Vulcan Stev's Database

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Gaming in the Universe of… Star Trek

ncc-1701-aStar Trek as reviewed by the family

Gaming in the Universe of Star Trek guest post by Uncle Bear: Part 1 Part 2 Part 3

Uncle Bear offered some very nice world-building tips and thoughts on how he’d run a game set in Roddenberry’s universe.  These were helpful and I appreciate his efforts on my behalf.  However it would be illogical for me to not offer my own thoughts on gaming in my favorite universe.

Star Trek has had a long history of association with RPGs.  FASA published quite a number of books in the 1980s.  From 2002 – 2007 Decipher picked up the license to produce the RPG.  This was produced after their successful run of the Star Trek CCG.  I found more Pbem Trek RPGS than I’d care to list.  I also found Groknard’s Blog, which is very useful compilation of Star Trek blogs and associated RPG materials.  My own personal favorite Trek related RPG is the Starships of the Third Fleet creative writing club.

I have been playing Lt. Stev off and on for the better part of two decades.  Through Stev’s eyes, I’ve infiltrated the Romulan Empire to rescue Federation operatives.  I’ve traveled through time to Earth’s past.  I have encountered evil doppelgangers of Stev and his fellow crew mates.  Stev and I have had a lot of adventures and that is one of the nice things about the Star Trek universe.  It is fully realized and ready for you to play in.  With over 40 years of world building development it is one of the better sandbox settings that has ever been developed.

Star Trek has a long history using other genres in the stories told; westerns (Fistful of Datas), gothic horror (Catspaw), war (Most of the later season of DS9), time travel (at least one from each series), gangsters (A Piece of the Action) and many more genres that have been adapted.  If I factor in the stories (games) I’ve participated in Third Fleet, you can add High Fantasy, Murder Mystery, and Prison Break to that list.  Star Trek is rife for just about any kind of game that you want to run.

How would I run a Star Trek game?  One shot scenarios would be run off a starship.  I’d plan a nice dungeon crawl, using the meta-dungeon of the entire planet’s surface.  I’d run it with the Captain of the ship being played by the DM.  The first officer would be the party leader and the players would be members of the away team.  Something would interfere with the ability to just beam the PCs off the surface until they finished the dungeon crawl/mission.

For an ongoing campaign, I’d run either a Voyager based game or DS9 styled game.  Just about any adventure module published for any other game could be adapted.  TOS: Orcs=Klingons, Demons=Romulans, TNG: Orcs=Cardassians, Demons=Borg  just for thumbnail conversions. 

The ONLY problem I’ve ever had in wanting to run a Star trek game was in convincing players that they’d want to play in Star Trek game.  PIT #1 has been the only one of my players that ever wanted to play Star Trek.  That said should I ever get the chance to run a Star Trek game, I’d take my friend Nuke Havoc’s suggestion and use the Savage World’s Pirates of the Spanish Main setting for the rule set.  Intrigued? he’s writing a guest post about how to do just that.  I’m getting ready to use his idea.  Stats for Kirk, Spock and certain Vulcan Lieutenant. 

CaptainkirkName: James T. Kirk 
Race
: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d8, Driving d4, Fighting d8, Guts d8, Notice d6,  Shooting d8, Survival d6, Throwing d10
Charisma: 5; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Quirk (cannot find a beautiful woman without attempting to bed her), Heroic, Loyal
Edges: Combat Reflexes, Block, Command, Strong Willed, Attractive

spockName: Spock
Race: Vulcan
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8,
Vigor d6
Skills: Climbing d6, Driving d8, Fighting d8, Guts d8, Knowledge (computers) d8, Knowledge (Logic) d12, Knowledge (science) d8, Notice d6,  Shooting d8, Survival d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Quirk (strives to block his emotions), Quirk (seeks logic above all else)
Edges: Combat Reflexes, Block, Command, Vulcan Nerve Pinch

stev_small1Name: Stev
Race: Vulcan
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8,
Vigor d6
Skills: Climbing d6, Driving d8, Fighting d8, Guts d8, Knowledge (espionage) d8, Knowledge (Terran Rock and Roll) d10, Knowledge (computers) d8, Knowledge (languages) d10, Notice d6,  Piloting d8, Shooting d8, Stealth d8, Survival d6, Throwing d10
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Outsider amongst Vulcans, Curious, Quirk (translates ancient Terran poetry {Rock and Roll})
Edges: Combat Reflexes, Investigator, Scholar

