Got a few hours before Chill players get here, so let's make a character.
The Game: Cold Steel Wardens
The Publisher: Blackfall Press
Degree of Familiarity: Not much. I played it at Origins a bunch of years ago, but I don't remember much about it.
Books Required: Just the one.
Cold Steel Wardens is a supers game, and I have a bunch of those, but this one focuses specifically on the Iron Age of comics. So inspiration comes from things like Watchmen, The Dark Knight Returns, The Boys, and so on. It's not that no one has super powers, but the staunch moral center of the characters is...perhaps a little skewed.
I remember thinking, when I played this game, that the concept was cool but the system didn't do much to bring the themes out. Looking back on the write-up I did when I played it, I also noted that there were some fiddly bits to the system that probably didn't need to be there but were legacies of other games (and boy howdy, I'm well familiar with those; Chill 2nd had a shitload).
Well, anyway, let's make a character!
Step One is to print out a copy of the character sheet, which I have.
Step Two is to think of a concept. Well, I don't have a concept per se, but I have a theme song:
That's "Fast Talk" by Houses. It's a song that's been in my rotation a lot of late. I really like the line "Maybe God is just a cop that we can fast-talk" but really the whole song is sad and evocative (which is kind of where my aesthetic lives these days, if we're honest). The chorus also ends with "we'd better run," but it's almost a throwaway, and I like that underlying feeling of danger.
So I think my character was a street punk. Did some mugging, burglary, looting during blackouts, but never sold drugs and didn't carry a gun. And then one night he and his pals picked the wrong woman to harass, and she killed them all (thinking here of the mugging scene in Watchmen, which, in the movie, involved Silk Specter stabbing a motherfucker in the neck). My character sat there up against an alley wall, bleeding out with a knife in his chest, and something changed.
He stood up and pulled out the knife, and saw clarity. He hadn't deserved to die, and neither had his friends, but then again, they didn't not deserve to die. They had brought violence to someone who hadn't deserved that, but then, she brought violence to others nightly. He had to stop this clarity before it drove him mad, but he knew three things: He was dead, he was alive, and the truth, the clarity, would always be there if he wanted to look at it.
He stumbled back to his shitty studio apartment and told his roommate about what had happened. His roommate (a former physics major who'd gotten thrown out of college for selling drugs) helped him test the limits of his ability, and somewhere in the experiments used the word "anomaly." It appealed to my character. In life, his name was Darren Darby, but now he stalks the nights as "Anomaly."
Cool, good start. I think Anomaly needs better-than-average physical prowess, and maybe some kind of heightened senses or precognition to represent his "clarity" power, but I'll get to that.
Step Three is to assign points to my Vitals, which form the acronym "MAFIANAP," which...OK, that's a little weird. I get 32 points to put in. How's this system work? Oh, right, it's d10 dice pool, target number is 6 or better, 0s count as two hits, and 1s cancel a hit (ugh). So it's OWoD, basically. Hrm. If I divide up my points equally, I'm at slightly better than average across the board (the book says 3 is about average), but I don't want to do that. So!
Magnetism: Social skills and charisma. Not something I think Anomaly needs. 2
Accuracy: Fine motor control, driving, ranged weapons. 3 is fine.
Force: Athletics and melee stuff. I want this high. 7
Intellect: Smart-making. 2
Agility: Speed and some athletics stuff. I need it a little higher; 5 is fine.
Nerve: Physical strain threshold. 4
Awareness: 2; I think what Anomaly does here is mostly informed by his powers.
Psyche: Mental strain. I've got 7 left, holy shit. Um. I'll put 5 here, and go back and add one to Awareness and one to Accuracy.
Step Four is Skills, Masteries, and Powers. I've got 85 points here. Good grief.
Well, let's start with Skills. The book says that without a rating in a skill, you've got no training it, meaning if you ain't got no Drive you don't have a license. I'm not sure I like that, but I do like that they pointed it out. I'm supposed to be well-rounded, skill-wise, and my max in a skill is the controlling Vital + 3, so that's useful, too.
Starting at the top, the physical skills are Athletics, Armed Melee, Armed Ranged, Stealth, and Unarmed. I kinda want all of these to have a decent rating, except maybe Armed Ranged, so I'll put in 5, 5, 1, 5, and 5, respectively.
Next up, Investigative. I have Canvass, Examination, Investigation (BOO REPETITION), Notice, and Research. I want Notice to be decent, but the other stuff doesn't need much. I think that Research we can actually skip. So I'll do Canvass 1, Examination 1, Investigation 2, Notice 4.
