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[Psychobilly R.T.] Character Database
Character creation will be done in a few different parts. Each of you will pick your own Playbook and fill it out (details below), but stop at the Introductions/Connections section, as we'll handle that collaboratively. From there, we'll fill out the Team Playbook--either Always on the Road (for a more generic road trip game that takes place in many different places) or the Touring Band (which focuses on the group being part of a, well, touring band). I'll list those in the next post for ease of reference. First, pick a Playbook! Here are The Maintenance [Person] and The Naturalist Playbooks, as mentioned before. Additionally, you can find pretty much all of the others here. Warning: the homebrew options are Reddit links (wanted credit given where it was due). Second, you're going to want to open the Playbook and start a new post in this thread. You can copy/paste the template below to help get your character going. Each Playbook is similar but there are some differences, so that's about as generic of a template as I can get. Third, start filling out your Character Template with the information provided by your Playbook. It should walk you through all of the steps. Stop when you get to the Introductions/Connections part. Note that the template may look a bit different than the Playbook design--you might need to scan around to find the connecting information (since some of the Playbooks got a modern redesign recently). We'll also handle the Team stuff together, so leave that section blank until it's tackled in subsequent posts. Let's break down some parts of the Playbook/Template so we're all on the same page. Name: pretty much what it says on the tin, sport. Looks: pick a trait from each list, or make up your own. Pronouns: he/him, she/her, they/them Ratings: these are Monster of the Week's version of ability scores, ranging from -3 to +3. You add these to a 2d6 roll when appropriate. Charm is your measure of charisma and people-skills; Cool is your ability to stay level-headed under pressure; Sharp is intelligence and intellectual pursuits; Tough is for physical skills; and Weird is an all-encompassing supernatural stat. Each Playbook will have several "lines" of stats: Playbooks usually emphasize one or two primary stats, so each line is an example of different ways to build the Playbook. Choose one line and mark each stat on your template. Starting and Playbook Move(s): each Playbook typically has one or more starting moves. Usually the Playbook will say something like "you get all the Basic Moves, plus three [Playbook] Moves. You get start with this one / these, and then pick [x number] of these." Mark these down on your template--copy/paste should work. Weird Move: Every Playbook has a Weird Move, with the default being Use Magic (see Basic Move list below). The game will have supernatural elements, but you can choose how much access your character has to it with your Weird Move. You can choose to swap Use Magic for one of the following: Empath, Illuminated, No Limits, Past Lives, Sensitive, Spirit Pact*, Trust Your Gut, Telekinesis, or Weird Science. All of those can be found via this document, save for Spirit Pact which is custom and found below: Quote:
Gear: your Playbook will give you a series of choices for your Gear. Those can be changed to better fit the story or character concept as needed, just let me know. Luck and Luck Special: You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as just 0-harm. If your Luck boxes all get filled, you've run out of good luck. Additionally, most Playbooks have a Luck Special that affects the narrative after a Luck point is used. Make sure to note that in your template, or let me know if there's no special listed so I can either find one or make one up. Harm: When you suffer harm, mark of the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Character Template: (remove the * for coding) [b*]Playbook:[/b] [b*]Name:[/b] [b*]Looks:[/b] [b*]Pronouns:[/b] [b*]Ratings:[/b] Charm: X; Cool: X; Sharp: X; Tough: X; Weird: X [b*]Starting and Playbook Move(s):[/b] [b*]Weird Move*:[/b] [b*]Basic Moves:[/b] [b*]Gear:[/b] [b*]Luck:[/b] Total Luck Points used: 0 out of 7. Luck Special: [b*]Harm:[/b] Total Harm: 0 out of 7. Unstable Status: [No] [b*]Introductions/Connections:[/b] [b*]Team Playbook:[/b] [b*]Team Style and Improvement:[/b] [b*]Team Enemy:[/b] [b*]Team Move(s):[/b] [b*]Team Asset(s):[/b] List of Basic Moves Everyone gets these[List][*] Act Under Pressure, used for any difficult or dangerous action that isn’t covered by another move. 2d6+Cool.[*] Help Out, used to help another hunter do something. If you succeed, you’ll give them a bonus on their task. 2d6+Cool[*] Investigate a Mystery, used to work out what kind of monster you are dealing with, what it can do, and what it’s planning. 2d6+Sharp[*] Kick Some Ass, used for fighting. Fighting monsters, mainly. 2d6+Tough.[*] Manipulate Someone, used to try and get someone to do something for you, after you give them some kind of reason. 