Stew Wilson unwittingly contributed to this character, but I think his LJ is either deleted or locked, so you'll just have to take Jacob Diamond as read.
The Game: Spirit of the Century
The publisher: Evil Hat Productions
Degree of familiarity:
None. I bought the game at GenCon last year, finally got around to
reading it this winter, and it looks pretty damn awesome. I'm playing it
next week at Origins, in fact.
Books required: Just the Spirit of the Century book.
My first pulp character was a Shadow-type of dude. Not sure what I want to do here. Well, let's back up first.
Spirit of the Century is a lot like Adventure!, really. They both have the elite clubs of adventurers, and they have the same inspirations (Spirit of the Century even lists Adventure! as an inspiration, which is only right). The system is actually where the tag/invoke/compel thing comes from, which I was first exposed to in Houses of the Blooded.
Characters have lots of Aspects, which, in keeping with the indie game aesthetic (which I fully enjoy), can be just about anything that helps define the character. You wind up getting style points if something happens that hinders your character based on an Aspect, and that's so amazingly suited to my style of play it's not even funny. I love playing my character's flaws, but I want my characters to be awesome into the bargain.
This game also asks you to invite as many people as possible over to make characters, and then run games with whoever happens to be around - it's a "pickup pulp game." Damn, why didn't we have this back in college? This is basically how I ran Chill. Ah, well. Anyway, chargen happens in five phases, but before I start the process, I need a concept and an appropriately pulpy name.
OK, I wish to avoid being dark and shadowy, having done that with my Adventure! character. I think it'd be fun to play up some of the SCIENCE! aspects of the pulp genre. What if Indiana Jones had been a physicist? Or a zoologist? Or a botanist? Hmm.
My character is a biologist specializing in plants. That might not sound exciting, but what he's discovered is that there's a plant for every occasion. Herbs improve your dinner, your memory, your sex life, whatever. Some plants are poison, some are medicinal, some are just fun. As my influences, I see Dr. Seward from Bram Stoker's Dracula, Indy (duh) and Fink from Beerfest. This guy might be a nerd, but he's a party animal, too. His name is Edward Green, PhD., but call him Doctor Green.
Phase One: Background. This covers Green from early youth to about age 14. I'm thinking that his green thumb was always there, but it was mostly helping Mom with the gardening. Not just flowers, but herbs and other exotic plants. Dad was not sciencey, he was a brewer (though there's science there), and he instructed Ed in things like choosing the right wine (or beer) to go with dinner and blending in with different crowds. Ed did just fine blending in with the drunk, loud folks, but never quite got the high society types. But he was damned popular with his mates, since he had access to lots of free beer.
Green is American, and I'm thinking Midwestern. Probably Wisconsin, y'know? Did OK in school, but didn't mine his genius IQ until later. Did some hell-raising as a kid (blame the beer), but Dad had friends in the cops and his trouble pretty much got laughed off.
Aspects: Party Animal, In Vino Veritas
Phase Two: War. What is it good for? Huh. Not much, really. Anyhow, Green didn't fight in the Great War, not exactly. When word came down that folks were using poison gases, Green remembering his mother mentioning that certain herbs could be used to counteract poison. He started boning up on the subject, and discovered he had a real knack for biology. He finished secondary school early and went straight into college, doing research that (he hoped) would help save lives on the battlefield. During that time, he met up with a Centurion (member of the Century Club) who had taken ill from mustard gas and was hoping that Green could save him. Green worked tirelessly, but his patron (Captain Mark Bullion) knew that his time was up. He sponsored Green into the Club, and then passed on. Green never saw a battlefield except through Bullion's eyes, and as Bullion got sicker, he imparted a lot of knowledge to Green that was technically classified.
Aspects: Secrets of the Great War, "Every poison has an antidote!"
Phase Three: Novel. This is Green's first pulp novel! Yee!
Now, Green's a hard character to take center-stage with, honestly. This is where a little of the Indy personality needs to come in. Let's think. How about...
Dr. Green in... Secret of The Walking Jungle! Dr. Edward Green ventures down the Amazon River, looking for a mysterious copse of trees that, according to local legend, walks from one place to the next. He expects to find new medicines and folk remedies in the jungle. But he doesn't expect to find the man who killed his mentor, Captain Bullion, or a secret that could lead to worldwide famine!
Aspects: Collector of World Relics, The Truth Hurts
Phase Four: Guest Star. Here, I guest star in someone else's novel, which is why this would normally happen with a bunch of other folks. Since Stew is the only one doing this chargen exercise who's done a Spirit of the Century character (let's be honest, he's the only one other than me still doing it from last summer - y'all are slackers. Talking to you, Mark), I'll definitely use Jacob Diamond.
Jacob Diamond and the Black Dragon. Gentleman thief Jacob Diamond can hardly resist a challenge to steal the fabled Black Dragon, located deep within San Fransisco's Chinatown. But doing so requires undergoing the Spirit Tea Ritual, and Diamond enlists the help of famed herbalist Dr. Green to ensure his survival.
Aspects: "I can hold my liquor," Chemical Testing Apparatus
Phase Five: Guest Star, again. Same drill, different novel. Since I don't have another idea, I shall do something really wonky.
The Querent vs. The Men Without Minds! The masked crimestopper known only as the Querent seeks answers to a string of robberies and assaults committed by upstanding citizens, who claim to have no memory of their misdeeds. The Querent asks his questions of renowned scientist Dr. Green, believing that the Men Without Minds have been drugged. But will Green's curiosity about the drug doom them both?
Aspects: "I need to get a sample!", Brain Trumps Brawn
Skills: Now that I'm done with Aspects, I get Skills. I get one at Superb, two at Great, three at Good, four at Fair, and five at Average. Everything else is Mediocre. It's called a "Skill Pyramid."
OK, let's see the list. Obviously, Science needs to be my Superb Skill. For my two Great Skills, I'll take Endurance (high tolerance for drugs) and Contacting (beer opens many doors). Under Good, I take Fists (pulp game), Athletics (gotta climb trees to get the juicy samples) and Academics. Under Fair, I take Stealth, Survival, Resolve and Resources. Finally, under Average, I take Engineering, Gambling, Rapport, Investigation and Pilot.
Stunts: I get five of these. They go in trees, though, like Charms in Exalted, and a lot of the good ones are a few steps in. Let's look at my higher-ranked Skills and see what jumps out.
OK, obviously I need Scientific Genius (Botany). I also want Scientific Invention, though instead of taking Gadgets, I'm likely to be mixing nifty new drugs and herbal compounds.
Under Endurance, I really want Developed Immunities, but I need another Endurance Stunt for it. I think Tireless works well; I can see Dr. Green spending all night partying.
Finally, I take Walk the Walk, to represent Dr. Green's travels across the world.
And I believe that's it. Since I have Resources, I get a workspace equal to Resources - 2; Mediocre in my case. Since I want his to be a greenhouse, and therefore only useful for researching plants and related phenomena, that's worth Resources - 1 (or Average) instead.
[ETA: Not sure what happened to the character sheet, have to rescan.]












