Supernatural

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Supernatural

Postby Saisei » Thu Jan 08, 2009 2:15 pm

So as I posted in the General RP section, I bought the Buffy and Angel RP books. I've had a look through them and I'm really excited about running a game. It's nice and rules light. For example, the rules for initiative? Whoever it makes sense to go first, goes first. There's more to it to that, but that's the feel of the game. Fun over Rules every time.

Anyway, there are 3 'classes': Investigator, Champion and Veteran. For those who know Buffy and Angel here's an example.

Cordelia = Investigator
Gunn = Champion
Angel = Veteran

In my game there'll be no veterans. They're a shade uber and the book itself warns against having a veteran in a party with Champions, and especially Investigators.


So the point of this post is to give some basic rules info for those who wanna play, and to throw up some stuff so people can get an idea of their character. For the sake of a Supernatural© RP, we'll be calling Champions Hunters, and Investigators... well I guess Investigators.

So here's the difference:

--------------------------

Champion

Attribute Points: 20
Quality Points: 20
Drawback Points: up to 10
Skill Points: 30
Drama Points: 10

Investigator

Attribute Points: 15
Quality Points: 10
Drawback Points: up to 10
Skill Points: 25
Drama Points: 20

--------------------------

As you can see, on the surface, the Hunter looks a lot more badass, and that's kinda the idea. Hunters would be like Marines, Spec Ops personnel, or people specifically trained to hunt demons and ghosts and the likes. Investigators are your slightly above average Joe that have just kind of fallen into the work.

The biggest difference is that Investigators get twice as many Drama Points as Hunters, which is a big deal. Drama Points are like Action Points but ramped up. They help you succeed when you should fail, show up at opportune times, or defy the laws of physics (to an extent). They're important. One of the examples given in the book is say when a character gets the hell beaten out of them and should be out for a count. Toss in a Drama Point and bing! "I think I'm ok". Another example is showing up just in time. That's kinda self explanatory.

So they're the classes, now here's a list of the Attributes and Skills:

Attributes

- Strength
- Dexterity
- Constitution
- Intelligence
- Perception: Awareness of the world around you
- Willpower: Force of character. Useful for powering through an excorcism and casting spells. Or resisting intimidation etc

Skills

- Acrobatics: Pretty self-explanatory. Can help you duck and weave in a fight
- Art: Music, drawing, performing
- Computers: Hacking, finding your way round a computer system etc.
- Crime: Used to sneak, breaking and entering, or just knowledge of the criminal underworld.
- Doctor: Healing essentially
- Driving: Duhr
- Getting Medieval: Any old-school kick-assery. Swords, axes, crossbows. All the good stuff
- Gun Fu: Using guns, in the broadest sense. Anyone can pull a trigger, but if the gun jams are you gonna be able to figure out why?
- Influence: Be it sexiness, or butt-ugliness, the effect you have on people. Leadership and such
- Knowledge: Of your chosen area
- Kung Fu: Not in the David Carradine sense, this skill counts for brawling and streetfighting. Your standard Sensei (Mouse ;)) will have 4. A Master (Howsigoinkid) will have 7
- Languages: For each point, you know a language
- Mr. Fix-it: Just how handy you are at making things work. Can be used with driving to fix cars, and computers to fix computers
- Notice: Spot, perception, whatever.
- Occultism: Your knowledge of the black arts, mythology, theology, all that fun stuff
- Science: Covers it all
- Sports: Baseball, football, rugby, this skill covers them. Gymnast would be covered by acrobatics
- Wild Card: Everything else. Any skill not mentioned above can go here. The one rule is it can't be broader than a pre-existing skill i.e. You can't ignore guns and just make up a skill called "Weapons".


Christ, I should've just scanned the book... anyway here's the breakdown of what a certain rank in skills and attributes means.

