Thursday, January 14, 2021

Character 12 of the Character Creation Challenge - Superworld Role-Playing Game

 

Character 11 is Superworld by Steve Perrin. It was published by Chaosium.

This is a game that I own but have never played. I have modules because of the time when their modules would have conversions to Champions and V&V 2.0 in the back of the book. Different Worlds magazines published articles and characters for it. While there are others games (Superhero 2044 and Golden Heroes) but for me Champions, Villains & Vigilantes, and Superworld are the founding trio of Superhero Role-Playing Games.

For the #CharacterCreationChallenge (I am not able to hold to the 31 day part) I will be following the rule books as written. This means I will need to start with a character idea. I have used previous player characters I have played since they are a fully more realized concept. I will do it again.

He wasn’t my first V&V character but he was my first successful. I do not measure success in a Min/Max kinda of way. My measurement is based on how fun is the character to Role-Play outside of combat as well as in combat. In combat does the character allow me to be creative and defeat my opponent both efficiently and with flare/style?

Cougar checked all the boxes. He was a random roll in V&V but I rolled everything on the Skills table which is the smallest powers table in V&V 2.0. So the variability is limited and you get a certain style of character. After I rolled the powers, among them 2 powers spark my imagination. It was Heightened Senses and Heightened Expertise. This was either 1984 or 1985 so the Heightened Senses on Wolverine. For those don’t immediately click on the timing, this would be Days of Future Past was first published in 1981. So at that time Wolverine was the Dark Phoenix Saga and Days of Future Past. So Cougar would be a mutant with Heightened sense of smell and night vision. Now for Heightened Expertise you get improved chances to hit with a single weapon, a group of weapons, or everything. When I saw anything in the rule book I flashed on Bullseye from Daredevil. In 1979 Daredevil (vol 1) issue 160 there was an epic fight between Bullseye and Black Widow where he was using a hair dryer and other item in her apartment to defeat her. Later in 1982 there was the class Daredevil Electra arc, when Bullseye used this ability to escape prison which culminated in the issue 181 Bullseye versus Electra fight. Frank Miller’s art on all those issues is fantastic. So I chose everything.  I had rolled Natural Weaponry but instead of choosing claws (to close to Wolverine) I chose Martial Arts. To ensure that Cougar wasn’t just a mix of the two characters with the final powers rolled, I created trick Bolas. When the Bolas wrapped around the target the momentum of the cables pulling the balls (weighted ends) would release the trick effect. I have gas – paralysis and explosives as two of my trick Bolas.

The Heightened Expertise worked too well. The GM had ‘someone’ spy on Wayne Wilcox in his apartment but Wayne smelled him. Wayne nearly took him down with a perfectly thrown vase. I still think it was Stormlord from the Crusher but I never found out. The GM state that the ‘everything’ portion was too powerful. So he backed it down to all weapons. The gas bola was still extremely effective so I didn’t complain and continued to play with Cougar for many great adventures.

Here is the most recent version.


So I quickly scan the powers book of Superworld. I see the power Catseye and the skill Throw. I bet I can create Cougar to his original concept. First is to select name, gender, weight etc. Easily done and I put it on the Character Sheet. I am going old school and printed out the Character Sheet from the Companion to Superworld book.

Next is to pick a career which will determine income. I review both Martial Artist and Military. I have created variants of Wayne where his back story was ex-Military. Military provide income but not the right skills. So Martial Artist it is, no income but the skills I wanted. I complete the Skills section with of the character sheet with the skills Wayne gained from his career. The sheet shows a base amount for 1 level. I entered that amount in the line next to it to show I have. The skills of Camouflage, Meditate, and Spot Weakness aren’t on the sheet so I add them to a blank spot and put their starting percentage in. Camouflage isn’t in the Powers book so I used Disguise for the determination of the percentage. This follows the example in the rule book where Photography was set with the same as Craft. I also have skills in Fist, Grapple, Kick, and Hand to Hand Weapons. These are listed in the combat section and not the skills section. I decide to not do anything with those yet.

Next I roll for the Characteristics. The roll is 2d6 + 6

Strength (STR) = 12

Constitution (CON) = 8

Size (SIZ) = 14

Intelligence (INT) = 13

Power (POW) = 14

Dexterity (DEX) = 13

Appearance (APP) = 14

I did not roll very well. The super hero minimum characteristic should average 13. So I could roll an 8 and keep if I rolled high like a 17 or 18. I total up all my characteristics which are 88. This is below 91 so I get to reroll my lowest characteristics until I exceed 91. I reroll CON. I get a 14 so now I am at 94. So I stop rolling.

Strength (STR) = 12

Constitution (CON) = 14

Size (SIZ) = 14

Intelligence (INT) = 13

Power (POW) = 14

Dexterity (DEX) = 13

Appearance (APP) = 14

Now I get to add previous experiences that I can add levels to my existing skills from my career. The levels are determined by taken the characteristics (94) and divided by 7, for 13 levels. I increase those and mark (PE) on the character sheet to show the levels which were increased by this.

Next is getting the number of Hero points I have to spend on Superpowers and Skills. It is equal to the Characteristics which are 94. So I have 94 Hero points to spend and thing beyond this will have to covered by taking disadvantages and handicaps with provide Hero Points as well.

Now it is time to buy Superpowers and Skills.

I start with his mutant abilities

Super DEX for 12 points

Super CON for 5 points

Supermove 2 Levels (+12 meters per Action Round) for 2 Hero points (will need to spend 2 Energy ERG to use)

Leap 2 Levels (+10 meters per Action Round) for 2 Hero points 2 ERG

Catseye 1 Level (1 km in the dark) for 2 Hero Points

Super Hearing 1 level (100 meters) for 2 Hero Points

Super Smell 5 levels for 10 Hero Points

Defense (This is matrix style super dodging) 12 hero points for 20% chance to dodge (this is per Companion of Superworld update on the hero point costs per 5%

Now I add new Skills

Pathfind 5 levels for 5 Hero points

Track 5 levels for 5 Hero points

Throw 10 levels for 10 Hero points

Now I need his equipment.

In the rule book there is the archaic weapon of club for 30% to hit, 1d6+2 damage, no range for 4 Hero points. I buy but rename it to Nunchaku

In the rules under modern weapon is a Gas Grenade 3d6 Gas (no ERG shown) for 9 hero points. I enter 1 level so show he has 1 grenade.

