innocent_man: (Default)
(But before I began, I was bored before I ever began, shoplifters of the world...)

Anyway. I haven't made a character...well, it hasn't been six months, but over four. My initial plan was two a week. As the kids say these days, LOL. Maybe try one a week going forward? See how that does? Sundays are generally a pretty good day for it.

OK, well, with the rabbit in the oven and another half-hour to go, I think I can do a quick character. That means not something I'm terribly unfamiliar with. The next few on my list, if we were to go in that order, are a bunch that I don't know, so I'm gonna skip down a bit.

The Game: Marvel Heroic Roleplaying
The Publisher Margaret Weis Productions
Degree of Familiarity: Getting better. I'm running it currently and it's a lot of fun.
Books Required: Just the one.

So, I have, of course a lot of supers games, and even one from Marvel. This one, though, is nice in that you assemble your dice pool by looking down the sheet. You're usually rolling against an opponent, but sometimes against the doom pool, which grows as shit gets real. This is one of those systems that doesn't work for loosey-goosey, fake-the-system GMs. Like NWoD, FATE and curse the darkness, it's a game that only works when you let it.

But here's the thing I don't dig: There's no chargen system. It's designed for playing existing Marvel characters, which is balls. Who wants to play other people's characters? (I know some people do, I've just never understood the fascination.)

So what I'm gonna do is recreate the first character I remember making when I picked up the old TSR Marvel game. I'm doing this from memory, and the memory is...geez, 27 years old at this point? (OMG. I have literally been running games long than some of my gamers have been alive.)

OK, so what do I remember? His name was Shapeshifter. He was a mutant. He had a kickass black outfit with red accents. He had multiple limbs (yeah, weird, I rolled him up randomly), he could turn invisible, and I'm sure he had other shape-shifty powers, too. I don't for the life of my remember his real name, so let's call him Miles Farley. Seems a moderately dorky name.

That's a really weird power set. Let's work it! I'll make up the details I don't remember.

Affiliation: In the game, you roll an Affiliation die based on whether you're solo, with a buddy, or on a team. I think Shapeshifter would work best with a buddy. He's not trusting enough to be a true team player, but his powers are good support. I'll take Solo d8, Buddy d10, Team d6.

Distinctions: I get three of these, and they need to be potentially a help or hindrance. OK, well. As I recall, Shapeshifter manifested his powers when he was young and awkward and tweeny (much like me when I rolled him up), but I played him as an adult. So I'll split the difference and say he's in high school now, and give him the Distinction: High School Nobody.

For my next one, I'll need to make something up, because I'm drawing a blank. We'll say Shapeshifter is really self-conscious about his powers (the extra limbs, especially) so I'll take Desperate to Fit In.

Finally, since I need something that ties into my super-identity a little more, I'll take Hero or Freak?

OK, now Power Sets! I think I need two, because there's not a Power Set for "extra limbs" specifically. I'll take "Extra Limbs" as one set and "Unstable Form" as my other one.

For "Extra Limbs," I want Enhanced Strength d8 and Climbing d6 (he can use his extra hands to grab hold and steady himself). For SFX, I'll take Afflict (for Grappling). I'll also take the Limit for being a mutant (basically I'm vulnerable to certain attacks because I'm a mutie).

So then my Unstable Form set. I take Invisibility d10 (I want to be good at that) and Stretching d8 (allowing him to reach down an elevator shaft). I debate taking Shapeshifting, but it really only lets me mimic people unless I take it at d12, which I don't think is appropriate. Hmm. OK, well, how about we take it at d8 so I can hide my arms, and then I'll play with SFX and Limit.

I want Shapeshifter to be able to knock people back with his arms, and I think the Extra Arms combined with Stretching means he can hit multiple people at once, so I'll take Area Attack. I like Counterattack, too.

But I want a Limit to reflect Shapeshifter's low self-confidence, so I'll make one up. I'll say he's Freakish. I'll just use the system for Uncontrollable; same idea. His powers can go a little bonkers sometimes, or people just make fun of the arms.

OK, now Specialities, which are like skills. You only use them if you're really badass at something. I would like to take Combat Expert, but I don't see him being that good at combat. I will take Covert at Expert (he's stealthy as hell) and, what the hell, Acrobatics at Expert.

And finally, Milestones. These are kind of plot progressions for my character. I know I want one to be "Who Am I, Really?" He's suffering from an identity crisis because he's ashamed of who and what he is. So we'll say

  • Gain 1XP when someone makes anti-mutant jokes or rhetoric around you.
  • Gain 3XP when you choose not to accept credit (or blame) for heroic actions (that is, I bugger off invisible).
  • Gain 10XP when you come out to your family as a mutant.

Good, that's one. Need one more. Hmm. I think it'd be fun to play with the notion that his powers haven't really solidified yet. How about "This Isn't My Final Form?"

  • Gain 1XP when you use the Freakish Limit in an action scene.
  • Gain 3XP when you use Shapeshifting to change your body in a new way.
  • Gain 10XP when you alter a Power or Limit.

And that's me done!

innocent_man: (Default)
So, look what I found from five fricking years ago on RPG.Net:

(I am really goddamn tired right now, so if this doesn't make any sense, blame the fatigue and end-of-semester boozing earlier.)

BlackHat_Matt's World of Darkness:

There are supernatural beings in the world, and everybody knows it. Well, everybody at the top end of the world (where highly educated mages, ancient vampires, and the richest, brightest and "best" of the world hobnob) and the bottom end (in the slums, ghettos, and rural areas where no one's going to hear you until it's too late and lycanthropes, feral vampires and street mages try to hash out a living).

The folks in the middle? The folks who live in the burbs and pay their taxes and all? They know about the supernatural in the same way that, in the real world, they know about hunger or disease or poverty. Pretty abstractly and thus not a real pressing concern on their time (until it happens to them somehow).

The game focuses on the street-level stuff. The World of Darkness is painted in blues, grays and dark purples. Organizations of supernatural creatures are more like gangs, secret societies or crime families than global networks, and if they're bigger than state-wide, that's scary and rare.

The supernatural is the truth no one wants to admit. Everyone knows it, but mostly you just try to get by and keep your head down. The numbers are low; there aren't that many vampires or werewolves (the ones who really prey on people - oh, yes, werewolves fucking eat flesh), and they aren't dumb enough to make targets of themselves. But some folks can't help but see the supernatural. Cops have to respond to calls about blood-drained corpses. MEs and forensic pathologists have to worry that the body they're working on might rise up...hungry. Bartenders in this World of Darkness are knowledgeable and paranoid. Alcoholism and suicide rates are higher among these professions.

