Difference between revisions of "Click Click Boom"

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(Mr. Crash)
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An IRC game of Demon, run by BethDragon.
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An IRC game of Demon, run by BethDragon. Started January of 2014.  [http://forum.rpg.net/showthread.php?721321-Actual-Play-Demon-the-Descent-Lawyers-Mods-and-Demons Actual Play thread], [http://forum.rpg.net/showthread.php?721323-Act-Play-Discussion-Guessing-Misc-for-Demon-Lawyers-Mods-and-Demons Discussion thread]
  
 
== Player Sections ==
 
== Player Sections ==
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== House Rules ==
 
== House Rules ==
 
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Key Beats are given for Awesomeness in role-playing/scenes, as the original rule of 'for a scene involving a demon or Angel or demon-involving stuff' ended up with our demons being near completing their life-long Ciphers..in about a month of in-game time.<br>
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[[Interlocks]]
  
 
== Playlist ==
 
== Playlist ==

Revision as of 15:51, 1 March 2015

Seattle-queen-anne 2487 600x450.jpg


An IRC game of Demon, run by BethDragon. Started January of 2014. Actual Play thread, Discussion thread

Player Sections

The following are sections for each specific player to keep track of their XP, Willpower, Aether, etc., and so the ST can glance through it and see what we're up to. If you edit only your own section instead of the whole page, we can avoid getting the wiki confused via cross-updates.

8d67877479adc9f757d00523b6481b6a large.jpg

Mr. Crash

  • Character Sheet: Mr. Crash
  • Virtue:Precise
  • Vice:Kinetic
  • Willpower: 5/5
  • Aether: 11/11
  • Advancement
    • XP Beats: 3
    • XP: 2
    • Next Key Is: Not Already Known. Mundane Embed, attribute ???
  • Conditions:
  • Cover: DJ Storm/Kenzie Featherstone
    • Cover Rating: 8
    • Bio: Pan-ethnic hottie electronica DJ
    • Cover Beats: 2
    • Cover XP: 2
  • Cover: Jack Thrasher
    • Cover Rating: 4
    • Bio: First year of college from a punk-goth band's lead singer/guitarist, one stint in military with lots of combat in afghanistan, membership in campus occult society from Beverly. Deap parents, grew up in abusive foster homes. Owns a hot rod, known to local hot-rod culture to at least some extent. Rockabilly shit, maybe?
    • Cover Beats: 3
    • Cover XP: 1
  • Associates
    • NPC: Storm is sorta fuckbuddies with the hippie sculptor girl (Sarah) down the hall at the artist's commune where she lives. Crash is more emotionally attached than he admits.
    • NPC: Father Anderson, works the confessional every first and third week.
    • Shelly, abuse victim.
    • Cults: Beverly? Expects a knight. COnfirmed to be Thrasher.
    • Whatever
  • Aspirations
    • Finish the special project
    • Hurt someone badly with stupid playing card shuriken
    • Do something interesting for Thrasher's education.
  • Player Notes
    • Update sheet with handgun and Fighting Finesse, also antique binoculars
    • Handgun is concealed somewhere when she isn't using it; she doesn't carry it at all times.
    • Bought Muse for 2XP, increase Primum because it's an interlock. Muse/Ambush combo embed is: Words Will Never. Wits + Expression to know *exactly* what to say to fucking crush somebody.
    • Increased Resolve to 3. All Martial Arts prerequisites unlocked.
    • Learned Martial Arts 1, 2, 3, 4, and 5.
    • Contacts: Street People attached to Storm.
    • Purchased 2-dot suborned infrastructure, Vending Machine.
    • Purchased Resources 1
    • Wits increased to 4

Human Form Stats

  • Defense: 7
  • Brawl Attack w/ Kung Fu Specialty: 8
  • Firearms Attack: 6, 7 with sniper
  • Armor: None
  • Speed: 11
  • Initiative: 6
  • Parkour Notes:
    • Five fewer successes required to pursue or evade, ignore environmental penalties to Athletics of up to five dice.
    • 1 automatic success on dex + athletics rolls to mitigate falling damage, +5 to threshold of damage that can be negated
    • Without rolling, scales up to 25 feet of wall as an instant action.
    • Spend a WP point to treat an action to run, jump, or climb as a rote action. No defense for the round.
    • Freeflow: Meditate to establish. Take an Athletics action reflexively once per round. Spend willpower to gain 3s instead of 3d.

