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jared a. sorensen's

INTRODUCTION: DISCLAIMERS
PART I: SYSTEM MECHANICS
PART II: CHARACTER CREATION
Character Creation
Conceptual Design
The first step in creating a character for this game is to come up with a basic concept. This is a broad outline that gives some shape to your character. It usually centers around the unique abilities of that character (because that's what this is all about, right?) but it can describe just about anything.
Write down your ideas as they come to you. Does the hero have a unique "look" that immediately leaps to mind? Did the hero's name come first? How about some historical background? Many superheroes have flaws or weaknesses – does your character have one that is central to its concept? Don't worry about feasibility or game balance or anything. Just pick a starting point.
- Name (maybe a cool logo design as well?)
- Appearance (either described or drawn)
- Abilities (not just super-powers but other areas of expertise or special ability)
- Weaknesses (these don't necessarily have to revolve around the hero's powers)
- Background (ethnicity, nationality, alien-ness or societal backgrounds all apply)
The best way to flesh out your character is to ask yourself questions, then answer them. For instance, if you start with a background of "He's an alien from a far-off galaxy…" then an immediate question springs to mind: "Does he look human?" The answer you give will help to define the character's appearance.
Answer additional questions as they present themselves:
"Are its abilities common to members of its race?"
"Does the character have any allergies to Earth substances?"
"How did the character get to Earth?"
Each time a question is asked and answered, another piece of the puzzle falls into place. Before you know it, you'll have expanded that one core piece of information into a full-fledged character concept. These pieces of information can then be used to generate the character's Details (more on that later).
Concepts are also important from a game standpoint because they help to define the character's Primary Attribute; the attribute that is most important to the character (Body, Mind or Soul). The Primary Attribute affects the character's abilities and defines the Trauma to which they're most vulnerable.
Character Concepts The following characters concepts are very appropriate to the world of darkpages:
Elemental : Elementals (along with psychics) are seen most frequently in comic books. Their powers are based on a specific element (such as fire, ice, water, electricity) and usually involve transformation, generation and/or manipulation of some kind of natural force. "Element" can also be used to describe an emotional or conceptual force (like fear, time or space).
When choosing a Primary Attribute, the following is a good guideline: choose Body for physical matter (stone, metal, water), Mind for energy (fire, magnetism) and Soul for intangible forces (dreams, emotions, vices).
Mage : the character can wield the powerful and unpredictable forces of magic. Some occultists are flashy and flamboyant. Others are more subtle and appear to be little more than con artists with a few neat tricks. Because there's so much variation, this is a very common and popular motif and is easily combined with the Elemental motif.
Mages by and large use Soul for the Primary Attribute. But other types of Mages might specialize in Body or Mind.
Psychic : Psychic characters manifest their powers through force of will. They can move objects, read minds, possess people and journey to the astral realm. Some can even use their psychic abilities to cause spontaneous combustion. Many psychics are tormented by their powers, which are difficult to control and often unwanted.
Because they're associated with psychic forces and elemental energy (and because madness is a common Trauma that they all risk when using the abilities), their Primary Attribute is Mind.
Vampire : Vampires all share two characteristics: they're immortal and they have a connection to blood. Within these guidelines, there's a lot of room for exploration. The world of darkpages contains many types of vampires, from blood-drinking solipsists to a terrifying group of "true vampires" called the Undying.
Vampires can be conceptualized in a variety of ways; their Primary Attribute can be any of the three. Fierce, nocturnal predators might use Body. Cunning masterminds and ancient vampires might use Mind while vampires with demonic origins might use Soul.
Undead : These are the vengeful ghosts and "risen from the grave" kind of characters. There are many types of Undead and their powers vary. Common powers are invulnerability, etherealness, flight, invisibility, psychic possession and the ability to summon spectral objects. Ghosts, walking corpses, poltergeists are all good examples. There is some crossover with Vampires but if the being has no connection to blood, it's probably one of the Undead. For a flesh-rending ghoul, try an Undead Bestial. A lich is just an Undead Mage. A disembodied spirit that possesses people and speaks through them could be seen as an Undead Psychic.
Undead use Soul as their Primary Attribute, because often it's all they have left.
