Showing posts with label character generation. Show all posts
Showing posts with label character generation. Show all posts
Wednesday, August 26, 2015
Character Creation in Fantasy AGE: rolling up a level 1 warrior
Character Creation in Fantasy AGE
I haven't done a walk-through on character generation in a game system for a while, so time to visit one of the newer games out there: Fantasy AGE!
Character creation in Fantasy AGE is similar to Dragon AGE, so if you've played the latter before (presumably in it's three boxed sets) then you'll see a lot of similarities....they are about 95% compatible, with just a few new tweaks to the FAGE edition of the AGE System.
The rules describe character creation as a nine-step process starting with a concept: My concept will be a warrior named Pelayo who wanted to be a mage but didn't have the aptitude for it. I'll let the devil flesh itself out in the details as we roll along....
Step 2 is to determine the nine abilities in FAGE. You can buy with points, assign numbers or roll, referencing a chart for the results. I'm going to roll. Since FAGE uses a numerical range from -2 to 4 for initial character stats the 3D6 roll you make for character generation is designed to give you some random scores along this spread. After rolling for Pelayo I get the following results:
0 Accuracy
1 Communication
3 Constitution
2 Dexterity
3 Fighting
1 Intelligence
1 Perception
2 Strength
0 Willpower
Pelayo has no bad stats, but judging from his intelligence and willpower I can see why he flunked as a mage....
Step 3 has us choose a race. Pelayo is human, so let's see what FAGE gives them: you get to add 1 to fighting, pick a focus from either constitution (swimming) or dexterity (riding) (I'll go with the latter as slightly more useful), a speed score of 10+Dex (so 12), the common language and two benefits on the "human benefits table." Everyone in FAGE has a benefits table, letting you gain a bit of a random selection to your racial type. For Pelayo I roll twice and get +1 constitution and focus in accuracy (brawling).
Step 4 determines our social class and background. Pelayo could come from riches....right? I roll 1D6 to determine and get....1. So Pelayo is an Outsider, a barbarian sort of guy from "somewhere else." Not a local. Although I can now choose background I decide to roll instead, getting a 6: a wanderer. Okay, makes sense.....from the focus options I pick constitution (stamina) since it sounds like it fits well with the hearty travels of a man with no home.
Pelayo's stats now look like this:
Pelayo:
1 Accuracy (focus: brawling)
0 Communication
4 Constitution (focus: stamina)
2 Dexterity (Focus: riding)
4 Fighting
1 Intelligence
1 Perception
2 Strength
0 Willpower
12 Speed
Languages: common
Next up is Step 5: the class. There are three classes in Fantasy Age: the mage (spell caster), rogue (expert type) and warrior (hits things hard). Level 1 in FAGE is designed to be a "learner's level" so you don't start stacking complexity on to the class until later on (level 4 is where you can pick a specialization, for example). Classes in FAGE are otherwise very similar to D&D classes, in that they determine starting health, weapon and armor choices as well as key abilities.
Pelayo is destined to be a warrior, so the choice here is easy. Note that there are no specific multiclassing mechanics in FAGE. If you want to make a sword-wielding mage, for an example, then you'll likely want to pick mage and then specialize in "sword mage" at level 4.
As a warrior Pelayo gets a range of primary and secondary abilities, as well as 30+constitution+1D6 for health; I rolled a 2 so Pelayo starts with 36 health. He gets brawling weapons group for proficiency and three others: I pick axes, bows and spears because that sounds about like what an outsider wanderer would know how to use.
For his level 1 abilities Pelayo can pick two novice level talents and gains novice in armor training automatically. For his two novice talents I pick weapon and shield style and archery style: shields, axes and bows is my thought. Note that the class description lists what you can pick....but you really need to look up the talents in their section as each has requisite requirements that you need to meet. For this reason an initial choice mine (two handed style) was ruled out because Pelayo's strength is 2 and he would need 3 for that talent.
Step 6 takes us to equipment, but before I go there I want to read up on what my two talents mean. As a novice in Archery Pelayo gets a +1 to damage against close targets (within 6 yards). For weapon and shield he gets the full shield defense bonus as a novice.
