Page 1 of 12 1234511 ... LastLast
Results 1 to 15 of 168
  1. #1
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default UNDERBELLY: A Mafia Intrigue RPG - Sign Up Thread

    Greetings one and all!

    Those of you who have been around both here and on Sharker's lifeboat site a little while will recall my action/intrigue RPG Underbelly. As I'm likely to be between jobs for a couple of weeks, I figured I might as well pull the trigger on this idea once more.

    UNDERBELLY - A MAFIA INTRIGUE RPG

    Premise: It's the present day and you are in Gridport, a coastal city with something of an organised crime epidemic. Your character has been approached by the GCPD to act as a mole to try and help the police curb the mounting violence in the streets. From Russian mobsters, riverside gangsters, Triads, Yakuza and the radical uprisings of the young and the oppressed - Gridport has a complex and volatile crime network and it's your job to climb the ranks, provide information and (with any luck) get out alive.

    However, things aren't ever simple. You will have to balance working with the police, the mob you choose to join, other players and your own ambition in order to survive. Will you bring down the heads of the criminal families and see justice done? Will you take whatever you can get and become a new player on these mean streets? The choice is yours!

    Gangs At A Glance
    We've got classic Russian mob as the big players, a coalition of Triads, Yakuza and Geondal as a large but fractious primary opposition to them, a crew of delivery/transport/messangers/couriers who specialise in stolen vehicles and moving product, a bunch of burly and angry blue collar workers unions that have gotten caught up with gangland politics, a loose and decentralised counterculture movement mostly comprising of homeless folks, low tier drug dealers, students and artists and a bunch of riverside hustlers in the pleasure districts.

    CAST LIST (TBC)
    Quirat Snyder - played by Sharpandpointies
    Issac "One-Two" Garland - played by Yun Lao
    Paul Pulaski - played by Ptrvc
    Nanashi Mayumi - played by Cthulhu_of_R'lyeh
    Xiaoqing Yin - played by MrSandman
    Betty Theodora V., P.I - played by Nschornhorst
    Sashura "Shura" Belinskaya - played by Siriel
    Talissa Romanov - played by Lord Falcon
    Last edited by Nik Hasta; 08-21-2019 at 10:09 AM.

  2. #2
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default

    Stat System Explanation

    There are six core stats in Underbelly and these will effect how well your character can do things. These core stats can be amped by Skills, Powers or Limit Breakers which I will cover further down.

    Physical Traits
    Governs your character's physical abilities.
    Brutish: Lifting, smashing, throwing, punching stuff and eating damage. Effectively a hybrid of your classic Strength and Constitution stats.
    Acrobatic: Running, jumping, climbing and dodging. Effectively a hybrid of your classic Speed and Agility stats.

    Precision Traits
    Govern your character's ability to do precise work.
    Close Range: Sleight of hand, picking locks, escaping from restraints, searching for clues and so on.
    Long Range: Accuracy with firearms, accuracy with thrown weapons and items.

    Mental Traits
    Govern character's ability to perform mentally.
    Composure: Bluffing, lying, diplomacy, resisting torture and intimidating others.
    Problem Solving: Breaking codes, figuring things out, reading body language, hacking computers and so on.


    Skills
    Skills are specific things that your character is particularly good at. Having a skill allows you to have a contextual bonus to skill checks it relates to using the following ranks:

    [SKILL] Basic: +10 to related checks (Costs 5 XP to unlock)
    [SKILL] Intermediate +15 to related checks (Costs 5 XP to unlock)
    [SKILL] Confident +20 to related checks (Costs 10 XP to unlock)
    [SKILL] Advanced +35 to related checks (Costs 10 XP to unlock)
    [SKILL] Master +60 to related checks (Costs 30 XP to unlock)

    Skill Checks
    A skill check is when you want to do a significant action, for example; climb a wall, and you must make a skill check to see if you can. For climbing a wall it would be an Acrobat check.

