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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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Getting filthy rich, as planned. Major Carpenter!
I guess the trait social climber was fitting.

For -21 the following destiny card is awarded:
11.png
Spot Hidden and Judge of Character

I´ll up the two following cards:

#12
Spoiler:
12.png
#13
Spoiler:
fate13.png

Then there are seven to go.
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 41 (from Doing the Job) (1d6=1)

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

Life Board move 42 (from Commando Style) (1d6=6)

I'll move to the Gate north of Military Training and get both Destiny Cards (one for the 6, one for the Gate).

Seeing the first card, I'd have been better off going to Hand-to-Hand instead (unless when you get a 6 it's counted as the space you start on). Oh well. The second card would have been nasty either way, but at least the accident wouldn't have caused any permanent damage if I'd been on a red space.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

The first dip in Carpenter´s background.
I guess that´s life. So far it doesn´t look strange or odd in any way.
The events tend to be plausible.

**************
north of MT.png

The two next cards are up.
I give you the option to drop out of character generation when you like to.
The upper limit is 20 drawn cards.

#14
Spoiler:
14.png
#15
Spoiler:
15.png
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 43 (from Gate above Military Training) (1d6=3)

I'll move to International Connections and take German +1.

Life Board move 44 (from International Connections) (1d6=1)

I'll move to Mission.

Life Board, Mission (2d6=3)

I go to Revolution. I arrive on What's Going On. I'll take German +1. I'll wait for that section of the board to be posted before I proceed from there.

Interesting timing here. Maybe I'll play a role in putting down the 1923 Munich putsch.

I definitely want to see this all the way through. This is fun!
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

CHILDREN OF THE REVOLUTION
1922-1923
revolution.png
Here you go! Let´s see where fate takes Major Carpenter.
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

Life Board move 45 (from What's Going On) (1d6=3)

I'll move to Riot.

Life Board, Riot (1d6=2)

I get Throwing +2.

Life Board move 46 (from Riot) (1d6=4)

I'll move to Arguing and take History +1.

Life Board move 47 (from Arguing) (1d6=1)

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

Life Board move 48 (from Helping Out) (1d6=1)

I'll move to Arguing and take History +1.

Life Board move 49 (from Arguing) (1d6=1)

I'll move to Checking Up and take Info Search +1.

Life Board move 50 (from Checking Up) (1d6=3)

I'll move to Personal Gains and take Fame +1.

Life Board move 51 (from Personal Gains) (1d6=2)

I'll move to Riot.

Life Board, Riot (1d6=6)

I get Reaction +1. The Destiny Card gives me Endurance -3 and Malaria.

Life Board move 52 (from Riot) (1d6=2)

I'll move to Getting Away.

Life Board, Getting Away (2d6=9)

I move to War Zone and get Cars +1, Mechanics +3 from my Destiny Card.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

I´ve updated the character sheet. It all took a new turn. New countries, new conflicts.
For the next couple of years Carpenter will be regaining his health in an army not under British command. Excuse that twist.

To begin the War Zone I need a pick between Observation or Language, please.

The next three cards are as follow:

#16
Spoiler:
16.png
#17
Spoiler:
17.png
#18
Spoiler:
18.png
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

It makes sense that I'd join the French Foreign Legion. I have a lot of stuff to forget...

I'll take German +1. It appears that all of those increases I picked up in that long stretch in Military Training were never added to my character sheet.

Life Board move 53 (from Alert & Informed) (1d6=1)

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

Life Board move 54 (from Getting Away) (1d6=2)

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

Life Board move 55 (from War Means Prosperity) (1d6=6)

Nice one! My Destiny Card gives me Aura +2 and Rank +2. I'll be a colonel if this keeps up. I'll move to Fighting Hard and take Rifles +1.

Life Board move 56 (from Fighting Hard) (1d6=6)

My Destiny Card gives me Agility +3 and Speed +3. I'll move to War Means Prosperity and take Rank +1.

Life Board move 57 (from War Means Prosperity) (1d6=5)

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

Life Board move 58 (from Proving Yourself) (1d6=4)

I'll move to Peace or Evacuation

Life Board, Peace or Evacuation (2d6=10)

I go back to Revolution but get Strength -2 from my Destiny Card. I'll take German +1.

Life Board move 59 (from What's Going On?) (1d6=2)

I'll move to Street Fighting.

Life Board, Street Fighting (1d6=1)

I get Pistols +2.

Life Board, move 60 (from Street Fighting) (1d6=4)

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

Life Board, move 61 (from Helping Out) (1d6=1)

I'll move to Getting Away.

Life Board, Getting Away (2d6=5)

I go to G & Policing.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

I might have dropped Tactics from the military training, otherwise I changed the names of the skills and incorporated them to existing skills on the sheet.
I will make a new sheet after this last couple of destiny cards.
Then we´ll see where I screwed up more :)

Ending the career as a cop, a sort of unwinding, I guess.
Having a ton of money in 1926 - says nothing of what will happen in -29...

