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Other Games, Development, & Campaigns => Play by Post Games => Topic started by: Snowman0147 on September 06, 2014, 01:41:12 PM

Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 01:41:12 PM
Welcome to P.I.T.F. (Last Name).  The Private Investigation Task Force is a private company that needs your skill and professionalism.  You may notice your six digit pay wage that is complete with total coverage health care, dental care, and three months worth of vacation time.  All paid for by Uncle Sam of course.  You have to love those government contracts.  Still unlike other private companies we at P.I.T.F. value our employees.  Just look at our maternity leave which is full year.

Now I know what you are thinking.  This sounds all too good to be true.  Well P.I.T.F. is a dangerous job that demands only the most capable people the company can find.  Your job is to help out in investigations that frankly I don't even know about.  Top secret projects that the government and other companies don't want the public to find out.  My guess is perhaps the FBI and CIA have their hands full so they need private companies to help them out.

Oh yes.  Your first mission is investigate a small outpost in Antarctica.  The scientists there had found something odd and hired us to look into it.  Unusual work even for P.I.T.F.  Still it is a pay check and hey maybe you can look at penguins.


This thread is mainly for recruiting players and explaining the basics of the rule set of my custom game system known as Struggle of the Moirai.  This is mainly to test out the system to see what works, what doesn't, and to apply possible fixes to the game.

The thread that spark this play by post game is this http://www.therpgsite.com/showthread.php?t=30391 (http://www.therpgsite.com/showthread.php?t=30391).
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 02:48:47 PM
It would be helpful if I explain the system a bit.  If you had ever played Blood Bowl this might be familiar.  Do note this game uses nothing, but six sided dice.

When making a roll you compare your score (attribute modifier + equipment +/- mods) vs the challenge of the object, obstacle, or foe.  For the examples lets say your score is 4.

When you have half, or less than half of the challenge (4 vs 9) you roll three negative dice for active tests.  For passive tests you just get a botch.  I will explain negative dice later on.

When you have less than challenge, but more than half (4 vs 6) you roll two negative dice for active tests.  For passive tests you just get a failure.

If it is a tie (4 vs 4), then you roll one positive die for active tests.  For passive tests the GM rolls a single die to determine the out come.  A roll of one to three is failure while a roll of four to six is success.

When you have more than the challenge, but less than double (4 vs 3) you roll two positive dice for active tests.  For passive tests this means a success.

When you have at least double the challenge (4 vs 1) you can roll three positive dice for active tests.  For passive tests this means a boost.

So what is with the negative and positive dice.  It is all about who controls the outcome of the result of the action.  Negative dice works outside the control of the roller.  That means the GM, or in cases of player vs player the opposing player get to pick the result of the roll.  They will pick the worst die which is also the die of the lowest number.  Positive dice is in the control of the roller and they get to pick the best result.  Which is the highest number.  Either case whom ever gets to choose only picks one die out of that roll.

Dice results follow;

1 = botch
2 to 3 = failure
4 to 5 = success
6 = boost

A botch is not only a failure, but one that makes the roller suffer a negative consequence of his action.

A failure means the roller failed in the task he had set out to do.

A success means the roller succeed in the task he had set out to do.

A boost is not only a success, but one that grants a positive consequence of his action that he would normally not get.

The only thing that could alter these rolls are merits which are covered in the next post.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 03:50:04 PM
Okay with basic rolls being explained lets go with another biggy.  The merits themselves.  You may had notice that they are similar to aspects from FATE.  Well that is because aspects inspired the creation of merits.  So if you are familiar with FATE aspects you may know what merits can do.

You only have five merits for your character and they cover certain themes.  You can do five things with them.  Three of them are cost nothing, but only effect the dice rolling mechanic.  The fourth one allows you to do special abilities that you could not normally do without a talent.  Finally the fifth one allows you to recharge your heroics.

The first benefit is that if the roller wants to he can choose a merit to grant him a advantage in a dice roll.  What is a advantage?  It simply adds a positive die to the roll for active tests.  In passive tests it raises your score by one.  If you can use more than one merit you can for more positive dice, or score improvement.

The second benefit that you can do is when your the defender.  You can grant a disadvantage to your foes.  What that means is that you force your foe to take a negative die for his active test to harm you.  It is a quick defensive ability you can do.  This can work on passive tests as well by reducing the enemy score.  It too can stock merits for a bigger disadvantage.

The third benefit that you can do is to simply cancel out a merit.  About to get hit by a disadvantage?  If you can you could use a merit to deny it.  About to suffer the effects of a enemy who has too much advantage?  If you can use a merit to reduce that advantage.  This method can stack with other merits.

Abilities are the forth benefit that can perform special effects without altering dice.  For a example a "Champion Archer of London" can say she is so good with the bow she will make single shot using two arrows to hit two separate targets.  She spends a bit of her heroic points to pull it off.  Later on in the session that same woman want to make another stunt, but this time she wants to shoot two times as far to make a long shot.  She spends heroics again to make the shot.  You can also combine this with other merits to pull off even more powerful abilities, but that also cost more heroics.

Merits also have a fifth ability which allows you to regain heroics by practicing in the theme of that merit.  So that "Champion Archer of London" could spend four hours in the archery range to regain 4d6 heroic points.  This can stack with other merits to increase the heroic recharge by +1d6 per hour.

