Halloween Funnel Adventure (2021 edition)

Photo by Kamil Rybarski on Pexels.com

Hi Folks! Given the success of this type of adventure, I propose you more detailed rules inspired by the video game Dead By Daylight. You can find the original Bivius Funnel Adventure rules in Tunnels & Dragons. The previous article with the Slasher Funnel Adventure rules can be found here

RANDOM SLASHER

Mask (1d10)
1) Halloween Pumpkin
2) Red Skull
3) Green Gasmask
4) Gory Teddybear
5) Pig Face
6) Zombie
7) Bunny
8) Plague Doctor
9) Mummy
10) Demon
Outfit (1d10)
1) Zombie
2) Hunter
3) Butcher
4) Mechanic
5) Farmer
6) Black robe
7) Mummy
8) Clown
9) BDSM
10) Medic
Weapon (1d10)
1) Machete
2) Throwing Hatchets
3) Rusted Knife
4) Axe
5) Chainsaw
6) Claws
7) Electric Prod
8) Saw
9) Sword
10) Mace
Special Power (1d10)
1) Teleport
2) Stealth
3) Poison Flasks
4) Terror
5) Infectious Vomit
6) Sprint
7) Illusions
8) Temporary Invisibility
9) Beartraps
10) Headtraps
Hunting Territory (1d10)
1) Abandoned High School
2) Abandoned Carnival
3) Haunted Campsite
4) Abandoned Asylum
5) Abandoned Farm
6) Abandoned Sawmill
7) Creepy Cemetery
8) Abandoned Motel
9) Abandoned Slaughterhouse
10) Abandoned Drive In
Gender (1d6)
1-3) Male
4-6) Female

VICTIMS

The six Victims (aka Survivors) are created as before, if you want to add more details use the Personality, Emotion and Descriptor tables of Zathrum

Stereotype (1d6):
1) Nerd
2) Jock
3) Cheerleader
4) Babysitter
5) Redneck
6) Deputy sheriff

Advantage (1d6):
1) Dexterity
2) Intuition
3) Reflexes
4) Luck
5) Precognition
6) Willpower

Tool (1d6):
1) Torchlight
2) Toolkit
3) Baseball bat
4) nothing
5) nothing
6) nothing

SLASHER FUNNEL 2021 SCENE PROCEDURE:

1) A)<location> B)<location>

2) A)<detail> B)<detail>

3) A)<victim> B)<victim>

4) A)High Level Threat B)Low Level Threat

5) A)Pursuit by the Slasher B)Ambush by the Slasher

6) Describe the scene and let the chosen victim face the threat

7) A) the survived victim recover 1 lost level B) nothing

Useful Bivius Lists

Location: Closed Gate, Broken Generator, Hiding Place, Locked Escape Manhole, Dim Room, Bloody Corridor, Dark Cellar, Dirty Stairs, Moldy Attic, Swamp…

Detail: Crows, Rats, Message written in blood, Fog, Tracks, Pool of blood, Torture table, Full moon, Broken window, Smashed door, Mysterious chests, Moans of pain, Sweet nauseating smell, Creepy laugh, Howling, Cobwebs, Voodoo dolls, Skull totem, …

Posted in Bivius, Bivius Pulp, Solo RPG, Rules, Solo RPG | Tagged , | Leave a comment

How to Create a Setting for Bivius RPG. (Part 2)

Hi Folks! here we are with the second part of this tutorial to create a setting for Bivius rpg. You can find the first part here. As example I use Bivius Tunnels & Dragons, which you can download here.

7. DATA:

Now you can take care of other information that may be useful for the characters: age, gender, personalities, goals, factions, known languages, etc.

8 . EQUIPMENT:

Define the essential equipment present in the setting, it is not necessary a list of costs, encoumbrance, etc. If you need such information during play, just use common sense and if in doubt ask the B.R.O.
Characters sometimes have special equipment, which is an Advantage, in this case
it is possible to transform it into a specific Stat. Sometimes a special item or vehicle
becomes essential and requires more detail then it may be necessary to turn it into a Gadget (Rule #11) that is a game element with more Stats, Disadvantages and Data just like an Alt Player Character.

