Saturday, April 2, 2011

Captain America

Captain America is a personal favorite as far as comic book heroes go, so I thought that he would make a good test character for this. First, a little history. Captain America, as a character, was created in 1941 for Timely Comics, by Joe Simon and comic legend Jack Kirby. It's somewhat ironic that Captain America, a tall, muscular, blond-haired, blue-eyed ubermensch, was created as a character that fought Nazis - and one of his creators, Jack Kirby, was Jewish. Captain America's kid sidekick, Bucky, was named after a childhood friend of Joe Simon. For a gallery of many people's favorite images of Captain America, you can go here. And now, the character.

Steve Rogers, in the Marvel Universe, was born on July 4th, 1917. He was born in the Lower East Side of Manhattan, and his parents were Irish immigrants; after his father died when Steve was a child, he was raised by his mother. Steve's mother would later die of pneumonia when he was a teen, leaving him basically alone in the world. By the time World War 2 was starting, Steve was in his early 20s, working as an illustrator. He was a tall, skinny, not terribly healthy young man, but he was a patriot, and believed in the United States - so much so that he tried to enlist. He was rejected, though, on grounds of his poor physical fitness - but seeing the degree of commitment in this young man, General Chester Philips offered Steve a chance at a secret project called Operation: Rebirth. Rebirth was tasked with the creation of super-soldiers, and Steve was an ideal test subject - both because of his patriotism, and also because his condition as unfit for regular duty meant there would be no real loss to the military if the project went wrong.

After a rigorous selection process, Steve was chosen as the first test subject for the Super-Soldier serum by Dr. Abraham Erskine. The process involved injections, drinking of some part of the serum, and exposure to something called Vita-Rays, but at the end of the treatment, Steve Rogers had gone from being a scrawny, sickly young man to a man in the absolute peak of physical fitness. Despite the success, though, it was followed immediately by tragedy - a Nazi sleeper agent, seeing the serum's success, shot and killed Dr. Erskine, who had committed key parts of the serum's creation to his memory, meaning it could not be reproduced. Rogers chased the Nazi spy, but the Nazi died in the chase. With only Steve Rogers to show as a success of the project, the military decided to use Steve as a propaganda and counterintelligence agent - and so Steve is given a new uniform (designed from his own sketches), a shield, his new identity as Captain America, and a cover story as a clumsy private at Camp Lehigh in Virginia - which is where he first meets his sidekick, James Buchanan 'Bucky' Barnes, the camp's teenage mascot.

Bucky discovers Steve's secret identity, and offers to keep it secret if he can work as his sidekick, which Steve agrees to (though, depending on version of the story, Bucky may have been paired with Steve on purpose, to do the dirty work that Steve couldn't). Soon after, Steve meets President Roosevelt, who gives him a different shield, made of a light, nearly indestructible new alloy of steel and vibranium - his iconic circular shield, that he often uses as a thrown weapon. Captain America and Bucky then go overseas to fight the Nazis, teaming up with other superheroes (forming the original Invaders) and fighting a number of Nazi villains such as the Black Talon, Hangman, White Death, Baron Zemo - and his greatest foe, the Red Skull. It is on one such mission to destroy an experimental drone, armed with large amounts of explosives by Baron Zemo, that Captain America and Bucky are lost - as they hung on as the drone lifted off, they tried to defuse the explosives, and they managed to cause it to explode prematurely - blowing both off, and causing the world to assume they were dead.

Captain America, though, was blown into the freezing water, and due to his enhanced systems, survives to be frozen in a block of ice - and remains that way for decades, until he is eventually discovered floating in the North Atlantic by the group that would become the original Avengers. Once he is thawed out, his experience in combat and his leadership skills help him to become the leader of the Avengers, but he feels like a man out of his time - everyone he knew is either dead or decades older than he is, and he is wracked with guilt over the perceived death of his young sidekick. Still, though, he takes it upon himself to act as the leader and the conscience of the Avengers, and is a mentor and friend to many of the heroes of the Marvel Universe. Most recently, he discovered that Bucky didn't die, but had been recovered by Russians - and programmed to become a sleeper assassin, who had only recently begun to break from his programming.

