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rpg:nano-victorian_future:char_gen_examples

Character Examples

Here are a few sample NVF characters to give folks an idea of how the system works. You may also be interested in conflict examples to see how things look in play.

We're going to look at a few character ideas here, and see how they might be statted.

Burly Jim

Gita (a player) decides that she wants to play a tough guy, but someone who's still human. She comes up with the name “Burly Jim”, and start thinking about who Jim is and what he does. Jim, she decides, is a lower class labourer. He's big, he's tough, but he's not as dumb as he looks. Jim's an Anarchist who opposes the power and control of the rich and titled aristocracy.

Motivation: Liberation of the Proletariat
Gita's GM has given her 150 points to work with. For Attributes, Gita assigns the points and specializations as follows:

  • Brawn: 20 (Jim Smash)
  • Resilience: 12 (Unstoppable)
  • Warfare: 10 (Closing distance)
  • Intelligence: 15 (Left-wing philosophy)
  • Influence: 28 (The Proletariat)

As part of Jim's Anarchist activities, Gita wants to give Jim some Gear to let him do spy stuff.

  • System: 20 (encrypted comm channel)
  • Outfit: 0 - Jim wears real clothes, dammit!
  • Cone of Silence: 15 (Field generator that obscures surveillance )
  • “Lifter” exoskeleton: 18 - Jim uses this at work. Think the thing Ripley uses at the end of Aliens.
  • Demolitions gear: 10

Gita rounds out Burly Jim with Knacks.

  • Ever-present cigar: 1 - Jim always has a cigar. Even when no one can tell where he'd been keeping it.
  • Rhyming Slang: 1 - The bastard child of Cockney slang and random doggerel.

Jacob Whyte

Murray wants to play a refugee from Hell (aka Europe). He's thinking something along the lines of a genetically engineered vampire. Jacob Whyte is old enough that he remembers when The United Kingdom was still a going concern. He wasn't rich enough to afford a ticket to America when the Changeling Plague crept across the Channel, but he was lucky enough that he can, mostly, pass for human. He managed to sneak across to America years later, and has set himself up in Boston, where he can enjoy civilization again.

Motivation: Safety
Attributes

  • Brawn: 35 (Iron grip)
  • Resilience: 30 (Unflinching will)
  • Warfare: 35 (Preternatually fast)
  • Intelligence: 20 (More cunning than a very cunning weasel)
  • Influence: 10 (Suave but creepy)

Gear

  • System: 5 (pocketwatch; Jacob won't let American surgeons work on him. )
  • Outfit: 5 (Basic suit with self-cleaning and climate controls)

Knacks

  • Sharp Senses: 10 (Hearing, sense of smell, nightvision)
  • Sunlight allergy: 0 (This is a drawback; it costs nothing but might come up)
  • Needs human DNA: 0 (Jacob's DNA is unstable - he needs to regularly consume human DNA to keep himself stable.)

Jennifer Hall

Heather wants to play a mercenary. Jennifer Hall is a gun for hire, armed to the teeth and full of the latest combat upgrades. Jennifer works for whoever has money to spare, as a bodyguard, an enforcer or an assassin.

Motivation: Greed
Attributes

  • Brawn: 20 (Stronger than she looks)
  • Resilience: 15 (INSTALL: Second wind.)
  • Warfare: 30 (TARGET LOCK ACQUIRED)
  • Intelligence: 10 (Scheming)
  • Influence: 15 (Has a way with violent people)

Gear

  • System: 20 (Enhanced optics, radar, target tracking/identification)
  • Outfit: 20 Armoured jumpsuit)
  • Guns: 20

Knacks

  • none

Hamza MacDonald

Bernard is intrigued by the anarcho-syndicalist nanotech wizards of Canada. Hamza MacDonald grew up in the shadow of the Living Tower in Toronto, and spent his life playing with new ideas from other communes throughout Canada and building his whuffie. Tales of the strangeness of the Empire of America convinced him to fabricate a frock coat and head south to see what all the fuss is about.

Motivation: Curiosity
Attributes

  • Brawn: 10 (moderately fit)
  • Resilience: 10 (has been known to jog)
  • Warfare: 10 (pretty good at tennis)
  • Intelligence: 40 (plays chess with atoms)
  • Influence: 10 (has a girlfriend who lives in Canada)

Gear

  • System: 25 (Broad sensors, great range)
  • Outfit: 25 (very, very configurable)

Knacks

  • Nanotech Wizardry: 20 (random tricks and stunts)
rpg/nano-victorian_future/char_gen_examples.txt · Last modified: 2017/04/28 21:08 by 127.0.0.1