Showing posts with label conversion. Show all posts
Showing posts with label conversion. Show all posts

5/04/2013

Characters I've Played: TJ

TJ is a character I've come back to a few times over.  Like some other characters I've played (funny how it's happened), she started out as a character for a zombie horror game that didn't last terribly long.  But when Sunday Game Group was discussing having regular roleplaying for the first time (which was maybe 4 or 5 years ago, now!) we discussed starting off with the Cortex System from Margret Weis Productions using the Supernatural setting.  So TJ seemed like a natural fit for an update into Evil Hat's Fate Core.

So a first thing to throw out there is that TJ is what's generally called a "crossplay" character.  I've actually seen the topic of "is it possible for guys to play girls in RPGs?" come up quite a bit lately, so I feel like it's important to acknowledge the discussion.  Personally, I've never seen much of an issue.  The characters I play aren't me and as a writer I tend to make characters based on what fits the story I want to tell.  So in this instance, TJ just fit.  Do I play her as a woman would play her?  I have no idea, to be honest.  But I try and keep in mind that TJ should be a complete person with opinions and feelings.

That means that TJ has a sexual orientation (which is bisexual) and standards as to what she wants in that orientation.  I have the list of what she likes in my head and I can use that list to go back an assess things from her viewpoint.  Which, I think, is the value of roleplaying to me.  I know what I'd do, or would like to do, in a lot of life situations.  It's far more interesting to see if I can build a story for someone else and carry that to outcomes.  It's a test of my writing/creating skills and a test of my ability to create logical reasonings for things.  In that sense playing a girl, for me, isn't really all that different from playing a Tauren.

So that all said, a bit of story about TJ.  TJ was born in the Portland, Oregon and was a gearhead from a young age.  She has a number of tattoos, which reflect successful missions as a hunter.  She is strong but still has a figure rather than an overly-muscled frame and she cares deeply about people and the environment, but is fairly apolitical.  There's a couple of secret bits of information about here that I'll try to hint at here, but not reveal.

TJ's original system was D20 Modern, then she rolled over into Cortex, and then from there we did manage to briefly continue our Supernatural game in the version of Fate used in Strands of Fate.  As a reminder, I'll be going over TJ's High Concept, her Trouble, 3 Phase Aspects, her Skills, and her Stunts.

TJ's High Concept is an easy one for me, because it was the first set of words I came up with when I was first creating her.  She's a biker, a girl, she's got tattoos, and she hunts the supernatural.  All that rolls together well.
High Concept: Tattooed Biker and Huntress

TJ's Trouble is similarly fairly straightforward.  She's a striking woman, with all the tattoos.  She's not gorgeous or hideous, but she's fit and has strong features.  She dresses in a tomboy fashion and doesn't do "meek and demure."  Add to that a loud motorcycle and a penchant for baseball bats and shotguns and she's pretty hard not to notice.
Trouble:  Hard to Forget

The first phase aspect is usually the background for my characters.  In the Supernatural setting I like to make this about what made them a Hunter.  For TJ, this goes back to when she was visiting a friend in Santa Cruz and an angry ghost decided to crash their party.  It turned out the ghost was haunting the locket TJ's friend had picked up at an antique store and assumed the girl had gotten the locket from the ghosts' husband, who'd cheated on the ghost so many years ago.  TJ stopped the ghost by destroying the locket, making a pretty clear aspect.
Phase One (Background): Ghost Lock-down

The second phase is a situation in which the characters form some of their initial connections.  One of the main characters that TJ has had repeated adventures with is named Jane, who is a bookish, smaller, quiet hunter, which serves as a good foil for big, loud TJ.  We've never quite fleshed out their first meeting, but it's been hinted at that TJ saved Jane from some monster and Jane saved TJ from the cops.  TJ also showed a penchant for breaking down the obstacles in her way.
Phase Two (Jane Guest Star): Break Stuff