So merits can make you better, limit your foes, cancel out things that hinders you, allows for special abilities, and can "heal" you.  Pretty impressive for five small things.  So what is the down side?  Well merits are limited in scope because they are themes in which your character is good at.  Not to mention you have to be in, do something, or something must happen to allow some of those merits to be useful.  The "Champion Archer of London" merit is useless if the character is in a business meeting that bans all weapons from being brought in.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 08:37:02 PM
Next up I will cover talents.  Now if your familiar with FATE stunts you can guess what talents do.  Then again if your a fan of new World of Darkness Mage: The Awakening talents are similar to legacy attainments.  

In the Struggle of the Moirai talents are your merit abilities that are hard wired into your character.  What do I mean by that?  I mean they do only one thing, but cost no heroics to pull off.  The double range attack that the "Champion Archer of London" example I gave in the previous post could be talent.

Talents are often made up by the player and the GM.  No two talents are a like and thus the possibilities are endless.  It is up the GM to determine how far a single talent can go.

Talents are earned by two ways.  Character creation and every time you earn ten milestones you gain a talent.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 09:21:01 PM
Now I am going to focus on the other stats.


Attributes

Attributes are the base number when determining your score against challenges.  They also help determine the value of other stats.  To determine the attribute mod just look at the ten digit of each attribute.

Combat (A):  Main attribute that is only used for combat.  It is used to determine the score of your offensive and defensive prowess.

Physical (P):  Attribute that determine your physical capabilities.

Mental (P):  Attribute that determine your mental capabilities.

Social (P):  Attribute that determine your social capabilities.

Potency (A):  Attribute that determines your supernatural prowess.  You start out with zero and can never increase it at character creation.  This attribute when increase can grant you benefits, but unleash a horrible curse as well.  It is the only attribute that can save you from supernatural attacks, but it is the reason why you are doomed anyway.  Potency brings in new rules that deserve its own separate post to explain.


Hit Points

Wound:  Your physical health.  If this reaches zero your character had physically died.  It restores points equal to physical attribute mod per day of rest.  For active days you restore only one point.

Heroic:  Your buffer health and energy pool.  You start out with zero at character creation and slowly build yourself up.  Once it reaches zero further damage goes to either wound, or spirit.  You can restore heroic via two methods.  Resting restores six points per hour of rest.  Practicing that fits in the theme of one of your merits allows a 1d6 roll per hour.  Your total heroics equals your milestones till you reach a hundred milestones.  Beyond that follow the advance rules.

Spirit:  Your mental/spiritual health.  If this reaches zero your character no longer lives in a figurative way of saying it.  They are empty shells and thus their game had ended.  It restores points equal to mental attribute mod per day of rest.  For active days you restore only one point.


Equipment

Note:  Equipment is currently in testing phase as this system was originally designed to not have equipment at all.  Expect a lot of guess work in this.  However, if you really want something I can just give you the equipment stats.

Equipment are items you can use to help yourself in the game.  It has various stats of its own.

Quality:  Determines the quality of the weapon/armor/item which improves the score.

Range:  Some items do have range and this stat determines how far it can go.

Clip:  Made for firearms and other weapons that consume ammo.  This stat is how much ammo you have before you run out.

Reload:  Made for equipment that can consume items, ammo, and energy in order to function.  This stat determines how many actions it takes to reload the equipment.

Special:  Some items have special traits and this is where the special traits go.


Other Stats

This covers any stats that are left over.

Equipment Slots:  Determines how many items you can have on you.  Going over the limit means you suffer a -1 to all your physical/combat scores and suffer tough terrain movement.  Going over double the limits means you suffer -2 to all your physical/combat scores and suffer severe terrain movement.

Initiative:  Determines who starts first in combat.

Request:  Determines how many points you can spend on equipment before your investigations.  Money is useless in this game so this is your only economy.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 10:12:47 PM
Now for combat.  This actually follows many steps depending on how high your initiative is.

1.)  Roll initiative.  That is 1d6 + Mental Mod + Modifiers.  Those with the highest goes first.

2.)  Make a active combat, or potency roll to see if you hit the target.
   2A.)  PC defenders must use combat attribute when being attack by combat.  They must also use potency attribute when being attack by potency.
   2B.)  Defenders can apply disadvantage if they have the merits and talents to do so.
      2B1.)  Attackers can cancel them those merits out if they are able to do so.

3.)  If the attacker succeeds he does 1d6 + Attribute Mod of damage.  Weapons that require the physical attributes such as melee weapons, throwing weapons, bows, darts, and so on use Physical Mod.  Weapons that require technology and aiming at the right spots use Mental Mod.  If it is some supernatural curse attack that uses the voice of the attacker it uses Social Mod.

4.)  Once everyone had their turn you subtract six from everyone's initiative.  Those with initiative left can do step 2 to 4 again.  If no one has any initiative left go back to normal initiative values before you started to subtract to begin the next turn.

Note:  A good way to measure initiative is to write down everyone's initiative on a note paper.  Then put a line underneath it.  Underneath that line you put new initiatives that have six less points.  Repeat the process till everyone is at zero, or less.  Then you know how many combat phases each pc and npc can do.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 11:31:06 PM
Okay now this just covers character creation and then sheet template.

1.)  Pick concept and name for your character.  Once that is done you can then fill out your five merits.  Each merit has theme guide line to aid you.

2.)  Roll 5d6 four times.  These will determine the values of your attributes.  Assign them to combat, physical, mental, and social.  Potency has to remain at zero.

3.)  Determine your starting stats.