    Skill checks and stat scores are subdivided in the following breakdown for difficulty/ability:

    Score Bracket: [0-20] - [21-40] - [41-60] - [61-80] - [81-100] - [101-120] - [121-140] - [141-160]
    Difficulty of thing: [Facile] [Easy] [Normal] [Moderate] [Challenging] [Hard] [Extreme] [Metahuman]

    As you can see this means that your base stats will have to inform how well you can perform even if you are a Master at something. For example: if you pick [SKILL: Kung Fu +60 MASTER] to be good at fighting but if your physical stats are only 10 [read: physically frail/inept] you will only be able to manage fighting moderately difficult opponents. However, if you decide to put your physical stats into being strong having Brutish 85 [read: physically strong] a MASTER skill would have you able to take on Metahuman difficult foes.

    Additionally, in an RP setting the player character can use environmental elements to their advantage to gain a bonus to their check when they attempt it. Please see this example:

    PC: “I want to climb this wall,”

    GM: “That wall is pretty big but go off if you want," [read: GM decides it is an 80+/Challenging check]

    PC: “I have 45 Acrobatics and I have my Climbing (or similar) skill at Confident level which gives me +15 to that check. Do I do it?

    GM: “Alas no. Your character tries but the wall is too tall,”

    PC: “Are there boxes I can stack?”

    GM: “There are boxes. Doing so will make the climb easier [Read: reducing it’s difficulty to 40+/Normal]

    PC: “I do that and climb again,”

    GM: “You totes do it very easily,”


    This means there is a tangible player reward for taking note of the environment. You can hit people with chairs, look for drainpipes to climb, all kinds of things. Try and be vigilant for things that could help you do the thing you want to do.

    Please see the skill list post below for more details but you can essentially create skills as well but you must clear what stats and contexts they can be used in. For example, marksmenship would primarily be used for Precision Long Range: Checks but, in certain circumstances, it could be argued that that skill could also be applied in a Problem Solving check, for example, attempting to spot someone in a crowd. As GM I am willing to be somewhat flexible in interpretation.

    Limit Breakers
    In some circumstances, a character needs to be able to push beyond and do something really well in the circumstances. This will involve using a Limit Breaker. You gain an additional Limit Breaker per level achieved in the game (so you start with one). Limit Breakers can be used once per rest period and will grant a +20 Bonus to a singular check, moving your characters abilities up one bracket level temporarily.

    Character Specific Power
    Your character will also have one unique power. This will create a stat effect and you can decide what it is yourself. These can stack with skills for quite potent results.

    Here are some rules for creation:

    - No passive or persistent effects. A power is an activated ability that is usable in one instance.
    - It cannot be spammable. There must be limits on how often it can be used. Example: per rest period, per hour, etc.
    - The maximum bonus the power can confer is +40
    - All powers must be approved by the GM prior to game start.
    - This power will not evolve or grow while you level up so don't bother thinking of elaborate upgrade trees.

    Here are some examples that came up in testing the system:

    Power: Copycat
    Once per in-game hour, John can perfectly replicate a skillcheck that he has seen in person to the same level of quality as the person he saw do it (Capped at +40). After using this power, it resets and John has to witness a new skill check to repeat it. Additionally, John cannot use this Power on the same skill twice in a row, even if he witnesses it again.

    Power: Commanding Words
    Once per in-game hour, Purple Man can give a single verbal command and gives a bonus +30 to persuasion/command checks. This power only works on one target at a time and the command must be carried out immediately. The maximum amount of time the target will be compelled to do the command lasts five minutes.

    Power: Iron Fist
    Once per rest period, Danny can use the iron fist technique to give himself a +40 to all striking or combat base checks. If he gets the opportunity to meditate one in-game hour, then he can refresh this power early.


    The idea of these powers is to allow players further specialisation not be auto-win buttons.

    Reputation - GM Controlled Stats
    As you progress through the game, you will begin to accrue a reputation. This will effect how NPCs and, to an extent, other PCs interact with you.

    Mob Reputation:
    Fear: How intimidating your rep is. If you are a killer, a dangerous or antisocial personality or known to be a tough person, this score will rise. This can be useful but also can make people afraid of you and less willing to work with you.
    Respect: How well-respected you are. If you make smart plays, if you pull off big jobs well and if you conduct yourself in a respectful manner this will rise. This has obvious benefits but will make lower ranked mob people more likely to be jealous and to try and undermine you.

