Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 29: Metamorphosis Alpha (2016)

The 2016 publication of Metamorphosis Alpha is another game that I picked up in a charity bundle that benefited Doctors Without Borders. This is only the third game that I used (along with The Agency and When The Moon Hangs Low) for the 2023 Character Creation Challenge. There are another 25ish games in the bundle that I could have used this year. I’m certain that I’ll use a couple of them in future challenges.

If this game sounds familiar, it is the predecessor to TSR’s Gamma World. This edition of Metamorphosis Alpha was written by the original designer, James M. Ward and published by Signal Fire Studios.

So the PDF of the core rulebook has 160 pages. The character sheet has two pages. The Character Building steps start on page 19, but I would recommend reading the basic game play chapter (start on page 13 if you are already familiar with roleplaying.

The first thing that needs to be determined is the character’s stock. Are they a pure human, mutated human, mutated animal or mutated plant? The rules state you can choose or roll. Yea, I’m gonna roll. And this guy is going to be a mutated plant. I’m provided the movement stats for someone of this stock and instructed to take physical, mental and plant mutations.

The next step is to determine the traits of the character. Not only is this the talents and training a character may have, but the negative aspects they possess as well. There is a questionnaire provided when building a new character. It then tells you to place that trait in one of five categories. Amazing (which adds 3 to your dice pool when using that trait), Good (+2D), Competent (+1D), Weak (-1D) and Hopeless (-3D). It doesn’t provide a list of possible traits here, but there are some listed in chapter 4. Let me swing down there and find out what they are? I wish they had given us a basic chart to do a quick look and then let me decide which traits I wanted to do a full description read on. I picked out what my plant guy would have both good and bad traits in.

Now we pick our qualities. These are specific actions that you are good (aka a talent) and bad (aka a liability) at. I get 2D of talents and can take 2D of additional liabilities to get 2D more talents. I believe that these are the specialties that are listed under the traits if I’m reading the rules correctly (I had to do a lot of jumping around to make sure).

Finally we are to the mutations. A mutation is beneficial while a defect is not. You start out with 6D of mutations and can take 4D more if you also take 4D of defects. I picked out my mutations I thought would be specific for a walking talking tree.

Next comes equipment. A talking, walking tree with natural weapons starting with equipment? I’m going to go with he’s a primitive and doesn’t have any to start. However a kind woman who he helped gave him a special necklace that he keeps hidden on him. But he has no idea what it does, if it does anything at all. He doesn’t think about this, he only wants to protect the plants that can’t move or speak.

Technically the character is done according to the steps seen on page 19. However I don’t have a name for the character (I called him Spikeleaf) and there are a lot of blank spots on the sheet (initiative, dodge, radiation resistance, wound capacity and fatigue capacity. So I did a search in the PDF and found these items. However some of the descriptions didn’t fully give me the answers (what is my dodge starting at? Just the 2D? If I don’t have a specialty do I not get it?) Ugh, I’m done. Here is the character sheet.

Afterthoughts:

I thought it was interesting that the character sheet had a place for the player’s name, but not a place for the character’s name. But I did like that they had the game basics listed on the second page of the character sheet.

The system itself sounds plausible and usable. With how some of the documentation was a little lacking I probably would have asked quite a few questions to an experienced GM. I also like the world that the game would be taking place in as it sounds interesting. I’m sad that the likely hood of actually playing this game is very little. I don’t know if I’d be able to do any homebrewing for this game until after I’ve played it.

Additional Notes:

I had one reader respond that they had experienced similar issues with the GURPS character creation system that I had. When I talked with a GM who loved running GURPS, he informed me that he used a special program to set up characters and make sure they had all of the many, many items added and set up. While I’m looking forward to the GURPS game at Salt Con, I’m glad that I don’t have to create a character for it.

I had another interesting experience yesterday. While at a massive Seventh Fleet event, one of the members told me that they were reading my blog posts. Wow, thank you. Sometimes when I write these posts out I wonder if anyone is really reading them. So to get some validation made me feel good. Thank you Evelyn.

Coming Up Next:

True 20

This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 26: Star Crawl

So in the first year of the Character Creation Challenge, I created a set of zero-level characters for Mutant Crawl Classics. In the second year, I created a set of zero-level characters for Dungeon Crawl Classics. I loved the concept of the zero-level character because you didn’t know if they were going to survive, and if they did survive, what class would they end up being? At the upcoming SaltCon, I’m already signed up to go through a DCC funnel for zero-level characters and I can’t wait to give it a try.

In 2022, I won a copy of Star Crawl from an online auction. I’ve always been a science fiction fan and to find a crawl version of the game thrilled me. When it arrived, I discovered that it wasn’t published by Goodman Games, but by a company called the Tuesday Night Fiend Club. Star Crawl is based on DCC and MCC and licensed through Goodman Games. Kewl, I didn’t know they were doing that. So I’m using this game for today’s entry into the challenge.

The Star Crawl book has 112 pages with the character creation process starting on page five. When you actually get to 1st level the character sheets are a single page. The crawl games are based off of the D20 system with some minor changes. The Star Crawl rulebook states that the party could consist of characters generated in DCC or MCC or Star Crawl, but all of the characters that I’m making will be from the Star Crawl book.

It is recommended that you have a copy of Dungeon Crawl Classics or Mutant Crawl Classics for reference while using Star Crawl.

The first step is to roll for the attributes of Strength, Agility, Stamina, Personality, Intelligence and Luck. This is done with 3D6 and is rolled in order. I have four zero-level character spots on the sheet so I’ll be making four characters. Three of the four characters had some decent stats (dare say, good?) but one was almost in the hopeless category. But I left him in anyway because you never know what will happen in the funnel.

