Game LevelYour GM will tell you the Game Level (GL) for the campaign she wants to run. Average people are created at GL 9, and the default GL is 10. Write it on your sheet.
Stage One: Before InevitableConcept and HomeworldConceptualizing your character is probably old hat for you, but give it some thought. What did you do for a living, and how did you kill time when you had time to kill? Any particular habits or hobbies or talents or interests? This stuff is meaty and delicious.If you're stuck on a concept, start with your homeworld. It can be the typical Earth-with-different-geography (Oleander and Molten Shores), a racial or ideological society (I've seen Leviticus and Sparta), a government-sanctioned way of life (Blackwood is pseudomedieval and Singularity is ruled by machines), or any other sort of place that's cool to you. The naming convention is such that it's usually one or two words, comprehensible by the other players, and not ridiculous; Ghost Dance and Silo and Constantinople are good, Drum of a Thousand Drops of Mercury and Watashi O Kande and (Planet) Hollywood are not. The only other restriction is that it can't be at war with the empire, nor violating any of the imperial laws. Said laws are pretty simple, meant to be hard and fast: worlds can't maintain interstellar fleets over a certain size, imperial taxes are paid first, citizens are allowed one free emigratory spaceflight from their birth world to any other, that sort of thing. You and the GM can come up with some others if you want, but planetary governments are given a lot of autonomy; issues like slavery, human rights, tyrannical despotism, forced indoctrination, and whatall are up to the planetary custodians, whoever they may be. StatsSo you've got an idea of your character and his backstory. Take your GL and put that many points in each Stat category. Then take another GL of points and spread them amongst all nine Stats. A rating of 4 is average. You can make your numbers representative or go with values you think are interesting: if it's cool to you that your professor is absent-minded, let Perception suffer a little in favor of Acumen.TraitsRemember those interrogative bits from conceptualization? They're Traits. These can be written as skills ("Nuclear physics"), attitudes ("Public speaking is cake"), descriptive facts ("I am one tough hombre")... so long as you and your GM know what they mean, it's gravy. Traits don't have values like Stats and you get a number of them equal to your GL, so if it's interesting to you, write it down. If you're picking Traits and you've run out of concept, let your remaining Traits expand your concept.Also, if you want, you can take up to three Consequence Traits for free. You can bid these Traits just like any others, but they come with the Consequence tag (©). Flaws like "© I don't hear as well as I used to" or even "© Lost my legs in the war" are fine, but the point is to take Traits that'll make your life more interesting when they come up. "© I stick to my guns, and I mean guns" and "© Violet is my one true love" are sweet. Stage Two: Your CrimeWhat You DidNo matter what your life was like during the last stage, you're going to commit a crime that gets you a life (or death) sentence. You can be innocent, framed, dead-to-rights guilty. The charges are inflated (or deflated) by the prosecution or despite your defense, by the circumstances, by outside influence like politicians and organized crime, by discrimination against you, any number of factors. Its heinous or well-intentioned or anything else, but it gets you ejected from your society and there's no going back.Categories
ValuesCrime signifies the public perception of your culpability, so of course it starts at 100% – you're on Inevitable, aren't you? Over the course of the game, you can work to decrease this percentage, gaining popular support and the (few) benefits that come with it. Assuming you want to get off Inevitable, your Crime percentage determines the likelihood of your pardon. For each category, rate yourself on a scale from 1 to 5; if a category is inapplicable, leave it blank (it's effectively a 0). You can have as many or as few points as you like with two exceptions. First, at least one category must be rated 3 or higher – otherwise you wouldn't have receiving such a severe sentence. Second, if your crime was so severe that the GM decides it's warranted, a single category can begin at 6; this is usually represented by widespread genocide (Violence 6) or some other such horrifying act. In the history of the Waiting Game, only one person has received a Treason value of 6: Goldstar. You can't have it. And if you're wondering, your Crime percentage isn't known within the game world, but your category ratings are. They show up on your stat screen with your win/loss record and your standings and whatall.