I made the last weapon. Under the Superpower Snare I get 5d6 for it. I apply ½ to hero points because it is on the same level as a gun for being able to be taken away. It is 4 Levels for to increase to 5d6 damage. The Snare used 15 ERG.  I spend 8 Hero Points and 8 in Disadvantage (equipment)

I see in the rules in the Dr. Dread adventure that a Power Supply can be both specifically for the equipment. So I buy a 60 point power specifically for the snare. That is 6 points. I have 4 Snares (Bolas).

Now I am balanced, I want to take 2 more Superpowers with the handicaps I can take so I add them now

Martial Arts 2 levels for 40 Hero Points

Armor which will protect for 5 points each against Kinetic, Energy, and Radiation (5K/5E/5R). To lower the points from 15 (as the levels show) to 7, I take vulnerable device costume which lowers by 1/5 (3 points) and Failure condition of 25% for 5 points. This means there is a 25% chance the attack will miss the armor and hit me.

Now I need 48 points of Handicaps to balance to zero. The Handicaps I pick I try to tie to a power I have like having super hearing makes me vulnerable to sonic attacks or to part of the back story. In the Gamemaster book it mentions that The Omega Institute supports and experiments on mutants. It has a history of being good or bad depending on the regime. It mentions that it will pay mutants to participate in tests. So with Wayne being a mutant and having no income I will use The Omega Institute as a handicap as well.

Handicaps

Add Damage: +1 per die versus Sonic Attack for 6 Hero Points

Add Damage: +1 per die versus Gas Attack for 6 Hero Points (I could have done +2/die versus bad odor/stench attack but I decided to use a common list power instead of a rare unlisted since the GM is me and I am bias towards me. I will save that for something more important later … foreshadowing)

Personal Problem: arch-enemy Black Maria for 5 Hero Points

Personal Problem: competitive with Fury for 5 Hero Points

Personal Problem: Obligated to The Omega Institute since they are his source of income for 10 points

Bad Habit: Prefers to hunt and track alone for 5 Hero Points

Psychological Problem: Strict Code vs Killing for 5 Hero Points

Psychological Problem: Love to fight other Martial Artists (have to beat the best to be the best) for 5 Hero points

Bad Habit: comments on when a person last took a bath for 1 Hero points

All that is let is to do the math can complete the stat blocks.

Idea roll is INT times 5 (65%). This is the mechanic for allowing the player playing a PC with High Intelligence to get the answer or idea from the GM. This can be used by the GM when the PC has a lower IQ than the player to roll to see if the PC is capable of thinking of what the player did.

Luck roll is POW times 5 (70%).

Agility roll is DEX times 5. There is a max limit of 95% so (95%)

Aura is equal to Appearance. There are skills which can improve this but I don’t have them.

Energy is CON + POW (add Power Supply if bought as a Superpower with Hero Points) (33)

Recharge is Energy (33) divided by 10 (3)

Hit Points is the average of CON and SIZ (17)

Damage Bonus is STR + SIZ, reference to a table (1d6, +3 ERG – even super characteristics can require Energy to use)

Action Ranks are DEX minus by 10 until subtraction is less than 1 (25, 15, 5)

Movement Rates is Melee Round divided by 3 for Action Round. Take base movement divided by 3, then I added my supermove to walk and run for Action Round and then multiple to 3 to get new Melee Round. For Leap I add my +10 to 2 for action round then multiple by 3 for Melee Round

That finishes the stats block.

Now is the Combat chart.

The first one on the list is FIST. It has a base 50% to hit. I tell the GM that I have skill in Fist shouldn’t I get a bonus from my career as even those without the skill start at 50%. The GM (me) thinks I have made a very logical and sound point. I decided giving a 5% bonus for the career skill of 1 level is reasonable and won’t break the game. So a +5% is award to Fist, Grapple, Kick, and my Hand to Hand weapon (Nunchaku).

The martial arts superpower provides a bonus as well. I decided to add the martial arts power description to my campaign notes of my Character Sheet so I can learn the different options quicker as I use them in game play.

I have 2 levels of Martial Arts so I get a 20% to Fist, Grapple, Kick, and Nunchaku with my 5% bonus for career. So I add 25% to the base each under the Attack Column

For damage I get +1d6 for my damage bonus and +2d6 for 2 levels of Martial Arts so I put that down for Fist, Grapple, and Kick. The Nunchaku started with 1d6+2 so I add the +3d6 to it and write it down.

I get a parry bonus for my 2 levels of Martial Arts so I write down the 25% bonus on my parry for Fist. I explain that my hand melee weapon is like Fist since is it a hand melee weapon. The GM (me again) allows me to write the parry % in the Nunchaku as well. I write down the ERG costs from my bonus damage. I forgot to write it down for Grapple, but it should have it too.

Smash is the crashing into an opponent. I have no bonuses so I write down the attack. The damage is based on move which is variable so I will have to figure damage each time I use it.

Throw I add my 10 levels (50%) to the base for a 95% Throw (yeah! Bullseye's ability, how I missed you)

For the Gas Grenade and Snare Bola is use the Throw attack percentage as these are thrown, the damage is what I bought it at. The range is the Throw range of 20m and the 15 ERG is per the equipment purchase.

I write the % possible of ID smells in my skill section so I won’t forget what it is when I need to roll for use of my super smell power.

I am really happy with Cougar. Superworld did a really good creating the original concept of the character and I was able to capture all the key elements of him.

Now I am wishing Steve Perrin would run a Superworld game at the next North Texas RPG con he is able to attend. Playing any of his provided characters would be great; I would love to play Fury.

So here he is Cougar, with his motto: “The Hunted can’t outrun the Hunter!”





Monday, January 11, 2021

Character 11 of the Character Creation Challenge - Champions Now Edition Role-Playing Game

 

Character 11 is Champions Now Edition by Ron Edwards. It was published by Hero Games.

This is a game that I own most of the 1st, 2nd, 3rd, and 4th edition modules and rules. Recently a new version was created on the basis of “What if Champions didn’t join the Hero System with 4th edition”. A Kickstarter was created to fund the efforts to go back to the 1st to 3rd edition texts and create a new edition with all that had occurred in game design theory since then into the next edition of Champions. That is what Champions Now became.

Interesting side note on the Kickstarter, it wasn’t seeking funding to publish a set of ready rules with the money for art, typesetting, and initial run of printing. This funding included rule creation. So as Kickstarter funding member you were able to participate in playtest, proofreading, and other input as the rules evolved.

For the #31dayCharacterCreationChallenge I will be following the rule books as written. This means I will need to start with a character idea. I have used previous player characters I have played since they are a fully more realized concept. I will do it again.