On to equipment! It's always interesting to see how a game handles equipment, because you can quickly tell what the game's style and focus is by the way gear is distributed. Some games stick to the "write it down or you don't have it" formula along with a concrete cost you pay for goods. Some games dispense with the cost, moving to a flexible (but annoying) wealth mechanic in which gear is a thing...a prop....but not necessarily a focus. Then there are games that treat gear like an effect or a cosmetic thing....I hate that system. Blegh! FAGE, thankfully, is type 1: you do pick your starting gear, but then you get some coin to spend: 15+3D6 silver pieces for an outsider like Pelayo, who ends up with 21 SP.
Pelayo also gets to pick from a selection of starting gear, getting a backpack, clothes, water skin, heavy leather armor, three weapons, and a medium shield. For the weapons I consult the list and pick out a battle axe, throwing axe and long bow with a quiver of 20 arrows. So...with all that gear I guess the SP is pocket change since I don't know what he'd buy with it right now...maybe some rope, which costs 2 SP for 20 yards of the stuff.
Worth noting that anyone can fight with any weapon, but if you're not trained in it you deal half damage and get a -2 penalty to hit.
Step 7 in character creation is to calculate defense. Defense keeps you alive, and is equal to 10+dexterity+any shield bonus (+2 for medium). For Pelayo his defense is 14. Note that no armor value is being added; armor itself has an AR (armor rating) which is subtracted from damage taken.
Step 8 is to pick a name (done!) and Step 9 is to choose goals and character ties. It is suggested that each character have three goals that relate to why he is adventuring, and the ties are effectively what everyone in the group has in common that gets them working together. Since Pelayo is (for now) a solo adventurer I'll provide a basic tie that can work across a spectrum.
Pelayo's stats now look like this:
Pelayo
Human male warrior (outcast wanderer)
Health 36; Defense 14; AR 4 (leather); Speed 12
1 Accuracy (focus: brawling)
0 Communication
4 Constitution (focus: stamina)
2 Dexterity (Focus: riding)
4 Fighting
1 Intelligence
1 Perception
2 Strength
0 Willpower
Languages: common
Weapon and Armor Skills: brawling weapons, axes, bows, spears
Warrior Talents: Archery (novice), weapon and shield (novice)
Equipment: backpack, clothes, water skin, heavy leather armor (AR 4), throwing axe (1D6+2+strength damage), battle axe (2D6+strength damage), long bow (1D6+3+perception damage), quiver with 20 arrows, and a medium shield (+2 bonus)
Goals: seek out fortune, slay the ogre king who killed father, become a prince among men
Ties: owes money to the crime lord Bossadan of Aelghast
Pelayo is now ready to adventure! It's a very clean, concise stat-block. I like.
Notes:
Combat: combat and most ability tests in FAGE are based on 3D6 rolls plus the relevant ability modifier; one of your dice is going to be odd colored and is the Stunt Die. When you roll doubles then a stunt kicks in, and the stunt die gives you stunt points (SPs) to spend on various options. For Pelayo, he'll be using fighting to attack with his melee weapons and accuracy for his bows. There's a big list in the book of which focuses apply to which abilities.
Ability Tests: An average test in FAGE is 11 or better. On a 3D6 that means you tend to roll 10-11, so the ability modifier will likely sway your direction of success. Furthermore, the adventurer gets a +2 bonus to the check when it relates to his focus. So Pelayo in our example could make a riding check at 3D6+4 for hid dexterity plus focus. It would behoove him to get a focus in axes and bows, soon.
Next: fight! Pelayo knows an orc in a room with a pie who's just asking for it.
Thursday, April 2, 2015
Mutants & Marvels: Let’s Roll a Hero
I have a lot
of game systems floating around right now begging for attention….having taken a
look at EGS, I thought I’d move on to another indie title, this one also
steeped in a bit of the superhero corner of the OSR: Mutants & Marvels, a superhero genre RPG which
takes a bit of FASERIP and merges it with the D20 roll-high aesthetic. It works
rather well, and is a lot of game packed into a tiny space.
Rolling up a
character in M&M (hereafter identified as not related to a similar game) is
based on a “rank” purchase mechanic: you have three tiers of play being heroic
(Batman, Daredevil), super heroic (X-Men, Teen Titans) and epic (Superman, Thor).
We’ll stick to super heroic, which give you 25 ranks to spend.
