[Stay Frosty!] Character Creation Discussion

Awesome. Looks good. Make sure to mark down all the junk you get including your weapons. I just noticed that it details how many smokes you get in the Loadout section. Take that stuff too.
 
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Okay, so now that characters are set, we need to create your commanders and the Unit characteristics.


First up, let's talk about the Marine Assault Unit Commander. He's going to be a Major and leads the entire MAU. I need:

  • A name
  • Choose 2 strengths:
    inspiring
  • resolute
  • aggressive
  • cunning
  • honorable


[*]Choose 1 weakness:

  • blind to human suffering
  • outdated tactics
  • vying for power
  • addicted to victory
 
My suggestions:


Name: Benjamin Vance


Strengths: Aggressive, Inspiring


Weakness: Addicted to Victory
 
I'd back Grey's choices. They're what I'd want in your typical corrupt arse of a commanding officer. Picturing someone like Bill Sadler's Col. Stuart, minus the nude karate practice.


My name suggestion: Declan Vries. If not for him, then for the inevitable Company goon.
 
By majority:


2nd MAU Commander Major Benjamin Vance is cunning(strength), inspiring(strength), and vying for power(weakness).


How about Bravo Company's Commander? He's a Captain. Again, do these:

  • Name
  • Choose 2 strengths:
    Efficient
  • Flexible
  • Organized
  • Experienced
  • Calculating


[*]And 1 weakness:

  • Fanatical
  • Ambitious
  • Reckless
  • Indecisive
  • Cruel
  • Overconfident
  • Distracted
 
Arthur Wu, a good man providing for a sick daughter with hospital bills. Who could keep his mind totally on the mission when his own blood's back home in a hospital, fighting for her life?


Strengths: Experienced and Efficient


Weakness: Distracted
 
Bravo Company commander is Captain Arthur Wu who is experienced(strength), efficient(strength), and distracted(weakness).


Love the emergent play, @Skrakes.


Next, let's determine the Unit characteristics. These apply to the Platoon your squad is a part of. Keep in mind most of these are fictional cues. There's not much mechanical here.


Choose 2 advantages:

  • Your unit is especially well-armed. When you attack, you may spend 1-gear for +1d.
  • Your unit contains a number of seasoned veterans. +1 OP.
  • Your unit is an elite special-forces outfit. +1 OP.
  • Your unit has access to intelligence assets. Add surplus: +intel.
  • Your unit has reliable access to materiel. Surplus: +1 supply.
  • Your unit has access to vehicle transport, airborne drops, amphibious insertion, etc. Add: +mobility.
  • Your unit has a powerful patron higher up the chain of command (a Colonel at the regimental level or higher). Add: +patron.


And choose 1 drawback:

  • Your unit is comprised mainly of new recruits. Trouble: green.
  • Your unit is made up of misfits, outcasts, convicts, and cast-offs from other units. Trouble: savages.
  • Your unit operates beyond the range of easy re-supply. Supply -1.
  • Your unit has vendettas or rivals among the MAU. Trouble: reprisals.
  • Your unit has gone without replacements. Trouble: under-manned.
  • Your unit has attracted the unfavorable attention of the MAU or company commander. Trouble: whipping-boys.
 
We're a group of old hardasses who've seen the shit against Bebops on Company worlds ranging from Tau Ceti to the Brixton Ridge near the rim of human-settled space. Insurrection is no small thing. We see the shittier side of life in keeping colonial assets pinned down, and that's all we can really ask for. The best and brightest, if you will. Ammo, food, clothes, that's what we need. Someday that newer gear will fall into our hands, but until then we make do with what we have. Always will. We're in cryo half the time as it is, out here on the ass-end of nowhere. What we're looking for this time is the sixty-four million dollar question.


ADV: Seasoned veterans, special ops.


DB: Ass-end of space. Supply -1
 
Beautiful. To review:

  • 2nd MAU Commander Major Benjamin Vance

    Cunning (strength)
  • Inspiring (strength)
  • Vying for power (weakness)


[*]Bravo Company commander is Captain Arthur Wu

  • Experienced (strength)
  • Efficient (strength)
  • Distracted (weakness)


[*]2nd Platoon, SpecOps

  • Contains a number of seasoned veterans. +1 OP
  • Is an elite special-forces outfit. +1 OP
  • Operates beyond the range of easy re-supply (a.k.a. the ass-end of space). Supply -1




If everyone is good with those, let's finish up with bonds. Look at the "Bonds" section on your playbook in the PDF. In grey, it says "starting bonds". Assign each of the numbers listed to one character. This represents how "bonded" you and that character are. This number can only range from -4 to +4. When it reaches -4 or +4, you reset it to -1 or +1, respectively, and mark XP. At the end of each Chapter, I'll ask each of you to choose one character who's bonded with you more or less. Your answer determines whether they get a -1 or +1.


Looking at it further, each playbook reads the same. You get +2, +1, +1 to assign.


Does this make sense? If so, do this now.
 
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Okay, to finish bonds we have one last part. Then we can start play.


For each character you have a bond with (in this case all since we don't have that many), in one or two sentences describe what event drew you closer and bonded you.
 
You know, though, lets hold off for now on the "why". Just get the numbers in there. I'll ask you to explain the number the first time you use it. It will be more fun that way.


So, just do the number bit, if you haven't already.
 
Aw, but I was going to concoct a story of Thorne taking Meijer under his wing way back when...
 

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