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Everything posted by The Story Guide

  1. It’s a cold December morning in the dying days of 1879 and it’s been several days on the Denver-Pacific rail heading towards California and all parts West. The train is quiet, at least when you get far enough away from the engine cart and the wailing screams of burning ghostrock. The wines and beers are good in the dining cart, along with the occasional game of poker or baccarat on the largest table at the back. A few minutes ago, though, an odd rattling began near the sleep cart. The staff of the Denver-Pacific must have noticed it as well, for the conductor in your car flipped a hidden switch and lowered armored shutters over your windows. He then flipped over a seat covering a secret compartment and pulled out a Gatling rifle. With a smile and a wink, he now takes up a position at the front of the car near a gunport you hadn’t noticed earlier. As passengers peek out the narrow slits in the armored windows. Mounted figures stand along a rise to your right. Indians! As you ready yourself for trouble you hear a deafening screech, like nothing you’ve ever heard before. There’s no doubt it’s the locomotive’s wheels grinding on the tracks—the brakes thrown so hard you smash into the seat in front of you. There’s pain, a dizzy sensation, and then the whole world tumbles around you, slamming your body up and down like beans in a maraca. Everything goes dark. Then, you hear screaming. Not the screaming of your fellow passengers though—more like the howls of the damned. Ghost rock - burning ghost rock. No one could mistake that sound after hearing it the first time. As you try to clear your vision you feel the heat of the burning ore nearby. You force your eyes open and find yourself lying in the shattered debris of the rail car. In fact, you can see the entire train sprawled along the tracks like some infernal iron snake. Surrounding you are piles of burning ghost rock and the mangled corpses of your fellow passengers. Surely this is Hell. A man runs by, screaming and blazing with flame. He stops in front of you and three arrows slam into him from the train’s right. The Indians are picking off the survivors! What do you do?
  2. Tabitha, could you put the sheet and pic in a spoiler box? That helps with scroll as we're posting in threads.
  3. I need to sit down and do the math on Dave's, but I know Nina's came out correct. EDIT: Dave's looks right as well, though he needs to put 1/1 in Grit.
  4. Don't feel the need to rush, Noir. It'll still be a bit before I'm ready to run. After the weekend, at least.
  5. Veteran pull: Nine, roll once on the Mad Scientist Dementia table (or choose one if one seems appropriate - or funny). El Cheapo Horse: Ailin' (minor) and Picky (will only carry you, bucks all other attempts to put someone else in the saddle or riding behind).
  6. That's fine as far as just gear goes (yes, you've got some ropes and pitons, or whatever), but there will come times when I get stingy on "just how much water/food do you have on you?" I'll let you guys know when I'm going to start tallying that, though and you can start out with a reasonable amount without having to penny-pinch.
  7. A few notes: I'll run an OOC combat thread with combats since I'll need to do initiatives for everyone. The card system it uses makes it impossible to allow each person to deal their own (it's supposed to come out of the same deck for changing the likelihood of pulling a Joker). I would appreciate if people would 1) make a character profile, and 2) put their sheet in a spoiler box in the signature of said profile. It makes referencing character sheets must simpler. Also for simplicity if people could just list the skills they have, that would make scanning easier. That's all for now!
  8. So, we've got a huckster, a miracles person, a dead person, and a gunman with delusions of dinosaurs.
  9. I am going to run the Plot Point Campaign The Flood for Deadlands Reloaded. It is standard character creation and if I get enough players you guys should be prepared to be split up into two smaller parties. Otherwise this is just regular Savage Worlds fast and furious fun! Questions, comments, and character ideas are to be posted here!
  10. I am going to shelve this proposal. I am not quite up to running a homebrew system or setting right now, so I don't want to get this started only to have it fail almost immediately. Sorry! Carver and I are likely to be back with the Kindler setting and 5th Column system later, after we've worked on it more and done some face-to-face playtesting.