    Police Reputation
    Notoriety: You're undercover so most of the cops think of you as just another crook. How hard are they looking for you? Commit crimes without covering your tracks well and this score will rise causing them to look for you more.
    Familiarity: Do you provide good intel? Are you making regular reports to your handlers? Are you polite and work well with them? If so this can net you favours with the police, allowing you to pull strings and give you access to more strategies.
    Last edited by Nik Hasta; 07-22-2019 at 01:57 AM.

  3. #3
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default

    PROFILE SKELETON

    Bio Block

    Name:
    Age : Must be over 18
    Background: An outline of where your character comes from and how they ended up on the GCPD mole team.
    Physical description: Must be included. If you want to include a picture, that's fine but there must be a written description.
    Temperament: What your character is like emotionally and socially.

    Stat Block
    You get 200 XP for character creation. These points have the following caveats for creation purposes.

    1) 60 points must be allocated into your core stats at 20 points per dominion (Physical/Precision/Mental). You may choose how that 20 points plays out between the two aspects of the dominion but 20 points must go into each.

    2) A further 40 - 80 points must be allocated to your core stats however you want. A minimum of 40 must be put into core and up to a maximum of 80 points. The most you can put into initial physical stats as a total is 140 XP.

    This leaves you a maximum of 100 points to spend on skills or a minimum of 60 points.

    Physicality
    Brutish:
    Acrobatic:

    Precision
    Close Range:
    Long Range:

    Mental
    Composure:
    Problem Solving:

    Limit Breakers: 1

    Skill List
    List skills here.


    Unique Power
    Name:
    Description in game: What the power manifests as in-game.
    Effect: What the power actually does mechanically.

    Mob Reputation

    This will be confirmed to by GM at game start.

    Fear:
    Respect:


    Police Reputation
    This will be confirmed to by GM at game start.

    Notoriety:
    Familiarity:
    Last edited by Nik Hasta; 07-16-2019 at 08:33 AM.

  4. #4
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default

    INFORMATION SHARING
    As a mole, you are expected to make a report after each operation [read: act of the campaign] to the central police server. You as the PC are free to decide how you describe events, what you tell the cops and whether you even make a report at all. Reports are made a separate thread that the GM will create. Not submitting a report is fine but it means the police will trust you less.

    Be aware player characters can see each other's reports in game. This means a few things:

    1) If your reports conflict from the same operation, the police will know someone is lying.
    2) Your fellow players will know if you decide to lie.
    3) Player characters will only know about other events elsewhere in the campaign through these reports.

    Information control is key to managing your relationship with players you know about from a distance and players you are working with directly.

    You can also use this system to warn each other about upcoming attacks/raids/upsets/etc or you can choose not to but other PCs will then presumably have questions as to why no warning came.

    GENERAL GAME ADVICE
    Underbelly is going to be a bit less combat-centric than some other RPGs on the board so I've got a guide here for ways I'm going to be approaching the game as a GM and things you might want to think about as you play.

    - Combat is deadly: Combat is going to be short, to the point and quite brutal. I would advise being careful about starting fights willy-nilly and I would advise playing tough to make sure you win. Guns, weapons (improvised and otherwise) will have a big effect on who wins an combat encounter.

    - Look around: As environmental effects can influence skill checks, I will do my best to provide rich description of a locale. The OOC in this thread will also be an avenue for you to ask OOC GM questions; "Can I see anything to hit that dude with?" or "Where is the nearest door out of here?"

    - Be careful: I will do my best to try and not kill PCs in the campaign. But if you put yourself into an incredibly dangerous situation and there is no way out, you will die.

    - You are not all on the same side: PCs are not under an obligation to share information, common goals or even like each other. I won't have any griefing but, as you rise through the ranks, it is both permissible and partly baked into the design that PCs may start to make moves against one another. See the information sharing system laid out above for example.

    - The more you give the GM to work with, the more accurate I can be: I'm not someone who has specific standards for posting or whatever but suffice to say, if you give some clear idea of your intention or strategy in a post I'm going to be able to do more with working with that.

    Example:

    "John punches the thug," doesn't give me a lot to work with so I have to broad with deciding the numbers that will effect the success of this action or how effective it should be.

