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Topics - BerkaZerka

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101
The Call of PikaChulu / Pikachu (played by Aman)
« on: February 01, 2014, 04:44:08 pm »

Pikachu (Spawn of PikaChulu)
Age Unknown; Gender ?; Height 1’4”; Eyes Dark; Hair Yellow; Skin Fur

Abilities
Str 1; Agi 7; Con 3; Int 3; Wis 3; Pre 4; Vitality (0) 22; Wounds (-2) 8

Saves
React 12; Endure 8; Will 12; Luck 5; Surge 3
Psychosis 5
Movement
Init 19; Move 30 ft (Run 60)

Attacks
Pimp Slap 10+3X/2S (no X-Dmg); PokéPowers

Combat Skills
Defense 17 (Dodge; Parry) ~5
Ranged 13 (Shoot; Target; Throw) ~3
Close Quarter 7 (Grapple; Melee; Unarmed +3) ~3

General Skills
Acrobatics 15 (Balance; Escape +2; Tumble) ~5
Artistry 6 (Cooking; Painting; Sculpting; Music; Writing)
Athletics 9 (Climb +4; Jump +2; Sprint; Swim) ~5
Control 10 (Drive; Pilot; Operate Heavy Machinery)
Evaluate 9 (Appraise; Gamble; Sense Motive +2; Streetwise) ~3
Fabricate 6 (Construction; Mechanics; Weaponsmith)
Face 7 (Bluff; Entertain; Feint; Intimidate; Taunt)
General Knowledge 6 (Trivia; In The News; Who's Who)
Larceny 15 (Forgery; Open Locks; Sleight of Hand +4) ~5
Medic 6 (Slow Poison; Treat Injury)
Outdoors 6 (Handle Animal; Ride; Survival; Track)
Perception 11 (Listen; Search; Spot) ~3
Sabotage 6 (Disable Device; Trap Setting)
Socialize 7 (Diplomacy; Interrogation; Gather Info)
Stealth 13 (Conceal; Disguise; Hide +6; Move Silently +0) ~5
Tech 6 (Computers; Electronics; Security Systems)
 
Edges
Evasion; Indomitable Spirit; Mobility; PokéPowers; Uncanny Dodge; Agile; Alert; Brawler; Combat Reflexes; Fast; High Jumper; Iron Will; Lucky; Skill Focus (sleight of hand); Stealthy; Toughness; Additional Bonuses (+1 unarmed, +4 climb, +4 jump)

Flaws
Enemy (Team Rocket); Impulsive; Mostly Harmless; Small
 
Equipment  Normal Load 10; Encumbered 20; Limit 30; Drag 120
1 Fortune Cookie; 1 Pokéball; 1 Wildcard; 3 Potions (Heals 10 Damage each)

Notes  
Evasion
The character has superior agility and grace when dodging attacks. He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
.
Indomitable Spirit
The character has extraordinary mental tenacity. Any time the character fails a Willpower Save, he gets a second Save on the next round to try again.
.
Mobility
The character is skilled at dodging past opponents and can move through an opponent’s space when taking Move Actions.
.
Uncanny Dodge [1 Surge| Free Action | Instant]
Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit. This includes both physical and mental attacks, such as those produced by spell effects, psionics, and feng-shui powers.

PokéPowers
OOOO Agility (PSY): +4 Dodge & +1 Move Action
OOOOGrowl (NOR): Enemy makes a Will Save or -3 Penalty to Attack Rolls vs. User (Entire Combat); Penalty Stacks
OOOOTail Whip (NOR): On successful Unarmed Attack (13/♠) User gains +3 Bonus to all further Attacks vs. Enemy (Entire Combat); Bonus Stacks
OOOThunder Shock (ELE): +3 Ranged Attack (16/2L A20’r + Endure Save or Paralyzed/30 ft)
OSquamous Blast (UNK): All in 60’ cone take 15SL Damage and must make an Endure Save or be blown over the horizon

102
The Call of PikaChulu / Ash (played by Tanstaafl)
« on: February 01, 2014, 04:43:50 pm »

Ash (Pokémon Trainer) LICKING COMPULSION (PokeThulu Monsters)
Age 10; Gender Male; Height 5’2”; Eyes Dark; Hair Black; Skin Unwashed

Abilities
Str 3; Agi 4; Con 4; Int 3; Wis 2; Pre 4; Vitality (0) 24 6; Wounds (-2) 9
Saves
React 9; Endure 9; Will 7; Luck 5; Surge 3
Psychosis 10
Movement
Init 11; Move 30 ft (Run 90)

Attacks
Shin Kick 9/3S; Grapple Moves 9/3S; Pokéball 12+2X/♠

Combat Skills
Defense 14 (Dodge; Parry) ~5
Ranged 10 (Shoot; Target; Throw +2) ~3
Close Quarter 9 (Grapple; Melee; Unarmed) ~3

General Skills
Acrobatics 7 (Balance; Escape +2; Tumble)
Artistry 7 (Cooking; Painting; Sculpting; Music; Writing)
Athletics 11 (Climb; Jump; Sprint; Swim) ~3
Control 7 (Drive; Pilot; Operate Heavy Machinery)
Evaluate 5 (Appraise; Gamble; Sense Motive; Streetwise)
Fabricate 7 (Construction; Mechanics; Weaponsmith)
Face 7 (Bluff; Entertain; Feint; Intimidate; Taunt +2) ~3
General Knowledge 6 (Trivia; In The News; Who's Who)
Larceny 7 (Forgery; Open Locks; Sleight of Hand +2)
Medic 7 (Slow Poison; Treat Injury) ~1
Outdoors 8 (Handle Animal; Ride; Survival; Track) ~3
Perception 10 (Listen; Search; Spot) ~5
Sabotage 6 (Disable Device; Trap Setting)
Socialize 10 (Diplomacy; Interrogation -3; Gather Info) ~3
Stealth 14 (Conceal +2; Disguise; Hide +2; Move Silently) ~5
Tech 6 (Computers; Electronics; Security Systems)
 
Advanced Skills
Poké Sciences 13 ~5

Edges
Evasion; Agile; Athletic; Hurler; Lucky; Skill Focus (Poké Sciences); Stealthy; Toughness

Flaws
Clumsy; Enemy (Team Rocket); Heroic; Kid
 
Equipment  Normal Load 50; Encumbered 100; Limit 150; Drag 600
600 pennies; Pokédex; 4 3 Pokéballs; 3 Wildcards; 1 Potion; 7411 paralytic darts from tower level two.

Notes  
Evasion
The character has superior agility and grace when dodging attacks. He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.

Ash’s Pokemon
Pikachu
Bulbasaur
Squirtle
Charmander


103
The Call of PikaChulu / Misty (played by Aeon_Spiral)
« on: February 01, 2014, 04:43:24 pm »

Misty (Pokémon Trainer) SCARED WHITE HAIR & GHOST POKEMON
Age 12; Gender Female; Height 5’4”; Eyes Blue; Hair Red; Skin Fair

Abilities
Str 2; Agi 4; Con 3; Int 3; Wis 3; Pre 5; Vitality (0) 23 5; Wounds (-2) 8
Saves
React 11; Endure 10; Will 10; Luck 7; Surge 3
Psychosis 9
Movement
Init 12; Move 30 ft (Run 60)

Attacks
Slap Fight 8+2X/2S; Pokéball 12+2X/♠

Combat Skills
Defense 14 (Dodge; Parry) ~5
Ranged 10 (Shoot; Target; Throw +2) ~3
Close Quarter 6 (Grapple; Melee; Unarmed +2) ~1

General Skills
Acrobatics 11 (Balance; Escape +2; Tumble) ~4
Artistry 6 (Cooking, Painting; Sculpting; Music; Writing)
Athletics 5 (Climb; Jump; Sprint; Swim)
Control 8 (Drive; Pilot; Operate Heavy Machinery) ~1
Evaluate 10 (Appraise; Gamble; Sense Motive +2; Streetwise)  ~4
Fabricate 6 (Construction; Mechanics; Weaponsmith)
Face 10 (Bluff +2; Entertain; Feint; Intimidate; Taunt) ~5
General Knowledge 10 (Trivia; In The News; Who's Who) ~4
Larceny 11 (Forgery; Open Locks; Sleight of Hand +2) ~4
Medic 10 (Slow Poison; Treat Injury) ~4
Outdoors 9 (Handle Animal; Ride; Survival; Track) ~3
Perception 11 (Listen; Search; Spot) ~4
Sabotage 10 (Disable Device; Trap Setting) ~4
Socialize 13 (Diplomacy; Interrogation -3; Gather Info) ~3
Stealth 12 (Conceal; Disguise; Hide +2; Move Silently) ~4
Tech 8 (Computers; Electronics; Security Systems) ~2

Advanced Skills
Poké Sciences 10 ~4

Edges
Common Sense; Evasion; Tokepi; Alert; Agile; Brawler; Charismatic; Hurler; Skill Focus (bluff); Stealthy; Toughness

Flaws
Hothead; Kid; Phobia (bug type pokémon)
 
Equipment  Normal Load 25; Encumbered 50; Limit 75; Drag 300
900 pennies; 4 3 Pokéballs; 1 Wildcard; 1 Potion

Notes  
Common Sense
The character always looks before he leaps. Whenever he is about to do something particularly foolhardy (even if there are no perceptible clues present) the GM should warn him, noting that perhaps the course of action isn't such a good idea.
.
Evasion
The character has superior agility and grace when dodging attacks. He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat.
.
Tokepi  
While being held, Tokepi grants Misty the Feng-Shui Power Harmony and +2 bonus to all Saves.
.
Harmony
Harmony grants Misty +4 Luck Points and allows her to give her Luck Points away as Free Actions to others for immediate use.

