Tuesday, June 26, 2018

A SNEAK PEEK: The HiBRiD Player's Spielbook, Chapter 2: Step Eight of Eight (Possessions)


Step Eight: List Possessions


Finally, all that remains is to determine your character’s material possessions. Your character’s possessions are closely linked to your character’s concept history, and the genre. If your character grew up on the streets, for example, he is most likely barely going to have two pennies to rub together, unless his history says he recently found a bag of money in the street with no name on it. He is likely to have a few ratty possessions of personal importance but little utility in his cardboard box under the viaduct, a few possessions on his person, and a few coins if any walking around money. On the other hand, if your character is a wealthy thrill seeker bored with his privileged life, he is likely going to have a large amount of money in the bank but not necessarily available on his person, a lot of fancy equipment or gear in a traveling suitcase, a trunk with a number of fashionable outfits, and one or two fancy weapons normally available to civilians that may or may not be durable and functional.

Given these examples, it is easy to see how you can rationalize any number of possessions unique to your character that would not be common to others possessing the same profession or skills. It could also take a long time trying to make sure you capture all the things your character would normally have.

To make determining possessions a quick and easy process, your character’s possessions are classified into five types: Clothing, Concept Kit, Specific Items, Improvised Items, and Holdings.

Clothing


The first type of possessions is the clothing your character is wearing. Your character begins with any clothes you choose, including underwear, socks, and footwear. If you do not indicate clothes on your character sheet, your character is naked.

Hujraad’s Hacks: Naked Characters? Seriously?

Yes. Seriously. Naked. It may seem that it needs to go without saying, but just in case you don’t believe me or are unclear on this topic, I will restate it once again: if you do not list your character’s clothing, your character is naked. This includes underwear and socks.

Concept Kit


Your character is assumed to begin play carrying items related to his concept skills. To reflect this assumption, you may list one concept kit. This concept kit is assumed to contain all of the items necessary for your character to perform the sorts of actions characters typically carried out by characters of the role defined in your character’s concept.

Listing a concept kit does away with the need to list specific items, and is based on the role of your character.

Each concept kit reflects actions not related to combat and never includes weapons or ammunition. A concept kit for a character with “barbarian” listed as the role in the  concept, for example, would be assumed to contain tools for foraging, navigating, tracking, setting snares, and climbing. Major things that would be assumed to be in the kit on a day-to-day basis would be flint and tinder, a few lengths of rope, pitons, an axe for wood chopping, a utilitarian knife, camouflage paint, twine, et cetera.

Hujraad’s Hacks: The Weaponlessness of Concept Gear

It might seem that some character concepts would require if not strongly suggest that weapons be included in a concept kit. As an example, let’s look at a common role for many Wild West games, the “gunslinger”. If you were to make a character with gunslinger concept, of course, your character is going to have guns, bullets, and a gun belt, et cetera. But what else would a gunslinger need that you might not think about? Definitely, a gunslinger would need a good hunting knife, some rations, some tools for taking care of his horse’s shoes, a tent, some firemaking tools, and a bedroll. By listing a “gunslinger’s kit” for your character, you can save the time it would take to write down all of these mundane things, as well as the effort of having to write down other things you might not think of or have the time to think about. This frees you from having to worry about the boring items and get right down to the part of the character creation process that you might enjoy a bit more: designating their character’s custom-designed, unique weapons.

Uses

A concept kit is composed of both consumable items that are used up over time as well as durable items that are not. To simplify this, each kit possesses 20 “Uses”. Whenever an item that might be used to accomplish a task requires the use of a piece of equipment in the kit, the Director will judge whether or not one of these uses is spent. If so, you will subtract one “Use” from the number of “Uses” for the kit. Once the number of “Uses” for a concept kit is depleted, the character must get a new kit or otherwise take measures to get the kit replenished.

Specified Items


In addition to your character’s concept kit, you are free to list any Specified items your character would carry on his/her person that would not be included in the concept kit. Examples of such items include weapons, ammunition, money, car keys, good luck charms, et cetera.

While a concept kit has a mixture of durable  and consumable items, Specified items are classified as either durable items or consumable Items.

