Character Creation / Interrogation

Oct 23, 2016 3:56 am
Grab one of the playbooks from this PDF and start filling it out. You can either transfer all of the text to a 'custom character' on Gamer's Plane, or you can just edit the PDF and upload it on something like Google docs. If you are feeling extra fancy you can look at the extended playbooks as well.

For gameplay you'll want you chosen playbook, as well as the 'Basic Moves', 'Peripheral Moves', and 'Battle Moves'. Those pages are going to tell you everything you can do, so look them over. When we first start playing I'll let you know a good time to use certain moves, just to help out anyone who is confused.

...

Anyway, make your characters real and human. You all will have history with each other, as well as the town of Advent. Also, I need to know:

Where do you get food/water?
What's it like where you live?
What sort gigs do you work for cash, and who pays you? (Playbooks should have a list)
What are some characteristics of Advent and the surrounding area?
What is something you heard about in the 'Golden Age', the time before the apocalypse?
How do you stay warm in the cold winter nights?
Oct 23, 2016 2:58 pm
Good day all. I would like to play the Hocus and plan to put together a cult based on San' ta, a god known for giving gifts or rending the unfaithful with his terrible claws.
Oct 23, 2016 6:52 pm
I am going to play the Hardholder of Advent and take direct responsibility for it's safety. I'll get more details in later.
Last edited October 23, 2016 8:09 pm
Oct 23, 2016 9:25 pm
A Santa cult sounds fantastic, and you're the first player to ever be a Hardholder in all of the AW games I've ran! Hooray!
Oct 23, 2016 10:26 pm
Hey, everyone. I was thinking of playing a Savvyhead, the only person in this town who knows how to repair all of the shit that all of the uncouth thugs around here keep breaking.

I also have a couple questions about character creation.

Firstly, the Savvyhead playbook says I start with "any personal piece or three of normal gear or weaponry." The playbook doesn't give a list of "normal gear or weaponry" to select from, unlike most of the other playbooks, which have specific lists of selectable gear. Do I simply choose three pieces of gear and weaponry from among those listed in the other playbooks, or is there something I'm missing here?

Secondly, does "If you’d like to start play with a vehicle or a prosthetic, get with the MC" mean that I can be a cyborg? I might be interested in starting with some cyborg parts, if that's an option.

Anyway, onto your questions for my character. I don't have interesting, fleshed-out answers to all of them at the moment, but I'll work on coming up with some soon. I'll also try to get my character sheet created and added to the game in short order.

Where do you get food/water?

Presumably Advent was founded near a river, lake, or some other source of fresh water, so the town has access to drinking water and irrigation for crops. I would likely repair, upgrade, or create techy-things for the other Adventists in exchange for food and drink.

What's it like where you live?

My workspace (which doubles as my living space) is in a naturally occurring cavern, which has been enlarged and modified to accommodate all of my hoarded techno-junk, and to be somewhat fit for human habitation.

What sort gigs do you work for cash, and who pays you? (Playbooks should have a list)

Repairing, modifying, and creating techy-things for Advent's more prominent citizens and institutions (perhaps including some of the other player characters).

What are some characteristics of Advent and the surrounding area?

Advent should totally be located on or at the foot of a mountain.

What is something you heard about in the 'Golden Age', the time before the apocalypse?

The most wealthy of the great nations and megacorporations had begun to establish burgeoning Lunar and Martian colonies, just mere decades before the Great Collapse.
Oct 23, 2016 11:55 pm
I'm not ready to answer all these questions, but on the Hardholder playbook i have the option to describe Advent some. I just wanted to jump in and say I support the idea of being at the foot or in/near mountains for Tefmon's Savvyhead to have their workshop cave. I will be choosing the heavily fortified option from the list on my splat book so if Advent is like a Helmsdeep style fortress I would be very happy.
Oct 24, 2016 4:19 am
Alright, lacking time to sit and bang out char gen, I'll gather some opinions. I like "The Child-Thing," because creepy + Stranger Things. I like "The Faceless" of an old Image comic called Wild Star, and want to steal an idea from it. I like "The Skinner" with the idea of being a performance artist tattooist, and possibly a people's-skin-as-chronicle historian.

Thoughts?
Oct 24, 2016 5:51 am
Hmm, I was internally debating between The Savvyhead and The Quarantine, and I eventually decided to go with The Savvyhead because it seemed easier to roleplay, and more straightforward to come up with reasons to involve myself with and care about Advent and the other PCs.