Bestial : the character transforms into a savage alter-ego, or has certain bestial traits all the time. Werewolves and other shape-changers fit in this category, as do characters with animal-themed powers. Bestial characters are often cursed with a transformation that is triggered by some outside source (a full moon, anger, and the rising or setting sun) or displays of animal-like behavior (a cat-like character might dislike water, enjoy "playing" with opponents and purr when happy).
Bestial characters are physical characters, so Body is a good choice for a Primary Attribute.
Golem : Golems are created from something and infused with the spark of life. Classical golems were made of clay or the parts of corpses (Undead Golems!). Modern golems could be made from radioactive waste, titanium or even old comic books. Robots and clones could be considered modern-day golems. Most golems are preternaturally strong and tough but slow in thought and in action.
Body is the Primary Attribute for Golems as they're so often defined by their material natures.
Affiliated : These characters are marked as being tied to Above or Below. In the darkpages cosmology, angels and demons are expressly forbidden to manifest on Earth…so mortals are often possessed or infused with supernatural powers in order to act as agents on their behalf. Infernal and Celestial characters should choose the "Affiliated" detail (note that being Affiliated doesn't mean you're a willing participant in the Great War, it just means you're more likely to get wrapped up in the conflict).
The Primary Attribute of an Affiliated character can vary, but it's usually Soul. Affiliated characters are almost always Avatars of the Sun or the Moon but some mortal Affiliated have awhile to go before they reach that state – these people still use the human Archetypes.
Visitor : Visitors shouldn't exist in our world, yet they do. They're the fey creatures, dimensional travelers and aliens that come from Somewhere Else (such as beneath the earth's crust or under the waves). Visitors share one thing in common; a weakness to some force of element (cold iron, fire, salt water, etc.).
Visitors are so varied and unique that any Primary Attribute could work for them. In their struggle to find their humanity, they unconsciously mimic and adopt human Archetypes. Visitors might find the Archetypes familiar to their own mythologies, others embrace their alien natures and choose an Avatar (usually the Wheel, else they'd be Affiliated).
Driven : Driven characters share a special motif that's surprisingly common. They often have no actual super-powers other than a fierce motivation (luckily, in darkpages, this is often enough to go toe to toe with the demons and wizards that populate the game). Martial arts masters, master inventors, hardboiled vigilantes and other such characters fit in perfectly with the Driven motif.
Primary Attributes depend on who that character is. Fighters and athletes use Body, inventors, detectives and geniuses use Mind. Soul is a good choice for charismatic characters or for spiritual types who don't have de facto magic powers (like a priest who battles the forces of darkness).
Archetypes & Avatars
An Archetype is a system of beliefs, personality traits and outlook on life. They are the things that make the characters something other than "average." Avatars are much the same except they define the inner being of characters best described as "inhuman." Although every character follows an Archetype, most do it without conscious knowledge – only a few enlightened beings are aware of the forces at work in the Universe.
There are four Archetypes and four Avatars, each based loosely on symbols from the Tarot. Others could exist and players should feel free to create their own of they feel that the existing ones are too limiting (but be warned: Archetypes should be somewhat constraining).
The Warrior : a study in contrasts, the Warrior is both battle-scarred fighter and a seeker of inner peace. The true Warrior knows that the greatest fight is against oneself. Warriors value honor, glory and victory in combat. They are proud, fearless and deadly.
The Hermit : the Hermit relies on himself to get through each day. Fiercely independent and driven, the Hermit values security, pragmatism, and the ties that come from a family of one's choosing. A healthy dose of paranoia helps to keep the Hermit ever-vigilant for threats from outside his circle.
The Magus : the Magician is secretive and enigmatic, perhaps touched by a benign kind of madness. He is happiest when left to his own devices and relies on his knowledge and intellect to guide him along his chosen path. The Magus is most often associated with wizards but this Archetype extends to seekers of Truth, occult and otherwise.
The Fool : Young (or just young-at-heart), the Fool is there to show the way to those who may be blind to it. The child who cries out that the Emperor has no clothes, or the jester who brings joy and laughter to a dark world. The Fool is a storyteller, a charlatan, a rogue, a friend…someone to depend on when things are at their worst.