Any Specified durable items that may be used repeatedly to carry out the activities of daily living or perform actions while adventuring that can be easily carried in a backpack, tool belt, or by some other readily convenient means are assumed to be within your character’s immediate reach (but may take time to access) if needed, unless something happens over the course of the game, such as being lost or stolen. Examples of durable items include weapons, a wallet or purse, a walking stick, a backpack, eyeglasses, car keys, personal communication devices, or a daily planner or journal.

Any Specified consumable items that will be used up over the course of normal use as game play proceeds must be noted on your character sheet separately, and the number of each item must also be listed. Over the course of the game, as these items are consumed, you will need to keep track of the number remaining. Examples of such items include darts, arrows, rounds of ammunition, money, batteries, matches, food, nuts and bolts, nails, solder, et cetera.

Hujraad’s Hacks: Only Specified Items

If you are not in a hurry, rather than listing a concept kit, you are more than welcome to list each and every individual tool or piece of equipment on your character sheet to your heart’s content as a Specified item. If you choose to follow this path rather than using a concept kit, remember to classify and list your objects separately as durable and consumable Items, and to designate the number of consumable items next to the item’s name on your character sheet.

Improvised Items


The next type of possessions your character will possess are referred to as Improvised items. Improvised items represent any of a number of random, nameless, household, items that your character might need at any given time that you would have no way of knowing he would need beforehand. Perhaps your character, stranded on a rural dirt road and camping out until help arrives, feels a sudden need for a bag of marshmallows? Perhaps your character was mystically transported from a rainforest to a desert and suddenly finds a real need for a canteen of water? What if your character went to the library expecting to find an answer in a book, only to find a secret passage instead along with a sudden need for a flashlight? Improvised Items can really save you and your character’s bacon in any of these situations.

Improvised items may be any non-magical, common item of minimal to moderate value that is within the genre of the game setting and easy to legally obtain. Items that are rare, magical, related to weapons, or not within the genre for the game, extremely expensive, or unique in a particular way may never be declared as an Improvised Items.

Improvised Items are classified into two types. The first type, clutter, may be simple items with few if any moving parts, easy to fit into a large pants pocket or small purse, and possess low or no monetary value, typically less than ten dollars in our own world. You can think of these things that you might find in a kitchen junk or desk drawer, behind or underneath the cushions in a couch, or in the very bottom of a purse or backpack. The second type, knickknacks, are items of up to moderate complexity, no larger than a breadbox, and cost less than a hundred dollars in our own world.

Improvised items are not actual items that you list on your character sheet but instead, they are blanks on your character sheet that act as placeholders to be used  during play. When you need an Improvised item, you will simply declare your character has the item as as either a knickknack or item of clutter. The Director will then judge the item and designate which of the two types of Improvised Item it qualifies as. Once your Director classifies the item, you may write it down in one of the appropriate spaces designated on your character sheet. Once all a character’s Improvised items have been all been declared, you may no longer declare improvised items.

Hujraad’s Hacks: Multiple Improvised Items

An Improvised item might not be a single item but several items for a single purpose. If your character finds a flashlight with two dead batteries, for example, and you wish for your character to be able to use it at that very moment, you might say, “I just so happen to have a few batteries among the clutter in my pocket”. In such a case, the Director may just treat it as a single Item of clutter. On the other hand, if the same character needs two miner’s helmets, the Director may claim that each constitutes a single knickknack, so will request you list each of them individually on your character sheet. In short, whenever you claim your character has an Improvised item, your Director has the final say as to whether it is considered an item of clutter, a knickknack, neither, or multiple items, and inform you how to reflect them on your character sheet during play.

Trading Knickknacks and Clutter

In some situations, your character may run out of one type of Improvised item or the other. If you need an item of clutter but have no items of clutter remaining, you may declare the item is a knickknack. If you need a knickknack but have no knickknacks remaining, you may claim the item as two items of clutter. If you need a Knickknack and only have one item of clutter remaining, you may ask one of the other players if they would be willing to transfer one of their Improvised items to you. Similarly, if other player characters have declared all of their Improvised items, you may declare an Improvised item and give it to another player character.
  

