Showing posts with label summerland. Show all posts
Showing posts with label summerland. Show all posts

Friday, June 7, 2019

Character Creation: Summerland 2nd Ed

On we go, reading games and makin' characters!

The Game: Summerland 2nd Ed
The Publisher: Fire Ruby Studios
Degree of Familiarity: None. I made a character for the first edition, that's as far as it's gone
Books Required: Just the one.

 

About the only thing that's changed in the second edition is the system, which is a pretty big change, all in all. The setting is the same - one night, a forest sprang up all over the world, destroying cities and ending civilization. Most people are susceptible to "the Call," a nigh-irresistible urge to walk into the woods. The PCs in the game are "Drifters," people who are too broken to be allowed to stay in communities permanently, but, because of their trauma, are resistant to the Call.

This is definitely the sort of game that requires the right group, and I do wonder if it has the right system now, but that's the kind of the thing you play to figure out. The imagery of the game - the Sea of Leaves, the Call, and so forth - is evocative as hell, and I love the artwork. I think I'm gonna pitch it to my group to see if they want to try it.

As such, let's make a character. First thing we'd do normally is decide on themes and tone, but it's just me, so screw that. I need to start by picturing my character in my head (basically I start with concept, adoy).

Hmm. The book points out that Drifters can be anybody - they aren't action heroes or soldiers necessarily, they're just people who, for whatever reason, are resistant to the Call. It seems to me that something beyond just trauma would be necessary, because like, if trees magically destroyed the world, wouldn't just about everybody have some trauma?

But on the other hand, the game posits that the point of all this is to re-integrate with a community, so maybe the PCs are just Drifters who haven't done that yet. Anyway, I'm getting ahead of myself. I need a character.

Let's say my character is young. Summerland doesn't say how long it's been since the Event (I had "eight years" in my head, but I think that was some other RPG; I've read so damn many lately), but let's assume it's been a few years, and my character was a mid-teen when it happened. So now he's 20, he's a Drifter, wandering between communities and never really assimilating. He's thin - his metabolism is still amped and he never gets enough to eat. His hair is long, dirty, and brown. He's got peach fuzz all over his face, but it never quite manages to be a "beard." The helix of his left ear is half gone (wolf bite).

Personality-wise, I think he's edgy and slightly paranoid. He's used to people not wanting him around, so that's the assumption he starts from. He's actually really lonely and desperate for company, but getting that would require opening up. His name is Dan Foster. He was in high school when the Event happened, and lost his parents and brothers to the Call within the next few months.

And now, Attributes (this game works on the same system as In Flames, by the same author). I get 10D to divide among the four Attributes (Might, Agility, Wit, and Charm). Everything needs at least 1D, but I can also break a D down into 3 "pips," meaning an Attribute might have a rating of 3D+1, f'rex.

Well, I'm thinking Wit and Agility are Dan's better Attributes; he's too skinny and hungry to have much Might and he's too jumpy to have much Charm. Let's say his Charm is 1D+2, his Wit is 3D+1, his Agility is 3D and his Might is 2D.

Now each Attribute gets a tag. They can be positive or negative, but they all have basically the same game effect; they boost my rolls when they apply. I'll put "malnourished" under Might and "jumpy" under Charm. I'll put "quick reflexes" under Agility and "gamer" under Wit (Dan was an avid video gamer and is good at assimilating a lot of information from his surroundings quickly).

And now, Skills. I have all of the skills in the game at a level equal to the controlling Attribute, and then I get 7D more to throw around. I think there's also a penalty for using a skill untrained, so like, I can use Agility skills I don't put D into, but I'm just getting by on raw ability, not training.

OK, I'll put a D into Brawling, 1D+2 into Stealth, the other +1 into Rifle, +1 into History and Bureaucracy, 1D+1 into Tech, 1D into Survival, and 1D into Streetwise. I could have put something into specializations, but eh.

Ugh. There are some static defense traits, but they're not on the damn sheet. No bueno.

