Showing posts with label Player-Characters. Show all posts
Showing posts with label Player-Characters. Show all posts

November 27, 2019

Of Jedi, Vidoe Games, and Fallen Orders

Greetings programs!

Yeah, been a spell since my last post here.  Mostly that's been due to having been rather busy with real life things (nothing worrisome, just time consuming).

So a little over a week ago, I opted to take the plunge and pick up EA's latest offering, Star Wars: Jedi: Fallen Order.  I'll be honest in that I was largely skeptical about whether I'd enjoy this game or not, given the less than stellar experiences I had with Spider-Man and Kingdom Hearts 3.  Still, I'd been hearing lots of good things being said about this game, both from reviewers and especially from one of my friends whose opinion on video games I generally trust.

And I have to admit that the game is generally pretty fun, being an action-adventure "metroidvania" style game.  Now admittedly I'm playing the game on Story Mode (aka Easy Mode) as at this point in my life I play video games as a means of relaxation and am not looking for a serious/frustrating challenge.  The game's not perfect, as the combat controls feel like there's a bit of lag between button input and result, especially when there's a lot of enemies on the screen.

So that said, I got the inspiration to work up some stats and such of people and things that appeared in the game.

Cal Kestis, Jedi Fugitive (as of Escape from Bracca)
https://starwars.fandom.com/wiki/Cal_Kestis 
The protagonist of Jedi: Fallen Order, young Cal is a survivor of the purge that was Order 66, and has spent the five years since that fateful day hiding on the planet Bracca, where he works as a scrapper alongside his Abednado co-worker and friend Prauf.  Circumstances arise that causes Cal to reveal his Force abilities and subsequently coming to the attention of the dreaded Imperial Inquisitors.

I built Cal using the Jedi career and Padawan specialization from the Rise of the Separatists supplement, as it not only fit his background, but also allowed me to get him up to Force Rating 2 rather inexpensively and thus acquire the Bind power, which is what I'm using to represent his Force Statis ability both to slow down enemies but also to briefly freeze various obstacles to allow him to progress.  I also gave him the benefit of the Mentor shared background resource from Force & Destiny to account for the his proper training prior to the events of Order 66.


Psychometry (New Force Power)
So this was a Force power I had originally taken a crack at years ago as part of my old Ways of the Force fan supplement.  At the time, the only example of a Force user that was skilled with this ability was Quinlan Vos, but now that we have Cal demonstrating the power, I've got a somewhat better handle on what the power can accomplish.  It's fair to warn GMs that this Force power very much has the ability to unravel adventure plots that center on discovering things, so that end many of the upgrades for this power are expensive to purchase.


Kudos also to FFG forum user Nytwing, whose on take on Psychometry helped inform a fair bit the above.  You can read his take on the power on his website here.

BD Unit Droid
https://starwars.fandom.com/wiki/BD_unit
Serving as Cal's companion through much of the game, BD-1 is the game's exposition fairy, and has been likened to an intelligent puppy in terms of how he acts.  The stat block presented here presents more of a "factory model" version of the droid.
Cost/Rarity: 4500 credits/6




Abednado
https://starwars.fandom.com/wiki/Abednedo
While the species was introduced in The Force Awakens, I thought it'd be fitting to include my take on a species write-up given that the character of Prauf plays a pivotal role in pushing Cal to undertake the grand quest that is the game's focus and for the young man to embrace his destiny as a Jedi.  I did use the character sheet for the Abednado Colonist Bormo from FFG's The Force Awakens Beginner Box set to help inform my choices on how to design this species.  It of course goes without saying that FFG ever does an official write-up of the Abednado, it's going to look rather different than what I'm posting here.

Starting Characteristics
Brawn 2, Agility 2, Intellect 3, Cunning 1, Willpower 2, Presence 2
Wound Threshold: 9+Brawn
Strain Threshold: 12+Willpower
Starting XP: 90
Species Abilities: Abednado being with one free rank in Resilience.  They still may not train Resilience above Rank 2 at character creation.
Gregarious: Due to their affable and friendly nature, Abednado characters add an Advantage to the results of all Charm and Negotiation checks the character makes.

S-161 "Stinger" XL Luxury Yacht
https://starwars.fandom.com/wiki/S-161_%22Stinger%22_XL
The game's principle method of getting Cal and company from planet to planet on their quest, the Mantis is fairly sleek ship design.  There's not a whole lot to go on apart from the comments of Greeze, the ship's captain and pilot, about how the Mantis is fast but not much good in a fight.

We don't get to explore much of the ship in the game, but I feel safe in presuming that there's more interior space than what is shown, enough to warrant putting this vessel in the Silhouette 4 category and with a decent amount of space for passengers and cargo.  I also decided to price the vessel as something that an Edge of the Empire group could begin play with, though it is out of the initial reach of a Force and Destiny group.

You can find PDFs of most of the above (everything save the write-up for the Abednado) in a zip file located here: https://www.dropbox.com/s/696xqpegf7c2eut/Jedi%20Fallen%20Order%20files.zip?dl=0

Hopefully you've enjoyed reading this, and may even find use for some or even all of this material in your own games.

So until next time, remember.... persistence reveals the path, and trust in the Force.

June 8, 2019

Two from the archives

I know, I know, it's been a while since my last update.  I haven't forgotten this page exists, but rather keep getting pulled in different directions and rarely have something that I really feel is worth posting here.

Well, that's obviously changed, as I finally got around to doing something I'd been meaning to do for quite some time, that being converting a pair of very memorable characters from a long ago Star Wars Saga Edition campaign over to the FFG system.

The characters in question were by far the two most memorable PCs from a Legacy Era campaign as run by Ben "Cyril" Erickson, and were the brainchildren of Kevin "Rikoshi" Frane and Nateal Falk.  I had a couple of different characters in that campaign, starting off with a Corellian near-human ex-cop (nobody but me seemed to remember that he as a near-human, and even I forgot a few times) before he had a very explosive end (something I don't think Nateal has still quite forgiven me for) and I brought in a Jedi PC from an older New Jedi Order campaign that made the transition to the Legacy Era courtesy of a very long carbonite nap (and managed to avert most of the carbon hibernation symptoms by way of Jedi hibernation trance), though sadly the campaign never really got the chance to explore just how young(ish) Alwyn handled the transition between two very different eras.  Then again, from his perspective the galaxy was still at war, just the bad guys had changed from Yuuzhan Vong to the One Sith.  I think at the end there was a remark about how my PC had a similar name and appearance to a young Jedi from the Skywalker Praxuem that had helped save the Imperial capital of Bastion from a maniacal Dark Jedi's invasion efforts, but again nothing that was explored in any depth due to the campaign wrapping up.

Now, given how very different the two systems approach things, I opted to try and decided to instead aim more for the spirit of what each character was rather than do a straight point-to-point conversion.  Once that decision was made however, the characters actually fell into place, more or less, pretty quickly.  I did have to take a couple of liberties with each of them, but I think they work out pretty well as low-end player-characters.

For both of these, I opted to grant them an additional 25XP, which was treated as "earned XP" and couldn't be used to increase characteristics, as well as an extra 1000 credits worth of equipment.  I considered going full-on Heroic/Knight Level, but found that just that extra 25XP sufficed to get the basics of the character.

The first of these two is Kirikinerry-tovante (Kiri for short), and he remains memorable to me simply for virtue of being a Squib, a meter-high species of blue-furred goofballs with a love of over-complicated negotiations and a notable lack of self-preservation instincts.  This character was played by Rikoshi, and to my view, if our campaign had been a TV series, he would have been the fandom favorite of the cast.  What really sold the character was the way Rikoshi voiced him as well as the mannerisms; given we were playing through Skype and Roll20, that he was able to convey all that with voice alone is pretty amazing.  Heck, I still chuckle at the fact that Rikoshi took the time to draw up a "contract" for the group, denoting who got what amount of any proceeds, with all sorts of adjustments based on some of the most odd factors, such as "non-koovy non-Jedi penalty" for the Caamasi Force adept.  I sadly don't have the list anymore, and I'm pretty sure the forum thread for the campaign has long been pruned for inactivity, but it was a piece of demented genius.

When writing up Kiri's stats, I opted to take two bites at the apple.  In Saga Edition, he was built using the Smuggler class, so I first opted to go the route of the Smuggler career, and settling on the Thief career.  However, that just didn't quite feel right for an "independent busyness being" like Kiri, so I did a second build using Explorer as the career and Trader as his specialization, which I honestly think works a bit better.  Obviously, there's no official write-up for the Squib as a species (a major oversight on FFG's part in my estimation), so I used the unofficial stats that I'd created for this blog some time ago instead.

At any rate, here's links to each of the versions.  Hopefully Kevin can forgive me for using the stock image of a Squib, as I sadly lack the artistic talent to create an image that suitably captures the koovy majesty of the character.

