RPG Stuff

RPG Stuff

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Inspired by a thread on rpg.net, I decided to join in the fun. Maybe I'll get around to linking to some of the other blogs too at some point.Here's a guy named Christian's blog. It looks pretty good.

The basics

Blue LightPosted by Marius 14 Aug, 2009 18:46:20

Characters in Blue Light are defined by five Attributes:

Body: How strong and tough the character is

Reflexes: How quick and coordinated the character is

Intellect: The character's knowledge and intellectual problem-solving ability

Psyche: The character's intuition, awareness and general mystic ability

Presence: The character's charm, willpower or force of personality

All stats are rated from 5 to 10.

5 is very poor - the very lowest level of human capability

6 is poor - not catastrophic but enough that it's likely to be noticed

7 is typical - no better or worse than most people

8 is good - the character is probably known among his friends for being good at this

9 is exceptional - this is an unusually high level of ability for most people

10 is legendary - likely to be noticed by everyone and of universe-class ability

Player characters get 40 points to spread around their attributes making them quite exceptional overall.

When attempting a task, pick up 2d6 and try to roll equal to or less than the most relevant attribute. If you do, you accomplish the task succesfully. If you succeed with doubles, you get a critical success and succeed beyond your expectations. Higher doubles are considered better, so a double-5 is better than a double-3 (assuming both are succesful). If a task is particularly hard (or easy), the GM may apply a modifier to the success chance from -6 (outrageously difficult) to +3 (pathetically easy).

Player characters also get 3 Specialties for free at character creation. These are specialized sub-areas of an attribute at which the character is particularly apt. These three specialties must be from three different attributes. When you have a specialty relevant to the task you're attempting, roll an extra die and keep the two that produce the most favorable result.

Specialties are free-form and may be defined by the player. Here are some examples:

Body: Brawling, Lifting, Wrestling, Power-Mace, Drinking

Reflexes: Martial arts, blaster, spaceship piloting, climbing, acrobatics

Intellect: Starship engineering, life science, warp physics, administration, navigation, general knowledge

Psyche: Alertness, searching, tracking, sensory instruments, survival

Presence: Charming, intimidation, willpower, bluff, deceit

Characters also have one Special Attribute called Edge. Edge is the character's general level of experience and battle-hardenedness. Edge starts at 1 for all PCs (although it's possible to increase it with bonus points). I'm not going to go into how Edge works precisely yet save to say that it limits the character's ability to push himself.

Lastly, there are three Derived Attributes: Life Points (LP), Shock Points (SP) and Energy Points (EP).

Life Points is how much damage your character can tolerate before being incapacitated and is equal to Body+2xEdge. If a character's LP are reduced to 0 or less, he will lose one SP per round until unconscious. If it reaches its original value times -1, he'll die.

Shock Points is how much damage it will take to knock out or stun your character. It's equal to (half Body, round up)+Edge. If a character's SP reaches 0 or less, he's stunned until it gets back to 1 or more. If it reaches its original value times -1, the character is unconscious. As long as the character's LP is 1 or greater, he'll regenerate 1 SP at the start of each of his turns.

Energy Points represents fatigue and willpower and the character's ability to push himself. They are equal to Presence+2xEdge. The character may spend a number of of EP per turn equal to his Edge score. Defending against attacks cost 1 EP. Enhancing your chance of success with a task also costs 1 EP. A character can't spend EP that he hasn't got so he may find himself with no ability to defend himself once all his EP are gone.

That's the basics. Next: Assets and Drawbacks.

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Blue Light?

Blue LightPosted by Marius 08 Aug, 2009 17:52:14

Blue Light is a space opera RPG I've been creating in my head for a while. I figure I should start creating it on my blog instead and invite comments from whoever can be arsed to read it.

The title is a joke on what most technology in sci-fi movies and tv-shows appears to be based on: blue light. Starships create propulsion by firing blue light out the back. Weapons kill you by zapping you with rays of blue light. Medical technology heals you by bathing you in blue light. Blue light is all over the place.