After reuniting with his former sidekick, Captain America faced off against some of his oldest compatriots in the big Marvel event, Civil War - Captain America championed the heroes who felt that they should not be forced by the government to register and give up their secret identities, and had to oppose the leader of the pro-registration forces, his old friend Tony Stark - Iron Man. He fought the good fight, but eventually Captain America surrendered, and was being brought to trial for his actions when he was apparently assassinated. In reality, he was shunted out of step with time, so that his old foe, Red Skull, who had survived in one form or another, could transfer his consciousness into Steve Rogers' body. Steve Rogers was eventually brought back into regular time, his consciousness overpowering the Red Skull's, and he returned - to find out that, inspired by how his former partner had gone to such lengths to save him, Bucky had taken up the mantle of Captain America. After going on to help a coalition of heroes save Asgard - and possibly the world - from destruction at the hands of Norman Osborn, Steve Rogers is appointed to the position once occupied by old companion Nick Fury, and leaves Bucky with the mantle of Captain America.

Much of this is easily found out by looking up a history of Captain America online. So why is Captain America so important? In the Marvel Universe, he was one of the first heroes written, though others are placed earlier in the timeline of the universe. He is a charismatic leader, one who makes friends of virtually every hero he meets - he does, after all, become leader of the Avengers after being frozen for decades. He walks among heroes who can shake the earth, and at least one constant friend - Thor - is a god. Even though Captain America has no truly superhuman powers, though, he is seen as an equal, if not more. Why? Because, I think, he is a symbol. He wears the flag of the US, and champions the ideals of America, but seems called to something higher - as he says at one point, "I'm loyal to nothing, General...except the [American] Dream." He is loyal to his friends, and merciful to his enemies, and always tries to help those around him be better. He rises from essentially nothing - a poor son of immigrants - to become one fo the greatest names in the Marvel universe, fighting for truth, justice, and the American way.

One of my personal favorite Captain America stories takes place out of continuity, in a trade called Captain America: The Chosen. In it, it is revealed that, for whatever reason, the Super-Solder serum is failing, and rapidly, and so Captain America is dying. Even without his physical abilities, he wants to help, so he joins a remote-viewing project, using his background as an illustrator to help him visualize and draw targets and locations of terrorists and other villains. While doing so, he finds that he can actually project an image of himself - which at first he uses to try and confuse enemies, but then decides, as his condition progresses more rapidly, to appear to normal Americans - doctors, firefighters, and in particular, a soldier stationed in Afghanistan. It seems that Captain America's simple presence, even as a projection, makes people push themselves harder, and Captain America follows this soldier - and, when the soldier and his unit are trapped inside a cave with no easy way out and several injuries, Cap helps this soldier find a way out, using reserves of strength and will he didn't know he had. Meanwhile, in the lab where Captain America is dying, the President, hearing that one of the nation's greatest heroes is dying, comes to visit him on his deathbed - and is attacked by a terrorist agent lurking in the lab as part of the cleaning staff. With his last strength, Captain America throws his body between the terrorist and the President, and dies - but not before one last push through the project, causing people across the world to see him, inspiring them in a time of need.

Captain America is a man who gives everything for what he believes in. He inspires those around him through his actions, and even though he wears the flag, his sense of right and wrong knows no borders; even those of other nationalities, creeds, and faiths seem to feel the power of his beliefs. As Hercules says in Captain America #444, "On Olympus, we measure wisdom against Athena...speed against Hermes...power against Zeus. But we measure courage...against Captain America." He fights against impossible odds, at times; even as a man with no superpowers, he has fought against universe-threatening foes like Thanos, Kang the Conqueror, and Ultron. In a time where America is often seen as a bully, or worse, Captain America is a symbol of everything that America should be, and should work towards being. In short, Captain America is the ultimate symbol of hope - and the American Dream.

“Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole COUNTRY decides that something WRONG is something RIGHT. This nation was founded on one principle above all else: The requirement that we stand up for what we believe, no matter the odds or consequences. When the mob and the press and the WORLD tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole WORLD -- 'No, YOU move."”- Captain America

Saturday, January 22, 2011

Closed

Until further notice, I won't be adding to this blog due to lack of interest.

