Design Notes

When I decided to get down to making The Lost Companions, I knew there would be a UNIT companion.  “My” Doctor is the Third Doctor, Jon Pertwee, as that was the first Doctor Who that I saw. That era had him stranded on Earth working with UNIT for several seasons and included Brigadier Lethbridge-Stewart, a character that has been so endearing to the mythos of Doctor Who that his family continues to make a difference in the episodes to this day.

UNIT is an international Intelligence and Military organization that responds to extraterrestrial threats and has roots in the Second Doctor’s adventures but was prominently featured for seasons of the Third Doctor.  Since then, UNIT has made repeated appearances including through the 12th Doctor’s tenure and has been shown to try their best to protect the Earth even if they don’t always make the right choices. The Doctor is actually listed as an employee or advisor of UNIT in all his incarnations.

The Cubicle 7 sourcebook, Defending the Earth: The UNIT Sourcebook, includes an alternate character generation component for UNIT members – they have a few extra attribute points starting with 26 instead of 24 points to use for Attributes and Qualities.  As a soldier, I’m putting a priority on Coordination and Strength and putting both at a 4. Since I see him as not as respected or able to advance in UNIT, we will keep his Presence to a 2 and put the rest of his Attributes at 3.

For his positive Traits, we will start with a Minor Positive of Rank as a Sergeant in UNIT(1) and a Major Positive of Friends(2) as a way for him to invoke UNIT protocols even if outdated when he ends up on Earth. We will add the Minor Traits of Quick Reflexes(1), Brave(1), and Cutting Edge Technology(1) before turning to my favorite UNIT based Major Quality – Five Rounds, Rapid!(2) The Brigadier was never one to default to The Doctor’s ways and he often saw a solution from his military background.  This phrase, uttered with some regularity in the time of the Third Doctor is a positive quality that allows someone who is fighting (or shooting as the case may be) to go before they otherwise would in the initiative chart … but still after the Talkers. In Doctor Who, you always have a chance to talk your way out of the situation. This brings us to 8 points of positive traits that total 27 with attributes. We will need a few negative traits to balance this out.

For his negative Traits, we will start with the Minor Trait – Obligation(1) as Sergeant Armstrong is still a UNIT soldier and his sense of duty can sometimes override other things.  Furthermore, his Minor Trait By The Book(1) demonstrates his inflexibility and his overreliance on his training compared to some of this contemporaries, like Sgt. Benton. Lastly, he never seemed to be able to get ahead, so the Minor Trait of Unlucky(1) will get added.  We have a net of 2 points left, so I’ll increase his Presence to a 3 and keep the last extra point for skills.

For skills, UNIT characters have 18 points to spread around.  We will start with Marksman and Fighting at 4 ranks each and an Area of Expertise with Rifles for his Marksman skill.  Next, we will add 2 ranks each of Athletics, Survival, and Transport. With his UNIT training, we will add 1 rank for Knowledge, particularly military history and tactics, Subterfuge, and Technology.  Looking over his sheet, I’m going to stick that final point we rolled over from Attributes and Traits into Transport raising it to 3 because I love the idea of him driving an alien truck muttering under his breath while being chased by Autons.

 

Character Notes

Keith Armstrong certainly looked like he would be going places in the military.  Maybe that would be his break, finally. His football career had petered out when he managed to backheel the ball into his own goal two games in a row, his levels from school were fine, but didn’t guarantee a top-notch university education.  He had the bearing, the training, and the desire to follow orders that seemed to be what was required to rise up the ranks in the military. That would be the best way for someone like him to get ahead in this world.

Then UNIT came calling. After the Yeti invasion of the London Underground, a UNIT was formed and had a global reach but the U.K.’s branch is where Sgt. Armstrong’s story starts.  Because of his apparent abilities, he was recruited into UNIT training and briefed on the Yeti invasion involving The Great Intelligence and the Cybermen’s attempted infiltration of Earth.  He tried to learn as much as he could, as quickly as he could because this was something outside of his experiences.

While he was training with the likes of John Benton, it was his own misfortune, or possibly luck to stumble into a TARDIS and be whisked away before the Third Doctor arrived in UNIT’s timeline.  He recognized the TARDIS from the briefings, but he wasn’t sure what to make of this markedly different Time Lord at the helm. For now, he is trying to learn everything he can to carry it back to UNIT.  He knows that the more information he can bring back, the better for the Earth and the better for his career. He doesn’t always like the way Fen goes about solving problems, preferring to use a more direct approach, but he protects both of the other companions with a fierce loyalty that seems to be part of the human condition.

 

The Lost Companions Overview Here.

Sgt. Armstrong Sheet.

Fillable Character sheet by Michael Lewis available at RPGGeek.com  (Registration required)

BBC Logo © BBC 1996. Doctor Who logo © BBC 2004. Tardis image © BBC 1963. Dalek image © BBC/Terry Nation 1963. Cyberman image © BBC/Kit Pedlar/Gerry Davis 1963. Doctor Who: Adventures in Time & Space produced by Cubicle 7 under license by BBC Worldwide Limited. Seize the GM is a fan production. No claim of ownership or challenge to the copyrighted work is intended or implied.

Welcome back to Card Catalog! This time around, we will be working on a set of companions for the Doctor Who: Adventures in Time and Space game from Cubicle 7! I love Doctor Who! I grew up watching Doctor Who with my parents on our local public network tv station and it remains one of my abiding loves.  

Setting Notes

If you are not familiar with Doctor Who, it is a television show with over 50 years of history about an eccentric alien with a  TARDIS (a ship that can travel anywhere in space and anywhen in time stuck disguised as a mid-century Police Box). When the original actor who played The Doctor left the show, they decided that his race could regenerate into new forms, allowing a new actor to take on the role while continuing the show.  From there, a deep mythology spun out of Doctor Who and I could scarcely do it justice even briefly here. The old shows were pleasantly campy, with special effects that were often easy to discern but still told stories in the best traditions of science fiction. Just last month, Peter Capaldi’s final episode as The Doctor aired and we got our first glimpse of Jodie Whittaker as the new Doctor.  

