Saturday 29 August 2009

DEAD MEAT

So after Dark Heresy i thought i'd put this up as i'm planning on running this next Friday (the 4th) so i thought i'd have a quick look (quick being the operative word) at this four page wonder. DEAD MEAT is a quick play, fast and furious, zombie centric RPG by Jared Sorenson. It's very rules lite, having only three stats, those being (lifted from the .pdf): ZIP is how fast you think, act, and react when confronted with the horrors of the Living Dead! -You roll ZIP whenever you need to run from a zombie, or dodge a zombie trying to get some skin. WHOMP is how much of a can of whupass you can open on a Zombie! -You roll WHOMP when you want to kick some undead ass. And if you want to break stuff or lift heavy things I guess. GUTS is how brave you are, and how much tasty insides you have for the Ghouls! -You roll GUTS when you might breakdown or freeze in fear, or when you're injured to resist the Zombie Plague. You build your character...or more than likely characters sonsidering how deadly the game can be... by distributing 7 points between these three stats. I've decided to distribute my points as so: James Shaw, car mechanic and soon to be slayer of the undead. ZIP: 2 WHOMP: 3 GUTS: 2 Gear: Tyre iron so....actually thats it....done. 

Dark Heresy


So, after spotting that the thread on RPGnet has just popped it's head up again i decided to throw the oar back in and make a character. Anyway children todays book is Dark Heresy. Black Industries/Fantasy Flight Games game of investagative horror in the 41st Millenium. Also, awesome.

The character creation system, is rather unsurprisingly, very similar to the WHFRP system detailed in an earlier post so i won't bother going through all the gumpf again because i can't be arsed to be honest.

Anyway, just like the WHFRP characters i created i'm going to go the random rolls route again and it was surprisingly quick, helped by the fact that i know the book layout (and what a book it is btw).

Right so the first thing we do is roll for our home world. This decision will affect exactly what type of character we can play and also gives me the following traits:

Blessed Ignorance (-5 penalty to Forbidden Lore tests)
Hagiography (The Common Lore skills; Imperium, Imperial Creed and War are treated as Basic Skills)
Liturgical Familiarity (Literacy and Language (High Gothic) are treated as Basic Skills)
Superior Origins (+3 Willpower)

I rolled a 79 which gives me...Imperial World. This being the most common type all career options are open.

The next thing to do was to sort out our stats. Being born on an imperial world my stats were all equal to 20 + 2D10...so dice were rolled and:

WS 31(26)
BS 32
S 31
T 34
Int 35
Per 32
WP 29
Fel 34


Like WHFRP you get a chance to re-roll one of your stats, i chose WS just to even them out a bit (the first roll is in parenthesis).

Next you roll on a table to find out you career path.

I rolled a 33 which is Assassin. Cool.

This career gives me some starting skills and talents, aswell as some gear. They'll be detailed later.

Next up its woulds and fate points...and more tables:

Wounds (D5+8) = 12
Fate Points = 3
Oh, and Monthly Income for my assassin (120 + 3D10) = 135 Imperial Credits

Starting characters also get a 400xp boost to give you a few extra skills and talents, i chose the suggested quick play Skill and Talent Package:

Weapon Skill Advance Simple (+5) 100
Inquiry 100
Hightened Senses 100
Sound Constitution (+5 T) 100

Lastly, there's the Build Your Character section, i chose to ignore this almost entirely. Firstly, it's not that important and secondly because even if i were rolling this up for a game, i would prefer to do this bit myself.

The one bit of this section i didn't ignore was a table intitled Imperial Divinations which are a sort of horoscope/birthsign thing. I rolled i 90 which is:

"A wise man learns from the death of others" Increase intelligence by +3

So, thats our character made. Lets look at how he looks:


+++Starting transmission+++
+++Acquiring Protocols+++

++++++

+++Gene script accepted, Thankyou Inquisitor.+++

Name: Codename Damocles...

