Paracosms and Rinds: Protagonist Creation

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Aug 17, 2020 10:55 pm
After some nitpicking and acquiescence, here's a simpler form of character creation:

1) Consult the Random Generator Matrix, found at the bottom of this thread. Brainstorm a basic character concept from your results. Sometimes two apparent irreconcilable ideas make a transformative portmanteau.

2) Choose a Distinctive Secret. This starts at 17. A distinctive secret can work both as flaw and ability, and can border and hem a character with fringe, tendrils in personality, exit points, tunnels, for new wildly ramifying storylines. A distinctive secret can be ruinous (embezzling money, committed a murder), it can be harmless but lacquered in shame (hides an uncommon minor prejudice, bullied in middle school). And a secret is distinctive; it is born with the character. It is also organic, altering as the character alters.

3) Choose a Trademark. This starts at 17. Trademarks typically represent a protagonist's most well-recognized ability they use to solve problems, dilemmas, catch-22s and all the myriad predicaments a story unleashes throughout its unfurling. An occupation or special power are conventional Trademarks, although a personality trait, contact, pet, lucky object, or spiritual belief can make intriguing choices.

4) Choose 12 other abilities or breakouts. These abilities will start at 13 (and breakouts at +1). Abilities bifurcate into two proper camps: General Abilities and Extraordinary Abilities. General Abilities include abilities that can be unrivaled but stay within the realm of the mundane - for your people; an elf's long-lived nature is a General Ability, while an elf with an unusual knack for telekinesis found in few of their kind would be Extraordinary. While Extraordinary Abilities asterisk your protagonist with remarkable ways to solve problems, they are also freighted with a hitch: amazing skills and super talents attract all sorts of attention, some of it neutral, but a lot of it adversarial.

5) Distribute 20 points to your abilities. No more than 10 points can be pooled into a single Ability. You can increase a Breakout to up to a maximum of +5 at character creation.

6) Choose one flaw. Your flaw rank will be equal to your highest ability rank (so Heightened Hearing 18 would generate a Hunted by a Vengeful Darkburner 18 flaw).

7) Choose a Name and write a short Description of your character. This can include distinguishing features and backstory not made obvious in your Abilities.

8) Choose a performer who you wish to portray your character (be it voice or physical likeness). Performers can be picked from an endless pool of actors, actresses, musicians, artists, historical figures and whatnot.

9) Write down any essential Equipment your character may carry. This does not have to be an exhaustive list. Think of it as a 'Tools of the Trade' -type list.

10) All protagonists begin with 1 Spotlight Token.
Aug 17, 2020 11:02 pm
Quick Character Creation Example #1

Name
Tucker Q

Description
Born on the edge of the world, in the rubbled rumbling pits of Araspawn, Tucker Q's one of Earth's last pure strain individuals in a society bubbling over with mutagenic froth.

Likeness
Devon Sawa

Distinctive Secret
Slowly Losing His Eyesight 17

General Abilities
Mathematical Prodigy 20
-Instant Calculations +2
Trademark: Squints from Reading in the Dark 1M
-Severe Bookworm +3
Flaw: Outcast in a World of Outcasts 14
Friend to Mutates 13
Valuable DNA 13
Lithe 14
Double-Jointed 15
Used to Dealing with Araspawn Oppressors 14

Extraordinary Abilities
Fallout-Absorbing Wrist-Lance 18
-Temporary Body Shield +1

Equipment
Modified wrist-lance, antiquated calculator wristwatch, vintage running shoes.

Spotlight Tokens 1
Expansion Tokens 0
Character Pool Tokens 0
Aug 30, 2020 5:08 am
Below is the Random Generator Matrix. Roll at least once, or roll until you feel like you can model a playable protagonist from the motley chaotic selections. Make sure to place all rolled numbers (or chosen numbers) in this thread. From there I will respond with your results.

Example of Effort: Primary roll 68 (Trademarks II). Followed by two more d100 rolls of 34 and 06 (Results disclosed in Character Chin-Wagging).

Random Generator Matrix

01-10 Physical Forms I (Roll d100)
11-20 Physical Forms II (Roll d100)
21-30 Power Sources I (Roll d100)
31-40 Power Sources II (Roll d100)
41-50 Extraordinary Abilities (Roll d100, twice)
51-60 Trademarks I (Roll d100, twice)
61-70 Trademarks II (Roll d100, twice)
71-75 Wild Table I (Pick a number between 1 and 57,056)
76-79 Wild Table II (Pick a number between 1 and 6740)
80 The Metamorphica - Mutations Table (Roll d1000 or choose a number between 1 and 1000)
81 The Metamorphica - Additional Body Part Table (Roll d100)
82 The Metamorphica - Body Colour Table (Roll d100)
83 The Metamorphica - Amphibians and Reptiles (Roll d100)
84 The Metamorphica - Aquatic Animals (Roll d100)
85 The Metamorphica - Birds (Roll d100)
86 The Metamorphica - Fantastic Animals (Roll d100)
87 The Metamorphica - Fantastic People (Roll d100)
88 The Metamorphica - Mammals (Roll d100)
89 The Metamorphica - Other Animals (Roll d100)
90 The Metamorphica - Plants (Roll d200)
91 The Metamorphica - Detrimental Mental Traits (Roll d100)
92 The Metamorphica - Detrimental Physical Traits (Roll d100)
93 The Metamorphica - Favourable Mental Traits (Roll d100)
94 The Metamorphica - Favourable Physical Traits (Roll d100)
95 The Metamorphica - Material Physiologies (Roll d100)
96 The Metamorphica - Monstrous Traits (Roll d100)
97 The Metamorphica - Mutant Features (Roll d100, twice)
98 The Metamorphica - Post-Apocalyptic-esque Mutations (Roll d200)
99 The Metamorphica - Random Items (Roll d1000 or pick a number between 1 and 1000)
00 The Metamorphica - Infernal Characteristics (Roll d1000 or pick a number between 1 and 1000)

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