Russian Roulette Time slot: None. This game can run whenever there are two or more players and the GM online long enough to play a session (probably 2 to 4 hours, possibly less for a social "mini"). Setting: Paris - 1886; steampunk meets superhero. Fifteen years after the Franco-Prussian war put an end to the empire of Napoleon III, most of western Europe seems to have grown accustomed to peace and prosperity at home. However, a recent surge in criminal activity in the Parisian underworld may upset everything. A wave of larceny and brutality is sweeping through the city and threatens the very foundations of society in Paris and beyond. The police seem incapable of stopping all but the mildest of criminal activities in their city, and each day their efforts seem increasingly futile. Despite explicit warnings against vigilante activity, a former military man and industrial financier named Captain Hercule Avignon claims to have the means to bring peace to the streets of Paris... System: Tri-Stat dX (upgraded from BESM) 93 CP*#, Scaled Stats, 30 SP# * Note - Every character begins with a balance of 13 points in the "Unknown Mutant Attribute" Attribute (included in the 93 CP total); players can draw against this balance during initial character generation at a 1/1 ratio, and any points left in that Attribue will be distributed by the GM at a later time at the 3/2 ratio; therefore a player technically has 93 CP, but can potentially have as many as 100 or more CP later on. Finally, there is a cap of 13 points on Unknown Mutant Attribute, so a player can't add any more than the starting balance to this Attribute; the cap exists as much for balance issues as it does to keep the GM from developing huge, micro-managing headaches. # Note - CP and SP "growth" will be limited primarily to Unknown Mutant Attribute distributions and a very limited number of special events; do NOT expect a lot of CP rewards during the course of this game. Any age or background is acceptable, with the following exceptions: No criminals. I'll take care of the bad guys, thanks. No space aliens. I figure that the option to play as mutants, myths, and/or extremely resourceful human beings should be enough. No children under the age of 13. Youths between the ages of 13 and 16 will need a good background (to convince me that Captain Avignon would let them join his group). Stat Restrictions: Solid, in-character explanation required to explain any stat beyond 10. No stat can exceed 16. Keep in mind that a Stat of 4 is meant to represent that of an average adult human, while a 12 represents the maximum human potential (i.e. natural humans can't get any better). Further information can be found on page 8 of the dX reference document. Stats are scaled; for convenience I've posted the TOTAL cost of each stat in the following table: Stat / CP Cost Stat / CP Cost Stat / CP Cost Stat / CP Cost 1 / 1 5 / 8 9 / 19 13 / 34 2 / 2 6 / 10 10 / 22 14 / 38 3 / 4 7 / 13 11 / 26 15 / 43 4 / 6 8 / 16 12 / 30 16 / 48 Attribute restrictions: Forbidden: Computer Scanning Hyperflight Restricted (speak to GM about specific restrictions): Agents Henchmen Own a Big Mecha (OBM) Servant Unkown Mutant Attribute Defects: Forbidden: Awkward Size above level 2 (forbidden from non-mecha only) Confined Movement (forbidden from non-mecha only) Owned Red Tape Wanted More than 8 points of defects Required: 2 points of defects. Skills: Use the Multi-Genre list for skill costs with the following exceptions: The skill Computers costs 2 points per level and applies to special devices (think "Babbage Engine"). The skill Etiqette costs 3 points per level. The skill Interrogation costs 4 points per level. The skill Intimidation costs 4 points per level. The skill Mechanics costs 4 points per level. The skill Performing Arts costs 2 points per level. The skill Seduction costs 3 points per level. The skill Street Sense costs 4 points per level. The skill Wilderness Survival costs 2 points per level. The skill Wilderness Tracking costs 2 points per level. The skill Writing costs 2 points per level. The skill Languages includes two specialized languages: 1. Argot, which is the language of the criminal underworld in Paris--for the sake of this game, Argot is a sort of universal language used in the Underworld everywhere from San Francisco to Johannesburg to Tokyo. 2. Telegraphy, which is the "language" of telegraph machines. It allows the character to translate wire telegraph beeps to or from any language he or she knows. Of course, if the telegraph sender does not use a language that the receiver understands, there will still be communication trouble. All combat skills cost 6 points per level, with the exceptions of Ranged Defense, which costs 10 points per level, and Special Ranged Attack, which costs 8 points per level. Background: If you choose to play as one of the pre-made characters, you may alter the background as you see fit. None of the pre-made characters will actually appear in the game unless chosen by a player. Submission: Submit your character to me at schnee@schneeble.net and name the file -.txt The appropriate format for a character sheet can be found at http://www.schneeble.net/rr/BlankBESM.txt and an example of a (mostly) completed form can be found at the link to any one of the pre-made characters' sheets (as I put them up).