I personally think that The Skinner is the most straightforward to play of the three playbooks you listed, but that might just be my personal playstyle. The Child-Things seems like the 'creepiest'/'weirdest', and The Faceless seems somewhere in the middle. I think it depends on how 'normal'/'human' a character you want to roleplay, but that's just me.
Oct 24, 2016 6:38 am
I contemplated the Child-Thing, but in the end felt I would get more out of a character with built in investment in the community. I really like the idea of a chronicler of history via tattoo...then collecting the work when the person passes. Like every time someone does a deed worthy of a new tattoo, everyone gathers to watch the Skinner make the art and hear the telling of the story, with dramatic embellishments. Of course there is also The Show that is very similar, but more music than performance art in nature.

I can't say I know the Wild Star comic so I can't guess at what concepts you might be borrowing. The Faceless is an interesting character though.

No bad choices...just got to figure out which you like best.
Oct 24, 2016 9:21 am
@Taej: In my experience it is always better to play as the character that seems like the most fun. The Skinner has a lot of social moves, the Faceless is like a wrecking ball, and the Child-thing is weird and feral. When you level up you have the option to take moves from other playbooks, so keep that in mind if you like certain moves.

@Tefmon: Normal gear means stuff that is easily obtained. Here's a list of examples:
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• Hunting rifle (3-harm far loud)
• Magnum (3-harm close reload loud)
• Sawed off (3-harm close reload messy)
• Shotgun (3-harm close messy)
• Sleeve pistol (2-harm close reload loud)
• SMG (2-harm close autofire loud)
• Big knife (2-harm hand)
• Crowbar (2-harm hand messy)
• Grenades (4-harm hand area reload messy)
• Kitchen knife (2-harm hand)
• Machete (3-harm hand messy)
• Many knives (2-harm hand infinite)
• Stun gun (s-harm hand reload)

• Fashion worth 1-armor
• Armor worth 1-armor (Leather, layers of canvas, plastic)
• Armor worth 2-armor (Pieces of car, riot gear, actual suit of armor)

For 'personal piece' I can't find anything solid on it, but it seems like it's either a distinctive or customized weapon. Custom weapons can be found under the Battlebabe playbook, and here are some examples of distinctive weapons:

Distinctive weapons:
• 12" razor-sharp scissors (2-harm hand)
• Antique handgun (2-harm close reload loud valuable)
• Hidden knives (2-harm hand infinite)
• Ornate dagger (2-harm hand valuable)
• Ornate sword (3-harm hand valuable)
• Scalpels (3-harm intimate hi-tech)

Straight from the book:
The purpose of a prosthetic is just to make it easier or possible for you to do what you need to do, when without one it’d be difficult or impossible. Thus, prosthetics don’t give you superpowers, they don’t give you stat bonuses, and they don’t give you penalties. Prosthetics say things about the world, its resources, and what people value.

https://s4.postimg.org/bvr8m35fx/Prth2.png
Oct 24, 2016 9:26 am
Advent at the foot of a mountain sounds cool, I'd down for a natural cave and a some kind of fortress built into it. The things I need to know are:

What is the fortress made out of and how is it maintained?
Is it above ground or underground?
What happens to those who don't live inside?
Oct 24, 2016 3:34 pm
So I feel I have completes my Hardholder. Introducing Vega.
For personal gear, I was thinking twin magnums. Vega usually keeps them holstered behind her back, so you know when they are drawn, ya done f#$%ed up. For personal garb she wears attractive, tight clothes, or sometimes exposes a little to much flesh. Her symbol of office is an old military style hat with aviator goggles. She has long red hair and wile her face is considered soft at first glance she commands respect. She has developed an icy glare that freezes all but the most violent of people in their tracks when she levels it at them. Her time on top of the heap that is Advent has softened her once toned body, but despite her new curves she is still tough and hard.

You will find the following information on Vega's sheet, but I figured I'd post it so everyone can get an idea of what Advent is like based on the choices I made for my character.

The Holding of Advent - Surplus: 2-barter, Wants: famine, hunger, idle, reprisal.
Home to between 75-150 souls.
Gigs: Hunting, farming, lucrative raiding, manufactory(I'm thinking auto parts to maintain vehicles), scavenging.
The compound is tall, deep and mighty, of stone and iron. (gang has +2 armor when defending the stronghold)
An armory of scavenged and makeshift weapons.
A garage of a few utility vehicles and 7 battle-ready vehicles.
A gang of 40 violent bastards (2 harm gang, medium, unruly, 1 armor).

