[d20 Modern] Quirks: The family that adventures together stays together.

JPL

Adventurer
So here's the premise for this Saturday's game:

The PCs are the adult children of Ulysses Quirk, M.D., Ph.D. [brilliant scientist and explorer] and Victoria Cross [MI-6's top spygirl], two adventurers whose partnership in the 1960s led to love, marriage, and a family.

The kids grew up with a strange Jonny Quest lifestyle...travelling around the world, getting involved in Mom and Dad's adventures, fighting criminal masterminds, and having all kinds of fun.

But sibling rivalry ran strong as the Quirks reached their teens, and the kids each decided to find their own path in life. Not surprisingly, they've all gravitated towards exciting professions, and they've all done well for themselves.

When Dr. Quirk goes missing after an act of industrial sabotage, the kids reunite to find him. Turns out that Dad's theories about parallel worlds were right on the money...

So far, I've statted Alexander [Smart 2 / Dedicated 2 / Field Scientist 10], a scientific genius, and renowned explorer Christopher [Tough 2 / Smart 2 / Field Guide 10]. I'm planning a spy, a soldier, an inventor, and their foster brother, a Tibetan holy man.
 

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ThoughtBubble said:
Very sweet. You're going to have a couple of embarrassing stories for each person to tell about their siblings right? How about stupid nicknames?

I'm gonna let the players improvise some of that. As a man with four sisters, I am fascinated by the dynamics of a large group of siblings.

Here's some stats, albeit with crappy formatting...

Alexander Quirk, M.D., Ph.D.
Smart Hero 2 / Dedicated Hero 2 / Field Scientist 10
S 13 +1 Hit Points: 88
D 14 +2 Defense: 23 [16 flatfooted, +1 vs. melee]
C 15 +2 Fort:+9
I 20 +5 Ref: +7 Action Points: 3
W 16 +3 Wil: +10
C 10 +0 Reputation: 5 Wealth: 14
Occupation: Doctor [class skills: Treat Injury, Search]
Skills:
Computer Use +17 [12+5]
Craft: chem +15 [10+5]
Craft: elec +11 [6+5]
Craft: pharm +10 [5+5]
Decipher Script +17 [10+5+2]
Disable Device +17 [12+5]
Investigate +20 [15+5]
K: behavioral +22 [15+5+2]
K: earth/life +22 [15+5+2]
K: physical +28 [16+5+7]
K: technology +22 [15+5+2]
Research +23 [16+5+2]
Search +10 [5+5]
Sense Motive +8 [5+3]
Spot +8 [5+3]
Treat Injury +18 [15+3]
Read/Write/Speak English [native], German, Russian, Tibetan

Base Attack Bonus: +7/+2
Melee: +8/+3 Ranged: +9/+4

Attacks: Attack Damage Crit Range
Unarmed [CMA] +8 1d4+1 20 --
Colt automatic +12 2d6 20 30 feet

Full Attack: Attack Damage Crit Range
Unarmed [CMA] +8/+3 1d4+1 20 --
Colt automatic +12/+8 2d6 20 30 feet

Equipment:
Colt M1911A1 Springfield Armory Custom[9mm autoloader pistol]
Damage: 2d6 Magazine: 14 box
Critical: 20 Size: Small
Damage Type: Ballistic Weight: 4 lbs
Range Increment: 30 ft. Rate: Semi Feats:
Simple Weapons Proficiency
Defensive Martial Arts [+1 Defense v. melee attacks]
Personal Firearms Proficiency
Educated [+2 to K: physical, K: tech]
Combat Martial Arts [1d4 lethal/nonlethal damage, considered armed]
Surgery [no -4 penalty for performing surgery]
Combat Throw [+2 to Str, Dex on trips and grapples]
Combat Expertise [Reduce attack up to -5, increase Defense]
Improved Trip [Trip an opponent and get a free melee attack]
Educated [+2 to K: behavioral, K: earth/life]
Improved Combat Throw [Free trip if opponent misses]
Studious [+2 to Research, Decipher Script]


Class features:
Savant: +2 to K: physical science
Skill Focus: +3 to K: physical science
Smart Defense: Adds Int bonus to Defense, expect when flatfooted
Scientific Improvisation: MacGyver equipment
Skill Mastery: Can take 10 on the following, even if stress and distractions would normally prevent him from doing so: K: behavioral, K: earth/life, K: physical, K: tech, Search, Research, Treat Injury
Major Breakthrough: +2 Reputation when dealing with anyone with at least 1 rank of K: physical sciences; +6 Wealth
Smart Survival
Smart Weapon: Can use his Intelligence to modify pistol attack rolls


Christopher Quirk
Tough Hero 2 / Smart Hero 2 / Field Guide 10
S 15 +2 Hit Points: 132
D 12 +1 Defense: 19 [18 flatfooted, +1 vs. melee]
C 17 +3 Fort: +10
I 14 +2 Ref: +6 Action Points: 3
W 16 +3 Wil: +8
C 13 +1 Reputation: 7 Wealth: 12
Occupation: Adventurer [class skills: Survival, Hide; bonus feat: Personal Firearms Proficiency]