Final Cards:

#19
Spoiler:
19.png
#20
Spoiler:
20.png
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CL: File on Jeremy Carpenter

Post by Dave Syrinx »

THE CENTRAL LIBRARY

Chief Librarian Lord Cunnighamn

"PREPARING FOR A FALL"

Background checks on possible candidates for OP:FR 1928.
Subject: Jeremy Carpenter

Age: 39

Drives: A 1910 Limited Touring Oldsmobile.

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

Notes: Divorced, alcoholic, suffering from a dash of Malaria.

SKILLS (PERCEPTIVE SKILLS @-10%)
Spoiler:
PERCEPTIVE SKILLS
Arson/Fire fighting
Fishing
Meteorology
Navigation
Spot Hidden
Orientation
Photography
Pick-pocketing
Radio
Sixth Sense
Shadowing
Tactics
Tracking
Medical Training
Surgeon 75% +5% +5% 85%
First Aid 50% +5% +5% +5% 65% +5% 70%
Autopsy 50%
Drugs/Pharmacy 25% +5% 30%

Military Training
Info Searching/Library USe 25% +5% 30%
Blades 25% +5% +5% +5% 40% +25% 65%
Rifles 15% +5% +5% +5% +5% 35% +5%, 40%
Admin/Bureaucracy 25% +5% +5% 35%
Charm/Fast talk/Persuade 25% +10% 35%

Academic Training & Interests
Diagnosing 25%
R/W English 25%
Mathematics 25%
Chemistry 15%
Sewing 15%
Spot Hidden 15%+10% -10% 15% +5% 20%
Tracking 15% -10% 5%
Fishing 15%
Stealth 15%
Economics 25%
Judge of Character 25%
Arabic 5%
Field works/Manual labor 5%
Riding 25%
Spiritual rituals* 15%
Dodge 5% +5% 10% +25% = 35% +5% 40%
Pistols 5% +5% +10% 20%
Climbing 5% +5% 10%
Drive automobile 5% +5% 10%
Mechanical repair 15%
German 5% +5% +5%+5% 20%
Throwing 10%
History 5% +5% 10%

Boxing 5%
Wrestling 5%
  • *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.
Meteorology 5% -10% -5%
Tactics 5% -10% -5%



TRAITS

Rank 3+1+7+2 +1 [14] Major/Corporal UK/FFL
Wealth 5+3+3+3-1 +3 -1 [15] £100 000 worth of property. £1 000 in cash available. Filthy rich
Fame 1 [1] Known at work and in local community.


Attractiveness 3 [3]APP +1, +1 =+5
Aura 2 -2+2 [2]POW INT +1, +1=+4
Courage 2 +3 [5]SANITY bonus

Toughness 1+1 [2]HP SIZ +1 =+3
Endurance 1 +1 +1 -3 +1 [1]CON +1, +1 =+3



Reaction 1 +1 +1 +2 +2 [7]DEX
Speed 3 [3]INITIATIVE

Agility 3 +1 +3 [5]Dodge bonus

Strength 1-2+1 [-]STR +1, +1, +1, +1 =+4

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.


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.



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
Spending the time off from work at Brixton Boxing, gives Carpenter a styrdy physique and some neat hooks.
This ends the background check on Jeremy Carpenter.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Final steps of creating Jeremy Carpenter for CoC.

Add the newly achieved skills and traits from the last two destiny cards.

Roll 3d6 for STR, DEX, CON, SIZ, INT, APP, POW & EDU.

STR 3d6
DEX 3d6 +7
CON 3d6+2
SIZ 3d6
INT 3d6
APP 3d6+2
POW 3d6+2
EDU 3d6

SANITY bonus 5%
Hit Point bonus +2HP

(Aging mods have been reduced during the creation process.)
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

I´ve stickied a company brief on The Central Library.

TCL

It´s not entirely complete. Four of the companies are yet to be described properly.
That make them maybe best to start in as we can create them as we play.

My suggestion would be to go with the Gurniwal’s Home of Retired Veterans.
I´m posting more on that company in the next couple of days.

Jeremy Carpenter will meet a representative of the Library in the near future.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

OPERATION: FALLEN REICH in reality was an
extremely secretive mission. The projects goals of
destabilizing Germany are actually not fictitious, but
are only part of the whole story.

In early 1937 Winston Churchill was
approached by Aleister Crowley, the latter had been a
British spy during the Great War. Crowley presented
proof that the Nazis leaders were actually beings from
another dimension. These beings called themselves
Fallen and were close to what we humans would define
as demons. Churchill summoned three reliable and
resourceful men; Brendan Bracken, Duncan Sandys and
Admiral Roger Keyes. Together they formed a plan to
gather information about the Nazis occult agenda and
find paranormal ways of obstructing it.

