Character Creation

Aug 17, 2018 5:07 pm
Ok everyone post your character ideas/info here. I prefer you add them to the character library, but won't force you.

Modern Rulebook

Stats: You can choose from any of the normal methods (point buy, standard array, or 4d6 drop lowest). Remember you will be starting at level 4.

Equipment: Everyone will get their usual starting equipment, plus 500 GP to spend on additional vanilla/modern equipment that isn't magical, potions up to uncommon rarity are allowed. We will be sticking to using normal d&d gold for all equipment, as the various races collectively hate using paper or electronic money, stubbornly sticking to physical coins.

Guns: If you would like to have a firearm and are picking a class that doesn't give you proficiency (basically anything not from the modern handbook), I'm going to use these guidelines: Classes that get access to martial weapons can use martial & simple firearms, and those with simple weapons can use only simple firearms. In addition you may forego one of your starting weapons with an appropriate firearm that isn't the Grenade launcher or LMG. This may vary from class to class however, so if there is any confusion please ask.

As far as damage goes, we will be using variant rules where guns do only 1d of damage.

Backgrounds: Consider how your character first came into contact with Lock, what they were doing before, how new they are to 'the other side', origins of power, etc. Have the usual traits/ideals/flaws somewhere, and if you wish to change aspects of a background (to acquire hacking proficiency for example) that can be arranged. If you need/want to reflavor your class to fit the backstory better go for it. Generally speaking everyone will be new members who have undergone training or trials either within Lock or through other means. Lock gives every 'newborn' a choice when they take notice of you: integrate with the world (use glamour when required, don't start trouble), work directly for them, or disappear. No evil characters please, Lock isn't considered nice, but it is a necessary job which demands sound individuals. Remember: Your character was recruited for a reason.
Aug 17, 2018 7:26 pm
On Gun Damage: I'm really unsure how I feel about the 2d damage of a gun. It reflects the danger of the weapon, but seems like a big difference in output. So I guess I would ask the question: Will we be running into a lot of gunfights? Will the entities we fight be shooting back? OR will it be more like the first Men In Black Movie were using our guns is ill advised given the nature or our work (which is the vibe I got from the descriptions)? If the answer to those questions from the GM is: Yes, Yes, No...then I say roll back the damage. If the answer is No, No, Yes...then I'm fine leaving them alone.

Sorry to the Gun-katta Monks, but if we are trying to stay secret, popping off at the low-level demon isn't the right approach. Save that for the big boss battles.

I am sitting on several odd spell caster ideas for characters...I'm going to roll the dice and see what I come up with before deciding on the final idea though.
Last edited August 17, 2018 7:27 pm

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (1161) = 9

4d6 : (4363) = 16

4d6 : (6653) = 20

4d6 : (1331) = 8

4d6 : (3366) = 18

4d6 : (2334) = 12

Aug 17, 2018 7:56 pm
I have no preference for firearms damage as long as we are on par with enemy firepower. As for K admonishing J "We do not discharge our weapons in view of the public!" I think that was their weapons relied on alien tech and should be kept secret. So maybe the question is, what is being kept secret and what isn't? Fantasy/Magical creatures/monsters are secret, but what about magic itself? The spellcasters might be in more trouble than the monks!

Speaking of monks...thanks to @Jabes, I checked out the Kensei in Xanathar's and I think it's superior to the Gun Fu monk. Are you playing one, @Jabes? Will you allow two Kensei PC's @somebox?

Rolls

Stats rolls - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5645) = 20

4d6 : (1513) = 10

4d6 : (5236) = 16

4d6 : (5261) = 14

4d6 : (1416) = 12

4d6 : (4255) = 16

Aug 17, 2018 8:00 pm
Thanks for starting this game. It's a great idea.

I'm initially attracted to the hacker warlock. However, I'm more than happy to work with what the team needs. In terms of putting a group together, should we follow similar strategies as classical d&d? In other words, should we have a mix of melee, ranged, caster, etc?

Edit: So that's 16, 14, 15, 10, 12, and 13, right?
Last edited August 17, 2018 8:01 pm

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (6164) = 17

4d6 : (5145) = 15

4d6 : (5515) = 16

4d6 : (2621) = 11

4d6 : (3542) = 14

4d6 : (2562) = 15

Aug 17, 2018 8:11 pm
@campeador I agree with your stance on gun damage, and your comment/question about magic in this modern world. Go ahead and play the monk. I'm considering a warforged druid or a tiefling sorcerer (in both cases, the subclass presented in the Modern Handbook).

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5316) = 15

4d6 : (2646) = 18

4d6 : (3412) = 10

4d6 : (6622) = 16

4d6 : (1464) = 15

4d6 : (4616) = 17

Aug 17, 2018 8:15 pm
The number of gun-toting enemies you face will be rather small. I do have a scenario where security guards are possessed and armed, but other then that the majority will not rely on them. Combat as a whole will play a decent sized part of the adventure, with some of it possible to mitigate.

The nature of Lock's work demands weaponry in case of danger. Guns are obviously loud and can draw attention (but so are some spells) if scouts can minimize citizen casualties and exposure they will. In some instances such as crowded buildings this won't be possible, but sometimes its shoot or die.

