<'v>< <'v>< <'v>< Mystery Club 5: Gunhazard *Everything in here subject to modification.* > > > ===Basics=== -Summary- The year is 2102. War is heavy in Eastern Europe, the Middle East, Africa and West Asia, and that leaves an opportunity for good business, especially for an arms-dealer like American-based Vollenstein Armaments. Characters are the hand-picked personal security force of one Alysha Johnson, a representative of VA. They can be from any nation, but should have backgrounds that reflect their usefulness. Characters should be able to handle themselves in combat situations, but Alysha requires a mix of skills. At least one character should be able to hack, and one should be able to drive. Unlike most MCs, this game will not take place in a central location. Although Volenstein Armaments' head office is in LA, they have branches in various locations around the globe. Characters will also frequently be travelling to warzones. Characters can be humans or supernaturals. Supernaturals must be able co-exist with, and pass for, humans. There may or may not be intro sessions. -Points- 250 CP -Recovery- Normal recovery is Body + Soul x 2 in HP and Mind + Soul x 2 for a full rest. Reaccuring nightmares can hinder recovery. See Modified Defects below. Usually characters will have an opportunity to resupply during a recovery phase, restoring spent spirit wards and uses for any "limited shots" or "limited use" abilities, as well as restoring any "unreliable" attacks. ===Attributes=== -Unallowed Attributes- Computer Scanning Divine Powers Power Flux* Spaceflight * Low levels are available for cool-but-functionally-useless spellcasting. -New and 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. Spirit Wards are available as items. On a successful ranged attack, they deal 10 damage per round to supernatural opponents (can be removed at the cost of one combat action). They can also be used to ward doorways and windows from supernatural threats. Passing a warded gateway requires a supernatural to make a soul roll (TN 12) and costs 10 EP whether successful or not. Spirit wards cost 2 points per level, each level gives 3 spirit wards. More powerful wards are available for 4 points per level. These wards do 20 damage per round and require 20 EP to attempt to pass. ===Defects=== -Required Defect- Red Tape lvl. 1 * Alysha is available as a level 2 S.O., but NOT in a romantic capacity. If you want that you'll have to work towards it after the game starts. -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=== -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 -2 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.