Bureau 13 news...
Okay, after much procrastinating, I have good news. The first Bureau 13 game/character creation will be Friday, December 2 at
bountifulpots and
theslice's place in Olathe, 6 PM. we're shoothing, I think, for one or maybe two Fridays a month. Bribing the GM with food or drink is allowed and encouraged. Might even be a good time for a potluck.
Last I knew,
orcjohn,
sherwood21,
mistresangelfur, and
dragonsbane69 were interested;
shaunesay may also show up. Any others are invited to reply with interest to this post. [grin]
Things to think about:
1. Character.
As a Bureau 13 agent, you're a secret government operative charged with investigating and protecting the people of the US from the supernatural. (not aliens; that's MiB's turf. We don't work with them very often...) You can legally, most times, carry a badge and gun, and have an FBI ID. The Bureau can't recruit openly; therefore, they recruit from people who have either had some form of supernatural experience, or who *are* themselves in some way touched by the supernatural. The Bureau has recruited vampires, witches, werewolves, psychics, accountants, circus acrobats, and Sunday-school teachers.
Think about who you want to be, and how you got into the Bureau. Some examples:
Team Thunderbunnies: The entire staff of a Texas brothel, who were recruited after "slowing down" an incubus long enough for a Bureau team to banish him back to Hell...
Team Maccabees: The graduating class of a rabbinical college in New York, recruited when a mad cabalist managed to get a Golem rampaging in Times Square, and helped to set it up as a horror-movie publicity stunt afterwards.
Robert Harrison: A science fiction writer, Robert was recruited after beating a werewolf to death with his silver Hugo award after the Worldcon presentation ceremony.
J. P. Withers: The very first Bureau 13 agent, JP is an Immortal who is still on duty. Very few people know anything about his recruitment; the Lincoln/werewolf incident is still classified to this day. Call on him for assistance at your own risk, JP doesn't carry a sidearm, he carries dynamite. LOTS of dynamite.
I give your first level's experience for a good backstory and recruitment; I will not allow, however, the "Well, I was a Navy SEAL who was cross-trained by SAS and Delta Force, who then became an NCIS investigator, and strangled a vampire to death with one hand while shooting his minions to death with silver bullets he made himself" type of gunbunny. Put some thought into it, folks; I'm a lot more likely to approve a Sunday-school teacher who managed to hold off that vampire by the sheer power of her faith, than I am to approve Dick Marchenko. (The aforementioned SEAL.) (Although, if somebody wants to play Abby from NCIS, I wouldn't object. Yum.) The more details, the better; if you're so inclined, write up your backstory *as* a story. I did that once, and had the supreme pleasure of watching my GM's eyes cross and glaze over as she read it. (I've still got that character, if anybody's interested...)
Equipment:
You're a super-secret government agent, paid by an agency who is self-supporting. (When you own a Philosopher's Stone...) Thus, any equipment within reason is within your grasp. Custom guns (concealable, please; you still can't carry an M-60 openly...), cars, basically anything normal you can buy on the open market you can have. Written lists are very good to have; if you haven't got it written down, you haven't got it. Figure you're making over $100,000 a year, tax-free.
Special equipment: If you have a cloak of invisibility, or Excalibur, or a Bag of Holding, or an enchanted gun that never misses, you better have a *really* good reason for it in your backstory, or I'll tell you to start over. Some special stuff is standard Bureau issue; I'll have lists ready for the first game.
Bureau 13's basic rules:
1. Don't get caught.
2. Don't leave evidence.
3. Use violence only when necessary.
3.a. When necessary, make sure you use *enough* violence -- J.P. Withers.
4. Cover your tracks.
5. Make witnesses believe a rational explanation for the bizarre or fantastic.
Note: I don't think this is a problem for anyone in this group, but this game is basically light-hearted. White Wolf-style angst is not something that will happen here, and if somebody does start invoking Dread Chthoolo, you will have the chance to stop them. Anybody without a sense of humor when gaming won't enjoy this at all.
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Last I knew,
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Things to think about:
1. Character.
As a Bureau 13 agent, you're a secret government operative charged with investigating and protecting the people of the US from the supernatural. (not aliens; that's MiB's turf. We don't work with them very often...) You can legally, most times, carry a badge and gun, and have an FBI ID. The Bureau can't recruit openly; therefore, they recruit from people who have either had some form of supernatural experience, or who *are* themselves in some way touched by the supernatural. The Bureau has recruited vampires, witches, werewolves, psychics, accountants, circus acrobats, and Sunday-school teachers.
