Chuck Dee

Doorway into Imagination

This entry will be different – I'm using a character generator to make the character, then trying to fit it together afterwards.

Name: Aartem Kytsev Class: Gutterborn Scum HP: 4/4 Omens: 2 (d2)

Background

As a child, Aartem grew up kicked and beaten around the kitchens of an inn in Schleswig- he didn't know this was because he was a byblow of a noblelady sold to the inn keep. He kept him in clothes and food, and used him for tasks, but never showed any manner of family inclination towards Aartem. Because of this he never saw an honest days' work as a real option, and as he became older abandoned his chores regularly to make more money than his even regular chumps around the inn made in a week of work with a fast blade and a dark alley.

He's both arrogant because he's never been caught, and worried that one day his luck will run out, though it hasn't so far. He's covered himself in (for some) blasphemous tattoos to show just how much he doesn't care what others think more than any belief. As for he himself, he believes in no one, other than the skull of one of his friends he killed when he thought he was betraying Artem. He cleaned it himself, and carries it with him, still calling it Siggy. He tells it everything- he can't trust anyone but the dead.

Gutterborn Scum: Stealthy, Escaping Fate

Abilities

Strength +0 Agility +1 Presence +0 Toughness +1

Equipment

Waterskin and 3 days' worth of food Knife d4 damage Handaxe d6 damage Leather armor -d2 damage, tier 1 Skull, a trusted friend Chewing tobacco 5 doses Noose 20 silver

Part 1: Envisioning the Character

Lyndon Ward grew up in a poor, working class family. His father was a whaler- not a member of the gang, but one of those that went to sea for months at a time in order to harvest the resources those great sad beasts provide. His mother raised him alone for the most part, supporting them with the charms she possessed, with his father appearing sporadically to impose his alcoholic authority on the household. The last time he arrived, his son was alreayd out in the streets, his wife dead of consumption. With his father's bulk and his mother's hustle, he found himself rising in the ranks of the Howlers, his reputation for merciless brutality and swiftness of violence removing as many obstacles as his own deadly skills.

Part 2: Building the Character

Personal Truths: Mercilessly brutal fighter who is quick to violence, Orphan in all but name seeking to never rely on another again Archetype: Duellist Outlook: Sanguine

Skills: Fight: 7 Move: 7 Study: 4 Survive: 4 Talk: 5 Tinker: 4

Styles: Boldly: 6 Carefully: 4 Cleverly: 4 Forcefully: 5 Quietly: 5 Swiftly: 7

Focuses: Brawling 3 Freerunning 3 Fencing 4 Steath 2

Talents: Flashing Steel Dangerous Ambition

Belongings: Fine Sword

Contacts: Gustav Ford – member of the guard and childhood friend

Part 3: Final Character and Conclusions

Name: Lyndon Ward Description: Broad of shoulder with chiseled features, Lyndon Ward appears the powerful hero. His black hair chaotically frames his face, his grey eyes piercing and always scanning for threats. His demeanor, however, is more befitting where he grew up- quick to violence and quick to make decisions- a moment's pause can be the difference between life and death. Where others might turn to violence at the drop of the hat, he'd already move before the hat was even touched. Background: Lyndon Ward grew up in a poor, working class family. His father was a whaler- not a member of the gang, but one of those that went to sea for months at a time in order to harvest the resources those great sad beasts provide. His mother raised him alone for the most part, supporting them with the charms she possessed, with his father appearing sporadically to impose his alcoholic authority on the household. The last time he arrived, his son was alreayd out in the streets, his wife dead of consumption. With his father's bulk and his mother's hustle, he found himself rising in the ranks of the Howlers, his reputation for merciless brutality and swiftness of violence removing as many obstacles as his own deadly skills. Personal Truths: Mercilessly brutal fighter who is quick to violence, Orphan in all but name seeking to never rely on another again Archetype: Duellist Outlook: Sanguine

Skills

Fight: 7 Move: 7 Study: 4 Survive: 4 Talk: 5 Tinker: 4

Styles

Boldly: 6 Carefully: 4 Cleverly: 4 Forcefully: 5 Quietly: 5 Swiftly: 7

Focuses

Brawling 3 Freerunning 3 Fencing 4 Steath 2

Talents

Flashing Steel Dangerous Ambition

Belongings

Fine Long Knife and Heavy Knuckle Dusters

Contacts

Gustav Ford – member of the guard and childhood friend

Part 1: Envisioning the Character

I'll make Kiril Kazak – a right bastard that's good with a gun. In Vast Grimm, there's no use in getting attached to the character, so I'll flesh him out if I ever play him- but there's a reason behind the fact that he doesn't trust anyone and doesn't want anyone to get attached. He's just too closed off for it to be on the surface at the beginning.

Part 2: Building the Character

I already have in mind that his class is Treacherous Merc.

His class says I roll 3d6 + 2 for TOUGHNESS and 3d6 -1 for Agility – all others are 3d6 straight for 16 toughness (+2) and 11 Agility (+0), the others are 10 and 11- both +0. D10 on weapons is 10 for energy sword, and d4 on armor is 3 for police armor.

