Character Creation

Creating characters for Blur is a revoltingly easy process:

  1. Develop a concept for your character. (Who do you want to play?)
  2. Choose 2-4 positive adjectives to describe your character (ie. their Traits).
  3. Rate each of your Traits. (Your GM may give you a set number of points to use.)
  4. Name one thing your character is bad at. (This becomes a Trait with a rating of 1.)
  5. Ask your GM what kinds of Stuff your character has.

That's all there is to it. But, for the sake of filling up the page, let's examine each step in a bit more detail...

Step One - Character Concept

Don't even think about Traits and what not at this point. Just describe, in your own terms, who you want to play. Concepts can be anything from the role you want to play within the group (fighter, medic, leader) to a dramatic hook (ex-assassin on the run from former employer) to an out-of-character goal (to explore an alien culture, to play a morally conflicted character). Blatant rip-offs of favorite characters from books, movies, and television work great for quick-n-dirty concepts, too. (Characters played by Harrison Ford and Bruce Willis are perennial favorites around here.)

At this point, you should also choose a Trump suit for your character based on what they're best at: Agility and Coordination (spades), Strength and Endurance (clubs), Observation and Reasoning (diamonds), or Persuasion and Willpower (hearts).

Step Two - Choose Your Traits

Using your concept, describe a few things about your character that are better than average. They can be skills (forgery, programming, running) professions (cop, bartender, accountant), adjectives (clever, relentless, cute), or even special powers and abilities (necromancy, telekinetic, shapeshifter). Since this is an action game, it's probably a good idea to have at least one Trait that's useful in a fight (soldier, kung-fu, scrappy).

Though any character can attempt pretty much any action, your Traits will determine what your character does well. Therefore, they should be direct expressions of your character concept.

Step Three - Rate Your Traits

Players should get 3-5 points to plug into their characters' Traits, depending on whether they're an average joe, a professional, or a highly-trained expert. Remember that all Traits "start" at 2; it takes 1 point to make a Trait with a rating of 3, 2 points to make a Trait rated 4, and so forth.

GMs should assign NPCs' Traits in any way that's appropriate to their game and their group. No point totals or anything, just good judgment. We trust you!

Step Four - Name Your Weakness

Player characters should all have one weakness, something they're worse at than most people. It adds depth and gives villains an Achilles Heel to exploit. This is another Trait, just like the others, but it automatically gets a rating of 1. Whenever the character encounters a situation that depends on their weak Trait, they only get to draw one card into their hand.

Step Five - Your Stuff

All characters should start a game with any gear they need to use their Traits. Hackers should have computers, gun bunnies should have guns, noblemen should have fancy clothes and lots of money, and so on. If you want anything beyond this, ask your GM for approval.

That's all there is to it. Hopefully, this system will let you whip new players into fighting condition in ten minutes or less!


Copyright Daniel Pond 2002