Part of the appeal of Doctor Who is also in The Doctor’s companions – a collection of humans and aliens that share in the Doctor’s travels, changing from time to time to create a rotating cast that brings out the stories of this wizard and his magical box.  For this round of the Card Catalog, I’ve created a trio of companions to accompany The Doctor using the most recent Doctor Who: Adventures in Time and Space ruleset from Cubicle 7.

Because the Doctor is a time travelling alien, there is an immense amount of possibility for settings, characters, and creativity.  I’m referring to this trio as “The Lost Companions” because they are not any of the specific companions we’ve seen on the show – but never fear! There are stretches of the Doctor’s adventures that have not been publicized including most of the Eighth Doctor’s time as well as hundreds of years for the Eleventh Doctor.  They could easily fit in with either of those time periods, or they could be caught along for a temporal ride with another Time Lord, through Torchwood, or some other manner of your devising but I will focus on the idea that they came in the lead up to The Time War between the Eighth Doctor and The War Doctor for you fellow Whovians out there.   

System Notes

This trio of companions is made with the DW:AITAS rules from Cubicle 7.  The Cubicle 7 Rules System is based on the Helix system and is a straightforward combination of character generation and play that evokes the best of Doctor Who in a rule set.  You have a limited number of points for Attributes and Special Abilities which are different from your pool of points for skills. Negative qualities can provide additional points for abilities and possibly a special gadget or two.  Take the attribute + appropriate skill and add 2d6 to determine how well you succeed. The game itself allows you to influence the narrative through the use of Story Points as well throughout the play, but certain Special Abilities or Qualities are so powerful that they reduce how many Story Points you have available in each adventure, such as being a Time Lord.

There are only 6 attributes – Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength with 6 being a normal human maximum.  To get beyond that, you best be an alien, cyborg, or a robot. There are only 12 skills as well, though you can choose to take specializations called Areas of Expertise to increase your competence with those.  In good Doctor Who design, all of Science is covered in one skill as this is the sort of setting where a Scientist is likely expected to know a bit of all Science with the Storyteller able to impose penalties the further away from their area of study as appropriate.  Similarly, a single rank of Transport means you have a shot at doing everything from driving a jeep, to flying a helicopter, to piloting a spaceship, though with potential penalties as you go further and further afield. Remember that Doctor Who is, in many ways, a pulp adventure but with less of an emphasis on violence and combat.   

Speaking of combat, one specific mechanical decision that evokes the world of Doctor Who is that people who want to fight always go last in the initiative order.  Talkers always go first followed by Doers then Runners, and finally fighters. If you’ve ever watched Doctor Who, either the classic or modern series, you know that more often than not The Doctor manages to start talking before punches or bullets start flying. This is important because combat can be exceedingly deadly in this system with many weapons, especially from the enemies you expect to see just causing out and out death rather than a specific amount of wounds or hits. There does seem to be a lot of running in those Doctor Who adventures and this game encourages you to take advantage of that option.

As we mentioned in Episode 33, the successes encourage narrative involvement by being ranked from Yes, And; Yes; Yes, But; No, but; No; to No, And! It is a streamlined system well suited for narrative play and cooperative gaming.  With that brief introduction out of the way, let’s take a look an an example trio caught up in the TARDIS with a Doctor somewhere in between all of the published stories.

 

The Lost Companions

Every Doctor, that is the Time Lord called The Doctor, has travelling companions.  Who knows why. These travelling companions, friends, or hitchhikers across the galaxy get to share some truly unusual adventures and can find themselves challenged as people (or aliens) as much as they may challenge The Doctor’s.  Most likely, these three came along in the lead up to or the midst of The Time War with the Eighth Doctor before he became the War Doctor, but a time traveller means it could be anywhen. These three are built around challenging the Doctor’s growing involvement into the Time War with the power of prophecy.  

Keith Armstrong – UNIT Sergeant .

UNIT (Unified Intelligence Task Force) Sergeant Armstrong never quite got the respect of his peers, like Sergeant Benton.  Maybe it is because he didn’t know when or how to bend the rules and tried to bluster forward with the strength of the rule book behind him.  Either way, Sergeant Armstrong ended up on a TARDIS with a Doctor who already knew UNIT even if UNIT didn’t know this Doctor. He’s trying to get back to Earth, and his time period especially, with a sheaf of reports that can form the basis for UNIT’s procedures going forward.  He is quick to shoot and want to solve problems with violence which can put him at odds with Fen and the Doctor. The former because she is trying to protect the Doctor for his destined Fate and the latter because he still isn’t comfortable with that level of violence.

Fen – Sister of Karn seer

After the Fourth Doctor’s meeting with the Sisterhood of Karn in the Moebius debacle, the Sisterhood realized that this Timelord would help shape the future of the entire Universe. Trying to ensure that the future the sisterhood saw would be ensured, the Sisterhood took the bold step of placing one of their own in the path and orbit of The Doctor.  Fen has the gift of prophecy and in many ways seems more aware of the future than The Doctor, trying to guide him to be who will need to be for Karn, for Gallifrey, and for the Universe. Thus far, the Doctor is unaware that he has a member of the Sisterhood of Karn on his TARDIS, but who knows what his reaction will be once he does find out. She certainly avoids violence and encourages The Doctor to show mercy but knows of the darker turns that The Doctor will have take   

Klatulmayter – Charming Equine Alien

Somewhere along the way, Klatulmayter ended up in the TARDIS.  As one of the Peraxia, she looks not unlike an anthropomorphic horse complete with hooved feet and what we would call the head of a horse … but she is a beautiful filly.  People are drawn to her and her charming ways, and she seems to always make new friends wherever she goes. As a member of the noble families from the Peraxia, she has been well trained in the art of interacting with people. Of the Lost Companions, she is the one least comfortable with time travel and is still trying to find her footing between the military Sgt. Armstrong and the esoteric Fen. Somewhere along the way, Klatulmayter ended up in the TARDIS. In fact, despite sticking her nose where often times it may not belong, she is also the first to end up running away!  

