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The Basic Content
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A reality TV show on a lush tropic island requires real survival skills for the group of contestants.
Moderators: Senior PC, Senior GM, Game Masters
by admin » Thu Apr 01, 2010 11:41 pm
5 Steps to Create a Character in Feng Shui
1. Come up with a Character Concept, an idea of what you want to play, also looking at #2, below. Make sure you know what the specifics of the adventure are, so you don't make a character that isn't playable, such as a modern mobster in a medieval village, or a wizard, if the GM says you are not allowed to use magic.
2. Choose a Type below that best fits your concept (some scenarios won't use Types but most will). This is your basic career, profession or personality. It might be current or your previous life and skillset you're trying to leave behind, or in between, like the Killer, who's usually considered to be the "Assassin With a Heart of Gold", who's realized the error of his ways and uses his deadly skills to mete out vigilante justice to those who do evil now. Again, make sure you choose a Type from the correct setting.
Big Bruiser - a very, very large, tough individual, particularly skilled at just what you'd expect
Everyman Hero - the regular workaday Joe or Jane, blue or white
Ex-Special Forces - a veteran of extensive military training
Gambler - stylish, devil-may-care rogue that relies on luck and charm but can back it up if needed
Journalist - reputation for being trouble-prone and adventurous in search of a story
Karate Cop - loyal, team-playing officer of the law who can use your foot as well as your sidearm
Killer - former assassin who's had a change of heart, at least in who the crosshairs target
Magic Cop - a cop with a magical or religious bent that may or may not be known to others
Martial Artist - an accomplished and avid student of hand-to-hand combat, somewhat isolated
Masked Avenger - using your own moral compass, you dispense your own uncompromising justice
Maverick Cop - plainclothes detective assigned to a major crime unit of a big city or similar position
Medic - trained medical practitioner used to life in a combat zone, and used to holding your own
Ninja - you rely on stealth, deception, surprise and presence to gain fame yet remain anonymous
Old Master - elderly, grumpy expert and harsh teacher used to respect
Private Investigator - experienced detective with various contacts: rich, law enforcement, criminal
Scrappy Kid - your idea of "fun" is a bit different than a normal kid's
Sorcerer - a master of the occult arts, caster of spells and incantations
Spy - former intelligence agent, maybe a consultant now
Techie - inventor, gear-head, tinkerer, mechanic and gadgeteer
Thief - master intrusion expert keen on research, challlenge and finesse
3. Real Job - not always required but can be useful in a number of ways, including a way to help a character fit in with the others and the adventure
4. Details. Finish up with any details, name, home, additional items, motivations, personal quirks, special effects, props, etc.
5. Audition (Submit for Approval). Post your finished character in the Audition or character creation thread for the GM to look over and approve or note extra instructions you need to do before it will be approved. Once that is done, he will post it in the Cast thread for the appropriate movie.
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admin
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- Quote: The situation uses subterfuge as a means of imprisonment!
by admin » Mon Apr 12, 2010 6:35 am
This adventure will not use the above Types but instead allows the players to create their own custom Type, subject to GM approval - essentially, everyone is a Reality Show Contestant, but of course have whatever their normal "profession" is in real life - just be reasonable.
Reality Show Contestant
Attributes: all characters have the following 5 main attributes. These range from a minimum of 1 to an average of 5 and a human Olympic maximum of 10, with an experienced action hero maximum of 15.
BODY (BOD) 5 - strength, endurance, toughness CHI (CHI) 0 - inner power, energy, luck, aura, psi, magic MIND (MND) 5 - intelligence, perception, memory, CONFIDENCE (CNF) 5 - charisma, interaction, willpower REFLEXES (REF) 5 - coordination, speed, agility, precision and dexterity
Free Points: You have 7 points to divide between and increase the above any way you choose, up to a maximum of 10.
Skills: all characters begin with proficiency in some skills, chosen by the player. Next to each skill is its base Attribute, the score which will govern how effectively a character can use that skill.
