Name: Prof. Thaddius Grimore
Player: Steve
Concept: Occult specialist (Arcane loremaster)
Health: 6 Composure: 7 Fate points: 10
Phase 1. Background. Son of one of the great mediums of the 19th-20th century, Grigori Grimore and fortuneteller Calista Canasta. Thaddius is no stranger to the arcane nature of the universe. This however left him a social black sheep as his classmates and neighbors found his family creepy.
Aspect: Arcane prodigy
Phase 2. The Great War. During the campaign through Belgium, Thaddius managed to save his regiment from an ambush due to a sense of things being awry. He managed to pull his staff comrade out of the way of an incoming mortar and successfully led them through a minefield to friendly territory.
Aspect: Unnaturally lucky
Phase 3. Your novel. Professor Grimore versus the Baskerville Head Hunter A series of disturbing beheadings occur in a small village in the country. Prof Grimore manages to drive off the blood thirsty apparition and his phantom mastiff only to find out that it is the work of Baron Blackheart and her minions. The professor and his associates manage to bind the fined before they can complete the ritual to lock the Headhunter in the world of the living and thus depriving the Baroness of the unkillable headhunter’s servitude.
Aspect: Baroness’s eternal ire
Don’t have phase four or five.
Skills:
Superb+5
Mysteries
Great +4
Academics
Resolve
Good +3
Investigation
Alertness
Weapons
Fair +2
Empathy
Guns
Rapport
Intimidation
Average +1
Deceit
Endurance
Survival
Fists
Science
Stunts:
Rare artifact page 173 You may introduce an artifact that you design on-the-fly, in a fashion similar to the Universal Gadget stunt (see page 148).
Because this is an artifact, however, a few differences exist. The artifact gets three improvements, same as a Personal Artifact, instead of only two improvements, the way a Universal Gadget does. Furthermore, this stunt may be taken multiple times and, unlike a Personal Artifact, may combine those improvements into a single, more potent artifact.
There is, however, a downside…
All Rare Artifacts inevitably have origins shrouded in darkness and mystery. In order to introduce such an artifact into play, the character must take on a temporary aspect which vaguely, colorfully references the secret (and unknown) past of the artifact. The GM may then incorporate its dark past into the storyline, hitting the character with compels as appropriate.
If the player’s uninterested in having his impromptu artifact misbehaving on occasion, he may spend a fate point to avoid the temporary aspect’s placement. And that might just be a good idea. .. Beware the sinister secrets of the arcane
Artificer page 172 The character is capable of using Mysteries to improve artifacts (mystic gadgets, essentially) in the same fashion that Engineering does, albeit on radically different principles (see Gadgets and Gizmos, page 220). “Devices” worked on in this fashion will be clearly arcane in appearance and will work on principles that may make no sense to logical men. You may include some advances that are not available to “normal” Engineering.
This sort of work requires an arcane workshop in the same way that engineering requires a regular workshop (page 109).
Secrets of the Arcane page 176 The character is respected authority in a specific occult field (Arcane Cryptomythological Studies). Possibilities include ancient mythology, psychic phenomena, cryptozoology, and so on. In the elite circles of that particular field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of that particular group of the elite.
This stunt is, essentially, the Mysteries parallel of the Scholar stunt, under Academics (see page 118). When the character makes a Mysteries roll pertaining to his general area of expertise, he automatically receives a +1 knowledge bonus. Beyond this, the character should pick a specific area of specialization within that area (like extraterrestrial demonology, or xenomorphic symbology – the more syllables the better). When a Mysteries roll involves that specialization, he gains an additional +1 bonus (for a total +2 to the value of the research effort). Any research efforts involving the specialization take one unit less time.
Inner Strength page 186 Whenever someone is trying to get inside your head – be it through psychic means (as with some mesmerism stunts), or through extensive torture – you receive a +2 to your Resolve defense even without resorting to a full defense action. If you do go for a full defense, you may, but it only nets you a +3 in total.
Smooth recovery page 184 While most characters with Resolve can keep things together under stress, for your character it is second nature, allowing him to regain his footing in the face of even the direst of outcomes outside of physical conflict. This stunt allows the character to take one additional moderate, social or mental consequence than normal, allowing him to take up to four total consequences of that variety.