    "John swiftly goes for a kick to the knee of the nearest guy to try and catch him off guard," gives me a much clearer idea of the PCs intention and how damaging said attack should be.

    - You can ask favours of each other in game. While you may be in opposing games, or have entirely opposed aims in this campaign, you can ask favours of each other. Are you in need of a neutral broker to mediate a tense situation? Do you need some extra muscle? Do you require intel on another gang that someone else is in control of? You can pass these messages to one another through the secure contact channel thread. How you respond is up to you!
    Last edited by Nik Hasta; 07-23-2019 at 07:28 AM.

  5. #5
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default

    SKILL LIST (In progress)

    Skill Ranks and Costs
    [SKILL] Basic: +10 to related checks (Costs 5 XP to unlock)
    [SKILL] Intermediate +15 to related checks (Costs 5 XP to unlock)
    [SKILL] Confident +20 to related checks (Costs 10 XP to unlock)
    [SKILL] Advanced +35 to related checks (Costs 10 XP to unlock)
    [SKILL] Master +60 to related checks (Costs 30 XP to unlock)

    Available Skills

    - Second Language: [KEY STAT: PROBLEM SOLVING] Most NPCs will work primarily in English but there are other languages spoken on the streets of Gridport. The higher level you have in them, the more you understand and can speak. Here is a list of some of the languages that might be useful to you.
    • Russian
    • Mandarin Chinese
    • Japanese
    • Korean
    • Spanish


    - Freerunning: [KEY STAT ACROBATICS] Get better at climbing and moving swiftly through urban terrain

    - Kung Fu: [KEY STAT BRUTISHNESS] Fight better in hand to hand. You gain choose what style. NOTE: How you apply said style in combat may be rewarded.

    - Melee weapon proficiency: [KEY STAT BRUTISHNESS] Gain an additional boost to combat checks when using your chosen weapon.
    • Knives
    • Baton
    • Staff/Spear
    • Swords


    - Firearms proficiency: [KEY STAT LONG RANGE PRECISION] Gain an additional boost to combat/sniping checks when using your chosen weapon type.
    • Rifles
    • Pistols
    • Full-automatic weaponry
    • Shotguns


    - Driving proficiency: [KEY STAT CLOSE RANGE PRECISION] Gain an additional boost to checks relating to driving.

    - Sleight of hand tricks: [KEY STAT CLOSE RANGE PRECISION] Gain an additional boost to checks relating to sleight of hand.

    - Pickpocketing: [KEY STAT CLOSE RANGE PRECISION] Gain an additional boost to checks relating to thievery.

    - Gambling: [KEY STAT COMPOSURE] Gain boost when playing card games or other gambling activities.

    - Resistance to pain: [KEY STAT COMPOSURE] Resist pain better, this can be used in both torture and combat to keep on trucking.

    - Lock picking: [KEY STAT CLOSE RANGE PRECISION] Pick locks, the higher your skill the more specialised tools you can use but also the less you need them.

    - Safe Breaking: [KEY STAT PROBLEM SOLVING] Get good at opening lockboxes, safes, vaults and other things that house money.

    And in case I think of other things I want to add.

    that'll do for now, please let me know if you want to play.

    I figure I need minimum four, maximum eight or ten players.
    Last edited by Nik Hasta; 07-18-2019 at 12:35 PM.

  6. #6

    Default

    Theme: She

    Closing the door behind him quietly, the agent calmly took his seat, sitting down in front of his assignment. Idly, he noted that despite the handcuffs that had been locked around her wrists, her sleeves showed no trace of being scuffled, a sign of unusual stillness. He flipped open the file that had been prepared for him; of course, he'd already studied it, but it was good form to confirm it with the subject.

    "Good afternoon. Before we begin, there are a few basic facts I need to. You are Miss Sashura Belinskaya, correct? I hope you'll forgive me if I said it wrong."

    No sign of relaxation at his admission of being fallible, interesting. Either she was more tense than he had assumed, or she wasn't nervous.

    "Shura."

    "I beg your pardon?"

    "Only my father and my employers use my full name, just call me Shura."

