OP:FALLEN REICH (character generation)

This is my poll-section for three upcoming games.
I will post three sub forums for those games to let you in on what they are about.

After the poll, I´ll start with the game that attracts the most interest.

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OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Here´s the board... I´m having trouble arranging the tiles correctly. Hopefully you can trace your way through the board.
Adding the images was not possible.
I´m adding a language chart along with the board. If your character stays in one of the regions of the board, language skill in that region
will be added.
Image

Orientation:
1-2-3
4-5-6
7-8-9
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9.jpg
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7.jpg
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5.jpg
4.jpg
3.jpg
2.jpg
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Name: Jeremy Carpenter
Occupation: Police Constable, CoLP - London
Ex Corporal, French Foreign Legion
Surgeon, Former British Army Major

Age: 36

Vice: Alcoholic

Traits:
Hunter (#2)
You have well developed instincts for any type of activity involving stalking a prey.
Cheap (#3)
There is absolutely no point in wasting money. If you find a chance to save a penny, you do it.
Social Climber (#4)
By rank and privilege a man is measured. Thus you have made it your mission i life to gain a higher social
position.

Skills:
Surgeon 75% (knitting a wound nicely, really), First Aid 55%, Autopsy 50%, Pharmacy 30%, R/W English 25%, Library Use 30%, Mathematics 25%/30%, Chemistry 15%, Sewing 15%, Spot Hidden 20%, Tracking 15%, Fishing 15%, Sneak 15%, Bargain 25%, Bureaucracy 25%, Judge of Character 30 % (Psychology), Arabic 5%, German 20%, Riding 25%, Meteorology 5%, Climbing 5%, Throwing 10%, History 10%, Drive Automobile 5%, Mechanical Repair 15%,

[Perceptive skills @-10%]
  Perceptive skills
Arson/Fire fighting
Fishing
Meteorology
Navigation
Spot Hidden
Orientation
Photography
Pick-pocketing
Radio
Sixth Sense
Shadowing
Tactics
Tracking  

Weapons:

Blades (scalpel) 30%, rifles 25%, Pistols 15%

We´ll add the base chance to the skills when we draw him up in the end.

Wealth 5* + 3 = 8 -1 = 7 +5= 12 + 3 = 15 -1 = 14
[quote] £10 000 worth of property. 1D6 × £100 cash available. Very rich, simply put.[/quote]
£100 000 worth of property. £1 000 in cash available. Filthy rich
As of right now. In 1930´s monetary worth.

An old relic of an automobile. 1910 Limited Touring Oldsmobile.
Image
Like a good old friend, you keep it even though it has its faults.

Rank 3* + 1 = 4 +7 = 11 +3 = 14 (+3FL)+1 =15(+4FL)
Lieutenant, Captain, Major
FAME +1
Charm 5 (Charisma/POWER?) +2 = 7 +2 = 9 - 2= 7+2=9
Appearance 2 3
Dexterity 3 +1 = 4 +2 = 6+1=7+3=10+13+3=16
Courage 2 (SANITY...I guess) +1= 3
Constitution/Endurance 1 +1 = 2 +1 = 3+ 1= 4 -3=+1 +1=2
Strength: +2 -2= 0


*****************
Start:
Spoiler:
This leaves Jeremy with three more traits from the original five cards. You can´t pick the trait from the Surgeon card.
I did up his age some as it´s unrealistic at age 20 to be that good. Actually, Jeremy could work as is.

Anyway, he starts at the Health area. Gains 5% in mathematics at get go,
Roll 1d6, please!
start jeremy.png
First roll:

1915
KEEPING FELLOW MAN ALIVE
Right dose, making money
World War I: Battle of Dogger Bank: British Grand Fleet defeats the German High Seas Fleet, sinking the armoured cruiser Blücher.
The great war rages and a surgeon has his hands full. Jeremy spends more than he earns but in the process gains respect by his fellow doctors.
War is hard on everyone, financially and mentally. Deciding to get as high on the ladder as possible, Jeremy has a solid platform to start from.
Being wise about his decisions keeps him out of financial trouble. His skill with the needle gets him quite a few sessions at reconstructing the
faces of wounded soldiers.