The next step is to roll for the starting occupation and birth sign. These are standard steps that we saw in DCC and MCC. I rolled a percentile for the four character occupations. The occupations also came with some basic equipment and some credits. For the star sign, I needed to roll a 1D30 (it said percentile in the book, but the chart only goes to 30). Luckily I have one in my dice bag that I had purchased back in the 90s. When I roll on the star sign, I add the Luck modifier. The star sign tells us what type of rolls the character can use their luck modifier as part of the roll. This could be good or bad.

Since we are making level-zero characters, we can skip the racial profiles. However during play, if inspired, a race can be chosen. I don’t know if they would get any of the adjustments at that time or after the funnel is completed. So the next step after that is to fill in the rest of the character sheet. The only addition in Star Crawl is the perception (add Intelligence and luck modifiers to get the perception modifier). Hit points are determined by a 1D4 modified by Stamina. I also calculated the savings throw modifiers, combat modifiers and speed.

The Star Crawl book doesn’t say if we get any other equipment other than the items provided by the occupation. The book is very, very thin compared to the thickness of DCC and MCC. I think that these characters are done. Here they are, but will they survive their first adventure?

Afterthoughts:

When I was printing up the character sheets for all of my challenge entries, I could not find any zero-level sheets for Star Crawl. They had character sheets for various classes after 1st level, but none for zero-level. So, as you can see from the scan, I “borrowed” a MCC zero-level character sheet and used it to note down my victims….err…. characters.

It could be interesting to play a Star Crawl game. However I don’t know of anyone playing this. Usually there are quite a few other science fiction games out there. But I really enjoyed the look of the book. Sure the art wasn’t the best, but I think this added to the charm of the game being put together by a fan of the crawl system and adapting it for sci-fi scenarios. Some of the aliens look hilarious (there are the Pigs in Space muppets).

Additional Notes:

We only have five more days left in the challenge. I can see the finish line from here. We can do it. We can make it.

Coming Up Next:

GURPS 4th Edition

This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 25: Traveller D20

So I made a Classic Traveller character in the 2022 Character Creation Challenge. I recently had a chance to pick up the D20 based Traveller20 (sometimes called T20) in one of the online bundle sales. So let’s see how this stacks up using the D20 RPG system in the Traveller universe.

According to the rules, you will need the Dungeons and Dragons 3.5 Players Handbook. In my copy of the T20 PDF there is 435 pages. There are two pages in the character sheet and a single “Prior History Worksheet”. The character creation steps start on page 18. So let’s start.

Besides the standard D&D attributes, there are two additional attributes that are used in T20. Education and Social Standing. Another ability called Psionic Strength is listed on the character sheet, but this isn’t described until chapter 10 (page 186). All of these were common attributes in Classic Traveller as well. The rules state that you roll them as per the standard D20 rules. So I’m going with the 4D6 and drop the lowest.

I thought it was interesting that under races (step two) that they mentioned the various races in the D&D 3.5 PHB and how they could be used, but it wasn’t recommended. I’m going to select the wolf-like Vargr. They look like they would be neat species to play.

Next is to roll what type of homeworld the character came from. This looks interesting. First is the tech level (I rolled a 2, which was Low Technology) which had a Tech Level of 6 (rolled a 3 and added 3, but this TL gives me a -2 to my EDU score). Apparently this homeworld results in the class of Belter or Traveller from being a prohibited class. Shrugs. I rolled for the Starport and ended up with a type C (E was the worse, A the best). Next we need to determine the basic characteristics of the world. I hate just calling it the world (or homeworld) so I’m going to name it Onkin. I’m instructed to roll a 2d6 and got a Ni (Non-Industrial). I wrote down the skills and the one feat that my character gained from growing up on Onkin.

Step three is the class of the character. I selected Mercenary out of the list because it sounded like a good idea. I wrote down the feats, class skills and other details.

Final details, rolled up a height of 150 cm (4’9″). But the weight formula confused me. 46x(1d4) kg? I rolled a 4 so 46×4= 184 kg which is 405 lbs. I know that the Vargr are aliens, but do they have that much weight in a small frame? Um, OK, I think this is wrong. I know math isn’t my strong point but did I read that wrong? Shrugs, moving on.

And in the Traveller tradition, there is a prior history (the mini-game when creating the character). I wonder how they are going to do terms for mercenaries since they are not an organized military force like the Army or Navy? Hey I get to use the special prior history worksheet. Let’s see if it helps. First term, Commando Raid: survived and cash bonus. No rank advancement, commission or bonus XP. Now age 22. Second term, Commando Raid: survived, commissioned (went from Private to 2nd Lieutenant). No bonus XP or bonus cash. Now age 26. Third term, security forces: survived, promoted (now 1st Lieutenant), XP bonus (4,000) but no cash bonus. Did not roll high enough vs the DC9 to get a fourth term. So he musters out. I think I did the mustering out benefits right. It’s by term.

Now this character is at 6th level. Actually, I’m going to scrap all of this and just release him at a 1st level mercenary. I’m at the end of my day and I need to hit the sack. So I’m going to assume that he got some equipment and is out trying to make a name for himself. Speaking of name, the character’s name is Baaken. Yea some spots on the sheet aren’t filled in, but it’s D20 3.5 so you already know the drill. I’ll fill it in before he gets used in a game (if that happens).

Afterthoughts:

I really wish that the PDF core book had been bookmarked. I’ve really grown to use the bookmarks when creating characters. Also I was referred to charts and I had to hunt for it since it was provided on an earlier page.

I don’t know if I’m a fan of the mini-game. Rollplaying the character at 1st level would have been just as enjoyable.

Other than the excess on the character creation, I’d be willing to try a T20 game. Just because I’m a fan of the D20 system.