T&D: There are lists for various types of weapons and suitable armor. Magic weapons and armor are Stats such as Good Weapon and Good Armor. Magic Items are Stats Special Tool or Amulet. Relics are represented as Gadgets.

9 . PREREQUISITES:

There may be restrictions on acquiring particular Stats due to the setting or logic.

T&D: for example to get some Stat it is necessary to reach a certain Rank of experience

10 . SPECIAL RULES:

It may be necessary to add special rules to describe some elements of the setting.
A magical system? A particular type of racing, challenge or fight?
in these cases specific rules and procedures can be defined.

T&D: I have not defined a specific magical system or lists of spells because each fantasy setting has its own particularities, I have limited myself to adding a list of Stats of magic schools available from rank 2 of experience. Other details must be added based on the reference fantasy setting or the fantasy rpg you are emulating

11 . DANGERS:

Make a list of typical dangers present in the setting: enemies, monsters, environmental risks, etc.
It is possible to define a hierarchy of dangers based on the PC experience Rank.
In Bivius the dangers are always balanced with the capabilities of the character or characters.

T&D: Classic fantasy monsters and enemies are grouped into separate lists based on PC experience Ranks.

12 . PROCEDURES:

Procedures guide the player in developing characters and adventures. The outcome of an adventure scene is decided with one or two tests.

T&D: in addition to the Procedures for creating characters, magic items and relics, there are procedures for typical fantasy adventures: Sandbox, Dungeon crawling, Journey

13 . FINAL CHECK:

At this point everything is ready just do the final check of your Bivius Scenario:

Use the rules you have developed to create the Bivius version of the model characters you selected in Step 2 ( read How to Create a Setting for Bivius RPG. (Part 1) )
This way you may notice if you need to change any rule, Stat, Prerequisite or Data.
When you can rebuild the character models with the rules that you have developed then you can try to create new characters with new combinations.

Add, remove, correct what you need and congratulations you have created a new Bivius setting!

Posted in Bivius, Rules, Solo RPG, Tunnels & Dragons | 3 Comments

Solo Wargame: Three Battles of Waterloo

Hi Folks! For the 200th anniversary of the battle of Waterloo I had played this solo scenario for the first time using a brigade-level scale and playing on the side of the French. The result was an even worse defeat of the historical one, failing even to conquer Le Haye Sainte in the center because my Marshal Ney was killed into battle causing his units to rout.

For the 206th anniversary of the Battle of Waterloo I decided to try this scenario again using a simplified version of my homemade wargame (unpublished) and with a corps-division level scale, so I was able to replay the battle three times in a couple of hours:

Run #1: I played on the side of Wellington: minor defeat, the Prussian reinforcements arrive late and Wellington was killed during the retreat to Brussels

Run #2: I played on the side of Napoleon: victory. a very hard battle, the French attacks are more effective, the English squares are destroyed by enemy artillery, Wellington dies heroically among his men, the pursuit of the enemies continues until 11.30 pm


It was fast and interesting. the scenario follows some constants:
The time, the deployment and the weather conditions are historical ones.
below I propose my 3rd run in a narrative version:

Set up of the battle, the allies in red, the french in blue

Run #3: BATTLE OF WATERLOO (18 June 1815, clear weather, muddy ground)

1 round equals 1 hour. The battle starts at 11.30 am.
The arrival of the Prussians is possible from the 5th round onwards and randomly activated.
The battle ends with sunset on turn 11. After the battle it is possible for the winner side to chase the fleeing enemy to inflict further casualties.

This time I play as Wellington again.

The battle begins around 11.30 am with the attack of the light infantry of Jerome Bonaparte on the castle of Hougoumont, the French coordinate well the bombardment of the artillery with the advance of the infantry, the scarce Allied garrison is forced to abandon the perimeter and retire to the castle.

Wellington urges the Prince of Orange to immediately send reinforcements to Hougoumont but he hesitates too much and surprisingly the French overwhelm the garrison and conquer the castle threatening the entire left wing of the allied formation. The heavy bombardments of the French artillery on the Papelotte farm on the other side of the front fortunately did not cause serious losses.

