This is a work in progress. To be launched this Sunday at the G&G mini-con.
MODELS
All characters are international super models who have been enlisted to become MODELS (Military Operations and Defense Emergency League Specialists) who are alerted and assigned to deal with situations that require a much more specialized hand. They are civilians, but when missions require them, these MODELS become walking intelligence agents whose fashion sense has more depth than expected. As super models, they are practically welcomed into any country and their presence is celebrated in any event. But as MODELS, they save the world with sass and style.
All characters are international super models who have been enlisted to become MODELS (Military Operations and Defense Emergency League Specialists) who are alerted and assigned to deal with situations that require a much more specialized hand. They are civilians, but when missions require them, these MODELS become walking intelligence agents whose fashion sense has more depth than expected. As super models, they are practically welcomed into any country and their presence is celebrated in any event. But as MODELS, they save the world with sass and style.
Character Creation
All Agents begin the game with one area of expertise, followed by two areas being well trained, two areas at basic and finally one area which is untrained. It is intentional to have an untrained area. This reminds the Agents that teamwork is essential for the success of any operation.
The Face.
Mimicking any appearance. Disguises. Intimidation. Blending in. Reading intentions. Understanding body language. Gaining trust. Matching a look. Body chameleon.
The Gun.
Using any firearm. Shooting things. Killing people. Making A hit B. Knowing how to use weapons. The right way. Lovechild of Chuck Norris and Riddick.
The Brain.
Intel. Contingency plans. Code breaking. Hacking. Driving any vehicle. Mathematics. Accounting. Fine, quantum physics too. All your ideas are mine.
The
Web.
Connections. Oh, It’s you. I’m cashing in a favor. Black market. Underground ties. The world is my bathtub.
The Muscle.
Handling any display of prowess and strength. Climbing. Jumping. Fist fights. Universally deadly. Muscles on my muscles.
The Mouth.
Speaking any language. Expression. Seduction. Kissing without using lips. Or touching. Verbal orgasms.
Each player chooses one to be their primary area of Expertise. That will get a rating of 4.
The player then chooses two areas which are still part of his Trained repertoire and those are at 3.
Then, two more are chosen to show Basic understanding, which are at 2.
Finally, the unchosen area is the agent’s Weakness. That would have a rating of 0 and can never be raised.
Connections. Oh, It’s you. I’m cashing in a favor. Black market. Underground ties. The world is my bathtub.
The Muscle.
Handling any display of prowess and strength. Climbing. Jumping. Fist fights. Universally deadly. Muscles on my muscles.
The Mouth.
Speaking any language. Expression. Seduction. Kissing without using lips. Or touching. Verbal orgasms.
Each player chooses one to be their primary area of Expertise. That will get a rating of 4.
The player then chooses two areas which are still part of his Trained repertoire and those are at 3.
Then, two more are chosen to show Basic understanding, which are at 2.
Finally, the unchosen area is the agent’s Weakness. That would have a rating of 0 and can never be raised.
[Example: Sydney opts to create her
character, Jennifer. She likes the show
Alias and bases her character on the lead heroine of that show. gives Jennifer
the following stats:
The Face 4, The Gun 2, The Brain 3, The Web 0, The Muscle 2, The Mouth 3]
The Face 4, The Gun 2, The Brain 3, The Web 0, The Muscle 2, The Mouth 3]
Each agent then has three Never Leave’s (Never Leave Home Without It) which other models and fashion conscious people notice. These are fashion first and are part of his signature look and appeal.
Eyes
|
Lips
|
Hat
|
Earrings
|
Necklace
|
Watch
|
Bracelet
|
Ring
|
Buckle
|
Chain
|
Coat
|
Handkerchief
|
Tie
|
Scarf
|
Jacket
|
Vest
|
Corset
|
Boots
|
Suspenders
|
Shoes
|
Sunglasses
|
Perfume
|
Lipstick
|
Cigar/Cigarettes
|
Drink/Flask
|
Cellphone
|
Fan
|
Hand-carried
|
Car
|
Other
|
These items have the benefit of adding to the agent’s overall Impact. For each item, choose a key area where they help the agent accomplish things. These areas of impact, when applicable, allow the player to reroll a die during Challenges. It is always good to choose areas that match the overall impression your agent tends to give.
Forceful
|
Flashy
|
Subtle
|
Quick
|
Cautious
|
Clever
|
Sensitive
|
Classy
|
Deceptive
|
Passionate
|
Funny
|
Shocking
|
Finally, for each item, you can designate the following Utility.
Each item has three points of Utility in them. The player, at any time in the game, can decide to spend one point of Utility for one of the following:
· a) Allow the whole applicable dice
pool to be re-rolled.
b) Give the item a gadget effect.
b) Give the item a gadget effect.
Gadget effects are the different cool stuff that the item can actually do since they were tinkered with by the House of Gad Get.
This is also a weapon
|
This is also a communications device
|
This is also an explosive
|
This is also a tool
|
This is also armor
|
This is also a copier
|
This is also medical
|
This is also modular
|
Any other
|
Style Points
Style points are the currency of choice for a M.O.D.E.L.S. game. It is through the use of Style points that players can celebrate their fabulous-ness and save the world at the end of the day.
[to be continued]
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