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character generation


User Pays

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Machier often thought of himself as an object. If he knew much about psychology it was subconscious and so it was hidden from him that his abuse at the hands of his step-parents was why he disassociated so well. Still, he had developed a “talent” and that was an affinity for stealth and explosive deadly violence. It didn’t help that he was smaller than most of the other neighbourhood kids so he had to learn how to be more vicious and if a fight started he had to be able to end it quickly, or he’d be the on in the gutter being stomped on.

One day, years ago, Machier was approached by another small boy, Haim. This was different. It wasn’t urged on by the bullies of the street, people like Bonegrinder and Smash. Haim wanted Machier to help him and he had coin. Machier liked coin and all the things he could buy with it so he agreed to take on Smash.

To call it a fair fight is to prove you didn’t see what Machier did. He sneaked into Smash’s small room and bound the boy to the bed. Smash screamed and screamed but no sounds escaped that night. Machier could block sound. His stepfather was a drunk and a horrid bully but he was also a sorceror and Machier had picked up a few tricks. He’d not used them in earnest until Haim paid. Machier beat that boy, Smash, until his hands bled and worst of all he liked it. Before he left he whispered over and over again into the barely conscious Smash’s ear, “Touch Haim again and I will come back. Touch Haim again and I will come back…” Then Machier left to spend his coin.

Haim was the first of many but it was Teltonn that led Machier into the Guild. They had many other names, Assassins, Knives for Hire, Darkcloaks, but members just called it the Guild. Teltonn became Machier’s mentor and helped him refined technique as well as acquire jobs. Machier made some mistakes but with Teltonn’s help, and extra guild fees, he remained free.

“The user always pays,” was the guild motto. Machier agreed. He was a weapon and the user always paid.

Eclipse Build

Machier is a level 3 character. The premise is a stealth oriented character with some spells to aid the skills as well as sneak attack, and a strong mind. The BG has to be covered in the build, too, so Mentor will come into it early on (L2).

Basics: Human, with Fast Learner, +1cp/lvl.

Disadvantages: Valuable (bounty from previous crimes), Secret (identity as assassin & guild member) for 6cp gained. Duties (to the Guild) for 1cp/lvl.

Machier starts with 48cp (L1) + 6cp human bonus feat, +3cp from Fast Learner (L-2, L-1, L0), +6cp from disadvantages, giving total of 63cp.

Abilities, L1

Proficiencies: All simple, martial weapons. Light armor & shields, 15cp.

Warcraft, +1 BAB, 6cp

Adept (Bluff, Perception, Sense Motive, Stealth), 6cp

Fast Learner (specialized for skills, +2skill points/lvl), 6cp

Inherent Spells:

  • Silence, 2/day, 6cp
  • Invisibility, 2/day, 6cp
  • Unseen Servant 2/day AND True Strike 2/day. 6cp

Magic Levels: Wilder, dbl spec: no spells gained, only use PP on inherent spells and purchased spells, spec: dbl PP, 2cp/level

Purchased Spells:

  • Conceal Thoughts, 3cp
  • Hustle, 1cp (not augmentable and Wilder available, so no extra cost on this one)
  • Spider Climb, 3cp

Augment Attack, sneak attack conditions, 1d6 damage. 3cp.

Leaving 15cp to be spent on HP, skills and saves.

That gets Machier to the point where he could achieve his background and entry to the Guild.


Resistant: spec, at night, Mind-affecting +4, 3cp

Mentor: Teltonn (guild), +10% xp gained, only on Guild missions and business, 4cp

More saves, Magic levels, skills and Augment Attack (2d6)


This level Machier becomes quite a bit more effective in toe-to-toe.

Warcraft, +1 BAB, total +2, 6cp

More magic-level (CL3, base PP of 11), saves, and HP.