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happy
Name: James “Jim” Peters
Player: Tim
Concept: Ape-man fighting evil!
Health: 6 Composure: 5 Fate points: 10
Phase 1. Background. Stolen from among the followers of Gorilla Khan at the tender age of three by the big game hunter, Duggan McGraw. Jim was raised in a succession of laboratories. At the age of ten, he attached himself to Dr. Leroy Peters, an evolutionary biologist who later disappeared.
Aspect: Jungle Rage Aspect: Laboratory test subject
Phase 2. The Great War Century Club Patron: Lt. General Omar Bradley.
An early developer, Jim’s handlers test his warlike nature by committing to the fighting in France, during the Great War. Embedded in an American recon unit, Jim was swept up in the confusion of the fighting and separated from his comrades; he learned about humanity and death both on the front and in the rear areas away from the fighting.
Aspect: I’ve put all that behind me Aspect: To err is human
Phase 3. Your novel. A Monkey goes to Yale. Jim must secretly become a Yale football player in order to thwart the nefarious group known only as the “Skull Club Five” and their diabolical mind control plot set to go off at the Harvard/Yale game. All while keeping an A in chemistry.
Aspect: Yale connections
Phase 4. Other adventures Guest starring in Sami Wood vs. The Naziator Jim once again adopts his secret identity as the “Midnight Avenger” to help with a daring pursuit of the evil Naziator & his “V3 trio” through the New Jersey pine barrens.
Aspect: Wrong place, right time
Phase 5. Other adventures. Guest starring in Hercules O’Brien & the thousand dollar fist The Midnight Avenger takes on his most daring role yet, acting as the double of Hercules as the mob closes in! As told by Jim Peters, syndicated cartoonist.
Aspect: Master of disguise
Skills:
Superb+5
Athletics
Great +4
Alertness
Science
Good +3
Guns
Might
Stealth
Fair +2
Contacting
Endurance
Fists
Intimidation
Average +1
Academics
Art
Burglar
Pilot
Resources
Stunts:
Acrobat page 126 You are able to perform any number of impressive acrobatic feats. Difficulties assigned for complex maneuvers while acting (e .g walking on a tightrope, doing brain surgery while hanging from a trapeze) are reduced by two. Falling rolls gain a +2 bonus. When used acrobatically, your Athletics skill can never be used to restrict another skill, only complement it.
Scary page 162 This character is just someone you don’t want to cross, and that’s clear even to other intimidating folks. Normally, Intimidation attempts are resisted by Resolve; with this stunt, the character can use his Intimidation skill to resist Intimidation attempts.
Scientific genius page 193 Your character is a respected authority in a specific scientific field. Possibilities include physics, chemistry, biology, and so on. In the elite circles of that particular field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of his particular group of the elite. Specialty is Electricity
Whenever the character makes a Science roll pertaining to his area of expertise, he automatically receives a +1 knowledge bonus. In addition, the character should pick a specific area of specialization (like gravity, electricity or reptiles). When a science roll involves that specialization, his knowledge bonus increases to +2, and any research efforts involving the specialty are resolved at one time increment faster.
Theory in practice page 193 Your character can start babbling about some theoretical scientific principle that has bearing on the situation at hand (the player must play this out). Even if it’s a crackpot theory, Science is a kind of new religion for this guy, and his committed belief in his theory can translate into real effect.
Instead of using Science to make a declaration, the character may, for a fate point, and only once per scene, use his Science skill to substitute for nearly any other skill, subject to the GM’s approval. If the roll generates no shifts, the scientist takes a minor consequence (such as “Crestfallen” or “Crackpot”) to reflect the weight of his failure for the rest of the scene. Otherwise, great! It works!
Scientific Invention page 193 You are able to create new devices and upgrade existing technology as per the gadgets rules (see page 207), using Science instead of Engineering. You don’t, however, have any skill at creating or repairing completely “normal” technology – stuff that wouldn’t involve the gadget rules at all to work on.