Unlike the other Archetypes, Avatars represent the metaphysical forces at work in the Universe. They might have conflicting natures, but they are not "Good" or "Evil" in and of themselves. There's something greater here that's beyond human understanding and earthly morality.
The Sun : represents the celestial forces of Light; reason, order, truth, judgment, duty, radiance and retribution. The Sun is most often associated with Angelic beings…but is there anything more terrible than the wrath of an angel?
The Moon : represents the infernal forces of Darkness: madness, chaos, deception, passion, freedom, dreams and shadows. The opposite of the Sun, the Moon is most often associated with demonic entities…but never forget that even the foulest demon once soared on angel's wings.
The Wheel : represents the forces of the natural world…things beyond the reach of those Above or Below: the seasons, time and space, cycles of birth and death, ancient wisdom, primal powers and the face of eternity.
The Void : The fourth Avatar, the Void, is a special case reserved solely for use as NPC's. The Void represents all that is soulless and corrupt in the world, a force opposed by the efforts of the other Archetypes and Avatars. Avatars of the Void live only for the sweet release of oblivion. Believing in nothing, caring only for death and destruction, these creatures make ideal antagonists.
These choices affect the rules in two major ways. The first is that a game session cannot have more than one character of each Archetype (this doesn't include NPC's). The second rule is that when a character of one Archetype earns Training Points, the Training Points given to every alt character with of the same Archetype.
Optional Rule – Archetypes and Recovery
The GM may wish to link recovery from Aura and Sanity Trauma to character Archetypes. While medical attention can treat broken bones and bleeding wounds, characters whose minds or souls have been traumatized may very well need to heal themselves.
- The Warrior recovers through meditation (alone) and training (with an instructor)
- The Hermit recovers by spending quiet time with friends and family
- The Magus recovers by acting as a mentor to another person
- The Fool recovers through social gatherings and personal expression
Motifs
Motifs help to describe the character in greater detail than a one-word concept.
- Concept describes what the character is .
- Archetype describes who the character is .
- Motif describes how the character can is.
A Motif is a theme to which the character adheres. It could be described in terms of the character's concept ("Swamp Elemental"), the character's powers ("The Lord of Dreams") or the character's role in the story ("The Dark Knight Detective"). A good Motif spurs the imagination and strengthens the character as a whole. A "vampire" is just a vampire…but "Immortal Guardian of the Night" makes you stop and think, "Hey…there's more to this guy than just fangs and an allergy to sunlight."
What's special about your character? What would go on the cover of the comic book?
Motifs can be as elaborate or as abstract as you'd like, but try and choose something that gives you and the other players a clear image of the character. I got this idea several years when "The Specials" came out (although I only just saw the film recently). One of the characters was described as having "bird powers." I really liked that. What are bird powers? What are they used for? It's interesting and it leaves a lot of room for exploration without having to settle for a comprehensive list of character abilities (which I find difficult and a bit tedious when it's time for the pencil to hit the paper).
Don't be afraid of being stuck with a given motif. As part of the game, you'll create three characters, each corresponding to one of the three attributes. You can dream up three completely different character concepts or take one concept and approach it three different ways.
How Motifs are used in the game is discussed in the Methods section.
Choose Attributes
Your character's attributes (Body, Mind and Soul) are the basic building blocks that define everything else in the game. Designate one attribute as Primary, one as Secondary and the last as Limited. Your Primary Attribute should be obvious from your Character Concept.
Use the following guide to fill in the numerical ratings for each attribute:
- Primary Attribute – 5/3
- Secondary Attribute – 3/2
- Limited Attribute – 2/1
Choose Lethal Trauma
All characters have three Damage Traits:
- Your character's Health is the same rating as your Body Attribute.
- Your character's Sanity is the same rating as your Mind Attribute.
- Your character's Aura is the same rating as your Soul Attribute.
When you're attacked, you'll roll your Health, Sanity or Aura to resist the damage.
One of these Damage Traits can be affected by Lethal Trauma, damage that can kill off your character. Usually, you want to mark your best rated Damage Trait as being vulnerable to Lethal Trauma. You don't have to, but having a weaker Damage Trait be susceptible to Lethal Trauma could mean your character could die much more quickly.
