Jump to content

Recommended Posts

Posted
22 minutes ago, AsBloodTurnsEverCold said:

You might as well have asked my boring ass to do advanced math with this step. 

Anyhow I connected Willis Sloan to Edmund to say this ambitious contract fiend is scheming against against Edmund and thinking about taking whats his so that he can be play with the big dogs. 

We love a rivalry! Particularly with a scrappy underdog. 

  • Like 1
  • Love 2
  • ^ This 2
Posted

We're just waiting for @MagnificentBastard to link something/someone to something/someone else. (no pressure, this is just how I remember where I am!)

Then we can continue with the other step of Step 3: Focus. The steps are posted in the Rules Reference... we've already done the first Pathways Map step so we only need to do the 2nd step, just don't add it til MagnificentBastard creates his link.

 

Just now, MagnificentBastard said:

@IsabellaRose

Add should we have two or one arrows for connections each?

Just one connection from any circle or diamond, one way to any other circle, diamond, or square.

  • Love 1
Posted
2 hours ago, IsabellaRose said:

Step 3 begins with:

Draw an arrow from any circle or diamond to another circle, diamond, or square.

This time you can link ANY NPC or Location to any other NPC, Location, or Player Character. You don't need the approval of the person who created either item, just find something that sounds dramatically interesting and link away. Make it problematic, make it adversarial, make it suspicious or challenging... make it uncomfortable.

The game runs on drama. Boring connections don't add anything dramatic to the story. Add something that will fuel dramatic tension. Put someone in someone elses' debt, make someone madly in love with someone else, make it FUN!

We're on a new step 

  • Love 1
  • ^ This 1
  • Woohoo 1
Posted
2 minutes ago, MagnificentBastard said:

I am confused, everyone else but me has two I added a second and it's the only you could be waiting for one, since I added mine about the Hotel and the Casino sharing clientele ages ago.

I misunderstood your question. I thought you were asking 'Do we add two arrows (presumably one there and one back) when making a connection.'

Yeah, this is a new connection to draw.

  • Like 1
  • Love 1
  • ^ This 1
Posted

@MagnificentBastard - your Shameless Flirt Distinction needs have the SFX listed in the description. They don't indicate additional dice, they tell the SFX that you unlock as you step the die rating of the Distinction. When you add it at d4, you unlock the d4 SFX. When you Step Up to d6, there is no additional SFX. When you Step Up to d8, you add the listed SFX. When you Step Up to d10 there is additional no SFX, and when you Step UP to d12, you unlock the listed SFX. Regardless of which SFX you have unlocked, you always roll the die rating of the Distinction when using it in your poll. 

  • d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone you shouldn’t.
  • d8: Spend a Plot Point to Reveal a detail from your “worldly experience” that impresses or tempts.
  • d12: Spend a Plot Point to Reroll any die in a Shameless Flirt roll when teasing or innuendo takes center stage.
  • Love 3
Posted (edited)
13 minutes ago, IsabellaRose said:

I'm trying to find your link... is it "Jane Montgomery > is besotted with > Edmund Blackwood"?

Yes

8 minutes ago, IsabellaRose said:

@MagnificentBastard - your Shameless Flirt Distinction needs have the SFX listed in the description. They don't indicate additional dice, they tell the SFX that you unlock as you step the die rating of the Distinction. When you add it at d4, you unlock the d4 SFX. When you Step Up to d6, there is no additional SFX. When you Step Up to d8, you add the listed SFX. When you Step Up to d10 there is additional no SFX, and when you Step UP to d12, you unlock the listed SFX. Regardless of which SFX you have unlocked, you always roll the die rating of the Distinction when using it in your poll. 

  • d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone you shouldn’t.
  • d8: Spend a Plot Point to Reveal a detail from your “worldly experience” that impresses or tempts.
  • d12: Spend a Plot Point to Reroll any die in a Shameless Flirt roll when teasing or innuendo takes center stage.

Just tell me what I need to copy paste and what the default value is, I dont have the book and what I posted is what I thought was the default Shameless Flirt trait.

Edited by MagnificentBastard
  • Love 2
Posted
4 minutes ago, MagnificentBastard said:

Yes

Just tell me what I need to copy paste and what the default value is, I dont have the book and what I posted is what I thought was the default Shameless Flirt trait.