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happy
Name: Hercules O’Brien
Player: Nick
Concept: Boxer
Health: 7 Composure: 6 Fate points: 10
Phase 1. Background Hercules grows up poor in a rough neighborhood, but manages to stay out of trouble by spending time at the gym.
Aspect: For a few dollars more Aspect: Irish
Phase 2. The Great War Century Club Patron:
Hercules lies about his age in order to enlist for the war. As nations collide, he serves with distinction on the Western Front. His acts of bravery, earn him the respect of comrades and the attention of the Century Club.
Aspect: Veteran of the Great War Aspect: Old War buddies
Phase 3. Your novel Hercules O’Brien and the Thousand dollar fist. Hercules foolishly takes a bribe to throw the big fight, but earns the mob’s ire when he emerges from the ring victorious. With a price on his head, Hercules turns to his friends in the Century Club for help.
Aspect: Betrayed the mob Aspect: Boxing champion
Phase 4. Other adventures Guest starring in Sami Wood vs. The Naziator Hercules gets his clocked cleaned while defending St. Margaret’s Home for Wayward Innocent Bystanders against the terrible onslaught of the Naziator!
Aspect: I can take em! I can take em! Aspect: Big softie
Phase 5. Other adventures. Guest starring in A monkey goes to Yale Fresh from his championship victory in the ring, Hercules is invited to give a few words of encouragement before the big football game against Harvard. He speaks with surprising eloquence, but his speech is cut short when he falls prey to a fiendish mind-control plot.
Aspect: Surprisingly eloquent
Skills:
Superb+5
Fists
Great +4
Alertness
Might
Good +3
Deceit
Endurance
Rapport
Fair +2
Alertness
Empathy
Resolve
Resources
Average +1
Academics
Gambling
Guns
Sleight of Hand
Survival
Stunts:
Martial Arts (Boxing) page 152 Your training in the martial practices of the Far East have honed your abilities with your Fists into a finely disciplined form that is part combat skill, part art form. This gives you an acute insight into the means and methods of barehanded warfare.
You may use your Fists skill to study an opponent by engaging him and testing his defenses with your own martial techniques. You must do this as a full action during an exchange. Your target must defend against this action, which is essentially a maneuver, with his Fists skill.
If you succeed, you have gained insight to your target’s fighting techniques, and may place an aspect on the target, as with a successful maneuver. Whenever you tag this aspect, you gain an additional +1 to your roll, for a total of +3 instead of the normal tagging bonus of +2
Demoralizing stance page 153 As a trained fighter, you are able to adopt a stance that makes it unequivocally clear how capable you are of handing someone his ass. Whenever displaying your fighting stance or techniques, you may roll Fists instead of Intimidation.
Lethal Weapon page 154 Your martial skill is dedicated to dishing out punishment, and your hands are practically illegal in most civilized countries. Any time your opponent opts to take a mild or moderate consequence from a blow you have dealt, you may spend a fate point to increase the severity of that consequence by one step, increasing mild to moderate and moderate to severe. The opponent may then reconsider whether to take the consequence, or instead offer a concession. You may not do this to an opponent who is already taking a severe consequence.
Herculean Strength page 171 The character is incredibly strong, capable of lifting great weights. All weight-based difficulties that don’t involve combat are reduced by two steps. See page 258 for more on weights.
Five minute friends page 182 For a fate point, you can make a steadfast friend in a place you’ve never been, given a chance for five minutes of conversation. This stunt makes nearly impossible opportunities to make friends merely improbable, improbable opportunities probable, and probable opportunities outright certain.
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happy
This is for the game I am running at GGGX!
Name: Sami Wood
Player: Sarah
Concept: Detective/scholar extraordinaire!
