
GM MM MG |

March 8, 2004
Roshburg, QU
It’s Monday morning. A newspaper from Friday is lying on the table. “The Roshburg Killer”. The whole city’s been talking about it. Five deaths. No, the Thursday’s bodies make it seven. All happened in a few weeks time. Heart attacks each time. No way this is coincidence, but the police sure would like it if it was. What a joke.
The mail’s not supposed to come until afternoon, but something’s already been delivered. An envelope. It doesn’t have an address on it, or the post office stamp for that matter. Suspicious. Inside there is $200, in four $50 bills, and a message with an address. The message gives an option: the recipient can keep the money, or come to the designated address today.
This is about the Roshburg Killer. Someone is taking actions. By forming a secret organization with the goal of solving the case. This is not a joke.
I've GM'd RPGs for some years now. On Paizo, last year me and some brave others started a campaign called Labyrinth Souls, and we are taking a break from it while I GM this campaign. Keeps a GM fresh, doesn't it?
This alias name? Oh, that means "Game Master MasterMind Mighty Glacier". Aren't I a clever sneak?
The emphasis and tone of the game is everything exciting. Mystery, suspense, thriller. This is what I'm aiming to deliver.
We're about to take that empty feeling away, and replace it with true suspense.
You see, in Fisher St Club, you don't know your co-players or their characters that well. Sure, they are sitting on the same table (figuratively speaking; this is a PbP game!) and their characters play along the plot and work with you. But you can't know that they're not secretly working against you. You don't know what their goals are.
And at the same time they don't know what your goals are. And you don't want them to, because you have secrets that might destroy you if a wrong ear hears them.
And yet you're all going to need to work together if you are to solve this mystery. Isn't that the true nature of comradeship; to seek to understand one another, and to eschew the blind trust?
There, you'll find the system rules. Long story short, it's a class-less d20 system with little-to-none character advancement. The stage is set from the get-go. No waiting for builds to "come online".
Everything is handled through Skills (which are much like in Pathfinder, except for no skill ranks or class skills). d20 + skill bonuses vs DC. Basic stuff.
Even though it's not a very complex system, we are all first-timers with this system here. I don't expect you to learn the system 100%. Ask if you don't understand, remember, or can't bother to look something up.
There, you'll find the guidelines to character creation.
If you're looking for inspiration for your character, you can think of your favorite character in your favorite thriller or action movie. What did they do that was so cool?
Detectives, scientists, action heroes, phantom thieves, snipers, magicians, hackers... the list goes on. Anything is possible with a good choice of Talents.
A good backstory is 50-150 words long.
An important note: don't write down, or even mention, your chosen Secret Talent. You can PM it to me during the recruitment stage, if you want. Or you can wait until recruitment is over and then PM me your Secret Talent. Just don't say it in the public.
Oh, and if you have... curiosities about playing the Antagonist... you might want to mention them by PM. Just don't tell the others.
There was probably something else, but I can't remember now. Mysterious. Keep an eye out for the recruitment thread, I might add something important!
The year is 2004. Cellphones exist and the internet is young, you know. Globalization is happening.
Remember, this isn't our Earth. The president isn't George W Bush, it's someone else like Reymond Walls. People don't drink Coca-Cola, they drink something like "Raco Cola". When a cellphone rings, it's not Nokia or Samsung, it's something like "Lonia" or "Cheolang". People don't search using Google, they use something like "Moogle". We can work out stuff like that once the recruitment ends.
6 players.
Once again, here's
The Player's Handbook

Five-Tongue |

It's never open.
There's never anybody inside.
But everyone claims to know a member.
In reality, even the actual gang members don't even know who each other are. I say gang because the Club consists almost entirely of criminals, from petty thieves all the way up hardened killers. They all gather in the basement wearing masks with the number 5 printed on the face; meetings which are announced by the leader via email and happen randomly throughout the month. No one can quit the Club under penalty of death.
The reason I know all this is because I used to be the leader. Used to, because I quit during the last meeting. I removed my mask in front of all of them and only narrowly escaped. Now they're all after me. Penalty of death.
Why did I do it? I could've just stopped showing up, slipped into the background of the city. But the truth is, I was bored. I only love things that are interesting. And my life just got a lot more interesting.