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June 10, 2009 Posted by | Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds, Star Trek | , , , , | Leave a comment

Gaming in the Universe of… Tron

Tron as reviewed by the family:

tron03I’ve done some searching across the web for Tron RPGs.  I’ve found one abandoned forum and an abandoned PBP RPG site.  Given that it is a Disney movie and an old one at that I wasn’t expecting much.  I do remember playing the coin-op video game back in the early 80’s and have watched my children avidly play the Kingdom Hearts 2 for the PS2.  Although geared very well towards video games, Tron is not a universe that immediately conjures RPG scenarios.  That said I”ve come up with some themes and inspirations for your game.

Tron is at its heart a Messiah story, the story of a god coming down amongst its creation.  Unlike the accounts recorded in the Gospels, Tron is the story of a reluctant god who does not understand the rules governing the rules of its creation.  This could be gamed from either side of the coin.  You as the GM could introduce a new NPC to the party.  This NPC demonstrates some unusual powers while at the same time displaying an unusual amount of lack of common knowledge.  This NPC is there to help the party for some unknown reason but does not know why.  It’s up to the party to figure things out.

The flip-side of that coin is to have the PCs transported to a realm where they understand very little of the social mores and customs.  They quickly discover they have abilities far beyond those of everyone else.  They’re there to help their new friends but have to discover the reasons for themselves.  Why have they been transported?  Who transported them?  All things to play out in this type of campaign.

Another plot hook that can be drawn from Tron, the party is participating in an increasingly difficult series of challenges or games.  These games eventually end with party finally facing the local champion.

tron-flynn-ramName: Tron Race: Program treated as Human for most games
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6,
Vigor d6
Skills: Climbing d6, Driving d8, Fighting d8, Guts d8, Notice d6,  Survival d6, Throwing d10
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Wanted, Vow to free the System from control of the MPC (Local Overlord), Servitor of his User (Land owner)
Edges: Combat Reflexes, Block, Command

Name: Flynn Race: Human treated as godlike for most games
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Driving d8, Fighting d6, Guts d6, Intimidation d6, Knowledge (Programming) d8, Notice d6, Piloting d6,  Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5;
Hindrances:  Clueless to his new environment, Overconfident
Edges: Archane Background (matter control), Charismatic

Name: Sark Race: Program treated as human for most games
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Driving d8, Fighting d6, Guts d6, Intimidation d8, Notice d8, Piloting d6,  Survival d6, Throwing d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5;
Hindrances:  Servitor of the MPC, Heartless
Edges: Combat Reflexes, Block

June 9, 2009 Posted by | Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds | , , , , | 2 Comments

Little Dutch Can… a Setting for Your Game?

LDC-logoI own my own business.  I run a redemption center in north central Iowa.  Iowa has a nickle deposit law on all carbonated and alcoholic beverage containers.  redeem the deposit on beverage containers for the consumer and then in turn sell those cans and bottles back to the vendors.  The consumer pays this deposit when buying the beverage.  After consuming the drink the customer then returns the can or bottle for the deposit back.  I run my business as a convenience for grocery stores to be able to keep the mess out of their stores.

That’s very interesting, Stev, but why are you writing about this and posting it on the network?  I’m glad you asked.  I have a constant stream of people in and out of my establishment.  Folks from all walks of life, all levels of the economic class have visited.  This is the type of setting that allows your characters access to rumors from the highs of society to the lowest levels.

