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  #1  
Unread 5th of August, 2003, 08:19
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BigRedRod
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OOC Chat

just post jazz here while I get stuff sorted

unfortunately RL has dealt me a hand of cards which will leave me being depressed and pissed off until next monday mid-morning
so I don't know when this will start

but we'll get there

I'll begin dragging stuff across tomorrow
but if anyone wants to post their character
then bang it in the forum
and use this title format
Character Name -> Your name

i.e.
Billy The wonder horse -> BigRedRod
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Unread 5th of August, 2003, 13:43
tyckspoon
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I had one last question on character creation..any limits on Attribute or Skill levels? I'm thinking, in particular, of Highly Skilled..we've got enough points to max it out if we want, especially since we have too few points to make a character dedicated to the other traditional BESM power sources.
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Unread 5th of August, 2003, 18:08
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the starting Max attribute level is 4
the max skill level is 3

hopefully there is enough stuff to spend all your CP on here while keeping each character with a unique flavour and suchlike
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Unread 5th of August, 2003, 22:40
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A small request, could you move the character creation rules here. Just for easier access and refference, that and am to lazy to cycle through the acquisition thread
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Unread 5th of August, 2003, 22:51
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Character Generation
-20 Character Points

-Spend as much as you like on your stats, but don't let any exceed 9. Afterall you're kids, you may be special kids, but children none the less

-Max BP from defects is 7

-Max attribute level 4. Think about your attributes, if you want your character to have something "special" then ask. But remember that this game is about your monsters,

-20 Skill Points (modified by the unkilled and highly skilled defects/attributes)

-Max Skill level 4

-Using the CFSM skill list for the trainers and the martial arts list for monsters skills

-I want a back story, it doesn't need to detail every year of your life. But how you ended up at Southmead and getting selected by the Foundation,

-I want a physical Character description

-We'll sort out monsters later, once there's a forum I'll post a prologue where you get to choose and then I'll let you know the options and how many CP your monster has to upgrade with. Just because you don't have your monsters yet doesn't mean you should build a character unprepared to deal with one, you will have recieved training in their usage, so feel free to aquire relevant skills, attributes and equipment

-Aim for the 14-18 age group

-Set out your sheet nicely, yes I'm anal about this, but using colours,bold,italics, underlines and such isn't hard and gets you some brownie points






