A PC With Hidden Potential

I was thinking about player characters the other day and thought it would be fun to have a way to make one that is instinctively good at something but doesn’t realize it. This could either be because the skill is something they’ve never tried before or self confidence issues. For instance, a kid that is told he’s stupid his whole life but is really a math whiz. Another example could be someone who is extremely laid back and unmotivated but is excellent at defusing explosives because he doesn’t get scared and thinks clearly the whole time.

To make the character interesting to play several things need to happen. The hidden skill has to be very high, unnaturally so. The character has to be unremarkable in other ways. They might even be bumbling and a total disaster otherwise. This can make the character amusing to play in the right hands. Lastly the skill cannot be something that the character would normally use or it would be hard to explain why they don’t know they’re good at it. A fighting character could be an amazing singer or card player, a scientist being a crack shot, etc.

The questions that come up are, what is the skill, why doesn’t the character know about it and under what circumstances can they use their hidden potential? Also, once they discover their potential do they recognize it?

What Skill?
We’ve already established that it shouldn’t be something that the character would expect to be good at. So how should the skill actually be chosen? I there are three possibilities that come to mind. One, the player picks a skill when they generate the character. The drawback is that the player will be waiting to use the skill as soon as possible, there is no mystery. Two, the GM picks a skill. This preserves the mystery but what happens if the GM picks a skill that the player doesn’t really want to use? The character looses any interest as soon as the player finds out. Three, the skill is left undetermined until there is a need in the game and the player chooses to apply the hidden skill to the task. I like this last option the most as it preserves the mystery and the player picks it hopefully filling a role the player is interested in.

When Can It Be Used? Is It Recognized?
This is an interesting question because if the character first uses the skill and they know they did a good job, unless they have severe self esteem problems, the cat’s out of the bag. They should be able to use the skill any time after the first use. That may be okay and could be a good break for a player that likely hasn’t been accomplishing much up until now. On the other hand, if the player is into playing this enigmatic character and the skill is a subjective one like singing, the character could discount their own skill, thinking people were just being nice. Another possibility is that the character found it so easy that they can’t imagine that other people find the task hard to do.
If the player and GM agree to it, there may also be a psychological barrier to the character using the skill. For instance, the player may not enjoy using the skill. They may feel the action is repulsive or distasteful. Either it takes an act of great will to use the skill or someone has to be in mortal danger to use it.

For The Artifact
To make this kind of character for The Artifact RPG character creation goes as follows. The character gets a hidden skill at +30. Generate attributes as normal but any attribute over thirty is dropped to thirty and the amount the attribute is dropped goes into the hidden skill. If the hidden skill reaches +100 then the character gets a second related hidden skill with what is left over.

When the skill is chosen with any of the methods mentioned above the player decides if the character will recognize the skill. If the player chooses to and they can justify the character not recognizing their skill, they get an additional +20 to the skill.

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Player Characters and Foraging

Because of my interest in games about wilderness survival I’ve thought about PCs being able to forage for food and water on and off. This doesn’t sound like a particularly exciting part of game play. “I’m gonna go look for plants.” Might not be as exciting as “We’re under attack!” but it’s something that a GM (or players) shouldn’t overlook. Being able to find food and water can be a very powerful skill. The PCs can travel further and faster if they don’t have to carry all their consumables with them. I’m not advocating spending a lot of time in game dealing with foraging. That would probably be as much fun as having to describe chewing the food you just found. Usually a simple skill check is what you want to use to show that effort was put into the activity. (Although foraging can be a great excuse to introduce a lot of fun story ideas. “Look a cave!”)

The question I’ve always wondered was, how much food could a character be expected to collect and how much time would it take? Would this be an all day affair just to get a few twigs and berries or could a player expect to take care of all their needs. I came off with a very dim view of foraging after watching a show called Survivorman, Les Stroud would be dropped in a remote location and would have to survive for three days all while hauling a bunch of camera equipment. Poor Les would find some water to drink, if he was lucky he would find a few bugs or a mouse to eat. He was usually dehydrated and starving at the end of the show. Added to this, it seemed like Les was reasonably well equipped with information about his environment. He would consult local experts on how to live off the land and would deliver an array of statistics about the fate of poor uninformed souls that got lost or died in the environment he was in.

The problem with using Survivorman as a model is that Mr Stroud was purposely picking the most difficult environments to survive in and at best would have to be considered a novice forager. He was good at finding water but when it came to getting food he knew what to look for but you could tell that he wasn’t practiced at it. It was almost always the first time he had attempted a technique.

