TestNES: Haunted Fun House

Seon

Not An Evil Liar
Joined
Jan 20, 2009
Messages
8,128
Location
Not Lying through my teeth
dark-mansion.jpg


It's a simple job.

Find out more about that house. Get in there. Deal with the paranoid home owner. Prove that it's not a haunting, but rather some drafty windows or children playing pranks. Hell, once you found a hobo living inside the walls of a "haunted" office. Old house making creaking noise and lights flickering on and off is like child's play to you.

Get in, prove it's nothing, make a show of exorcising the house, leave 5000 dollars richer. What can go wrong?

Spoiler :
639967080_1362638254.jpg
 
VictimsPlayer List (7/7)

Spoiler Arrow Gamer :
William Cooper
Occupation: engineer

Strength: 7
Constitution: 7
Dexterity: 13
Charisma: 10
Will: 7
Intelligence: 19
Education: 12

HP: 17
AP: 11
Luck: 35
Idea: 95
Knowledge: 60
Strength Damage Bonus: 1d3
Sanity: 35


Accounting (10):
Archeology:
Bargain (5):
Bombing (2):
Biology (2):
Chemistry (2):
Crafting (5):
Computer Usage (72):
Climbing (40):
Conceal (25):
Dodge (32):
Drive (20):
Electrical Repairing (25):
Fast Talk (20):
First Aid (30)
Fisticuffs (50):
Grapple (25):
Martial Arts (1):
Handguns (57):
Hide (10):
History (55):
Jump (25):
Law (1):
Library Use (25):
Listen (25):
Lockpicking (1):
Machine guns (15):
Mechanical Repair (80):
Medicine (15):
Navigate (15):
Occult(5):
Operate Heavy Machinery (3):
PHYSICS(3):
Psychology (5):
Persuade (30):
Sneak (10):
Spot Hidden (25):
Shotgun (30):
Rifle (25):
Swim (25):
Melee Weaponry (25):

Assets: Glock-17 (1d10 damage. Requires 1 AP to fire. Can fire maximum of 2 times per round). 17 rounds (loaded in pistol). Cell phone. Laptop. Pen, notebook, calculator, and a pencil.


Spoiler Milarqui :


Name: Julio Espinosa
Gender: Male
Age: 25
Occupation: Physicist

Base Stats:

Strength: 7
Constitution: 9
Dexterity: 9
Charisma: 8
Will: 10
Intellect: 16
Education: 16

HP: 20
AP: 8
Idea: 80
Luck: 50
Strength based damage bonus: 1d3
Sanity: 50
Knowledge: 80



Accounting (10):
Archeology:
Bargain (11):
Bombing (1):
Biology (1):
Chemistry (41):
Crafting (35):
Computer Usage (50):
Climbing (40):
Conceal (15):
Dodge (23):
Drive (20):
Electrical Repairing (10):
Fast Talk (16):
First Aid (30)
Fisticuffs (50):
Grapple (25):
Martial Arts (1):
Handguns (20):
Hide (10):
History (55):
Jump (25):
Law (1):
Library Use (55):
Listen (25):
Lockpicking (1):
Machine guns (15):
Mechanical Repair (35):
Medicine (5):
Navigate (15):
Occult(5):
Operate Heavy Machinery (1):
PHYSICS(61):
Psychology (5):
Persuade (24):
Sneak (10):
Spot Hidden (25):
Shotgun (30):
Rifle (25):
Swim (25):
Melee Weaponry (25):

Assets: Laptop, cell phone, pen, pencil, paper, calculator, and a snack.



Spoiler Thomas. Berubeg :

Chris Latte
Occupation: Security Guard

Strength: 18
Constitution: 14
Dexterity: 8
Will:14
Charisma 7
Intelligence 7
Education 7


HP: 39
AP: 7
Luck: 70
Idea: 35
Sanity: 70
Knowledge: 35
Strength based damage bonus: 4d3

Accounting (10): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Computer Usage (20): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (41): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (50): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (40): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (25): White man can't.
Law (31): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25): How good you are at finding pertinent information in a mass of data.
Listen (25): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (35): How good you are at finding your way around in a low visibility situation.
Occult(5): Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.
PHYSICS(1): PHYSICS IS PHUN!!!!!
Psychology (5): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.
Persuade (Charisma *3): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.
Sneak (26): How good you are at walking around unseen. Unlike hide, this skill allows you movement.
Spot Hidden (25): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.
Shotgun (30): Even an idiot can aim with this thing. Unfortunately the scatter means that damge falls based on distance.
Rifle (25): CRACK!
Swim (25):
Baton (37): Crack some skulls open with your police baton

