I figure I can do this in 30 minutes before the soup is done (chicken and barley, if you're interested).
The Game: Age Past: The Incian Sphere
The Publisher: Strange Machine Games
Degree of Familiarity: None, which is a little odd
Books Required: Just the one
Age Past was a mainstay of IGDN for a while. Every year at GenCon I tried to find people to run it, and every year I had trouble, because it's just a fantasy game. It's not particularly difficult, I don't think, but the book is 400 goddamn pages and it's not much fun to read - lots of passive voice. I think it was on my list to run and review (man, I miss doing that, but not enough to come up with a pseudonym and disguise my writing, and not enough to deal with the inevitable tide of shit that would come with me reviewing games under my real name. Or maybe not, maybe no one would care, but I ain't willing to roll those dice).
ANYWAY. Age Past is a D&D clone, what with elves and dwarves and so forth. It's got a great big elaborate history that starts with a god ("One") creating the world and moving on from there. There one interesting idea is that is you're playing history, so that the character you're playing in the game is destined to be written about in the future. I don't know if there's any particular mechanical attention to that idea; it didn't look like it, but I admit I stopped reading after chargen because I didn't love the game enough to devote multiple days to reading it.
I usually like to summarize the game a little, but like, it's a fantasy world. There's war and different civilizations and there's a magical threat on the horizon that stems from magical mad sciences making monsters, only it's called "Werking," which is a) a stupidly unnecessary misspelling and b) one letter away from "twerking" and I just can't get my brain to stop rolling its eyes at it. Anyway, the first thing in chargen I'm meant to do is come up with a "Design," which is an overarching goal, or a way that the character wants to impact the world. But it doesn't have to be a specific goal, because a couple of the examples are more like beliefs or ideals. It's the kind of thing that really should be grounded in the world, and in my humble opinion would have been a good way to tie in the whole "you'll be remembered in history books." (Side note: Atlantis: The Second Age does something like this with Destiny and Fate.)
All of this to say I don't have a strong idea for Design. Let's go a little more metaphysical and say that my character wants to amass magical power and speak with the gods as an equal. That's hubristic as fuck.
Right, next I need an Archetype. This whole section makes my head hurt. You make up an archetype, though there is a list of examples. The only mechanical effect seems to be that when your archetype applies, you get a bonus to non-opposed checks. "Scholar" would seem to be the simplest way to express what I want, but "philosopher" is probably closer to the truth. How about Deiologist, one who studies deities?
Next up, Heroic Traits. There are 4 (Reaction, Brawn, Charisma, Intellect), but I only get 2 points and they have to be split up. I'll put one in Intellect and one in Charisma, obvs.
And now...oh lort. Talents. Lookit this.
I see what they're saying, but jesus. I think I'll pick the narrow array, letting me put 3 points in 4 different Talents, and giving me 9 points to spread around the other 12. That'll give me some with 0, which I'm not encouraged to do, but it's possible and one third of the options here require it, so it can't be that big a problem.
I'll put my 3s into Mind, Insight, Awareness, and Spirit, how bout. For the other ones, I'll put 2 into Initiative, Agility, Subterfuge, and Etiquette, and the remaining 1 into Guile.
(And now it's tomorrow, so no, I wasn't able to do this before finishing the soup. Soup's really good, though.)
OK, so, moving on! Next up we choose race. Dwarves, orks, goblins, sure. Ooh, also some fish-people that are kind of cool. But there's also the Machari, mechanical people who, legend has it, descend from a sect of people who used to commune with the gods. I think that's actually pretty appropriate for my character concept, so beep boop, motherfucker.
That means I belong to a Machari Clan. I'll go with Truthwork, since they deal with magical items. I also get Clockwork, which means I get Bloodline: Clockwork at level 1, whatever the hell that means. Also, this stuff:
Professions! I get 2 + (Mind + Intellect)/2, which is 4 total. I will take Mythologist, Theologian, Spellcrafter, and Scribe. Oh, wait, I get 3 more from my race. Let's do Mechanist, Strategist, and Politician.
I get 3 points of Dominion and 3 actions, whatever that means, and 7 Toughness because I'm Machari.