    "Alright." Picking up the pen that had been left in advance, he added a note to her file, one of many that had been placed there by his predecessors. "Then tell me Shura, why are you here?"

    "Your people brought me here."

    "And you have no idea why?"

    "No."

    Her accent was odd, and the kind of oddity he was familiar with. It was the kind of accent that you obtained when you faked one for a long time and then consciously tried to let go of it.

    "Really? So between aiding and directly committing, over the two years; six counts of assaults, eight counts of extortion, two counts of first degree murders, eleven counts of complicity to similar crimes, one count of human trafficking-" A twitch for the first time, he suppressed his smile. "None of that sounds familiar?"

    "It sounds like a lot of rumors. You could make a good TV Show out of it."

    "Of course." This time he allowed a thin knowing smile to appear as he reached out, turning off the recorder. "Off the record then. You seem like you were having a pretty successful time working as a bodyguard for the last few years. What made you decide to snap Ol' Johnny's neck and leave the evidence room conveniently accessible to get his gang arrested?"

    "He lied to me." He motioned for her to continue. "I was told that the kid that he sold off ended up in an orphanage somewhere. My job is to protect my employers, and I need them to tell me the truth for that to happen."

    "And because he lied to you, what, you thought he deserved to die?"

    "No one deserves to die, but telling the truth to your bodyguard means that you want to be protected, while lying is just asking to be killed. I obeyed my employer's wishes."

    Did she actually believe in that kind of ridiculous logic or was she just pulling his leg? He scanned her face for answers, but found only an empty mask. He quickly gave up; it didn't really matter, just another note for the file.

    "I'm going to be honest with you then. Nobody really cares about who killed Ol' Johnny. He was kind of a scumbag. Your problem is the rest of your rap sheet; it's way too heavy for anyone to consider letting you walk off, and while it's true that we don't have that much hard evidence, I'm sure we can get at least a handful of the gang to squeal on you. Enough to put you away for a long time. You know that too, it's why you haven't called for a lawyer even though we've been questioning you for a few days now; you're basically telling us that you'll cooperate by not causing any headaches you don't need to. Do you know what comes next?"

    "It's time for me to get a new employer."

    Someone must have told her about the plan then, he would have to file for a reprimand. No matter how cold her temperament, she should have given some kind of emotional response during his speech if she hadn't known where he was going.

    "That's right, you're lucky that we could use someone who's got a background like yours. You'll get drilled on the procedures and what you have to do, but the long and short of it is that we're sending you to, well, basically the opposite of a nice place. You're going to have a lot of lee-way in how you handle this, but don't think this means you can just vanish. We can make past records go away, but we don't forgive people who abuse our trust."

    The woman straightened from her already professional posture, that had struck a chord. Good, it was a lever that could be used to keep her in check.

    "Then let me tell you about a nice little hellhole called Gridport..."



    Asset Name: Sashura Belinskaya - prefers to be addressed as Shura.
    Age: 26
    Height: 166cm
    Ethnicity: Caucasian
    Date and Place of Birth: August 5th 1991, New York, USA.
    Interviewer Notes: The lack of collaborating sources indicates that her birth certificate may be faked. Comments by the asset in a comfortable setting indicate that her parents moved from Russia near the end of the Cold War. Her father had ties with local criminals and provided her early training, or so she says.
    Asset shows an extreme adversity to being lied to, handlers should be careful to tell the necessary truth and no more; an exposed lie is likely to to turn the asset against us to a self-destructive extent. Her obsession with keeping her word may be a useful tool in ensuring her cooperation in the future, but should be employed with moderation.
    Asset shows an absence of guilt for her past actions; the limits of what is allowed for the sake of the mission should be clearly explained to her to avoid regrettable outcomes.


    Capabilities assessment:

    Physicality: 45 / Brutish: 30 / Acrobatic: 15
    Precision: 30 / Close Range: 20 / Long Range: 10
    Mental: 50 / Composure: 30 / Problem Solving: 20
    On-field Agent (A) Notes: Asset demonstrates physical abilities within physical norms for a woman of her age who keeps an active lifestyle.