Kirikinerry-tovante, Squib Smuggler

Kirikinerry-tovante, Squib Explorer

Now, for the second character, this was Niera Kurucz, an Arkanian scientist with a rather abrasive personality when it came to dealing with organics, but had quite the soft spot with regards to droids and cybernetically-augmented creatures.  While Kiri was just that right sort of crazy-awesome that makes a character both memorable and enjoyable to have in the group, Niera was in part memorable to me for the fact she was kind of the party face while really not having the personality for it.

Niera's conversion was a lot more difficult, due in large part to her being Force-sensitive, an ability that was always present but was only slowly developed over time.  She never became a really potent Force user due to her cybernetic enhancements (Saga Edition operated under the old assumption that cybernetics interfered with one's ability to use the Force, itself based upon Darth Vader no longer having the potential power that he'd had as Anakin Skywalker), but there were some interesting moments with her trying to learn about the Force from the Caamasi Force adept; she never did quite get around to trusting my Jedi character, though she did accept his offer to let her borrow his copy of The Jedi Path: A Manual for Students of the Force (in-setting, that book was a reprint of the tome that Luke had uncovered some time prior to the NJO era, but obviously without the various in-character margin notes from different owners over the decades; said book is now Legends, but it's worth reading if you're looking to play a character trained in the mold of the classic Jedi).

Ultimately, I decided that Niera's core concept would be best served if I deep-sixed the bulk of the "party face" elements and focused on her being a highly intelligent engineering and droid mechanics expert, and settled on Technician for her career and Droid Tech as her starting specialization.  I did still give her Force-sensitivity by way of the Force Sensitive Exile specialization, though much like her original character build in Saga Edition she's lacking much in the way of actual Force abilities, though that will change over time.  I was sorely tempted to give her the Manipulate power out of Endless Vigil, but all she could really afford was the basic power and that effect didn't really jive with her focus on droids and cyber-technology.

One bit of rule-bending I had to do for Niera was to employ the droid-crafting rules from Special Modifications, and assign a certain number of advantages and triumphs from her Mechanics and Computers checks to build and program her custom personal droid PLUM.  I have no idea what sort of stats PLUM had in Saga Edition, so I built the little droid as having proficiency in mechanics and computers, with a small scientific database, with the intent that it pretty much provides Niera with a boost die on her Computers, Mechanics, and Knowledge (Education) checks.  She can also send PLUM out to operate independently, with it working a little better while following her directions.

So here's my take on Niera and her droid companion PLUM (which in my head canon at least stands for PersonaL Utility Mechanism):

Niera Kurucz, Arkanian Force-Sensitive Technician

PLUM, Niera's custom droid companion

I do have a few other ideas rattling around in my brain, but we'll see how long it takes before something viable actually shakes out.

Edit: Forgot to note, but the characters were built and the character sheets are from OggDude's excellent character generator program.

April 13, 2019

The Intrepid Fellows - a party of adventurers for WFRP4e

Wow, two posts in one week.  That's got to be some kind of record, though we'll see how long it lasts.

As you might have surmised, I was pretty darn busy over the prior weekend, what with being down in Plano, Texas for the 6th GamerNationCon and 4 Days of Gaming Goodness.

Prior to that however, I had the chance to run a one-shot for my Discord gaming group, that being "If Looks Could Kill" by Cubicle 7 for the fourth edition of the venerable Warhammer Fantasy Role Play game (aka WFRP4e).  I made a few one-the-fly tweaks to events in the module, but overall it ran rather smoothly, with my buddy Eric (who is notorious for abysmal dice rolls) having a blast simply due to his usual habit of rolling low working in his favor, even going so far as to snark that "this must be what it feels like to be Jon!" in reference to my own habit of making some pretty awesome rolls when I'm playing.

Now, while I've got the PDFs of the characters from the Starter Set, I opted to instead use a quintet of characters that I'd created myself, as I knew for a fact they were legally built starting PCs and didn't suffer from any oddities incurred by the errata.  Plus, having made these characters myself, I had a fairly solid idea of what each of them was capable of doing.  And for the most part, they did what they were designed to do and did it well.

In the interest of sharing, here are the group of adventurers that refer to themselves as the Intrepid Fellows.  You can either click on the links in the individual character's name to get their character sheet, or click here to download the entire group as a single zip file.


Cedred Laudenheim, Human Guard
The ostensible leader of the band, Cedred is actually from a noble family that has long since been impoverished and fallen upon hard times.  He's very much a front-line combatant using a sword and buckler, but is also quite sociable thanks to a high Fellowship, and hard to surprise thanks to high scores in Intuition and Perception.  This was the character that Eric played, and between his very much getting into character as a generally heroic-minded individual and his habit of generally rolling very low on his percentile dice, Cedred was probably the MVP of the entire adventure, taking down the major threat of the adventure and gradually working on building for himself a reputation as a heroic figure.

Erwin Brahms, Human Rat Catcher
Erwin is very much a salt of the earth sort of fellow, as indicated by his trade of hunting down and cleaning out vermin infestations, with his small (but vicious) dog Otto being his most stalwart traveling companion.  Despite of only having a sling, he's the groups ranged attacker, which in this system can be surprisingly effective given how a single well-placed sling bullet can undercut whatever combat momentum the target has built up for themselves.  Erwin was played by Rick, and I didn't realize it until much later that Rick and Eric had largely reversed the character dynamic they have with their characters in my Force and Destiny campaign, with Rick being the crass boor contrasting with Eric's well-mannered heroic figure this time around.

Heidric Strohmann, Human Wizard
The token spellcaster in a setting where being a spellcaster can get you into a lot of trouble with the locals (namely, being lynched and/or burned at the stake), Heidric is an apprentice at the Colleges of Magic in the capital city of Altdorf.  For a one-shot, I didn't designate which color of magic he was studying, and figured that since he only has access to petty magic that he's drawing on just drabs of magical energy rather than properly channeling and focusing the various winds of magic.  Brennen played this character, and while unaware of the consequences of being an open magic user outside of Altdorf, he did much to avoid making it was obvious that he could use magic.

Karrag Thronsson, Dwarf Bounty Hunter
A surly and rather blunt individual, as befits a dwarf, Karrag is the group's muscle and ostensibly their tracker (sadly, the player's dice rolls didn't really help in that regard).  Played by Doran, Karrag as indeed quite blunt in his dealings with others, and had made good on capturing all three of a trio of local bandits that'd been plaguing the area that the adventure took place in.  He did notably get covered in ichor, and took down two of the bandits (who'd tried to lay an ambush for him) by himself without killing either of them.

Rosalinda Dottenbacher, Human Apothecary
This was a pre-gen I made specifically for Linda, as she has a deeply abiding love for medic/healer characters.  I had debated about making Rosalinda a Halfling, and in retrospect I kind of wish I had, but that would have pushed Rosalinda too far into being the party face, a role that I know Linda is usually not very comfortable with taking most nights.  Still, Rosalinda was helpful in patching up the injured members of the group and identifying a few plot threads, though she is very much a support character and generally not much use during a fight.  Still, her staggering variety of Lore skills can certainly provide the group extra information in the right circumstances.

For those curious, for each character I used the same set of randomly rolled values for their characteristics, which amusingly worked out to 125 points.  For race, I rolled randomly with the exception of Karrag, thus winding up with a party of Humans for some extra XP.  Talents were all rolled randomly, with most of them working out for the character concepts quite well, though Cedred having Noble-Blooded was a wrinkle that I eventually made work out for the character.

November 16, 2018

Welcome to the Wizarding World, Mister Potter

So given that the second installment of the Fantastic Beasts film series (aka the "we're giving you backstory on the Potterverse!" films) has just hit theaters, as well as the fact that Chris "GM Chris" Witt has released his Harry Potter Genesys theme to the masses (link to be found below), I thought it'd be appropriate to publish a collection of pre-generated Hogwarts students that I've used for a couple of one-shots that I've run using said Genesys theme.

You've already seen one of them, a young chap by the name of Timothy Barnett, an adventurous young Gryffindor with a mild penchant for mischief.  But now is perhaps a good time to present a few of the other students in his year from various other Hogwarts Houses.

When I initially came up with these characters, I had originally figured that they would be having their adventures a few years after the events of the Second Wizarding War as detailed in Harry Potter and the Deathly Hallows, and that it had been at least a few years since Voldemort's final defeat.  With that said, for the first one-shot I ran with these characters I set their doings during Harry's third year at Hogwarts (when things were still fairly innocent and Voldemort was a not much of a threat to the wizarding world), if only for the chance for me to portray Professor Snape as the horrible person that he was to students, especially those who got into trouble.