4.)  You have ten talents to spend.
   4A.)  You can spend talents to increase your attributes by ten points.
      4A1.)  You are max at 59 till you manage to get a potency mod of 1.  Then it can go up to 69.
      4A2.)  You can't increase potency this way.
   4B.)  You can spend it to get signature equipment.  Signature equipment allow you to cheat the request system a bit by giving you equipment that can stay with you throughout your entire career.  Each talent spent equals four request points.
   4C.)  You can spend it on natural mundane abilities.
   4D.)  You can spend it on supernatural abilities.
      4D1.)  WARNING:  Each use increase potency attribute by one and can eventual lose your character.


Spoiler
CHARACTER SHEET TEMPLATE

CHARACTER INFO

Character Name:
Milestones:
Request Base:

MERITS

Background:
Employment:
Primary Role:
Secondary Role:
Nature:

ATTRIBUTES

Combat:  ??
Physical:  ??
Mental:  ??
Social:  ??
Potency:  00

HIT POINTS

Wound:  ??/??
Heroic:  ??/??
Spirit:  ??/??

TALENTS

Example Talent Name:  Effect of the talent.

EQUIPMENT

Name of Equipment:  Bonus ?, Range ?/?/?, Clip ?, Reload ?, Special Traits Here

Equipment Slots:
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 06, 2014, 11:31:38 PM
Okay now you guys that want to play can create characters.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 07, 2014, 03:17:23 PM
Where do you get your merits? Can you make them up?
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 07, 2014, 04:29:38 PM
You have to make them up.  I will give you a example.

Say you got a former navy seal by that goes by as JJ Trucks.

Background:  Served in the Navy Seals
Employment:  Gained High Honors Through Team Leadership
Primary Role:  Provider of Tactical Intelligence
Secondary Role:  Keeper of the Team Morale
Nature:  Calm When Under Fire

Basicly you want to get into things that fits well with your merits so you can use them a lot.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 07, 2014, 07:40:16 PM
Talents you can also make up as well.  Though with those you need to discuss with me about what you want to do with those talents.  What I would say is that I won't allow supernatural talents at character creation, but you can earn them in game.  I wouldn't be focus on signature equipment either, but I am not banning them on the start.  That leaves improving attributes and making mundane abilities.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 08, 2014, 04:59:45 PM
Okay I clean up the rules a bit as you can see in the first page.

Now you will see rules for how Potency will work.  Potency is a powerful and secretive attribute that only a few people will ever get.  In the world of seven billion people there might be at the most seven thousand people with potency.  That is a very rare group of people and that is a good thing because that means the vast majority of people don't have to suffer the effects of drowning.


Drowning

What is drowning?  It is a term use to describe how a mortal gets drag into the supernatural worlds that is hidden from the mundane world.  Think of it like dimension traveling, but with no portals.  It is more like effortless diving into a pool of water.  The deeper you go the harder it is to swim back to the surface.  Potency acts like object of great density.  The more potency you have the deeper you go and the harder it is to get to the surface.

In fact once you get to 60 points in Potency your character becomes a npc.  Not because they are monsters, but because there is no way of bringing you back to the mundane world.  For all the wealth, talented people, and government support that P.I.T.F. can bring they do not have the power to bring you back.  The pull of the supernatural is just too powerful.

The warning signs starts to appear when you get up to potency ten and thus have a mod of one.  People can still freely interact with you in the mundane world.  You may notice you can improve yourself beyond normal human means.  It looks all positive till you get to potency twenty.  That is when things start to change for the worst.

At potency twenty people have a hard time finding you.  You tend to stand not in direct vision in order to be seen more clearly.  Mundane weapons have a hard time hitting you as if your not really there unless they are being use by some one with potency.  You don't know how that is possible, but it is not making your life easier.  You think there are other things out there.

At potency thirty the shit just go real.  Your a ghost at this point.  If you had not figured out surfacing your in for some trouble.  Those that figured out surfacing are figuring out that they keep disappearing all the time.  Mundane weapons that are used by people with no potency have no affect on you.  As for those things.  You are no longer thinking at this point.  You just know.

Potency forty brings out whole new fears.  It takes extreme effort to surface up to the point that people with no potency can easily notice you.  You know deep down you can't keep this up forever.  Worst those things you know for the fact that are real can easily see you now.

Potency fifty is even worst.  Even as you surface with all your power people with no potency have a difficult time seeing you.  Worst those creatures are capable of touching you without even making a reach.

Potency sixty is game over.  Even if you surface with all your power people with no potency cannot even see you.  You are a ghost to them.  Even if you can survive in your new world the fact is your in a whole new game.  Hand over the character sheet to the GM.

There are benefits to drowning though.  For starters it increases your passive attribute cap.  A person with potency twenty-one can increase his passive attributes up to seventy-nine and could achieve the full benefits of having a mod of seven.  This is for physical, mental, and social attributes as combat does not benefit from this.

Another benefit is that it allows you to have access to supernatural talents.  Even if you have potency of one you still have the ability to do powers.  Of course each time you use any of those powers you increase your potency by one.  Wise investigators rarely use their powers and save them for when they have to do so.  The wisest investigators don't use supernatural powers at all.


Surfacing, Sinking, and Reaching

So how does one swim up?  That is called surfacing and it is costly.  You can only surface up to three levels.  Not only does it reduce potency, but it also reduce your three passive attributes as well.  Combat is a active attribute and thus does not suffer the effects of surfacing.  This is not a long term solution as there is a duration for how long you can do this.  It also drains a lot of heroics to do a surfacing.