Additional Notes:

Under a week to go before the end of the challenge. Can you make it to the end?

Coming Up Next:

Star Crawl

This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 20: Cyber Generation 2nd Edition

The friend who gave me a bunch of games in 2021 (he was clearing out his shelves) had included R. Talsorian Games Inc. Cyber Generation 2nd Edition along with quite a few others. Because I was using Cyberpunk v3 in 2022, I held off on using Cyber Generation until the 2023 Character Creation Challenge.

There is a single page character sheet. The character creation process starts on page 13 (spoiler hint, there is a full summary on page 85) and is handled in a narrative fashion instead of providing bullet points. You are guided by a character called Morgan Blackhand who is talking to you through a series of electronic communiques trying to keep your young character safe from the Dead Boys and Zombie Girls. The first thing Morgan needs to know is which yogang you belong to. A list of 18 different groups, all with different abilities and specialties. Basically these are the character classes. Looking through all of them, some sounded very interesting, but the one I selected for my character (who I decided is going to be age 16) is an ArcoRunner. If you’ve ever watched the youtube videos of urban explorers sneaking into abandoned buildings and locations, that is what the ArcoRunner is. The rules had me select my name (Side Wire), age and sex. I also filled in my description, the YoGang skill (Tunneling) and I selected the equipment that a member of this YoGang would have.

The next step that Morgan instructs you to do is to run to a safe-house. He provides a hardcopy map and tells you to get going. The Referee is instructed with some basics on how to run the scenario. It appears to be like a funnel that we’ve seen in Dungeon Crawl Classics. If the first character doesn’t make it, the Referee is instructed to have the player start another character that will already be at the safe-house when the other players get there. I read through the instructions for the Referee and I can see how this would set up the tone of the game, but the rules for combat and spotting were pretty simplistic. Probably to get the players in the mood of the dark dystopian world that this is set in.

At the safe-house, Morgan then gives them an assessment to determine their stats. These are INT (Intelligence), REF (Reflexes), COOL (Cool, resistance to stress and presence), TECH (Technical Ability), LUCK (Luck), ATT (Attractiveness), MOVE (Movement), EMP (Empathy, aka Charisma) and BODY (Body Type, aka Strength, Endurance and Constitution). The player is provided with 50 points to allocate between the different stats. Each stat must have a minimum of 2 with 5 being considered an average stat and 8 being really good. I dumped a bunch of points in INT since that was the favored of my YoGang, used very little for ATT and EMP and then averaged out the rest. That was easy.

You have 40 points to spend on various skills. 1 minimum and 8 max. This includes the YoGang skill. I allocated what I thought would be useful for my character.

The next ref opportunity is to run a scenario in the safe-house where all of the players get to know each other. There are a couple of NPCs that can also be used by the ref if needed.

By now I had found the actual character creation summary on page 85. Considering how late it was, I dropped the narrative creation process and just finished out the character. Each character gets $1,000 to shop for equipment at the mall. The rules do state that you get the clothing mentioned in your YoGang description plus the special equipment you already selected. Anything else needs to be purchased.

The last step is to randomly roll for the character’s cyberevolved type. All characters were hit with the carbon plague. This is a type of nanotechnology that is set loose on the population and changes them (those that survived the changes) when they hit the age of 20. Since the PCs are under this age, they may not know what they are going to get. The Referee should be role-playing the emergence of the evolution the characters will go through. Since this is not known to my character, I’m going to leave this section blank on the sheet. Which is posted below.

Afterthoughts:

I loved when slang was used in the text, there was a sidebar (called hypertext) explaining what the slang meant.

I’ve made characters with the narrative style before. I can understand that this can be used to get the player into the feel of the game or even teach them the rules of the game. But I also wish a regular character creation checklist was provided. Later, I realized that this checklist is on the character sheet itself. That made things handy. And even later on page 85 there was a character creation summary. By the time I had found this, I had already read through several chapters.

Additional Notes:

Yes I’m still finding new blogs that are participating in the Character Creation Challenge. The list of links on the challenge page has been updated.

I’ve also been introduced to a game that I may have to put on the list for the 2024 challenge. A game called Straight to VHS. Someone used this as one of their entries on one of the message boards.

Coming Up Next:

Strike! Tactical Combat and Heedless Adventure

This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 14: Serenity

So I have a very interesting fandom relationship with the Firefly TV series and it’s full length movie, Serenity. I need to finish my fandom sections so I can just post the link to the story there instead of typing it out in a limited blog post. My recently departed friend, Roger Taylor, loved gaming in this universe. There was one game he was running where the players were having a discussion in town about their “secret plans” and one of the players piped up in character “Perhaps we shouldn’t be discussin the secret plans in the middle of the street?!?” I loved hearing about that story and wished I was there to play.

The Serenity Role Playing Game came up for sale on one of the Facebook RPG auction sites that I frequent (and is one of the few reasons I still pop in on FB every once in a while). When I saw were the price was, I checked it against various internet bookstores and found a copy for a very reasonable price. So I snatched it up. Shiny.

The character creation steps are listed on page 30. The first step is for the game master to determine what level of game the sessions will be in the form of a heroic level. This could be Greenhorn (42 attribute points) Veteran (48 attribute points) or Big Damn Heroes (54 attribute points). Since I don’t have a GM to check with, I’m going to select Veteran. For my character concept, I’m going to make Steven “Dart” Carter. A really good pilot that only gets in individual fights when he has no choice (don’t pick on someone he cares about, because then he’ll step in). For some reason he gets really nervous around Alliance patrols. If his shipmates knew that he was an AWOL from the Union of Allied Planets Navy and had a different name in his different life, would they still trust him? He likes just being able to move about on the Rim.

