I swear, the next post I make won't be chargen.
(I mean, probably. I'm running Blades tonight, as far as I know, so likely that'll be the post. Not like there's anyone hanging on my every word anyway, but y'know.)
The Game: Rotted Capes
The Publisher: Paradigm Concepts
Degree of Familiarity: Not much, but not none. I played it at Origins some years back.
Books Required: Just the one.
Rotted Capes is essentially "Marvel Zombies: The RPG". It's your standard four-color supers setting, and then there was a zombie plague. Infected supers keep their powers and intelligence, but now they're zombies, and hungry for flesh.
PCs are assumed to be "B-listers," sidekicks, newbs, and minor heroes who survived Z-day and are now protecting small enclaves of survivors. I like the game; the system is involved but works well at the table. I just read over my write-up for the Origins game (it's here, if you care) and one niggle I had was that my character had trouble inflicting damage, but as it's been six years (good lord), I have no idea if that's something that would be pervasive.
Anyway, I have a concept. I want to play a character who can turn his body into stone, but only for as long as he can hold his breath. I think that's a nice balance between a super who's invulnerable to the zombies' bites...but isn't really invulnerable. Let's see if I can actually make such a character.
Step One is to pick a Power Source, which is basically, in very broad strokes, where you powers come from: inborn, skills, or tech. I want to be Super-Human, which gives me a +1 to Vigor. I also get to add a free rank to one of my starting powers, but if I were playing this character, I couldn't buy new powers without GM permission and a big in-game event. Cool.
Step Two is to choose an Archetype, which is basically what kind of powers you have access to based on a broad theme. I think my guy should be a Heavy; basically a Hulk/Thing sort of character. I get a bonus to Might or Vigor, and I have a bunch of powers that I can choose from when it comes time to do so.
Step Three is Disadvantages; these give me back points. I don't really like them, so I'm not gonna take any.
Step Four is to choose a Personality Flaw and a Tagline. I think it's funny that making up a catchphrase is a defined step, but making up a name isn't. Ah, well. I can take more than one Flaw if I want. In play they can be activated to give me Plot Dice. Let's see. I'll take Survivor's Guilt; we'll say my guy got caught out in a zombie swarm that claimed the lives of a bunch of innocent people, including his former mentor, Azul. He managed to hold his breath and stay in rock form, but he couldn't get to Azul before the zombies torn him apart.
Tagline, though. Hmm. My character isn't going to do a lot of talking in combat because he has to hold his breath to maintain his rock form. The temptation to make it "Let's rock!" (or perhaps "Rock, rock on!") is great, but I dunno if I really want to get that punny. I think I'll let that sit for a while and come back to it.
Step Five: Purchase Attributes. Okey-day. Attributes start at 3 (except Vigor, which starts at 4), and cost (next level) to buy up. I have 150 points in total, by the way. Oh, and I get a bonus to Might or Vigor - when does that happen? I guess now. I'll put it in Might, I guess.
OK, so I know I want high Might and Vigor. The level of an Attribute determines your base die; at 3 it's a d8, and it crests to a d10 at 7. If I want a d12, it's 11, though it looks like my max might be 9. Boosting Might and Vigor to 7 costs 36. Boosting Quickness to 5 costs 9 (45 spent). Kinda want Prowess up a little so I'm better at throwing; 9 more (54 spent), and I'll spend 4 and boost Insight to 4 (58). I'll leave the others (Charisma, Logic, and Resolve) at 3.
Step Six is Skills. Skills cost the same as Attribute, except you don't start with any. I can also buy skill sets, which give a suite of Skills for a price break. At this point I really need to conceptualize a little more.
OK, we know our hero was in the hero biz before Z-day. Let's say that he was a surveyor working for the city (which city? The City Where This is Set) and got caught in the crossfire between Azul and a villain called the Golden Ram.
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| This guy. Art by Pat Loboyko |
My character got knocked to the bottom of a rocky crevasse and buried. He still isn't entirely sure how his powers manifested - something inborn, or something about the quarry? In either case, Azul took him under his wings and was training him in the fine art of super-heroics when Z-Day happened.
OK, with that in mind, I'll take the Student skill set, as I think it covers the basics of what he'd know. That nets me Academics 3 (focus in Mathematics), Athletics 2, Linguistics 2 (each point gives me an additional language, so we'll say he speaks Mandarin and Urdu), Science (Geology) 2, and Technology (Radio Broadcasting) 2. That costs me 10 (68 spent).
I can buy more if I'd like. I think I'd better take Melee at 3, which costs 6. That puts me up to 74 spent; just about half. I may come back and buy more, but I want to do powers first.
But next step is Advantages. Advantages cost 5 points each, so let's see if I love any.
Oh, here's a thing: There's no slot for Advantages on the sheet, but there is one for Talents...which are not mentioned in the book. Oops. I assume that was just something they forgot to change on the sheet. Anyway, I like Toughness, so I'll drop 5 on that. Again, might come back later, but that's all for now (79 spent).