The World of Darkness is part film noir, part splatterpunk, part psychological thriller and part humanist manifesto. Here's the take-home message: You take hope where you can find it. There is no one coming to save you, and those wolves at the door aren't fucking metaphorical. You might be a vampire, a mage, a cop, or just someone trying to get by in a world like this, but at the end of the day (night), the question is: What are you going to do?

Light a candle, or curse the darkness?

Gee, think this has been in my brain for a while?

By the way, there's an update on the book situation over here. It's not good news.

I would, however, like to make a character.

The Game: Cortex
The Publisher: Margaret Weis Producations
Degree of Familiarity: Some. I've played Serenity and run Leverage, both of which work on this engine.
Books Required: Just the one.

So, the Cortex book is basically the game system, presented so you can use it as a generic system a la GURPS or d20. In the back, we've got several sample settings, which is good because it's hard to make a character with no setting, yeah? So which one?

Hrm. I'm not terribly fond of any of them, really. One is Star of the Guardians, which is more-than-vaugely Star Wars-ish, with hints of Dune. It's the one that interests me most, but there are no campaign seeds or suggestions, and there's so much backstory (told very quickly) that I can't help wondering if the setting would be interesting if I haven't read the novels (which I haven't).

Oh, what the hell. I haven't made a sci-fi character in a while. Let's do this.

The setting write-up talks about the ruling class, folks called the Blood Royals who were genetically engineered to be leaders and psionics. They have access to these kickass things called Bloodswords, weapons that work by stabbing you in the hand with needles and then becoming Lightsabers. I like that, and it's tempting to play a Blood Royal, but it's also tempting to play the Han Solo type who has no time for that kind of magic.

Ah, hell, I so rarely play the Chosen One. I'll make a younger character, then, someone who was looking forward to a life of leisure before the destruction of the old republic (like I said, you can see some Star Wars in here). That'll put me as a novice character, I think.

My Concept is "embittered princeling." He was only five when the monarchy was overthrown, and he's been in hiding in various places ever since (it's been 18 years since the overthrow of the monarchy; I think that's "current day." Honestly the summary makes my eyes glaze over).

Attributes. I get 42 points, and each die type costs its value (so a d10 costs 10). Hang on.

Agility d10
Strength d6
Vitality d8
Alertness d6
Intelligence d6
Willpower d6

Derived Attributes. Fuck you, these go at the end.

Traits. These are Assets and Complications. I start with no free Assets; I have to take Complications to get any. So hang on, let's look at the list.

I want Combat Paralysis (d4). Makes sense for a dude who's lived a mostly-sheltered life. Same reason, I'll take Low Pain Threshold (d6). Ooh, On the Run makes sense. I'll take d12; something about him threatens the status quo to an alarming degree (again, this would require digging into the setting a bit more). Finally, I take Rotten Luck (d8). Twice per session, the GM can make me reroll a successful roll. That sucks, but with a good GM it'd be fun.

Right, that's my 30 points (I can't take more than that). Now, Assets! I take Blood Royal (d8), which lets me use a Bloodsword and psionics and stuff. I should look up psionics, then.

OK, so the system is pretty loose. I'll take Telekinesis (d10), and say that he would have more psi, except he hasn't really had the training he needs.

Ah, hell, go big or go home. I'll take Destiny (d12), which eats the rest of my points. Once per session I can be saved from a roll that would kill me. My Destiny might be to bring back the nobles or some shit. Or, like, bring balance to the Force. Oh, wait, wrong IP.

Anyway, Skills. I get 62 points. This works like Serenity; I can take a General Skill up to d6, but if I want it better than I have to specialize. I'm hip.

First thing's first: Bloodsword. I buy Melee Weapons up to d6, and then Bloodsword to d10. Costs me 10 total.

Athletics d6, sure. Pilot d4. Ranged Weapons d4. Guns d4. Lot of broad, light combat training, but little experience. I have 34 left. I'll take Tech d6, Knowledge d6 (Blood Royal d8), Covert d6, Influence d6 (Intimidate d8). Six points left. I'll spend 2 into a Stealth specialty and put the other d4 into Discipline.

Technically Gear is next, but fuck that. I'm already bored. How about Derived Attributes?

I get 14 Life Points (Vitality + Willpower), 16 Initiative (Agility + Alertness), 14 Endurance (same as Life Points), and 16 Resistance (Vitality x2).

Nothing left but a name. Characters in this universe evidently have American-sounding names. Let's say this guy's name is Bryn Garlon, just because it sounds more Star Wars-y to me.

innocent_man: (coffee)
Yay! Makin' a character!

I've done pretty well today. Four stories redlined and back to the authors, and making some headway on the project for Sean. So I figure I've earned it. I need to take some notes for the Dresden game on Saturday (ooh, and email a reminder to players), but Deadlands notes are pretty well in the bag. Will definitely need notes for Spirit of the Century next week, and Promethean returns the following week.

So anyway:

The Game: Fear Itself
The Publisher: Pelgrane Press
Degree of Familiarity: Some with GUMSHOE, none with this game in particular.
Books Required: Just the one.

So, this is a horror/slasher game. There's no given premise (indeed, the first step is that the GM gives us one), so I shall pick one from the list of example premises. Heh. "Regulars at a hipster coffee shop in a bohemian neighborhood." Sounds good. I like coffee.

I start with a concept. It needs to be easily distilled down to a two-word phrase, because these characters are meant to be archetypal. I'll say my concept is "overeducated barista." His name is Ross Landau.

I choose a risk factor. This is what motivates me to run into stupid encounters. What is Ross' stupid blind spot that's going to get him killed? "Curious" is tempting, but really, this being a horror movie, I think I'd rather play "Horny." Ross is smart, sure, but he's also using those smarts (and his badass coffee-making skillz) to impress the honeys.

Ooh, actually, I can take more than one. OK, I'll take Curious as well.

Right, now I choose the worst thing I ever did. Obvious for horror movies, I think; this is the thing that might get revealed and either embarrass or implicate Ross during the game. What's the worst thing Ross ever did? I think Ross robbed the coffee shop once. He's worked there on and off for a few years, and during one of the "off" times he broke in after hours, opened the office, and stole the day's take (they never took deposits to the bank until Monday morning). He feels bad about it - he's an ethical person, generally, and he did it more out of spite than need - but the worst part is that he carried a knife with him. He has no idea what he'd have done if anyone had caught him, and that scares him.

