Friday, January 14, 2022
James Bond 007 in the 2022 Character Creation Challenge
Thursday, January 13, 2022
2022 Character Creation Challenge 12) The Shadows of Yesterday
On day 12, we hit our first Story Game!
This is a 2004 era Indy/Story game with some interesting aspects: it's meant for rapid advancement through relatively short stories; characters get experience points based on player-selected Keys, which are behavioral prompts, that the player can choose to abandon and pick a new one so the 'you get XP for your core activity' is totally keyed to role playing; PCs have their stories end when they achieve Transcendence, which is a level 7 success using a maximum skill of 4 +/- 3 Fudge Dice so while it's difficult to get it can happen at any time, and Transcendent characters become the story focus for the rest of the day before their story ends. It's an interesting and epic technique.
The world of TSoY is post-apocalyptic fantasy – an asteroid hit the far side of the earth, caused a global winter, and carved out a moon 300 years ago; all the races in Near (where the story takes place) are recovering from 90% population loss – populated with some baseline fantasy cultures and races. My PC will be from Zaru, which is NOTASIA, as opposed to the NOTEUROPE culture, and Human as opposed to Elven, Goblin or Ratkin. I gotta give it to Clinton R Nixon because while the cultures are thin that's on purpose, and his non-human races are fascinating takes on the ideas. I still went with human because a character concept jumped up and hammered me between the eyes.
The game has 3 Point Pools – Vigor, Instinct, and Reason – which power your Secrets and act as hero points for your skills. Interestingly you only get those pool refreshed by using them in enjoyable vigorous activity with someone else. Going out drinking all night with friends will improve your Vigor pool, as will accepting physical abuse if that's your thing. Spirited debates about philosophy will refresh the Reason pool. Again, everything in the game is focused on the Role-Playing aspect: if you want to get your powers back, reveal more of your character with someone else. You start with 11 points to split between these, min of 2/max of 7, though you can buy more later.
TSoY also has and 3 Innate skills – Endure, React, Resist – which are used for any passive actions in Vigor, Instinct and Reason respectively. The rest of the skill list is clustered by activity, so there are Artistic Skills, Outdoor Skills, etc. which are there just to make sense of things. The only place it matters is each culture has Cultural Skills, which PCs from that culture can try untrained and others can't do at all. You start with the three Innate skills at 3, 2, and 1 (Master, Adept, Competent), one other skill at Adept and 3 at Competent. Each skill is keyed to one of the pools, and you can spend points from the pool for bonus dice with that action in play.
You need to select one Secret, which is essentially a character power or special ability that you power with pool points. This is pretty straightforward, but the game makes it clear that one play starts you have to find someone to learn the secret from. There's no Didn’t I Mention or eliding over it. Again, story focused. Each culture and species have their own secrets in addition to the general one.
You need to select one Key – your method for earning experience points – and you always need at least one of these, but you can purchase more than one later. Once you abandon a Key you can never take that one again. Again, there are cultural and species specific ones.
Finally, you take 5 Advancements. Normally you get an Advancement with 5 XP earned (depending on how keys play out you could see 1-3 per session), so this indicates the character has some experience under their belt, at least a story or two. Pretty much everything takes 1 Advancement to improve or learn, so characters change quickly.
In flipping through the rules I saw two Secrets – Secret of the Flying Leap and Secret of Knockback – that I quite liked, the idea of a hermit or outcast who magically pushed things away from them, and socially pushed away people, but had the Key of Love (a very Human key) that tethered them to one PC in the group. Reading over the Cultures I saw that Zaru had not just a Culture Secret that fed into this (Secret of Kinetic Redirection) but literally the skills of Clandestinity and Serve – how to be clandestine and sneaky, how to act as a servant – and the joy I have of playing sidekick/support characters for someone else kicked in. Gone was the magical hermit, in was the martial artist servant/bodyguard in love with their master. Yes, it's an old gimmick, but the point in this sort of game is to start with that and see where it changes.
I started with Vigor 4, Instinct 3, Reason 4, and Endure 3, React 2, Resist 1 for my pools and innate skills. Other skills were Uptembo (the Zaru Martial Art) 2, Clandestinity 1, Serve 1, and Haggle 1.