Napoleon surprises me again, the French Emperor send other divisions to Hougoumont and I am forced to withdraw the line. At the same time, Marshal Ney leads a powerful charge against the center of the allied line, the attack is concentrated on Kempt’s troops who are arranged in square and repel the enemy. On the left wing the French infantry advances in attack columns towards Papelotte but after an intense rifle battle the Hanoverian troops heroically manage to repel the offensive.

Around 2.30 pm I plan a reaction: the Maitland’s troops regain control of Hougoumont, with the right flank safe I order a counterattack from the other side, the English heavy cavalry overwhelms hosts of enemies but during the retreat is decimated by the fastest Polish uhlans. In the center, the French cavalry of Ney causes the rout of the Ompteda’s infantry.

After an hour of fierce fighting the pressure of the enemy is increasing. I receive reassuring messages about the imminent arrival of the Prussians but for now I still have to manage by myself. Maitland holding Hougoumont is attacked on three sides by the troops of Foy and Reille, after a long resistance the troops of Maitland are routed. Hougoumont has fallen under enemy control again.

After repeated charges, Marshal Ney conquers my central outpost of La Haye Sainte. The only comforting news comes from the left wing, General Picton led a counter-offensive causing many enemy casualties. Finally the Blucher’s Prussian corps arrives on the battlefield, it collides with the French reserve commanded by Lobau and manages to make it retreat.

round 6

It is round 6 and the Corsican emperor regains the initiative, he orders the troops under Reille’s command to advance from Hougoumont, I use the little artillery I still have on that side and then I release the cavalry of the guard, it works. The French infantry retreats then stops in square formations. I have time to consolidate that side of the front with reserve troops. In the center Ney leads his last cavalry charges without being able to break through the British infantry squares. In front of Papelotte we see confused movements of enemy troops then from the fog of war enemy assault columns emerge: The Imperial Guard! The chasseurs of the Middle Guard easily conquer Papelotte and continue the offensive.

At 5.30pm the Prussian hussars pursue Lobau’s French infantry on rout . I send a strong contingent of reserve infantry to conquer Hougoumont again, in the center Doncelet’s infantry is pushed back by Kempt’s troops approaching La Hauye Sainte. But if I managed to break through the left side of the enemy line, Napoleon wants to do the same on the opposite side, his Middle Guard inexorably advances and Picton’s defensive line collapses.

Meanwhile, Bullow’s Prussians aim to hit the rear of the French but are arrested by the Young Guard in the village of Plancenoit. Other Prussian forces attack what remains of the French troops on the flank of the advancing imperial guard.

The Middle Guard collides with the English reserve which rejects them even if with difficulty. With a last desperate charge of cavalry, Marshal Ney overwhelms Kempt’s troops, my center is shattered, meanwhile the Prussians attack the Young Guard, it is a bloodbath but the arrival of other Prussian units led by Blucher and Von Ziethen eliminate all French resistance there. Both sides are about to break up but our position is now much better than that of Napoleon’s army.

Wellington’s reserve infantry awaits Ney’s cavalry in squares, which after a few charges is destroyed. Marshal Ney is injured but manages to avoid capture. The Prussians eliminate the French Middle Guard and conquer La Belle Alliance starting the encirclement of the enemy.

It’s not over yet. Wellington leads the counterattack against the fearsome Old Guard who resists to cover the route of the French, after a hard firefight the old guard is surrounded and refuses to surrender, they all fight to the death. It is 830 pm no need to chase the fleeing enemies, most of the survivors have been captured, including Ney. Napoleon, however, managed to escape to Paris.

last round

final comment:

In this 3rd run the Allies won an even more clear-cut victory than in history, however all three times the battle was truly bloody. As for the rule system I used it is vaguely similar to the W1815 boardgame even if with totally different mechanics.

Posted in Actual Play, Solo Wargame, wargame | Leave a comment

How to Create a Setting for Bivius RPG. (Part 1)

Hi Folks!

here we are at the first part of the guide on how to create settings for Bivius. it is not difficult, the system is generic and narrative and doesn’t need modifiers or wasting time in complex and boring calculations. also if you create a setting for your exclusive use you do not need to dwell on descriptions and definitions of things you know well.
I’ll use Bivius Tunnels & Dragons as an example, you can download Tunnels & Dragons here.