Will Wesson |

This'll be Green Smashomancers submission. I'll be adjusting a few things as I go along, but the personality'll be the same. A people person, but also kind of a Weenie. And I don't capitalize Weenie lightly.
But hey, this really does help people right? For eight years of school I hope so... I guess, some folks just can't be bothered? The man picks up his paper the next morning, eager to forget about his responsibilities for at least a moment.
The most vapid crap gets front page... Who cares about pop bands? They wanna put President Eden on the $20 bill?...
And more deaths. "Murders"... How does someone kill with a heart attack out of no-where? Doesn't make sense.
William takes a long hard look at the rays of the rising sun. Suddenly, a feeling washes over him. Maybe he feels worried? Maybe, but it's starting to seem like there might be a better way to put his legal and people knowledge to work.
It's probably a little over word count, but I tend to get a bit carried away with that. I'll keep that in mind with my adjustments. If anyone has their hearts set on playing the legalmancer/talky man, do let me know. I have a second idea too.

GM MM MG |

Moogle, eh? I dont suppose that was an intentional reference too? Ill start brainstorming at work today.
Yes. Yes it was. *thumps up*
Super interesting, definitely getting some Durarara!! vibes. I love the idea of a possible PC antagonist (in fact, I'm currently trying to start a game in a similar vein). Will give the system a read.
Well, I'd be lying if I said that DRRR isn't a big favorite of mine. But DRRR has less to do with this game than DN. And before I look like a total weeb (I'm not, I just have friends who know my tastes and recommend good anime to me), I'd like to say that the biggest influence has been movies and detective novels.
This seems even more interesting than in the interest check thread.
This was nice to hear. Thanks!
My secret talent is ....... Whoops almost told.
B&!
Dot, not entirely sure what I can come up with but I'm looking a lot at the Occultism stuff.
You may notice that there are only three example Talents that give supernatural abilities using Occultism (and a fourth to boost their effectiveness). Feel free to cook your own. Just be aware of their limits.
So, how big a state is Quillsana? Is it a Massachusetts, or more rural Minnesota? And is Roshburg more Gotham, den of ne'er do wells/wretched hive, or more upscale Metropolis?
Edit: Man, that was way more reference-y than I meant at first.
This is totally a cop-out answer, but Quillsana is "average". Ie. about the size of Georgia, Illinois, or Iowa. It's big enough for whatever needs to plot (and players) have. It has large cities and rural countrysides, as plot needs it. But Quillsana isn't the main focus: Roshburg is.
Roshburg is basically Gotham, without the overly-emphasized criminal thing. Metropolis, sure. Roshburg has everything: a Chinatown, some areas of high criminal activities, zoos, museums, idyllic neighborhoods in the city outskirts. Anything that a major city could be assumed to have. Anything the plot (and players) demands.

GM MM MG |

** spoiler omitted **
Looking forward to the crunch for this guy.
This'll be Green Smashomancers submission. I'll be adjusting a few things as I go along, but the personality'll be the same. A people person, but also kind of a Weenie. And I don't capitalize Weenie lightly.
** spoiler omitted **
It's probably a little over word count, but I tend to get a bit carried away with that. I'll keep that in mind with my adjustments. If anyone has their hearts set on playing the legalmancer/talky man, do let me know. I have a second idea too.
A very good backstory. It doesn't go to his past but it doesn't need to when it describes the present. I like how you took stuff with the newspaper and added your own detail.
Eden was the 1d42 ⇒ 13th President. Louis Eden.

Sundakan |

Just so you don't think I'm just here to make jokes and references, BTW, I'm working on a grizzled detective sort.
Question: How does money work in this game? I see that people whose occupation is Finance/Law can make money, but there don't seem to be rules for anyone else getting paid for their job. Is it intentional that only financiers, lawyers, and the naturally rich get money?
Also there's a typo in your Polyglot talent. It says you pick 5 extra languages, coming out to English and 6 others. That should be English and 5 others, or 6 total, unless it was supposed to say 6 extra languages.

