[Everlasting Empire] Character Creation

Malcolm Craig's picture

Some people might know I've had a game called Everlasting Empire on the back burner for quite some time now. I've been troubled by how to make the game actually work. I was pondering the use of Gregor Huttons excellent, elegant ERP system for the game. However, a moment of inspiration came on the platform of Hounslow Tube Station on Sunday after Dragonmeet. Thanks must go to Gregor for providing this inspiration.

So, I've started writing up my first thoughts on the mechanics of the game. As a side note, the mechanics will be a D6 dice pool based system rolling over a fixed target number, against successes gained by the opposition.

My main question here is fairly simple: From reading these basic notes, do you feel that this system gives some of the feel of a Dan Dare-Meets-Arthur C Clarke-Meets-H G Wells kind of game? And, does it offer enough scope to create engaging characters? Any other comments that you may have are welcomed.

As a final note, some of the inspirations for the game are (fairly obviously) Matt Machells 'Covenant', Gregor Huttons 'ERP' and a few other games, whos inspiration will be more apparent once I post stuff on basic system, probably later this week.

There's a very small bit about EE here.

Cheers
Malcolm

After the group has created their Situation Sheet and decided the hows, whys, wherefores and whos of the game they are going to play, then it’s time to stride forth into the creation of the individual characters. This is most certainly best done as a group, whereby ideas can be bounced around and jolly banter can be engaged in. It’s recommended to have drinks on hand, maybe a nice port or a glass of fine malt whiskey. For those of an abstemious nature, a lovely hot cup of tea would do just as well!

The first stage in creating a character involves answering the two following questions:

Who am I?
What do I do?

The former can be answered simply, with a name, perhaps where the character comes from and their social background.

The latter relates to their current employment and occupation, perhaps also detailing their past experience and endeavours.

In order to illustrate all the stages of character creation, we’ll be following with a keen eye the evolution of a character created by Matt, who’s taking part in a game of Everlasting Empire.

Matt thinks about the two important questions, has a small glass of brandy, and then writes down the following:

Who am I? Filkstone ‘Biffer’ Burridge, born to a comfortable middle class family on the verdant colony world of New Albion. University educated, he’s a man with a fierce determination to serve the Empire! The nickname ‘Biffer’ was given to him by his university friends after he defend the honour of a lady against several burly assailants!

What do I do? Burridge is an agent of the Foreign & Colonial Office, tasked with tracking down saboteurs and foreign agents on the far colony worlds.

Already we can see the start of an intriguing character in the form of ‘Biffer’ Burridge.

Now we move on to a more detailed definition of the characters. Four things mechanically define characters in EE:

Attributes

Attributes cover three areas of the character and input into the conflict resolution system by providing the basic number of dice for the players dice pool in a conflict. The attributes are Action (which covers all physical things that a character might do, such as dishing out a good biffing to some rum coves on a distant colony!), Brains (which covers intellectual tasks, reasoning and wisdom, like outsmarting the fiendish Professor von Kaiser in an intricate duel of wits!) and Grit (which covers willpower, determination and a jolly good stiff upper lip in the face of adversity!).

When creating a character, attributes are defined by a number from 1 to 5, with 1 being a very poor level in that attribute and 5 being almost superhuman! That’s not to say that characters should not have a low attribute here or there, oh no! It simply means that they will be at a slight disadvantage in a conflict that utilise their low attribute and should think cleverly and carefully about how to set up conflicts that play to their own particular strengths.

All characters get 9 points to spend in the three attributes, distributed as the player sees fit. But remember, the minimum attribute level is 1 and the maximum is 5.

Let’s glance once more at the case of our old friend Filkstone ‘Biffer’ Burridge, the steely and determined Foreign & Colonial Office Agent. Matt has decided that Biffer is a man of guts and determination, speedy of thought but not the most physical of chaps. So, he assigns the nine attribute point like this:

Action: 2
Brains: 3
Grit: 4

So, it’s clear to see that in situation where resilience and presence of mind are the order of the day, ‘Biffer’ Burridge is the man to have on your side!