Misty’s Pokemon
Starmie
Psyduck
Tokepi
Jigglypuff

104
The Call of PikaChulu / Brock (played by Drakilian)
« on: February 01, 2014, 04:43:03 pm »

Brock (Pokémon Breeder)
Age 14; Gender Male; Height 6’; Eyes Closed; Hair Brown; Skin Tan

Abilities
Str 4; Agi 2; Con 4; Int 3; Wis 4; Pre 3; Vitality (0) 27 0; Wounds (-2) 9 3
Saves
React 7; Endure 9; Will 9; Luck 3 1; Surge 3 2
Psychosis 9
Movement
Init 11; Move 30 ft (Run 90)

Attacks
Unarmed Strike 10/4S; Grapple Moves 12+2X/4S; A Rock For Brock 10/5S; Thrown Rock 8+2X/4S; Pokéball 8+2X/♠

Combat Skills
Defense 8 (Dodge; Parry) ~3
Ranged 6 (Shoot; Target; Throw +2) ~3
Close Quarter 10 (Grapple +2; Melee; Unarmed) ~3

General Skills
Acrobatics 5 (Balance; Escape; Tumble)
Artistry 10 (Cooking +2; Painting; Sculpting; Music; Writing) ~3
Athletics 7 (Climb; Jump; Sprint; Swim)
Control 5 (Drive; Pilot; Operate Heavy Machinery)
Evaluate 10 (Appraise; Gamble; Sense Motive; Streetwise) ~3
Fabricate 9 (Construction; Mechanics; Weaponsmith) ~3
Face 3 (Bluff -4; Entertain; Feint; Intimidate; Taunt)
General Knowledge 6 (Trivia; In The News; Who's Who)
Larceny 5 (Forgery; Open Locks; Sleight of Hand)
Medic 9 (Slow Poison; Treat Injury) ~3
Outdoors 14 (Handle Animal +2; Ride; Survival +2; Track +2) ~5
Perception 10 (Listen; Search; Spot -3) ~3
Sabotage 6 (Disable Device; Trap Setting +2)
Socialize 11 (Diplomacy; Interrogation -3; Gather Info) ~5
Stealth 10 (Conceal; Disguise; Hide; Move Silently) ~3
Tech 6 (Computers; Electronics; Security Systems)

Advanced Skills
Occult Sciences 9 (Arcana; Occult; Spells) ~3
Poké Sciences 13 ~5

Edges
Blind Fight; Martial Throw; Power Attack; Animal Affinity; Chef; Grappler; Hunter; Hurler; Rugged; Skill Focus (Poké Sciences); Toughness

Flaws
Kid; Impaired Vision; Lecherous; Rotten Liar
 
Equipment   Normal Load 75; Encumbered 150; Limit 225; Drag 900
800 pennies; 4 Pokéballs; 1 Wildcard; 1 Potion; One Box of Brock’s PokéSnacks™; Soda Pop (Heals 5 Damage)

Notes  
Blind Fight
The character can engage in Close Quarter Combat without having to see his opponents. He suffers no penalty for vision when using Close Quarter Skills.
.
Martial Throw  
The character knows how to use the ground against an opponent. He can cause unarmed damage on any successful Grapple Trip and +5 damage on a successful Grapple Body Slam attack.
.
Power Attack  
The character can put all his might into an attack at the expense of accuracy. When making a Close Quarter attack, the character can take a penalty to his Attack roll, up to his STR+2, in exchange for an equal amount of additional damage should the attack succeed.

Brock’s Pokemon
Geodude
Onix

105
The Call of PikaChulu / Nurse Joy (played by Killa_Robot)
« on: February 01, 2014, 04:42:46 pm »

Nurse Joy (PokéNurse)
Age 14; Gender Female; Height 5’6”; Eyes Blue; Hair Red; Skin Fair

Abilities
Str 2; Agi 3; Con 3; Int 4; Wis 5; Pre 3; Vitality (0) 15 0; Wounds (-2) 8 5 BURNED
Saves
React 8; Endure 8; Will 10; Luck 3; Surge 3
Psychosis 5
Movement
Init 13; Move 30 ft (Run 60)

Attacks
Hair Pull 7/2S; Pokéball 8/♠

Combat Skills
Defense 9 (Dodge; Parry) ~3
Ranged 8 (Shoot; Target; Throw) ~2
Close Quarter 7 (Grapple; Melee; Unarmed) ~2
General Skills
Acrobatics 6 (Balance; Escape; Tumble)
Artistry 8 (Cooking, Painting; Sculpting; Music; Writing)
Athletics 5 (Climb; Jump; Sprint; Swim)
Control 6 (Drive; Pilot; Operate Heavy Machinery)
Evaluate 11 (Appraise; Gamble; Sense Motive; Streetwise) ~3
Fabricate 7 (Construction; Mechanics; Weaponsmith)
Face 3 (Bluff; Entertain; Feint; Intimidate; Taunt)
General Knowledge 10 (Trivia; In The News; Who's Who) ~3
Larceny 6 (Forgery; Open Locks; Sleight of Hand)
Medic 14 (Slow Poison; Treat Injury) ~5
Outdoors 8 (Handle Animal +2; Ride; Survival; Track)
Perception 11 (Listen; Search; Spot) ~3
Sabotage 7 (Disable Device; Trap Setting)
Socialize 12 (Diplomacy; Interrogation -3; Gather Info) ~4
Stealth 8 (Conceal; Disguise; Hide; Move Silently)
Tech 11 (Computers; Electronics; Security Systems) ~4

Advanced Skills
Life Sciences 12 (Biology +2; Medicine +2; Surgery +2) ~5
Poké Sciences 14 ~5

Edges
Common Sense; Animal Affinity; Biologist; Charismatic; Physician; Skill Focus (poké sciences); Surgeon

Flaws
Clean Freak; Kid; Squeamish

Equipment   Normal Load 25; Encumbered 50; Limit 75; Drag 300
900 pennies; 4 Pokéballs; 1 Wildcard; Trauma Kit: 1 Antidote; 1 Awakening; 1 Burn Heal; 1 Ice Heal; 1 Paralysis Heal; 1 Revive; Hypodermic Syringe with four doses of Sleep

Notes  
It seems that some peoples’ Pokémon are getting ill and acting in a very bizarre manner. Nurse Joy has seen a few of these brought into her Pokémon Center in Viridian City by concerned trainers, but doesn’t know how to treat them. They won’t stay in Pokéballs and EAT other Pokémon! How terrible! Hearing that Officer Jenny was going to be traveling down to Pallet Town to visit Professor Oak, Nurse Joy decided to tag along. She needed to speak with Professor Oak to see if he could figure out what was going on and the best way to treat it.

Hypodermic Syringe
Use of a hypodermic syringe in combat requires a successful Grapple Hold.  It takes a Full Round Action to prepare a hypodermic syringe for use, which can hold up to four doses, injecting one to all doses in a single Action.

Sleep DoseSave Difficulty
One DoseRoll
Two DosesMTN 10 or Crit
Three DosesMTN 15
Four DosesNo Save

Common Sense
The character always looks before she leaps. Whenever she is about to do something particularly foolhardy (even if there are no perceptible clues present) the GM should warn her, noting that perhaps the course of action isn't such a good idea.