Reflex Training, Improved Feint, 6cp

Augment Attack: Shortsword expertise, +1d6 damage, corr: light armor & light encumbrance req’d. 6cp

Mentor: buy off corruption (Machier has learned to apply all the advice to life), 2cp

Resistant: buy off specialization, 3cp

Remainder on skills.


Machier is particularly good at what he’s built for. He’s not overpowered in the amount of damage that can be inflicted, or by using various immunities (there are none), but he can fight quite well against one or two other opponents. He has little in the way of defences and with only 18hp will certainly not be a frontline fighter. Combined with the control mechanisms (Duties, Valuable and Secret) any GM could make use of this character with relative ease. The one “dicey” thin is the double PP. That allows Machier to use his powers, inherent spells and purchased spells, quite a lot compared to other characters. However, it must be noted that they are still subject to the same limitations (eg. his own Silence) as other casters.

Future: Machier will need to either develop an immunity to his own Silence effects, or utilize Power Words, or even Metamagic: Triggering. A standard action to dispel his own Silence is tactically costly.

Tell me what you think and leave a comment.

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Hathane – Burned out mage (character background)

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Somtimes failure happens to the most promising. The one they say has all the talent and gifts, even divine favour. Failure is what gutted Hathane of his passion; magic. Of all the students at the Arcane College he was considered the best, the most brave, the smartest, and the most potent.

It was in summoning that Hathane met his failure. Combining the binding with the actual summoning was difficult at least and he approached it with all due care. It was a mistake. As honest as a small child taking a cake from a vendor’s stand because they don’t realise it is not theirs. The thread of power Hathane seized was not his – it was the overlord of the creature he was summoning – and it burned his soul scouring it of magical aptitude leaving a scar where he once had a beautiful growing talent.

Quick action by the collegiate masters saw little other harm come to Hathane. He was not even scarred – visibly – except with the bitterness of loss.

Unable to turn his hand to any profession he continued trying to study. "With enough work I can regain the magic!" It was an ardent wish and about as successful. As it became more and more obvious that he would never regain his talent Hathan became more and more bitter. Turning to alcohol, then drugs, then witchcraft; stealing others’ soul-energy so that he might feel like a magician again. It was short-lived and he was tried for his crimes. If he didn’t have a small reserve of power in a crystal he had swallowed just as he was arrested he would never have escaped the flames (re; psion power). The next morning, in the fine mist of dawn, he fled naked from the city.

Hathane has become a wanderer. Selling his knowledge, and his sword, as well as others’ purloined goods. He is a vagabond struggling with his past and how it can never be undone. Running from his bitter failure and wishing for a solution – because the only thing left is normalcy, and that is not Hathane; he is the special one, the most gifted, the smartest, and most potent. He is a mage.image

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Synapse: Review Part 3 (final)

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Conversational Resolution: there’s a mapped out way to figure out how to essentially manipulate NPCs by appealing to their self-interests. Those self-interests are the same as the Motivations that we see when creating a PC – so they are the same semantic terms, but with the NPCs individual values. As a PC you aren’t meant to know what the NPC motivation values are. There’s a process to do it through conversation with rolling dice. I guess it’d be a good mix of role-play and roll-play.

So the method, I read, is to start with a skill. I’ll use the Ratling, whom I’ve named Kirigi. So the situation is a market trader in the deep Byzantine-like streets of the city of Imjin (from Khara Thel). Kirigi is engaging the trader in a Haggling situation for a hand-lantern that Kirigi needs to do work in a cave. Kirigi wants to appeal to the merchant’s Blame Avoidance by stating that some of the goods are like the stolen stuff that the watch are on the look out for. The GM would check the disposition towards the character at the start. I find it a page further on past the method. So we’ll say it’s Indifferent (no mods). Unfortunately the write up is out of order. It puts the disposition part after the method of how to perform the “conversational resolution”. It’d be better if each component was discussed and the method put last – as a finale or summary.

Back to the process. I wonder what else is in weird order so read the whole lot instead of doing as I go. So I read the whole lot and think that it’s clumsily written but the ideas are very good.

