Halt! Hammer…. er, Maschine Zeit!
filed in Gaming, RPG Design, Role-Playing Games on Mar.08, 2010
My lovely wife has been conversing with a gentleman named David Hill, Jr. on Twitter for quite a while now. David, who’s written for White Wolf, Catalyst Game Labs and Microsoft Excel… er… EVE Online. If you didn’t get that joke, you should listen to Geek Nights.
Anyway, as a result of her making Internet friends with David, we got to sit down and make a couple of characters for his new RPG, Maschine Zeit. So far, it looks like it’s going to be a techno-thriller/horror-ish kind of game, along the lines of Event Horizon. I think. Kinda. There are apparently actual ghosts in the machines.
Anyway, the first thing that the game asks you to do is to decide what you’re group is doing up in the large abandoned space-hulks that float above the planet. Kristin and I decided that our characters were former corporate employees who have since gone freelance for their own reasons. I wanted to play a scientist, she decided to make a laborer.
Next up, we’ve got the character’s concept. I liked that the example text from the chapter gave a really clear indication of how the concept was intended to be constructed; basically, “A ______ who’s ______, and now ______.” Pretty straightforward stuff. I came up with Dr. Anish Joshi, a disgruntled scientist, who wants to strike out at his former employers.
Step three is figuring out why we’re on one of the abandoned space stations, and who’s paying for the expensive trip up there. We went with the idea that our characters were pulled together for our different areas of expertise by an independent businessman, Jurassic Park style, although our benefactor is secretly working for a major corporation. It was all we could do to not name him Mr. Johnson. This kind of merged a bit with the next step, where you figure out how you know each other and whatnot.
Next, we finally got to put numbers to paper and get down to the nitty-gritty of actual character creation. I’ve always viewed the character sheet as the player’s interface with the game world, so what’s on the sheet is pretty important to me. Of course, not having read through the actual mechanics, I don’t know what the numbers mean. But, the character creation chapter assures me that higher numbers are better.
The gist is this: you’ve got 150 points to break down amongst 9 individual stats, which are divided into 3-stat blocks. So, under the Soma Elements you’ve got Body, Mind and Persona. These basically break down to your level of ability on physical, mental or social tasks, respectively. After that, you have your Pneuma Elements, which represent the stuff you’ve learned. Knowledge is book-learnin’, Rote Skill is what you’ve learned through hands-on training, and Interaction is what you’ve learned through dealing with people. Lastly, there’s the Psyche Elements. Your Id represents your instincts, your Ego is your sense of self and pride, and your Superego is your “sense of self in relation to the outside world.”
The points themselves are split amongst these nine stats (the book suggests splitting them up into multiples of 5), to give you an array of values between (generally) 5 and 25. The higher the number, the better you are in that ability.
After you’ve distributed those, you get to move on the the Personal Elements. These are divided into Descriptor, Skill Set and Association Elements, and they’re open-ended, much like Traits from Dogs in the Vineyard. I copped out and just gave each of my Universal Elements a corresponding Personal Element, but I imagine that you could have as many Personal Elements as you have points for. Personally, I think this is where character creation for Maschine Zeit is going to shine, as this kind of open-ended character creation is where it’s at for me.
There are two other types of Elements on the sheet, Genotype and Dramatic. Genotype Elements are for what I can only assume to be the Kewel Powerz (TM) of the game. I’m not sure exactly what Dramatic Elements are, but they’re keyed to how many players there are in the group, so I’m guessing that they may be some way of mitigating the risk of not having as many PC’s around to help if you’ve got a small play group.
Here’s Dr. Joshi, all statted up:
Character Name: Dr. Anish Joshi
Concept: A disgruntled scientist, who wants to strike out at his former employers.
Trip Funded By: Corporate Interests, under the guise of Private Interests
Universal Elements
Soma Elements
Body: 10
Mind: 25
Persona: 15
Pneuma Elements
Knowledge: 25
Rote Skill: 15
Interaction: 10
Psyche Elements
Id: 10
Ego: 20
Superego: 20
Personal Elements
Descriptor Elements
Wiry: 10
Brilliant: 25
Cold: 10
Skill Set Elements
Scientist: 25
Analyst: 20
Debator: 10
Association Elements
Fringe Research: 15
Highly Credentialed: 15
Humanist: 20