Third phase, like second, should be another guest starring situation.  I don't know that at this point any of the characters I've played with in the past fit particularly strongly for this slot, so I'll leave it open for the day we play again and I need to fill in.  A key feature of TJ's persona is the fact that she uses her tattoos to record her hunts, so it's an easy choice to make this aspect about that.
Phase Three: Stories in Ink


Skills wise, TJ is fairly straightforward.  Her key ability would probably be fight, as that's where she makes her living.  Beneath that would be the drive skill (for her motorcycle) and the craft skill for her mechanical inclination.  Following that would be physique (because she's got the ability for a lot of stamina), athletics (because she works out regularly), and shoot (because it's her other key mode of combat).  Filling out her skills would be rapport, empathy, notice, and contacts.

Great(+4): Fight
Good(+3): Drive, Craft
Fair(+2): Physique, Athletics, Shoot
Average(+1): Rapport, Empathy, Notice, Contacts


In terms of stunts, TJ uses them to fill in a bit of her weak areas.  She has a strength with shotguns, but relative inexperience with other guns, so I give her a shoot stunt that boosts her shotgun skills.  I've called this "Buckshot Blast" in the past and I'll stick with that here.  Similarly, TJ isn't a great investigator, but sometimes can make leaps of insight that get her where she needs to be.  I'll make a stunt in this case that plays off her empathy to take on a trapping of investigation.  This, I think, should be called "Seeing the Pattern."  Finally, TJ is fairly intimidating and can get what she wants out of people using her looks or her brawn.  Both of these fit in with physique, so I'll give her an ability to use physique to intimidate or charm over rapport.  I'll call this "Woman of Note."
Stunts
Buckshot Blast
Seeing the Pattern
Woman of Note

So that's TJ.  Feels good to update her though she's less out of date than others I might do in this series.  Hopefully another chance to play her will come up soon.

Previous in this series: Thorren

4/16/2013

Characters I've Played: Thorren

The goal of this type of post is to update a character that I've played before and intend to play again, though on occasion I may share a character who I probably won't play again.

Thorren was a character I created for Sunday Game Group's Dungeons and Dragons 4th Edition campaign in a homebrewed setting in which our group would be playing "monsters" struggling to overthrow a human-elf-eladrin kingdom which enslaved or oppressed all the other races of the world. The intent, eventually, was for the PC's to raise an army and lead the assault on the corrupt kingdom and overthrow it.

Thorren Bluffwatch was a Minotaur Seeker. Given that most of the members of the game played World of Warcraft or WarCraft III, we often referred to him as a Tauren, and the Bluffwatcher NPC type from WoW inspired Thorren's last name. As a Seeker, Thorren was of the primal power source and focused on using that power to aid him in making ranged attacks.

Rather than making Thorren an archer, I chose to make him a thrown weapon focused Seeker, giving him a hammer bound to return to him and a number of axes, javelins, and knives to be thrown situationally. Thorren's abilities generally focused on the production of ice or lightning effects.  He was great fun to play even though the Seeker is a fairly underdeveloped, flawed, and unsupported class in DnD 4e.

In the interim, I've picked up playing WoW and Thorren became a Tauren Shaman, with a leaning toward lightning and fire powers.  So in remaking him for a potential RPG, I'd like to incorporate both versions of Thorren.  As is typical based on Sunday Game Group's system of choice, I'm going to do this exercise in Fate Core's ruleset (just as I did for myself, here).

As a quick reminder, this means I'll need a name, a high concept, three phase aspects, a skill pyramid, and some stunts.  If you'd like more of a breakdown on these, go back and check out my previously linked post for a more detailed rundown.