Sure, your party can go to the tavern and get the low-down on what’s happening from the working stiffs but is your party going to get an invitation to “The Social Event of The Season” at the Tavern? Maybe.  However the upper-crust aren’t going to frequent the lower class’ watering hole.  Your PCs have a better chance of rubbing shoulders with all walks of society if you can find a setting used by all strata of society in your world.  They could find work at a business that everyone needs (like Little Dutch Can).

Having your PCs attend the local equivalent of a sporting event is another good idea for unexpected encounters with folks outside their normal class level.

Do you have an idea of a cross-class setting?  I’d like to hear it.

May 19, 2009 Posted by | Fluff/Inspiration, Legacy D&D, Little Dutch Can, Other Systems, RPG | , , , , | 4 Comments

Gaming in the Universe of… Mythbusters

mythbustersThe Mythbusters are a team that tackle modern myths of all sorts.  They do what they can to either prove or disprove the myth.  Everything from whether jumping off the floor of a crashing elevator will save your life to whether or not Archimedes actually could have built a death ray.

They are the people your PCs need to go see for building an esoteric Rube Goldberg device.  These are the crazy scientists operating in an abandoned warehouse in a Steampunk setting.  Adam and Jamie are frustrated wizards trying desperately to make new magical items in your high fantasy setting.  Sometimes they succeed and sometimes they fail.

Name: Jamie Hyneman Race: Human
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d8, Investigation d10, Knowledge (Physics) d10, Knowledge (genre specific science skill) d10, Notice d8, Persuasion d6, Repair d10, Streetwise d8, Survival d10,Throwing d6, Weird Science d8
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5;
Hindrances:  Doubting Thomas, Cautious, Quirk (never goes anywhere without his beret)
Edges: Gadgeteer, Mr. Fix-It

Name: Adam Savage Race: Human
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d8, Investigation d10, Knowledge (Physics) d10, Knowledge (genre specific science skill) d10, Notice d8, Persuasion d6, Repair d10, Streetwise d8, Survival d10,Throwing d6, Weird Science d8
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5;
Hindrances:  Doubting Thomas, Cautious, Delusional (believes HIS perception of reality is correct)
Edges: Gadgeteer, Mr. Fix-It

May 8, 2009 Posted by | Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds | , , , , | 2 Comments

Gaming in the Universe of… Ghost Hunters

ghosthuntersThe Ghost Hunters are a team of paranormal investigators, plumbers by day and investigators by by night.  They are different from the standard paranormal investigators, in that they approach cases from the basis of disproving the paranormal.  When they are left with something they cannot disprove then they know they possibly have evidence of the paranormal.  The members of this team make the perfect NPCs to Shemp into your game.

In any technological/modern setting game the GH team can be dropped in as is.  They’re the perfect intro for a paranormal story.  They could even be the folks your team calls upon for some assistance.  On the flip side, can you imagine playing the GH team in a Call of Cuthulu game?

In your high fantasy setting where the paranormal is commonplace, the GH team are the village blacksmiths who moonlight into investigations of magic, not to disprove but to determine origin.  Wizards and other magic users each leave a unique trace when they access the ethereal planes.  The GH team has the capability to determine who might possible have cast certain spells. 

Name: Jason Hawes Race: Human
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Driving d6, Fighting d4, Guts d8, Investigation d8, Knowledge (Plumbing) d10, Knowledge (Supernatural) d8, Notice d8, Persuasion d6, Repair d8, Streetwise d8, Survival d10,Throwing d6
Charisma: 0; Pace: 6; Parry: 2; Toughness: 5;
Hindrances:  Curious, Doubting Thomas
Edges: Arcane Resistance, Strong Willed

Name: Grant Wilson Race: Human
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Guts d8, Investigation d8, Knowledge (Plumbing) d10, Knowledge (Supernatural) d8, Notice d8, Persuasion d6, Repair d8, Streetwise d8, Survival d10,Throwing d6
Charisma: 0; Pace: 6; Parry: 2; Toughness: 5;
Hindrances:  Curious, Doubting Thomas
Edges: Arcane Resistance, Strong Willed