On to the questions (all answers subject to approval by GM and adjustable by player input)....

Where do you get food/water?

Advent's water supply comes from two sources. A river that flows down the mountain nearby. An aquifer has been built to divert a portion of the water directly into Advent's water system providing running water to most of the compound. Everyone has access to this water (in theory) as long as the river doesn't freeze.

The second source is an underground lake. It is cold and deep in the mountain, also prone to freezing, but the ice can be harvested with relative ease if that is the case. There is a pump that draws the water to a central reservoir, but that reservoir is not tied into the central pipe system. When Advent is forced to use the lake, rationing is mandatory. Vega has records that indicate the lake is a limited resource, but the general population doesn't know that and she worries about problems that might arise if scarcity rumors take hold.

Food comes from many different sources. Hunting is good around Advent now. In past years that has not always been true. Farming is down further down the slopes. The farmers are citizens of Advent and they and their families are welcome inside the walls of Advent and can find ready shelter in emergencies, such as raids by neighboring holds or extreme weather. (Special Note: This game being set in winter might mean all the farmers and their families have moved up to Advent and the harvest is in for the winter. Thoughts?) Finally, raiding and scavenging are healthy industries in Advent. Vega commissions a few bands a month to go out and try there luck. If they bring back good stuff, they live like kings for a few weeks, if fewer return than what set out, then there are fewer mouths to feed.

Vega herself is fed from the choicest stock most of the time. She is careful though to not overdue it. She will let her raiders or her gang's higher ranked members take the absolute best as rewards for service, but she does not suffer herself. it is one of the perks of being at the top of the power structure in Advent.

What's it like where you live?

Advent rests in the mountains. The air is a little thin, and it never gets too hot in the summer months. The shadow of the mountains keep the compound in shadow for significantly long portions of the day. The sun is seen in the afternoon before it sets in the evening.

The main compound that composes the bulk of Advent is built into the mountain itself. Most people live in man made, finished caves. Usually the back walls are still exposed natural stone, but the rest of the walls are constructed material. The main market is setup in a huge room that may have served as a hanger for flying transport vehicles in the golden age. There is however a structure that extends above ground. The garage extends out of the mountain some, and has a large courtyard surrounded by high walls. The courtyard serves as a play area for the children, or a place to get exercise when not being used as a staging or testing ground for Advent's combat vehicles.

Additionally there are four towers that connect to the underground complex and the courtyard. They are labeled by numbers 1 through 4. Tower 1 is the shortest. It's top barely clears the surrounding walls at 6 stories. Tower 4 is the tallest at 20 stories. The elite citizens of Advent get to live in the towers. The Hardholder claims the top of Tower 4 as their abode by tradition. It consists of three rooms and a private kitchen. Vega has set aside one room as a private chamber. Only her closest confidants see the decadent red velvet, mahogany, and brass finished room. Most of the time this chamber serves as a private office, occasionally as a bedchamber. Another room has been given over to her gang to take their leisure in. In this chamber basically anything goes as long as to much blood doesn't get on the carpet. This is where the private parties and dinners happen. The chamber is filled with cushions and pillows of all sizes to lounge on and several low tables so that meals can be served. The final chamber is used for public audiences. It has a desk and chair for Vega and a random assortment of chairs for visitors and petitioners. Everyone is allowed to enter this room as long as the main double doors are open. A closed door means important government work is being discussed, but Vega does her best to keep it open for appearances sake.

What sort gigs do you work for cash, and who pays you? (Playbooks should have a list)

Gigs? Work?...Yeah, that used to be something Vega did. Now she is the one handing out the assignments. That is how she earns her keep, by making sure others have the opportunity to earn theirs. Raiding and scavenging provide the biggest payout, but those seeking less life threatening jobs can go to work in the manufactory, or go to work on one of the farms Advent gets it's supplies from. Hunting is always encouraged, but can be dangerous. Hunters are also required to turn over their days catch to the pantry of the Advent so the food can be distributed fairly, but they always receive a choice cut for their work. Finally, there are other holds in the area that treat peacefully with Advent. Traders can risk the open road to exchange goods from the factory for what the other holds have. A tax is assessed on all such trades, for the good of the people.

What are some characteristics of Advent and the surrounding area?

Advent is near the tree line on their mountain, but the forest is thick and abundant. There is a valley that was cleared by the people of the golden era that has good soil for farming. There are roads throughout the valley, but they aren't in great condition so getting to the far end takes a couple hours, which means protecting the farmers is not always easy.

