Character Creation

Mar 21, 2022 4:31 pm
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Below, I've provided links for several relevant Blue Planet PDFs. Please use this material responsibly; I kindly ask that no one share it with those outside of the game.

Blue Planet v2 Player's Guide - Core book with character creation, Synergy rules, and setting info.

Ancient Echoes - Sourcebook for cetacean characters.

Fluid Mechanics - Equipment sourcebook.

Frontier Justice - Sourcebook for GEO law enforcement characters and criminal characters.


Power Level

Blue Planet has three power levels for play: Everyday, Exceptional, and Elite. For this game, the power level is Exceptional. Your characters are above average individuals: highly trained, talented, and/or experienced.


Attributes

Blue Planet offers two methods of modifying attributes at character creation: point allocation and random generation. For the purposes of this game, use the Point System.


Training Packages

Training packages start on p. 39 of the Blue Planet v2 Player’s Guide. For an exceptional-level game, everyone gets 1 origin package, 2 background packages, and 5 professional packages.

Professional packages are available in three skill levels: novice, specialist, and expert.

Novice counts as one package, specialist counts as two packages, and expert counts as three. So you could get five professional packages at novice level, or one expert package and two novice, one expert package and one specialist, or any other combination thereof.

If separate training packages provide the same skill, then add all of the skill levels together.


Equipment

Each character begins with 60,000 cs (corporate scrip) to spend on equipment. Any scrip that doesn't get spent may be saved. No one may take any equipment (weapon, vehicle, electronics, drug, etc.) with an availability listed as rare.


Biomods

Each character may begin the game with two free minor biomods of choice, and one free major biomod of choice.

A "minor" biomod is any mod priced at 10,000cs or less. A "major" biomod is anything priced at over 10,000cs.

If you wish to start with additional biomods, you may purchase more of them with your starting equipment funds. In an exceptional-level game, characters may not begin the game with more than four minor biomods and two major biomods.

There are some character considerations regarding biomods:

• Purestrain humans do not begin the game with biomods.

• As with other characters, cetacean PCs may start the game with two free minor biomods and one free major biomod. Additional biomods may be purchased with starting funds, but note that biomods cost double for cetaceans.

• "Genie" characters may not gain more than an additional +1 to any attribute already modified by their exotic genetic heritage. Also, all biomods for genies must be specially designed and cost 50% more than normal.


Playing Cetacean Characters

Blue Planet offers the option of playing sapient cetacean "uplifts." In other words, you can play as a dolphin, orca, or beluga whale that has been gifted with human-levels of intelligence. Although cetaceans are fun and interesting characters who possess many advantages on a water planet, there are also important realities that such characters face. I want to make sure cetacean players know what to expect.

The biggest and most obvious challenge is that such a character is restricted to watery environs. The game gets around this by providing a number of special technologies for cetaceans, such as remotes. Remotes are aerial drones that cetacean characters can send to accompany human companions making a trip to shore. Each remote is equipped with audio and visual pickups, as well as linguistic translators, allowing the device to act as the cetacean's eyes, ears, and voice when the PCs go on land. Remotes are operated through input controls that the cetacean manipulates via sonar; alternately, some cetaceans might use "trodes" to establish a direct mental link with the remote (experiencing everything directly as though the drone were its body).

My goal with this game is to keep as much of the action on (or near) water as possible, but there will certainly be times in which characters may be forced to conduct business inland. Consequently, owning a remote is highly recommended for cetacean characters. Though many communities on Poseidon offer remote rental services, many out-of-the-way places don't, so it's a good idea to have your own drone. Also, unless you equip a remote with extra features (such as tools and weapons), all it can really do is fly around and communicate for you. This limits you in the degree to which you can interact with your surrounding environment, especially in combat. Not to mention that adding extra features to a remote can be prohibitively expensive.

While cetacean characters tend to dominate in the water, they become reliant on human companions when things move to land. Given the slow nature of a play-by-post game, a cetacean player might be stuck playing in drone form for various periods of time. That said, if none of this dissuades you from making a cetacean, then have at it.
Mar 21, 2022 10:35 pm

A Breakdown of the Synergy System

Here is a very bare bones overview of the Synergy System. I will be explaining the rules, including combat rules, as we play. It's a fairly simple rules set.


