Masks of Nyarlathotep (Inactive)

Game Master Aubster

Masks of Nyarlathotep is a Lovecraftian exercise in horror and mystery.


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Aubster wrote:


Hey Snake Charmer,

Thanks for taking a look (and thanks to Atlas for the lobbying effort). With a small group, any kind of character works and has a roll (we've lost our pilot and our dilettante in case those sound interesting ). The group could use a medical person, especially a psychologist - as Atlas' character is about too become insane ;). Don't tell the current players but combat is about to become more frequent if you want to keep that in mind.

A woman pilot? What kind of madness is that? No wonder father sandwich is going insane... As if that Earhart woman weren't making things bad enough.

I'd actually been thinking of a driver, but a pilot could be good, too.

A rough build for a pilot/driver...:

Agi d8 Sma d6 Spi d8 str d4 vig d6
driving d6 piloting d6 shooting d8 notice d8 repair d6 fighting d4 investigate d4

Charisma - Pace 6 Parry 4 Toughness 5
Edges: Ace, Mcgyver
Hindrances: Curious, Loyal, Quirk (wears men's clothes nearly always)

She's typically found taking apart a vehicle of some kind, and occasionally putting one back together. Whether in a garage or a hangar, she's good enough (and cheeky enough) that the men give her a grudging respect. She has no real concept of her own limitations. Yet.

or for a psychiatrist...:

Agi d6 Sma d8 Spi d8 Str d4 Vig d6
knowledge (psych) d8 Healing d8 Investigate d8 Notice d6 Repair d4 Shooting d6 Fighting d4

Charisma - Pace 6 Parry 4 Toughness 5
Edges: Psychotherapist, Elan
Hindrances: Clueless, Loyal, Vengeful

She is a psychotherapist who has spent nearly her entire life studying and treating the insane. She's good at it, but she's fairly oblivious to the rest of the world. She is also somewhat blind to her own "issues" and tends to take things very personally. She is devoted to her friends, but merciless to those she percieves as her enemies. As she lives in the proverbial ivory tower, her wrath has so far taken the form of scholarly articles eviscerating the theories of her rivals.

I'm a bit more excited about the driver, to be honest, but that kind of character is often useless in RPGs. And you did mention the need for a doc.

Though, after Father Bangers-and-Mash's crack, I'm not too sure I want to help restore his sanity... Can I use post-hypnotic suggestion to make him get on all fours and bark like a dog every time anyone says "sandwich"?

(I'm kidding too, lighten up)

Liberty's Edge

OK so my first attempt at converting this character to the rule set....

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4

Pace: 6, Parry: 5, Toughness: 5, Charisma: 3, Sanity: 5, Corruption 0
Languages: English, Japanese

Skills:
Faith* d6
Fighting d10
Healing d8
Knowledge d8
Notice d6
Stealth d10
Streetwise d6

Hindrances: Cautious, outsider, quirk
Edges: Acrobat, Healer, Quick Draw
Gear:
Katana Str +d8/d10? , leather trench coat, hat, and pouch (medical bag)
Apothocary shop: contains traditional puzzle boxes and tools for creating more, also had various tools, herbs, and distillations, as well as some scrolls and other texts

Hinderances
Cautious (Minor): Character is overly careful
Outsider (Minor): –2 Charisma, treated badly by those of the more dominant society
Quirk (Minor): The character has some minor but persistent foible, such as bragging, elitism, or the pursuit of fame

Edges:
Acrobat* (N, A d8, St d6): +2 to Agility tricks; +1 Parry if unencumbered
Healer (N, Sp d8): +2 to all Healing rolls and the healing power if applicable.
Quick Draw (N, A d8): May automatically draw weapon as a free action


Snake Charmer - if you like the idea of the driver/pilot better, go for it. We'll figure a way to call upon those skills (overwhelmed by the army of cultists, the group must flee by car while by chased by nightmare beasts, etc., etc.).

Chang - there's no faith skill in the campaign so feel free to allocate those points to something else. Knowledge skill is for a specific knowledge (from the rules)
Specific.Knowledge
The Knowledge skill represents deeper specialization in a chosen subject. A dwarf with Knowledge (Stonework), for example, not only knows the dungeon was carved, but might just know what race did it and the era in which it was first excavated. He might also be able to locate stress points that can cause a cave-in! Knowledge of a particular region is also handy. In a fantasy campaign, for example, locals might know the Dread Mountains are home to vicious harpies. A hero with Knowledge (Dread Mountains) might know a safe route or the specific peak the creatures’ aerie is in.
Knowledge skills should be used for subjects that have a significant impact during the game. If the subject comes up very rarely, use Common Knowledge instead. Some suggestions could be African archeology, Egypt, Kenya, cults, etc.