Demonic Form Stats

  • Defense: 9 with no penalties if attacked by multiple opponents. 11 if attacked by only a single opponent. Applies v. firearms attacks in both cases.
  • Strength Rolls: +5
  • Athletics Rolls: +2
  • Brawl Attack w/ Kung Fu Specialty: 11, deals lethal
  • Electrical Jolt: Can disrupt or power a device that uses electricity. Spend 1 aether reflexively to surround self with electrical field acting as 2/0 armor; this deals 6B electrical damage on a touch attack.
  • Rivet Gun/cutting laser attack Attack: 5, +3L (Also grants +2 as a tool bonus for relevant building projects)
  • Armor: 3/2, 5/2 with Elecrical Jolt active. (The number after the slash reduces FIREARMS damage to bashing. The number before the slash simply subtracts from all damage, the most severe kind first. Lethal attacks always deal at least one bashing.)
  • Night Vision: +2 to perception, can see in pitch black darkness as though in daylight.
  • Blind Sense: The demon can sense anything moving within twenty feet of his location. He can feel these vibrations despite any physical barrier between him and the thing that is moving. He can see anyone who is invisible to the eye, but otherwise not hidden or obscured. This also allows him to sense people who are making an effort to hide, even with supernatural means. The player rolls Wits + Investigation + Primum vs. Dexterity + Stealth to discover the exact location of someone deliberately trying to hide. If the hidden person is using a supernatural power, this form ability works as a Clash of Wills.
  • Mirrored Skin: As long as the demon is standing still, he is completely invisible to the naked eye. He can still be detected by devices or powers that detect heat or auras. This ability works despite any other form abilities that may have obvious effects such as a glow or electricity. When the demon is moving, he is still nearly invisible, but the shifting of the mirrors might give him away. The demon gains a +3 to Stealth rolls; and any passive observer has a –1 penalty to notice him with Wits + Composure.
  • Wound Healing: Heal the right-most damage box of bashing or lethal each turn on Crash's turn.
  • Speed: 15
  • Plasma Drive: As a reflexive action on his turn, the demon can spend one Aether to activate his Plasma Drive to move at a run and take an action. The demon still subtracts his Defense from attacks made on him this turn, and he still benefits from his Speed as above.
  • Extra Mechanical Limbs: The demon can use his mechanical arms to hold additional items or to assist in anything else he is doing that requires hands. For example, he can hold a shield and a two-handed weapon and still have an extra hand free for other activities. If the demon uses all of his arms towards one endeavor, such as swinging a large sword, grappling an opponent, or climbing a sheer surface, he gains a +3 bonus to his Strength. Extra limbs can also help the demon defend himself against an attack. If the demon has at least two unarmed hands, he gains a +3 bonus to his Defense. Since the arms are made out of metal, they deal lethal damage instead of bashing if used for an unarmed attack. (These bonuses are calculated in above)
  • Initiative: 6

Finder

  • Virtue:
  • Vice:
  • Willpower: X/X
  • Aether:
  • Advancement
    • XP Beats:
    • XP:
    • Cover Beats:
    • Cover XP:
    • Next Key Is:
  • Conditions:
    • Condition Notes:
  • Cover:
    • Cover Rating:
    • Bio:
  • Associates
    • NPCs
    • Cults
    • Whatever
  • Aspirations
    • Short Term
    • Short Term
    • Long Term
  • Player Notes
    • Put notes about
    • Whatever
    • Here

XXX

  • Character Sheet:
  • Virtue:
  • Vice:
  • Willpower: X/X
  • Aether:
  • Advancement
    • XP Beats:
    • XP:
    • Cover Beats:
    • Cover XP:
    • Next Key Is:
  • Conditions:
    • Condition Notes:
  • Cover:
    • Cover Rating:
    • Bio:
  • Associates
    • NPCs
    • Cults
    • Whatever
  • Aspirations
    • Short Term
    • Short Term
    • Long Term
  • Player Notes
    • Put notes about
    • Whatever
    • Here

Mr. Black

  • Character Sheet:
  • Virtue:
  • Vice:
  • Willpower: X/X
  • Aether:
  • Advancement
    • XP Beats:
    • XP:
    • Cover Beats:
    • Cover XP:
    • Next Key Is:
  • Conditions:
    • Condition Notes:
  • Cover:
    • Cover Rating:
    • Bio:
  • Associates
    • NPCs
    • Cults
    • Whatever
  • Aspirations
    • Short Term
    • Short Term
    • Long Term
  • Player Notes
    • Put notes about
    • Whatever
    • Here


Seattle

Seattle.jpg

Location

Another Location

NPCs

Lots of Mortals

Cultists & Stigmatics

Vampires

Fairies

Hunters

Maybe some Slashers

The God Machine

Some Plots

Some Angels

Infrastructure

Plot Hooks

House Rules

Key Beats are given for Awesomeness in role-playing/scenes, as the original rule of 'for a scene involving a demon or Angel or demon-involving stuff' ended up with our demons being near completing their life-long Ciphers..in about a month of in-game time.
Interlocks

Playlist

  • Secondary song suggestion - Appetite For Lightin' Dynamite by Citizen Cope

  • Group theme - Better Get A Lawyer by The Cruel Sea
  • Secondary group theme - Lawyers, Guns and Money by Warren Zevon

  • Demon theme song - Red Right Hand by Nick Cave and the Bad Seeds
  • Secondary Demon theme song - Do You Love Me by Nick Cave and the Bad Seeds

  • It is assumed that Tom Waits is a demon or a shared identity between multiple demons.