Kuro review: Part two, character creation
Welcome back everyone to the next thrilling installment of my review of the wonderful little game Kuro, brought to you by the fine fellows Cubicle 7 Entertainment. I left you last time with a taste of what the world was – Japanese horror mixed with cyberpunk – and how it was presented to you by the book. Following straight on from there we get to character generation, so I thought I would give it a shot myself.
If anyone has read my Gnome Stew competition entry, they will know that I’m hoping to run this game myself at some point this year, so I had a rough idea about the type of character I would expect to see. For this example, I thought I would try for a spoiled little rich kid. Someone with no issues in his life who just indulged in his hobbies while the world around him was falling apart. Little would he expect that before long, his own existence would prove to be just as fragile as a house of cards, and when you have more to lose, it can be a lot more painful when it finally collapses.
So, the first thing the book asks for is a concept. That was sorted pretty quickly, along with age and social standing. Next we work out the points allotted for the characteristics based on our young buck’s age. I had decided to make him younger than the average character; this would mean a slightly smaller pool of points, but since I wanted him to be naive and sheltered, this made perfect sense. What comes next in the book, that doesn’t make so much sense. After telling you how many characteristics there are, and how many points you have to spend on them, there is no indication of what these characteristics are until several pages later. I kind of understand why they dropped some pregens in here now; if people wanted to get straight into a game it’s useful to have them good to go. I wasn’t looking for anything pre-created though, so there was a lot of scrolling back and forward through the pdf to get to the info that I needed. Once you get over that jump though, the information is very well presented in a way that makes sense. The stats are laid out nice and neatly, and the derived attributes are easy to work out and are all pretty intuitive. If you’re curious, I took a hit to a couple of stats to get higher scores in some key areas, and ended up with the fewest hit point it is possible to get, but a bloody high defence score.
Next we turn to the skills, and once again I was cursing my choice to play a younger character. The game lays it right out there that doing so will be a hindrance, and should only be done with the GM’s permission, so It was in fact my own foolish choice. Skills in Kuro are split by type, and your skill points are distributed into these categories. Each set has a list of skills beneath it, and each is now set to the level of points you have put into the whole group. For instance, I picked the firearms skill set, and set it to three points. I wanted to be able to play with handguns a bit better than that though, and luckily, Kuro had me covered.
After assigning skill points, you get specialisation points. Since each skill set has a list of individual skills, you can chose to excel in certain specific fields. In my case, I whacked three specialisation points into handgun – bringing the score up to six – and then could only hope my character could lay their hands on one. With my other points distributed amongst the skills and specialisations I wanted, it was time to move on.
Or should I say back a bit, because once again, having the pre generated archetypes in the book before I had finished creating one of my own had confused me. Next to a lot of the specialisations on the archetype, there would be an extra word in brackets. I had to scan back a couple of times, even resorting to a search on the pdf until I was convinced I hadn’t just missed something, and could carry on. Eventually I found out what these mystery words alluded to, and was pleasantly surprised. For each specialty taken above a certain level, you can choose a special trick for it, like adding an extra dice, or a permanent bonus. Lovely idea thinks I, and so I spend a few more minutes adding in some extra words. Not many, but if you’re going to create a standard character, you do get a lot more options. How this will play out during the game remains to be seen, and I can picture the need for crib sheets to begin with to remind the players what each word gives them, but we shall to wait and see…
Final touches next, and this means shopping. Luckily the game assumes that people will have the basics, plus whatever else they would be expected to have for their chosen career. I know a lot of people who find sifting through equipment lists to be the height of tedium, so they could probably jump right past this. I like equipping a character though,so I lost a good couple of hours going through the wares on offer. I have to say, Kuro shines when it gets the chance to dazzle me with cyber tech.
Page after page of things and stuff, with plenty of price lists and stat lines for people who only want the basics, and well written details for people like me. I particularly liked the inventiveness which they’ve applied to making this game feel so fundamentally cyberpunk. I could wax lyrical on this for another thousand words, but my word count is already starting to look strained under the pressure, so I’ll just say that the time was well spent, and I totally winter stealing some ideas from this for my current game. Honest. I would have preferred a few more pictures of some of the more outlandish pieces of future tech, but that’s a personal issue, and I’m not the one paying for artists.
Apart from the fine tuning, that’s all you need to know about breathing some life into a Kuro character. All in all, ignoring my shopping spree, I was done in a little over half an hour, and I can’t see even inexperienced gamers taking too much longer. If you are planning creating the entire group in one sitting though, I would advise you to make a little character generation pack for each player, with the derived stats calculations and the two pages of skill lists on it. Otherwise you’ll be spending most of the time waiting for the players to pass the book round to each other.
I’ll continue the review next week, looking at the rules of play. For now though, this game still receives two very enthusiastic thumbs up from me.