It's also worth noting that I initially conceived each of these characters as being First Year students, fairly fresh off the Hogwarts Express and with plenty to learn.  But given how Genesys operates, they just felt too competent for a group of eleven year olds, so I opted to bump them up to being Third Year students, putting them all at about thirteen years old; this way they're capable without seeming ridiculously so, but also still have a lot of room to grow.

You can of course download the Harry Potter and the Theme for Genesys file from the d20 Radio BackerZone page, with the link located under the "2017 Content" header.

And now, on to our students...

Dedrick Bigglesworth, Hufflepuff Athlete

To put it plainly, Dedrick is a jock with a focus on the wizarding sport of Quidditch; he's not very good at casting spells, but can get by when it comes to low-end magics.  Though he's a pureblood by birth, he really doesn't have any of the more negative traits that many of the pureblood families and students are shown to have in the books.  That doesn't mean muggleborns and muggle society won't leave him as baffled as they do Ron Weasley.





Emmamanelle "Emma" Falk
So Emma is actually the second of the first series of characters I made using GM Chris' Genesys Harry Potter theme, and drew inspiration from a dear friend of mine, that being Nateal "Tariel" Falk.  Emma's big thing is her fondness and knowledge of animals, especially the fantastic beasts and magical creatures that populate the world of Harry Potter, but she's also by far the sunniest and most cheerful of the students.  She is a bit of a "squishy wizard" but can play well as support and help get people to see her side of things.




Issac Tobin, Ravenclaw Academic
Yeah, I'll admit to going with the stereotype and making the Ravenclaw representative being both a bookworm and very much the brains of the party.  He is a bit of a genderflip on Hermione, being that he's a muggleborn who is probably far more knowledgeable about the wizarding world than many of his peers who were born and raised in it, but he's much more shy and reserved than the much more outgoing and frankly bossy Hermione; he's much happier with his nose in a book thank you very much.  He's not adept at the flashier sort of magics, and works best when trying to think his way around a problem as opposed to just blasting it.


Selene Vale, Slytherin Potioneer
So originally, Selena started out as being more of a "social expert" who was better at getting people to do what she wanted with words and manipulation before I decided to toss that and embrace yet another stereotype of the Slytherin who excelled at potions.  However, she does still have some traces of her original concept, from being able to drop the occasional zinger to put others at a disadvantage in social encounters and a fairly strong base for most social checks she might have to make.  She does break the mold a bit by being a half-blood, since to my mind in the wake of Voldemort's defeat it made sense that Slytherin would dial it back regarding pureblood mania.  Selena's not inherently ruthless but she is pragmatic, such as having the right potion on hand at the right time.

Timothy Barnett, Gryffindor Opportunist
The first character I'd written up for this Genesys theme, Tim very much is not the typical "brave and forthright Gryffindor" that many folks would presume a student of that house to be.  Now of course, you've got the Weasley Twins and the Marauders for examples of generally well-meaning Gryffindors who managed to get into loads of mischief during their school years, to say nothing of what Harry got up to, especially during his second year, in the course of doing what was right.  So in that respect, Tim is following a fine Gryffindor tradition of getting into mischief but not doing so out of malice, and he's quite good at it, though he is a bit lacking in the raw physicality department.  Magically speaking, he's got a number of tricks up his sleeve and is broadly capable, as long as you don't ask him to do any serious potions work.  And by making a third year student as opposed to a somewhat more naive (for a given value of the word) first year, it's easier to explain why Tim has a bit of a record for getting into mischief at school, as he's quite good at getting into the exact sort of situations that more sensible students would prefer to avoid; if played right, he should be the one dragging the rest of group into whatever adventure is at hand.

And there we have a quintet of third year students of the illustrious Hogwarts School of Witchcraft and Wizadry, each of them with their own strengths to contribute to whatever sort of adventures a group of young students might find themselves drawn into during the course of the school year.

You can download the zip file with their respective character sheets from here:
Harry Potter Genesys Pregenerated Characters

All character images were made using Hogwarts Student Maker, found on the Doll Divine website here: https://www.dolldivine.com/hogwarts-student-maker.php

March 18, 2018

"Yer a wizard Harry!"

Welp, so much for that notion of regular updates I had way back last year.

So short version is that between work and campaigns, I've not really had a lot of mental bandwidth for a whole lot else, much less posting here.  The campaigns have been fun (couple of Star Wars ones, and just recently restarted Mutants & Masterminds), while work has been far less so.  I had considered putting up a blog post in the wake of seeing The Last Jedi, which I did enjoy but really did need to see a second time to properly enjoy it, but all the ignorant toxicity that got flung around by whiny gatekeeping man-babies about how it wasn't "their" Star Wars soured me on that notion.

Now, I must say that I'm really looking forward to the beginning of April, as I'll be taking a much-deserved vacation and flying down to Texas for GamerNationCon 5.  Looking forward to seeing a number of friends, including a few faces I've not seen in some time.  Planning to run three events, one for Star Wars, one for 7th Sea, and one for the Dragon Age RPG; the last two are modules I've run in the past, and have worked out pretty well.  The Star Wars module I'm still nervous about, as I wound up doing some pretty major re-writes from what I initially had as well as re-doing almost all of the pregens, but I'm pretty happy with how the module looks in its current form.

So speaking of GamerNationCon 5, as one of the backers of the most recent Kickstarter, I and all the other backers got access not only to Phil "DarthGM" Maiewski's Fallout theme for the Genesys RPG by Fantasy Flight Games, but also the very cool and well-written Harry Potter theme for the same RPG written by Chris "GM Chris" Witt.

I've been a fan of the Harry Potter series ever since my mother convinced me to go see the first movie with her in theaters, and pretty much devoured the first four books of the series when I got them as a Christmas present later that year.  So having a Harry Potter hack for an RPG whose mechanics I already know pretty well was certainly intriguing; I've checked out a number of other efforts for different systems and none of them really seemed to fit well for the setting mechanics-wise or were too focused on Hogwarts as of the time of the books.  I think Chris managed to avoid both those issues, as Genesys' mechanics are pretty adaptable, and he's broadened things to include Ilvermony and American magical society as introduced in the Fantastic Beasts and Where to Find Them movie.

One of the things I'd been meaning to do was sit down and work up a character using the HP theme.  And after a hectic previous week at work, I was finally able to do just that over the weekend.

For my character, I figured I'd go with a first Hogwarts student, someone that had a knack for magic but still had much to learn.  In a fit of whimsy, I decided to borrow the first name of the protagonist of the Books of Magic comic book series, and named my character-to-be Timothy.  And yes, I did chuckle at the notion of playing a wizard who some call... Tim.  I then did a Google search for British surnames, and eventually settled on Barnett.

With the name in place, now came the matter of which of Hogwart's Houses would young Timothy (Tim to his friends) would be sorted.  I decided that I'd instead skip ahead in the character creation process to figure out his Strength (Witty), Flaw (Recklessness), Desire (Expertise), and Fear (Obscurity), all determined randomly.  Based on those, he sounded like a good fit for either Slytherin or Gryffindor; I decided to once again rely on random chance and flipped a coin, with the result landing young Tim amongst the ranks of Gryffindor House (my personal fave of the Hogwarts four).

Next came deciding Tim's "career" or what sort of aspiring wizard he'd be.  Looking through the options, I settled on Opportunist, as I liked the notion of a Gryffindor that employed out-of-the-box thinking and clever ploys, who may not always be completely honorable but instead uses unconventional methods to accomplish things.  In a way, he's not unlike a slightly more serious Fred or George Weasley, or a less arrogant school-age James Potter.  I decided that as part of Tim's backstory, he had an ancestor that was a famous Curse-breaker, and one of his goals was to follow in his ancestor's footsteps but also seeking to make his own mark on the wizarding world.  This in turn made him a half-blood, though I figure both of his parents were muggleborns (magical genetics in the Potterverse are weird, but then again it's magic).

Picking skills was pretty simple, giving young Tim a good mix of magical, social, and practical skills, which I decided meant that he's not been raised completely in the wizarding world, and has some notions of how muggle society operates; he probably went to a public primary school prior to getting his Hogwarts letter and picked up some peculiar skills as a result.

Spending XP was pretty simple, picking up a couple extra skill ranks (none of which are above a 1, which fits an eleven-year old that's still got loads to learn) and a couple of talents that go with the "rush into trouble" and "react quickly" notions of the character.  And in a change for the usual types of characters I make, Tim isn't all that physically impressive, instead relying more on guile (Cunning), tenacity (Willpower), and pure cheek (Presence), which is very fitting for a adventuresome wizard-in-training.

The fun part then came in figuring out what sort of wand this character have.  Fortunately, the Harry Potter Wiki has a very useful page on the topic (read it here) which made the process a bit less daunting.  I ultimately choose spruce wand with a phoenix feather core, and then went with the standard school supplies package.  I was tempted to snag a familiar as well, but decided not to and instead give young Tim some leftover currency for pocket money.  I did grab a set of Thieves' Tools (renamed as a Lockpicking Kit) from the Fantasy Theme section of the Genesys core rulebook, given that Tim's got a rank of Skullduggery and his muggle-influenced upbringing would give him an appreciation for non-magical ways of getting into places he's not supposed to.