Kirigi tries the skill roll. Appeal to the Merchant’s ‘Blame Avoidance’. Secretly the disposition is one. The merchant is negative to Kirigi, and all Ratlings. Also done secretly is the motivation values: Acquisition is the Merchant’s highest at 7 and Blame Avoidance is at 4, leaving 3. The Merchant has 4 resistance dice. Since Kirigi is ‘Attractive’ the NPCs resistance dice are reduced by 1. Leaving 3. The GM puts 4 dice on the table, Kirigi’s player reminds the GM of the Attractive trait and the reduction of the dice, leaving 3 dice on the table at the start of the Haggling process. This is to give an idea of the first few seconds and the receptiveness of the Merchant to that tangent of conversation. It’s a great abstraction I think.

Kirigi decides to push on thinking he has the goods to take on this slightly hostile merchant. Kirigi is Trained in Haggling, for +2 dice, the attribute is Empathy for 4 dice, and he has the Persuasion talent for +1 dice. Total dice is 7. The three dice fall for the Merchant, and each is 3, no successes. Kirigi rolls his 7 and only gets one success. Kirigi gets the price of the hand-lantern down but the GM secretly determines that the merchant now has a rivalry against Kirigi which further increases the resistance dice by 1 point.

I think that’s a pretty good mechanic. It will require the GM to keep lots of notes about NPCs that will recur in the game. Tracking their dispositions to the PC (and possible each separate PC).


This section is pretty good. As soon as combat starts you incur stress. Stress forces a Stability roll. So if Kirigi incurred 2 points of stress from Mental Anxiety he has to make a Stability roll and get two successes (2 points of stress). Extra successes will reduce the stress incurred. If Kirigi had Willpower talent he would add something. Not sure what. Probably an extra dice since that’s what the Talents do for skill.


A list of mechanics to cope with stress. I really like the idea. You have to Relax or Cope. Relaxation is permanent reduction of Stress. Coping is when Stress is higher than the Stability of the character. With a Willpower roll. Successes reduce stress by a point but not below your Stability. I read on and find that coping actually moves the stress point to something called Residual Stress. I guess this is compartmentalised stress – or emotional stuff that the character has swept under their rug of consciousness. You can’t get rid of these Residual stress points until after you remove normal stress. I’m unnecessarily reminded of Maslow. Lots of stress will take at least one die off any amount you roll.

Trust Points

The flavour and fluff on these brings up the distrust that is common when something negative happens to a player. Trust Points can be used as an award for going along with the GM’s story events. Ie. let your PC be arrested and you get a trust point. The player decides whether or not to do this, retains their freedom of choice, but knows that the GM is putting them in a tough situation for a story reason. In return the player can use the Trust Point to get an automatic success with every dice rolled – after the fact. So it’s possible that the Trust Point can get the PC out of the situation if it can be brought to one dice roll for determination.


Synapse has a lot of very good premises – in particular Culture, Life Experience and Motivations -  but needs extensive playtesting and revision for Attributes, Skills and Combat.

(repost from

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Synapse: Character Generation Review

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Browsing around on a new RPG kick I come across “Synapse”. The pitch is cool. Mind matters more than combat skills. I download the beta PDF and start reading. 12 pages of fluff and flavour later I’m starting a character generation.

So I split a crap piece of A4 in half with a ragged black line and get to it.

Step 1. Brain Chemistry.

Oh-oh. Am I going to get stung and roll up a paranoid-schizophrenic?

It says I need at least one d6. I grab four. Back to brain chemistry.

I get 7 attributes, five talents, and a lack of talent. OK – that sounds like something that does not suspend my disbelief. At Attributes I see Synapse, Cognition, Spatial, Empathy, Stability, Focus and Heroism. Hmm… this looks interesting – quite a few terms I’ve toyed with in my own homebrew system. Validation through others is nice.