I am using El Conquistador from my V&V games. I played him in V&V 2.0 in college. I updated him to V&V 2.1 to use as a NPC in my Megalopolis game I GM. Here is the most recent version.

This character creation process “begins with Situations because these, more than anything else, provide the material for how the player and game master describe what the character’s doing and what’s happening around the PC during play” Page 16 of Champions Now.

Now I will start following the character creation format.

The hero is made for this challenge: Juan Cortes. He’s conceived form these ideas:

Ø  The person: Juan seeks to help the downtrodden. He sees a caste system in America with the Elites, Wealthy, Servants, and Downtrodden. He cherishes family and faith. Tries to work within the Elites’ system as a Social Worker. He sees crime as the way for the Elite to punish the downtrodden. Views himself as Mystic Religious Warrior to save the downtrodden.

Ø  The powers: Gifts from the lost City of Eldorado. Increased abilities and magical powers that he can blast, create armor, and strike with. He fights and floats above the fray. Flights toward danger.

Ø  The problems: Frustrated and impatient, driven to make a different, unfairly criminalized, in danger from both ‘sides’ of the law.

Now from these create the situations

Situations

Secret Identity – 15 points

Psych: Stands up for the downtrodden persons selfhood (often) – 15 points

Psych: Certain that he is on the side of right (often, meltdown) – 25 points

Hunted: The city police (organization, ordinary, ruinous) – 20 points

Hunted: Media of the Elite (organization, extensive, manipulative) – 20 points

Dependent Non-Player Character: Gloria, his mother (overprotective/sometimes, Physical Ailing) – 20 points

Vulnerable to Presence Attacks (challenging his Religious beliefs or existence of El Dorado) – 15 points

I put these in the character sheet with the Disadvantages in bold

Now is time to add the Basic Characteristics. If points are not listed then it is the starting human level.

Strength 2d6 which I increased to 8d6 for 30 points

Presence 2d6

Defense 10 increased to 13 for 3 points.

Body 10 increased to 12 for 20 points

The next are calculated based on Body score. To increase them Body has to be increased

Recovery 12

Stunned 12

Knockout 24

Endurance 36

Speed 1 increased to 4 – 30 points (This is Champions after all so a Speed of 4 has to be done)

Dexterity 11

Intelligence 11

EGO 11

Now it is for Skills, Skills have changed. Everyday skills aren’t included. This is for the over the top comic book skills which makes the character better than any typical human. Based on this premise no Skill for El Conquistador

Now for the Powers

Instant change – Form of Juan Cortes, - 10 points. I wanted Juan Cortes and El Conquistador to be two different bodies. This is in the same vein as SHAZAM’s Captain Marvel and Miracleman. This how he can have a secret identity but not wear a mask. When he physically is changed by the mystical magic of El Dorado, there is no way for anyone to this El Conquistador and Juan Cortes are the same person as they aren’t the same body.

Specialized Defense versus EGO Based Attacks +3d6 removed – 15 points.

Elemental Control: Powers of El Dorado – 15 points.

 In Champions Now the point value is ½ the lowest slotted power. All powers are reduced by this. All powers have to use END to be in the EC, that is why the Specialized Defense is not. When I listed the powers the active power will be 15 points higher than their point costs

·         Flight: 15 hexes per Phase, 3 END, 30 Active points

·         Blast: 8d6, 8 End,40 Active Points (This is the Light Blast from the V&V character sheet)

·         Force Field: +6 Resistant Defense, 3 END, Persistent, 30 Active Points,  Limitation Always On. Limitation is 15/(1.25) for 12 points (This is the Armor from the V&V character sheet)

·          Blast: 8d6,  8 END, Strike, Piercing, 70 Active Points (This is the Sword from the sheet)

That completes stating of the character sheet.

 For the Origin story:

Juan Cortes is a Social Worker for the State. He wants to help the downtrodden to get a start of the a better life. He is frustrated that the Elite aren't giving up of their own prosperity to help. He finds himself often frustrated and impatient.

One night the fable city of El Dorado appeared to him. He heard a call to be another Champion of the Americas. Juan accepted.

To deal with the stress he is active in his church, prayers regularly, and spends time with family. He loves the family history. His mother, Gloria said that their ancestors were the Conquistadors. She tells how they free the slaves from their Aztec rulers.

One night the fable city of El Dorado appeared to Juan. It called to him to become a Champion of the Americas like his ancestors. Juan accepted.



Sunday, January 10, 2021

Day 10 of the Character Creation Challenge - Champions 2nd Edition Role-Playing Game

Day 10 is Champions 2nd Edition by George MacDonald and Steve Peterson. It was published by Hero Games.

This is a game that I own most of the 1st, 2nd, 3rd, and 4th edition modules and rules. I have enjoyed reading them over the years and converting them to V&V. The Deathstroke and Coriolis Effect modules were wonderfully fun to GM and take my players through their paces. I have never found a Champions GM with a game that had an opening. So you can say I have loved this game from afar as I have never played it.

For the #31dayCharacterCreationChallenge I will be following the rule books as written. For this character I will be using the Champions Character Generator which came in the Champions III Supplement.

Basic Character Type roll 2d6 (4) – Brick

Here is the Bricks Basic Characteristics for 120 points

STR     30

DEX    18

CON   28

BODY 10

INT     10

EGO    10

PRE     15

COM   10

PD       15

ED       15

SPD     4

REC    12

END    60

STUN  39

Offensive Power d6 (5): Strength: +20 STR (which adds +4 PD, +4 REC, + 10 STUN to figured Characteristics). Full STR costs 10 END per phase. Cost= 20pts

Major Defensive Power 2d6 (8): Force Field: + 10 PD, + 10 ED, fully resistant Force Field at 4 END per phase. Cost = 20 pts.

Minor Defensive Power 3d6 (14): Regeneration: Regenerate 2 BODY per Recovery. Cost = 20 pts.

Movement Powers 2d6 (11): Teleportation: Teleport 15". Cost = 30 pts.

General Powers 2d6 (7): Extra Characteristics d6 (4) Presence: +10 PRE Cost=10 pts

Now I have the option to roll more additional powers to add, replace, or not use to balance the character out. I am going to roll 4 times on the additional powers to see what I get.

Additional Powers 2d6 (3): Brick Offensive Power d6 (4): Strength: ½ END cost on STR. Full STR cost 5 END per phase. Cost = 12½ pts.

Additional Powers 2d6 (7): Major Defensive Power 2d6 (9): Force Field: ½ END cost on Force Field to 2 END per phase. Cost = 5 pts

Additional Powers 2d6 (10): Movement Powers 2d6 (7): Add ability to Combat Teleport. Cost 10 pts.

