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Brass City Nocturne


hooligan x

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I have started a steampulp campaign on HC and I thought some might be entertained by our adventures.

 

The PCs are an eclectic airship crew in an alternate 1897 New England. They include a brash girl inventor, a fugitive circus contortionist, a grizzled Wild West show trick shooter, Wisconsin's answer to Sherlock Holmes, and a MILFy pilot/mechanic. Stay tuned, gentle listener.

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Re: Brass City NocturneMagnus ThorsonVal Char Cost Roll Notes25 STR 15 14- Lift 800.0kg; 5d6 [5]13 DEX 9 12- OCV: 4/DCV: 417 CON 14 12-11 BODY 2 11-13 INT 3 12- PER Roll 13-10 EGO 0 11- ECV: 315 PRE 5 12- PRE Attack: 3d610 COM 0 11-7 PD 2 Total: 7 PD (0 rPD)3 ED 0 Total: 3 ED (0 rED)3 SPD 7 Phases: 4, 8, 128 REC 034 END 033 STUN 0 Total Characteristic Cost: 56Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4"Cost Powers END7 Bar-Room Brawler: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 112 Brawler's Chin: Physical Damage Reduction, Resistant, 25%, Requires A CON Roll (No Active Point penalty to Skill Roll; assumes a CON Roll of 12- or 13-; +0) (15 Active Points); Character Must Be Aware Of Attack (-1/4)3 Keen Senses: +1 PER with all Sense Groups1 -8) Old Farmer's Almanac: KS: Everything (5 Active Points); OAF Fragile (Old Farmer's Almanac; -1 1/4), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 12-Perks5 The Terrible Goat: FollowerSkills10 +2 with HTH Combat3 Animal Handler (Bovines, Goats) 12-3 Conversation 12-3 Deduction 12-1 Forensic Medicine 8-3 Jack of All Trades1 1) PS: Appraise (2 Active Points) 11-1 2) PS: Cooking (2 Active Points) 11-2 3) PS: Farmer (3 Active Points) 12-1 Mechanics 8-3 Riding 12-3 Scholar1 1) KS: Current Events (2 Active Points) 11-1 2) KS: Folklore (2 Active Points) 11-1 3) KS: Norse Mythology (2 Active Points) 11-1 TF: Agricultural & Construction Vehicles, Equines3 WF: Small Arms, Knife Everyman Skills0 1) Acting 8-0 2) Climbing 8-0 3) Concealment 8-0 4) Conversation 8-0 5) Deduction 8-0 6) Paramedics 8-0 7) Persuasion 8-0 8) Shadowing 8-0 9) Stealth 8-0 10) TF: Custom Adder, Small Motorized Ground Vehicles Notes: Custom Mod is Everyman SkillTotal Powers & Skill Cost: 69Total Cost: 12575+ Disadvantages5 Distinctive Features: Big Country Boy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)10 Hunted: Gunther Newlson 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)20 Psychological Limitation: Code of Honor (Respect honorable people, courteous to ladies, help those in need) (Common, Total)15 Psychological Limitation: Sucker for a pretty face/always believes best in women (+3 to be seduced/persuaded) (Common, Strong)Total Disadvantage Points: 125Cost Weight Equipment END .45 (Colt Peacemaker): Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4) (31 Active Points); STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) [6]

$0 0.40kg Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Limited Range (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 4 (-1/4)[Notes: Can Be Thrown Body 2__Def 5__Length S]

