[Dark Conspiracy] House Rules and Characters
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: Hunter on 20-09-2005, 05:46:51</h2>
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				Title: <strong>[Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>20-09-2005, 05:46:51</strong>
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				<strong>Dark Consipracy</strong> characters are describe in terms of innate attributes, skills and a number of other characteristics.&nbsp; During character creation the initial values for all of these are derived by a combination of die rolls and player choices.&nbsp; Over the course of a series of adventures, many of these will increase to reflect skill improvement, advancing age, adn the like.<br><br><br><strong>Background:</strong> Players decide on name and sex for their characters, as well as such things as nationality.&nbsp; (Alternately, these things can be decided upon after attributes and skills have been determined.)<br><br><strong>Attributes:</strong> Players determine the seven basic attributes of their characters, either by rooling dice or by using a point-based system described later.&nbsp; These seven basic attributes are Strength, Consititution, Agility, Intelligence, Education, Charisma, and Empathy.<br><br><strong>Experience:</strong> Characters begin to accumulate experience at the age of 17, upon completing secondary education.&nbsp; &nbsp;At that time, players start making career choices for for their characters.&nbsp; Each career choice represents four years of training and/or experience (four years being an arbitary number that helps regulate character generation.)&nbsp; Each time a player makes a four-year career choice, a hobby may also be selected for the character.&nbsp; Careers and hobbies provide the character with all-important skills.<br><br>Each careet period - henceforth called a term - age the character by four years.&nbsp; At the end of each term, a roll is made to see if character generation ends.&nbsp; If so, the character's pregame experience is complete.&nbsp; (In other words, the character is this old when the adventure campaign begins.)&nbsp; If not, the player makes another four-year career choice.&nbsp; In this way, some characters will begin the game relatively young and unskilled, but with attributes undiminished by age, while others will be older and more experienced, but possibly less resilient than their younger counterparts.<br><br>If the referee allows, players who prefer to choose an age for their characters (i.e. a number of terms) may do so, rather than rely on random die rolls.&nbsp; At the end of each term, then, such players simply decided whether or not their characters will pursue another term.<br><br>Excerpt, <span class="bbc_u">Dark Conspiracy Player's Handbook</span>
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			<dt class="postheader">
				Title: <strong>Re: [Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>20-09-2005, 06:17:05</strong>
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			<dd class="postbody">
				As you might guess, I am going to limit the number of terms available to you but I expect that your character will be around the same age as you are.&nbsp; (It's hard for an 18 year old to playa 51 year old well)<br><br>Okay, where do you begin?&nbsp; Character creation is a guided process that requires lots of dice rolls and lots of help from the referee.&nbsp; Don't worry too much, I'll collect the information and put it all together nice and neat for you.<br><br><span class="bbc_u">Let's start here</span><br><strong>1. Name:<br>2. Gender: <br>3. Nationality:</strong> American or Canadian (the campaign will take place in a metroplex on Lake Erie).<br><strong>4. Native Language:</strong><br>Your native language will American.&nbsp; Please provide a total of eight ( 8 ) 1d10 rolls on this line to determine if you start at the age of 17 knowing any additional language.<br><br><strong>5. Basic Attributes:</strong><br>Roll 2d6-2 six times, rerolling any result of a zero (0).&nbsp; ASSIGN IN ORDER ROLLED.<br>For Empathy, roll 1d6-1; <span class="bbc_u">0 counts as 0</span>.&nbsp; Note: Empaths are not being permitted at this time.<br>Attributes are: Strength (STR), Constitution (CON), Agility (AGL), Intelligence (INT), Education (EDU), Charisma (CHA), and Empathy (EMP).<br><br><strong>6. Background Skills</strong><br>Select four skills from the following list.<br>Archery, Animal Empathy (EMP 1+), Computer Operation, Computer Empathy (EMP 1+), Foreboding (EMP 1+), Vehicle Use (Motorcycle OR Wheeled Vehicle), Human Empathy (EMP 1+), Language (select one), Luck, Meele Combat (Armed OR Unarmed), Persuasion, Small Arms (Pistol), Stealth, Streetwise, Swimming.<br><br><strong>7. Careers</strong><br>Okay, this is part that requires lots of dice rolling.&nbsp; Each term will be handled seperately.&nbsp; Some (okay most) careers have Entry prerequisites.&nbsp; These are listed with the Occupation for easy reference.&nbsp; I recommend having a good idea what you'd like your character to be before beginning to travel down the career path.