You can just copy it right out of the Distinctions section of the Rules Reference. I pre-made a pile of Distinctions and Abilities for people to choose from.

  • Love 2
  • Thanks 1
Posted

IT'S GO TIME!!

Continue with the other step of Step 3: Focus under Pathways in the Rules Reference.

We've already done the first Pathways Map step so we only need to do the 2nd step (add a new circle (Relationship or NPC) or diamond (Location).

Then you just have to choose your path and complete those steps!

  • Woohoo 3
Posted

I am assuming both the Alchemy ability and Alicia's Regenerative Tonics ability count as abilities with the Mad Science limit? Would something else like a tonic replicating Unnatural Speed or Unnatural Strength count as a new ability for that, branching off her Heritage? Otherwise if it has to be sort of gear related I guess Rail-Jack could sort of work.

  • Love 1
  • Thanks 1
Posted (edited)

I *should* take The Supernatural to really bring this concept home but I'm taking reputation instead so I can get his Virtuoso Distinction up to D6 at least and it also feels like it makes a lot of sense (These choices are HARD). 

I've added Joshua Thane to the board if I understood Isabella said right and he's Heir-apparent to the Thane family, a former soldier, current (corrupt) Lawman. He puts on the facade of a kind man but he is, in truth, as cruel as he could be. He, as part of a formerly slave-owning family, he was raised to see others as lesser and fought to uphold that and managed to avoid punishment because of a favor. He became a lawman after the war in order to continue his violent interests and has a habit for being overzealous in his duties or demanding more than a little gratuity especially from the women he helps although rumor has it he's in good with plenty of criminals. He's not someone you want to run into.

I've also stepped up the dice with Alicia @Chiyako but not much changes just the text is "I must learn her story." rather than simple curiosity for him. 

And stepped up the music hall of course. 

Edited by AsBloodTurnsEverCold
  • Woohoo 1
Posted
9 hours ago, Chiyako said:

I am assuming both the Alchemy ability and Alicia's Regenerative Tonics ability count as abilities with the Mad Science limit? Would something else like a tonic replicating Unnatural Speed or Unnatural Strength count as a new ability for that, branching off her Heritage? Otherwise if it has to be sort of gear related I guess Rail-Jack could sort of work.

Every separate ability you have counts as a new Ability on your sheet. We could call them Inhuman Speed or Strength. When you count them as "Gear" that means they're not an inherent part of you and what you do. Think of it as Spider-man's "spider sense" which is part of him, vs. his web shooters, which are gear he wears. The big difference is that gear, or in our case, mad science, has limitations. It can break, you can run out of "ammo" or "doses" etc. That's why "Gear" or "Mad Science" are limits.

Does that make sense?

  • Love 2
Posted
8 hours ago, MagnificentBastard said:

I am confused as to what is a Heritage, or if my Distinction/Traits count as Abilities.

Abilities

Spoiler

With the possibility for automatons, esoteric adepts, and folk magic come abilities. Abilities allow characters to do things far beyond the capabilities of the normal person. They allow you to roll dice in appropriate Tests and Contests based on their Effects, but each has one or more Special Effects that directly impact the outcome of many scenes. Super-strength, for example, gives you a die to roll when you bring your muscles into play. You might use Super-strength’s Special Effect, however, when exhibiting a massive feat of strength like holding up a collapsing
building long enough for your friends to escape or stopping a speeding locomotive before it careens off the destroyed bridge. Abilities also come with Descriptors and Limits. Descriptors are keywords that further define how the Ability manifests, such as heat, cold, magic, and so on. Limits are proof that no Ability is absolute.

The most important thing to remember about Abilities is that not everyone has them, so each one is special. Some might have no Abilities, some only have one or two. While a PC with a single Ability is rather limited in the number of superpowers he has, he will usually be very good at using it. Other characters may bear a whole array of potential abilities tied to a Heritage Distinction. PCs with Heritage-connected Abilities may have more options than their single-talent friends, but they also have to deal with additional Limits, opponents who target them because of their Heritage, and more. They’re also going to sacrifice quality for quantity.