And thus, here's young Timothy "Tim" Barnett, an eleven year old boy about to embark upon a new set of adventures as he begins his magical education at Hogwarts' School of Witchcraft and Wizardry.


Timothy Barnett, Gryffindor Opportunist -  Character Sheet (PDF version)

Obviously another thing I did was modify the Star Wars character sheet that I've been using for years to fit the Harry Potter theme, as I like having a recognizable character sheet that I electronically enter information into.  It's a Word document, but that works easier for me in terms of modifying that trying to set it up as a form-fillable PDF, especially given the fonts used for the dice and result icons that Genesys uses.  I tried using a couple different Potterverse-themed fonts, but none of them really worked for me, and instead wound up using a LotR-themed font called Ringbearer.

I do have a few notions for the rest of a groupof First Years, coming from a variety of Houses, such as an intellectually-focused Slytherin, a social-focused Ravenclaw, and maybe even an Ilvermony exchange student, but not sure when I'll be able to write them all up.  Hopefully sometime in the not-to-distant future now that I don't have to worry about writing modules, but even that's up in the air.

But even still, I think Tim would be a fun character to play, a Gryffindor that bucks the "honorable and noble" stereotype while still being a decent kid at heart.


October 31, 2017

Danny Copperfield, Novice Wizard and Amatuer Sleuth

Happy Halloween!!!

So I'm writing this post coming off the conclusion of the long-running Curse of Strahd campaign that my friend Eric has been running for our Saturday night online group (used to call it the Skype group, but we've pretty much switched over to Discord at this point as it's given us far less grief that Skype so far, and the ability to have separate channels for general and game-specific discussions is quite nice).  I don't think any of us were really expecting the campaign to end the way it did; yes we managed to defeat Strahd, but it was a very bitter victory indeed, leaving the party largely broken and ultimately going their separate ways.  I did have fun playing Sir Thomas, even though in hindsight there are things I would have done very differently if I'd had a better handle on who the character was.  Still, it's nice to bring that campaign to a conclusion, with the advent of running a campaign that's far more cheerful and bright on the near horizon.

Now, to continue with my string of Samhain appropriate blog postings, I thought I'd post up a character that I'd made a while back, got to play briefly, have remade and may have a chance to play again.

The character in question was originally made for the Dresden Files Role-Playing Game by Evil Hat Productions, taking place in the world detailed in the highly enjoyable Dresden Files series of novels written by Jim Butcher.  Personally, I prefer the audiobooks as I honestly feel that James Marsters (best known for playing Spike on the classic TV series Buffy the Vampire Slayer) does a bang up job of giving voice to the many characters; it's at the point where to me he's pretty much the voice of series protagonist Harry Dresden.

Said character was Danny Copperfield, a young/novice wizard of the White Council, and can be summed up as Dresden-Lite.  This was deliberate, as I liked the notion of playing a still-fresh and mostly-untested wizard, just barely into his 20's (Harry started out in mid to late 20's I believe), albeit one that had proper training as a wizard and lacked the many tragic elements of Harry's personal history.  In his original incarnation, Danny had a solid mix of control and power, in that while he might not have been hitting at the same level of power as Harry Dresden, but neither was he quite as likely to set the immediate on area with an errant blast of flame.  I did get the chance to play him in a rather short campaign, and he was quite a bit of fun, delivering snark and unexpected bouts of sheer magical power with aplomb.

So when Evil Hat released the Dresden Files Accelerated RPG, updating the material to work with their very fun Fate Accelerated Edition, I decided (mostly on a lark) to do an updated version of Danny, just to see how the character would work out given DFA's method of using Mantles to set character archetypes.  And overall, I think it worked out pretty well.  The fact that in DFA a spellcaster isn't nearly as restricted in hurling magic (that was an issue with the original DFRPG was that spellcasters had very limited mojo, an issue that in the books really only affected Harry "powerhouse slob" Dresden given his own admittance for simply grabbing as much power as he could and hurling it at his foe with little to no finesse) means that Danny can make much more use of his evocations, in particular attacking enemies with fire.  As a bit of a trade-off, he's not quite as adept starting out with divination or ward magic, but seeing as how his Mantle gives him a much broader bonus to thaumaturgy makes up for it.

One thing that is nice about DFA is that by essentially rolling spellcasting into a character's approaches, there's not as much worry about balancing things out for the Pure Mortals; yes a spellcaster does get to work their mojo at a higher power scale, but magic may well not always be the answer.  That and I suspect a GM could easily compel the Wizard part of the character's aspect to have modern technology breakdown around the spellcaster.  And even the higher power scale isn't that huge of a boost when competing with Pure Mortals, whose own Mantles have some pretty neat tricks of their own.

With my friend Doran wanting to run at least a one-shot of Dresden Files Accelerated (to the great delight of the entire group as we're all fans of the Dresden Files), I'm looking forward to an opportunity to once again don the red canvas duster and whip out the blasting rod (mind out of gutter, thank you very much!) and step into the role of this character.  Given the interesting personalities that I'm sure the rest of the players will bring to the table with their own characters, it should be interesting to see how things shake out... preferably without multiple buildings being on fire (especially if it's not his fault)!

Danny Copperfield
Mantle: Magical Practitioner
High Concept: Novice Wizard of the White Council
Trouble: Chronic Wiseass
Aspects: Amateur Sleuth; Don't Underestimate My Power!
Refresh: 1

Approaches
Good (+3): Force
Fair (+2): Haste, Intellect
Average (+1): Focus, Guile
Mediocre (+0): Flair

Stress and Conditions
Stress: [1][1][1][1][1][1]
Combat Wizard: [1][1]
In Peril (sticky): [4]
Doomed (lasting): [6]
Indebted (sticky): [_][_][_][_][_]
Exhausted (sticky): [_]
Burned Out (lasting): [_]
The Third Eye (sticky): [_]

Stunts
Evocation: You are able to cast spells on the fly and without need for ritual preparation.
Thaumaturgy: You are able to cast a variety of arcane rituals, adding a +2 bonus to the roll.
Soulgaze: You have the ability to look directly upon the soul of another person, and they can look at yours in turn.
Combat Wizard: Gain two stress boxes explicitly for enhancing evocations.
Evocation Specialist: Gain +2 bonus when making a Force attack using the element of fire.
White Council Membership: Once per session, you may request aid from the White Council.

Appearance
Danny is a tall, lanky young man just under six and a half feet tall, with shoulder-length charcoal black hair, several strands of which constantly hang in front of his dark blue eyes, a good-natured lopsided smile befitting his generally irreverent nature on his face, although his expression turns much darker once his ire has been raised.  His preferred attire is a dark-hued shirt, a pair of blue jeans, simple sneakers, and a full-length red canvas duster, with his blasting rod tucked away but always within easy reach.

Notable Possessions
Blasting rod (made of hickory), red canvas duster with extra pockets, assorted ritual tools and aids stuffed in said extra pockets.

October 28, 2017

Light and Darkness: Two PCs for D&D 5th Edition

And so it is that Halloween is pretty much upon us.  In the spirit of the holiday, I'll be doing three things related to role-playing games.

The first of these is that this afternoon, I will be running "Under a Harvest Moon," a 7th Sea 2nd edition conversion of the Shadow of the Demon Lord adventure "Apple of Her Eye" for one group of gamers that want to try out 7th Sea 2e.  I've had a fair amount of success with this adventure, which you can grab from my blog here: http://jedimorningfire.blogspot.com/2017/10/once-upon-harvest-moon-7th-sea-2e.html

The second of these will be later this night I will be gaming with an online group via Discord to engage in what may very well be the final confrontation with Strahd Von Zarovich in the possible conclusion of the 5e Curse of Strahd adventure.  As our group's DM for this adventure, Eric has done a bang-up job, not only in running the adventure but in customizing it so that the lands and culture of Barovia have some very distinctive elements.  I've had fun playing an Oath of Vengeance Paladin who due to decisions made has taken a much darker turn, and to be honest I'm not sure he's going to come out of this even remotely close to the person he was when the adventure started.  But as much fun as I've had, I think I am ready for this to wrap-up and for our group to move onto something a bit more cheerful and less dark.

As for the third, well you're reading it, as I thought I'd post up a couple of D&D 5e characters who are about as different as night and day, an aasimar paladin and a half-elf warlock, both of good alignment though of very different means and outlooks.  I opted to go ahead and post the third level versions of these, as the general agreement online seems to be that 3rd level is when a character really starts to "come alive" in terms of their abilities on top of not being frail enough that a single wayward encounter could spell their doom.

