Character Creation Challenge 30: Cold City

This story game about trust, treason, and secrets is set in Berlin in 1950. The Second World War finished five years ago, and the Cold War has just begun as the Allied forces are split into East and West. But the capital of the former Third Reich is still rife with secrets left behind by the Nazi regime. Just like in real history, the victors are scrambling to lay their hands on research made by German scientists. Unlike real history, in this game, these secrets include occult and weird super-science gadgets, weapons, and horrors. Ostensibly, the Allied Forces are collaborating in keeping peace in Berlin, and the joint Reserve Police Agency is responsible for handling weird and occult stuff left behind in ruined labs and underground bunkers. PCs are members of the RPA’s multinational teams, all sworn to cooperate, and all answering to their respective national governments. It‘s like a cross between the cold war thriller The Third Man and the Hellboy and BPRD comics.

Creating PCs for Cold City is supposed to be done in collaboration with the group, but for the sake of the Character Creation Challenge, I will do the steps I can do without input from GM or other players. First off, I choose nationality (USSR), occupation (military medic), and invent some details regarding my PC’s background and how they ended up in the RPA. Then I spend 5 points on the three attributes (each starts at 1). Next step is to invent five traits (talents, gifts, quirks), three positive and two negative. Then, I create hidden agendas, one national and one personal. 

And then, we run into the steps requiring other players. A central part of Cold City is the PCs’ relations with each other in their RPA team, what they think of each other, and how much they trust one another. Trust is measured with a numerical value for each of the other PCs in the team, from 0 to 5. Team members can get bonuses to die rolls, so everyone profits from the high trust as long as the team works together, but when someone betrays another team member the traitor receives a bonus based on how much they were trusted. Therefore, let’s say there is another PC, one Major Digby Bassett-Wright.

Name: Dmitry Petrovich

Nationality: USSR

Occupation: Soviet Red Army Medic

Background: Grew up in a kolkhoz in western Russian Socialist Soviet Republic. Wanted to study to become a doctor. As the war began he was drafted into the Red Army, given a basic education as a medic, and sent away to the front. 

Draw: Petrovich was the sole survivor of an incident during the last weeks of the war in Europe when soviet troops entering Berlin were attacked by a strange luminescent inhuman entity. Because of this experience, he was considered qualified for this mission.

Attributes: Action 2, Influence 2, Reason 4

Traits: Cool and steady under stress (+), Perceptive (+), Accurate marksman (+), Brusque manners (-), Perhaps too curious about all things scientific (-)

Hidden agendas, National: Secure any research data concerning enhancing the performance of the human organism.

Hidden agendas, Personal: Find out what happened to his friend Alexei Mikhailov who went missing during that encounter with the inhuman entity.

Languages: Russian, German

Trust & Opinions: Major Digby Bassett-Wright, British imperialist, stiff-backed and with an air of superiority. My trust: 2, Their trust: 1.

Equipment: Uniform, id-papers, pistol, medic kit.

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Character Creation Challenge 29: Aenglum

Aenglum is my friend Jim’s osr-game. Years ago, I had the pleasure of playing in his megadungeon campaign Under (depending on context this can be one of two Swedish words, one meaning “below” and another meaning “wonder”). I still remember the palpable sense of evil and sinister secrets surrounding the dungeon, that place wanted to hurt you! Good times.

To create a PC in Aenglum, you choose a race and class. In addition to specific abilities these give you fixed values for the characteristics. I choose Southling for race (humans from the most civilized region). This gives me Str 3, Dex 3, Con 3, Wil 4, Int 2, Cha 3, and a couple of abilities. For class, I choose the Dollmaster, a creepy kind of spellcaster who creates animated dolls. I get Str 2, Dex 2, Con 2, Wil 3, Int 5, Cha 3, and a whole lot of different abilities. Then I roll 2d4: Str 5, Dex 3, Con 7, Wil 5, Int 3, Cha 8. To get my total characteristics scores I add together the race, class, and dice values.

Didrik is a journeyman Dollmaster of Ramanta. He was taught the secrets of how to summon the Ramanta spirit into the rag doll by his father, just like he was taught by his father before him, in a tradition stretching generations and centuries back in time. He knows how to create the doll with the right materials, entice and lure the spirit with the right words and gestures, and control its dance. Didrik wanders the lands of Aenglum practicing his art wherever he goes, sometimes to the amazement and wonder of the locals and other times to their horror and revulsion, it matters not, the dance of the doll is its own purpose. Lately, he has been following a faint but persistent rumor about a Theater of the Night, which has led him far out into the north-western wastelands, to a cursed and forgotten place called Under.

Name: Didrik 

Race: Southling

Class: Dollmaster

Characteristics: Str 10, Dex 8, Con 12, Wil 12, Int 10, Cha 14

Movement: 6

Combat morale: 4

Life value: 4 (max 10)

Melee Attack Value: 0

Ranged Attack Value: 0

Class-based weapon damage: Light d4, Medium d4, Heavy d4, Ranged d4.

Valor: Aeidmars Child – The Southlings are the true children of the sun and the breath of the lion god is what makes up the spirit of this people. Regain 1d6 morale.

Abilities: Summerborn +2 on saves vs heat/fire; Sign: The Red Anger- +2 AV on all attacks vs undead and demonic creatures. +2 on all saves vs magic; Toy familiar (Ramanta).

Equipment: 64 Aengels, Dagger (light, short), Sling (R), Backpack

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Character Creation Challenge 28: Apocalypse World

This post-apocalyptic game exploded upon the rpg scene in 2010 and almost entirely swept away the indie / story games of the previous decade in a deluge of powered-by-the-apocalypse-games and has had lots of influence on mainstream game design. 

To create a character, I choose one of the “playbooks” provided in the rules. This gives me an archetype and lets me choose some details to make it my own. No one who knows me would be surprised that I chose the Brainer, the strange weirdo afflicted with psychic powers. I choose one string of stats, two moves particular to brainers, and a packet of gear.

Few AW PCs are entirely nice, but I think Burroughs here might be something of an unrepentant creep. Will they manage to salvage a scrap of humanity, or will they turn out to be a monster who only values the autonomy of others as a prize to conquer? We’ll have to play to find out!

Name: Burroughs

Playbook: Brainer

Look: Thin and frail to the point of skeletal, white as porcelain, entirely devoid of hair, wrapped in tattered robes. Has a strangely childlike voice.

Stats: Cool+1, Hard-2, Hot-1, Sharp+2, Weird+2

Brainer moves: Unnatural lust transfixion, In-brain puppet strings.

Gear: silenced 9mm (2-harm close hi-tech), violation glove (hand hi-tech), receptivity drugs (tag hi-tech), stab proof vest (1-armor), oddments worth 5-barter

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Character Creation Challenge 27: Break!!

This new (not yet released) game is inspired by Studio Ghibli animes and video games like Zelda and Final Fantasy. 

I start by choosing my Calling, which determines Aptitudes, Combat values, Calling abilities, Character advancement, and Combat gear allowance. I choose to play a Heretic, a summoner of The Sealed Names, spirits both bright and dark. Next step is Species which determines Species Abilities, Size, and Quirks. I choose to be a Tenebrate, a kind of humanoid warped by a sunless existence. The character’s homeland and history determine bonus language, purviews (background skills), and starting gear. I choose to have been a Blight Raider in the Wistful Dark. Next step is Traits that modify my aptitudes, I choose to raise Grit and Aura by one each, and lower Might and Deft. Quirks are unique mental or physical features that give the character an advantage and a disadvantage. I choose the physiological quirk Dark demeanor, playing to type concerning my calling and species. 

Name: Aeren Shadowheart

Calling: Heretic

Species: Tenebrate

Homeland & History: Wistful Dark, Blight Raider

Allegiance: Dark 1, Dark gifts: Horns

Aptitudes: Might 6, Deft 6, Grit 11, Insight 7, Aura 10

Combat values: Hearts 2, Attack +0, Defense 10, Speed Avarage

Calling abilities: Fitful sleep (Nightmares, can ask GM for clues), Dreadful (Edge on rolls to intimidate, Aura check to learn what target fears), Squire Marlow (Servant-spirit, Grit check to summon for one task)

Purviews: Swift and ruthless action, Getting out of tricky situations, Taking what isn’t yours

Combat gear allowance: Armor light, Melee weapons standard and lash, Missile weapons thrown

Species abilities: Night born (1 Dark allegiance), Shadow sight 

Size: Medium

Languages: Dark tongue

Quirks: Dark demeanor (Advantage: At first glance wicked creatures believe me to be a potential ally, Disadvantage: Distrusted by those favoring law and order)

Inventory (10 slots): Light armor (bandit leathers), Rebreather (raiders maw), sorcerer’s robes, Bandit Razor sword, 18 coins

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Character Creation Challenge 26: Metamorphosis Alpha

The original science fiction game from 1976 (some would say science fantasy). The set-up, with a generation ship adrift in space, the descendants of its crew afflicted with strange mutations and no longer aware of the nature of their home, is familiar from sf-books such as Orphans of the Sky by Heinlein and Non-Stop by Aldiss. The game would go on to spawn the better-known and hugely influential Gamma World, but a lot was already there in this little booklet.

Step one is to choose whether the PC is a human, mutant human, or mutant creature. Humans get an ability called Leadership potential, while mutants get mutations, both physical and mental. I chose to play a mutant human. Step two is abilities, which are 3d6. I get pretty good stats, except for strength. Step three, derived attributes: I don’t get any damage bonus. I roll as many d6 as my constitution value to determine hp, and get 43. Step four, mutations! I roll 1d4 twice, once for my number of physical mutations, and once for mental. I get to choose 1 physical mutation and 1 mental, I was hoping for more but the dice have spoken. I select Electrical generation and Teleportation. Then the GM is supposed to select one defect (negative mutation), either physical or mental. I roll and the die indicates one mental defect. I choose Epilepsy. And that’s it, since as per the rules “mutations start in the forested area of the ship, with no material goods”. 

Milia was shunned by her tribe as a child after teleporting randomly around the village and accidentally electrocuting one of the elders. Since then she’s survived on her own as a semi-ferrall hermit in the woods.

Name: Milia

Abilities: Radiation resistance 17, Mental resistance 13, Dexterity 16, Constitution 13, Strength 8

Armor class: 8

Hit points: 43

Mutations: Electrical generation (3d6), Teleportation, Epilepsy

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Character Creation Challenge 25: Traveller

The classic science fiction rpg, inspired by such SF stories as the Dumarest series by EC Tubbs and Space Viking by H Beam Piper. I’m using the original rules from 1977.

Step one is to generate characteristics by rolling 2d6 for each. Dexterity and Endurance are ok, but whoever this is does not have much else going for them. Step two is the fun part, the minigame of trying to enlist in (and survive!) the six services (Navy, Marines, Army, Scouts, Merchants, or Other) to acquire skills and experience. 

Term 1: Thanks to their above-average Dex and End, the PC manages to enlist in the Army. By sheer luck, they not only survive the first four-year term but get a commission, and even manage to be promoted – now they’re a Captain! But, after this explosive start, they do not get reenlisted and their career with the army ends here. I get four rolls on the acquired skills tables and receive +1 Dex, Blade Cbt Sword, Mechanical, +1 Edu. When mustering out of service I get two rolls and choose to roll once on each table, which gives me a Middle Passage travel allowance and 2000 in cash. Captain Mikhaal Voronov is ready to chase his fortune among the stars!

Name: Captain Mikhaal Voronov

Age: 22

Characteristics: Strength 4, Dexterity 10, Endurance 8, Intelligence 5, Education 6, Social Standing 4

Skills: Blade Cbt Sword-1, Mechanical-1, Rifle-1, SMG-1

Equipment: 2000 CR, Middle Passage, Sword

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Character Creation Challenge 24: Odd Soot

Odd Soot is a game of weird science fiction set in an alternate 1920s where humans have ventured into space, encountered strange creatures, and become afflicted with an alien plague.

This is a brp-game (Mythras to be precise), so it’s got lots of characteristics, attributes, and skills. I can choose to either roll dice or distribute 80 points for my characteristics. Since I have a specific concept in mind (priest of Wittenberg) I choose the point-buy method. Then I calculate my attributes that are derived from the characteristics. Next, I distribute several pools of skill points on skills chosen from lists for my cultural background and career. Finally, the PC gets some personality and implied history by choosing passions and circles.

Athanasius Kremer studied theology at Wittenberg and became very interested in the science of magic. His goal for the moment is to gather enough experience as a priest, perhaps among the colonies, to be eligible to study the subject at his alma mater.

Athanasius has a twin brother, Theophrastus, who became the black sheep of the family when he dropped out of his theological studies and became an adherent of solipsism. They have not seen each other in years but Athanasius fears that his brother will return to perpetuate some nefarious deed.

Name: Athanasius Kremer

Culture: Religious

Career: Priest

Str: 8

Con: 9

Siz: 9

Dex: 9

Int: 16

Pow: 17

Cha: 12

Action points: 2

Damage modifier: -1d2

Experience modifier: 0

Healing rate: 2

Hit points: 9

Initiative:12

Power points: 17

Luck points: 3

Movement: 6

Passions: Seek Magic 74, Distrust Aliens 64, Destroy Solipsism 54

Circles: School of Wittenberg (+) 59, Solipsists (-) 59

Standard skills: Athletics 17, Boating 17, Brawn 17, Conceal 26, Customs 72, Dance 21, Deceit 54, Drive 26, Endurance 18, Evade 18, First aid 25, Influence 44, Insight 53, Locale 32, Native tongue (German) 70, Perception 63, Ride 26, Sing 29, Stealth 25, Swim 17, Unarmed 17, Willpower 74

Professional skills: Bureaucracy 62, Courtesy 33, Knowledge (Theology) 72, Language (Latin) 70, Musicianship 21, Oratory 59, Politics 78, Research 53

Equipment: 200 dk, Priestly robes, Bible and theological books, Notebook and pen.

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Character Creation Challenge 23: Esoteric Enterprises

In this OSR game, the player characters are weirdos and criminals who explore the occult underground (in both senses of the word, as a social milieu and as a subterranean environment) and try to build a criminal empire of their own.

I roll 3d6 for my attributes and choose a class that suits my stats. It’s quite clear that this one will be a fighter of some kind, and I choose the Mercenary class. I lucked out when rolling for Flesh and Grit, getting an 8 on d8 for both, and with the CON bonus they both start at 10. Then I note my saves and skills, altered by attribute modifiers. Finally, I choose my starting equipment. Benny is ready to explore the underground!

Benny Warda is a 32-year-old mercenary from Germany. He served with German UN troops in the Middle East but got thrown out for drug abuse and disorderly conduct. Benny is tall and buff and has a blond mullet and mustache. He is enthusiastic, has a loud laugh, and talks somewhat like Arnold Schwarzenegger. 

Name: Benny Warda

Class: Mercenary

Level: 1

Strength: 16 +2

Dexterity: 13 +1

Constitution: 17 +2

Intelligence: 10 –

Wisdom: 7 -1

Charisma: 8 -1

Flesh: 10

Grit: 10

Armor class: 17 / 18

To hit bonus: +1

Saves

Stunning: 12

Poison: 10

Hazards: 14

Machines: 13

Magic: 17

Skills: Athletics 3, Charm 0, Contacts 0, Driving 2, Forensics 0, Medicine 1, Perception 0, Stealth 2, Technology 1, Translation 1, and Vandalism 3.

Equipment: Riot armor (AC 16), Shield (+1 AC), Shotgun (d12), Machete (d10), Gas mask, Reload (shotgun), Crowbar.

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Character Creation Challenge 22: Noumenon

In this strange little game, the player characters are insectoid beings called sarcophagi, who have ended up in a place called the Silhouette Rouge, which superficially looks like a grand old mansion. But if anything is certain in this game, it is that nothing is quite what it seems. What is the true nature of the PCs? What is this strange world that they find themselves in? 

To create my sarcophagi (that is how this word appears in singular in the rule book), I choose one insectoid feature as a birthright (I select mandibles). Then I divide 9 points among the traits (they each begin at 1 and can not go higher than 5). Next, I choose which one of the three kinds of principles (time, unity, and heart) I start at the oracle level. I chose heart, which lets me spy on and manipulate the thoughts and emotions of others. And there they are, a newborn sarcophagi! Suitably enough, this PC is still very much an enigma. The Silhouette Rouge beckons!

Traits

Awareness: 2

Violence: 3

Activity: 3

Wisdom: 1

Personality: 1

Chitin: 2

Metamorphosis: 2

Communion: 2

Rapport: 2

Birthrights

Mandibles: A pair of serrated mandibles protruding from the jaw of the sarcophagi, used to rend flesh.

Enlightenment: 0

Salubrity: 20

Principles

Heart: 1 (oracle)

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Character Creation Challenge 21: Exquisite Replicas

In this game, the world seems just like our own, but you and a small network of people like you, have noticed how objects are being exchanged by some unknown nefarious power. Superficially, the replaced ones look just like the originals, but you can tell they are fake. And it’s not just things that are being replaced, it’s people too, even your coworkers, friends, and families! 

In ER, characters are defined by four categories of traits: Physical attributes, Mental attributes, Occupations, and Advantages. When creating a PC, the player chooses which category of traits should be priority no 1, 2, 3, or 4. This determines the number of points to allocate, or skills or possessions to select, in the respective category. I choose to make Physical priority no 1, Mental no 2, Occupation no 3, and Advantages no 4.

Name: Pierre Dauvé

Age: 25

Gender: Male

Mask: Simple white oval with slits for eyes.

Personal info: Pierre grew up in a working-class family in Montreal. As a teenager, he dropped out of school and began doing small crime. It turned out that he was quite gifted at burglary, so he left home and lived with friends or as a squatter. The excitement and freedom of his outlaw lifestyle always seemed preferable to being ground down by long hours and low wages like his parents. Then one early morning, as Pierre returned to the temporary quarters he shared with some friends, he was faced with the obvious mockery that claimed to be his girlfriend, Monique. Despite his protestations, his friends could not see that there was anything wrong with the hideous simulacrum that had replaced his girl. Pierre left and did not return. He still fears meeting the mock girl again, and can not let go of the question as to what happened with the real Monique.

Physical

Coordination: 3

Agility: 4

Strength: 3

Endurance: 3

Mental 

Knowledge: 2

Intelligence: 2

Awareness: 4

Will: 3

Psychological states

Violence: 2

Paranoia: 3

Immorality: 4

Mental imbalance: 3

Impairments: Apathy (indifferent to the needs of others)

Tragedy points: –

Damage points: 20

Occupations: Burglar 5 (breaking & entering, stealth, street smarts, contacts: criminals)

Aptitudes: –

Trivial skills: Poker 3, Photography 2

Extracurricular skills: Firearms 1

Weaponry: Crowbar (wm 10, replica)

Equipment: tools

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