These four men started to discreetly recruit supervisors
that in turn could organize teams of agents. Each team
worked more or less alone reporting only to and receiving
orders from their supervisor. Many teams did little more
than research, but the so called field teams were sent out
on high risk investigation and assassination missions.
Some of these are famous, like the assassination of
Reinhard Heydrich, but most will never ever come to
common knowledge. Perhaps because they often failed.

In many ways the agents of OP:FR saved the world from
the domination of Fallen.
Small but decisive actions tipped the balance and the
information they gathered was invaluable when working
out tactics and research. The cost was obviously high and
many agents suffered terrible fates at the hands of the
ancient and evil.
This mixture of fact and fiction make the building ground
for OP:FR. We will get the player characters to start in 1939.
That gives our friend Jeremy Carpenter ample time to
prepare facing the unknown. Ten years to walk the halls of
the library. Who knows he might pick up something along
the way.
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

It'll take a long time to read the Central Library thread, and I haven't even started yet.

Shouldn't SIZ and INT be 2d6+6 and EDU be 3d6+3, rather than everything being 3d6?

The text on the overall gameboards for the Guarding and Policing section is too small for me to read. Can you please post an enlarged image of that area as you did for the others?
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

policing.png
Guarding and policing


I gathered that the 13 point bonus from the character creation should be enough of a bonus.
But that might just be me, coming from Rune Quest straight 3d6 across the board.

DEX 3d6+7 is compensating for int and edu bonus. Besides, the skill points received should be
enough. That´s what the int and edu scores are for really.
No need for the increased value in that regard.

The +2 Hp equals +2 in siz, right?

As this is a mix of two creation processes, I believe this will work.

To be fair, I´ll grant three rolls for the stats.
Sorry for missing uploading the enhanced section.

The Central Library´s first post is the essential bit of text. The rest is for further research.
Short descriptions of most of the companies are in that section.
/Dave
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

The problem with rolling 3d6 for those stats is that it's quite possible to get a score of 3-5, which would be ridiculous. I wasn't expecting any skill points from EDU or INT, as I thought this process would generate all of my skills.

I'll take Searching +1.

Life Board, move 62 (from Check Out) (1d6=6)

I get Endurance +1, Charm +1, and Attractivenss +1 from the Destiny Card.

I'll move to Being Popular and take Aura +1.

Life Board, move 63 (from Being Popular) (1d6=1)

I'll move to Firearms Practice and take Rifles +1.

Life Board, move 64 (from Firearms Practice) (1d6=4)

I'll move to Knowing What it Takes and take Strength +1.

Life Board, move 65 (from Knowing What it Takes) (1d6=1)

I'll move to Modern Equipment and take Cars +1.

Life Board, move 66 (from Modern Equipment) (1d6=1)

I'll move to Knowing What it Takes and take Strength +1.

Life Board, move 67 (from Knowing What it Takes) (1d6=5)

I'll move to Guts and take Toughness +1.

Life Board, move 68 (from Guts) (1d6=3)

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

Life Board, move 69 (from On Patrol) (1d6=1)

I'll move to Arrest HIm! and take Wrestling and Strength +1.

Life Board, move 70 (from Arrest Him!) (1d6=5)

I'll move to Squeezing Confession and take First Aid +1.

Life Board, move 71 (from Squeezing Confession) (1d6=5)

I'll move to Arrest Him! and take Dodge and Boxing +1.

Life Board, move 72 (from Arrest Him!) (1d6=4)

I'll move to Being Popular and take Aura +1.

Life Board, move 73 (from Being Popular) (1d6=3)

I'll move to Acting Tough

Life Board, Acting Tough (2d6=11)

I'll take Blades +5. My final Destiny Card gives me Wrestling +1 and Strength +1.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

Hmm, you´re right on INT and SIZ at 3 should be rather off.
Why not use Toughness as a SIZ modifier and Aura as an INT bonus?

SIZ alters HP ergo toughness.
An intelligent person ought to have a way about him or her, a kind of aura.

Is this acceptable?
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

I´ve updated the second character file from The Central Library.

New modifiers:

STR 3d6+4
DEX 3d6+7
CON 3d6+3
SIZ 3d6+3
INT 3d6+4
APP 3d6+5
POW 3d6
EDU 3d6
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Re: OP:FALLEN REICH (character generation)

Post by Mr. Handy »

There's a good case to use Toughness as SIZ. It's more like CON, but Endurance already has that covered. I'm wondering why the game has both Endurance and Toughness in the first place. However, Aura really does feel a lot more like POW than INT.
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Re: OP:FALLEN REICH (character generation)

Post by Dave Syrinx »

I decided to swap the POW for INT as the 3-5 you mentioned earlier did seems like a pitfall. Besides, there are luck and SAN modifiers available in the creation process to boost POW related things.

Regarding Endurance and Toughness, I´ll post the stats from the rule book when I get home.
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