If you want your character to be vulnerable to Injury and Illness, choose Health. Your character could become gravely wounded during the game.
If you want your character to be vulnerable to Stress and Fatigue, choose Sanity. Your character might go insane during the game.
If you want your character to be vulnerable to Corruption, choose Aura. Your character could become a soulless automaton, just going through the motions, a vicious sociopath, or someone damned to eternal torment in Hell.
Powers
This is probably the reason you're reading this game: cool superpowers. After all, this is a superhero game. Superpowers enable characters to do what normal people cannot. Superpowers can grant the power of flight, the ability to move objects with the mind or the ability to harness and control elemental forces such as fire or lightning.
Superpowers are always linked to an attribute because they modify that attribute when the power is used.
Body powers are used to resist injury or cause damage, to change shape or substance or to travel in unusual ways or environments (such as through the air or underwater).
Mind powers attack the mind (and can protect against such attacks). They can also be used to expand the senses or they grant entirely new ways to perceive reality (precognition and clairvoyance being examples). Any kind of "control" power is probably Mind-related.
Soul powers usually mimic Mind or Body powers but often have magical or mystical associations. Because Soul relates to the human unconscious, this attribute is also tied to powers that manipulate emotions and dreams.
The Big Laundry List of Powers
There is no list of powers in this game. If you want a game with exhaustive lists of powers or intricate power creation systems, I'm betting that you're playing that game already. darkpages uses the Motifs to cover a broad spectrum of "How the character is." If the powers in this game are used to modify Attributes, the interesting question is not, "What can Power X do?" The question is, "How does the character use Power X to do that?"
Methods
Powers can add either to the number of dice rolled or the number of dice kept during a check. There are two ways to handle this:
Method 1 : "I'm the best at what I do…" – Maximum flexibility within a tight focus
This kind of character is good for a player who knows exactly what he wants to do in the game. There's not going to be a whole lot of experimentation with new powers and although the character might change and grow, its powers probably won't.
For this kind of character, the power rating applies to the character's Motif instead of a list of powers. The character's power grows slowly but every time the Motif is upgraded, it affects all of the character's powers in all situations.
The character starts with a Motif rating of +1/0 that encompasses the use of all its powers. This means the character rolls an extra die when performing any action involving his superpowers.
To raise the Motif rating, add both numbers together and multiply that total by 5 – that's how many Training Points must be spent to raise either number by 1 point.
A starting character (+1/0) would need 5 Training Points to raise his Motif to either +1/1 or +2/0).
This is because the starting rating x 5 equals 5 (1 + 0 = 1 and 1 x 5 = 5).
To raise it again would cost 10 points (1 + 1 = 2 and 2 x 5 = 10).
The Method 1 character's major restriction is that all use of his powers must fit within the Motif – the player is giving the GM full authority to "yea" or "nay" actions based on this. So make sure everyone is on the same page at the start of the game.
Note: if you're playing an existing character (either from a media property or from another game), this is a great choice because all the groundwork has already been done.
Method 2 : "There is no spoon…" - Freedom to experiment and change direction
This kind of character is good for the player who doesn't quite know what to make of the character and needs a bit of room to experiment. In this character's case, powers are defined as they are used and the player can improve each one as he or she sees fit. If the player realizes one of the powers isn't that useful, that power can be pushed into the background (this happens all the time in comics). Usually the character picks a key use of their power and concentrates on its development.
Characters start with one of the following packages:
- 5 Powers at +0/0 (doesn't modify the Attribute but gives more initial powers)
- 3 Powers at +1/0 (adds one to the number of dice rolled)
- 1 Power at +1/1 (allows the player to roll and keep an extra die)
The first option is good for the player who is bursting with ideas for what his character can do but isn't quite sure of how he's going to play that character.
The second option combines a competence bonus with more options. It's a good start for players that just want to play the damn game.
The third option is good for a player who wants to start off the game with higher die rolls but doesn't care about having a lot of options until later on.
It costs 1 Training Point to add a new Power at +0/0. It costs 5 Training Points to raise a +0/0 power to +1/0 or +0/1. From this point on it costs a flat rate of 10 Training Points to increase either number by one.
Note: the author thinks this is a great choice for new players because it removes much of the "front-loading" in character creation that can intimidate new players.
