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Posted
5 hours ago, IsabellaRose said:
7 hours ago, MagnificentBastard said:

Here is what I did:

I made Wills and my character business partners. Chose the Skyward Path, upped Glory to D8, hoped Magical Legacy to D8, stepped Silver Mines to 2D6 and stepped my relationship with Tial-V to D6.

I have you down with Disciple of the Scarlet Path and no Magical Legacy, so I think you must have gone back and changed a one of your steps as you mentioned earlier. I'll compare your sheet to the steps I have and make sure you didn't short change yourself anywhere along the way.

Okay. You have Disciple of the Scarlet Path, not Magical Legacy. You'll have to change it on your sheet and add Magical Legacy in Step 5.

2 hours ago, Chiyako said:

I've marked the SFX for the Alchemical Elixars & Tonics that I have chosen to start with (it is the only one bolded and in blue).

Alicia is all set!

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Posted
9 minutes ago, IsabellaRose said:

Okay. You have Disciple of the Scarlet Path, not Magical Legacy. You'll have to change it on your sheet and add Magical Legacy in Step 5.

When you said you had made a mistake betwen abilities/heritages/distinctions I changed Scarlet Path to Magical Heritage because you said I would need it to cast spells.

I dont want both.

So which one is it? Ill take the one you tell me.

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Posted
45 minutes ago, MagnificentBastard said:

When you said you had made a mistake betwen abilities/heritages/distinctions I changed Scarlet Path to Magical Heritage because you said I would need it to cast spells.

I dont want both.

So which one is it? Ill take the one you tell me.

They are two different things.

A Magical Legacy allows you access to magic. It is what gives you the "superhuman" ability to do actual magic. There are many different Magical Legacies, but they all share the root of being able to access magic, the "magical legacy". The Disciple of the Scarlet Path tells how you use magic. You could be a Disciple of the Scarlet Path, a Salem Witch, a Voodoo Priest... these will flavor how you use your magic, but the Distinction and the Ability are not the same thing.

I could study and become a Disciple of the Scarlet Path, but without a Magical Legacy I'm just a charlatan who wants to screw a lot of people and convinces them it's magic. I might convince them it's true, but I won't be able to cast actual spells or manipulate that energy they give off.

 

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Posted
1 hour ago, IsabellaRose said:

They are two different things.

A Magical Legacy allows you access to magic. It is what gives you the "superhuman" ability to do actual magic. There are many different Magical Legacies, but they all share the root of being able to access magic, the "magical legacy". The Disciple of the Scarlet Path tells how you use magic. You could be a Disciple of the Scarlet Path, a Salem Witch, a Voodoo Priest... these will flavor how you use your magic, but the Distinction and the Ability are not the same thing.

I could study and become a Disciple of the Scarlet Path, but without a Magical Legacy I'm just a charlatan who wants to screw a lot of people and convinces them it's magic. I might convince them it's true, but I won't be able to cast actual spells or manipulate that energy they give off.

 

Okay I'll make it all Scarlett Path since i cant have a heritage because i couldnt tale it in the step that allowed heritages.

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Posted

One step it looks like everyone missed was adding "specialties" to your Resources. I've copied the section on Resources and how to use them here, along with some examples of both NPC and Location resources.  Hopefully these give you enough to go on to create specialties for your Resources. Please let me know if you need any clarification.

 

RESOURCES

Drives (Values & Relationships) are the core of Leads, and Assets (Distinctions & Abilities) further define that core. Resources, on the other hand, are completely external and include things like minor characters and the places in which the main characters play out their drama. These are Locations and Extras. Each is rated in dice, like other Traits, but Resource dice come in pairs, such as 2d8 Town Sheriff or 2d6 Ranger Camp. This doubled die rating is important for both keeping track of the Resource’s use in an episode, and for how it helps you out.