Some more details regarding Glamour: To the Janes and Joes (think I will use that term) it will render the user a normal human, they will retain body type and size, but all fantastical elements (scales, pointed ears, the works) will be obscured. Once a Joe starts coming into contact with magical elements such as using artifacts, witnessing otherworldly creatures, or being taught about the other side directly. To all of you it will be completely ineffective, but you will notice telltale signs when someone is using glamour, such as a strong smell or a glow in their eyes.

As far as party Comp. goes I'm not too uptight over some overlap or if y'all don't want a well rounded crew class-wise.

@Tsavo: You are correct.
Aug 17, 2018 9:15 pm
Sorry. Didn't weight in about guns. I think MushroomMage put it quite well. Initially I thought the higher damage a good thing. It reflects the dangerous nature of the weapon. But then, I thought about it a bit more and I'm not sure you're more likely to survive being shot by a bow than you are by a 9mm. I think the location of the wound plays more into that the weapon type. However, I admittedly am no expert. So, I see the argument that 1D is better for balance purposes.

Tldr: I'm of no help, can see both sides of the argument, and am happy with whatever the group wants or the DM rules.

On a side note: I've never played a race that's really "far out there". I usually stick with elves, humans, and the occasional dwarf. Thinking about hellboy and watchmen, is this a good campaign for me to maybe try a more enigmatic race? I was thinking it made sense for a reclusive hacker warlock type.
Aug 17, 2018 10:01 pm
You raise a good point on the whole "what is realistic" argument, which I don't want to get into at all because D&D isn't exactly realistic anyway. Overall I'm gonna say we use d1 variant rules.

Concerning playing "unusual" races: This is an ideal campaign for those kinds of characters, naturally it would seem easier to be a human, but I really don't want anyone to feel like their options are limited, more fun that way.

A little side note of my own: Lock has dormitories within its LA HQ, but also allows employees to live off-campus assuming they keep all information regarding their work secret.
Aug 17, 2018 10:10 pm
@Jabes: let me know if you go Tiefling. If you do, I'll go half elf, so no worries.
Aug 18, 2018 5:41 am
I think I'll go with the warforged druid. Transformers Beast Wars, yo!

https://cdna.artstation.com/p/assets/images/images/001/102/346/large/vladislav-ociacia-robotic-panther-12.jpg?1443926931
Last edited August 18, 2018 5:50 am
Aug 18, 2018 10:00 am
That's pretty damn cool.

I've gone Tiefling warlock (patron from the Modern Handbook). A pretty common choice but I've never done it, so looking forward to it.
Aug 18, 2018 11:50 am
I think the techno warlock is super cool! I played a half-elf tomelock before using the Ghost in the Machine patron from UA - Modern Magic and it was a lot of fun! He had a drone for a familiar Overwatch Lookout (O.W.L.) and when he cast Find Steed Vehicle:

https://s-media-cache-ak0.pinimg.com/originals/24/38/e5/2438e5b421ed42bd8d34b10415cc1cf4.gif

I'm looking forward to seeing your take on it!
Aug 18, 2018 12:16 pm
I had a similar idea for the familiar. I'm going with pact of the chain. I just didn't know how it would be handled (mechanics wise) or if it would be allowed. I get an AI as well, so not sure whether it makes more sense to have both be mechanical or have the familiar more flesh and blood to mix it up.

Edit: I'm actually starting to think that's a lot of crap to keep track of. Might go tome. Can still get find familiar if I ever need/want to use it.

I love character creation but I spend way too much time agonizing over little choices.
Last edited August 18, 2018 12:34 pm
Aug 18, 2018 12:26 pm
I’m thinking a Warforged Technomancer. Concept is that he was discovered after a long period of inactivity and he’s been upgrading his body with modern tech.
Aug 18, 2018 12:41 pm
CosmicKeyring says:
I’m thinking a Warforged Technomancer. Concept is that he was discovered after a long period of inactivity and he’s been upgrading his body with modern tech.
Love the concept!
Aug 18, 2018 1:26 pm
For my Transformer's background I'm torn between City Watch (he was purposely built by Lock), Spy (he was built by someone else and later recruited by Lock), or Secret Identity (either way, but he hides his identity as a warforged).

IS there a need to hide being a warforged? In this version of LA in 2003 is a robot (sentient or not) anything out of the ordinary? IF there is a need to hide is there even a need to disguise oneself (with the skill) if Lock itself provides the glamour for secret identities?
Aug 18, 2018 2:17 pm
To the mundane world a fully functional robot would be quite the sight for sure. Assuming you are only considering that aspect yes glamour can fix that.

Including the other side: hiding the fact you are a dangerous transforming robot from others can give you the element of surprise, or if you have a bad reputation takes off some heat.
Aug 18, 2018 3:43 pm
Is it too meta-gamey for the casters to (not at length) discuss spell selection? For example, I love the "Find Vehicle" spell, but I don't think 3 of us necessarily need to have it.
Aug 18, 2018 3:59 pm
Tsavo says:
I love character creation but I spend way too much time agonizing over little choices.
Same here! I am notoriously slow to submit characters - the devil is in the details.
Aug 18, 2018 5:50 pm
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