One Level = Month Duration = 10 Heroic points
Two Level = Week Duration = 20 Heroic points
Three Level = Day Duration = 30 Heroic points

You can also sink.  Sinking means you choose to go down levels.  It makes you more powerful and unlike surfacing it easy to do.  In fact it cost no heroics and has no duration.  You can only go down three levels which improves potency and passive attributes by those levels.

The down side of sinking is that your going into deep waters and the danger is even more real.  Your going into dangerous territory that could get you killed by alien beings man was never suppose to see.  It also increases the chance of you drowning.  Each level you sink is how many more points you gain in potency if you use supernatural talents.

Level 0 = Natural Potency = 1 point per use
Level 1 = Natural Potency +1 = 2 points per use
Level 2 = Natural Potency +2 = 3 points per use
Level 3 = Natural Potency +3 = 4 points per use

Anyone with potency and knows what they are doing can perform a reach.  Reaching is similar to surfacing and sinking in that you can phase through levels of supernatural depth.  What makes it different is that you can only do one thing in a single action.  It cost heroics to pull off, but not as much as surfacing.  Though you do have to pay heroics if you try to reach into lower levels, but that is because your resisting the dragging pull that the low reach can create.

Level 1 = +1 Heroic point
Level 2 = +2 Heroic points
Level 3 = +3 Heroic points


Reducing Potency

That is the million dollar question isn't it?  Potency is dangerous as it is useful.  A smart investigator would want to reduce potency, or get rid of it completely.  Completely is impossible once earn a potency mod.  Once you sink down a level for good you can never get back up.  You can, however, reduce the chances of sinking further down to a even lower level.

There is one proven method.  You can spend milestones to decrease potency down to the mod.  Milestones only come once per session and doing so would cut in your ability to improve your other attributes.

There are other methods, but they are not proven.  Not to mention they could be dangerous and could just be rumors.  The worst tend to be traps that are design to harm the character, or increase potency even more.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 08, 2014, 05:17:17 PM
Ok, I make a character soon. Does it have to be special ops? Or can it be a computer programmer, a con man or a history teacher?
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 08, 2014, 09:36:12 PM
It has to be useful for investigations.  The special ops guy I gave out was just a example.  Your main job is to do investigation and if combat happens your tough guy is meant to hold the enemy off long enough for help to arrive.  Everyone else should take cover, or get the hell out of there.  This is not a combat setting and there shouldn't be much combat in it.

Though take in the fact that P.I.T.F. (Private Investigation Task Force) does in fact hire the best people that they can find.  They don't hire slackers and out of high school people.  So you have to be very good at your two roles and be at the top of your game.

Take note that unlike World of Darkness hunter conspiracies, P.I.T.F., is a normal company.  The vast majority of cases are mundane and frankly the company has no idea how to handle supernatural cases at all.  They are completely in the dark like the rest of the world.  They don't run the world in the shadows and frankly don't hide the "secrets" from anyone one.  They also don't treat you like a cog of a machine that can be discarded like nothing.  The company does in fact value its employees and the employers do care.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 11, 2014, 02:06:57 PM
I should cover the mission briefing of the area.  The outpost only have four buildings, a drilling station, and helipad.  The helipad is at the center of the outpost.  To the west is the building that serves as the living quarters to the research team.  South of the helipad is the lab.  Southeast is the generator building which is perhaps the most important building for survival.  Southeast of that is the drill which is used to pull out chunks of ice to determine melting points.  Northeast of the helipad is the garage which should contain some vehicles.

Living Quarters:  A large and long building that contains all the personal of the research team.  This place contains all the living conditions of a normal home that can with stand the freezing cold of Antarctica.

Lab:  The lab that the team use to store ice for further examination.  The team even research animals of the area as well.

Generator:  The most important building provides power throughout the whole outpost.  Without it the mission would end before it begins.  You need to turn it back on in order to stay warm.  This is Antarctica after all.

Drill:  A drill that is design to pull out rods of ice for measurement.  It is useful to study global warming.  Other than that you won't find nothing informative about the missing team.

Garage:  It serves as a place to keep the huskies and some dog sleds.  The garage also has some more modern methods of travel.  Some are missing as the company took the dogs back.

Helipad:  The helicopter is dropping you off over there.  It will take two weeks for the helicopter to come back.  Good luck.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 11, 2014, 06:36:31 PM
Name: Luke "Smiley" Marciano
Concept: Conman

Background: Trained in the school of hard knocks
Employment: Either prison or this job
Primary Role: The faceman of every operation
Secondary Role: Additional scout
Nature: Charming

Combat: 15
Physical: 21
Mental: 13
Social: 18
Potency: 0

Wound: 40
Heroic: 0
Spirit: 36
Equipment: 26
Initiative: 13
Request: 19

1. Fast talking/manipulation
2. Reading people/knowing secrets
3. Assume identity/disguise
4. Bluff/lying
5. Lockpicking
6. Quick fingers/palm object   
7. Chloroform master/subtle knockout
8. Basic computer hacking
9. Improvise (maybe too vague; I could use dispose body instead)
10. Run like hell (when things go wrong)


I think the skills need work.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 11, 2014, 09:14:36 PM
Well they are not skills they are talents.  In other worlds they are things that allow you to do things freely without spending heroics points.  As in a person would have trouble running in the snow.  You can make up a talent saying your immune to difficult terrain rules when traveling through snow.  This isn't something that gives you +1 to your score.