Fillable Character sheet by Michael Lewis available at RPGGeek.com  (Registration required)

 

BBC Logo © BBC 1996. Doctor Who logo © BBC 2004. Tardis image © BBC 1963. Dalek image © BBC/Terry Nation 1963. Cyberman image © BBC/Kit Pedlar/Gerry Davis 1963. Doctor Who: Adventures in Time & Space produced by Cubicle 7 under license by BBC Worldwide Limited. Seize the GM is a fan production. No claim of ownership or challenge to the copyrighted work is intended or implied.

Pre-mades are very different to playing a character you’ve made yourself.  There are a number of reasons to play  premade characters, and a couple different types of premade characters that you can encounter.

The first type of premade is the one that the game themself provides.  Many games have sample characters that a starting player can play, in campaign packs, starter packs, or even core rule books sometimes.  (another variation of this is the premade characters available at official games at convention).  They tend to be very basic, have a standard array of skills, and follow set patterns of character creation.

The other type of premade is a character someone you are playing with, or your DM, has made for you.  These characters tend to be a bit more interesting than their game provided counter parts.  For one thing, if your friend/Dm is making you a character, it’s usually more personalized, whether you’re involved in the process to the point of them checking in with you for small details, or it’s just them working off of your initial text reading “Goblin bard high seduction”.  Even if they’re just a character that the DM cooked up as an extra, they’re probably more interesting and better optimized than a game standard Pre-made.

Pre-mades are useful: they’re good for a very beginner player, (especially if it’s a group of all beginners), they’re good for one shots where you don’t want to spend time making a character, and they’re useful for people who (like me, one memorable saturday afternoon) arrive 9 hours late to the first session and miss character creation, or just don’t have time to create one pre-session.

Pre-mades present a couple different challenges.  Not having made the character means you dont know the character’s abilities, skills, or equipment, and, from an rp standpoint, you have to jump into a character that you haven’t been able to think about before.  You don’t get to customize the character, so they may not feel like yours, and you probably don’t have as much invested in them.

When you pick up a premade character, take the time to read through it, even if you are new to the system.  Make notes or highlight important things such as initiative bonus, attacks/abilities you think you want to use, number of spells, and Armor bonuses. If you are new the system, ask someone with experience what will be most important or most commonly used, and make sure you know that stat.   If the DM has provided the character, ask them if there is anything important you should know.

It can be easy for a premade character to get boring: they may have one optimized attack that you find yourself doing over and over again, or they may not work well in the situation you find yourself in (for example, a LG Paladin in temple robbing expedition). If this happens in a campaign longer than a one shot, ask the DM if you can tweak the character!  Changing a simple thing like alignment or one feat to better enhance your experience as a player is usually no big deal, and can make the difference between staying in a campaign or quitting.  For a longer campaign, you might be able to change something more drastic such as a cleric domain, if you dont want to just create a completely new character.  I’ve been in at least one game where someone was attached to the personality of their character, but re wrote the build from scratch to better suit their needs and playing style.

 

Role playing a pre-made:

If you want to focus on the role play aspect of a pre-made, it can be harder.  For a quick character: a guest, or a one shot, or a two fer, you don’t have to write them a 5 page backstory (but if you do, good for you).  Especially if you are picking the character up at the session itself, ready to play, sight unseen.  Pick one or two aspects of their personality you think are important to play, based on the data of the character sheet.  Unusually high or low stat?  Turn it into part of their personality.  Do they have a god?  Make the character pious (or atheistic, if they don’t!).  Is there an unusual skill they have?  Make up a reason why they have it, and sew hints of that in your RP.  If they’re and unusual race/class combo, come up with a quick history as to why!  If any other other detail of their race, alignment, equipment, or skills strikes a spark of inspiration, use it.  Maybe your elven wizard had prestidigitation, so you decide they’re a germaphobe.  Or your goliath barbarian has an unusual number of light casting items, so you decide she’s afraid of the dark.  Pick a couple details of their persona, and play based on them.  You don’t need to put a lot of thought into it, and the character should evolve from there.  Even if the details you’ve picked never come up, they help give you a sense of who that character is.

If you are working with a longer session, you should have time to create as intricate a backstory or personality as you feel you need.  If you are coming blind into the first session, you can still do a quick assessment of personality and build from there, adding onto their backstory as you go, or writing it when you have time.

Design Notes

When putting together this social club, they needed more muscle plain and simple.  Since they were on the Earth side of The Rabbit Hole, Soldiers didn’t feel right and the middle of London seemed to rule out Tribal Warriors.  Being a more lower class focused group, Military Officers and Big Game Hunters were likewise unlikely. I decided that a boisterous and uncouth American Cowboy would be a great option.  Instead of the Cowboy profession, though, I choose the Pioneer for a broader range of skills and a focus on Wilderness Survival in case the Cermak Street Irregulars find themselves in the wild.

Looking for brawn, choosing to play a Snark made sense since their mechanical advantages and limitations play into the character concept. It was a simple thing to get both Dexterity and Toughness to 17 with Strength not far behind at 15.  While the other Stats were left unimpressive, this physical oriented line is a definite plus here. In addition to Wilderness Survival, I choose Firearms, Equestrian, Navigation, Tracking, Unarmed Combat, and Wound Balance as Core and Optional Skills.  For his Free skills, he has Avoid Blow from dodging all the cattle that he got sick of, Athletics, Knowledge (Wild Animals), and Knowledge (Geography). His only language is going to be American English, rather than the usual Queen’s English.