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			<dt class="postheader">
				Title: <strong>Re: [Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>21-09-2005, 23:34:41</strong>
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			<dd class="postbody">
				In <strong>Dark Conspiracy,</strong> careers are divided among three broad categories: education, civilian, and military.&nbsp; Characters can pursue any type of career for which they meet the prerequisites.<br><br>Note that while the careers listed here do not cover every possible occupation a person might pursue, it is possible to reflect other occupations by creatively mixing those listed below.&nbsp; For example: a person who wanted to play the role of a television evangelist would choose clergy as an occupation for at least one term., followed by entertainer.&nbsp; Similary, someone who wanted to play a rock 'n' roll superstar might choose entertainer, concentrating on Leadership and/or Persuasion skills to reflect the power of the music, and Luck to represent the breaks needed to make it big, followed by nomenklatura for the appropriate wealth.<br><br><strong>Career List</strong><br><br><em>Education</em><br>Undergraduate University (Entry: Education 5+)<br>Graduate University (Entry: Undergraduate degree, Education 7+, Intelligence 7+)<br>Law School (Entry: Undergraduate degree, Education 5+, Intelligence 5+)<br>Medical School (Entry: Undergraduate degree.&nbsp; Biology 3+, Chemistry 2+)<br>National Military Academy (Entry: Education 6+)<br>Technical School (Entry: none)<br><em>Civilian Occupations</em><br>Athlete (Entry: Strength 7+, Agility 7+)<br>Bodyguard (Entry: Meele Combat 5+, Small Arms 4+)<br>Bounty Hunter (Entry: Agility 4+)<br>Clergy (Entry: Charisma 5+, Education 4+)<br>Computer Operator/Programmer (Entry: Technical school or undergraduate degree, Computer Operation 2+)<br>Criminal (Entry: Agility 5+)<br>Federal Law Enforcement (Entry: Law School, no prison record)<br>Ganger (Entry: Charisma 3+)<br>Journalist (Entry: Undergraduate degree or Charisma 7+)<br>Martial Artist (Entry: none)<br>Mechanic (Entry: Agility 3+ or Intelligence 3+)<br>Medical Doctor (Entry: Medical School)<br>Nomenklatura <em>idle rich</em> (Entry: Charisma 8+, Luck 6+)<br>Private Investigator (Entry: Intelligence 5+, Charisma 5+)<br>Professor (Entry: PhD)<br>State/Local Law Enforcement (Entry: no prison record)<br><em>Military Occupations</em><br>US Army Enlisted (Entry: none)<br>US Army Officer (Entry: OCS or miilitary academy)<br>US Marine Corps Enlisted (Entry: Strength + Constitution + Agility = 15+, no prison record)<br>US Marine Corps Officer (Entry: OCS or military academy)<br>US Navy Enlisted Seaman (Entry: none)<br>Naval Officer (Entry: OCS or military academy)<br>Naval Aviator (Entry: must be an officer, Agility 8+)<br>US Air Force Enlisted (Entry: none)<br>US Air Force Pilot <em>officer</em> (Entry: Agility 6+, OCS or military academy)<br><br><hr><strong>Secondary Activities</strong><br><br>The careers players choose do not occupy 100% of their characters' time.&nbsp; Just as in real life, a person's hobbies and pasttimes can provide valuable additional skills.&nbsp; As a general rule, then, each character is allowed one secondary activity each term.&nbsp; This allows the character to gain one level in any skill (player's choice each term) from the Secondary Activities Skill List (see below).<br><br>Some careers allow two secondary activities per term (all of which may be devoted to the same skill, if desired), while a few others allow none.&nbsp; The number of allowed secondary activities per term is the number of skill levels received.<br><br>The List:<br>Act/Bluff, AGL +1, Animal Empathy (EMP 1+), Archery, CON +1, Disguise, EDU +1, Electronics, Foreboding (EMP 1+), Horsemanship, Human Empathy (EMP 1+), Language, Luck, Mechanic, Medical, Meele Combat (Unarmed only), Observation, Parachute, Pilot (Fixed-wing only), Project Emotion (EMP 1+), STR +1, Small Arms, Stalking, Stealth, Swimming, Tracking, Vehicle Use (Motorcycle or Wheeled Vehicle), Vessel Use (Boat), Willpower.