Second roll:
2 jeremy.png
1916
Five of these in the morning...
Drugs/pharmacy. Jeremy gets to work with the scales and mixes some ingredients. Out at town, Jeremy finds himself being a regular Casanova, which makes him well liked by the women. The career as a doctor fits Jeremy like a glove. The center of attention with nurses swooning around him. So far this lifestyle poses no danger to him.

Next roll, please!


Third roll:
3.png
1917
WAR ZONE
Sounds adventurous, but even a minor conflict is nasty business. War will always scar your body and soul.
Jeremy winds up in midst of the Empire´s "Jerusalem Operations".

1918
STILL AT WAR
At the age of 26, Lieutenant Carpenter, Surgeon of the British Empire´s Army, gets stable duty and learns how to ride.
When the stables are under attack, Carpenter escapes on an Arabian.

1919
LIFE IS LIFE
Ends with a...divorce.
AT SEA
The currents take Jeremy Carpenter to a new beginning. Life at sea is character building. At least you get blisters to show for.
Now, east or west, old chap?
Weather, weather, weather and shooting at gulls. Next port of call: Military training. The tine at sea lent Jeremy ample time to gain some small fortune.
Meeting the right people and staying out of trouble are good for business.

1920
IN THE ARMY NOW
Remember you´re expandable.
In training, Jeremy climbs the ranks and gets promoted to Captain then Major. All according to plan. He also increases his physique and skill with the scalpel.

1921
AIRSHIP
In the UK, airships R36 and R37 are completed.
Northern Ireland is created as a province within the UK.
Regarding Jeremy Carpenter little is known from this year.


***************

1922-1923

Turning thirty puts things on the end.
Losing money and getting a habit. The army and jet set lifestyle have gotten Jeremy to look deeply into the bottle.
Surely regular cocktail hours and a few glasses of wine to each meal are just signs of sophistication.
Guns, explosives and alcohol never mix well.
Time to leave the life in uniform.
Moving to get some insight in the inner workings of ideology, Carpenter ends up in Chauri Chaura, India and sees the riot murder of a dozen policemen in a fire started by a mob. Non-violence might have violent repercussions is the lesson learned. While in the colony, Carpenter ends up with Malaria, bringing his health down to a per-military shape. He feels really weak by comparison and his flashing clear eyes have got a yellow tint. Most likely his good looks will be affected by a slight lapse of eye synchronization. The intake of alcohol instead of bad water surely saved his life. That´sthe story he goes with.
And that´s the philosophy he is sticking to. Better to drink what you know it is than drink a cup of germs.

In the aftermath of the Malaria sickness, Carpenter left India for the Eastern part of Morocco and ended up helping the French clearing out the Rif tribes under Abd el-Krim. Having trouble to keep his spot as Major in the British Army Carpenter took up a contract in the French Foreign Legion.

1924-1926
In the Legion, Carpenter climbs the ranks and soon finds out that war is always dirty. He stands two years of service then bails out to watch as Mussolini claims his god complex and assumes the role of dictator over Italy. As a bystander he is caught in a melee and gets his left arm snapped off in the fray. Leaving Italy and recuperating he returns to the Crown of the Empire, Carpenter puts on a different kind of uniform. At City Police, Wood Street he began to walk the streets unwinding from a life of war and misery.

He did get away without too many marks to show for - and with a monetary compensation that will keep his children wealthy.


1927-1928

PATROLLING LONDON TOWN
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

I thought I got all of the traits from the cards I didn't pick for my career. I only mention Hunting specifically so that I could choose my skill increase. I looked at section 3 of the Life Board and saw that I'm supposed to get four Start Cards, not five, and that I do get all the ones I don't choose for my career as my traits, so I guess I don't have that fifth card. It's a shame, as I would have liked Social Climber and didn't really want Reckless. If this is the case, then I also get Reckless and Cheap.

Also, the skills aren't as high as they seem. These points are Experience Points, and they don't translate into skill points one for one. Section 9 has a chart, and while the text is small and hard to make out, I can see that 50 XP translate into a skill level of 20.

Are you sure I get the Mathematics increase for my starting space, or do I have to land on it through normal movement?