Also your equipment slots is 5 + Physical Mod.  It isn't suppose to be 26.  Remember the mod is the ten digit.  So your 21 in physical means you have a mod of 2.  Total is 7 for equipment slots.

I also take it that your base initiative is 1 because of your mental mod.  Am I right in this?  Base request is 1 + Social Mod which would be another 1.  That is a hefty 2 points of request.

While that is cool that you have ten talents you should really think about condensing them to only five talents.  Use the other five to boost your attributes by ten points.  So you can make that Social 18 into 38 (mod of 3) by using two talents.

Do you see what I am saying?
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 11, 2014, 10:31:39 PM
Your wound and spirit is wrong too.

For wound double your Physical mod and add ten.

For spirit double your Mental mod and add ten.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 11, 2014, 11:32:10 PM
Oh yeah why did you put your best attribute roll into physical?  Seeing from your merits and talents it would make sense to put that into social.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 12, 2014, 01:49:18 PM
Quote from: Snowman0147;786527Well they are not skills they are talents.  In other worlds they are things that allow you to do things freely without spending heroics points.  As in a person would have trouble running in the snow.  You can make up a talent saying your immune to difficult terrain rules when traveling through snow.  This isn't something that gives you +1 to your score.

Also your equipment slots is 5 + Physical Mod.  It isn't suppose to be 26.  Remember the mod is the ten digit.  So your 21 in physical means you have a mod of 2.  Total is 7 for equipment slots.

I also take it that your base initiative is 1 because of your mental mod.  Am I right in this?  Base request is 1 + Social Mod which would be another 1.  That is a hefty 2 points of request.

While that is cool that you have ten talents you should really think about condensing them to only five talents.  Use the other five to boost your attributes by ten points.  So you can make that Social 18 into 38 (mod of 3) by using two talents.

Do you see what I am saying?

Ok I will. I didn't notice anything explaning the meaning of the mod. So I just did the whole thing.

Other five to boost attributes? Social 18 into 38 by using 2 talents? I really need to get used to this system. I think some examples would be nice.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 12, 2014, 01:53:47 PM
Quote from: Snowman0147;786540Oh yeah why did you put your best attribute roll into physical?  Seeing from your merits and talents it would make sense to put that into social.

I didn't know you could do that.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 12, 2014, 01:55:52 PM
New try:


Name: Luke "Smiley" Marciano
Concept: Conman

Background: Trained in the school of hard knocks
Employment: Either prison or this job
Primary Role: The faceman of every operation
Secondary Role: Additional scout
Nature: Charming

Combat: 15
Physical: 13
Mental: 38
Social: 51
Potency: 0

Wound: 12
Heroic: 0
Spirit: 16
Equipment: 6
Initiative: 3
Request: 6

1. Silver Tongue: Advantage when convincing a target.
2. Master of Disguise: Disadvantage for a target to notice your real identity.
3. Cold Reading: Advantage when detecting a motive or spotting a lie.
4. Disable Security: Advantage when disabling a security system or lock.
5. Sleight of Hand: Advantage when stealing an item or placing an item on a target.



Changed the names.




And five left to boost attributes. Can I put five on social? Nope, I can't. Forget about it.

Ok max of 59. So maybe 3 on social to 51 and 2 on mental to 48?

If the boosts give +10, what do the skills do? I mean gives lockpicking a temporary +10 boost?
a temporary +10 boost?[/I]
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 12, 2014, 05:20:23 PM
Okay with the added nature of your talents points spending on your attributes I will say this.  Your guy is looking really good.  Though how did you get 48 for mental?  18 + 20 = 38.

Changes I see in your sheet is Wound 12 because your physical mod is 1.  Your Spirit is 16 because of the mental increase.  You got equipment slot right.  Base initiative is 3 because of your new mental mod.  Request should be 6 due to social mod of 5 plus your rank 1.

Now to the meet of your sheet.  You seem to be treating your talents as skills which they are not.  What I would do is give them a name and a effect.  Your treating them like skills so just say you gain a advantage if you do any of those things.  Sure it would make you powerful social monster, but you are a pretty weak fighter.  Hell your lock picking abilities would need to grant you a advantage with your small physical attribute.

In case your wondering a advantage grants you one more positive die.  If you really want to mix things around you could say disguise grants people a disadvantage when trying to detect you.  Disadvantage grants the opponent a negative die.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 12, 2014, 06:12:02 PM
Quote from: Snowman0147;786671Okay with the added nature of your talents points spending on your attributes I will say this.  Your guy is looking really good.  Though how did you get 48 for mental?  18 + 20 = 38.

You're right. 38


Quote from: Snowman0147;786671Changes I see in your sheet is Wound 12 because your physical mod is 1.  Your Spirit is 16 because of the mental increase.  You got equipment slot right.  Base initiative is 3 because of your new mental mod.  Request should be 6 due to social mod of 5 plus your rank 1.

I really dont get those mods. How do you get them? I have 21 social, so I figured mod 2. And the rest is mod 1. Oh I see now. You are using the steps wrong. You calculate the talent 10 boost when you determine starting stats. You should switch step 3 and 4. 4 goes first, then add the boost to your attributes, and then determine starting stats.

The way you do it now is go 1, 2, 3, 4, back to 2 and back to 3 again. This is not convenient. I never went back to my attributes before once set. My suggestion would be 1, 4, 2 and then 3.