Rolling for his skills, I get arena brat and dirty player. His HP is toughness + d8 – is that the original roll, or the final stat? Knowing that it is deadly, it's probably the original roll, so that would be +2 +4 = 6. Yup... really soft target. 30 credits and 3 favors.

Then I roll his backgrounds – childhood gets that he's brutal and tricky which fits. One hand is frostbitten and black- maybe he was threatened with getting spaced? And idiosyncrasy... I get to play a crazy person! then I just roll his equipment and spend his cash- I get a rifle to go along with the sword.

Part 3: Final Character and Conclusions

Name: Kiril Kazak Class: Treacherous Merc

AGILITY: +0 PRESENCE: +0, +2 for Piloting STRENGTH: +0 TOUGHNESS: +2

HP: 6 Favors: 3

UNPREDICTABLE SOLDIER – Raised in the arenas on the Waste Barges of Khallar you eat, sleep and breathe violence. Lots of violence. You are a well known champion. A violent one. DIRTY PLAYER – You are just fine with below-the-belt kicks, sneak attacks and sucker punches. Gain +2 on attack rolls where you can attack your opponent’s less defended areas. Gain +3 if you can prove that it will be a truly underhanded attack to the GM. MISSPENT YOUTH: Brutal and Tricky BATTLE SCARS: One Hand Frostbitten and Black IRRITATING IDIOSYNCRASY: The inside of your skull has an incessant itch which you believe is a würm you call Siggy. You talk to Siggy. EQUIPMENT: Spacepack (holds 6 items), Laser torch. (4 charges/use). Cuts through 3’ of 5” thick metal/use DR12. Crate of freeze-dried rations (22 days worth). Energy Sword (d10, 4 charges/strike), Pulse Rifle (d8, 6 charges/use), Police Grade Carbon Fiber (-d4 damage, -2 AGILITY and DEFENSE tests) Credits: 8

Part 1: Envisioning the Character

Sam Whitman grew up in the system. His father was a crooked cop, and his mother died in the fallout when his father was found out. to say he had trust issues was putting it mildly, and growing up on the street his lack of respect for authority and his natural intelligence got him in trouble more than once. But it always seemed to go away. He was sponsored in a special program that only a few select children in the system were chosen for, and found his life change as he was cared for and in the best schools- but the damage had been done. His increased access only made his scams larger. He was eclectic, running cons and forgeries of everything from petty documents to artwork. It wasn't until later that he found out he wasn't as clean in his work as he'd thought- the company had its eye on him for a while, and pulled him in once there was nowhere for him to go.

He was a valuable asset for the agency, able to blend in most places and his natural charm and abilties helping once he was inside to pull off elaborate cons for various purposes, supposedly on the side of the angels. But even as he started to get more in touch with his side that wanted to help, he chafed at the authority over him. This was aggravated as he began to see strange things in his assignments. He became close to one of his sources- he didn't like that he worked for the company, but liked Same, so they had a unique relationship that helped him work at an even higher level than he would otherwise. When found out his balking and questions were causing problems for his mentor, and his source found out that his mentor had been the one to groom him- paying because he felt guilty about dragging his father down, he decided to leave. Faking his death, he got out. But that's when things really started to get weird...

Part 2: Building the Character

I want Sam to be cool as a cucumber, so I make his MOS Stability. Along with that, I want him to be skilled in moving in high society and pulling jobs, so I get the backgrounds Black Bagger and Cuckoo. He wants to find out the truth of what happened to his father, and help others with his newly found morals, so I'll make his drive Restoration.

Sources of Stability- since he can no longer be himself, and hides himself in covers, his actual passport reminds him of who he is. His old CI is of course still in his life. And I'm going to say at one point he was serious about a girlfriend, and he told her about what he did when somethign happened to make it impossible to hide. She disappeared, leaving a note. He took over her apartment under one of his covers, and it's his one safehouse that no on knows about.

With that out of the way, I have to apply the backgroudns, and spend the points- I'm making him for a two person game, so 70 general build points, and 32 investigative build poitns.

Abilities (Investigative)

Art History 2 Criminology 1 History 1 Languages 2 (English, French, Pashto, Urdu, Russian, Hindi, Italian) Bullshit Detector 2 Cop Talk 1 Flattery 2 Flirting 2 High Society 2 Negotiation 1 Reassurance 2 Streetwise 1 Tradecraft 1 Cryptography 1 Data Recovery 1 Electronic Surveillance 2 Forgery 3 (Degas, American Passports, one other) Notice 1 Photography 2 Traffic Analysis 1 Urban Survival 1 (Known City)

Abilities (General)

Athletics 1 Conceal 2 Cover 13 Digital Intrusion 2 Disguise 8 Driving 1 (Motorcycle) Filch 8 Gambling 3 Hand to Hand 8 Health 8 Infiltration 8 Network 15 Preparedness 5 Sense Trouble 4 Shooting 5 Stability 8 Surveillance 4

Part 3: Final Character and Conclusions

Name: Sam Whitman Drive: Restoration MOS: Stability Background: Black Bagger, Cuckoo Previous Patron: CIA Hit Threshold: 3 Investigative Build Points: 0/32 General Build Points: 0/70 Experience: 0/0

Sources of Stability: His Actual Passport York, his old source in the Agency His Ex's apartment in Amsterdam

Background

Sam Whitman grew up in the system. His father was a crooked cop, and his mother died in the fallout when his father was found out. to say he had trust issues was putting it mildly, and growing up on the street his lack of respect for authority and his natural intelligence got him in trouble more than once. But it always seemed to go away. He was sponsored in a special program that only a few select children in the system were chosen for, and found his life change as he was cared for and in the best schools- but the damage had been done. His increased access only made his scams larger. He was eclectic, running cons and forgeries of everything from petty documents to artwork. It wasn't until later that he found out he wasn't as clean in his work as he'd thought- the company had its eye on him for a while, and pulled him in once there was nowhere for him to go.

