Today's installation of the chargen exercise is just making a mortal World of Darkness character.
The Game: World of Darkness
The publisher: White Wolf Game Studio
Degree of familiarity: Very yes.
Books required: Just the World of Darkness Rulebook, though I might grab other supplements as whim strikes me.
Making a mortal World of Darkness
character is tricky without an ST. Is this character going to wind up
some type of supernatural being? Are we doing a CoC style game, or a Chill style game? Are we going to wind up being ghouls? Who knows!?
Well, I think that I'm going to approach this character as though I'm playing a World of Darkness
game that could go in any direction - assume it's going to be
character-focused, and therefore not worry so much about the ST's
intentions (since there isn't one). So, grabbing my WoD book:
Step One: Concept
I
want to make my character someone who hasn't seen much of the
supernatural yet, but won't totally buckle if he does. I have a running
joke with my players, that in the World of Darkness, bartenders, EMTs,
doctors, cops, social workers and other people that work on the "front
lines" with other people tend to see the supernatural. You want a weird
comparison? Think about the way the rich people differed from the poor
in Land of the Dead. The rich people didn't have to worry about
getting eaten on a regular basis - but when the shit went down, they
didn't know how to cope, either. I want someone who will cope, even if
he doesn't know it yet.
I don't, however, wish to play a
bartender. I think my character's going to be a landscaper. How's that
for a weird concept? He owns his own (very small) business, and mostly
takes contracts mowing really huge lawns for corporations, municipal
property, things like that. That means that, in a chronicle, all the ST
has to do to get him involved is having him taking care of the right
lawn, and he'll be right there in the midst of it.
Thinking a
little more about his history, I decide that my character is divorced.
Something happened a few years back - his wife just changed.
Suddenly she was sullen, withdrawn, secretive and standoffish. They
tried to work it out (rather, he did) but eventually they just split up.
He still wonders if it was something he did wrong, or, if not, what
happened to her to change her like that (that's even more ST fodder -
did she Awaken? Get stolen by the Fae? Get involved with a hunter cell?
Maybe she was just sick of him). I debate whether they had any kids, but
I decide against it; it's a complication that pushes my hot buttons,
and as a player it's better not to hand the ST anything you don't want
broken.
I figure my character's about 30, still young, but not a kid anymore. I name him Mike Dashell; nice American-sounding name.
I think that's enough history to start with mechanics, so!
Step Two: Attributes
Mike
spends most of his time outside, and leads a very active life, so I'll
put Physical as primary. Social's secondary, and Mental is tertiary.
For
Physicals, I'll put two dots in Stamina and two in Strength. His
muscles are usually stiff, so he's not terribly spry, but he's strong
and tough.
For Social, I'll put one in each, and put the extra
one in Manipulation. Mike's a good talker, once you get him going. He
plays things close to the vest, though; still smarting over his wife.
For Mental, I'll just make him even across the board; one dot in each.
Step Three: Skills
Again,
I see Physical Skills as Primary, but I'm going to make Mental
secondary, just because I know I'll want to spread those points out a
little. That leaves Social as tertiary.
Physical Skills: I'll
put two dots in Athletics; Mike plays a little basketball with his
coworkers sometimes, and he's never really lost his edge. Two dots in
Drive (he drives mowers for a living, and he's good with trucks, too)
and two in Larceny (he knows how to pick locks and hotwire cars,
even if he doesn't do it). I'll put three in Survival - Mike was an
Eagle scout, and is still an occasional camper. My last two dots go into
Firearms and Brawl; neither of which are Skills he cultivates, but he's
got a passing knowledge of both.
Mental Skills: Two in Computer
(he runs the company's website himself), three in Crafts (auto repair
and landscaping), one in Academics, one in Science.
Social Skills: Two in Subterfuge (he's got a good bullshit detector), one in Persuasion and one in Empathy.
Step Four: Select Skill Specialties
Someone had an interesting take on this: Think of three things about the
character, and see what those suggest about Specialties. For Mike, I
think: divorced, taciturn, green thumb. That last one's easy; I put a
Landscaping Specialty in Crafts. For "divorced," I think the whole
experience is what honed his ability to detect lies, so I'll put
Spotting Lies under Subterfuge. For "taciturn," I put Good Listener
under Empathy - Mike's a sympathetic ear for folks who need to talk.
Step Five: Add Supernatural Template
Not applicable. Not yet, anyway.
Step Six: Determine Advantages
This
really should be step seven, after Merits, but whatever. Presently,
size = 5, Speed = 10, Health = 8, Initiative modifier = 4, and Willpower
= 4. Morality starts at 7, and I don't feel like dropping it.
His Virtue is Justice. One of the reasons that his divorce eats at him so much is that it doesn't seem fair.
Mike's Vice is Sloth. He cuts corners where he can, finishes jobs a
little faster than he should sometimes, and has to watch himself or
he'll sleep all day on his day off.
Step Seven: Merits
Well,
I don't feel like busting out Second Sight and making this dude
psychic; it just doesn't fit. I know I want Resources 2; even with
alimony, he does OK. I'll take Contacts (Local Government, Local
Corporate) for people he knows through his business, and Language
(Spanish) since a lot of the guys he hires are Puerto Rican. That leaves
me two dots. I'll take Meditative Mind (Mike took up meditation as a
way to relax himself after the divorce) and Strong Back (years of
lifting mulch bags).
Looking over the rest of the sheet, I
decide that Mike has a CCW permit. He carries a lot of cash around after
some jobs, and some of the gear he uses is worth money, so he carries a
loaded revolver with him sometimes. Plus, it's another way to get
myself into trouble, and every character should have a few of those.
Mike
is a good support character, I think - he's enough of a do-gooder to
get involved, and he's got enough interesting stuff in his background
that he could carry a story.


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