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The Other game i (Arbitrate). The League of Assasins

Ok so the basics of the League of Assasins is that its a whenever game (no fixed shedule).  (If you want to try a contract in which you will likely need other players to help with that upto you to try to get them and shedule. a time with me to do it.)  Based on the John Wick universe so thiers not likely to be any mutants or such (certainly there may be some of the heroes specialty guys  ((like a hard ware weapons guy who sets you up if you have the money and/or gold coins. ))). The Players are all a simple format  assasin wit room to customise they all start with the same basic gear (after that its upto you to put your own flare on them.). Each one is very survivable at start. As for specialty gear and such (if you choose the skills to use it thats upto you to search and get it through means that you devise or through the league (you start with 5 gold coins one of the things i advise is to keep one at least to get medical care at the Continental(s) or other such safe houses.  If you need maps for a place its upto you to recon or find a way to get the plans. (lets say your target is in ahigh rise apartment you might be able to search the net and find a floor plan. (which i likely will be using as a map. lol).  We will be using skype for voice once added to the group you can talk to other players for jobs etc. I may set up a discord. But for now skypes working well.
Lang: 98% native tongue Lit. 98% native tongue Lang:+10  Lang:+10 (can be used for lit in second lang.) Math Basic +10 Computer Operation +10 Pilot auto or motorcycle +10 Athletics Boxing Gymnastics Prowl +10 Detect Ambush +10 W.P.Pistol W.P.Pistol Paired W.P. Automatic Rifle W.P.Knife Htoh:Assassin 8 others 1. 2. 3. 4. 5. 6. 7. 8. Ok Some advanced Rules bit. You can Trade one of your 8 for hand to Hand Comando. You Can use 4 skills of the eight for a Martial art from Ninjas and Superspys, and 8 for Exclusive martial arts. A note about taking a ninjas and superspys martial art does not mean you get to cheap out and take a martial art and trade its powers for skills. you'd have to do some pretty hard work to convince me to let it fly. You can trade 1 of the eight skills for a +20% to another skil of the o.c.c. or eight (7 others in this case). To change a w.p. to sharp shot takes two skill selections plus initial skill.(s) First mission goes with starting gear the rest you get after that. I.Q.:12 M.E.:12 M.A.:12 P.S.:15 P.P.:30 P.E.:15 P.B.:12 Spd.:15 replace two with 21's Fly: Hit Points: S/M.D.C.: Extra: Init: Attacks.: Strike: Parry: Dodge: Dodge Fly: Roll: Pull: Disarm: Extra: Save versus: Horror Factor:2 Magic: Magic illusions: Mind: Perceptoin:2 Possession: Psi: Insanity: Drugs: Poison Lethal: Poison Nonleathal: Pain: Stun/K.O.: Coma: Social skills Trust/intimidate: Charm/Impress:
<a href="https://join.skype.com/SZvhP3I6hCXj" rel="nofollow">https://join.skype.com/SZvhP3I6hCXj</a>
How do the Physical skills interact with Attributes? ie set PS to 21 add +2 from Gym, +2 from Boxing +1 from Athletics= 26 starting PS? PP is 30 +1 from Gym to start?
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Edited 1534883086
No the auto skills for assassin's are included in stats you start with. The bonus's to htoh are still valid though. the roll with punch and such boxing of course has a plus 1 to pull punch as well its an errata thing thats standard.