Additional Powers 2d6 (4): Brick Offensive Power d6 (5): Strength: + 10 STR, +2 PD, +2 REC, +5 STUN, and ½ END cost on STR. Full STR cost + 1 END per phase. Cost = 12½ pts.

Okay, all the rolls added depth to the previously rolled powers. Totally up the costs I am at 260 points. That is a good spot to stop. Reviewing the example character in the rules, the example stopped at 258 so I am confident that will work.

Before I roll for disadvantages there are 2 Optional rules I will consider first. The two Optional rules are Overall Limitation and Specific Limitations. In all the character books and adventure modules the majority of the powers have Focus and Limitations so I will roll to see if these powers are the same.

Overall Limitation Chance d6 (4): There is not an overall limitation.

Now I will roll for a Specific Limitation on a Power. While I had more rolls than 5 powers, all my additional rolls added to the same power.

Specific Limitation on Strength Power 1d6 (2): Power has no specific limitation

Specific Limitation on Force Field 1d6 (6): Power has a specific limitation 1d6 (2): Endurance Battery 1d6 (2) x2 Battery (+1), Battery of 4 END, Recovery of Battery 2d6 (10) 1 Pip per Phase (-3 Levels): This reduces Force Field from 25 points to 20 points.

Specific Limitation on Regeneration 1d6 (5): Power has a specific limitation 1d6 (6): Limited Uses 2d6 (6): 3 Charges (+1¼). This reduces Regeneration from 20 points to 16 points.

Specific Limitation on Teleportation 1d6 (5): Power has a specific limitation 1d6 (5): (+ ¼) can’t memorize locations to teleport to, can only teleport to where he can see. This reduces Teleportation from 40 points to 32 points.

Now it is time for Disadvantages. I need 143 points of disadvantages.

First is Character Identity 1d6 (4): Secret Identity – 15 points

Disadvantage Type 1d6 (5): Combat Disadvantage 2d6 (5): Psychological Limitations: Frequency (6): Very Common, Reaction (2): Unusual - 15 points – Boisterous, taunting opponents

Disadvantage Type 1d6 (6): Combat Disadvantage 2d6 (6): Psychological Limitations: Frequency (3): Common, Reaction (6): Collapse or Retreat - 20 points – Code against Killing

Disadvantage Type 1d6 (1): Campaign Disadvantage 1d6 (2): Dependent NPC: Frequency (2): Infrequently, 8 or less, Competence (4): Normal - 10 points - Sister

Disadvantage Type 1d6 (2): Campaign Disadvantage 1d6 (5): Hunted: Size (1) Single person; Quality (6) Supervillain and Agents, Persistence (1): Occasionally, 8 or less - 20 points – Dr. Destroyer

Disadvantage Type 1d6 (1): Campaign Disadvantage 1d6 (2): Dependent NPC: Frequency (6): Frequently, 14 or less, Competence (3): Normal – 20 points – Wife

Disadvantage Type 1d6 (6): Combat Disadvantage 2d6 (4): Physical Limitation: Frequency (3): Frequently, Degree (5): Greatly - 20 points – Runs at ½ speed.

Disadvantage Type 1d6 (6): Combat Disadvantage 2d6 (8): Vulnerability: Frequency (1): Uncommon Attack, Amt of Dmg (6): 2x STUN, 2x BODY - 20 points – Poison (Attack with No Normal Defense).

Disadvantage Type (Picked): Campaign Disadvantage (Picked): Hunting: Hunting Viper on an 8 or less to bring them in. – 5 points

Now to update the BCs

STR     30 (60)

DEX    18

CON   28

BODY 10

INT     10

EGO    10

PRE     25

COM   10

PD       15 (21)

ED       15

SPD     4

REC    12 (18)

END    60

STUN  39 (54)

Now to combine the Powers from the different rolls:

45 Strength: +30 STR (which adds +6 PD, +6 REC, + 15 STUN to figured Characteristics) Full STR costs 6 END per phase.

20 Force Field: + 10 PD, + 10 ED, fully resistant Force Field at 2 END per phase. Battery of 4 END, Recovery of 1 Pip per Phase.

16 Regeneration: Regenerate 2 BODY per Recovery. 3 Charges per day.

32 Teleportation: Teleport 15" with ability to Combat Teleport (Teleport 7.5” and Attack). Instead of memorizing a location for 1 point, he can’t memorize locations; can only teleport to where he can see.

Background:
Tom H Under was a newlywed when he received a distressed phone call from is sister for help. He told his wife he would be back as soon as he could as he was going to help Lizzie. He arrived to find her being taken away be Viper agents. In desperation he turn to a friend that knew a friend that had a friend that could help. It turned out to be one of Dr. Destroyer's agents. He paid the money for the services. The experiment gave him superpowers but hurt his legs, he no longer can run. In Laboratory the found a stone which would regenerate injuries 3 times a day. He took it without the scientists knowledge. Using his new found powers he free his sister from Viper but they had to separate from each other to get away. He has adopted the Superhero Name of Shock-n-Awe to find Viper. He is convinced that is the only way to keep his sister safe. He doesn't know if the scientist reported the missing Jewel to Dr. Destroyer. So far the scientist has sent only agents of Dr. Destroyer, maybe the punishment would be so great that the Scientist won't tell until he is found out that he allowed the Jewel to be stolen. Tom and his wife are enjoying their newlywed time together but that could come crashing down if she ever learns the secrets of Shock-n-Awe.



Saturday, January 9, 2021

Day 9 of the Character Creation Challenge - Batman Role-Playing Game

 

Day 9 is Batman Role-Playing Game by Jack A Baker based on the DC Heroes Role-Playing Game designed by Greg Gordon. It was published by Mayfair Games.

For the #31dayCharacterCreationChallenge I will be following the rule books as written. For this character I will perform a character build where I chose the Stats.

To do this I need to have a character in mind. This is the opposite which is a blank sheet and then after rolling take of the pieces to create something with. This is the opposite, you need a character concept then you fill it in. So I need to figure out my concept for me to play.

I looked at my DC graphic novel collection. The majority is Batman and Elseworlds reimagings of Batman. The original Manhunter Special Edition, JSA Liberty Files, Doctor Mid-Nite, the Golden Age, Gotham Central series and Watchman are there as well. On my Kindle is the Challengers of the Unknown. I have fond memories of the Original Suicide Squad, Vigilante, The Question, and Task Force X. I do have other graphic novels of Superman and Teen Titans but my favorite characters are the low level characters. I won’t call them ‘Street Level” characters because DC does a wonderful job of not having all of them be street level crime stories.