Extras

Extras don’t have complete sheets of their own. They usually only do one or two things in the context of the game, their specialties. For example, you might have 2d8 Dr. Emil Hamilton (Science, Medicine), while another player benefits from their 2d10 Pinkerton Security Team (Security, Retrievals).  As long as the Extra can have some impact on your action (i.e., they're in the same scene as you or somehow inspires or motivates you) you roll the Extra's dice, too. You must roll them separately. Then you take the highest of the Extra's dice and add it to your result. You then reduce the Extra's die rating by one die. Once your Extra's been tapped twice, he’s out for the rest of the episode.

Locations

Just like Extras, Locations don’t have full character sheets and they can only lend their dice to help in one or two things, their specialties. When the scene you’re in takes place in one of your Locations and you’re rolling for something that the Location could reasonably Aid you with, roll the Location’s dice, take the highest die and add it to your result. Then, just like with Extras, remove a die from the Location’s rating. Tap the Location twice in an episode and it’s out.

Sometimes it pays to plan ahead. If you know you’ll need assistance from your Location later, you can set yourself up to use the Location’s qualities in a later scene. Maybe you want to do your research in the library and later throw it in the faces of the bad guys. To do this, spend an entire scene in the Location getting ready ahead of time (researching, prepping the explosives, writing the new formula, etc.). Then, later in the episode when you actually need the dice the Location can give you, even if you are no longer in that Location, the dice are available for you to use. 

Example Extras

The Extras that follow are examples of archetypal citizens that you can insert into almost any scene. You can also use them as templates to help create the Extras on your character sheets. Adapt the specialties to suit how the Extra is used in your game. Notice that none of these lists of specialties have die ratings attached to them. The die rating is a subjective relationship that exists only in relation to the Lead who uses the Extra. 

  • Sheriff Caldwell (Law, Intimidation) – Upholds order but can be swayed.
  • Mad Inventor Hiram Fitch (Gadgets, Explosives) – Eccentric tinkerer with dangerous toys.
  • Snake-Oil Salesman Silas Quill (Deception, Rumors) – Knows the gossip and shady routes.
  • Railway Magnate Beatrix Lyle (Wealth, Connections) – Rich, powerful, and manipulative.
  • Spirit-Touched Guide Red Moon (Survival, Lore) – Knows cursed trails and sacred places.
  • Bounty Hunter “Six Shot” Jane (Tracking, Firearms) – Relentless when on the trail.
  • Preacher Ezekiel Brand (Faith, Persuasion) – Charismatic, fire-and-brimstone speaker.
  • Undertaker Morgan Graves (Anatomy, Secrets) – Hears the whispers of both dead and living.
  • Saloon Singer Ruby LaRue (Charm, Distraction) – Captivates audiences and smooths over tension.
  • Professor Thaddeus Brass (Engineering, Airships) – Scholar of steamcraft and dirigibles.

Example Locations

The Locations that follow are general examples of places that might show up in your story. They will need to be made specific, given names and specialties, to fit into your episodes. You can also use them as templates to help create the Locations on your character sheets. Like the Extras, none of these lists of specialties have die ratings attached to them. The die rating is a subjective relationship that exists only in relation to the Lead or Feature who uses the Location.

  • The Gilded Spur Saloon (Gambling, Rumors) – Neutral ground where secrets flow.
  • Clockwork Foundry (Repairs, Invention) – Forge of brass and iron where miracles are made.
  • Abandoned Silver Mine (Hiding, Supernatural) – A refuge, but haunted by echoes.
  • Desert Shrine of the Ancients (Spirits, Healing) – A place of power and visions.
  • Airship Dock at Prosper Gulch (Travel, Trade) – Gateway to far-flung towns and fortunes.
  • Ranger Camp on Deadman’s Bluff (Survival, Tactics) – Rough men and women of the wild.
  • Ghost Town of Perdition (Ambush, Haunting) – Deserted streets perfect for schemes.
  • Union Pacific Rail Depot (Transport, Industry) – Hub of rail power and influence.
  • Velvet Noose Brothel (Seduction, Secrets) – Where passions and information are traded alike.
  • Frontier Newspaper Office (Research, Public Opinion) – Shapes reputations across the territory.

 

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Posted

Hey. I'm sorry I disappeared on y'all for a minute. I'm catching up now. 

