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desertfox

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  1. Me too, thanks Ace, I really enjoyed your posts. Please consider my Savage Arkham game and . I would really appreciate having players with your strong writing skills and persistence.
  2. Jack Jenkins Pulp Fiction Author, WW1 vet Pace: 6; Parry: 6; Toughness: 5; San: 5. 3 Bennies. Novice, one advance and Great War skills package Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Academics d4, Athletics d6, CK d8, Drive d4, Fight d4, Notice d6, Occult d4, Perform (writing) d8, Persuade d6, Research d6, (Resources d6), Shoot d6, Stealth d4, Thievery d4. (Free: athletics, CK, notice, persuade, stealth. Great War: athletics, shoot, fight, CK.) Profession: pulp fiction novelist. Resources d6. Gets +1 to networking rolls with local journos, writers. Gets a +1 CK bonus to rolls involving literature and novels. Languages: Four based on d8 Smarts. German, French (learned in war), Spanish, Latin. Hindrances: Overconfident, Curious Edges: Fame, Connections (local press) Assets Clothing and personal gear: Jenkins tries to look the part of the adventurous author with a well tailored suit, trilby and mac when it’s raining. Carries a pistol (a Luger he says he captured), notebook and fancy pen to sign requests for autographs Car: Jenkins has splashed out on a car, an old Tin Lizzy, stretching his moderate resources. Has a spare set of clothes, typewriter in the trunk. House: large but poorly maintained house on French Hill’s poorer slope. (Arkham locations if you want to pick or ask GM). Has three more typewriters, a small decent library, a cat and a lady who comes into to tidy twice a week. Trying to establish a wine cellar but lacks the cash. Appearance: Slender and reasonably fit, Jenkins has a pleasant face spoiled by an affected moustache. Jenkins is well-dressed when outside, but lets his standards drop somewhat in his ramshackle house. Brief history: From boyhood, Jenkins disdained his family business of carpet fitting and dreamt of adventure. Inspired by Jack London, he enlisted as a an ordinary 'doughboy', seeing brief action in France attached to an Australian division. On returning, he began to write pulp fiction as a safer way of exercising his imagination. Jenkins is actually quite famous among aficionados of horror pulp fiction, but has not reaped much financial reward due to the low status of the genre. Character/ Motivation: Despite his army experience, Jenkins is surprisingly reluctant to use his fists or his pistol. Jenkins is ambitious and a bit selfish, motivated primarily by the desire to learn about crime and the occult as the subject matter of his writing. Like many Arkhamites he knows that his city is ‘odd’, and the the notion of defending his home town appeals to the better side of his nature.
  3. 1. Generate a character using standard SWADE rules. Use the example character in Applications as a guide. Do not write money values on the char sheet—you will get a Resources die instead (likely d6). Start at Novice with two advances. One advance can optionally be switched for the Great War training package, and one optionally for a professional package (below). These choices must make sense—e.g. a STA d4 char is unlikely to have passed an army medical. Optional training packages Great War package Get one point EACH in athletics, shoot, fight AND one of EITHER drive, repair, medic OR CK. Profession packages: Academia Get one point EACH in academics, research, CK AND one of EITHER science, persuade, occult OR perform. Copland Get one point EACH in notice, research, shoot. AND one of EITHER drive, persuade, fight OR thievery. Underworld Get one point EACH in notice, stealth, thievery. AND one of EITHER drive, fight, shoot OR athletics. Press Get one point EACH in investigate, CK, persuade AND one of EITHER drive, perform(writing), notice OR stealth. The Road Get one point EACH in survival, notice, athletics (jump!) AND one of EITHER repair, stealth, perform OR thievery. Life of Leisure Get one point EACH in persuade, CK. AND TWO of EITHER boat, occult, pilot OR fly. 2. Add a Sanity (SAN) stat calculated as SPI/2 +2. Tough sanity checks occur when scary stuff happens. 3. Describe your character’s profession in a phrase or brief sentence. Any ideas welcome but I’m keen on the following: antiquary, author, bank robber, barber, bar tender, book dealer, burglar, cop, dilettante, drifter, mobster, journo, museum curator, (wannabe) occultist, photographer, PI. This determines your: Resources. Most professions give a resource die of d6 or d8, a dilettante might have d10 or (GM’s discretion) d12. Networking. +1 to interact in your local professional network—cops, academics, etc. CK bonuses: +1/+2 for CK checks against relevant professional knowledge. 4. Languages. Equal to half Smarts. 5. Possessions. List a few assets. D6 resources indicates a modest house, savings, moderate income. D8 suggests a more impressive abode, car, housekeeper. 6. Description: briefly describe your char’s appearance. 7. BRIEF history/ motivation. Indicate a reason why the character might join an effort to defend Arkham from mythos threats.
  4. Cloink. That’s the posting interval gone with no posts. That’s as far as I was intending to play so I’m winding up here. I thought it was a great game , esp. as far as SL and Ace were concerned. Fantastic participation, thanks both. If only we had held onto one more player! I could have wheeled out a couple more reveals. But never mind-another time.