Now I buy Abilities. This works a lot like Trail of Cthulhu. I get 10 investigative points (I assume if I were playing there would be at least 4 people), and 60 points to spend on General Abilities.

For Investigative, I do this:

History 1
Humanities 1
Natural History 1
Occult Studies 1
Research 1
Trivia 2
Flattery 1
Flirting 2
Computer Science 1

Pretty spread out, mostly a college-educated dude. But really good at useless bullshit, and really good at making panties hit the floor.

Then General:

Athletics 5
Driving 5
Filch 4
Fleeing 5
Health 10
Infiltration 5
Sense Trouble 5
Preparedness 8
Scuffing 3
Stability 9

I get one freeing Health and Stability, and Fleeing costs half so my score is really 10.

Sources of Stability: I need three. I'll take the coffee shop as one (Grounds for Dismissal). Just being there, but especially slinging drinks, helps him find his zen. I'll take sex as another. Ross doesn't have a special lady at the moment, but he has lots of fuck-buddies and he's always looking out for more. It's be easy to see him as a player, but he's not - he doesn't lie to women about his intentions, and he's happy if sex results in a lasting relationship, he's just not broken up if it doesn't.

Last one: Guess I'd better give him a relationship. There's a professor at his alma mater who works in the history department named Sally Myer. Sally is a tenured prof, probably 20 years old than Ross, but they had an affair once. It lasted a few weeks during the summer, and they stopped sleeping together when school resumed, but they've remained in email and occasional lunch-date contact. Ross misses her, and sometimes toys with the notion of going back to school to pursue a PhD. If she wound up his adviser, so much the better.

Now, I consider What Do You Want. I need a personal goal for Ross. It's supposed to be mundane and it's good to tie it in to the premise, so I'll say Ross wants to be a manager at the coffee shop. The present manager, Tim Belanger, is boring and jock-ish, and seems to have some real contempt for the weirdos that come in after dark. Ross wants the place to go 24 hours, he wants open mics and movie nights, he wants Grounds for Dismissal to develop more of its own identity.

Last thing on the sheet is affinity and enmity, but those refer to other PCs, which of course I don't have. As such, that's me done!

This would be an odd horror game. A "last the night" in the coffee shop would be fun, but a longer story might also be fun if there's a creeping horror in the neighborhood that starts killing patrons. I'd like to play Ross either way.

innocent_man: (snorkel)
I backed this Kickstarter a while back, and just got my copy in the mail, along with Teagan's awesome t-shirt. So we're making characters! And by "we", I mean me, Sarah, Teagan, Will and Alisdair. Hoy.

Not pictured: Sarah.

The Game: Mermaid Adventures
The Publisher: Third Eye Games
Degree of Familiarity: None
Books Required: Just the one!

OK, let's do it! Will has already decided he's playing a shark-folk. Let's see what the others choose! Teagan wants to be an Octofolk, Al chooses Fishfolk, Sarah chooses Jellyfolk. I'll be an Eelfolk, 'cause I like me some prankin'.

I note down my free Quality (Cheerful), and now I get 5 points to divvy up amongst my Attributes. I give myself the following scores:

Body 2
Mind 2
Charm 3
Luck 3

Now, I roll for Hair Color, Style, Eye Color, and Fin Color. I get pink hair (with bangs!), amber eyes, and green fines. I'm kind of the lead singer of Neon Trees, only an eel.

Extras! Roll twice on the Extra Table. I get Weapons and Clothing. I wind up with a Lab Coat and Sharp Teeth. Neat!

My goal is Bravery. I get a bonus for doing stupid brave things.

Qualities, including magic. I take Nosey (whatchadoing? whatchadoing?), Royalty (I am a bratty eelfolk prince!), Water Bending (magic, exactly as it sounds), and Human Expert ("This is...a dinglehopper!").

That's it, but for a name. My bratty prince with the pink hair (which annoys mom; really it's the bangs that do it) is Prince Neon.

innocent_man: (rocksfall)
I'm out in the wilds of Oklahoma, with a cricket army invading the house and a car that seems to feel this is a good trip to die (the A/C is fixed again, for now. I fully expect it to explode again long about St. Louis). But that is no reason not to do chargen!

The Game: Chronica Feudalis
The Publisher: Jeremy Keller, I guess. You can buy the game at IPR.
Degree of Familiarity: None. I've read it.
Books Required: Just the one.

This was a game I got in the bundle, and I never got round to reading it because the character sheet made it look complex. Really, it's a FATE-based game, meaning it's a system I know, and there are some interesting tweaks to it. The book is written "in character," the basic conceit here being that a bunch of 12th-century monks made up an RPG and wrote it in English because they didn't want to get in trouble with the higher-ups (and English was a language they shared). So that's silly, but whatever, my game's about shadow-controlling ideologues.

As with many games, we're advised here to make sure that our characters are compatible. That is, if we're playing knights, we should all be knights, or at least have a reason to hang out with knights doing knighty things. The example in the book is of a bunch of people on a pilgrimage, so I'll go with that.

First step: Pick Mentors. You pick three people who have taught your character stuff, and that gives you skills and items and whatnot.

Since getting good produce is difficult out here in the fucking desert, I'm gonna take Peasant as a mentor. My character grew up farming, and learned from his father how to take care of such peasant-like things. And then there was a disaster of some kind - let's say a flood wiped out our farm and we rebuild farther into the woods. And then I learned there from a Hunter, a fellow who already lived there and made his living off the land. Finally, after my father died, my mother took up with the hunter, and the hunter's brother, an Outlaw, hid out with us for a while. My character left with him when he fled, and he eventually ditched me, leaving me with this group going on pilgrimage.

Anyway, for Skills, I get:

Aim d6
Hide d8
Climb d6
Brawl d6
Hunt d6
Fitness d8
Sense d6

Mostly a physical character. I'm good with that.

So now I do Tools, also determined by my mentors. I get a bow and a quiver of arrows, a snare trap, a tool of my choice (I choose a hammer), a pair of shoes and everyone gets a purse. All of this gets a die rating, which I note.

OK, so, three Aspects. These are the bit that come from FATE (the dice system doesn't), so I want to do Aspects that can be both negative and positive.

