Regardless of the game the group picks there are some basic rules I will be following anyways.
- You must have at least some sort of minimal goal that is not completable in one session. It can be as nebulous as "become the best gunslinger around" or something highly specific
- Once all the characters have been generated you must write down how your character knows the character of the person to your left. You dont have know them well or even like them, but you CAN NOT be pure strangers. Connections to additional characters will earn additional style points. This includes coming up with a random NPC everyone has in common.
- Lamentations of the Flame Princess - "Bridgeport Blues" -
- Humans are by and far the most common people in Bridgeport, making up over 75% of the town and over 90% of powerful. In general most tensions between humans are social class or guild/gang related, with city dwellers taking advantage of gullible countryfolk a far third.
- Dwarves are the next most common race in Bridgeport after humans and by the far the best established. Dwarves are known for their craftsmanship and goods, temper when someone attempts to gain those goods by less then honest means and ability to hold grudges, so many of the ruffians of the city tend to give dwarves a wide berth for the obvious occupational hazards. Rulewise they are identical with LoFPs dwarves mechanically, though instead of not being interested in reproducing they instead have strict courtship rules that involve crafting precious goods or accumulation of large amounts of wealth.
- Ratmen are not quite a creation of mine, being heavily influenced by the Skaven of Warhammer Fantasy and the Ratmen of Glen Cooks Garret P.I. series. Ratmen are quite literally humanoid rats that roughly fill the role of halflings, with several twists. Thought in general to be about as intelligent as a smart dog or a dumb child, ratmen usually can only hold menial jobs, and are ignored even more so than most servants. Even if they are educated or intelligent, most ratmen have learned through cruel experience to play dumb, though the majority really are below the human average. Mechanically ratmen use LoFP halfling rules but swapping the dice for exterior hiding and urban hiding, to handle that they hide better in the alleys and back rooms then any sort of trees. Another change is the penalty to Education but they tend to be ignored in the city unless obviously acting in an unusual manner.
- Lizardfolk are the remainders of a great civilization of ages past, decayed into shadows of their past. Using the LoFP rules for Elves as a guideline this is the race that is most open to player interpretation, as the only hard and fast notes I have is magical ability and members of a lost civilization.
- Savage Worlds Fallout - I see two major options and if someone can come up with another I'll toss it out to the group for a vote.
- All Vault born, much like Fallout 1 or Fallout 3 the game will start in a Vault that is slowly wearing out. All the players would be humans and youd have the greatest starting access to advanced tech. This is also the easiest for me to run as I have to come up with the least info to give the players, as thier character will really not know whats outside the Vault.
- The other obvious option is to start the game in one of the towns of the Wastelands. This would allow Vaultborn humans, Wastelanders, Ghouls and low level mutants easily. Im not automatically opposed to players playing as something more unusual like a Supermutant or a robot, but I will expect them to bring more to the game, especially what they are doing in the town, why no one has killed them, and why they'd join a party. Provide that and all thats left is negotiating abilities and flaws.
- Dark Heresy - "Hive Bound" - of course you are a human, but anyone playing a character not from the Hive will have to come up with a good reason for thier character to have been brought there.
- Savage Worlds - "Ashes of London" - you are again Human, this time of victorian persuasion, though where the game takes place is open to group vote as well. If you are not a native of the location, again I need a reason your there.
- In changes there are three kinds of characters, borrowing from the RPG Witchcraft, and they are all human. The most simple is the straight up badass, in the vein of John McClain or the crew of NCIS, your just a regular human who is really good at whatever your skilled in but nothing beyond that. The second are people who believe that they have some sort of special or unusual ability and have pour time and effort into "improving them". You will have bonus points made available the more unusual your ability, or the more subtle the use is or you can even opt to have someone who has completely made up thier powers and are convinced they are real (I will give you special bonuses as fit how you roleplay that, i.e. the pious fraud or a con man, etc.). And finally there are the people who just have strange things happen to them, and basically you will build a character with a certain amount of points held in reserve for when a story element triggers them. Now the upside is I will increase the points I use to build your powers, the down side being your powers will be created by me based on how youve been roleplaying your characters (so someone who is angry and lashes out will gain a power that feeds on and fufills that, think like how it worked for Liz in Hellboy the Movie)
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