Back in the
day I used to run a lot of superhero game using the old Mayfair MEGS version of
DC Heroes. I have a lot of old character concepts to draw from….I think for
this one I’m going to see what Arbalest can do. Arbalest is Dan Carver, a
former sidekick to Captain Liberty of the Liberty League before they were wiped
out in a concerted attack by the Sinister Seven. One of several “sidekick
survivors” Arbalest took on the mantle of dark vigilante to hunt down the Seven
in revenge for the murder of his mentor, but he eventually realized that he had
strayed from the ethos of his teacher and reformed (this happened during a
major showdown with the Old One which manifested in New York in 1990). Arbalest
eventually began to experience severe deterioration from the Demons’ super
serum which he had stolen and used in 1989, but around 2000 he went on to work
for The Nil Group which repaired the damage to his system in exchange for his
service as an agent. The Nil Group is an ultra-secret espionage outfit designed
to track down and contain dangerous metahumans. While working for them he took
on the role of Agent 13. We’ll see what Arbalest/Agent 13 looks like in
M&M.
M&M has
seven primary stats: fighting, agility, strength, endurance, reason, intuition and
psyche (FASERIP). These rank from -2 (feeble) to +15 (unearthly). You’ve got
titles (like “excellent” for each or you can use numbers (+2 is excellent). A
nice chart lets you figure out where each attribute falls in relation to a
chosen rank.
Arbalest is
a borderline super-human; he was a well-trained normal when he was Captain
Liberty’s sidekick in the 80’s, but he underwent a super-serum treatment which
he stole from the villain called the Demon in 1989 which gave him metahuman
strength and speed. In 2000 when he was recruited by the Nil Group received
further cybernetic augmentations and was exposed to the Lazarus Mist to undo
some of the genetic “unraveling” that the Demons’ super serum was doing to him
physically. This treatment repaired the
damage and extended his life indefinitely—physically he looks 30 even though in
2015 he’s technically 56 years old.
(Can you
tell there’s an entire genre of gaming I love which I haven’t even touched upon
in the last four years of blogging?)
Anyhoo!
Arbalest has
the following stats from the 25 point pool:
Fighting remarkable (+4), Agility incredible (+6), Strength remarkable (+4), Endurance incredible (+6), Reason typical (+0), Intuition good (+1), Psyche good (+1)
That leaves
9 ranks for powers. Since Arbalest isn’t heavy on unique powers that seems
reasonable….he’s more of a classic grimdark post-Miller Batmanesque type, the
sort of character that would later look comfortable in an early nineties Image
lineup.
Resources
are also tracked on the ability chart like attributes. Although I imagine you
could spend points toward resources, the game suggests that the GM determine
the resources based on the character background. Since the background for
Arbalest/Agent 13 is one of a professional secret agent, we’ll give him Resources
of remarkable (+4; equivalent to a small corporation….this is a super-secret
outfit that skims its funds off of the receipts of the Pentagon, after all!)
Next up are
powers. Power mechanics are very easy (spend ranks to get powers) and some
additional rules include power packages (a way to make iron man’s suit, or
other powers that are linked/grouped together) and power stunts (tricky stuff
that you might be able to do….like Captain America slinging his shield around,
I suppose). Additional rules here include some character origins (why you have
powers) and the ubiquitous sorcery rules, since comics are notorious for making
sorcery and spells very hard to model in RPGs. Finally there are 11 groups of
powers presented, with an additional 25 subtypes.
For Arbalest
we’re looking at some super attributes (technically already added to strength),
and some general physical improvements….he’s got some residual super-serum in
his veins, some cybernetic augmentations which affect regeneration and give him
tougher skin and reflexes. From looking at the list, I see right off that super
attribute will justify his already high strength as I set it, while Damage
Resistant, Armor, Regeneration and Hardened Fists are also good choices. If I
have the points I might add some senses as well, since Nil Group may have
cybernetically augmented his vision and hearing as well.
Here’s what
I go with:
Super Attribute: this justifies his
strength and agility (which according to the chart at remarkable rank he can
lift one ton and has a high natural agility….dodging single bullets).
Armor: after deciding damage resistance
isn’t quite what I want (it seems to be vs. energy types) I opt for Armor excellent
(+3) instead for 2 ranks. He’s basically got what was called “skinweave” in Cyberpunk 2020; nanotech in his skin can
harden up with a carbon fiber weave to absorb shock and impact.
Hardened Fists: I figure that same
nanoweave carbon fiber in his skin that serves as armor also makes his fists
tougher. We’ll give it to him at good (+1) for 1 rank as well, but only because
his main schtick is going to be with the big arbalest he carries around.