Arcanowave Device CHI (not used in this movie) Creature Power CHI (not used in this movie without convincing the GM) Deceit CNF - lying, disguise, mimicry, forging, feign familiarity Detective MND - civilian version of Police, deduction and psychology Driving REF - stunt driving like its second nature Fix-It MND - repair almost anything given enough time, also invent Gambling CHI - a knowledge of and knack for games of chance Guns REF - all ranged weapons that are shot and not thrown Info/(Subject) MND - information on a specific subject or field Intimidation CNF - make others frightened, uncomfortable or inadequate Intrusion REF - rappeling, examine/access secure areas, hide, stealth Journalism MND - gather information and distill it for news stories Leadership CNF - exert authority and confidence and inspire others Martial Arts REF - strike in combat with or without weapons Medicine, Ancient CHI - old folk remedies, herbalism, acupuncture Medicine, Contemporary MND - first aid, paramedic, physician, etc. Police MND - judge of character, interrogation, perceptive, deduction (must BE police to take this) Sabotage REF - from minor vandalism to demolitions Seduction CNF - manipulate/persuade others into attraction to you and do/say things they wouldn't Sorcery CHI (not used in this movie without convincing the GM) Use/(Hobby, Profession or Athletics or Sports, etc.) based on appropriate attribute
Skill Points: You have 50 points to divide between and increase the above any way you choose, with no skill level plus its base Attribute total higher than 15. All direct combat skills (Arcanowave Device, Creature Powers, Guns and Martial Arts) all cost 3 Skill points, all others cost 1.
Skill levels for most non-heroes range from 1 (minimal or trivial casual knowledge) to 5 (minimal professional competency, ie MD, etc.), with 10 being an experienced professional (typical average level for important skills for heroes), 15 being among the highest competency, superior, elite and renowned. No skill total of base plus skill level may ever exceed 30.
All skills are based on a certain Attribute. A skill's final value will be equal to the skill's base Attribute score plus the level you get with the points you spend on it (some skills cost more than 1 point per level). Using a skill you put no points into will have a final value of that skill's base minus at least 3, because it is untrained.
Unique Schtick: all characters possess one of the following unique abilities.
Absolute Compass - if lost, may almost always reorient Acting! - bonus to Deceit, distract onlookers and feign death attempts Bad Mutha - no penalty when fighting two enemies at once Blood Oath - bonus to your fighting when comrades fall in combat Bruiser - you're just considerably tougher than most other peopleCounter Ritual - minor magical knowledge allows you to negate a ritual or enchantment temporarily Derring Do - bonus for non-combat Martial Arts tasks for moving from place to place Elementary, My Dear Watson - may be able to glean one clear fact from GM Extra Sneaky - bonus to Intrusion rolls to avoid detection, using cover others can't Fierce Persistence - may fight through severe Wounds Focused Ki - allows extra bare handed damage in combat Gut Instinct - may confirm suspicion of a speculation Stalking - bonus to Intrusion for stealth, following, perception Insightful Flashback - may narrate flashback to monastery and succeed in next non-combat task Jack of All Trades - you do not suffer the usual -3 for using skills you don't have Know When To Fold Em - ignore one failed important task or minimally succeed at an easy failed one Memory Lane - narrate a useful anecdote and all who hear it get bonus to next related task Now You See Him - may escape almost any bonds or containment Nuisance - may use Distraction and impairment instead of damage in combat Obscure Knowledge - may know trivial bit about almost anything Pain Feels Good - impairment from Wounds can give a bonus to combat Plays the Odds - may know the odds of a possible outcome or choice Quicker then the Eye - sleight of hand and manual deception Signature Stunts - +1 to 3 damage when using specific attack in combat, with appropriate penalties Silver-Tongued Devil - you inspire trust like none other Single Opponent Focus - get a bonus vs. one person designated at start of fight Squirmy - permanent bonus to dodging and avoiding being hit Super Sports - bonus when doing something similar to your sport Take the Bullet - you may pull others out of danger or block them with your body This'll Do - bonus for any creative attack using improvised weapons Trap Rat - bonus vs any traps or environmental hazards Unsettling Demeanor - bonus to interrogation and intimidation
Unique Schtick: Choose one of the above.
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admin
- Emperor

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- Posts: 88
- Joined: Thu Jul 10, 2008 8:34 pm
- Quote: The situation uses subterfuge as a means of imprisonment!
by rassy » Sat May 08, 2010 11:20 pm
I would like to be the person I am today, but without my disorder, and I am nice and fit instead of fat and lazy LOL.
So, a 40something mom&gramma who is a jogging guru LOL My thing of choice to take with me is my box of protection because, as all ladies know, you DON'T want to be stuck without that!
How come avatars are diabled?TANG! The stuff of spacemen!
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rassy
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- Posts: 13
- Joined: Fri Aug 15, 2008 1:04 am
- Location: Peterborough, ON, CAN, EARTH
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