The Role Playing Public Radio Forums
General Category => RPGs => : Zombieneighbours January 11, 2014, 05:10:43 AM
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So, I have been listening to Tribes of Tokyo, and it is awesome so far (at the end of episode 3). It has inspired me to do a modern conspiracy horror game.
That said, I wasn't exactly sure about using vampires. (I've played a lot of V:tM over the years, so I am a little jaded with regards to them.)
Instead, I thought, what about The Companions from The Wives of March, because 'Caleb is a mad genius'.
So, I thought I might let you guys know how the idea develops, as I start putting it together.
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It would be easy to use Night's Black Agents to run that game. Companions should be easy to stat out in NBA.
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DID SOMEBODY SAY "STAT OUT"?!
Companions
Universal:
Aberrance 8
Health 4
Hand-to-Hand 8
Weapons 8
From the moment that they are born the Companions have access to these basic abilities. This means that at birth they are masters of combat capable of besting any untrained person but lack the physical ability. Any Companion of six or older should be treated as a possible combat threat.
Children (including teenagers)
Stability: Combat with a child Companion forces a Stability roll with a 3-loss on a failure due to the disturbing nature of being attacked by and attacking a child. Killing the Companion without knowledge of their underlying nature is a second Stability roll.
Adult
Health: Increase by 2.
Spread 12 additional points between Health, Weapons, and Hand to Hand to reflect an individual Companion's focus.
Shooting: 2. Any Companions young enough for the modern era have been exposed to firearms and can operate them without problem. Increase this to 6 or 8 if a specific Companion has dedicate time to learning to shoot.
Slasher Movement: By spending 2 Aberrance a Companion can enter of leave a room or area such as a street without drawing attention unless someone is actively watching them. Even a momentary glance away is enough for one to slip away.
Middle aged
Add a deformity of some kind. Missing limbs and extreme scarring are most common. These deformities generally do not inhibit the Companion's rolls. Witnessing a Companion acting in spite of their apparent limitation (climbing a ladder at speed with only one arm, leaping between rooftops with one leg) forces a Stability test with a 3 loss on a failure.
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Thanks for stating out these characters.
I just bought Caleb's book and I plan on starting this game next week.