Canon Continuity and Gaming
Part Two of Six
Character Creation
by Jesse Willey

Well folks, sorry I wasn't in the last issue. The Editor in the Chief couldn't run it last month. Us hard working writers tend to cut things a little close to the wire. I had it done. Not my fault. She doesn't check her mail after 4 A.M. on the deadline day. So hang tight, True Believers because do I have a surprise for you. What was going to be parts two and three of this amazing six part series are going to be jammed in with a shoehorn into "Giant Size" column. Sure it means coming up with a new idea for issue six, but I'll do it just for you. (Not that schmoe looking over your shoulder, just you.) Who says this isn't the Collector Times Age of guaranteed reader satisfaction?

Sorry for the last paragraph. I spent four hours reading a volume of The Essential Fantastic Four the other day and it hasn't quite worn off yet.

Part One : It's Character Building

One of my old gaming buddies always used to have two complaints about licensed gaming. One is that continuity is a pain in the butt. I covered most of that in part one. Secondly, that if a player was creative enough with a generation system they could create a "newbie" character that was as powerful or even more powerful than the members of the Fantastic Four or Teen Titans. (Okay, aside from maybe The Thing, Cyborg or Donna Troy.) That was his major problem with most super hero games. Yes, there is a bit of a risk of doing Mary Sue-like characters in a game. On the other hand, if you don't let the players be powerful enough to stop some big name villains they won't want to play. This month I will cover some very important aspects in character generation. One is creating your character backgrounds so that they fit with canon (or the variant you're using for game purposes) and house rules that will limit the extent of the players can go hog wild with powers and still allow the game to be fun. Not only that, you'll get to see an example of a character that uses canon continuity but does not break it.

The first step for any player is get their characters approved and find out what which part of the vast campaign setting the game is going to focus on. Sometimes you can have a great character that just doesn't fit with the campaign.

In a Marvel Universe game a friend of mine ran, I wanted to play a Skrull named Rol'jok who could shapeshift and mimic super powers. (Though we actually used the West End DC game engine since it is a lot freer when it comes to character design and general game play then Marvel from TSR or the Saga system.) The problem was this was going to be a mostly Earth based campaign. I needed to come up with an explanation not only for his extra power but what he'd be doing on Earth. After flipping through some Fantastic Four reprints and the Official Handbook of the Marvel Universe I discovered the character Super Skrull was not the only Skrull that was experimented on. He was the only one that actually worked. That was the key.

Rol'Jok's parents were both washouts of the Super Skrull project. The process didn't work on them because it was incomplete. Their offspring had a mutation. He could mimic the super powers of anyone he encountered as long as he remained within 25 feet of them. A Kree fleet attacked the outpost where he lived. This led to his secret being exposed as the infant Skrull fought off a meta powered Kree soldier. He became a scientific curiosity with a bounty on his head. The only thing that saved him from prison was that as soon after the Kree left the planet, they had another visitor; the greatest of predators, Galactus. Rol'jok and his family managed to escape. The Skrulls thought their precious super soldier was dead. They eventually settled into a poor immigrant neighborhood in New York City where their accents wouldn't be noticed. Their one mistake was filing with I.N.S. After a thorough background check they got provisional green cards provided that Rol'Jok do the occasional job for SHIELD.

Which brings us to an important house rule. The person at the government that serves as a contact could be a moderately expensive contact to buy or a really expensive one to buy. Officially, most game books don't treat having Colonel Joe Six Pack any different than having Colonel Nick Fury as a contact. The rank is the same and their access should be the same, so the cost is the same. To curb abuse of this the first GM (and later myself when I took over) made the decision that no names like Colonel Six Pack would be at book cost. Nick Fury would be double the price. We applied this to any established character all the way down to Katie Power. (Don't ask. Really you don't want to know. It was embarrassing.) This made canon characters as contacts as expensive as some low level super powers. The reason being that an established character is generally more powerful than their never been seen before counterparts and the players can and will try to use that to their advantage.

Furthermore, to limit use of established character contacts, I recommend another house rule. If the contact is called to actually assist in combat with a villain (or group of villains) of equal or lesser experience pool to your group than you only got half your experience. Example, let's say Rol'jok and his friends Coldfire and Kid Alloy got into a fight with Stiltman, The Mole Man and Madcap then called in help from Alloy's contact (Colossus) then they'd only get 10-15 points for beating them. Whereas if they held out calling Colossus until they fought someone like The Super Adaptoid then they'd have kept 20-30 points for themselves. If on top of calling in Colossus, Rol'jok called in Clay Quartermain and a squadron of SHIELD troops they'd only get 5-7 points. The cut of the experience should also be put into place if they become to dependent on their contacts.

Another GM trick for limiting the out of control character design in point based systems is don't let the players stack any two packages they want together simply because they have the points for them and it gives the characters the powers, skills and advantages at a small discount. Make sure there is something in game to warrant it. Rol'jak had two packages. One being his Skrull package. (Which we simply modified a package I had originally designed as Durlan super soldiers. We just made minor changes) and the secret agent package. Both of these made sense with the character background. Now if instead of buying secret agent, I had decided that my Independent Contractor for SHIELD took the "Beat Cop" or "Scientist" or "Medic," he would have had perfectly legitimate for refusing that part of the character.