An accomplished forager does much better, in hunter-gatherer societies 60% of the population is in the business of acquiring food and they work only around 15 hours a week to do so. In other words, in nine hours a week a skilled hunter-gatherer could supply himself with food for the week. On average, in one hour and seventeen minutes, a forager could get a day’s food (or one meal for three people). Most people take that long to get a fire going and set up a tent.

The challenge to this is that you’d expect that to only work in verdant forests and lush healthy landscapes but that hour and seventeen minutes comes from present day hunter-gatherers that live in locations like the Kalahari dessert or the ice pack of the north pole. Obviously some environments are more difficult to forage in than others but it would seem that in most situations survival by foraging is an issue of skill. In a rich environment, poor quality food is often passed up for better tasting food instead of people taking less time to forage.

In harsher environments the PCs will have to travel further to find food, something on the range of 2-20 km (so 3d6 km?) a half day’s travel on the far end. When they do find it, there would only be enough to sustain them for a few meals. So instead of foraging slowing down travel, travel makes more foraging possible. In a rich environment a single square kilometer can sustain up to 11 people for extended periods of time.

I should qualify that these statistics are for hunting and gathering but the gathering (or foraging) end of it usually accounted for 60-80% of the food in harsh environments.

I’m going to try and incorporate this in some of my Survival Games posts since I’ll be doing some more environments soon.

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Grab People’s Attention Contest Is Underway

Contest started on June 29 and will run through August 4th (Gen Con Indy starts then). The challenge is to come up with a new 10 second pitch to get someone interested in RPGs. We feel this is a great way to promote the hobby. We already have some great entries from the philanthropists at 1KM1KT. The way they jumped in, you can tell these guys really love RPGs. Here are their entries.

John Michael Crovis

“Movies, Video Games, Television, Books – what do these have in common? They are all multibillion dollar industries that tell stories – and we pay a premium price for them. There is an alternative, more interactive than video games, for pocket change! Let me tell you about role playing games…”

Bubba Brown

FLAC: http://www.bestwithstuff.com/YoureRolePlayingNow.flac
WAV: http://www.bestwithstuff.com/YoureRolePlayingNow.wav

Chainsaw Aardvark

* A book, a few friends, a handful of dice, and limitless possibility.

* Some people play for a couple of points and bragging rights. Others gamble for a few dollars. When we play, we save worlds.

* You take the blue book – the story begins, you wake up in an unknown star-ship, and believe you’re near Centauri Prime. You take the red book – you stay in Wonderland and I show you how deep the Labyrinth goes. (Yes, this paraphrased from “The Matrix”)

* Because you can’t put “last of their kind transhuman space-pirate destined to topple the empire” on your actual resume.

* Batteries, lag, network outages, our style of role-playing has none of that.

* Sixty dollars spent on videogames grants you twenty hours of staring at a screen, shouting at people you’ve never met. Sixty dollars spent on RPG materials means months of adventures with your best friends.

Wanna throw your hat in the ring? Comment your entry HERE.

Bubba Brown has been having fun recording the entries in audio. You can hear them on the 1KM1KT thread. Let’s give him some more material to record! Submit your entry today, multiple entries are allowed.

 

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101 Uses for a Vac-Suit +5

Quite a while ago a bunch of Artifact players were remarking on a piece of equipment in the game called a Vac-Suit. Most characters get one to start the game, but nobody used them as intended (they’re limited use space/hazard suits). In fact a few of them had no idea what they even were supposed to do. People were using them for all kinds of things except for wearing them so we started a list of 101 uses for a Vac-Suit and ended up with 106.  It’s a bit hair brained but it was fun to come up with the list. Enjoy!

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Survival Games – Rock Wall

For an explanation on how to use these stats, check out the original Survival Games post.

Rock Wall
A geological barrier blocks travel.  Traveling around it will take time, climbing up or down it could be dangerous.

Surmount Method: Bare handed climbing. Ropes, spikes and hooks but the rope has to get to the top somehow.
Surmounting Attribute: Strength

Full 1/2 1/4 1/8
1 2 3 4

SP 1 per 2 meters

Hazards

Exertion
For every failed Strength roll the characters face an exertion hazard. While climbing the character has to exert themselves this leads to muscles getting tired. They get a -2 CDF to Str and a -2 CDF to Con (or 5-6% of the attribute).  CDF penalties accumulate until the characters can recover for a period of time. While recovering, the player rolls for the character’s Con. A Full result means 1 point of Str and Con are recovered. A 1/2 result means that 2 points are recovered. A 1/4 result means 3 points and a 1/8 result means 4 points recovered. If the CDF penalties exceed their Con the character must be rescued off the rock face or fall if they fail another Str roll.

