Saturday, December 15, 2012

Sample Character: Prince Goran of Mars

Today, I made a sample character sheet to show how the character sheet looks when it's filled out. This character is for a pulp-style "sword and planet" science-fantasy setting. In this setting, Earth is the evil Terran Empire. It's currently fighting a civil war with Luna, but it has ambitions to conquer the solar system as its birthright (Earth is the birthplace of humanity, they reason, so all of humanity should be ruled under the banner of Terra). The other planets of the system have their own governments and cultures. Mars is a rugged desert frontier world with many crumbling decadent cities and an unknown number of nomadic barbarian tribes that roam the wilderness.

"Prince" Goran of Mars claims to be a prince among his own people but he's really just another proud warrior from one of those barbarian tribes. His tribe lived as hunters and pirates, but they were proud and honorable people. Although they were pirates, they always gave their prey the opportunity to surrender peacefully and they never fired on unarmed travelers. After he witnessed a Terran expedition raiding a Martian town for slaves and greenmetal ore, Goran got caught up in a brawl between the Terrans and some offworlders who were trading with the Martian city-dwellers. Goran joined up with them and now travels the system with a ragtag crew of mercenaries and traders who run cargoes for profit. They carry equipment, personnel, and information for the Lunar rebels and try to give Terra a black eye whenever they can. Although he hates slavers, Goran maintains his tribe's honor code: if his opponent only has a melee weapon, he won't draw his gun; if his opponent only has a knife, he won't draw his saber; if his opponent is unarmed... well, slavers still have to die, so Goran will snap their necks with his bare hands if he has to.

Sample character sheet: "Prince" Goran (PDF)

The Passions provide free Drama Points. Each Passion can be used once per scene to get a free Drama Point (which can be spent for bonuses) if the Passion is relevant to that scene. Goran's Rage Passion is slavery, so he never has to worry about not having any Drama Points on hand when he runs into Terran slavers. His Noble Passion is honor, so he also has a little something extra to give when his reputation is on the line (such as in a duel or when handicapping himself to face a foe with inferior weapons). His Fear Passion is obscurity, so if he finds himself in danger alone, he'll be more motivated to get back to his friends alive (or at least get word to them before he dies so his story can be told). His Focus Passion is "The free winds of the dead seas of Mars are in my blood! You'll never chain or cage me!" so he always has access to one more Drama Point when someone tries to capture or imprison him (or convince him to settle down and retire, for that matter). These are the kinds of scenes that really matter most to Goran.

The Signs are visible manifestations or hints of strong traits. There is a Sign for every Talent or Drawback and every Attribute or Skill with a score of 3D or more. Signs provide a +1D bonus certain rolls in play, but their major purpose is to provide a cool description of the character that is more than just height, weight, eye color, hair color, etc.

+Talents and -Drawbacks are situational modifiers (bonus and penalty, respectively). Goran grew up in the Martian wastelands, so he's an expert in surviving the harsh environments and dealing with the dangerous flora and fauna to be found in such wild places. He's a good fighter, but he excels with the sword which is his weapon of choice and in battle, he has a fierce battle-cry that rattles his foes. Goran also has two -Drawbacks: "Barbarian" and "Lust for Life". The first penalizes him when dealing with polite society and the second makes it hard for him to resist temptations to enjoy himself (i.e. he's easily seduced or lured into drinking contests when he should be doing other things). The -Drawbacks only apply when his player chooses to use them, but he gets a Drama Point any time a -Drawback causes a problem for him, so it's advantageous for Goran if he occasionally acts boorish among high society or parties a little too hard.

The Facets are basically different kinds of "hit points". In this setting, the GM has chosen not to use Mind because there aren't any sources of mental damage. There are psychics, but they don't have telepathic attacks; there are eldritch horrors, but this is a pulp action setting where the heroes don't really get scared (at most, they're reasonably cautious) so there's no need for keeping track of how much their sanity is blasted. For this campaign, the premise is "rogue traders ply the spacelanes for profit as a front for rebel missions", so wealth will mostly be just a cosmetic issue. The character of the captain of the ship probably has a higher Wealth rating for getting a bigger share but that would go toward maintaining the ship and funding the next mission, in the same way Indiana Jones hunts for artifacts to sell to museums so he can afford to go on more trips to hunt for artifacts to sell to museums. The money isn't really important and the Wealth Facet could easily be crossed off here. It's only real use for Goran is to put a limit on the scale of his carousing: he can spend a night drinking in a bar and getting into fights, but he's not going to be buying and crashing sports cars for fun. If the campaign were set entirely within Goran's own honor-obsessed culture, the group could add a Reputation or Honor Facet to keep track of their social standing, but for this campaign, that will just be something Goran worries about.

So, how does it look?

Thursday, December 13, 2012

Updated Character Sheet

I finally got around to putting my scrap paper character sheet onto a PDF document today. I used Inkscape to draw the lines and boxes and insert the SVG icons that I made and a few creative commons icons that I got from game-icons.net (made by Lorc of lorcblog.blogspot.com).

This version of the sheet is rather generic. I don't expect many campaign settings to have a use for everything at once. Particular settings could have more specific character sheets that eliminate unneeded Skills and Facets and add that setting's specialties. Check it out and let me know if you see room for improvement. I'll also be happy to answer any questions about what's on the sheet. Sometime soon, I'll post an example or two of a filled out character sheet.

Impressions Character Sheet (December 12, 2012 revision)

Wednesday, December 12, 2012

Simple is hard

I'm still in the process of trimming the system down and editing my writing for clarity. Unfortunately, I only have a little time every day to spend on this project. Over the past two or three weeks, I've trimmed the combat section down a lot. I always try to make things too complicated, so most of my writing is actually just re-writing for simplicity. I had so many specific rules for combat situations that were really not necessary. To be honest, most of them were just examples of how to use the standard task resolution rules for combat. I struggled to figure out ways to represent things that I suddenly realized I had no interest in playing anyway, so I cut them. It's really hard to make these cuts, because I liked making the fiddly little details, but they're actually useless and need to go.

I've got the combat stuff trimmed down to a reasonable level and I decided how I want to do damage and healing issue. This week, I've been revisiting the Social Conflict chapter to bring it more in line with the revised skill list and combat rules. I've decided that I don't want to have separate "combat" and "social" rules. I want them both to be handled as "conflict". Today, while I was cleaning up the social conflict section, it occurred to me that I really need to tie it in with the damage system.

The damage system isn't particularly revolutionary, but I decided to track damage for physical, mental, and social values in addition to other things (although not every campaign or setting will need to use all of them). I originally planned for the Social damage track to relate to your position in society. If someone causes Social damage to you, it's because they humiliate you or make you look foolish in front of everyone and cause you to lose face (for settings where that matters). It occurred to me today that I need to actually talk about how this works in the social conflict section on an individual scale too.

The guiding principle here is "social skills are not mind control". Mind control can make a character do something that the character doesn't want to do; however, social skills can make a character do something that the player doesn't want. Characters only have so much willpower. I know from personal experience that baser instincts can win over better judgement. Just because the player knows that it's probably a trap when the sultry femme fatale invites him up for coffee, that doesn't mean the character will refuse. Just like I know I shouldn't eat a second piece of cake, but sometimes I do it anyway.