So my pilgrim is a peasant that ran away from home after being mentored by a kind of unconventional family. I think I'll take an Aspect of "Pines for his forest home." That should give me the chance to use that Aspect when dealing with foresty kinds of things. So why did he leave? I'll say "Reward for his head." Again, makes him kind of badass (even if it's mostly by association). Finally, I'll take an Aspect "Penitent." He wants to go home, but he wants to make this Pilgrimage first. Figures God brought him here for a reason.

Now Backgrounds. These are weird. They're things that my character is good at, but that I don't want to see happen in the session. Like, if I wanted to avoid violence in the game, my character could be a fighting expert (as a Background, not an Aspect) and then we just take violence as read, I suppose. Weird. OK.

See, I keep trying to wrap my brain around this and I don't get it. If my character is good at something, then that's what I want him to be doing. If he's bad at something and that's part of his character arc, then cool, that should be a Background. I guess I just don't get the value of putting what I don't want to see on the character sheet. But whatever.

Oh, wait, these are optional. So that's good, then. Um. I can't really think of anything. I'll leave those blank.

I need a name. I think my guy goes by "Forrest." It's not his name, but his real name is attached to a wanted man, and all Forrest wants to do is find forgiveness from God and then go home.

I'll scan the sheet in on Friday.

innocent_man: (bunk)
We were supposed to play Song of Ice & Fire tonight, but Michelle was sick, so we hung out and watched The Devil's Advocate instead (post coming soon). As such, I'm not tired and I think it'd be fun to make a character. So here we are.

The Game: House of Cards
The Publisher: Parenthesis Press
Degree of Familiarity: Some. Just ran a game last week.
Books Required: Just the one, plus a Tarot deck.

You know, I like this game. It's nicely surreal, it has a fun, workable system (though I do have some niggles), and it's got a specific enough setting to be interesting while still be open enough to screw with if you were so inclined. Also, I like games that are ballsy enough to say "You need a Tarot deck" and not apologize for it. Maybe it's a gimmick, whatevs. It's a theme. We don't need more watered-down, generic games (with all due respect to Fablestreams and their revolutionary new game, GeneSys, which is sure to be totally not a gigantic flaming clusterfuck).

So. In this game you're playing the incarnation of one of the Major Arcana, but not the World, because the GM is the World (there is no World-Bearer). Each Arcana only has one Bearer at any given time, so if you're playing the Death-Bearer, you're the Death-Bearer. I like that a lot.

To make a character, we choose an Archetype. You can pick one if you feel strongly, but I don't so I'm choosing at random. Got my Rider-Waite right here. I pull out the World, and randomly choose...The Wheel of Fortune! Neat! (Actually, I chose the Lovers and the Chariot, first, but I wanted to do one that wasn't represented the other night.)

OK, so, Wheel of Fortune. My Bearer is Jesse Northup. Jesse is a garbage collector, but was once on the cusp of marrying into a vast fortune. Then his fiance got into a car wreck, and though she survived, the head trauma was extensive enough that her personality shifted, and was completely incompatible with Jesse's.

Jesse has "easy come" tattooed on his right arm and "easy go" tattooed on his left. He has a huge wheel of fortune tattooed on his back, and he has the symbol for "Om" on his chest.

Good start. Now I do five correspondences. I pick Triumph, Tragedy, Chaos, Probability and Randomness.

Then I do Motivations. I have to pick what Jesse loves, desires, fights for, and opposes and then split 10 points amongst them. Hmm.

Well, I think Jesse loves Fair Play. He wants to see people succeed because they should, because they worked to be their best rather than because they shot the other guy in the leg. It's not entirely in his nature as the agent of chance, but it's what he loves. He desires Victory. He loves watching the underdog win, the chips coming down where they "should." He knows that the house always wins eventually, but sometimes it doesn't, and he likes being there when that happens. He fights for Serenity. He wants people to accept what they get, rather than bemoan their fate (which is different than trying to change it). He opposes Fatalism. Nothing is ever, ever, over. The Wheel never actually stops. I'll put 4 into Opposes Fatalism and 2 into each of the others.

Now I pick a Greater Power. Well, I can pick one or I can make one up. There are three examples listed in the book. One lets me start with a "weird," but I didn't read those rules. Well, maybe I'll check them out real quick. Hang on. OK, it's like a geasa. I adhere to the rules, I get a card I can use that's committed to that, and I can use that card. Eh. I like the idea of the second power (I'm never surprised, I can always react as though I expected what was coming), but there's no system attached to it, and I've run this game now and I know that having a power that hooks into the system is a good thing. I think I'll go with Rota - I expend a card, then gather up everyone's cards, shuffle and deal them out evenly.

And that's me done, in fact. Nice and quick.

innocent_man: (r&g)
I was trying to decide what character to make today. I thought about Apocalypse Prevention, Inc, but honestly after Stew's character-creating experienc doesn't fill me with a heck of a lot of desire to do it, and I haven't read it anyway. So let's do a game I have read.

The Game: The Play's The Thing
The Publisher: Magpie Games
Degree of Familiarity: Not much. I've read it, but haven't gotten a chance to play it.
Books Required: Just the one, though a complete of the Complete Works of Shakespeare doesn't hurt, either.

So, The Play's The Thing came out of the same Game Chef as our upcoming A Tragedy in Five Acts (coming soon from Play Attention Games, Inc!), which was Shakespeare-themed. It focuses on a troupe of actors putting on one of Shakespeare's plays. You make the actors first (so, kind of like It Came from the Late, Late, Late Show, in a way). Before actually playing you decide what play you're doing. The play...doesn't always wind up like it does in the script.

I like this game (at least in concept, though again, I haven't had the pleasure of playing it yet) because it asks something of the players. In this case, it asks that they know at least a little Shakespeare. I'm fine with games that are completely accessible to anyone, but I also don't mind games that ask for a skill set or reward a particular kind of play or are specialized.

'Cause see, here's the thing. There are a million games out there where the pitch is "roleplaying game in [genre] or [setting]", and that means, basically, you romp around, you get in fights, you follow a GM's plotline, but the mechanics don't support the game specifically. Instead, they model shit your character does, with the lion's share of attention on combat. This is the result of our D&D ancestors, and that's all fine, but y'know, we don't have to do it that way. I really feel like story games are a more evolved form of RPG.

