[From the Weapons Locker thread]
Y'know, once I get Weapons Locker, I will have to give serious thought to running the sort of old-school shoot-em-up I used to run in high school with Top Secret/S.I. and its Commando supplement. Just as a one-shot.
[JPL gets faraway look in his eyes...]
Back in those days, when the Punisher had three comics per month and we were all young enough to gloss over certain lapses in realism, I had two ongoing games.
One was a four-man Delta Force team that later went freelance; the other was inspired by the obscure Marvel Comic "Wolfpack", about a street gang trained in an ancient Remo Williams-style martial art and fighting ninjas and more mundane foes on the mean streets of the South Bronx.
The latter, in particular, was little more than a string of fight scenes against hordes of unprepared mooks. We used G.I. Joes to show location, and described with loving care every nuance of the Kewl Ninja Action.
So what I should really do is a high-level game with the Weapons Locker and Blood & Fists...give everyone government-sponsored training in weapons and the One True Martial Art [which potentially teaches every darn special move imaginable]...give them a suitably tough-guy name, like the Nemesis Project or Strikeforce Zero, and unleash them upon America's enemies.
[And here's what I've been working on since.]
Premise: A secret government agency gives ordinary men and women with extraordinary potential an opportunity. Abandon your old life; give up your name, your family, even your face; and we'll put you through five years of hell, with the most intensive martial arts and weapons training ever devised. And then you'll get a chance to use all that training against people who deserve it but can't be touched by conventional law enforcement.
Stat up some fourth-level characters with unusually good stats. Doctors, cops, carpenters, social workers...doesn't matter. The Agency is looking for potential, not experience. Then tack on the following:
Lev Class Feats Talents/Features
1 [Civilian]
2 [Civilian]
3 [Civilian]
4 [Civilian]
5 Strong 1 Melee Smash +1
6 Strong 2 [Combat MA, the Art] Bonus feat
7 Fast 1 Evasion
8 Fast 2 [Personal Firearms] Bonus feat [Fast]
9 Gunslinger 1 [Level] Close Combat Shot
10 MAM 1 Mastery 1
11 Gunslinger 1 Weapon Focus
12 MAM 2 [Level, Bonus feat [MaM]]
13 Gunslinger 3 Bonus feat [Gunslinger]
14 MAM 3 Mastery I
15 Gunslinger 4 [Level] Defensive Position
16 MAM 4 Bonus feat [MaM]
17 Gunslinger 5 Lighting Shot
18 MAM 5 Level Mastery II
And add the following:
BAB: +11
Fort: +7
Ref: +9
Will: +4
Def: +13
Rep: +2
"MAM" being "Martial Arts Master" from Blood and Fists. The agents are trained in "The Art", an adaptive style that lets the character learn any manuever.
Then bust out the Weapons Locker and let the heroes go shopping.
Then unleash on an unsuspecting world, encouraging all manner of action movie excess, black leather trenchcoats, and general mayhem. It's "The Destroyer" directed by John Wu with Tsui Hark on stunts.
Y'know, once I get Weapons Locker, I will have to give serious thought to running the sort of old-school shoot-em-up I used to run in high school with Top Secret/S.I. and its Commando supplement. Just as a one-shot.
[JPL gets faraway look in his eyes...]
Back in those days, when the Punisher had three comics per month and we were all young enough to gloss over certain lapses in realism, I had two ongoing games.
One was a four-man Delta Force team that later went freelance; the other was inspired by the obscure Marvel Comic "Wolfpack", about a street gang trained in an ancient Remo Williams-style martial art and fighting ninjas and more mundane foes on the mean streets of the South Bronx.
The latter, in particular, was little more than a string of fight scenes against hordes of unprepared mooks. We used G.I. Joes to show location, and described with loving care every nuance of the Kewl Ninja Action.
So what I should really do is a high-level game with the Weapons Locker and Blood & Fists...give everyone government-sponsored training in weapons and the One True Martial Art [which potentially teaches every darn special move imaginable]...give them a suitably tough-guy name, like the Nemesis Project or Strikeforce Zero, and unleash them upon America's enemies.
[And here's what I've been working on since.]
Premise: A secret government agency gives ordinary men and women with extraordinary potential an opportunity. Abandon your old life; give up your name, your family, even your face; and we'll put you through five years of hell, with the most intensive martial arts and weapons training ever devised. And then you'll get a chance to use all that training against people who deserve it but can't be touched by conventional law enforcement.
Stat up some fourth-level characters with unusually good stats. Doctors, cops, carpenters, social workers...doesn't matter. The Agency is looking for potential, not experience. Then tack on the following:
Lev Class Feats Talents/Features
1 [Civilian]
2 [Civilian]
3 [Civilian]
4 [Civilian]
5 Strong 1 Melee Smash +1
6 Strong 2 [Combat MA, the Art] Bonus feat
7 Fast 1 Evasion
8 Fast 2 [Personal Firearms] Bonus feat [Fast]
9 Gunslinger 1 [Level] Close Combat Shot
10 MAM 1 Mastery 1
11 Gunslinger 1 Weapon Focus
12 MAM 2 [Level, Bonus feat [MaM]]
13 Gunslinger 3 Bonus feat [Gunslinger]
14 MAM 3 Mastery I
15 Gunslinger 4 [Level] Defensive Position
16 MAM 4 Bonus feat [MaM]
17 Gunslinger 5 Lighting Shot
18 MAM 5 Level Mastery II
And add the following:
BAB: +11
Fort: +7
Ref: +9
Will: +4
Def: +13
Rep: +2
"MAM" being "Martial Arts Master" from Blood and Fists. The agents are trained in "The Art", an adaptive style that lets the character learn any manuever.
Then bust out the Weapons Locker and let the heroes go shopping.
Then unleash on an unsuspecting world, encouraging all manner of action movie excess, black leather trenchcoats, and general mayhem. It's "The Destroyer" directed by John Wu with Tsui Hark on stunts.
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