Nurse Joy’s Pokemon
Chansy


106
The Call of PikaChulu / Officer Jenny (played by Daedalus)
« on: February 01, 2014, 04:42:23 pm »

Officer Jenny (Police) FEAR OF HIEGHTS
Age 18; Gender Female; Height 6’; Weight 130; Eyes Brown; Hair Blue; Skin Fair

Abilities
Str 3; Agi 3; Con 3; Int 4; Wis 4; Pre 4; Vitality (0) 25 7; Wounds (-1) 13 BURNED
Saves
React 8; Endure 8; Will 9; Luck 3; Surge 5 4 / 5 0
Psychosis 13
Movement
Init 16; Move 30 ft (Run 90)

Attacks
Police Brutality 9/3S; Grapple Moves 11+2X/3S; Nightstick 9/4S; Bazooka 11+2X/20L A30’r/600 ft (1); Pokéball 9/♠

Combat Skills
Defense 9 (Dodge; Parry) ~3
Ranged 9 (Shoot +2; Target; Throw) ~3
Close Quarter 9 (Grapple +2; Melee; Unarmed) ~3

General Skills
Acrobatics 6 (Balance; Escape; Tumble)
Artistry 7 (Cooking, Painting; Sculpting; Music; Writing)
Athletics 9 (Climb; Jump; Sprint; Swim) ~3
Control 9 (Drive; Pilot; Operate Heavy Machinery) ~3
Evaluate 10 (Appraise; Gamble; Sense Motive +2; Streetwise) ~3
Fabricate 7 (Construction; Mechanics; Weaponsmith)
Face 11 (Bluff; Entertain; Feint; Intimidate +2; Taunt) ~4
General Knowledge 7 (Trivia; In The News; Who's Who)
Larceny 6 (Forgery; Open Locks; Sleight of Hand)
Medic 10 (Slow Poison; Treat Injury) ~3
Outdoors 7 (Handle Animal; Ride; Survival; Track)
Perception 12 (Listen; Search; Spot) ~3
Sabotage 7 (Disable Device; Trap Setting)
Socialize 11 (Diplomacy; Interrogation; Gather Info) ~4
Stealth 7 (Conceal; Disguise; Hide; Move Silently)
Tech 8 (Computers; Electronics; Security Systems) ~1

Advanced Skills
Political Sciences 10 (Economics; Law; Politics) ~3

Edges
Born Leader; Martial Throw; Police Ties; Alert; Bully; Combat Reflexes; Grappler; Hard to Kill; High Pain Threshold; Shooter; Spirited; Toughness

Flaws
Absent Minded; Code of Honor (punish lawbreakers); Heroic

Equipment   Normal Load 50; Encumbered 100; Limit 150; Drag 600
900 pennies; 2 Pokéballs; 1 Fuzzy Pink Slipper (no match); Motorcycle with Sidecar; Nightstick; Bazooka; 0 Bazooka Shell; 3 Wildcards; 1 Antidote; 1 Burn Heal; 1 Repel

Notes  
Officer Jenny has heard reports of strange Pokémon being seen south of Viridian City. She hadn’t thought much of it until her Chief got a call from Professor Oak, asking that he send Officer Jenny down to Pallet Town to Investigate things further. As Officer Jenny prepared to leave, she was met by Nurse Joy who insisted in traveling down to Pallet Town with her – It seems that Nurse Joy has actually seen a few of these strange Pokémon brought into her Pokémon Center by concerned trainers. Unfortunately, she doesn’t know how to treat them – they won’t stay in Pokéballs and EAT other Pokémon! How terrible!

Born Leader  
The character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to her own), which she can give to others within the sound of her voice. Unlike her personal Surge Points, these are not limited to being spent just one per round.
.
Martial Throw
The character knows how to use the ground against an opponent. He can cause unarmed damage on any successful Grapple Trip and +5 damage on a successful Grapple Body Slam attack.
.
Police Ties
The character has ties and limited resources available from within the local police force.

Officer Jenny’s Pokemon
Arcanine

107
The Call of PikaChulu / Player Resources
« on: February 01, 2014, 04:39:29 pm »


This thread is for information, maps, etc gained during the game.

---

Using Luck and Surge___
As one of the most dynamic aspects of BHB system, Luck and Surge Points can be used to influence the outcome of the game in the following ways –

Luck
Luck Points can be spent for the following Luck Options:
  • Reduce a MTN by 4 (before or after the roll)
  • Add a +4 Bonus to the TN or Die Value (before or after the roll) – when adding to Die Value, you must be able to use the entire +4 Bonus without going over
  • Take a Faulty Success instead of rolling the die (only if rolling is an option)
  • Negate a Botch or an opponent’s Crit
  • Focused Effort (spend a Luck Point for an Extra Die to roll with any one roll)
  • Not As Bad As It Looks (take only 1/2 damage from a single attack; this Option cannot be used twice on the same attack to reduce damage to zero)
  • Lucky Break (for inspiration from the GM to help move the game along or for a plot twist in the character’s favor)
  • Escape Death (to Stabilize a Dying character and ignore further damage for the rest of the Scene)
Surge
Surge Points can be spent for the following Surge Options:
  • +2 STR for one round
  • +3 Damage on any 1 Attack
  • Take an Extra Action
  • Interrupt another’s Action (changes character’s Initiative Order for the combat)
  • Make back-to-back Attack or Defense Actions without the Rapid or Evasion Edges
  • Shake off Stunned Condition
  • Shake off KO’d or Unconscious Condition
  • Shake off one level of Fatigue
  • Shake off Intimidated, Shaken or Panicked Condition
  • Ignore Injury (take a Round while Disabled without going to Dying)
  • Defy Mental Control for 1 Action
  • Double Tap (Counter Escape Death Luck Option)
  • Stretch or Tweak an Edge, Amazing Feat, Spell, or Power


Both Luck and Surge can be spent each round as Free Actions.

Luck can be spent as many times per round as the player wants, though it is advised not to use up all your Luck in one round.

Surge can only be used once per round (except with the Heroic Surge Edge). Unlike Luck, Surge can also be used without spending Surge Points, at the cost of Fatiguing the character afterwards.

Recovering Luck And Surge
Luck and Surge Points refresh at the rate of 1 point of each per in-character day.

108
Community Conversation / Pics in Threads
« on: January 30, 2014, 09:06:38 pm »
As you probably know, you can put pics in your threads. But I just figured out how to resize them in your threads without having to use html code. Just do the following :

Put the width in the first tag, such as [img width=200]

That's all it takes!  :)

109
Side Quests / The Halfblood Swordsman
« on: December 29, 2013, 01:54:53 pm »
Jie Hu Okamura (the Halfblood Samurai) approached the gates of yet another Swordsmanship School. Challenging Schools to Duel him helped curb his boredom of late - as he was looking for something more to dedicate his energies to - but whatever that was, still eluded him.

For now, he would just do what he did best - which was sword fight.

At the gate, two novice students stood guard. Upon seeing Jie Hu, they called out - "We are full Samurai, move on, move on."

110
Side Quests / Dragon Boat Races
« on: December 29, 2013, 01:52:27 pm »
6th Day of Summer 1297
A Trip to Edo?


Following the return to Sendai, the Samurai and Company all returned to their homes and enjoyed finally being able to sleep in their own beds after so long on the road. For everyone but Roka, this was a nice way to unwind and relax.

Roka however, found that he was constantly plagued with thoughts of Lilitu the Succubus and couldn’t get her out of his mind. The lust to see her again was almost overwhelming and he was beginning to think that he might have been cursed or something from sleeping with her.

It occurred to him that Yuki might be able to do something for him in that regard (the curse part at least), so he set off to visit her. Along the way he ran into Udo, who had this idea to take a trip to the Capitol City of Edo (something about dire half-dragon chaos boars or something) – which reminded Roka that this was the time of year for the Dragon Boat Races. He had always wanted to see that crazy event and the idea to actually go down with Udo and compete in them (rather than just watch) suddenly entered his mind. Perhaps it could even take his mind off Lilitu - should Yuki’s Feng-Shui not be able to set his aura right again.

Roka and Udo, then neared the Sendai School of Zen Archery, run by Yuki’s mother, Headmistress Akiko Shirahata.

Ahead of them, they spotted Yuki and Miya heading into the School, so Roka and Udo hurried to catch up with them.

Inside the School, Keitaro was already there, visiting the little fox girl Kioko and giving her a gift from their long trip. Yuki’s mother was there as well and the Priest Kirito.

When everyone entered, Kirito bid them all good morning and then excused himself, saying that he had to go to an important meeting with the Exalted Patriarch Yukio Onishi - the High Priest of Sendai and Exalted Patriarch of the Temple of Five Gods. As the Highest Ranking member of Sendai’s Spiritual Community, it was a great honor for Kirito to be summoned like that and he didn’t want to be late.