Life Board move 1 (from Right Dose) (1d6=1).

I'll move to Making Money.

Life Board, Making Money (1d6=1)

Nuts! I get Wealth -1, unless that's a typo. Should I go ahead with my next move whenever I don't need input from you (i.e., getting a Destiny card)?
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Yes, messed up with the number of cards. Only four cards are supposed to
be drawn at start. I´ll allow the five you drew. But then only three of the
trait. You can still pick social climber.

The skill table is based on ad20 mechanics. To translate it to % I got the
advice to multiply by 5 per point.
As this is the first attempt to play up a character, I´m learning as we go.
So far, I´m using wealth and rank as d20 and will translate that straight
off of the list when we´re done.
Additionally, I´m adding the physical and mental bonuses unmodified to be
added as we roll stats at the end of the creation.
So far I´ve added an APP bonus.

DIFFICULTY STARTS AT 10
To determine if a character is successful in a certain
task, the Game Master must first decide how difficult a
task is. This is done on a scale based on 10. This number
is considered to be a normally hard task. From this base
of difficulty, a bonus is added or subtracted:

Bonus
+5 Hard
+10 Very hard
+15 Extremely hard
- 5 Very easy

10 is used as a fixed starting point to limit the effect of
difficulty inflation. Things tend to be much easier in the
game than in reality. By starting at 10, this process is
somewhat limited.
I´ll edit the previous post to reflect the new picks.
AS for the negative wealth, I´d say Jeremy spent more than
he intended. That made him hold tighter at his money. Thus
the cheap trait.

On movement: You can leave the "health sphere" by landing exactly on
an exit arrow. The same way you can only enter another sphere by
landing exactly on an arrow. These arrows are called gates.
Oh, if you get a destination on a multiple choice table roll, you may
get to a new area!
In health care, you might not want to...

Also, whenever you roll a 6 you get a fate card. Those will be added to
Jeremy´s card pool. When 20 cards have been drawn, the character is
finished. At this point you have used 4 cards. I discard the Reckless card.



/Dave

/Dave
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

How it´s done

1. Draw four Start Cards, choose one as career and three as
personalities. Only one personality or one career from each card. When
you draw cards and move around the Life Board record all the Experience Points
on the Character Sheet.

2. Go to the square specified on the starting career. It is marked with ( X ).

3. Start rolling the dice (ID6) and move around. All the moves must be used
and the same square may never be entered twice during the same move.
If you land on a square with a skill or skills; add one or more of them
according to instructions.

4. Draw a Destiny Card when rolling a six (6), this goes for all sixes
even on rolling squares. Read the red text if standing on red square when
the dice is rolled, otherwise read the dark green text.

5. Rolling squaresl IfIanding on a square with a 1-6 option rolllD6 and apply
the result of that number, If the result is a location, go there. If landing on
a square with a 2-12 option roll 2D6 and apply the result of that number.
If the result is a location, go there.

6. Stop and draw a Destiny Card when entering a Gate. Gates
cannot be passed and only entered if the move ends on it.

• Record all major events.
• Add up Experience points for each skill and transform them into skill points.
[For CoC 1 exp = 5% in skill]
• When 20 Cards in total, including Start Cards,
are drawn the character is finished.
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 2 (from Making Money) (1d6=6)

I'll move to Five of These in the Morning and take Drugs +1. I also get a Destiny Card for rolling a 6.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Updated the character to 1916, as every fate card will take us one year in the future of the past. ;)
fate 1.png
(#5)
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 3 (from Five of These in the Morning) (1d6=1)

I'm moving onto the gate which leads to War Zone and drawing another Destiny Card as a result. Time to do my duty for King and Country!

Shouldn't Appearance get +3, not +2?
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

So, right. Jeremy is looking sharper for every year.
fate 2.png
(#6)

Here we come to an enigma. Regarding gates, the rules doesn´t say red or green. I guess I´ll allow you
to choose between Dex (risking your life) or Politics ( leaving the war of lead for the war to lead)

OOC: I hope this isn´t too mechanical to you. I believe the character will be quite well rounded.
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

No, it's not too mechanical, and I'm enjoying it. All of the Carpenters tend to be well-rounded. Laraqua made the same remark about Sarah Carpenter when I first created her.