Items:
.45 Revolver (1d10 + 2 damage) fires 1 round per round: max ammo capacity 6. requires 2 AP to fire
2 Extra Magazines (6 bullets each)
Police Baton: 1d6 + your strength boost
2-way Radio
Cellphone
Doughnut


Spoiler Ninja Dude :
Strength: 11
Constitution: 10
Dexterity: 11
Charisma: 8
Will: 11
Intelligence: 16
Education: 10

HP: 26
AP: 9
Sanity: 55
Luck: 55
Idea: 80
Knowledge: 50


Accounting (13): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Computer Usage (48): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (10): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (35): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (25): White man can't.
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (39): How good you are at finding pertinent information in a mass of data.
Listen (55): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15): How good you are at finding your way around in a low visibility situation.
Occult(55): Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.
PHYSICS(1): PHYSICS IS PHUN!!!!!
Psychology (5): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.
Persuade (Charisma *3): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.
Sneak (29): How good you are at walking around unseen. Unlike hide, this skill allows you movement.
Spot Hidden (53): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.
Shotgun (37): Even an idiot can aim with this thing. Unfortunately the scatter means that damge falls based on distance.
Rifle (25): CRACK!
Swim (25):
Baton (25): Crack some skulls open with your police baton


Spoiler Nintz :

Chiang Guang Zi
Martial Arts Instructor

Strength: 14
Constitution:11
Dexterity: 15
Charisma: 7
Will: 10
Intelligence: 7
Education: 10

HP: 29
AP: 9
Luck: 50
Sanity: 50
Idea: 35
Strength based damage bonus: 3d3
Knowledge: 50

Accounting (10): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Computer Usage (20): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (50)
Fisticuffs (60): Hand to hand combat, how good you are at actually landing a blow.
Grapple (50): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (51): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (25): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (56): White man can't.
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25): How good you are at finding pertinent information in a mass of data.
Listen (25): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (33): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15): How good you are at finding your way around in a low visibility situation.
Occult(5): Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.
PHYSICS(1): PHYSICS IS PHUN!!!!!
Psychology (5): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.
Persuade (Charisma *3): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.
Sneak (10): How good you are at walking around unseen. Unlike hide, this skill allows you movement.
Spot Hidden (25): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.
Shotgun (30): Even an idiot can aim with this thing. Unfortunately the scatter means that damge falls based on distance.
Rifle (25): CRACK!
Swim (25):
Katana (53): The ancient art of Bushido will guide your blade though your opponent's collarbone


Items: Katana (1d10+1 + db). Cell Phone. generic goodies such as change of clothes... food.. etc




Spoiler J.K.StockHolme :

Name: Jack Byron
Occupation: Traveling Salesperson

Strength: 8
Constitution: 8
Dexterity: 10
Will: 11
Charisma: 16
Int: 12
Education: 10

HP: 20
AP: 8
Sanity: 55
Luck: 55
Idea: 60
Knowledge: 50

Accounting (30): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (35): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Computer Usage (20): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (52): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30)
Fisticuffs (77): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (25): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (25): White man can't.
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25): How good you are at finding pertinent information in a mass of data.
Listen (25): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15): How good you are at finding your way around in a low visibility situation.
Occult(5): Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.

PHYSICS(1): PHYSICS IS PHUN!!!!!

Psychology (65): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.

Persuade (66): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.

Sneak (10): How good you are at walking around unseen. Unlike hide, this skill allows you movement.

Spot Hidden (58): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.
Shotgun (30): Even an idiot can aim with this thing. Unfortunately the scatter means that damge falls based on distance.
Rifle (25): CRACK!

Swim (25):

Melee Weaponry (25): Choose your melee weapon here

Assets: A travel bag containing many goodies. Bunch of snacks/rations. Cell Phone. Boxes of stuff to sell and their catalogues in car.


Spoiler Immaculate :

Name: Stefanie Petion
Age: something something
Occupation: Tarot Card Reader

STR: 9
CON: 9
DEX: 11
CHA: 12
Will: 16
INT: 12
EDU: 13

HP: 22
AP: 8
Sanity: 80
STR based damage bonus = 2d3
Idea: 60
Knowledge: 65

Accounting (10): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (35): Skill required to make complex items needed for you to LIVE.
Computer Usage (20): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (34): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (25): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (25): White man can't.
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (40): How good you are at finding pertinent information in a mass of data.
Listen (25): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15): How good you are at finding your way around in a low visibility situation.
Occult(45):
Operate Heavy Machinery (1):
PHYSICS(1):
Psychology (25):
Persuade (Charisma *3):
Sneak (10):
Spot Hidden (49):
Shotgun (30):
Rifle (25):
Swim (25):
Melee Weaponry (25):

Haitian Accented French: 60
English: 50

Deck of Tarot Cards. Occultist candles and incenses. Cell phone.