  11. After taking a long critical look at our 5th Column system, I've decided that it's still just not ready for use over the web (in person is easier because explinations are faster). So! We're heading over to M&M 3rd Ed for this game! Character Creation Rules: Jack of All Trades and Eidetic Memory better have kick-ass reasons/story hooks behind them. PL 7, 105 PP Powers should be thematic - If you're a shifter, take shapeshift. If you're human and can kindle magic, take magic. Feel free to put together a theme for your character and run it by me, but I may return with a suggestion of another species if your power(s) theme towards them. I highly suggest focusing on a "lateral" character; I will be awarding PP on a regular basis, but the PL won't go up all that often. This is a magic game, not a superhero game.
  12. Version 1.0.0


    This is the blank character sheet for the 5th Column RPG system.
  13. Oh, an older character is fine, they're just new to GreenDrake!
  14. Yes! The distribution of the major religions is about the same. The main character in the novel we're writing, for example, comes from a predominantly Hindi family.
  15. 5th Column Character Sheet The game is set in the Kindler universe, a setting Carver and I have been working on for several years and are currently writing a novel series in. We wanted some more critiques and interaction with the setting, so here we are to let you all play in the new playground and with our 5th Column system. Below are the character creation rules, a link to the 5th Column ruleset, and some information on the setting for everyone. I’ll try to be thorough, but pleasepleaseplease ask questions and point out issues! Playable character races: Human - standard human, the most numerous and accepted species in the Kindler ‘verse Euliod - The ‘gentle giants’ are on average two to four feet taller than humans and broader as well. They are said to be descended from angels and often choose guardian positions within various religious organizations to work in. They refer to humans as their ‘little cousins’. Shifters - From wolf to rabbit, there are shifters. Able to change into the shape of their animal, shifters occupy a second-class citizenship because of how they came about. Namely, at some point way back when a mage took animal form and mated with a true animal; yeah, it squicks people out. Most shifters have been pushed off into less desirable roles in life, but since their collective actions in WWII, acceptance has slowly been growing. (Mammalian animals only.) Vampire - Only rumored until recently, vampires just came out of the coffin. Their legal status is still being debated, though the vampires themselves all claim to desire to join society fully, even paying taxes now! Public opinion on the matter waffles with each new revelation about the nature of vampires. Anyone wanting to play one will have to deal with being restricted by sunlight. Talk to to me if you’re interested and we’ll see if we can work a concept out. Asylum Members (Bound) - Humans bound to a vampire. They don’t crisp in the sun, but people think they have to be crazy to let themselves become tied to an undead creature. It does come with some nifty perks, but also an overlord. Daemonteknon - Mommy was a human, Daddy was a spirit or so the rumor goes and things got weird at some point. Daemonteknon are a catch-all for “everything else”. Bring your concept, we’ll see if we can make it the right kind of weird. Deets are third-class citizens, as a note. Most people are completely freaked out by them and they can be mistaken for monsters depending on the build. History and Culture Notes: History has gone much the same way, though it was delayed for a while. Some notable changes focus on the fall of Rome, the rise of Christianity, and what Jesus actually did in this world. Before Christ, demons ruled all the major empires of the world, including Rome. Rome, in fact, had the Demon Twins, which is widely regarded as why it got so large and lasted so long. Christ traveled from the Middle East to the Far East during his young adulthood and figured out how to take black powder and make a weapon out of it. He shared how to produce these “guns” (read: arquebus) and formed an enormous army out of the province of Judea. He marched on Rome and when faced with the Demon Twins it is said that God gave him the means to banish demons from the world. The spell cost Christ his life, though he was resurrected three days later and continued his crusade across the known world. It is said that he did not return to Heaven until all demons were banished from the world. Christians claim that Euliod were created when God chose women of virtue and piety among Christ’s followers to carry the children of angels so they could watch over humanity once Christ was gone back to Heaven (after the demons were banished). Also, there are basically only Episcopalians and Catholics among the Christians; other