As Kirito ran off up the street, everyone had the strange feeling that they weren’t going to be seeing much of him from now on…

---

(OOC – everyone is now gathered in the Zen Archery School, to visit Kioko or seek each other out for various reasons. Have at it! :))

111
Side Quests / Keitaro's Tournament
« on: October 18, 2013, 07:34:41 am »
Having formed the idea of setting up some sort of Fighting Tournament in Sendai, Kietaro has been granted access to Juro Saito - the Chief Magistrate's Steward to discuss what he has in mind and get Official Sanction to do so.

Arriving at Juro Saito's home, Keitaro is welcomed in, treated to dinner and music, and then has his audience with the Steward.

"So, Keitaro-san," Juro begins, "what is this talk of holding some sort of tournament?"

112
Side Quests / Kirito's Secrets of the Shaman
« on: October 18, 2013, 07:33:44 am »
The Nezumi Shaman 'Split Tooth' waited outside Kirito's door.

"Make sure to bring your outdoors gear, Kirito-san," the short mousy man called, "We're going to have to 'rough it' if you want to learn the ways of shamantic magic."

113
Side Quests / Roka's Ki Quest
« on: October 18, 2013, 07:33:09 am »
Roka still held the bloodied cane in his hand, but the expression on his face revealed nothing as to how he felt inside. Had anyone looked closely, they might have seen his knuckles white from the pressure of his grip – the only hint as to the inner turmoil he felt.

As fate (or cruel irony) would dictate, it fell upon Roka to see that the six young women brought back from the Village of Aomori were publicly beaten, as an example to any who would think to rebel against the Daimyo. Having had time to give the trip to the Village of Aomori some thought, Roka now knew that the villagers had actually been held hostage by the Ronin and Nezumi Mercenaries and were not in rebellion, as had originally been suspected. It seemed a shame to punish them, but duty was a heavy burden that Roka carried unwaveringly.

Having not been instructed specifically about how to go about the beatings, Roka did what he could to preserve the village women’s honor and dignity throughout the ordeal. Still, while not intentionally brutal, Roka delivered the three strokes to each woman with a sharp crack across the back. The strikes were painful and drew blood, but Roka carefully placed them as to do little in the way of permanent damage. In the hands of an expert or cruel caner, three strokes stood a fair chance of killing a woman – especially those as young and fragile as these six.

Following the beatings, the six village women (some unconscious from the suffering) were taken to the Daimyo’s castle to rest and recuperate. Their wounds would be tended and bound, but they would have to heal naturally without the aid of magic as part of the punishment. When they had all recovered sufficiently, they would then be sent back to their village.

Roka relaxed his grip and set the cane down. While his heart ached for the poor village women, he had acted honorably and spared them from serious harm – it could have been much worse had another been in charge of the beatings…

114
Side Quests / Udo's Nature Commune
« on: October 18, 2013, 07:32:31 am »
Feeling the need to unwind from his long journey, Udo heads out into the wilderness to revisit some of his favorite sites. His plan is to meditate and train a bit in the wild, thus preparing himself for the next time the Daimyo needs him.

After wandering a full day among the foothills south and west of Sendai, Udo runs into a patch of forest strangely devoid of animal sounds or sign. Unfortunately, it is also starting to get dark and something about this particular place causes his hairs on the back of his neck to prickle - as if unknown dangers lurk just out of sight, waiting for the right time to pounce!

115
Side Quests / Yasuo's Poison Quest
« on: October 18, 2013, 07:31:47 am »
Having learned of a Yakuza stronghold in the City of Morioka, Yasuo has been granted access to Chief Magistrate Noburu Saito to discuss the matter and get Official Sanction to go do something about it.

Arriving at the Chief Magistrate's home, Yasuo is welcomed in by Juro Saito, the Chief Magistrate's brother (and Steward), and then treated to dinner and music, before finally sitting down in a formal meeting with Juro and the Chief Magistrate himself.

"So, Yasuo-san," the Chief Magistrate begins, "what is this talk of Yakuza having established themselves in Morioka?"

116
Side Quests / Yuki's Gatestone Quest
« on: October 18, 2013, 07:30:53 am »
Not really sure where one would go to find a Gatestone, it occurred to Yuki that she could always ask her mother where she had gotten her own Gatestone from.

With that in mind, Yuki took Miya, and the two of them went to speak with Yuki's mother - Headmistress Akiko Shirahata of Sendai’s Zen Archery School.

Arriving at the school, they walked around a bit, until finally finding Yuki's mother in a garden out back.

"Oh, Yuki darling," Yuki's mother said upon seeing them - "I am glad that no ill befell you on your long trip."

She then smiles at Miya too.

"What sort of adventures did the two of you have?"

117
Mythic Nippon: The Demon God of Sendai / Campaign Calendar
« on: October 03, 2013, 11:29:15 am »
The following will be the ongoing Calendar and Chronology of Events as the game progresses.

118
This game was played over on ChooseYourStory.com - The following were the In-Game and OOC Forum Links.  :)

Mythic Nippon 1.1; Mythic Nippon 1.2; Mythic Nippon 1.3

---

OOC 1; OOC 2; OOC 3; OOC 4; OOC 5; OOC 6; OOC 7; OOC 8; OOC 9; OOC 10; OOC 11; OOC 12

119
Mythic Nippon: The Demon God of Sendai / People of Interest
« on: September 22, 2013, 09:08:45 am »
The following are Important NPCs and other People of Interest in the Game.

Please do not comment in this thread - use the OOC for questions  :)

120
Mythic Nippon: The Demon God of Sendai / Character Creation Guide
« on: September 15, 2013, 09:42:43 pm »
Nipponese Female Names
Aiko: little love, beloved
Aki: born in autumn
Akiko: autumn child, iris
Akina: spring flower
Anda: meet at the field
Aneko: older sister
Ayame: iris
Chika: near
Chiko: arrow or pledge
Chiyo: thousand years, eternal
Cho: butterfly
Dai: great
Eriko: child with a collar
Gin: silvery
Hana: flower, blossom
Haru: born in the spring
Haruko: spring child
Hisa: long-lasting
Hoshi: star
Hoshiko: star child
Jun-Ko: meaning unknown
Kaede: maple leaf
Kameko: child of the tortoise, long life
Kami or Kamlyn: lord
Kaya: adds a place of resting
Kei: rapture, reverence
Keiko: adored one
Kimi: she who is without equal
Kioko: happy child, happiness
Kita: north
Kohana: little flower
Koto: harp
Kumi: braid, drawing together
Kumiko: companion child
Kuni: meaning unknown
Kuri: chestnut
Kyoko: mirror
Leiko: arrogant
Machiko: fortunate child
Maeko: honest child
Maemi: smile of truth
Mai: brightness
Maiya: rice valley
Mariko: ball, circle
Marise: infinite, endless
Masako: meaning unknown
Matsuko: pine tree child
Michie: gateway, gracefully drooping flower
Michiko: child of beauty, the righteous way
Midori: green
Miki: flower stalk
Mina: south
Mitsu: shine, reflect
Miya: three arrows, temple, sacred house
Nami: wave
Nariko: gentle child
Natsuko: summer child
Nikki: two trees
Nori or Noriko: doctrine, law, order
Nyoko: gem
Oki: middle of the ocean
Orino: workman's meadow
Ran: water lily
Rei: gratitude
Sachiko or Sachi: child of bliss
Sakura: cherry blossoms
Satu: sugar
Shika: deer
Shina: virtue, good
Shino: stem of bamboo
Suki: beloved
Sumi: clear, refined
Suzu: long-lived, crane
Taji: silver and gold
Taka: tall, honorable
Takara: treasure, precious object
Tamae: ball, bell
Tami: let people see benefit
Tamika: people
Tanak: dweller
Taree: bending branch
Taura: many lakes, many rivers
Taya: valley field
Toshi: mirror reflection or year of plenty
Toya: house door or door into the valley
Tsuyu or O-Tsuyu: morning dew
Yone or O-Yone: meaning unknown
Yoshiko: good child
Yukiko: snow child
Yumiko: arrow child
Yuriko: lily child or village of birth