The rules state that the red text applies when you're on a red space, but that the green text applies when you're not. Since the gate is not red, that would mean that the green text applies and I get +3 Agility. That's the one I'd want anyway.

Life Board move 4 (from Gate to War Zone) (1d6=4)

I'll move to Alert & Informed and pick up Arabic.

Life Board move 5 (from Alert & Informed) (1d6=5)

I'll move to Changed Forever and take Courage +2.

Life Board move 6 (from Changed Forever) (1d6=5)

I'll move to Helping Out and take First Aid +1.

Life Board move 7 (from Helping Out) (1d6=4)

I'll move to Proving Yourself and take Toughness +1.

Life Board move 8 (from Proving Yourself) (1d6=2)

I'll move to Killer Instinct.

Life Board, Killer Instinct (1d6=1)

I get Reaction +1.

Life Board move 9 (from Killer Instinct) (1d6=5)

I'll move to Getting Away and take Endurance +1.

Life Board move 10 (from Getting Away) (1d6=2)

I'll move to War Means Prosperity and take Rank +1.

Life Board move 11 (from War Means Prosperity) (1d6=4)

I'll move to Changed Forever and take Aura +2.

Life Board move 12 (from Changed Forever) (1d6=5)

I'll move to Helping Out and take Field Works +1.

Life Board move 13 (from Helping Out) (1d6=6)

I'll move to Killer Instinct (no choice, really, whichever way I go), and I get another Destiny Card.

Life Board, Killer Instinct (1d6=3)

I get Reaction +2.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Here we go.
4.png
(#7)

That makes Jeremy an Army Surgeon of Lieutenant´s rank. And he picked up riding. Good for the socialite fox hunts at the manor.
Two thirds to go.

Carry on!
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

For your next six or gate encounter:
8.png
(#8)
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 14 (from Killer Instinct) (1d6=5)

I'm moving to the Gate above Alert & Informed.

Well, it's a good thing I increased my Aura earlier so that it doesn't go negative, at least. I'd have been better off staying in War Zone and landing on a red square, but I avoided reading the card text until after I'd rolled and decided where to go. I don't even remember getting married. Guess my wife didn't want to wait for me to come back, or maybe I just wasn't the same person. Either way, it happens all too often in war, but at least I made it through alive.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

I´ll use Aura as a modifier to your upcoming POW roll for the CoC stats.
I´ll update the sheet later today.
Cheers!
/Dave
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Jeremy did marry before heading out to war. [insert name], a nurse at the hospital. When having seen war up close and being away for two years, the love had been replaced by affection to another man. Signing the papers, Jeremy set out to sea.
East will take Jeremy to Africa, Middle East and Tropical Islands. West will get him to an investigative line of work or even a life in crime. Who knows?
Anyway, love don´t live here anymore.


AT SEA
GOING RIGHT.png
Going right, east
GOING LEFT.png
Going left, west
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 15 (from Gate above War Zone) (1d6=1)

I'll move to Weather Is Important and get Meteorology +1.

Life Board move 16 (from Weather Is Important) (1d6=3)

I'll move to Shooting at Seagulls or Pirates and get Rifles +1.

Life Board move 17 (from Shooting at Seagulls or Pirates) (1d6=4)

I'll move to the Gate to Military Training (left 3, then up 1).
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Military Training it is
military.png
The in-gate card:
9.png
Next 6 or gate-out card:
Spoiler:
10.png
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 18 (from Gate below Military Training) (1d6=2).

I'll move to Realistic Maneuver.

Life Board, Realistic Maneuver (1d6=3)

I get Courage +3.

Life Board move 19 (from Realistic Maneuver) (1d6=4)

I'll move to Hand-to-Hand and take Blades +1.

Life Board move 20 (from Hand-to-Hand) (1d6=2)

I'll move to Scouting Duties and take Agility +1.

Life Board move 21 (from Scouting Duties) (1d6=2)

I'll move to Hand-to-Hand and take Dodge +1.

Life Board move 22 (from Hand-to-Hand) (1d6=4)

I'll move to Taking Charge and take Admin +1.