He was a valuable asset for the agency, able to blend in most places and his natural charm and abilities helping once he was inside to pull off elaborate cons for various purposes, supposedly on the side of the angels. But even as he started to get more in touch with his side that wanted to help, he chafed at the authority over him. This was aggravated as he began to see strange things in his assignments. He became close to one of his sources- York- he didn't like that Sam worked for the company, but liked him, so they had a unique relationship that helped him work at an even higher level than he would otherwise.

Three things caused him to leave the company: First, he found out his balking and questions were causing problems for his mentor. Added to that, York found out that his mentor had been the one to groom him- paying because he felt guilty about dragging his father down. The final straw was Jessica. He'd grown close to her, but one of his ops followed him into what little personal life he had. He had to end up telling her, and finding out he'd been lying about so much was too much for her. Deciding he wanted out, he faked his death. But that's when things really started to get weird...

Abilities (Investigative)

Art History 2 Criminology 1 History 1 Languages 2 (English, French, Pashto, Urdu, Russian, Hindi, Italian) Bullshit Detector 2 Cop Talk 1 Flattery 2 Flirting 2 High Society 2 Negotiation 1 Reassurance 2 Streetwise 1 Tradecraft 1 Cryptography 1 Data Recovery 1 Electronic Surveillance 2 Forgery 3 (Degas, American Passports, one other) Notice 1 Photography 2 Traffic Analysis 1 Urban Survival 1 (Known City)

Abilities (General)

Athletics 1 Conceal 2 Cover 13 Digital Intrusion 2 Disguise 8 Driving 1 (Motorcycle) Filch 8 Gambling 3 Hand to Hand 8 Health 8 Infiltration 8 Network 15 Preparedness 5 Sense Trouble 4 Shooting 5 Stability 8 Surveillance 4

Part 1: Envisioning the Character

Joseph Westmore, youngest son of the Westmore estate, is an idealistic and naive young man. So this was how, even against the urging of his father, he found himself in Europe fighting a war that he should never have been in. His older brother came over also, always making sure to be in his unit- seemingly there more to protect him rather than fight the war. He slipped his brother's protective eye to go scouting with his superior officer. While scouting enemy positions, his superior catches a bullet, and he has to get the scouting reports back to the unit. Lost as he tried to navigate his way back, his brother found him just as they stumbled over some archaic ritual the Germans were performing. He remembers very little of what he saw other than a great shadow and beating wings. His brother tried to protect him, and then was gone in a great splash of blood and screaming- the mixture of his own and the Germans, for his brother died a blessedly brief death. He didn't die alone- followed close behind by the Germans- Joseph himself ran and made it back to the lines. But his nightmare was only beginning. His demeanor changed, and in a haze he'd go out to try to make sense of what he'd seen- to find some enemy that could explain it to him in their entrails. He was shipped out as unfit, but took many years to make it back home- seemingly somewhat recovered, but no longer the idealist. Finding out his beloved mother died while he tried to get himself together weighs on him. He still tries to make out what happened, chasing down leads of the same sort of activity, but he hides the horrific things he's seen from others, knowing that it makes him seem insane- and in truth, he's not sure that he isn't...

Part 2: Building the Character

Though he was a dilettante when he left, I make him a Military Army/Marines with 18 investigative build points and 69 general build points.

I view his campaign as more Pulp mode.

His Drive will be Revenge

His Pillars of Sanity will be Faith that His Brother's death and everything he experienced had a reason, and as the last living heir, the Honor of the Westmore name. Source of Stability – His Fiancee Janet Winston-Rogers, the remaining heir of the Winston legacy, James Westmore, his ailing older father, Wes Benton, a journalist who was also in the War and has seen things.

For his skills, I wanted to have some that showed his life before as a dilettante, which would also be helpful in his new chosen course.