With that 3000 Adventure points after raising enough Core skills to increase his Professional Rank, the first thing I did was raise the level of Strength to 16 to increase his Step by 1 with 800 of them.  I added Durability for 100 Adventure Points and then put a rank in his new slots of Hunting and Shake it Off. His Knowledge (Weather) was added to refine a skillset he probably had coming over on the boat but was still getting used to that London climate. Looking at the remaining Adventure Points, I choose to bolster Firearms, Unarmed Combat, Knowledge (Geography), and Shake it Off just add to his Tough Guy Yank persona.

On the low end of the social class scale, there is not much in the way of gear to worry about equipping.  It’s pretty important for him to have his rope, Stetson, gun, and some armor to keep as our Heavy for the team.  All around, the most effective combat character for the Cermak Street Irregulars, but sometimes the Bull in the China Shoppe on the more delicate investigations.  

 

Character Notes

Howdy, I’m Richie Orlando straight from the United States of America! Now, don’t be so surprised, my hat should make it easy for you folk to pick me out of a crowd.  Yeah, I did grow up on the range! How can ya tell? I spent mah time roping cattle and learning what it takes to homestead The West, but truth be told I didn’t take to it much.  It was too dry and that dust just got itself into every nook and cranny, I do declare.

Mah Pappy wasn’t happy to see me go, but he know a man has to make his own way in this World. We’d gott through the War Between the States as well as can be expected but I just couldn’t tell what was gonna happen between all the hootenanny at home between the two Countries, so after a year in Atlanta and a year in New York City, I hopped a ticket over here to jolly old England.  I got here just in time, too. These tusks weren’t what God gave me when I came into this world. Not a day went by here before I came down with a right might sickness that made me fear consumption.

Thank you, kindly for this beer.  It’s not the whiskey from home, but I appreciate a neighborly gesture.  As ah was saying, I made it through that fever, but Pappy’s little old boy was a big boy now – a Snark you call me – complete with these tusks.  I have been making it pretty well here; you’ve got those Big Game Hunters that need a guiding hand sometimes from a man who knows the wild. Truth be told, I hope to make it across to The Gruv and see a whole new land.  My pals here on Cermak Street are right good fellows to drink with. Reginald has a brain that reminds me of home with his gruff attitude and Flo is a mighty fine craftswoman. That Herbert, though, he’s a strange one with that school learning he keeps talking about.

No, no, you’re right.  I probably should have stopped a few ticks back.  I don’t quite know the rules you folk have over here for the pretty speech and such, but I thank you again for the beer.

 

Cermak Street Irregulars Overview Here

Richie Character Sheet

 

Fillable PDF Sheet from FASA Games.  

 

1879™ is a Trademark of FASA Corporation. The Grosvenor Land™, The Gruv™, and the Samsut™ are Trademarks of FASA Corporation. This fan work does not claim or imply a claim to any marks or copyrights claimed by the FASA Corporation or other copyright holders.  Please visit FASA Games for more information about 1879.  

As a DM, I think it’s crucial that players in a long term campaign have a well thought out backstory.  Backstories are important: they give a player a sense of where they come from, and how they will react to future events. They give them things to care about, or fear, or hate.  They establish relationships with people, living or dead, and can provide motivation.  When you are running a campaign, it’s your job to help your players come up with a backstory, and to incorporate the details of that backstory into your campaign.

If it sounds like a lot of work, it is! Some players effortlessly come up with 10 pages of highly detailed backstory, giving you the names of everything from the country they came from to the name of the midwife that first wiped their bottom.  Most people won’t be that detailed though.  Odds are they have a sketchy idea of what they want their past to be, with varying levels of detail and names.  Without creating a backstory for them, you want to work with them to expand that backstory, and help connect to the world you will be running.

I think the easiest way to help someone create a backstory is to give them a list of questions about relationships and past that they have to fill out.  Mine looks like this:

 

Where were you born? (specific or generic)

How did you grow up?  (poor, homeless, noble, convent,etc)

Are you parents still alive?

Do you have any friends/lovers/mentors still living?

If so, where/what are they doing?

How old are you now?

How long have you been traveling from your birthplace?

Where do you consider “home”?

Has anything significant happened to you in your travels?

Is there any major event, meeting, or trauma that has shaped who you are?

Is there a specific story behind the acquisition of a skill or item?  (i.e. my father gave me this sword, i had an affair with a royal courtesan who taught me to pick locks, i saved the life of an elf who taught me elvish, etc.)

How and why did you come to [the start of the campaign]?

 

They’re basic questions, and can be answered as specifically or as vaguely as the player desires (or has energy for).  For some people, this might spark their creativity and they’ll be able to create detailed responses to the questions.  Other people might still struggle with really coming up with a story.

 

It’s between the DM and the Player how much help the DM wants to give the player in creating their story.  I personally think it’s very important to incorporate as much of a character’s backstory into your world as you can, so I want my players to have details I can use: places, people, events, items.  Part of my passion as a DM is world building, so If a player is struggling and wants the help, I will extrapolate their vague answers into specific people, locations, and detailed stories.  This dynamic does not work for everyone though, and you should base how you handle backstory on your own inclinations and the dynamic between you and your players individually.

 

One Shots:

If you are running a one shot, you obviously don’t need to have that level of attention to backstory.  If a player does have a backstory to go with their character, great!  It will help them as a role player, and it might give you a detail you can throw into the game.  But it’s also fine if the players haven’t put any thought into the history of their newly made persona: after all, they’re only going to be playing them for one game.

What I think you SHOULD do for a one shot is establish a relationship between the players.  The timing of a one shot game is tricky, and you don’t want to waste the first third of your game having them meet each other in an inn.  Have them be an existing party, and give them a vague hint of their last successful (or failed) job.  If you do want the rp of meeting to occur, have a couple people establish relationships based on their background, similar skills, or player ideas.  Some examples would be:

  • Two people took the Soldier background (5e), so have them have served together

  • One of the players is bard, so have one or two of the other players be a fan

  • A player decided for humor that they have 3 skill points in craft macaroni art.  Have another player be a collector of macaroni art.