One of the things that led me to start thinking about this system is how space opera characters appear to know how to do absolutely everything - they're rarely stopped by a lack of understanding how to use some relatively common item. If I were being chased by a pack of zombies and I saw a van parked with the key in the ignition, I wouldn't jump in the van and flee in that because I don't know how to drive. This kind of thing isn't usually an issue for space opera characters: If there's a convenient getaway vehicle standing around, they'll jump in and speed away because they know how to operate it. Even if it's a spaceship and they've spent their entire lives up to this point on a farm in the middle of a flipping desert and have never been near a spaceship let alone operated one.

I guess the controls on these high-tech thingies are just really intuitive.

Anyway, in most RPG's with a skill system, players will specialize and choose only the skills that are core to their character's concept which will typically limit the kinds of actions that they're able to perform.

In Blue Light, therefore, there won't be skills as such. Instead, there'll be Attributes, basic abilities that everyone has a rating in, and Specialties, narrower applications of an Attribute that they're particularly good at.

All actions will be based on rolling against an Attribute. With just an average level of ability, you'll have a pretty good chance of success. With a Specialty, your chance of success will be even better but it will never be a requirement for success.

Just for the record: I'm not writing the above to slag off other RPGs. I think the skills systems make perfect sense in most genres. It's just that in a more light-hearted, free-wheeling space opera game, I think this is a good fit.

Right, the other idea that's pretty fundamental here (although not, strictly speaking a part of the system per se) is the campaign map - a simple tool I've come up with to help the GM create a short but epic campaign ad take it from start to finish and adapt it to the PCs' choices and successes or failures.

And lastly, the other other idea is the setting or, if you will, the lack of one. I want to make it clear that the PCs not only can irrevocably change the setting - they're expected to do so. Bring down the Evil Empire. Expose the Sinister Consiracy. End the War. At the end of your campaign, the setting will have been altered, hopefully for the better. That's tough to do if you have a ton of setting material that becomes effectively invalidated if you allow the setting to be drastically altered. Instead, the universe is detailed in the sketchiest possible way and there'll be a way of creating a few details for the places that the PCs actually see. And a system for helping the GM come up with a new evil for the PCs to defeat and tie it into the campaign map mentioned above.

I think that's the basic ideas and concepts right there. I'll start getting into actual mechanics in my next posts.

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Lejendary Adventure

Create-a-characterPosted by Marius 02 Aug, 2009 22:12:23

I admit I have a soft spot for slightly arcane games with weird rules sets such as most FGU games, Powers & Perils and Dangerous Journeys to name just a few. So I was naturally curious about Lejendary Adventure and eventually got a copy of the Essentials boxed set.

Let me just tell you about the first impressions:

· It's in a box, clearly. I like boxes and this reminds me of those old BECMI D&D sets. Good times.

· It contains two books, one bound, one stapled: Essentials and Essential Bestiary.

· It also contains two thin, stapled booklets that look as if they were printed on a regular office printer: Bestiary Tables and Treasures

· It comes with a set of polyhedral dice. Nice.

· The Essentials book (which is where all the rules are) mysteriously doesn't contain a character sheet nor an index. These omissions can't have been for reasons of space since the book ends with five blank pages. That seems a bit amateurish to say the least.

· On page 3 of the treasures booklet, the columns are misaligned so the second column starts above the top-margin. Again, amateurish. Did nobody take a quick glance at the pdf before printing it out? The page headings also unhelpfully claim that this is the Essential Bestiary - I wonder of these pages were supposed to have gone in that book, were accidentally left out and hurriedly printed out on a regular printer and thrown into the box?

· The quality of the artwork is roughly on par with what I'd expect to see in an RPG from 30 years ago. Perversely, this gives me a sort of nostalgic joy.

OK, on with my character:

Since this is a post-D&D Gary Gygax game, nearly every common term is renamed, so I'm not really creating a character: I'm creating an avatar. Anyway, step one in creating an avatar is selecting a race. It gives me the following choices:



Ilf (a dyslexic elf, apparently)

Kobold (not entirely dissimilar to halflings but less goofy)

Oaf, typical (large, brutish humanoids)

Oaf, major (like typical oafs but more so - why would anyone want to play a ”typical oaf”?)

I settle on Kobold.

As a kobold, my character can become invisible at will, make two attacks per ABC (combat round) with a +1d4+1 bonus (I get a 4) to Physique (sweet!), has an innate energy field giving 2 points of armor, has better nightvision and sense of touch than a human, has a natural enchantment power and a bunch of other stuff.

