Monday, September 18, 2006
I really dig the Storm Dragons and Tao Chi, particularly the way Tao Chi stays just barely out of wire-fu territory.  The martial arts powers from Enter the Zombie are a lot more visually impressive, but don't quite fit with the WitchCraft vibe.  And yet, Tao Chi users are sort of limited.  Pretty much, what you can use Tao Chi for is hitting people.  Hitting people is all well and good, but there's more to life than that.  So I've written some new powers.  None of these are playtested yet.  I'd be interested in hearing from anyone who uses them.  Or who just wants to talk about them, for that matter.

Body Equilibrium

Masters of this ability can perform amazing feats of agility, running up walls, nearly flying. To activate this power, the Chi Master must spend enough Essence for the effect he wants and roll Willpower + Body Equilibrium. Two points will allow the character to double his leaping distance, and eleminate any penalties due to treacherous ground. 4 points will allow the character to triple his leaping distance and run up walls at his full running speed. 6 points will allow him to run along any solid surface, even if it would not normally hold his weight (also useful for not tripping landmines), and jump 4 times his normal distance. He is immune to being tripped or otherwise falling, so long as there is something under his feet. 8 points will allow him to nearly fly, jumping 5 times his normal distance, and running even across water. Body Equilibrium lasts for one Turn per Success Level.


Circle of Awareness

The Chi Master has learned to attune his Chi to the world around him, becoming supernaturally aware of his environment. To establish the Circle, the Chi Master spends 2 Essence per yard (meter) of radius, and rolls Perception + Circle of Awareness. The Chi Master cannot be surprised by anything that originates within the bounds of his Circle. He gets to defend against any attack, so long as he has actions available to do so, regardless of direction. Similarly, The success levels The Circle test are added to any Perception tests he makes. The Circle lasts for Success Level in minutes. If the Chi Master wishes to maintain his circle for longer (for instance if he is standing guard), he may maintain the circle for longer by spending 1 more Essence to extend the duration by as many minutes as he originally earned. This power is very meditative in nature. A Chi Master must be completely focused on one task to use it. Activating your Circle of Awareness for guard duty, and then playing video games will produce very high scores on your video games, but will not really help you with guard duty.


Fade from Mind's Eye

This technique allows the Chi Master to subtly redirect the flows of Chi so that those around him are unaware of his presence. Masters of this technique can literally walk into a room full of enemies, strike, and flee without being seen.

To activate this technique, the Chi Master spends 3 points of Essence for each -1 penalty to Perception tasks relating to him. The effect lasts for a number of minutes equal to the Success Levels he generates, and may be extended by paying 3 points of Essence for each additional minute. While so protected, the Chi Master is very difficult to spot, so long as he makes reasonable efforts to disguise his presence. He must remain hidden with some level of cover or concealment for the power to work, but far less than might otherwise be necessary.

Anyone who sees the Chi Master while he tries to activate this power is unaffected, so wise Chi Masters either activate it before encountering witnesses, or use some sort of distraction, like flash bombs or smoke grenades to provide cover.

I may add to this later.  I have ideas for a few more that I've never quite hashed out.  And I'm still thinking about how I might undertake Greater Tao Chi abilities.  My favorite method is to say that Chi Mastery 10+ substitutes for the "Old Soul" prerequisite for Enlightened, and the Greater Tao Chi powers are really just Abhijaha powers with a new name.
Tuesday, September 19, 2006 2:43:15 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Wednesday, September 13, 2006
For some strange reason, I can't seem to edit the original post.  This one is slightly cleaned up since my other one had a few small errors in format

The Perfect Weapon

Character type: Champion

Attributes

Strength: 5 (+1 from Demon Hunter, + 1 from Athlete)
Dexterity: 5 (+1 from Athlete)
Constitution: 5 (+1 from Demon Hunter)
Intelligence: 2
Perception: 5 (+1 from Demon Hunter)
Willpower: 4

Life Points: 65
Drama Points: 10

Qualities (20 + 10 from Drawbacks)