Life Board move 23 (from Taking Charge) (1d6=3)

I'll move to At the Range and take Rifles +1.

Life Board move 24 (from At the Range) (1d6=1)

I'll move to Hand-to-Hand and take Blades +1.

Life Board move 25 (from Hand-to-Hand) (1d6=3)

I'll move to Medic! and take Surgery +1.

Life Board move 26 (from Medic!) (1d6=1)

I'll move to Taking Charge and take Admin +1.

Life Board move 27 (from Taking Charge) (1d6=4)

I'll move to Hand-to-Hand and take Dodge +1.

Life Board move 28 (from Hand-to-Hand) (1d6=3)

I'll move to Medic! and take First Aid +1.

Life Board move 29 (from Medic!) (1d6=4)

I'll move to Spec Weapons and take Pistols +1.

Life Board move 30 (from Spec Weapons) (1d6=2)

I'll move to At the Range and take Rifles +1.

Life Board move 31 (from At the Range) (1d6=5)

I'll move to Commando Style and take Climbing +1.

Life Board move 32 (from Commando Style) (1d6=3)

I'll move to Medic! and take Surgery +1.

Life Board move 32 (from Medic!) (1d6=1)

I'll move to On the Move and take Endurance +1.

Life Board move 33 (from On the Move) (1d6=3)

I'll move to Spec Weapons and take Pistols +1.

Life Board move 33 (from Spec Weapons) (1d6=4)

I'll move to Medic! and take First Aid +1.

Life Board move 34 (from Medic!) (1d6=6)

I'll move to Important Stuff and take Tactics +1.

The Destiny card gives me one Spiritual or Witchcraft Ritual +3. What are my choices?
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Witchcraft rituals 15% is the old wives´ curses and blesses. How to make love potions or lineaments to cure soar feet. Or the other way around. To make someone fall out of love or get sore feet.

Mostly those curses or blesses are laughed upon as old tales.
You know differently.

Fear nothing more than the curse from a Carpenter´s purse.
A spell invoked by the gold of a Carpenter is regarded as
a true sign. Many a time, Jeremy has seen it at work.
That being said, who knows if it really works?
Gold can buy more than words.

Anyway, if in need of an ailment or an ample curse. Jeremy will
not head to the pharmacy first, but mix something together
first. Call it alternative medicine, if you will.
It has never failed him yet.

Rolled in conjunction with a first aid roll, this will give an extra boost to
the effects. (doubling the effect)
Should a critical failure be the result - the effect will be thrice negative.

***********************

Spiritual ritual 15% is the act of reaching a higher state of consciousness without the aid of drugs. When in connection with the spirit world, healing and learning are doubled. You will upon skill increases have a 15% (current skill) to double your increased %.
There´s a drawback, though, a critical failure will mean you lose the % you should have gained. Should you gain 7% you actually lose the same, giving you a lower skill than you had before.

******************

I hope this clarifies and makes it easier to choose between.
/Dave
TVblog
The soul trembles before emptiness and desires contact at any price. Doctor Glass

"It is invigorating, being asked personal questions." "Makes one feel desired." Luv (BR2049)
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Mr. Handy
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Thanks. I'll take Spiritual Ritual at 15%.

Life Board move 35 (from Important Stuff) (1d6=3)

I'll move to Hand-to-Hand and take Blades +1.

Life Board move 36 (from Hand-to-Hand) (1d6=2)

I'll move to On the Move and take Endurance +1.

Life Board move 37 (from On the Move) (1d6=2)

I'll move to Engineering and take Strength +1.

Life Board move 38 (from Engineering) (1d6=5)

I'll move to Hand-to-Hand and take Dodge +1.

Life Board move 39 (from Hand-to-Hand) (1d6=2)

I'll move to On the Move and take Endurance +1.

Life Board move 40 (from On the Move) (1d6=5)
OOC,D'oh! Stupid autocomplete put the wrong name in Character Name. :x
I'll move to Doing the Job.

Life board, Doing the Job (2d6=11)

I get Rank +7 (and another Destiny Card)
Doctor Who/CoC Campaign:
(viewforum.php?f=176)The Terror Out of Time
(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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