The Synergy System uses ten-sided dice for all rolls made in the game.

Task Resolution: The target number of a task is usually based on two characteristics: Skills and Attributes. To determine the target number, add together the character's Skill level and Attribute score (in addition to any potential equipment or situational modifiers).

Synergy is a "roll under" system. A roll is successful if the result is equal to or less than the target number.

Aptitudes: Aptitudes are categories of skills. Your rating in an aptitude determines how many dice you roll when making a skill check for a relevant skill. An average aptitude is one die, a strong aptitude is two dice, and a superior aptitude is three dice. When rolling, the player counts only the lowest roll and ignores any other results.

Unskilled Attempts: Players may attempt tasks that require skills their characters don't have. For such tasks, the base target number is zero, modified by the controlling Attribute.

Attribute Checks: For attribute checks, the player rolls two dice against a target number of 5, modified by the value of the most appropriate Attribute.

Action Value: Action value refers to the margin of success or failure on a roll. Sometimes it's important to know not just whether a character was successful, but how well he succeeded or how badly he failed. The action value of a roll is equal to the difference between the best die result and the target number.

Opposed Rolls: On opposed rolls, the two opponents both roll the necessary dice, and the one with the highest positive action value wins the contest. If the opponents tie, or both fail the roll, the contest is a draw. To determine the winner's relative action value (for dramatic purposes), simply take the difference between the winner's action value and the loser's action value.
Mar 22, 2022 8:44 am
Uh, I'm going to have to look at Frontier Justice - Sourcebook for GEO Marshal characters. I never really got my first character wet, and that was a junior Marshal on her first assignment
Mar 22, 2022 8:54 am
I've checked the first few chapter of Player's Guide and leaning towards a Genie. I couldn't look at the options of genies properly but if there is room for customization I'd very much like to create a special unit with modified genetics, like a combination of humans and spiders (no, not like Spider-Man who just gains muscle and agility, more like perception-wise changes).
Mar 22, 2022 3:55 pm
runekyndig says:
Uh, I'm going to have to look at Frontier Justice - Sourcebook for GEO Marshal characters. I never really got my first character wet, and that was a junior Marshal on her first assignment
Okay, sounds good. That book also covers other GEO character types, as well as organized crime and criminal characters, I believe
Mar 22, 2022 4:07 pm
While the Synergy System itself is fairly easy to learn, some have described character creation in Blue Planet as daunting. If you find that’s the case for you, there are Character Roles starting on page 82 of the Player’s Guide. These are templates for various careers or archetypes, and selecting one can take some of the work out of character creation.

Likewise, there are fully written, pre-generated characters starting on page 58, most of which are Exceptional-level characters and ready to play. With a few tweaks, you could also use one of those characters.

Blue Planet is a setting with a lot of diverse character options. Obviously, however, some character concepts might not work well together. For instance, a GEO Marshal and a wanted criminal probably wouldn’t make much sense being in the same group. Consequently before making characters, we should first perhaps discuss the group concept.

What kind of game do you want to play? Do you want to be mercenaries working for a corporation? Do you want to be law enforcement on the payroll of the GEO Marshal Service? Do you want to be environmentalists working to support native insurgents? Do you want to be criminals in the employ of one of Poseidon’s cartels? Do you want to be a small gang of Long John prospectors with your own mining outfit?

There’s a lot of possibilities.
Mar 23, 2022 2:20 am
I would favor environmentalists working to support native insurgents. In other words, underground eco operatives, possibly terrorists. I also was thinking of creating a photographer/videographer/techie type character; however, it's not set in stone.

I also wanted to know if we were GEO, Eco Terrorists, Corp Mercs, Cartel soldiers, Prospectors, Salvagers/Scavengers...? I am very flexible at this point since once we start, these things will unfold in their own manner and our characters will change and grow over time.