Anyway. Making a character here requires I come up with a name and a brief description. I enjoy listening to Patton Oswalt, and I like his acting. He tells a story about bullshitting his way into the Batman Begins premiere and having Brian Dennehey tell him, "Character actors! No one gives a fuck if we're fat!" I want my character to be an older, rather plump character actor - fun roles for him would be Sir Toby Belch, Jacques, one of the two drunk dudes in the The Tempest whose names I forget (which is embarrassing), or, if he's stretching his theatrical muscles, Kent in Lear or Polonius.

My guy's name is Thom Orsino. It's a stage name; he was in Twelfth Night in college and his best friend played Orsino, and then died of an overdose a week later. His first name was Thom, so he took the stage name in tribute to his friend.

So now I do Acting Chops. I have a pool of six points, so I can split up 2/2/2, but what fun is that? I'll put 3 into Logos (which verbal acumen and control over the events of the play), 1 into Pathos (emotional resonance - not Thom's strong point, he'd rather make jokes) and two into Ethos (narrative understanding and setting of the play).

I get a Type, too. Thom's pretty clearly a Ham. His Offstage ability is I can spend a story point to compel another actor to call for him, and his Onstage ability is that I can yell "Cut!" without spending a story point. However, at Director's request, I must soliloquize, which fortunately I'm good at.

And that's it, actually, because the rest of the process would get done in play when we select the Play (and then make it the Thing, I suppose).

innocent_man: (cthulhu)
So! I missed yesterday, but I'm back on track today. It's my intention to do a character a day, just like I used to when I started this whole mess - and incidentally, if people wanted to throw in comments like they used to, I wouldn't feel SO ALONE.

Ahem. Anyway.

The Game: Tales from the Wood
The Publisher: Beyond Belief Games
Degree of Familiarity: None, though I suspect I'll have to run it eventually.
Books Required: Just the one.

I picked up Tales from the Wood as part of a trilogy (Kids & Critters, which also includes It's a Dog's Life, in which you play prairie dogs). The game is about playing the woodland creatures of England, and the ones you play are the creatures of the Way, while the nastier creatures are those of the Bane.

Joining me today will be Teagan, by the way. She has already decided she wants to play a hedgehog.

My first step: Choosing a Creature. I choose a toad, because I like the little brown hop-toads that live under my steps.

So, it looks like the way this works is that picking a creature determines your traits and skills right off, and then you get some customization points at the end. That's cool, especially for a kid-friendly game. So my traits:

Toughness 1
Sturdiness 2
Nimbleness 3
Craftiness 2
Fierceness 2
Alertness 2

...are set for now. Next?

I note my Abilities; I get Hide, Swim and Intimidate. Interestingly, Teagan's hedgehog only gets a choice of Intimidate or Tooth & Claw. Not sure about that.

Anyway, now Lore. I pick between Marsh or River. I pick Marsh; toads aren't really great swimmers.

Now I get 5 points. Teagan spends hers on the Track Ability. I think I'd rather raise my numbers. I'll spend 2 and buy a point of Toughness, and my remaining 3 to raise my Craftiness.

So OK. My toad is name Gulper. Gulper lives in a marsh, mostly hanging around the edges eating bugs. He knows the marsh pretty well, but he's afraid of the lights he sees out there sometimes. He's heard stories from frogs (who he kind of idolizes for their athletic prowess) about lights that blind them, and then they're taken up, perhaps to a better place.

Sometimes when he sees the lights, a big brown dog comes to see him. At first he was terrified, but the dog always seems happy to see him, so now he thinks of it as his pet.

And Teagan's character, Hedgie:

innocent_man: (rorshach)
I own three GURPS books (plus the Basic Set, 3rd Ed, which tells you how much use I have for GURPS). I've done characters for two of those books, and since I have some time this afternoon, I figure I may as well get the last one out of the way.

The Game: GURPS Cabal
The Publisher: Steve Jackson Games
Degree of Familiarity: Some. I play GURPS about once a year when [personal profile] docelboze playtests his Origins games, though we seem to have skipped it this year.
Books Required: The Cabal book and the GURPS book.

Conspiracy! )
innocent_man: (rokea)
The Game: Privateers and Pirates
The publisher: FJ Gaming, which doesn't seem to have a website.
Degree of Familiarity: None, just read the pdf.
Books Required: Just the one.

I picked this game up in a pdf bundle, like, three years ago, which might give you some sense of scale regarding how long I've been doing these damn characters. I just read through it, and it's...well, it's a pirate RPG. They go into a lot of detail about life on a ship and the piracy of the time and so on, and I have no idea how accurate it all is (and I don't care), but...

...well, the game isn't about anything. Maybe I'm getting infected by all these hippie indie games I'm playing (and writing!), but the traditional model of RPGs is kinda meaning less to me these days. I like running NWoD because I'm really invested in it, but beyond that I'd kinda rather be playing games where the system is what it is for a reason. The old canard that "system doesn't matter" always secretly bugged me, because it felt like it should, but I never got into "builds" and the things that D&D and GURPS and Exalted found important. I'd rather play a game where the system moves the story and helps you create the game, rather than just be a way to resolve individual actions.

Anyway. I'm gonna get out of my own ass now and make a character.

First of all, I'm told, I should decide on a concept. Okey-doke. Since there isn't a default setting here (there's a range, and some talk about "early" vs. "late" campaigns) I'll assume I'm making a character for the sample scenario at the back of the book. That ship has a Spanish captain, but the characters in this game are assumed to be British. So OK, my guy is English, born middle class (dad was a doctor). He was expected to follow in his father's footsteps, but he was always fascinated with the sea and the creatures therein. He might have been happy as a scientist or oceanographer, but one night he had a fight with his father, got very drunk, and woke up on a ship. He's learned enough since to be a competent sailor, but he's got a reputation as something of a softie. But he can also play doctor when necessary, so it's a bad idea to bust his chops too much.

OK, gotta decide name, nationality, religion, age and gender.

Name: Homer Market, known on the ship as "Mark," both because it's short for "Market" and because he's utterly gullible.
Nationality: English
Religion: Oh, Church of England, I suppose.
Age: 22
Gender: Male

Now, social status. Middle class.

Next, choose a number of skills plus specialities equal to the tens value of your Age doubled. Which is a clumsy way to say (age/10)x2, rounded off. Or 4, in my case. Let's see. Looking ahead to the example of chargen (and thank you for doing one), it turns out that I don't get 4 Skills and 4 specialities, I get 4 total. OK. So I take Healing (no specialty, he's not that good at it, Science with a specialty in Biology, and Signalling (he always had an interest in ships and he learned how to signal). That seems like it kind of sucks, but that's what you get.

