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Posted
5 minutes ago, IsabellaRose said:

Yes, a Heritage is a special kind of Distinction, and begins rated at d4 just like all other Distinctions. Your Magical Heritage is listed under the spoiler for Distinctions, then under the spoiler for Heritage Distinctions, then under the spoiler for Sample Steampunk / Weird West Heritage Distinctions along with its details and relevant SFX.

@IsabellaRose

Thank you

Then Ill lower Scarlett Path and up Magical Heritage.

Ill I need is a good sword and some spells now.

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Posted

First I shall be drawing an arrow from Alicia to Kirsa Autenrieth (once they are added to the web). It shall be: "I must unravel her familial ties". Being someone from the old world, Alicia must be wary of whether or not they have ties linking back to the Helsink clan.

I assume drawing an arrow back to a lead square means drawing an arrow from any place back to any player's square. If that is the case then I intend to draw an arrow from Joshua Thane to Alicia. It shall be: "Is superstitiously suspicious of the rumors".

I shall be choosing The Invention.

I will be stepping up Power twice (from d4 to d8), as Truth is already maxed out. The phrase still fits so I shall keep it as such.

I will be stepping up Honor (once from d4 to d6), as Alicia does have her word to keep, when the few times arrive that she actually pledges to it.

As for the ability I wish to add, I am having some issues figuring out which to take. A lot of them seem pretty supernatural or superpowered related. Of the ones listed I feel like maybe would fit slightly with weird alchemical body transformation (and sort of fit the mad scientist/fake vampire theme) would be:

Claws (Maybe alchemical changes give claws, sometimes Vampires have claws so maybe thematic.)
Comprehension (Super mad scientist big brain.)
Duplication (Weird alchemical body being weird, an offshoot of the healing tonics?)
Invisibility (Like the Invisible Man who was turned invisible through chemicals, same thing here.)
Invulnerability (Chemical weirdness makes body tougher.)
Poison (Chemical body creates poisons.)
Regeneration (Chemical body being weird but this already somewhat exists as one of her tonics.)
Shapeshifting (Alchemical body being weird.)
Super-Senses (Alchemical body being weird and fits fake Vampire theme.)
Super-Speed (Exists as a tonic.)
Super-Strength (Exists as a tonic.)

But then the pathway choice itself hypes it up as a big invention, so I'd rather try to make an ability to reflect that. I suppose some of those could reflect a big change for her and not so much the world. Thematically it would be interesting to make something revolving around The Philospher's Stone, or something to do with the weird new fuel source (like some sort of revolutionary energy thing).

I'll wait on stepping up abilities or distinctions until I figure that out.

I'll step up the Laboratory twice, since that is where she spends much of her time.

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Posted (edited)
10 minutes ago, Chiyako said:

First I shall be drawing an arrow from Alicia to Kirsa Autenrieth (once they are added to the web). It shall be: "I must unravel her familial ties". Being someone from the old world, Alicia must be wary of whether or not they have ties linking back to the Helsink clan.

That should be fun! Kirsa is on the web already though just above the Thane-Cash Rebirth Hall diamond.

Edited by AsBloodTurnsEverCold
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Posted
6 hours ago, Chiyako said:

As for the ability I wish to add, I am having some issues figuring out which to take. A lot of them seem pretty supernatural or superpowered related. Of the ones listed I feel like maybe would fit slightly with weird alchemical body transformation (and sort of fit the mad scientist/fake vampire theme) would be:

Claws (Maybe alchemical changes give claws, sometimes Vampires have claws so maybe thematic.)
Comprehension (Super mad scientist big brain.)
Duplication (Weird alchemical body being weird, an offshoot of the healing tonics?)
Invisibility (Like the Invisible Man who was turned invisible through chemicals, same thing here.)
Invulnerability (Chemical weirdness makes body tougher.)
Poison (Chemical body creates poisons.)
Regeneration (Chemical body being weird but this already somewhat exists as one of her tonics.)
Shapeshifting (Alchemical body being weird.)
Super-Senses (Alchemical body being weird and fits fake Vampire theme.)
Super-Speed (Exists as a tonic.)
Super-Strength (Exists as a tonic.)