Total Cost: $0 Total Gear Weight: 0.40 kg Total Gear Carried: 0.40 kgEncumbrance (Total Weight Carried)STR 250-10% - 80 No Encumbrance penalty11-24% - 192 -1 DCV/DEX Rolls25-49% - 392 -2 DCV/DEX Rolls, -1" movement, 1 END per Turn50-74% - 592 -3 DCV/DEX Rolls, -2" movement, 2 END per Turn75-89% - 712 -4 DCV/DEX Rolls, -4" movement, 3 END per Turn90-100% - 800 -5 DCV/DEX Rolls, -8" movement, 4 END per TurnGreater than 100%: Character cannot move or take other actionsBackground/History: Blood continued to trickle down his nose but the pain in his gut came not from on of Gunther's blows, but from Heidi's words."I've had it with the both of you!" She chided, "You're uneducated, farmboys treating me like a prize to be won in a fight?!?""Now Heidi," Magnus started, but she cut him off. "Charles was right about you two!"Gunther looked at Magnus who looked from Heidi to Gunther in shock."Charles?" The two famers said in unison. "Who in the hell is Charles?" Gunther cried. "He's from the city, I met him when I visited my cousin. He's worldly and treats me like a lady!""Heidi, when have I ever treated you like anything but a lady?" Magnus said bewildered."Charles is going to inherit his father's company. I'll get to live in the city!" Heidi wasn't really looking at them anymore. Gunther shook his head, "I shoulda realized she'd go after more money."Magnus roared and launched a hamsized fist at his rival of the last eight years. Gunther went down like sack of grain, "I don't like what you are insinuating, sir."He then looked back at the girl of his dreams but she was standing oblivious to what was happening and talking at length of the things she would have and buy. Magnus looked down at Gunther. He'd never understood what she saw in him, he was a crude, hard man who leered and pawed at her. Surely there was something in his person she admired. Something other than his farm, which was the biggest in town. He listened to her go on and on about Charles' class and worldly nature, his fine clothes, and automobiles. That was when it dawned on him. Charles was worldly! He had experience that a small town farmer like Magnus didn't. Heidi was drawn to culture. That had to be it. So the next day, he and his favorite goat Gaptooth (or Tanngrisni when he was waxing mythologic) left for the big city. Life was about to get interesting.Personality/Motivation: Though Heidi spurned him, Magnus has decided to prove to her that he can be "worldly" and "sophisticated". He's completely overlooked the fact that she prefers "Rich" to all else. Magnus has always enjoyed helping those in need, and he's a bright, perceptive man who likes puzzles and mysteries. He follows a somewhat sexist code of honor that pretty much boils down to women should be protected at all times. He's also got blinders on where the fairer sex are concerned and generally can't bring himself to believe badly about them. This gets him into a lot of trouble.Quote: "It's okay Miss, I'll help you."Powers/Tactics: Though he can handle a gun and a knife (and carries these), Magnus is a big, nordic farmer who enjoys a good brawl as much as anything. He knows when he's out of his element though and won't bring fists to a gun fight. He's got a goat, a very smart for a goat goat. And a beat up copy of the Old Farmer's Almanac that tells him anything he needs to know. Maybe.Campaign Use: Appearance: Tall, broadshouldered, blond hair, blue eyes. Dresses in ill fitting clothes until he can afford stuff tailored to his build. Right now he has a suit that has been altered to fit him somewhat with a bowler and some nice shoes. He wears suspenders and takes off his jacket when expecting trouble.

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Re: Brass City Nocturne

 

Gap-Tooth (Tanngrisni)

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

14 DEX 12 12- OCV: 5/DCV: 5

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 14-

5 EGO -10 10- ECV: 2

11 PRE -2 11- PRE Attack: 2d6

10 COM 0 11-

 

2 PD 0 Total: 2 PD (0 rPD)

2 ED -1 Total: 2 ED (0 rED)

4 SPD 6 Phases: 3, 6, 9, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost: 14

 

Movement:

Running: 9"/18"

Leaping: 5"/10"

Swimming: 2"/4"

 

 

Cost Powers END

6 Goat's Senses: +2 PER with All Sense Groups

7 Horns: HKA 1/2d6 (10 Active Points); No STR Bonus (-1/2) 1

3 Leaper: Leaping +3" (5" forward, 2 1/2" upward) 1

5 Quick To Flee: +1 SPD (10 Active Points); Only To Run Away From Danger (-1)

6 Swift: Running +3" (9" total) 1

Terrible Goat of Thor

3 1) Brave: +6 PRE (6 Active Points); Only To Protect Against Presence Attacks (-1)

2 2) Camouflage Coloration: +2 to Stealth (4 Active Points); Only In Snow/Ice (-1)

