MYZ: Character & NPC Generation

OOC forum for Mutant Year Zero
User avatar
silverfoxdmt73
Level 12
Level 12
Posts: 1453
Location: Newcastle, England
User Class: Former Company Man

MYZ: Character & NPC Generation

Post by silverfoxdmt73 » Mon Mar 21, 2022 9:42 am

Discussions around creating characters and the NPCs important to them and the Ark.

Let me know what you guys are thinking about concepts and roles etc.

Each of you will have choices to make on relationships with each other's characters but also, with one or two NPCs also. These will be people you live with in the Ark, or at least will have met in the past and have made a lasting relationship. I'd like to flesh out those characters to a certain extent so they have some kind of emotional connection with your characters.

Once you have decided on their names and a link to your characters, I'll update them on the Ark thread.

User avatar
RorytheRomulan
Level 12
Level 12
Posts: 1841
Location: US

MYZ: Character & NPC Generation

Post by RorytheRomulan » Tue Mar 22, 2022 12:57 am

Here is my concept, a Slave with the old world blues - his name is Mart.

This guy found a picture book about knights, chivalry, and legends of the middle ages (or maybe he got to borrow it from the Elder). It may have inspired him a little too much, because for as long as you've known him, he's spoken in this odd manner, like some antiquated man of honor. He has his head in fantasy land, almost literally, but his dedication to this outward projection is charming in its own way, and he's unusually friendly. Not necessarily persuasive, but he's become stronk, and being big and friendly compensates for his odd mannerisms. He's been itching for a chance to prove himself and go out into the wild. If you had to guess, it must be related to those stories of the Before-Times.

People who have humored or encouraged his fantasy are remembered fondly by him. People who have laughed at it, not so much, because it is related to his Big Dream, which involves more freedom than he currently has. And of course, he might bear a silent grudge against people who are taken to beating him, or treating him or other slaves as less than human.

As for a role, he's a tank. He's a pack mule. He excels in Strength related skills, and is a little faster than the average bear. I found it difficult to balance him when considering a dump stat, considering that each of the stats is tied to a resistance, but I settled on 5 Strength, 4 Agility, 2 Wits, and 3 Empathy, and I'm really keen on him having that 5 Strength, to be his biggest asset by far. What's a good rule of thumb?

Do you have any advice on how to allocate skill points? I've put them all into four Strength related skills and one Agility skill.

User avatar
Bohemond
Level 12
Level 12
Posts: 1384
User Class: Scout

Re: MYZ: Character & NPC Generation

Post by Bohemond » Tue Mar 22, 2022 2:35 am

I've been looking through the books and going through the characters. I've narrowed it down to three roles:

Gearhead - I like smarty-pants characters, and the ability to make gear seems huge. Also seems like he'd be useful for the more cerebral Ark projects.

Dog Handler - Arguably the best "utility" role. The Sic A Dog skill combined with the Mutant's Best Friend would mean my character would have 7 or 9 to roll on Endure, Fight, Move, and Scout checks. My concern is that the character may end up being me just rolling Sic A Dog all the time.

Boss - He has the ability to get a bunch of resources, he can apply his Command skill to any Ark project, and there's also that whole personal army thing. I'm concerned that it has the potential to really up-end both the group dynamic and the campaign.

I was wondering what other PCs thought and what they thought would best fit in the group or if any of these roles are interesting or overlapping their preferences.

I do know what my character's Big Dream will be, regardless of his role in the group is.

User avatar
silverfoxdmt73
Level 12
Level 12
Posts: 1453
Location: Newcastle, England
User Class: Former Company Man

Re: MYZ: Character & NPC Generation

Post by silverfoxdmt73 » Tue Mar 22, 2022 8:39 am

RorytheRomulan wrote:
Tue Mar 22, 2022 12:57 am
As for a role, he's a tank. He's a pack mule. He excels in Strength related skills, and is a little faster than the average bear. I found it difficult to balance him when considering a dump stat, considering that each of the stats is tied to a resistance, but I settled on 5 Strength, 4 Agility, 2 Wits, and 3 Empathy, and I'm really keen on him having that 5 Strength, to be his biggest asset by far. What's a good rule of thumb?

Do you have any advice on how to allocate skill points? I've put them all into four Strength related skills and one Agility skill.

Well, that's the beauty of MYZ, there's not a dump stat as such, as they all soak up damage in one form or another. I guess Strength is the more obvious place to put points if you're going to be at the front when it comes to combat as that's where you take damage for physical attacks (melee and ranged).

5 is certainly a decent amount for key attribute, you'll be rolling 5 base die plus whatever skill level you put into your strength bases skills, at least to begin with - in MYZ when you take damage to your attributes you roll less die, which is something to be aware of before you all start charging into combat.

As for skills, I guess it depends on how specialised you want to be. There's a temptation to put 1 level in a larger number of skills I think, which is okay, but leaves you a little lacking in your specialist skill perhaps. I'd suggest maybe 2 or 3 in your role's specialist skill would be beneficial, though after that it depends on how you want to play - either as a one-trick-pony or a bit of a jack or all trades.

User avatar
ManWithDoor
Moderator
Moderator
Posts: 9307
Location: California, USA
Title: Imperial Psyker
User Class: Imperial Psyker

Re: MYZ: Character & NPC Generation

Post by ManWithDoor » Wed Mar 23, 2022 12:50 am

I was thinking either Gearhead or Stalker. Besides just being useful, I like them even more in the context of Mutant Year Zero.