Abilities (Investigative) Art History: 1 History: 1 Languages: 2 (French, German) Library Use: 1 Assess Honesty: 2 Bureaucracy: 1 Credit Rating: 3 Flattery: 1 Interrogation: 1 Intimidation: 3 Reassurance: 1 Art: 1 Craft: 1 Outdoorsman: 3 Photography: 1

Abilities (General) Athletics: 6 Conceal: 4 Driving: 4 Firearms: 8 First Aid: 4 Health: 10 Mechanical Repair: 2 Preparedness: 5 Riding: 6 Sanity: 8 Scuffling: 6 Sense Trouble: 5 Shadowing: 2 Stability: 9 Stealth: 8 Weapons: 6

Part 3: Final Character and Conclusions

Name: Joseph Westmore Mode: Pulp Drive: Revenge Occupation: Military Army Hit Threshold: 3 Investigative Build Points: 0/18 General Build Points: 0/69 Experience: 0/0

Background

Joseph Westmore, youngest son of the Westmore estate, is an idealistic and naive young man. So this was how, even against the urging of his father, he found himself in Europe fighting a war that he should never have been in. His older brother came over also, always making sure to be in his unit- seemingly there more to protect him rather than fight the war. He slipped his brother's protective eye to go scouting with his superior officer. While scouting enemy positions, his superior catches a bullet, and he has to get the scouting reports back to the unit. Lost as he tried to navigate his way back, his brother found him just as they stumbled over some archaic ritual the Germans were performing. He remembers very little of what he saw other than a great shadow and beating wings. His brother tried to protect him, and then was gone in a great splash of blood and screaming- the mixture of his own and the Germans, for his brother died a blessedly brief death. He didn't die alone- followed close behind by the Germans- Joseph himself ran and made it back to the lines. But his nightmare was only beginning. His demeanor changed, and in a haze he'd go out to try to make sense of what he'd seen- to find some enemy that could explain it to him in their entrails. He was shipped out as unfit, but took many years to make it back home- seemingly somewhat recovered, but no longer the idealist. Finding out his beloved mother died while he tried to get himself together weighs on him. He still tries to make out what happened, chasing down leads of the same sort of activity, but he hides the horrific things he's seen from others, knowing that it makes him seem insane- and in truth, he's not sure that he isn't...

Pillars of Sanity

Faith that His Brother's death and everything he experienced had a reason As the last living heir, the Honor of the Westmore name.

Sources of Stability

His Fiancee Janet Winston-Rogers, the remaining heir of the Winston legacy James Westmore, his ailing elderly father Wes Benton, a journalist who was also in the War and has seen things

Abilities (Investigative)

Art History: 1 History: 1 Languages: 2 (French, German) Library Use: 1 Assess Honesty: 2 Bureaucracy: 1 Credit Rating: 3 Flattery: 1 Interrogation: 1 Intimidation: 3 Reassurance: 1 Art: 1 Craft: 1 Outdoorsman: 3 Photography: 1

Abilities (General)

Athletics: 6 Conceal: 4 Driving: 4 Firearms: 8 First Aid: 4 Health: 10 Mechanical Repair: 2 Preparedness: 5 Riding: 6 Sanity: 8 Scuffling: 6 Sense Trouble: 5 Shadowing: 2 Stability: 9 Stealth: 8 Weapons: 6

Bulletproof Blues was my first writing credit. It wasn't much, but it helped me get over the imposter syndrome symptom of not being a writer because I wasn't published. Of course, there's a lot more where that came from. But at least I can look at the game and see that I contributed to it.

Part 1: Envisioning the Character

I'm going to make Carter Waring – a struggling artist in both visual and musical arts, he worked in a small bespoke mirror/glass shop to make ends meet. He didn't mind the work- it gave him inspiration for his art, and he was able to take remainders to use in his studio. His boss also sometimes helped him move his art, and introduced him to clients. Something tragic for his origin happened, and he became a real life mirror. I'm thinking reflection and power mimicry for his powers. I'll probably need to add something else as a base for him as those would make him dependent on others around him. As a name, Shard sounds good to start.

Part 2: Building the Character

Epithet: The Prism's Light Personality: Carter's personality drives his use of his powers- he's more concerned with the outward expression of his powers rather than the effectiveness. He might use his mimicked powers in a manner that is totally alien to the person that has had them for years, while ignoring more obvious uses. Description: A lanky 6' stature makes him look more gaunt than he actually is, but his thin frame hides a power that seems to radiate from the intense stare from his dark green eyes. The style of his hair depends on what state his mind is in- whether it's a coiffed fro or a tangle on top of his head. He doesn't wear a costume, but is rather a more flambodyant dresser, his dress being more avant garde, though it's not an affectation- it's just how his mind works. Tattoos of various types haphazardly entertwine on the cavans of his light coffee colored skin, with multiple earrings and one nose ring in his left nostril almost an afterthought. Origin: Altered Archetype: The Mirror Motivation: Passion Complication: Impulsive Character Points: 50

Attributes (30)

Agility – 3 (2) Brawn – 3 (2) Endurance – 4 (4) Presence – 6 (9) Reason – 4 (4) Power Level – 6 (9)

Skills (8)

Culture (Reason) Deception (Presence) Diplomacy (Presence) Hand to Hand Combat (Brawn) Manipulation (Presence) Perception (Reason) Performance (Presence) Ranged Combat (Agility)

Gifts (5)

Connected Famous Fascinating Linguist Wealthy

Powers (7)

Absorption Illusion Power Mimicry –> Ranged Reflection Mental Resistance Super-Presence

Part 3: Final Character and Conclusions

Name: Carter “Shard” Waring Epithet: The Prism's Light Identity: Public Origin: Altered Archetype: The Mirror Motivation: Passion Team Affiliation: Solo Base of Operations: Los Angeles,CA, USA Range of Operations: Global

Description

Age: 36 Nationality: Dual United States/German Citizenship Height: 6'3” (190.5cm) Weight: 152 lbs (69 kg) Hair: Black Eyes: Green

A lanky 6'3” stature makes Carter look more gaunt than he actually is, but his thin frame hides a power that seems to radiate from his dark green eyes. The style of his hair depends on what state his mind is in- whether it's a coiffed fro or a tangle on top of his head. He doesn't wear a costume, but is rather a more flambodyant dresser, his dress being more avant garde, though it's not an affectation- it's just how his mind works. Tattoos of various types haphazardly entertwine on the cavans of his light coffee colored skin, with multiple earrings and one nose ring in his left nostril almost an afterthought.