Spoiler MERCIARY :

Name: Davis Kaufman
Role: Parapsychologist

STR: 7
CONS: 9
DEX: 10
CHA: 10
WILL: 12
INT: 15
EDU: 13

HP: 21
AP: 9
IDEA: 75
Sanity: 60
Knowledge: 65



Accounting (10):
Archeology:
Bargain (5):
Bombing (1):
Biology (1):
Chemistry (1):
Crafting (5):
Computer Usage (20):
Climbing (40):
Conceal (15):
Dodge (35):
Drive (20):
Electrical Repairing (5):
Fast Talk (Charisma * 2):
First Aid (30)
Fisticuffs (50):
Grapple (25):
Martial Arts (1):
Handguns (20):
Hide (10):
History (25):
Jump (25):
Law (1):
Library Use (65):
Listen (49):
Lockpicking (1):
Machine guns (15):
Mechanical Repair (20):
Medicine (29):
Navigate (15):
Occult(35):
Operate Heavy Machinery (1):
PHYSICS(1):
Psychology (55):
Persuade (50):
Sneak (10):
Spot Hidden (65):
Shotgun (30):
Rifle (25): CRACK!
Swim (25):

Melee Weaponry (25): Choose your melee weapon here


Assets: Cellphone, video camera, some snacks, a laptop.


Spoiler ChineseWarlord :
Ryan Harper, Iraq Vet

14 STR
12 CON
14 Dex
8 CHA
10 Will
10 INT
8 EDU

HP: 32
AP: 9
STR based damage bonus : 2d3
Sanity: 50
Idea: 50
Knowledge: 40

Skill Points: 102

Occupation:

First Aid 5
Dodge 10
Melee Weapon: Knife 10
Pistol 20
Rifle 20


Listen 20
Spot Hidden 17

Accounting (10):
Archeology:
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Computer Usage (20): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (45):
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (40)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (60):
Hide (10): how good you are at ducking into cover out of site.
History (25): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (25): White man can't.
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25):
Listen (55):
Lockpicking (1):
Machine guns (15):
Mechanical Repair (20):
Medicine (5):
Occult(5):
Operate Heavy Machinery (1):
PHYSICS(1):
Psychology (5):
Persuade (Charisma *3):
Sneak (10):
Spot Hidden (50):
Shotgun (30):
Rifle (65):
Swim (25):
Knife (45):

Assets: 9mm pistol. 8 rounds. 1d8, requires 1 AP to fire. Can fire three times per round. Combat Knife 1d4+2+db.


Sign ups closed. No characters will be accepted.

People may play as one of the randomly generated characters of my own design after the game starts.
 
Character sheet continues

Spoiler quisani :
Carlton Winslow

Strength: 7(+1)
Constitution: 7(+1)
Dexterity: 7(+2)
Charisma: 9(+4)
Will: 10(+5)
Intelligence: 8(+4)
Education: 7(+3)





Here is a skill list for your convenience. Available skill points are calculated: 50 + intellect x2 + Education X4. Add the skill points to the numbers in parentheses next to skill name. You must spend at least half your skill points in occupation skills.

So.... 50+12*2+10*4 = 114 Skill points

Every skill point that you spend in occupation skills counts double.

You may also have 2 hobby skills. Every skill points that you spend on your hobbies counts 1.5. Please italicize your hobby choice.

Accounting (10): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Computer Usage (20): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30+15*2)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (25+10*2): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (25): White man can't.
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25+15*1.5): How good you are at finding pertinent information in a mass of data.
Listen (25+15*1.5): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15+14): How good you are at finding your way around in a low visibility situation.
Occult(5+10*2): Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.
PHYSICS(1): PHYSICS IS PHUN!!!!!
Psychology (5+15*2): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.
Persuade (Charisma *3+20*2): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.
Sneak (10): How good you are at walking around unseen. Unlike hide, this skill allows you movement.
Spot Hidden (25): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.
Shotgun (30): Even an idiot can aim with this thing. Unfortunately the scatter means that damge falls based on distance.
Rifle (25): CRACK!
Swim (25):
Melee Weaponry (25): Crack some skulls open with your police baton

Character Creation Rules

There are 7 stats:

Strength
Constitution
Dexterity
Charisma
Will
Intelligence
Education

You get 7 points as base in each of these stats, with 20 points to spread out in between. Send me your chosen occupation and I will spread out 6 additional points to what I deem fits your occupation.