Demon Hunter, Athlete, Attractiveness Quality: 3, Nanjin Adept, Supernatural Senses - Empathy (from Perfect Weapon), Hard to Kill: 5 (From Perfect Weapon), Natural Toughness (from Perfect Weapon), Situational Awareness (from Perfect Weapon), Nerves of Steel (from Perfect Weapon), Fast Reaction Time (from Perfect Weapon), Perfect Weapon,

Drawbacks (10)

Physical Disibality - Impaired Language: 3 (from Perfect Weapon), Adversary ("Father"): 5, Adversary (Various): 1 (From Demon Hunter), Antisocial Impulses (Violence): 1 (from Perfect Weapon), Honorable: 2, Mental Problems - Delusions (Supernaturals are evil): 1 (From Demon Hunter), Outcast

Skills (30)

Acrobatics: 5, Art: 0, Computers: 0, Crime: 4, Doctor: 1, Driving: 0, Getting Medieval: 6 (+1 from Demon Hunter), Gun Fu: 0, Influence: 0, Knowledge: 0, Kung Fu: 6 (+1 from Demon Hunter), Languages: 0, Mr. Fix-it: 0, Notice: 5, Occultism: 3, Science: 0, Sports: 4, Wild Card: 0

 

Combat Moves

Maneuver

Bonus

Damage

Notes

Catch Weapon

8

None

Ranged Defense Action

Decapitation

8

Varies

Total damage x 5

Disarm (GM)

11

None

Resisted by Parry

Disarm (KF)

10

None

Resisted by Parry

Dodge

13

None

Defense Action

Grapple

15

None

Impairment Varries

Jump Kick

10

18 bash

Dex + Acrobatics roll adds SL to damage

Kick

12

12 bash

 

Parry

13

None

Defense Action; -2 against ranged attacks

Punch

13

10 bash

 

Stake

13

10 slash

 

Through the Heart

10

10 slash

x 5 damage for vampires; x 4 for other folks

Sword

13

20 slash

 

Takedown

13

5 bash

Knocks target down

Background on the Perfect Weapon

Words are... hard for me.  I was raised with no words.  My... father... made sure no one spoke to me.  Where you learned to speak, I learned to... move.  I learned to fight.  I learned to kill.  He wanted me to be... like him?  Worse?  Better.

Someone else can say it better.  Words are hard for me.

We found her in the midst of a pack of Nosferatu, killing them at least as easily as a young Slayer might.  As best I've been able to determine, her "father" was a member of the order of Turaka who killed any mortal parents she might have had and took her to raise himself.  This behavior is not unknown amongst vampires with sufficient age to have become sentimental and sufficient willpower to be able to resist the lure of easy food.

What is unusual is what he did with her.  He made sure she never heard human speech at all.  Instead, from the time she could walk, he forced her into a regimen of physical training, teaching her acrobatics, stealth, and combat... all in complete silence.  I can only imagine how that worked.

She has been trained by the best warriors, hunters, and assassins on the planet, and possibly beyond.  Her body and mind have been honed into perfect tools of violence.  Her abilities border on supernatural.  She "reads" people's body language as easily as you or I would read a book.  She knows what you're going to do as soon as you do.  She can see your every weakness, possibly even know what you're thinking.

And she always wins at Roshambo.

She is not the most forthcoming, but I have managed to piece together the rest.  Her "father" intended to allow her to reach physical maturity, then slay her so she'd rise again as a vampire herself.  He did not reckon on her extraordinary perception.  She saw his intentions at some point and broke away, and now she hunts vampires with all the fervor with which she would have hunted humans.

We have more or less adopted her, if only to keep her under nominal control.  Left to her own devices, she has no sense of perspective and no idea when to quit.  She also has almost no ability to deal with modern society.  She can only barely speak a few words, and is completely illiterate.  In fact, I think she's severely dyslexic.  Her spatial and linguistic thought centers are irrevocably intertwined.

Nonetheless, I hope we will be able to improve her quality of life, and god forgive me, we need her on our side.

Quote: "..."

Roleplaying the Perfect Weapon

You're a highly-trained, utterly ruthless assassin, except that you have a deep regard for life.  You don't mind killing vampires.  In fact, you like it.  But you don't want to kill humans.  Hurting them is fine, though.