Personality

Many who do not know him mistake him for shallow and flighty, but he is usually deep in his own mind, visualizing the world through a unique lens. Music and colors stain his sight, he can't remember if he's always been this way, or if it is because of the power he now possesses. But it is a struggle to pull himself back to more a mundane focus. He can do it, but he finds few things that entice him to do so.

Carter's personality drives his use of his powers- he's more concerned with the outward expression of his powers rather than the effectiveness. He might use his mimicked powers in a manner that is totally alien to the person that has had them for years, while ignoring more obvious uses.

History

Carter doesn't remember his father, other than shapes and images, and a name on a birth certificate that says he was a German citizen. He loves his mother now, but he realizes its her loss that makes it so. In reality, though he allows himself the illusion that she tried, she was an addict with Munchausen's by Proxy. The worst part of it is that he did have issues and is on the spectrum, but that wasn't what she expressed his condition as – it was too abstract, and didn't get her the meds she needed for addiction. Her overdose was in many ways freeing, though he found himself in the not so tender embraces of the street, he at least knew that the street was not suppposed to love him. Music and art were his way from the mean streets, and though he struggled, the beauty of it didn't judge him nor want him to be anything other than what he was. He worked at a small bespoke mirror/glass shop to make ends meet. He didn't mind the work- it gave him inspiration for his art, and he was able to take remainders to use in his studio. His boss also sometimes helped him move his art, and introduced him to clients. One of those clients wasn't what he seemed, and the piece of art that he commissioned Carter to do changed him. He's not sure how or why, but he found he was able to augment his performances with whatever his mind could dream up- and the drugs he took meant that his mind was able to dream up some really outrageous things. Where he was a virtuoso musician and talented artist before, his new abilities allowed him to fuse the two into something new. Soon he found himself signed and thrust into the spotlight. But for himself, he still resides in his mind, making wonderful sounds and colors.

Attributes

Agility – 3 Brawn – 3 Endurance – 4 Presence – 6 Reason – 4 Power Level – 6

Skills

Culture (Reason) Deception (Presence) Diplomacy (Presence) Hand to Hand Combat (Brawn) Manipulation (Presence) Perception (Reason) Performance (Presence) Ranged Combat (Agility)

Gifts

Connected Famous Fascinating Linguist Wealthy

Powers

Absorption Illusion Power Mimicry –> Ranged Reflection Mental Resistance Super-Presence

Attributes 30 + Skills 8 + Gifts 5 + Powers 7 = 50

The Axis is a bit different than the others as it was a supplement blending Fate Core and Gumshoe – my first stab at this combination. Reading the premise, I'm sure you can figure out the inspiration.

Once upon a time, you were only out for yourself. Many would consider you a bad guy- hell, much of the time you'd agree with them. But something happened – a turning point that made you realize some of the people you worked with didn't have your code. You only went after the big guys, but there were little guys out there being taken advantage of by people even worse than you. And some of these people were too big to really pay a consequence, and the weak and helpless suffered.

But the one thing you can say about these big players- they might seem too big to fail, but just like a boulder at the top of a mountain, if you find the turning point a little force can bring it tumbling down. You put yourself in the business of finding The Axis.

Part 1: Envisioning the Character

Using a generator for this one, I come up with Annie Torrance, a British national.

She grew up in an upper class neighborhood- her father was from old money and her mother was never talked about. She knew growing up that she was East Asian, but no one would talk about her. She grew to resent her family, though her father was excluded for some reason. The others would whisper and she'd hear how fortunate it was that she displayed so little of her mother, but her father was sad, and though he never talked of her, she could see in his eyes that he didn't feel the same. She rebelled against her upbringing, and it was all they could do to keep her exploits from becoming more public- more for themselves than her. No one came after her when she ran away that last time after her father died, and she spent her senior year of high school in the streets, never graduating. She fully embraced life on the streets, and though at times it was difficult, she eventually made a name for herself- her experience in dance and gymnastics growing up along with he sharp mind helped her become an able thief. A chance meeting on a job changed all of that. Never having seen her mother, she didn't know how much she resembled her- but one of her marks did. While scouting the location, she was surprised when an older woman approached her- she thought she'd been made. But the woman, Nora Hester, was an artist that knew her mother. That first meeting threw her off her game, and she abandoned the job, denying the ID as just mistaken identity. But for a woman that had no family, the allure was too much. She got to know Nora, and through her, her mother- Hale- came to life. Finding out about her mother healded a wound that she didn't know that she'd been holding on to, and she began to use her skills through Nora's contacts to help people instead of stealing from them, returning to them precious things that had been lost.

