I have, this very day, put the finishing touches on Character
Generation (I have an alpha presentation of the game and tablet
functionality due Tuesday) and will now take you through the character
generation process by making a couple of sample characters.
NAME & SCHOOL OF ROCK
The
first and most important thing is to name the character and determine
exactly which School of Rock they were brought up in. Schools of Rock,
as I have mentioned, are more than just simple music schools, they
define a way of life for a whole section of the inhabited universe.
The
characters we are going to create here will be a pair of rival Titan
Riders: Keneniah, a Nazarite; and Asmodeus, a Sabbathite. The names fit
the schools, the Nazarites taking names from angels and Biblical heroes
and the Sabbathites taking names from fallen angels and bastardized
Latin names.
The Schools themselves will affect the rest of
character generation (and I'll talk more on them in detail in a future
post), so we'll move along and show their character by example.
ATTRIBUTES
In
BoHM we use the same four attributes as BoL, but we've reskinned them
to sound more Metal: for Strength we have Might; for Agility we have
Celerity; for Mind we have Savvy; and finally, Appeal is now measured in
Cool. We still distribute 4 points amongst the Attributes, as with BoL.
One attribute can be reduced to -1 to gain an extra point for another.
For Keneniah, we are going for a more well rounded character, so we will be placing 1 point in each Attribute.
MIGHT 1, CELERITY 1, SAVVY 1, COOL 1
For
Asmodeus, we are going to focus more on Might and Cool, so 2 points in
each of those. In addition, the Sabbathite School provides a +1 to
Might, so Asmodeus' final Attributes look like this:
MIGHT 3, CELERITY 0, SAVVY 0, COOL 2
Every
School of Rock has a Bonus in either an Attribute or Combat Ability,
meaning that the average character will have 5 points in one or the
other. This is intentional as it further delineates the strengths and
weaknesses of the various schools and fits in well with the extended
range of difficulty set forth in the previous post.
COMBAT ABILITIES
Again,
we have reskinned these to fit the thematic qualities of the
Metalpshere: Brawl is now Rumble; Melee is now Shred; Ranged is now
Fire, and Defense is still pretty close to the original as Defend, which
fits in better with the other CAs, from a tense perspective. Again, our
characters have 4 points to spend. Like attributes, one Combat Ability
can be reduced to -1 to raise another by 1 point.
Keneniah gets
the School bonus here, adding +1 to Defend, and sticking with our drive
to be well-rounded, his Combat Abilities come out thusly:
RUMBLE 1, SHRED 1, FIRE 1, DEFEND 2
Asmodeus'
stats are going to lean more heavily on personal combat, to take
advantage of his heavy might, and he'll probably wear heavy armor to
make up for his average defense:
RUMBLE 2, SHRED 2, FIRE 0, DEFEND 0
CAREERS
There
are 24 Careers currently in the game, and our characters have 4 points
to spread amongst 4 careers, with no career starting out with a rating
greater than 3.
Keneniah is going to take advantage of a special
ability of his School and take a career normally not allowed to anyone
but The Church: Priest. Along with that, he's going to want to be able
to fight in Titan combat, so he takes Titan Rider. He wants to play up
the leadership side of his character, so he takes Manager. Finally, he
wants to be able to do some basic repairs on his Titan and other
equipment, but cannot take Tek (another Career only available to the
Church), so he takes Roadie. He spreads his 4 points amongst those four
careers thusly:
TITAN RIDER 2, MANAGER 1, PRIEST 1, ROADIE 0
Asmodeus,
coming from a very different school has very different interests. He is
fascinated with the Occult and so he takes Occultist. He also wants to
ride the 'Heavy Metal' and takes Titan Rider. His final two skills
reflect his dedication to his School's Style: Inquisitor, because only
the most dedicated deserve to be a Sabbathite in his eyes; and Warlord,
to indicate that he is Sabbathite nobility. He takes an even spread in
those careers.
TITAN RIDER 1, WARLORD 1, INQUISITOR 1, OCCULTIST 1
STYLES
Our
characters must now choose 4 Styles of Rock to play in. They receive 4
points, as above, to distribute amongst these styles, with the following
restrictions:
- They must take their School as their first Style.
- They cannot take a Style that is opposed to their School of Rock.
