Gotta love games that require me to open up a tab for Alt codes.
The Game: Æternal Legends
The publisher: Mob United, originally, but I don't see anyone but eBay selling it
Degree of familiarity: None. I've read it, that's it. Playing it would be fun, but I say that a lot, don't I?
Books Required: Just the core.
OK, Æternal Legends is about modern fantasy, about being a Legend and a hero. It's got shades of Changeling: The Dreaming and Unknown Armies,
which is cool. I think I'd like to have seen more examples in the book -
character creation, powers in action, actual play, that kind of thing,
because after reading I'd have a hard time explaining it. But, Stew
helpfully made us a character a while back, so I betcha I can do it, too.
Step 0: Concept.
I know I want to play a gnome. I like their description here, how
they're about invention and creation and inspiration. And, I admit, as
I'm making more characters I'm seeing a trend toward mercurial,
trickster and (of course) jumpy/flippy sorts. So why ignore what I love?
My gnome is loosely (loosely) based on Robert from Munich,
the toymaker-turned-demolitions guy. That is, he was a toymaker and
specialized in intricate clockwork and radio-controlled toys, but never
made the same one twice and sold them at a fraction of what they were
probably worth. When he became Aware of his Clade and realized the
struggle between Light and Dark, he turned his talents to more martial
pursuits, largely because he saw it as an interesting challenge. He
works with traps more than bombs, though. Bombs are easy. Traps,
especially a trap that can fascinate a target long enough to nail him,
are fun.
I won't sweat nationality, because I'd go with
wherever the game was set. I do think that the character always has
something wiry and clockwork to fiddle with. Probably a big clanky bag
of spare parts that can use to whip something together for whatever
reason, whether it's to win favor with a child or open a difficult lock.
Names. Argh. He was born Timothy Adlerman, but he goes by
"Tink" (for "tinker"). Yes, this does sometimes get people thinking
"Tinkerbell" and giggling, so he had a Tinkerbell tattoo put on his
shoulder and dyed his hair blond and did it up in a Tinkerbell-like 'do.
Fuck 'em if they can't take a joke.
Oh, and his Sphere is definitely the Beauty, and his role is the Mad Inventor. That's an easy one.
Step One: Attributes.
We've got four here, with 7 points to divvy up. I'll put three each
into Body and Mind; I want this guy to be quick, nimble and smart. The
last point goes into Presence; as far as charisma goes, he's just
average (he's cute, but he's annoying sometimes and he tends to take
apart your microwave). That leaves Ethos at 1, but that's OK - I see
Tink as unfocused and unsure of what he really believes. He's trying to
find his place as a Legend, and doesn't like where other people try to
put him.
Now, along with my Attributes, I get Edges and Flaws. I
add one Edge and one Flaw to my Attributes. I automatically have the
Body Edge: Nimble and the Mind Flaw: Oblivious for being a gnome. I'll
give Tink the Presence Flaw: All Hands; he just can't leave well enough
alone and has to touch everything. And then I think he needs the Mind
Edge: Creative. Duh. He can turn alarm clocks into watchdogs.
Step 2: Traits.
Derived stuff; Health, Conviction, Wits, Will. It's pretty much just
the linked Attribute +4, and I'm not sure why we do it here rather than
at the end, but whatever. Health 8, Conviction 5, Wits 8, Will 6, Magic
5.
Step 3: Aptitudes. These are kind of like professions.
I get two, and then four points to divvy up, so let's look at the list
and see if any of them work. Well, sure. OK, it makes sense for Tink to
be good at Enchantment magic, so I'll take the Enchantment Aptitude.
I'll also take Engineer, because, well, duh. I'll put three points into
Engineer and one into Enchantment - Tink's just starting to use his
powers magically.
I get one Skill to apply to one of my
Aptitudes. I believe I will apply "Clockworks" to my Engineer Aptitudes.
Because I'm a gnome, that adds 2 dice rather than just one.
And
now, my Expertise. Obviously, what Tink's good at is creating devices,
but let's get more specific than that. I'm going to call it "Tinkerer" -
that's his name, that's where his true passion lies, so that's what
he's best at. He can disassemble and reassemble just about any device,
and make it better (or at least more interesting) in the process.
Step 4: Beliefs.
This has to do with self-identity, which is a point of struggle for
Tink. I get one Belief (since I have Ethos 1), and I'll phrase it this
way: "Everything can be improved."
Step 5: Clade. Did that already. He's a gnome.
Step 6: Sphere. Did that already. Beauty, and Mad Inventor.
Step 7: Social Class.
There's a chart. Hang on. For the Unaware, I'm Lower Middle Class. For
the Aware, I'm Upper Middle Class, on account of my knowledge of
Enchantment. I'm considerably richer among the Aware. My Revenue for
Unaware sources is 5, but for the Aware it's 7.
Step 8: Equipment.
Lots of spare parts in a big sack. Probably nothing in the way of real
weapons, though I can see Tink building a blunderbuss or something in
future.
OK, then, I think that's done.


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