Attributes

Train a Cute Monster

COST: 2 point/Level
RELEVANT STAT: Soul
TYPE: Universal
This is a new Special Attribute. A character with Train a Cute Monster is
experienced in the arts and sciences of pet monster instruction and fighting.
Through painful experience, mostly on the part of the pets, the trainer learned to
effectively control the creatures in battle and to properly care for their needs in
daily life. Only characters with Servant (Pet Monster) may take this Attribute. It
is also appropriate for characters who work with pets but might not have them,
such as Monster Vets.
Each Level of Train a Cute Monster gives the character one Trainer ability,
such as Battle Motto or Inspire Ferocity. The character may take these in any order.
• ANALYZE MONSTER
The character can identify all commonly known species of cute monster. He or
she also receives a -3 bonus to any Mind Stat roll required to identify rare types or
newly evolved versions of existing species. He or she can judge another monster's
Combat Value, Health Points and elemental association (see page 70) from its size,
species, attitude, apparent health and even posture without seeing it actually fight.
• BREED MONSTER
This is the ability to breed two monsters together that do not normally mate,
and have them produce viable offspring. The GM may require a Mind/Soul Stat
check, with bonuses or penalties according to the strangeness of the combination.
On a successful roll, the union of the two monsters is a positive, viable hybrid. On
a very bad roll something goes hideously wrong — they start fighting each other,
or they mate, but the resulting offspring is a horrifying menace.
• FEED MONSTER
The character knows exactly what to feed his or her monsters to ensure they
have a properly balanced diet. As long as the character can supervise his or her
monster's nutrition (which takes a half-hour per creature per day) the monsters
will be healthier and happier. They will not catch diseases and will recover lost
Health Points and Energy Points twice as fast as normal. The GM can require
characters to devote time to finding special food, vitamins or ingredients.
• INSPIRE MONSTER
The trainer is especially good at inspiring his or her monster in combat
through shouts of encouragement, cheerleading, yelling banzai! and other
energetic techniques. At the start of any Combat Round the trainer can spend five
of his or her own Energy Points. This either adds a temporary +1 to the monster's
Combat Value (raising both Attack and Defense Combat Values) which lasts for
one round or restores one monster's lost Health Points. The character can repeat
the expenditure every round, to continue giving the monster a bonus.
• INSTIL DISCIPLINE
The character is especially good at making his or her monsters obey orders
and resist their natural urges. Instilling discipline takes a one-hour training
session and costs the trainer and monster five Energy Points each. The effects
last for 13 hours, minus one hour times the Soul Stat of the disciplined monster
(13-[lhr x Soul Stat] = hours). A disciplined pet will be cautious during fighting,
and will not lose control or expose itself recklessly. It receives a +1 Defense
Combat Value bonus.
• INSTIL FEROCITY
The trainer can instil the fighting spirit in his or her monster and teach it to
go for the jugular. This ability takes a one-hour training session and costs the
trainer and monster five Energy Points each. The effects last for 13 hours, minus
one hour times the Soul Stat of the trained monster (13-[lhr x Soul Stat] = hours).
A ferocious monster receives a +1 bonus to its Attack Combat Value. They are also
likely to be bad tempered, and may snap at or otherwise harass anyone nearby. It
is possible to Instil Ferocity against a specific opponent (such as type of monster)
- this requires appropriate training aids (such as a picture or look-alike doll).
This doubles the normal bonus, but only against that target. It is useful if the
trainer has a good idea who his or her monster will face.
• MONSTER TACTICS
The character has carefully studied cute monsters in battle. He or she
understands which attack to use for the greatest effect, when to order a finishing
blow at the right moment, and when to sound the retreat. The trouble is, it is the
monster fighting, not the character. If the character is supervising the duel,
however, and is in a position to shout orders, then his or her monsters receives a
+2 bonus on their Initiative rolls through the battle. This can be used in
conjunction with Inspire Monster.
• NURSE MONSTER
The character is a natural monster physician. As long as the monster is under
his or her tender care, it heals Health Points three times faster then it would
otherwise. If the character also has Feed Monster, the monster heals five times as
quickly as it would otherwise.
• STAT MASTER
The character possesses an encyclopaedic knowledge of other trainers, as well
as teams and dojos (if they exist). The character keeps track of who they are, how
they rank in any league or organization, and what pet monsters they possess. The
GM may require a Mind Stat roll to see if the trainer knows anything about
someone specifically, applying bonuses or penalties based on the other trainer's
fame and fortune and how well their information is detailed publically.

LEVEL 1 The character has one Trainer ability.
LEVEL 2 The character has two Trainer abilities.
LEVEL 3 The character has three Trainer abilities.
LEVEL 4 The character has four Trainer abilities.
LEVEL 5 The character has five Trainer abilities.
LEVEL 6 The character has six Trainer abilities.


Skills for Trainers
General Skill

Acrobatics 3
Animal Training 5
Architecture 2
Artisan 2
Biological Sciences 3
Boating 2
Burglary 2
Business Management 4
Computers 2
Controlled Breathing 1
Cooking 2
Cultural Arts 2
Demolitions 1
Disguise 2
Driving 1
Electronics 3
Forgery 3
Gaming 4
Interrogation 2
Intimidation 3
Law 2
Linguistics 1
Mechanics 3
Medical 3
Military Sciences 2
Navigation 1
Performing Arts 2
Physical Sciences 1
Piloting 1
Poisons 4
Police Sciences 2
Riding 1
Seduction 1
Sleight of Hand 2
Social Sciences 2
Sports 1
Stealth 4
Swimming 2
Urban Tracking 3
Visual Arts 1
Wilderness Survival 3
Wilderness Tracking 5
Writing 1