Normal humans have a value of 3 in each. 8 is the absolute pinnacle. Nice. There’s a list of Synapse Skills and a Talent against each one. Only three talents that I can see. OK – there’s these purple boxes that tell me what to do. 3 points in each Attribute and spend 8 more points as I see fit. I choose:

Synapse 6, Cognition 3, Spatial 3, Empathy 4, Stability 3, Focus 6 and Heroism 3.

Based on the attribute descriptions I think of a character who is fast, a good communicator, and can process a few things at once – so can probably handle lots of innuendo. That’s how I interpret boosting Synapse, Empathy and Focus.

I’m wondering what I need these dice for but continue.

Synapse aids me in things like Bluff, Block, Dodge, Hide and Probe. It also handles Smuggling. I’m starting to see Malcolm Reynolds from Firefly/Serenity. I’d probably need Stability instead of Focus to make someone like him.

I get to the Spatial page and all the combat skills are there. That’s okay. I flirt with the idea of making Dixon Crow – my stand by veteran mercenary scout character that I test systems with. I’ll do that later as a second post.

Empathy has Torture listed as a skill. I guess psychopaths have understanding of Empathy in this system, enough that it functions like the real thing – that actually makes sense. I’m still on board with Synapse so far.

A quick read of Heroism and it only helps if you have above average value in that Attribute. I guess average people suck at being heroic. That fits with the world as I know it.

Now I get to talents. Each attribute has three. Now I have to choose five. There are restrictions on how many I can take. I can’t take a Talent on any Attribute with a value of 1-3. Then it progresses up from that point.

I take:

Deception & Reaction – for Synapse

Persuasion – for Empathy

Precision & Multitasking – for Focus

I find Deception can mimic other skills but for nefarious purposes. Reaction is pretty  much initiative.

I see one called Trajectory for Spatial and think I really want to make Dixon Crow.

Not taking Persuasion is a real crippler – no social skills. Ouch! Synapse will make munchkins and combat monsters very unhappy; so much so they’d probably run screaming back to DnD 4e.

Precision seems to control concentration and keeping steady – it says making long range shots with a weapon will require this.

Multitasking – Apparently can take two different actions in a single synapse phase. That sounds interesting – will find out more later.

Now I have to take a lack of talent: Sacrifice. The Ratling is incapable of Sacrifice type stuff.

As I scan through the Heroism talents I see there’s a thing called Morality Type – nice. I’m very much on board.

Step 2. Biology

Alright – this feels like the scientific method of character creation for RPGs. Already I can see it will put a lot of people off. It’s quite technical and requires a high degree of semantic understanding, but I feel like I’m making a person!

Body: I see that we all start the same here. 3 points. This may change based on other choices. OK. That’s good. I read more and realise that it’s 3 points for each body characteristic. How many are there? my lazy-gamer synapses react.

Strength: I find that when wounded I can lose Strength, and if I lose Strength I lose Focus. Death Spiral combat systems are easy to get wrong. I ponder briefly and move on.

Endurance and Resilience are set to 3. They make semantic sense.

I get to Race: and 17 more characteristics. I feel the heavy dark cloud of stat-bloat but push on. As is par for the course humans get nothing – which ends up with a poke in the eye from a sharp dirty stick in actual play in other game systems. Wonder if it’s the same here. I can see the edge of the deck that I’m on board. There’s some fluff about what race is biologically and we avoid that most heinous of crimes in modern western culture.

There is also a few other races. I see High Elf and then realise it is a template. I decide to make this character a Ratling, or man-rat, type race. I need to allocate points to the 17 different things.

Size, Locomotion, Intraspecies, Blood, Gender, Lifespan, Diet, Sleep Cycle, Skin, Grip, Feet, Language, Vision, Augments, Lungs, Heightened, Intelligence. At the end there’s a Culture Rollover. I read up on the process. Appendix B has more templates – I skip to it. They mention cat people but they’re not in the Appendix. I figure that a Ratling is a bit like a Hobgoblin.