Regeneration: the nanotreatment in his
veins also keeps him alive and young. I’ll give him excellent (+2) in this. That costs 2 ranks . We have 4 ranks
left to spend.
I bypass
enhanced senses for a moment and move to skills. Skills include a few specific
rules: you have a series of “everyman” skills which everyone receives at a base
value equal to the character’s Reason score. You can then spend one rank on a
skill to get it at a value equal to the linked attribute plus one. So…in
Arbalest’s case, I can buy Martial Arts, Lethal for one rank and link it to his
Fighting Score, meaning he has a Martial Arts, Lethal at +5.
Right off
the bat he needs training in bows (arbalests) so I jam 1 rank into getting Firearms/Bows
linked to Agility (since it’s a ranged attack) for a +7.
With one
more rank I’ll stick it in Investigation, a skill not on the list provided and
link it to Intuition, so he has Investigation +2. Not great but he needs
something to reflect his role as Nil Group Agent 13.
The skill
list is short: seven everyman skills, and a sampling of seven suggested skills
with the basic rules on making whatever skills would fit your character. The
key thing is each skill has to be linked to an attribute to get its base value
plus 1 per rank spent to improve it.
After all
that, a few additional topics are discussed: secret vs. public identities (Dan
Carver likes to keep his identity secret, but due to a high-profile trial in
the late 80’s leading to his brief incarceration his method of doing so these
days is through numerous obscure aliases). Reputation by popularity and infamy
is addressed as well….as a player I could argue to the GM that Arbalest/Agent
13’s reputation of infamy was from the late 80’s, and Nil Group helped wipe out
much of that….so he could “restart” at zero. But as GM I’d probably assigned a
couple points to Infamy because old stories never die.
Contacts and
minions are also discussed (though not sidekicks curiously). Everyone gets a
contact for free at character creation, so Arbalest gets one: Nil Group. Your
contact is usually normal, but by spending a rank you can make it special…I’ll
leave the exact nature of the Nil Group contact/relationship open…they like it
that way, anyway.
Beyond that
M&M talks about archetypes and identifies eight sample archetypes with some
guidelines on what they do and how to make one, followed by a character
example. One thing that the process
doesn’t really talk about is equipment. You can build equipment using powers,
as suggested in the power packages
discussion section (making Iron Man’s armor) but not a lot of guidance on how
you stat out, say, Batman’s utility belt (although I guess you could define it
as a power package as well). There’s no “omnipower” such as the DC Heroes
system had to fix this problem, as an example. However, the GM section does
include rules on building things in the game (gadgeteering) which are very
simple and boil down to: do you have the time, resources and space? If so then
you can build it. With that spirit in mind, I’m going to give Arbalest his
signature weapon…it’s a heavy crossbow essentially, designed originally for
sieges, but this state-of-the-art edition is easy enough for a guy with
augmented strength and dexterity to haul around. It’s definitely not something
you’d see the Huntress using, though!
The game
stats out bows and firearms but not this weapon, so I’ll make it slightly
better than a bow, worse than a heavy handgun: +3 damage, range 100’, skilled
and lethal traits.
When all is
done, Arbalest/Agent 13 looks like this:
Arbalest
alias Dan Carver, alias Agent 13
Former sidekick, former rogue vigilante,
current agent of Nil Group
Fighting remarkable (+4), Agility incredible (+6), Strength remarkable (+4), Endurance incredible (+6), Reason typical (+0), Intuition good (+1), Psyche good (+1)
Resources: remarkable (+4)
Powers: Armor +3, Hardened Fists +1,
Regeneration +2
Skills: Martial Arts, Lethal +5,
Firearms/Bows +7, Investigation +2
Contact: Nil Group
Weapon: arbalest (+3 damage, range 100’,
skilled, lethal)
So how does
Arbalest hold up in the wide world of bad guys? Stay tuned for next time, when
we test out the combat mechanics (all two pages) of M&M. This is a very
lite supers system, but honestly I suspect it will be a bit more entertaining
to see how two super humans fare in a battle than the sad massacre that we saw
in EGS previously….!
Tuesday, March 31, 2015
Exploring Character Generation in the Entropic Game System
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.
Wednesday, February 27, 2013
A Walk Through Character Generation in Magic World

While I tend
to take it for granted that everyone has played or is familiar with the D100
system that powers Basic Role Playing, Magic World, Runequest, Legend, Call of
Cthulhu and many other game systems, the truth is that’s not really the
case. Even if you are, there are lots of little differences between various
versions of the system, so a walk-through on how character generation works
could be beneficial to many.