  1. SOURCES:

First you need to define what kind of setting you want to use, if it is based on:

  • an rpg
  • another kind of game
  • a genre you know
  • an original setting you invented

T&D: this is a generic fantasy setting, the main sources of inspiration are all the D&D versions, T&T, but also non-OSR games like MERP, Warhammer Fantasy etc.

2. MODELS:
Define a representative number of characters in the setting you want to describe, the greater their differences the better.

T&D: I’ve made a list of characters based on the classes of the various versions of D&D, T&T, and some characters such as Conan the Barbarian, Harry Potter, Frodo Baggins, King Arthur etc.

3. STATS:
After examining the models define the 5 stats that you think are appropriate to describe these characters.
There are some wildcard stats that can be used in most settings: Talent, Background, Specialty, Advantage

T&D: Using other rpgs as sources makes things easier, the stats I have selected are

  • Kinship (aka race or people if there are no non-human species)
  • Class
  • Career (a kind of specialization or subclass)
  • Background (some skill or category which can be useful)
  • Advantage

4. ADVANCED STATS:
Ask yourself if there are and what are the stats that should not be available during character creation.


T&D: in fantasy, especially OSR, advancement through experience is important, so there are lists of Stats accessible only after reaching Rank 2 and others accessible only after reaching Rank 3. In this way for example your character can start as a Squire and after many daring adventures becomes a Knight and then maybe a Lord

5. BIVIUS LISTS FOR STATS
At this point, give the green light to the imagination and research in order to list for each stat you have defined a list of suitable elements taking them from model characters that you have already identified. Here too the inspiration drawn from other games facilitates this operation.

T&D: Kinships represent all the fantasy races used for PCs in most games of this genre, ditto for the other Stats.

6. DISADVANTAGES:

Define disadvantages suitable for the setting. in Bivius the disadvantages serve to better describe the characters and to add details to their adventures, one thing especially important when playing solo. As for the Stats, disadvantages are mainly based on model characters

T&D: Being a generic fantasy setting, if a model has an interesting disadvantage but too tied to a specific setting I made it more generic, same for defining Stats.



That’s all for now, soon we will see the other seven points to create a Bivius RPG setting for your solo adventures.

Posted in Bivius, Rules, Solo RPG, Tunnels & Dragons | Leave a comment

Updated Zathrum 2.2 and Some Thoughts

Hi Folks!

I have published the latest version of Zathrum with the new details table that I had shown you in the previous post.


2020 what a crazy year, I too like everyone had to face some difficulties that also affected the time to devote to the game and the blog. The review of T&D is not finished yet but I have received some nice messages from you and thank you for that!

In the last few years I have created various games and supplements, I have continued to play and have fun creating solo rpg and wargaming material for myself.

To date I have written 46 Bivius settings, I have played less than a third of them but I intend to play them all before creating others.


Q: Why don’t I publish them?
A: it takes a long time (which I don’t have) and many would infringe the copyright of franchises (I don’t want to).

But I was thinking of offering you some advice on how to create your own Bivius settings, one of the features that I wanted this game to have is the ease in converting settings of any kind and then playing them.

I found that I really like using Zathrum together with Bivius in my solo adventures, I also created a solo engine deck but that’s another story…

Meanwhile, keep playing when you have the time and be creative as much as possible.

Photo by Pixabay on Pexels.com
Posted in Bivius, Miscellanea, news, Zathrum | 1 Comment

Zathrum: Additional Tables

(image by Book Easy Drawing)


Hi Folks, the summer of a very special year like this 2020 begins, I hope you are well.

During the lockdown I spent some time playing solo games, it was mainly tactical and strategic wargames using my rule systems, for the most curious I can say that I beat the fearsome Oda Nobunaga with my armies of the Shimatzu and Chosokabe clans but that I was humiliated on the battlefield by an ork NPC General in my version of the Battle of the Five Armies (LOTR), a net defeat that still burns.

Meanwhile, I continued to play Bivius RPG, including a memorable Battle Royale adventure very similar to Player Unknown and a dungeon crawl to test the changes made to Tunnel & Dragon.