Gearhead - understanding of pre-War technology is basically nil. Not just Fallout level of we don't remember how to make plasma weapons or power armor, but more like knocked back to pre-Industrial times, or in some places back to the Bronze/Iron Age. Having something even as simple as a waterwheel to mill flour is something that takes significant community investment. Things like a toaster might as well as alien technology put here by Little Green Men.
- In the long-term, advancing the Ark technologically is crucial. We literally lose population every 'Session' until we build up high levels of food supply and defenses, and put in a bunch of projects. Well, and don't get super-murdered by another group. Getting Artifacts and the like to push that progress will literally save us all.

Stalker - MYZ's world is stupidly dangerous. Not just "here be Deathclaws" and "this little area here is radioactive so have some RadX on hand", but more like "every area will give you the Rot and kill you, but some areas will just kill you slower than others". Wandering around to find food or other supplies will kill the unwary very fast, and the Ark doesn't have people to spare.
- Having someone that can traverse the land with minimal Rot, avoid deadly dangers, and pinpoint the most important locations to scavenge will save us time and lives. And time is lives in MYZ, with every 'Session' killing more of us.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

User avatar
Bohemond
Level 12
Level 12
Posts: 1384
User Class: Scout

Re: MYZ: Character & NPC Generation

Post by Bohemond » Wed Mar 23, 2022 1:37 am

I couldn't agree more, MWD. One of the reasons I've been trying to sound out what roles the group is gravitating towards was that if no one goes for Gearhead, I'd take that so we'd have someone who can make gear, comprehend artifacts, and tackle the more cerebral Ark projects. Did you have any particular preference in roles? Also, I was wondering if you had any particular thought on my choices. I'd actually like everyone to chime in.

User avatar
ManWithDoor
Moderator
Moderator
Posts: 9307
Location: California, USA
Title: Imperial Psyker
User Class: Imperial Psyker

Re: MYZ: Character & NPC Generation

Post by ManWithDoor » Wed Mar 23, 2022 2:02 am

Gearhead
Jury-Rig (Specialist): can create items in the field, repair things, and is good with vehicles
- Inventor/Motorhead/Tinkerer just gives static bonuses to parts of Jury-Rig

Stalker
Find The Path (Specialist): can find safe paths throughs Zones, but better at finding artifacts, supplies, and can re-explore Zones
- Scavenger gives a bonus to finding artifacts, Monster Hunter to dealing with beasts, and Rot Finder lowers the effective level of Rot in a Sector when traversing it

Keep in mind that anyone can invest in the Comprehend (Wits) Skill to understand old lore and Artifacts, it's just that Gearheads are better at it and get to make up new stuff in the field. We'd have to go back to the Ark after exploring areas to get someone to make things for us.

And anyone can invest in Scout (Wits) and Know the Zone (Wits) without a Stalker. We'd just not be as specialized as they can get, and not get the cool things like re-exploring Zones, or lessening effective Rot levels.

---

As for preferences, I usually play Engineers of some sort, so am leaning towards the Stalker. But I don't mind either, and we won't be screwed if we're missing one or the other. Or even both. We could play something like a Slave, Boss, and Chronicler party, and still have an interesting and skilled adventuring group.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

User avatar
RorytheRomulan
Level 12
Level 12
Posts: 1841
Location: US

Re: MYZ: Character & NPC Generation

Post by RorytheRomulan » Wed Mar 23, 2022 6:29 am

Thanks Silver, I'll fiddle with my ranks a bit more, but it looks like my Strength focus and skill choice will have me set in soak & competence. I was thinking ahead for the times my character will suffer Confusion, as an example, and be caught like a deer in headlights. I might settle on 3 for each.

Looks like Gearhead will make you happy then, Door. You guys can just point me in whichever direction you want me to charge.

I found this music from Metro useful for getting inspired. Not necessarily for a character theme - I already have something more bombastic for Mart.
Metro Last Light OST - Halls of D6

Mart
Pumping Iron Power

User avatar
silverfoxdmt73
Level 12
Level 12
Posts: 1453
Location: Newcastle, England
User Class: Former Company Man

Re: MYZ: Character & NPC Generation

Post by silverfoxdmt73 » Wed Mar 23, 2022 7:26 am

Certainly the Gearhead and Stalker roles appear to have a focus that leads them to be particularly useful to any Ark.

It's not specified in the player's background how long ago the Old Age was, but judging by how much of that technology has been forgotten, its a long time ago - though The Elder would claim to remember such times, but nowdays it's unclear if this is true or just him rambling on due to the Rot.

I'm trying to work out just what would constitute a Session in game terms as there are a few things (such as population loss and Experience gain) that are determined each Session. I'll work it out as we go I think.

User avatar
silverfoxdmt73
Level 12
Level 12
Posts: 1453
Location: Newcastle, England
User Class: Former Company Man

Re: MYZ: Character & NPC Generation

Post by silverfoxdmt73 » Wed Mar 23, 2022 7:33 am

I'm working on my own map, based on my local area. It won't make any difference in terms of player knowledge of a particular area, as the MYZ world is very much different to the Old Times anyway, but I figured it would be cool to make my own map anyways.

Post Reply