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Sunday, November 18

Retired Gladiator, a Character Concept for OpenQuest







The OpenQuest rule set makes for robust fighter character types especially with the application of Battle Magic to increase the players lethality in combat.

My post Magic for Non Magic Users discusses ways to apply the Battle Magic points available at character creation to customize the PC you want with the expenditure of six magic points of magnitude.

For this robust mountain of muscle I decide the Battle Magic points are to be spent towards "Gladiator School", and choose the magic spells Coordination and Enhance Skill Close Combat. Both at magnitude 3.

This will give our combatant a spurt of deadly energy in which to tap when the need arises. Since I house rule automatic spell casting success and magic point reduction for successful skill roles, successful skill roles have the benefit of allowing the Retired Gladiator to continue his murderous show far longer.

This is another reason why I've house ruled for automatic casting success. A fighting character should be able to rely on his ready sword arm at a moments notice, even if after a few combat rounds it leaves the PC exhausted and weary.

To complete our character concept a character background story is suggested, so here is ours:

Young, he was a slave since birth. Knowing little outside of the hell holes he grew up in and the gladiator school he defended his life in he has survived as an accomplished killer and showman. By earning the respect of the crowd and winning the grand tournament of gladiators he won the money to pay for his freedom.

By dumping generous points into Athletics, Dodge, Streetwise, Close Combat, and Unarmed Combat we have a one man wrecking machine.

By sticking him in the Foul Sand looking for something to do with his new found freedom and his new found small fortune in silver coins he should be a wanted member of any new forming adventure party.

Saturday, November 10

OpenQuest Character Creation; Cashiered Ranger

Further utilizing the material found on the blog Tales of the Grotesque and Dungeonesque I will create the next ill fated player character for OpenQuest Fantasy Adventure Campaign #2.

This character of country birth worked as a scout in the army, but has been recently let go. Missing a cleverly set ambush while out on patrol many soldiers died. Only your savage fight for survival against grim odds spared your court martial. Back here in the city far from any one you know you are beginning to desire the safety of the wilderness.

OpenQuest Fantasy Adventure Campaign #2 is predicated on a dark fantasy setting with players urged to use human characters. This character is designed with the ability to function well in the wilderness surrounding the campaign's starting point.

Significant points are invested in the Combat Skills as well as Perception and Riding. As a ranger you carry very few personal possessions. What you have is usually tied in the bedroll at your feet. What few points you have in craft are intended for the repair of your outdoor gear and weapons.

Taking advantage of OpenQuest's suggested rules for Background, Appearance and Personality I give this poor mercenary an intriguing map with unknown inscriptions. Maybe one of his more learned friends could aid you in deciphering it?

All starting OpenQuest player characters receive six points worth of Magic Magnitude. These six points allow you to further customize and design the PC you have in mind.

For the ranger I keep it simple; a small package of abilities I will name "Ranger Lore", abilities he picked up growing up in the untamed northern forests. Clear Path (4 magnitude) is the ability to move through dense undergrowth as if it was clear terrain. The points of magnitude of the spell determines how many people the ranger can effect within 10 meters. A Heal (2 magnitude) spell will be extremely useful when it comes to weathering the extremes of wilderness adventuring.

While I have incorporated OpenQuest's magic requirements into the character creation process, you can see how I have not necessarily given the ranger an overtly wizardly nature. While the initial expenditure of magic points may seem an awkward mechanic for innate class like skills, consider the adventure implications of devices, quests, etc. which would enable the player to acquire magic point stores or otherwise overcome the built in limitations.


Wednesday, October 31

USRPS/Champions Superhero Mash Up Conclusion

As I mentioned in the initial post regarding using USR to role play a supers campaign, I am going to use the Champions books Sharper Than a Serpent's Tooth and Millennium City to create the starting campaign setting. Armed with some highlighters I skimmed STST looking for the adventure's important points.

Dr. Timothy Blank, the Viper scientist, was pretty necessary as his diabolical plans drive the plot. His desire to unleash a virus in a major metropolitan city after leaving the Viper Nest in the deserts of New Mexico helps establish Millennium City as our convenient home base for PC's.

The initial ghost town amusement park as cover for the Viper Nest hidden in the desert did not appeal to me. The thought of having the deranged mad scientist completely absent from the Nest in the opening acts seemed too much of a plot weakness for me as well. So I jettisoned both. However the PC's are "hooked" into being in the vicinity of Snake Gulch it will be at the same time Dr. Blank is making his explosive escape from the Nest with his breakthrough discovery: the Coil Gene. There is plenty of good info on the tension between the Nest Leader and Dr. Blank for a GM to fashion dramatic scenes of double crossing agents, compromised villains, and buffaloed heroes.