Health: 6 Composure: 7 Fate points: 10
Phase 1. Background. Born into a life of poverty to an uneducated family living in a tent city, Sami Wood was determined. She wanted an education, to live in a real apartment, eat real food, and she wanted to wear clean clothes ALL the time. She did manage to go to school, and was always the top of her class. When Sami was fourteen, however, her baby brother Ian was kidnapped, right from his crib. The police were unable to find the kidnapper. Sami loved her baby brother dearly, much more so than she loved her parents, who she was always bitter at for discouraging her education. From that day on, she was determined to find her baby brother. Her parents didn't seem as disturbed about the kidnapping as Sami did. At the age of fifteen she was admitted to Columbia University to study history
Aspect: Blind determination Aspect: Well educated
Phase 2. The Great War Century Club Patron: Prof. Brian Diceroll
Now that Sami was studying, and working, she was able to get her parents a small, one bedroom apartment. One day, while she was looking for an envelope to leave her parents money in, she came across a letter. The letter stated that her parents had sold her baby brother on the black market for fifteen dollars. In a blind rage, she murdered her father with a frying pan and then ran.
While Sami was attending Columbia University, she had a professor named Brian Diceroll. He was a master detective, studying as a researcher. He saw something special in her, and decided to bring her into the Century Club. She later found out through a distant relative that her mother committed suicide upon finding her murdered husband by eating a bushel of bananas, of which she was allergic to.
Aspect: My parents were cultists!
Phase 3. Your novel. Sami Wood vs. The Naziator The Naziator, half robot, half-Nazi, ALL TERRORIST, plans to blow up half of New York City. Through her most brilliant, excellent, detective skills, Sami finds out that he is hiding his weapons in New Jersey. Sami and the Century Club travel to New Jersey to get the weapons. While searching, they find the Naziator. They find a way to turn one of the bombs around, so that it "blows up" the Naziator. The Naziator is a very short half Nazi, half robot.
Aspect: I love New York!
Phase 4. Other adventures Guest starring in A monkey goes to Yale Using her amazing researching skills, Sami teams up with Hercules to help Jim Peters stop the mind control scheme!
Aspect: The truth is out there
Phase 5. Other adventures. Guest starring in Hercules O’Brien & the thousand-dollar fist Sami and Jim Peters rush to Hercules O’Brien’s aid as the mob closes in for the kill. They help him escape Justin the nick of time!
Aspect: Master of the catacombs
Skills:
Superb+5
Investigation
Great +4
Academics
Resources
Good +3
Contacting
Resolve
Stealth
Fair +2
Alertness
Endurance
Mysteries
Rapport
Average +1
Art
Fists
Intimidation
Survival
Weapons
Stunts:
Scene of the crime page 164 The character has a strong visual memory, and whenever he revisits a place where he has used Investigation before, he may make an immediate use of Investigation in a matter of seconds in order to determine what changed since he was last there, as if it were an unusually detailed Alertness check.
Eye for detail page 164 Your character’s visual memory is so strong that with a little concentration, he can revisit any place he’s been to in his memory in exacting detail.
Sometimes, he can even pick up on details that he hadn’t consciously realized before.
To use this ability, the character spends a fate point, and may make a single perception based roll (usually Investigation, but not necessarily limited to that) to find things out as if he were still in the location, no matter how long ago he left the scene.
Walking library page 117 The character’s prodigious reading has paid off in spades, and he is able to recall minute details from even the most obscure literary works. The character is always considered to have a library on hand of a quality equal to his Academics skill, enabling him to answer questions with a base difficulty less than or equal to his Academics skill, using nothing other than his brain and some time for contemplation. Additionally, any research performed by this character in a real library automatically takes one unit less time (see “Taking Your Time” on page XX), and any libraries with a quality less than his Academics skill do not limit the difficulty of the question asked, as they normally would.
Scholar page 118 Your character is a respected authority in a specific academic field. History. Possibilities include history, English, archeology, mathematics and so on. In the elite circles of that particular field, you are recognized for your expertise. Even if your skill level is low, it merely means you are towards the bottom of that particular group of the elite.
When you make an Academics roll pertaining to your general area of expertise, you automatically receive a +1 bonus. Beyond this, you should pick a specific specialization within that area (like ancient Sumerian history, or cryptography). When an Academics roll involves that specialization, you gain an additional +1 bonus (for a total +2 to the value of the research effort).
Any research efforts involving the specialization take one unit less time; this may be combined with Walking Library, in the Memory group of stunts, for lightning-fast research. When taking part in an academic conference or otherwise interacting with others in the field, you may use Academics to complement your social skills (Rapport, Empathy, Deceit, etc). Your skill is considered elevated by these bonuses, so someone with Good Academics, acting in his area of specialization, would complement skills as if his Academics were Superb (Good+2).