Size, -3, ratlings are only 4-5ft tall

Locomotion, 0, bipedal (I wan them to be able to go to all fours to run fast but there’s no option)

Intraspecies, 0 cosmetic

Blood, warm blooded

Gender, -3 Gonadal (the differences aren’t very obvious; because of this the character has -2 connections, I guess it really is a human dominated world, whatever the world is at this stage)

Lifespan, -4 Short (Ratlings don’t live very long, 20 points on Motivation but can’t use Boosts, Stress level is never below 1 and other things)

Diet, 0, Omnivore (Ratlings eat everything that’s organic)

Sleep Cycle, 2, Metaurnal (lots of naps day and night)

Skin, 1, Fur

Grip, 2, clawed hand with thumb

Feet, 4, clawed paws

Language, 0 Expressive

Vision, 5, Low-light

Augments, 1, tail, balance only – no attacks

Lungs, 0, Oxygen

Heightened, 2, Hearing (+2 listen)

Intelligence, -2, Berserk (Ratlings are still animalistic in heightened fear states)

Culture Rollover is 4.

OK – so I’ve got a template for Ratlings. Thankfully you only have to do this once.

Step 3. Culture

I find out there’s 25 more cultural characteristics. The first thing I see is Medieval Franks. I don’t really want to make my own culture at this point so I look for more templates. I figure Ratlings are kind of parasitic in their culture, living within or under other human cultures. Given the obscurity of some of the cultures I’m surprised there’s no listing for Romany/Gypsies. The book references that there is Elven and Dwarven culture templates but they’re not actually there. I go with the Byzantine Empire. To do this bit I have to flip back and forward a lot so I take a grab of the culture template and sit it in another window. Fewer culture templates with their net results would be a better choice for any finished work.

It’s tedious. I have to look everything up. The template needs the results in it. I very nearly give up at this point.

I substitute Enclave into the build. I also set Religious Attendance as Optional. Violence point cost for Defensive is listed incorrectly as 7 points. It should be 4 points. I re-total the package with the substitutions and it’s 84 points – which is perfect for Medieval + 4 points for the Culture Rollover from the racial template! Some inconsistencies in terminology make me remember it’s a beta. I make it through. So far I’m thinking this is a good toolkit to create characters for long term campaigns.

Step 4. Life Experience.

Another packaged process. You can spend 15 points on what you’d like or buy  a package. I choose “Spy” and realise I need another sheet of paper. I contemplate some extra Life Experiences, negative and positive at balanced point cost, but decide against it since this character won’t be played.

Step 5. Personality

Motivations: an oft forgotten part of a RPG character. This should be interesting. So far I have a lot of pluses against various motivations from the culture and life experience. I read the section and it tells me I have 15 points to spend on top of those points already accumulated. It also tells me that everything has a base value of one, so that’s in addition to all the other points. I end up with:

Abasement 1
Achievement 4
Acquisition 5
Affiliation 3
Aggression 4
Autonomy 3
Blame Avoidance 1
Construction 1
Deference 3
Dominance 2
Exhibition 2
Exposition 3
Nurturance 2
Order 3
Play 2
Recognition 4
Rejection 4
Retention 5
Revenge 4
Sensuality 2
Succorance 3
Understanding 2

Morality: I read over this and there are categories but not a lot of discussion about how to apply them. I avoid it instead. Later on it suggests types of moral decision making. I think this a better. For the Ratling I make it based on Self-Interest for most things. For other Ratlings he thinks in terms of Rights.

Next is a discussion about Motivation Boosts. A character can overcome their motivations by taking on a stress point and rolling for a chance of success. Interesting mechanic.

Step 6. Connections

You get 5 times Empathy as points for Connections. The example lists other party members, some of which have a “rank” of Family. There are types of connections: Rivals, Enemies and Debts. Great ideas and will help the character be part of something – instead of being spawned into the world with whatever background happened to have been made. I write that I’m skipping this three times then decide to do it anyway.