Social! Deception, Intimidation, Intuition, Persuasion, and Reputation. Well, Deception can be 1 (I see Anomaly as almost unaware that lying is an option), Intimidation needs to be high, so let's call it 4, Intuition likewise, 4, Persuasion is 1, and Reputation is 1.
Knowledge. Cultural, Criminal, Esoteric, Historical, Scientific. 1, 3, 1, 0, 0, respectively.
Finally, Technical. Driving, Fine Manipulation, Piloting, Mechanics, Vehicle Combat. What a weird collection of skills. OK, Driving 2, Fine Manipulation 1, Piloting 0, Mechanics 1, Vehicle Combat 0.
So in total, that's 49 points. I assume that's viable. On we go! Masteries! These are 3 points each, and they have prereqs. Let's see. OK, there are a bunch of these, but I like some of them. I want Quick (bonus to initiative), Tough (harder to hurt), Sense Ambush (which means I need to bump my Notice to 5, which is fine), Nightsight, and Street Fighting. That's 15 points, plus 1 for the extra point of Notice, so I've spent 65. 20 more.
Powers. Hmm. OK, so powers have a "buy-in" cost, and then you can buy a rating, too, which is 2 per dice. I assume the first die is covered by the buy-in cost, but it doesn't actually say that and there's no example of chargen GRR. I've only got 20 points left and some of the powers are expensive, so let's see what stands out.
OK, no special pre-cog like powers. I do like Affliction, though. Anomaly can touch a target and give them spasms of pain and cold, incapacitating them. It's a 10-point buy in, and I'll spend the other 10 points to give myself 5 dice in it.
That's all my points, and I do technically get Specialties in some of my skills, but I'm gonna jump ahead to Step Six and pick my Flaws. I have to take 2, but if I take more I get more points. Oh, I'm definitely taking a few, I like these, they're nicely low-key. I want Inattentive (I lose a die on Investigative skills) and Limited Charisma, which takes care of my required ones.
Now for the gravy, I'll take Low Tech (anything more complex than a car, I get a -4) and Merciful (I won't kill if I can avoid it and I don't torture). I'll take Poverty, too, and just because it's in-concept, I'll take Uneducated. That's 4 more Flaws, 12 more points. Neat!
OK, back to Step 5 for Specialties. I get a Specialty for every 3 dice in a Skill, and an Optional Effect for every 3 dice in a Power. Let's start with Skills. Wait, shit. Actually, I'll spend these last 12 points and then do this stuff.
Well, I still don't have a way to represent the power of "clarity," but I think some of it might be all in Anomaly's head. There is a power called "Sense," though...oh, wait, no, Sensitivity! Perfect! Anomaly can sense "chaos." If someone is in turmoil - scared, confused, crazy - he can sense them. Ah, hell, it's 10 to buy in, that's more than I thought, and it only leaves me with 2 more points. Hmm. Let's drop my point in Mechanics and take the Truthful Flaw (I mentioned earlier he's a lousy liar). That gives me 4 more points, meaning I can take Sensitivity at 3 dice, so I get an Optional Effect.
Cool! So now Specialties. I'll take:
Athletics (Climbing), Armed Melee (Improvised Weapons), Stealth (Hiding), Unarmed (none, that's what Mastery is for), Notice (Spot Motion), Intimidation (The Stare), Intuition (None), Criminal (Gangs).
OK, and then I get an Optional Effect for Affliction. I'll take At Death's Door, so I can choose not to kill with it.
Derived Traits! The formulae are on the sheets, so I'll just fill 'em in.
And, finally, Memories, Motivations, and Stances. I need two each, which is fine.
Well, memory is pretty self-explanatory; these are formative moments for Anomaly. "Stabbed to death while mugging a woman" seems pretty good, and then I think I'd like one from pre-death, so "breaking into a house for the first time."
Motivations! I think that atonement is obvious, but I think it's too obvious. "Understand the chaos" is one, and "protect people from their own chaos" are his motivations.
Stances! These are personal philosophies, written as things the character would actually say. Sure, sounds good. Anomaly's are "Everyone has chaos inside them, not evil" and "Lies are chaos."
Anomaly wears sturdy, black clothing and a half mask. He puts charcoal on his eyes to disguise them, and he wears fingerless gloves. He wears a special coat that his roommate designed; if pulled too hard, it comes off, meaning that if someone grabs it, Anomaly can shed it like a gecko's tail.
Whew! Long process, but I think that's it!
















