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Weird War 2
SageGenesis Offline
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Post: #1
Weird War 2
The year is 1949. The war is still ongoing, though in some parts of the world it rages fiercely and in others it's smoldering like an early version of the Cold War.

This is an alt-history world where the arcane is real. Nazi Germany's Thule Society has unearthed terrible powers which they use to assist the military. Dead soldiers rise once more to wage war upon the living. Sorcerers can walk through fire, split a tree with bare hands, or call upon dark spirits to spy on their enemies. That kind of thing.

Fortunately the allies have some resources of their own.

In particular, the United Kingdom has a secret society which has spent the past few centuries hunting down, capturing, and studying monsters. An important branch of this society is housed in Westenra Park, an old manor where vampires are held, tamed, and in essence rebuilt, through complex mystical means.

The war threatens to consume us all. Neutral nations are on the verge of choosing sides. There are spies, secret weapons projects, dreadfully evil rituals, devastating raids, defecting officers, and a lot more. More than England can handle on her own. So Westenra Park opened the cages and let loose some of the most dangerous agents the war has seen yet...

Post your characters! Concepts, main talents, names and description too, once you're sure about those.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
(This post was last modified: 11-11-2016 11:08:04 by SageGenesis.)
11-11-2016 11:07:18
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(me) Melchior Offline
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Post: #2
RE: Weird War 2
Jack Thompson
Born in 1910, he is a younger vamp from merica that hates the Nazis cause they're not from merica and cause they stifle individual freedom and thought and parties. in general he loves all the ingenious human creatures and their inventions, particular guns and the generic promise of technology to one day be able to cloud the sky in ash and darkness. He is more the guns and bats kinda guy.

His vampiric nature enhanched his reflexes and speed well beyond the human limit. His american bravado combined with an overconfidence in his own immortality will keep him cool under fire and in the fight when he really should be running.

He thinks himself to be a true Patriot and believes he volunteered for the war.

Might 3
Coordination 5 + 1
Sense 7
Mind 2
Command 2
Cool 8

Bluff 1
Athletics 2
Dodge 3 + 1
mech, Guns 1
Perception, see 1
seduction 1
Stealth 3
Vehicle, Car 2
Melee, hth 1
Melee, knife 1
Gun, pistol 1
Gun, rifle 1
Gun, Sub-machinegun 4 + 1
Willpower 1

Regen 4 + 1Blooddie
Subject to minor change.

Licensed.
(This post was last modified: 23-11-2016 16:15:24 by (me) Melchior.)
16-11-2016 20:30:00
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MaszaH Offline
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Post: #3
RE: Weird War 2
Experiment no. 12

He was found in France, in the aftermath of the Franco – Prussian war.
A broken child, taken in by the company to be trained to become the perfect assassin.
But humans grow older, weaker, slower.
The company decided to transform their child prodigy, so that he would only become faster, stronger and more deadly with the years.
Due to his upbringing, he's not the most socially apt vamp out there. But he is efficient when it comes to his orders.

don't underestimate the cosmic power of french toast!
21-11-2016 17:14:57
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SageGenesis Offline
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Post: #4
RE: Weird War 2
Interesting. Do you imagine "the company" to be the same organization that is currently based in Westenra Park, utilizing vampires and other black magics for king and country? If not, how did you get from one group to the other? Bought? Stolen? Loaned? Defected?

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
22-11-2016 00:34:11
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MaszaH Offline
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Post: #5
RE: Weird War 2
Same.

don't underestimate the cosmic power of french toast!
22-11-2016 11:50:49
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SageGenesis Offline
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Post: #6
RE: Weird War 2
By Mel's request:


Might
1: 50 – 100 kg tested lift

2: 100 – 120 kg tested lift

3: 120 – 150 kg tested lift
+1 wound box to all locations

4: 150 – 250 kg tested lift
+1 wound box to all locations
+1 shock damage with melee attacks

5: 250 – 400 kg tested lift
+2 wound boxes to all locations
+1 shock damage with melee attacks

6: 400 – 600 kg tested lift
+2 wound boxes to all locations
+1 shock and killing damage with melee attacks

7: 600 – 1000 kg tested lift
+3 wound boxes to all locations
+1 shock and killing damage with melee attacks
Unarmed attacks have 1 Armor Penetration
You can jump 5 meters far and half as high

8: 1 – 2 tons tested lift
+3 wound boxes to all locations
+2 shock and +1 killing damage with melee attacks
Unarmed attacks have 1 Armor Penetration
You can jump 10 meters far and half as high
Your shout can shatter all glass within a meter

9: 2 – 3 tons tested lift
+4 wound boxes to all locations
+2 shock and +1 killing damage with melee attacks
Unarmed attacks have 1 Armor Penetration
You can jump 20 meters far and half as high
Your shout can shatter all glass within a large room

10: 3 – 5 tons tested lift
+4 wound boxes to all locations
+2 shock and killing damage with melee attacks
Unarmed attacks have 2 Armor Penetration
You can jump 30 meters far and half as high
Your shout can shatter all glass within a house


Coordination
4: You can attempt to dodge fast attacks such as arrows and speeding cars, but not bullets.

5: You can attempt to dodge fast attacks such as arrows and speeding cars, but not bullets.

6: You can attempt to dodge fast attacks, including bullets.