20 points for Connections. There’s some mod’s from the char-gen so far (-2 from Gonadal gender, +2 from Attractive from Spy template) but they balance out at +0.

I’ll say there’s three other party members. They cost one point each. The rules state that each party member must reciprocate the Connection to you. Agreement must be reached before this is done.

A rebel connection, as a lover. Lots of exciting rendezvous. Transporter, friend; Merchant, friend; Criminal, friend; Transporter (Illicit), favour; Military, friend; Mechanic, favour.

Step 7. Skills

Now I’m in more familiar RPG char-gen territory. Skill points is 3 x Cognition + 10. Hmm… that needs some brackets. A bit more reading (3 x Cognition) + 10. For our Ratling, 19 points, bog standard. However, his culture and life experience gives him a net of +4 skill points. So 23 points. I get into it.

Already have a bunch of skills from the char-gen process so far. I better find out if all those repeats at rank of Amateur stack up or not. They don’t. Some of them give +1, though, so I have to take it that they are at Trained where they also have Amateur. I received Combat skill of my choice but it didn’t say at what level. Since I have Combat training as a Spy and there are so few points I have to assume I have it at Trained.

Appraisal, Amateur –

Beast; Claws, Trained (Ratling tail gives +1 balance, which seems to apply)
Dodge, Amateur – Reaction (Ratling should be good at this)
Barter, Trained – persuasion
Etiquette, Amateur – knowledge
Haggling, Trained – persuasion
Negotiation, Amateur – persuasion
Socialization, Amateur – persuasion
Probe, Amateur – deception
Solider, Amateur – Knowledge/Strength
Meditation, Amateur -willpower
Research, Amateur – deduction

Now to spend those points. I quickly realise that I can’t spend all my points. The leftovers will be used in play for making Connections.

Assassination, Amateur (4 points) – precision
Body Language, Amat (4 points) – awareness
Cartography, Amat (4 points) cover skill – precision
Shadowing, Amat (4 points) – deception
Traps, Amat (4 points) – precision

Step 8. Possessions

Wealth – with -1 to 5d6, I find out I lose a whole dice. Roll 4d6 and get 1300 florins as my starting cash. The Ratling didn’t get any property so I skim that section.

Step 9. Mechanics

Strictly speaking I’ve finished making the Ratling. I’m having fun with this and drinking an Old Mout scrumpy so I continue into the mechanics section.

Basic mechanic is dice pool vs. TN, another skill roll (opposed roll) or combination. On further reading a TN is number of required successes and  you get a success with a 5 or 6. I’m reminded of Shadowrun 4th Edition. The number of dice becomes important so I read on, not very well, then realise that  you use the Attribute for the skill. If you have the Talent you get an extra die. You also get extra dice based on the skill level.

Bartering, trained, persuasion. Ratling gets +3 dice, and Attribute value is 4, so roll 7 dice. Wow. I do a few tests. 3 successes, 2 successes, 3 successes. Cool. That’s straight-forward enough. There’s some fluff about how to roll dice in secret.

Conversational Resolution: this sounds good. I realise I’m back on-board, can’t see the edge of this ships deck so I’m firmly in place. Damn! When can I play this Ratling spy who’s also an assassin and works under the cover of being a cartographer of distant lands and dangerous places. Back to Conversational Resolution. The first paragraph sets the premise that the dice rolling is only when you want to control the outcome of the conversation in some specific way. You appeal to a motivation in the NPC. I can see that you need to Socialization with them first. Then Probe to find out their motivations. Then setup an appeal to the Motivation you think you detect in return for what you want. The complications come when you have to deliver (or decide not to deliver if your character is like that). Nice!

I find out what these conversation resistance dice are and am glad that I took spy package. It means the NPC get -1 resistance die against my attractive Ratling spy. He must be well formed, like the gallant mouse in Prince Caspian.

On that note I reach Combat and decide that it merits a separate post – this one is gargantuan.

(reposted from

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