Random Hazard
For every survival round the GM should roll once on the following table.

Roll 1D100

1-50 none
51-60 Loose Rock
61-70 Overhang
71-80 Stretch between holds
81-90 Wet rock/moss
91-100 Ledge

Loose Rock
A hand hold or foot hold that looked sturdy breaks off. The Character in the lead of the group must make an Agility roll to recover or the strain causes a -2 CDF to Con. All other characters must protect themselves from falling rocks (1d6 points of damage). Using rope to climb does not eliminate this hazard.

Overhang
There is a portion of the wall that angles outward. This makes the climbers rely primarily on arm strength. The characters must make an Agility roll or the strain causes a -2 CDF to Str and-2 CDF to Con. Using Rope eliminates this hazard.

Stretch between holds
The distance between handholds makes progressing difficult. The next Str roll to move up or down must be made with a -2d10 difficulty for all characters. Using Rope eliminates this hazard.

Wet Rock/Moss
A portion of the rock is slippery from moisture or moss. The next Str roll to move up or down must be made with a -3d6 difficulty for all characters. Using Rope reduces this hazard by half.

Ledge
A small ledge allows the characters to rest and recover.

Defenses and Weaknesses
Defense: Impervious rock 10% chance
The rock of this cliff is very hard and driving in spikes to hold a rope is extremely difficult. If a character falls the spikes will not hold the rope in place and all the characters will fall.

Defense: Loose rock 10% chance
The rock of the cliff is loose and climbing by hand will cause rock fall after rock fall. Using a rope to climb is required.

Defense: Waterfall 2% chance
The only climbable section of the cliff is up a waterfall. This soaks the characters making them heavier and hand holds and ropes slippery. All Str rolls must be made with a -3d10 difficulty for all characters.

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Grabbing People’s Attention

You have ten seconds. That’s it. Take any longer and they’re gone. It’s true of nearly anything now a days. If someone is going to read your blog, play your game or listen to your podcast.

People generally make some snap decisions based on what they can see to evaluate if something is worth their time. The decisions they make aren’t always logical ones either. For books and board games one of the things people subconsciously do is to weigh the book or box. They don’t even know they’re doing it. Board game makers will tell you, if they pick it up and the box feels too light, the person will decide that the game is not worth their money as if the bulk of a game defines how fun it will be. I’ve noticed people do this with books. A heavy book impresses people.

Online, people can’t weigh your blog but they still use some illogical measurements to evaluate it. For one, color is a big factor. While there is the readability factor, even when that isn’t an issue people will reject a site with a color scheme they don’t like. It’s like a person’s preference for color defines the merit of their writing.

What this means for GMs

Thankfully, if a person already plays RPGs, a lot of the work of grabbing their attention is in those three little letters R P and G. They know what you’re talking about and all you need to do is tack on a few more words “Star Wars”, “Mouseguard” or “The Artifact” (okay, not in the same league) to grab their attention. But what about someone who hasn’t played before? How do you grab their attention? I think this is one of the most difficult sales pitches out there. You have to deliver why RPGs are fun in ten seconds or they’re not sold.

Sometimes if someone hangs around for an hour (usually more) they start to pick up on the fun but getting that initial sales pitch right is viciously hard. Usually pictures are good for conveying larger amounts of information in short amounts of time. After all a picture is worth a thousand words (try saying a thousand words in ten seconds). This is exactly why board games have pictures on the box and books have pictures on the cover. They’re part of that ten second sales pitch. Flipping through a book with pictures can help but there’s a hang up. Hit a picture the person doesn’t like and you may loose the pitch. If they see one flaw that bothers them, you’ve lost them.

We’ve all heard the “It’s like being the people in the book/movie.” pitch. I don’t think I’ve ever had someone say “Ooh yeah, that sounds like fun!” to that pitch. Almost universally that pitch doesn’t work. Added to that, playing an RPG is a slow and often complex process. Explaining how to play as a sales pitch is guaranteed to confuse a potential player.

So what is to be done?

Be enthusiastic, not overly so, just enough that you convey that you enjoy playing. Knowing the person you’re introducing to Role Playing helps because you’ll know what they like but can also be a pitfall because they likely won’t link what they like with the game until they’ve played it.

Role Playing is a social game and is probably best explained that way. It’s a time to really enjoy being with your friends. Sure there are people that play with strangers but most of the time players are introduced by friends.

Role Playing is also a time to be creative. You have to be careful with that thought because a lot of people don’t think of themselves as creative and may mentally shut themselves out of being able to play.

RPGs are also a very deep rabbit hole and I think that people can sense that. They also seem to be afraid of doing it “wrong”, not realizing that most of us do it wrong in some sense or another. I think it’s important to reassure them that a big part of a successful game is when the players work together which makes everyone at the table want them to do well.

