Kerberos Club: Difference between revisions

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GM: Lisa Padol
[[Category:Kerberos Club]]


Players:
==Players==
*GM: Lisa Padol
*Chris Bell: [[Abraham Lincoln]], 28
*Kristen Hendricks: [[Sophronia Wilkinson]], 6
*Joshua Kronengold: [[Alice Beauchamp]], 19
*Alden Strock: [[Reginald Hunter, AKA Gregory Sage]], 23
*Nunzio Thron: [[Victor Knight]], 21 or 22


Chris Bell: [[Abraham Lincoln]]
==World==
*[[Status Quo Aspects]]
*[[Kerberos Club Aspects]]
*[[Aspect Round Up]]
*[[Locations]]
*[[Who's Who]]
*[[Kerberos Session Summaries]]
*[[Kerberos Fate Timeline]]
*[[Encyclopedia of Miscellaneous Information]]
*[[Character Limericks]]
*[[Between the Acts]]


Kristen Hendricks: [[Sophronia Wilkinson]], 6
==Meta==
*[[Lisa's experiments in character creation]]
*[[GM Lessons Learned]]
*[[Charts and House Rules]] Need to see if I can upload files or not.
*[[Previous Fate Point Totals]]
*[[Rank for Nobles]]
*Online Character Generator: http://apopheniaevolved.com/content/kerberos_club_custom_skill_generator
*[[Image:KerbFateTrappings.xls]] This has my list of which trappings go with which common skills, what the cost of each common skill is as a unique or strange skill, and various other useful bits of miscellaneous information.


Joshua Kronengold: [[Alice Beauchamp]], 18
*Henry / Neville: 1
*Lord George Mace: 5 Fate points (aka 1 Refresh)
*Lady Angelina Durless: 1 Fate point
*Martin: 1 Fate point. Aspect: That Looks Tasty!
*Anne: 1 Fate point
*Lady Sage: 1 Fate point (likely has a second by now)
*Lord Winston Beauchamp: Either 1 or 2 Fate points depending on what one gives Compelled NPCs
*Sir Daniel Fleming: 1 Fate point
*Dr. Butler: 1 Fate point


Nunzio Thron: [[Victor Knight]]
==PC Fate Points==
==Opium and Whitechapel==
V; 15


[[Status Quo Aspects]]
S; 3 -> 6


[[Kerberos Club Aspects]]
R: 11


[[Locations]]
A: 10


[[Lisa's experiments in character creation]]
==Gentrification and Brandy==


<pre>
Fate Point Totals after Haunted House scenario:
Josh: 7 levelup: skill point
Chris/Lincoln: 4 levelup: skill point
Sophronia: 5 Resolve: 2
Victor: 3 Contacting: 1
</pre>


<pre>
R: 12
Physical:
Dodge is defense against any physical attack.
Parry is a defense against hand to hand physical attacks.
Resist Damage is a defense against any physical attack that does damage.
Shoot is a physical attack with range.
Strike is a physical attack in the same zone.


Mental:
V: 10->11
Convince is an attack.
Guile is a mental attack via lying.
Menace is a mental attack via fear.
Willpower is mental defense.


Social:
A: 12
Conversation is the wildcard social attack and defense, and maneuvering.
Esteem is defense against any social attack.
Influence is a social attack. It does Reputation damage.
</pre>


S: 7


I'm watching the street gangs in the alley below. It's an interesting microcosm of society played out before me in --
==Alice's Dinner Party==
==Queen Victoria Goes to War with the Fae==


DIVEBOMB!
==Penultimate Session: Helping Alice Return==


Oh, Alice is at it again?
==Notes from Ultimate Session to Date==
 
Yes, and I don't think she'll believe either of us are investigators, so make yourself useful.

Latest revision as of 18:38, 17 June 2016


Players

World

Meta

  • Henry / Neville: 1
  • Lord George Mace: 5 Fate points (aka 1 Refresh)
  • Lady Angelina Durless: 1 Fate point
  • Martin: 1 Fate point. Aspect: That Looks Tasty!
  • Anne: 1 Fate point
  • Lady Sage: 1 Fate point (likely has a second by now)
  • Lord Winston Beauchamp: Either 1 or 2 Fate points depending on what one gives Compelled NPCs
  • Sir Daniel Fleming: 1 Fate point
  • Dr. Butler: 1 Fate point

PC Fate Points

Opium and Whitechapel

V; 15

S; 3 -> 6

R: 11

A: 10

Gentrification and Brandy

R: 12

V: 10->11

A: 12

S: 7

Alice's Dinner Party

Queen Victoria Goes to War with the Fae

Penultimate Session: Helping Alice Return

Notes from Ultimate Session to Date