Monday, January 31, 2011

Van Gogh Character Creation

I'm still fiddling with parts of the system, but I wrote out the steps in the character creation process for PCs. I'm using this as a sort of outline so I don't forget to include an explanation for things on the character sheet. Now that I'm thinking of the character sheet, I think I'll put that up for you, too: Van Gogh Sample Character Sheet PDF



Character Creation Summary
  1. Choose any basic template available for the setting: Templates serve as a basic starting point for different character archetypes or species, such as “wizard”, "rocketeer", "bounty hunter", or “lizardman”. The templates aren't classes. I got this idea from the old West End Games D6 Star Wars game. Templates are just a shortcut for character creation. They serve as examples of how certain types of characters will arrange their Attributes and Skills. If you want to play a rocketeer in a pulpy space opera setting, then you can grab the "Rocketeer" template and customize it by re-arranging the stats and filling in the personal bits.
  2. Determine Attributes: There are four Attributes (Might, Finesse, Cunning, Will) that determine a character's raw, untrained abilities. Attributes determine how easily the character can learn different skills. Right now, I'm considering a standard PC to be made with 9 dice distributed among the four attributes with a minimum of 1 and a maximum of 5.
  3. Choose Skills: Spend 15 points on 20 skills. Skills cost 1 point per level equal to or below the linked attributes and 2 points per level over the linked attributes. Skills (and their linked attributes in parentheses): Athletics (M), Bluff (C), Concentration (W), Driving (F), Fighting (F), Healing (C), Helm (C), Intimidation (W), Investigation (C), Knowledge (C), Notice (C), Persuasion (W), Piloting (F), Repair (C), Shooting (F), Stealth (F), Social Circles (C), Survival (C), Taunt (C), Wrangling (C).
  4. Choose Talents: You may choose up to 3 Talents. These are bonuses that your character enjoys in limited situations (e.g. a higher Driving skill when driving a particular kind of vehicle). You may gain extra Talents by trading in Attributes or Skills (1D for two Talents).
  5. Choose Drawbacks: You may take any number of Drawbacks. Drawbacks are penalties that affect your character in specific situations (e.g. A character from a desert environment may have a lower Athletics skill when trying to swim). Drawbacks do not cost any points and do not give you any points, but you earn a Drama point when they seriously impede your character in play.
  6. Choose Passions: Passions determine your character's Dramatic personality qualities. The basic idea for Passions came from the stimuli in Unknown Armies, but the implementation here is different. These qualities can be tapped once per scene to get a free Drama point for immediate use. There are four Passions. Rage is what your character hates most. Fear is what your character fears most. Heroic is what brings out the best in your character (in villains, this is usually called their "redeeming feature"). The Tagline is a short identifying quote that demonstrates the type of action at which your character likes to excel, for example: "You'll never take me alive!", "You have such beautiful eyes...", or "Take that, spawn of evil!".
  7. Signs: For each Attribute or Skill of 3 or more, and for each Talent and Drawback, determine a Sign. Signs are outwardly visible indications of those traits. Traits that have a Sign can be used to get a bonus in certain situations so they are both mechanically useful and a much more interesting way to describe a character than listing height, weight, and eye and hair color.
  8. Gear: Choose appropriate personal equipment for your character. 
That's it. The steps don't necessarily need to be done. Picking a template (if you use one) should be first to save time. Skills need to be chosen after Attributes, but other than that the order isn't important. Signs can be determined as you go along. Passions and Talents can be chosen first and then backed up by Attributes and Skills and Signs can be determined as you go along. In fact, I might just have to bump Passions and Talents up the list. I think they help to define a character more than saying "He's got Finesse 3" and they might just make it easier to pick Attributes and Skills. 

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