Protestant groups never became popular enough to permanently establish themselves as significant denomenations. Religion traditions are the way in which magic is taught and is much more central in the Kindler ‘verse than it is in ours. Not every person is religious, but there are no real atheists in the world. A fair number of deists or agnostics, but magic and known history of demons in the world is a bit much to ignore. Magic is taught through religious institutions, but especially now, the methods are very scientific. Teach the same spell the same way and your students will get the same results. The game will center around the GreenDrake Investigations Las Vegas Program. The Program is like a master’s degree in magical investigations, training agents to be the best magical PI’s in the world. The LV Program is also a first in that it teaches, among many other subjects, magical techniques and spells outside a religious institution. If it was going to happen anywhere, it would be in Sin City. Characters should be savants and/or overachievers; the program doesn’t accept minors, those without a bachelor’s degree or equivalent experience, or those with debilitating mental or emotional issues. They’re looking for the best of the best, and they’re willing to take in shifters, deets (daemonteknons), and even vampires and bound to find them. The Fifth Column RPG Base Ruleset - Characters begin as Veterans. We're most of the way through the 5th Columns for this setting; primarily we have to finish fleshing out regular human magic and what the euliod get. Feel free to ask questions even though we don't have all the 5th columns up. We can still give descriptives even if we don't have all the mechanics yet.
  16. Cheshire won't go to the regular unless she's drug there. That'll be something for IC, though, I think.
  17. I think creative tactic situations (can't just go guns-out or throw a Q-Imprint baddie in there that can return any attack thrown at them back at maximum power) are a good option for this, as is moving off-planet into "galatic scale" conflicts where your novas are facing off against other rediculously powered beings or things like battle cruisers and whatnot. In my experience, exploiting any social/mental weakness in a character that takes away player agency tends to lead to bad feelings and the dissolution of the game as players hate when another PC or GM dictates their character's actions. Also, Aberrant has shit for social/mental combat rules, or defenses.
  18. Cheshire is in a simple t-shirt and relaxed-fit jeans outfit. Casual but of good quality.
  19. Sorry! It's been a pretty shit couple of weeks for me. I will try to post soon, but I'm out of town so computer access is minimal.
  20. If you read the post above, it explains the skill chart. Also, yes, all manuevers are included when a power is bought. The control mechanism for them is the difficulty to pull a specific maneuver off.
  21. Notes for the second draft: On the skill lists and powers lists, the Primary Attribute is both the Attribute that the skill or power uses to determine the number of dice to roll as well as a prereq for Mastery. The Primary attribute must be at at least a Chameleon (Mega) rating of 1 before Mastery can be purchased; as well, the secondary attribute must be at least a 4 and the synergy skill must be at at least a d10. I do need to add in the Backlash Aberrations (if anyone has a better term than aberrations, please speak up). Add in the Advantage equivalents for the Enhancements in Forceful Personalities, The New Flesh, and Brainwaves.
  22. Okay, here's the first draft! It's not a complete book right now because I know the audience knows Aberrant enough not to need everything spelled out. I will be working on making it a stand-alone guide, but I wanted to get people's opinions and to ensure those that have been interested that the project is moving forward. Also, a lot of the numbers (especially how much damage attack powers do) have just been spitballed or given the same number just to put something down. If you have better ideas, please let me know. Abbyhack.pdf
  23. I am still working on this! At the moment, we've seemed to have settled on the virus/mitochondria idea, with the mutation allowing supers to process chameleon dark energy (it's a real thing!) and basically access dark matter/energy to do their physics-defying stuff. Also, at this point, it's not the aberrant system. It's somewhat inspired by it, but it's wandered far enough off to warrant the separation. I'm a little stuck on the last two power sets, so I'm going to work on some other system pieces for a bit, then come back to them to wrap up what's needed for a basic launch of the game. Hopefully I'll have time tomorrow to get through a bunch of that.
  24. Actually, I think I'm just gonna try out not having a power pool. I'd rather go less complicated than more.
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