Right, now I get 25 points to spend on Powers or more Professions. If I want to be a magic-user, I need to take Apprentice Spellcaster. Which I do. Which means I need to suss out the magic system.
OK, it looks like what happens here is that I pay at least 3 points and up to 12, and I get between 1 and 4 schools of magic (each one costs) and a skill score of 3 within that school. I can then cast spells within that school, up to my score (meaning I can cast spells up to level 3 in each school I buy? That seems high. Nope, that's right!).
Well, cool. I'll definitely take Apprentice: Spellcaster, but I'll wait to decide how much until I look through the other Powers.
Ooh, I want Augur. Seems appropriate to have this character have a little Cassandra going on. That's 4 points. I'll take Concentrate, which allows me to cast a spell within melee range without penalty, since any combat my robot is in will definitely be involving magic. I feel like Diplomat is in-theme, too. That's 11 points spent, need to watch my totals.
Ugh, there are too goddamn many of these, and a lot of them should be spells. "Mana Bolt." I mean, it's cool that a fighter character might be able to throw a magic bolt, but there's so many mundane fighty things, too, and how would you ever keep track of all this?
(I mean, I know, people keep track of all the Feats or whatever in D&D, but it takes a certain kind of person to remember all the details and that kind of player isn't easily found I tell you what.)
Anyway, I'll take Nullifier, seems like dispelling magic is a good idea. I'll also take Physical Integrity, letting me downgrade a critical hit to a normal hit once per day. What's my total? 18 spent, meaning I have 7 more. OK. I'll spent 3 right now to buy a school of magic, and I'll spend my last 4 on Ward of Protection.
So what school do I want? Ooh, I think I want Limbo. Not much in the way of offense, but some really dope effects, and I think it's in keeping with my Machari. Oh, wait, I get bonus points at the end. Murflefurlfle. OK, let's just bear that in mind.
BECAUSE NEXT IS DERIVED TRAITS WHICH SHOULD GO AFTER YOU CAN BUY THINGS BUT WHATEVER.
Wounds: (Brawn x 2) + END + 5, or, um, 5, since Brawn and END are both 0.
Mana = (INF + SPR + Intellect) x 2 + 8. Side note: It is driving me nuts that some of these traits stats aspects characteristics wafflehumps are abbreviated and some aren't. If there's any rhyme or reason I can't see it. Anyway, that's 16.
Morality and Torment. Oy. OK, I get a Core Morality, a Drive, and a Demeanor, and also one Torment. Core is Heroic, Selfish, or Malevolent. I think Selfish, please. Drive is a subset of that, and Observant makes the most sense for my guy. Demeanor is "how my drive is conveyed to the world." Well, not to lean into the machine thing too much, but I think Analyst is probably about right.
And then one Torment. I'll take Dying. Every session I'd roll d%, and on a 3 or less, next session is my last. Knowing me I'd roll 01 first time out of the gate, but life's like that.
Next step: Gear points and equip the character blrurrrrgh. OK. I get 25 Gear Points. And...no. I'm not gonna do it. My guy has stuff. Moving on.
Bonus points! Woo! I get 10. I'll spend 3 and buy another school of magic; I want air. I'll spend 4 and buy up END and INF to 1. That makes 7, 3 left. I'll spend 'em on the Sure Footed power, I'm hard to knock down.
Anyway, those increases change my wounds to 6, and my mana to 18.
GOOD GRIEF. That's very long. Let's finish it up! OMG there's a name generator. 10/10, no notes. Let's see.
I like Mata as a first name. Let's roll for a complex surname, why not. "Suunwork." I'm game.
Mata is Machari, which means he's pretty obviously mechanical. Every so often, though, you'll get a smell of acid or corrosion from him, and he'll go quiet as he tries to cope with the pain. His body is breaking down, and before that happens, he wants to converse with the gods as an equal, and ask them why that happens. It's so inefficient, and there must be something he's not seeing - lifespans make sense, because when people don't die they become evil like the blood drinkers, but why suffering? Why the death spiral that almost all races experience?
Mata knows that he might not have time to answer these questions, but that just means we should start now.