Ok... missed steps first. 

Lincoln Palace (Shelter, Diversion) - An upscale hotel with a reputation for discretion. Fine enough for well-heeled travelers to stay in the rapidly growing town. Missy performs and rents a room in the Palace.

And, Step 4 then.

I'm drawing a line from Red Jenny to Edmund Blackwood - "She's been in his bed before"

Missy's Road is the Backroads. 
Missy shoots upright in her bed, her scream choking off as she coughs and disentangles the sensation of her nightgown clinging to her sweat-soaked body from the sound of the dappling rain against the window pane. She puts a shaking palm to her temple, the memory of mud under her fingernails pulling the hand away instantly. At fifteen, she'd had no idea if the man she and Clarence had buried in the shadow of that crumbling, red butte had been dead before they covered him with the plastering, blood-colored earth. Clarence Whitty had told her bodies sometimes moved like that a while after they died. He swore it to her. And she took his word. But not because she believed him. Those bones beneath the red clay testified to the danger of peeking behind the curtain. The truth is a poison, and only a fool would drink it without a proper mixer. 

- Step up Truth x2 (d4 -> d8)
- Added Distinction : d4 Corset Tease
- Step up Relationship : -> d6 Ramona Hart 
- Step up Relationship : -> d8 Alicia

Ok... I don't think I've missed anything. 

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Posted
14 hours ago, WickedCadrach said:

Hey. I'm sorry I disappeared on y'all for a minute. I'm catching up now. 

Ok... missed steps first. 

Lincoln Palace (Shelter, Diversion) - An upscale hotel with a reputation for discretion. Fine enough for well-heeled travelers to stay in the rapidly growing town. Missy performs and rents a room in the Palace.

And, Step 4 then.

I'm drawing a line from Red Jenny to Edmund Blackwood - "She's been in his bed before"

Missy's Road is the Backroads. 
Missy shoots upright in her bed, her scream choking off as she coughs and disentangles the sensation of her nightgown clinging to her sweat-soaked body from the sound of the dappling rain against the window pane. She puts a shaking palm to her temple, the memory of mud under her fingernails pulling the hand away instantly. At fifteen, she'd had no idea if the man she and Clarence had buried in the shadow of that crumbling, red butte had been dead before they covered him with the plastering, blood-colored earth. Clarence Whitty had told her bodies sometimes moved like that a while after they died. He swore it to her. And she took his word. But not because she believed him. Those bones beneath the red clay testified to the danger of peeking behind the curtain. The truth is a poison, and only a fool would drink it without a proper mixer. 

- Step up Truth x2 (d4 -> d8)
- Added Distinction : d4 Corset Tease
- Step up Relationship : -> d6 Ramona Hart 
- Step up Relationship : -> d8 Alicia

Ok... I don't think I've missed anything. 

Missy is all set!

13 hours ago, Chiyako said:

I think my location already has the specialties (Experimentation, Research).

Yes, your location is good to go!

10 hours ago, AsBloodTurnsEverCold said:

I did so as well including for the possibles later. 

Man looking at this map this is a definitely a chaotic place. 

This i what I mean when I say that the game practically runs itself. The chaos gives me so many interconnected relationships and so much potential drama past and present to work with... I just have to apply a lever here or get the right (or wrong) two characters alone in the same space and BAM! Drama!

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Posted

annnd life got busy for a bit and im so ungodly lost with where i left off, cortex has such an involved character creation process x.x

i believe i need to pick some sfx the problem is im not sure which categories i have since i think so far i have 3 out of the 4 i mentioned before and i did not realize i would need to pick a single sfx from the list of 2 to 4 that was under those so i lost track of where they where...

without knowing off hand the specifics the things i liked the most where
-gain a fate point when your pherotech pheromones cause unforseen complications (i think?)
-pherosol being able to glide from tall locations without complication
-I think we mentioned the pharotech multitool feature was kinda just innate, but i did want to use to as a basis for other temporary tools if it was not

bonus - if the multitool option was kinda lumped in, having the shield option to block an attack then that would be neat

i repeat i am so fucking lost in the sauce, this is so involved and i cant do it on my own like 5e XD im so sorry