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			<dt class="postheader">
				Title: <strong>Re: [Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>22-09-2005, 00:55:49</strong>
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				<em>Basic Information</em><br>Character Name: Walter Maxwell (US Army Major, Retired)<br>Player: Major NPC, Empath<br>Gender: Male<br>Age: 37<br>Nationality: American<br>Weight: 88 kg<br>Height: 5' 10"<br>Load: 45 kg<br>Mustering Out: Encounter<br>Current Occupation: Empath (Psionic)<br>Social Class: Mike<br>Money: $400<br><br><em>Background</em><br>Term 1: Prole<br>Term 2: National Military Academy (US Army)<br>Term 3: Army Officer<br>Term 4: Army Officer<br>Term 5: Empathic Training<br><br><em>Attributes</em><br>Strength: 7<br>Constitution: 8<br>Agility: 5<br>Intelligence: 10<br>Education: 6<br>Charisma: 7<br>Empathy: 6<br><br>Throw Range: 28 m<br>Unarmed Combat Damage: 2<br>Initiative: 4<br><br><span class="bbc_u">Base Hit Capacity</span><br>Head: 15<br>Chest: 23<br>Right Arm: 15<br>Left Arm: 15<br>Right Leg: 15<br>Left Leg: 15<br><br><em>Skills</em><br>Heavy Weapons: 6/13<br>Meele Combat (Unarmed): 2/9<br>Meele Combat (Armed): 1/8<br>Small Arms (Rifle): 2/9<br>Small Arms (Pistol): 2/9<br>Thrown Weapons: 1/8<br>Parachute: 1/9<br>Demolitions: 2/7<br>Stealth: 1/6<br>Navigation: 1/11<br>Observation: 2/12<br>Streetwise: 2/12<br>Vehicle Use (Wheeled): 2/12<br>Willpower: 6/16<br>Act/Bluff: 1/8<br>Bargain: 1/8<br>Leadership: 2/9<br>Luck: 2/9<br>Persuasion: 1/8<br>Dimension Walk: 5/11<br>Foreboding: 2/8<br>Mind Shield: 1<br><br><em>Contacts</em><br>Five Military<br>One Foreign Military<br>One Empathic<br>One Special (R.E.T.)<br><br><em>Equipment</em><br>HMMVN Hummer ($18,000)<br>Portable Cellphone, Tojicorp VHC13 Cellular ($250)<br><br>US Basic Military Load ($1045)<br>&nbsp;includes: Fatigues, Kevlar Helmet, Pack, Shelter Half, Gas Mask, Combat Webbing, Kevlar Vest, Sleeping Bag, Thermal Fatigues, Personal Medkit, and Flashlight.<br>MM1 Rotary Drum Grenade Launcher ($3600)<br>12 HEDP 40mm grenades ($30 each)<br>Colt M1911A1 10mm Automatic Pistol ($275)<br>5 magazines of 6 rounds each ($3 each)<br>Bianchi Shoulder Holster ($50)<br>Knife ($5)
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			<dt class="postheader">
				Title: <strong>Re: [Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>22-09-2005, 01:06:32</strong>
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			<dd class="postbody">
				Most of the house rules that will be used are going to be combat related (no surprise there, huh?).&nbsp; Additions will be made as necessary.<br><br><strong>Hit Capacity</strong>: Because Dark Conspiracy uses hit locations rather than just a total number of points available, I will be using a slightly different mechanism to make the PCs more in tune with the NPCs and villians.<br><br><strong>Damage Threshold</strong>: This is the amount of damage that is required to "hurt" the character.&nbsp; Each wound that the character suffers reduces the current initative total by one and imposes the same penalty to anything that you do.&nbsp; Keep track of the total number of wounds that you possess in each area.&nbsp; You can take a total of four wounds to any one location before the limb is rendered useless (head, chest, and abdomen wounds tend to be fatal&nbsp; ;) ).<br><br><strong>Initiative</strong>: Initiative will be divided into two phases.&nbsp; Those with an initiative of 4, 5, or 6 will act twice during the turn.&nbsp; Those with an initiative of 1, 2, or 3 will act only once.&nbsp; Actions will be resolved by highest initiative score first, using agility then weapon bulk to resolve ties.<br><br><strong>Mustering Out</strong>: <em>Encounter</em> = Characters who take this mustering-out option have had some sort of minor, but horrifying, face-to-face experience with the Dark Minions.&nbsp; Exactly what the encounter was should be decided by the player and referee together.&nbsp; (One good example from a local campaign is a paramedic who was called to a shooting, only to discover that the victim was a mystic changling reverting to its natural form when it died.)<br><br><strong>Personal Equipment </strong>(no cost):<br>Belt&nbsp;&nbsp;&nbsp;1 each, Boots or Shoes&nbsp;&nbsp;&nbsp;2 pair, Fanny Pack (or equivalent)&nbsp;&nbsp;&nbsp;1 each, Gym/Duffel Bag&nbsp;&nbsp;&nbsp;1 each, Jacket or Coat&nbsp;&nbsp;&nbsp;1 each, Pants&nbsp;&nbsp;&nbsp;2 pair, Shirt&nbsp;&nbsp;&nbsp;2 each, Toiletries&nbsp;&nbsp;&nbsp;as needed, Underclothes (t-shirt, bra, panties, socks, etc.)&nbsp;&nbsp;&nbsp;as needed.<br>You can purchase Common and Very Common equipment only (convienent online list) http://sites.onlinemac.com/rollem_again/downloads/DC%20PHB_Section%206_Table-S6-1.doc