Step two is to distribute 100 points over the three base abilities: Health, Precision and Speed. Speed is on a very different, more compact scale from the other two and is multiplied by four when making checks against it. You'd be a fool not to max it out by the RAW as that will make almost no difference in the number of points you have left for the other two. I'm going to mod the rules a bit here and give myself 130 points instead of 100 but I'll change the cost of Speed to 4:1 since that's what I'd do if I were asking someone else to create a character for this game.

As a kobold, I have the following restrictions on how to use my points:

Health: 40-70, Precision: 20-50, Speed: 10-14

I'm going to choose a good Speed of 13 leaving me with 78 points for Health and Precision. If I put the minimum of 40 points in Health, that leaves me with a Precision score of 38 - not terribly impressive but at least he's fast.

However, I'm not done with my attributes (which the system calls Base Ratings) yet: I also get random increases to them based on my race.

As kobold I get:

+2d6+2 to Health (I roll a 6 and a 2 so that's +10)

+1d12+2 to Precision (I roll a 7 so that's +9)

+1d4 half-points +2 points to Speed (I roll a 2 so that's +3)

So my Base Ratings are now: Health 50, Precision 47, Speed 16

Step 3 is to jot down the required ability selections for my race. You get to select 4-5 abilities from 1st to nth in order of priority, but non-human races are required to select certain abilities at certain priorities.

For a kobold, this means:

Stealth 2nd

Commerce 3rd

Evaluation 4th (this deals with evaluating the feelings and intents of people and creatures - it's not appraisal of objects which is part of Commerce)

That means all I get to choose are my 1st and 5th abilities. All avatars also get a sixth ability which must be Weapons unless Weapons has already been chosen as one of the first five in which case you're free to choose whicehever ability you like.

I'll take Swashbuckling 1st and Weapons 5th. For 6th, I'll take Physique.

Each Ability is rated as a percentage of one of my Base Ratings, however, selecting the Abilities also gives bonuses to Base Ratings so I have to first check what bonuses I get.

Swashbuckling gives me +1 to Health and Precision and +0.25 to Speed

Stealth gives +2 to Precision

Commerce gives +2 to Health

Evaluation gives +2 to Health

Weapons gives +2 to Precision

I don't think you get anything from the 6th Ability

This results in the following new Base Ratings:

Health 55, Precision 52, Speed 16.25

This gives the following Ability Scores:

Swashbuckling (100% of (Health+Precision+Speed X 4)/3): 57%

Stealth (90% of Precision): 47%

Commerce (80% of Health): 44%

Evaluation (70% of Health): 39%

Weapons (60% of Precision): 31%

Physique at 10%

I need to determine equipment too. This is done by selecting picks from lists based on your abilities. There are two methods given for determining initial equipment for non-human characters. Without going into detail on the two methods, let me just say that I choose Method 1.

This means I get 5 picks for each of my selected Abilities, 3 for each of my racially mandated Abilities and 1 roll on the Special Table.

I'll start with the roll on the Special Table. I roll a d1o and get an 8 which means I get to pick something from a list of my choice.

I'm at a loss, frankly, for what to take, so I just choose 25,000$ in coin of the realm from the High List.

I get to make another 5 items from each of the Middle and Military lists for my Swashbuckling and Weaponry abilities respectively and pick:

mule, riding

dagger, long with sheath

dagger, short with sheath

salve, wound healing (-50% Health recovery time), 7-application jar

clothing, good suit, dark, with hat

cloak, colorful, with hood

sword, cutting, curved, with scabbard

backpack, pouch, belt, pair, and shoulder pouch with sling, all leather

horse, pack

bow, medium

bow case, quiver and 12 arrows

Aaaand as if all that crap wasn't enough, Stealth, Commerce and Evaluation let me select 3 items each from the Low, High and Middle lists respectively. I pick:

armor, cloth, half garment

canteen, water gourd one quart, with

bread and cheese for one person for four days

poison antidote, 1-dose bottle

knife, concealed (why does concealing the dagger make it a ”High” item?)

clothing, fine suit, colorful, with boots, low, soft-soled and hat

flute and mandolin (my character can't play them but I'm running out of stuff to select...)