It’s academic page 119 Your specialized knowledge gives you flashes of insight into all manner of things.
Once per session, you can use this ability when you are about to perform an action which your academic field touches upon. The connection can be tenuous, provided you can explain to the GM how it might apply.
Make a declaration attempt as described under “Declaring Minor Details” (see page XX). If you get at least one shift, you successfully declare one aspect; for every two shifts you gain beyond the first, you may declare one additional aspect about the subject in question (so two aspects total at 3 shifts, three aspects total at 5 shifts, etc). If you opt to declare only one aspect in total, you may instead convert these additional shifts into non-aspect facts.
- Location:home
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tired
Spirit of the Century (I am running this one)
Vampire: Dark Ages
Traveler
Blackout (A game someone I know made about the blackout in NYC in 2003).
There are more games, but that is enough for now.
So, last night 3 of the 4 players in my game came and made characters. The fourth sent in most of his character this morning.
Sami Wood(played by Sarah)-dective/scholar extroidinaire!
Hercules O'brien (played by Nick)-former boxing champion and fighter of evil!
James "Jim" Peters (played by Tim)-Gorilla that was stolen Gorilla Khan at the age of 3.
Prof Thaddius Grimore (played by Steve)-master of the occult!
I will have more on each character later.
stacey
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thankful - Music:Mutant City Blues by Pelgrane Press
This is the second session of the game. We are still playing around with the rules and trying to get everything figure out. So please understand. Here is the link to the first session. http://staceyinastoria.livejournal.com/4
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happy - Music:Blood Rites by Jim Butcher
( Recap 2-8 )
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happy - Music:Blood Rites by Jim Butcher
Adrian-mortal magician (stage)
Harold-mortal book store owner with a lust for magic
Kiyomi. Kitsune and emmisiary of power to the goddess Inara.
Lex-Emmisiary of power to the dragon Tyranthraxus
You can probably see from the beginning the problem with having two different mundane characters. It is really throwing off the game a bit, but nothing that cannot be overcame with a wee bit of imagination.
Some of the things that have happned in the first few sessions.
1. Vampires getting compltely obliterated with social attacks. It actually became funny after a while. Harold. the bookstore owner actually initiated an attack by singing a song of all the ways to kill a vamprie.
2. Kiyomi has the strange luck stunt. She has used it twice. The first time against the vampires, she made it where there a large drum of pink paint fell in the middle of the fight and splash all over the vampire. This also cancelled the attack he had made on Harold hurting him really badly. It was hilarious. The second time was yesterday and she had a sorcerer (who was taken out socially, and on fire at the time) stumble around until it crawled into a small puddle of liquor from a party the night before. He went up in flames and died. Christin thought of this and I think may need counseling.
4. The before mentioned vampire, tried to cast a fire spell and it backlashed on him. Was kind of sweet. Ended up burning himself and also a building.
5. I made Harold have really bad dream of her getting beheaded and gave her a mental consequence, but two fate pts. Played around with the rules on that one.
6. Compellling Adrian, whom jus saw his brother lying on the ground all bloody, to beat the crap out of a thug they were trying to negotiate.
7. Blowing up a part of Harold's bookstore (I did this in the bleeding alpha test too, and it was funny to see the look on her face).
Other thoughts.
The leveling up is going to be hard for the mundane characters. I am really interested to see how Fred and the other guys at Evil Hat eventually determine how to do it. Especially when one is a magician.
Harold is going to eventually learn how to do magic, and I have yet to figure that one out yet. :)
The magic is still a bit confusing when you read how to do it. That could just be me. Not sure yet. Everyone wants evocation. FIRE!
Game is so much harder than SOTC, and I was afraid party would die since the main fighter kept ignoring compels and not being with the party. Made the fight very interesting.
Still not the greatsest at compellin enough for them to have very few fate points. Need to work on that.