- They cannot have more points in a Style than they do the Style of their school.
As
mentioned in the previous post, Styles are more than just musical
characteristics and make up one third of every resolution test. They are
therefore important when determining what sorts of tasks your
Headbanger will be proficient in.
Keneniah's main Style will be
Nazarite, Christ Rock. He won't even touch Sabbathite music, which is
opposed to Nazarite music, but he does appreciate both Dedite power
shredding (and has an affinity with the application of force) and Yngwie
virtuosity (along with a bent towards skills that require precision and
timing), so he takes those. For his final Style, he chooses Ledite, as
he finds the blues driven but contemplative style to be very cool (and
his slightly intellectual nature is derived form this). He spends his 4
points in these styles in an even manner, with no style being greater
than the other:
NAZARITE 1, YNGWIE 1, DEDITE 1, LEDITE 1
Asmodeus
prefers the upper half of the Rocktagon with a little wild chaos thrown
in, so he goes for the party-hard Glamling style (which enhances his
vitality and makes him somewhat fearless), the Dedite style (for the raw
destructive power it provides) and throws in some Punk for flavor (he
is highly adaptable and good at sorting through chaos), but he makes
sure that his main style is his first and most potent style:
SABBATHITE 2, GLAMLING 1, DEDITE 1, PUNK 0
INSTRUMENTS
Every
Headbanger is proficient to some degree in 4 instrumental styles (and
has 4 points to spread around those instruments). There are 5 to choose
from: Axe, the ubiquitous guitar; Bass, the bass guitar which provides a
pounding rhythm; Percussion, the use of drums; Vocal, including singing
or spoken rap; and Other, which covers a wide range of other
instruments which must be chosen separately.
Keneniah is going the frontman route and chooses:
VOCAL 2, AXE 2, BASS 0, OTHER (KEYBOARDS) 0
Asmodeus goes for the might of pounding rhythm with a bit of back up vocals and an instrument designed to unnerve his enemies:
BASS 2, DRUMS 1, VOCALS 0, OTHER (BAGPIPES) 1
HARMONICS & DISCORDS
Every
Headbanger starts off with 1 Harmonic and 1 Discord from their School
of Rock, which, if you will recall, are activated by hitting the
Harmonic or Discord numbers on the Rocktohedron. Headbangers may take an
additional Harmonic, but must either take another Discord or reduce
their starting Fortune to 3.
Keneniah's Harmonic number is 1. He has the following choices:
- You Are I Am: The Nazarite is infused with the Holy Spirit and gains 1 Fortune. This may take them above their maximum.
- Reborn: The Nazarite is filled with the breath of life and regains 3 Fight.
- Seventh Angel:
A guardian angel intervenes, aiding the band in small, almost
imperceptible way. The Nazarite generates 3 Bonus Dice that can be added
to any of their Band's rolls until the end of the scene.
Keneniah
doesn't plan on doing much fighting outside of his Titan, so Reborn is
not very useful for him. You Are I Am is very useful, but only once in
awhile (you can only activate each Harmonic or Discord once per session)
and Seventh Angel fits in more with his concept of a Band Leader, so he
takes the latter.
His Discord Number is 5 and he must choose one of the following:
- Abyss: The
Adversary takes a personal interest in the Nazarite and their band. The
enemy gains D6 Penalty Dice that they may apply to the entire Band for
the rest of the scene.
- Holy War: The
Nazarite becomes wrathful and divisively sanctimonious. They take a
Penalty Die on any Cool rolls for the rest of the scene.
- Lamentations: The Nazarite has a crisis of Fath that reduces his Nazarite Style to -1 for the rest of the scene.
As
a leader, Keneniah would be a poor example if he suffered Lamentations,
so he gives that a quick miss. The same could be said of Holy War.
Abyss sounds perfect, as it fits in with the idea of Satan trying to
bring the whole Band down by messing with its leader.
Asmodeus has
an entirely opposite set of Harmonic and Disocrd realities. His
Harmonic number is 5 (the opposite of Keneniah, which is appropriate as
they are of opposing schools), and he has the following Harmonic
choices:
- Iron Man: The power of the abyss seems to fill the Sabbathite with unholy vigor and they regain D6 Fight.