But then the pathway choice itself hypes it up as a big invention, so I'd rather try to make an ability to reflect that. I suppose some of those could reflect a big change for her and not so much the world. Thematically it would be interesting to make something revolving around The Philospher's Stone, or something to do with the weird new fuel source (like some sort of revolutionary energy thing).

I think you could make The Invention be that after years of experimentation, she finally uses her tonics and elixirs on herself and feels the changes wrought within her own body. 

Sticking with your vampiric theme, I think the Abilities that fit best (in order) are: 

  • Super-Senses
  • Invulnerability
  • Super-Speed
  • Regeneration
  • Super-Strength

And she could easily work Poison in thematically as her tonics could also be toxins. That's just my two cents, so take it for what it's worth.

8 hours ago, MagnificentBastard said:

Ill I need is a good sword and some spells now.

You don't need specific spells. Look at the SFX for Magical Heritage. At d8 you get:

d8: Add a d10 to Trouble to use a Special Effect from an Ability you do not have, connected or not.

You get any SFX from any ability to use as a "magical effect". That's one of the most powerful abilities in the entire game. Granted, it comes with a pretty big cost, giving me an extra d10 in Trouble to mess with you, but it leaves things pretty wide open as far as what you can do.

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Posted
1 hour ago, IsabellaRose said:

You don't need specific spells. Look at the SFX for Magical Heritage. At d8 you get:

d8: Add a d10 to Trouble to use a Special Effect from an Ability you do not have, connected or not.

You get any SFX from any ability to use as a "magical effect". That's one of the most powerful abilities in the entire game. Granted, it comes with a pretty big cost, giving me an extra d10 in Trouble to mess with you, but it leaves things pretty wide open as far as what you can do.

Awesome!

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Posted (edited)

Truth be told, after examining those five that you stated may fit best, Regeneration seems like it would fit best both thematically with her fake-Vampire aesthetic, and also with her original purpose for pursuing her studies (that being to cure the illness she was born with), as well as being something noteworthy enough for her consider to be a major new break in the scientific field. That said two of the effects of it are already included in her Alchemical Elixars & Tonics ability as SFXs.

Edited by Chiyako
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Posted
3 hours ago, Chiyako said:

Truth be told, after examining those five that you stated may fit best, Regeneration seems like it would fit best both thematically with her fake-Vampire aesthetic, and also with her original purpose for pursuing her studies (that being to cure the illness she was born with), as well as being something noteworthy enough for her consider to be a major new break in the scientific field. That said two of the effects of it are already included in her Alchemical Elixars & Tonics ability as SFXs.

We can change those SFX for Alchemical Elixirs and Tonics if you want. It's a custom Ability, so I may have cheated and stolen SFX from other Abilities. If you see something that you think fits better, or if you'd like me to brainstorm some possible new SFX, let me know. 

Because I'm me, I thought of a few that might be interesting, like you could spend a Plot Point to...

  • Push your body past its limits. Add any size die to one roll involving brute strength or endurance, then Step Up your Exhausted or Injured Stress by the same die size as the crash hits. (Adrenal Draught)
  • Briefly perceive the invisible - see ghosts, residual energy, or aetheric fields for one exchange. (Aetheric Distillate)
  • Radiate vitality and allure - Step Up any die in a contest where the flush of health and glow of charm could help. The effect lasts until the end of the scene. (Potion of the Peacock)
  • Subtly twist a small factor of your biology momentarily - alter eye color, heal a scar, or mimic another person’s scent or voice for one scene. (Mercurial Serum)
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Posted

Ok! Step 5!

Draw an arrow from your square to a new or existing circle (NEW Extra) or diamond (NEW Location).

- d4 'Judge' Holland Buck (I'm either going to kill him or kiss him) 

A former scout for the US Cavalry, Holland took up as a lawman in one of the territories after the war. Rumor has it that it was his gambling debts that were his undoing. Others say it was a woman as wild and dangerous as the West itself that made the lawman give up his silver star. Either way, for three years, the hard-fighting and fearless gambler has lived bounty to bounty under the tried and true words "Have gun. Will travel."