  5. Coroebus assesses Hybanda. Just ten stadia in length, eight across, he estimates. A low rocky hill rises from its centre, carpeted with olive trees and wild cypress. On its top, the white walls of a stone building gleam in the sun. Coroebus sees few opportunities for safe landing except for a sandy beach on its south shore, below the hilltop. Show this This is what is left of Hybanda today. The marshy land used to be sea. I figure the temple stands where the post is in the pic. There are more trees at the time of your visit. "Look, Archon," says a sailor. "Armed folk in the trees above the beach--see that flash!" "I am Dion, the captain of the Priene, our ship. I give way to the Archons in all things, but I advise this. Let us ground our ship short of the beach, in those shallows. Then lie low, with the hull as our wall against arrows. They will waste their spindles, or need splash into the waves to get us." " Yourself, Coroebus can swim ashore there with a few hand-picked Myrmidons. While we pass those rocks, under their cover. And make your way through the trees to the temple while these fools think that they hold us off on the beach. Zorus must stay aboard with us, unmistakable as he is, to maintain the ruse. And he is a seaman of sorts. " OOC 1. C can suggest an alternative to the plan, or refine it. 2. You know who's aboard (let's go with your selection). Who do you pick as your landing team? All will need to make a swim (athletics) roll to swim ashore. Most are at d6 or d8 to swim, except the philosopher. They can only carry very light arms, swords and daggers. Dion will advise less than six to keep the landing ruse viable. 3. If you go ahead make your own athletics roll to lead the swimmers ashore.
  6. Ok! I think we'll go for a two-strand story option. We'll play through Coroebus's actions and have Zorus do something else in the background.
  7. The oarsmen's blades ply the soft waves. Coroebus's companions bend well to the task, while the sailors fuss at the sail and cables. Eritha crouches uncomfortably in the benches and tuts. "Half of Priene speculate about our purpose. A cover tale might have befuddled the spies. Or not, perhaps they report everything to Miletus anyway. By their power of telepathos. " As if to confirm her fears, a distant boat appears, shadowing the warship. Miletus' own warship, or a trade ship spying for her. OOC The crew defer naturally to Zorus concerning the approach to Hybanda. Zorus make a boating roll to keep the ship on course and identify safe landing places. Both make a notice roll for the same purpose. I'll assume--unless you say otherwise--that the crew are now briefed concerning the destination and general purpose of the voyage.
  8. The chariot, fast as sound, passes with its warrior. The blade flashes. A fountain of flood gushes from the monster's punctured shell. For a moment it seems the wound has gone unnoticed by the reptile. But then the beast rears and vanishes with a rush of air that shakes the doors of the nearby huts. On the street to the agora people are shouting, "Zorus, Zorus, Son of Hercules!" But on the waterfront they chant, "Coroebus, athlete blessed by flying Hermes!" OOC The pair have won such acclaim that they can effortlessly attract volunteers for their mission. The use of a fast trade ship, the Priene, will also be donated freely by its grateful captain if requested. Remembering that their mission must remain secret from Priene's enemies, they can choose up to a dozen Prienauts from the following expendable citizens : Coroebus' drinking pals (up to 6). All are accomplished athletes, archers and fighters (d8/ d6/ d8 in these skills). But at least one or two bear jealous thoughts against C. Any not taken might bear a grudge as spurned. Sailors (up to 20). Grateful for the heroes' feats on the quay and skilful (d8) with sail-- though less able (d4 fighting) on land. Veterans (up to 6). Leather shields, spears, slings. Older fighters now ineligible for military service. Itch for battle. d8 fighting but more easily (d6 STA) tired/hurt. Automachus, the city's philosopher historian. Wordy and useless in a fight, but with some occult and historical knowledge. Eritha the dancer, scaled right back to extra build but with strong dance and stealth skills. Teleopsis, an old hunter and hide-seller. Grateful his daughter was freed by Zorus. Lame, deaf, but able to track well. 1. Let me know your preferred composition, e.g. Automachus, Coroebus' best pal, 5 sailors, 5 vets. 2. Maybe come up with a cover for the expedition.
  9. Onlookers are amazed by Zorus’ show of might. All six victims scramble free as he raises the roof’s huge main beam. An impossible feat. Surely he is a true son of Hercules! Now the great reptile turns its head on its long neck. It sees a brave sailor charging with a spear. It rolls on its long flippers and crushes the poor fellow. OOC Wow, was not expecting Zorus to deal with that so quickly! So let’s dissolve the two zones and join things up. Zorus can now walk to / attack the monster from the street. And Coroebus has at last lined up his chariot for a pass along the quay. Reminder that the dragon turtle is Parry 7, Toughness 12 (4). TN3 versus missiles. Reminder about chariot drive by attacks. Roll both fighting and drive/ride. Take the lower roll to attack.. But melee attacks do an extra 1d6 damage and driver’s parry increases by 2. To throw javs -- take the worse of throw (athletics) and drive/ride. No change to damage. Setting note: These creatures appear to be more than just illusions. They are like the Tibetan idea of a ‘tulpa’, a thought-being brought into actual existence through concentrated imagination. ‘Psychogenesis’ in Mycenean lingo. But Zorus has seen that they have a slightly more fragile hold on reality than ordinary creatures, phasing out if struck a decisive blow (a wound essentially). The monsters created by the Miletus coven all seem to be reptilian and are often ophidian.
  10. Heedless of Coroebus's arrival, the dragon turtle lumbers on. The huge monster blunders into a storehouse, crushing the flimsy structure and spilling its store of foodstuffs. Zorus, still approaching, sees a half dozen labourers have been buried in the storehouse wreckage. OOC Let's divide the battle map into two zones so we can keep pace -- Street, along which Zorus is still approaching. Zorus' task is to free the trapped workers. Each round, Zorus can make a STR check to heave up beams and throw off barrels. Each success and raise frees a person from the debris. This task will likely occupy him for a few rounds. Waterfront, which Coroebus has already reached and where he is attempting to mount a chariot. C can make another drive check, attacking straight away if he makes a raise (see above), merely boarding on a simple success (the animals are shying in the monster's presence).
  11. Yes, I think increase your athletics to the next die type.
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