Alright boys, time to play. The year is 1976, your hometown Boston.
The BRP rules:
here
Character Generation
- The character sheet is
here
- Please make all rolls linked to campaign (#904).
- For attributes, 4d6 pick the best three, assign as desired.
- All other rolls per the rules.
- If a Skill you want isn't listed, make it up. Like Instruments, Drinking, etc.
- The "Powers" section can be used for history and other random notes.
- Let's see a picture of your rocker, in all his 70s glory!
- On the character sheet, feel free to also list your instrument, favorite bands, beer, recreational drugs of choice, vices, addictions, misdemeanors and/or felonies, and secrets if any.
- Assume you already have your instruments, a van, and the basics of the rocker lifestyle. On money, pick a day-job (likely a dead-end or mindless job), suggest a salary or hourly rate, and we'll work out how meager your savings is. Unless you're a silver-spoon kid spending dad's money.
House Rules
- Natural 1 (on d100) is a critical for double damage or similar rocking effect.
- Natural 100 (on d100) is a fumble, in which there is a 50% chance of something unfortunate or darkly humorous happening (e.g. string breaks, gun jams, slip/fall, vehicle crash, etc.)
- If firing into a melee and you miss target, there is a 50% chance it hits someone else, randomly determined by a roll.
- Characters with multiple attacks per round: the second attack occurs at the end of the round.
- For touch attacks, the defender's AC is just Dex. bonus if any. One is not trying to penetrate armor or hide, just touch. However, if an AC is based heavily on speed, the AC will remain as is.
- Please link rolls to the campaign, # 904. On-the-fly rolls don't count.
- I like to spoiler dice roll results, it makes for a cleaner IC thread.