The next step is to select my character traits. These come in the form of assets and complications and help define your character. When they are used in game play, they can add or subtract from certain roleplaying situations. Knowing my character’s history, I selected Born Behind The Wheel (minor asset), Military Rank (minor asset), Traumatic Flashback (minor complication) and Twitchy (minor complication). I wonder how this character would have been roleplayed at the table? Next comes the attributes.

Each attribute is represented by a die (D4 through D12) and costs a number of attribute points that was determined by the heroic level of the campaign (see above). I calculated out the die I thought a good pilot would need. They are Strength D6, Agility D10, Vitality D8, Alertness D8, Intelligence D8 and Willpower D8. From these the derived attributes are generated.

Selecting the skills is the next step in the process. Starting characters get 20 skill points to spend plus the same amount of points used to generate the attributes (so for Dart, he gets an additional 48). 68 in total. Skills have general skill costs (covers the broad spectrum) and specialty skills (focus on specific things and must be named). I picked the skills and specialties that I thought Dart might be using since he found his freedom.

Last is the finishing touches. This includes equipment, description and background. With the veteran setting, Dart has 1,500 credits, the clothes on his back and a few items that the GM would have OKed. I had to track down what my character’s plot points are.

Afterthoughts:

There were a few things on the character sheet I had to go hunting for as it was not listed in the character creation steps. Annoying, but not bad. The system sounds pretty simplistic. I’d love to see it in action around a table, but I don’t know anyone who still plays. That’s too bad.

Additional Notes:

While I haven’t found any new blogs that are participating in the Character Creation Challenge, I am seeing a lot of participants using the hashtag #CharacterCreationChallenge on various social media sites. There is also two very active message boards where quite a few characters are being shared. This includes the RPG.net message board and the RPG Geek message board. If you know of one that I may have missed, please email me at Carl (at) TardisCaptain.com and I’ll add it to the board.

Coming Up Next:

Star Trek: Star Fleet Intelligence by FASA

This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 12: Mutant Future

In the 2021 Character Creation Challenge I created characters for two Goblinoid Games systems. Apes Victorious (think Planet of the Apes with the serial numbers filed off) and Starships & Spacemen (think Star Trek with the serial numbers filed off). I was impressed by both works which used OSR style D20 rules for the game. For this year’s challenge, I am using Mutant Future from the same publisher for the Day 12 entry. This was Goblinoid Games entry into the post-apocalyptic genre were you can make characters that are mutated plants, animals or robots.

The character creation steps start on page 10 of the book. The first is to generate the abilities. Mutant Future has the standard six abilities that you find in the OSR except that Wisdom has been replaced with Willpower. According to the conversion guides in the back of the different Goblinoid Game books, the two attributes are the same. As with most OSR style games, I can generate the abilities by 3d6 down the line, 3d6 and select where they go or 4d6 and drop the lowest die. Since I have no Mutant Lord (aka game master) I’m going to go with the later since we haven’t done that in a while. This character, let’s call him Carath, is a mutant human and started with the stats of STR 16, DEX 16, CON 11, INT 10, WILL 12, and CHA 10. I rolled a 5 for the character’s starting hit points.

The next step was to roll for mutations which can be good or bad depending upon the roll. There can be 1d4 physical mutations and 1d4 mental mutations. I ended up with 3 physical mutations and 2 mental mutations. For my physical mutations I rolled Shriek (beneficial, once a day I can let out a horrible sound that will affect everyone in a 10′ radius), Vision Impairment (drawback, not totally blind, but something that effects the eyes. I’m going with severe light sensitivity) and Energy Ray (beneficial, a type of blast of energy that does damage. After rolling, Carath can shoot heat beams). Rolling for the mental mutations I ended up with Know Direction (beneficial, pretty self-explanatory) and Temperature Control (beneficial, since I already have heat ray, let’s stick with the heat theme).

Starting gold is 3d8x10 and I ended up with a total of 140 GP. Carath has studded leather (a workers protective jacket), a shield (it was a piece of industrial steel that he fashioned into a shield) so his starting AC is 3 (after DEX adjustment). For his weapons I selected a war hammer (an industrial tool) and a dagger (an industrial knife). He has a backpack, bedroll, crowbar, flint & steel, trail rations (8 days worth), a waterskin, candles (not a fan of large fires), a large sack and a guard dog named Squire (a faithful companion that Carath had raised from a pup).

Since the savings throws were not filled in yet, I found the section in the book for them and wrote them down. I think this character is done.

Carath was raised in a community of mutants that lived in the various tunnel levels under a heavy industrial complex just outside a ruined city. He was content living in the safety of the undergrounds when a rival (with whom he had argued with the night before) was found murdered. Despite protesting his innocence, Carath was banished from the community. Taking some equipment and his faithful dog, Squire, Carath is now searching for a new home. He has heard rumors of a mutant friendly place called “the Valley”. Is this place real, or just another tale told by the passing merchants. Carath was setting off to find out.

Afterthoughts:

I can see myself playing or running this game. I could even see myself homebrewing for this system. Since it was based off of OSR fantasy, it was pretty simplistic and easy to set up. I was a little surprised that there wasn’t any type of firearms or “modern” armor to select for starting equipment. It felt like I was making a fantasy character. I had to describe some of the items in a post-apocalyptic terms.

I’ve always loved how Goblinoid Games has decorated their character sheets.

Additional Notes:

On one of the RPG message boards, I had a reader respond to my Star Frontiers entry. Apparently they had never heard of the game and was glad to be introduced to it. So I know I’m doing some good out there. I love it when I hear that a player has been introduced to a new game.