Part 2: Building the Character

Aspects

High Concept: Former Thief looking for Redemption Problem: Criminal Past that still haunts her Inner Turmoil: Seeks family and validation Child of the Aristocracy Finished School in the Streets

Approaches

Bold: +2 Brutal: +1 Insightful: +2 Precise: +3 Swift: +4

Skills

Athletics: 3 Fray: 2 Guns: 2 Infiltrate: 4 Notice: 3 Pilot: 1 Sense Trouble: 3 Deceive: 3 Empathy: 2 Etiquette: 2 Provoke: 3 Persuade: 3 Streetwise: 4 Hardware: 3 Criminology: 4

Contacts

Nora Hester – 5

Part 3: Final Character and Conclusions

I skipped some parts – specifically the section on building ties with the rest of the crew- because this was just a sample character built alone. I do see some areas that I'd need to revisit in order to make the character creation a seamless process, and see why the lack of examples in the text was one thing that brought down the rating on this game.

Name: Annie Torrance

Background: She grew up in an upper class neighborhood- her father was from old money and her mother was never talked about. She knew growing up that she was East Asian, but no one would talk about her. She grew to resent her family, though her father was excluded for some reason. The others would whisper and she'd hear how fortunate it was that she displayed so little of her mother, but her father was sad, and though he never talked of her, she could see in his eyes that he didn't feel the same. She rebelled against her upbringing, and it was all they could do to keep her exploits from becoming more public- more for themselves than her. No one came after her when she ran away that last time after her father died, and she spent her senior year of high school in the streets, never graduating. She fully embraced life on the streets, and though at times it was difficult, she eventually made a name for herself- her experience in dance and gymnastics growing up along with he sharp mind helped her become an able thief. A chance meeting on a job changed all of that. Never having seen her mother, she didn't know how much she resembled her- but one of her marks did. While scouting the location, she was surprised when an older woman approached her- she thought she'd been made. But the woman, Nora Hester, was an artist that knew her mother. That first meeting threw her off her game, and she abandoned the job, denying the ID as just mistaken identity. But for a woman that had no family, the allure was too much. She got to know Nora, and through her, her mother- Hale- came to life. Finding out about her mother healded a wound that she didn't know that she'd been holding on to, and she began to use her skills through Nora's contacts to help people instead of stealing from them, returning to them precious things that had been lost.

Aspects

High Concept: Former Thief looking for Redemption Problem: Criminal Past that still haunts her Inner Turmoil: Seeks family and validation Child of the Aristocracy Finished School in the Streets

Approaches

Bold: +2 Brutal: +1 Insightful: +2 Precise: +3 Swift: +4

Skills

Athletics: 3 Fray: 2 Guns: 2 Infiltrate: 4 Notice: 3 Pilot: 1 Sense Trouble: 3 Deceive: 3 Empathy: 2 Etiquette: 2 Provoke: 3 Persuade: 3 Streetwise: 4 Hardware: 3 Criminology: 4

Contacts

Nora Hester – 5

Takers is another game I made for the 24-hour RPG contest, built from the ground up for one-on-one play for one GM and one player. In the dystopian future presented by the game, The player takes the role of the Taker, and forms their own network of contacts and the crew that they depend on for support. They also create the community that they support. By taking risky scores to build up the community and the inhabitants within it, the Taker leads the defense and development of the community. Keep in mind that the Player's crew are not just extensions of the Taker, but have their own goals and motivations, and sometimes these tense situations can fray that relationship. These relationships are not necessarily permanent- death, betrayal, and abandonment are always threats when putting the crew at risk.

Part 1: Envisioning the Character

I'm going to make Delmar Booth – he's a street rat, but knows the corp hustle. He does this because there's tragedy in his backstory of some sort, and he tries to keep others from facing that same tragedy.

Part 2: Building the Character

Create Your Taker

Name: Delmar Booth

Concept: Delmar Booth was what passes for middle-class in an arcology, only a little above the streets. But he never had to worry about where his food was going to come from, where he would sleep, or indeed even what he would be. He would take over his father's contract, and live the same life. At least that's what he grew up thinking. The reality hit him at 12, when the corp decided to downsize his block, and suddenly 1200 souls were put into the grinder that was unemployment. His father tried to provide, but was woefully unprepared for this change of circumstance. Eating a bullet was his way out. His mother wasted away after that, no matter how Del tried to keep her alive. He turned those instincts towards making sure others from his block survived. He found out he was a natural leader and survivor, and he actually thrived in the chaos that followed.

Summary: Rebel streetrat with an eye for the hustle but a heart for the downtrodden.

Problem: Though he tries to trust in others, he has a natural inclination to do things himself, and to blame himself when things fail. I'll summarize that as He takes the world on his shoulders

Drive: His parent's death and the disintegration of his community are his core defining event, and because of that, I'll say that He wants to keep others that depend on him from facing the tragedy he faced.

Aptitudes: His strengths are his mind, his charisma, and his preparedness. I'll summarize those with the following three aptitudes – His analytical mind is always thinking three steps ahead. He's a charismatic leader with a way with words. He always has an exit.

