Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1
Sean steps forward at an angle, trying to move so that Tom is no longer between him and the two cultists. "Hm. Any of you fellas know where Unit 69 is? Been looking for a 69 for a while now, but I got nothin'." He casually slides one hand into the duffelbag and around the shotgun, ready to pull it out if need be.
Human Female UC Rogue 6 Init +4 | HP 42/42 | AC 20 T 16 FF 15 | F4 R9 W3 | CMB 8 (10/dirty trick) CMD 22 (24/dirty trick) | Perc. +10 | Spd. 30 | SA +3d8/3d4
Upon hearing all of this, Jenn unconsciously drops a hand to the hilt of her dagger. "Sounds like this is all even more dangerous than I'd thought." She looks thoughtful for a moment, then says, "Well, like my old sergeant used to say... kill the other prick first." She shrugs. "I am in this for as long as you need me."
Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1
Meetch wrote:
Demons - Demons are subtle, manipulative, and charming. They usually manifest in a way that would be considered attractive by the person they are attempting to sway. They love nothing more than to talk you into becoming their slaves and/or giving up your soul, and will always try to bargain. It is infinitely more rewarding and nourishing to them if you give your soul over, even under coercion. While they are capable of manifesting in "demonic" forms, it tires them out quickly unless they are in places where something terrible has happened. This effect weakens over time, and is stronger the worse the event was. A single murder? Minor effect. A mass shooting or bombing? Major effect. They like hospitals, because there are often people there who have been subject to violence, and also because sick/injured people are easier to make deals with. As for powers, I'd say those are based on the relative strength of the demon, but within reason, they should be able to affect your life in various ways. Curing disease, providing wealth/power, etc. etc. for your soul. The Crew
They know Sean is involved in other things, and that he catches no flack from the "the fellas" about it, but so far they don't know details. Fact or Fiction?
Miller
History prompts: Allison: This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow. On-again, off-again lovers sounds about right. Despite any good he does as a part of the team, Sean still sees himself as a worthless hood, not really deserving of her. This is what leads them into fights and causes them to split from time to time. Tom:
Sunny:
Arianne:
Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1
Sean O'Halloran comes from an old-school Irish American family, in a run-down suburb of Boston. Five siblings, lots of colorful swearing, the kind of neighborhood where beating your kids was okay, but missing church on Sunday was not. His father, Michael, was a gearhead, who worked at and later ran a garage/chop-shop for the Irish mob, and he would moonlight as a getaway driver. He taught Sean and his brothers anything they wanted to know about cars, and they all knew how to drive (stick or automatic) by age ten. Sean and his brother Mick, in particular, took to the lessons, and by the time Sean was fourteen (Mick was sixteen), they could hotwire almost anything and spent many weekend nights boosting and joyriding in cars. Sean was a good-looking, charismatic lad, and made friends easily. As he spent more time with his dad at the garage, learning about "the trade", he began to understand that who you knew, and who you got along with, could have a huge impact on things. So he worked his charm, and soon had a wide list of contacts. He finished high school with a C average and a few arrests, and signed up for five years as a mechanic in the Army to avoid time in a cell. He received ninety days hard labor and a dishonorable discharge three years in for stealing and joyriding in a Humvee he was supposed to be working on. Back in the old neighborhood, he fell in with his old crew. When his dad died (cirrhosis), he was "asked" to take over the garage by Patrick Leahy, the public face of Smiling Joe Hurley, the local boss. After a few years of running the business, he was given a special job... to steal a '55 Rolls Silver Cloud from a collector. He drove the team for that job to a house in Andover, and they gained access to the property. It was pitch black, so Sean couldn't say for sure what it was that he saw, when asked later... he just knew that something came out of the darkness, fast and hard and angry, and before he knew it, three of the four guys he was with were down. He saw the thing crouched over one of them, when the last guy, Petey Flynn, made it back to the van. He floored it out of there, running quite a few lights on his way back to the shop. When he called in his report, they sent a few people over to talk to him. One of them, a large man with a thick beard and a gravelly voice, who introduced himself only as 'Miller', asked most of the questions... and they were odd questions. Did he see this thing in his side or rear-view mirrors at all? Who cares? When they'd got everything out of him, Miller handed him a card, and told him to reach out if he thought of anything else. He was told to forget what happened and go back on as if everything was normal. But he knew he wouldn't be able to forget the screams of pain and fear. Three days later, he called Miller, and said, "So what do you do about these things?" A long conversation followed, in which Miller explained some things that blew Sean's mind, and completely changed his view of the world, and his place in it. He offered his services, as a driver, a hired gun, whatever... and took his first steps into a world with far more shadows than he'd ever known. Miller smoothed things over with "the fellas", because he apparently had that kind of pull. Sean is not a "good" person, though he's loyal to his friends and won't go out of his way to hurt anyone. But now he knows what is at stake. And he's fighting for his mom, his siblings, the people at his church, his crew... all of the people who remain blissfully unaware.