HistoryYou sit in your cell for a period of time and eventually decide to play the Waiting Game. Figure out the reason why: you need to prove yourself against other inmates; you have to prove your innocence; you have to win the Olympics and return home to see your wife again; you're really, really bored.
When prisoners sign on to play, they get labeled duffers. This is a cross between the minor leagues and a culling process. They compete against other duffers in order to earn the fame and power to graduate to pro status. If you die in the process, them's the breaks. Think of how you managed to make it through your time as a duffer. What did you do? What did it do to you?
SponsorshipYou survive, pro status awaits. You're approached by one or many sponsors, one of which you accept. (Or not. Alphas don't benefit from sponsorship, but maybe you have a stake in some organization or you plan to change your Track later on. Either way, you alone have the choice to accept nominal sponsorship or not.) Who is it? What does it do? Why do they want you, and what's your attraction to them?TrackYour Track is the category of enhancements (Powers) you receive. These usually come from your sponsor, but some sponsors provide only monetary support, so your enhancements come through the fine people of The Network. Here's the rundown.
StatusMedical technology being what it is, healing is unrealistically fast. Even mental degradation and the hopelessness that Mind or Soul damage represents are easy to repair with the right combination of therapy, drugs, counseling, and guided introspection. What's more, you can spend vchips to purchase active treatments that rid you of damage even faster. Even death isn't permanent – when you die in a game, you're whisked away within a few seconds and immediately resuscitated. The experience of death is jarring (all your boost pools drop to 0 and all your Consequence burns off as though it were Aftermath, probably netting you some tagged Traits), but nonetheless you're back.When you go pro, you choose to to go Standard or Hardcore, and you can't change your mind later. If you're Standard, all the above applies as written. If you choose Hardcore, every game you win pays double the vchips, but death is forever. Maybe 15% of all inmates are Hardcore, but Hardcore players are sparser the higher up the ladder you look.
Note your Status on your sheet with your Track, like "Alpha Standard," or "Mu Hardcore."
PowersWhat you're been waiting for (unless you're an Alpha). You have your GL in ranks to distribute amongst your Powers. More ranks means more, um, powerful. Your GM will be able to help you define the effects of your Powers. A few notes, however.
FameContrary to it's name, this isn't an abstract indication of how well-known you are, but a real number that's displayed on your stat screen with all the rest. The idea is to give viewers an idea of how well you stack up to other inmates, power- and entertainment-wise. Besides, calling it Fame is self-fulfilling as far as The Network is concerned.Your Fame starts at your GL or the sum of all your crime category values, whichever is higher.
VchipsThe virtual chips that regulate the Waiting Game's economy. Win a game, your Fame increases by 1 and you're paid a number of vchips equal to your new Fame. They can't be traded or transferred, and inmates earn them only by winning games, but there are many ways in which they can be spent. It costs vchips to increase your Stats, learn new Traits or Powers, buy simple items (but nothing as good as a Theta's power items, which are represented by Powers), and to remove Consequence tags from Traits (or remove the Consequence Trait altogether). It's also common to buy information about your opponents prior to a game, as well as to purchase luxuries like better food, more comfortable quarters, and (most often) time with other human beings outside the Game.You start with vchips equal to Fame X GL, or twice as many if you're an Alpha. You can either hoard them or spend them on the following table.
* You can list the Trait on your sheet like in Stage One or you can make a note like "2 unassigned Traits." Leaving Traits unassigned lets you reveal aspects of your character during play, assigning them as you go. The cost of mundane items is described here. It's a good idea to spend as many vchips as possible on Stats, Traits, and Powers as they're more expensive to buy in play than in character creation. Regardless, any unspent vchips get written on your sheet.
Boost PoolsHey, remember those parenthetical blanks next to your Stat categories? Average the three Stats below them (rounding normally) and put that number in the blank. You can spend points from a boost pool to increase an associated Stat's value for one conflict. You can spend as many as you have, even. These pools are derived from your maximum Stat values, so they don't decrease if their contributing Stats take damage. You get one boost point back per day and you choose which pool it goes into (Body, Mind, or Soul). Unfortunately, there's no other way to get boost points back. Sorry. |