Aramir Greyhaven, Aasimar Paladin of Lathander
Class/Level: Paladin 3
Alignment: Lawful Good
Background: Acolyte
Personality Trait -  I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal - I trust that Lathander will guide my actions; I have faith that if I work hard enough, things will go well.
Bond - I owe my life to the priest who took me in when my parents died.
Flaw - Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. 

Ability Scores
STR 15 (+2), DEX 10 (+0), CON 12 (+1), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)

Armor Class: 18 (chain mail and shield)
Melee Attack: +4 (longsword, 1d8+4 slashing, versatile) 
Ranged Attack: +4 (javelin, 1d6+2 piercing, range 30/120, thrown)
Hit Dice: 3d10
Hit Points: 25
Speed: 30 feet

Class and Species Abilities
Darkvision - see in dim light as bright light out to 60 feet, and in darkness as dim light.
Celestial Resistance - resistance to necrotic and radiant damage.
Celestial Legacy - knows the light cantrip and can cast lesser restoration once per long rest.
Divine Sense (3/day) - as per page 84 of the Player's Handbook
Fighting Style - Dueling (as per page 84 of the Player's Handbook)
Divine Health - as per page 85 of the Player's Handbook
Divine Smite - As per page 85 of the Player's Handbook.
Sacred Oath - Oath of Devotion (as per page 86 of the Player's Handbook)

Spellcasting (Spell DC 12, Spell Attack +4)
1st - Compelled Duel, Divine Favor, Searing Smite

Languages and Proficiencies
Saving Throws - Wisdom and Charisma
Languages - Common, Celestial, Draconic, Elvish
Skill Proficiencies - Athletics (+4), Insight (+4), Persuasion (+4), Religion (+2)

Gear: Longsword, 5 javelins, chain mail, shield, holy symbol of Lathander, explorer's pack, prayer book, 5 sticks of incense, vestments, set of common clothes, belt pouch containing 15 gold pieces.

Image: Aramir is quite tall, standing just over six feet, but with a lithe build that belies his strength of arms.  His weapons and armor are kept in near-pristine condition, which along with his shoulder-length mane of golden-blonde hair and soft blue eyes marks him as a champion of the light, with a gaze that is resolute and firm yet fair.

Summary: Aramir is at heart your typical knight in shining armor type, the heroic and noble champion of all that is good in the world.  He's also not very worldly, and will probably be likely to take most people at their word unless he has cause to distrust them.  From my own experiences with playing a Paladin, he'll be able to hit pretty hard a couple times of per day, and with his Oath of Devotion he can power up his sword to be able to inflict substantial damage to creatures that are otherwise resistant or immune to non-magical attacks.  As for the source of Aramir's racial traits, I used the Aasimir write-up from pages 286 and 287 of the 5e Dungeon Master's Guide, so check with your GM to see if they will allow that race at their table.

Xevlanna Nightblossom, Half-Elf Warlock
Class/Level: Warlock 3
Alignment: Chaotic Good
Background: Entertainer (Routines - Dancer/Tumbler, Storyteller)
Personality Trait -  Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
Ideal - The world is in need of new ideas and bold action.
Bond - I want to be famous, whatever it takes.
Flaw - I have trouble keeping my true feelings hidden; my sharp tongue lands me in trouble.

Ability Scores
STR 8 (-1), DEX 15 (+2), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 17 (+3)

Armor Class: 13 (leather armor)
Melee Attack: +1 (spear, 1d6-1 piercing, versatile)
Melee Attack +5 (Shocking Grasp, 1d8 lightning)
Ranged Attack: +4 (dagger, 1d4+2 slashing, light, range 20/60, thrown)
Ranged Attack: +5 (Eldritch Blast, 1d10 force, range 120)
Hit Dice: 3d8
Hit Points: 24
Speed: 30 feet

Class and Species Abilities
Darkvision - see in dim light as bright light out to 60 feet, and in darkness as dim light.
Celestial Resistance - resistance to necrotic and radiant damage.
Fey Ancestry - advantage on saving throws against being charmed, cannot be magically put to sleep.
Skill Versatility - proficient in two skills of your choice
Otherworldy Patron - The Fiend (as per page 109 of the Player's Handbook)
Pact Boon - Pact of the Tome (as per page 108 of the Player's Handbook)

Spellcasting (Spell DC 13, Spell Attack +5)
Cantrips - Eldritch Blast, Minor Illusion, Shocking Grasp*, Thaumaturgy*, Vicious Mockery*
Spells (cast as 2nd level) - Hellish Rebuke, Hex, Scorching Ray, Suggestion
*from Pact Boon

Languages and Proficiencies
Saving Throws - Wisdom and Charisma
Languages - Abyssal, Common, Elvish
Skill Proficiencies - Acrobatics (+5), Arcane (+4), Deception (+6), Investigation (+4), Performance (+6), Persuasion (+6)
Tool Proficiencies - Disguise kit, flute

Gear: Spear, 3 daggers, leather armor, arcane focus, scholar's pack, flute, entertainer's outfit, belt pouch containing 15 good pieces, an old divination card bearing her likeness, a silver teardrop earring (favor of a past admirer).

Image: Xevlanna's very presence draws attention, from her eye-catching apparel to her long tresses of curling raven-black hair decorated with colorful glass beads to her languid yet graceful movements to her smoke-grey eyes.  Not much taller than most elves, her features retain a sense of elvish delicateness, and her lips are most often settled in a mirthful smile.

Summary:Xevlanna is pretty much the ideological opposite of Aramir in many ways.  Where he's a devout servant of the light and a champion of good, Xev is more self-centered and draws her power from a devil's bargain.  She's also a talented manipulator of people, sweet-talking and deceiving as the situation warrants or her whim decides.  She's also very much a blaster-caster and would do well to stay out of range of melee-focused opponents, though she's got a couple tricks to make enemies that do close with her regret it.  Her Pact Boon certainly broadens her spell repertoire, giving her a few more options both in and out of combat.

October 16, 2017

The Building of a Crane Duelist (Legend of the Five Rings Beta)

So as I mentioned in last week's blog post, for the Legend of the Five Rings Beta one-shot that I played in, I created a Kakita Duelist for my PC, who generally wound up being the party face due to how skill selections played out.

For this week, I'm going to go through the 20 Questions character creation process as outlined in the initial release of the beta rules.  It's entirely possible that aspects of the process will have changed between when I made my character and now, but I'm going to stick with the original process.

So let's get the ball rolling...

Part 1: Core Identity (Clan and Family)
#1) What clan does your character belong to?
So looking through the options, I decide I want to go with elegant and refined, so the easy choice is Crane.  Scorpion was also a possibility, but got dismissed for reasons you'll see later on in the process.  Being a Crane, this gives my character a +1 to his Air Ring and 1 rank in Culture, and a starting Status of 35

#2) What family does your character belong to?
Since I already chose Crane as my clan, going through the options I decide to pick Kakita, as I've always enjoyed playing iaijutsu duelists in my prior L5R outings.  This choice gives my unnamed PC a +1 bonus to his Fire Ring as well as 1 rank each in Aesthetics and Meditation, and sets initial Glory at 44.

Part 2: Role and School
#3) What is your character's role and school?
Since I'm leaning towards being a duelist, that means my character's role within the Crane is that of a bushi, which makes my school choice simply as Kakita Duelist is the only bushi school available to the Crane in the beta rules.  This provides a +1 bonus to both the Earth and Air Rings, as well as 1 rank in five skills of my choice, for which I select Courtesy, Fitness, Martial Arts [Melee], Meditation, and Sentiment, and sets initial Honor at 50.  This also gives me the Iaijutsu Kata and Weight of Duty Shuji (social technique), and the Way of the Crane school ability.  For chuckles, I choose an attendant as part of my starting outfit (do need somebody to handle the menial tasks that are beneath a Crane samurai's concern after all)

#4) How does your character stand out within their school?
Okay, so for this one I went more with a mechanical choice than a character-driven choice, deciding to take a +1 increase to my character's Water Ring so that he's fairly well-rounded in his Rings rather than being strongly focused in two and deficient in two.

Part 3: Honor and Glory
#5) What is your character's duty to their lord?
Well, being that a large part of a Crane duelist's job is to serve as a bodyguard and stand-in for the Crane diplomats at court, I decide my character serves as yojimbo and companion to his lord's niece, a demure yet elegantly lovely young Crane courtier, with whom my character is enamored with though he knows that she's far too high of station for him to pursue.  And so my character's Giri is described as "Yojimbo to my lord's niece, a demure yet elegantly lovely young Crane courtier."

#6) What does your character long for?
Now I could just go the easy route and say that my character longs for the hand in marriage of his lord's niece, but instead I decide to go with another classic staple and decide that my character wants to become the most renowned duelist of the era.  This sets my character's Ninjo as "Become the most renowned duelist of the era."