Motifs, Motivations and Traits

The next part of creating a character in Everlasting Empire is very important and covers the characters Motifs, Motivations and Traits. These all highlight distinct things about the character and so are worthy of some cheery discourse!

Motifs are pieces of descriptive imagery about the character that says something about who they are, the way they do things. Think of it as a visual ‘shtick’, a particular use of language

One motif is always key to any character, and that is the Smoking Motif. The Smoking Motif must be to do with smoking, as every character in Everlasting Empire smokes. It can be the way they grind a cigarette butt under their heel, the manner in which they wave their pipe in an argument, the fluttering of eyelashes behind a veil of smoke from a slim cigarette holder and so forth.

Smoking Motifs are even more powerful than normal motifs and give two extra dice if they can be brought into a conflict, rather than the normal one die for bringing a motif into a conflict.

Motivations are the things that drive the character, which force them on. They can be deeply held beliefs, things from a dark past, optimistic notions or all manner of things. As long as a Motivation is something that drives the character forward.

Traits are things the character can do, physical or mental aspects of their makeup, skills and learned abilities. Traits can cover a lot of ground, so think wisely when choosing them!

When it comes to choosing motifs, motivations and traits, the players gets to pick 2 of 1, 3 of another and 4 of the remaining category. So a player could choose to have 4 Motifs, 2 Motivations and 3 Traits. Or perhaps they’d like to have 2 Motifs, 3 Motivations and 4 Traits. As long as the basic pattern is followed, the individual player is at liberty to decide what emphasis they’d like to place on the character.

To illustrate how this works, we shall again visit our friend ‘Biffer’ Burridge.

Matt thinks carefully about the emphasis he’d like to place on Burridge and decides to give him 2 Motifs, 3 Motivations and 4 Traits. After suitable consideration over a small sweet sherry, Matt writes down the various things about good old Biffer, as follows:

Motifs

Smoking Motif: Gestures wildly with pipe stem when in an argument.
The crowded confines of a city

Motivations

Science shall make us great!
Defend the reputation of Britain!
Social betters must always be treated with respect and deference!

Traits

Powers of deduction
Handy with a sword cane
Fortitude in the face of adversity
Rakishly handsome

So, we are already developing a good picture of the determined, socially deferential and chisel-jawed Filkstone Burridge!

Resources

The final element of character creation is the resources that the character has. There are precious few restraints other than common sense and good judgement here, so exercise wisdom and consideration when picking out resources.

Resources can give bonus dice in a conflict, but only if they are appropriately described. Simply writing down ‘Pistol’ means that, yes, the character has a pistol, but it offers no advantage, even when used in a conflict. However, if that pistol were described as a Webley-Enfield MkV Electromagnetic revolver, then that would be splendid and give a bonus die in a conflict!

So what does Biffer carry around with him in the execution of his Imperial duties? Well, Matt shows some imagination and describes three things that he always has upon his person:

Palmerston ‘Vigorous’ Ray-pistol with ivory grips
Sword cane carved with the family coat of arms and inlaid with silver
Crombie coat with cunningly concealed armoured lining

All of these resources, if brought in to a conflict, would each give a bonus die.

Tally Ho!

Matt's picture

I think the start of that feeling of Dan Dare, empire and stiff upper lippedness is there, but it has a way to go. Maybe you need to tie either the situation creation or the character creation very definitely to the feel of the times/setting. Somehow embed that. What exemplifies that to you?

I think it'd be neat to have a grabsheet of twee british names to apply to colour. Much like Polaris has its list of star names.

Hmm tech seems to naturally break things down into. Name + Description + Techie bit + Uniqueness: Throckmorton's Ingenious Plasma Emitter with Walnut Burr.

-Matt

Realms Publishing

Cheers

Malcolm Craig's picture

Thanks Matt.

