We're using Whitebox rules for HP determination. If you come up with 1 hp, you may reroll until you don't get a 1.
If you're going to be something other than Human, or if you're going to be a Cleric or Mage, we'll probably need a bit of back and forth. I'll create another Character Record Sheet (CRS) thread when we get there.
Gold for now == Dollars. Yes, US Greenbacks. I'm going to come up with an equipment list. For now, generate your gold/dollars and decide what equipment you might want.
The starting point is Chicago, Illinois, USA - 2012.
Joined: Jul 2010 Gender: Male Posts: 151 Karma: 15
Character Types « Reply #1 on Dec 1, 2010, 7:37pm »
Fighting Men are simply the vast majority of adventurers and muscle that already exist. Mercs, EOD, snipers, athletes, obtainers-of-secured-goods, the vast majority of people would probably be fighters.
Clerics - sure. Modern day medics, EMTs, all sorts of people who know how to save and heal people - you could even see Fighting Men have the skills. It's the ones with the religion - the faith and belief or purveyors of hidden, secret knowledge from gods and religions from long ago. We have enough pagan religions and half-baked beliefs that we could easily see clerics taking part in missions.
And mages... people who walk on that side of the curtain far more than anyone else. Where else would magic come from but somewhere else - and mages are the ones crazy enough to follow it. Scientists too, except they've found something beyond the test tubes and formulas - a whole new world that they're figuring out how to tap into. Clues from ages past and hints of some sort of strange future.
Joined: Jul 2010 Gender: Male Posts: 151 Karma: 15
Races « Reply #2 on Dec 1, 2010, 7:41pm »
All races are some variant of humans.
American Indians, Mongols, Aborigines, Mayans, the "indigenous" peoples that everyone ran over in their hunt to settle the world seem like a perfect match for elves. My elves. Tough hombres, not the fey elves that you might see in fairy tales. No, these elves are pissed off, outnumbered and proud of their history and resentful of what has happened to them. Piss them off and you'll find out what they're made of. The "ancient" rituals give some interesting possibilities to the OD&D rules of elves changing classes.
NOTE: I'm planning on using the basics of elves from Whitebox, but I'm also going to make a ruling that for now, you're either FM or Mage for now. Can you change "per adventure"? Sure... there's a price...
Dwarfs are even more screwy. Not every short person is going to be a dwarf, but I picture the out of way places, those little towns you may catch a glimpse of on the highway as you pass thru the mountains of Kentucky, Tennessee and so on. Only the locals go there, and even there, there're folk who are hardly seen, but known. Dwarfs survive by blending and staying out of sight, used to a hardscrabble existence. But they're close enough that you can't know... unless you know.
Same with Dwarfs, except I'm going to recast the skills and extras.
That's my Modern demihumans. No halflings.
If you want to be an Elf or Dwarf, talk to me and we'll figure it out.
Hey everyone, I rolled my stats last night (straight 3d6 and assigned to stats in the order they came.)
Name: Lark Human, Caucasian male Fighting Man Lvl 1 Hit Points: 3 Str 15 (+1) Int 6 (-1) Wis 9 Con 14 Dex 18 (+1) Chr 8 3 hirelings, (-1) loyalty
Cash: $150 Equipment:
Remington 870 magnum, 20 deer slugs tire iron Buck sheath knife, 6 inch blade zippo lighter half pack of Lucky Strike cigarettes wrist watch (Casio digital) Army surplus field jacket (insulated) work boots, (steel toe) wool gloves
Lark is the typical good ol' boy. He's made his living as a laborer and commercial fisherman. His life took a turn for the worse after seeing something he couldn't explain on a hunting trip deep in the Shawnee National Forest of Southern Illinois. Since then, he's slipped farther into the bottle and his wife has left him.
Equipment army rucksack, olive (w/contents) - flashlight - lighter - collapsible shovel - camp knife - nylon rope, 50' - LED Mag Light (4D) - canteen - preserved rations (5 days) - trekking pole (strapped to side of rucksack) sleeping bag equipment harness - kukri - Colt Python .357 - 4 quick loads leather jacket, insulated (read as: armour)
General Notes +1 To Hit/Damage vs. weaker (1HD or less) demihumans, intelligent undead, and lycanthropes Spot hidden 2 in 6 Spot magical 1 in 6 +2 saving throw vs. magic Spooky ESP - main source is water, especially rain (see name explanation below)
Character Description Born during a torrential rain storm, Chicchan was named after a Mayan god. It roughly translates to, "hissing rain".
He is originally from a small village in the Yucatan peninsula, where he worked as a private fishing guide for high-profile tourists. A vision he had one night told him to make his way to the windy city, so he packed an old army rucksack and traveled north.
He generally wears a pair of faded jeans, worn and frayed at the hems, a belt, and a t-shirt. If he must, he wears a pair of dusty brown cowboy boots.
His nose is slightly crooked, the result of a bar fight several years ago (he has since quit drinking) and his straight black hair is always pulled back into a ponytail at the base of his neck.
The kukri he takes with him everywhere (bringing that across the border cost him a bit of grease) was given to him from another guide one of the richer tourists had brought with them. It was a gift for helping them find one of the lost schools of bone fish rumored to be in the area near his village.
He never told them they were only "lost" because they could charge more when they miraculously "found" them during a trip and could then expect bigger tips as a result.
(I suck at writing very short things... sorry, c-wiz.)
Str = 9 (+0) Int = 9 (+0) Wis = 17 (+1) Dex = 11 (+0) Con = 6 (-1) Cha = 9 (+0)
So what happens when you roll a 2 for HP and you have a -1 Con penalty? Do you still get 1 HP? I did another roll that came up a 1, then followed that off with a 5.