The aftermath of the first scenario can have PC heroes following leads back to Millennium City or returning to the city to lick their wounds.

With my initial PC's I created and their intertwined back story's it was a cinch to establish a time traveling accident in the desert, a Viper Nest confrontation, and return to the city in search of answers and aid.

Millennium City provides plenty of locations to play out the next chapters in the adventure as well as supporting NPC's fair and foul. Dr. Silverback is an obvious choice and Signal Ghost provides a good inside Viper agent who would be able to find common cause with the heroes at the height of the plague.

So what about all those PD's and ED's and Combat Skill levels and ???d6 damage dice used to resolve action in Hero Game System?

Just jettison them all.

Your Unbelievably Simple Role Playing System mechanics doesn't need them. Our character with the power of time travel was taken as an Action specialism. The +2 given his action rolls will suffice for his bonuses to attack and dodge. The time traveling agent would logically have some advanced armor characteristics to cushion physical and energy attacks. Any disadvantages and power limitations which would come into play will rely on the shared story created by the PC's and GM. Viper agents have blasters. Good, better avoid getting shot because blasters leave big holes in soft human flesh. If you chose to play a "Brick" type superhero with incredible physical toughness then those same blasters won't hurt so much.

My initial character choices are what I would consider enhanced normals. While some abilities are enhanced in extremely powerful ways (traveling through time in a controlled manner), they still can be harmed by normal physical means. If your genre book is a good one you can pluck all the mood and meta-genre information you need for creative guidelines for your campaign and the characters your players chose to play. Relying on my Champions genre sourcebook from my dusty shelves I find the Drama Campaign has many useful bits I would mention with my players while crafting the PC's back story's. The implications of time paradoxes, and the distortions possible with existing relations, the judgement of the Time Corps, etc...


Good character concept generated with the input of the GM and the other players at the beginning of play will allow you to use USR to game any genre effectively. For superhero role playing I just need to wring out all the essential elements of my existing sourcebooks and leave the number crunching aside.

As I mentioned earlier, I would read the Fiasco rulebook for inspiration on how to distill story lines down to their essential elements regardless of system. It will go a long way in maximizing your role playing pleasure with USRPS and other game mechanics which trend towards lite.

Tuesday, October 30

USRPS Mash Up cont.

I am using Scott Malthouse's Unbelievably Simple Role Playing System to create PC's for superhero role playing, and now wish to begin creation of the second player character, a Time "Agent" who now is stuck in the campaign's time period.

Her equipment has been damaged by unanticipated temporal interference and has effectively cut her off from returning to her space/time origin. This interference is manifest in some action by the first PC and his use of untried time traveling abilities.

A trouble shooter of cosmic conflict, our time agent has access to advanced equipment and training. Until now. Being stranded in the past she has lost the ability to replace damaged or lost equipment. A highly skilled human, she may have a list of "specialisms" as such;

Detective Work +2, Wit
Ranged Weapons +2, Action
Combat Driver +2, Action

I could have chosen to give her some electrical or technical specialism as fitting to a future tech setting, but then why go through the trouble of wrecking her transport equipment?

The importance of a "hooky" character role to play for the PC is important with the USRPS. The lack of a lengthy rule set (the core is a mere seven pages of text) will require increased table talk for all involved. Players as well as GM's.

If someone wants to play the stranded time agent, the background story should give enough information of their nature to help players chose a character they would enjoy playing in the campaign setting. If players wish to create their own PC, the pre generated characters provide good examples of great archetypes to play.

Her specialisms make her a clear action oriented  superhero. With the powerful tools available from the unimaginable future she can more than take care of herself. I break her attributes down this way;

d8 Action
d10 Wit
d6 Ego
Rolled 9 for Hits

That's it for the bones of the character. The rest is to be fleshed out in descriptive terms with the GM. Good character concept questions worth discussing would be what type of equipment does she find herself with, why was she being sent back in time for to begin with, what was the nature the temporal disturbance and its relationship to our first character?

None of these character concept questions need a lot of detail. I like to look to Fiasco from Bully Pulpit Games and the game's set up rules for guidance. Their thoughts on how a good background story for a player character is done is essential reading for a game like USRPS.

Gone are the piles of stats, attributes, powers, endurance points, stun points, speed points... a Champions character creation process could take two hours, or more!

Next we will take a look at these two quick superheroes and how they interact with the Champions Universe and plot an adventure with some of Champions own sourcebooks.