Recruit Your Crew

As Del is going to take the role of Fixer and Face, he has those two points covered. So he'll get a Hacker, a Hitter, and an Investigator. I don't want to spread him thinner than that.

Xander and Del were friends in the old arcology, and he helped behind the scenes to make sure that Del had the edge on the mean streets, hacking into all sorts of systems for payola and information. Xander is Hacker – 3.

Fox was on the other end of one of Xander's hacks. He was impressed, because he had the best set up his mesh security, so in exchange for some of Xander's time, he helps piece together inforamation that Xander gets for Del, and finds things out in realspace. They've developed a real symbiotic relationship. Fox is Investigator – 3.

Chiara was on the other side of one of Del's ops. Thankfully, it ended without violence for them, because seeing her in motion, Del knew his crew couldn't take her. Most of the time Del's ops are bloodless, but when they think they'll need backup, they ring Chiara. Chiara is Hitter – 1.

Build Your Community

The Klamath is a burned out block, shored up with the help of those that stayed with Del as he rose through the ranks of those that had been cast out of the Arcology. It is located on the edge of the Decklund district.

Danger: 2 Dearth: 2 Dictum: 3

Morale: 4 – The community is made up of mostly those that were disenfranchised by the corp, and they already had strong ties. That is maintained to this day. Assets: 2 – Though the block hadn't been completely looted, there was little left when they moved in. The community has scavenged to build up their stores, but they are on the raggedy edge. Defense: 4 – Being on the outskirts, there is not much beyond the community but the outer walls of the arcology, giving them good natural defenses. the community was once more affluent before the fire, and had its own walls also insulating them. The largest weakness they have is the nearby park- it's a good place for foraging, but could also hide attackers until they're uncomfortably close to the community.

Part 3: Final Character and Conclusions

Name: Delmar Booth

Delmar Booth was what passes for middle-class in an arcology, only a little above the streets. But he never had to worry about where his food was going to come from, where he would sleep, or indeed even what he would be. He would take over his father's contract, and live the same life. At least that's what he grew up thinking. The reality hit him at 12, when the corp decided to downsize his block, and suddenly 1200 souls were put into the grinder that was unemployment. His father tried to provide, but was woefully unprepared for this change of circumstance. Eating a bullet was his way out. His mother wasted away after that, no matter how Del tried to keep her alive. He turned those instincts towards making sure others from his block survived. He found out he was a natural leader and survivor, and he actually thrived in the chaos that followed.

Concept: Rebel streetrat with an eye for the hustle but a heart for the downtrodden. Problem: He takes the world on his shoulders Drive: He wants to keep others that depend on him from facing the tragedy he faced. Aptitudes: His analytical mind is always thinking three steps ahead. He's a charismatic leader with a way with words. He always has an exit.

Crew

Xander: Hacker – 3 Fox: Investigator – 3 Chiara: Hitter – 1

Community

Decklund Danger: 2 Dearth: 2 Dictum: 3

The Klamath Morale: 4 Assets: 2 Defense: 4

There's a 13th Age Megabundle on Bundle of Holding right now, so I'm making this one to see if I want to get it. I was in on the Kickstarter for 13th Age, but have never actually played nor read it. There are some things in the megabundle I don't have (and Pelgrane's library is still down), but there's some things in there I know I don't have. So this will let me know if I want to get it.

Part 1: Envisioning the Character

To make it easy, I'm going to make a human rogue, Mara Colke. She is running from her mother's legacy. As a well known bard, her mother was welcome in all sorts of courts. It was lesser known that she was a spy and information broker, ostensibly for the Emperor, with her true ties to the Prince of Shadows, stirring up trouble while seemingly helping the court. That went as well as one might think in the end, and she avoids her mother's imperial ties while having a contentious relationship with the Prince.

Part 2: Building the Character

Name: Mara Colke

I'll go with Point Buy on the stats:

STR 10 (2) = 10 (+0) DEX 16 (10) +2 (Human) = 18 (+4) CON 12 (4) = 12 (+1) WIS 10 (2) = 10 (+0) INT 12 (4) = 12 (+1) CHA 14 (6) +2 (Rogue) = 16 (+3)

Her one unique thing will be that she has a unique otherworldly singing voice, blending her own with the voice of her dead bardic mother.

Gear: 25 gp, Clothes, Music box, Long knife x2, brace of throwing knives, Leather armor, Lute

Icon: Prince of Shadows – 3pts Conflicted Relationship – though she thrives in chaos and has known it for her life, she yearns for something simpler, tracing it back to the death of her mother- she believes that the Prince did nothing to save her from her death, so has a hard time being involved in the anarchy he brings.