Combat Skills all 4

Personal Gear
Here are some examples of Personal Gear appropriate to the pet monster
genre. The GM can modify this if necessary; for example, technological items may
not be available in some fantasy worlds:
• DIGITAL CAMERA
For filming monsters in the wild. A minor item.
• DISCIPLINE GEAR
The necessary collars, whips, chains, prods, eye clamps, and bad TV episodes
required to use the Instil Discipline ability described in Train a Cute Monster.
Without this item, the process of disciplining takes twice as long. A minor item.
• GOTHIC MONSTER ARMOUR
Specially made for the combat monster, but banned in many tournaments.
Provides 4 points of protection, but has an unprotected spot (partial armour).
While worn, reduces the monster's Appearance by one. This is a major item.
• HEALING POTION
Instantly restores five lost Health Points to a pet monster. Usable only once in
a game session, but characters can restock the item between sessions if they find a
supplier. A minor item.
• IRON CAGE
For secure monster transport. A Body Stat check at -5 is needed to break the
bars. A minor item, but heavy and difficult to transport.
• MONSTER LEASH AND CHAIN COLLAR
This requires a Body Stat check at +4 to break. A remote-controlled shockcollar
version allows trainers to zap the monster (Damage 15, Incapacitating, Stun
Only) at a distance of up to 50 metres. A major item.
• MONSTER PDA
A personal digital assistant (pocket computer) loaded with data on cute
monster species and habits. Gives a -1 bonus on any Mind Stat roll to analyze a
monster, locate natural habitats where they might frequent, or other similar tasks.
A minor item.
• MONSTER STEROIDS
Adds +1 to monster's Body Stat for an hour (adding +5 Health Points and
Energy Points, and possibly increasing Combat Value). After it wears off, these
bonuses vanish and, additionally, the monster loses 10 Health Points (which it can
heal normally). Usable only once per game session, but trainer can restock item
between sessions if he or she finds a supplier. A minor item.
• MONSTER STORAGE DEVICE
A special magical or electronic transport container that holds one small
monster. While inside the device the monster is asleep and does not need food or
drink. A minor item.
In the setting, these present the small tokens which hold monsters. More details for them soon, but they look something like slammers from pogs. Blank tokens will be needed for cathcing monsters, and your duties may require this, which will be harder without spares
• MONSTER STORAGE-CAPTURE DEVICE
A monster storage device that can also suck an unwary monster into it and
capture it inside. The device requires a successful Attack Roll and operates at
melee range. It has no effect on anything other than cute monsters. A major item.
This represents the glove which is used to activate the tokens and to catch them. So this is pretty much essential, but only one is needed
• PET FOOD, GOURMET
A week's supply; it raises monster morale. A minor item.
• RANCH
A facility for breeding cute monsters. Counts as two major items.
• STABLE
A fully-equipped cute monster home with running water, little monster bed,
feeding area, and so on. Not portable, not necessary, but makes the monster
happy. A minor item.
• SUPER VITAMINS
Instantly restores five Energy Points to a pet monster. Usable only once per
game session, but trainer can restock item between sessions if he or she finds a
supplier. A minor item.