Sex: Male

Age: Unknown

WS S T Ag Int Per WP Fel
36 32 35 35 35 32 32 34

Wounds: 12

Fate Points: 3

Starting Skills

Speak Language (low gothic), Awareness, Dodge, Inquiry,

Starting Talents

Melee Weapon Training (Primative), Ambidextrous, Thrown Weapon Training,
Basic Weapon Training (SP), Pistol Training (SP), Heightened Senses

Traits

Blessed Ignorance, Hagiography,Liturgical Familiarity,Superior Origins

Starting Gear

Hunting Rifle and 16 rounds, Sword, Knife, 10 Throwing Knives,
3 doses of Stimm, Charm (corpse hair), Black Bodygolve
(Common Quality Clothing)


Starting Rank

Sell Steel


+++“Every man is a spark in the darkness. by the time he is noticed +++
he is gone forever. "


+++End Transmission+++


Sorry this was so dry. I'm a bit frazzled at the moment, and i've spent the last year writing Lab reports.

Tuesday 31 July 2007

WHFRP - Night's Dark Masters



Another WHFRP one. This time a Vampire Character from Night's Dark Masters. I know its not a new system or owt but...they look fun to make :) Anyway, the book davises against using thee as PC's and then provides advance schemes for them so....i think i'll make one.

Like the skaven before it, first thing you do is roll for your race, this time on a d100. The options are, Blood dragon, Lahmian, Necrarch, Strigoi, Von Carstein and independant. I rolled an 89 so i get Independant as my race. This gives me a set of skills, talents and traits, as always:

Independant Skills: Charm, Concealment, Disguise, Evaluate, Gossip, Intimidate, Scale Sheer Surface, Shadowing, Silent Move

Talents:

As an indipendant, i don't get any fancey talents.....:( so i have to roll on the random talent table in the main rule-book. I get:

78 = Sturdy
44 = Mimic


Now onto traits these are normally reserved for monsters and include effects such as causing fear etc. You also get to chose some nifty bloodline powers just like those in the vampire counts army book. I chose:

Blood Burst
Host
and get Frightening as standard.

He's not a very attracktive chap old Vlad the Bad, Blood Burst means that his body is covered in sores under which tarry, old, nutrient free blood lies...these naturally burst when he is attcked and Host makes him a walking worm farm...no wonder he's frightening.

Now i really should have rolled my stats earlier. As with all WHFRP stuff its a pre-defined number + 2d10

so:

WS 40 + 10
BS 40 + 09
S 40 + 08
T 40 + 18
Ag 40 + 08
Int 30 + 11
WP 50 + 14
Fel 30 + 11

Wounds : 18


Now onto His Career, there's only one choice, Thrall:

Main Profile

WS BS S T Ag Int WP Fel
Starting 50 49 48 58 48 41 64 41
Advance +10 - +20 +15 +20 +10 +10 +10
Current 50 49 48 58 48 41 64 41


Secondary Profile

A W SB TB M Mag IP FP
Starting 1 18 4 5 6 0 0 0
Advance - +5 - - - - - -
Current 1 18 4 5 6 0 0 0



The independant get no talents and no new Skills ...the bum 'ed.

So one last thing to do. Roll for my vampires curse:

I get a 49 so "No relection" it is, which considering the state of the poor chap, is probably a merciful blessing.

And thats him done, good luck sucking the blood of virgins mate, they'll need to be Helen Keller like to let you near them.....or just the kind of tart yu get in Carlisle on a friday night.

Monday 30 July 2007

WHFRP - Children of the Horned Rat




Well. Number 4 for tonight, and though i have already done a WHFRP character i thought i'd do a Skaven one, and then possibly a Chaos one and then maybe a Vampire as they are all suitably different from the standard Elf, Human, Halfling Dwarf types offered in the core book.

Characters are made just like in the core book though this time there is a roll for race. Roll a d10 if a 1 is rolled you may chose your race out of Common, Mighty (Black Skaven) or Chosen (Grey Seers) :


I rolled a 7 so common it is. Each starting race, like the others, comes with its own set of skills and talents. I get:

Racial Features (Common):

Skills: Common Knowledge (Skaven), Perception, Speak (Queekish), Swim

Talents: Night Vision

Now i roll to see what my startin clan is, tis will define the character further and also sets out what basic trappings i ould hav in addition to hose offered by my stating career. Aswell as addin more skills and talents:

I get:

Talents: Animal Training and Command

Trappings: Hand Weapon, Leather Jack, and 1d10/5 Warpstone Tokens.