Coming Up Next:

Krom am hate you, but me want make Ork! 2nd Edition character

This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 7: Cepheus Deluxe

Last year in the Character Creation Challenge I had my first opportunity to create a character for the very popular Classic Traveller system. The post generated a lot of traffic and some feedback from fans of that system. During the rest of the year, I catch various sales on DriveThruRPG and one of those sales landed me the Cepheus Deluxe Enhanced Edition from Stelagama Publishing.

What is the difference between Cepheus and Traveller? Traveller is the original game and Cepheus is based off of the System Reference Document (SRD), so essentially a re-write of the rules for some clarification and house-rule additions. It’s kind of like how there is the original B/X Dungeons and Dragons and Basic Fantasy RPG. As I was doing some research on the differences, I came across Timothy S. Brannan’s excellent blog The Other Side where he had recently talked about this very subject.

So on page 9 of the rules it starts talking about the character creation process, but the actual steps start on page 12. Instead of rolling your characteristics, assign these scores to one of the six. 5, 6, 7, 8, 9, 10. The characteristics are still the same as they are in Traveller. Strength, Dexterity, Endurance, Intelligence (now abbreviated as INT), Education and Social Standing. I wrote down my selection (and their dice modifiers) on character generation worksheet.

This is a game of skills. Before you started your career at the age of 18 you learned a single skill. I was instructed to select a homeworld and choose one of the skills available from that list. My guy would have grown up on a high-tech core world and learned about computers. This leads us to step three where the character goes through a career. I decided to make this character a scout (I didn’t see anything that was randomly rolled). I elected to increase my Education characteristic and add a skill rank in Survival. I rolled on the career event table and it instructed me to roll a life event. This resulted in a new romantic relationship which generated a contact. Hmm. Interesting. So no mustering out at the end of the first term so the character gains four years to the age of 22.

OK, second term. Two more skills increased and another life event rolled on the career event. My character ended up with cybersurgery getting cr5000 of commonplace cybernetics. I selected a cybernetic eye. Nothing I read stated that the career was done, so I added four more years and went to the third term. Added two more skills and on the career events I rolled up the discovery a new world which got me an extra skill (+1 END) and an extra benefit roll on mustering out. On to the fourth term. One more skills advanced. For the career event I rolled a rescue mission. I had to make a skill roll to see what happened. Failed to rescue, so I gained an enemy. Interesting. Next the 5th with 2 more skills and a career event roll. Another life event which resulted in the character studying and gaining +1 EDU. I’m supposed to roll an aging effect since I’m 34. But I don’t understand the table. It goes from 1 to -6, what am I rolling against?) It says see page 37, but that has nothing on it for aging. Ugh, not a good sign for this system. Do I go onto Term 6 at age 38? I guess I do. One more skills and a career roll. Deep space travel which resulted gaining a skill. Another aging effect in which I still don’t know what to do. Nothing said to stop so 7th and final term on the worksheet. The scout chart shows a bonus skill for science +1. Added a skill and rolled the career chart, exemplary service, gain a DM+1 on one benefit roll.

Ok muster out is where you leave your career and gain stuff before the adventure begins. I see the chart with the scout, but do I gain all of this? The Mustering Out benefits on page 30 were vague. Again I wonder if this book is meant to be used with another set of books? I don’t recall Traveller being this clunky in the character creation. I could have used a good GM helping me along with this character. I just wrote down what I had and put the final character sheet in the scanner.

Afterthoughts:

Was it fate? Today as I was writing up my character, Stellagama Publishing sent me a message that the hardbound POD of Cepheus Deluxe was now available on DriveThruRPG. Veeerrryyyy innnteresting.

I really liked that there was a character creation worksheet for Cepheus Deluxe. When I re-read my Classic Traveller entry in the 2022 Character Creation Challenge, I had commented that I would have created my own worksheet if I was planning to run some people through the character creation process. However the worksheet still had some mistakes on it (when referencing page number for example) which caused some confusion. When I tried to just look at the book, they had charts listed with little definition. For example on page 14 there was a Skills Package chart based upon the campaign style (good idea) but do I automatically get those skills? Or are the skill listed added to the skills list provided with each class? The charts with the class (as well as the master character generation table) mention adding to the characteristics, but it is not listed in the steps. I wonder if this document was written for players already familiar with the Traveller system? The worksheet needs a re-work. I know this character isn’t play ready, but I was frustrated by the time I got to this point.

The system itself sounds pretty straightforward. Roll 2d6 an add bonuses/skills to beat a target number. I’d love to play a session or two to see how this works at the table.

Additional Notes:

So far no feedback on the John Carter of Mars post I made on the Modiphus discord channel. However I did receive another email with a blog participating in the #CharacterCreationChallenge. I’ve added it to the links site on the CCC page.

Coming Up Next:

When The Moon Hangs Low

This article is open for discussion on the TardisCaptain dot Com Discord server.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 6: John Carter of Mars

So how I obtained the core rulebook for John Carter of Mars: Adventures on the Dying World of Barsoom was interesting. On the RPG.net forums there is a thread titled “Swap Your Unwanted RPGs (v3)” and someone was looking for the D20 version of the Judge Dread RPG. As much as I had fun creating a character for Judge Dread and thought that the JD world would be interesting to role-play in, the chances of actually playing was very low. So I reached out to the poster and several rounds of negotiation later, I sent him all of my Dread RPG books and he sent me three core books that will be used in the 2023 Character Creation Challenge. John Carter of Mars was one of them, the other two will be announced later (but you may have seen the covers on the 2023 Prepping for the Character Creation Challenge blog post).