Nipponese Male Names
Akeno: in the morning, bright shining field
Benjiro: enjoy peace
Botan: pony
Chiko: arrow or pledge
Dai: large, generation
Danno: field gathering
Goro: fifth son
Hiroshi: generous
Ichiro: first son
Jiro: second son
Joben: enjoy cleanness
Jomei: spread light
Juro: tenth son, best wishes, longevity
Kado: gateway
Kaemon: joyful, right-handed, old samurai
Kamlyn: lord
Kane: putting together, money
Kannon: mercy
Kano: one's masculine power, capability
Kaori: man's strength
Kazuo: man of peace
Keiji: governs with discretion
Keitaro: blessed
Ken: strong, physically healthy
Ken-Ichi: strong one
Kenji: intelligent second son, strong
Kenjiro: second son who sees with insight
Kentaro: sharp, big boy
Kin: golden
Kioshi or Kyoshi: quiet
Makoto: good, sincere
Manzo: ten thousand-fold-strong third son
Mareo: rare, uncommon
Marise: infinite, endless
Maro: myself
Mashiro: broad-minded
Michio: man with strength of three thousand
Mieko: bright
Miki: tree
Mikio: three trees together
Minoru: bear fruit
Montaro: big boy
Morio: forest boy
Naoko: honest
Nikki: two trees
Nikko: daylight
Rai: trust, lightning, thunder
Raidon: thunder god
Rei: law, strive
Reizo: cool, calm, well groomed
Renjiro: clean, upright, honest
Renzo: third link or third son
Rinji: peaceful forest
Roka: white crest of the wave
Saburo: third son
Sachio: fortunately born
Saniiro: praise, admirable
Seiji: lawful, manages affairs of state
Sen: wood fairy
Shijo: meaning unknown
Shinzaburo: meaning unknown
Shiro: fourth son
Shoda: flat and level field
Suzu: long-lived, crane
Tadao: complacent, satisfied
Taji: silver and yellow color
Takeo: strong like bamboo
Tanak: dweller
Tanjiro: high-valued second son
Taro: big boy, first son
Teijo: righteous, well governed
Teiljo: established, regulated
Tomeo: cautious man
Torio: bird's tail
Toru: sea
Toshiro: talented, intelligent
Udo: ginseng plant
Yasuo: peaceful one
Yoshi: the good, respectful
Yuki: snow, lucky
Yukio: gets what he wants

121
Mythic Nippon: The Demon God of Sendai / Mythic Nippon Setting Notes
« on: September 15, 2013, 09:30:18 pm »
Mythic Nippon
Welcome to Mythic Nippon. It is a place of mystery and wonder; inspired by the legends of Feudal Japan, Imperial China, and other places in the Far East. It is a world of stoic samurai and treacherous ninja; sorcery wielding wu-jen and brutal warlords; where dragons soar the skies and immortals walk the earth; Where demons and oni scheme among men and danger lurks in every shadow; Where legendary heroes and masters of ki search for honor, glory, and adventure!

It is the Kamakura era; year 1297.

Sixteen years ago, the great Mongol warrior Kublai Khan, led a massive invasion of Nippon for the Chinese. His forces carried with them a new weapon; one that would rival the powers of sorcery itself – the secret of gunpowder. His campaign was a brutal success and Nippon was quickly subjugated under Chinese rule.

Kublai Khan left Nippon shortly after the Chinese Shogunate took power – though legend has it that he never made it home. His fleet of mercenary warriors was caught in a terrible typhoon and sunk to the bottom of the sea; a ‘Divine Wind’ sent to avenge Nippon’s lost honor.

The Islands
Geographically, Nippon consists of four main islands and over a thousand minor ones.
.
.
  • Honshu - The principle island in the chain is Honshu, on which the great cities of Kyoto and Edo stand, and where the Emperor and Shogun have ruled throughout history.
  • Hokkaido, north of Honshu, is a land of mystery, covered with icy mists and largely unexplored. It is inhabited by the Ebisu, or Northern Barbarians, who have a tribal culture and are ruled by shamans mixing totemic magic and cult religion in large doses.
  • Kyushu is an island of highly independent Samurai clans. It has traditionally been a thorn in the side of whatever central government rules on Honshu.
  • Shikoku is a small and barren Island, a place of smallholdings in the main. It is usually dominated by Honshu politics.
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The Islands are places of equal harshness and beauty. Almost 25% of the land area consists of inaccessible mountains peaks; many of them are active volcanoes that can erupt without warning in a fury of fire and death. Barely 10% of the land can be cultivated easily, leading to the development of highly advanced agricultural techniques, designed to wrest the most from every inch of available farmland. Nippon is also shaken by hundreds of earthquakes each year. While most are minor tremors, a significant fraction are man-killing explosions of nature’s anger. In the aftermath of these great shocks, coastal dwellers flee for the hills, knowing that great tsunami’s will soon thunder in from the sea.

Social Hierarchy Under Chinese Rule
Mythic Nippon has four social castes in descending order: Samurai, Noble, Commoner, and Non-Person. One must always be respectful to those of higher rank or risk swift and sometimes deadly redress. It is customary to bow to those in your own caste and kneel to those above you. Note that their caste, not their gender, determines a person’s rank in society and females can be Samurai (known as a Samurai-ko) or anything else for that matter.

The Samurai Caste
OOO Chinese Shogun (Taiko T’ien Shinhan)
OOO Shogun’s Magistrates
OOO Daimyos
OOO Daimyo’s Magistrates
OOO Samurai

Samurai have the following privileges:
  • They may challenge other Samurai and Nobles to duels, though lethal duels must be sanctioned by the Daimyo.
  • They must be respectful to Shinto Priests, Wu-Jen, and Ninja Masters. Only the Daimyo may punish these, though Ninja Masters are considered criminals and must be captured for the Daimyo if discovered.
  • They may be openly rude and insulting to Fair Folk, Artisans, Master Craftsmen, Ronin, and Free Monks.
  • They may bully and beat Peasants, Merchants, Soldiers, Apprentice Monks, and Geisha, though these have the right to fight back.
  • They may bully and beat Nezumi, Ninja, Yakuza, and Untouchable Ones (handlers of the dead), who may not fight back (unless they want to be considered criminals).
  • They may kill Criminals on sight unless restricted by higher directive.
.
The Noble Caste
OOO Noble Houses
OOO Divine Shinto Masters
OOO Shinto Priests, Wu-Jen, Ninja Masters

The Commoner Caste
OOO Fair Folk, Artisans, Master Craftsmen, Ronin, Free Monks
OOO Peasants, Merchants, Soldiers, Apprentice Monks, Geisha

The Non-Person Caste
OOO Nezumi, Ninja, Yakuza, Untouchable Ones (handlers of the dead)
OOO Criminals

The Chinese Shogun
At the center of power is the Chinese Shogun, Taiko T’ien Shinhan. He creates all the laws, owns all the land, and is considered the preeminent spiritual leader of the people. He has a bureau of administrators, known as Magistrates, who handle the daily affairs of state and mete out the Shogun’s justice when necessary.

The Shogunate
Members of the Shogunate are direct members of the Shogun’s family. They are the aunts and uncles, brothers and sisters, and sons and daughters, of the shogun, and though they have no political power, they do have direct access to his ear.

The Shogun’s Magistrates
The Shogun’s Magistrates are appointed to mete out the justice of the Shogun and to enforce his law. To question the Shogun’s Magistrate is to question the Shogun, a crime punishable by death.

The Daimyos
While the Shogun owns all the land, he has given regency to the Daimyo’s, or ‘Great Lords of the People’, and allows them to tax the Commoners, taking a portion for himself. Because the Daimyo’s have great resources available to them, they can form armies, which can sometimes threaten the power of the Shogun. To ensure loyalty, the Shogun holds the families of all Daimyos ‘hostage’ in Edo Castle, and requires that the Daimyo’s themselves live at Edo half of the time as well. For the most part, this effectively prevents the cohesion necessary between Commoner and Daimyo for organized revolt against the Shogun.

The Daimyo’s Magistrates
Every Daimyo has a group of advisors called Magistrates. Like the Shogun’s Magistrates, the Daimyo’s Magistrates are representatives of their lord and to question them is to question the Daimyo.

The Samurai
Each Magistrate has a number of Samurai working under him, called Yoriki, usually tasked with keeping the peace on a local level. In turn, these Samurais are allowed deputies called Doshin, drawn from the Commoner caste.

The Noble Families
Under each Daimyo are the Noble Families of his clan. These are the Daimyo’s aunts and uncles, brothers and sisters, sons and daughters, and all of their extended family. It is the Nobles who tax the Commoners and deliver the revenue to the Daimyo’s Magistrates. Because they deal more directly with the commoners, the Noble Families tend to be more sympathetic to the lower classes.

Shinto Priests
The Shinto Religion deals with maintaining a balanced relationship between man, his ancestors, and the multitudes of spirits that make up Creation. Shinto Priest are sought when one seeks advice, would ask a favor of The Ancestors, or needs to exorcise a hostile spirit from his home. Because of their abilities, Shinto Priests are offered at least minimal respect from even those above them. Shinto Temples attract monks devoted to learning the secrets of Creation and pursuing spiritual enlightenment. The Path of Shintoism is one of the very few ways that a Commoner can ascend above his caste. Once he attains the rank of Shinto Priest, he becomes an Honorary Noble and is offered the respect and treatment of that caste. Of course a Noble who becomes a Shinto Priest is then doubly blessed.