What is something you heard about in the 'Golden Age', the time before the apocalypse?

There were weapons and vehicles that would allow Advent to become the seat of power for an empire. Granted that empire would pale in comparison to any nation state from the golden era, but it if the stories are true, Advent would be a great strategical asset.

How do you stay warm in the cold winter nights?

Vega usually sleeps in the party room with some assortment of her gang members. She does care for them and the other people of Advent and tries hard to maintain her connection. The burden of leadership weighs on her though and she has to fight the compulsion to distance herself and lead with efficiency. Her primary partners at night are her five warleaders; Fauna(female), Prim(male), Dog-head(transgressing), Banter(male) are the four who drive the mechas usually, Wish(female) commands the air units. These six have a close, nearly familial bond that has been complicated by Vega's rise to power. Vega used to fly with Wish and fight in the warband, but doesn't get to the front lines much anymore.

What is the fortress made out of and how is it maintained?

The fortress is made of stone and concrete with steel girder bones. There are many glass windows on the upper levels of the four towers. The exterior needs very little maintenance, but work crews are almost always working on the insides to repair pipes and wiring and keeping the place together.

Is it above ground or underground?

As described before, the above ground area consists of a large walled courtyard surrounding the four towers and the garage. Most of Advent is underground...or just in the mountain.

What happens to those who don't live inside?

Winters can be harsh up in the mountains. Most of the farmers bring their families and workers into Advent to wait out the harsh winter. There is always work in the manufactury plant, hunting or scavenging and raiding to do in the winter, and they usually are put to work doing one of those things.

I have one detail to discuss with the MC regarding the vehicles. I hope it isn't too much to as for.

There are 7 battle-ready vehicles in advent. I would like four of them to be meca tyoe vehicles like this...
http://img11.deviantart.net/9818/i/2007/209/e/c/ww2_walker_01_by_ryujindx.jpg

And the other three to be flying vessels like this...
http://www.igorstshirts.com/blog/conceptships/2014/george_tanev/george_tanev_01.jpg

Then two types of utility vehicles. One for heavy duty stuff like this...
http://www.miniaturescenery.com/Images/SCF1TRUKLarge.jpg

And some smaller ones for getting around that look like this...
https://i.ytimg.com/vi/UaafP0OucEk/hqdefault.jpg
Oct 24, 2016 11:04 pm
@Vega: First, the vehicles. Replace that jet/pod racer thing with a gyro-copter and we're good. I imagine them looking pretty much the same, but with rotors instead of jet engines. Because they are specialty vehicles, you get more options when you build them (take a look at the driver playbook). I've built the stats for the vehicles, but let me know if you want something changed.

4 Mecas (speed=1, handling=1, 1-armor, massive=2; Tags: off road, responsive, spikes and plates, cramped)
- Armed with Mounted machine guns (3-harm close/far area messy)
- Also armed with whatever the pilot is carrying

3 Gyro-Copters (speed=2, handling=0, 0-armor, massive=1; Tags: fast, powerful, loud)
- Armed with Mounted grenade launcher (4-harm close area messy)
- Also armed with whatever the pilot is carrying

Utility Vehicles/Buggy (speed=1, handling=0, 0-armor, massive=1; Tags: work horse, vintage, guzzler)

Second, your description of Advent is good. I'm going to say that all of the outside water sources freeze during the winter, and everyone has melt carved out ice chunks in order to get drinking water. The lake in the mountain remains liquid, however. I imagine the pipes will be shut off during the winter, in order to avoid damage.

The farmland can be fertile, as long as it has fresh water. Otherwise the ground is hard and clay-like.

Also, the forest is full of pine trees! Sometimes they have little bugs in them that create different colored lights, and the largest of the bugs are star-shaped and rest at the top.

Third, your lifestyle is definitely decadent. It'll cost 2-barter a session to keep it that way, no one has to pay for their lifestyle on the first session. Just so you are aware, 0-barter is basically starving (with lots of potential penalties) and 1-barter is 'normal' apocalyptic lifestyle. When you have to pay for your lifestyle you can either use your own barter, borrow from another PC, or cut a deal with an NPC.

I'm thinking that the barter in this world is something Christmas related. Maybe ornaments? Fruit cake? What do you think?

Everything else is good, can't wait to see how everyone else fits in!
Oct 25, 2016 4:07 am
I'm cool with all of this, but I have a thing or two I want to point out...