Tuesday, January 18, 2011

The Big Chair

It's been a long time since I actually ran a game for a group. So long, in fact, that I have trouble remembering exactly when the last time was. I remember doing so for years in middle school, then in high school, and on into my undergrad years, but after that, things get a little fuzzy. And I know my head has often been in a bad place in the years since I got out of undergrad, and I even have a reasonable excuse for that. But I've got all these games that I have that I haven't played, and probably won't get a chance to play, unless I decide to try and make them happen. So I'm thinking that I should get back into the game.

The problem is, I want to try something new, and that has traditionally been a problem. The old favorite games - D&D and the various Storyteller games White Wolf makes - are old favorites for a reason; they're reasonably easy to grasp, and a lot of people know how to play them already. with something new, different, and possibly unusual, I have to not only come at the game with new ideas, but I also have to explain to whatever group I have what the system is, why it is cool and fun, and how to play with it.

Also, most of the people I know who I have gamed with in the past are people who live nowhere near me. While face-to-face gaming is vastly preferable in general (in large part because it becomes much easier to flake out on a meeting you don't have to physically attend), I'm not averse to online gaming; I've put various chat programs to good use in the past, and I'm fairly certain it can continue to work in the future, especially with all the advancements that keep happening. AIM chat is no longer the big thing in online gaming chat; now we have Skype, and virtual tabletops, and wikis, and Facebook. So I think that, since online gaming is possibly the easiest way to assemble a group of players who I know, have met, and have spoken to, even if it requires some scheduling to make happen.

The challenge, then, is finding people to subject themselves to such a game. I'm out of practice running games; like I said, I can't remember when the last one I actually got up and running happened, and while I used to be considered good, I don't know where my lack of practice and other problems have left me. Also, I want to try something new - new to me, that is; some people might have more experience in whatever I end up going with than others. I don't want to play D&D, in any iteration, or any of White Wolf's Storyteller games, however interesting. I'm looking for something I haven't done before, something that does something new.

Some of my more current ideas would be something along the lines of a FATE game, like the Dresden Files or Legends of Anglerre; the FATE system is one I like the look of, and seems to have a lot of potential. Eclipse Phase is high on the list, currently, as a game of futuristic transhuman conspiracy and horror; a bonus is that it was written under the Creative Commons license, so it is legal to download for free. Other games that have been going around in my head are things like Hellas; Rogue Trader; Shadowrun; something using the Cinematic Unisystem, like Buffy or Angel; some kind of superhero game; something in the Mass Effect universe, though likely not my own version, since it strays a bit too close to D&D; games using the One Roll Engine, like Reign or a version of Fallout I'm reading through; and I'm open to other suggestions.

If you have any interest in something like this, let me know, by whatever means you feel like; comment here, send me an e-mail, leave a note on my Facebook page, send me an IM, give me a call, hell, even tweet at me (my Twitter handle is, unsurprisingly, knightveritas). I have no interest in forcing people into playing a strange new game, but I am open to suggestion, discussion, and ideas, so please, let me know what you're thinking.

Tuesday, January 4, 2011

Simplifying the Buy-In

So, as it may be obvious to anyone who has read a fair part of this blog, I have a lot of RPGs. Most of them, I have never played, and will probably never have a chance to play. Sometimes, this is just because of lack of players, or lack of interest on the part of players I do have, but sometimes it is something I think I can possibly do something about - the complications of the game itself. Some RPGs have these great ideas, that sound like a lot of fun to play with - but when you get into the system, especially the key part for new players - character creation - it becomes kind of a mess. That's where you lose people.

I take a lot of systems for granted, and most times, it's because I have a fair degree of familiarity with them. I've been playing D&D for almost 20 years now, in various incarnations, so I've got a pretty good idea on how it works (though 2nd Edition's THAC0 system still mystifies me at times). I've been using White Wolf's Storyteller System for quite a long time now, too, and so even the tougher games that use it have a fair degree of ease to me. But since I've used these systems, and many others, for so long, it's all become old hat to me. This makes me tend to often assume facts that are not in evidence when it comes to gaming - namely, that other people will see the systems the way I do.