Regardless, I'm going with a Cleric of the voodoo loa, a la Ishmael Reed's Papa LaBas. Pretty fitting, since my confirmation phrase was Mumbo Jumbo
Descended from the (in)famous Romanov family line (or Rasputin's, depending on who's telling the story). His "talents" focus far more on contacting those on the other side of the veil for information, deals, and "favors" than on raw energy or illusory "parlor tricks." He prepares enough firepower to get out of a scrape if needed, but not much more.
{Concept is a low-level mafioso mindset with grand ambitions on both sides of the veil. Not evil, but ambitious and callus.}
{As a side note: any chance of swapping that STR and INT, or even taking the 15 for INT and dropping STR to 10?}
Gear: Equipment Bag Sleeping Bag Flashlight (high beam 90'x2') Journal/Writing Instruments Tent Nylon Rope, 50' Canteen Preserved Rations (5 days)
Spellbook w/ Read Magic, Detect Magic, Protection from Chaos
Cash on Hand: $80
Weapon: Beretta 92FS 9mm , 4 reloads
Armor: (Mages cannot cast with it on) WW2 surplus bomber jacket(Leather equivalent -AC 7: good for melee, not so good vs. firearms)
Background: Sam is a freshly minted PhD, having completed his doctoral studies in the Department of History at the Maxwell School of Syracuse University. His dissertation, entitled "On the Proliferation of Fraternal and Esoteric Orders During American Expansionism", drew unexpected attention. This, coupled with his studies as a Freemason, like his father before him, has drawn Sam into a shadowy world he never imagined even existed. A world where magic and ritual offer true power to those willing to make the appropriate sacrifices.
Now his research, as well as some unexplainable sense of need, has drawn Sam to the city of Chicago. He is at present spending his time in the archives of the Field Museum, though he is not quite sure what he is looking for...
« Last Edit: Dec 11, 2010, 12:03am by Koren n'Rhys »
Asa served as a medic in the IDF, during which he was on hand when 3 very injured Mossad agents were brought in. One of them was delusional, and ranted of Things in the Dark. After serving his term in the IDF, Asa went on to study to become a Rabbi, but was always haunted by the rantings of the soldier.
Backpack First Aid Kit (required for first aid rule) Sleeping Bag Lantern (wide area 30') Lighter Signal Whistle Duct Tape Crowbar Knife (1d2 damage) Canteen Preserved Rations (5 days) Holy Symbol
Weapon (choose one): Side handle baton 1d6
Armor: Leather - equivalent (AC 7: good for melee, not so good vs. firearms) Ballistic vest - (AC 6 vs. firearms, AC 8 vs. melee)
« Last Edit: Dec 6, 2010, 7:48pm by davidbrawley »
Joined: Jul 2010 Gender: Male Posts: 151 Karma: 15
Re: Chargen « Reply #12 on Dec 6, 2010, 3:35pm »
Some specific chargen notes:
@ehiker - your equipment list will need to be changed, I'll be releasing the equipment starting lists shortly - you can change your weapon to a 1d6 as that is what most weapons do in Modern OD&D.
@Koren - your spellbook has 3 spells. One is "Read Magic", one is "Detect Magic" (that one I randomly rolled for) and you may pick the last one yourself.
OK, here are the equipment packs. You may consider yourself having enough clothes and luggage to have made it to Chicago. If you want more equipment or have the jones for something right now, let me know.
Fighting Man
Equipment Bag or Backpack Equipment Harness (holds 2 weapons, ammunition (4 reloads), 4 grenades, misc small pouch) Sleeping Bag Flashlight (high beam 90'x2') or lantern (wide area 30') Lighter Camping Shovel Knife (1d2 damage) Trekking pole - 6' - two can be combined for 10' pole Rope, nylon, 50' Canteen Preserved Rations (5 days)
Weapon (choose one): Handgun, 4 reloads + 2 grenades Shotgun, 20 shells Daggers (2) + Some other melee weapon that does 1d6 - you can make one up (nunchucks, biker chain, etc) or use any OD&D/WB reference
Armor: Leather - equivalent (AC 7: good for melee, not so good vs. firearms) Ballistic vest - (AC 6 vs. firearms, AC 8 vs. melee)
Cleric
Equipment Bag or Backpack First Aid Kit (required for first aid rule) Sleeping Bag Flashlight (high beam 90'x2') or lantern (wide area 30') Lighter Signal Whistle Duct Tape Crowbar Knife (1d2 damage) Canteen Preserved Rations (5 days) Holy Symbol
Weapon (choose one): Handgun, 4 reloads Some other melee weapon that does 1d6 and is legal for the cleric - you can make one up (nunchucks, biker chain, etc) or use any OD&D/WB reference
Armor: Leather - equivalent (AC 7: good for melee, not so good vs. firearms) Ballistic vest - (AC 6 vs. firearms, AC 8 vs. melee)
Magic User
Equipment Bag or Backpack Sleeping Bag Flashlight (high beam 90'x2') or lantern (wide area 30') Journal/Writing Instruments Tent Nylon Rope, 50' Canteen Preserved Rations (5 days) Spellbook
Weapon (pick one): Handgun, 4 reloads A melee weapon that does 1d6 - you can make one up (nunchucks, biker chain, etc) or use any OD&D/WB reference, remember that mage does 1/2 damage with melee weapons not normall associated w/mages per WB/OD&D.
Armor (remember that mages can wear basic armor, but not cast with it on): Leather - equivalent (AC 7: good for melee, not so good vs. firearms) Ballistic vest - (AC 6 vs. firearms, AC 8 vs. melee)
@Clerics - I'll probably run the spell acquisition much like I do in my other games - first and second level spells are kinda "automatically known" - you got the knowledge while learning your faith. Third and fourth, you better find some place holy to your religion. Fifth, you better find a way to talk to whatever grants you your divine power.