Magic World
is BRP-powered but hangs off of the skeleton of the older Elric//Stormbringer 5th
edition mechanical assumptions. This makes it a bit more streamlined than
Runequest, and since its focus is fantasy only it has fewer extraneous chunks
than its parent game, BRP. Magic World deviates from Runequest in a few
specific ways: no hit-location system, a core HP mechanic, a single unified
magic system, and a reliance on the resistance table of BRP instead of two
skill-based saving rolls.
All good
characters begin with an idea or a core conceit. I’m going to roll some stats
up first and then think about who it is I want to create. MW uses strength, constitution,
size, intelligence, power, dexterity, and appearance. Humans roll 3D6 for all
stats except for intelligence and size, which are 2D6+6. I’m going to roll
these straight across and see what I get:
STR 8, CON
4, SIZ 17, INT 16, POW 11, DEX 8, APP 13
Holy cow….this
guy is frail, sickly, enormously tall (around 6’7” and maybe as skinny as 150
lbs), very smart, a bit clumsy and despite all that he’s either fairly
congenial or decent looking. Nice. With stats like that I think I shall call
him Asterius Crane. I see a fellow who is excessively bookish, and who’s exotic
height contrasts with his weak frame, so he overcompensates by being friendly
and affable.
There are a
variety of derived stats in MW. The derived “rolls” are percentile
approximations of the core stats that can be used to resolve various situations
that skills alone don’t cover. Each derived stat is a default of the main
attribute multiplied by 5. SIZ is the only stat that doesn’t get a derived
roll. When I calculate these we get:
Effort 40%,
Stamina 20%, Idea 80%, Luck 55%, Agility 40%, Charisma 65%.
So by
percentage Asterius’s strength is in being an idea man and fairly charismatic.
There are
several other derived stats as well:
Damage
modifiers are based on strength and size. Despite being physically
underwhelming, Asterius has reach and leverage due to size, so he actually
qualifies for a +1D4 damage modifier to melee attacks. He has okay hit points thanks to his size (but
with a better constitution it could have been so much more); his HPs are 11 and
his major wound score is 6 (the number of HPs below which bad things can
happen). If I were to use the optional heroic hit point system he would have 21
hit points, instead (the total of size and constitution instead of the average)
and a major wound threshold of 11. Alas, Asterius is probably destined for the
world of Sarvaelen and there are no robust heroes in that land.
With a POW
of 11 Asterius has 11 magic points, so he’s no hard-hitting spellcaster. If he
had 16 or better in POW then he would gain 3 levels in magic just for being
awesome…but he is not awesome.
Having a
variable appearance provides distinctive features, which you can choose or roll
for. With an APP 13, he gets 2 features on the good side. I roll and get “torso”
and “bearing” options. I choose “tall” because it’s a no-brainer; because he
has a good appearance score this means his height is an asset; he towers over
people and maybe that’s somewhat intimidating or impressive. For bearing I
choose “casual” because I am thinking Asterious is a bit laconic, and comes off
with a “always in control” vibe….he doesn’t seem to panic, so this inspires
those around him a bit.
I roll for
his age and it turns out he is 23 years old.
Next up is
culture. There are four default cultures in MW, with the option for
campaign-specific cultural packages. A
culture provides guidance on choosing a profession as well as a 10% bonus to
three cultural skills. The choices are band, tribe, chiefdom and state. Each
culture includes a description and extensive list of real-world samples of what
it is talking about, as well. As I am imagining Asterius I could see him coming
from any of these, although his hope of being a bookish giant rests heavily on
a more advanced culture so I pick “state.” Specifically, since I’m putting Asterius in
Sarvaelen I will assume he comes from Aeronost, a feudal coastal culture with a
handful of prominent cities. I pick
oratory, world lore and scribe for his
three cultural skills.
Next up is
occupation. There are twenty core professions to chose from, and many more that
could be introduced (or borrowed from other BRP books). MW offers skill points to the skill package
of each occupation, although it does so a bit differently than BRP, by allotting
+60 to one occupational skill of choice, +40 to three more skills, and +20 to
four others. After that you get 40 points to add to one non-occupational skill
and three more non-occupational skills that get +20 each. Aside from
occupational and cultural skill points characters get some points by skill
category based on half of the derived attribute.