Another good way to draw people into the world of a one shot is to give each player a piece of crucial information or helpful connection within the world.  Maybe it’s the combination to a magical lock, of a brother in the guard who can look the other way, or a map of the pertinent area; just something they can use to advance the game and incorporate as part of their character.

 

If it seems unfair to burden yourself as DM with the work of helping people with their backstories, consider this.  It’s your job as DM to make sure the players are engaged, and one of the easiest ways to do that is to bring in details from their pasts.  The more you put into your game, the more they, and you, will get out of it. After all, if you think that being a DM is something you can do while avoiding a lot of work…you might be on the wrong side of the gaming table.

Design Notes

Weird Scientists are Enchanters of a sort – while the Weird Scientist Profession uses magical skills, the character sees it as science and not magic at all.  While the Weird Scientist is the only “magical” support that the Cermak Street Irregulars have, that’s okay since magic is still rare and on the weaker side of the 1879 world.  The Players Guide and DMs Guide provide a few options for “schools” of Weird Scientists, but I decided to develop a bit of a school for Pleasance that was more personal. I took elements of both the Promethean and Newtonian Schools as well as a smattering of my own Weird Science ideas here – a mash up balancing the concepts of Phlogiston as it relates to the Classical Elements with Electrostatic manipulation, because good comic book fans know that electromagnetism can be used to justify anything.  

Perception and Willpower were the prime attributes for the Weird Scientist so I dumped loads of points there,  and as an Elf, this made for an easy way to get to Step 6 Dexterity. I even dropped her Charisma as an Elf from her off putting and somewhat eccentric behavior in pursuit of the SCIENCE! Besides Craft Device as a Weird Scientist, Pleasence started with Craft Armor, Craftsman, Impressive Display, and Mechanic as Core Skills to further work into the tinkering and gadget based weird science she will be using.  As Optional skills, Magical Theory and Research make a huge amount of sense to further her attempts to tie her theories together and gain repute. Cryptography and Field Engineering were free skills that were picked to create some more overlap in the Irregulars but also to keep up with the idea of tinkering while the Knowledge Skills started with a rank each in Natural Philosophy and Chemistry as the underpinnings of the Weird Science she practices.  Finally, a bit of French sounded like a good language to add.

For magical spells to be used in enchanting, she started with Shield (Used for the Electrostatic Solidifier), Ignite (that is the basis for the Phlogiston Revelator), Light Area (which collects the sparks for the Static Accumulation Dongle), and Slow Ship/Vehicle (for the Atmospheric Condensation Focuser).  

With that 3000 Adventure points after raising enough Core skills to increase his Professional Rank, the first thing I did was add Durability for 100 Adventure Points and pick up a new spell for 800 – Remote Operation (For the Electrostatic Polarity Reverser). I added ranks of Craft Firearm and Spellcasting as Core and Optional skills respectively and the Free skill of Frighten from her practice of staring down those who don’t believe in her SCIENCE!  

Solidly Middle Class at Social Rank of 3, She starts with a little armor, a chatelaine for Weird SCIENCE! and a an adventuring kit. By the time she becomes Professional Rank 2, the Phlogiston Revelator is in good working order with the first prototype of the Electrostatic Solidifier solidly attached to the Ballistic Vest underneath her clothes.  

 

Character Notes

Pleasance Desdemona Aylen was always a bit of a problem child.  She was one of those clever clever children that left their parents at their wit’s end because they were not nearly so clever.  Growing up in England in the 1860s, Pleasance found that her inclination to read and to write did not always follow what her parents had thought she would do.  Not as many young lads were looking for a literate wife where they were but the eight year old Pleasance was already reading and writing. She dived into historical records as she got older to learn the science and literature waiting for someone to read it all …..

This is where she began to find her true calling for SCIENCE! In the early 1870s, still a youth, she began to write more and more monographs on the old theories of Phlogiston and how they would interact with the Electrostatic Charges she was detecting from her experiments … experiments her parents didn’t know a thing about.  Her education continued apace when she left home in 1874 to study abroad and learn everything she could in pursuit of SCIENCE! against the wishes of her parents. She was so clever, many of the scientists who took her in had trouble keeping up with her thoughts, beyond the problem that she was diving down paths of research that seemed fruitless.  Grosvenor’s work in England, however, seemed promising enough that she wasn’t turned out because breakthroughs come in all shapes and sizes.

She returned to England in 1877 with sketches and plans for harnessing this power just under the surface of the world hoping that the British acceptance of the brilliance of Oswald Grosvenor would help her find patrons.  Looking Glass Fever was not far behind, though. When she awoke, she found her frame to be slight, her ears long, and a definite distaste for meat — she was an Elf. Her experiments, though, bore fruit and despite being a Boojum, she was able to sell her work and her research to garner a respectable income and settled into Hackney where she continues her research apace.  In Hackney, she found another set of outsiders in the Cermak Street Irregulars. Reginald asked questions like she did while Herbert and Flo found commonality in their love of the mechanical. In fact, the three of them in one laboratory sends shivers down Richie’s spine because he has no idea what they will cobble together next.

For now, though, she pursues her SCIENCE! while field testing her inventions with these new friends. Right now, she is actively seeking out members of The Galvanic Order to see whether their manipulation of electricity can be integrated into her gadgets … and then the fun begins!

 

Cermak Street Irregulars Overview Here

Pleasance Character Sheet

 

Fillable PDF Sheet from FASA Games.  

 

1879™ is a Trademark of FASA Corporation. The Grosvenor Land™, The Gruv™, and the Samsut™ are Trademarks of FASA Corporation. This fan work does not claim or imply a claim to any marks or copyrights claimed by the FASA Corporation or other copyright holders.  Please visit FASA Games for more information about 1879.  

 

01/02/18

Every gamer has been there; you’ve been conscripted for a new campaign, and you have no idea who you want to play.  Maybe you know what role in the party you’re going to fill, or maybe you have full freedom to choose, but you sit there staring at a blank character sheet at a loss.