Hello, folks. As a lifelong fan of HPL and tabletop games, and a person who has been fortunate enough to be included in a few great PbP games here, I'd like to give back, and so I am planning a run-through of the Strange Aeons AP. A few things I want to get out of the way, up-front: - I am only planning one run right now, with no more than 5-6 players, not multiple tables. This could change later, but no guarantees there. - I am currently planning on the following:
If any of that makes this sound like not your sort of game, I get it, and I am sure you'll find one to your liking elsewhere. - Posting - Most of mine will be done during my day (I am in CDT, in the US). I post mainly from work. Sometimes I have more time, sometimes less, but I will always try to post as often as I can. That said, I would like people who can commit to posting something decent at least every other day. Sometimes crap happens, and it will NOT be held against you, but the norm should be no more than 1-2 days between posts. More than that is also fine. I can post on weekends, but it's a bit more sporadic. - I will not be keeping uber-strict track of XP, and so I will level you when it feels right, or when the AP seems to think you should be. I don't figure that'll matter to anyone, but I mention it up front to avoid any, "Wait, shouldn't we have leveled by now?" posts. All of that said... still interested? If so, here's what I'd like to see: - A synopsis of WHO you want to play. Who, not what. I don't mind some discussion of mechanics. I even welcome it. But just seeing, "I'm interested. Drow-blooded/android MoMS Monk 1/Brawler 3/Wizard 5/Arcane Archer X using the variant ruleset that allows me to shoot big boxing-glove tipped arrows which allow me to use my brawler abilites at range since I am technically punching my enemies..." means I will ignore your post. Give me a person, with a story, with feelings, with motivations... even though a good chunk of the story will mean that you can't remember those things about yourself. - An idea (again, not a detailed 20 level plan) of where you think the character will go as s/he levels. - A short RP sample. I am seriously big on roleplay, and have no issue with people even engaging in philosophical conversations and the like in game. I don't expect you to write like a pro... I sure as hell don't. But something that shows me that you can put thought into not only who your char is, but what they do and why they do it. ***NOTE***
I will leave submissions open until Wednesday, 10/31, but I reserve the right to close it earlier if I see a group that I like. Please do feel free to ask any questions. Thanks! P.S. - having thought about it for five seconds, I will allow Catfolk and Ratfolk in addition to core races, simply because cats and rats both seem fittingly Lovecraftian (Cats of Ulthar, Rats in the Walls, Brown Jenkin, etc.)
Human Female UC Rogue 6 Init +4 | HP 42/42 | AC 20 T 16 FF 15 | F4 R9 W3 | CMB 8 (10/dirty trick) CMD 22 (24/dirty trick) | Perc. +10 | Spd. 30 | SA +3d8/3d4
Move action to draw dagger, and move (assuming she can) into a flanking position. Will roll SA dice in case, but if she can't flank, just ignore. Let me know if you want an Acro check for that, too. Her favorite blade, Zacharias, slips out of the sheath with a sibilant rasp as Jenn slides around to flank one of the zombies. With a grunt, she rams it home, into a sweet spot. Sweet for me, anyway. Zacharias: 1d20 + 9 ⇒ (19) + 9 = 28
5d6: 5d6 - 2 - 4 ⇒ (2, 5, 6, 5, 4) - 2 - 4 = 16
Okay, dropping the low roll of 10... leaves me with 16, 13, 14, 15, 15, 14. I will drop one of the 15s to a 12, and raise the other 15 to an 18. So, final base stats are 18, 16, 14, 14, 13, 12. I think, just maybe, I can work with this. :D I'll have something completed shortly.
M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30
Fergal's druidic side is too great a part of who he is, so if I did look at rerolling, the only other class I would choose is maybe Hunter for some extra offense. But if we're going to stay core-only, which I am fine with, Druid it is. As Arun said, I am more interested in good interplay between us and telling a good story than I am in making some sort of uber-character.
Zolanoteph wrote: Why should the dice or the basic game mechanics tell me that you just gave an awesome performance and it effected me emotionally? Oh... this again. The old "If you can't temporarily channel Olivier, your Diplomacy check of 25 still fails" saw. Listen, homeskillet, I respect your right to your seemingly bigoted and homophobic opinions, even though I couldn't possibly disagree more, but I've got to step up and take some issue with this... Dude, it's a fantasy game. It's full of all manner of stuff what ain't real. Monsters, magic swords, barmaids that are almost always hot... fantasy. So, if you accept the fantastic elements of the game enough to not only play, but to be a "flamboyant (interesting word choice given the undertones of macho flibbertigibbetiness), unapologetic" fan, why draw the line here? Do your Strength-based martials have to be able to bench three-fitty before they can heft an imaginary greataxe? Do your Wizard players need to be Mensa members? You get my point, I hope. See, people like to play different things. And sometimes, they even want to play things that they know they aren't good at IRL... like a person who is terrified of public speaking, or maybe just bad at it, wanting for a short while to play someone whose skill at such things is so great that they can affect the outcome of a life-and-death situation with a speech. Have your opinions but try not to be so petty as to ruin the fun of others with them. Now, if you'll excuse me, I'm off to play a ninja and throw some shuriken... which in real life would end with me losing an eye or skewering my meat and two veg somehow... so I guess it's a good thing it's just fantasy.
Playing Shadowrun 2nd Ed. at my buddy's house back in the day. At one point, just as his mom walks into the room, one of the players (referring to his character) says, "Of course they're afraid of me, I'm a f***ing troll!" and my friend's mom says, "Don't listen to people, dear, you'll grow into your looks." and walked out. I don't think I've ever laughed so hard during a session.
M Grippli HP 19/19, AC 18, Fort +4, Ref +7, Will +2, Perception +6, Initiative + 4 Ranger 2
Glornug thinks it over for a moment, produces a gold piece, and says, "A cot by the hearth will suffice, thank you." He then turns towards the lady with the limp, bows and says, with a gesture towards her leg, "If I can be of any assistance, don't hesitate to ask." |