GM MM MG |
1 person marked this as a favorite. |

Not John Henry Eden?
President Eden... ah, damn, that was probably what Green Smashomancer was referencing.
Just so you don't think I'm just here to make jokes and references, BTW, I'm working on a grizzled detective sort.
Question: How does money work in this game? I see that people whose occupation is Finance/Law can make money, but there don't seem to be rules for anyone else getting paid for their job. Is it intentional that only financiers, lawyers, and the naturally rich get money?
Good question.
The money rules are an abstraction, and assume that the player character's job isn't a particularly well-paying one (unless their Occupation Skill is Finance/law, but I'll talk about that later). The rules simplify a lot of things in this regard, and do not take into account the exact salary, taxes, living expenses, other bills, gas prices, luxuries, hobbies... the list goes on. You pay for those things off-screen, with the money you get from your job. In other words, the rules assume that the money you get from your job goes to your life style.
The $5,000 you start the game with represents a sum you can afford to spend outside of the aforementioned, boring stuff. This money is to be spent for meaningful in-game purchases. Buying a second car, for example, doesn't fit into this "budget" because the average person can't reasonably afford that kind of expense in real life, either. And you're not going to make enough money for that by doing your basic job for a month or two. Even if your character started saving money from his paycheck (let's say $500 monthly), it would only make a small difference at the end of the month, and for all we know the game could be over after one in-game month has passed.
So I mean sure, if your Occupation Skill was for example Driving, you could imagine that your character makes a Driving skill roll each day to see how well he does his job, and then gets his monthly pay based on that. We just never see that on-screen, and it doesn't have in-game consequences. You still get your paycheck, which is used for a lot of things. We abstract this to +-0.
So why is Finance/law an exception to this rule? Because having that as your Occupation Skill means you earn big paychecks. It's white collar work. Think of Wall Street, or some successful law company. Characters like that earn enough that we can say they get some meaningful sums left over to spend on whatever they want. This is also for game balance reasons: Finance/law isn't a very effective skill outside its purpose of literally making money to its player. There are very few situations where rolling twice for a Finance/law skill roll would make a difference. When the Occupation Skill does something else, the players have a meaningful reason to make their character from that kind of background.
I hope this answered your question. Oh, and yes. It's intentional.
Also there's a typo in your Polyglot talent. It says you pick 5 extra languages, coming out to English and 6 others. That should be English and 5 others, or 6 total, unless it was supposed to say 6 extra languages.
Hm, yeah, the text there was in need of a clarification. Everyone starts with English + 1 other. Polyglots start with English + 1 + 5 others (for a total of English + 6 others), and don't need to write down their choices. I've now clarified the text in the document to reflect this.

Sundakan |

Ah. I missed that we start with $5000. Guess the next question would be "how much do things cost?". Like, if I wanted to buy a gun, what would the general price range for that be. Or is this a literal "Look it up online and see what you can afford IRL for that" situation?
Also leads into a related question, can we be assumed to have access to resources our profession would provide us?
My detective a squad car, a doctor access to medical records and equipment in the hospital he works, Nicos' mathematician entry into a university library, etc.
Ditto connections. Can we feel free to craft, say, our partner at the precinct, a favorite teacher, a mentor, etc. who might be willing to help us out, or add to the story in other ways?

Nicos |
Nicos wrote:I'm making a Phd student, although I can't imagine a way for "matematician" to give any useful asociated skill.You could design a Talent that makes the character a mathematical genius, allowing him to make complex calculations in seconds? That would be useful.
Uhm, while totally in character, what would be the advantage? would solving a mathematical problem be a thing in the game?.
I mean, I 'm definitely inclined by my character being a genius of some sort (to go with the death note thing, obviously), obviously with the all around educated talent and the other one is competed among the one that give bonus to perception and sherlock gaze, both having mechanic advantage associated. But Ok, I would think a talent to see if I can come up with something cool.

Sundakan |

Well, since we're talking fiction here, maybe a Talent that lets you use mathematics to replicate certain effects.
Using your Science skill to calculate the exact trajectory needed to land the perfect pistol shot (so, Science roll in place of Shooting), that sort of thing. Maybe add in a hefty penalty, or a one per day/week limit?
A -5 penalty in this game is pretty steep, so that seems fair to me. Science to any reasonably justifiable skill at a -5 penalty. Maybe even -10 if it's much more broadly applicable. Or both. EX using Science for Hacking, -5. Using Science for Driving in a car chase, -10.

