimes slower than tabletop, though not as slow as message board RP can be). Maybe each session arc (3-4 sessions) equaling an episode?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#5 |
Join Date: Jul 2013
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I've set the attribute limit to 14 and skills are limited to 16.
I'm thinking of giving out 200 pts for the characters before the academy and then give them a 30 pt FBI agent template and 20pts for personal growth. |
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#6 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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That seems backwards. Most of your points should be in professional templates, and background skills are usually a small percentage of that. 30 points in attributes, the modern pistol style, legal enforcement powers, and police skills and 200 points in Sports (Football) or Hobby (Video Games) doesn't make much sense.
Last edited by sir_pudding; 11-28-2017 at 02:15 PM. |
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#7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard I don't think we're in Oz any more. |
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#8 |
Join Date: Jul 2013
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My group tends to get together for long sessions, 6 to 8 hours is common.
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#9 |
Join Date: Aug 2004
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I'd go considerably lower on the budget. Mulder and Scully don't strike me as action heroes on par with John McClane or Snake Plisskin: they're just competent people. I'd make regular FBI special agents on 75 points or so, and 150 should be plenty for X-Files heroes. They get outmaneuvered, tricked, and beaten up, after all, and don't manage to catch their guy (or monster) every time.
Remember that skill 12 is a typical professional, and 14 is really quite impressive, so that's the range in which the PCs' main skills should predominantly be found. For example, if a PC modeled on Scully has IQ 12 [40], Diagnosis 14 [12], and ~10 points in other medical skills, that's perfectly sufficient for handling all the medical clue-hunting business. And if she gets into a shootout, DX 11 [20] and Guns (Pistol) 13 [4] gives her a huge advantage against some random street thugs with DX 10 and 1 point at best in Guns (Pistol) - most realistic criminals blast away at a DX-4 default. Don't go overboard with the opposition or the penalties, and the PCs won't need to be Batman to overcome them. (Monster Hunters is kind of a bad reference point here: it suffers from a case of enemy inflation in order to challenge the larger-than-life heroes, so even ordinary human bad guys are pretty terrifying. Monster Hunters PCs are supposed to regularly mow down critters that X-Files would treat as practically unbeatable horrors.)
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https://diceandlives.wordpress.com |
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#10 |
Join Date: Aug 2005
Location: Denmark
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Noone going to stat them up? Start of series, end of series perhaps? I would if I felt like I knew the characters well enough, but I haven't watched an episode this millennium. And I never saw the entire series. Mostly the first couple of seasons.
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Tags |
character, conspiracy, conspiricy, delta green, federal agencies, x-files |
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