Since it is no longer October, I figure let's do a game that's the polar opposite of spooky.
The Game: PicoThe Publisher: MythworksDegree of Familiarity: I ran
Wildsea for a while but I haven't played this one
Books Required: Just the one
In
Pico, you're playing bugs, as is probably obvious from the cover. The system is the same as
The Wildsea (the "Wild Words" system); roll some d6s, highest result applies, doubles means something twisty happens, and so forth. Really, you could call
Pico a reskin of
Wildsea, because the game play is still very much focused on exploration, but the tone is very different and there have been some system additions and clarifications that I think are really solid.
And more to the point, your group can find and a tame a picotitan, such this little fella:
So, 13/10, no notes.
OK, so chargen, unlike Wildsea, doesn't use classes or other splats, you're building your bug from scratch. We go in two phases; in the first, we buy our Aspects and Skills with Nectar (which is also the XP currency), and in the second, decide on more RP-focused bits of the character. So in general, what kind of bug appeals today?
Well, this isn't actually the first time I've made a bug character, and I've made a
spider, a
dragonfly, and a
cricket in previous games. How about we make a mantid-like bug and lean into the monk-like thing, make someone who's a capable martial artist and all spiritual and stuff? I'll name my bug Souffle (he's pretty sure it means "teacher" or "made of eggs" or something).
Step One of chargen is get your Nectar. The GM ("Weaver," in this case) could assign any amount, but the book recommends 25 for starting characters and 50 for more experienced ones. Let's assume I'm just starting out and take 25.
Step Two: Purchase Aspects and Step Three: Purchase Augments. So there are a bunch of these, and I can spend 3 Nectar to buy an Aspect and 2 to buy an Augment for an Aspect. The book encourages me to spend about half of my points (so 12ish) on these, and save the rest for Skills. Sounds good. What kinds of Aspects should Souffle have?
I feel like the arm-blades are pretty important, but suppose we also have some flashy wings that can open up and dazzle other bugs? Like a flower mantis? Let's see here. I want Crescent Scythes, which lets me ignore an Armor Cut when in darkness. I don't think I want any of the Augments for it, though.
And then I want something for wings, too, because there is indeed an Augment called Mask-Patterned that bumps Dazzle to Gigadazzle (which is a good thing). But what kind of wings? Do I want to be good at defense, or carrying others? I think defense. I'll take Vibrawings, which lets me ignore Speed Cut when defending (basically I don't take a penalty if what's attacking me is fast).
So I've spent, what, 8 points so far. I could buy another Aspect with an Augment or two more Aspects if I want to have a little less than half left for Skills. Let's see...ooh, there's a couple for Brain that I like. I think Split Brain makes the most sense, though (basically if something would affect mood, which is a thing in this game that matters, I can mark the Brain track to keep it where it is). Augments? I do like Unknowable, but I think I want to look back over the other Augments real quick.
Ooh, I do like Holoptics (if I'd be surprised, I can instead steal the spotlight), but where does that put my points? I've spent 11, if I spent 3 more I'll be down to 11 to spend on Skills...yeah, I think that's OK.
Right, that puts us over into Step Four: Skills. I can't go higher than 2 in a Skill, and Skills cost Nectar equal to rank, but you have to buy them sequentially (so a rank-2 Skill costs 3 of my Nectar). Let's see here. I know I want two points in Dazzle and Slash, and that eats six of my points right there. I think I'll just buy 1-point ratings in five other Skills, so let's make those...Dance, Fly, Care, Think, and Dash.
Awesome! Next, Step Five: Choose your Moods. Basically I've got three Moods. The middle one is "OK", and then there's a positive end and a negative end. There's a list of them, though I could make one up.
I think, though, that Souffle gets Detached at the negative end of things. He can use friending Skills (including Dazzle), but his first finding Skills is treated as Giga, so he can Think like crazy. On the positive side, hmm...I keep coming back to Focused, which lets me ignore a Cut when making an attack. I didn't intend for Souffle to be quite so combat-specific, but it makes the most sense. Though truthfully, an "attack" doesn't have to be physical, so this is more broadly useful than that.
Step Six: Bits n' Bobs. Bits are biological, bobs are not, I get one of each (or I could take two of one and zero of the other, but eh). For my bit, I'll take a Droplet of Water. For my bob, I'll take...ooh, a Droplet of Oil. I like the duality.
Step Seven: Mystery. Every bug has a Mystery they're trying to solve, and when they do, it introduces a truth about the world. One of the examples is that glass is solidified music, so that's the level we're on. But all I need is the mystery, at this point.
Well, how about we lean in to that fluid duality thing and ask: "Why does oil float on water?" (Perhaps because it's more enlightened, but that's something I'd discover in play.)
Step Eight: Name. I know my given name (Souffle), but I get a pseudoscientific name, based on the Aspects and Augments that include some pseudo-Latin words. Specifically:
- Crescent Scythes: Skai
- Mask-Patterned: Tenco
- Vibrawings: Dandan
- Split Brain: Azku
- Holoptics: Toto
I don't have to use all of those, and I can put them in any order I like. So...Tencodandanskai Azku sounds like a good "scientific" name for this weird flower mantis-like bug!
And that'll about do it! Souffle is ready is venture out into the world, trying to discover the secret of oil and water and how it might be applied to every bug everywhere all at once.