 

My method for building a character has always been to come up with the backstory first.  This may seem counterintuitive, but as a storyteller, I’ve always preferred to make the character to fit the backstory, rather than write the story for the stats.  I usually start by flipping idly through the races pages, reading the bits about their culture (this is especially a good method for 5th ed, as they’ve made a determined effort to include more culture for us to build on).  As I read the page, i start thinking “what would make someone from this culture become a bard?  Or a fighter?  What about a sorcerer?” I keep a blank sheet of paper next to me, and jot down ideas as they occur.

 

The sheet might read something like this:

“Dragonborn fighter–was a slave in a gladiator pit, made enough money to buy their freedom, therefore disdains slaves who stay enslaved.  Cocky, Naive, wandering in search of work

Half elven bard–father a disgraced human noble who drew the wrath of his family after a distinctively non-human baby arrived on the doorstep with his name on it.  Dresses as a man to avoid the family that still hunts her

Gnomic ranger–grew up in a remote village on the edge of a mountain.  Fell in love with and married one of the humans that guided people up the mountains and through the pass.  When she died of old age, he decided to leave the place reminded him of her and explore, using the skills she taught him to keep her legacy alive”

 

After I get 5 or so, I stop.  (more than that is just too many to choose from).  Although they’re just a couple rough sentences, details about them have begun to form, even personality traits.  I know if I want to play someone with a chip on their shoulder, I’ll play the dragonborn, and if I want to play someone older and wiser with some sadness in their past, I’ll play the gnome.  If I want to play someone with a tragic backstory that could come back to haunt them, I’ll play the half elf.  Sketching out the story can give you an excellent sense of who you want to play, and you begin to get invested in them and have a sense of who you are before you start the game, which gives you a huge edge in role playing.

 

Odds are you’ll be drawn to one character sketch in particular, and it’ll be a pretty easy choice.  (sometimes you’re stuck between two. I recommend making both, and then hey!  You’ve got a back-up).  You can also choose the character based on the campaign: if my DM was starting the campaign at a hiring fair or with a mercenary contract, the dragonborn would be my choice, but a chance meeting in an inn would suit the half-elf or gnome better.  Or maybe the DM will have a specific detail that helps you, like that the campaign will involve a slave rebellion or intruige with nobility.

 

Once you’ve made your choice, you can use that backstory to build the character in game terms.  Say I’ve chosen the Gnome.  I know he’s a ranger, so a lot of my choices are going to be basic, logical ranger choices.  But he’s also older: he’s already had a lifetime with someone, so im going to put a higher value in wisdom that I would normally.   He comes from the mountains, so Im going to outfit him with gear that makes sense for mountain trekking.  I’ve decided that his wife had an animal companion and, so his animal companion is going to be descended from hers, and mountain native: probably a mountain lion or goat.  When it comes to picking spells, im going to choose ones that would make sense in a mountain environment, such as endure elements or jump.

 

Backstory is especially helpful when choosing skills.  If you are playing a system that gives you a ton of skill points to dump into things(i.e. Pathfinder or 3.5), it gives you a place to put extra points.  My gnome lived a quiet life at home for years while his wife was off adventuring, so I would give him a profession; maybe as a tanner.  He also lived on the mountain and was used to search and rescue operations, so I’ll put a few points in use rope and heal.  (If you’re playing a 5e, where your skills are determined by your race, class, and background, ask your DM if you can customize your background skills to fit your backstory).  You can use your backstory to justify some really unusual and out there skills choices as well; there really is nothing like whipping out an unexpected skill in front of your party and being able to launch into the story of how you learned it.

 

Obviously, creating a character in this manner isn’t going to work for everyone.  But if you want to get into a character and enjoy the game regardless of your skills and abilities, it’s a great way to engage your creativity and make a truly unique character.

Design Notes

Every team needs a good tinkerer and the Brassman fills just that role! The fun part about the Cermak Street Irregulars is that Herbert and Pleasance both have complementary skills for tinkering and the three of these characters could work together on a truly brilliant contraption using their different skills!

I spread out the build points for attributes to get the three attributes she will most need right to the “cliff” – one attribute increase and it is a step increase to 7.  I also got her Strength and Toughness to a “cliff” where they can easily be rolled up one rank to Step 6. This means that she looks modest to start, but is well positioned moving forward when her Dexterity, Perception, and Charisma are all Step 7 to support her skills.   

Florabella, or Flo for short, has a much more varied and broad based skillset than some of the other characters.  I chose to keep her Professional Skill to a 2 to add another skill slot in her choices of starting skills because Brassman actually have fewer Core & Optional skills than other Professions.  Craftsman and Mechanic were obvious choices and with her background as I envisioned it, Streetwise was another quick choice. Field Engineering to strip down machinery and equipment she runs across and a bit of Firearms rounded out her starting skillset.  

For her Free Skills, her knowledge slots went to Gambling and Sport as a Tomboy of sorts who is on her own in this world.  She also has learned how to drive, especially because she keeps tinkering with a clockwork steam powered motorcycle in her shop, and Lip Reading because she has some trouble hearing from all the banging going on when she works.   

WIth that 3000 Adventure points after raising enough Core skills to increase his Professional Rank, the first thing I did was put her over the cliff on Toughness to get her to a Step 6 before I added Durability for 100 Adventure Points. I added ranks of Haggle and Avoid Blow as Core and Optional skills respectively, though Melee Weapons was sorely tempting. For Free Skills, She has added Engine Programming from spending too much time talking to Herbert – Engines are like weird clockworks – and Danger Sense!  

She is still a Social Class 3, as what she does in the shadows of Hackney isn’t well known, so she has her Chatelaine, her armor, firearm, and multiple work kits.  By the time Professional Rank two has rolled around, she has that steam powered motorcycle up and running!

 

Character Notes

The 1860s and 1870s were not a time for the demure and shy ladies.  Sure, those delicate flowers exist up in the atmosphere of the aristocracy, but sometimes the only child is a girl and she doesn’t take to the “ladylike” behavior in the slums of London.  One such girl was Florabella Gertrude Barton, or Flo.