The problem is, though, at least with trying to bring in new players - especially new players who are basically entirely new to the idea of tabletop RPGs - is that they aren't familiar with the system, and sometimes the most complex parts of the system are right up front in the character generation process. It's easy enough to say, for example, that D&D is essentially a d20-based system; it uses a 20-sided die for most conflict resolution, whether skill- or combat-based. But with character generation, you have to distribute points (or roll randomly) for attributes; pick skills; choose a class; choose feats that work, either mechanically or story-wise, with your character; choose powers for you character; choose equipment. Similarly, with the Storyteller System, most things are accomplished in-system by adding a stat + ability, rolling a number of 10-sided dice, and seeing how many reach or exceed the target number. But for character creation, first you need to pick a concept; then a Nature; then determine which type of supernatural/superpowered being you are; then often faction within that character type; then you have a pool of points for attributes, then another for abilities, then backgrounds, then powers, and finally, an entirely separate pool of points that can be used to add to just about anything.

Now, with a lot of practice, a good GM can guide a player through this, but it's still intimidating and sometimes difficult to work through. Even if you guide a new player through the process, there's a fair chance they won't really know what exactly happened. You can always create a pre-generated character for a new player, to use until they get used to the system, but then they aren't getting their character. So the ideal system to bring in new players, players who are unfamiliar with tabletop RPGs, is one that doesn't use a confusing character generation system - or thinking up some way to describe the system, and how to build a character, that breaks everything down into more digestible parts.

Personally, I could go for both solutions, but I often find that using simpler systems makes me a bit crazy, because I'm used to more complex systems - for gaming purposes, anyway. So I think I prefer method 2 - breaking down a more complex system into more manageable pieces, easier to explain. So, in at least a couple of instances, I have written out basic primers for games. Most recently was for a D&D game I was thinking about running (that never got off the ground because I am bad with scheduling); I tried to simplify the core ideas of 4th Edition D&D character generation to about 8 pages , typed out as a Word document. It needs a bit of updating, since some things have been added since then, but shrinking the basics of a 200+ page book down to about 10 pages seems like a pretty good job to me. I did something similar with the previous edition of D&D, too, though probably not as succinctly, and I'm thinking about doing this for the Storyteller System - though something like that would probably have to be modified for each specific Storyteller game.

I'm not exactly sure why this idea came to me when it did; maybe I was just looking for something to say about gaming and my personal experience. I don't claim any great expertise, but it's my blog, so I'll share what I know (or think I know) and what I'm thinking. After writing a long paper about complexity in academic writing, I felt this was something interesting, and something that bothered me; I've never liked the idea of losing a prospective new player, especially one who I know is very interested, enthusiastic, and creative, just because the character creation and general system introduction was too complex. So, if you're looking for something like this for a game you want to run, but think might be too big a buy-in for new players, feel free to ask me - I have a fair amount of free time, I'm familiar with virtually every system of every game I've gone through over the last year, and I can always use the practice. I'm not looking to break copyrights or infringe on trademarks, just try to make it easier to bring some new blood into the hobby.

(I take requests for blog topics, too, especially if it's something I think is cool, so suggestions, and comments, are always welcome.)

Friday, December 31, 2010

Rogue Trader, Part 2

Back when I was in high school, in the dark ages f the mid-90s, I got into playing the miniatures wargame, Warhammer 40,000. A science-fiction wargame set int he grim darkness of the far future, there were any number of factions to play. Nominally on the good guys side were the Imperial Guard, the standard human armies of the tens of thousands of Imperial human worlds, and the Space Marines, essentially super-powered monk-knights with power armor, the elite of the elite, the warriors sent into the toughest fights to face the most terrifying foes. I was always fond of the Eldar, the 'space elves', looking to outrun the reach of the gods of Chaos and survive as a race.

Rogue Trader is one of three tabletop games set in the Warhammer 40,000 universe; the first was Dark Heresy, about acolytes of an Imperial Inquisitor doing their master's grunt work, trying to save the Imperium of humanity from heresy, aliens, and other assorted mischief. The third is Deathwatch, where you play part of a squad of the aforementioned Space Marines, committing commando raids and secretive operations into dangerous territory for the good of the Emperor. Rogue Trader, however, is a different animal altogether.

