A Billiam for Orbital Blues
I'm gearing up to run Orbital Blues in just over a week, so I'm writing this post as a reference for potential players. This is how character creation works in Orbital Blues (henceforth referred to as OB), as well as some brief discussion of game mechanisms.
Concept and Name
Fairly straight forward, OB instructs you to start with a concept and then name your character. The book specifies that this can be as simple or complex as you desire, but keep in mind, your character is an Interstellar Outlaw and/or Sad Space Cowboy.
The original Billiam Bannock is a soldier, and given that he's from an fantasy setting I assume it's an agrarian society. So for Interstellar Outlaw Billiam my concept is Farmer > Soldier > Space Outlaw. I also note that he's homesick, but can never go home again.
OB helpfully includes a d100 table for identities, you could roll once or more. For example 63 and 31 would give you: Aran Frankie which I would probably flip to Frankie Aran.
Primary Stats
There are 3 primary Stats in OB: Muscle, Grit, and Savvy. Starting characters assign +2, +1, and +0 to these stats with the game noting that an average person would have +0 across the board. The stats uses are fairly intuitive, but noteworthy is that Savvy measures mental and physical agility.
Given Billiam's history as both a farm kid and a soldier toughness and endurance seem like qualities I want to feature so I go with
- Muscle: 1
- Grit: 2
- Savvy: 0
Billiam isn't stupid, but he is a bit naive still, even after his stint in the military.
Basic Resolution
Stat Checks are the primary mechanism for resolving dramatic situations in OB. Any time there's a question as to the result of a PCs actions, and there are consequences for failure roll 2d6 and add the relevant stat, 8+ is a success every time. If a given situation is more or less difficult roll with advantage (3d6, drop the lowest) or disadvantage (3d6, drop the highest). OB refers to these as Upper Hand and Against the Odds.
I quite like that success is always on an 8+, it means the players always know what to expect and I don't have to come up with difficulties on the fly. Advantage/Disadvantage are welcome and satisfying ways to change the odds as always.
Roles/Titles
In order to build associations between the PCs OB instructs us to talk about our character concepts, and pre-existing bonds or past jobs done together. Then each player should select a title for their character and another title with which they associate another character (I will probably rule that it be the player to your left). Titles include The Wolf, The Queen, The Lonely Heart, and The One. If someone is having difficulty deciding on a concept, this page may be helpful.
For Billiam I'm going to say he sees himself The Dreamer, and his crew sees him as The Hick. Other
Heart
Heart is straightforward, it's basically hit points. Go to 0 Heart and you're dying (not dead yet). Players may also pay Heart to Exert themselves. After a roll is made by or against them the player may pay 1 Heart per die to re-roll dice.
- 8 + Muscle = Heart, so Billiam has 9 Heart.
Blues
Blues is a measure of the characters sadness, trauma, stress, and turmoil. They usually relate to a character's Troubles, but anything bad that happens to a character can should cause a Blues check. Roll 2d6 + Grit, on an 8+ gain one Blues. When a character reaches 8 Blues they have the opportunity to confront their Trouble by declaring that Trouble's Brewing. This gives the character a number of benefits for a scene, then allows them to choose:
- A stat increase (up to 3 max)
- Restore all Heart
- A new trouble (more troubles mean more Blues means more opportunity for roleplay and advancement, also for every two Troubles a character gains they get a new Gambit)
Gambits
"Gambits are talents, tricks, and reliable assets" that the characters posses. Characters gain Gambits through play (diegetically), or for every two Troubles they get (mechanistically). Examples include Ace Pilot, The Devil's Right Hand, Tooled Up, and Well Traveled.
For Billiam I am selecting True Grit, which allows him once per session to make a roll with Upper Hand using his Grit instead of whatever stat he would normally use.
Troubles
"Troubles are ... past misgivings, misdeeds, vices, or regrets," they give characters handles to grip them by for the players (including the referee). Characters begin play with one Trouble, and can gain new ones diegetically, after a Trouble's Brewing scene, or when Knocking on Heaven's Door (dying). Examples include Best Served Cold, Devil in the Bottle, and The Road not Taken. Each Trouble provides 5 questions. Two should be answered now and the rest give 1 Blues if they're answered in play. Troubles also specify 3 behaviors that will gain a character 1 Blues during play.
For Billiam I'm taking On the Run which will help explain why he can never go home again. I decide that he's guilty of what he's been accused, and his sergeant helped him escape. I can still answer the questions "Who are you running from and why?", "Why didn't you stand up to them?", and "Who did you leave behind?" I'll also gain 1 Blues when Billiam
- Evades a problem instead of fighting it
- Sees pursuers when they aren't there
- Abandons someone in order to escape
Equipment and Mementos
Characters start play with a melee weapon or a ranged weapon. The weapon can be chosen from a list, or created using the Weapon Traits section of the book.
For Billiam I select a Boot Knife (Improvised - Concealable). Improvised means that the weapon is less conspicuous and less effective against mobs.
Characters also start with a Memento which can be "prompts for backstory, or plot devices".
I decided to give Billiam two momentos, dogtags and a letter from home.
Soundtrack
"Players should think of a suitable song, theme, or piece of music to serve as their character's leitmotif."
Crew Stuff
There are also steps for selecting starting crew equipment and stating out a ship for the crew, but that's beyond the scope of this post.
Final Character
Billiam Bannock, The Dreamer
Muscle: 1, Grit: 2, Savvy: 0
Heart: 9, Blues: 0
Equipment: Boot Knife (Improvised - Concealable)
Mementos: dogtags, letter from home.
Gambit: True Grit - once per session make a roll with Upper Hand using Grit instead of whatever stat you would normally use.
Trouble: On the Run
- Who are you running from and why?
- Are you Guilty? Yes.
- Why didn't you stand up to them?
- Who helped you escape? My old sergeant, Rook.
- Who did you leave behind?
- Evades a problem instead of fighting it
- Sees pursuers when they aren't there
- Abandons someone in order to escape
A free quickstart for Orbital Blues is available here
The full game can be purchased from Soul Muppet
- Nael