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I'll admit it: I like
playing eccentric characters.
When two paths
diverge in a wood, I, I take the one that exists as a right of way
only on the map, and leads to thorns, barbed wire and an angry farmer
with a shotgun. There is of course one problem with eccentric
characters.
They're generally
useless, dangerous or both.
Take an old favourite
Abberant1 character of mine, "The Sword of
Justice". The Sword was a fine character, moral, honest and
dedicated.
The Other PCs: And
also utterly, utterly mad.
Unlike every other
super-powered Nova (the term given to super-powered people in the
Abberant universe), the Sword's powers were not derived from a
special gland in his brain that allowed him to manipulate quantum
energy.
The Other PCs: Yes
they were!
His powers were
granted to him by God.
The Other PCs: No
they weren't!
Whereas the
superhuman abilities of most Novas first manifest themselves during a
particularly stressful event such as a car crash, the Sword was first
granted his powers when a raid in his previous job as a police
detective went wrong and he was forced to fight for his life.
The Other PCs:
*ahem* Might have been a tad stressful?
He was mortally
wounded that day and should have died, but he prayed to God that he
might be saved to continue his fight against evil and God answered
his prayers.
The Other PCs: The
more heathen secular amongst them felt that his
possessing the regeneration power might have had something to do with
it.
God further granted
him two powers, that he, the Sword, might serve him: a shield by
which he could read people's auras to determine if they were good or
evil...
The Other PCs: A
customised version of the sense emotions power; he perceived calm,
happy people as good, and angry aggressive people as evil - which
given the calibre of people he came into contact with was right about
95% of the time.
...and a
sword, by which he could slay the evil2.
The Other PCs:
*cough* quantum bolt.3
So against "good"
people he was a pacifist, who would refuse to kill or harm. But
against "evil" people, he was utterly ruthless, leaving only
small piles of smoking ashes.
As a character, The
Sword was interesting, offbeat, and of course, utterly wrong for the
campaign, which I'd started off GMing {}, and in which we played
members of a super-powered consultancy firm for hire as corporate
troubleshooters. (There was also a subplot about a serial killer
roaming the ghettos of the city executing pimps and drug dealers with
what appeared to be some kind of high-powered flamethrower - but
for some reason The Sword could never fathom, the rest of the guys
were strangely reluctant to follow that up).
From day one, The
Sword started to face resistance from the other characters (or
perhaps it was me, Jonny, facing resistance from the other players).
I guess with
hindsight I can say that when you're raiding an abandoned church full
of drug-dealing pistol packing home boys, walking down the central
aisle chanting, "Yea, though I walk through the valley of the
shadow of death..." while despatching lethal quantum bolts left and
right wasn't exactly the sort of thing to inspire confidence in your
more secular companions.
Although thinking
further, I think maybe it was executing the prisoners afterwards that
rather soured the guys on The Sword. They were still somewhat in
superhero mode (or at least, "not getting the bollocks sued off us
by our client, the city, the relatives, and anyone else who can claim
to be traumatised" mode). After that they made sure to keep anyone
they found securely locked in an area of our headquarters (a cheap,
down-town building) that I didn't have access to. I didn't care. I
just sat in my room reading the bible (and not - as was often alleged
- standing on the roof incinerating any low-life who might walk past
the building).
But The Sword didn't
put me off playing eccentrics.
My most recent
offbeat character was my Wookie Fringer4, Wooku, in Bog
Boy's D20 Star Wars game. The starting plot angle was built around
Mark's PC, an "Indiana Jones" type archaeologist travelling
around the galaxy looting finding rare artefacts.
Of course, it didn't
work out that way: Mark's PC actually had a level of Force Adept5
and so the first encounter consisted of him pumping his attributes up
to obscene levels and then kicking the [expletive deleted] out of a
bunch of harmless smugglers. (Well they were harmless after he'd
finished with them).
Yes. His monk6
was reborn.
But back to the
characters... Having decided on Mark's PC, two other roles were
required: a military type who could pilot the ship, and some kind of
engineering type. I bagsied the engineering type leaving Bubba to
play Dudley Doright.
So I had the basic
outlines of the role - a Fringer with a knack for fixing things -
but I wanted some other angle. Then I remembered a previous S&P
article I'd written in which I described how a former work colleague
of mine used to reclaim radios when the rent was forthcoming.
Remember the softly
spoken little Scottish guy with the menacing persona who always did
the talking? The man who simply screamed player character? Well I
took the other guy - the cowardly giant who stood at the back with
a baseball bat ready to leg it when the going got tough.
But "some bloke who
some bloke I used to work with once employed" still seemed a bit
vague as a character concept - or at least not something I could
easily explain to the guys. I needed a snappier concept. Something
the guys could easily grasp. Something...
Villa from Blakes 7,
as a Wookie. I made him an engineer with a penchant for stealing
things and a particular skill for cracking locks. Add in a hobby,
cooking, and a name, Garwooken, shortened to "Wooka", and I was
all set to go.
It turned out that
having a concept that the guys could easily grasp was something of a
double-edged sword due to a number of factors, the chief of which was
that they hated it.
I was happy wondering
around through local markets buying exotic ingredients for that
evening's meal, but when - in the first firefight we got into - I was
first to get out of the way, "scampering" up our ship's loading
ramp as soon as the droid got it open - they started to get a bit
unhappy. Apparently, as a "wookie", I was supposed to be the
muscle of the party.
Or as I put it on my
blog, the morning after an evening's awkward discussion: "Apparently
in a party with only three people, everyone needs to perform three
roles and apparently cook doesn't count as one of them."
We continued on in
the campaign, and I was sometimes very useful, such as on the ice
planet where I used my Wookie claws to lead the climb up a steep ice
cliff. Admittedly, that was only because they kept on hitting me
until I agreed to do it, but hey, I was still there. And when the
ship's engines broke down in combat, I was the one who always got
them going again.
Mark even found a
perfect miniature for Wookie from the WotC Star Wars miniature set: a
Wookie with both hands held high in the classic, "Don't shoot! I
surrender pose!"
But it just didn't
quite work, and it was when we found ourselves sneaking into an
ancient underground complex in search of dark sith lord, and I found
myself making scared noises and jumping behind statues, that I
realised the awful truth.
I wasn't playing
Villa from Blakes 7.
I was playing Scooby
Doo with a wrench.
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