You're also a teenage girl (or boy, if you'd prefer.  We're not sexist here), with all the hormone-driven insanity that brings.  And things are really complicated for you.  On one hand, you have no social skills at all.  On the other hand, you can tell what other people are thinking by just looking at them.

So now you hunt monsters, knowing that at some point a showdown with your "father" is inevitable, and you try to figure out how to be a person instead of just a weapon.

Sample Equipment

Sword, Leather armor, Throwing Knives (bat-shaped shrunken optional)

 

 

 

 

Character Sheet by UniForge Version: 1.1. Last Modified 2006-08-07 17:25:32

Comments: As I said, not quite perfect.  Cassie should be able to understand any language, which is an ability worth two or three points.  But then again, she probably understands only basic, declarative, concrete concepts, so I guess it all evens out.

Wednesday, September 13, 2006 11:55:51 PM (Central Daylight Time, UTC-05:00)  #    Comments [3]Trackback
 Monday, September 11, 2006
I'm starting a collection of Full Unisystem stuff.  I don't know how much it will grow, though.  WitchCraft and Armageddon are a little less fun to write enchanted items for, since they're generally just sub-effects of various existing powers.  If I start needing items with interesting history behind them, I'll probably post them here.  The plot hooks and whatnot are more useful than the stats in that case.

I might also see about converting some of these to Buffy items.  We shall see.

First up, one from a game I played over on devermore.net.  The sequel game is still running, and this item is still around.  Incidentally, I thank the nice folks at RPG.net for helping me with the name.

Die Märchenlanduhr

"The Fairy-Tale Land Clock" is a 17th Century German clock made by the eccentric genius Albrecht von Wittenberg. It is an ornate, baroque long case clock (aka. a grandfather clock) with numerous animated figures that emerge to dance the hours. The clockworks are insanely complex, and do different things in response to different hours or even seasons.

But the clock's mundane aspects are the least of its properties. When placed on a Place of Power and properly set, the clock reveals its true power. On the stroke of midnight, the entire clock changes. The outer section of the face flips over in tiny segments so that there are now 13 hours. The clock starts running backwards as well. The figures rotate 180 degrees, revealing different sides. They begin to dance the hours to a new, haunting chime tuned to a minor key. And a Gate to Faerie is opened. It will remain open for thirteen hours, after a fashion. Anyone who goes through once can go back through any time within thirteen hours of it opening, but it’s only a round-trip. To go to Yessod, back to Malkuth, then to Yessod again would take two days.

This effect can be turned off (for the safety and sanity of the clock owner) by turning a special key within the clockworks. This deactivates the special figurines and changing clock face, making the clock just act like a normal long case clock.

Effect: Opens a Gate to a specific spot in the Faerie Lands of Yessod, at a clock-tower on the border from Light and Darkness. Nearby is the massive Labyrinth. The Clock itself is a Gate, and uses the Activate Gate effect, 13 hours of duration purchased at 5 points per hour. (A special rule that players can’t do, just because that’s scary) The
Strength: 8
Recharge: 4
Essence Pool: 90
Uses: 1 before the pool is drained

Monday, September 11, 2006 10:01:52 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
Like the Spells and Qualities articles, this one will be updated from time to time.

I started this item to be part of another Archetype, but I decided you'd have to be insane to ever let anyone have this.  It makes a good plot device for a limited duration, and it might work in some really high-powered game, or a one-on-one game, but for a regular Buffy or Angel game, I think it's far too powerful for regular use.

I might write up an evil version later on, which would work better as a plot device, a'la Darth Rosenberg.

Caster Pistol

Power Level: 6
Appearance: A Caster Pistol is normally an ornate, old-style pistol, and is usually quite bulky.  It fires Caster Shells, which are shotgun-shell sized, metal, and come in a variety of colors.
Requirements: The Caster Pistol must be loaded with a Caster Shell and fired as a normal pistol.
Effect: Hokey religions and ancient superstitions might not be a match for a good gun at your side, but with a Caster Pistol, you can have both.  Caster Pistols (and perhaps Caster Rifles, but they lack the personal touch) are created in realms of magic and technology, and even there, the weapons aren't all that common.  They're difficult to make, difficult to arm, and exact a cost on the user.  But even with these disadvantages, they are powerful weapons in the right hands.  The Caster Pistol can let a non-Sorcerer fire off spells.