3 3) Fierce: +3 PRE

1 4) Used To The Cold: Life Support (Safe in Intense Cold) (2 Active Points); Requires A Survival Roll (-1/2)

5 5) Winter Coat: +4 to Concealment (8 Active Points); Self Only (-1/2)

 

 

 

Skills

4 +2 OCV with Move Through

5 Climbing 14- (7 Active Points); Mountainsides Only (-1/2)

2 Concealment 12- (3 Active Points); Self Only (-1/2)

2 PS: Attack 11-

2 PS: Stop Attacking 11-

3 Stealth 12-

1 Understanding: Language: English (Basic Conversation)

Notes: The animal can only understand speech, not speak back, though it may find other ways to communicate.

 

Total Powers & Skill Cost: 60

Total Cost: 74

 

25+ Disadvantages

15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing

5 Physical Limitation: one half Human size (+2"knb)

15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing

15 Psychological Limitation: Loyal to Magnus Common, Strong

 

Total Disadvantage Points: 74

 

 

 

Background/History: An unusually large, domesticated Goat raised by Magnus Thorson. Tanngrisni, the name the goat prefers, though he will grudgingly respond to "Gap-Tooth", is utterly loyal to his master. Smart beyond most goats (and many people) Tanngrisni can understand complex commands and considers himself a "Norse War-Goat".

 

Personality/Motivation: Protect his master and friends. Eat lettuce. Or whatever's about. Gets along surprisingly well with other animals. Jealous of horses.

 

Quote: "Baaaaahh"

 

Powers/Tactics: Charge! Ram! Repeat!

 

Campaign Use:

 

Appearance: A well cared-for, well groomed white goat. Seems a bit odd in the city, but these days not really.

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Re: Brass City Nocturne

 

Hey Seth! I've changed him (quite a bit) from the original concept I sent you. What do you think? :)

 

Seven Noah Slaughter

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 1/2d6 [3]

16 DEX 18 12- OCV: 5/DCV: 5

13 CON 6 12-

12 BODY 4 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

18 PRE 8 13- PRE Attack: 3 1/2d6

12 COM 1 11-

4/8 PD 1 Total: 4/8 PD (0/4 rPD)

3/7 ED 0 Total: 3/7 ED (0/4 rED)

3 SPD 4 Phases: 4, 8, 12

6 REC 0

26 END 0

26 STUN 0 Total Characteristic Cost: 46

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

5 Seventh Son of a Seventh Son: Luck 1d6

3 Eagle Eye: +2 versus Range Modifier for Sight Group

Talents

3 Absolute Range Sense

6 Combat Luck (3 PD/3 ED)

Skills

8 Rifleman: Penalty Skill Levels: +4 vs. Range Modifier with All Rifles

12 Trick Shooter: Penalty Skill Levels: +4 vs. Hit Location modifiers with All Firearms

10 Sharp Shooter: +2 with Ranged Combat

3 Climbing 12-

3 Concealment 11-

3 Fast Draw 12-

1 Language: Souix (basic conversation)

1 Language: Spanish (basic conversation)

2 Navigation (Land) 11-

2 PS: Showmanship 11-

3 Riding 12-

3 Stealth 12-

3 Survival 11-

3 Tracking 11-

3 WF: Small Arms, Early Emplaced Weapons

2 Weaponsmith (Firearms) 11-

Total Powers & Skill Cost: 79

Total Cost: 125

75+ Disadvantages

5 Rivalry: Professional (Other Sharp Shooters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Hunted: Professor Finnegan Farnagle's Circus 8- (Mo Pow, Harshly Punish)

0 Dependent NPC: Family 8- (Normal; Group DNPC: x8 DNPCs; Custom Adder)

5 Money: Poor (He sends most of his pay home to his family)

15 Psychological Limitation: Sense of Duty; Once he Agrees to Something, He'll Follow Through No Matter What (Common, Strong)

10 Psychological Limitation: Overconfidence (Common, Moderate)

Total Disadvantage Points: 125

Background/History: Seven was born in the winter of 1865. The war was well over by the time he was old enough to understand, but it still had an effect on the young boy. With his father dead, it was up to him, the man of the house, to help put food on the table. With his father's rifle (the only momento the man left his son), he took to roaming the back woods hunting squirrels, rabbit, deer, and anything else he could get in his sights.