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Posted (edited)
4 hours ago, DreamsnThings said:

annnd life got busy for a bit and im so ungodly lost with where i left off, cortex has such an involved character creation process x.x

i believe i need to pick some sfx the problem is im not sure which categories i have since i think so far i have 3 out of the 4 i mentioned before and i did not realize i would need to pick a single sfx from the list of 2 to 4 that was under those so i lost track of where they where...

without knowing off hand the specifics the things i liked the most where
-gain a fate point when your pherotech pheromones cause unforseen complications (i think?)
-pherosol being able to glide from tall locations without complication
-I think we mentioned the pharotech multitool feature was kinda just innate, but i did want to use to as a basis for other temporary tools if it was not

bonus - if the multitool option was kinda lumped in, having the shield option to block an attack then that would be neat

i repeat i am so fucking lost in the sauce, this is so involved and i cant do it on my own like 5e XD im so sorry

So... I'm treating it as:

  • Ability/Gear: Pherosol (which is the multitool actual piece of hardware into which other Abilities are added. Any multitool type functions can just be added as SFX of the Pherosol itself.
  • Ability: Pherotech - the chemical/pheromone effects you can create - this is it's own ability, even though it is built into the Pherosol. 
  • Ability: Flight - the ability to glide/Mary Poppins your ass around - this is also it's own ability, even though it's built into the Pherosol.
  • Ability: Shield - the ability to shield yourself or others from projectiles and maybe more - this is also it's own ability, even though it's built into the Pherosol.

The reason I'm treating them all as individual Abilities is because that's how any other character would have to add them if they wanted all those abilities. Once you add an ability, you can select one SFX from its SFX list (found over in the Cortex Steampunk Rules Reference under the spoiler tag under Abilities, then under the spoiler tag The Big (non-exhaustive) List of Abilities

You also need to select an SFX for the Pherosol itself (which will allow multitool SFX, you can find it and its related SFX in the Rules Reference under Abilities, then under Custom Gear right below The Big List.)

Currently you have:

  • d4 Pherosol
  • d4 Pherotech
  • d4 Flight

You can step one of them up by one die size to d6 as part of Step 3 (the last thing you needed to complete for Step 3!)

Other than that, you just need to add specialties to your Resource "Kyle's Cure-All". Details on Specialties can be found on the post I made above: https://ecchidreams.com/community/topic/9927-cortex-steampunk-game-1-ooc-discussion/?page=22#findComment-167797

 

Edited by IsabellaRose
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Posted

ok gotcha I think... i will mention i did bump up pherotech in step 2 i believe and what i have is below (in the spoiler) which was based on an earlier thing, which might have been before you caught the mix up the other day. checking if i need to change anything
 

Spoiler

d6 Pherotech: Through a blend of alchemy, bio-mechanical glands, and/or chemistry, you can exude a subtle haze of engineered pheromones that tweak emotions and instincts. Whether through perfume atomizers, implanted diffusers, or cleverly disguised gadgets, your presence can shift a room’s mood from dread to desire, from unease to trust. The effect is invisible, almost imperceptible… until it’s far too late. You may roll Pherotech to sway emotions, charm, or manipulate others through scent and chemical suggestion. The effect can’t work on targets without biological olfactory response (automatons, corpses, spirits). Masks, filters, or strong wind can negate it.
Effect: Influence. 
Descriptors: chemical, scent, alchemy, manipulation.
Limits: Gear, Supply.