Next I take Flaws. I'll take Compassionate and Reluctant. Basically I have to help people in need and I can't spend Drama points in fights that I started.

I get two Distinctive Features (again, a 10th of my age), so I pick...missing fingers (his pinky and half his ring finger on his right hand - turns out sharks bite even after they're landed!) and a scar on his left cheek (he has no idea; he woke up on the ship with a nasty cut).

I have four Drama points (2 because I'm middle class and one for each Flaw). I have 95 pounds to my name, which seems like a lot. Bet they want me to shop.

Well, not really. I may spend money. I choose not to. Let's go get that gold ship!

I worry, in going through chargen, than it makes incompetent characters. Let's see. OK, so how this works is: You roll a d100 against a difficulty, and you want to roll high. If you have the skill and the specialty, you read the higher die as the 10s digit and the lower as the ones. If have the skill, but not the specialty, you state which is which before you roll. If you don't have either, lower is 10s, higher is 1s. I think this would make for frustrating game play, but I dunno, and I'm not really likely to get to play this game, either, so let's call it a day.

innocent_man: (mentak)
Someone started a thread about curse the darkness after reading my demo game reports from MarCon. I'm inordinately happy about this.

Oh, and also, there have been updates over on the website, if you haven't looked lately.

I feel like making a character.

The Game: Ephemeris
The Publisher: Nomadic Delirium Press
Degree of Familiarity: None. I got the game out of a bundle a long time ago, and it's close to the top of the list for games I haven't done yet. I need to update that lis, actually.
Books Required: Just the one, and a "vivid imagination."

So, Ephemeris is a science fiction RPG about (hang on) "galactic trade and galactic conquest." It seems to be (at a glance) very much a traditional RPG, but it also has a section about what hyperspace does to your mind, which I think is interesting. Let's peruse and see if a character suggests itself.

Oh, wait, random chargen. OK, then. I start out determining Attributes, rolling 2d6 10 times and ditching the two lowest rolls. Just a moment.

11 7 9 4 10
10 12 10 12 4

Thank you, entropy. OK, so I ditch the 4s. Now what? I place the other ones as I see fit. My Attributes are:

Common Sense

What's Common Sense? Oh, it's common sense. The game tells you what skills work off of what Attributes, which I like. I think I want a high Intelligence, because I'm liking the idea of playing a scientist. I'll structure my Attributes thusly:

Intelligence: 12
Common Sense: 7
Charisma: 10
Sanity: 9
Strength: 11
Agility: 12
Endurance: 10

This makes me much more physically badass than a scientist is normally depicted as being, but this being the Far Future I figure everyone's in good health and genetically modified and shit. What's next?

Oh, do I want to play an alien? I don't know. Let's look at the racial descriptors.

OK, so we've got dinosaurs with four arms, horrible nipple-breathing creatures, big spider-crab things, people (with an absolutely horrible cheesecake picture - really, guys?), sentient gas encased in crystal and giant slug-snails. Um. I think I'll stay human, though I do give the game credit for making alien races actually alien. (I just don't want to play one.)

Oh, god, this game has levels and classes. Yawn. Anyway, I guess I should choose a class. Bandit, no. Cyber Wizard, are you fucking kidding? Explorer...hmm. Maybe. Nanist. Well, now. Nanists are healers, and they heal user nanobots that they can transfer to others. They are seen as religious figures. GET IT? THEY'RE CLERICS.

Jesus. This is just D&D in space, isn't it? Right down to level progression.

Fuckit. Let's keep going. Oh, wait, Scientist is a class. Last two are Soldier and Trader. Eh. So it's either Nanist or Scientist. I have to admit Nanist sounds pretty cool. Why not, we'll do that.

What's next? Skills, I guess. I start with one point each in some skills, which I would love to just c/p but I can't because this fucking pdf has it disabled. Blargh. Anyway, Medicine, Genetics, Cybernetics, Computerse, Nanotech, Science: Exobiology all get a free point. In addition to that, I get 12 points to split up amongst skills plus another 4 for my Intelligence modifier. So that's 16. Can't go over 3 points into any one Skill.

Computerse 2
Cybernetics 2
Decipher 2
Encryption 2
Fitness 1
Gather Information 2
Genetics 1
Hide 1
Medicine 3
Nanotech 4
Science: Exobiology 1
Stealth 1

Have I mentioned how much I hate granular skill systems? 'Cause it's a lot.

Now there's a big list of gear with how much gold credits it costs. Yawn. I hate shopping. I get a computer system for free because I'm a Nanist, but I can't be arsed right now. I wanna get to spells transferences for my cleric Nanist.

OK, so I have to program a certain number of nanos every day to do the things I want. Which means I have to fucking memorize spells. What the shit, guys? You took all the lamest things about D&D, made them IN SPAAAAAACE, put three pieces of art with it and called it a new game? FUCK YOU.

Anyway. As a 1st-level cleric Nanist...what the fuck. OK, it looks like I get 2+ Int modifier (or 6, altogether) for "nano packets", and then 3 transferences. I have no idea what that means and there aren't any examples. Hang on, lemme figure this out. As I recall as a cleric, I could prep three spells a day, but I could choose from any from level 1? Or maybe within my god's purview or something? But then what are nano packets for?

Fuckit. I'm picking three level-one transferences so I can be done. I pick...Enhancement 1 (let's me boost a roll right before I make it), Harm 1 (I add my Int bonus to a touch attack) and Sleep (the basic Sleep spell).

I picture this guy kind of as a spy, someone who learned to use Nanos to transport information or secrets across the universe to...someone. But the nanos wiped his memory of his mission and most of his training, so now he's having to rebuild it, slowly, and seek out the people who did this to him (kind of a Total Recall sort of thing). The problem is that everyone he talks to that knows about it winds up dead, or lies through his teeth. He just wants the truth, and so he's bumbling his way through the universe, looking for one honest man. He calls himself "Diogenes," or just "Gene" if you're pressed for time.

Oh, and I just now noticed humans get 4 extra Skill points, so I put them in various places. Can't be arsed. Nor can I be arsed to do gear, because I don't care that much.

Seriously, guys, you are aware that all RPGs don't have to follow the mess of rules and board-game mentality that is D&D, right? Oy. Glad it's done.