2d6+Charm.[*] Protect Someone, used to save someone from danger. 2d6+Tough.[*] Read a Bad Situation, used to work out what dangers are immediately threatening you. For instance, if you think you are walking into a trap, or want to do some tactical analysis. 2d6+Sharp.[*] Use Magic (Weird Move), used to cast magic spells or use enchanted items. 2d6+Weird.[*] Use Big Magic, used to perform much more complex, powerful, and dangerous rituals that cover what Use Magic (and other Weird Moves) cannot do--but with higher costs and higher potential consequences. No roll is necessary after the GM-listed requirements are met.[List] Also, for reference, here are the 50's character tropes and archetypes, with social warts and all:
Last edited by FraterChad; Mar 6th, 2023 at 11:54 PM. |
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Team Playbooks
As previously discussed, we get to collaboratively fill out a Team Playbook. Here are the options for both that seemed appealing. Remember, we can only choose one, but we can still flavor them however we wish. * * * Always on the Road You are a traveling monster hunting team. Every week is a new town with a new problem. Style and Improvement Pick one of these styles (and the associated improvement question):
At the end of each session, answer the question. If yes, gain one improvement mark. If yes came up a lot, gain two improvement marks. Improvement Marks: 0 out of 5. When you fill in the improvement box, clear the improvement track and choose one of these:
Enemies Choose your team's chief nemesis:
Team Allies Choose your team allies from the list. You start with one ally:
Team Moves Choose your team moves from the list. You start with one move. The first one is a good default choice:
Team Assets Choose from these available assets (if there are two boxes, you need to mark both to earn that asset). You start with the Individual Transport, as well as one other box to choose from:
Touring Band Last edited by FraterChad; Feb 28th, 2023 at 11:50 PM. |
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![]() Name: Artie Waller Looks: Almost human, unnerving aura, tailored clothes Pronouns: he/him Ratings: Charm: -1; Cool: +1; Sharp: +1; Tough: =0; Weird: +3 Starting and Playbook Move(s):
Gear: Shotgun (3-harm close messy) Luck: Total Luck Points used: 0 out of 7. Luck Special:When you spend a point of Luck, your monster side gains power: your Curse may become stronger, or another Breed disadvantage may manifest Harm: Total Harm: 0 out of 7. Unstable Status: [No] Introductions/Connections:
Team Style and Improvement: Vocation Team Enemy: Dr. Crepuscule Team Move(s): Home Away From Home Team Asset(s): Hunter Roadhouses, Slush Fund Last edited by Kaigen; Mar 14th, 2023 at 09:10 AM. Reason: Adding summaries |
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![]() Name: Katherine "Kitty" Ingraham Looks: Adult wearing t-shirt and jeans and a crazy toolbelt (definition of Wrench Wench) Pronouns: she/her Ratings: Charm: +0; Cool: +0; Sharp: +1; Tough: +0; Weird: +2 Starting and Playbook Move(s): I work here: When wearing your regular uniform, you can blend in as “maintenance” just about anywhere. People won’t pay much attention to you as you move around a building alone. But stay cautious — linger too long or talk to the wrong person and you might get caught.Basic Moves:
Maintenance Weapon, 1-harm hand magic innocuous quick usefulThe Wrench. Backup Weapon, 2-harm close loud9mm. Luck: Okay □□□□□□□ Doomed Luck Special: Your Weird Science weapon or a tool you’ve created through Weird Science gives itself an unexpected upgrade. Pick two tags and replace them with two new ones. You pick one, the Keeper picks the other. Harm: Okay □□□|□□□□ Dying Unstable Status: [No] Experience: □□□□□ Introductions/Connections:
Team Playbook: Always on the Road Team Style and Improvement: Vocation Team Enemy: Dr. Crepuscule Team Move(s): Home Away From Home Team Asset(s): Hunter Roadhouses, Slush Fund (old mob money via Artie, Kitty's patents, etc.)
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Status: I'm baa-ack!
Hall of Fame Nominations Are Open! ✦ pronouns: she/her My Site Shtuffs ✦ Nom Great Posts! ✦ BBcode FAQ ✦ Ask Me Anything Last edited by Aethera; Mar 9th, 2023 at 01:31 PM. |
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![]() Name: Mary Sue Quentin (aka Susie) Looks: Adult, shadowed eyes, neat clothes. Pronouns: She/her Ratings: Charm: +1; Cool: 0; Sharp: +1; Tough: -1; Weird: +2 Starting and Playbook Move(s): The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (maybe even make deals with) the spirits you see, and they give you more opportunities to spot clues when you investigate a mystery. Hunches: When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there late -- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself. Jinx: You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to:
Weird Move*: Sensitive: When you open up your brain to the psychic environment, roll +Weird.
