Character Creation Challenge 2024 - 6: Jamuel Stålhult [Mutant: Hindenburg]
Third Mutant: Year Zero Character
The Hindenburg party continues to grow...
0: The Fundamentals
After the first character, I had a general plan for the rest of the group. But looking at the skills and stuff more, there is no real "wilderness" occupation. The Hunter is more of a tracker that works in the city as well as the wilderness for example. I was also thinking having one each of the Mutated Human and Psi-Mutant classes, originally tied to having the brains me the mutated human and the brawn the psi-mutant to do snowflake stuff. But since the extra mutations they might get reduce the physical stats for mutated human and the mental stats for psi-mutant, this would be counterproductive.
So making a party is getting a bit more complicated than originally envisioned. So the social character has some really interesting classes, and if the wilderness character is now a "kyla" based character instead...
So I'll just make something with a focus on the physical stats (with Kyla being the highest) first, and see what we end up with.
1: Class
Mutated Human.
They want good physical stats in case more mutations form, so works well with the physical character.
2: Occupation
Soldier.
The other Kyla characters had more of a focus on the Skärpa skills (Hunter) or the Känsla skills (Officer). So this is what fit best.
3: Name
Jamuel Stålhult (taken from the name suggestions in the book)
4: Age
Young.
To get the most ability points.
5: Abilities
Young characters get 15 points. The class allows me to change on ability point to getting an extra mutation. Unlike the animal and robot options for doing this, here I think it's worth it, so will have 14 ability points and an extra special power.
- Styrka: 4
- Kyla: 5
- Skärpa: 2
- Känsla: 3
I really dislike having only 2 in somthing, as any damage (from pushing or attack) has a much higher risk from being broken than a 3. So maybe getting that extra power was not worth it...
6: Skills
Young characters only gets 8 skill points, making this bit a bit iffy.
- Slita & Släpa: 0
- Slåss: 2
- Uthärda: 1
- Hoppa & klättra: 1
- Skjuta: 3
- Smyga: 1
- Begripa: 0
- Mecka: 0
- Speja: 0
- Genomskåda: 0
- Manipulera: 0
- Vårda: 0
I guess is the D&D character in the group...
7: Talents
- Specialist: Gevär
The other talents were interesting, but this min maxed it a bit more like it was a Pathfinder character.
8: Special Powers
Since I swapped in an ability point, I get two. Hindenburg also lets players choose their powers instead of getting random ones from start by default. Ideally I want one utility oriented one and a damage or soak dump one that can be used often so I don't end up hoarding points and let the GM get heaps.
- Elektrisk
- Magnetism
Both of these had both utility parts (can even charge the robot if it runs out of power with eletrisk!), can damage dump both in melee and ranged and can reduce some damage. There are some limitations here, but it's also some big X-Men vibes going on here.
9: Close Companion
Not picked on, will do after the party is made.
10: Gear and Credits
- Gevär
- 4 Credits
Gets a bit more rich than the other two, but also less in need of extras.
11: Look and Haven
Prolly has hair like Doc Brown (I think he was called) in Back to the Future. A really tiny dwelling, but always at a bar, as being home alone might just be Jamuel's biggest fear.
Character Summary
Jamuel Stålhult
Young Mutated Human Soldier
Ability Scores
- Styrka: 4
- Kyla: 5
- Skärpa: 2
- Känsla: 3
Skills
- Slita & Släpa: 0
- Slåss: 2
- Uthärda: 1
- Hoppa & klättra: 1
- Skjuta: 3
- Smyga: 1
- Begripa: 0
- Mecka: 0
- Speja: 0
- Genomskåda: 0
- Manipulera: 0
- Vårda: 0
Talents
- Specialist: Gevär
Special Powers
- Elektrisk
- Magnetism
Gear and Credits
- Gevär
- 4 Credits
In Play
Much like the robot worker character, this character is one dimensional. He can do a bunch of these physical tasks well, can shoot and the special powers amplifies combat prowess. Depending on the game or even the session at hand, combat might either be useful if no choice, or if you have a choice not doing combat is a good thing most of the time. If the second happens, the character can do some recon and little else.
For some reason I am thinking of the character as acting a bit of both Magneto and Doc Brown. Given the skills, class and occupation and most likely being very able to be get what he wants if it comes down to violence, and never if not, making the treshold for violence much lower. May start calm and a bit eccentric, but the longer anything goes on the more frustrated and annoyed and barely contained eruption of violence.
In combat can shoot well, and with a melee weapon do well up close too. And can dump power points into tough enemies. And use the powers some creative ways for problem solving.
As for character progress, pumping up the Skyta and Slåss skills, maybe some talents to go with them. And then some of the other physical skills. Double down on the min-maxing. Getting some armor and a big melee weapon would also be nice use of credits.
Opinions
If this was D&D or Pathfinder, I would have liked to play this character. However, in the Year Zero Engine it is missing things. Most of the sessions tends to be something not combat, and being essentially a help bot at best if dice gets involved is not the best. It fits in the party, but I wouldn't like playing it.
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