What Holland and Missy did in that Texas jail cell was decidedly unprofessional for a sheriff and an (alleged) horse thief. What they did in the back of the monsignor's private train car was even more so—and not simply because Missy's escape plan included being disguised as a nun at the time. But now that Missy has dressed herself in the fragile trappings of respectability, the return of the rough gunman has drawn old feelings to the surface: the fear of losing all that she's built... and the temptation to burn it all down. 

Draw an arrow back to a Lead square.

- Added a line from The Exchange to Alicia (Whatever she's doing, it's bad for business.)

Live Changing Event: The Reckoning

Step up Justice or Honor twice, or step up each once.
- Justice and Honor both d4 -> d6

Step up a Value of your choice.
- Passion d4 -> d6

Step up or Add a Distinction.
- Corset Tease d4 -> d6

Step up two Relationships once, or one Relationship twice.
- Holland Buck d4 -> d6 
- Edmund Blackwood d4 -> d6

Step up an Extra (or Location, if no Extras exist).
- Lincoln Palace 2d4 -> 2d6

Step up a Relationship, Asset, or Resource.
- Jane Montgomery d6 -> d8

  • Love 3
Posted

Alright, so I will be adjusting the Alchemical Elixars & Tonics ability in the following two ways:
Agent of Asclepius will be swapped out with the following:
Agent of Aisyt: Step Up any die in a contest where the flush of health and glow of charm could help by radiating vitality and allure. The effect lasts until the end of the scene.
Essence of Eirene will be swapped out with the following:
Philtre of Heimdall: Briefly perceive the invisible - see ghosts, residual energy, or aetheric fields for one exchange.
The SFX unlocked for Alchemical Elixars & Tonics shall be changed to Nostrum of Nike.

For the big invention ability I shall be taking the following:

Regeneration:
Years of medical experimentations and studies have resulted in the pinnacle of medical breakthroughs! You can heal physical or mental trauma you’ve been subjected to. You can roll in your Ability’s die when your regenerative talents would let you successfully struggle through painful or harmful situations.

  • Effect: Defense
  • Descriptors: mental, physical
  • Limit: Vampirism
  • Special Effects: Spend a Plot Point to:
    • Recover Exhausted or Injured Stress.
    • Recover Afraid or Insecure Stress.
    • Grow back a severed limb or other body part.
    • Cure yourself from any ailment or disease.
    • Return from the dead. You must step this Ability back by a step as a consequence.



I'll be choosing the first SFX as being unlocked.

I'll be immediately stepping up Regeneration (from d4 to d6). Such a breakthrough would deserve a little more focus.

Finally I'll be stepping up Rumored Vampire (from d4 to d6). All these weird things happening with Alicia's body, and a potential need to resupply herself with blood for the regenerative properties of her weird body, aren't helping the rumors any.

With that I should be up to date!

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Posted

Something I have been doing wrong...

When you add a new NPC to the board, they're supposed to start as a 2d4 Extra under Resources. Then if another PC links themselves to your NPC, the two of you discuss if you want to bump them up to being a Relationship or not.

SO... Make no changes to old stuff unless you want to, BUT... going forward, any new NPCs will be Resources instead of Relationships and I'll add them to your sheets that way. ALSO, since most of you will be or already have added an NPC this round, you'll need to add their specialties like we did for locations. 

 

BUT...

You can also feel free to change your NPC Relationships to Resources if you want. If you do, you can look back through the Pathways steps - I have them all listed in the My Copies of Steampunk characters at the bottom of each sheet. You'll be able to see where an NPC was added as well as how often you stepped them up. If you want to change them to a Resource, do so, and use the Relationship step ups you used for them to step up other Relationships instead. Just let me know which steps you changed so I can update my copy of your sheet. Questions? Ask me! Sorry for the secondary confusion.

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Posted
On 02/11/2025 at 18:27, AsBloodTurnsEverCold said:

Clayton Cash ("I'm happy to do business with.")

I added him as a 2d4 Resource*. See my note in the previous post.

On 02/11/2025 at 18:27, AsBloodTurnsEverCold said:

Duty doesn't exist as a value so I stepped up Honor in its place. 

You are correct - I changed the original rules from Duty to Honor. It seemed more fitting for a wild west themed game. But I keep referencing the original rules and missing some of my little changes like that.