A Caster Pistol is generally a single-shot, breach loading pistol.  Double-barreled and revolver variants are exponentially rarer.  Automatic pistols of any description are virtually unknown, as they would have some severe drawbacks.  Few arcane artificers even know the secrets of making them or their specialized ammunition anymore.  A Caster Pistol uses pistol ranges, and, if one were to fire normal bullets in it, would have damage equal to a "Big Ass Pistol."  That would be a terrible waste of potential, however, and might damage the delicate arcane circuitry of the pistol.

The true ammunition of a Caster Pistol is a Caster Shell, about the size of a 12-gague shotgun shell.  Caster Shells are essentially assemblages, but they're difficult to make.  Besides the efforts involved in casting the spell as normal, the gunsmith must also hand-craft each shell.  This requires a Mr. Fix-it test with a penalty equal to the power level of the spell being imbued into the shell.  WC: Gunsmithing cuts the penalty in half.  Alternately, the WC: Castersmithing skill can be used, which removes the penalty entirely.  If the crafting test fails, the shell is inert, even if the spellcasting test was successful.  For that matter, normal penalties for miscast spells apply, but only when the shell is fired, which can lead to interesting situations.  The shells are made from orichalcium (which isn't really all that difficult to acquire.  It's just an alloy of bronze with a particular red hue.  Real life is so boring sometimes.)  They change color and acquire mystical symbols based on the spells imbued into them, such that an Occultism test will tell a trained observer what a given shell does.  Inert shells look just like live ones.  There's no way to tell if the Caster Shell is live without firing it.

(As such, we suggest that the Director keep the rolls used to craft shells secret, to preserve the sense of wonder and adventure for the players.  Most of the time, it's safe to assume a shell got the minimum SL for a successful casting and not worry about it.  Inflicting defective or inert shells on Cast Members is probably worth a Drama Point or two.)

So why didn't the weapon smiths of old crank out millions of these things and arm every Tom, Dick, and Roland with one?  Well, besides being hard to make, the Caster Pistol has one big downside.  Spells take mystical energy, and that energy has to come from somewhere.  Where it comes from is the life-force of the user.  Every time you fire a Caster Shell, you do so at the cost of a little piece of yourself.  Most of the time, it's no big deal.  You use little bits of your life-force all the time.  But the Caster Shells take more than most people can easily deal with.

For Sorcerers, each Caster Shell fired counts as casting a spell of whatever power level the Caster Shell contained.  For normal folks, it's more difficult.  for Caster Shells with a PL of 3 or less, there's no problem, but for shells with a PL of 4 or greater, the cost adds up quickly.  When a Cast Member engages in extensive Caster Pistol usage, keep track of the shells he uses.  Once he stops (or whenever the Director thinks it's a good point) he needs to make a Consciousness Test.  Each shell with a PL of 4-6 adds a -1 penalty to the test.  Each shell with a PL of 7+ adds a -2 penalty.  Instead of Constitution doubled, use Constitution and Willpower for this test.

If the unlucky spellslinger fails the Consciousness test, he must immediately make a Survival Test with 1/10th the penalty applied to the Consciousness Test.  If he fails the Survival Test, he falls into a coma and will lose 1 from all his stats per day.  Once he's out of stat points, he dies, unless heroic measures (or Drama Points) save him.  If he passes the Survival Test, he's merely in a coma for a while: 24 hours per point he failed the test by, divided by his Constitution.  So a spellslinger with a Constitution of 2 who fails his Consciousness test by 4 points would be unconscious for 2 days.  If he'd only failed by 1 point, he'd be out for 12 hours.  And he should really think about building up his endurance if he's going to go around firing Caster Shells indiscriminately.

Directors are free to determine what types of Caster Shells are available.  It's possible that the secrets of smithing them have been lost, so not even Enchanter/Superscientist Cast Members can make new ones.  By far most Caster Shells are damaging spells, but if your Director is amenable, there are other options.  Healing spells would seem like a bad idea, though.