How would you explain it?

In the comments, give it a shot! See if you can explain role playing in a new and exciting way. It has to fit within 10 seconds! The answer that is judged to be the best will get a free copy of The Artifact RPG Economy (the B&W version) mailed to them!

Deadline is by Gen Con Indy. Multiple entries by the same person are allowed.

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Dogs!

Anywhere man goes, he’s likely to take dogs along with him. That includes other planets so characters on The Artifact would likely run into or have dogs available. While Earthers are conditioned by exposure to not be afraid of dogs, natives to The Artifact have no exposure to them normally. To them a dog is a frightening creature. This is even more so if their only impression of them is a working dog. Compounding that further is the Earther’s likening Brouragh to “Hounds” and a pack of dogs reacting similar to Seeter.

Here are stats for a medium to large work dog like a german shepherd.

Species Dog (Canis lupus familiaris)
Hight – 60 cm
Mass – 40 kg

Attributes
STR 20
CON 30
REF 45
CHA 50
INT 75
IQ 15
AGI 50
BTY 30
PSY 40
DEX – 10
HP – 7

Diet – Carnivore
Attacks 3
Damage: Bite 3
Defenses: None
Running speed: 65 kph

Special Abilities

Keen Smell: The dog has one of the more sensitive noses in the animal kingdom. Because of this they can sense people, other animals and chemicals they have be trained to detect, even in total darkness. Range Class: C

Habitat – Domestic
Numbers – 1-20

Sentry Dogs
Command Skill-IQ +30
Protect Area-Int +20

Worked on a short leash and were taught to give warning by growling, alerting or barking. They are especially valuable for working in the dark when attack from cover or the rear was most likely. The sentry dog was taught to go with a military or civilian guard on patrol and gave him warning of the approach or presence of strangers within the area protected.

Scout or Patrol Dogs
Command Skill-IQ +30
Protect Area-Int +20
Detect Ambush-Int +20

In addition to the skills listed for sentry dogs, scout/patrol dogs were trained to work in silence to aid in the detection of snipers, ambushes and other enemy forces in a particular locality.
The scout dog and his Quartermaster handler normally walk point on combat patrols, well in front of the infantry patrol. Scout dogs could often detect the presence of the enemy at distances up to 1,000 yards, long before men became aware of them. When a scout dog alerted to the enemy it would stiffen its body, raise its hackles, pricking his ears and holding its tail rigid. The presence of the dogs with patrols greatly lessens the danger of ambush and tended to boost the morale of the soldiers.
Scout Dogs are often most effective in close quarters and are less suited for open terrain.

Drug/Bomb Detecting Dogs
Command Skill-IQ +30
Chemical Detection-Int +20

Both types of dog are used to find traces of chemicals found in drugs or explosives that have been hidden or even buried.

Canine Flak Jacket

Only protects the vitals on the body of the dog. Most dogs will not tolerate bulkier armor.
AR 8
HP 5
Cost: 15,000 Yen

Remote Command and Monitor

A camera and microphone allows the trainer to see and hear what is going on around the dog. An around the ear speaker allows the trainer to speak commands that only the dog will hear.
Cost: 20,000 Yen

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What System Do You Use?

I’ve been asked this many times and I’ve tried to give a meaningful answer. I’ve said things like “my own” but never had a good way of quickly saying what I was using an why.

It’s not the system it’s the story

I’ve heard this pretty regularly for a little while now. I’d love that to be the case but there are a few great stories out there that have been pared with the wrong system and suffered for it. A.L. over at Reality Refracted had several great posts about how mechanics alter the story of a game and even help to tell the story. I completely agree with him. I’m not opposed to the idea of porting games to other systems but to get it right would take brilliance or a lot of brutally hard work.

What I’m getting at is that when I make a game, the setting and the mechanics need to match. Not just any system would do.

What’s in a name

Names are really quite powerful, not by themselves mind you but when properly attached to what they represent they do a lot. For example, if I say “the d20 system” most gamers instantly have a lot of information that they can work with to understand what I’m talking about. I have to admit that I failed to recognize the importance of a name for a system and that’s why I’ve only occasionally thought about giving my systems names.

The Fraction Column System

There are a lot of things that The Artifact RPG’s system does that is important to telling it’s story but it’s powerhouse mechanic is the Fraction Column. Let me show you why.

When playing other games, I have to admit that I was a rules lawyer (I’m better now) and one of my worst habits was to make my characters unbeatable. I found ways to do this in most systems that I played. Some systems were better than others but I wanted to do better.