1. concept and merits
2. talents and attribute boost
3. roll attributes and add boost
4. determine starting stats


Quote from: Snowman0147;786671Now to the meet of your sheet.  You seem to be treating your talents as skills which they are not.  What I would do is give them a name and a effect.  Your treating them like skills so just say you gain a advantage if you do any of those things.  Sure it would make you powerful social monster, but you are a pretty weak fighter.  Hell your lock picking abilities would need to grant you a advantage with your small physical attribute.

In case your wondering a advantage grants you one more positive die.  If you really want to mix things around you could say disguise grants people a disadvantage when trying to detect you.  Disadvantage grants the opponent a negative die.

Ok so they are five spells or abilities? For example "Charm: gain a bonus on social rolls vs the target." or "Karate punch: deal x damage vs target.".
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 12, 2014, 06:29:46 PM
Well I did because I was GM.  Still once you decide which attribute to boost it is always nice to see if it increases your other stats.  So I was giving you heads up.

For talents I am going to ask a question.  Had you ever played Mage: The Awakening?  If so you may notice that arcana can do a lot of things within its theme, but have a cost.  Rotes on the other hand does only one thing, but does that one thing well.  That is how merits and talents are treated.  Merits are like arcana.  Talents are like rotes.

Example:  Say you have Beaten, but Never Defeated as a merit.  Now think of all the cool things you can do with that.  Place it on a super villain and you got one that comes after the heroes thought he was dead.  Put it on a heroic under cover cop that is getting a beat down.  Now you can spend heroics to provide soak to absorb the damage from that beat down.

Talents are specific versions of merits.  A powerful monster that hunts down the heroes could be killed at least once, but the talent known as Death is Nothing can be used to give it back life.

A spy could have a talent that the player calls Torture Resistance which provides soak equal to physical mod when his character has to endure physical torture.  Perhaps the player could upgrade it to allow soak that is equal to mental mod against none physical torture as well.

So why bother with talents.  They are tiny merits that do one thing, but they do it freely.  There is no heroic cost to them.  The only draw back a talent has is it is limited in scope just how a rote only does one spell.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 12, 2014, 06:37:43 PM
Quote from: jan paparazzi;786673Ok so they are five spells or abilities? For example "Charm: gain a bonus on social rolls vs the target." or "Karate punch: deal x damage vs target."

Yes.  Your now understanding it.  Though for x it would be the best attribute that describes uses it.  Still for martial arts I would go for treat these as lethal weapons and thus don't suffer the half damage flaw.

Though that is just me the GM.  Talents do require the player and GM to talk with each other.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 13, 2014, 10:01:51 AM
I changed the names. I don't really know how to fill in the talents. Can you make something up? I am too much in the dark for this. What I have is this:

1. Silver Tongue: Double your social roll when fast talking a target.
2. Master of Disguise:
3. Cold Reading:
4. Disable Security:
5. Sleight of Hand:

I have no idea what the balance is in this game. So +20 to social rolls or double it up? No clue.

I have 5 talents. One for manipulation/fast talking, one for disguises/masks/subterfuge, one for finding out what secrets NPC's have, one for security systems/lockpicking and one for concealing and stashing objects. I shoved locks and security in one talent. I am not really sure about the cold reading or sleight of hand. I might replace one for a combat talent. Stabbing someone with a poison dart or something.

This game feels a little like Spycraft btw.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 13, 2014, 12:04:04 PM
Just say you got a advantage to those things.  That way you can just roll a extra +1 positive die, or improve your attribute by one for passive tests.

The disguise talent is different.  That should be a disadvantage which gives your foes -1 in passive tests to detect you.

Your sleight of hand is a question.  Are you going with the stealing aspect, or the hiding items.  If stealing it is a advantage.  If hiding it is a disadvantage.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 11:02:59 AM
Name: Luke "Smiley" Marciano
Concept: Conman

Background: Trained in the school of hard knocks
Employment: Either prison or this job
Primary Role: The faceman of every operation
Secondary Role: Additional scout
Nature: Charming

Combat: 15
Physical: 13
Mental: 38 (+20)
Social: 51 (+30)
Potency: 0

Wound: 12
Heroic: 0
Spirit: 16
Equipment: 6
Initiative: 3
Request: 6

1. Silver Tongue: Advantage when convincing a target.
2. Master of Disguise: Disadvantage for a target to notice your real identity.
3. Cold Reading: Advantage when detecting a motive or spotting a lie.
4. Disable Security: Advantage when disabling a security system or lock.
5. Sleight of Hand: Advantage when stealing an item or placing an item on a target.


I do want another talent for stashing and hiding items on myself (disadvantage for NPC's to spot this when being frisked for example) in the near future.

Anyway, I am happy wiht this.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 14, 2014, 11:59:46 AM
And it looks good.  Too bad no one else signed up for this play test.  Do you mind if you control other characters, or do you want to see npcs helping you out?  Do you want to do this solo?
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 02:06:18 PM
Quote from: Snowman0147;786893And it looks good.  Too bad no one else signed up for this play test.  Do you mind if you control other characters, or do you want to see npcs helping you out?  Do you want to do this solo?

I can do that. This reminds me a little of how we usually play these games. With a faceman, a thief and a combat monkey. I think a game like Spycraft is really well suited for my gamegroup. Those classes support what we do perfectly. Much better than wod really.

It's mostly the names, really. Academics should be Research, Science should be Analysis, Larceny should be Security and Subterfuge should be Bluff.

