Wild Cards Summer - Myth-Weavers Lethe


Wild Cards Summer


Title
Game Masters
Players

Game Information

Game Description

In this series we explore what would happen if the wild cards virus was spread to the population of San Fransisco during the new love movement in San Francisco. These events come into effect in the middle of the Summer of Love decade, the outbreak happens at a busy time, thousands of people had been in the Hiaght neighborhood and thousands of those people died. The military has moved in to protect the victims of the outbreak. However whatever the real intentions of the military are is something for speculation.

A shadowy organization known as the The Card Sharks has been creating problems for the jokers in the virus zone, going as far as kidnapping and killing otherwise innocent jokers. In addition, the military has been really putting it's foot down on Joker rights turning the zone into a strict military district, full martial law having been declared.

Two new wild carders are already making a difference in the martial law district of the outbreak in San Fransisco. Miss Untouchable and Dead Man Dave have been working to shine the light on the military or to create a safe space for those infected with the virus.


Alright guys, so this is the forum we're going to be using for the game. The way that this is going to work is going to be a little different then a table top game. I recommend going here for ideas about how this works. Read a couple of pages and notice how people format there character descriptions and information. Usually you want to put the character's name at the top of the post like this.

Dead Man Dave

After the character name you might want to put something like this...

Dead Man Dave
HP(Hero Points): 1
Condition: Bruised -1

After that portion at the top of the top of the post you'll start actually writing out what your character does. It's usually recommended that whenever your character talks or thinks something you should put that text in a color, like Green for Dead Man Dave and Purple for Miss Untouchable, it might seem weird but it actually makes the post more readable.

As for dice rolling, you might want to check out this wiki which will teach you the basics for rolling dice. This might require a little bit of knowledge for the rules, you'll have to know when it's appropriate to roll, and what your options are, for a play by post in the interest of speed. Read the link to the Atomic Think Tank game for examples of how rolls are usually handled in these types of games.

Everyone will need a copy of the rules, and will have to read up on how combat works, how skills work, and everything else in what free time they have. The good thing about this all being digital is you can just have it all open to look at on the desktop.

For now that will be it, I'll put up an introductory post soon enough and after that you guys are free to post.

I'll also be uploading text copies of your character sheets soon, so that you have a quick reference for what your characters can do.

Miss Untouchable
Sara Turner
PL 7 = 105 power points total
Abilities 36 + Skills 12 + Advantages 6 + Powers 28 + 8 Defenses = 90/105
Abilities - 36 Power Points
Str 1 Agl 1 Fgt 1 Awe 4
Sta 1 Dex 2 Int 4 Pre 3

Offenses
Mind Blast: + 7, Damage 7 (22 Toughness DC)
Paralyzing Stare: Affliction 4

Skills - 12 power points
Expertise: Sociology: 2 (+6)
Insight 2 (+6)
Investigation 5 (+9)
Perception 2 (+6)
Persuasion 4 (+7)
Ranged Combat: Mind Blast 3 (+7)
Slight of Hand 2 (+4)
Stealth 2 (+4)
Treatment 2 (+6)

Advantages - 6 power points
Assessment, Uncanny Dodge, Eidetic Memory, Connected, Luck (2)

Powers - 28 power points All powers have the "Wild Cards" and "Telepathic" descriptors
Mind Blast: Perception Ranged Damage 7, Resisted by Will - 28 Power Points
---AE; Paralysis: Perception Ranged Affliction 4, cumulative, Resisted by Will -12 Power Points

Defenses - 8 power points
Dodge 4 Parry 3 Fortitude 1 Toughness 1 Will 6

Dead Man Dave
David O' Leary
PL 7 = 105 power points
Abilities 36 + Skills 23 + Advantages 7 + Powers 12 + Defenses 14 = 92/105
Abilities - 36 power points
Str 3 Agl 2 Fgt 3 Awe 2
Sta 3 Dex 2 Int 1 Pre 2

Offenses

Initiative 2
Hell Fire Blast +6 Damage 6
Brass Knuckles +9 Strength-Based-Damage 4

Skills - 23 power points
Acrobatics 2 ( +4)
Athletics 6 (+9)
Close Combat: Fists 6 ( +9)
Expertise: Streetwise 6 (+7)
Intimidation 8 (+10)
Perception 4 (+6)
Stealth 4 (+6)
Treatment 6 (+7)
Vehicles 4 (+6)

Advantages - 7 power points
Daze, Startle, Equipment 1, Fast Grab, Improved Hold, Interpose, Second Chance

Powers - 12 power points All powers have the "Wild Cards" and "Telepathic" descriptors
Hellfire Blast: Ranged Damage 6; resisted by Dodge; Fire, Evil - 12 power points

Defenses - 14 power points
Dodge 5, Parry 7, Fortitude 8, Toughness 3, Will 4

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