First...vehicle stats are great. I wasn't sure if you were going to go that far with it, but I agree with your choices overall. On the gyro copters, if you look closely at the image they actually are propeller engines. It is very faint in the image but if you look at the upper left engine (as we are seeing it) there are three blurry grey and orange things. But yeah...we are totally on the same page. I pictured the engines and wings rotating allowing for vertical take-off and landings. With the Mecas, the only thing you didn't mention that I might have is the wench mounted between the legs. It is a small thing and I'm not sure if it needs a tag, it just lends itself as to how they can be useful for things other than killing.

Second...freezing the water makes sense. We are playing in winter, so life is harder than it is in the warmer months. I love the idea of several bio-luminescent bugs crawling all over the pine tree forest, each species a different color. Perhaps the psychic maelstrom can deliver messages through the patterns in their blinking lights. Perhaps there is a species of bugs that glow pure white. Finding a tree that is only home to a colony of the white bugs might mean something...perhaps something bad. Also, I think I'd like to change the drugs from mushrooms that the people of Advent take to a sugar like white and red crystalline formation that grows to a certain height and begins to curl over. No one knows how they grow, but they get you high and keep coming back.

Third...I agree that the lifestyle I described is decadent, and normally would cost 2 barter to maintain, however, in the Hardholder Barter section it states the following: "Your holding provides for your day-to-day living, so while you’re there governing it, you need not spend barter for your lifestyle at the beginning of the session." So while it is true the first session is free, as long as Vega is in Advent, she can live her lifestyle for free.

I don't know what to do about money. I like the idea of a fruitcake based economy. Like...if need be the people can always eat the money, but the leadership stamps the cakes and will exchange or "buy them back" for other goods...like the gold standard but with a dense pastry instead.
Oct 25, 2016 10:51 am
The wench idea is fine. Your vehicles were 'specialized battle' types, so they had some extra options for violent things. Wenches aren't innately violent, so the mechs can totally have them. You should check out the 'Roadwar' moves, then you'll see why the stats are important.

Ohh, that's a cool bonus for hardholders. Lifestyles is a new thing in this edition, so I don't know all changes in playbooks yet. As long as your 'wealth' rolls are good, you should have enough barter. I thinking that you should get the option (if things go bad) to either suffer with the rest of the population, or to take things by force to maintain the lifestyle.

I was thinking like ancient, fossilized fruitcake would be fun. Maybe there are counterfeiters that illegally make fruitcake as well. If the fruitcake is edible then it's a forgery!
Oct 25, 2016 1:10 pm
Here's my final draft (unless I made any mistakes) of my character sheet for Eliza Spector, the Savvyhead.

I decided to go with a prosthetic left arm (strengths: comfortable, strong; looks: mechanical, utilitarian; weaknesses: needs constant tinkering, loud), starting gear consisting of a SMG, hunting rifle, and scavenged alloy armour worth 2-armour, and a workspace containing a junkyard of raw materials, weird-ass electronica, and machining tools.


And, for your last character question:

How do you stay warm in the cold winter nights?

A techy-heater-thingy located in the living quarters of my workspace, or, if I can't begin play with a techy-heater-thingy for whatever reason, lots of blankets and firewood until I manage to build one (which I imagine I could do as a workspace project).


Also, I smell a delicious business opportunity in synthetically fossilizing counterfeit fruitcakes.
Last edited October 25, 2016 2:54 pm
Oct 25, 2016 1:42 pm
There was a practice in ancient Rome where the government issued "bread stamps" which were individualized metal stamps that bakers used because bread was a regulated substance. People would cheat and use other materials, like sawdust I guess, in place of flour. If a customer suspected you were cheating them, they could take your loaf with a stamp to officials who would then investigate. If you were found guilty you they took your stamp and you lost your ability to make money as a baker.

So bread could be traded as cash because you knew its exact value. I picture something similar happening with the fruitcakes in Advent.
Oct 26, 2016 2:10 am
How much Christmas theme should come from the characters? While I think I'd find the Skinner more my speed for something more campaign-y, I think I'll either go with the Faceless with a demon mask who has fallen away from the cult of San'ta, probably with visions of some delivery of peace called the Krum Pax... Or the Child-thing as a pointy hatted escapee from some sort of child labor work camp making disposable recreation objects.
Last edited October 26, 2016 2:13 am
Oct 26, 2016 3:13 am
HAHAHAhhahaha....that's awesome!
Oct 26, 2016 4:15 am
I would strongly reccomend playing what seems like the most fun for you, not what fits in the theme. The holiday theme will definitely be there, but I'm not forcing anyone to be an elf.
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