I also use the new version of Zathrum, it works pretty well for me but while I was playing I tried to make some other changes, the Detail Table did not satisfy me completely and I tried the following new version which I will insert in the next update of Zathrum..

New Version of Zathrum Table 10

DESCRIPTOR (Roll 1d20):

  1. Color
  2. Sound
  3. Smell
  4. Emotion
  5. Light
  6. Darkness
  7. Inactive
  8. Incomplete
  9. New
  10. Old
  11. Precious
  12. Poor
  13. Dirty
  14. Water
  15. Air
  16. Fire
  17. Earth or Stone
  18. Metal
  19. Movement
  20. Size

As you can see the new version is more generic and contains more variety, this was useful to me during my games.


let’s see some examples of its use: during the game my character is in a classic fantasy inn and I want to customize it without wasting time looking for specific generators of fantasy inns, I just need to roll 1d20.

If the number 7 (Inactive) comes out, the inn could be closed, maybe I arrived at a wrong time, I can see someone in the back unloading barrels from a cart and a waitress sweeping the floor near the entrance.

What if the dice number is 18 (Metal)?
Perhaps the name of the inn is “The Silver Oak” or the windows of the building were protected by sturdy window railings equipped with serrated spear points.

For what reason the inn has that name or what danger has made it necessary to equip the windows with these protections can be discovered by asking questions to the Oracle or by creating two Options.

The use of this table is simple and allows you to customize many things with ease

For the OSR players I also created a table to quickly generate locations in a dungeon, Consider its results as points of interest, places in the dungeon where there are interesting things or dangers to deal with, if you want to draw a map you can connect these important places with empty segments of your choice. All that remains is to define what is in the location and maybe add a detail with the Descriptor Table and the scene is ready to be played.

DUNGEON (Roll 1d20):

  1. Short Corridor
  2. Medium Corridor
  3. Long Corridor
  4. Curve to the Right
  5. Curve to the Left
  6. T Junction
  7. Intersection
  8. Stairs Down
  9. Stairs Up
  10. Uphill Tunnel
  11. Downhill Tunnel
  12. Dead End
  13. Square Room
  14. Rectangular Room
  15. Circular Room
  16. Polygonal Room
  17. Square Hall
  18. Rectangular Hall
  19. Circular Hall
  20. Polygonal Hall
Posted in Rules, Solo RPG, Zathrum | Leave a comment

Updates & advanced Zathrum solo engine

mage

Hello, Folks

These months have been a little complicated for me and therefore also the possibility of updating the blog or publishing new products has decreased. The Tunnel & Dragon update for example is late, the new material is almost all ready but it will still take some time to finish it.

In the meantime, however, I thought of inserting new tables for Zathrum (I also use them with Bivius), instead of publishing a separate PDF I included the whole system in a single text. With the hope that it will be as useful to you as it is to me, I present to you (Ta-Daaahh)       ZATHRUM_2.

 

 

Posted in news, Rules, Zathrum | 1 Comment

Short Introduction To Oracles

idea3

Hi Folks,

I’ve already talked about the difference between Solo RPGs and Solo Engines here, this time we will briefly review the most important tools for Solo RPGs:

The ORACLES

The word ‘Oracle’ in this contest defines those random systems that allow us to obtain useful generic information for the conduct of the adventure that we do not want to decide by ourselves to avoid writing a simple story instead of facing the unknown. In fact these tools play a fundamental  role for the game: adding to the gaming experience the unpredictability that in a group rpg is due to the presence of a GM and other players.

I think that ‘oracle’ has sometimes been used in the wrong way, although all the random tables give a result that can serve to add unpredictability to an adventure the real oracles for solo rpgs can be divided into two categories:

idea

ANSWERERS:

This type of oracle returns a positive or negative random answer to a question asked by the player.

To get enough information to define a situation, it may be necessary to ask many Yes-No questions to the oracle, although it is advisable not to ask more than two questions on the same topic to avoid getting contradictory answers.

There are Oracle of this category with two answers (Bivius: Quick Question, Libre: Yes-No Question, Ironsworn), four answers (Mythic GME: Fate Chart, Scarlet Heroes General Oracle), eight (CRGE: Loom of Fate) or even twenty answers (Zathrum: Answer Table) but the most famous Oracle of this type is probably the FU table with six answers:

fu table

idea2

INSPIRERS:

This second type of oracles provides generic ideas for developing a situation, it does not give answers but inspiration.