John Carter of Mars is published by Modiphius Entertainment, the same company that released other games that I’ve used in past Character Creation Challenges. This includes Star Trek Adventures, Dune: Adventures in the Imperium and Star Trek Adventures: The Klingon Empire. So I’m a little familiar with the 2d20 system. The John Carter of Mars core rulebook was released after the Star Trek Adventures core rulebook, so I don’t know how the character creation instructions will come across. I don’t think I’ll have a problem reading the book from what I saw when I glanced through it. Other than that, I haven’t really dived into the rules until now saving my first impressions for this blog post. I’ve got a character sheet printed so let’s give this a shot.

The spine of the book is printed on the short side, which would normally be the top or bottom of another book. But they do give us an attached bookmark ribbon, so that will be helpful. The character creation rules start on page 11. The first step is to select a general concept. The book lists several suggestions that are inspired by the source material. I could create my own, but being unfamiliar with the bulk of the source material, I selected one of these. The idea of an Adventuring Scientist attempting to find lost technologies and create new discoveries sounded intriguing.

Next I am instructed to generate the six attributes. These are Cunning (used for attacks, insults or theft), Daring (used for movement, defensive actions and piloting), Empathy (used for healing and understanding), Might (strength basically), Passion (a form of charisma and leadership) and Reason (using your mind and senses to figure things out). In Star Trek Adventures, you have Attributes and Disciplines that are used together in the 2d20 system. With John Carter of Mars, you select two attributes to work together (For example: use the Cunning + Might attributes to break down a door). So this is slight different than what I’ve seen in Dune and STA. Each attribute starts with 4 points in each category.

Then I select a race. After reading the descriptions, I elected to go with a Red Martian. I added the attribute modifiers and the racial knowledge details. Next came the Archetype (think the character’s class) which was Scientist for my guy. Not only did I add the attributes and the knowledge, but I got to select my first Talent (a specialization, natural skill or some power in something) and I selected Wealth of Knowledge (grade 1)

For our next step, we selected a descriptor. This is a single word that describes the character. Each descriptor adds some points to an attribute. There are fifteen different options from Bold to Driven to Savage etc. Thinking about my scientist, he is Driven because he believes that a lost Martian technology could have saved his father’s life. So I selected Driven and added the attribute bonuses. The character already received one talent when selecting an Archetype, but now we can select five grades (levels?) of talents that would logically fit the character. According to the chapter on talents, I can select what is listed or design my own. I’m not comfortable enough to design my own (perhaps if I had an experienced GM helping me) but I’m confused by the grades. Do I select a single grade 5 talent, or can I mix and match to make a total of 5? Most of the talents were connected to combat. I didn’t really see this character as a “jump in with weapons slashing” type of guy. I’m sure that an experienced GM would have helped here (and when I post this character on the JCoM Discord page, I don’t doubt that someone will answer my questions).

Step seven covers the character’s starting Renown and Equipment. Since this character is from Barsoom, he would have some sort of reputation with society so he starts with 10. With the core equipment, this is something that the character will always have available to them. The equipment section was… interesting. Looking at the sample characters, I decided that this scientist has a dagger that he keeps hidden on him at all times. After being attacked unexpectedly one time, he decided not to be caught unprepared again.

Selecting a flaw is the next step. This makes sense since no one is perfect. The book describes flaws as “anti-talents”. The book really leaves this up to the character to decide. If I had a GM, I could have discussed options with them. But with the limited time that I have available, I looked at the sample characters again and found one that fit the concept I wanted to follow and altered it slightly. Curiosity killed the Banth. Lose 3 momentum when you fail to take an opportunity to explore a new scientific mystery, unknown location (which may hold a device you are looking for).

When I got to the last step, which is selecting a name and finalizing the concept and attributes (and seeing the sample characters listed) I started to wonder if I had missed adding some attribute scores along the way. The 2d20 characters tend to have a set total number when you add all of the attributes together. Looking back at step two, there were 2 attribute scores I could have randomly assigned. I added them and I think I now have a complete set. No, I only have a total of 32 where as all of the sample characters have a total of 36. I went back through the list on page 11 and even the walkthrough on page 29, but I was still missing something. So I just randomly assigned 4 points to my attributes. Experienced players, what did I miss? Anywho, I randomly created the name of Jakour Detha and wrote down his Stress and Afflictions numbers and placed the character sheets in the scanner.

Afterthoughts:

Outside of having seen a few films based off of the source material, I’m not extremely familiar with the world that Edgar Rice Burroughs created. Due to my families fandom of Dune and Star Trek, I was very familiar with the universes they came from. With Star Trek, I probably could have helped answer any trivial minutia that may have come up during the writing process (an offer that is open to them). But with JCoM, I would dive deeply into the background material if an opportunity to play in a campaign came up. On a quick challenge, I didn’t have a lot of time to go into the background information, but I knowing it is there is a plus for this book.

With the “What do you know”, “What you don’t know” and “What you can do” categories, I’d highly recommend using the back of the character sheet to list all of these down. The space provided on the standard character sheet lacks the room to hold them all.

When I first had to create a character for Star Trek Adventures, I had to use a fan-created character creation guide to make sure I had everything correct. I wonder if fans had to make one for the John Carter game as I clearly missed something. It was just a little frustrating.

So would I want to play this game? Well I think I could answer that after trying a session or two. I know that Dune and Star Trek Adventures sessions will be available at the upcoming SaltCon. If I find a John Carter game, I may see if I can try to get into it.

Additional Notes:

I was able to tinker with the scanner settings and scanned at a higher resolution (300 vs 200). I think the scans came out a little bit better when I posted them in the blog.

Still looking for more participants who are taking the #CharacterCreationChallenge. If you know of any, please let me know. Carl (at) TardisCaptain.com I am still getting the “What is this?” question as people are seeing my social media posts.