Wu-jen
The Wu-jen are powerful sorcerers, who can manipulate Creation itself, bending it to their will. It is an ability that few can master and is believed to be a gift bestowed on the worthy by The Ancestors themselves. Because of this belief, those demonstrating the powers of the Wu-jen are considered Nobility, regardless of birth. For if The Ancestors found the Wu-jen worthy, then who is man to judge diferently?

Ronin
Ronin are Samurai without a lord. Most commonly, they are those who’s lord has been killed in battle or slain by the assassin’s blade. Because the Samurai were unable to give up their life for their lord, they are disgraced and become as Commoners.

Fair Folk
Fair Folk are the children of foxes who became human (see below). They are indistinguishable from humans, except for their fox ears and short bushy tails. Like humans, they may be of any caste but are typically commoners.

Geisha
Geisha are entertainers, trained in the arts of music, poetry, and conversation. All women are expected to master the art of Geisha, though only Commoners actually become Geisha.

Nezumi
Nezumi are the children of rats who tried to become human, but were cursed, because they cheated one of the Five Gods in doing so (see below). They are short bipedal rat men who are barely tolerated among humans, mostly out of pity because they can no longer dwell among the animals.

Ninja
The Ninja are paid assassins and spies, working for the highest bidder. Though outlaws, they are nonetheless available to any Daimyo (or the exceptionally wealthy) should he call on them, ready to serve for a price. Being experts in stealth and wielding dark magics, Ninja can make deadly foes.

Yakuza
The Yakuza are organized crime gangs that hide among otherwise normal looking villages, towns, and cities. They typically run small criminal operations and lie low, trying not to attract too much attention, avoiding discovery through the liberal use of bribes, threats, and extortion. Because killing Yakuza outright can have serious repercussions throughout the populace, they must first be caught in a criminal act before being branded Criminals.

Crime and punishment
The Samurai are official representatives of their Daimyo and the Daimyos are official representatives of the Shogun. The Shogun is the chief lawmaker in the land, and therefore, the Samurai and Daimyos are the keepers of that Justice (as knights were the keepers of the King’s justice in feudal Europe). However, having a drunken Samurai ‘dispensing justice’ can sometimes be as deadly as having a gang of criminals in your tavern house. Villagers will often adopt Commoner ‘police’ who inherit the position from their fathers, when Samurai aren’t around. Nippon has a very unforgiving justice system, but before anyone can be brought to justice, the perpetrator must make a confession, or the criminal must be caught red-handed. Torture is a common method of obtaining ‘confessions’.

Forgery and robbery are punishable by death, and the perpetrator’s wife and children are slain as well. Treason against the Shogun or Daimyo is also punishable by death. Samurai may escape execution (and loss of honor to their family) through seppuku. Sometimes, when the crime is particularly vile, Samurai are offered the chance to commit seppuku, but are given a wooden sword to complete the ritual. This shows that the Daimyo does not believe the Samurai has the courage to complete the act, and is only going through the motions to save Face. Seppuku can even be denied to a Samurai (a severe punishment), forcing him to live out the rest of his life in shame. Lesser crimes can be amended through public beatings, house arrest (for Samurai), fines, or cuffing (which involves the offender being handcuffed for extended periods of time).

Often, when a villager commits a crime, the Village Headman is punished. Likewise, when a Samurai’s son is found guilty, the father is expected to atone for the crime.

Murder is handled a bit differently. When a member of one’s family is slain, any other member may go to the killer’s Daimyo and ask for Blood Duel. It may seem that the Daimyos would reject such challenges, but that would show their lack of faith in their own Samurai, and could also be seen as a display of cowardice. The individual seeking a Blood Duel need not fight the duel themselves, if a volunteer can be found to do it for them. Some Ronin make a decent business settling other peoples’ Blood Duels for them.

Before any of this can take place however, the family of the victim must be certain of the killer’s identity and the killing must have been ‘public’, that is, there must have been witnesses to the killing. Once a challenge has been accepted, it is made publicly know and no one may interfere. Doing so is considered a capital crime.

Needless to say, once the challenger or challenged (or both) are killed, the Blood Duel is over. Death in a Blood Duel is a rightful death, and cannot be avenged – at least not within the confines of the Shogun’s law…

People of the Non-Person caste cannot make a Blood Duel challenge.


122
Bounty Heads / Bad Seed Characters (d20 Call of Cthulhu)
« on: May 29, 2013, 01:59:37 pm »
Here's the Character Write-ups for my d20 Call of Cthulhu adventure - Bad Seed   8)

Bad Seed
Pulp Cthulhu in a wealthy Connecticut town, 1928. Kidnappers, baby snatching cultists, or alien abductors – what’s happening to the local children? Find out – and please, try not to get eaten!

123
Bounty Heads / Kill Dr. Lucky Cthulhu Style! (QAGS 2E)
« on: May 25, 2013, 06:07:25 pm »
Here's the characters for my Kill Dr. Lucky Cthulhu Style! RPG   8)

Kill Dr. Lucky Cthulhu Style!
Why is it so damn hard to Kill Dr. Lucky? Maybe it's because he has dealings with things better left unknown... Welcome to Lucky Mansion once again. Only this time, let's hope it really is the good doctor who gets killed, or it very well could be you next!

124
Bounty Heads / BZ's Escape Facility Seven! (BHB Supers) PCs
« on: March 10, 2013, 06:07:43 pm »
Here's the Charaters for my Escape Facility Seven! (BHB Supers) adventure!

Escape Facility Seven!
Having been a scientific experiment all your life, the time has come to throw off the chains of your captors and make a world for yourself outside of Facility Seven! Will you be a hero to many or the pawn of a powerful few?

125
Community Conversation / Origins 2013
« on: February 17, 2013, 07:44:21 pm »
Origins 2013

Hi, looks like the Lady Z and I are going to be able to make it to Origins Game Fair in Columbus Ohio this year. We had a rough year last time around and could only hit a little regional con not to far away called Con On The Cob.

Origins will be June 12 – 16 this year and here’s what I’ll be running (keeping things sane this year)  ^-^

Wednesday 12th
6:00pm    Nazi Sasquatch Death Squad! PCs
Nazis in America at the height of WWII? Robbing Fort Knox with a Sasquatch Death Squad? Not if the Bureau of Unordinary Gentlemen have anything to say about it! (QAGS)

Thursday 13th
6:00pm    Dungeons & Drag Queens PCs
You are the glamorous members of the Azure Moon Disco Cabaret - Drag Artists on the eve of a huge Pageant, when things suddenly go crazy and you find yourselves thrown into a fantasy world of swords and sorcery! Can you survive the perils, maintain your dignity, and find a way back to the real world in time to win the big show? (QAGS)

Friday 14th
6:00pm    Kill Dr. Lucky Cthulhu Style! PCs
Why is it so damn hard to Kill Dr. Lucky? Maybe it's because he has dealings with things better left unknown... Welcome to Lucky Mansion once again. Only this time, let's hope it really is the good doctor who gets killed, or it very well could be you next! (QAGS)

Saturday 15th
6:00pm    Escape Facility Seven! PCs
Having been a scientific experiment all your life, the time has come to throw off the chains of your captors and make a world for yourself outside of Facility Seven! Will you be a hero to many or the pawn of a powerful few? (BHB Superheroes)

Sunday 16th
Open for Generics

126
Community Conversation / Con on the Cob 2012
« on: June 26, 2012, 09:08:39 am »
Con on the Cob (Oct 11 - 14)

Lady Z and I will be going again this year and I'll be running more events. I've submitted a schedule, and will post it here once it's approved  ;D

127
Media & Mayhem / Lady Z Hits the Bricks
« on: April 02, 2012, 08:48:23 pm »
Don't mess with Lady Z!   ;D
 

128
The Solar Frontier / Optional ‘Roll Over’ vs. ‘Roll Under’
« on: March 19, 2012, 02:58:20 pm »
BHB Roll Over Mechanic (AKA “The Switcheroo”)

Some folks just can’t seem to shake the ‘roll over’ mechanic inherent in d20 (for example). I present this as an experimental option for those who like to roll high ;)

Just Subtract your finished TN from 20 and that’s what you have to roll equal to or higher than.

•   A 20 becomes a Crit
•   A 1 becomes a Botch
•   Hitting Your TN Exactly Becomes a Faulty Success
•   A 10 or less on the die roll that still succeeds is an Extra Success
•   Highest die value still wins ties (except for Extra Success vs. straight success)

MNT’s remain the same on the surface, but the probability changes slightly.