Another 1,000$ in coin of the realm

arrows, sheaf of 24

I need to name my Kobold too. I think I'll name him Kroysos. His background is that he got bored with sedentary life and decided to go adventuring bringing with him a large selection of stuff so that any bandits that might rob him would feel it was worth the effort.

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Create-a-characterPosted by Marius 02 Aug, 2009 22:08:31

Everybody was Kung-Fu Fighting! (Wah! Hoo-ha!)

There are a bunch of martial arts themed fantasy RPG's out there but one of them stands head and shoulders above the rest. Yes, ladies and gentlemen, I'm talking about JadeClaw. A great game that I've had no success in getting my group into. And I've bought the damn thing twice!

What I've got here is the revised edition which is a lovely hardcover book with many full-color illustrations. The artwork in the book is honestly very uneven but the good pieces are absolutely gorgeous (mainly the illustrations of the races on p. 22-36 and the NPCs on p. 297-306).

The cover is also fabulous and was what sold me on it in the first place.

For those not in the know, JadeClaw us a so-called ”furries” RPG set in ancient China. Characters have Traits and Skills rated by a die type from d4 to d12 (and continuing after that with d12+d4 to 2d12 and then 2d12+d4 to 3d12 et.c). Tasks are resolved by rolling your skill die (or dice) and all applicable trait dice and using the highest individual dice roll as your result. All rolls are opposed, best roll wins. Beating the opposing roll by 5 or more means you succeed overwhelmingly.

Damage rolls work a bit differently in that you compare the attacker's best die to the defender's best die and the next best to the next best and so on. Each damage die that beats the defender's soak die usually causes one point of damage. Overwhelming the defender's soak die causes two points of damage.

Anyway, on to creating my character. I get six dice ratings (d4, d6, d8, d8, d10 and d12) to distribute over my character's six traits: Race, Career, Body, Speed, Mind and Will. But first, I must choose just what my character's Race and Career will be. Given the domain-name of this blog, I think the Race choice is a no-brainer. But what kind of career should my panda follow? Pandas are portrayed as being mellow and wise but given this is warpanda.com, I think I'll go against type and create a violent, belligerent panda. The again, I could go for a warrior type that's more mystical in nature: a Tomb Defender.

I note down that a Tomb Defender's career skills are: Weapon skill of choice (I'll go with Staff), Lore, History, Observation and Resolve.

A panda's racial skills are Camouflage, Climbing, Herbalism and Qi-Sao (Qi-based medicine, basically)

An error that still hasn't been corrected is that Pandas have Claws and Teeth listed as their racial weapons but they don't actually get Teeth as a natural weapon. SInce Bears do get Teeth and pandas are a kind of bear, I think they probably should have them so I'll assume my panda gets Claws and Teeth.

Pandas also get Strength+1 (which increases their Body by one die type but only for purposes of strength and not for endurance or toughness) and Night Vision which is pretty self-explanatory.

Their Racial Habitat is forest and their Racial Sense is smell.

What this means is that they get to include their race die with all attacks using their racial weapons, with all environment-based skills when in their racial habitat, with perception rolls with their racial sense and with all uses of any of their racial skills.

I also note that being a Panda will cost me 4 points plus 1 for the Teeth that I assume they should have had. More on this later.

For now, I need to distribute my trait dice. As useful as a high die type in Race would be, I suppose that my character's non-typical career choice suggests that he isn't really much of a Panda. So this is where I assign the d4. I'll put the d12 into Tomb Defender since this way it'll aid in two skills that a fighting Character will need a lot: My primary weapon skill and Resolve.

I figure my character (whom I now name Furious Pi) will rely mainly on brute force and skill over speed so I assign the d10 to Body and the d6 to Speed (which I'll probably regret later) which leaves me with d8's in Mind and Will. Furious Pi is neither stupid nor weak-willed.

Next, I calculate how many points I have to build the rest of my character with. Everyone starts with 20 points minus the cost of their race. Since it cost me 5 points to be a Panda, I now have 15 points left. I may spend up to 10 points on Gifts and I can gain up to 10 more points from Flaws. And I'm going to need every point I can get so I might as well start looking at those flaws.