Both - a new concept for Realms of Cthulhu is Defining Interests: Every investigator is a sum of their parts, and in addition to their skills and traits, possesses a number of interests and hobbies that may have nothing whatsoever to do with their professional pursuits, or may, at best, complement them on occasion. Your investigator begins with a number of defining interests equal to half their Smarts die type. Any permanent increase in an investigator’s Smarts grants them the appropriate number of additional defining interests that should be selected at the time of the increase. A defining interest gives the inves- tigator a base +1 to their Common Knowledge roll when the subject is called into question.

Some examples Anthropology , Archaeology, Astrol- ogy, Astronomy, Biology, Botany, City Knowledge (Specific), Chemistry, Classical Literature, Cooking, Culture (Specific), Etiquette, Folklore, Forensics, Geology, Language (Specific), Knowledge (Spe- cific), Natural History, Photography, Physics


After a day or two of thinking it over, I'm actually going to roll with the psychiatrist. She's a bit more suitable to the game, and is easy to bring in, as the characters seem about to need the services.

I built her as a straight novice, is that how it should have been?


Straight novice it is.

Two questions for your character:

1) Why are you in London? Being from London is a perfectly good reason but if you want to get more imaginative go for it.

2) Why are you joining the group? One possibility is that Mahoney (the tabloid publisher) hired you to interview the supposedly crazy artist in the Scoop Story #1 (it's back a couple of pages in the gameplay section). If you want to do that angle then we'll arrange it for the boys to arrive at the house the same time you do and you can all go in together. But there are lots of other ways to join too...you could work as a consultant for Scotland Yard, you could work for the church and have been sent to investigate the priest that drove the Vicar crazy, you could have been a friend of Jackson Elias (all the way back on the first gameplay page) and heard about the investigation into the circumstances surrounding his death and want to help, you could have been a colleague of the psychoanalyst that was part of the expedition and having heard the others believe that there may have been more than simple murder involved in the destruction of the expedition you join the group to find out what really happened, etc., etc. It's up to you.


Born in 1900, she was the daughter of a British diplomat and his Russian wife. Though she spent her childhood in Russia, her father was recalled to military service in England as the Great War broke out. During the war, she worked in a hospital, tending to wounded soldiers, and developed a fascination with their psychological disorders. Her regular education ended at the age of 14, but the years of hands-on training in the military hospitals, allowed her to complete her medical studies in 1922. She studied intently with Jung when he was in London in 1920-23, and has established a practice in the last two years, mostly treating veterans and neurotic housewives. She finds the latter tedious, but it pays the bills, where the work at the veteran's hospitals is both her fascination and her charity....

If there's no angle to pull her in that directly involves a veteran (possibly one who seemed well adjusted until recently?) it seems a lot more in character that she would be working with the church or the police than with a tabloid.


How is the recruitment going for this game?


Joey Virtue wrote:
How is the recruitment going for this game?

We're back at 5 players and have another that's about to start but could easily fit in someone else if you want to play. if you're interested just come up with a character concept.

We have (in no particular order)...

Original characters
An incredibly handsome movie star
A gritty investigative reporter
An on the run monk with thief skills and a stolen sword
A priest who has possibly delved too deeply into books of forbidden lore and has gained some ability to cast spells but is close to permanent madness

New characters
An oriental herbalist with healing and fighting skills (just joined the group)
An English psychotherapist (about to join the group)

So there's lots of remaining different character types that could benefit the team, e.g., an engineer, a soldier, a scientist, an archeologist, etc.

We shoot for once a day posting but it's no problem if folks miss a day or two.


Snake Charmer wrote:

Born in 1900, she was the daughter of a British diplomat and his Russian wife. Though she spent her childhood in Russia, her father was recalled to military service in England as the Great War broke out. During the war, she worked in a hospital, tending to wounded soldiers, and developed a fascination with their psychological disorders. Her regular education ended at the age of 14, but the years of hands-on training in the military hospitals, allowed her to complete her medical studies in 1922. She studied intently with Jung when he was in London in 1920-23, and has established a practice in the last two years, mostly treating veterans and neurotic housewives. She finds the latter tedious, but it pays the bills, where the work at the veteran's hospitals is both her fascination and her charity....