While the human Imperium in the 40k universe is generally portrayed as superstitious, xenophobic, and sometimes fanatical, Rogue Trader is the one of these that is not like the others. Rogue Traders are privileged traders, merchants, privateers and such that are given special Warrants - signed by the Emperor himself, supposedly - to go beyond the bounds of the Imperium, looking for ways to expand the grasp of humanity - and make themselves rich in the process. Think of Rogue Trader as Star Trek - but the ships are kilometers long, with crews in the thousands, if not tens of thousands, and while Rogue Traders do boldly go where no others have gone before, they don't do so just for the joy of exploration - they do so to make money. And because of their Warrant, they have carte blanche to do what they want - they can associate with proscribed alien races, attack planets, and defy the authority of other Imperium officials in pursuit of their job. This makes Rogue Traders, for the most part, a more free-wheeling, liberal group than other human of the Imperium - though that's not saying much.

Even the standard character types conform to the types of officers and characters you'd expect to see on a Star Trek bridge crew. FIrst, you have the Rogue Trader - head of the crew, the captain of the ship, bearer of the Warrant - the big cheese. Then you have the Arch-Militant - head of the ship's security forces, master of arms, general security officer and soldier. The Navigator - the man whose special talents allow him to navigate the hellish Warp, which allows mankind to travel between stars - is the navigation officer. The Astropath - who blinds himself to augment his psychic ability, which allows him to communicate at intergalactic distances - is the communications officer. The Explorator, a tech-priest who worships the Omnissiah, a technologically divine version of the Emperor, harbors all the secret and divine knowledge of forbidden technology - making him the equivalent of the science officer. The Seneschal, who handles logistics, commercial operations, and is generally the Rogue Trader's right hand, is the first officer. The Void Master, who has mastered one or more of the ship's systems, such as gunnery, the helm, the ship's sensors, or smaller craft, fills a number of roles.

In one of their newer supplements, they added options for players of Rogue Trader to play one of two alien species - a big deal in the 40k universe, since most humans fear anyone non-human, and even those humans who have been mutated by radiation or other problems. The Kroot are a race of alien mercenaries, who consume to corpses of their fallen foes - and who can use the DNA of their foes to alter future generations of Kroot. Though primitive, the Kroot are effective mercenaries, but the real surprise is the inclusion of Orks. In the 40k universe, Orks are the closest thing to a universal plague - they are born from fungi, grow larger through combat and confrontation, and fear nothing. They live to fight - and are something like a cross between an English soccer hooligan and a Terminator. Some can be pacified for short times with promises of combat, or transport to combat, or things to help them in combat, but they have no other joy in life but to fight.

Personally, I'm hoping that, in the future, Rogue Trader supplements add Eldar to the races that can ride along with a Rogue Trader - mostly because I always liked the Eldar, they were an interesting take on the whole idea of elves. I like Rogue Trader, even if I never get a chance to play it, because of the atmosphere of the 40k universe, the idea of being the command crew for a ship big enough to house a small city, and the way to game looks like it would run. Personally, I've always been fond of playing characters who hit, shoot, or otherwise destroy their enemies, but I could see myself getting into playing an Explorator Tech-Priest, or maybe a Void Master gunner or pilot. Any game that tempts me into playing outside my standard character type is one that I want to play, and Rogue Trader is pretty high up on that list.

Thursday, December 30, 2010

Scion, Part 2

Back in early November, I did my whole character creation thing for Scion, a game where you play the modern children of ancient gods. I'm looking at actually playing Scion for the first time in a long time now, so I thought I might come back to it. It doesn't hurt that the first Scion book is one of the few I was able to bring with me on 'vacation' to Florida over Christmas break.

I've been interested in mythology for a long time, probably since before middle school. Mostly, I focussed on the myths surrounding the Greek and Norse gods, because they are two of the most well-known Western mythological groups. I've also been into White Wolf as a game company for a long time - since high school, at the very least, where I ran a long-running game of Werewolf: the Apocalypse, as well as some other, shorter games, like Project Twilight. That means I've probably had about 15 years of experience with the Storyteller system - which is a little depressing personally, but not terribly relevant.