On 02/11/2025 at 18:27, AsBloodTurnsEverCold said:

Stepped up Kirsa to D6 and on a whim stepped up Alicia to D6 and then Kirsa to D8 as well for the last step. 

Alicia was already stepped up to d6 during Step 3 Focus, so you can either step her up to d8 or step someone else up to d6.

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Posted (edited)
6 minutes ago, IsabellaRose said:

I added him as a 2d4 Resource*. See my note in the previous post.

Great timing. I JUST bumped him down to resources as you posted this lol 
I have him listed as (Persuasion, Wealth) 
 

6 minutes ago, IsabellaRose said:

Alicia was already stepped up to d6 during Step 3 Focus, so you can either step her up to d8 or step someone else up to d6.

That was a mistype on my end. Alicia was at D8 as well yes. 

Should all be good on my end. 

Edited by AsBloodTurnsEverCold
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Posted
2 hours ago, IsabellaRose said:

Something I have been doing wrong...

When you add a new NPC to the board, they're supposed to start as a 2d4 Extra under Resources. Then if another PC links themselves to your NPC, the two of you discuss if you want to bump them up to being a Relationship or not.

SO... Make no changes to old stuff unless you want to, BUT... going forward, any new NPCs will be Resources instead of Relationships and I'll add them to your sheets that way. ALSO, since most of you will be or already have added an NPC this round, you'll need to add their specialties like we did for locations. 

 

BUT...

You can also feel free to change your NPC Relationships to Resources if you want. If you do, you can look back through the Pathways steps - I have them all listed in the My Copies of Steampunk characters at the bottom of each sheet. You'll be able to see where an NPC was added as well as how often you stepped them up. If you want to change them to a Resource, do so, and use the Relationship step ups you used for them to step up other Relationships instead. Just let me know which steps you changed so I can update my copy of your sheet. Questions? Ask me! Sorry for the secondary confusion.

I moved Tial-V to a Resource, this makes so much more sense to me.

I want to give them something like (Bodyguard, Assistance) is that okay? I am sure Bodyguard could be Security as in personal security. As for Assistance it's because he is a butler but not sure if that works.

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Posted
3 hours ago, MagnificentBastard said:

I moved Tial-V to a Resource, this makes so much more sense to me.

I want to give them something like (Bodyguard, Assistance) is that okay? I am sure Bodyguard could be Security as in personal security. As for Assistance it's because he is a butler but not sure if that works.

bodyguard/assistance works for me. You could even list it as "butler" or "manservant" and it would just cover any assistance that might reasonably be performed by a butler.

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Posted
On 02/11/2025 at 19:37, MagnificentBastard said:

- Arrow from my character to The Laboratory

We need to define what that arrow is - I think you mentioned "owns the deed to the property" or something like that, but I don't want to put words in your mouth.

I also need you to draw an arrow back from an NPC or Location to a Player Character.

On 02/11/2025 at 19:37, MagnificentBastard said:

- Added Magical Heritage: Magical Legacy

I adjusted "Esoteric Sex Magician" to be more generic in the use of power, but specific to your actual limits (mute seemed like a weird limit for a sex magician, but abstinence makes a whole lotta sense!) See what you think and change Magical Legacy to Esoteric Sex Magician if you want. I think it fits a lot better, based on our discussions. We could always just adjust the Limits on your Magical Legacy instead. I just think the flavor text sounds better.

Heritage Distinction: Esoteric Sex Magician: You draw your power from desire itself... lust, devotion, and the charged spaces where the body meets the spirit. Whether a disciple of forbidden texts, a practitioner of occult tantra, or a devotee of Crowley’s new Aeon, your very heritage is steeped in sex magic. This power is potent but perilous: as intoxicating to you as it is to those who cross your path.
Connected Abilities: Illusion, Persuasion, Hypnosis, Precognition, Healing (through intimacy)
Limits: Abstinence: If you are denied intimacy, desire, or indulgence for too long, your Abilities are Shutdown until you indulge again; Sanctified Wards: Your Abilities can be Shutdown in the presence of wards, relics, or holy symbols that suppress lust or bind desire.