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			<dt class="postheader">
				Title: <strong>Re: [Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>22-09-2005, 02:12:28</strong>
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				See Attachment.<br><br>[attachment deleted by admin]
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			<dt class="postheader">
				Title: <strong>Re: [Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>08-10-2005, 17:05:26</strong>
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				<em>Basic Information</em><br>Character Name: <br>Player: Max<br>Gender: Male<br>Age: 33<br>Nationality: American<br>Weight: 88 kg<br>Height: 5' 10"<br>Load: 48 kg<br>Mustering Out: Encounter<br>Current Occupation: Martial Artist<br>Social Class: Mike<br>Money: $1,560<br><br><em>Background</em><br>Term 1: US Army Enlisted<br>Term 2: US Army Enliste<br>Term 3: Martial Artist<br>Term 4: Martial Artist<br><br><em>Attributes</em><br>Strength: 9<br>Constitution: 7<br>Agility: 7<br>Intelligence: 6<br>Education: 5<br>Charisma: 5<br>Empathy: 1<br><br>Throw Range: 36 m<br>Unarmed Combat Damage: 6<br>Initiative: 4<br><br><span class="bbc_u">Base Hit Capacity</span><br>Head: 16<br>Chest: 23<br>Right Arm: 16<br>Left Arm: 16<br>Right Leg: 16<br>Left Leg: 16<br><br><em>Skills</em><br>Meele (Unarmed) 7/16<br>Meele (Armed) 3/12<br>Small Arms (Rifle) 8/17<br>Small Arms (Pistol) 4/13<br>Thrown Weapons 1/10<br>Swimming 2/9<br>Stealth 1/8<br>Observation 2/8<br>Vehicle Use (Wheeled) 2/8<br>Willpower 1/7<br>Instruction 4/9<br>Luck 2/7<br>Persuasion 2/7<br><br><em>Contacts</em><br>One Military<br>One Foreign Military<br>One Business<br>One Specialist (Meele)<br><br><br><em>Equipment</em><br>HMMVN Hummer ($18,000)<br>Portable Cellphone, Tojicorp VHC13 Cellular ($250)<br><br>US Basic Military Load ($1045)<br>&nbsp;includes: Fatigues, Kevlar Helmet, Pack, Shelter Half, Gas Mask, Combat <br><br>Webbing, Kevlar Vest, Sleeping Bag, Thermal Fatigues, Personal Medkit, and <br><br>Flashlight.<br>G3 Battle Rifle ($750)<br>5 magazines of 20 rounds each ($10 each)<br>Colt M1911A1 10mm Automatic Pistol ($275)<br>5 magazines of 6 rounds each ($3 each)<br>Bianchi Shoulder Holster ($50)<br>Knife ($5)
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			<dt class="postheader">
				Title: <strong>Re: [Dark Conspiracy] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>10-10-2005, 05:33:35</strong>
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				<em>Basic Information</em><br>Character Name: Letizia Bellucci<br>Player: Jennifer<br>Gender: Female<br>Age: 29<br>Nationality: American<br>Weight: 69 kg<br>Height: Average<br>Load: 36 kg<br>Mustering Out: Encounter<br>Current Occupation: Federal Law Enforcement<br>Social Class: Mike<br>Money: $0<br><br><em>Background</em><br>Term 1: Undergraduate University (ROTC)<br>Term 2: Law School (Active Reserves)<br>Term 3: Federal Law Enforcement<br><br><em>Attributes</em><br>Strength: 7<br>Constitution: 5<br>Agility: 6<br>Intelligence: 6<br>Education: 6<br>Charisma: 6<br>Empathy: 2<br><br>Throw Range: 28 m<br>Unarmed Combat Damage: 1<br>Initiative: 3<br><br><span class="bbc_u">Base Hit Capacity</span><br>Head: 12<br>Chest: 17<br>Right Arm: 12<br>Left Arm: 12<br>Right Leg: 12<br>Left Leg: 12<br><br><em>Skills</em><br>Small Arms (Pistol) 4/11<br>Small Arms (Rifle) 2/9<br>Meele Combat (Unarmed) 2/9<br>Meele Combat (Armed) 1/8<br>Vehicle Use (Wheeled) 2/8<br>Psychology 3/9<br>Observation 2/8<br>Computer Operation 3/9<br>Biology 1/7<br>Language (Italian) 1/7<br>Leadership 1/7<br>Bargain 1/7<br>Interrogation 4/10<br>Persuasion 2/8<br>Human Empathy 2/4<br><br><span class="bbc_u">Contacts</span><br>Journalist, foreign<br>Government<br>Criminal, foreign<br><br><em>Equipment</em><br>Personal Equipment<br>Beretta M92S, 9mm Parabellum (Mil-Spec M9)<br>Hewlett-Zenith Palmtop Computer<br>Sunglasses, Serengeti<br>Expensive watch with chronolizer and digital rubish stuff
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