Name: Steve Gonsalves Race: Human
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Driving d6, Fighting d4, Guts d8, Investigation d8, Knowledge (Technology) d10, Knowledge (Supernatural) d8, Notice d8, Persuasion d6, Repair d8, Streetwise d8, Survival d10,Throwing d6
Charisma: 0; Pace: 6; Parry: 2; Toughness: 5;
Hindrances:  Curious, Phobia (spiders), Phobia (heights)
Edges: Arcane Resistance, Gadgeteer

May 7, 2009 Posted by | Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds | , , , , | 1 Comment

Point – Counterpoint: Magic Is too Common

Viri the Bard of Valiant has started a new series, Point – Counterpoint.  Her first article takes the position that Magic Is too Common.  My own veiwpoint is that the commonality or non-commonality of magic should be dependent on the setting and characters played.

Viri points out that in the D&D supplement Waterdeep, magic became so commonplace that it was sold in shops.  That objection has merit if your character is a human thief.  However, if you are playing in a Harry Potter-like setting, having magic available in shops that are only accessible by magical folks is completely reasonable.

I will agree with Viri, that the proliferation of magic makes it seems less “magical”.  I watch the PITs playing Kingdom Hearts and I shudder to think of Donald Duck and Goofy as being magic users.  My boys play in the online Pirates of the Caribbean game and again there are too many magical items available (that is my own opinion based on watching them play).  The proliferation of magic in RPGs is a metaphorical arms race, “Mr. GM, why does her elf get a +3 bow of purity?  My Gnome needs something at least that good.”

The way I and my fellow GM, Bill (he runs the weekly AD&D game) handle this is first make sure magical items are rewards by the PC’s deity, meaning that item CAN be taken away by that deity.  Helping the deity’s agenda in unique way gains assistance.  Hindering the deity’s agenda will have repercussions.

The second thing we do in any game we run is to determine if magic is even in the universe in question.  In our Stargate game there is no magic, all “magic” is technological.  In Necessary Evil, yes there is magic but it is rare.  In our D&D games we follow the LOTR/CoN guidelines, there is magic but in needs to enhance game play for role-playing sake, not because it’s COOL.

The solution to common place magic is squarely in the hands of the GM.  However it is incumbant on the GM to remember that is his/her job to find the balance between fun for their players and avoiding a Magical Arms Race.

May 6, 2009 Posted by | Legacy D&D, News, Reviews and Culture, Other Systems, RPG, Savage Worlds | , , , , | 6 Comments

NPCs and plot hooks from your favorite TV show.

cartoon_tv_lampI’m fascinated about the creativity and productivity shown by fellow bloggers that I read on a regular basis.  My own creative spark works best when I’m riffing on someone else’s bright idea.  So, when Uncle Bear recently posted about being inspired by one of my favorite shows, Ghost Hunters that got my brain working.  This team of average people (the lead guys are plumbers for Roto Rooter) investigate the paranormal by looking to disprove the evidence.  Uncle Bear did a bang up job of deconstructing this show for mining as NPCs.

This got me thinking, what other shows could be mined for NPCs or plot hooks?

Drama shows are easy, especially if you’re playing a game around the setting of the drama or wanting to incorporate that setting into your current game.  Need a doctor? stat out House or Private Practice.  Need a lawyer? stat out Boston Legal.  Need a cop/law enforcement? stat out The Shield or any one of the CSI shows.

Comedies are good fodder as well.  If you’re in need of a bumbling repairman who thinks he’s better than everyone else at fixing things, stat out Tim “the Toolman” Taylor from Home Improvement.

Reality shows can provide good plot hooks.  Dancing with the Stars; your PCs have crashed the ball in search of clues for their quest and unless they can dance better than the society regulars there, they’ll be found out.  Survivor; an evil wizard has spirited the PCs off to an island along with the direct counter-parts to your PCs group.  Only by working together can the PCs escape but can they convince the other team to help or will your PCs sabotage their efforts.  Wife Swap; your PCs suddenly find their (insert class here) is suddenly switched out with a completely different character, how will they react?