Points 4/10:
Soup: 6
Cheese: 2
Bread: 2
Ginger Ale: 3
Salmon: 6
Taters: 4
Puree: 1
Banana: 4

Total: 28
Banked: 0

Points 4/11:
Eggs: 4
Bread: 2
innocent_man: (punkrock)
Anyway, Points. )

Right, so.

The Game: Atomic Highway
The Publisher: Radioactive Ape Designs
Degree of Familiarity: None.
Books Required: Just the one.

I picked this game up at a con some years back, read it on a trip at one point, and I feel like making a character tonight and I recall this being fairly straightforward.

OK, so, Atomic Highway is a Road Warrior-inspired RPG complete with mutants, warring over gas, bartertowns, and so on. One thing I like right up front: The book tells me that the chargen rules create "highly competent individuals," which I like.

Character Concept. OK. Well, I enjoy playing Borderlands, which has a kind of Mad Max feel even if it's not strictly post-apocalyptic. So can I make a sniper/hunter like Mordecai? Bet I can. My concept is meant to be pretty brief right now, so I'll sum it up as "slightly insane sniper."

Assign Attribute Points. Moving right along. I get 18 points to split between seven Attributes, no more than 5 in any one. Let's look 'em up. It looks like Nimbleness and Senses are what I want high, so I'll put 4 in each. That leaves me 7 left, with six Attributes. Hmm. Lots of 1s. Does that fuck me? Doesn't seem to. Fine, I'll put 1s in everything except Understanding.

Calculate Health. (Muscle + Tenacity + Toughness) x 2 = 6. I'm kind of weak, I guess.

Record Natural Skills. I get Athletics, Brawl, Melee, Notice, Persuade, Shoot and Stealth at 1, just because you pretty much need those for this game. Thumbs up, Colin!

Select and Record Rearing. Huh-huh. Ooh, I get a template. Hang on. I'll take 'Steader. My character's family were homesteaders, trying to farm tubers and other hardy foods far from any kind of civilizations. My character grew up malnourished, but lean and sharp-eyed. I get some free Skills:

Ride 1, Heal 1, Melee 1, Notice 1, Shoot 1, Zoofinity 1

Select and Record Pursuit. My job, basically. Bounty Hunter is tempting, but then, so is Wastelander. I kind of need to figure this out a little. OK, so he was on the homestead with his family, why'd he leave? Place was wiped out by a blight. Killed the crops, the livestock, and most of the hands. He went to a bartertown looking for working and hooked up with a bounty hunter named Mug. Mug taught him about the trade, but mostly she liked him because he could hang back and shoot people if they didn't come quietly. Mug took a round in the face last year, and my guy (he just calls himself "Simple Simon") is on his own, now.

Right, anyway. Bounty Hunter gives me:
Athletics 1, Brawl 1, Criminal 1, Heal 1, Melee 1, Notice 1, Shoot 2, Stealth 1, Survive 1. I get a fully loaded rifle, a knife and two primitive melee weapons of choice. I get gloves, boots, pants, shirt, a jacket and a scarf. I get a lighter, 3 sets of manacles, a waterskin and 50' of rope.

Customize! I get 4 points to buy Skills, but apparently I can't go over 4 in a Skill. So I'm at my max for Shoot. I'll pump a point into Stealth, a point into Zoofinity, a point into Scavenge and a point into Intimidate.

Personalize! I've gotten into Simon's backstory a bit, but I need to customize his gear (no, really, it's in the book). His clothes are a pastiche of stuff he's stolen from people he's shot or brought in - brown leather gloves, black leather jacket, dingy white scarf (Mug made that for him), cargo pants with pockets for extra shells, denim shirt (no, really), a lighter with an eagle on it, a waterskin. The boots are about the only things he has left from the homestead - ragged, layer leather, made from the first cow he ever slaughtered.

Simon probably would have been happy hunting and homesteading, but he's good with bounty hunting, too. He uses black hunting rifle that he found rusting when he was a boy, took apart, cleaned, put back together and got working (I'm not getting into makes and models because eh). His knife is one that he found and his dad re-handled with horn from one of their cattle. And then I get two more primitive weapons. Hmm. I'll take a light ax, because I can throw it. He used that ax to kill the guy that killed Mug - he couldn't take a shot at the guy because his rifle jammed up. And I'll take a bullwhip - useful if I want to entangle, but not kill.

And I think that'll do it.

innocent_man: (teagan crazy)
Yesterday I wanted something to do with my kids that didn't cost much and wasn't outdoors (because it was rainy and then became cold and rainy). I started thinking that we'd go to the zoo, but again, cold and rainy. And besides which, Teagan's out of school at 3:30 and the zoo is only open until five.

I like playing with my kids, so I figured we'd have a little game. I knew Teagan wanted to go to Wendy's for dinner, so I had Michelle call my cell and leave a message using her awesome German accent as the evil Dr. Twistybread, claiming to have kidnapped Wendy in order to obtain the secret of delicious Frostys. Teagan was appropriately horrified. Cael decided he could use his super punching power on the evil Dr. Twistybread.

We talked about where to start looking for clues, and I told Teagan to think about "twisty bread." That suggested pretzels, so we headed to the mall, since that's where you can get big pretzels (Auntie Anne's, y'see). I slipped my GameStop card into the pretzel bag when Teagan wasn't looking, and from there just kind of winged clues, sometimes with the help of mall store staff, until we wound up at the arcade. We needed at least 20 tickets to free Wendy from Dr. Twistybread's clutches, but we managed it, and then headed to Wendy's for a celebratory dinner.

If I'd had more time to prepare, I'd have made up better clues rather than winging it, but that just gives me something to shoot for next time. In any event, the kids had a blast playing sleuth. :)

I, however, am home sick today. Michelle is done with her exam (yay!) and I woke up feeling crappy, so I'm taking it easy so I can go to the movie tonight (John Carter, y'see). For now, I want to make a character.

The Game: Sorcerer
The Publisher: Adept Press
Degree of Familiarity: None. I read it on our trip to Kentucky and it kind of screamed "Run me!"
Books Required: Just the core.

A demon cannot be hurt. )
innocent_man: (Default)
Eventually I'll be at my goal weight and then this part will stop. )

OK, then. Well, I feel like making a character but I need to get dinner going, so I'll do something quick.

The Game: Contenders
The Publisher: Prince of Darkness Games
Degree of Familiarity: None. Just read the pdf.
Books Required: Just the pdf.