0 = Untrained (Skill). Attributes cannot be 0
1 = Below average (Attribute), beginner or amateur (Skill)
2 = Average (Attribute). Generally competant (Skill)
3 = Above average (Attribute). As above (Skill)
4 = Well above average e.g. Top college athelete (Attribute). Extreme competancy (Skill)
5 = Practical human limit e.g. Well known scientists and sportsman (Attribute). As above (Skill)
6 = True human limit e.g. World Class Athletes, record breakers (Attribute). Master (Skill)
7+ = Superhuman (Attribute). True Master (Skill)


Both Skills and Attributes cost 1 point up to level 5. For every level after that, it costs 3 to advance. E.g. to get to a Strength of level 6, it would cost 8 points.



Ok, so they are the basics there. I didn't expect this post to be so big.... I'm gonna post up Qualities and Drawbacks too. If you don't see something there that you want, either post or PM me and we'll work something out.
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Re: Supernatural

Postby Saisei » Thu Jan 08, 2009 2:49 pm

And behold the Qualities and Drawbacks!

-------------------------------------------


Qualities and Drawbacks


Acute/Impaired Senses - 2 point Quality/Drawback
Addiction - Variable Drawback
Adversary - Variable Drawback
Artist - 2 point Quality
Athlete - 4 point quality
Attractiveness - 1 point/level Quality or Drawback
Brainiac - 4 point Quality
Clown (as in Class) - 1 Point Drawback
Contacts - Variable Quality
Cop/Detective - 5 or 8 point Quality
Covetous - 1 to 3 point Drawback
Criminal/Wise-Guy - 2 or 3 point Quality
Demon/Half-Demon - Varibale Quality (This is in the Angel book. I'll be changing it slightly I'd say)
Demon Hunter - 4 point Quality
Dependent - 2 or 3 point Drawback
Eidetic Memory - 1 or 2 point Quality
Emotional Problems - Variable Drawback
Empathy - 2 point Quality
Ex-Watcher - 5 point Quality (Again, stright from the Angel book. Will be changed or replaced)
Fast Reaction Time - 2 point Quality
Good/Bad Luck - 1 point/level Quality or Drawback
Hard to Kill - 1 to 5 point Quality
Honourable - 1 ro 3 point Drawback
Humourless - 1 point Drawback
Jock - 3 point Quality
Love - 2 or 4 point Drawback
Mental Problems - 1 to 3 point Drawback
Minority - 1 point Drawback
Misfit - 2 point Drawback
Natural Toughness - 2 point Quality
Nerd - 3 point Quality
Nerves of Steel - 3 point Quality
Obligation - Variable Drawback
Occult Investigator - 4 point Quality
Occult Library - Variable Quality
Outcast - 3 point Drawback
Photographic Memory - 2 point Quality (Similar to Eidetic Memory... might not use it)
Physical Disability - Variable Drawback
Rank - 1 point/level Quality or Drawback
Recurring Nightmares - 1 point Drawback
Resistance - 1 point/level Quality
Resources (Munnies) - 2 point/level Quality or Drawback
Screwed-Up Adolescent - 4 point Drawback
Secret - Variable Drawback
Situational Awareness - 2 point Quality
Talentless - 2 point Drawback
Teenager - 2 point Drawback


Supernatural Abilities


Age - 2 points/level Quality
Antisocial Impulses - Variable Drawback
Emotional Influence - Variable Quality
Enhanced/Reduced Attributes - Variable Quality or Drawback
Hypnosis - 2, 10 or 20 point Quality
Immortal - 0 point Quality (Not as in 'cannot be killed', in a 'not getting any older' sense)
Increased Life Points - 1 point/level Quality
Invisible - 20 point Quality
Iron Mind - 3 point Quality
Limited Use - 1 or 2 point Drawback
Nanjin Adept - 8 point Quality (Straight from Angel, you can see without having eyes. We'll see if it makes it in)
Natural Armour - 1 point/level Quality
Natural Weapon - 1 to 8 point Quality
Psychic Visions - 1 point Quality or 3 point Drawback
Psychometry - 4 point Quality
Pyrokinesis - 3 point/level Wuality
Reduced Damage - Variable Quality
Regeneration - 1, 3 or 6 point Quality
Sorcery - 5 point/level Quality (Might make it in, not sure)
Supernatural Attack - Variable Quality
Supernatural Form - 1 or 2 point Drawback
Supernatural Sense - Variable Quality
Telekinesis - 3 point/level Quality
Telepathy - 5 point Quality
The Sight - 3 point Quality (Can see magic etc)
Uncontrollable Power - 5 point Drawback
Unique Kill - 5 Point Quality
Vampire - 12 or 15 point Quality (This is the Buffyverse Vampire. It will be different in this game so the points will change)
Vulnerability - Variable Drawback
Werewolf - 3 point Drawback or 6 or 12 point Quality (As with the Vampire)