Ooooh, Step Eight! Powers! Woo! OK, first thing's first, let's figure out how to do my rock transformation. I could do this a couple of different ways; I could call it Armor, Invulnerability, or Resistance. Let me see if I can figure out the difference.
OK, so Armor gives me an armor rating. Invulnerability only kicks in when I take "massive damage," which is basically enough to stagger or throw me. Resistance is just highly specialized armor (I question the level of granularity, here). It looks like Armor gives me what I want, though - high resistance to damage. I also want super strength and extra hand damage, though, and I want all of this to only be available in rock-form, so let's figure this out.
I want Armor enough to suck up most incoming attacks, which means that my AR needs to be at least 10. The Armor power grants an AR equal to its passive modifier plus my Vigor's passive modifier. My Vigor's passive modifier is, at the moment, 3, meaning I'd have to buy Armor 17 to get to 10. But lo, I can also buy Enhanced Attribute! I'd still have to buy Armor at 12 to get a passive of 5, though. Is that feasible? If I put my bonus point into Armor (which happens after chargen, I checked) I could just buy it to 11. That would cost...66 points. That's maybe a bit steep, especially considering I have only 71 left. But if I don't buy it to 11, there's no point buying it higher than 8, which is where the passive mod changes to 4.
You know, let's try it. If I spent 66 and by Armor 11, I have 5 points left. OK, I'm trying to figure out Enhanced Attack and it makes no goddamn sense to me. All the power says is that if you're using it to augment a melee attack it does the base damage die of damage for the primary Attribute (Might, in this case), which is...I think what I'd do anyway? Like, where's the "Enhanced" part? I see that if it enhances a weapon, it bumps the die type up, but for hand damage it doesn't make sense, and the example characters are no fucking help.
OK, reading the combat section, maybe it adds that die? But if that's the case, why do you need to buy levels in it? Oh, wait, I think I figured it out. It's actually base power die (primary attribute), which should mean you multiply them, but it actually means you add them. As such, if I buy Enhanced Attack at, say, 3 ranks, I would add a d6 to my damage roll when punching a dude with my mighty rock fists. I...kinda want more, but bumping it to a d8 would require 4 ranks, which would cost 10 points, which is double what I have left, and I still want other stuff.
Ugh, I think I might have to reduce my Armor. Don't wanna. OK, fine. I'll drop Armor to 8. That only costs 36, meaning I'd still have 35 left. If I want Enhanced Attack at 4, that'd cost 10, so I have 26. If I want to buy Enhanced Might and Vigor at, say, 5 each, that'd cost 30, so I'd be 4 over. However, I want to apply the Linked Flaw to these powers, which I thought reduced the cost, but it actually bumps up the ranks (holy shit). So if I put my Armor at 7, I save myself 7 points, so I have 42 left. That means I can buy all of the Enhanced I want (Attack, Might, and Vigor) at 4, and still have 12 left. Jesus. I think, too, that the requirement that I hold my breath is a Limitation. Normally the GM would determined how many ranks that's worth. I kinda think it ought to be 2, but considering I can hold my breath for a number of ticks equal to Vigor x 10, that's a pretty good length. Of course I can't talk during that time, either...OK, we'll just say 1 rank. That means I get another free rank for each power, plus another free rank to one power once all is said and done.
(I am officially never going to be able to run this game for any of my groups unless I make the characters. Too much math.)
All right, so, from the top: Armor 9 costs 45. Enhanced Attack 5 costs 15. Enhanced Might 5 costs 15, Enhanced Vigor 5 costs 15. All of that together is 90...fuck, too much, I only have 71 going into this stage, so I need to pare down 19 points. Well, if I drop Enhanced Attack down to 2, that only costs me 3, so I save 12 points. Just need to save 7 more. Hmm. Could drop my normal Vigor down to 6, which would save me the 7 I need. OK, let's do that.
FUCK ME. That's a lot. Now I add a bunch of things, and I wind up with this:
Armor 12
Enhanced Attack 4
Enhanced Might 5
Enhanced Vigor 5
OK, so I fill in my Derivative traits, that's easy enough. Gear is next. And hey, I get specific stuff! Yay! I get a single firearm or archaic ranged weapon; I'll say I have a pistol, but it's only for emergencies. I get a melee weapon, and then I get a starter pack. Hmm. I'll take the Bystander survival pack, and as far as a melee weapon goes, I'll skip it - my guy would rather punch.
Awesome, just need a name and some personal details. His real name is Burhan Bao (his mother was Pakistani and his father was Chinese, but he grew up in the US and considers English his native language). He has black hair and dark skin, and looks more like his mother. His superhero uniform is loose-fitting gray cargo pants, gray slip-on boots, and a sturdy windbreak that he casts off when he's ready to go into rock-form. He calls himself Stratum; when he goes into rock form, he's striped like layers of rock in a quarry. His Tagline is just a deep breath, followed by the crackle of him becoming rock.
And that's me (finally) done!