I'll give Pi a Bad Reputation in the Panda community (for being rash and violent) which is worth 1 point. I'll also give him one level of Corpulent (Pi likes his meals) for another point. Wrathful kind of suggests itself and is worth 3 points. I also want Pi to be a hero. Heroic and Honorable are both good choices but I choose Heroic as it's the one that's most likely to spur him into rash action. That's another 3 points. Finally, I decide that Eerie seems like a suitable flaw for a Tomb Defender. That's my 10 points, so I can now spend 25 points. I may spend up to 10 of those on Gifts and I will. I'll start by spending 4 on Increased Trait to get his Body up to d12 as this will (with the Strength +1 for being a Panda) allow him to use the biggest staff as an Easy weapon.

I'll also take Belongings for 1 point so I can get a good suit of armor for Pi.

I'll spend the last 5 points that I may spend on Gifts on Martial Arts.

I'll select Parry Thrown Objects and Second Parry which will help Pi's defense along since he usually won't be using a shield and a staff gives a bonus to parry so this will definitely be his best defense. Finally, I choose Knock Down (an attack that, if succesful, knocks the target down instead of causing damage), Nerve Strike (which makes it possible, on an Overwhelming hit, to paralyze the target for 3 rounds or more) and Sundering Blow (which, on an overwhelming hit, lets Pi destroy his opponent's armor). I make a note that Nerve Strike requires a Qi-Sao die of d10 or better and since I only have a d4 (from being a Panda), I'll need to buy it with skill points, speaking of which ...

I have 15 points with which to buy Skills. 1 point gets me a d4, 2 get me a d6 and so on.

I know I'll need a Qi-Sao skill of d10 so that's four points spent already and I'd be a fool not to max out my Staff skill (d12) so that's another 5 points leaving me with a measly 6. I really want to have a good Resolve skill since this is what prevents me from being sent reeling when I get hit, so I spend 5 points on getting that up to d12. Finally, I spend my last point on a Dodge of a measly d4.

And this is when I realize that the default Special for a staff is Double Attack and not Concussion meaning I can't use it with Nerve Strike. So I'll select Tricky Maneuver instead (an attack that basically increases the stakes: any success or failure is considered overwhelming!). This means that I won't need that Qi-Sao skill of d10, so I'll increase Dodge to d12 instead and have a small chance of surviving an encounter with someone armed with a bow, crossbow or a sling.

I'll also need to select a favored use with each skill. When your favored use is applicable, you may reroll one die that comes up 1.

This, then, is Pi's skill list:

d12 Staff (my favorite staff)

d12 Resolve (when standing my ground)

d12 Dodge (arrows)

As I start looking at armors, I realize that a Brigandine (the heaviest armor that it would make sense for Pi to wear given he also has to carry a big staff and his fat gut) is only of average cost meaning he won't need the Gift of Belongings so I strike that and take Sure-Footed instead.

With his armor on, Pi's soak roll is d12 (Body) + d10 (Armor)

With his big staff, he causes d12+d4 (Strength) +d10+d8 (weapon) damage.

His attack dice with is staff are d12 (skill) + d12 (Career) + d6 (Speed)

His parry dice are the same but with a bonus (for the staff) which increases it to 3d12.

His Dodge dice are d12 (skill) + d6 (Speed)

His Resolve dice are d12 (Career) + d12 (Skill) + d8 (Will)

When Striking Sure, his attack dice are also 3d12

When Striking Hard, his damage dice are 3d12+1d6

When Guarding, his parry dice become 4d12+1d4 and his Dodge dice become 2d12+1d4

Edit: I've drawn up a character sheet for Furious Pi.

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Flashing Blades

Create-a-characterPosted by Marius 02 Aug, 2009 18:09:20

Flashing Blades is a swashbuckling RPG set in 17th century France. It was published by FGU in the 80's and is actually still available along with all of its supplements. It's an excellent game and the supplements are great too.

It's pretty unusual for an FGU RPG in that it's actually pretty simple and easy to play.

Anyway, the first step in creating a character for Flashing Blades is to roll 3D6 in order for each of my character's six stats: Strength, Dexterity, Endurance, Wit, Charm and Luck. I get 17, 9, 11, 5, 11 and 13 - a musclebound oaf.

Next, I determine height and build. I get to choose one and roll for the other. I choose to be Stocky and roll for height - an 8 results in average height. Being stocky and of average height results in a +1 to Endurance for a total of 12.