Also, will we have a ship, sub, vehicle?
Mar 23, 2022 4:47 am
My character concept is of a junior GEO Marshal, or one who is on the track to become a one. A police officer.
I could make her work with any group concept except criminals

I like the environmentalists concept
Mar 23, 2022 9:56 am
Incoming grumpy dolphin mechanic.

I definitely like the idea of straddling ideologies and the tension between them - the practicalities of surviving and thriving in conflict with environmentalism and conservation. It's a thematic space that just doesn't see a lot of exploration, outside of the binary of "industry bad, punch all factories" and "nature is full of horrible monsters kill them" in RPGs. The fact that we live in an industrial hellscape does make punching factories sound great, but the question of how much impact we should and do have just as a consequence of existing and forming advanced societies is one I think Blue Planet is uniquely positioned to explore.

A cell of operatives working for "The Man" that is associated with an ecoterrorist cell and has to decide how far it's ok to take it is what falls out of my brain.
Mar 23, 2022 10:03 am
GreyGriffin says:
I definitely like the idea of straddling ideologies and the tension between them - the practicalities of surviving and thriving in conflict with environmentalism and conservation. It's a thematic space that just doesn't see a lot of exploration, outside of the binary of "industry bad, punch all factories" and "nature is full of horrible monsters kill them" in RPGs. The fact that we live in an industrial hellscape does make punching factories sound great, but the question of how much impact we should and do have just as a consequence of existing and forming advanced societies is one I think Blue Planet is uniquely positioned to explore.

A cell of operatives working for "The Man" that is associated with an ecoterrorist cell and has to decide how far it's ok to take it is what falls out of my brain.
@GreyGriffin what do you mean?
Mar 23, 2022 10:40 am
Nature itself is a conflict - over geological timeframes, species have beaten the everliving heck out of each other. Witness the evolution of grass and its effect on other flora, or the Great Oxidation Event.

Humans, as a consequence of being, you know, physica beings that exist in a tightly interconnected environment, have an impact on that environment. We eat and poop and kick up dirt. Technology, our real evolutionary edge, has magnified our ability to impact our environment exponentially, but it has also improved our standards of living.

However, as beings cognizant of our environment, we are aware of the harms we are causing. Almost unique among animals, we have empathy for other species and a concern about the harm that we cause. Right now, in current 21st century, we have extremely obvious adversaries to point the finger at and whose activities we could, in physical theory, easily curtail. (Economics and politics aside...) However, even cutting the worst actors out of the system, if we want to act as stewards rather than consumers of the environment, we have a lot of important questions to answer.

Humankind is vast and fecund. To sustain our standards of living we naturally tend towards cities - where and how do we build those cities? Who lives there and under what conditions? How do we sustain the populations in those cities?

Agriculture is responsible for much of humankind's population growth. Although in modern society there is enormous food waste, in a tighter, colonial setting, you need to know - where do we grow and produce our food, and how? At what point do we constrain food growth? What food does everyone have a right to, and do we expand food production in anticipation of higher populations? At what point do we stop?

These kinds of questions extend in all directions - mineral extraction, refinement of chemicals and plastics, water and sewage treatment, and so on. Not having widely considered the questions and the consequences of their answers is kind of what led to the anthropocene climate crisis. On a "second chance" world, even one settled using highly advanced technologies, they have the potential to become first-order priorities. Having seen the consequences, people may fight for a chance do do it "right" or to stop doing it "wrong..." but they might have profound disagreements on what right and wrong are... or even what "fight" means.

We will have an impact on our environment. In order to cease impacting our environment we would have to cease to exist. But deciding how much impact we should have and can have, and what constitutes sustainability once we have gotten past the burning-ourselves-alive point of inaction is an interesting philosophical axis to explore.
Last edited March 23, 2022 10:47 am
Mar 23, 2022 6:25 pm
umbraldragon says:
I would favor environmentalists working to support native insurgents. In other words, underground eco operatives, possibly terrorists. I also was thinking of creating a photographer/videographer/techie type character; however, it's not set in stone.