SFX

d4: Earn a Plot Point when your pheromones affect someone you didn’t intend (an ally, a bystander, or even yourself) or your charm, allure, or influence causes someone to become dangerously obsessed or jealous. 

d8: Spend a Plot Point to Step Up your Effect die in a contest when you rely on scent rather than words.

d12: Add a d8 to Trouble to Step Down one of your own Stress dice or a social complication by self-administering a stabilizing dose.

i bumped up pherosol itself up from d4 to d6 for now

1 hour ago, IsabellaRose said:

Currently you have:

  • d4 Pherosol
  • d4 Pherotech
  • d4 Flight

for now i added this to my sheet

for pherosol sfx - Reveal a previously unseen function of the Multitool appropriate to the situation (e.g., “Extendable Mirror Lens,” “Telescopic Armature,” “Micro-Welder,” or “Steam Torch”). (Adaptive Mechanism)
for glider - Spend a Plot Point to glide safely from any fall, no matter the height.
I cant find the sfx list pheromone sprayer itself which i need to pick an sfx for, currently i dont have anything explicitly stating i can... use pheromones which is kinda important...

1 hour ago, IsabellaRose said:

Other than that, you just need to add specialties to your Resource "Kyle's Cure-All". Details on Specialties can be found on the post I made above: https://ecchidreams.com/community/topic/9927-cortex-steampunk-game-1-ooc-discussion/?page=22#findComment-167797

(Gadgets, Alchemical) is what i added for kyles cure-alls, if later on we can add a third specialty to the location, or possibly add a split between kyles cure alls and the secret base under it (IE by earning another location) I would like to add things like "connections, engineering, espionage" or basically just flesh out the possibilities the location has even if it means I as a character need to sacrifice a thing or two, i rather like this part

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Posted
5 hours ago, DreamsnThings said:

ok gotcha I think... i will mention i did bump up pherotech in step 2 i believe and what i have is below (in the spoiler) which was based on an earlier thing, which might have been before you caught the mix up the other day. checking if i need to change anything
 

  Hide contents

d6 Pherotech: Through a blend of alchemy, bio-mechanical glands, and/or chemistry, you can exude a subtle haze of engineered pheromones that tweak emotions and instincts. Whether through perfume atomizers, implanted diffusers, or cleverly disguised gadgets, your presence can shift a room’s mood from dread to desire, from unease to trust. The effect is invisible, almost imperceptible… until it’s far too late. You may roll Pherotech to sway emotions, charm, or manipulate others through scent and chemical suggestion. The effect can’t work on targets without biological olfactory response (automatons, corpses, spirits). Masks, filters, or strong wind can negate it.
Effect: Influence. 
Descriptors: chemical, scent, alchemy, manipulation.
Limits: Gear, Supply.

SFX

d4: Earn a Plot Point when your pheromones affect someone you didn’t intend (an ally, a bystander, or even yourself) or your charm, allure, or influence causes someone to become dangerously obsessed or jealous. 

d8: Spend a Plot Point to Step Up your Effect die in a contest when you rely on scent rather than words.

d12: Add a d8 to Trouble to Step Down one of your own Stress dice or a social complication by self-administering a stabilizing dose.

 

It looks like you still have the old/original version of Pherotech written down from before I corrected my mistake. The version listed in the Abilities list is below, you just need to select one:

Spoiler

PHEROTECH: Through a blend of alchemy, bio-mechanical glands, and chemistry, you can exude a subtle haze of engineered pheromones that tweak emotions and instincts. The effect is invisible, almost imperceptible until it’s far too late.
Effect: Influence
Descriptors: chemical, scent, alchemy, manipulation
Limit: Gear
SFX (Spend a Plot Point to...)

  • Flood a scene with tailored pheromones to shift mood or influence behavior, calming rage, sparking desire, inspiring trust, or inciting panic, as a sweep effect.
  • Create or step up a d8 Relationship or “Swayed by Scent” Asset with one person for the rest of the scene, representing their unconscious attraction or trust toward you.
  • “Read” the target’s biochemistry or emotions, learning their dominant mood, attraction, or secret (e.g., “fear response indicates deception” or “increased pulse when they look at X”).
  • Make your pheromones persist beyond the scene. For the rest of the session, those exposed to your scent recall you with fascination, guilt, or longing (which may create Complications later).
  • Weaponize your scent: induce nausea, confusion, or distraction instead of charm. Inflict Exhausted or Insecure Stress on a small group as a “chemical flashbang.”
  • Mask your own scent entirely. For the rest of the scene, you cannot be tracked by animals, alchemical sensors, or other pheromone-based abilities.
  • Decrease another character’s Afraid or Insecure Stress pool. Your pheromones act as a calming influence, lowering tension and restoring confidence.
  • Heighten emotions to fever pitch, seduction, jealousy, or obsession takes hold of everyone nearby, creating a d8 “Distracted by Desire” Complication for affected NPCs.
  • Inflict d8 Aroused stress on a single target.