    Second Language (Russian): Intermediate
    Firearm (Pistol): Basic
    Driving: Intermediate
    Bodyguard: Confident (Bodyguard as a skill refers to Shura's ability to protect the life of another person in a given situation. Success of these checks may come at the cost of her own wellbeing.)
    Kung Fu: Advanced
    On-Field Agent (B) Notes: First time I review someone and realize they don't seem to have any hobbies, it was kind of depressing to be honest. She might have just been messing with me though, I got the impression that the ice queen act was half a joke. I'm pretty sure I saw her give me a smirk and a wink at least once from the corner of my eyes. Anyway, her skills are about what you'd expect for someone who's been acting as a bodyguard since before they were an adult.
    (Agent has been reprimanded for unnecessary comments. Addendum (A): No one cares if you want to ask her on a date, keep the profile clean.)


    Power Name: Offensive Defence
    Description: Shura hurts people, it's what she does, but she hurts people the most who go near her clients.
    Mechanical Function: As something of a combat savant, Shura's kung fu skill counts for all close combat-based skill checks, regardless of weaponry or situation. If an opponent initiates a fight by taking an offensive combat action - Shura gains a +20 to her defensive check. Additionally, if the combat action is taken against the person Shura is designated to protect, the defensive action gains +40 and her subsequent counter attack gains +20.
    Shura's player can designate the person they are protecting once per rest period and it cannot be declared or altered during a combat encounter.
    On-Field Agent (B) Notes: It was the damndest thing when we got to testing out her close-quarter combat capabilities though. I mean, she wasn't the best I've ever seen, but it was like there was no different at all for her no matter what she picked up. I asked her about it, and she said that when it came to hurting people what you used didn't matter compared to the result. Can't argue with that logic I guess, but that's not the kind of movements you learn, no matter how good you are.

    Mob Reputation
    Fear: 25
    Respect: 15

    Police Reputation:
    Notoriety: 30
    Familiarity: 20
    Last edited by Siriel; 07-31-2019 at 09:12 AM.

  7. #7
    The Weeping Mod Sharpandpointies's Avatar
    Join Date
    Apr 2014
    Location
    Ottawa, Canada
    Posts
    13,860

    Default

    Quirat Snyder
    Age : 27

    Background:
    Born to a perfectly normal suburban family, Snyder made her way through life in an unexceptional fashion. Her academic marks were nearly always in the top 20% (but never standouts), she barely managed in sports and athletics, and showed little drive or ambition. It wasn’t until she entered police work that her true talents edged into view, like dark shapes in a slowly brightening room. 'Meticulous'; 'tireless'; 'insightful'; all words used to describe her handling of cases, suspects, and witnesses. That she had an uncanny gift for languages didn’t hurt, either; she pursued it as a hobby, in her spare time.

    But her health began to suffer as the pressure to succeed grew, pressure both departmental and personal. People who succeed often have more responsibilities placed atop them, and Snyder certainly succeeded. Additionally, she never learned the trick of distancing herself from the victims and their plight. Finally, poor nutrition and poorly-prescribed anti-depressants sent her into the hospital.

    But 'people who succeed'….

    When she became capable of returning to duty, the decision was to place her deep undercover. It was not, perhaps, the best possible choice, but faced with a rapidly increasing crime wave in Gridport, the department needed its best. And when it came to dealing with people, Quirat Snyder was one of those. It certainly helped that she ‘spoke the language’.

    As in, most of them.

    Physical description: 'Thin' is possibly the kindest way to describe Snyder, though 'emaciated' would likely be an equal stretch; the truth lies somewhere in the middle. Hanging loose, dark-brown hair frames an un-memorable, East-Indian visage, upon which thin lips quirk in a lop-sided smile. Her only stand-out feature is her eyes: pedestrian-brown, yes, but sharp and clear. She dresses in plain, simple clothing...or whatever seems appropriate at the time.

    Temperament: Snyder seems easy and affable, coming across as conciliatory and kind. Soft-spoken, she flexes when pushed, rather than pushing back, but there’s a point where the bend stops.