Secret of Kinetic Redirection and Key of Love ended the first stage.
My 5 advancements went to 2 more secrets (Flying Leap, Knockback), raising my Resist to 2, and adding Sense Danger and the culture skill of Clay Moulding at 1.
A lot in this game depends on the other players and their stories, and for this character more than most, but I'm happy with how Cyrus (one of the Zaru default names) came out.
Wednesday, January 12, 2022
2022 Character Design Challenge 12) Gamma World 4th Edition
Day 12 of the #charactercreationchallenge gets cryptic! Cryptic Alliance, that is....
In the same way I want to run an epic Twilight 2000/Psi-World/Cyberpunk game, I have had a chance to run a single session of my Reign/Gamma World crossover. In case you were wondering why these games were sorted this way on my shelf. I've never felt Gamma World has landed quite right in any of its systems because the initial concept of the game – the PCs are as tough and powerful as they are going to get and their goal is recover lost treasure and rebuild their communities – never translates to the mechanics used for the game. Everyone ends up leaning into the gonzo elements, which is fine, and fun, but I think is missing a trick of doing a bit of both.
Anyway, this is the edition of Gamma World that looks like 2nd Edition AD&D. It's a smooth enough and clean enough system as far as it goes, has some technical improvements over AD&D 2E such as Ascending Armor Classes, etc., but it swings way away from that original design of the PCs not improving their personal power inserting a class/level system. Still, this is the one I have on hand (borrowed from a friend, along with the Jonathan Tweet _Omega World_ rules that are the first stab at D&D 3E inspired Gamma World that I won't be using for this challenge), so here we go.
First up is picking a genotype, and in a longer campaign I'd probably go Pure Strain Human but for this, totally Mutated Animal. Picking Flying Squirrel as my base animal. This gives me some pre-set Physical Strength, Dexterity, and Constitution bases that are improved by a 2d4 roll (including whopping base 15 for Dexterity!). I end up with 12 PS, 23 (!) Dex and 11 CN. As good as I could have hoped. The other stats are 4d6 drop low and I end up with Mental Strength 11, Intelligence 13, Charisma 5 and Sense 12. Time to start wondering why my Squirrel is so disliked….
Mutations come next. Everyone with mutations gets 5 in this version, and a d6 roll is used to split them up. My squirrel, Doreen (I asked my daughter what she would name a mutated flying squirrel and she opted to borrow Squirrel Girl's secret ID.) is already somewhat mutated, being 1 meter long, with full speech capabilities and bipedal stance (so no bonus power for not being not at all human-like), and I end up with 4 Physical Mutations and 1 Mental. This is in addition to the Flying Squirrel template already having the Air Sail mutation and a 1d3 damage bite.
Mutation rolls are Ultravision (see all energy types), Enhanced Senses – Hearing (double range and sensitivity), Size Change – Larger (50% increase in size, +5 STR, -5 DEX, and now she's 17 STR and 18 DEX and 1.5m high), and Carapace (um, what? OK. The dice say this covers her front and back and gives her a base AC of 17). Mentally, she has Telekinetic Hands, which have a 14 Dexterity and 5 Physical Strength.
OK, so visually she's now a 5' tall flying squirrel with air sails between her limbs but a protective carapace on her back and torso. I'm imagining that as being much more flexible than a tortoise shell, something closer to mottled green snakeskin, but still doesn't extend to her head and arms, which are brown fur.
Time to pick a Class, and I think the high dex and low charisma lend to the classic Laconic Scout. Doreen doesn't talk much, which some find off-putting. I mark down the Scout class bonuses, and evenly divide the points she has for class skills as they all look important. I've always been a sucker for the Ranks of the Fit cryptic alliance led by the mutated bear Napoleon, so as a mutated animal she's a shoe in for their 'reformed' branch. Picked some basic equipment - knife, hatchet, and blowgun with some poison as weapons- and I think Doreen is good to go!
Tuesday, January 11, 2022
2022 Character Creation Challenge 11) Reign
On day 11 we reach for 11d10. Seems appropriate
This is super simple. Reign has one of the best character creation methods out there – roll 11d10, look for sets, and compare those sets to the tables for major life training. Then find any orphan dice on one of three other tables for different events. Sort them in the order they occurred, write down what you get from them in terms of attributes and skills. Done.