An Inspirer can randomly generate images or words, other forms of inspiration such as sounds or smells would perhaps be possible but not yet implemented.

Here is a short list of different types of Inspirers:

  • Images: Rory’s Story Cubes, Zero Dice, any online image randomizer.
  • Words: Event Meaning (Mythic GME), Oracular Adjectives & Motivations (Scarlet Heroes), Theme Table (Zathrum), any online word randomizer.
  • Concepts: Tarots, Runes and other traditional divination methods can be used to generate ideas that helps to set a scene.

To get more detailed suggestions it is often advised or required to combine two or more results, such as in the case of Mytich GME (Action + Subject) and Ironsworn (Action + Theme)

Note: Other random tables such those describing critical events, complications of a scene, encounters, locations etc. should not be included among the Inspirer Oracles because they are already present in many Tabletop RPGs and because they are not as generic as a proper Inspirer.

Although many complete solo systems have both types of Oracles (Answerer and Inspirer), it is still possible to play with only one of them (Answerer or Inspirer) but, excluding some games with a very rigid game mode, it seems to be almost impossible to play solo without at least one of them. It is fascinating to think how much potential these simple random generators hold!

Many of the mentioned games can be downloaded here


Disclaimer: All games mentioned in this post are copyright to their respective owners. All images are public domain from https://www.pexels.com/
Posted in Miscellanea, Rules, Solo RPG | 2 Comments

Solo RPG Tips

rpg_dice

Hi Folks!

If you too have had difficulty starting or completing a solo rpg adventure, here are some tips based on my experience:

WELL KNOWN SETTING

Use a setting that you know well or based on a simple and accessible source such as a movie or a book, so it will be much easier to visualize the scenes and improvise something when necessary.

RAPID EXECUTION

Once you have decided which setting to use, start the game as soon as possible, if instead you waste time trying to develop details, new rules, reading more manuals, etc. when you finish, the initial enthusiasm and curiosity will disappear (overthinking kills the creativity). If you, like me, change the setting and the genre often it may take longer to collect the necessary material, I suggest you at most 3 days from the initial idea and the beginning of the game

WELL DEVELOPED PLAYER CHARACTER

The Playing Character (or Characters) you will use in the adventure should be unique and detailed, it must be a character that you really want to play at that moment, not a placeholder just to start playing.

REGULAR PLAYER CHARACTER

Once you’ve created your character always use that one until you change the setting or, unfortunately, he/she dies or retires. In this way the character will evolve and you will be more and more involved in his/her successes and misadventures.

ENGAGING MISSIONS

Usually the plot is randomly created by combining rules and oracles but remember to start with something compelling and intense so as to feed the interest in continuing the adventure. What means ‘compelling’and ‘interesting’ depends on your tastes obviously, some are more intrigued by puzzles and secrets, others by dangers and battles.

FOCUS ON THE ADVENTURE

If you decide to spend a part of your free time playing a solo adventure then avoid distractions from other pastimes, if there is a comic book, novel, game, TV series you want to see it’s better to finish the adventure first and think about them later.

NEAT PLAYING EQUIPMENT

Whatever game system you use, the game tools should be well kept and carefully stored.
If you use only software and pdf they should have their own folder, if you use old school material then the dice, character sheets, maps, cards etc. should be well kept and pleasant to see and use. This may seem like a negligible detail but it helps to keep you involved, the game sessions seem more ‘real’.


That’s all for this time

Remember that playing should never be a job to do, play only when and if you feel like doing it.

Posted in Miscellanea, Solo RPG | 1 Comment

Josh Fear, Skin Doll Hunter

blade.runner_2019

Hi folks!

I created a character for a Blade Runner solo adventure because we are in November 2019, the period in which the 1982 movie is set.