7: You can attempt to dodge fast attacks, including bullets.
Your melee attacks are as fast as arrows

8: You can attempt to dodge fast attacks, including bullets.
Your melee attacks are as fast as arrows
Perceived melee attacks against you always lose 1 die from their width

9: You can attempt to dodge fast attacks, including bullets.
Your melee attacks are as fast as arrows
Perceived melee attacks against you always lose 1 die from their width

10: You can attempt to dodge fast attacks, including bullets.
Your melee attacks are as fast as bullets
Perceived attacks against you always lose 1 die from their width


Sense
6: You can see vaguely in pitch darkness

7: You can see vaguely in pitch darkness
You can track by scent

8: You can see accurately in pitch darkness
You can track by scent
You can taste the different chemicals in a mixture and hear the individual voices of a choir.
You can perceive motion through minute vibrations up to 10 meters

9: You can see accurately in pitch darkness
You can track by scent
You can taste the different chemicals in a mixture and hear the individual voices of a choir.
You can perceive motion through minute vibrations up to 50 meters

10: You can see perfectly in pitch darkness, even enough to read
You can track by scent
You can taste the different chemicals in a mixture and hear the individual voices of a choir.
You can perceive motion through minute vibrations up to 100 meters


Mind
3: You have 1 free skill point in an education-related skill

4: You have 2 free skill points in education-related skills

5: You have 3 free skill points in education-related skills
You have a perfect memory

6: You have 4 free skill points in education-related skills
You have a perfect memory

7: You have 5 free skill points in education-related skills
You have a perfect memory
You can do calculations like a computer
Reduce the die penalty for multiple actions by 1

8: You have 7 free skill points in education-related skills
You have a perfect memory
You can do calculations like a computer
Reduce the die penalty for multiple actions by 1

9: You have 10 free skill points in education-related skills
You have a perfect memory
You can do calculations like a computer
Reduce the die penalty for multiple actions by 2

10: You have 15 free skill points in education-related skills
You have a perfect memory
You can do calculations like a computer
Reduce the die penalty for multiple actions by 2


Command
6: Troops under your command can reroll 1 die per combat.

7: Troops under your command can reroll 1 die per combat.
You can defend against attacks with [Command + Intimidate] through sheer presence

8: Troops under your command can reroll 2 dice per combat.
You can defend against attacks with [Command + Intimidate] through sheer presence

9: Troops under your command can reroll 2 dice per combat.
You can defend against attacks with [Command + Intimidate] through sheer presence
You can brainwash normal people in a matter of [10 minus roll width] days.

10: Troops under your command can reroll 3 dice per combat.
You can defend against attacks with [Command + Intimidate] through sheer presence
You can brainwash normal people in a matter of [10 minus roll width] hours


Cool
6: All your rolls have +1 width for the purpose of initiative

7: All your rolls have +1 width for the purpose of initiative
You never suffer penalties from distractions or pain

8: All your rolls have +2 width for the purpose of initiative
You never suffer penalties from distractions or pain

9: All your rolls have +2 width for the purpose of initiative
You never suffer penalties from distractions or pain

10: All your rolls have +3 width for the purpose of initiative
You never suffer penalties from distractions or pain

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
23-11-2016 15:04:03
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SageGenesis Offline
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Post: #7
RE: Weird War 2
Vanwege inslapen hond even geen game deze week.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
05-12-2016 16:20:54
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MaszaH Offline
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Post: #8
RE: Weird War 2
Het zit jullie ook niet mee he. Sad hugs!

don't underestimate the cosmic power of french toast!
05-12-2016 19:17:55
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wolfy Offline
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Post: #9
RE: Weird War 2
Wat Maszah zegt...
Sterkte!

You're only young once, but you can be immature forever.
Shusen.net weblog like thingie Smile.
06-12-2016 13:50:35
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SageGenesis Offline
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Post: #10
RE: Weird War 2
Good news and bad news. Or something.

The dog is still alive, the vet manage to conjure up some last-minute treatment idea. But that's something to try, there's no guarantee that he'll have a long life now. It could just be postponing the whole thing.

Still a lot of stress from the emotional roller coaster ride, plus some people to meet tomorrow, so I think I still won't have time/headspace to prep a nice session. Uh, maybe boardgames? Something fun to do as a group that I don't have to get ready beforehand?

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
06-12-2016 19:19:31
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scroipt Offline
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Post: #11
RE: Weird War 2
Boardgames sounds fun

`Je n'avais pas besoin de cette hypothèse-là' --Pierre-Simon, Marquis de Laplace
07-12-2016 12:37:23
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wolfy Offline
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Post: #12
RE: Weird War 2
I wish you good luck with the last-minute treatment. Hopefully it will pan out.

For this evening, having a relaxing evening at home sounds like what I need instead of another group activity Smile My apologies, but I will not join you this evening.

You're only young once, but you can be immature forever.
Shusen.net weblog like thingie Smile.
07-12-2016 16:46:31
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MaszaH Offline
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Post: #13
RE: Weird War 2
Same here. Pretty f'd up day today. With an empty phone. So I'm staying in.

don't underestimate the cosmic power of french toast!
07-12-2016 18:07:10
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MaszaH Offline
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Post: #14
RE: Weird War 2
Heads ip, vandaag al ziek naar huis gegaan vanuit werk. Sowieso running on fumes, dus ik ben er niet bij.

don't underestimate the cosmic power of french toast!
20-12-2016 19:37:14
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SageGenesis Offline
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Post: #15
RE: Weird War 2
Sad

Beterschap!

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
20-12-2016 19:41:14
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