The Colt


Power Level: 7
Appearance: A Colt Peacemaker, crafted by Samuel Colt himself, with a dark finish and a handle made of wood from a hanging tree.  The barrel is engraved with the latin motto "non timebo mala."  ("I will fear no evil.")  There were originally thirteen bullets, each cast from the metal of a blessed cross.  How many are left now is up to the Director.
Requirements: The user shoots something he wants to kill.  This requires a normal Gun-fu roll.  Period, hand-made revolvers aren't terribly accurate.  Increase all range modifiers by +1.  The gun works normally if loaded with normal ammunition.  Its true power is tied to the thirteen bullets.
Effect: When fired from the Colt, the magic bullets can kill anything, no matter how invulnerable it normally might be.  So long as the shooter isn't specifically aiming to wound (Targeting a limb, for instance) any shot is fatal.  Humans, werewolves, vampires, demons, even hellgods are all vulnerable to the Colt.

Notes: This is more a plot device than something a player would use long-term, but it might make a neat toy.  Say he's got 5 bullets left, and after that, he's down 14 XP (if you charged him for it).  He'd want to be really choosy.  And since he still has to hit, it's not a for-sure kill every time.

Emerald Flame of Life

Power Level: 7 (Don't even think about trying to make one)
Appearance: A green lantern, and a green ring crafted from the same strange green metal.  Only the lantern is really necessary.  The ring, though, acts as a smaller, more convenient remote unit, and keeps anyone else from using the power of the Lantern while it is worn.
Effect: The Emerald Flame of Life is an extraterrestrial source of vast power, perhaps sent to Earth by the Powers that Be.  It grants the user the equivelent of Sorcery 5, although rather than Occultism, the Emerald Flame requires its own Wild Card skill.  Rather than "Spells" the ring can do pretty much whatever the user can imagine, but it takes some time to figure out the more esoteric ones.  You can (assuming your Director allows it) probably whip out any PL 3 effect or less that you want.  Any others require you to purchase a special Quality called "Flame Kenning." (2 points per level)  This gives you access to new effects just as if you were a Witch with an Occult Library of the same value.  Invoking particularly powerful ones for the first time might require a Drama Point. 

The Emerald Flame also extends the life of its host.  If you began the game with the Emerald Flame, that's a reason to buy the Age Quality.  If you've raised your WC: Emerald Flame skill to at least 7, you can have the Ageless Quality, so long as you possess the ring.

The Emerald Flame of Life is not all-powerful, so users need to keep a few things in mind.  First of all, since it is the power of green and growing things, it is powerless against wood and plants, although processed plant fibers (cloth, rope, etc...) are fair game.  Why?  The forces of magic are just weird, that's why.  Also, the Flame is primarily a thing of White magic.  Using it for evil is difficult.  Any negative effects resulting from backlash are bumped up level.  So you're often wiser using the ring to protect yourself while just hitting people in the conventional way, rather than blasting them with bolts of verdant fire.  One final limitation: the ring can operate any distance from the lantern, even in other dimensions, but it needs to touch the lantern every 24 hours.  If it doesn't, then, starting on the 24th hour, it begins to lose 1 level of Sorcery every minute until it has none.  When it hits zero, it loses all power until it touches the lantern again.

The Flame is not just a power source.  It is also an intelligent being with vast wisdom.  The Bearer of the Flame can make friends with it, buying it as a Supernatural Contact worth two points.

Monday, September 11, 2006 7:08:55 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Monday, September 04, 2006
I have just added "The Hellrider" to my Unisystem Qualities collection, completely suitable for an Angel or Buffy game.  Enjoy.

Monday, September 04, 2006 11:43:13 PM (Central Daylight Time, UTC-05:00)  #    Comments [3]Trackback
 Friday, September 01, 2006
Here's the latest.  For some reason, I enjoy making up Investigators more than Champions for Angel.  Maybe it's just because there are so many more interesting adult archetypes than high school students.  Anyway, this one breaks my general rule against having more than one "professional" Package Quality, but she really merits the exception, as I'm sure you'll agree.  In fact, I could make a Champion version who might work better.  As is, I had to shaft her computer skill, and she needs more Contacts.