For example, my 11d10 produced 2x1, 3, 6, 4x8, 9 and 2x10
This means Lowly Beggar (2x1), Military Commander (4x8), and Noble Byblow (2x10), along with three life events that I'll pick as Someone Got Spurned (3), Vengeance Quest (6) and Gnostic Event (9). There are a mess of ways you could sequence these, but I went with
Song Pak, a noble byblow of the Dindavarian court (2x10) was trained in the ways of the court (+1 COMMAND, +1 Sword, +2 Graces, +1 Status, +1 Wealth)…
But not in the ways of love. He fell hard for one of the women of the court and thinking his impressive beauty would see him through he pursued her (Beauty (3), Lie +1, Plead +1). When she settled on someone else, he was devastated, taking it as a blow to his honor and he swore to win true love (Mission: Find True Love).
He was alas so young and stupid that he assumed she was his only true love and he spent years mastering the sword to win her back, or at worst, challenge her romantic choice so she would be freed after his death. (+2 Sword, 2 steps in the Path of the Razor Heart, the Dindavarian Sword Style).
Fortunately, his father stepped in before Song did something truly stupid and shipped him off to officer's school, where he excelled – seeing victory in the army as a way to prove himself to his true love! – and saw several promotions over several years. He learned tactics, strategy, and how to inspire men in battle. (+1 COMMAND, +1 Fight, +1 Ride, +3 Tactics, +2 Inspire, +2 Parry, +1 Endurance, +1 Sight, +1 Direction, +2 Strategy, +1 Lie)
His last battlefield was one against the Truil Tribesmen, where something supernatural happened – he has never discussed it (and I won't nail it down until I talk to the GM) but while it was a victory for Dindavara, it left Song shaken, and possessed of knowledge he'd rather not have (Lore +2, Eerie +2, Sorcery +1; I'm also adding 2 Truil school spells, because it's a by-campaign question whether there's a cost associated with them.)
Song Pak mustered out, went home, carefully packed everything of value he owned at his father's house, and started a year's long pilgrimage around Dindavara's holiest sites. He ate, wore, and carried only what he was given in an effort to understand what he learned, and along the way learned many other things (+1 SENSE, +2 Plead, +1 Run, +1 Dodge, +1 Sight). Now that he has finally integrated what happened to him, he is ready to rejoin society. He's also realized, finally, that the girl of his youth is not, and never was his True Love. That search continues -as does the realization that so much of his life has been pursuing his family's approval, Craving he will never get rid of.
Song Pak starts play with
Status 1 (it's not much, but it's a start)
Wealth 1 (likewise; as long as he has low standard, he'll never starve, he can haggle to get better things, or make one larger purchase)
Beauty 3 (Any Fascinate or Graces roll has a minimum Height of 7)
BODY 2 (Endurance 3, Fight 3, Parry 4, Run 3)
SENSE 3 (Direction 4, Eerie 5, Sight 5)
CHARM 2 (Graces 5, Lie 5, Plead 5)
COORDINATION 2 (Dodge 3, Ride 3, Weapon – Sword 5)
COMMAND 4 (Inspire 6)
KNOWLEDGE 2 (Native Language 2+MD, Lore 4, Strategy 4, Tactics 5)
Path of the Razor Heart: with his Sword skill he can
* Pure Commencement: drawing takes no time
* Single Intent: when making a single attack, hits do 1 Shock to target torso regardless of other effects
Now, there's a bunch of other stuff you can do in Reign when it comes to forming Companies, which are the heart of the games design, but with just one player I'm going to leave this here. Song can easily move into politics, back into military affairs, or even become part of a wizard's circle. The GM has a big honking chain in Song's need for his family's approval to point him at adventure hooks, and Song's lifelong quest for true love might, or might not dovetail with those. Eventually a plot where it will work to his family advantage for him to woo someone who might be his true love will give him no end of advantages.
Monday, January 10, 2022
2020 Character Creation 10) Cyberpunk 2020
Day 10 of the challenge!