<'v>< <'v>< <'v>< Mystery Club 4: Alternate *Everything in here subject to modification.* > > > ===Basics=== -Info- The players will be members of the German agency, Blitzkrieg. The agency is top secret, using genetically modified beings to do whatever is necessary to protect the country, including some tasks that the public might deem ethically questionable. The agency is not staffed by outright evil villians, but never the less, they are willing to live with certain consequences. Your character should be aware of what's to be expected before you apply, as the agency would perform thorough background checks before offering the job, and select only the candidates it felt would be willing to perform such duties. As a top secret agency, they are extremely cautious. -Guardians- 80 CP 60 SP Guardians must be human, and should be twenty-five or older, with previous background experience in the police, military, medical, political, or educational fields. Guardians are there to supervise and train the wards, but as they must go into the field with their charges, they are also expected to know how to protect themselves. In mechanics terms, they're more non-combat type characters than combat, although they're expected to be able to handle themselves in combat situations; guardians sent in right along with their charges. Guardians are provided with an office. Each guardian will be assigned a ward, who may be trained for the field in whatever matter the guardian deems fit. Do NOT create your guardian with the intent on supervising a specific ward. The agency handles all pairings. Guardians must take Owned level 2 and Red Tape level 1. -Wards- 70 CP with fairly quick growth 30 SP Wards are people from ages 10-25 with no way out: Homeless, orphans, disabled, dying... by and large, people with no hope, who won't be missed. The agency takes them in and modifies them genetically enhanced assassins. They also use brainwashing proceedures to ensure the test subjects remain loyal to their Guardian. Wards live in dorms in the facility, and each has a roommate. Each ward will be assigned to a guardian. Do NOT create your ward with the intent of being under a specific guardian. The agency will decide all matches. Wards should expect quicker CP growth. Wards must take Owned level 1, Red Tape level 2, and Significant Other (their guardian) level 1. Wards are not required to like their guardian, but they must still protect them at all costs. -Stats and Skills- Stat costs are not scaled, but the sum of the stats cannot exceed 25. Use Modern Urban Fantasy skillset. All combat skills cost 6 points. Acrobatics costs 4 points per level. TP (Training Points) will be gained in addition to CP. They function like CP, but the difference is guardians spend it on their respective wards. This represents the guardian teaching the subject new skills, honing current abilities or taking the subject to the lab for gene modification, and thus new powers. -Recovery- Normal recovery is Body + Soul x 2 in HP and Mind + Soul x 2 in MP for a full rest. At the agency, medical care is provided, doubling this recovery rate. Reaccuring nightmares can hinder recovery. See Modified Defects below. Any limited shots weapons or abilites, spirit wards or "unreliable" attacks can be restored at the agency. ===Attributes=== -Unallowed Attributes- Divine Powers Hyperflight Own Big Mecha Power Flux Agents Servant Henchmen Wealth -Modified Attributes- Exorcism affects spirits and normal forms of possession: by spirits or by the mind control attribute. It has no effect on corporeal undead or other supernaturals. An incorporeal spirit under exorcism can be hit by normal attacks. Illusion costs 2-5 points (using the scale in the book, +1) per level. Extra illusions cost 1 CP per level of the illusion. Teleport costs 9 points per level. Invisibility costs 5 points per level. Sight and hearing take two attribute slots. Divine Relationship costs 2 points per level, and does not apply to critical failures. You can reroll your own rolls only. They are usable once per level per _Mission_, not session. Armor provides full protection for only the first 30 points of damage dealt. After that, it absorbs 90% of the damage. The remaining 10%, rounded up, constitutes actual HP loss. For example, if a character has 70 armor points and is hit by an attack that does 60 damage, he takes 3 points of actual damage. Armor penetration affects the "base" armor (the full 30 points) first. Mind Shield gives you the ability to resist possession, mind reading and mental intrusion, but it works both ways; friendly telepathic thoughts sent by other characters may be resisted. A character can lower his shield if he chooses to. ===Defects=== -Unallowed Defects- Famous Nemesis -Modified Defects- Reaccuring nightmares slows down healing. At level 1 of Reaccuring Nightmares, characters recover their body + soul in HP and their mind + soul in EP. At level 2 of Reaccuring Nightmares, characters recover half of these value. At level 3 of Reaccuring Nightmares, characters recover only 1 HP and EP a night. Burns Energy starts at a cost of 2 EP for 1 BP. EP cost increases per BP added as according to the book, at a cost of 1 BP lower (so 5 EP for 2 BP, 10 EP for 3 BP, etc.). The Slow defect on special attacks increases wait time by only 1 round per time it's taken. So, taking it twice would make the attack take 2 rounds before it goes off (substitute rounds with extra attacks if you like). ===Other Stuff=== -Power Usage- Power Usage costs 8 CP per level, but unlike in dX, it does not have to be purchased for every power as a seperate skill. Instead, you may use the power usage skill for any power that you have listed as a specialty. As with all skills, specialties cost one CP except the first, which is free. -Spirit Wards- Spirit wards are available as minor gadgets. They are one use per minor slot taken, but can be replenished for free between missions: * When placed on a supernatural entity via an unarmed or thrown weapons attack, a spirit ward does 10 damage per round. It can be removed after, but that takes a combat action. It does no damage to humans, but it does affect incorporeal entities. * When placed on a person under possession or mind control, the victim can make a mind check to break free. * When placed on a doorway, window or some other entrence, a supernatural cannot pass through without spending great effort (it requires 20 EP to attempt to pass). In order to pass, the supernatural must make a soul roll at a +2 penalty. ** More powerful wards can be taken for 2 minor slots. They have double the effect (exception: It still requires 20 EP for a supernatural to pass a warded portal, but now at a +4 penalty). -Called Defense- If you think you're going to be attacked with a called shot, you can make a called defense. This lets you protect a certain part of your body (head, hands, shoulders... be specific) with a -3 bonus to defense. The downside is if the attack is not a called shot, or if it's called in an area you're not protecting, you recieve a +1 penalty to defense. -Updated Character Sheet Rule- This is more a disclaimer than anything. It comes up often enough that I feel I should write it down: When submitting an updated character sheet, you must get it to me the day before the next session if your character's participating in it. If you wait until just before the session to send it to me, any changes won't count until the next session after.