Strength: Required for pushing and manipulating heavy objects. Every 4 points in strength allows you to add 1d3 damage to every melee attack that succeeds.

Constitution: Allows you to run longer and hold your breath longer. Also allows you to resist being knocked unconscious. HP is calculated Constituion * 1.5 + Strength * 1.

Charisma: Improves your chance of success at dealing with people. You may use CHA * 4, for example, to flirt with those of opposite sex.

Dexterity: Heightens reaction and increases your base dodge stat. Gives you more AP to use in combat.

Will: How good you are at maintaining a sense of identity. Can be used to resist effects of particularly charismatic characters, among other things.

Intelligence: How smart your character is. Your character quickly puts together clues, solves riddles, makes correct conclusion, and learns faster. Every point in intelligence gives you 2 more skill points. In battle, it allows your character to think faster and thus gives you more AP.

Education: Gives you 4 more skill points

Skills

Accounting (10): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Computer Usage (20): The modern world means more complicated things occur at a console.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Drive (20): How good you are at making complex maneuvers.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (25): how good you are at remembering some odd event that happened here before that can give you a… clue…
Jump (25): White man can't.
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25): How good you are at finding pertinent information in a mass of data.
Listen (25): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15): How good you are at finding your way around in a low visibility situation.
Occult(5): Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.

PHYSICS(1): PHYSICS IS PHUN!!!!!

Psychology (5): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.

Persuade (Charisma *3): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.

Sneak (10): How good you are at walking around unseen. Unlike hide, this skill allows you movement.

Spot Hidden (25): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.
Shotgun (30): Even an idiot can aim with this thing. Unfortunately the scatter means that damge falls based on distance.
Rifle (25): CRACK!

Swim (25):

Melee Weaponry (25): Choose your melee weapon here

Combat:

Combat is turn based. Turn order is ranked by dexterity, unless it is a surprise attack allowed by a successful conceal, hide, or sneak roll.

Every action in combat requires AP. AP is calculated Int * 0.25 + Dex * 0.5, rounded down.

Chance of Success determines whether or not you hit. The chance of success is marked by your Skill Points in the relevant skills (Handgun skill directly improves your chance of hitting with your pistol, for example). If at any point you roll below a 10, it is a critical hit. If you roll over a 95 for any reason, it is a critical failure.

Damage calculation is dependent on whatever weapon you used to hit with. Shotgun rolls 2d10 for damage, for example.
 
Will Cooper, engineer:

Strength: 7
Constitution: 7
Dexterity: 13
Charisma: 10
Will: 7
Intelligence: 19
Education: 12

Abilities: 50+38+48 = 136
Occupational (68 total): Computer usage (26)
Electrical Repairing (10)
Mechanical Repair (30)
Operate Heavy Machinery (1)
Physics (1)

Bought:
Chemistry (1)
Biology (1)
Bombing (1)
History (20)
Handguns (25)
Medicine (10)
Conceal (10)

Hobbies: Mechanics and Historical Reenactments (Handguns +History), or just handguns if Reenactments doesn't work.
 
10 being an average human, your character would have less strength than a preschooler Arrow. That's okay with me but... Ehhh....

7 is bare minimum. Sorry if that is not more clear.
 
SO IN. Will make a character after my final :|
 
Chris Latte, Occupation: Night Security Guard

Strength 15
Constitution 12
Dexterity 7
Charisma 7
Will 12
Intelligence 8
Education 8
 
I'm extending the player pool to 7 people against my better judgement.

I'm sendin you character sheets as soon as I get home.
 
Chiang Guang-Zi, Martial Arts Instructor

Str: 12
Con:10
Dex: 13
Cha: 7
Wil: 10
Int: 7
Edu: 10
 
10 being an average human, your character would have less strength than a preschooler Arrow. That's okay with me but... Ehhh....

7 is bare minimum. Sorry if that is not more clear.

Okay, I edited it.
 
Everyone who posted their character should have gotten a PM.
 
7's a crowd.
 
Every skill point you spend on occupation counts double.

Every skill point you spend on your hobbies count 1.5, rounded down.


You must use half your skill points on occupational skills.
 
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