Details
They say that the Devil is in the details….
Details help to develop your character beyond a simple "Attributes + Powers" model. They add realism, they add spice and they act to help (and sometimes to hinder) your character. There are many kinds of Details. Some are character flaws. Some are plot complications. Some appear at first glance to be entirely beneficial (the sound you hear is the sound of malevolent gears turning in your GM's head).
New characters start the game with six Detail Points. These can be spent right away to buy Details or they can be saved to spend as characters and events appear during the game session.
What do Details do? They grant bonus dice to players. In return, they give the GM ideas for plot complications and bonus dice for NPC antagonists. A Detail is a lot like asking a favor. You accept that someday, you may have to repay that favor (but secretly you hope that day never comes).
Calling a Detail into play is called "invoking" it. Just tell the GM that you're invoking one of your Details (the GM should keep a list of everyone's Details in order to keep tabs). When you invoke a Detail, you gain a bonus die for that Attribute check. You can invoke several Details in one check but you can only use each Detail once per check.
Usually, the Detail involves the check in some way. For example, a character who has the Detail "Knows True Name of a particular Demon" could invoke that Detail to gain a bonus dice when summoning that particular demon. Later on, the GM could give that demon a bonus die to resist your orders and turn against you.
But you don't have to show relevance to the action – it just means that you're alerting the GM to the Detail's existence. You're saying, "Hey. I want this to factor into the story later on, even if it hoses me. In return, I want a bonus die." This is how power weaknesses and vulnerabilities are used in the game. If your vampire character is allergic to sunlight, you can gain a bonus die when using your vampire powers. In return, you can bet the GM will be putting you in a situation where the sun is out and your character isn't safe at home in its coffin.
Each time a Detail is invoked, the GM should mark it with a slash mark (/). Every time it's invoked, the GM puts another slash next to it and gets another bonus die to use against you and the other characters in the future (yes, that's right. Misery loves company). When the GM uses one of these bonus dice, strike-through the slash (X) to show that the die has been used. Unlike players, the GM should always make the Detail relevant to the situation.
Note: Details usually grant one bonus die. Important Details (ie: Details that the player spends more points to acquire) may grant two or three bonus dice. Every Detail Point placed in a Detail adds to the bonus dice granted to the player when that Detail is invoked. Likewise, it gives the GM the same number of dice to use later on in Opposed Checks. The maximum rating for a Detail is 3.
Gaining Details
When rolling bonus dice from Details, use different colored dice (or keep them separated from your other dice). Rolling and keeping a 0 on one of these bonus dice gives you another Detail Point.
Any unused Detail Points must be spent at the end of the game session
Losing Details
Once invoked, there's a chance that your actions (or the GM's desires) could erase that Detail from your character's life. This is especially appropriate for Details involving relationships and gadgets (both can be broken). It's not really appropriate for weaknesses and such.
At any rate, the GM can "burn" a Detail to cross it off your sheet if (through action or inaction) you fail to protect that Detail. The good news is that burning a Detail gives you a free Detail Point. Yes, I stole this from Clinton R. Nixon's excellent fantasy game The Shadow of Yesterday .
Players can burn a Detail point as well. The GM is free to keep using previously-earned bonus dice until they're exhausted and the player can no longer invoke that Detail. This is useful when a character goes through some kind of change ("I don't wear that cape anymore…not since the accident.").
Sample Details include:
Weakness : the character has some kind of weakness (a personal flaw, a physical disability or an actual flaw in their powers). Note that in darkpages, a Weakness adds to the character's die rolls! Common Weaknesses include Vulnerability (the character can be hurt by a specific material or force), Requirement (the character must do/say/wield something in order to use her powers) or Exception (the power doesn't affect something it should).
Origin : the character's origin is known to the group of players, either as part of the background history of the game or as something that arises during a game session. Knowledge of a character's Origin could aid an enemy in discerning the character's weaknesses.
Relationship : the character has some kind of relationship that adds complexity to the story. This relationship could be familial, sexual, professional or adversarial. An Alter-Ego is a special kind of relationship. Characters can have Relationships with other characters but may only invoke them if the other character is active in the game.