I also wanted to know if we were GEO, Eco Terrorists, Corp Mercs, Cartel soldiers, Prospectors, Salvagers/Scavengers...? I am very flexible at this point since once we start, these things will unfold in their own manner and our characters will change and grow over time.

Also, will we have a ship, sub, vehicle?
Yes, there will have some sort of group vehicle.
Mar 23, 2022 6:40 pm
GreyGriffin says:
Incoming grumpy dolphin mechanic.

I definitely like the idea of straddling ideologies and the tension between them - the practicalities of surviving and thriving in conflict with environmentalism and conservation. It's a thematic space that just doesn't see a lot of exploration, outside of the binary of "industry bad, punch all factories" and "nature is full of horrible monsters kill them" in RPGs. The fact that we live in an industrial hellscape does make punching factories sound great, but the question of how much impact we should and do have just as a consequence of existing and forming advanced societies is one I think Blue Planet is uniquely positioned to explore.


A cell of operatives working for "The Man" that is associated with an ecoterrorist cell and has to decide how far it's ok to take it is what falls out of my brain.
I know that Runekyndig has recently submitted a GEO Marshal character. I don't want to speak on his behalf, but his character might not want to delve into full-on ecoterrorism. One option, however, could be that the PC group works (officially or unofficially) for the GEO Justice Commission. Maybe you liaison between GEO and some of the native settlements. Natives are often hostile to colonial law enforcement, but they might be more open to dealing with third parties. Your group could be sympathetic to the plight of the natives and trying to de-escalate some of the wars raging between native groups and the Incorporate States.
Mar 23, 2022 7:38 pm
I realized that I should probably post a brief list of the various factions that exist on Poseidon. These are the groups that you'll likely encounter or be dealing with on Poseidon.

Global Ecology Organization (GEO): A massive, Earth-based international organization (not unlike the U.N.) that was originally created to prevent the environmental devastation and economic collapse of Earth. Having mostly succeeded in those efforts, GEO now administrates the colonization of Poseidon. On Poseidon, GEO serves as the de-jure government and is responsible for maintaining the peace, which it tries to do with GEO Peacekeepers and Marshals. The organization's authority doesn't go unchallenged, however, and GEO regularly butts heads with the Incorporate States, native settlements, and other groups that resent GEO's supervision.

The Natives: The first humans settled Poseidon almost a century ago. However, serious economic and geopolitical strife back on Earth forced governments to abandon the colonization effort, leaving these early explorers to fend for themselves. In time, the settlers had "gone native," foregoing technology and adopting a simple lifestyle not unlike the Pacific Islanders of Earth. When ships from Earth finally returned to Poseidon nearly a century later (an event known as "Recontact"), they discovered the settlers' descendants populating the ocean world and thriving.

In general, natives have become wary of the new wave of colonists, if not outright hostile. They seek to protect Poseidon, which they view as their home, from the depredations of the Incorporate States and thoughtless colonists. Environmental destruction caused by Long John mining, as well as rampant colonialism, has led to incidents of violence and rebellion. There are currently several full-blown wars raging between native groups and corporate militaries. Despite their technological disadvantage, the natives have proven resilient and effective at fighting Incorporate security forces.

The Incorporate States: These are mega-corporations from Earth that have come to Poseidon for profit. Most seek to exploit the planet's immense natural resources, especially Long John, in what amounts to a modern day gold rush. The Incorporates are powerful entities with advanced technology, deep pockets, and security forces that serve as small armies. Many of the companies have demonstrated a callous disregard for environmental laws and native rights, and even GEO has difficult keeping them in line. The Incorporates have established "company towns" throughout Poseidon where corporate culture, laws, and money reign supreme.

Organized Crime: With human colonization came criminal elements, and the settlements of Poseidon have their fair share of organized crime. Seeing major opportunities for profit, many Earth-based cartels have extended their reach to the water planet. Most of these groups have carved out niches for themselves in the larger settlements such as Haven, where they provide contraband and services that are hard to come by on an alien world. Organized crime also has a hand in trafficking people to Poseidon.