Bringing mythology together with the Storyteller system was a big deal for me when I first heard about it; I hadn't really thought about it before, but a game about modern mythic heros and demigods really hit a chord. Initially, however, after reading the books I wasn't too thrilled about the system. Looking at the way powers were divided - the personally focussed epic attributes, and the more wide-ranging divine powers - I thought the game wasn't really all that balanced.

Of course, after I thought about it for a while, I realized that was the point. There's no reason a Scion focussed on fertility god powers should be as effective in combat as a Scion of a war god. And even a Scion of a war god can choose to either focus on personal combat powers - in which case he'll take epic physical attributes - or on causing others to be better in combat, in which case he'll take powers in the War purview. Balance is not one of the key ideas of Scion, because mythologically, the gods were never balanced - they were each focussed on their own area.

The mechanics in some ares of Scion are a little crazy, yeah, but a lot of that only happens when you start getting to the higher power levels. Epic attributes, for example, grant automatic successes on certain types of rolls, and they increase geometrically - Epic Stat 1 gives 1 auto success, Epic Stat 2 gives 2, Epic Stat 3 gives 4, and so on. This is fine early on, while Scion is still played in the Hero stage, but near the end of Demigod or God, the geometric successes mean that someone with, say, Epic Dexterity 7 is essentially guaranteed to defeat someone who only has Epic Dexterity 6. That's because the person with Epic Dexterity 7 has twice the automatic successes of the person with Epic Dexterity 6. But this is easy enough to change by just making the automatic successes and such progress in a linear fashion - Epic Stat 3 gives 3 successes instead of 4, and Epic Stat 4 gives 4 successes instead of 8.

After that, there's only a couple of other problems with Scion, and some of them are only going to come up if a player knows the Storyteller system well and how to game it. Scion uses a stat called Legend, for example; it represents how well-known and powerful your character is, and you can't progress to the next power level - from Hero to Demigod, or Demigod to God, without Legend. Now, in theory, though the base level of Legend is 2, you can push it as high as 4 during character creation - and this means you only need a minimum of experience points to push it to 5, and thus Demigod level. But a character who does that is bypassing everything else, and the GM has an easy way to delay the switch to Demigod - the jump in levels requires a visitation by the Scion's divine parent, and a confirmation by them that the character is ready to move up in the world.

It seems that a lot of the mechanical problems of Scion can be solved - but in most cases, they can only be solved with a good GM who pays attention and players who try to follow a particular theme rather than trying to game the system. I know I've been guilty of that before, so I don't count myself out of that group, but I generally try to keep to the spirit of the game. So I am looking forward to being able to play Scion again in the near future, even if I am playing the combat monkey in a group full of characters who can likely lead my character along by the nose. Because half of the fun of gaming, at least for me, is the interaction with the group, and it'll be a crazy time in a group playing the children of gods.

Saturday, December 25, 2010

Eclipse Phase

It's been a while since my last entry, but in my defense, it's been busy - the end of the semester with papers due, the new expansion for World of Warcraft, and being down with my family in Florida for the holidays, away from most of my books - and the ones I brought, I've already done characters for. But now, after Christmas, I have at least a couple new games to enter, and tonight, I'll be doing one, called Eclipse Phase.

Eclipse Phase is a science fiction RPG, set a century or two into the future. As time went on, people developed greater and greater technology, and some even moved out into space to colonize and mine and develop there. Soon enough, seed AIs - AIs that could improve and learn on their own - were developed, and not long after, they got angry. They slowly started conflicts that spread into wars, and those wars began to consume the world - and even after humans realized it was these AIs, called TITANs - Total Information Tactical Awareness Networks - they still fought each others. When things looked worst and the TITANs were winning, people fled the earth in droves, both in human form and in digital uploads of their consciousness, and the TITANs followed - and then, for whatever reason, they disappeared through the Pandora Gates, moving into unknown areas of the universe.