Now, onto my characteristics. These are a predefined number + 2d10, thus:

WS = 20 + 11
BS = 20 + 11
S = 20 + 6 (Boosted to 11 as a gift from the Horned Rat)
T = 25 + 12
Ag = 25 + 18
Int = 20 + 6
WP = 15 + 10
FEL = 10 + 14

Next are wounds and fate points:

Wounds: roll d10 consult table i get a 2 so i get 8 wounds
Fate points: as above....i would need to get an 8-8 just to gt afate point...i get a 1 :( bottoms.

So its on to the table of rolling up your career-ness. This table includes both Skaven and standard Careers...i rolled an 19 on a d100 and so get to be......a clanrat hurrah! a Skavn career(i was going to fudge this anyway if it weren't :P)

Right onto the construction of my profile:

Main Profile

WS BS S T Ag Int WP Fel
Starting 31 31 31 37 43 26 25 24
Advance +5 +5 - - +5 - +5 -
Current 31 31 31 37 43 26 25 24


Secondary Profile

A W SB TB M Mag IP FP
Starting 1 8 3 3 4 0 0 0
Advance - +2 - - - - - -
Current 1 8 3 3 4 0 0 0



So, now add the skills and talents from the Clanrat career (in bold) to the ones already gained we now have:

Skills: Common Knowledge (Skaven), Perception, Speak (Queekish), Swim, Concealment, Outdoor Survival, Scale Sheer Surface, Silent Move (+10)

Talents:
Night Vision, Animal Training and Command (from the clan Moulder affiliation), Specialist Weapons Group (Sling), Tunnel Rat

Trappings: Hand Weapon, Leather Jack, and 1d10/5 Warpstone Tokens from the clan Moulder affiliation, plus Light armour (leather jack and skullcap) Hand weapon (he needs two apparently) sling, and shield.

So thats him done.....Sikkrit wishes-wishes you would come to the underhive so he can know you good-good.....

nWoD

So, you know what? I actually enjoyed making this boy, nWoD characters are nice and quick to make and i haven't made or played one in ages (and i'd really like to play this one). Good show eh? Onward:

So, character concept eh? I chose "Lost Soul" an ex-university professor who delved too deep and, driven to the brink of madness, is now wandering the streets of London.

First thing you do is spend points on attributes. These are grouped into Mental, Physical and Social. And your points are spent in a 5/4/3 split i chose to spend 5 on Intelligence, 4 Physical and 3 on Social. You get one point in each attribute automatically. Here how it pans out :


Mental Physical Social
Power Intelligence 3 Strength 2 Presence 2
Finesse Wits 3 Dexterity 3 Manipulation 3
Resistance Resolve 2 Stamina 3 Composure 1


Quite well rounded i think. Now onto skill these follow the same split as before this time its 11/7/4 as my mental attributes got the highest last time so do my skills in the mental field:

Mental (11)

Medecine 3 (well, he is a doctor)
Science 3 (as above)
Investigation 2 (all that work on his Phd must have helped)
Academics 3 (eh....duh?)

Physical (7)

Athletics 2 (ex-track champ.)
Brawl 1 (life's tough on the streets)
Drive 1 (self explanitory)
Stealth 2 (life on the streets makes you good at staying out of sight, especially if you know whats after you)
Survival 2 (see brawl)

Social (4)

Streetwise 3 (see above)
Empathy 1 (a sympathetic soul this one)


So now its time for my derived attributes:

Defense (lowest of wits or Dex) : 3
Health (Stamina + Size) : 7
Initiative (Dex + Comp) : 4
Morality : 7
Size : 5
Speed (Str + Dex + 5) : 9
Willpower (Resolve + Composure) : 3

Vice : Hope
Virtue : Pride


Now to round our character off with some merits, i have 7 points to spend:

Mental Merits:

Encyclopedic Knowledge (4)

Physical Merits:

Fresh Start (1)
Iron onstitution (1)

Social Merits :

Barfly (1)

Well thats it for David Bently. Good luck on he streets mate.....beware of what goes bump in the dark.