So it will be a lower level physical ability DC character like Batman, Nightwing, Robin, The Question, Rick Flag Jr., Bronze Tiger, Manhunter (Mark Shaw), Vigilante, Judomaster, Peacekeeper, Comedian, Nite Owl, and Rorschach.

I will use a character I had made and played before as the concept. He is the Machinist. I played him in a PBEM V&V 2.1 game. That game had a house rule for skills. I later used Machinist as a NPC which I GM. In that one I had a ready list of gadgets he uses. Here is that current character sheet.

 

This will be my second attempt at the concept.

I decide that Mac Gaunt will be slightly better in Attributes as a being character than NPCs for U.S. Army Ranger and Spy. So start with their Attributes. I decide to increase his Dex as Mac Gaunt is at the top of human dexterity. I spend exactly half of my Hero Points on Attributes.

Mac Gaunt had super powers in that game. He won’t in this one. I will be changing his name as I am only using his character concept. This is not a character translation exercise; I will be making a new character from an old concept.

My character will start with 450 Hero Points.

I decide that I will start from where Mac Gaunt was in the DC Heroes Role Playing Game (see Day 8) which is than NPCs for U.S. Army Ranger and Spy. So start with their Attributes. Taking the same attributes as Day 8’s the Hero Points required drop from 132 to 103

I increase Dex from 4 to 6, Body from 3 to 5, and Int from 3 to 4. This is 134 Hero Points. I decide this time I won’t spend half my Hero Points on Attributes Points as I want to get Gadgets as well as Skills.

Here is my updated skills list from Day 8. There is not mention of linking in these rules so that is gone. Acrobatics and Spy aren’t listed so they are gone too. I increase Thief to match his Dex increase to 6.

·         Charisma: 3

·         Gadgetry: 3

·         Martial Artist: 4

·         Military Science: 3

·         Thief: 6

·         Vehicles: 4

·         Weaponry:4

I updated the Hero Points to the rules. In DC Heroes I spend 123 on skills, now they are over 200 Hero Points. I will need to pick sub skills out of the skills for Mac to have to lower costs. I narrow in on the original character concept. This lowers it to 174 Hero Points.

·         Charisma (Interrogation): 3

·         Gadgetry: 3

·         Martial Artist: 4

·         Military Science (Tracking): 3

·         Thief: 6

·         Vehicles (Air, Land): 4

·         Weaponry (Firearms, Melee):4

Next is to select Advantages. Connections are included. The Hero Points have gone up so instead of 25 Hero Points it will cost 45 Hero Points. I don’t want to change them so I will pay the increase.

Since his Disadvantage will be Irrational Attraction to secrets and mysteries Mac will work for the NSA, I add it at high level. My background for Mac is he worked as a spy for Checkmate before quitting so he could go to work for the NSA. So I add Checkmate as a low level connection. I also add Amanda Waller as a low level connection. The connection occurred when she was one of the leaders of Checkmate but I added her as a shout out for my love of Task Force X. Finally I need a Batman connection. I decide to add Ra’s al Ghul as low level connection. This is from the time period that Ra’s was being shown as a Character doing the wrong things for the right reason. This was when he was an environmental activist borderline terrorist.

Connections

·         NSA (High)

·         Checkmate (Low)

·         Amanda Waller (Low)

·         Ra’s al Ghul (Low)

 Scholar is now an Advantage instead of a skill. I consider the Mechanics and Electronics skill I had to drop on Day 8. I am about to add it for 20 Hero Points when I read Genius. For 25 Hero Points Mac can use his Gadgetry skill to create items of technology which could not normally be built in the “real world”. Well, I have to add this.

Gadgets are listed as advantages. Instead of listing them in the Advantages I will list as Equipment but I will use the Gadgets rules to determine the Hero Points that they have.

First is Wrist Rockets (28 Hero Points). These function in a manner similar to a grappling hook. When fired, it shoots out a steel arrowhead which tows a long thin line behind it. The arrowhead is designed to embed itself into the target object, allowing Mac to climb or swing on the line, which is 5 APs long.

Infrared Goggles for 26 Hero Points

Stun Bombs for 18 Hero Points

Tranquilizer Gun for 52 Hero Points

Shock Stick for 42 Hero Points

This puts Mac over the 450 Hero Points. I look see how many Drawbacks Hero Points I need. I need 940 Hero Points in Drawbacks.

I like how they gave Batman the Catastrophic Irrational Attraction: Seeks Justice. That is a something I can work with. Mac Gaunt believes that secrets are what destroy the world. Crimes are done in secret; The Elite keep their power through secrets; and the down trodden are keep down by secret.

Drawback: Catastrophic Irrational Attraction: Revealing the secrets which prevent justice

Next Drawback is Secret Identity. Mac can’t be a Superhero and work for the NSA, especially a Superhero who reveals the secrets of the Elite when they used to carry out injustice.

If figure that Guilt and Traumatic Flashback fits with his Irrational Attraction. His guilt is from his participating in a cover up and his flashback deal with the pain and suffering caused from it. I decide it occurred while he was with Checkmate. That explains his connection to both the organization and Ms Waller and why he is with the NSA now.

Adding these covers gives me an additional 110 in Hero Points. This leaves 16 Hero Points for Wealth.

Motivation is not in this rule book

Catch Phrase / Descriptor: “I will remove the mask of Injustice”

Wealth is now an AP number. To maintain his affluent status I will choose 7 which is $150K in annual income.

Job is not in this rule book.

I can tell the Batman Role-Playing is based on a latter version of the DC Heroes Role-Playing Game than I used for Day 8. There have been improvements in the rules. I really like the change in order from DC Heroes Role-Playing Game version I have. Doing Limitations first I was reluctant to add more even when I ran out of Hero Points. In Batman RPG building everything else first then adding Drawbacks I was willing to take on more then to reduce that Mac could do or the equipment he would start with. I still can’t tie out how Nightwing’s Hero Points for his Attributes are calculated (see Day 8 entry)

I bounce a few different names. This is a Batman themed game, so I decide I needed something more than just an adjective. I discover that the Urban Dictionary has an entry for Data Hound in it. The entry describes what I wanted for Mac and how I played in the previous game. Having Hound in the name is definitely on theme for Batman Universe.

So the Data Hound is born. Don’t commit any crimes in secret for he will track you down.


Day 8 of the Character Creation Challenge - DC Heroes Role Playing Games

 

Day 8 is DC Heroes Role playing game by Greg Gordon. It was published by Mayfair Games.