Coming Up Next:

Cepheus Deluxe

This article is open for discussion on the TardisCaptain dot Com Discord server.

Posted in: Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 2: Star Frontiers

So when I posted my entry for Top Secret in the 2021 Character Creation Challenge, I talked about how my gaming buddies had copies of Star Frontiers and Top Secret, but for some reason, we never played either of them. So, just like with the post for Top Secret, I’m going to pretend it’s the 80’s and one of my friends has said “Let’s make characters for a Star Frontiers game that I’m going to run.”

Now there are two books in this hardback POD version. The basic game and the expanded game. As a new player, we would have started our characters in the basic game rules on page 4. I’ll jump over to the expanded rules after the character is made to see what else may be needed.

OK, we are using the percentile dice for this game. Each ability score will range from 1 to 100 with the higher number being better. The attributes appear to be linked in bases. So we have Strength/Stamina, Dexterity/Reaction Speed, Intuition/Logic (basically alertness and problem solving) and Personality/Leadership (yea, it’s charisma). There is also a listing for Initiative which is more of a modifier than an attribute. I roll percentiles and consult a chart to see where each base is from 30-70 and you roll in order. Before writing the results down, I wanted to select my race as there are modifiers. The four races in the core book are Humans (I have no idea who these guys are), Dralasites (short blob lifeforms that can stretch and have mechanical voiceboxes), Vrusk (Many legged insect looking lifeforms) and Yazirians (apes with leather wings between the arms and legs). They all sound cool, but I’m going to let the dice decide (my choice, this wasn’t in the rules). A random D4 latter resulted in this character being a Vrusk. With my adjusted stats I now have STR/STA 50, DEX/RS 45, INT/LOG 45 and PER/LDR 50. I divide the RS score by 10 and round up to get the initiative modifier, which is 5.

Next I select a name. K’likki sounds Vruskish (I only saw one Vrusk name in the start of the book) and that is where the basic rules end on character creation. However I see that on the next few pages are some other items that are listed on the character sheet such as movement information. So I add them to the sheet as well. The rest of the basic rules covers some equipment descriptions (employers provides), how to run combat and an intro adventure. I’m going to jump over to the expanded rules and take a glance at the character creation steps there.

OK, on page 4 of the expanded rules there is a more detailed list of steps. The first few in generating the ability scores and using the racial modifiers are the same. If this character had been human, I could have added 5 points to a single ability score (not base). I also had the option to move points around if I so desired. I’m going to keep my scores as I have them written down. I’m instructed to write down any racial abilities that my race has (Vrusk are Ambidextrous and a comprehension score of 15 percent, which appears to be a special skill). K’likki will be a male. And I get to roll for credits. d100+250 results in 277, but the rules states that I can buy the standard equipment pack for 250. I was going to find the equipment section, but the book (after showing good details on the races) showed the skills section. A starting character chooses their Primary Skill Area (Military, Technological and Biosocial). I’m not certain which one to take with the attributes that I have. As a starting character, I choose a PSA and then select two skills from that group. So I’m going to keep it simple and just choose military with Beam Weapons and Melee Weapons. Perhaps K’likki was the member of a security squad for his company that became disgraced and that is the reason he is out on his own adventuring. Also trying to find a way to clear his name. I think the character is done? From the rules-as-written I can see where the character creation system kind of sputtered out. I would have asked questions to an experienced GM when creating my character to make sure I had everything fleshed out. From what I understand by reading blogs from Star Frontier fans, the later books in the game helped smooth out some of these rough edges. I don’t have access to them for the challenge. I’m wondering if someone re-wrote the character creation steps to make sure everything was in one spot. Here is what I have for the character sheet.

Afterthoughts:

I liked the idea of using a Basic game to learn the ropes and an Expanded game for regular play. I think in the Expanded character creation steps it should have included information on how to obtain my character’s standard starting skills. I finally found the equipment section, but there was no way I could pick up anything with 27 credits (after buying my starting adventures pack).

I am a big fan of the d100 type system. I would love to see how the game actually plays at the table. Oh how I wish I could have lived in that alternate 1980’s. I don’t know if I’ll find someone running this game at the upcoming SaltCon, but perhaps I could find a game on Roll20 that would accept a newbie.

Additional Notes:

I was able to pick up this book in 2022 with the credit I earned from you guys clicking on my DriveThruRPG links and buying games. So thank you for helping me get a POD for this book. I wrote a review of the POD books that I have picked up from DTRPG. The next set of credits that I earn will go towards a game that I will use in the 2024 Character Creation Challenge.

So I’ve been able to update the large list of blogs and message boards participating in the 2023 Character Creation Challenge. This includes the first (to my knowledge) non-English website. If I don’t have your site listed yet, please email me at Carl (at) TardisCaptain.com and I’ll add it. There are some new sites and some sites I recognize instantly. For those of you who have participated in all three years, thank you. For those of you who are new, welcome to the challenge.

Oh, if you are just finding out about the Character Creation Challenge now, you can still jump in. In the past a few participants hadn’t started until day 10 and they were able to catch up. Remember, this is just for fun.

Follow up to yesterday’s character from Alien. I mentioned that he looked like Ivan Draggo in combat fatigues and a reader on the RPG.net forums sent me this. Once I was able to pull it up, I thought it was perfect.

Coming Up Next:

Low Fantasy Gaming

This article is open for discussion on the TardisCaptain dot Com Discord server.

Posted in: Alien, Character Creation Challenge, Role Playing Games, Science Fiction

2023 Character Creation Challenge Day 1: Alien

Hello readers and welcome to my first entry into the 2023 #CharacterCreationChallenge. Last year I used the first day to post about Dune: Adventures in the Imperium because of how much I’d love to play that game. Hopefully I’ll get a chance to at the upcoming SaltCon. Another game that I hope to play is Alien from Free League Publishing. I had the opportunity to meet the writer of the Alien RPG, Andrew E.G. Gaska at the 2022 FanX: The Salt Lake Comic Convention. He was able to explain a little of the game to me and he signed my book. So I wanted to use Alien for day 1 of the new challenge.