Initiative +5+4= +9 Armor Class 14 Physical Defense 14 Mental Defense 12 Hit Points 21 Recoveries 8 Recovery Dice d8+1 Backgrounds 8 + 2 (further Backgrounding) Talents 3 Feats 2 – Improved Initiative, Further Backgrounding

Features – Momentum, Sneak Attack, Trap Sense Feats – Shadow Walk, Swashbuckle, Improved Sneak Attack Powers – Roll With it, Flying Blade, Sure Cut, Deadly Thrust Backgrounds – Trained as a Dancer (DEX) 2, Trained as a Spy (DEX) 2, Trained as a Minstrel (CHA) 4, Life among Nobility (CHA) 2

Part 3: Final Character and Conclusions

Name: Mara Colke Race: Human Class: Rogue Level: 1

Mara Colke was raised in the shadow of her mother. She never names her, for fear of being associated with her legacy- she was a famous performer, welcome in many courts for her beauty, grace, and legendary voice. She plied her trades for the Emperor, gathering secrets for his intelligence arm. But in reality, she was in the bosom of the Prince of Lies, destabilizing the empire with her whispers. This ended as one might expect, though she made sure that Mara was spared her end. Mara grew up resentful for this, and though she was just as skillful as her mother- perhaps more- she eschewed her abilities, going for the more straightforward profession of a common footpad.

Her one unique thing will be that she has a unique otherworldly singing voice, blending her own with the voice of her dead bardic mother.

Abilities

STR 10 (+0) DEX 18 (+4) CON 12 (+1) WIS 10 (+0) INT 12 (+1) CHA 16 (+3)

Icon

Prince of Shadows – 3pts Conflicted Relationship – though she thrives in chaos and has known it for her life, she yearns for something simpler, tracing it back to the death of her mother- she believes that the Prince did nothing to save her from her death, so has a hard time being involved in the anarchy he brings.

Combat Stats

Initiative +9 Armor Class 14 Physical Defense 14 Mental Defense 12 Hit Points 21 Recoveries 8 Recovery Dice d8+1

Features – Momentum, Sneak Attack, Trap Sense Feats – Shadow Walk, Swashbuckle, Improved Sneak Attack Powers – Roll With it, Flying Blade, Sure Cut, Deadly Thrust Backgrounds – Dancer (DEX) 2, Spy (DEX) 2, Minstrel (CHA) 4, Life among Nobility (CHA) 2

Bridgers is a game I created for the 24 Hour RPG contest on RPG Geek. It's my only entry that has placed in the top 3. The game is set in the forgotten city of Hriskalt- a sprawling metropolis split into wards that are patchwork places out of reality. No one knows why they are there, and no one seems to care. The truth of the city is known only to a few- that this city on the edge of this reality and the next serves as a buttress between worlds- and for a scant few hours each night, they both spill over into each other. The PCs number in those that know this truth- they are known as Bridgers. They try to save the city in spite of the fact that those that govern the city view them as threats.

Part 1: Envisioning the Character

I see the character as a huge hulking brute- whose mind and speed belie his size. Even though he's intelligent, he is a brute, and knows it, and doesn't care. But finding out that there was some reason for his existence and something larger that he is a part of is softening his worldview.

His name is Sige Tull, and he is human, 6'5” tall, carrying 260# of pure muscle. He works as a bouncer at The Broken Corner, an inn in on of the more medieval areas. He is a violent and brutish as his visage would indicate, but unlike many thugs, he's very aware of how anti-social his actions are, and has no dissonance that he is not a good man. Indeed, the intelligence behind that brutish exterior allows him to gain advantage on many that take him at face value. He is very loyal to those that gain his trust, and true to his word once given- which is why he doesn't give it often.

Part 2: Building the Character

The character has 5 Spheres which govern different ways of getting things done. I distribute 3, 2, 2, 1, and 0 between them.

Brutal: 3 Insightful: 2 Bold: 0 Precise: 1 Swift: 2

There are 7 Actions that a character can use to drive the story. The character will have 2 strong and 2 weak actions.

I decide Sige has strong Moving and Fighting and weak Driving and Making. He is frighteningly agile for his size, but his hands are not nimble, and most conveyances are too small for him.

Next, I distribute 3 points between Expertise and Awakening. Expertise is how good they are normally, and Awakening indicates how well they use the supernatural power given to them during the time when magic floods the city.

Sige has Awakening: 2 and Expertise: 1

For the last part of creating the character, I describe him using 5 tags that will indicate important things about the character.

Sige Tull is a Monstrously Huge man that works as a Bouncer. He has a good gauge of situations, and is swift to violence. Though he is a rough sort, he has a code of honor.

Part 3: Final Character and Conclusions

Name: Sige Tull

Background: Sige Tull is not someone you'd want to meet in an alleyway. At 6'5” tall, carrying 260# of pure muscle with dark hair, a scar that starts above his left eyebrow and goes down to his right cheek bisecting his face, and a nose that has been broken too often, he looks a brutish thug, and he is. But unlike many thugs, he's very aware of how anti-social his actions are, and has no dissonance that he is not a good man. Indeed, the intelligence behind that brutish exterior allows him to gain advantage on many that take him at face value. He is very loyal to those that gain his trust, and true to his word once given- which is why he doesn't give it often. He works as a bouncer at The Broken Corner, an inn in on of the more medieval areas.

Spheres

Brutal: 3 Insightful: 2 Bold: 0 Precise: 1 Swift: 2

Actions

Enduring: Normal Fighting: Strong Knowing: Normal Making: Weak Moving: Strong Driving: Weak Talking: Normal Sneaking: Normal

Expertise: 1 Awakening: 2

Tags: Sige Tull is a Monstrously Huge man that works as a Bouncer. He has a good gauge of situations, and is swift to violence. Though he is a rough sort, he has a code of honor.