roseembolism (
roseembolism) wrote2010-12-02 10:05 pm
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In which bad grammar leads to my worst character concept, ever.
As a test of the PDQ system, a poster on rpg.net presented us with a challenge: create a character based on one of a list of concepts he gave us. Well, I looked at the list, and though most of them didn't appeal to me, one caught my eye:
4) a 1920's cthulhu detective
OK, I'll bite. In my own way.
Great Cthulhu, Private Detective.
Great Old One (People) Master (+6): Surviving distant eons, intimidating lesser beings, flying through space when the stars are right, sleeping underwater, etc..
Nonterrestrial Matter (Faculty) Expert (+4): Size and shape change, turning insubstantial when hit by a boat, etc..
Invader of Dreams Good (+2): invading dreams, dream telepathy, causing insanity, etc..
Sorcerer (Magic) Expert (+4): Dark dangerous magic, just as in Jaws of the Six Serpents.
Flatfoot (Profession) Expert (+4): Snooping, shadowing, shaking down mooks, walking down those mean streets, etc..
Squid of Honor (Driver) Good (+2): Down these mean streets a Great Old One must go who is not himself mean, who is neither tarnished nor afraid. The detective must be a complete Great Old One and a common Great Old One and yet an unusual Great Old One. He must be, to use a rather weathered phrase, a Great Old One of honor.
Can Give as Good as He Gets Good (+2): Every detective needs to be able to take the occasional love tap to the back of the skull, or punch out a thug.
Trusty Service Revolver Good (+2): Because all dicks need to have one.
Marge, the Secretary (Companion) Good (+2): Again, a mainstay for an effective private eye.
Weakness: Heavy Sleeper (-2). It's tough getting out of bed first thing in the eon
I have to admit I really like the Prose Descriptive Qualities system: it's simple, modular, has a unified conflict resolution system, and much like it's ancestor Over the Edge, you can describe pretty much anything in it. So, I'll be talking more about how I ca use it later.
As a test of the PDQ system, a poster on rpg.net presented us with a challenge: create a character based on one of a list of concepts he gave us. Well, I looked at the list, and though most of them didn't appeal to me, one caught my eye:
4) a 1920's cthulhu detective
OK, I'll bite. In my own way.
Great Cthulhu, Private Detective.
Great Old One (People) Master (+6): Surviving distant eons, intimidating lesser beings, flying through space when the stars are right, sleeping underwater, etc..
Nonterrestrial Matter (Faculty) Expert (+4): Size and shape change, turning insubstantial when hit by a boat, etc..
Invader of Dreams Good (+2): invading dreams, dream telepathy, causing insanity, etc..
Sorcerer (Magic) Expert (+4): Dark dangerous magic, just as in Jaws of the Six Serpents.
Flatfoot (Profession) Expert (+4): Snooping, shadowing, shaking down mooks, walking down those mean streets, etc..
Squid of Honor (Driver) Good (+2): Down these mean streets a Great Old One must go who is not himself mean, who is neither tarnished nor afraid. The detective must be a complete Great Old One and a common Great Old One and yet an unusual Great Old One. He must be, to use a rather weathered phrase, a Great Old One of honor.
Can Give as Good as He Gets Good (+2): Every detective needs to be able to take the occasional love tap to the back of the skull, or punch out a thug.
Trusty Service Revolver Good (+2): Because all dicks need to have one.
Marge, the Secretary (Companion) Good (+2): Again, a mainstay for an effective private eye.
Weakness: Heavy Sleeper (-2). It's tough getting out of bed first thing in the eon
I have to admit I really like the Prose Descriptive Qualities system: it's simple, modular, has a unified conflict resolution system, and much like it's ancestor Over the Edge, you can describe pretty much anything in it. So, I'll be talking more about how I ca use it later.
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