This is the OOC Thread for a game of monster hunting in an alternate Post WWII Berlin.<br/><br/>I'd like the players to copy their characters over from the Recruitment Thread. (https://elliquiy.com/forums/index.php?topic=313374.0)<br/><br/>Afterword, player chat, game administration, and campaign questions can all be handled here.<br/><br/><strong>Kammergericht Night, the System</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Generation</div><div class="spoiler_body">The system is fairly light (and thus abstract) and is a bit of a cross between the original Cold City system, over the Edge and Dogs in the Vineyard<br/><br/>Step 1, pick one of the four nations.<br/><br/>Is the character American, British, French or Russian? French or Russian character may start as female.<br/><br/>Ex.1 Player 1 decides to play Political Officer Igor Komenoshenko, a Russian.<br/><br/>Step 2, pick a simple background.<br/><br/>Did they encounter weird "x-technology" in the war? What did they do in the war? Why were they sent to the RPA, a very small and secret organization.<br/><br/>Ex2. Iosef Stalin awarded Igor the Star of Lenin for executing Soviet Guards Infantry who would not stand against Spezialeinsatztruppen (zombie soldiers) in the siege of Berlin. Igor's posting to the RPA is both a reward and a move to keep him safe from other Guards Infantry.<br/><br/>Step 3. Assign stats<br/><br/>There are three stats, Physical, Mental, and Social. Each player assigns 8d6 between the three stats. All stats must be at least 1d6, none can be higher than 5d6. They will form the basis of your "pool" in conflicts. As a special note, gun combat is controlled by Mental, a combination of Willpower, Perception, and Marksmanship training. Physical and Social combat are controlled by their respective traits.<br/><br/>Ex3: Political Officer Igor Komenoshenko has Physical 2, Mental 2, Social 4<br/><br/>Step 4. Choose 3 tags.<br/><br/>Each tag is something the player can call upon to give their character a +2d6 bonus to their pool.<br/><br/>Friendly Smile, Graceful as a Hunting Cat, Strong as an Ox, Sultry Expression, Medical Experience, Speaks Several Languages all work, but the list is not limited.<br/><br/>Each pool can only be effected by one tag at a time, so Deadly Shot, Lethal Shot, and Skilled Marksman would be a bad collection of tags.<br/><br/>Excessively vague tags, like Lucky, don't count. But Drives With More Luck Than Skill is a good tag.<br/><br/>Ex 4. Igor Komenoshenko takes: Fearless in the Face of Horrors, Dangerous Reputation, and Good at Concealing Weapons.<br/><br/>Step 5. Choose a Flaw<br/><br/>Unlike tags, flaws can be quite vague, we want them to be able to apply to all three trait pools. Unlucky, Insomniac, Undisciplined, all make good flaws, but the list is not limited. When activated a flaw takes one (in case of a tie) of the highest dice in your rolled pool away, but it "recharges" one of your tags. You may activate a tag, activate a flaw, then refresh that same tag all at once.<br/><br/>Ex 5. Igor takes Drunkard, he's often seen with a vodka or whiskey bottle in front of him and is often intoxicated.<br/><br/>Step 6. Pick two Agendas.<br/><br/>National Agenda:<br/><br/>What does your country want you to do? It should be a mission statement of some kind. Fulfilling your National Agenda earns you another tag and a new Agenda.<br/><br/>Personal Agenda<br/><br/>What does your character wish to accomplish. Successfully fulfilling your personal agenda may well take you out of the RPA. Otherwise it raises a trait, and you do not pick another Personal Agenda right away.<br/><br/>Ex 6: Igor's National Agenda is: "Find scientists involved in Project Valkyrie and either pump them for information and technology or eliminate them before they can be captured by Americans."<br/><br/>His Personal Agenda is: "Get the children of Project Valkyrie to safety out of Europe."<br/><br/>Who are the children? What is Project Valkyrie? That's a discussion I'd have to have with the player that made them up. Don't be afraid to imply things about the world, if I think you're too far off base I'll discuss it with you.<br/><br/>Step 7. Assign Trust.<br/><br/>This has to be done once everyone's assembled their characters. Each player assigns their character's trust in the rest of the team. You have a 1d6, a 2d6 and a 3d6 to assign. There are three other player characters. Note, they may trust you more or less than you trust them.<br/><br/>Trust controls how much aid you gain from another player helping a task.<br/><br/>If Marie is searching through an old filing cabinet for clues, and she trusts Igor at 2d6, if Igor promises to watch to see if anyone approaches she gains +2d6 on her task roll.<br/><br/>However when she finds the file on Project Valkyrie and Igor decides to betray her and knock her out? He adds her trust in him to his conflict pool. After a Betrayal trust is set to 0d6.