GM MM MG |

Ah. I missed that we start with $5000. Guess the next question would be "how much do things cost?". Like, if I wanted to buy a gun, what would the general price range for that be. Or is this a literal "Look it up online and see what you can afford IRL for that" situation?
The "Look it up online and see what IRL price tags say" one. We might gather a separate document to list some basic, most common things, like:
- Handguns, and other guns, and ammo
- Bulletproof vests
- Poisons like cyanide
- Spy cameras
- Vehicles, and their rent
...This is going to look weird on my Google search history. Let's hope we don't end up in NSA's lists or something.
Also leads into a related question, can we be assumed to have access to resources our profession would provide us?
Depends. For example:
My detective a squad car
Sure, your boss would probably be fine if you use your squad car to go to places. Remember that characters automatically start the game with a car, anyway.
a doctor access to medical records and equipment in the hospital he works
If his job is to treat patients and/or research drugs, I don't think the boss would be fine if he "borrowed" medical records or equipment for his own needs. I mean he can steal stuff from his workplace, sure. But that's a different matter entirely, isn't it?
Nicos' mathematician entry into a university library
I don't see why not.
Ditto connections. Can we feel free to craft, say, our partner at the precinct, a favorite teacher, a mentor, etc. who might be willing to help us out, or add to the story in other ways?
Ooh, I was planning on asking questions like these at the end of the recruitment period. Questions like:
"As a detective, you've worked with many different people from varying backgrounds. Experts of their fields, moles from shady corporations, friends in the criminal world. Name two of these people, to whom you might call if you wanted assistance. But you also have enemies. You'll soon receive a PM that tells you about two people who have a bone to pick with you."
So yes. But not yet.
Family members, though, go ahead.

GM MM MG |

Uhm, while totally in character, what would be the advantage? would solving a mathematical problem be a thing in the game?.
I mean, I 'm definitely inclined by my character being a genius of some sort (to go with the death note thing, obviously), obviously with the all around educated talent and the other one is competed among the one that give bonus to perception and sherlock gaze, both having mechanic advantage associated. But Ok, I would think a talent to see if I can come up with something cool.
The entire world is made of mathematical problems. It's just a matter of creativity and imagination, how you want to use mathematical talents to solve real-world problems.
Sundakan gives an example on how to do this. It's just one example, mind.
Or let's start from the inspiration. What fictional character inspired you to make a mathematician for this game? What did they do that was cool?

Will Wesson |

So, for my second skill, it'd make sense to have the ability to lie to go with affable, but gambler is kinda weird for Will. How about:
Exact Words: Time spent in the legal world has left you with the habit of remembering to choose your words very carefully. You can roll 2d10 on any deception skill roll instead of 1d20, and gain a +4 on all deception skill rolls. The DC to cover a paper trail you leave is reduced by 6.
Not super sure on the second part. Maybe instead, go with "You also have an encyclopedic memory for legal documents and their significance?" Any other ideas?
Edit: Man I cannot find a good avatar for this guy.
Edit x2: I'm gonna make a game out of trying to spot all the trope titles in the players guide without looking them up.

GM MM MG |

So, for my second skill, it'd make sense to have the ability to lie to go with affable, but gambler is kinda weird for Will. How about:
Exact Words: Time spent in the legal world has left you with the habit of remembering to choose your words very carefully. You can roll 2d10 on any deception skill roll instead of 1d20, and gain a +4 on all deception skill rolls. The DC to cover a paper trail you leave is reduced by 6.
Not super sure on the second part. Maybe instead, go with "You also have an encyclopedic memory for legal documents and their significance?" Any other ideas?
That Talent looks fine balance-wise, though I'm not sure about the flavor. The flavor suggests you're good at lying because you choose your words carefully, but the mechanics are much more straightforward.
How about this, instead?
Exact Words: Time spent in the legal world has left you with the habit of remembering to choose your words very carefully. You may roll 2d10 instead of d20 when making a Deception skill roll. You gain a +3 bonus on all Deeption skill rolls. When you deceive someone by telling a lie that is technically not false, you gain another +2 bonus on the Deception skill roll. The DC to cover a paper trail you leave is reduced by 6.
Edit: Man I cannot find a good avatar for this guy.
Edit x2: I'm gonna make a game out of trying to spot all the trope titles in the players guide without looking them up.
Yeah. These messageboards' avatar system has much more fantasy things that modern things. Do your best.
Good luck, even I've lost count.