#7) What is your character's opinion of their clan?
Before even looking at the options, it's easy to determine that my PC has a positive view of the Crane and how they do things (after all, it was Lady Doji that set the standards for proper civilized behavior in Rokugan, and who is he to disagree with a Kami?)  While disagreeing would net me a free skill rank, agreeing with the Crane outlook instead gets me a +5 increase to Glory.

#8) What does your character think of Bushido?
I picture this character being a firm believer in the tenets of Bushido, though probably not to the zealous extreme of the Lion Clan, which increases my character's starting Honor by 10.

Part 4: Strengths and Weaknesses
#9) What is your character's greatest accomplishment so far?
I figure being an iaijutsu duelist, that my character is very quick to react to danger, and so select the Quick Reflexes as his Distinction, having used his speed to win several iaijutsu contests during his time as a student at the Kakita Academy.

#10) What holds your character back the most in life?
This one gives a character an Adversity, for which I pick Sworn Enemy, with the idea that it's a young samurai of a different clan and higher status that is also enamored with the young Crane courtier that my character is charged with protecting.  I'm not sure which clan yet, though Scorpion is a strong contender as is Lion (particularly if the enemy were of the Matsu family).

#11) What activity makes your character feel most at peace?
This choice gives my character a Passion, and for this I pick Wordplay, so that rather than being stoic and stolid, my Crane bushi has a penchant for amusing phrasing of words and statements that can seem complimentary but frequently have added meaning to them.  It's also an in character excuse for me to make puns and quips at the table, so added bonus!

#12) What concern, fear, or foible troubles your character the most?
And lastly one's choice here gives the character an Anxiety, and this one proved tough.  I initially leaned towards Irrepressible Flirtation, in no small part to convey his trouble with keeping his feelings towards his charge within the realm of propriety, or with Jealousy given his Ninjo, but I ultimately go with Painful Honesty, to reflect his commitment to Bushido, and that while he might make clever insinuations about a person, there's always going to be a grain of truth to them.

#13) Who has your character learned the most from during their life?
For this one, I'm going to say that it was his sensei that my character learned the most from.  And as I want my character to be a very capable duelist, I opt to take an extra rank of Martial Arts [Melee], bringing that skill up to two ranks, as well as the disadvantage of Whispers of Poverty, for which I decide is reflected in my character opting to dress in a somewhat subdued manner compared to the ostentatious style that many Crane prefer leading others to incorrectly conclude that he lacks the resources one would expect a member of his clan to have.

Part 5: Personality and Behavior
#14) What detail do others find most striking about your character?
Well, apart from his more modest style of dress, I go with my character having the classic Kakita look of the lean bishonen, with a polite smile and striking eyes that have an almost predatory cant to them.

#15) How does your character react to stressful situations?
Okay, this is a part of the game I'm not enthused with, as it plays into the Strife mechanic that I really dislike.  Still, it's part of the process, so going with part of what's described directly above, and that his eyes taken on a much darker aspect and his expression hardens from that of cheerful bishie to the fierce warrior that he is, with his verbal remarks often becoming far harsher.

#16) What are your character's preexisting relationships with other clans, families, organizations, and traditions?
For a character that I'm really only planning to play once, I'm not going to go into a lot of depth on this one, so I'm just going to say that my character leans towards the general Crane attitudes of the other Great Clans, as well as having the previously mentioned relationship with the young Crane courtier he's been charged with protecting.  I also put a bit more thought into his Sworn Enemy, and decide to buck the trend and make it a Yoritomo courtier, who would be of lower status given the Mantis are a Minor Clan at this point in time, but said enemy is obviously more politically savvy, making for a contrast of brains vs. brawn.

Part 6: Ancestry and Family
#17) How would your character's parents describe them?
Again, more of a RP-heavy question that isn't important for a one-shot character, so I'm just going to say that they're proud of his accomplishments thus far, but hold him to a high expectation given the Crane Clan's long legacy of expert duelists and gallant bushi.

#18) Who was your character named to honor?
I'll go with a great-great grandfather as the person, and rolling on the Samurai Heritage table I get a result of 3 for "Wondrous Work" (netting my character +5 to his Glory), and a 6 for a free rank in Composition, which works nicely for his Wordplay advantage.

#19) What is your character's name?
Finally we get to the "what's your character's name?" section, and frankly I think this should be pushed up in the question order, probably to be under Part 1 and as question #3.  After a fair bit of musing, I decide to grab a name from the Bushi character booklet that Katrina Ostrander made for her L5R 4e module at GamerNationCon 2017, and pick the name Takahiro.

Part 7: Death
#20) How should your character die?
So putting aside the temptation to use Tyrion's answer from Game of Thrones, I figure a fitting end for one that lives by the sword is to die by the sword, perhaps perishing in a manner not unlike that of his school's founder, that being of wounds inflicted during an iaijutsu duel of great importance.

Phew, okay now that I've worked my way through the 20 Questions process, here's what the final version of the character's stats look like.

Kakita Takahiro, Crane Duelist
Clan/Family: Crane/Kakita
School: Kakita Duelist
Rings: Air 3, Earth 2, Fire 2, Water 2, Void 1
Skills: Aesthetics 1, Composition 1, Fitness 1, Martial Arts (Melee) 2, Meditation 2, Courtesy 1, Culture 1, Sentiment 1
Techniques: Iaijutsu, Weight of Duty
School Ability: Way of the Crane
Giri: Yojimbo to his lord's niece, a demure yet elegantly lovely young Crane courtier.
Ninjo: To become the most renowned duelist of the era.
Glory: 54
Honor: 60
Status: 35
Resilience:8
Focus: 5
Composure: 8
Vigilance: 3
Starting Outfit: Daisho, yari, traveling clothes, ceremonial clothes, traveling pack (blanket, bottle of sake, chopsticks, coin purse, daisho stand, pillow book, sweets [4 servings], spare kimono, week's reations, wide-brimmed straw hat), attendant, 10 koku
Distinction Advantage: Quick Reflexes (Fire)
Passion Advantage: Wordplay (Air)
Adversity Disadvantage: Sworn Enemy (Earth), Whispers of Poverty (Water)
Anxiety Disadvantage: Painful Honesty (Air)

July 29, 2017

Two To Beam Up! (Star Trek Adventures)

Okay, so yesterday I posted a quasi-review of the Star Trek Adventures RPG.  So today's post, I'll be going through the character creation process for both a Main Character and a Supporting Character.

Starting off with the Main Character, I'm thinking of going with a Command-type, perhaps a youngish and not-as-seasoned version of Captain Kirk or Commander Riker.  And while I'm not intending for this PC to be the commanding officer of a starship, I figure he'll still be adept in a leadership role either sitting in the captain's chair or leading an away team on a mission.  I don't have a full name in mind, but I do have a first name in mind, that being Rafael, mostly as I'd been doing some reading up on Castille in the Nations of Theah Volume 1 for 7th Sea.  I'll come up with a surname later on.

So Step 1 is choosing a species for Rafael, which is going to be a Human.  I opt to put his three +1 modifiers into Daring, Insight, and Presence, putting those at 8 up from the base 7 that all attributes start at, and note the Human species trait for Rafael.  I also get to select a talent, and I take Bold for the Command Discipline since I see Rafael as being a daring leader willing to take risks.

Step 2 is Environment, or where my character is from.  I see Rafael as being from Earth, with the idea that he's of mixed racial heritage.  Opting to have him be a West Coast native, I'm now thinking a blend of both Hispanic and Oriental, and come up with the surname of Tashiro.  Back to making this character, I chose the Homeworld option which gives me a free +1 in one of the Attributes that is improved by my species bonus in Step 1.  Since being a Human gave three floating +1s to assign where I choose, I could probably put the +1 increase from this step wherever I wanted, but I'm opting to instead put it into Daring, making that a 9; this is a guy that definitely isn't adverse to taking risks.  I also get to increase one of Rafael's Disciplines (this game's name for skills) by one, which I'm going to put into Science, raising that to 2.  I also get to select a Value, which is a Trait that represents a core value for my character, for which I jot down "Fortune Favors the Bold."

We move to Step 3, which is Upbringing.  I don't have anything particular in mind, so I roll a d6 and get a 1, which is Starfleet.  I immediately get the idea of a character that comes from a long line of Starfleet brats, with multiple generations on both sides of the family tree having served in Starfleet since it's inception.  I get the choice of whether Rafael chose to accept or reject this upbringing; I go with accepting his upbringing and being proud that much of his family history is tied to Starfleet.  This gives Rafael a +2 to his Control and a +1 to his Fitness.  Being a Starfleet brat lets me increase one of his Disciplines, which I choose to put that point into Conn, giving him skill at flying ships and navigating the Starfleet bureaucracy.  I also get to select a Focus, which lets my character be even more successful when making checks that fall within its realm, for which I choose Starfleet Protocol to give Rafael a strong grasp of how Starfleet operates as an organization.  I also get a talent, and choose to take Mean Right Hook to make his unarmed attacks more effective, be it the classic Starfleet judo chop or the Kirk Hammer of TOS Trek.