Naming this character is a simple choice.  The name was inspired by the videogame and transferred out and then back in, so keeping it the same is a no-brainer.
Name:  Thorren Bluffwatch

Next up is the High Concept.  As the most likely place for me to play Thorren is in a Fate WoW RPG as has been discussed several times by SGG, it seems to make sense to involve his race and class here.  Tauren Shaman would be the simple way, but I always try to aim for making the High Concept more dynamic, so I'll try to add a bit on here.  I think Thorren's personality is probably the element missing in this situation.  Thorren's personality, in my mind is based strongly on his loyalty to his friends, people, and the Horde, so I'll call him a Steadfast Tauren Shaman.
High Concept: Steadfast Tauren Shaman

As before, I think of the first phase aspect as "back story" so here's a good opportunity to get in why Thorren is called Bluffwatch.  Tauren have a clan society (pretty clearly influenced by Native Americans) in which children can take on either their parent's surname or a name created by their deeds.  I've always intended that Thorren's family took the name Bluffwatch for being renowned defenders (with keen perception) of the bluffs (or, in WoW terms, Thunderbluff) that are their home.  Thorren carried on in this tradition for a time and took the name, but has since set out on broader adventures.  I summarize this in Generations Watching the Bluffs.
Phase One (Background): Generations Watching the Bluffs

The second phase-aspect is generally the first "guest star" situation that will link a character to the others in the party.  Given that I don't know who else will be in the party, I'll try to leave it a bit open ended.  In terms of the original game, Thorren met his companions because he had been captured by humans who hoped to sell him into gladiatorial slavery, but he escaped with his band of adventurers.  In WoW terms, I tend to consider that Thorren should have entered the lore of the game about when I started playing, and so probably first began his wider journey during the Cataclysm.  So I'll attempt to incorporate those things together.  I think something like, Forced to Battle, talking of Thorren's duty and the fact that he doesn't always look for the battle.  Fighting for Others might actually better sum up my general concept and get back to Thorren's personality, but lacks the outside influence.  I'll split the difference as best I can.
Phase Two: Called to Fight for Others

Third phase is another "guest star" with the same limitations at the moment.  In this case I think it's time to speak to Thorren's connections to nature.  In the original version, he was tied to lightning and ice, and in the WoW version he was tied to lightning and fire.  But in both, he could call upon spirits to aid him.  I think I'll focus on the lightning (or something near to it) and the spirits since they're a commonality.  And I think I have something that sounds cool.
Phase Three: By Ghosts and Thunder

Now for skills.  In the DnD game, Thorren was noted for his perception (which has lived on in SGG by the phrase "what do your ____ eyes see?" since we riffed off Lord of the Rings' "what do your elf eyes see?" by replacing "elf" with "Tauren").  In WoW terms, he's also renowned for his vigilance.  Seems only fitting that his strongest skill be notice.  From there I think fight and empathy make a lot of sense, given that he's a strong fighter in both settings and Shamans in WoW theoretically gain their elemental powers by communicating with and understanding the spirits.  Trailing along with that empathy would have to be rapport and lore, given that they'd strongly correlate the same connections.  I'd include shoot in that same tier as Thorren has always had an element of ranged combat to him, though less so in WoW than in DnD.  I think his Tauren size lends Thorren the physique and athletics skills, he has some ability to ride (aka the drive skill),  and his work and loyalty to the horde have gained him the contacts skill.

Great(+4): Notice
Good(+3): Fight, Empathy
Fair(+2): Lore, Rapport, Shoot
Average(+1): Physique, Athletics, Ride, Contacts

Now to finish off with stunts.  These are the most likely things to change upon actual game play dependent on how we work elemental powers in game. That said, I think the first stunt I should take is one that allows for Thorren to use Empathy to make attacks using elemental powers. To make it aspect-y I'll dub it Speaker to Elements. Next I think I'll add an ability to play off Thorren's ability to notice at a prodigious rate. I'll use it to allow him to use his notice for a trapping of investigate. It seems only right to call it What Do Your Tauren Eyes See? The final stunt should be about Thorren's connections, I think and his ability to call on allies. I'll take a line from the game and call it The Horde is Family.
Stunts: Speaker to Elements
What Do Your Tauren Eyes See?
The Horde is Family

So someday, Thorren will be ready to play again. I'm looking forward to it.