The feel of the setting will, I hope, come through more clearly when the Situation Sheet section, the Running This Game section and the System section are posted up. That having been said, I think it does need a bit more in the way of jolly-goodness to really give it spice.

I'll certainly be including the list of twee British names: Digby, Diggory, Herbert, Bertram, Lavinia, Hetty, Gwendolyn and so forth. Need to trawl the old PG Wodehouse and come up with a comprehensive list!

You're right about the way resource descriptions break down easily into a formula of sorts. There will be plenty of examples of this within the tesxt, all with appropriately what-ho sounding names.

Have you any thoughts on the elements of character creation? Is there anything that stands out as glaringly inappropriate to the situation? Conversely, is there anything which appers to be glaringly missing?

Cheers
Malcolm

Contested Ground Studios

That's kinda why I asked

Matt's picture

That's kinda why I asked about what you saw as the key things about the times. Your two questions are a bit general. I'd ask something tied to the value system of the times.

At the moment character creation feels like it expects you to know the feel and add that in, rather than it encouraging you to incorporate it... If that makes sense. The text feels like you (as author) know how to give that feel, but not like you're telling me (the reader) how to get it myself.

The smoking motif comes close though, so maybe I'm being overly picky..

-Matt

Realms Publishing

Right, my bad. Didn't quite

Malcolm Craig's picture

Right, my bad. Didn't quite pick up on what was being asked.

From the point of view of the characters (who will all be 'British'), the defing attributes of the time would be:

Devotion to King and country
Belief in the Empire as a force for good
Belief in British superiority over Johnny Foriegner
Stiff upper lip
An appreciation of derring-do and heroism
Deferrence to social betters

That's pretty much six of the defining elements. i think that, probably, the section on motivations would have to be clearer and give greater direction on this aspect. Perhaps also on traits, which would lean towards the dahing, the heroic or the typically 'British'. All of these would obviously need to be very heavily exampled.

Cheers
Malcolm

Contested Ground Studios

Questions

Graham W's picture

Malcolm, with that kind of feel in mind, how would you feel about questions like "How do I serve my country?" and "How do I serve my God?"

You know, specific questions which are heavily tailored to the period.

Graham

Exactly!

Matt's picture

Maybe also "Who is my social superior?", "who is my social inferior?" and use those to define initial character connections. That would set up an interesting dynamic, especially if one of those had to be another PC...

(OK, now I can only think of the "I know my place" skit)

-Matt

Realms Publishing

It's a great setting

JoE PrincE's picture

It's a great setting Malc.

You should run it in Wushu...

Is EE going to be a GMed game?
What do the characters do?

I'd like to hear more about the Marqued.
Just realised they're from a different game, still why not have them as aliens in EE?

+++
JoE
+++
Prince of Darkness Games
Game-story mashups that put the fun into dysfunction.

Answers to questions

Malcolm Craig's picture

Graham: Yes, questions such as that would be absolutely ideal. A question along the line sof "How do I serve King & Country?" would be exaclt the kind of thing appropriate to the tone of the game. It would need to be specified within the text that the response needs to be a positive one: what do I do to benefit the Empire, honour the King and maintain the reputation of Britain?

Matt: Yeah, I was getting the "I know my place" skit in my head as well! But I think your point is a valid one. Social status will be important within the game and so should receive treatment in the text. I'm loathe to have some sort of 'social status' stat, but some means by where the players can sort out who their characters feel superior/inferior to would add to the feel.

Joe: Yes, EE is going to be a game with a GM role at the table. The GM will have authority for setting a given scene, but the players can have their say in what scenes they would like to see and can also input into the colour of the scene through various means. In answer to what the characters do, they are all ‘British’ (or, at least, from one of the colonies of the Empire). They are British secret agents, freebooters, explorers or others types of character striving to uphold, advance and defend the British Empire.

Finally, the Marqued is quite radically different game to EE that will probably never see the light of day.

Thanks for all the thought provoking ideas and questions.

Cheers
Malcolm

Contested Ground Studios