---------------------------------------------------


Ok some of these will change. And just because the supernatural abilities are there doesn't mean they have to be picked! :P The Supernatural Vamps and Werewolves are different to the Buffy and Angel ones.

If people have something they wanna give their character and are not sure if it would be ok, PM me or post here and we'll sort something out
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Re: Supernatural

Postby khir » Thu Jan 08, 2009 5:22 pm

I'm drooling already... can't wait.
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Re: Supernatural

Postby natural20 » Thu Jan 08, 2009 9:48 pm

Wow that looks so cool.
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Re: Supernatural

Postby Saisei » Sat Jan 10, 2009 1:15 pm

Example Time!

--------------------

Name: Dean Winchester (Season 1)
Type: Hunter

HP: 59
Drama Points: 10

Str: 5 (+1 from Demon Hunter)
Con: 5 (+1 from Demon Hunter)
Dex: 4 (+1 from Demon Hunter)
Int: 2
Per: 3
Will: 4

Skills

Crime 3
Doctor 2
Drive 3
Getting Medieval 4 (+1 from Demon Hunter)
Gun Fu 5 (+1 form Demon Hunter)
Influence 3
Kung Fu 5
Mr Fix-It 4
Notice 1
Occult 2 (+1 from Demon Hunter)
Sports 1


Qualities:

Attractiveness +3
Contacts (Supernatural) 2
Demon Hunter
Fast Reaction Time
Hard to Kill 3
Nerves of Steel
Occult Library 1
Situational Awareness

Drawbacks:

Adversary (Yellow Eyed Demon) 6
Clown
Mild Delusion (All Supernatural beings are evil)
Emotional Problems (Doesn't value own life) -2 to Survival Tests
Phobia (Flying)

Maneuvers

Pistol
- Hit Bonus 9
- Damage 12

Brain Salad (Pistol)
- Hit Bonus 5
- Damage 48

Sawed Off Shotgun
- Hit Bonus 7
- Damage 20

Brain Salad (Shotgun)
- Hit Bonus 3
- Damage 80

Knife
- Hit Bonus 8
- Damage 10

Throw Knife
- Hit Bonus 7
- Damage 9

Punch
- Hit Bonus 9
- Damage 10

Kick
- Hit Bonus 8
- Damage 11

Parry
- Hit Bonus 9

Grapple
- Hit Bonus 11

Takedown
- Hit Bonus 10
- Damage 5

Slam Tackle

- Hit Bonus 6
- Damage 10
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Re: Supernatural

Postby natural20 » Sat Jan 10, 2009 10:12 pm

Well theres the proof. Dean is awesome.
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Re: Supernatural

Postby Saisei » Sun Jan 11, 2009 12:34 pm

Forgot to add something!:


Drawback: Lechery


;)

We all love Dean
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Re: Supernatural

Postby khir » Mon Jan 12, 2009 9:34 pm

natural20 wrote:Well theres the proof. Dean is awesome.


What the hell did you need proof for?! He is awesome!