I think I will play an investigative adventure using this NSAABH scenario with Bivius.
I’m going to create the character in a way similar to what you can find in T&D, I define a series of options to submit to the B.R.O.:

in this case the 5 Stats are:

Class:     A) Tough Hero       B) Smart Hero

Career (blocked option) :      Skin-Doll Hunter

Background:  A) Boxer  B) I-Ching expert

Talent:  A) High Perception  B) High Intelligence

Advantage:  A) Good Tool  B) Luck

I use as my B.R.O. a couple of d10 of different colors, they let me have two answers with one roll: A, B, B, B

My Character receives these Stats: Tough Hero, Skin-Doll Hunter, I-Ching expert, High Intelligence and Luck.

Now I need to add some data about my character using the same method:

Gender: A) Male  B) Female

Age (blocked Data): Adult

Personality: A) Direct   B) Ironic

Goal: A) Duty  B) Career

Quirk: A) Drinks Tsingtao beer  B) Divorced

Artificial Pet: A) Goose  B) Goat

Disadvantage: A) Bad Reputation  B) Dependent NPC

B.R.O. says that my main character is Male, Ironic, his goal is Career, Divorced, a Goose as pet,  Dependent NPC (I decided it’s his 13 years old daughter Alice)

I could use the mirror character, that is a character created using all the options discarded by B.R.O., as a sidekick but I decide that it is more suitable for the genre techno-noir to act alone, maybe I will use the mirror character during the adventure as NPC.

Now it’s time to name the character and ask a few questions to learn more about him before starting to play.

To get his name I will use this excellent random name generator  (https://www.behindthename.com/) : Josh Fear

Quick Question:”Is Josh on good terms with his ex-wife?”

B.R.O. =NO

“Why?” A)Josh cheated his wife B)They broke up after the death of their younger son

B.R.O. = B

QQ: “Does Josh often meet his daughter?”

B.R.O. = NO

“What kind of relationship?” A) The daughter idolizes her father B) the daughter is angry with him

B.R.O. = A

“why does he use the I Ching divination system?”  A)he finds it relaxing and helps him to rearrange ideas  B)he firmly believes in its effectiveness and considers it a useful tool for his investigations even if the department will never accept it

B.R.O. = B

and finally I ask what Josh thinks of the fugitive clones he hunts for

A) they are dangerous artificial beings that must be stopped before they endanger civilians

B) he only does his job but he thinks they should stop creating such realistic skin dolls because it becomes increasingly difficult not to have remorse after having eliminated them

B.R.O. = A

I usually ask which actor looks like the character:

A) De Niro in Midnight Run  B) Denzel Washington in The Equalizer

B.R.O. = B


Since the character will act alone he gets three high level Stats, I choose Tough Hero, Skin-Doll Hunter and High Intelligence.

I give him what I consider to be the standard equipment for a character like this (I have lists for this but you can improvise and in case of doubt ask quick questions to the B.R.O.)

To write all this, it took me at least four times the time it took to actually create the character, LMAO. Here is my character ready to face a difficult investigation among the rainy streets of a techno-noir metropolis.


denzel.washington_02

Name: JOSH FEAR

Stats:

  • Class: Tough Hero (+)
  • Career: Skin-Doll Hunter (+)
  • Background: I-Ching expert
  • Talent: High Intelligence (+)
  • Advantage: Luck

Data:

  • Gender: male
  • Age: adult (44 y.o.)
  • Personality: ironic
  • Goal: career
  • Quirk: divorced
  • Artificial Pet: Howard, a male goose
  • Disadvantage: Dependent NPC (his daughter Alice, 13 y.o.)

Equipment:

A clone detection device in a suitcase (Ladd-Scott Device 3.9), a PKD .45 revolver, a police flying car, electronic picklock, police badge, ID card, a spare autopistol Hampton .38. a personal (not flying) car: a… Yutani black sedan.

He lives in an apartment in a almost uninhabited condo somewhere in the city, address 883 Mendell Strasse

Notes:

Josh is not in good terms with his ex-wife, They broke up after the death of their younger son Danny,  their daughter Alice idolizes her father. Josh firmly believes in the effectiveness of I Ching and considers it a useful tool for his investigations even if the department will never accept it. He works hard to become a lieutenant someday and thinks that fugitive skin-dolls are dangerous artificial beings that must be stopped before they endanger civilians.


Okay I think he’s ready.

I added some in-jokes to the character’s description, how many can you find?

 

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