Malcolm Grey |

This is G-units submission stats are in the alias. I went with a variation of the 10 minute background let me know if you want more info or a more conventional background let me know.
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1. Malcolm’s father is Senator John Grey, although they have not talked in years. Senator Grey is a solid Republican while his son is on the other side of the spectrum.
2. Malcolm’s father paid for him to go to one of the most prestigious universities in the country. The goal was to have Malcolm go to law school and follow his father into politics.
3. Malcolm passed on law school and decided to become a doctor. As a result his father disowned him and cut him off financially. Thus, Malcolm was forced to get into debt for medical school and got his degree from a little school in the Caribbean.
4. Malcolm is altruistic and lives a bohemian lifestyle. He tries to be green, he doesn’t own a car and rides a bike to work, recycles, and uses public transportation. He is a bit of a health nut owns a juicer, loves sushi, and tries to eat organic. He works out regularly and loves to bike and kayak.
5. Malcolm takes a holistic approach to medicine trying to treat the mind, body, and spirit.
Step 2: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Alisha Burns business partner. Alisha is the heart of the clinic while Malcolm focuses on the business side. Malcolm is at times exasperated with Alisha and her giving nature.
2. Eric Holtz, a former classmate of Malcolms who went to Law School and is a partner of a successful practice. They occasionally get together for lunch.
3. Dr Vashrum Guta Chief of staff at the local hospital. He despises Malcolm and his holistic approach to medicine.
Step 3: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Malcolm is in favor of gun control and will only use a hand gun in dire circumstances.
2. Malcolm is proud of his beard and unconsciously strokes it when he in deep thought.
3. He never hesitates to lecture someone he sees smoking.

GM MM MG |

This is G-units submission stats are in the alias. I went with a variation of the 10 minute background let me know if you want more info or a more conventional background let me know.
** spoiler omitted **...
Well, the word count was almost tripled there, but I'll just ignore that for now, because this works more or less... Malcolm sounds like an interesting character for this game, and the background gives me ideas and tools to work with.
To comment on the character sheet in the alias profile:

GM MM MG |

GM MM MG wrote:To be clear, would you prefer less words for the PC background and description?
Well, the word count was almost tripled there, but I'll just ignore that for now, because this works more or less...
Good question.
I've learned a few words of wisdom about writing that go like this: "if you can't write a story in 20 words, don't waste 20 pages". I included a word limit (limit is not the right word here, maybe "recommendation"?) because I think that 150-word backstories do just as well as - if not better than - 500-word backstories.
But if you want to write a few hundred words over the word limit, I won't hold it against you. After all, neither shortness nor length is a merit on its own.

Will Wesson |

Will Wesson wrote:So, for my second skill, it'd make sense to have the ability to lie to go with affable, but gambler is kinda weird for Will. How about:
Exact Words: Time spent in the legal world has left you with the habit of remembering to choose your words very carefully. You can roll 2d10 on any deception skill roll instead of 1d20, and gain a +4 on all deception skill rolls. The DC to cover a paper trail you leave is reduced by 6.
Not super sure on the second part. Maybe instead, go with "You also have an encyclopedic memory for legal documents and their significance?" Any other ideas?
That Talent looks fine balance-wise, though I'm not sure about the flavor. The flavor suggests you're good at lying because you choose your words carefully, but the mechanics are much more straightforward.
How about this, instead?
Exact Words: Time spent in the legal world has left you with the habit of remembering to choose your words very carefully. You may roll 2d10 instead of d20 when making a Deception skill roll. You gain a +3 bonus on all Deeption skill rolls. When you deceive someone by telling a lie that is technically not false, you gain another +2 bonus on the Deception skill roll. The DC to cover a paper trail you leave is reduced by 6.
I like it. Will will be done soon.
Edit: Done.