Let’s take a situation. A basic level character is trying to catch a tiger using a tranquilizer gun. The animal is very fast and will almost always be able to avoid the dart because of a high Reflex. To make this work in most games, the attributes (or skills or traits) would have to be close to each other. In the Fraction Column system they can be very different and the task can still be accomplished.

Frank

Attribute Full 1/2 1/4 1/8
Agility 30 15 8 4

Frank’s Agility is 30 on a 1d100 (roll under the target number) he has a 30% chance of base success but it doesn’t end there. If the Player rolls lower than his Fraction Columns he does even better.

the Tiger

Attribute Full 1/2 1/4 1/8
Reflex 100 50 25 13

The tiger’s Reflex (used to dodge) is 100. On a 1d100 the Tiger would always succeed (except for on a roll of 100 which we count as an automatic failure).

Normally Frank could never hit the tiger without the benefit of his Fraction Columns. Lets say Frank gets a great roll of an 8 on a 1d100. He’s just made his 1/4 column and the tiger has to match it or do better to dodge. The tiger’s 1/4 column is a 25, so it has a better chance than Frank does, but it’s not an automatic success at this point.

This does a lot to a game’s story. Even very advanced characters are not immune to danger and that changes the mood and adds to the gritty feeling of the game.

So now, when someone asks me what system I’m using, I’ll answer “The Fraction Column System”. Then they’ll look at me and say “I’ve never heard of it.” Hey, gotta start somewhere.. .

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Animal Taming

Sai asked me a while ago if it was possible to tame beasts for The Artifact. The answer was “There should be!” Then we hammered out a basic system to do just that.

What we came up with was that each animal under training should be treated as an NPC that the player would keep track of but the GM would still control.

The animal would learn skills from the trainer. These would be basic skills like Fetch and Sit. The first skill that an animal has to learn is an IQ skill called “Commands”. This is like a language skill. The animal has to check against it to see if it understands that the trainer is speaking to it and to understand which command is being given. If the animal fails, it has no idea you want it to do something so getting this skill high is a priority. This makes dumb animals more difficult to train and slower to advance. Animals that are considered domesticated have a skill cost of one (1) XP per skill advancement. Wild animals have a skill cost of two (2) per advancement. Each command is a skill by itself that must also be learned. So “Attack” is a skill that the animal would learn but it would be an Agility skill that the animal would use when it understands the command.

Each new skill requires at least one week of dedicated training time. Each week an animal is trained they get 1 XP. After the first week of training, as long as the animal practices or uses the new skill, they get 1 XP per week to spend on advancing skills.

Domestic and Wild Animals

There’s a big difference between training a horse and training an alligator. One animal is domesticated, the other is wild but both can be trained.

When attempting to train a domestic animal the PC rolls for their Charisma + Animal Training skill. The first time they attempt this, the animal gets to resist by making a Psyche roll at the same fraction column or lower than the trainer’s roll. If the animal fails the Psyche roll they will obey. After the first failed Psy roll, the animal will listen to the trainer.

Wild animals always check against their Psy for every command, no matter how long they have been trained. This requires a higher Animal Training skill for wild animals to get consistent results out of them.

New Charisma Skill

Animal Taming – <specific> (2)

The character chooses a specific type of animal they want to tame. This skill allows a character to teach skills to a species of animal. This skill is used in Charisma rolls to see if an animal will follow that individual’s training. Also, each week that the trainer makes a successful roll for an animal that animal gains 1 XP that is used to raise one of the animal’s skills.

Possible Animal Skills

There are so many thing that an animal can be taught to do, this is a brief list of skill ideas.

Fetch
Follow
Sit
Attack
Ride
Find

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Second Edition Player’s Handbook Release

I’ve been talking about it for a while now. The updated Player’s Handbook is now available for download and as a print book. I was waiting for a test print to come back and it checks out. Zamzar seems to have worked well with the PDF creation process so two thumbs up!

Here’s the description on the back of the book.

This is the second edition of the bigger and better Player’s Handbook, an indispensable guide to The Artifact. Twenty eight pages brings the people and world of The Artifact to life with detailed descriptions from an ASO Field Scientist’s perspective. Native technologies are explained, allowing players to know what they’re touching and using. Twenty more pages detail the job of a Communications Officer and give stats and rules for hacking into computers and vehicles, including implanting viruses. The remaining fifty pages are a toy box for the players, packed tightly full of equipment and vehicles.

Here are some more pictures of the interior. Quality is standard Lulu fare which tends to be good. In the early days I had some bindings fall apart but haven’t had a problem with any of my newer books.

Table of Contents and First Page

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