- Sabbra Cadabra:
The Sabbathite sometimes pulls off miraculous feats that seem for all
the world like true Magick. The roll is counted as a Success, even if it
is a Failure or Critical Failure.
- Hand of Doom: Those
around the Sabbathite feel the hand of The Adversary himself
interfering with their actions. The Sabbathite gains D6 Penalty Dice
that can be added to any roll from any character until the end of the
scene.
At first glance, Iron Man would seem to be ideal for a
close combatant like Asmodeus, but he loves the thought of the Devil
himself interfering on his behalf as well as the ability to pull a
success out of certain failure. He dices to take two Harmonics, forgoing
Iron Man, as he is already fairly robust, in favor of the other two.
Again,
Asmodeus Discord is opposite that of his rival Keneniah, a 1, and he
has the following Discords from which he must choose 2 to make up for
his bonus Harmonic:
- Paranoid: The
Sabbathite is distracted by what they think are demons eyeing them with
diabolical intent flitting about with just outside of their direct line
of vision. They suffer a cumulative -1 modifier to all rolls for the
rest of the session.
- Faeries Wear Boots: The
Sabbathite is convinced that demonic gremlins in massive Doc Marten
boots are interfering with their actions by hobbling gear and stomping
on their feet. This roll becomes a Critical Failure automatically and
cannot be rerolled or modified in any way.
- Crazy Train:
The Sabbathite sees demons of madness swirling around the heads of D6
Band-Mates and allies, who suffer an automatic Discord on their next
roll, even if they roll a Harmonic.
Faeries Wear Boots just
happens to be a favorite song of mine, and its effect, while critical in
the moment, is not as long-standing as Paranoid, so we'll take FWB.
Crazy Train is definitely more punishing, but it punishes others, not
Asmodeus, so [two-ginger salute] those guys! ROCK & ROLLLLLLL!
(translation: we'll take Crazy Train).
SECONDARY CHARACTERISTICS
In
BoL we have Lifeblood, which is called Fight in BoHM (as in 'having the
fight beaten out of you'). It is figured the same way: 10 + Might.
Next
we have Fortune, which are like Hero Points and have a similar
function. You start with 6 in BoHM, as they have an additional use that
will see them spent a bit more freely, that of negating Discords.
Fame
is a new Secondary Characteristic, and it represents a pool of
influence that can be used during an adventure to add 1 point to any
Cool roll to influence others. Like Fortune, it only recovers at the end
of an adventure, so it is a dwindling resource. Fame is equal to Cool
during character creation, but may be raised using advancement points,
to represent the Headbanger's increased notoriety spreading their
reputation throughout the Metalsphere. If there were a single number
that represents 'winning,' in the Charlie Sheen sense of the word, this
would be it and the Headbanger with the highest Fame should lord it over
the other, lesser players.
There is a fourth characteristic that
will be introduced in a later expansion: Freak. For those who want
Sabbathites to cast real sorcery, Priests to get actual miracles from
God, and Punks to disrupt their foes with Psychic screams while Ledite
Yogis levitate above the fray, this is the power source of those sorts
of things, which will be an option in the expansion, which will cover
all sorts of alternate wrinkles for the universe of the Metalsphere, and
it will be equal to 10+Savvy.
Keneniah's Secondary Characteristics come out as follows:
FIGHT 11, FORTUNE 6, FAME 1
Asmodeus comes out a bit tougher and a bit more notorious:
FIGHT 13, FORTUNE 6, FAME 2
GEAR
Ok,
so I fibbed a bit, as I still haven't worked out the way Gear will be
distributed. the general idea however is to restrict it in a way similar
to BotA, as this is a post-apocalyptic universe, but not so severely
and without the between-adventure attrition found in that game.
Career
will play a large roll in what you can have and you will gain a number
of free points, + career points + special items that are granted by your
school to equip your Headbanger. I imagine that, as both the above
Headbangers have Titan 2 a careers, they will be able to pick up a
Medium Titan as part of their equipment.
SUMMARY
So
there are your two sample BoHM characters. Hope that gives you a taste
of how they differ from other BoL games and a feel for the type of
people you might meet living in the Metalsphere. Next time I'll try and
go into depth about the Revised Rocktagon and the Schools of Rock
themselves...