Bonuses lower your new TN.

Penalties raise your new TN.

That’s all I can think of on the surface – any questions?

BZ


129
Media & Mayhem / My 360 Drop Kick
« on: March 16, 2012, 07:24:31 pm »
Here's a vid of my 360 Drop Kick - probably the most technical board break I've done. The vid is a year or so old, but I just recently figured out how to post stuff to You Tube ;D



BZ

130
Community Conversation / I Just Played BHB For The First Time
« on: March 16, 2012, 11:26:12 am »
I just played BHB for the first time (as a Player) ;D

Friends of ours are running BHB at TekoShoCon and Lady Z and I went to the playtest session. While short, I really enjoyed being on the other side of the BHB GM Screen.

And in spite of what Lady Z (shh, don't tell her) might say - I didn't Cheat this time  ;)

131
Community Conversation / COS Con 2012
« on: March 15, 2012, 09:58:08 am »
Lady Z and I are going to check out a local gaming convention in Butler PA - COS Con (Circle of Swords). It's smaller even than Con on The Cob, but it's literally the next town over from me, so we might as well try it out.

I don't expect to have awesome success like at Origins and Gencon (small cons are full of folks who don't seem to like trying anything new), but I'm going to be ready to run four events anyway. We'll see how it goes  ;D

I'll be running:

QAGS: Dungeons & Drag Queens
BHB: Heart of The Oni
BHB: Did Sombody Say Zombies
BHB: Hive of Scum and Villainy

BZ


132
Community Conversation / Origins & GenCon 2012
« on: November 08, 2011, 12:57:53 pm »
Hi all  ;D

This year, it looks like Lady Z and I will only be able to swing 1 Convention - so we are leaning heavily towards Origins (closer, cheaper, free food, & 5 days O' gaming).

I'll have a tenative Origins schedule out in a day or so...

BZ

133
Bounty Heads / Dungeons & Drag Queens (QAGS 2E)
« on: September 04, 2011, 12:19:32 pm »
Here’s the Write Ups for the glamorous members of the Azure Moon Disco Cabaret – Drag Artists on the eve of a huge Pageant, when things suddenly go crazy and they find themselves thrown into a fantasy world of swords and sorcery! Can they survive the perils, maintain their dignity, and find a way back to the real world in time to win the big show?

These are the characters I will be using (players will choose 6 total) for my QAGS 2E Dungeons & Drag Queens adventure  ;D

BZ

134
Community Conversation / Con on THe Cob 2011
« on: August 28, 2011, 08:47:55 am »
I've decided to give Con on The Cob another try this year.  Last year didn't go so well for me (I only ran 2 of my scheduled games), but part of it was learning that week that I was being sued over a work related traffic accident (I didn't know at the time that my work had legal representation for me, so I was very stressed to say the least).  The other thing that bothered me was what I would call a flooding of the gaming schedule by the living rpg events - like the big guys muscling out the little gms.  but, as was pointed out to me at Origins by the great Ian of QAGS - folks who are likely to play living rpg events arn't likely to play much else and folks who don't care for living rpg events won't play them, so you're really not losing any players to them anyway... (something like that anyway ;) )

So, I'm going to be there Friday night and Saturday.  My new job precludes me taking Thursday and Friday off just yet, so I'll be running only two events - (I'll figure on time slots later)

Saturday 1-5pm Nazi Sasquatch Death Squad! Nazis in America at the height of WWII? Robbing Fort Knox with a Sasquatch Death Squad? Not if the Bureau of Unordinary Gentlemen have anything to say about it! (QAGS) PCs

Saturday 6-10pm Velociraptor Rhapsody   
When the Bounty Head is a mad Geneticist known for his work in cloning reptiles - you know things won’t be boring.  Dino blasting fun with the creator of the Bounty Head Bebop RPG.

BZ


135
Community Conversation / Congratulations asteroth!
« on: June 29, 2011, 06:47:53 pm »
Congratulations go out to asteroth and his wife who had a new baby boy today - weighing in at 7 lbs 14 ounces  :)

BZ

136
The Solar Frontier / Focused Defense/Attack/Effort Option
« on: May 31, 2011, 10:04:20 am »
Focused Defense
Here’s something worth trying, which I’m leaning into making a Standard Rule – and we’ll be trying it out live at the Conventions this year to see how it flies :)

Normally, a Character needs to spend a Defense Action to Dodge an Attack, taking that Action from his pool of available Actions for the Round.

In This Option However:

Focused Defense Option
  • Except when Flat-Footed, Stunned, or Otherwise Hindered - Player Characters and Major NPCs can Defend (Dodge, Counter, Parry) all incoming Attacks without spending any Defense Actions.
  • Normal Rules still apply for Extras (must spend Actions to Defend as usual).
  • Player Characters and Major NPCs can now spend Defense Actions to Focus their Defense.  This is done by adding an Additional Die to the Defense roll for each Defense Action spent, rolling both, and keeping the better of the two results.  If the PC/NPC has the Evasion Edge (and spends back-to-back Defense Actions to use it) he gets two dice for every attack he rolls against.


BZ


137
The Solar Frontier / Hand of Fate (Luck Point Option for Deadlands)
« on: April 27, 2011, 11:53:58 am »
Hand of Fate (Luck Point Option for Deadlands)

The following is a Luck Point Option for Deadlands-Style Settings called Hand of Fate.

All Players get to Draw a Free Hand of Fate at the start of each Game Session.  
After that, it can be Drawn with Luck Points as outlined below -

Basically, one can elect to spend a Luck Point to draw a Hand of Fate at any time, from a regular deck of playing cards with all 52 cards plus the two jokers.

The Hand of Fate consists of a 5 Card Stud Draw - the effects of which are determined by the best poker hand that can be made from the five cards.  In some cases, a hand can also be made from a total of 7 or even 9 cards (see below).

The value of the cards and hands are as follows -


138
The Solar Frontier / Broader Skill List?
« on: November 15, 2010, 06:02:23 pm »
Hi all,

I was just wondering what folks thought of Broader Skill lists for games (as I was considering making an optional Skill list for BHB).

To clarify, what I mean by A Broader Skill list is one where there are less skill names, but they apply more broadly to a greater number of skills.

For example:

Stealth would be the skill that covered Conceal, Hide, & Move Silently.
Larceny for Open Locks, Sleight of Hand, and the like

So, what are folk’s preferences?

BZ

EDIT - Skip this thread and go straight to the source - http://www.bountyheadbebop.com/forum/index.php?topic=211.0


139
Bounty Heads / BZ's Bane Treasure of The Vampire King PCs
« on: November 06, 2010, 02:16:43 pm »
Here are the Characters we will be using for the Bane Treasure of The Vampire King adventure set in the world of Conan The Barbarian  ;D

Bane Treasure of The Vampire King
Adventurers and Mercenaries wanted for dangerous work in the world of Conan the Barbarian – Generous pay for those what survive.  Come sail the savage seas and brave the gauntlet of dread pirates aboard the newly commissioned Whelmcrest in search of high adventure and legendary treasures.

BZ

140
Bounty Heads / Bureau of Unordinary Gentlemen (QAGS 2E)
« on: October 28, 2010, 02:33:04 pm »
Here’s my Write Ups for the inglorious members of the Bureau of Unordinary Gentlemen.  These are the characters I will be using (players will choose 6 total) for my QAGS 2E Nazi Sasquatch Death Squad! adventure  ;D

Nazi Sasquatch Death Squad!
Nazis in America at the height of WWII? Robbing Fort Knox with a Sasquatch Death Squad? Not if the Bureau of Unordinary Gentlemen have anything to say about it!

BZ


141
Bounty Heads / BZ's Deadlands/BHB: Dude, Where’s My Train? PCs
« on: October 28, 2010, 12:51:12 pm »
Here are the Characters from my Deadlands/BHB: Dude, Where’s My Train? adventure  ;D

Deadlands/i20: Dude, Where’s My Train?
You’ve heard tale of some great train robberies, but since when do they take the whole train?!? Weird West Steampunk Adventure Ala Deadlands Style. Come play i20 Horror with the Creator of the Bounty Head Bebop RPG.

BZ

142
Community Conversation / Origins and GenCon 2011
« on: October 19, 2010, 02:31:46 pm »
Wow!  Origins may just have their ducks in a row this year - they are already accepting event submissions.  Looks like I'll have to decide what I'm going to be doing in 2011 - Probably going to run BHB, i20 Fantasy, i20 Horror/Humor, and possibly a QAGS event or two...