Finally, if
you want to make an experienced adventurer rules and numbers are provided to
start a veteran, heroic or legendary adventurer.
After
looking at the occupations available, I think Asterius Crane would make a great
physician, apocethary or scribe. Each occupation is presented from the context
of a “you learned to be this, but now, for various reasons, you are adventuring”
sort of approach. Kinda cool. I think I’ll go with scribe.
As a scribe Asterius
can pick from several skills. I choose the following: Scribe (+60), World Lore
(+40), Evaluate (+20), Insight (+40), Nature (+20), and I’ll pick another
language (Emoniae, from Sarvaelen) at +20 as well. He can have a skill as a
personal specialty, so I pick Potions with +40. Asterius is something of an
exotic brewer and apothecary on the side, it seems. Finally, his occupation
awards him 200 bronzes to spend.
Aside from
his occupational skills Asterius can allot extra points into “other” as well.
Those points end up in Dodge (+40), Navigate (+20), Listen (+20), and…because
this is a guy who will face danger, lets put the last +20 into short sword,
with which he’s had some minor training. Being experienced with the short sword
means Asterius’s practice with the weapon will also improve familiarity with
everything in weapon class 2 (broadswords, cutlasses, falchions, rapiers,
scimitars, and short swords). One thing I could not find clarification on (yet)
was if weapon skills received the physical skill modifier. I am assuming they
do here.
Finally we
come to Allegiance. Old fans of Elric/Stormbringer will recognize this as
derived from the old order/chaos system of allegiance. It is now a division
between light, shadow and balance. Adventurers start play with 25 allegiance
points in one, 15 in a second and 5 in a third. I think Asterius is fairly
neutral, so I split it like this:
Light 15,
Balance 25, Shadow 5
Being
aligned with balance grants some perks (as do the others). For those aligned
with balance they can attempt to call on inner reserves of strength, which can
grant 1/5 of their HP total in recovery. Allegiance can be strained when
calling upon abilities, as well as when acting contrary to one’s aligned
nature. Neat stuff, lots of role-play potential.
After a bit
of spending to equip Asterius with some leather armor and a short sword (he
started with a grand total of 401 bronzes), the poor fellow is ready to get
killed adventuring. So what does Asterius Crane look like right now? Here he is:
Asterius Crane
Human male,
6’7” tall, 150 lbs., Age 23
Occupation: scholar; Culture: State; Distinctive Features:
tall and casual
STR 8, CON 4, SIZ 17, INT 16, POW 11, DEX 8, APP 13; Hit Points 11, MW 6, Magic Points 11
Effort 40%, Stamina 20%, Idea 80%, Luck 55%, Agility 40%, Charisma
65%.
Skill Category Modifiers: Physical +4,
Communication +6, Knowledge +8, Manipulation +4, Perception +2
Damage Modifier +1D4
Allegiance: Light 15, Balance 25, Shadow
5
Occupational Skills: Scribe 74%, World
Lore 73%, Evaluate 43%, Insight 57%, Nature 53%, Language (Aeronistic, native)
88%, Language (Emoniae) 28%, Potions 48%, Oratory 21%
Additional Skills: Dodge 60%, Navigate 53%, Listen 37%, Shortsword 43%
Weapon: Shortsword: Attack 43%, Damage 1D6+1+1D4, weapon class 2
Armor: soft leather: 1D4-1 APs, light
burden
Remaining Bronzes: 101
Asterius is
now ready to go adventuring!
A few more
notes:
Character
generation is pretty quick the way MW does it because it gives the player a set
number of discrete skill point packages to apply instead of a lump total number
of skill points. MW does insure that a starting character has a decent set of
starting skills in this fashion.
For those
not familiar with BRP, note that a character can attempt any skill pretty much
that has a starting base value of 1 or better…so a skill like oratory, which
has a base chance of 5%, can be tried by pretty much anyone even if the chance
of success is tiny. The skills above only reflect those in which Asterius got
training, however.
The flavor
text in MW is rife. It’s aimed at helping the player to imagine who his or her
character is as they roll the PC up, so you can start blind with char gen (as I
did) and end up with a character that you can “see.”
There are no
point-buy rules provided in MW (BRP does offer this however in its core). The
game is focused on a starting core of random char gen.
I may roll
up a mage next so you can see what the sorcery looks like. Until next time….!
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