Step 4 covers Rafael's time at Starfleet Academy.  His choice of which academy track to follow is pretty simple, that being the Command Track.  At this step, I chose to increase his Daring, Presence, and Reason by +1 each.  Since he's going to be in the Command branch, I take a +2 increase to his Command Discipline (now a 4) as well as a +1 to Conn (now a 3) and +1 to Security (now a 2) to give him a bit more of an intellectual angle.  I also get to select three more Focuses for Rafael, with at least one of them relating to his academy track, and choose Hand to Hand Combat (advanced combat training, which I opt to further refine as being trained in Wing Chun style of kung fu; blame my recent viewing of the Ip Man films), Helm Operations (knows quite a bit about controlling a starship), and Persuasion (being able to convince others to follow his lead).  I also get to select another Talent, taking Follow My Lead to account for his command training and aptitude for leading during hazardous situations.  And finally, I add another Value, for which I take "Know When to Bend the Rules Without Breaking Them."  Being willing to take risks or face danger means that you can't always go by established protocol, but at the same time a commanding officer has to abide by the general spirit of the rules and regulations.

Step 5 is Career Length, and while I don't see Rafael as being a fresh, still wet-behind-the-ears young officer, neither is he well-seasoned veteran officer, so I default to experienced officer, which provides me with another talent choice, taking Starship Expert to give Rafael a boost when picking out the strengths and weaknesses of other vessels.  I get a third value, which I decide to use to have Rafael be tied to another character in the group, selecting the female Vulcan medical officer T'leya, who is a very close friend from his days at the Academy.  As to how close, after a bit of talk with T'leya's player, we decide that they were very close, perhaps even intimately so, leading to the value "T'leya is My Closest and Most Beloved Friend."

Step 6 is Career Events, and since I don't really have anything in mind, I break out a d20 and roll twice.  The first result is a 5, which is "Required to Take Command."  Well, that's about perfect for Rafael as you can find, forcing him to take charge during a dangerous situation.  This gives him a +1 to his Daring (now an 11), a further +1 to Command (now a 5, which is the max you can have in a Discipline), and a Focus, for which I select Lead By Example to give him a "lead from the front" feel.

Now for Rafael's second Career Event, I roll again and get a 17 for "Special Commendation."  Since the rules suggest you can do it, I opt to combine the two events, and figure that Rafael got his commendation for saving the lives of his fellow officers when he was required to take command.  This gives him a +1 to his Fitness and a +1 to a Discipline of my choice, for which I select Security since I picture this as him having to take the lead against a threat to the ship he was stationed to.  I also get one last focus, which I choose to pick Athletics to figure that he'd need to be in good shape during high risk situations.

And we come to Step 7, the Finishing Touches.  Right now, Rafael has 54 points of Attributes, so he gets two further +1 bonuses, which I apply to Insight and Presence.  He's also got 14 points' worth of Disciplines, and receives two +1 boosts, which I apply to Engineering and Science, raising them up both to a 2 and making Rafael a little more well-rounded in his Disciplines, which is a good thing for a command officer.  I get one final Value, for which I take "Every Dilemma Has a Solution" to give him a spin on Kirk's classic "I don't believe in a no-win scenario" line from Wrath of Khan, but with not quite as much hubris.  I'm also at the point where I choose Rafael's rank, and while my initial idea was to probably have him be a Lieutenant, after his two Career Events I choose to give him the rank of Commander, making him something of a hotshot officer that's quickly climbed the ranks.  I also have to select what assignment on the group's ship this character has, and it quickly becomes clear that he's going to be the one sitting in the captain's chair, making his role on the ship that of the Commanding Officer.  Since he's a senior officer, Rafael has a Type 2 phaser, as well as possessing the Starfleet uniform, communicator, and tricorder that come standard for all Starfleet officers.

Commander Rafael Tashrio (Main Character)
Traits: Human
Values: Every Dilemma Has a Solution, Fortune Favors The Bold, Know When to Bend the Rules Without Breaking Them, T'leya is My Closest and Most Beloved Friend
Attributes: Control 9, Daring 11, Fitness 9, Insight 9, Presence 10, Reason 8
Disciplines: Command 4, Conn 3, Engineering 2, Security 4, Science 2, Medicine 1
Focuses: Athletics, Helm Operations, Lead By Example, Persuasion, Starfleet Protocol, Wing Chun
Talents: Bold (Command), Follow My Lead, Mean Right Hook, Starship Expert
Equipment: Type-2 phaser, communicator, Starfleet uniform, tricorder

And so we have a young starship commander.  Now, you may have noted that at no point do I make a distinction as to what century it is, so this character can work in either the 23rd or the 24th century.  Personally, I'm leaning more towards him being active in the 23rd century, but that's due to my being more familiar with TOS Trek than anything.  As for what sort of ship we're flying, that's yet to be determined, but odds are it'll be a Miranda-class, hopefully with the Multirole Explorer role.

Okay, so that was creating a Main Character, and now we go onto creating a Supporting Character.  For this one, I'm going to whip up an Andorian science/communications officer, choosing to make this character a young female Ensign, whose name I'll suss out later.

I start with a pool of values for her Attributes, along with a +1 bonus for her species to Control, Daring, and Presence.  I set her base values at Presence 10, Insight and Reason at 9, Control and Fitness at 8, and finally her Daring to 7.

Next are her Disciplines, which again have a pool of values to assign.  Being she's primarily a science officer, I set her Science to 4, followed by Conn at 3, a 2 in both Command and Medicine, and lastly her Engineering and Security are both 1s.

Up next are Focuses, for which I get three options, one of which has to relate to her role on the ship.  For these, I pick Computers, Linguistics, and Team Dynamics.

Last steps are her default equipment, that being a type-1 phaser, a communicator, a Starfleet uniform, and a tricorder.  Normally when a Supporting Character is first introduced they get a free boost to one of the above, be it a +1 to an Attribute, +1 to a Discipline, or an extra Focus, or a Value.  Given this is an example of building the character, I'll give her that introduction bonus right now, selecting a +1 to her Reason.  Finally, this young Andorian science officer needs a name, finally settling on Thralla Zynes.  Put all the above together, and here's what her stat block looks like:

Ensign Thrala Zynes (Supporting Character)
Traits:Andorian

Attributes: Control 9, Daring 8, Fitness 8, Insight 9, Presence 11, Reason 10
Disciplines: Command 2, Conn 3, Engineering 1, Security 1, Science 4, Medicine 2
Focuses: Computers, Linguistics, Team Dynamics

Equipment: Type-1 phaser, communicator, Starfleet uniform, tricorder

As you can see, coming up with a Supporting Character is a fairly quick process, which makes sense as the intent is that the players will create these characters on an as-needed basis, for times when they might not be able to bring their Main Character on a mission, or there's only a couple of players and they could use some NPC support to shore up Disciplines that the Main Characters aren't quite so adept at.

Well, that's the two Star Trek Adventures characters I promised in yesterday's blog post.  Honestly, I'd love a chance to get Rafael into a game to see just how well he works out as a ship's captain; as written he certainly does have that feel of a younger version of Kirk or Riker, or perhaps a slightly more seasoned version of NuTrek's Kirk, having lost much of the cockiness but still having the nerve to go with unconventional solutions to the current dilemma.

Until then, live long and prosper *performs Vulcan salute*


June 24, 2017

A Pair of Character Oddballs

As any veteran RPG player will tell you, every so often you get one of those off-the-wall ideas for a character that just simply won't let you be until you put pencil to paper and actually write up that screwball character concept.  Now generally, a lot of those "oddball characters" that folks come up with generally aren't viable in the long-term; at best the character might make it through a one-shot adventure or a brief module, but the novelty factor tends to wear off pretty quickly for a lot of these builds.  Some however manage to stand the test of time, being so odd and off-beat that they become endearing to the group as a whole, or that they turn out to be surprisingly effective in their role.

I've seen several of these oddball characters make the grade, two of whom came from the same campaign, that being a Legacy Era campaign run by Ben "Cyril" Erickson using the Star Wars Saga Edition system.  The first of these notables were Kirkineery-tovante aka Kiri, a Squib Scoundrel played by Kevin "Rikoshi" Frane, whose in-character mannerisms and voice (this was played over Skype) made the character incredibly memorable, with the other being Niera Kurcz, an Arkanian Noble/Scoundrel played by Nateal "Tariel" Falk who in summation was rather odd; that she was a cyborg'd Force sensitive should give you a clue as to just how off beat this particular character was.  In comparison, the two PCs I played were rather bland and boring, though I did have fun.