 

5 hours ago, DreamsnThings said:

i bumped up pherosol itself up from d4 to d6 for now

I added that as the Gear step up from Step 3!

 

5 hours ago, DreamsnThings said:

for now i added this to my sheet

for pherosol sfx - Reveal a previously unseen function of the Multitool appropriate to the situation (e.g., “Extendable Mirror Lens,” “Telescopic Armature,” “Micro-Welder,” or “Steam Torch”). (Adaptive Mechanism)
for glider - Spend a Plot Point to glide safely from any fall, no matter the height.

(Gadgets, Alchemical) is what i added for kyles cure-alls, if later on we can add a third specialty to the location, or possibly add a split between kyles cure alls and the secret base under it (IE by earning another location) I would like to add things like "connections, engineering, espionage" or basically just flesh out the possibilities the location has even if it means I as a character need to sacrifice a thing or two, i rather like this part

These are good!

Locations only ever have 2 specialties. We could add a location like "Ramona's private lab" or "Mr. Kay's workshop" or whatever you want to call it to provide additional 2 specialties. You could call it  "Agency office hidden behind bookcase", "Ramona's secret office", "Ramona's private apartment" or whatever you want, and give it whatever specialties you want.

If you want to see how I'm adding them to your sheet, check it out in the MY Copies of Steampunk Characters thread.

 

So all you need to do is select one of the SFX for Pherotech (which is the sprayer/alchemical aspect of the Pherosol) and then do Step 4 and you're all caught up!

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Posted
51 minutes ago, IsabellaRose said:

Flood a scene with tailored pheromones to shift mood or influence behavior, calming rage, sparking desire, inspiring trust, or inciting panic, as a sweep effect.

51 minutes ago, IsabellaRose said:

Inflict d8 Aroused stress on a single target

These are the two "key" features the concept wants to do, if in a later step i can grab the other of the two im golden, but as is im not sure which is better...

Assuming i cant get both due to future steps  the "flood a scene" effect seems more versatile well the aroused seems more specific but more potent...

Hrm...

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Posted
2 hours ago, DreamsnThings said:

These are the two "key" features the concept wants to do, if in a later step i can grab the other of the two im golden, but as is im not sure which is better...

Assuming i cant get both due to future steps  the "flood a scene" effect seems more versatile well the aroused seems more specific but more potent...

Hrm...

So the default rule for SFX is that each "ability" starts with one SFX, and you add more through play (by spending dice out of your growth pool) and in the scene end "Growth Scenes" where you spend your growth dice to improve your stats and add new distinctions, abilities, relationships, etc.

I've altered that so that you get 1 SFX when you take the ability at d4 rank. Then, just like you get to add a SFX to a distinction every 2 dice ranks, I'm letting everyone select another SFX for their Ability at d8 rank and another at d12 rank. So if you step up Pherotech to d8 in a later step, you can select the 2nd SFX as well!

 

I'll put the flood a scene effect down on your sheet and call it a day!

@DreamsnThings - Now you just need to do Step 4 from Pathways!

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Posted

This seems to be the most fitting, i am kinda struggling to find the line between Resources and assets though... not that it matters here specifically...

Spoiler

The Backroads

You learned early that the straight path doesn’t always lead where you need to go. You cut deals, ducked the law, made friends in low places. In the shadows and the smoke, you found opportunity. Did you walk the outlaw’s path or just work around the rules? Who owes you favors that can’t be spoken aloud? How far would you go to protect the secrets of your trade or your allies?

Step up Truth OR Justice x2 or step up each x1.

