Yes, her middle name is Stephani and yes, she hates it. |
Well...no. Not really. But I should qualify that.
Without some work, there is not enough published material to play a complete game. On the other hand, I could probably knock together enough details to play a game of R.I.P. in a few sessions. I would have to borrow heavily from other horror games, particularly Chill 2nd ed, GURPS, and Unisystem.
But I think I have enough here to make a character. So, let's go with my drosophila melanogaster of these sorts of things and see what I can do.
For this, I am going to create a character first with the Top Secret/S.I. rules, then with the Agent 13 supplement, and finally with the material from the R.I.P. comics. I'll use the core TS/SI rules to form her "base" character, followed by details from Agent 13 and the R.I.P. comics. I'll also borrow the idea from Agent 13 of exceptional characters since the supernatural world of R.I.P. is similar to that of Agent 13.
I don't own the Top Secret rules nor the Agent 13 book, but thankfully I was able to borrow them from a friend.
Larina McAlester, nee Nichols
The first thing I am going to need to do is make some assumptions. I am going to stay in the 1990s for this one, so for that reason, I am going to borrow a lot from my WitchCraft RPG version of her (which, oddly, I have never posted), the DarkMatter version (which feels like the spiritual successor to R.I.P.) and the TimeLord version, just to get the feeling of the era right. Here she is just out of college, but instead of going to grad school she is recruited by a secret organization, A.R.T.E.M.I.S., to investigate the paranormal.
I am going to say in this version she is still married, but separated from her Irish husband, Eric. She has not changed her name back because the paperwork is too much trouble.
A.R.T.E.M.I.S.
A.R.T.E.M.I.S., or Agency for Research into Transdimensional Events, Magic, and Inexplicable Sightings, is the special investigations group similar to Top Secret's ORION. Or...at least it is supposed to be. I wrote the bulk of what A.R.T.E.M.I.S. is prior to reading any of the Top Secret RPG material because as I was working on the character background I want to be able to port this organization over to NIGHT SHIFT if I wanted.
This group employs people who are "Sensitive" to the dealings of the Supernatural. So very much like her character in Time Lord. They also have funding and governmental backing. So like Chill's SAVE, but more in line with the X-Files.
Given this, I might consider the Supernatural Sensitivity Advantage to be a prerequisite for being a part of this organization.
Larina McAlester
Agent of A.R.T.E.M.I.S.
Nationality: American
Sex: Female
Race: Caucasian
Height: 5'4"
Weight: 124 lbs
Eyes: Blue
Hair: Red
DOB: 10/25/1969 (Age 22)
Handiness: Right
Tags: Bites nails, large tatoo of the triple moon goddess (see ref photo #MLS02) on her back between shoulder blades (see ref photo #MLS03).
Attributes
STRength 38/19/9
REFlex 52/26/13
INTelligence 75/37/18
WILlpower 78/39/19
CONstitution 47/23/11
MOVement 45/22/11
DEXterity 63/31/15
Psychological Profile
Cruelty: Low
Loyalty: High
Sanity: High
Selfishness: Some
Passion: High
Piety: Some/High (Wiccan religion)
Advantages
Sixth Sense (3)
Attractive (1)
Obscure Knowledge (2)
Supernatural Sensitivity (2)
Disadvantages
Addiction, Caffeine (2)
Moral Qualms, Will not Kill (2)
Enemy, Ex-husband (1)
Skills
Professional Career -
- Fine arts 1 63%
- Musical Instrument (flute) 1 75%
- First Aid 2 80%
- Social Chameleon 1 37%
- Basic Liberal Arts 1 37%
- Anthro/Psychology/Soc 3 85%
- Philo/Religion 2 80%
- Language: Latin 1 75%
- Language: Greek 1 75% (can learn up to 5 more languages)
Research 3 85%
Powers
Mind Reading 4pts
Telekinesis 1
So. Who is this Larina? Well this is an agent who is sent in to access, but not engage, a situation. She can blend it and knows enough to be able figure out what is going on in a situation. She is still young, a new agent, but learning. Her ability to read minds and her supernatural sensitivity allow her find a supernatural threat among normal humans.
I think for a "real" game of R.I.P., there should be an Advantage, maybe called "Powered," which allows the character to take powers. An 8-point Advantage might grant 10 points in powers and 2 points in a Disadvantage, something like "Haunted." The logic here is that once you dip your toes into the world of the supernatural, then the supernatural also sees you. This is very common in a lot of horror games.
This mechanic would also cover what I think would be a feature in the R.I.P. game; playing something like a Revenant. A dead character is now back to fight the supernatural threats to the mortal world.
Comparisons to Chill 2nd Edition
Yesterday I made a lot of comparisons of R.I.P. to Chill 2nd Edition. The reasoning is that Chill is also about normal (for the most part) humans fighting the unknown/supernatural and there is a reasonable chance of success. Plus Chill 2nd edition was out at the same time that the proposed R.I.P. RPG was going to be, so the comparisons would have been natural.
I don't have Chill stats up for her here either (note to self, add WichCraft RPG and Chill 2nd ed stats). I do have an old character sheet, but that is not a great comparison since she has had some adventures and is not a starting character like her R.I.P. counterpart. However, there are some comparisons to be made.
Both skill-wise and power-wise, they seem close in respect to their specific game universes. Granted, we don't really know what the characters' power levels were going to be in R.I.P.
I will say this, though: The character creation was rather fast. Obviously, that has more to do with the Top Secret/S.I. rules than anything else. IF the R.I.P. game followed suit, then it would have this leg up on Chill. Though I can knock together a Chill character quickly these days.
Another good comparison is to the Modern Horror game TSR did produce, Dark•Matter. Again I see similar themes being explored here. Dark•Matter certainly has more gravitas to it. I would like to say it is also better designed, but that isn't really fair since we really have no idea how R.I.P. would have been designed.
In the end we are just left with a case of thinking of what might have been.
Now to explore A.R.T.E.M.I.S. more.