Meeting Andrew EC Gaska at FanX 2022.

OK, so let’s get down to making a character for this game. The character creation steps start on page 27. There are two types of play for this game. Cinematic (think one-shot, character has a good chance of dying by the end of the session) or Campaign Play (self-explanatory). I’m going to run with the assumption that this character will be for a campaign. I need to select a career for my character out of a choice of nine available. The choices are Colonial Marine, Colonial Marshal (oh, I wonder if the movie Outland could be an inspiration for something like this?), Company Agent, Kid, Medic, Officer (think CO of a mining vessel like the one we first saw in Alien), Pilot, Roughneck (worker) and Scientist. Since I told Mr. Gaska that my favorite movie of all time is Aliens, I know that I’ve got to make a Colonial Marine. I’m going with the name Jan Karlsson (plucked out of the air).

There are four attributes in Alien. Strength and Agility (both self-explanatory), Wits (this covers intelligence, sanity and perception) and finally Empathy (think Charisma and how you treat others). You get 14 points to spend over these attributes. Minimum of 2 with a max of 5 for the key attribute of your career (4 max on the others). For the Colonial Marine, my key attribute is Strength. I selected the following for Jan. Str 5, Agi 4 Wit 3 and Emp 2.

Now we spend some points in our skills. There are only twelve of them and they are tied with one of the attributes listed above. As a starting character, I can spend 10 points on any of the following (keeping in mind that my Colonial Marine has to have certain skills) with a max of 3. Close combat, Heavy Machinery or Stamina (under Strength), Ranged Combat, Mobility or Piloting (under Agility) Observation, Survival or Comtech (under Wits) and Command, Medical Aid and Manipulation (under empathy). As my character progresses, I can increase the skill numbers. Jan is not a leader, he’s a point and shoot guy who also wants to make sure he and his squad comes back. So I selected Ranged Combat-3, Close Combat- 2, Stamina- 2, Observation-1, Survival- 1 and Medical Aid- 1.

For a campaign, each player starts with one talent and can earn three more later. A talent in the Alien RPG is a trick, move or minor ability that gives Jan a small edge in something. Each career has a selection of three starting talents to choose from. Later, there is a selection of general talents that can also be used. For the Colonial Marine, I loved the idea of the Banter talent. It helps reduce stress levels between fights. Plus I love interacting with my fellow players at the game and making them laugh.

It wasn’t on the list on page 27, but in the descriptions following the next items are calculating your health and stress. Health is self-explanatory but if you reach zero (and don’t die) you can receive a critical injury. Stress is what your character feels under certain situations. The stress level can rise if you push a skill roll, perform certain actions (or lack of actions such as lack of sleep), etc. If stress gets too high and isn’t kept in check, your character can panic (which is bad). Starting health is based upon the Strength attribute (so Jan’s is 5) and stress at the start of the game is 0? (Flips back a few pages to the combat chapter) Yea it’s 0.

Next on the list is choose a name (done, see above), decide on your appearance (imagine Ivan Draggo from Rocky 4 in Colonial Marines fatigues) and select a personal agenda. From the looks of things, the personal agenda is something about your character that you want to fulfill, or want to keep secret. If you are playing a cinematic game, you earn story points if you complete an agenda item. In a campaign, you gain extra experience points. Since these can be anything I selected “Previous unit let a company man die because he was endangering the team. We kept the details a secret and want to keep it that way.” Since this is a campaign, I can select a buddy and a rival. The rules stated one or both could be another PC. Since I don’t have other PCs to decide on, I’m randomly picking my buddy to be Chester Williams, a marine I helped train and the rival is Miguel Rodriguez, a guy who claims to be an ex-company man, but Jan doesn’t really trust him.

With gear, there is more than just the stuff you have. You can also select a signature item and there are also consumables. From the Colonial Marine details what I felt was appropriate. Jan’s signature item is an old pocket knife that an ex-commander gave him before he died. I think I only track consumables (food, water, air, etc.) if we are off ship. So I’m leaving those sections blank right now. And hey I get to roll my first die while creating a character. Jan has $500 to start out to buy other equipment, of which I did that I thought was logical for a Colonial Marine. I think the character is done. Here is the sheet.

Afterthoughts:

There were only a couple of areas where it was a little confusing. Besides the physical book, the publisher also sent me a PDF copy. I was able to use that to do some quick searches for subjects like “cash” and others. The pages are black, but the majority of the text is in light boxes with a dark font. So it isn’t too hard on the eyes. I still haven’t had a chance to go through the entire book cover-to-cover, but I really hope to play this game at an upcoming convention. The log entries at the start of the book was drawing me into a story. I really want to see the system in action. With experience, I could easily create a character quickly. I wonder how much material that the publisher has pulled from the older Dark Horse Alien comics? I could see myself homebrewing some of those items.

Additional Notes:

I’ve been seeing submissions for the #CharacterCreationChallenge on the RPG.net forum and on social media using the hashtag. I’ve even been tagged on a few Mastodon posts. Several participants have emailed me links to their sites. So far there have been some interesting submissions. There was even a link to another message board on Board Game Geek that are participating in the challenge. I’m trying to get all of the links posted on the Character Creation Challenge page so that everyone can see them.

Update: The TardisCaptain dot com Discord is now ready and can be accessed by following this link.

Coming Up Next:

The classic Star Frontiers game from TSR

Back to Top