Upcoming articles for Gaming in the Universe of…
Ghost Hunters
Mythbusters

Savage World stats for Mike Rowe and Tim “The Toolman” Taylor

mike-rowe-dirty-jobsName: Mike Rowe Race: Human
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d8, Knowledge (Filthy Working Conditions) d10, Notice d8, Persuasion d6, Repair d8, Streetwise d8, Survival d10, Throwing d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5;
Hindrances:  Code of Honor, Heroic, Overconfident
Edges: Jack-of-All-Trades, Charismatic, McGyver

tim-taylorName: Tim “The Toolman” Taylor Race: Human
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d8, Knowledge (Tools) d10, Knowledge (Classic Automobiles) d10, Notice d6, Repair d4, Streetwise d8, Survival d10
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5;
Hindrances:  All Thumbs, Bad Luck, Clueless
Edges: Charismatic, McGyver

May 6, 2009 Posted by | Fluff/Inspiration, Gaming in the Universe of..., Other Systems, Plot Hooks from..., RPG, Savage Worlds | , , , , , , , , , , , | 2 Comments

Order of the D30: Weather Generator

I’ve had this in draft mode since I joined the Order of the D30 on April 22.   However, G. Kinslayer beat me to the punch on April 24th in a guest post at UncleBear.  Rather than scrap my list I’m acknowledging that great minds think alike.  Here’s the original article:

orderd30Today (April 22), I joined the Order of the D30.  Now that I am the proud owner of a D30 I need reasons to use it.  Towards that end I am writing up some d30 generators.  This is one of a series of articles that I’ve starting and the second one actually finished.  The complete list is as follows.  Links will be included once the listed post goes live.

Order of the D30 articles:
30 Reasons to Actually Enter the Dungeon
Weather Generator
Musical Acts in the Tavern
Random Monster Encounter
You Found What at the Side of the Road?

1. The sun is shining brightly not a cloud in the sky.
2. It is cloudy.
3. It is raining.
4. It is windy.
5. It is windy and raining.
6. It is cold.
7. It is cold and raining.
8. It is cold, windy and raining.
9. It is raining heavily.
10. It is raining heavily with lots of thunder and lightning, it is a dark and stormy night.
11. It is too cold to rain so instead it is snowing.
12. It is cold, windy and snowing.
13. It is too cold to snow, exposed skin is turning blue.
14. Hailstones are falling, big ones.
15. It is snowing out of season.  If you have more than two magic users in your group it is their fault.
16. It is an ice storm.
17. It is hot & muggy.  You would like it to rain or snow.
18. Whatever weather the party is prepared for, it is not doing that.
19. Whatever weather the party is prepared for it is doing that but enough of it is happening that the party wasn’t prepared for it.
20. The rain stops, out comes the sun and dries up all the rain.
21. It is hot.
22. It is humid.
23. It is hot and humid.
24. It is hot, humid, and the bugs are happy, you are not.
25. It is hot and dry.
26. It is hot, dry, and windy
27. The day starts off cold but is very warm before it is done.
28. The day starts off warm but is very cold before it is done.
29. The weather forecast was incorrect. 
30. Strange things are falling  just not rain or snow.  Roll another d30 for what.

Strange falling things.
1. Ash
2. Frogs
3. Fish
4. Skittles
5. Hail
6. Larger Hail
7. Deadly Hail
8. Leaves
9. Lizards
10. Baked goods
11. Pebbles
12. Small Stones
13. Rocks
14. Jewels
15. Gold coins
16. Locusts
17. Snakes
18. Kittens (on a successful initiative roll one adopts the party)
19. Puppies (on a successful initiative roll one adopts the party)
20. Kittens and Puppies
21. Arrows
22. Knives
23. Enchanted Arrows
24. Enchanted Knives
25. Nails
26. Hammers
27. Blood
28. Bloody Nails
29. Bloody Hammers
30. Pitchforks

May 4, 2009 Posted by | Fluff/Inspiration, Legacy D&D, Order of the D30, Other Systems, RPG | , , , , , | 4 Comments

Gaming in the Universe of… The Watchmen Part 7: Rorshach

watchmencharactersThe Watchmen as reviewed by the family

Part one: Tropes from the movie
Part two: Doctor Manhattan
Part three: The Comedian
Part four: Nite Owl
Part five: Silk Spectre
Part six: Ozmandyus

The Watchmen are not super heroes (with the exception of Doctor Manhattan).  The characters in this series of articles were built using standard Savage World rules and as such can be dropped into any campaign without much difficulty.