A short, some saw dwarven sized, woman with a workshop in Hackney, Flo ended up following in the footsteps of Sarah Guppy, the most famous Brassman of them all.  She came at it, however, from the bottom of the barrel and that explains why she is often seen chomping a cigar, gambling on the latest cricket match, and generally being as surly and profane as any of the stevedores that adorn London’s ports.  She is known in Hackney for being able to get into the workings of lots of the modern day’s technology – from pocket watches to steam-powered cars – but her tendency to use percussive maintenance can be off putting for the uninitiated.

She doesn’t talk about her past much, but it seems pretty clear she came up on the streets on London as an urchin or an orphan. She knows her ways around the back alleys and ne’er-do-wells that populate the heart of the British Empire but nobody can peg her accent.  Truth is, she was an urchin begging on the streets until a big hearted, but naive, man took her in. Flo started to learn clockwork from him, just enough to get him to let his guard down. She stole a sack of tools and some clockwork birds before slipping into the dead of night.  She tried to ignore that he was found dead the next day – natural causes the bobbies said. Nobody dug too deeply into the tangled flat he held after he was found suffering the terminal effects of a broken heart.

Since then, she’s tried to make good and has guilt clawing at her; even an urchin has a heart.  The Cermak Street Irregulars are the first time she has started to feel a little of that weight lifted.  They do some good for people, even when they don’t do it under Her Majesty’s blessings. She and Herbert hit it off and quickly became thick as thieves talking into the hours of the night about things few seem to understand. Pleasance is an odd addition, but her “SCIENCE!” seems to fit right into their experiments.  She and Richie share a fondness for the strong drinks of the Americas – sipping whiskey and rum but it’s Reginald that makes her work harder. She found someone to look up to . . . and she doesn’t know what to do next.

 

Cermak Street Irregulars Overview Here

Florabella Character Sheet 

 

Fillable PDF Sheet from FASA Games.  

 

1879™ is a Trademark of FASA Corporation. The Grosvenor Land™, The Gruv™, and the Samsut™ are Trademarks of FASA Corporation. This fan work does not claim or imply a claim to any marks or copyrights claimed by the FASA Corporation or other copyright holders.  Please visit FASA Games for more information about 1879.  

Regular Shows
Regular Shows
Episode 43: Am GM will Travel
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Main Topic

A good GM doesn’t always get to play on their home turf.  What do you do when you are travelling to a player’s house or acting as an itinerant gamesmaster? Being a GM can be a work intensive prospect, and many times, when you run there is a finely choreographed layout of equipment, information, and tools in front of you.  How do you pare down what you are taking somewhere else and what do you prioritize?

 

Game Book – At the very basic level, a core rule book for whatever system you are running is necessary.  You may want to look something up and not let the players know, or take the book away from them.  This is one of the areas where a hard copy is invaluable with tabs, flags, and marginalia for your reference, though many like to include it with the electronic equipment below.

Electronic References – In the era of PDF copies, you can carry a literal ton of books in one slim tablet. Use technology to your advantage by carrying many of your secondary sources in your tablet or laptop including less commonly referenced, but still useful, books and setting specific information.

GM Screen – Either to hide your dice rolls from your players or because GM Screens have a theoretically well designed set of reference charts, this tool is easily overlooked but always useful

Adventure Outline – Make it a separate point to have a document, electronic or tangible, that includes the adventure outline and short form NPC notes.  If you can’t take your 3’ 3 ring binder of the campaign with you, make it so you can fake it.

The Notebook – However you are doing it, record things.  What did you forget to take with you? What questions to answer before the next game? What did the PCs do or change you need to recall?

Bourbon – A bottle of nice but not too nice bourbon can help make the evening or afternoon go by quickly.

Dice – Often, your own dice are a comfort item themselves and a little piece of your own home you can take with you.

Stat Blocks

Zendead- Sadly not this week.

 

Joules- City of Ash

The city of ash.  Once a stunning metropolis.  The center of learning, culture and trade.  It was the city that exemplified all that humanity could achieve.  And now it stands as a monument to humanity’s sins of hubris and complacency.  And as a warning.

 

For centuries, the city was governed wisely and fair.  Prosperity and hope seemed to grow with each generation.  The citizens knew neither want nor fear. The city rolled well on the dice of fortune when it came to governance, but all it takes is one leader who is not of the caliber of his forebearers to destroy what it took centuries to build.

 

Not much is known about the city’s final lord.  All that is certain is that he abandoned the role of leader and protector and instead expected to be protected and catered to.  Unfortunately his attendants and advisors enabled this behaviour. So when civil war threatened his city, he took it as a personal slight and vowed vengeance.

 

Using the vast resources of arcane and heretical knowledge that the city had amassed, he found a “solution.”  If the citizens did not serve him, did not love him; then he would take away the citizen’s choice. The would serve him, love him, or die.

 

So the spells were cast, and the lives of the citizenry were bound to him.  And out of fear, for a time, they served him. But he grew discontent with the lack of authenticity.  Discontent turned to frustration and frustration turned to rage. So he gave the order that doomed the city.  He ordered his army to enslave the citizenry and put to the sword and burn all who resisted.

 

The magical backlash was brutal.  And total.

 

He had bound the lives of his people to him and by attacking them, he warped the magic, turning it back on himself.  So the people burned and he burned.

And the city became ash.

 

The city still stand there. The vengeful soul of the last leader is forever bound to the city.  And since the spirits of the citizenry are bound to him, they are forced to wander the city. Full of rage.  Full of hate. For their leader that betrayed them. For their eternity of forced servitude. So be wary adventurer.  The poor souls may turn their rage blindly toward you. But if luck is on your side, you may find a shade not yet consumed by hate.  They may attempt to aid you. If you’re willing to try and grant them their freedom. End the reign of the last ruler. Free the citizens, so they can rest.  And let the city of ash crumble and blow away.

