...and I know how to get it.
Edit: I think (other than examples) that I've finished this chapter now. The extra bots are now included in the cut.
All right, the next chapter is Cell Creation. This one is still a work in progress and has yet to be finished but I'll put up what I've currently got anyway. I should also note that I haven't yet designed either a Character Sheet or a Cell Sheet. ONce again behind a cut to preserve peoples sanity:
Chapter 3: Cell CreationThe creation of your group’s Cell is, even more than character creation, a collaborative effort. In defining your Cell you will be setting the initial relationships between the various characters in the group, identifying important NPCs that matter to the Cell as a whole (rather than just the individual characters, such NPCs having generally been covered by the
‘Who matters?’ question) and setting the goal that your Cell is currently working towards.
Cell ConnectionsCell Connections are a slightly odd duck in terms of their placement within the rules. They are located here, in the Cell Creation Chapter, yet they are recorded on your Character Sheet along with the other information generated in Chapter 2: Character Creation.
They are located here as they define the initial state of your Cell in terms of the relationships between its members. This structure can and will change over time but it is here, after everyone has determined the details of their characters, that it is initially set.
Cell Connections represent the trust and faith that you have in the other members of your Cell. You have a number of points to assign equal to the number of players (including yourself) +1 and you can assign them to any other members of your Cell in any configuration that you wish. The only limit is that no Cell Connection can be greater than the smallest Attribute of the player that it is assigned to.
Finally, do bear in mind that, whilst you can start play with some of your Cell Connections to other characters set to zero, if you do so later raising them will be difficult (see Cell Connection Consequence in Chapter 4: System & Scenes.)
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Anarchists, Officials and Others, oh my!In Chapter 2: Character Creation you defined a number of NPCs who matter to your character. In this section the group as a whole must now come up with some NPCs who matter to the Cell as a whole, rather than just to one of the individual members. You must collectively describe at least one Anarchist and one Official, although you are free to create more characters than this if you wish. The more NPCs that the players create in this manner the less work the GM must do to prepare for the game and the more likely those NPCs are to reflect things that the players want to see. I.e. everyone wins!
Anarchists are other members of the Anarchist Movement. They may be members of another Cell, free roaming individuals who simply consider themselves aligned with the cause or perhaps leaders within the larger Movement. Whoever they are they should be someone that has a relationship to the Cell as a whole, rather than just some of the members within it.
Officials are people who work directly for the British government, usually within either the police, MI5 or Whitehall although they may equally be directly employed by one of the shadowy cabal who run the country or even one of the cabal themselves. Whatever their exact position they should be one of those involved in trying to bring down your Cell. They will likely be aware of your existence at least indirectly and they have had an actual, physical encounter with the Cell or your handiwork in the past. Certainly they will be ruthless and dedicated to eradicating the Anarchist Movement. Well, at least initially…
Others are people who are important to the Cell for one reason or another but are neither directly involved in the Anarchist Movement nor working for the British government in a capacity that would make them Officials.
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GoalFinally you should collectively decide on a Goal that your Cell is currently working towards. It doesn’t have to be something big or overarching; in fact it’s better if the goal is quite specific but something that can’t be achieved with only one Conflict. Nor does the Goal have to be immutable; it can change as a result of in game events and will certainly have to be replaced once it is completed. Any given Goal should probably be achievable in one Session but could last for a handful of Sessions depending on the nature of the Goal, the Cell’s actions and the length of time that you have for a given Session.
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Tags: anarchy