Now we’re getting somewhere. Here
is where we find out about character creation.
But wait! There’s already a
problem. On page 49 it says “There are four pre-made Kids at the end of this book. These can be
used to start playing immediately, without having to create characters for the
game.” THEY’RE NOT IN THE FUCKING BOOK! I searched high and low to find them. I
scoured the interwebs only to find out on Fria Ligan’s forum that pregenerated
characters will NOT be included in the book. Character generation appears to
fairly fast and easy but that’s not the point. If you say you’re going to include
some pregens then put them in the book or at the very least send out an
addendum and apologize for the inconvenience. Okay, I'll get off of my soap box now.
As I said earlier, character creation appears
fast and simple. The steps to create a character are as follows.
- Choose a type.
- Pick an age between 10-15.
- Distribute Attribute points.
- Figure out how many luck points you start with.
- Distribute 10 skill points.
- Pick an iconic item.
- Pick a problem.
- Pick a drive.
- Pick a pride.
- Define relationships to other kids and NPC’s.
- Select an anchor.
- Name your kid.
- Write a short description.
- Choose your favorite song.
That may seem like a lot but they have made
it easy because for every character type they have broken down most of these
steps into multiple choice options for you. For example, the first character
type is Bookworm. The Bookworm has a choice of three different iconic items.
They are Dog named Plutten (named Tiny for Americans), an Encyclopedia, and a Magnifying
glass. Each character type gives you options for Iconic Item, Problem, Drive,
Pride, Relationships to other kids, Relationships to NPC’s, Anchor, and Typical
Names. Of course, you don’t have to pick any of the choices given to you. You
can make up your own. So that takes care of items 1, and 6-12.
There are eight character types in this book.
- Bookworm
- Computer Geek
- Hick
- Jock
- Popular Kid
- Rocker
- Troublemaker
- Weirdo
Next. we need to pick an age which can be from
10-15. Your age determines how may attribute points and luck points you get. You
start with attribute points equal to your age (e.g. 10 years old = 10 attribute
points). You can never have more than 5 points in any attribute and you also
must have a minimum of 1 in each as well. The four attributes are Body, Tech,
Heart, and Mind. Body is the equivalent to strength and agility (dexterity for
you D&Der’s). Tech is your ability to comprehend, fix, or manipulate all
technology in general. Heart is basically charisma. It’s your ability to make
friends, persuade someone, or know some contacts. Lastly, we have Mind. This is
your smarts or intelligence. It allows you to solve puzzles, find weaknesses,
and know shit.
Luck points are used to re-roll dice when you
get into trouble. The younger you are, the luckier you are (beginners luck?).
These luck points get refreshed at the start of every session (bennies for the
Savage Worlds fans). Luck points are determined by subtracting your age from 15
(e.g. 10 years old = 5 luck points).
When you grow another year older, you gain an
attribute point to spend. You also lose a luck point every year and it is
permanent. Once your character reaches the age of 16, you’re too old for this
game and need to make a new character.
Now we need to pick our skills. We start with
10 points to distribute for skills, but before we do that, there are a couple
of things to keep in mind. Each attribute is related to three skills.
Body – Force, Move, and Sneak.
Tech – Calculate, Program, and Tinker.
Heart – Charm, Contact, and Lead.
Mind – Comprehend, empathize, and
investigate.
Every character type has a set of skills that
are considered key skills. For example, the Bookworm’s key
skills are Calculate, Comprehend, and Investigate. Each of these key skills can
have a maximum of 3 to start with and all other skills can only have a maximum
of 1.
I’ll skip the last two steps of character
creation as those should be self-explanatory.
The next two items are things that are
supposed to be done collaboratively amongst the players and GM. First, every
group of friends needs a hideout. Not only a place where the kids can be alone
and feel safe, but also a place where NPC’s can’t go. Where is it? What is it?
These are just a few questions to ask while building your fort.
After all characters are created and the
hideout is built, the GM will have a series of questions for everyone. These
should be answered before the game starts. Some questions are for the
individual kids and some are for the group as a whole. There are 26 questions
total but only 6-9 will be asked. One example of a question is “In what way has
your Problem gone from bad to worse lately?”
Like I said, it looks like a lot but it is easy
and well laid out. Character creation can be really fast, say 20-30 minutes, or
it can take as long as you want, and come up with your own ideas.
There are two more things included in this
chapter that aren’t considered a part of character creation. The first being
Conditions. The fourth principle of Tales
from the Loop is that kids don’t die. They can however, suffer conditions. “When
you try to overcome Trouble but fail, or if you push a dice roll (Chapter 5),
you may be forced to take a Condition.” There are 5 conditions and each one
causes a -1 to your dice roll. These conditions are also cumulative (e.g. 3
conditions = a -3 to the dice roll). The 5th condition is called
broken. When this happens, you automatically fail all dice rolls. You are not
dead but something really bad has happened and you are hurt.
The last item is experience. The GM will
award experience (XP) at the end of every session. It is covered in more detail
in chapter 6 but they do mention that it can be used to raise skills and it
takes 5 XP to raise a skill one point.
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