Today we’re going to give you a sneaky look at character creation for CC’s Pulp RPG.
There are a few very simple criteria about how we design things, here’s the major one; character creation must be simple and swift so as to be friendly for your new players, yet possess infinite customization with levels of depth for your more experienced players. To tackle this problem, we considered all manner of mechanics but we’ve settled on a few solid ones.
So, let’s get into it…
There are four attributes which will be familiar to players of RPGs but we’ll go into a bit of detail here. The power level is unlike most styles of RPGs and since most pulp fiction characters are simple humans we feel the need to stress this. In Pulp RPG there are four main attributes that make up a character:
The physical attribute describes your athletic ability as a whole; shooting requires physical effort to aim and stay steady, running long distances is tiring, swimming through river rapids is difficult, and holding open a stone trapdoor requires technique and brawn – all these describe your physical attribute, sort of a doing statistic.
Intellect covers elements from academic learning, logical reasoning, to understanding sciences and engineering. Recalling ancient lore, deciphering complex codes, repairing a vehicle and understanding schematics – all these describe your intellect attribute, a sort of thinking statistic.
The charisma attribute describes your social acumen. Being heard over an argument, convincing others to help, wooing another person or calming a spooked horse. Charisma is almost always a competitive roll and acts like your characters presence in the room..
Finally, the luck attribute – which is used during the game to turn aside a poor result, avoid catastrophe or really hammer home a good shot. The luck attribute is also rolled in games sessions where pure chance can make you feel lucky, such as when determining which character is going to be targeted by an enemy. In these situations, rolling the dice of the luck attribute means the lowest score loses the contest and becomes the target of the attack.
Luck also plays another important part during the game for the little things; is that guard looking in my direction? Roll your luck dice pool and let’s see how fate decides! In this way, the excitement can be shared by the players and the games master without derailing the story or side stepping role-play.
At character creation a player decides which of their attributes will be their characters best, good, average and poor attributes, which confer 4 dice, 3 dice, 2 dice and 1 dice respectively to their dice pools. It may sound a little restrictive but at character creation it can be very quick to decide what sort of character you wish to play and gives each character a known balance. The infinite customization comes in the next section; character skills.
We’re still working on the skills a character can take, but the idea is relatively simple; you choose your skills based on a broad spectrum of a life role or profession. A character has several skills depending on their Intellect attribute. Here’s an example based on a character who is a farm worker:
- Farming Know-how – crop rotations, irrigation systems, flora and fauna knowledge.
- Mechanics – the ability to repair or modify vehicles on the farm.
- Animal Welfare – to care for livestock in all forms with simple veterinary skills
- Firearms – to guard and protect the land or livestock from predators or thieves.
Its important to note that skills are not specific to any single attribute, instead they are fluid meaning that a physically weak character may be able to think their way out of the box.
Getting across a cavern is rarely a simple physical task, sometimes you have to use brains to determine the best point to jump, the right angle and speed to jump from, be warned though; if you stretch the concept too far and you risk the idea backfiring; try and suggest you can charm your way across is doomed to fail!
That about covers today’s development blog. Over the next couple of days we’ll give you some insight into basic and competitive rolling, initiative and combat.
Stay tuned and we’ll give you some more meaty bits as the week comes to an end!
J.D. Ferris, C.C