Independent Operators: A large number of colonists have made their way to Poseidon; each for their own personal reasons. Some have come to strike it rich. Others to indulge academic or scientific curiosity. And others still to start over and create a better life on a new world. Whatever the case, there are many independent colonists roaming Poseidon, just trying to survive while avoiding the politics between GEO, the natives, and the Incorporates.
Mar 23, 2022 7:51 pm
GreyGriffin says:
Nature itself is a conflict - over geological timeframes, species have beaten the everliving heck out of each other. Witness the evolution of grass and its effect on other flora, or the Great Oxidation Event.

Humans, as a consequence of being, you know, physica beings that exist in a tightly interconnected environment, have an impact on that environment. We eat and poop and kick up dirt. Technology, our real evolutionary edge, has magnified our ability to impact our environment exponentially, but it has also improved our standards of living.

However, as beings cognizant of our environment, we are aware of the harms we are causing. Almost unique among animals, we have empathy for other species and a concern about the harm that we cause. Right now, in current 21st century, we have extremely obvious adversaries to point the finger at and whose activities we could, in physical theory, easily curtail. (Economics and politics aside...) However, even cutting the worst actors out of the system, if we want to act as stewards rather than consumers of the environment, we have a lot of important questions to answer.

Humankind is vast and fecund. To sustain our standards of living we naturally tend towards cities - where and how do we build those cities? Who lives there and under what conditions? How do we sustain the populations in those cities?

Agriculture is responsible for much of humankind's population growth. Although in modern society there is enormous food waste, in a tighter, colonial setting, you need to know - where do we grow and produce our food, and how? At what point do we constrain food growth? What food does everyone have a right to, and do we expand food production in anticipation of higher populations? At what point do we stop?

These kinds of questions extend in all directions - mineral extraction, refinement of chemicals and plastics, water and sewage treatment, and so on. Not having widely considered the questions and the consequences of their answers is kind of what led to the anthropocene climate crisis. On a "second chance" world, even one settled using highly advanced technologies, they have the potential to become first-order priorities. Having seen the consequences, people may fight for a chance do do it "right" or to stop doing it "wrong..." but they might have profound disagreements on what right and wrong are... or even what "fight" means.

We will have an impact on our environment. In order to cease impacting our environment we would have to cease to exist. But deciding how much impact we should have and can have, and what constitutes sustainability once we have gotten past the burning-ourselves-alive point of inaction is an interesting philosophical axis to explore.
Yes, those are good points. A big part of Blue Planet is navigating the complexities between progress and environmental conservation. The effects of colonialism is also a recurring theme in the game.
Mar 23, 2022 8:06 pm
My character is not set in stone - it was the character from my first game that never really got going. If the group desides that sticking it to the man and ecoterroisme is the name of the game, then I'll redesign her
Mar 23, 2022 8:13 pm
@LactoseTheIntolerant what did you envision? What story did you wanna tell?

I don't want to play this, just to play Blue Planet. I made a character sheet template and finally got my head around the rules.
I think that has for filled my BP desire.
Last edited March 23, 2022 9:14 pm
Mar 23, 2022 11:13 pm
The concept that spilled out of my brain was specifically related to disaffection - the idea that the PCs are people in positions in either the government or bridge organizations that can make a difference, and are in contact with rogue elements.

The motivational tensions go wild in a lot of directions. Does the organization push the Marshal who doesn't like how heavy-handed the government is go too far and ask too much? Does the Native who found employment with a Megacorp want to go off-script and blow up a facility and bring down a spotlight too bright?

Again, it's just an idea that spilled out of my brain, but my character idea can probably be slotted into a lot of different campaigns.

I, too, am interested in your thoughts @LactoseTheIntolerant - If you could put the PCs where you wanted, and kick off in a given set of starting circumstances, what would you pick?
Mar 24, 2022 12:25 pm
Hey guys, I'm enjoying the discussion, but I have to say, without some guidance, I'm lost on a character idea. The setting is to unknown for us to treat it like we would a D&D campaign. Especially since the players don't really know each other. I wouldn't mind a "Your a group of ..." as a starting place.
Mar 24, 2022 1:28 pm
I'm going to withdraw from this game
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