I'm allowed to move points from one attribute to another on a 2:1 basis and decide I might as well max out his Strength all the way to 18 by reducing his Charm to a meagre 9.

So my final attributes are:

Strength 18, Dexterity 9, Endurance 12, Wit 5, Charm 9, Luck 13

I decide right now to name him Hercule.

I need to determine Hercule's Hit Points next. HP start at 10 modified by attributes and build. Being stocky gives +1. Hercule's impressive Strength gives him another +2 and his Endurance gives him +2 more for a mighty sum of 15.

I also have to determine Hercule's Encumbrance Value. Like HP, it starts at 10 and is modified by build and attributes. Again, stocky gives +1. Strength 18 gives +4 and Endurance 12 gives +1 for a final total of 16.

Next, I must select Hercule's background. I get to choose between Rogue, Gentleman, Soldier and Nobleman and choose Nobleman without a second's hesitation. Each background has a list of background and bonus skills. Bonus skills cost 1 skill point to learn, background skills 2 points and all others cost 3.

The number of skill points I get to spend is determined much like HP and EV above but unlike HP and EV, the stats affecting Hercule's skill points are not his good stats. He starts with 10 which is reduced by 2 for his poor Wit and his Luck isn't high enough to compensate. So 8 it is.

It's worth noting that none of the skills are combat skills - those are determined separately at a later stage thereby guaranteeing that every PC will have a selection of non-combat abilities and be able to hold his own in a fight.

Anyway, for Hercule I select Etiquette and Horsemanship (both bonus skills) and add Captaincy, Gambling and Magistracy and I'm done.

Next comes Martial Training - this is where we determine how and how well Hercule fights.

I choose for Hercule to be a member of a Fraternity which allows him to select two Dueling Styles. I choose French Style (Naturellement!) and Old Style which is a style that relies on heavy chopping weapons that can tak advantage of Hercule's mighty muscles. In addition, he gets a +1 to Expertise with one specific weapon which I choose should be the two-handed sword - in many ways not a very good weapon in FB but it does dish out horrifying amounts of damage.

His Expertise with thee Two-Handed Swod start out at 8 with the above mentioned +1 and his modifiers from Strength and Wit cancel each other out, so 9 it is.

Expertise with all other weapons he's trained with starts at 10.

This is what Hercule rolls agains on a d20 when attacking, so he could use some experience.

I can also select an Advantage and a Secret to give Hercule some more color which, of course, I do.

I choose Title for his Advantage, roll a d20 and learn that Hercule is a Viscount.

For his Secret, I choose Sworn Vengeance - Hercule holds a deadly grudge against his cousin Nessus who has repeatedly accused him of being a fool and a buffoon.

Next, I roll 1d6 for Hercule's yearly allowance and get a 6 - 500 Livres! And he gets another 250L for being a Viscount for a total of 750L.

I get one year's allowance with which to buy equipment for Hercule and buy:

a Two-Handed Sword and Scabbard (32L)

Longsword and Scabbard (30L)

Main Gauche (16L)

Riding Horse w. Gear (172L)

Hand Cannon, Powder Horn, 20 shots and Powder (123L)

Fine Dress (24L)

Padded Doublet (18L)

Boots (5L)

And that's it - Hercule De La Fouchardier is ready to serve France!

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Create-a-characterPosted by Marius 02 Aug, 2009 12:37:58

Okay, I'm finally going to start on the great create-a-character-for-every-RPG-I-own project. I'm going to start by laying down a few ground rules that I may or may not adhere to as the mood strikes me.

On what constitutes an ”RPG” for these purposes: If it has its own corebook and doesn't require the corebook from another RPG to use, I'll consider it an RPG. Otherwise, it's a supplement. So for these purposes, BESMd20 and Damnation Decade, for example, are supplements and I'll only make a character for them if I feel like using them when making a character for the system they're based on. I'll make an exception for the nWoD games, though, for no particular reason. I'll also not consider different editions of the same game to be separate games unless I feel they're different enough that they really are separate games. So I'll try to make both an OD&D character, a D&D 3.x character and a D&D4E character but I won't make both a Shadowrun 2e and a Shadowrun 3e character. I would make a Shadowrun 4e character but I sold the book because I thought it was such a piece of crap, so I won't.