    Stat Block

    Physicality 20
    Brutish: 10
    Acrobatic: 10

    Precision 40
    Close Range: 20
    Long Range: 20

    Mental 80
    Composure: 40
    Problem Solving: 40

    Limit Breakers: 1

    Skill List
    Deceive (Mental, Composure) Intermediate
    Persuade (Mental, Composure) Intermediate
    Empathy (Mental, Problem Solving) Intermediate
    Fortitude (Mental, Composure) Intermediate
    Streetwise Intermediate
    Notice (Precision, Long Range) Basic
    Improvised Weapons Basic

    Unique Ability
    Name: Linguistic Savant
    Description in game: Snyder is fully fluent in a large number of modern languages, and has at least basic to intermediate fluency in most others.
    Game Effects: Native fluency in Russian, Mandarin, Spanish, Japanese, Korean, and ASL. Can manage in most other languages, and continues actively studying them.
    Secondary Effect (GM granted): +10 on social rolls when using a language other than English (her native tongue).

    Mob Reputation

    Fear: 10
    Respect:

    Police Reputation

    Notoriety:
    Familiarity: 25
    Last edited by Sharpandpointies; 06-28-2022 at 08:54 AM.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  8. #8
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default

    I'm glad to have you and look forward to seeing what you come up with!

  9. #9
    Astonishing Member Ptrvc's Avatar
    Join Date
    May 2014
    Posts
    2,576

    Default

    Very tempted, but considering my recent history with RPGs and the limited slots I'm thinking people who don't drop out should get first dibs.

  10. #10
    The Weeping Mod Sharpandpointies's Avatar
    Join Date
    Apr 2014
    Location
    Ottawa, Canada
    Posts
    13,860

    Default

    Question: what kind of resources do we have?

    Can we pay experience points to get a 'set' level of resources? Ie, 5 exp gets 'Has some credit', 10 exp gets 'Mover and Shaker', 15 exp gets 'Rich Bastard'? That kind of thing (I'm just throwing the idea out, not asking for those exact qualifications and costs).
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  11. #11
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default

    Quote Originally Posted by Sharpandpointies View Post
    Question: what kind of resources do we have?

    Can we pay experience points to get a 'set' level of resources? Ie, 5 exp gets 'Has some credit', 10 exp gets 'Mover and Shaker', 15 exp gets 'Rich Bastard'? That kind of thing (I'm just throwing the idea out, not asking for those exact qualifications and costs).
    Hmmm... I had considered this a little in setup. My general feeling was no. As a mole, you're effectively cutting yourself off from your previous life which includes bank accounts and the like.

    My view was that each mole gets the following from the cops:

    - A shitty apartment in as cheap an area that's geographically close to the gang you choose to pursue. No rent but it's a grim place to stay.
    - $200 in cash to grease palms and wheels and, ideally, get your foot in the door.
    - A laptop with a secure connection to the police server.
    - Two phones. One for gang contacts and goings on and one only to be used in emergencies to contact your handler.
    - You get a large suitcase of clothes and toiletries etc but you're travelling light.
    - A fairly shitty car or motorbike depending on preference of the character.

    This was going to be revealed in the opening stages of the game.

  12. #12
    The Weeping Mod Sharpandpointies's Avatar
    Join Date
    Apr 2014
    Location
    Ottawa, Canada
    Posts
    13,860

    Default

    Thanks - I needed to know that in order to work out what kind of character I would play. ^_^ Still considering.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  13. #13

    Default

    What do the powers represent exactly?

    Are we talking like in-universe supernatural powers, or just something like being lucky or putting exceptional effort into an action?

  14. #14
    The Weeping Mod Sharpandpointies's Avatar
    Join Date
    Apr 2014
    Location
    Ottawa, Canada
    Posts
    13,860

    Default

    Somewhat curious about that. I know mine will be the latter, regardless of the answer.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  15. #15
    Legendary God of Pirates Nik Hasta's Avatar
    Join Date
    Apr 2014
    Location
    London, UK
    Posts
    11,059

    Default

    Quote Originally Posted by Siriel View Post
    What do the powers represent exactly?

    Are we talking like in-universe supernatural powers, or just something like being lucky or putting exceptional effort into an action?
    They are supernatural in nature so you can be quite creative in terms of effect and application thereof. There are powers in this world but they are, for the most part, quite low level and considered by people not in the know as urban legend and so on.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •