Character
Generation in EGS
The Entropic
Gaming System (EGS) is a new system from Mystic Throne Entertainment. I feel like it’s time to take a
closer look at this generic multi-genre system that is directly competing in
the space currently occupied by Cortex, BRP, Savage Worlds and Legend. A walk-through on how the game works, starting with character
generation, will help to demonstrate these differences.
For our
example, I’m going to assume Aston Kormak, our protagonist, is a Joe Genero of
the Fantasy World set. Yep, we’re going to create a classic sword & sorcery
adventurer for our example. Aston may pick up some magic if we can work it out as well.
Characters
start with a concept (we have a basic one: fantasy adventurer) and a background
(such as human, elf, Slavic, alien kree, etc.)
EGS includes a sampling of fantasy, historical and scifi backgrounds to
work with. Human is not a background in and of itself, but the default assumption; backgrounds modify that. To keep it simple for now I’m keeping Aston a generic
human (the core default).
As a human,
Aston starts with a number of dice that he applies to his eight statistics. A
character gets a range to divide among his stats: four D6s, two D8s and two
D10s. You can drop a D6 to a D4 to boost a D10 to a D12 if you like. In this
sense it’s similar to Savage Worlds (and also the Cortex game system).
The eight
stats include charisma, dexterity, intelligence, perception, psyche, spirit, strength
and vitality. For Aston, we’ll divide his stats as follows:
CHA D6, DEX
D6, INT D10, PER D8, PSY D10, SPT D6, STR D8, VIT D6
Next up is
Attributes. Attributes are the secondary stats, such as health and combat
actions. We have in order:
Combat
Action-these define how many actions you take per combat round. Every normal
character starts with 3 CAs.
Defense-this
is based on dexterity and is used as the target number against attacks. This is
a passive score, and you can also burn a CA to take an active defense action.
Aston’s Defense is 7.
Health-the
hit points of EGS. Aston’s hit points are 14 (based on the maximum of the dice
for strength and vitality).
Hero
Points-you start with 3, and these are burned for extra die effects when
rolling (among other things). Hero Points essentially replace the concept of
the wild die from Savage Worlds.
Initiative-this
is based on the die maximums for dexterity, perception and acrobatics skill.
Without acrobatics Aston has 14 Initiative.
Characters also
get a base speed of 30 feet and start with their native language. Aston, being
from Fantasy Land, will know “Common.”
Aston’s
attibutes are as follows:
CA: 3,
Defense 7, Health 14, Hero Pts 3, Init 14, Speed 30, Language: common.
Skills in
EGS are point-buy and also die-based. You get 18 points to spend on skills. It
costs 1 point to get a skill at D4, another 1 point to boost it to D6 and again
to D8, but 2 points to get a D10 and 3 more points to get a D12. So starting
with a skill at D12 costs 8 points.
Skills in
EGS are of a wider range than Savage Worlds, including 36 base skill choices
and a much larger array of skill specializations, and “skill combinations”
which are examples of how you would apply the skill+relevant ability score to
achieve specific results (i.e. psyche plus husbandry equals animal handling).
The skill combinations are demonstrations of how each skill works differently
with certain ability scores depending on what you are doing. EGS provides 37
skill combinations, which encompass the majority of typical adventurer
interactions that would involve a skill plus ability combination.
Archetypes
are also offered as well. These are basically suggested professional builds by
category with typical skill choices. You have twelve sample archetypes, such as
sorcerer, priest, thief, investigator and so forth.
While the
skill system takes the die-system method of Savage Worlds, it is much more
robust in terms of options than SW could ever be, and shows some influence from
Legend and other skill-focused games.
For Aston’s
purposes I’m going to pick Sorcerer since I want to push him into this path to
demonstrate how magic works in EGS. Sorcerers get arcana, performing, resist
and streetwise as suggested skills. Interesting…
So here’s
what I pick for Aston. I’m aiming for an athletic, healthy younger mage:
Awareness D8,
Husbandry D4, Melee D6, Performing (scribe) D8, Resist D8, Streetwise D4,
Arcana D10
Those 18
points went fast….
Skill
Combinations that Aston meets are as follows:
Insight,
Parry, Questioning, Willpower.
Next up is
Qualities, of which EGS provides 28 examples (but encourages players and GMs to
make more). Qualities are similar to the various advantages, disadvantages and
perks in GURPS and a bit like Edges in Savage Worlds, but with a key
difference: they are all role-play focused “triggers” for gaining additional hero
points during play. For example, Acrobatic as a quality lets the character gain
a hero point when using acrobatics to perform exceptional stunts with the
skill. While an assassin could use it to gain hero points on stealth checks
used against a target. A lazy character could gain hero points when engaging in
quintessential laziness.
There's a real edge to picking "negative" qualities over positive qualities, too: you can stockpile the hero points. A character with the assassin quality can gain a hero point for stalking his prey, but he has to use it in the context of that action. A lazy hero however by being lazy gets a hero point he can use later on.
There's a real edge to picking "negative" qualities over positive qualities, too: you can stockpile the hero points. A character with the assassin quality can gain a hero point for stalking his prey, but he has to use it in the context of that action. A lazy hero however by being lazy gets a hero point he can use later on.
Qualities are
kind of cool, actually, especially if you yourself are a low record-keeping GM
like I am. One problem I run in to with awarding inspiration in D&D 5E, to
use my personal bugaboo, is not keeping track of the chosen ideals and various
background traits of seven or eight characters….thereby meaning if my players
aren’t on the ball with asking for it, I usually don’t notice until too late
that I ought to have awarded it. Here, however, a player using a Quality is
calling upon it specifically for effect, and will then wait to see if the GM
agrees it deserves a hero point. This sort of “bakes” the reward process into
the roleplaying with an easy prompt system. Nice.
Anyway,
Aston as a standard human hero gets up to five qualities. I’m picking the following
for him:
Enemy-he’s got someone he pissed off in
his life. I’m going to say it’s his mother, from whom he is estranged; she’s a
sort of Maleficent type and he ran away from her to avoid being sucked into her
dark cult to the Old Ones. When the enemy rears its ugly head he could get a
hero point. This is his negative quality.
Geomancer-Aston can apply this when he
uses elemental magic in arcane mastery. His aptitude for geomancy is why he
fled his mother’s control to avoid becoming a necromancer.
Weird Quality-Aston is talented with
magic, and in the next step we’ll discuss his Talent; but for now, he needs to
spent one Quality on being weird, essentially.
I’ll devise
two of my own for the last two:
Horse Whisperer-Aston gets along well
with horses, and has a knack for calming them down, although he’s never learned
how to ride well.
Clumsy with the Ladies-Aston has a natural fascination for women and tends to pursue attractive ladies although he has little social
prowess due to the years his mother kept him locked away, so he's prone to all sorts of social mishaps. This is his other negative quality.
We’re now
ready to take a look at Aston’s talent for magic. When devising a talent, you
spend one quality on the “Weird Quality” feature which opens up the talent.
Then you need to pick a governing attribute and skill for that talent. For
Aston the choice is easy: Intelligence and Arcana are great choices for picking
the Sorcerer concept. Other concepts
include the cleric, hierophant, psion, steampunk scientist, shaman, super hero
and warlock.
Aston then
starts with Weird Points equal to three times the die type for his weird
ability (INT), meaning he starts with 30 WPs. Individual talents are based on
your skill type: since we’re using Arcana, he starts with half the die type, or
5 talents.
Additional
concepts for talents to consider include “manifestation” which is how the power
looks/feels by genre (similar in concept to the FX notion in Savage Worlds), as
well as a series of manipulation effects that…I’ll be perfectly blunt….are
pulled directly from Legend (which is okay! This is an OGL book using the OGL
version of the Legend and Renaissance rules to great effect).
So you heard
that right: we have the flexible features of the Savage Worlds power system
wedded to the extremely customizable manipulation options of the Legend system,
which originate in Runequest’s sorcery rules. Nice.
There are 55
talents to choose from in EGS. The list is pretty varied and the wide range
makes it more flexible than, say, the modest selection in Savage World’s core
rules. It’s also designed with more “types” of weird concepts in mind than the
sorcery spell rules in Legend, so this is not merely an OGL-borrowed set of
mechanics but its own range of options with a lot of flexibility in the design.
For Aston’s
purposes we’re looking at a classic sorcerer, and I’ll pick five useful spell talents
for him to get along with:
Abjure (he
learned this spell talent to survive without food or water while on the run)
Animate
(when your mother is a necromancer you sorta have to learn this)
Burst (his
natural elemental talent for creating bursts of fire and ice manifesting)
Elemental
Manipulation and Earth (his geomantic talents in full swing)
So we’re
almost done with Aston Kormak’s character creation. Equipment is up next. The
rules allow for a selection of choices including a suit or armor worth 2 points
of protection, an appropriate weapon and a genre-appropriate adventurer’s kit
plus $200. For Aston a shortsword (4 Dmg) and leather armor (2 points) seem
appropriate. When all is done, Aston looks like this:
Aston Kormak
Background: human male
Archetype: Sorcerer; Weird Concept: Sorcerer
CHA D6, DEX D6, INT D10, PER D8, PSY D10, SPT D6, STR D8, VIT D6
CA: 3, Defense 7, Health 14, Hero Pts 3, Init 14, Speed 30
Language: common
Skills: Awareness D8, Husbandry D4, Melee
D6, Performing (scribe) D8, Resist D8, Streetwise D4, Arcana D10
Skill Combinations: Insight, Parry,
Questioning, Willpower
Qualities:
Enemy-he’s got someone he pissed off in
his life. I’m going to say it’s his mother, from whom he is estranged; she’s a
sort of Maleficent type and he ran away from her to avoid being sucked into her
dark cult to the Old Ones. When the enemy rears its ugly head he could get a
hero point.
Geomancer-Aston can apply this when he
uses elemental magic in arcane mastery. His aptitude for geomancy is why he
fled his mother’s control to avoid becoming a necromancer.
Weird Quality-Sorcerer Concept
Horse Whisperer-Aston gets along well
with horses, and has a knack for calming them down, although he’s never learned
how to ride well.
Clumsy with the Ladies-Aston has a natural fascination for women and tends to pursue attractive ladies although he has little social prowess due to the years his mother kept him locked away, so he's prone to all sorts of social mishaps. This is his other negative quality.
Weird Talent: Sorcery; INT based,
Arcana; 30 WPs
Spell Talents: Abjure, Animate, Burst,
Elemental Manipulation, Earth
Equipment: shortsword (4 dmg), leather
armor (2 pts), adventurer’s kit, 200 gold
I’m pretty
excited to play this character. In fact….I’m pretty excited to play EGS, or more accurately to run
it.
Next time I’ll
show off how the combat works a bit.
Just picked this up a couple weeks ago. Look like it hits the sweet spot between Runequest and Savage Worlds. Really looking forward to your combat overview.
ReplyDeleteAfter thinking about it for the last week, I'll be revisiting it for some more modern/scifi stuff shortly....but I do want to see if the SF book does armor differently. The idea of attrititon to armor makes sense, but the way EGS does it seems very extreme (hit once and gone for the fight). I feel like I'm misinterpreting something in the rules.
ReplyDeleteThe SF book does not as far as I can tell. I suspect this will be the case of the optional armor rules becoming the standard in future versions. Particularly for SciFI/Modern, having the armor degrade when damage exceeds the value would also be a wonderful way of determining when a spacesuit has lost its integrity. When I put this into play, I am planning on going with the optional slow degradation rule coupled with having to get your armor repaired after a fight (while this should still reduce the 'pling' fest that is present in some systems.) Taking a look at what firearms do to vests when they are fully penetrated or what sorry shape medieval armor is typically in after an ax cleaves into it would support this approach.
ReplyDeleteThanks for this AWESOME synopsis of the Entropic Gaming System. You've really captured its essence within your descriptions.
ReplyDelete@Josh, the game definitely hits a sweet spot between Savage Worlds and RuneQuest/Legend. In a very brief nutshell, that was one of my major goals.
@Nicholas, the "standard" rules for armor are designed to make combat faster. The "variant" rules are meant to make combat a bit more strategic. You can even mix and match them by having the GM follow the standard rules for minions and various lowlifes while PCs and major NPCs follow the variant rule. That way the spotlight is shined that much brighter on the characters that mean the most in the story!
Oh my god, now I want to try it out too. Not sure if i'm happy our concerned. lol
ReplyDelete