other examples of gear
It never hurts to have too much info , I guess

• MUNDANE
Clothing, a flashlight, a low-end game console system, a television, candy bars,
a backpack, a plastic monster carrier, a supply of monster pet food.
• MINOR
Tailored team uniform, sports bicycle, monster medical kit, copy of Manos the
Hands of Fate, black leather collars, thick rubber gloves, personal computer, a
high-end game console, and voting stock in low-end video-game company.
• MAJOR
These could also include highly illegal super drugs, advanced monstercapturing
equipment, voting stock in a high-end video-game company, or a
prototype of "the next big game console." The GM can rule that an occasional and
very expensive item, such as a mad science laboratory capable of doing genetic
engineering, a university computing facility or a secret underground lair counts as
two or more items.
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  #6  
Unread 6th of August, 2003, 00:00
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BrianL03
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Is there a gap for a Monster Trainer, Red?
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Unread 6th of August, 2003, 00:28
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well you said it yourself
read your PMs
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  #8  
Unread 6th of August, 2003, 00:40
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hehe... I'll think up a character real fast.
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Unread 6th of August, 2003, 01:01
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*Continues to ponder...Continues to ponder*

Thanks by the way
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Unread 6th of August, 2003, 15:07
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Does anyone want to share a Significant Other defect? I'm thinking about possibly throwing that in as a third BP, and am willing to play a related role to another character, be it boyfriend/girlfriend (I haven't chosen the character's gender yet, so it can go either way), relative somehow (not as likely for my character, as they are from Novtopia, but you never know, there might be twins attending for different reasons), or whatnot (I'm planning that the character is a member of the school's swim team, so maybe they're either teammates or really good buddies).

Another reason I'm asking is that having a Significant Other would be a lot more fun to roleplay if there was another character playing rather than just the GM playing yet another NPC.

Any takers?
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Unread 6th of August, 2003, 16:02
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Hmm that sounds interesting.

I need to hammer more detail into my character first though.
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Unread 6th of August, 2003, 20:56
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Sponkle's lesson for today
I said
Character name -> your name

not
your name - character

*slaps sponkle*
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Unread 6th of August, 2003, 20:59
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oh
and when you come to gain monsters bang them each in a seperate post your character

makes it easier to see where the stats are that way
as each monster will pretty much have their own sheet

but keep them in their own thread
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Unread 6th of August, 2003, 23:20
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There you go your majesty
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Unread 6th of August, 2003, 23:21
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Well, itches, you want to do that, then?

Message me if you want to discuss it (not at the moment, though... give me an hour). Maybe I can help with your character's details:

AIM- BrianLars1
MSN- BrianL03@msn.com
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Unread 6th of August, 2003, 23:31
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damn straight
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Unread 7th of August, 2003, 00:19
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itches
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Damn you BESM, stop mocking me!
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Unread 7th of August, 2003, 00:31
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so I'm good continuing to mock you?

good

*continues the mocking*
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Unread 8th of August, 2003, 22:12
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meep meep

I'm back on the game now, (or I think so)
so let['s get this party started

Tyck, Num, Itches, get those character spewed out
I know Brian has made some progress (in theory ITches has too, but I didn't manage to look at his work so far)

and ensiure background, descriptions and such

so far for monster request

Itches - Done
Sponk - I know what you want
Brian - I know what you want
Tyck - not sure, did you mention flying, or am I making that up?
Num - No idea, you mentioned your monsters last time but didn't pick one
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Unread 9th of August, 2003, 03:38
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Just need to finish writing up the background, and she'll be posted.
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Unread 9th of August, 2003, 12:04
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Because I don't know, who is playing in this game again?
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Unread 9th of August, 2003, 14:42
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Scroll up a couple of posts and you will find your answer
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Unread 9th of August, 2003, 14:47
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“ Originally posted by BigRedRod

Itches
Sponk
Brian
Tyck
Num
”
Ahh
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  #24  
Unread 9th of August, 2003, 16:16
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Per monster requests-I like Psychic best. Fighting works best with the character I have in mind, though. I'm mostly done with the numbers on the character-had to check back here for Monster Trainer skill costs.
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Unread 9th of August, 2003, 17:56
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ahh
it's all coming together
well except for num

but I haven't seen him

if he doesn't magicaly appear by the time the other sheets are finsihed we'll leave him


one little note
your general direction (and on occasion your direct orders) come from the foundation
so really you want to give yoursefl owned by a megacorp at l1 as a defect
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