Add or step up a Distinction.

Step up a Relationship.

Step up a Relationship, Asset, or Resource.

Its all going into truth

Im stepping up honey pot which i believe requires a new sfx, im going for the one that lets me attract unwanted trouble for a plot point

Id like to step up mr kay using the single relationship bump which i believe makes him fairly high

Im boosting the pherosol atomizer to get it at d8 to grab the other sfx

I think i also need ti draw a line but im on phone right now so ill need to do THAT later

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Posted
17 hours ago, DreamsnThings said:

i am kinda struggling to find the line between Resources and assets though... not that it matters here specifically...

Resources in game terms refers to two things that work much the same way:

  • Extras: NPCs with limited screen time in the game who can assist you mechanically with a couple things (their specialties) and
  • Locations: Places that are important to your character and can assist you mechanically with a couple things (their specialties)

Assets in game terms is an umbrella term that collects both Distinctions (personality traits, skills, and things that describe who your character is and what kinds of things they do) and Abilities (supernatural or superhuman abilities your character might have whether innate or related to their tech).

17 hours ago, DreamsnThings said:

Its all going into truth

Your Truth Value is maxed out at d12!

17 hours ago, DreamsnThings said:

Im stepping up honey pot which i believe requires a new sfx, im going for the one that lets me attract unwanted trouble for a plot point

Honeypot is a Distinction. Distinctions earn SFX every other die rating, so you get an SFX when you take the Distinction at d4, none at d6, a new SFX at d8, none at d10, and a new SFX when you max it out at d12.

Your Honeypot was already d8, so you have now increased it to d10. At d10 you don't get a new SFX. Currently your Honeypot Distinction looks like this:

Spoiler

HONEYPOT: You know how to make people want you and how to turn that desire into opportunity. Whether through calculated charm, feigned affection, or dangerous intimacy, you lure others into vulnerability and extract what you need: secrets, access, or obedience. You can fake love, but the danger lies in sometimes feeling it for real. Roll this Distinction’s die when romantic, sexual, or emotional manipulation could give you an advantage.

  • d4: Earn a Plot Point when your false relationship becomes emotionally complicated for you OR when someone discovers your deception and turns your tactics against you.
  • d8: Spend a Plot Point to Reveal (or begin without resistance) a romantic or sexual connection (past or present) with an NPC, granting you temporary leverage or access.

 

17 hours ago, DreamsnThings said:

Id like to step up mr kay using the single relationship bump which i believe makes him fairly high

Stepping up Mr. Kay puts him at d6. You haven't spent any dice to increase him prior to this point.

17 hours ago, DreamsnThings said:

Im boosting the pherosol atomizer to get it at d8 to grab the other sfx

The atomizer bit is what I have listed on your sheet as the Ability: Pherotech, which is the catch-all Ability surrounding your pheromone abilities. This puts you up to d8 Pherotech which does indeed give you the new SFX. Your Pherotech Ability currently looks like this:

Spoiler

d8 Pherotech: Through a blend of alchemy, bio-mechanical glands, and/or chemistry, you can exude a subtle haze of engineered pheromones that tweak emotions and instincts. Whether through perfume atomizers, implanted diffusers, or cleverly disguised gadgets, your presence can shift a room’s mood from dread to desire, from unease to trust. The effect is invisible, almost imperceptible… until it’s far too late. You may roll Pherotech to sway emotions, charm, or manipulate others through scent and chemical suggestion. The effect can’t work on targets without biological olfactory response (automatons, corpses, spirits). Masks, filters, or strong wind can negate it.
Effect: Influence. 
Descriptors: chemical, scent, alchemy, manipulation.
Limits: Gear, Supply.
Special Effects: Spend a Plot Point to...

  • Flood a scene with tailored pheromones to shift mood or influence behavior, calming rage, sparking desire, inspiring trust, or inciting panic, as a sweep effect.
  • Inflict d8 Aroused stress on a single target.

 

From there, all you have to do is draw an arrow from any circle or diamond back to a Lead square and you're done with Step 4!

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