Anyway, Perks and Complications. Perks you need to spend Skill points on, and I didn't save any, so never mind that. Complications give you character points which I guess matter in play. I don't like the examples much, though - "low social class" doesn't make a lot of sense in a post-apocalypse, does it? And "crazy," well, that's just a bit problematic. So nothing there.

Now I need to think about Trauma for Dan. I don't need to define it entirely, because it comes out in play, but I do want to tie it back to my family. I'll say that Dan "hasn't been back to his house since the Event."

My Trauma starts at 5 (8-Wit), and my Stress starts at 8 ([Wit+Charm]x2, ignoring pips). If my stress hits zero, I crack, but if my Trauma hits 0, I can join a community and find a home.

Finally, gear. I get three points to spend on Gear. I'll say I have a package of no-doze pills, a rifle with a pocketful of shells, and a pair of binoculars. The pills and the binoculars he got from his house after the Event. The rifle he took from his neighbor.

And I think that's it!

Saturday, December 31, 2011

Character Creation: Summerland

No, no one did an RPG based on this song. It's a post-apocalyptic game in which, overnight, a huge forest covers most of the world. Most people feel a pull called the Call, which drags them into the forest where they are (presumably) eaten by monsters. Some folks are immune, but it's because they're psychologically damaged enough to make it through the Sea of Leaves (which I think is a cool title). They're called drifters.

This looks like fun! Let's do a character.

The Game: Summerland
The Publisher: Fire Ruby Studios, but they don't seem to have a web page.
Degree of Familiarity: Just reading it now.
Books Required: Just the one.


The book recommends that the group figure out their themes and tone of the game - are we doing horror? Hope for humanity? Survivalist? I will, as usual, go with the example of play provided. In that, hope-horror-magic is the order of theme, while survivalist-action-investigation is the style of play. I can get behind that.

OK, so, Step One is Imagine your character. Basically, concept first. Keen. My character is in his 40s, balding, five-o-clock shadow at 10 in the morning, but going salt-and-pepper. Used to be pretty large, has become pretty lean in the aftermath of the world ending. Missing his ring and pinky fingers on his ring hand, and favors his right leg. Not sure why yet, some kind of accident.

I picture him in jeans, a vest jacket, and a silver teardrop necklace on a leather cord. His ears are both pierced, but he doesn't wear earrings anymore (since the Event, metal makes him itch). His name is George Swinton.

Let's move on to Qualities. I get 20 points to split between four of them, with 5 being average (bravo, guys). I figure Finesse will be lower for George; he's fit, but not really fast or dextrous due to his injuries. I'll put Finesse at 3, Mind at 7, Body at 4 and Empathy at 6.

Tags. Each Quality has descriptors attached. If you've been reading, you know I like these; Slasher Flick does something similar. I get two per Quality, and one of them has to be negative. So I'll put "lame" under Body, since George walks with a limp. I'll also put "tireless" there - he moves slow, but he can go forever.

Oh, wait, no, I get one Tag per Quality, except my highest (Mind) gets two. OK. I'll leave "tireless," because I want a negative Tag under Finesse. I'll put "lame" there - George is slow. Those are both descriptive tag. I'll put "good memory" and "horticulturist" under Mind - one's descriptive, the other is specialized skill. And finally, under Empathy I'll put "kind."

They each get a value equal to half the Quality, rounded down.

Trauma: Drifters are psychologically scarred, and obviously the accident was important to George. Maybe it wasn't an accident? I don't know, and actually I don't have to figure it out now - it comes out in play (again, I like this). I just note "the accident" for now. My Trauma and Stress both start at 5, and go down in play. The goal is to get to 0 Trauma.

Stuff: I get a couple of possessions that define George. This is in addition to clothes and camping gear, which I'm assumed to have. George has that teardrop necklace around his neck, which is special to him for some reason. He also has a pill bottle with five Vicodin in it. He doesn't take them, but he knows he could if his leg ever got really bad. I also decide that George was a carpenter/landscaper until the injury, and he left his community because he felt ashamed of his injuries and that he couldn't do his job anymore.

And that's it! That was easy. I may have to run this game, this looks cool.