I enjoyed playing a Blackhawks game at North Texas PRG Con last year. It is a game system I have collected for years, enjoying reading the modules and rules.

For the #31dayCharacterCreationChallenge I will be following the rule books as written. For this character I will perform a character build where I chose the Stats.

To do this I need to have a character in mind. This is the opposite which is a blank sheet and then after rolling take of the pieces to create something with. This is the opposite, you need a character concept then you fill it in. So I need to figure out my concept for me to play.

I look at my DC graphic novel collection. The majority is Batman and Elseworlds reimagings of Batman. The original Manhunter Special Edition, JSA Liberty Files, Doctor Mid-Nite, the Golden Age, Gotham Central series and Watchman are there as well. On my Kindle is the Challengers of the Unknown. I have fond memories of the Original Suicide Squad, Vigilante, The Question, and Task Force X. I do have other graphic novels of Superman and Teen Titans but my favorite characters are the low level characters. I won’t call them ‘Street Level” characters because DC does a wonderful job of not having all of them be street level crime stories.

I mentioned earlier the fun Blackhawks Convention game so I have played at that level too.

So it will be a lower level physical ability DC character like Batman, Nightwing, Robin, The Question, Rick Flag Jr., Bronze Tiger, Manhunter (Mark Shaw), Vigilante, Judomaster, Peacekeeper, Comedian, Nite Owl, and Rorschach.

I will use a character I had made and played before as the concept. He is the Machinist. I played him in a PBEM V&V 2.1 game.


Mac Gaunt had super powers in that game. He won’t in this one. I will be changing his name as I am only using his character concept. This is not a character translation exercise; I will be making a new character from an old concept.

My character will start with 250 Hero Points.

First is to select a Limitation. I like how they gave Batman the Catastrophic Irrational Attraction: Seeks Justice. That is a something I can work with. Mac Gaunt believes that secrets are what destroy the world. Crimes are done in secret; The Elite keep their power through secrets; and the down trodden are keep down by secret.

Limitation: Catastrophic Irrational Attraction: Revealing the secrets which prevent justice

Motivation is Seeking Justice

Catch Phrase / Descriptor: “I will remove the mask of Injustice”

That provides 30 more Hero Points. I now have 280.

Now I need to decide Background. He is human. This provides 0 Hero Points

Wealth, he is Affluent. This provides 0 Hero Points but he will be able to purchase up to $5,000 for each Hero Point he spends.

Job, he is a Research Analyst for the NSA.

I decide that Mac Gaunt will be slightly better in Attributes as a being character than NPCs for U.S. Army Ranger and Spy. So start with their Attributes. I decide to increase his Dex as Mac Gaunt is at the top of human dexterity. I spend exactly half of my Hero Points on Attributes.

Now for Skills and I will not have any powers, because of this I am choosing the Batman Option.

The Batman Option: Players have a special option which increases the costs of buying Attributes, but greatly reduces the costs of buying Skills. This is the Batman Option, because Batman would have picked this if he was created under the rules in DC Heroes.

A character created under the Batman option pays the same 25 additional Hero Points to link a Power, but no Hero Points to link a Skill.

However, later the cost of raising an Attribute is usually much higher with this option. Therefore, a character created under the Batman Option can start out many more skills but will be slower to develop than other characters.

I refer to the Spy NPC in the Gamemaster’s Manual. I take all of the skills that the NPCs which are:

·         Charisma: 3

·         Martial Artist: 3

·         Military Science: 3

·         Spy: 3

·         Thief: 3

·         Vehicles: 3

·         Weaponry:3

I pull up my old character sheet and mark the skills I have on it with the skills this package covers. I am missing Mechanics, Electronics, Climbing, and the Gadgeteer power (which there is an equivalent skill).

Reviewing the list I find that climbing is covered under Acrobatics and Gadgeteer becomes Gadgetry. That leaves Mechanics and Electronics which could be covered by Scholar.

I want to increase the Dex based skills to match his Attribute of 4. I review if dropping any sub skills would boast the AP but none do. So it is either add Scholar and have my Dex skill at 3 or not add scholar. This is because I am saving 25 Hero points for connections. What is the fund of playing in the DC Universe if you don’t have any connections? So I won’t bring over the Mechanic and Electronics skills now. I will be my first advancement if game play shows that I need to make my Gadgetry better.

Here is my list of skills matching to the concept.

Here is my updated skills list with *linked to Attributes marked

·         Acrobatics*: 4

·          Charisma: 3

·         Gadgetry*: 3

·         Martial Artist*: 4

·         Military Science: 3

·         Spy*: 4

·         Thief*: 4

·         Vehicles: 4

·         Weaponry:4

Now it is time to add connections. Since his job is at the NSA, I add it at high level. My background for Mac is he worked as a spy for Checkmate before quitting so he could go to work for the NSA. So I add Checkmate as a low level connection. I also add Amanda Waller as a low level connection. The connection occurred when she was one of the leaders of Checkmate but I added her as a shout out for my love of Task Force X. Finally I need a Batman connection. I decide to add Ra’s al Ghul as low level connection. This is from the time period that Ra’s was being shown as a Character doing the wrong things for the right reason. This was when he was an environmental activist borderline terrorist.

Connections

·         NSA (High)

·         Checkmate (Low)

·         Amanda Waller (Low)

·         Ra’s al Ghul (Low)

Now it is time to add equipment. Any equipment that is publicly accessible in the real world can be bought from Star Labs in the DC Universe. Everything is a gadget has to be bought with Hero Points instead of money.

Sigh, I am out of Hero Points.

I start to make a list that I can buy starting with my lab so my Gadgetry sub skill Build Gadgets can be used effectively, I think start to make a list with a pistol and spy equipment. Then I stop.

Knowing that I won’t be actually playing Mac Gaunt and the fact he feels unplayable stops me from going further. The rules did warn that it was better to use DC Characters first before making your own. I thought that was to get a better feel for the game but now it appears it was by design. I can’t figure out the DC Character math. I match the example of how to build the character but Mac has lower Attributes that Nightwing but I had to spend 120 Hero Points and Nightwing shows 93 for his. I decide to build Nightwing following the character creation rules. His attributes alone would cost 516 Hero Points not 93. So the book is showing only the starting Hero Points and not the experience he gained to increase his Attributes to what they are today.

In full disclosure I am a CPA and work in Industry as an accountant. Even in college when I was an accounting major, these Stat build games where the characters in the modules and resource books don’t add up drives me crazy. I can forgive being off by 1 or 2 points as that was always rounding but this is 423 points!!