Now, humans survive in forms that are often hard to see as human - they have moved into a phase of transhumanism. Minds can be transferred into new, genetically engineered - or entirely robotic - bodies. They can be stored digitally. They can be backed up, in case a body - called a morph - is killed. The mind may not even be human - it may be a carefully controlled AI or an uplifted animal. Humanity, lessened to half a billion from a population of over 8 billion, now lives among the stars, unable to return to an Earth war-torn, ecologically wrecked, and still infested with some TITAN constructs. Split into many nation-states, hypercorporations, and factions, with economies of both money and reputation, doing things as varied as exploration of planets, searching for alien artifacts, negotiating with the alien Factors, trying to reclaim the Earth, fighting for your favored faction, or trying to find out what the TITANs wanted and where they went, the characters of Eclipse Phase have their work cut out for them.

Eclipse Phase uses a percentile system, using 2d10 - one as the tens die, one as the single digit die; the aim is to roll under. For this character, I think I'll want to make an explorer-type character, because exploring this kind of setting sounds fun, and risky. Explorer will be my character concept, then. Next, I choose my Background, from a list provided; I'll make my character one of the first generation of Original Space Colonists; this means that when I get to skill selection, I will add +10 to either Pilot: Spacecraft or the Freefall skill, +10 to a Technical, Academic, or Profession skill of my choice, and then +20 to a Networking skill of my choice. Some backgrounds have a disadvantage, but not this one.

Next comes my choice of Faction; there are quite a few, but I have to choose one. I think the one that fits me best will be the Titanian faction, the faction of the Titanian Commonwealth's socialist cyberdemocracy. This gets me +10 to two Technical of Academic skills of my choice, and +20 to the Networking: Autonomists skill. As with backgrounds, factions can have disadvantages, but not this one. Now, I get to spend some points. There are 7 aptitudes: Cognition, Coordination, Intuition, Reflexes, Savvy, Somatics, and Willpower. I have 105 points to spread between them. For simplicity, I will put 15 in Cognition, Coordination, Reflexes, Savvy, and Somatics. I will put 10 points in Willpower, and then 20 in Intuition. I then gain my natural Language skill at 70 + my Intuition score; I'll take English, and so it will be rated at 90. I then start with a Moxie stat - a representation of my ability to face down challenges and overcome obstacles - of 1. I have 5,000 credits to purchase gear, and 50 Reputation Points to spread between the reputation networks of my choice - I'll put 20 points with Firewall, the default PC organization, and 30 points with the Research Network, a group of scientists, explorers, and researchers.

Now, I get to spend a lot more points - 1000, to be exact. I spend them to buy skills, Moxie, aptitude points, money, or reputation - as well as an initial body, or morph, to start in. It costs 1 points per skill point up to 60, so I'll start there. I'll take 30 points each in Academics: Astrosociology and Academics: Astrozoology, as well as Academics: Xenolinguistics - I'll designate these three as the targets for my background and faction skills, too. Then I need to take 400 points worth of active skills - those skills which require physical activity. I'll take 30 in Fray (fighting), and 20 points in Freefall. Then 40 in Freerunning (to help me get around on my own). Since I'm an explorer, I'll want a few points in Investigate; I'll spend 20 there. I'll spend 15 points in Kinesics, too. I want to be able to patch myself up, so I'll spend 25 in Medicine: Paramedic. I'll want to be able to find my way around, so I'll spend 40 points in Navigation, and 10 in Pilot: Spacecraft. I'll put 40 points in Perception, as well - nice to se what's going on most of the time, right? I'll put another 25 in Kinetic Weapons, so I can shoot at things a bit. Then I'll put 30 in Infiltration, so I can sneak around - why fight when you don't have to? I'll put 25 more in Pilot: Groundcraft, so I can make my way around on the ground, 40 in Scrounging, and spend my last 40 of the 400 with 30 in Hardware: Groundcraft and 10 in Climbing.

I'll spend 60 points to increase my Moxie by 4, up to 5. Then 50 more, to add 5 points to Somatics, to raise it to 20. I'll reserve 50 points for my morph. This leaves me with 365 points. Now, while I had to spend 400 points on physical skills, I need to spend 300 on Knowledge skills. I've already spent 90, so I have 210 left. I'll start with Interests: Gatecrashing (I want to know all I can about the mysterious Pandora Gates) at 40. I'll also take Interests: Sci-Fi Aliens at 40. Then I'll put 20 in Networking: Firewall, and 20 in Networking: Autonomists. Then I'll put 30 each in Profession: First Contact, Profession: Surveying, and Profession: Smuggling Tricks (sometimes, you just have to make ends meet). That's all my Knowledge skills, but I'll spend a few more. I'll put 20 in Language: Mandarin, and 20 more in Networking: Scientists, and 30 in Academics: Memetics. I have 70 points left; I'll spend 50 to get both of my current reputations up to 50, and the last 20 on the Fast Learner trait (I improve skills and learn new ones in half the time it normally takes) and Situational Awareness (I maintain continuous partial awareness of my surroundings, making me hard to distract).