Can't wait all ready  ;D



Here's my submitted Origins Schedule for 2011  ;D

2011 Origins Schedule (June 22-26, 2011)

Heart Of The Oni Wednesday 6-11pm 
College Students are sucked back in time to face a powerful demon that threatens Feudal Japan and holds the key to returning them to their own time. Come play i20 Fantasy with the Creator of the Bounty Head Bebop RPG. PCs

Nazi Sasquatch Death Squad! Thursday 8-12am
Nazis in America at the height of WWII? Robbing Fort Knox with a Sasquatch Death Squad? Not if the Bureau of Unordinary Gentlemen have anything to say about it! (QAGS) PCs

Hive Of Scum And Villainy Thursday 1-5pm
Welcome to Ceres; a hive of scum and villainy. Just the place for a wanabe crew of space pirates to test its metal and make a name for itself. There’s plenty of fat ships out there for the taking - if you can survive the competition.  Come play Bounty Head Bebop with its Creator.

Deadlands/i20: Dude, Where’s My Train? Thursday 6-11pm
You’ve heard tale of some great train robberies, but since when do they take the whole train?!? Weird West Steampunk Adventure Ala Deadlands Style. Come play i20 Horror with the Creator of the Bounty Head Bebop RPG. PCs

Penguins of Madagascar Mythos Madness Friday 1-5pm
Lions and tigers and tentacles, oh my!  Something stirs in New York’s Central Park; its smoky tendrils of evil even now seeping into the adjacent Zoo – home to those covert commando penguins; Skipper, Private, Kowalski, and Rico.  Can they fight back the Mythos and save the world? Come play i20 Horror with the Creator of the Bounty Head Bebop RPG. PCs

Bane Treasure Of The Vampire King Friday 6-11pm
Epic pirate adventure in the world of Conan the Barbarian.  Sail the savage seas in search of a legendary treasure cursed by the gods! Come play i20 Fantasy with the Creator of the Bounty Head Bebop RPG. PCs

Small Fry Saturday 5-10pm
The job was supposed to be a piece of cake - 'like shootin fish in a barrel' they said. But things never work out so easy, right? The crew will need to stay extra frosty on this one or risk losing more than the bounty to their rivals.  Come play Bounty Head Bebop with its Creator.

Can't wait  ;D



Here's my submitted GenCon Schedule for 2011  ;D

2011 GenCon Schedule (August 4-7, 2011)

Nazi Sasquatch Death Squad! Thursday 8-12am
Nazis in America at the height of WWII? Robbing Fort Knox with a Sasquatch Death Squad? Not if the Bureau of Unordinary Gentlemen have anything to say about it! (QAGS) PCs

Hive Of Scum And Villainy Thursday 1-5pm
Welcome to Ceres; a hive of scum and villainy. Just the place for a wanabe crew of space pirates to test its metal and make a name for itself. There’s plenty of fat ships out there for the taking - if you can survive the competition.  Come play Bounty Head Bebop with its Creator.

Deadlands/i20: Dude, Where’s My Train? Thursday 6-11pm
You’ve heard tale of some great train robberies, but since when do they take the whole train?!? Weird West Steampunk Adventure Ala Deadlands Style. Come play i20 Horror with the Creator of the Bounty Head Bebop RPG. PCs

Penguins of Madagascar Mythos Madness Friday 1-5pm
Lions and tigers and tentacles, oh my!  Something stirs in New York’s Central Park; its smoky tendrils of evil even now seeping into the adjacent Zoo – home to those covert commando penguins; Skipper, Private, Kowalski, and Rico.  Can they fight back the Mythos and save the world? Come play i20 Horror with the Creator of the Bounty Head Bebop RPG. PCs

Bane Treasure Of The Vampire King Friday 6-11pm
Epic pirate adventure in the world of Conan the Barbarian.  Sail the savage seas in search of a legendary treasure cursed by the gods! Come play i20 Fantasy with the Creator of the Bounty Head Bebop RPG. PCs

Heart Of The Oni Saturday 12-5pm  
College Students are sucked back in time to face a powerful demon that threatens Feudal Japan and holds the key to returning them to their own time. Come play i20 Fantasy with the Creator of the Bounty Head Bebop RPG. PCs

Small Fry Saturday 6-11pm
The job was supposed to be a piece of cake - 'like shootin fish in a barrel' they said. But things never work out so easy, right? The crew will need to stay extra frosty on this one or risk losing more than the bounty to their rivals.  Come play Bounty Head Bebop with its Creator.

I have also requested that my games be in the Hyatt Studios this year - we'll see how that works out.  I really have liked running games in the Hyatt in the past  8)

Can't wait  ;D

BZ

143
Bounty Heads / BZ's Heart of The Oni PCs
« on: September 12, 2010, 08:34:05 pm »
Here's the character writeups for my Heart of The Oni Adventure  :)

Note that Base Characters range from zero to 30 XP, while Boosted PCs are each a 128 XP build  8)

Heart Of The Oni
College Students are sucked back in time to face a powerful demon that threatens Feudal Japan and holds the key to returning them to their own time. Come play i20 Fantasy with the Creator of the Bounty Head Bebop RPG.

BZ

144
Bounty Heads / BZ's Call of PikaChulu Characters
« on: September 12, 2010, 06:23:22 pm »
Here's the PCs for my Call of PikaChulu game  ;D

Call of PikaChulu   
Join Ash, Misty, Brock, and Pikachu as they investigate the origins of a truly odd Pokemon captured by Professor Oak. A humorous adventure of cuddly madness and doom.

BZ

145
Community Conversation / Con On The Cob 2010
« on: August 16, 2010, 10:19:50 am »
Con On The Cob - October 14 - 17, Hudson Ohio

Lady Z and I will be going to Con On The Cob again this year.  Last year we found out about the con from Ian (the QAGS guy) and went to discover a well supported and goofy yet fun con which is pretty much local to us.  The registration is easy on the budget and you don't pay to play (your badge is inclusive).  It's not as big as Origins (let alone GenCon), but is the biggest 'Small Con' I've ever attended with it's own dealer space and a completely Awesome Art oriented show/theme/events (And excellent gaming of course  ;D ).

Anyway, I'm working on submitting my events today and will post a list here as soon as it's a go  :)

BZ

146
The Solar Frontier / Free BHB Adventure
« on: August 14, 2010, 10:09:02 am »
Download the Free BHB Adventure (Mountain Man Mayhem) HERE  8)

BZ

147
Community Conversation / Convention Pics
« on: August 12, 2010, 08:50:44 am »
Hi all,

Here's some cheesy pics from the Cons  ;D

Feel free to post your own, but make sure they're family freindly and try to keep 'em one or two to a post - thanks  ;)

BZ

148
Community Conversation / Who Goes Camping?
« on: July 08, 2010, 09:09:05 pm »
So, Lady Z and I are big on camping.  So much in fact, that we have our own 'private' island that we get to by canoe and have claimed as our own (we haven't finished building the log palisade to keep everyone else off yet, but it's in the design phase  ;) )

We'll be camping up in northern NY this weekend and here's a big secret (shhh, don't tell - though we have run into a few Gamers who already know) - you can camp at a KOA near both Columbus and Indy.  We rented a cabin for Origins and GenCon, complete with AC - it's a pretty sweet deal ;D

Our favorit though has to be camping by canoe - you just can't beat a 1200 pound cargo capacity with a 16 footer.  Roughing it?  Pshaw!  We bring everything including the kitchen sink  :D

Our signature camping meal is a light salad, followed by a filet mignon steak, with cheesy dutch oven potatoes, corn on the cob, and hot cocoa.

BZ

149
Bounty Heads / BZ's Brigands of Spider Wood Characters
« on: May 04, 2010, 09:59:57 am »
Here's the write-ups for the Fantasy Characters I'll be using with my Brigands of Spider Wood Adventures at this year's Conventions.

Brigands of Spider Wood
Brigands are holed-up in the old dwarven stronghold north of Spider Wood.  Legend claims a vast treasure is hidden there.  Can you defeat the brigands and discover the treasure before they do?

BZ

150
The Solar Frontier / Optional Luck & Surge Refresh Rate
« on: April 29, 2010, 02:48:00 pm »
Optional Luck & Surge Refresh Rate

Here’s an Optional Luck & Surge Refresh Rate, primarily designed to account for the Play-by-Post medium, where there are no delineations between one game Session and the next.

Normally, both Luck & Surge completely refresh at the start of each game Session.

Under the Optional Luck & Surge Refresh Rate, Luck & Surge both refresh at the rate of 1 per day.

I’d be interested to see how this impacted a Face-to-Face game, either replacing, or even being used in conjunction with, the normal Luck & Surge Refresh Rate.

BZ

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