  • d4: Add a d6 to Trouble to Reroll any die due to your magical “luck.”
  • d8: Add a d10 to Trouble to use a Special Effect from an Ability you do not have, connected or not.
  • d12: Add a d10 to Trouble to Reveal that you know a spirit, demon, or sorcerer with information you need.

 

Otherwise, all set!!

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Posted
3 hours ago, IsabellaRose said:

We need to define what that arrow is - I think you mentioned "owns the deed to the property" or something like that, but I don't want to put words in your mouth.

I also need you to draw an arrow back from an NPC or Location to a Player Character

I put on the text in the line, I thought I had.

Aa for the second one not sure what to do. Can that player be me?

@WickedCadrach @StarlitSiren Either of you would like to have debts to my Casino? 

3 hours ago, IsabellaRose said:

I adjusted "Esoteric Sex Magician" to be more generic in the use of power, but specific to your actual limits (mute seemed like a weird limit for a sex magician, but abstinence makes a whole lotta sense!) See what you think and change Magical Legacy to Esoteric Sex Magician if you want. I think it fits a lot better, based on our discussions. We could always just adjust the Limits on your Magical Legacy instead. I just think the flavor text sounds better.

Heritage Distinction: Esoteric Sex Magician: You draw your power from desire itself... lust, devotion, and the charged spaces where the body meets the spirit. Whether a disciple of forbidden texts, a practitioner of occult tantra, or a devotee of Crowley’s new Aeon, your very heritage is steeped in sex magic. This power is potent but perilous: as intoxicating to you as it is to those who cross your path.
Connected Abilities: Illusion, Persuasion, Hypnosis, Precognition, Healing (through intimacy)
Limits: Abstinence: If you are denied intimacy, desire, or indulgence for too long, your Abilities are Shutdown until you indulge again; Sanctified Wards: Your Abilities can be Shutdown in the presence of wards, relics, or holy symbols that suppress lust or bind desire.

  • d4: Add a d6 to Trouble to Reroll any die due to your magical “luck.”
  • d8: Add a d10 to Trouble to use a Special Effect from an Ability you do not have, connected or not.
  • d12: Add a d10 to Trouble to Reveal that you know a spirit, demon, or sorcerer with information you need.

 

Otherwise, all set!!

I don't mind the Limits but I dont like the new Connected Abilities. I have no combat abilities and whilst I don't know how important those will be we discussed buffing and blasting.

May I suggest those of Connected Abilities: Blast, Persuasion, Illusion, Precognition, Super Speed

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Posted (edited)
2 hours ago, MagnificentBastard said:

I have no combat abilities and whilst I don't know how important those will be we discussed buffing and blasting.

I might be a little out of the loop, but I'm going to butt in here because it feels like buffing and blasting (crazy super speed, fireballs, etc) is starting to peel away from the tone and limits we established early on. I think the idea was magic exists, but it's subtle not flashy. It's not high fantasy magic, it's more Call of Cthulhu than Dungeons & Dragons. No one else really has anything combat driven like that, because it doesn't seem like that kind of game. 

Just dropping the quote from the early Want / Do Not Want compilation. 

On 19/09/2025 at 12:48, IsabellaRose said:

Minor Supernatural Stuff: folk magic so subtle that most people don't believe in it anymore, but it is very much real. The gris-gris actually keeps ghosts away and might steer that bullet meant for you into the steel flask in your breast pocket.

 

2 hours ago, MagnificentBastard said:

@WickedCadrach @StarlitSiren Either of you would like to have debts to my Casino? 

If you'd like to draw a debt as the line between the Casino and Missy, I'd be ok with it. But can I suggest something like "We can't prove it, but she's definitely cheating." instead? Just because we already have debts in play.

Edited by WickedCadrach
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Posted
1 hour ago, WickedCadrach said:

I might be a little out of the loop, but I'm going to butt in here because it feels like buffing and blasting (crazy super speed, fireballs, etc) is starting to peel away from the tone and limits we established early on. I think the idea was magic exists, but it's subtle not flashy. It's not high fantasy magic, it's more Call of Cthulhu than Dungeons & Dragons. No one else really has anything combat driven like that, because it doesn't seem like that kind of game. 

Just dropping the quote from the early Want / Do Not Want compilation. 