The Former FBI Agent

Investigator

Attributes
Strength: 2 Dexterity: 3 Constitution: 2
Intelligence: 5 Perception: 5 Willpower: 4 

Life Points: 26
Drama Ponts: 20

Qualities and Drawbacks
Attractiveness Quality: 3, Brainiac: 1, Contacts (various) 2, Ex-Detective: 1, Occult Investigator: 1, Nerves of Steel: 1, Secret: 3, Adversary (Evil Govt. Conspiracy): 3, Emotional Problems - Fear of Commitment: 1, Honorable: 1, Recurring Nightmares: 1

Skills:
Acrobatics: 0, Art: 0, Computers: 1, Crime: 2, Doctor: 5, Driving: 1, Getting Medieval: 0, Gun Fu: 4, Influence: 3, Knowledge: 2, Kung Fu: 1, Languages: 1, Mr. Fix-it: 0, Notice: 3, Occultism: 3, Science: 4, Sports: 0

Combat Maneuvers

Aiming (Gun-Fu)

9

none

Adds Sucess Levels to shooting roll

Dodge (Kung Fu)

4

 

Defense action

Punch

4

4

Bashing.  Basic nuckle sandwich

Gunshot

7

Varies by weapon

Bullet Damage.  Ranged attack modifiers apply

Background on the Former FBI Agent

It all started with my crazyass partner, but now he's missing... probably dead... and I'm on my own.  I've lost my job, my medical license, and my academic standing.  But if they thought that would make me stop, they don't know me at all.

I should start at the beginning, though.  I used to work for the FBI as a forensic scientist.  My superiors assigned me as a partner to a wildcard agent with possibly the worst reputation in the agency.  I never did figure out who I pissed off.  He was a real loon, beliving in demonic possession, psychic powers, and alien abductions.

Two out of three ain't bad.

We started digging through old cases that had been closed for lack of evidence and otherwise forgotten, looking at weird stuff that nobody else wanted to acknowledge.  And they weren't too happy about us doing it, either, especially when we started turning up leads about something called "The Initiative" and finding out that basically everyone in the government had sold their souls (literally, in some cases) to a lawfirm called Wolfram & Hart.

That was when things went to hell in the proverbial handbasket.  I've been kidnapped, operated on, and generally mindscrewed more ways than I know how to describe.  I've seen things I never believed in.  And I've lost just about evrerything I care about.

But if they thought that was going to stop me, they were wrong.  I still had strings to pull.  Now I've got a new identity, a PI license, and a small agency I pretty much run out of my house.  I've been recruiting, though.  And my new allies and I are trying this a whole new way.  If we can't drag the monsters out into the light, we'll hunt them in the shadows.  Their secrets are weapons, and I know just how to make every wound we inflict hurt.

Quote: "Traditionally, we'd play some 'good cop, bad cop now,' but instead, we're going to play 'bad cop, worse cop.'  And the only right you have in here is the right to tell me everything I want to know before my friend mister bad-cop uses your ligiments for his knitting."

Roleplaying the Former FBI Agent

You used to be a skeptic, and in a way you still are.  Now you're just a skeptic who knows vampires and demons are real.  But you're still more likely to rely on forensic evidence than divinations, signs, and omens.  It works well, since many of the perps you hunt now know how to confound the oracles, but aren't so good at covering their tracks from UV sensors and computer hacking.

You find yourself conflicted these days.  The people you're working with now are the kind of people you used to laugh at, or try to put away.  And they're really the best you can find.  It's a scary old world.

Suggested Equipment

Gun, Recroom full of forensic equipment bought off Ebay, fake badge.

Friday, September 01, 2006 7:44:28 PM (Central Daylight Time, UTC-05:00)  #    Comments [1]Trackback
 Tuesday, August 29, 2006
Here's one more Angel Archetype shamelessly stolen from popular culture.  Perhaps her inclusion will inspire me to do one other.  It'd be a great use for the "Criminal" Quality.

