RPG Other Games Calendar Main Journal

Invertium

Starting a Character

We will be using the d20 Modern System.

The players will be starting as newly sworn in members of the Science Patrol, a group of loosely regulated heroes and adventurers that serve as the equivalents of the FBI, CIA, Federal marshals, and other federal law enforcement / espionage for the Alantian Republic.

All recruits to the Science Patrol are recommended by a current or former member, so player start with a higher level patron. Can be chosen from below or made up. ( optional )

Character Generation

  1. Abilities: Best of 4d6 seven times, throw out the weakest, it you ain’t got a total of at least +6 in bonuses you can mulligan a complete reroll.
  2. Classes: Second level characters who have earned some reputation. Strong guy, Fast guy, Tough guy, Smart guy, Dedicated guy, Charismatic guy.
  3. Archetypes:
    • Outlander: Born and raised in less civilized areas. These city folk are a mite soft, guess they need you.
    • Legacy: Child of a famous hero of earth that was that earned a name that has been passed on to you.
    • Prodigy: Mad scientist in the making, they laughed at you at the institute, but you’ll show them.
    • Freak of nature: Built in a lab or twisted by exposure to something. You ain’t quite normal.
    • Explorer: There are ancient powers in this world, and their secret will be yours.
    • Refuge: There are some bad people out there, and you will protect your new home from them.
    • Action Hero: You just love this kind of life, action, travel, and such wonderful toys.

Equipment:

The tech level of Invertium is both higher and lower then our own, they got shuffled out of our world in the late fifties, but had small productions runs of things like energy weapons and flying cars.

They currently have electronics at the same level of the mid eighties with satellites, portable phones and desktop computers, and there are better things available, just beyond the reach of most people.

Roughly figure your character has access to most basic equipment, but most of it is old fashioned, big flashlights, hemp rope, natural fibers, wind up watches, but with about one really good piece of equipment for each level of wealth above 10, a satellite radio, a targeting laser, or a portable computer.

Something like a flying car, a radium pistol, or a jet pack will probably knock your wealth level down one or more steps.

Guns:

Walking around with a holstered pistol isn’t all that odd even in the middle of Liberty city, shoulder a long arms with get you a few pointed questions, and explosives are right out.

About the Patrol

Some former members:

Amazon: A for real super powered super hero. Head of the academy.

Aviator: A jet pack action hero. Now Air Marshal of the Republic.

Blue bolt: Crossbow wielding action hero. Now president of the Guild of Mercenaries.

Journeyman: Former sidekick. Now president of Journeyman inc.

Current senior members

Nick Baron: The well dressed man. An action hero.

Dr. Skinner: Mad scientist. Science advisor to the patrol.

Ogre: Head of the quick response Brigade. A Frank.

Bruja: Mystery hero. Arcane advisor to patrol.

Ajax: Mentalist. Special talents advisor to patrol.

Sam Crow: Head of the scouts.

Special Backgrounds.

Optional, cost you one of your starting feats.

Psychically aware: Character is sensitive to psychic activity and can gain psychic powers later on.

Arcane awareness: Character is sensitive to magic and can try to learn some later on.

Frank: Character is a altered human.

Moreau: Character is a altered animal.

Synthetic: Character is a artificial being.

Mutant: Character has random or cherry picked mutations

Old one: Character is one of the races native to Invertium.

Mad scientist: Character can invent things on the fly.

Other: Talk to GM if you got something else in mind.

Bonuses: ( optional )

Strength: One fighting move per bonus point.

Dexterity: One special move per bonus point.

Constitution: One tolerance per bonus point.

Intelligence: One alternative identity per bonus point.

Wisdom: One ally per bonus point

Charisma: One contact per bonus point.

Action points:

Players start with action points and gain a few each level. They can be spent as follows.

Special effect: If you beat a target number by a full 10, something special happens, you may knock over the guy you just punched, you may spot someone trying to sneak up on you in time to surprise them, you may remember hearing something extra about the person you are checking out, etc.

Top of page Mail Main