On what rules and house rules to use: I'll use whatever supplements I have around that I feel like using. As for house rules, I'll generally create each character with whatever rules I'd use if I were having someone else make a character for the game in question. I'll try to note when this deviates from the rules printed in the game and why I'm choosing not to follow them. If I'm feeling particularly chatty, I may even elaborate further than ”because the printed rules suck”.

With all that out of the way, on to my Trinity character!

Trinity is an excellent sci-fi game from White Wolf. It had some mechanical issues (being a WW game) but nothing that couldn't be fixed with a few minutes of consideration and some cussing. The character creation rules were OK, though. All in all, it's my considered opinion that it's the best game WW ever published.

I'll be using the core book only and leave the Player's Guide on the shelf since I don't think it adds anything but unneeded complexity.

First of all, I need to decide what kind of character I want my guy to be. I decide it would be fun to have him be someone ordinary and unglamorous who found his latent psychic powers and got thrown into all the whole mess semi-reluctantly. Let's say a postman. I'll name him Nicholai ”Nick” Jackson.

For his Aptitude, Nature and Allegiance, I choose Electrokinesis, Survivor and Æon Trinity respectively.

Incidentally, I thought Nature and Willpower were the most brilliant bit in WW's games and wish they'd kept Nature instead of dropping it in favor of Motivation in Exalted 2e and the boring Virtue/Vice in the nWoD games.

Next is Attributes. I imagine Nick being a somewhat cynical, gloomy kind of guy with fairly modest social skills. He's also probably got great Stamina from his physically oriented former vocation. So I'll make Physical primary and give him Str ***, Dex *** and Sta ****. Mental is secondary and he gets Per ***, Int ** and Wits ***. Finally, his Social Attributes: he gets App **, Man * and Cha ***.

For Abilities, I need to spend 10 points on Æon-based abilities. Given Nick's largely physical focus, I'll choose Academics *, Investigation *, Firearms ***, Resistance ** and Melee ***

With the remaining 13 points I buy Athletics ***, Drive **, Stealth **, Endurance *, Awareness ***, Intrusion **

I need to buy seven dots worth of Backgrounds, another of my favorite bits from WW games sadly absent from the nWoD games. I spend three points right off the bat on giving him Devices *** to get an improved version of the Wingpack from the tech manual since it's such an awesome item. I decide he has it because he needed it for an earlier mission and, as it was fitted for him, he might as well hold onto it. I also give him Resources *** (he's scraped a bit of money together working for Æon) and Status *.

For Modes, I just toss all three dots into Photokinesis (giving him Control Illumination, Spectrum Sight and Electromagnetic Shield).

I'll be a naughty buy and skip the Finishing Touches until I've spent my 15 Bonus Points. I'll spend 5 on increasing Dex to ****. I'll put another 8 into buying a dot in each of Electromanipulation and Technokinesis and spend the last 2 on an extra dot of Willpower.

Applying the Finishing Touches now, I get the following results:

Willpower ***** *

Psi *****

Initiative +7

Move: Walk 5m, Run 16m, Sprint: 32m

I'll also buy him a bio laser gauntlet and a few other bits and bobs but I don't feel like going into detail with this so I won't. Also, I can't find the spot in the book where it tells me what the benefits of attuning with bio-tech weapons are, although I'm sure I've read it at some point. Any help?

Anyway, here's the final character:

Nicholai Jackson

Origin: Postman, Nature: Survivor, Allegiance: Æon Trinity

Str ***, Dex **** and Sta ****.

Per ***, Int ** and Wits ***

App **, Man * and Cha ***.

Academics *, Investigation *, Firearms ***, Resistance ** and Melee ***, Athletics ***, Drive **, Stealth **, Endurance *, Awareness ***, Intrusion **

Devices *** (high-capacity wingpack)

Resources ***

Status *

Photokinesis ***(Control Illumination, Spectrum Sight, Electromagnetic Shield)

Electromanipulation * (Stun)

Technokinesis * (Power Surge)

Willpower ***** *

Psi *****

Initiative +7

Move: Walk 5m, Run 16m, Sprint: 32m


Superior wingpack, Laser Gauntlet, Probably a vehicle of some sort or another

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