Anyway shall I make a special forces or sniper? And a thief or scout? And maybe a hacker? A scientist for the forensic analysis? A gumshoe for general investigation purposes?
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 14, 2014, 02:45:24 PM
Any one you think that is useful.  Perhaps a scientist and a survivalist would be wise.  It is Antarctica after all.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 04:44:35 PM
Name: Jake Burrell
Concept: Scout

Background: Used to be a U.S. Army Ranger
Employment: Currently a mercenary for hire
Primary Role: The scout of the operation
Secondary Role: The soldier when things go south
Nature: Resourceful

Combat: 42 (+20)
Physical: 53 (+30)
Mental: 20
Social: 15
Potency: 0

Wound: 20
Heroic: 0
Spirit: 14
Equipment: 10
Initiative: 2
Request: 2

1. Light footed (Stealth) II: Could just say you gain a advantage for sneaking, or you move at full movement while sneaking instead of the usual half movement.
2. Sneak attack:
3. Crocodile Dundee (Tracking): You gain a advantage for tracking people down.
4: Living of the land:
5. Psysically though:
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 04:56:14 PM
Name: Caroline McKnight
Concept: Scientist

Background: Forensic expert LAPD
Employment: Looking for a new challenge
Primary Role: Any form of scientific analysis
Secondary Role: Computer expert
Nature: Doesn't give up easy

Combat: 16
Physical: 17
Mental: 48 (+30)
Social: 37 (+20)
Potency: 0

Wound: 12
Heroic: 0
Spirit: 18
Equipment: 6
Initiative: 4
Request: 4

1. Lab rat (Forensics) II: If you want to shove your fifth talent into this time could be cut down to a quarter.
2.  (Chemistry) II:  I guess you got a advantage to identify chemicals.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 05:07:32 PM
Name: William Barrinski
Concept: Explorer

Background: Oxford University degree in History
Employment: Infamous relic hunter for hire
Primary Role: Research and walking knowledge bank
Secondary Role: Extra firepower
Nature: The guy is an enigma


Combat: 31 (+10)
Physical: 37 (+20)
Mental: 43 (+20)
Social: 14
Potency: 0

Wound: 16
Heroic: 0
Spirit: 18
Equipment: 8
Initiative: 4
Request: 2

1. Bookwurm (Library research) II: Spend a extra talent on this to make it a quarter length of time.
2. Cipher fanatic (Decrypting) II: Gain a advantage in decrypting dead languages to english. Could spend that extra talent from Occult Lore to decrypt passwords as well.
3. Mountain goat (Climbing): Could gain a advantage to climbing rolls.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 05:20:00 PM
Name: Lucas Schröder
Concept: Detective

Background: Criminal investigator for Interpol
Employment: Fired when exposing a corruption scandal
Primary Role: Investigation and questioning
Secondary Role: Extra firepower
Nature: Grumpy as usual

Combat: 29 (+10)
Physical: 16
Mental: 44 (+20)
Social: 41 (+20)
Potency: 0

Wound: 14
Heroic: 0
Spirit: 18
Equipment: 7
Initiative: 4
Request: 5

1. Eye for detail (Area investigation) II:  Spend that extra talent that you are not using to make it a quarter of the time.
2: Professional hardass (Interrogation) II: Give it a advantage and cut down the time by half.
3. Knowing the streets (Black market knowledge): Don't bother rolling to remember black market details.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 14, 2014, 05:20:10 PM
What was the natural rolls of those two?  That way I can guess how many talent points you spent to improve their attributes.

For the soldier I would suggest something to improve his mental a tiny bit.  Damage from guns is 1d6 + weapon mod + mental mod.  Mental is used for aiming, perception, and initiative.  Physical is only used for range weapons that require a lot of physical prowess such as bows, throwing daggers, ninja stars, spears, and such.

Suggested talents for the soldier is faster reflexes for a extra 1d6 to initiative roll.  Maybe spend another talent to make it a +2d6.  If your going sniper I would suggest Sniper Training to get x2 range.  Getting another talent on that would make it x4 range.  Given the mission I might not do sniper at all because a single rifle would eat up a lot of request.  Then again it could be purchase as signature gear at the cost of three talents and at good quality.  Still in Antarctica there isn't going to be much to shoot at.

As for the scientist.  She is a bit tougher to think about.  Talents could be spent in reducing the time she spends on research, hacking, and investigations.  One talent point can cut the time in one of those things by half.  Another point it would be quarter of the time it would normally take.  Though she also looks like a character that could get some advantages in those skills as well.

I also think your characters should be a tiny bit more well rounded just in case something really bad happens.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 14, 2014, 05:38:25 PM
Oh wow two more.  I see you been busy.  Okay what to do with these two.

First off "The Talent".  Really?  That is just too tempting to ruin his day.  Could you just give him a normal name and better merits.  Engima is not going to help you.  Last why does his background have two histories?  I would just pick one.

Now Lucas I already like.  Just wish he had more meat on those bones.  Could easily decrease social by one talent and go for a physical increase.  Also having to deal life fighting crime as a detective may have given him some ability to shrug off the worst effects horror.  As in he had seen some pretty bad murder cases in his time.  Could go with I Seen Worst and get a spirit soak of 1 per talent invested into it.  Hell you could go for Common Sense that allows the gm to give out one warning per session.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 05:49:48 PM
I gave every char 50 bonus. I correct everything. W8 a min. My first char might be unbalanced as well
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 14, 2014, 06:01:15 PM
Don't make changes unless you want to do that.  I was making sure on what I was dealing with first.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 14, 2014, 06:02:54 PM
I didn't. I just added the bonus and changed the name of the talent.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 15, 2014, 06:50:53 PM
So you need any more help?
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 17, 2014, 02:48:03 AM
Any suggestions?
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 17, 2014, 11:11:12 AM
I did gave you some for your three characters in terms of talents.  Though I can give it another try.