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tired - Music:A Canticle for Liebowitz by Walter Miller
So my group had their second session for the game. I had time to do some planning this time and it definately had a more Dresden feel to it with a few battles with ogres and zombies. :) Combine that with a plot that revolves around the Red Court, sorcerers, the white council, the summer and winter courts, a magic dagger....and books of magic that will cause an extreme amount of chaos. Well it felt much better to me. :)
Thoughts.
We have a mundane character (arcanse bookstore owner played by my friend Dawn) that is trying to work in this world. She is a bit frustrated because although she can definately shine when it comes to finding info, she is struggling in the fights and how to use her own skills in them. Although she did have a cool moment where she pulled out a bag of iron nails and pulled off a manuver against an ogre.
The game is definately harder. The consequences come quick and often since there are weapons and inhuman strength and such. But everyone felt like it fit the world.
Magic is still a bit confusing to get. Maybe that is me, but when I read the "how it works", for some reason it is not really working in my head. We figured it out, but at first I kept adding their "shifts" of conviction and the discipline to get what they had to roll. Which made it completly impossible. But once we got it, it seemed a little too easy. One chracter had a Good +3 conviction and used all three shifts for her spell, and they had +4 Great discipline. But they only had to make a good +3 roll to make it work. It seems unless they are going beyond their conviction, that it was too easy. That never happened.
The group has a decent amount of fate points (5, 5, and 6). They really used them in the battle, but I am still not feeling like I am compelling them enough for it to seem there is enough risk and the fate points are their only recourse. That is my own thing. I want to get them down to 1 or 2 fp and really have to struggle with knowing they are running out of them. I did get one of the players down to 2, but then it was getting late.
My poor mundane character only has a 2 health track and she was getting battered around. :) Not sure how that will work out until it is tested more.
Zombies are tough.
Using the sight is a bit odd (only in coming up with something). Especially when I wasn't prepared for it. Ended up not being as cool as it could of, but that was mostly my fault.
Some of the cooler moments.
The Emissiary of power (for a dragon played by my friend Henry) crushing the hand of a cult member trying to blackmail him.
The manuver by the mundane player to use iron on the ogre.
The Knight of Winter (my girlfriend Natalie) compelling her own "conflicted loyalties" to make her break into the arcane bookstore owners shop and look for a book. It was funny.
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Wish us luck!
stacey
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ecstatic
To be honest, I did not run this as well as I would like to have. With my new job (and other things) time got away from me and I really had no time to think of a plot and was making the story us as I went. I will have something better plan next Sunday when we meet again. I know that is not much of an excuse, but it all I have right now. ;)
So the story starts like this.
( The game )
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( Lilly )
( Lex )
</div>( Harold Goldfarbstein )
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thankful
So, I am going to be running our first actual play of the Dresden Files RPG this saturday. I have three people that are going to be playing and I really wish I were more prepared. :) Time has gotten away from me lately with the new job and other things and I am having to re-read certain chapters of the game to make sure I know what the hell I am doing. :) Also I have to come up with some kind of plot by Saturday (which I will be working on tonight).
I am excited though, since I want to see how magic and such works on the Fate system. It should be interesting and fun. All of the people in the group have read most (or all) of the books and that kind of knowledge really helps in a game like this.
Here is hoping everything goes smoothly!
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ecstatic
Well, now we move forward. The next batch of into has been generously sent to us by Fred Hicks. :) We will now start on character creation and that is usually A LOT of fun. We have the character creation, templates, aspects, skills, stunts, and supernatural stunts sections to read and understand. I am happy.
My second group I am running has (for the most part) created NYC. So, I hvae two seperate groups going at the same time. It should be interesting and I hope I didn't bite off more than I can chew. :)
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excited
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complacent
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calm
Yesterday, my friends and I got together for a gaming/4th of July day. So I decided to run a small mini espisode of Spirit of the Century. I felt a lot better about it this time since I had a chance to read through a lot of it again. So, Henry and Dawn, who are a part of the first game we ran, were up for some pulp action! Now some of this was us just stopping and then thinking the best way to do use aspects and fate points. Just so we could learn. But most of it was pure game. Here we go!
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complacent
Here are the characters (I will have more on them once they actually get them back to me). I will post them on here.
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