Have you noticed how many gangster things have been cropping up here recently? Well, modern thugs have no class. It's about time we had a good game about the old kind of gangsters, so grab your expensive suits and practice your twenties lingo, see?
The year is 1925, in the heart of the Prohibition. American organized crime is on the rise, and there's a lot of profit to be had for an enterprising band of associates. Joining together from differing walks of life, you come to engage in a little free entrepreneurism. Assemble your Family, and dominate the 1920s in America and even worldwide.I'm flexible as far as player numbers go, so I'll base the final count on how many good submissions I get. If you want, you can even play more than one character, although that might be a bit of a hassle. One of you will have to be the boss, whom I will choose from the best willing players. Other positions, should there be conflicts, will be similarly chosen based on the best character sheets
Section I: Cosmetics
Name:
Alias (If any):
Position:
Occupation (If any):
College Degrees (If any):
Birth Nation:
Height:
Weight:
Gender:
Age:
Section II: Stats
Strength:
Constitution:
Charisma:
Dexterity:
Will: ((Roll 3d6 for all of these and assign the rolls as you wish))
Size:
Intelligence: ((Roll 2d6+6 for each of these and assign the rolls as you wish))
Education: ((Roll 3d6+3))
Luck: ((Power x5))
Inspiration: ((Intelligence x5))
Knowledge: ((Education x5))
Section III: Skills
((You get Education x20 skill points, plus Intelligence x10 skill points. The intelligence points aren't usable with the obscure knowledge skill, because you need to study to learn obscure facts about things. The Education points can only be put into a maximum of eight skills, which encompass your field of professional knowledge. The first number is your base skill. Add your skill points to it.))
Accounting: 10+
Anthropology: 1+
Archeology: 1+
Art: 5+
Astronomy: 1+
Bargaining: 5+
Biology: 1+
Chemistry: 1+
Climbing: 40+
Concealment: 15+
Crafting: 5+
Credit Rating: 15+
Disguise: 6+
Dodge: 9+
Driving: 20+
Electronics Repair: 10+
Fast Talking: 5+
First Aid: 30+
Geology: 1+
Hiding: 10+
History: 10+
Jumping: 20+
Law: 5+
Using Libraries: 20+
Listening: 25+
Locksmithing: 6+
Martial Arts: 1+
Mechanical Repair: 20+
Medicine: 5+
Natural History: 5+
Navigation: 10+
Obscure Knowledge: 0+
Occult Knowledge: 5+
Operating Heavy Machinery: 1+
Other Language: 1+
Primary Language: (Education x5)+
Persuasion: 15+
Pharmacy: 1+
Photography: 10+
Physics: 1+
Pilot: 1+
Psychoanalysis: 1+
Psychology: 5+
Riding: 5+
Sneaking: 10+
Spotting: 25+
Swimming: 25+
Throwing: 25+
Tracking: 10+
Handguns: 20+
Machine Guns: 15+
Rifles: 25+
Shotguns: 30+
SMGs: 15+
Section IV: Stuff
Weapons:
Equipment: ((These two I'll let you specify within reason.))
Artifacts:
Money: ((Determined based on Occupation and a GM roll))
Section V: Miscellaneous
Background:
I'll be playing over IRC on this, for a change. I'll host it sometime on the weekend, to be agreed upon by the players as a whole. You'll need to let me know what your business propisitions, of varying legality, are, and where your band wishes to meet up. As always, PM me if you want to do something not covered by the established rules, and I'll try to fit you in to the system.
Have Fun!