So I am stopping Mac Gaunt where he is. I don’t know whether I should have double the Hero Points to 500 or what. The rules do tell how to do that. Maybe I need a seasoned GM to walk me through the character build process or to guide me to just play Nemesis instead (he is so under used in DC Comics it would feel a lot like playing my own character as there are very few comic issues to tell me other.

I am so MEH about this character I am not even bothering to come up with a code name. Here is Mac Gaunt.



Thursday, January 7, 2021

Day 7 of the Character Creation Challenge - Marvel Super Heroes Advanced Set

Day 7 is Marvel Super Heroes Advanced Set by Jeff Grubbs. It was published by TSR. It is now out of print and allowed to fall into public domain. If you are interested in a PDEF of the rules it is here at Classic Marvel Forever Website. There are clones of the system available in DrivethruRPG but that is for another day in this challenge

I enjoyed playing this game a lot when it first came out. It is fantastic for playing the characters of the Marvel Universe. I really wanted to play in my own Universe with my players own characters so this end up being a change of pace game for me.

For the #31dayCharacterCreationChallenge I will be following the rule books as written. For this character I will be generating completely random.

The random generation portion of these rules cover the basics of creating the super hero, the character is up to the player to decide. I will add those after I have rolled everything else.

First is the roll for Origin. I roll a 19 so Altered Human. I get to increase an attribute by +1 Column Shift. This game is built of ranks of ability which are on the task resolution chart as columns and the die roll on the row. So Column Shift is a reference to moving up (+) or down (-) in rank.

Attributes are rolled next. The first letter is the let of each Attributes is it abbr. known as FASERIP.

I will present the results as Category (roll) Rank (Rank Abbr.) – Rank Score

Fighting (73) Remarkable (RM) – 26

Agility (27) Good (GD) – 8

Strength (23) Good (GD) – 8

Endurance (96) Incredible (IN) -36

Reason (61) Remarkable (RM) – 26

Intuition (95) Incredible (IN) – 36

Psyche (52) Excellent (EX) – 16

Health is F, A, S plus E for 78

Karma is R, I, plus P for 78

Resources are Typical. When I rolled on the Ability Modifier I roll “remain unchanged”

Popularity is 10/10. This represents the character having a secret identity so Popularity starts at 10. I have put in 10 for both Super Hero name and secret identity as they can differ.

On increasing 1 attribute by +1 CS I will wait until I roll my powers to see where the best change is. (This may not be strictly by the rulebook but random can be a cruel taskmaster, so I cut myself a break)

Now I roll the number of Powers, Talents, and Contract. Format is Type (roll) starting number/max number.

Powers (94) 5/5

Talents (82) 3/4

Contacts (71) 2/4

Okay I will roll my 5 powers. First step is the Power Categories, Format Power Count (roll) Power Category

Power 1 (91) Body Alterations / Defensive

Power 2 (68) Distance Attacks

Power 3 (44) Body Control

Power 4 (24) Matter Control

Power 5 (60) Distance Attacks

Now I will roll under each Power Category, Format Power Category (roll) Power (roll) Rank Rank No.

Body Alterations / Defensive (9) Recovery (76) Remarkable 26

Distance Attacks (4) Fire Generation (79) Remarkable 26

Body Control (7) Animal Transformation – Self (39) Good 8

Matter Control (6) Fire Control (64) Remarkable 26

Distance Attacks (6) Sound Generation (8) Poor 3

Seeing that I have 2 distance attacks and matter control allows stunts which are range. I will do a +1 CS on my Agility

Agility   Excellent (EX) – 16

Health is increased by +8 for A for 86

Reviewing Recovery description, besides recovery 1 rank per, I also get a bonus power of Resistance. This would mean I drop of a power. So I drop the last rolled power which is sound generation. I can choose the Resistance so I choose Resistances to Cold.

Reviewing Fire Control I find it comes with the ability to increase or decrease fire intensity by RM 26 rank. I can create a Flaming Shield at RM 26

Reviewing Fire Control I find it comes with ability to use flame as a missile weapon (fire balls or a jet of fire) and 1 stunt. I choose Body Transformation at -2 CS which grants Body Armor and Flight at the rank.

Animal Transformation is I can pick 1 animal for myself to change into. I choose an Eagle from the Judge’s Book. I have the animal ability in animal form but none of my powers. I ask my GM can the Eagle be a Flaming Eagle. I still only get the Eagle stats from the Judge’s book, my mental stats, and no powers. I love the visual comic book feel of him turning into a flaming bird. The GM (which is me too) says yes, since it is only for purposes of flavor. I will never be able to develop any Flame power stunts to use why in bird form. I agree with myself.

My Powers now are this.

Body Alterations / Defensive (9) Recovery (76) Remarkable 26

Resistance to Cold (41) Excellent 16

Distance Attacks (4) Fire Generation (79) Remarkable 26

Stunt: Body Transformation: Armor Good 8 and Flight Good 8

Body Control (7) Animal Transformation – Self (39) Good 8

Matter Control (6) Fire Control (64) Remarkable 26

Create Flaming Shield Remarkable 26

Now is time to roll skills. Format is Talent No. (roll) Skill Category

Talent 1 (51) Professional Skills

Talent 2 (33) Fighting Skills

Talent 3 (17) Weapon Skills

Rolling for Specific skills, format is Skill Category (roll) Skill Benefit

Professional Skills (8) Psychiatry +1 CS on Mind Feats

Fighting Skills (8) Tumbling +1 CS when dodging, evading, and escaping

Weapon Skills (9) Sharp Weapons +1CS to hit when attacking with a weapon that resolves attacks on the Edged Attack column of the Battle Effects Table.

For Contracts I get to choose 2. I pick one for Superhero ID and one for Secret ID

Hero Group – Defenders

Psychiatry associates.

So that finishes the character. I decide he is a 32 year old Male. Dr Enix was contacted by Nighthawk in Nighthawk’s secret identity to get Dr. Enix to provide services for Nighthawk’s friend. Never turning down a millionaire client wanting to foot the bill for other, Dr. Enix drives out the ranch.

  •         He counsels Bruce Banner on his anger issues with his father.
  •         Dr. Enix tries to help Patsy Walker break the delusion that she has been to Hell but was her personification of her experiences in the show business industry
  •         He counsels with Barbara Norris that she isn’t Asgardian with the responsibility of being a “Chooser of the Slain”
  •         Dr. Enix enjoys drinking tea with Dr. Strange at the end of the visit. It was nice to discuss shop with a typical professional.