The next trick is actually two tips in one: 1) As a GM, you should balance your characters by setting a limit on just how high their skills can go. If you're playing a licensed game this is rather easy. Let the player choose one or two stats and let them have skill a level higher than the average starting hero. Look in the source books for the typical new character starting out. Limit skills in all other skill levels to around that level. If they have more than a few high stat areas (or all the stats high) do not let them have super powers. Or they can have some stats high and have a lower number in something else. The classic of these "min-max" characters is Reed Richards. In Marvel Diceless, he has an intelligence of 9 but Reflexes and Durability of 3. Which means he is almost smarter than the game really allows for but he's barely above average human in terms doing feats of agility or at taking damage. 2) Make them buy skills that are seemingly unrelated to combat or adventuring. These types of skills could be as complex (and actually useful) like Iceman's sculpting skill and Nightcrawler's fencing or as mundane as Xavier's chess playing or Reed Richard's finger puppets skill. (Don't remember that last one? Don't worry everyone, even Stan Lee, has forgotten it. Last time I remember it being used was in the 80's Fantastic Four and The X-Men miniseries.)

Chapter Two : Building An XP winning Personality

The real fun part of most comics isn't the bash and crash combat. A good comic is about interaction between characters. The Fantastic Four would be the Not Quite So Entertaining Four if Johnny didn't play the occasional prank on Ben. That's not to say you can't have a combat session that is also character building. (If you don't own the comic do yourself a favor, use your Google Fu and look up Batman Vs. Guy Gardener.)

To accomplish this type character interaction in a game, it helps to have a firmly developed idea of your character's personality. There are several ways to do this. The first (and least creative) way is to just play yourself. The second (and second least creative) way is too base your character on a character from a comic, tv show, movie, book, etc. The funnest, in my opinion, is come up with an idea of the type of character you want to play. (The big dumb brick, the quick-witted comic relief, the strong silent leader etc.) Take aspects of other characters or people you know and mix them together. What's the fun in swiping another character in whole and slapping another name on them?

Rol'jok was a shapeshifter and a Skrull immigrant. An alien green shapeshifter who is an outsider to human society had been done to death at DC with Martian Manhunter. I decided that since Rol'jok was in his late teens and had lived on Earth since early childhood he had become fairly integrated into American society (much to his parent's dismay). He listened to human music and watched a lot of movies. This taught him to hone his shapeshifting and allowed him to speak English and several other Earth languages without a universal translator. Only when he does so there are hints of an accent and some words get put in wrong order. In spite of the fact that the English mode of his universal translator has two settings,Canadian Accent and Brooklynese he is still prone to using it.

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Far from your typical Skrull warrior Rol'jok is actually a very jovial young man. Perhaps because he is around grim, cynical people while working with the government and his SHIELD liaison office Clay Quartermain, he became the "class clown" of almost any group he's in. He also doesn't like violence. He won't even attack a Kree unless that particular Kree did something to provoke him. He's not beyond using slapstick either.

The inspiration for all this? Truth be told, as a film student I developed an affinity for The Marx Brothers. If Groucho, Chico and Harpo were one guy, it'd be him.

I know what you're thinking. I can see how developing a character's personality is interesting, but why should a GM award points for it? There are several reasons. A well developed character is a sign that the players are enjoying themselves. It means they care about the game and want to continue playing it. Secondly, often times a characters background will suggest plot threads for the GM to use. So when the GM is out of ideas for the week he can simply look into the information the players have given him. With Rol'jok's background there are several ways to go. Since he is a Skrull sending him to fight Kree is sort of obvious. While he may be an enlightened individual who only hates people on a case-by-case basis, most Kree are not. A Kree could attack him and be trying to hurt him, while he isn't doing the same to the Kree. Skrull intelligence could come looking for him. Being someone who has worked for SHIELD he might have enemies in A.I.M. or HYDRA. Being around Agent Quartermain in particular might lead him into a classic misunderstanding battle with The Hulk. Those are just the surface level obvious ones. (A truly evil GM would have used the Quartermain and Kree connection to do a misunderstanding with Genis/Rick Jones.)

Another great reason to encourage that level of character interaction is that it helps the players define what type of super team they want to be. Are they a family like the Fantastic Four? A paramilitary unit like the X-Force? A non-team like the Defenders? Or maybe a futuristic group of idealists who want to spread peace, love, joy and harmony throughout the galaxy? (Yes, I'm blatantly sucking up to the E.I.C. in hopes of getting a 10% pay raise.)

One final note: don't let the players trap you with a background. If they write one that is almost ironclad and has little room to manipulate it, feel free to reject it in whole or in part. A background should define a character's history and basic personality. The GM should always feel free to pull the long lost friend or neighbor out of the hat. Sometimes the player will come up with some great background details that just don't work for the campaign. It might tick the player off a bit but you can make appeasements later. Give them something else small and useful.

Oh and players, I know not having a powerful character at the start of play is a let down but look at it this way: the fun of the game isn't being the best. It's about finding out if you have the potential to grow to be the best. Could you imagine Spidey beating the Green Goblin the way he was in Amazing Fantasy? No way. Your heroes will grow and change in time. It only took 16 issues for Spidey to fight Goblin. So hang in there adventure and you'll get there. Don't forget to be here next time for: Hello, Goodbye. The episode where we talk about was to start a campaign and ways to finish them. 'Nuff said. Good Gravy, I'm doing it again.


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Text Copyright © 2006 Jesse Willey