If there's no angle to pull her in that directly involves a veteran (possibly one who seemed well adjusted until recently?) it seems a lot more in character that she would be working with the church or the police than with a tabloid.

Snake Charmer:
You've been asked by the Anglican Church to investigate the odd behavior of a priest visiting from America. The priest's bishop back in the US had written to his Anglican counterpart in London advising him that a Father Murphy was coming to London to investigate the murder of a friend. The letter that Murphy sent his bishop though worried the man because of his talk of evil cultists and mysterious books. The American bishop asked the church in England to assist Murphy if possible but also watch for unstable behaviour. Now word has come to London of an American priest named Murphy that is talking gibberish about Old Gods and has given the Vicar of a small village (Cocksley on the Swift) quite a fright. He's also arranging to sacrifice animals. The Anglican Church has requested that you find Murphy and determine his mental state and if necessary work to have him committed for his own good. They have given you his description along with a mysterious Chinese man that he's traveling with and the address of his hotel. The Bishop has given you a letter of introduction to give to Murphy, a letter that will gain you cooperation from others in the church and finally a letter for the authorities in case you need to have Murphy committed that details his actions. The letter to Murphy simply says that you are there to help him in his investigation and that he can trust you. You are advised to keep your actual purpose hidden from Murphy and his compatriots until you've made a decision regarding his sanity.

Feel free to 'run into' the investigators as soon as you are ready.


Ill give it a swing do you want the pitches on here or in PM?

Im thinking WW1 vet turned Treasure Hunter I mean Archeologist who maybe got to close to the truth in his hunting.


Joey Virtue wrote:

Ill give it a swing do you want the pitches on here or in PM?

Im thinking WW1 vet turned Treasure Hunter I mean Archeologist who maybe got to close to the truth in his hunting.

On here's good.


I just threw this together I dont have any of my books with me I will add more to this if you want.

Im not sure what equipment I can have he always carries his pistol on him though (just not sure what gun it is)

Forest Roosevelt was like any other college 20 year old college kid during 1917, The Zimmerman telegram changed all that, within a few months he was drafted into the US army getting ready to go to war against the central powers.
During those couple years Forest changed after seeing the carnage and death that war can show someone. After he came home he finished getting his degree in ancient history from Boston University and began working as an Archeologist.
Through his travels he has made a good name for himself more as a Treasure Hunter then a True Archeologist acquiring many items for both private parties and American museums

He is currently in New York for another job for a private party finding another lost treasure and racing some people with less scruples then himself

He stands about 6 foot 2 and about 200 pounds.

Dirty Brown Hair always wears a leather duster jacket and his wide brimed Fedora

Agility D8
Smarts D8
Spirt D6
Strength D4
Vigor D8

Skills
Driving D4
Fighting D4
Investigation D8+2
Knowledge Ancient History D6
Knowledge Archeology D6
Notice D6
Shooting D6
Streetwise D8+2
Edge
Investigator
Hindrances
Curious
Heroic
Enemy Minor Hidrich Schultz German/ Nazi treasure hunter


Forest Roosevelt - looks good for now.

Spoiler:
Forest has been to Cairo multiple times and is close friends with many Egytpians. One of his closest friends' (Ahmed Mohamed) brother (Omar Mohamed) had been found floating in the Thames a month ago, a victim of the string of Egytpian murders committed in London the last several years. Ahmed has asked Forest to make his way to London and see if he can find out who killed his little brother. Your only clue is that Omar frequented a bar in SoHo called the Blue Pyramid Club. You find yourself there on your first night in London trying to figure out what may have happened to Omar. As you sit at a corner table, you notice an odd group of 7 men enter the club who take a table close to yours (close enough that you can overhear their conversation and determine that at least 5 of them are fellow Americans and amazingly enough they are also investigating the murders of the Egytpians. Feel free to introduce yourself...

Silver Crusade

I am interested in this kind of campaign, though I am new to the Savage Worlds rules (read the CRB, played with the herolab demo). If another space opens up I'd be very interested in joining, if you'd have me (I say if space opens up cause it seems you have your hands full with 7 players :-P)


Phylotus wrote:
I am interested in this kind of campaign, though I am new to the Savage Worlds rules (read the CRB, played with the herolab demo). If another space opens up I'd be very interested in joining, if you'd have me (I say if space opens up cause it seems you have your hands full with 7 players :-P)

We'll definitely keep a spot for you if one opens. I will send you a PM if (when) that happens.


You guys full?


Brox RedGloves wrote:
You guys full?

As of now, yes...but things change all the time. I can you PM you if we have any dropouts

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