Think about who you want to be, and how you got into the Bureau. Some examples:
Team Thunderbunnies: The entire staff of a Texas brothel, who were recruited after "slowing down" an incubus long enough for a Bureau team to banish him back to Hell...
Team Maccabees: The graduating class of a rabbinical college in New York, recruited when a mad cabalist managed to get a Golem rampaging in Times Square, and helped to set it up as a horror-movie publicity stunt afterwards.
Robert Harrison: A science fiction writer, Robert was recruited after beating a werewolf to death with his silver Hugo award after the Worldcon presentation ceremony.
J. P. Withers: The very first Bureau 13 agent, JP is an Immortal who is still on duty. Very few people know anything about his recruitment; the Lincoln/werewolf incident is still classified to this day. Call on him for assistance at your own risk, JP doesn't carry a sidearm, he carries dynamite. LOTS of dynamite.
I give your first level's experience for a good backstory and recruitment; I will not allow, however, the "Well, I was a Navy SEAL who was cross-trained by SAS and Delta Force, who then became an NCIS investigator, and strangled a vampire to death with one hand while shooting his minions to death with silver bullets he made himself" type of gunbunny. Put some thought into it, folks; I'm a lot more likely to approve a Sunday-school teacher who managed to hold off that vampire by the sheer power of her faith, than I am to approve Dick Marchenko. (The aforementioned SEAL.) (Although, if somebody wants to play Abby from NCIS, I wouldn't object. Yum.) The more details, the better; if you're so inclined, write up your backstory *as* a story. I did that once, and had the supreme pleasure of watching my GM's eyes cross and glaze over as she read it. (I've still got that character, if anybody's interested...)
Equipment:
You're a super-secret government agent, paid by an agency who is self-supporting. (When you own a Philosopher's Stone...) Thus, any equipment within reason is within your grasp. Custom guns (concealable, please; you still can't carry an M-60 openly...), cars, basically anything normal you can buy on the open market you can have. Written lists are very good to have; if you haven't got it written down, you haven't got it. Figure you're making over $100,000 a year, tax-free.
Special equipment: If you have a cloak of invisibility, or Excalibur, or a Bag of Holding, or an enchanted gun that never misses, you better have a *really* good reason for it in your backstory, or I'll tell you to start over. Some special stuff is standard Bureau issue; I'll have lists ready for the first game.
Bureau 13's basic rules:
1. Don't get caught.
2. Don't leave evidence.
3. Use violence only when necessary.
3.a. When necessary, make sure you use *enough* violence -- J.P. Withers.
4. Cover your tracks.
5. Make witnesses believe a rational explanation for the bizarre or fantastic.
Note: I don't think this is a problem for anyone in this group, but this game is basically light-hearted. White Wolf-style angst is not something that will happen here, and if somebody does start invoking Dread Chthoolo, you will have the chance to stop them. Anybody without a sense of humor when gaming won't enjoy this at all.
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One was a psychic cat - the group spy. A teeny bit of TK (to open latches) TP to communicate with the team and the fact that cats can go anywhere without suspicion.
The other was a pistol-packin granny. Librarian skills, unflappable, and LOTS of quasi-legal business connections thru dear late Frank. "Hello Edna? Lovely, and how are the grandchildren? Yes, that's wonderful. Listen, who has the numbers in Nashville nowadays? Billy? That's Nancy's youngest, right. Oh would you be a dear and give me his number?"
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As for the Nick, you lucky rat.
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Yeah - not much with the social skills is Mr. Polotta....
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My character is a ninja space monkey, who's held off half a dozen vampires with my super-secret Spiny Anteater technique, which is only taught in one isolated region in Tibet, and never to monkeys, except in this case because I'm an ex-Navy Seal AND an ex-Air Force Special Ops pilot, and I loaded my machine gun with silver bullets that I made myself, and because I'm a monkey, I can wear kevlar, and it covers my entire body, but I can still ninja-fight in it.
And I have a crazy weasel sidekick. With a hat. Hooboy, is that little guy funny.
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