Skills:
Climb +11 [9+2]
Navigate +18 [14+2+2]
Decipher Scr +7 [5+2]
Repair +7 [5+2]
Diplomacy +10 [9+1]
Research +7 [5+2]
Gather Info +5 [4+1]
Search +7 [5+2]
Hide +10 [9+1]
Spot +12 [9+3]
K: arcane +7 [5+2]
Survival +21 [16+3+2]
K: earth/life +7 [5+2]
Swim +11 [9+2]
K: history +7 [5+2]
Treat Injury +12 [9+3]
Move Silently +10 [9+1]
Read/Write/Speak English [native], Spanish, French, Swahili, five others

Base Attack Bonus: +9/+4
Melee: +11/+6 Ranged: +10/+5

Attacks: Attack Damage Crit Range
Unarmed [CMA] +11 1d4+2 20 --
Shotgun +10* 2d8+1** 20 60 feet
*+11 at point blank range
** -1 per range increment

Full Attack: Attack Damage Crit Range
Unarmed [CMA] +11/+6 1d4+2 20 --
Shotgun +10/+5* 2d8+1** 20 60 feet
*+11/+6 at point blank range
** -1 per range increment

Equipment:
Mossberg M9200A1 Jungle Gun [12-gauge semiautomatic shotgun]
Damage: 2d8+1 Magazine: 5 internal
Critical: 20 Size: Large
Damage Type: Ballistic Weight: 8 lbs.
Range Increment: 40 ft. Rate of Fire: Semi

Feats:
Simple Weapons Proficiency
Personal Firearms Proficiency
Defensive Martial Arts [+1 dodge bonus v. melee attacks]
Surface Vehicle Operations [powerboats]
Combat Martial Arts [1d4 lethal/nonlethal damage, considered armed]
Far Shot [multiply range by 1.5, 2 for thrown weapons]
Point Blank Shot [+1 attack and damage within 30 feet]
Guide [+2 Navigate, Survival]
Dead Aim [2 to ranged attack if full round spent aiming]
Endurance [+4 on certain Swim, Con, and Fort checks]
Track
Renown [+3 to Reputation]
Archaic Weapons Proficiency

Class Features:
Linguist: Intelligence check [DC variable] to understand unfamiliar language
Stamina: Heals twice as fast as normal
Well-Traveled: Can spend one action point and make a check [d20 + Charisma + Field Guide levels; DC variable] to attempt to locate a potential ally anywhere.
Jury-Rig: +4 to jury-rig repairs; can jury-rig as a standard action
Skill Mastery: Can take 10 on the following, even if stress and distractions would normally prevent him from doing so: Navigate, Treat Injury, Repair, Search, Spot
Appraisal: +10 to Knowledge checks to determine object’s value
Better Lucky than Good: Once per day, can spend two action points to modify a single roll. However, if any action point die comes up as a one, no bonus from that die applies.
 


Von Ether said:
A simple, yet great idea.

Bless you, my son.

I'm sweatin' bullets trying to get this thing ready for Saturday...if this doesn't go well, I'm afraid this fledgling group will perish.

Vig, you come to Illinois this weekend and I'll let you play the Tibetan holy man [Dedicated 4 / Contemplative Master 10]. You can take those new ki rules for a test drive.
 


JPL said:
Vig, you come to Illinois this weekend and I'll let you play the Tibetan holy man [Dedicated 4 / Contemplative Master 10]. You can take those new ki rules for a test drive.

I can see it now. Some Chi Kung, a lot of treat injury and pressure points, plus a bevy of Ki feats. mmmmm.

Too bad I cant even see my car underneath all the snow outside :eek:

Last week of winter my :] :] :]
 

This is a great idea. I've done something similar in the past, and it's always been a whole lot of fun. People get vicious when it's their siblings they're adventuring with....
 

Vigilance said:
I can see it now. Some Chi Kung, a lot of treat injury and pressure points, plus a bevy of Ki feats. mmmmm.

Too bad I cant even see my car underneath all the snow outside :eek:

Last week of winter my :] :] :]

Yeah, we got an inch or so here, too...maybe next time.

I never watched Bionic Six...I was thinking Fantastic Four and DC's Starman. I also have a fascination for Wold Newton shared-universe stuff, in which characters from different sources interact. Remind me to tell you about the consulting firm of Wildman, Clayton, & Lane sometime...

One particular thing I want to work in here...Dad, like many of pulp heroes, is big into the twin Colt .45 automatics. If this were a movie, there would be this moment where the oldest son realizes that Dad is gone, and might be dead...and he picks up his father's guns, the guns that have protected this family a hundred times...and he straps them on.

I really wish I could run a regular campaign...Quirks could keep me going for years. Along with Dinopirates of Ninja Island, of course...
 
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