In 1972, a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Los Angeles underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire ... | ||
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Colonel John "Hannibal" Smith
Ex-Special Forces
Skills:
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Schticks: Lightning Reload
x3, Hair Trigger Neck Hairs x2
Weapons: Colt 1911A (10/2/7+1), AK-47 (13/5/30) |
B.A. "Bad Attitude" Baracus
Big Bruiser ('natch!)
Skills:
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Weapons: AK-47 (13/5/30), Rings on fingers count as Brass Knuckles (13) |
Templeton "The Faceman" Peck
Gambler/Con Man
Skills:
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Schticks:
Fast Draw, Luck Be A Lady Tonight (once per session may reverse positive and negative die rolls on one roll.) Weapons:
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H.M. "Howling Mad" Murdock
Everyman Lunatic BOD 5, CHI 5, MND 7, REF 7 Skills:
Schticks:
Weapons:
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Some Advice for A-Team-Styled Gaming, Gathered From the Folks on the Feng Shui Mailing List: |
In the first encounter with the bad guys, they will
be readily humiliated and defeated, and given a warning to get out of town.
Instead of heeding this advice, it will only anger the A-Team.
The bad guys will then find a way to capture most if not all of the team. Instead of simply shooting them, they will lock them in an area which happens to be conveniently filled with a plethora of common items that can be turned into exotic weapons, and there will be tools there, available to facilitate accomplishing this end. In the final encounter with the bad guys, they will be defeated with said exotic weaponary, which will often take the form of or be mounted on some kind of super-vehicle.(When you think about it this way, the A-Team should really be required viewing for anyone who wants to play a Techie.) |
10 General Pointers for Running an A-Team style game: |
1) At he beginning of every episode, you need to find a way to bust Murdock out of whatever insane asylum he is currently inhabiting. Whackiness will ensue. |
2) Whenever travel is required via air, BA *MUST* somehow be drugged into oblivion as he is afraid of flying. It must be a different method each time as he is "no fool" and won't be fooled into being knocked out a second time in the same manner. |
3) White women, will only find "Face" attractive. Black women will only find B.A attractive. Kooky white women will only find Mad dog attractive. There are no kooky black women |
4) In every session, B.A. must demonstrate his phenomenal strength in some way, no matter how unnecessary or contrived. |
5) When someone is thrown, the camera watches them fall from underneath them. |
6) The only sure way to finally stop the bad guys is by building something bizarre from scrounged parts. Using a blowtorch. |
7) At least one car will flip over every session. |
8) No one ever dies, ever. Victims in a 7-car pileup will always stumble out of their vehicles, choking on soot. |
9) ALL weapons are ALWAYS set to auto-fire, and tho it appears that nothing is being hit (or that all the characters have a schtick that only allows them to fire at someones feet), in fact, they're taking mooks down normally, just choosing not to kill them. |
10) The team will run into mooks until almost the end of the adventure, whom they will shoot at. Named Villains are never shot at. The Named Villains are thrown into cement/water/other gooey stuff, punched into submission, and/or their car is shot up and destroyed. |
many more than you thought there might be |
Sockii's
A-Team Homepage
featuring archives of OnThe Jazz the unofficial A-Team Web Newsletter, a Fanfiction archives.. Hell there's a LOT here |
The
A-Team Headquarters
an FAQ, Biographies, Season by Season Episode Guides... lots of stuff
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The
A-Team on the Web
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Back to the Comrades In Arms Main Index |