By the time he was a man, he decided it was time to move on. He headed west, serving as a scout, tracker, and sometimes-soldier during the tail-end of the Indian Wars, but he found his heart wasn't much in this type of work. But where else could a young man with few skills beyond his sharp-shooting talent find work? (He still had his large family to support, after all!)

Before long, destiny found him -- in the form of Crazy William's Wild West Show. He took a job in as a sharp shooter and trick shot. His peerless skills with rifle and pistol were very popular with the paying customers. It was a great job -- his skills were in high demand and he got to see plenty of new places, but all good things must come to an end.

There was trouble in the air when Crazy William's rolled into the same town that Professor Finnegan Farnagle's Circus had set up in. At first, there were just a few playful insults and practical jokes between the two shows. But as the evening wore on, tensions grew. Kaleb "Forsaken" Creed, Farnagle's own shootist, challenged Seven to a contest. Kaleb was good, but he was nowhere near as good as Seven, and after he lost the third contest, he demanded that the two of them "Do it for real."

Seven wanted nothing of it, but he couldn't just walk away. A man's reputation is the only currancy worth holding. The two men faced off. Two guns fired. But only one man walked away. The people from Farnagle's circus weren't happy that Seven killed one of their own, and they demanded revenge. Seven didn't want to cause his friends at Crazy William's any more trouble, so he walked away.

Crazy William, sorry to see the young man go, got him in contact with one of his friends at the Airship company -- and here he is.

Personality/Motivation: If there's one thing that defines Seven's personal creed, it's his sense of duty. Once he promises to do something, come hell or high water he'll make sure it gets done. He sends all his pay home to his family, because he has a sense of duty to provide for them (given as he's the man of the household). He left Crazy William's Wild West show because he didn't want to bring trouble down on their heads. He puts his all into his work at the airship company because that's his job.

To this day, he feels a little bit guilty over killing Kaleb Creed -- he didn't bear the man any ill-will, so it felt wrong to shoot him. It was a fair fight, and Seven gave Kaleb every chance to back down with honor, but Kaleb's old friends don't see it that way.

Quote: "I've shot men before. I'll do it again, if you give me reason."

Powers/Tactics: Seven is confident in his abilities as a shootist, so if a fight's about to start he's not one to hesitate. He's a sharp shooter, which means he'd much rather be standing well back from most of the action and picking off important targets -- officers, artillerists, other sharp shooters. But he's no slouch at close range either. If the situation calls for something non-lethal, he's suited to that task as well. He's pretty good at trick shots -- shooting guns out of peoples' hands, knocking furniture down over people, that sort of thing.

Campaign Use:

Appearance: Seven is in his early thirties, a bit weather-worn but still fairly handsome. He wears a moustache and goatee in a style that's a few years out of date, but he doesn't pay much nevermind to the whims of fashion. His clothes tend to be a bit ragged and threadbare, since he sends most of his money home to his mother and sisters. He wears a broad-brimmed cowboy hat and a long leather duster over his clothes, and never goes anywhere without his custom-built rifle.

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Re: Brass City Nocturne

 

A pipeless cowboy with Intelligence 13, Deduction 12- is Wisconsin's answer to Sherlock Holmes? Perhaps we should start asking Wisconsin easier questions?

 

Sorry, no harm meant. ;) The character looks fun and he's going to be one hell of a brawler, the goat is a nice touch too.

 

Good luck guys and I hope that Seven gets a chance to use that Emplaced Weapons Familiarity, artillery is always funny.

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Re: Brass City Nocturne

 

A pipeless cowboy with Intelligence 13, Deduction 12- is Wisconsin's answer to Sherlock Holmes? Perhaps we should start asking Wisconsin easier questions?

 

Sorry, no harm meant. ;) The character looks fun and he's going to be one hell of a brawler, the goat is a nice touch too.

 

Good luck guys and I hope that Seven gets a chance to use that Emplaced Weapons Familiarity, artillery is always funny.

Well it was a small town. He's an amateur detective.

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