The Preacher's Kid

Investigator

Attributes
Strength: 2 Dexterity: 3 Constitution: 2
Intelligence: 3 Perception: 3 Willpower: 4

Life Points: 41
Drama Points: 20

Qualities and Drawbacks
Nerves of Steel: 1, Attractiveness Quality: 2, Hard to Kill: 5, Artist: 1, Emotional Problems - Fear of Commitment: 1, Recurring Nightmares: 1, Screwed Up Adolescent: 1, Honorable: 2
       
Skills
Acrobatics: 0, Art: 5, Computers: 1, Crime: 1, Doctor: 1, Driving: 2, Getting Medieval: 2, Gun Fu: 3, Influence: 4, Knowledge: 1, Kung Fu: 1, Languages: 1, Mr. Fix-it: 1, Notice: 2, Occultism: 3, Science: 1, Sports: 2

Combat Moves

Maneuver

Bonus

Damage

Notes

Aiming (Gun-Fu)

6

none

Adds Sucess Levels to shooting roll

Dodge (Getting Medieval)

5

 

Defense Action.

Flamethrower (Makeshift)

4

See Notes

Fire.  30 points, all Fire then 3 points per turn until target out.  Item may explode. Flammable items ignite

Gunshot

6

Varies by weapon

Bullet Damage.  Ranged attack modifiers apply

Stake

5

4

Slash/Stab.

Through the Heart

3

 

X5 damage for vampires

Background on the Preacher's Kid
I haven't told too many people my story.  Who would believe me?  The ones I have, they ask me how I can still believe in God after what I've seen.  I ask them what other choice I have.  I've looked hell in the face, and I owe my life to a theif and murderer, but God brought me out of it.
 
And now I'm trying to do His work.
 
Rolling out of Mexico in an empty RV with no father, no brother, and a dufflebag full of blood money, I wasn't sure what to do.  I didn't feel like I could go home again.  What would I say?  Dad didn't have any other family, and Mom's people never had any use for us.  So I kind of dropped off the radar, staying in trailer parks, shopping late at night when I wouldn't have to deal with anybody.  But eventually I needed to /know./  Were those the only monsters?  Could I ever feel safe again?
 
I found some people who could tell me.  Turns out those weren't the only monsters.  But maybe I'll feel safe again one day.  They're teaching me to fight, and to hunt.  I turned up at a good time for them.  The last of the money I had was enough to bail them out of a tight spot, so they kind of adopted me.
 
So far, I'm strictly a "support" person, but give me a couple years and I'll be an mmm, mmm warrior of God.
 
Quote: "I've been in tighter spots than this.  Come back after you spend the night in a titty-bar full of vampires with only some bikers and the guy who kidnapped you for protection and THEN complain about how much trouble we're in."
 
Roleplaying the Preacher's Kid

Despite all you've seen and done, you're a remarkably good, hopeful person.  While the rest of your team is generally focused on smiting the forces of evil (and let's face it, that's a good thing to do), you're more concerned with helping out the innocent.  Whenever possible, you'll curb their baser impulses.
 
But when it comes to fighting monsters, all bets are off.
 
Suggested Equipment
Winnebago, Gun, Holy Water, Crucifix, Bible

Tuesday, August 29, 2006 7:33:48 PM (Central Daylight Time, UTC-05:00)  #    Comments [3]Trackback
 Saturday, August 26, 2006

Hi y'all.  Here's the first world I've ever created in Fractal Terrains by sculpting from a flat world instead of just generating a random one and tweaking it.

This is something of a work in progress.  Everything is too smooth since I haven't roughened it any.  The elevations are kind of "flat" too, but that's on purpose.  I find that a lot of contours don't translate well to CC2 maps, so I deliberately set up the terrain just to give me an idea of where mountains and  hills should be instead of an exact representation of the world.  I'm still finetuning it, though.

Once I get it to where I'm happy, I'll probably post a new version of this.

This is the map I'm working on for the "Kickin' it Old School" stuff, by the way.  I still haven't figured out how I'm going to do floating islands.


Saturday, August 26, 2006 5:15:19 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Wednesday, August 23, 2006

David's Nearly Adequate Web Comic

#3





Okay, this disappearing text thing is driving me nuts.

But anyway, here's the last of the three I did.  I have rough drafts of around twenty.  Perhaps I'll do the rest, but they take a while, and I have other things to do with my time.  If, for some odd reason, you really like what you've seen so far, let me know and I'll factor that into my decision-making.
Wednesday, August 23, 2006 11:43:16 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback