Just some frame-work notes for an irc game. Will eventually sort out a tidier way for people to keep notes for players to see. But for now. Eh.

A 30s pulp style game. Possibly my apology for the lack of activity on my part recently in The Quiet Conspiracy (due to move into getting irc games happening). And possibly just yet further immature crayon-scrawled love-letters to Wodehouse, Waugh, Fitzgerald, O'Hara, and co.

The players are all members of a transatlantic club of affluent and bored young folk in need of a new affectation. Together they are the Society of Crime-Busters, a debonair, care-free set whose antics against mad scientists, wild savages, archaic horrors and villainous vagabonds are the high-light of the society pages and the bane of both older generations and the envious poor.


Character Roles




The Detective
Usually a bored play-boy of the American or English sets with an aptitude for problem-solving. Usually well-versed in the Classics, often along with various other remnants of esoteric knowledge that frequently comes in handy solving various clues and riddles along the way.
HEALTH: 30
DEX: 1
PER: 3
INT: 5
STR: 1
WILL: 3
Skills: (Choose one) Extraordinary Mind (even by the usual standards of a detective, the range of subjects known is staggering - may be used to enhance checks when investigating anything) ; Student of Body and Mind (has trained his body in martial combat as well as his brain, giving him +2 to STR on starting) ; Master of Disguise (improves chances of disguising self with even bare materials significantly)
Inventory: (Choose two) Walking Cane (+1 to melee combat) ; Zippo Lighter (more reliable than regular matches) ; Skeleton Key (opens any regular lock) ; Motorcycle (nippier than a car)



Mystic
Be they paranormal investigator, researcher, wastrel with inexpicable powers or else just plain mad dreamer, such people exist with relationships intimate to the worlds beyond, below and above. Unsettling people socially for the most part, those with the right social breeding may find themselves within the company of the more extroverted sets.
HEALTH: 25
DEX: 1
PER: 3
INT: 3
STR: 1
WILL: 2
Skills: See here.
Inventory: (Choose one) Occult Manuscript (ancient secrets) ; Research Notes (scientific approach) ; Confused Dream-Scrawlings (your own fevered drawings from the night-terrors that plague you)



Secret Agent
Men working for the government's latest spy organisations, living fast and expensive as field operatives. The secrecy element of their trade may go amiss, as they spread their name as a warning and boast to every exotic girl, card-sharp and mad-cap villain they come across.
HEALTH: 30
DEX: 2
PER: 3
INT: 1
STR: 3
WILL: 3
Skills: (Choose one) Poison Know-How (having faced countless toxins in countless attempts on your person, you have a taste for most poisons and are well-suited to detecting and treating such things) ; Not Just a Thug (unusually, you are a thinking man's spy, and occasionally ponder higher matters, giving you +2 to INT on starting) ; Fast Draw (you gain +2 DEX when playing the first round of combat if you're using a gun)
Inventory: (Choose two) Zippo Lighter (more reliable than regular matches) ; Custom-Made Car (faster than most, and comes with rear smoke-release for sneaky escapes) ; Explosive Watch (your wrist-watch may be converted into a timed explosive of small but useful size) ; Revolver (6/12)



Future Rocketeer
A man from Mars, the distant future, the long-ago past, or perhaps a secret rocket-man from some shady government program here on Earth. Whatever his story, this man seems out of place in the current decade of the 30s, but nonetheless finds fellowship among the wealthy layabouts and their crime-busting hobbies.
HEALTH: 30
DEX: 1
PER: 1
INT: 2
STR: 2
WILL: 1
Skills: (Choose one) Future Knowledge (as this character is from the future, they have some knowledge of the events of Earth in the 30s, and can try rolling to see if they can offer information on certain major occurences) ; Mechanically Minded (all-round technical type, giving +2 to INT checks when doing anything involving machinery) ; Martian Hero (you have lived your early years on savage Mars, battling among the green-skinned monstrous warrior races that dwell upon it, grants access to Martian Sword, and gives you +2 STR to start but -1 INT to start also)
Inventory: (Choose two) Ray Gun (3/20) (a blast of quasi-rays can render foes unconscious) ; Space-Suit (useful for protection against all kinds of things) ; Hover Platform (doesn't hover very high, doesn't move very fast, but it's all terrain and folds away into a briefcase) ; Robot Companion (irritating sometimes, but has a complete memory of instantly memorable catch-phrases) ; Martian Sword (a heavy and over-sized blade in Martian iron, must have 'Martian Hero' skill, giving +3 to melee damage)



The Cape
A pulp vigilante, perhaps caped or trench-coated, who indulges in fisticuffs with wrong-doers on a nightly basis. Your identity as an affluent child of the 30s may not be connected to your masked doings, but you can still rub shoulders with the members of the Society of Crime-Busters with ease.
HEALTH: 30
DEX: 3
PER: 2
INT: 2
STR: 2
WILL: 3
Skills: (Choose one) Improvised Weaponry (you can construct weapons out of everyday items quickly and instinctively, or use unorthodox weapons without suffering too much from being unfamiliar with their use) ; Shadowed Street Stalker (ability to pursue people in urban environments unseen improved) ; Roof-Top Traveller (can scale walls, climbing more easily, and are able to jump from roof to roof)
Inventory: (Choose two) Brass-Knuckles (+2 to unarmed combat damage) ; Grapple-Hook (a hook on a rope) ; Machine Pistol (8/10) ; Smoke Bomb (3)