Costume : the character wears a costume or some kind of uniform that makes him or her easy to identify. The capabilities of the costume may tie into the use of her powers or it may simply help or hinder certain actions (such as a bulky set of armored plates that afford protection but interfere with movement).
Advantage : the character has some kind of natural ability or professional skill that enables him to succeed where others might fail.
Signature : the character has a certain style, gimmick or modus operandi that easily identifies his exploits. Think of it like a calling card.
Responsibility : the character has a code of honor, has sworn an oath or has otherwise pledged to perform some function. Characters with Relationships usually have corresponding Responsibilities (or vice versa).
Gadget : the character has special equipment (like a weapon, an artifact or a vehicle) that they use. During the course of the story, it's possible that a Gadget is damaged or stolen. For an item that uses charges or ammunition, frequent use might render the temporarily un-usable.
Appearance : the character's appearance is relevant to his life in some way, either because of extreme beauty or ugliness, or because his appearance affects how he performs actions (for example, a character with wings).
Plotline : the character has some plotline that's either unresolved or yet to be uncovered. This is an excellent Detail for mysterious characters with dark secrets hidden away in their pasts.
Power Effects: Story vs. Game
When using a power during the game, a variety of problems can arise. These problems usually amount to a basic conflict between the demands of the Game and the demands of the Story.
When making an Opposed Check, powers are used to modify the die roll. Sure, there may be special effects and the power might allow a strategy not available to other characters, but the basic idea remains the same as a normal Attribute check (the biggest difference is the number of extra dice gained for the check).
When making an Unopposed Check, where there is no apparent opposition, it becomes a bit trickier. In these cases, it comes down to "Can I do this or not?" As always, thinking of the goal, not the action. If a super-fast character is trying to quickly search a burning building for survivors, it's not really a question of "Am I fast enough?" as much as it's a question of "Can I find any survivors?" If the character rolls well, the search is successful (the building is occupied by the victims are able to be rescued in time) or the attempt is successful (the building is found to be empty and nobody is in immediate danger).
If the character fails the check, it shouldn't mean that he fails to find the people and they die a horrible death. Instead, the attempt fails and this leads to something else. Perhaps the search is successful but the hero now has to get them out…or the search yields no survivors but now the speedster is in trouble because he himself is trapped.
This is an overriding design concern of mine that I try to address in every game: failure should not stop the story. It should enhance the story. This is especially important in darkpages because failure on purpose (rolling and keeping 0's) is a valid strategy when trying to boost your character's abilities. If players are "encouraged to fail" in one part of the system, we shouldn't penalize them in another.
A gestalt of powers as they relate to both Game and Story requires some input from the group as a whole. When creating and describing powers, you're becoming an active participant in the game design process as it relates to your group. If you were to share these ideas with the outside world, your role as a game designer expands (and enhances the game for others).
So rather than try and cover every single permutation available (which, this being an example of an "infinite game" is a daunting task to say the least), I'll keep it short and sweet:
"If the group says that it's okay, then it's okay."
The goal is not to "outdo" or compete, the goal is to tell a fascinating story set in a dark world of angels and superheroes, demons and wizards, mortals and monsters.
How Does it Work?
Game Powers are easy to define. "When X happens, add Y to Attribute Z."
Story Powers are all over the map. Some are Binary Powers (meaning: either the power works or it doesn't). Others warrant new rules to cover their use.
How would you represent a "Healing power"? Well, for starters you could make it affect the character's Health's checks. But what if that isn't how you imagine it? Perhaps you can heal from Damage States faster than normal people. Figure it out and talk to the group. Remember the short and sweet bit? If people are cool with it, then it's okay.
Consider a power like super-strength. How much can your character lift? If the answer is "a ton" then give "lifting a ton" Average Difficulty. If your character tries to lift more, it's harder. For me, lifting a ton is out of the question. If I had a powered exoskeleton (Detail rank 2), then maybe I could lift a ton if I tried my hardest.
Keep an eye out for darkpages material written by other gamers. Share knowledge and experience. Work together. This is a game where you could play a god…so don't worry if something's out of scale with everything else. Ask questions.
Chances are, you already know the answer. IINTRODUCTION: DISCLAIMERS
PART I: SYSTEM MECHANICS
PART II: CHARACTER CREATION
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