On his drive he is ran off the road by large bird crashing into his windshield. His car catches fire. He hears a voice calling him to “rise from the flames”. He thought for a moment it was Dr. Strange but it couldn’t be. Dr. Enix told himself. Still he followed the voice and rose out of the flaming inferno that was his car.

There he stood transformed into a man of living fire. In a panic flew away to escape the carnage. He had turned into a flaming bird. He flew back to the Defenders Ranch when Dr. Strange waited for him. After several days of counseling and recovery, Phil was ready to embrace his new life.

As a member of the Defenders, as Firebird.



Wednesday, January 6, 2021

Day 6 of the Character Creation Challenge - ICONS

 

Today’s game is a game created by Steve Kenson. It is ICONS by Ad Infinitum Adventures.

ICONS is a great Con Game. It was originally designed to be a roll up a character and play tonight game. With its popularity campaign features were later added.

I have played it multiple times over the years at North Texas RPG Con with different GMs including Steve Perrin. Steve has written several modules for ICONS with different publishing companies for ICONS product content. His work is top notch and among the best. I highly recommend getting his work.

For the #31dayCharacterCreationChallenge I will be following the rule books as written. For this character I will be generating completely random. I will be using the ICONS Quick Hero Creation method published by Ad Infinitum Adventures and their Character Sheet too. I am referencing the Assembled Edition rulebook for optional rules and finalizing the character details.

Phase 1 is Origin. Rolling 2d6 I roll snake eyes (2) which is a Trained. My hero is a highly skilled hero. I gain 2 additional specialties and can trade 1 power for 2 more specialties.

Phase 2 is Attributes. Rolling 2d6 for each attribute I get.

Prowess (11) – Incredible 7

Coordination (10) – Great 6

Strength (3) – Poor 2

Intellect (11) – Incredible 7

Awareness (8) – Good 5

Willpower (7) – Good 5

I have a total score of 32 to exceed 20 so the character is a keeper. I can swap 2 scores at this time. I don’t think I will, having a Trained human whose Strength is Poor in the world of Superhero reinforces the concept he is a hero who relies of skill and ability not physical power.

Phase 3 is Powers which for the Trained Origin will be equipment. Rolling 2d6 to determine the number of powers, I roll a 5 with is which is 3 powers.

Now I roll 2d6 three times for the power types

Roll 1 is 8 which is Movement Power

Roll 2 is 4 which is Control Power

Roll 3 is 7 which is Offensive Power

Power is d6 rolled 2 times

Movement (5, 1) – Spinning suit

Level roll is 8 – Good 5

Control (1, 2) – Alteration Ray (Group)

Level roll is 4 – Average 3

Offensive (5, 3) – Dazzle: Sound attack Sonic Boom from suit.

Level roll is 8 – Good 5

Now is the review of Extras that can be added to the any of the Powers. I would drop a power to add an Extra. So I decide to drop Alteration Ray to add Burst to Spinning. I have always thought Whirling Dervish was a fun name for a character. So let’s build on the Spinning Power.

Equipment: Spinning suit. Spinning allow me to spin at superhuman speed along my axis, and still speak, hear, and see normally while doing so. This power provides three benefits

1.      Binding Resistance (Including Wresting Attacks) Good 5

2.      Wind Screen that substitutes Good 5 for Coordination to defend against physical and air-based attacks.

3.      Use Good 5 power level instead of Strength for damage and grabbing in close combat

Extra: Burst: Spinning power can affect everyone with close distance simultaneously. Roll one test for the power; the different opposing abilities of the targets provide different difficulties (and outcomes)

Reviewing the other power of Dazzle, it ties is well with Spinning. He can create a Sonic Boom to knockout his opponents hearing. I could make it an attack on the opponent equilibrium so he loses his sense of balance. If I make Dazzle as a Secondary Effect also known as a Carrier Attack, I would increase Spinning by +1 to great. I like that idea especially combined with Burst. Whirling Dervish could be played like the Looney Tones Tasmanian Devil as the attacks a group of minions and leave them dizzy (Dazzle) barely able to stand or walk. I love that image. So a second extra it will be.

Equipment: Spinning suit. Spinning allow me to spin at superhuman speed along my axis, and still speak, hear, and see normally while doing so. This power provides three benefits

  1. Binding Resistance (Including Wresting Attacks) Great 6
  2. Wind Screen that substitutes Great 6 for Coordination to defend against physical and air-based attacks.
  3. Use Great 6 power level instead of Strength for damage and grabbing in close combat

Extra: Burst: Spinning power can affect everyone with close distance simultaneously. Roll one test for the power; the different opposing abilities of the targets provide different difficulties (and outcomes)

Extra: Secondary Effect: Dazzle is a secondary attack to overwhelm the target’s sense of balance. Based on the success the target losses equilibrium and has a +2 difficulty when relying on Coordination and automatically fail Awareness checks that use Coordination. I am not sure if a GM would rule this is too powerful or not but for this exercise I will call it good enough.

Phase 4 Specialties. Roll 2d6 for Trained Origin to get the number. I take 6 and subtract of the number of powers for 3 Specialties with the +2 for Origin, I have 5 Specialties.

Roll 1 (2, 2) - Investigation

Roll 2 (4, 2) – Performance - Dancing

Roll 3 (3, 4) - Mental Resistance

Roll 4 (3, 5) – Mental Resistance – bumps to Expert

Roll 5 (5, 1) - Psychiatry

Phase 5 Stamina. It is calculated by adding Strength (2) plus Willpower (5) for 7.

Phase 6 Qualities

(This is one of the key distinguishing features of ICONS. I struggle with making qualities and using them for advantages or troubles to gain determination. I have played with other players that do this well. It is a memorable game experience when done well and sometimes it can even become legendary: queue quote: “Because secretly I am a robot!”)

It is all about the Dance!

 (This is a reference to the Islamic Mysticism of Sufism that is part of the Sema Ceremony dance that the Whirling Dervish Dancers are famous for)

Warrior Mystic of the Order of Mevlevi

(This is a reference to who he is as a Warrior Mystic seeking to enlighten those around him with either teaching or force.)

Seeker of the Embodiment of Perfection

(This is a reference to a history leader of the Order being distracted from his mission by a wandering mystic who the leader viewed as the embodiment of perfection and the true likeness of the “Devine Beloved”. I don’t believe this is only physical beauty or perfection. Hopefully this would be open ended enough to use and GM the adventure seeds to use)

Phase 7 Determination which is 6 minus each level 6 for attributes and powers, minimum of 1.

6 – Attributes (3) – Powers (2) = 1

That finishes off the character creation. Here is the Whirling Dervish!