Hell on Eight Wheels: Fourteen - Traits
In Magic: the Gathering, most of the creatures
traditionally have a single trait defining their race (eg. Elf, Dwarf, Goblin,
Merfolk, etc.), some of the more recent sets have creatures bearing two traits,
one of which is the race while the other might be an occupation (eg. Elf
Farmer, Dwarf Miner, etc). But then there are specific game effects that might
target cards based on their name, not just their traits. It’s a simple system,
and the forerunner for a lot of similar card systems.
I’m actually fonder of the trait system in the Asian
inspired card game L5R. I think this will fit better as a template for the
trait effects in Ho8W. In this game, all heroes and retainers have a clan (or
function as ronin), they have an occupation (samurai, shugenja, courtier,
ninja, etc.), and they often have a few more traits that really help define
them as individuals (are they an “archer”, a secretive “kolat”, are they
“tattooed”, “unique”, a “sailor”, are they tainted by the “shadowlands” or are they a “clan daimyo”). There is no real
limit to the number of traits a character might possess, with some unique and
special characters having six or more traits helping to define their specific place
in society.
“Unique” characters in L5R may only be included in your
deck once. Ho8W gives each of its skaters unique names, and a team may not have
two skaters sharing the same name, so the issue of having duplicate skaters
generally won’t crop up. All skaters are “unique”.
Characters who gain popularity within the L5R game may
see reincarnation as improved versions of themselves. This is implemented
through the “experienced” trait. The typical version of a character does not
possess an “experienced” trait, but if a new version is re-issued they gain
this trait. An “Experienced” character typically has better stats than their
regular version and either has a special ability, or has overcome a penalty
found on the regular version of the card. If a character card is experienced
and gains enough notoriety in the game, they may get a second experienced card
form (designated with “Experienced 2”). Some of the most prominent figures
within the game have seen five or more versions with varying degrees of
experience.
This could work well with the notion of skaters with
different values; especially when they represent novice, regular and veterans
on the track. Over the course of play, we could see expansion sets with three
or four different cards bearing the same name, each of which reflects the
skater’s progress from a lowly member of the rookies through to the heady
heights of the all star league. Since a skater bearing this name may only occur
in the team once, we won’t have the paradox where a skater is allied with an earlier
version of themselves on the track.
(They may come into conflict with a skater on the
opposing team who shares their name, but don’t let this bother you.)
There are probably other games that use this kind of
system, but L5R is the one I know best.
For the moment I’m thinking of four general types of
traits (the names are subject to change); social, physiological, attitude, and fashion.
Social traits relate to the skater’s upbringing (I guess
it’s a bit like their “race”); they define who the skater’s family is, and the
types of social morality that defines them.
Physiological traits relate to the skater’s appearance;
they cover the surface features clearly visible on the skater, their physical
size, and maybe their age.
Attitude traits relate to the skater’s mindset while they
are on the track; such traits define whether the skater has any virtues or
vices, if they are susceptible to any of the seven deadly sins, and possibly
even their social ideology.
Fashion traits relate to the skater’s lifestyle beyond
the track; they may define the type of music the skater listens to, the type of
clothes they wear, whether they possess tattoos or piercings, or the colour and
style of their hair.
Any of these things could be viable traits. One skater could
have a hatred of another skater’s clothes, their tattoos, their youth, their
social upbringing or their attitude; and this could inspire them beyond their
normal limitations. A skater might feel an affinity with something physical or
mental in their teammates…you can never tell what might be enough to push a
skater that little bit further.
It also allows us good reasons (with mechanical
advantages) to create rugged teams of all tattooed skaters, blonde bombshells, burlesque
babes, or any of the other kitsch stereotypes associated with the roller derby
track. After all, this game is all about having a bit of fun and not taking
things too seriously. This would be a long term plan though; the kind of thing
that becomes possible once there are hundreds of available skaters for players
to choose their teams from.
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