 

Guard-a-Manger

The Cats’ Meow

It sits downtown, just outside the “good” part of the city.  A club; an old club; a jazz club. This club harkens back to the days of jazz being played, improvised, and felt until the dawn hours.  Shaded in blues, oranges, and the soft light of eternally dingy light bulbs, the Cats’ Meow is a beacon to people to seek that magical combination of structure and improvisation that is the hallmark of jazz.  The club is always there and rarely raided as if there is a deal with the city to let the troublemakers and iconoclasts gather in one place keeping them out of everyone else’s hair.

 

The unusual and the artistic are drawn here, surrounded by the soulful and the experienced.  The age of the place is obvious from every creak of the wooden steps but the energy belies any tiredness that comes from age.  A patina of music, bourbon, laughter, and late nights is all thats left.

 

And that cat.  The cat in the corner, wandering down from the upstairs apartment.  The cat quietly sitting and watching the musicians play with a ferocity.  The cat is a constant, or maybe it’s parents, as the murals on the wall from decade ago show the same feline presence.  The same cat’s hungry and protective eyes. The same cat.

 

Lexicon

Rabid  adjective  ra·bid \ ˈra-bəd also ˈrā- \

 

Definition of rabid

1 a : extremely violent : furious
  b : going to extreme lengths in expressing or pursuing a feeling, interest, or opinion rabid editorials a rabid supporter
2 : affected with rabies

 

Origin and Etymology of rabid
Latin rabidus mad, from rabere

 

First Known Use: 1594

 

Popularity: Bottom 40% of words

 

Closing remarks

Zendead- Luke Cage on Netflix

 

Joules-  Octoberpod (WordPress / Facebook)

 

Guard-a-Manger- Roald Dahl Omnibus

 

Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp

 

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Zendead- Email, Twitter, Facebook

Joules- Email, Twitter, Facebook

Nulloperations-Email, Twitter, Facebook

Guard-a-manger- Email, Twitter

 

And Thanks to Merriam-Webster for our Lexicon segment

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Design Notes

In designing a Byron, you have to get your mindset into the highly intelligent but sneaky type who is subverting the status quo for one reason or another.  Perception is going to be a common theme across a lot of the Cermak Street Irregulars, but Herbert has a high premium on Dexterity to sneak as well. I left his Dexterity at a Step 6 with a 15 because that is a threshold where a single increase in Dexterity to a 16 will raise the Step.

With his Professional Skill of Engine Programming, I selected slots for Awareness, Cryptography, Mechanic, Knowledge(Finance), Firearms, and Stealthy Stride.  For his free slots in Knowledge Skills, he has a working knowledge of Building Security related to his avocation of sneaking in and manipulating the Engines that power the Steam Age.  His other knowledge skill is Anarchist philosophy that he has learned avidly starting with his father’s teachings. His General Free Skills were Melee Weapons and Artist (Painter) showing his range as a person having been taught Arts both Martial and Fine.

With that 3000 Adventure points, the first thing I did was raise the level of Dexterity to increase his Step by 1 with 800 of them.  After raising enough Core and Optional Skills to qualify for Professional Rank 2, and Novice Tier, I added Durability for 100 Adventure Points and added the ability to read both Greek and Latin, though English will escape him at time from his native German.  His new Core and Optional skills were Detect Trap and Lock Picking to help his sneaking abilities.

On the low end of the social class scale, there is not much in the way of gear to worry about equipping.  Von Kalben is certainly competent in a fight if not extraordinary, but he functions well as an infiltrator and serves a significant function as a Byron in and of itself.  

Character Notes

Herbert von Kalben does not the British Empire.  Actually, Herbert does not like any of the existing empires and nations as an anarchist.  Herbert’s father was one of the original Byrons who absconded with Engine designs from International Calculating Engines, Ltd. in 1845.  You see, the original First Generation of Byrons were employees of ICE that ran off with the designs of the Difference Engines and Analytic Engines just as the first Analytic Engines were unveiled.  They passed this information on in the shadows of the empire and have continued to push and prod as the Engines have taken on a larger role in the day to day life of the 1860s and 1870s. Herbert’s father had returned to his native Prussia knowing his countryfolk would adopt this technology quickly. It was late in his father’s life that Herbert was born, 1855 to be precise.  

Herbert grew up on the run in Prussia with his Father.  It may have been a chaotic life, staying just one step ahead of the authorities, but Herbert was not deprived of a good education.  Between teachings on anarchist philosophy, Herbert was schooled by different tutors and his father in finance, history, fine arts, and fencing.  Herbert learned the Heidelberg school style of Schlaeger fencing, holding his sword in high prime and striking for the head and face; he earned a dueling scar himself across his cheek in one of his trainings adding to his rakish and striking appearance. Never staying in the same place for long has made Herbert long for a home and his appreciation for painting grows from creating a physical form to record his memories.

While his father has passed on, Herbert carries with him his father’s story in his attempts to upend the status quo and continuing to manipulate the engines that are taking away more and more freedom and capability from humanity.  As Prussia implemented Prussian Socialism, measuring and quantifying all that their citizens did, Herbert knew he had to find a new home. In London, Herbert blends into the Hackney background, quietly working his craft in the birthplace of the Engines. The Cermak Street Irregulars have been an opportunity for Herbert to test his theories about humanity, engaging in debates with Reginald, watching Richie Orlando, but finding a true friend in Flo.  The two will compare notes on mechanical contraptions, and when the two of them are joined by Pleasance, you can see the future unfolding in their work.

Cermak Street Irregulars Overview Here

Herbert Character Sheet Form

Fillable PDF Sheet from FASA Games.  

1879™ is a Trademark of FASA Corporation. The Grosvenor Land™, The Gruv™, and the Samsut™ are Trademarks of FASA Corporation. This fan work does not claim or imply a claim to any marks or copyrights claimed by the FASA Corporation or other copyright holders.  Please visit FASA Games for more information about 1879.