Holdings


Holdings are possessions your character possesses elsewhere, that are not within 100 meters of his person. They can be vehicles, houses, investment accounts, and anything else that holds value but your character is not carrying.

You are free to document any Holdings your character possesses so long as your Director approves them and judges they fit in with your character’s history and concept. For example, if you claim your character has multiple homes, 17 high-performance sports cars, and over a million dollars in assets but is a homeless bum, your Director may disallow it unless your character history reflects this seeming contradiction in some way.

Completing Step Eight


To complete this step, first describe and list all the clothing your character is wearing.

Next, look at your character’s concept and concept skills and take a second to think about what sorts of equipment your character would need to perform tasks associated with the concept skills you have chosen and write down a type of concept kit that might reflect these items along with the list of what your character is wearing as clothing. Next to the name of the concept kit, write down how your character is carrying it (in a backpack, distributed throughout your character’s various pants and shirt pockets, in a duffel bag, et cetera) and write the number of Uses it currently has remaining. By default, all concept kits start out with 20 Uses.

Third, after you have documented your character’s concept kit, write down any Specified durable items your character typically carries as goes about his life or adventures. Do not forget to document any weapons carried, as they are not considered part of any concept kit. As you list each item, think of any consumable items related to it your character might need, such as ammunition,  batteries,  and so forth. List these items and the quantity of each item your character is carrying on your character sheet as a Specified consumable item.

Fourth, list your character’s Holdings, and describe where your character lives and sleeps most of the time. Also list any modes transportation your character owns or otherwise has access to (such as a car, horse, hang glider, for example) and describe where they are usually kept. If your character has equipment stored with the method of conveyance, list those items with it as well. If your character has no holdings, indicate that as well.

Finally, because they are placeholders, there is of course no need to designate Improvised items on your character sheet. Instead, just make yourself familiar with where you will document each item as it is claimed on your character sheet and you are ready to begin playing.

Step Eight Example: Johnny Parkour


Excited to be almost done creating his character, Ogun finally turns his attention to his character Johnny’s possessions. Being athletic from the circus, he decides that Johnny wears loose fitting clothes that allow him to move quickly and writes down the following:

Stretchy Cotton Underwear
Baggie, well-worn canvas trousers with pockets
Comfy socks
Short sleeved cotton shirt
Flannel button down shirt
Light trapeze boots
Light leather gloves
Leather Duster
Balaclava

With Johnny’s clothes complete, Ogun moves on to determining his concept kit. The role for his character is “provacateur”, which really does not describe what sorts of things Johnny does from day to day. Johnny’s descriptor of “acrobatic” helps, but not all that much. Ogun turns to Johnny’s history. As he reads it, Ogun realizes that Johnnys Mission to find the missing fortune teller would suggest a need traveling gear, maybe some survival gear, and exploration equipment, like rope, a 3 meter pole, flashlight, matches and so forth. He decides to group these together in his mind and records the following on his character sheet, underneath the word “Balaclava”:

Adventurer’s kit (Backpack)-20 Uses

With the majority of his needs taken care of, Ogun decides to determine Johnny’s Specified items. Having aspects geared towards using marbles, he definitely decides he needs them but not many other weapons. He also decides that the circus folk gave him 100 dollars to start on his journey, which he keeps in a wallet that fits on the inside pocket of his duster. He writes the following Specified consumable items on his character sheet:

4 Pouches (1 in each pocket) of 200 marbles each - 200
1 Pouch (Clipped firmly to belt) of 200 marbles - 200
Wallet with 100 dollars

He then adds his Specified durable items:

Lucky lemur’s foot
1997 Saturn SL with 450,000 km on the odometer

With his Specified items out of the way, Ogun finally turns to Johnny’s Holdings. For the most part, Johnny lives and travels about with his circus family, so he possesses no Holdings of his own; everything is owned by the circus family as a whole and everyone within their family shares their possessions with one another. He shares a tent with his parents, though he has his own room. He is currently driving his dad’s old car, but since it is readily available to him, he has listed in his Specified Durable items. The nice thing about this is that though he has not a  lot of wealth, he does have a significant number of resources available from the circus family should he need some things while in pursuit of his Mission.

With this final step complete, Johnny Parkour is ready to dive into the action!


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