Minor Supernatural Stuff: folk magic so subtle that most people don't believe in it anymore, but it is very much real. The gris-gris actually keeps ghosts away and might steer that bullet meant for you into the steel flask in your breast pocket.

Speaking of this, I was trying to figure out what the limits should be for the Regeneration ability I took, and how to better fit it in within the limits we had set. It could maybe be explained away by her strange experimented upon weird science body, but the limit that I noticed which best fit was 'Vampirism'. Now she isn't really a true supernatural Vampire, although I am trying to set her up to very much mimic one. If other people have good ideas for the limit I'd be all for it. My thought was primarily that she sort of refreshes the red blood cells within her own body (perhaps having had some of her own count reduced as they are overworked and used up for the regenerative process, somehow) by ingesting the blood of other creatures. Alternatively it could be a thing where she actually needs a proper blood infusion, instead of her just straight up drinking it.

But of course other limits I am open to as well.

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Posted
1 hour ago, WickedCadrach said:

I might be a little out of the loop, but I'm going to butt in here because it feels like buffing and blasting (crazy super speed, fireballs, etc) is starting to peel away from the tone and limits we established early on. I think the idea was magic exists, but it's subtle not flashy. It's not high fantasy magic, it's more Call of Cthulhu than Dungeons & Dragons. No one else really has anything combat driven like that, because it doesn't seem like that kind of game. 

I see where you were coming from, I dont want to be The Flash or firebal wizard, but fast enough to get out of the way of or making things combust seems reasonable.

Ill wait to see what @IsabellaRosesays.

1 hour ago, WickedCadrach said:

If you'd like to draw a debt as the line between the Casino and Missy, I'd be ok with it. But can I suggest something like "We can't prove it, but she's definitely cheating." instead? Just because we already have debts in play.

I am happy to do that if you prefer, just seems weird no one is loosing money at the casino. 😅

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Posted (edited)
41 minutes ago, Chiyako said:

Speaking of this, I was trying to figure out what the limits should be for the Regeneration ability I took, and how to better fit it in within the limits we had set. It could maybe be explained away by her strange experimented upon weird science body, but the limit that I noticed which best fit was 'Vampirism'. Now she isn't really a true supernatural Vampire, although I am trying to set her up to very much mimic one. If other people have good ideas for the limit I'd be all for it. My thought was primarily that she sort of refreshes the red blood cells within her own body (perhaps having had some of her own count reduced as they are overworked and used up for the regenerative process, somehow) by ingesting the blood of other creatures. Alternatively it could be a thing where she actually needs a proper blood infusion, instead of her just straight up drinking it.

But of course other limits I am open to as well.

Well just as an idea perhaps her situation has led to greater bodily changes that results in her being unable to produce certain antibodies that others can leaving her unable to combat certain bacteria in the same way normal people might. Her inability to stop the bacteria on her own causes a need for her to drink blood (or specifically human blood as human T-cells would pass directly into the bloodstream more easily) where as if she goes without it she basically becomes ill.  

She could basically sense this bacteria growing or for whatever reason it propagates faster leading to more obvious effects when she hasn't ingested enough blood leading to a more intense psychological need. 

It could also be to stabilize her mutated genome since hers might be unstable so absorbing the white blood cells found in human blood helps stabilize hers otherwise she breaks down and starts to lose her strength. 

Other weaknesses could be more psychological like developing an aversion to holy symbols due to psychosis brought on by her changes mixed with the intense religious fervor of the time. A strong belief is as good as a real effect at times. 

Edited by AsBloodTurnsEverCold
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Posted
2 minutes ago, MagnificentBastard said:

I am happy to do that if you prefer, just seems weird no one is loosing money at the casino. 😅

Oh, I'm sure people are. 😉 I was actually misremembering and thought we had someone already in debt to the casino on top of Millie's debt to Sloan. It's your line to draw, so go with whatever feels right to you. I was just brainstorming because I wasn't sure why Missy would be gambling at the casino on credit. Though, given she's trying to keep up appearances of being 'high society' without the money to back it, she might have miscalculated and ended up with a debt at the casino while she was trying to make an impression with the upper crust of [CITY NAME HERE]. 

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