Basic Moves:
Luck: Total Luck Points used: 0 out of 7. Luck Special: As you mark off Luck boxes, your dark side's needs (see below) will get nastier. Harm: Total Harm: 0 out of 7. Unstable Status: [No] Introductions/Connections: Charles: You used your powers on him one time. Decide if it was for selfish reasons and tell him if he found out about it. Charles and Susie crossed paths on a mission some time ago. Susie, who doesn't trust most people, didn't trust Charles at first either. She tried to Jinx him to scare him away, but it naturally didn't work. He found out, leading him to convince her they needed to work together. She's still not sure she trusts him, but she recognizes that might be her own hangup. Tony: They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did. Tony walked in on the tail end of an argument between Susie and Kitty. As Kitty walked away, he saw her use her Jinx power to push an old toolbox off an overhead shelf. It would have landed right on Kitty's head and done some serious damage, but he moved Kitty out of the way in time for the toolbox to crash to the floor instead. Artie: Custom connection. Surprised and afraid of Artie's sudden appearance one morning at Kitty's workshop -- Artie had crashed there the night before -- Susie explodes a fluorescent bulb with a Jinx, revealing Artie's weakness to mercury. Kitty: You’ve known each other some time, but since your powers manifested, you keep them at a distance emotionally. Susie and Kitty are cousins. She's always looked up to Kitty as an example of a woman who isn't bound by traditional expectations like Susie has been, and when she left home, Kitty's place was where she ended up. But she kept her powers a secret for fear of hurting her cousin, until it came out that she and Kitty both knew Charles. Their unwillingness to trust one another with their secrets has led to emotional distance and weirdness (with a lower-case w) that continues to persist, occasionally manifesting in yelling matches, silent treatment, and other such tension. Team Playbook: Always on the Road Team Style and Improvement: Vocation Team Enemy: Dr. Crepuscule Team Move(s): Home Away From Home Team Asset(s): Hunter Roadhouses, Slush Fund Last edited by SevenStones; Today at 12:53 PM. Reason: Fixed formatting |
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Name: Charles Richardson Looks: Determined face, tailored suit Pronouns: He/him Ratings: Charm: 0; Cool: 2; Sharp: 2; Tough: -1; Weird: -1 Agency: Occult and Monster Investigation and Neutralization (OMIN)
Luck: Total Luck Points used: ☐☐☐☐☐☐☐ Luck Special: When you spend a point of Luck, your next mission from the Agency comes with lots of Red Tape. Lots. Harm: Total Harm: ☐☐☐☐☐☐☐ Unstable Status: [No] Introductions/Connections:
Team Style and Improvement: Vocation Team Enemy: Dr. Crepuscule Team Move(s): Home Away From Home Team Asset(s): Hunter Roadhouses, Slush Fund Individual Transport: Studebaker Starlight Character Summary: Charles is a former medic and paratrooper of the 326th Airborne Medical Company. He had his first encounters with monsters during the war, resulting in significant casualties. After the end of the war. He was recruited into OMIN where he received supplementary training for his new profession. Last edited by BloodShadow; Mar 15th, 2023 at 06:21 PM. |
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Playbook: The Spell-Slinger
Name: Antonio Del Santiago, or Tony, for his friends. Looks: Greaser clothes, one magically scarred eye, short king Pronouns: he/him Ratings: Charm: -1; Cool: +1; Sharp: +1; Tough: +0; Weird: +2 Old Ties: Cult of the Stygian Wyrm Starting and Playbook Move(s): Combat Magic: You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes the situation may require you to act under pressure to cast your spell without problems. Your combat spells can combine any of your base spells with any of your effects.
Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques.
Enchanted Clothing (Greaser Jacket): Pick an article of every-day clothing –it’s enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment. Could’ve Been Worse: When you miss a use magic roll you can choose one of the following options instead of losing control of the magic:
Weird Move: Use Magic. When you use magic, say what you’re trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. advanced: On a 12+ the Keeper will offer you some added benefit. Basic Moves:
Gear: Ritual knife (1 harm. Hand.) Arcane Tome (Reflavored Stave. Foci Tool.) Luck: Total Luck Points used: 0 out of 7. Luck Special: Harm: Total Harm: 0 out of 7. Unstable Status: [No] Introductions/Connections: Team Playbook: Always on the Road Team Style and Improvement: Vocation Team Enemy: Dr. Crepuscule Team Ally: Bingo Team Move(s): Home Away From Home Team Asset(s): Hunter Roadhouses and Slush Funds Connections and History: Susie & Tony Charles & Tony Artie & Tony Kitty & Tony
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Status: Slow Posting/Hurt Back | Pronouns: She/Her GMing Die Fabulous Characters: Thunder in the Morning - Harp Strum - Captain Tavosh - Kazimir - Krow Munday - Vinter Kheen Last edited by Strangemund; Mar 10th, 2023 at 01:33 PM. |
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