Adrien Chevalier |

Nicos's submission
Far from being a standard Nerd, Adrien is likeable, talkative and sophisticated, yet he is individual who spent most of the free time alone. His family all live In Europe and having no close friend, only colleagues and his two Phd students.
I'm still working in the talent.

GM MM MG |

Nicos's submission
** spoiler omitted **
I'm still working in the talent.
Yeah, this guy fits in the game well, and I can imagine how you'll have fun roleplaying him.
His face is very punchable.
Just remember that All-around Educated only gives the bonus on skill rolls to know about something (ie. to have information). Not all rolls.
Hmm. It looks like so far alegal clerklawyer, a professor of mathematics, and a doctor have been submitted, and Sundakan's looking at a grizzled detective type. I'm torn between a few ideas, but I'm starting to narrow down what could be an interesting addition to those we already have.
You know what they say: make the character you want to play. I'm not going to go over the applicants and say, "I like these two players but they both made wizards so I can only pick one!" 'Wizards', of course, replaced with the appropriate equivalent.
Then again, I'm like you and don't like stepping on the toes of others.
@Five-Tongue & Sundakan: Any progress?

Sundakan |

I swear the thing that took me the longest time was coming up with a good name for this one.
Name: Jake O'Malley (Special Agent, Retired)
Date of Birth: March 21, 1956
Sex: Male
Eye Color: Blue/Green
Hair: Brown
Height: 6' 0"
Weight: 180 lbs
Identifying Marks or Tattoos: Scar across left temple, cuts into hairline.
High marks at the academy. Former military sharpshooter. Record of exemplary service across 25 years. Closed [|||||] cases during tenure. Repeatedly refused promotion out of field work.
And I have a bit more, but I believe the rest I'll keep to myself, for now. Will be sending a PM with those minor details and mechanical stuff to you once I've sorted out exactly what I want to keep and what I want to toss, MG.

GM MM MG |

I swear the thing that took me the longest time was coming up with a good name for this one.
** spoiler omitted **
And I have a bit more, but I believe the rest I'll keep to myself, for now. Will be sending a PM with those minor details and mechanical stuff to you once I've sorted out exactly what I want to keep and what I want to toss, MG.
I hear you. I can come up with a name instantly, but figuring out a good name takes time.
A former FBI agent in the secret organization should be as a duck takes to swimming. I wonder why he refused promotion.
So, our party is shaping up to include a weenie, a nerd, an oldmen, and the ultimate liberal.
Damn we're badass.
Hey, those would be some fun code names for the secret organization to use.

Loup Blanc |

Alright, a good deal of back and forth has gone on with figuring out my character, but I think I've got it nailed down at this point, with a character I'd have fun playing.
Endurance +5
Underground +4
Talents
Black Market Connections
Whatever it is you want, you know who sells it and where. Once per in-game week you can purchase any item (and that means any item) at half price. You gain a +4 bonus on all Underground skill rolls.
Die Hard
When you say, “over my dead body”, it’s not going to be easy for them. You gain a +5 bonus on Endurance skill rolls. You can act normally (ie. without Disadvantage in all skill rolls) when a bullet wounds you.
Known # of Secret Talents: 1
$: 5000
Languages English, Russian
Background: Artemiy's precise life story isn't well-known, but given what people can piece together, that makes sense. Having emigrated Stateside shortly after the collapse of the Soviet Union, with an icy stare, an intimidating presence, a well-built and scarred body, and a number of questionable connections... Artemiy was involved in something dangerous and disciplined before he left the motherland. Most people guess Spetsnaz. He neither confirms nor denies it.

GM MM MG |

Alright, a good deal of back and forth has gone on with figuring out my character, but I think I've got it nailed down at this point, with a character I'd have fun playing.
** spoiler omitted **
Huh, I was wondering when the first criminal background would show up. I hope you can make an accent for Artemiy. ...Why is his nickname, "Mister Jingles"?
So, I have to ask. The rules cover critical failures, are there also equivalent critical successes?
Not in the RAW. A good question though. The reason why I didn't include critical successes in the original system is because I didn't think it was necessary, and because there's no critical successes in Pathfinder's skill checks, either.
I might give some additional benefits for a critical success, but expect them to vary depending on the situation.