[3.2.1] Concept
Before you can really start assigning numbers to your character, you first have
to decide exactly who that character is. Often, the first place to begin
is to choose your character's profession. Is he a hit-man for hire? A
corporate security officer? An up-and-coming corporate executive? A
run-of-the-mill gang member? A reclusive scholar, studying the ancient texts
that survived the third world war? Anything within the scope of the game is
possible, but keep in mind the inherent dangers of some of these professions.
The life expectancy for a corporate bodyguard or street gang member is not a
reassuring number.
From here, you can start to formulate the character's Attributes, Field,
and Skills in your mind. What is required to perform the character's regular
duties? Is a high Strength required, and if so, is my character going to
exceed or fall below the average? You can always have a character that really
isn't very good at their line of work, as long as you know they won't be all
that good at it. A slow and clumsy gunfighter will not be in high demand, but
it is a perfectly legitimate character concept. Do the same for the rest
of their physical attributes (Agility, Appearance, Constitution) and mental
attributes (Logic, Intuition, Personality, Will). More information is
available in Section 3.2.2: Attributes
Now that we've given some idea to our character's physical and mental
capabilities, let's consider some of their more external characteristics. For
example, how well connected is our new character? Do they have a lot of
acquaintances on the street that they can question for information? If so,
then we'll want to consider a high Contacts
score. Are they well known? Famous, even? This is how we decide upon their
Renown. And how much of the character's
life has been spent in study or training. The
Education attribute is a general
indicator of that part of their life. Finally, how much liquid cash does the
character have access to. The Assets
attribute directly determines how much money a character begins with right after
character generation.
The last step in the character concept is to consider the basic history of
your character, establish your character's background. Not only will this
let you have the information readily available if it ever comes up in gameplay,
but it also gives you insight into your character's motivations and emotions.
A person born into poverty may have a driving need to succeed and prove
themselves. Someone with childhood trauma may go through life angry, or
withdrawn. This is your character, and you should only make them what you are
comfortable playing.