Walter Kovacs had a very traumatic childhood.  The son of the village whore, he was picked on by the other children.  Walter developed his fighting abilities from an early age to defend himself against his childhood tormentors.  Due to his upbringing, Walter sees the world in black and white.  There is right and wrong, and he is serving the right.

The defining moment in his career came when Walter was attempting to rescue a kidnapped little girl.  Failing in his attempt to rescue the child and instead discovering only her remains and her killer, Rorshach killed the perpetrator.  Rorshach continues his fight from behind his enchanted mask.  The encounter with the rapist/murderer unhinged Walter Kovacs.  He now believes Rorshach to be the true indentity and Kovacs to be the mask.

watchmen-rorschachIf you bring Rorshach into your game, you’ll want to describe Kovacs as a non-descript background NPC and make sure he’s there whenever possible.  If and when he’s ever unmasked, your PCs can have an *a-ha* moment.

Name:Walter Kovacs/Rorshach
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Guts d6, Intimidation d6, Investigation d8, Notice d6, Stealth d8, Streetwise d6, Survival d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Heartless, Delusional, Ugly
Edges: Investigator
Gear: Enchanted Mask, Grappling Gun

May 1, 2009 Posted by | Comic Books, DC, Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds | , , , , , , , , | 3 Comments

Gaming in the Universe of… The Watchmen Part 6: Ozmandyus

watchmencharactersThe Watchmen as reviewed by the family

Part one: Tropes from the movie
Part two: Doctor Manhattan
Part three: The Comedian
Part four: Nite Owl
Part five: Silk Spectre

 Ozmandyus is an easy person and a hard one all at the same time to integrate into your game.  He’s royalty in your high fantasy setting.  Or better yet, the true power behind the throne making everything work.  He is THE richest man in whatever universe you are playing.  Esy to add, harder for your characters to meet, unless they are HEROES, the type of character that royalty demands to see and be seen with.

In the back however, it’s a different story.  Adrian is the string puller.  He has access to the highest technology your world has available.  In a high fantasy setting he may even have some magical abilities.  He believes, no scratch that, he KNOWS that what he is doing is the best possible course of action for saving his world.

If your players decide to help him out they might be cast away as mere pawns in his over-arching plans.  If your players elect to oppose him, Adrian will not only have factored in their betrayal but may have figured that their “betrayal” is the best way to keep them out of his hair.

His only true friend is Bubastis, his magical a/o genetically modified lynx. 

watchmen-ozymandiasName: Adrian Veidt/Ozmandyus
Race: Human
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d10, Guts d6, Healing d4, Investigation d8, Notice d10, Persuasion d6, Streetwise d8, Survival d6, Throwing d6
Charisma: 7; Pace: 6; Parry: 7; Toughness: 5;
Hindrances:  Filthy Rich, Invent, Investigator
Edges: Arrogant, Code of Honor

bubastisName: Bubastis
Race: Lynx (Genetic Modification or Magical depending on setting)
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d8
Skills: Fighting d8, Guts d10, Notice d8
Pace: 8; Parry: 6; Toughness: 8;
Special Abilities:
  Bite or Claw: Str + d6
  Improved Frenzy: May make two fighting attacks each action at no penalty
  Pounce: Bubastis can pounce on its prey to best bring its mass and claws to bear.  It can leap 1d6″ and gains a +4 to its attack and damage.  However its parry is reduce -2 until the next action when using this maneuver
  Size: +2, Bubastis is the size of an adult male lion

April 30, 2009 Posted by | Comic Books, DC, Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds | , , , , , , , , , | 1 Comment