Now, with my 50 remaining points, I choose my morph; personally, I like the Olympian morph - it's kind of like having your body be like Captain America. It has a decent Durability and Wound Threshold, and gives me +5 Coordination, +5 Reflexes, +10 to Somatics, and +5 to Willpower. It comes with the Basic Biomods, Basic Mesh Inserts, and Cortical Stack implants This actually only costs me 40 points, but I'll keep the last 10 points for a rainy day.

Then I choose my gear, using my 5,000 starting credits. For armor, I'll buy a basic VacSuit, and for a weapon I'll buy a Kinetic Assault Rifle. I'll buy a few more implants for my morph - the Adrenal Boost, Direction Sense, Enhanced Vision, Medichines, Oxygen Reserve, and Temperature Tolerance. these will help me as an explorer to survive harsh environments, and sometimes harsh people. Then I'll buy an assortment of other gear - Backup Insurance for 1 month (so I can get a new body if I die suddenly), Breadcrumb Positioning System (like GPS, but in SPACE!), a Diamond Axe, Electrogravity Net, Electronic Rope (like rope, but with power!), a knife, portable lidar/radar system, radio booster, shelter dome (fancy tent), spindle with spindle climber, tactical network software, traction pads, and an ultitool (Leatherman x Swiss Army Knife + space tools).

Finally, I choose motivations. These are three ideologies, goals, or other reasons I have to do what I do; whether I follow the ideology of a cyberdemocracy, subscribe to hypercapitalism, or pursue knowledge of nano-ecology. The book has a list, but also encourages you to find your own; for this, I'll go with the book's list, and choose Alien Contact, Exploration, and Nano-Ecology. And so, at the end, my character will look like this:

Pandion
Titanian Explorer
Background: Original Space Colonist
Faction: Titanian
Morph: Olympian
Motivations: Alien Contact + Exploration + Nano-Ecology

Aptitudes
COG 15
COO 20
INT 20
REF 20
SAV 15
SOM 30
WIL 15

Stats
Moxie 5
TT
LUC
IR
WT 8
DUR 40
DR 60
INIT 70 (80)
SPD 1

Skills
Academics: Astrosociology 55
Academics: Astrozoology 55
Academics: Xenolinguistics 55
Academics: Memetics 45
Climbing 40
Fray 45
Free Fall 35
Freerunning 70
Hardware: Groundcraft 45
Infiltration 50
Interests: Gatecrashing 55
Interests: Sci-Fi Aliens 55
Investigation 40
Kinesics 30
Kinetic Weapons 45
Language: English 90
Language: Mandarin 40
Medicine: Paramedic 40
Navigation 60
Networking: Autonomists 55
Networking: Firewall 45
Networking: Scientists 35
Perception 60
Pilot: Groundcraft 40
Pilot: Spacecraft 35
Profession: First Contact 45
Profession: Surveying 45
Profession: Smuggling Tricks 45
Protocol 25
Scrounging 60

Traits
Fast Learner
Situational Awareness

Rep
Firewall: 50
Research Network Associates 50

Equipment
Armor: VacSuit
Weapon: Kinetic Assault Rifle
Implants: Adrenal Boost, Basic Biomods, Basic Mesh Inserts, Cortical Stack, Direction Sense, Enhanced Vision, Medichines, Oxygen Reserve, Temperature Tolerance
Gear: Backup Insurance (1 month), Breadcrumb Positioning System, Diamond Ax, Electrogravitic Net, Electronic Rope, Knife, Portable Lidar/Radar Sensor System, Radio Booster, Shelter Dome, Specimen Container, Spindle with Spinlde Climber, Tactical Network Software, Traction Pads, Ultitool