Ready to rumble, etc. )
innocent_man: (Default)
OK, first of all, Teagan got her hair cut and donated 12 inches. Check it out:

Now, points. )

And now, a character. )
innocent_man: (Default)
No, no one did an RPG based on this song. It's a post-apocalyptic game in which, overnight, a huge forest covers most of the world. Most people feel a pull called the Call, which drags them into the forest where they are (presumably) eaten by monsters. Some folks are immune, but it's because they're psychologically damaged enough to make it through the Sea of Leaves (which I think is a cool title). They're called drifters.

This looks like fun! Let's do a character.

The Game: Summerland
The Publisher: Fire Ruby Studios, but they don't seem to have a web page.
Degree of Familiarity: Just reading it now.
Books Required: Just the one.

Sploosh! Into the Sea of Leaves! )
innocent_man: (Default)
I feel like making a character, and Savage Worlds characters are quick. I would also really like some variance in my icons, but it costs $35 to have as many as I would need. Sad. Anyway.

The Game: Slipstream
The Publisher: Pinnacle Entertainment Group
Degree of Familiarity: Pretty familiar with Savage Worlds, but I've only read this game.
Books Required: The core the Slipstream book.

In Spaaaaace! )
innocent_man: (Default)
Well, since I ran it the other day and everything, figure I may as well make a character, yeah? I made some notes about the game in my last post, so let's rock.

The Game: Fae Noir
The Publisher: Green Fairy Games
Degree of Familiarity: Played it once at GenCon, ran it last night.
Books Required: Just the one.

Absinthe makes the heart grown fonder? )
innocent_man: (suicide)
No, I'm not using my "suicide booth" icon because I'm emo today. Just a reference to This Mortal Coil. Which isn't so much emo as goth. Never mind. It's freakin' early.

Tonight I'm running Changeling and cooking. I need to do some cleaning, and I need to take donations up to Goodwill just to clear out some clutter, and the dishes need done. But I also know that if I start doing stuff like that, I'll continue doing it, and then I won't get a character done. And I woke up this morning with a real need to make a character.

Not with a character concept, mind. I just kind of want to make one.

The Game: Mortal Coil, Revised
The Publisher: Galileo Games
Degree of Familiarity: None. I've read it, but even that's been a while.
Books Required: Just the one.

I picked up Mortal Coil at one con or another, one a big indie games kick. It looks like fun; it's much like Fiasco and Geasa (which I still haven't received my copy of, guys at IPR) in that you build the world and the setting as part of character creation.

I really do like that set-up, by the way, but I think I like it better the way Misspent Youth and Ganakagok do it where there's at least some thematic structure going in (which may be why I went that route with curse the darkness). Anyway, once again, it does make character creation from this perspective somewhat difficult. Fortunately, there are two example games set up in the book for me to glom onto.

The first bit of character creation is setting creation, as I mentioned, and we'd decide things like the tone of the game and how prevalent magic is and so on. There are two examples in the book. One is a kind of X-Files thing, the other is basically American Gods. Think maybe I'll go with the latter, since it's something I can't easily do with at least a dozen of my other games. First step in actual chargen is Character Concept. Now, this is the "old gods becoming irrelevant and drinking in a bar" setting, meaning my character is a god without worshipers. The examples are Loki, Sedna, Pele and Pluto. Seems like we've got a wide variety of pantheons to choose from. So, heading over here, and clicking on Celtic Mythology, I find my old buddy Ogma.

Now, if you've been paying attention, you know that Ogma was one of the characters in the Mage demo chronicle. He's the Irish god of eloquence and wisdom, it seems. I picture him as this kind of avuncular ex-hippie college professor, someone who might have been wild in his younger days but it just too old, too drunk and frankly too smart to be arsed to do stupid shit. I think he gets more fiery as he drinks, but the trick is getting him to actually do something rather than talk about it.

Good start for concept. I get five points to spend on Passions, which can be focused on Duty, Fear, Love and Hate. Even a one-point Passion is strong, and they just go up from there.

I don't think Duty is a big part of Ogma's life. I think Fear and Love are, though. I want a Fear: "People are losing the ability to communicate." Ogma invented an alphabet, according to legend, and he's terrified by text-speak and other new forms of language that seem to bastardize the eloquence he's used to. I'll put one point there.

I think his stronger Passion should be something about free speech. But is that Duty or Love? Hmm. I guess it could be either, but Duty, to me, implies too much of an impetus to get up and get moving, and that's not where I see this character. So let's say it's Love: "The greatest blessing is to speak freely." Two points.

One more. Ogma took the sword away from the King of the Formorians, so he's willing to throw down when necessary. I think I want a Hate. "I will not be silenced." I'll put my other two points there.

Next step: Abilities. All of the characters in this game (that is, the gods game) start at "ageless," so I get 15 points in Faculties and 15 in Aptitudes. The Faculties are Force, Grace, Will and Wits.

Well, obviously Will and Wits (which represent, respectively, mental fortitude and cleverness) are my high points. I'll put 5 points in each (the maximum). That leaves five for Force and Grace, and I think Grace should be stronger, so I'll put three there and two in Force.

And now, Aptitudes. These are nouns, as in "My character is a/the _______." So for Ogma, I want him to be the god of eloquence. That's easy enough. I also want him to be a connoisseur of fine wines and scotches and so on. I think it's fun if he's an instigator, too, someone who can get people fired up. And, just for the hell of it, I want him to be good at darts. So my Aptitudes look like this:

God of Eloquence 5
Connoisseur 3
Instigator 3
Darts Champion 4

And that's that, then. The rest of it is starting pools for points, but they wouldn't be filled in on the sheet anyway.

innocent_man: (Default)
This is one of those games that I read (on a plane, so hell, when was that? January?), meant to make a character, then set down and forgot about. But I have some time today, the kids are napping, Michelle's working (well, presently on break playing Dead Island), and we've got 3 more hours until Changeling.

[ profile] digitalraven did a character for this game a while back, and it looked interesting to me for a lot of the reasons he mentions. It's a fantasy setting that isn't hugely boring, and it has lifepaths, which if you remember a couple of my other characters, are things I enjoy. So let's do this.

The Game: The Secret of Zir'an
The Publisher: Paragon Games, published through White Wolf's ArtHaus imprint
Degree of Familiarity: None. I've read it, once upon a time.
Books Required: Just the corebook.

Ssh. It's a secret. )


innocent_man: (Default)

January 2013

  12 345
67 89101112


RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Sep. 24th, 2017 03:16 am
Powered by Dreamwidth Studios