One of the players in my regular Skype gaming group, Rick, has a penchant for coming up with some rather bizarre character ideas for what seems any system that he comes across, one of the more recent ones that he'd gotten to play being Felagi (or Ferngully as our regular Mutants & Masterminds GM Eric calls him), who was created for a cosmic-themed campaign and was built to primarily be a support character with minimal offensive abilities.  And to the surprise and delight of the player, Felagi turned out to be quite successful, and even managed to kick off an intergalactic fashion trend of wearing pirate outfits after pilfering such an outfit from a spacefaring squid man (Captain Kraken for those familiar with the Freedom City setting).

Now, why am I making this post?  Well, the reason is I've had a couple of these banging around in my noggin for a while now, and neither of them have been for Star Wars.  So, to get these particular character notions out of my head so that I can make room for things like working on my Force and Destiny campaign and/or the modules I plan to run at next year's GamerNationCon, I've put pencil to paper as it were, and wrote up those two oddballs.  And now I'm posting them here for others to read, hopefully enjoy, and maybe even make use of in a game.

First, since I was hooked on a feeling...

Krist Goodburrow (D&D 5th Edition)
Halfling (lightfoot) Sorcerer 1
Hit Points: 7 (1d6 hit dice)
Proficiency Bonus: +2
Speed: 25 feet
Alignment: Chaotic Good
Languages: Common, Halfling
Background: Charlatan

Ability Scores
Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 10 (+0), Charisma 16 (+3)

Racial Features (as per page 28 of the D&D 5e Player's Handbook)
Brave, Halfling Nimbleness, Lucky, Naturally Stealthy

Class Features
Saving Throws: Constitution and Charisma
Sorcerous Origin: Pelvic Sorcery (c/o Steve Kenson)
Spellcasting (Spell Attack +5, Spell Save DC 13)
Cantrips: Dancing Lights, Fire Bolt, Shocking Grasp, Thunderclap
Spells: Catapult, Color Spray, Expeditious Retreat
Skill Proficiencies: Arcana, Deception, Insight, Sleight of Hand
Tool Proficiencies: Disguise Kit, Forgery Kit

Equipment
Sling, pair of daggers, arcane focus, explorer's pack, set of fine clothes, disguise kit, set of weighted dice, belt pouch containing 15 gold pieces

Notes: In case it's not obvious, the Pelvic Sorcery is a bit of home-brew material created by Steve Kenson, best known for being the primary creative force behind Green Ronin's Mutants & Masterminds superhero RPG, drawing its inspiration from the Guardians of the Galaxy film, notably Gamora's comment about how she wasn't about let herself be take in by Peter Quill's "pelvic sorcery."  It's actually a pretty fun sorcerous origin, offering some fun abilities from first level all the way up to 18th level.  I've no idea how well these would hold up compared to the official sorcerous origins in terms of actual game play, but I'm fairly certain that the character would be memorable.



And now for the other oddball character, this one from the wuxia-themed FATE Core game Tianxia.  And if you're asking if he's paid his dues, he'll look you right in the eye and say "yes sir, the check is in the mail."

Burdenless Jo
High Concept: Boisterous Drifter
Trouble: Loud-Mouthed Braggart
Aspects: Courage of a Thousand Fools, Fate's Favorite Punching Bag, "It's like Burdenless Jo always says..."
Refresh: 3
Jianghu Rank: 1

Skills:
Great (+4): Drive
Good (+3): Athletics, Provoke
Fair (+2): Deceive, Fight, Shoot
Average (+1): Investigate, Notice, Physique, Will

Kung Fu Style: Stone Monkey
Technique: Stone Resists the Blow

Stunts
A Fool's Bravado: You may use Provoke instead of Will to defend against Provoke attacks.
All In the Reflexes: If you successfully defend with style against a ranged projectile attack, you can sacrifice your next action to immediately inflict an attack on your opponent at the shift value of your defense plus two.
Talk Like The Wind: Gain a +2 bonus to overcome obstacles using Deceive, provided you do not have to talk to the person you're trying to deceive for more than a few sentences.

Notes: Now, it should be pretty damn obvious who this character is inspired by.  I've always been a big fan of John Carpenter's film Big Trouble in Little China, a film that may have failed at the box office but has certainly become a cult classic (Indeed!)  Granted, Drive as a skill probably won't see a whole ton of use in many Tianxia campaigns, but you put this man at the reins of a cart or means of conveyance and he'll be able to pull off some fairly impressive stuff.  Actually, Burdenless Jo is probably a more competent individual (even with his lower-than-typical score in Fight for a Tianxia hero) than ol' Jack Burton himself.  And with three Fate Points at the start of each session as well as Aspects that are geared to let the character earn even more of them, he should certainly be able to shake the Pillars of Heaven while dropping one-liners (pithy or otherwise) along the way.

May 4, 2017

It's a Resistance, right? And May the 4th Be With You!

Firstly, happy Star Wars Day to my fellow Star Wars geeks.

Setting this up ahead of time to post, as my own plans to celebrate the day consist of a Star Wars movie marathon several friends at the recently finished home theater of one of our cadre, with pizza, popcorn, and soda a plenty.  Which in retrospect will mean having to face the Revenge of the Fifth, but it'll be worth it.

Since we'll be kicking off said mini-marathon with Rogue One and ending with The Force Awakens, I got the notion to post a collection of heroes that combine elements of those two movies.  Built using FFG's Age of Rebellion (as well as including elements from Edge of the Empire), these characters are akin to the crew of Rogue One in that they are a special ops type of group comprised of a variety of different character types.  However, rather than fighting the tyranny of the Galactic Empire, they instead are members of the Resistance, working against the First Order in an effort to prevent the galaxy from once again being engulfed in the flames of war, mostly following leads on trying to uncover what the First Order's plans are.

For each of these characters, I built them with an additional +25XP as well as an extra 1500 credits.  I've come to find that having that extra XP lets me better fine-tune a character concept while still keeping them at the lower end of the power level, and the extra credits means that these characters are sure to have the bare minimum of the various toys they'd need to fit their concept.  I also deliberately tried out different species, career, and specialization combinations that I otherwise would probably have never considered playing. I had used a few of these characters as alternate pre-gens for the Discovery on Jakku, the introductory adventure from The Force Awakens Beginner Box.  And for the most part, they worked out pretty good, most of them able to accomplish their intended roles, though sadly some poor dice luck at the worst possible time ruined a couple moments that would have otherwise allowed certain characters to shine.  There were a couple tweaks needed here and there, but overall I think each of these characters is a solid build and as a group would work great for either a one-shot, be it a published module or an off-the-cuff adventure, or as the basis of a campaign; even with the extra starting XP and credits, there's still plenty of room for each of these characters to grow and develop.  And while their respective Duty and Motivations make reference to the Resistance and the First Order, it'd be a trivial matter to swap those to the Alliance and the Empire and drop one or all of these characters into the midst of Galactic Civil War.

So without further ado, here are a quintet of  Heroes of the Resistance...

https://www.dropbox.com/s/4hzodqoat62f24u/Heroes%20of%20the%20Resistance.zip?dl=0

Cyrin Ulyette, Mirialian Ace/Hotshot
By far the youngest member of the group, Cyrin is the team pilot and mechanic, able to put most any starship through its paces and pull off hi-speed maneuvers that leave other pilots in her wake.

Dewwarra, Wookiee Soldier/Trailblazer
Still considered to be an inexperienced youth among his people, Dewwarra has quite a lot of first-hand experience in surviving a number of inhospitable places, and making sure that his allies survive them as well.

Inder Skirata, Mandalorian Spy/Infiltrator
Certainly not fighting the typical image of an armor-clad Mando warrior, Inder is something of an outcast from Clan Skirata, reliant more upon stealth to win the day, though he's not adverse to using brutal methods if that's what's called for.

Jhyo Bendaki, Twi'lek Commander/Figurehead
The nephew of a Rebel Alliance agent from the days of the Galactic Civil War, Jhyo has put his own spin on being in charge of this rag-tag little group, employing a mix of charm, confidence, playful insincerity, and bold words to keep his team motivated and ensure success.

RA-F1T5, Droid Diplomat/Analyst
Referred to as "Fitz" given the droid's reaction to some of the more out there antics of the other team members, this RA-7 protocol droid might be ill-suited to "aggressive task resolution" but he is quite adept at slicing data networks, and though not as fluent in multiple forms of communications as other protocol droids, his databanks are packed with a variety of information that can prove useful in most any situation.

As the group's starting resource for when I ran them through Discovery on Jakku, I gave them an extensively modified HWK-290 freighter, dubbed the Sly Flourish, which is also included.  She's a fast ship, quite maneuverable and packs a decent bit of firepower.  While she won't last very long in a straight-up fight, as a reconnaissance vessel the Sly Flourish does it's job very well, and is generally able to survive long enough to outrun most threats.