Pretty much have my char done, just writing up the background, but have wrist cramp from Rock Band. Don't Fear the Reaper, appropriately.
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Re: Supernatural

Postby Saisei » Sat May 30, 2009 9:58 am

*Thread Necromancy again!*

Howdy folks. Was talking about running a different game for a while last night, taking a break from DnD so I figure it's a good time to run my Supernatural game. It'll prolly only be two sessions (Or maybe one) but I'll build from there.

I wanted a smallish party but I can work in more. Tetsu is out cause he said he wants a break from RPing for a while so we have khir, n20, Mouse (If he's still interested) and Ace (If he's interested and doesn't mind playing a lower level character cause he's a kid).

Khir has her character made and I know what n20 wants. I think my book is in Mouse's but I'll get it later. If you post here the type of character you want n20 I'll make it for you. Just gimme some qualities and drawbacks and what she'd be good at (Str, Dex etc)

Failing that we'll just go over it during the week
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Re: Supernatural

Postby khir » Sat May 30, 2009 10:17 am

Boo to Tetsu! Boo to Tetsu, I say! I wanted my apprentice :(


I've had the character ready since January, so I'm going to have to spend a little time getting reacquainted, lol
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Re: Supernatural

Postby Ace Kildare » Sat May 30, 2009 3:27 pm

Marshall Walker, 16, originally from New Jersey, he moved to Eerie, Indiana (or wherever-I figure we can make his hometown the same place as where the first game is set to avoid the “how the hell did he get here?” thing.) a little over a year and a half ago.

He quickly befriended his next-door neighbour, Simon Holmes, who comes from an unhappy family with an alcoholic mother and violently abusive father. With Marshall being new in town and Simon being somewhat of a social outcast the two became close friends. Convinced by a series of odd incidents Marshall became convinced that there was an underlying “weirdness” in his new town, which he and Simon proceeded to spend most of their free time investigating.

He has read many books (and websites) on the occult and urban legends, the latter of which he has an almost encyclopedic knowledge (though what he “knows” and what the actual truth is can be very different, having learned from websites and ghost stories.)

About six months ago Simon disappeared, the police looked for him but never found him. It is generally accepted that he ran away because of his home life, but Marshall doesn’t believe this. He reasons that if Simon were to run away he would at the very least tell Marshall, if not ask him to go with him. He’s also convinced that he saw… something the night Simon went missing. He isn’t sure what, but he’s convinced it has something to do with the weirdness he and Simon had been investigating for so long… though somehow this seemed… bigger? More menacing? It was somehow different.

Hey has a sister, Julie, who is 21 and studying journalism in college. The family move around a lot because of his father's work, their time in Eerie is the longest Marshall can remember staying in one place since they left New Jersey.

He would have some ranks in kung fu, from schoolyard fights, being bullied for being “so weird” and hanging out with Simon Homes. He would have decent ranks in Notice and high-ish knowledge of “urban legends” or else some average ranks in Occultism (average because quite a bit of what he knows, without being completely wrong, would be inaccurate.)

I figure his perception and willpower would be his highest attributes.
Occasionally arrogant, Marshall is also intelligent, resourceful and quick-thinking, qualities that come in handy during his investigations. Marshall constantly compares Eerie to where he grew up in New Jersey, which is the epitome of 'normal' in his mind.

He would obviously have the Teenager drawback and possibly Misfit.

After that I’m not sure.

Thoughts?
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Re: Supernatural

Postby Ace Kildare » Sun Jun 07, 2009 1:09 pm

Made a supernatural character sheet for anyone who wants one. Here it is.
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Re: Supernatural

Postby khir » Sun Jun 07, 2009 11:06 pm

Cool. Yay for Devil's traps.


Awesome game on Friday, Saisei. Had ridiculous amounts of fun. Went to bed speaking with an accent and utterly creeped out, and dreamed of running through graveyards (though I was with Boru and two puppies, so it wasn't scary so much as a lark). Only made 4 rolls the entire game, but it was great. i tend to favour skills based things, anyway, so this suits perfectly.

It was really easy to get immersed so it made the story seem even stronger, and way easier to actually 'RP', and stay in character.



Also, I had a shotgun.
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