<br/><br/>At the end of each mission each agent may increase or decrease one trust level (by a d6).</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Using the System</div><div class="spoiler_body"><br/>There are two kinds of dice rolls: simple tests and conflicts.<br/><br/><strong>Tests</strong><br/><br/>A test is often used to overcome an obstacle, or a person in a non-interactive role. Can your character sneak past the guard? Can they search through a purse before the owner returns from the bathroom?<br/><br/>1. Declare a goal and the approach.<br/><br/>2. Select if a Tag and/or Flaw if appropriate.<br/><br/>Igor doesn't have a tag to help him search through Marie's purse quickly, but if Marie is trying to sneak back in unnoticed then Quiet as a Mouse would help her.<br/><br/>3. The GM may reduce the pool by 1 or 2 dice for very difficult tasks.<br/><br/>4. Roll the adjusted Pool dice.<br/><br/>5. A total of six (6) or higher is a success. A total of ten (10) is two successes, fourteen (14) is three successes, and so on, for each +4.<strong> Note. This is an edit of the original rules which used +3 increments.</strong><br/><br/><strong>Conflicts</strong><br/><br/>There are three kinds of Conflicts. Social &lt; Physical &lt; Gun.<br/><br/>A Social Conflict can be escalated to a Physical or Gun Conflict. A Physical Conflict can be escalated to a Gun Conflict. But conflicts cannot be deescalated in a scene.<br/><br/>The consequences of Social Conflicts are Boons. Boons have a non-mechanical RP effect only.<br/><br/>The consequences of Physical Conflict are Cuts &amp; Bruises. Harm reduces pools, and can be healed with rest.<br/><br/>The consequences of Gun Conflict are Wounds. Wounds reduce pools and can only be healed through medical procedures and convalescence.<br/><br/>Each conflict follows these steps:<br/><br/><strong>1. Set Stakes.<br/><br/>2. Roll appropriate pool.<br/><br/>3. Compare successes and resolve.<br/><br/>4. Choose to barter or escalate.<br/><br/>5. For physical and gun conflicts, If stakes are not met, go back to 1.</strong><br/><span class="bbc_u"><br/>1. Setting Stakes</span><br/><br/>Each party in a conflict sets stakes. Stakes can be opposed, indifferent, or aligned.<br/><br/>Opposed stakes cannot both be fulfilled at the same time. Physical and gun conflicts are often opposed.<br/><br/>Ivan wants to to mislead Marie about Project Potemkin. Marie wants to discover details on Project Potemkin<br/><br/>Opposed stakes don't allow for Bartering. They are certainly open to Escalation<br/><br/>Winning an Opposed Conflict grants a boon. the opposing character is predisposed to grant your agenda. If they do not the boon remains, and affects other social conflicts.<br/><br/>The loser my ignore the boon and Escalate.<br/><br/>Marie grabs Ivan and slams him against the wall. "Tell me what I want to know!" That conflict has now become a Physical Conflict.<br/><br/>Indifferent stakes have no direct relation to each other.<br/><br/>Ivan wants to seduce Marie. Marie wants information on Project Potemkin.<br/><br/>Indifferent stakes can be Bartered or Escalated.<br/><br/>The winner gets a boon.<br/><br/>The winner may barter:<br/><br/>Ivan rolled out of bed and opened the drawer on his end-table. He reached in and handed a thick manila envelope inside to Maria, who was adjusting her stockings. "This is what you wanted, nyet?"<br/><br/>The loser may ignore the boon and escalate.<br/><br/>Ivan maneuvered the French woman toward his room. As he unlocked the door he caught a shift in shadow, and sprang aside as Marie's stiletto sliced through the wool of his jacket!<br/><br/>Aligned stakes are effectively identical.<br/><br/>Ivan just wants to get laid, Marie wants to seduce Ivan.<br/><br/>Aligned stakes cannot be Escalated, but they should be Bartered.<br/><br/><span class="bbc_u">2. Roll Pool</span><br/><br/>Roll pool and any appropriate tags. Subtract dice for harm or wounds. Add dice for tools (like guns in a gun fight).<br/><br/><span class="bbc_u">3.Compare successes.</span><br/><br/>Generally the most successes wins. A larger degree of success may impart more harm, or more wounds.<br/><br/>In the case of ties in a Social Contest, both parties may barter.<br/><br/>In Physical and Gun Contests both parties take one harm or wound.<br/><br/><span class="bbc_u">4. Bartering and Escalating</span><br/><br/>Bartering: If the winner fulfills the loser's stake, the loser must fulfill the winner's stake. It does not force the loser's hand.<br/><br/>If a conflict is escalated, boons are discarded. Harm is not. Wounds are never discarded.<br/><br/>Immediately set new stakes, as per stage 1.</div></div><br/>Callie's entry, below, is exactly the sort of thing I'm looking for. Feel free to include character art/pic, etc.<br/><br/>I'd comment below, but I'd like the next few posts to be restricted to Player Character slots.<br/>