Lets look at the army ranger.

1. Stealth:  Could just say you gain a advantage for sneaking, or you move at full movement while sneaking instead of the usual half movement.
2. Sneak attack:  Could make that ranger a knife specialist.  Requires a small blade (aka dagger/knife) which means it has a requirement, or the talent won't work.  It also means it is more potent to make up the difference.  +2d6 of damage for a successful sneak attack with your required weapon.
3. Tracking:  You gain a advantage for tracking people down.
4: Living of the land:  Okay...  Once per session you manage to find perishable resource (aka food, water, or etc.).
5. Psysically though:  You mean tough right?  If so we can go for wound increase that gets you +2 more wounds.  Not much, but this talent can stack over time.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 17, 2014, 11:50:33 AM
Okay lets take a look at the scientist.

1. Forensics:  I am assuming crime scene investigations that is done in a lab.  If so I would cut the time in half.  If you want to shove your fifth talent into this time could be cut down to a quarter.
2. Programming:  Is this suppose to be hacking, or just creating computer programs?  I guess I will do a mixture.  You give AI defense programs a disadvantage when trying to bypass security.
3. Chemistry:  I guess you got a advantage to identify chemicals.
4: Engineering:  Why would a crime scene investigator have engineering?  How is that useful for her former job and what good would it bring to her team?  My only guess is that she has a advantage in doing repairs.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 17, 2014, 12:10:17 PM
Okay now at the explorer.

1. Library research:  Could cut down time researching in the library by half.  Spend a extra talent on this to make it a quarter length of time.
2. Decrypting:  Gain a advantage in decrypting dead languages to english.  Could spend that extra talent from Occult Lore to decrypt passwords as well.
3. Occult lore:  Okay I don't want the players to know any thing about the supernatural so this has to drop.
4. Climbing:  Could gain a advantage to climbing rolls.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 17, 2014, 12:15:53 PM
Now for the detective.

1. Area investigation:  Not to difficult.  Give him half the time to do investigation in the field.  Spend that extra talent that you are not using to make it a quarter of the time.
2: Interrogation:  Drop concentration and use that talent to improve this one twice.  Give it a advantage and cut down the time by half.
3. Concentration:  To vague so just drop it.
4.  Blank means freebie that you can use to improve Area Investigation.
5. Black market knowledge:  Don't bother rolling to remember black market details.  You just know.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 17, 2014, 03:10:25 PM
Maybe it's better to do just two talents or maybe three for each character.

For the detective that would be Area Investigation and Interrogation. I drop the black market. Not really a black market on antartica anyway. The explorer will focus on Library Research and Decrypting. The scientist would go for Forensics and Chemistry. The scout will go for Stealth and Tracking. I think I drop the sneak attack. Tracking will also apply to wildlife or anything that leaves a trace. My first char has some more colorful talent names. I drop those for more broad practical talents. Silver tongue will become Manipulation to make people do what you want. Disguise will become Bluff and applies to getting away with lying wether you are not telling the truth or wearing a false uniform.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 17, 2014, 04:27:28 PM
I would actually keep the colorful fancy names.  At least it is interesting.  The abilities themselves should be broad though.

Here is a example of what I am talking about.  Both talents are basicly three talents combine into one so that is why you see the x3.  Do note that both weapons are both worth request 12 and each talent spent in getting signature gear is equal to 4 request.  So three talents spent to one item means you can get a item worth 12 request.

No your not getting any of these swords.

Sword x3:  Gain a signature item.  Quality bonus +3, damage modifier +0, range melee, clip none, reload zero, versatile (+2 damage when being held by two hands), legendary (can never be destroyed), and demon bane (+1d6 against demons).

Antony's Beacon of Hope x3:  A sword forge with the soul of a powerful paladin of Tyr.  It is only gifted to those with the bravery and purity to fight off the demons of the abyss.  Gain a signature item.  Quality bonus +3, damage modifier +0, range melee, clip none, reload zero, versatile (+2 damage when being held by two hands), legendary (can never be destroyed), and demon bane (+1d6 against demons).

Now one sounds better than the other despite doing the same thing.
Title: (OOC) Files of Private Investigation Task Force
Post by: jan paparazzi on September 17, 2014, 06:12:36 PM
Ok then I will use those names for all characters. I will upgrade several powers more than once. After that I am fed up with it and want to play. This open ended Fate like character creation isn't really my thing.
Title: (OOC) Files of Private Investigation Task Force
Post by: Snowman0147 on September 17, 2014, 06:50:03 PM
I notice.  Sorry about that, but maybe in the future I have some proper guide lines.

Also to make life slightly easier on you know all the talents that allow advantage, or disadvantage.  Change that to altering.  What is altering?  If you can use the talent to work in your favor when you roll you gain a advantage.  If you are not rolling, but can use the talent to resist something you can provide a disadvantage to the thing that is providing the effect.

Basicly I just smush the first two effects of merits together.  So now merits can provide altering the dice, canceling out other merits, do abilities provided you have heroic points to spend, and can help you restore heroic points per hour of doing some thing within the theme of those merits.

More important news is that I make a new thread and get the game going.