Distinctions

Spoiler

Distinctions answer the question of who you are and how you do what you do. Maybe you believe in Truth, Honor, and Justice, but your Distinctions define how you differ from everyone else that believes in those very same things.

You can divide Distinctions into three broad categories. The first covers attributes of your personality. Are you brilliant, athletic, or artistic? Do you have such a big heart that you always give in to help others? Or are you mean and sarcastic, always with a harsh word on the tip of your tongue?

Then there’s the skill set. You might have spent years sneaking into buildings or training to be the best pugilist. You might be able to build a steam engine in your sleep or shoot the wings off a fly at a hundred yards.

Finally, there’s the Heritage Distinction, a special variation that says, “I belong to this culture/weird group/species” and ties you to Abilities in a specific way. Clark Kent has a Kryptonian Heritage, Aquaman has an Atlantean Heritage, and so on.

These things set you apart from everyone else, which is why Distinctions are important. These aren’t superpowers. These are the Traits that anyone might develop or learn, depending on their background and potential.

Heritage Distinctions

Spoiler

(copied wholesale from the Smallville rules with Smallville examples just to get it in quick)

Some characters simply aren’t human, or they benefit from belonging to a culture or lineage that provides amazing powers and abilities. Clark Kent is the premier example of someone like this, but the Smallville universe is home to many others, such as John Jones, the Manhunter from Mars; Arthur Curry, who inherits his Atlantean abilities from his mother; Maxima, the Queen of Almerac; and the three young visitors from the Legion of the future. This sort of metahuman or alien origin is represented in the game by Heritage Distinctions.

Typically, your character can only acquire a Heritage Distinction at two points, both of which happen in Pathways: at the Origin stage and at the Life-Changing Event. You acquire a
Heritage Distinction at d4, then you can use any Distinction step advancement to improve it. On its own, a Heritage Distinction is useful for rolling into Tests and Contests that depend on you knowing, understanding, or being a representative of your special heritage. For example, Clark rolls his Kryptonian Heritage when he’s trying to understand a Kryptonian artifact, or appeal to the Kandorian clones’ sense of community. He doesn’t roll it when he’s using his Abilities, unless he’s trying to do something different or new with them.

Heritage Distinctions are associated with a number of Abilities. Having the Distinction doesn’t automatically give you those Abilities, however. Instead, you may roll the Heritage Distinction in with your Growth pool when rolling for a Heritage-connected Ability in a tag scene. Additionally, the triggers on some Heritage Distinctions allow you to use a Special Effect from a Heritage-connected Ability you don’t have. These Special Effects still require you to spend a Plot Point to activate them, so if the Heritage Distinction calls for a Plot Point to use this trigger, you need to spend a total of two Plot Points.

Every Heritage Distinction comes with one or more Limits which apply to all Abilities connected to it (in addition to any Limit the Ability may have by itself). Kryptonians all have the kryptonite and magic limits, for example, which helps to offset the Heritage’s potency.

Let me know if you need me to clarify beyond what's written in the rules.

 

Side note: I went back to double-check because I thought I missed something, and your original character concept didn't have anything about being immortal, which is definitely an Ability. It might be based on a heritage, depending on why you're immortal. Either way, we need to define how and why you're immortal, and what the limitation is to your immortality. "I weirdly lived a really long time" might be how it comes across to the people in town if they find out, but there's a reason for it and if you want it to matter in gameplay, we need to tie to to a mechanic and a limitation. 

  • Love 2
Posted
8 hours ago, AsBloodTurnsEverCold said:

I *should* take The Supernatural to really bring this concept home but I'm taking reputation instead so I can get his Virtuoso Distinction up to D6 at least and it also feels like it makes a lot of sense (These choices are HARD). 

I've added Joshua Thane to the board if I understood Isabella said right and he's Heir-apparent to the Thane family, a former soldier, current (corrupt) Lawman. He puts on the facade of a kind man but he is, in truth, as cruel as he could be. He, as part of a formerly slave-owning family, he was raised to see others as lesser and fought to uphold that and managed to avoid punishment because of a favor. He became a lawman after the war in order to continue his violent interests and has a habit for being overzealous in his duties or demanding more than a little gratuity especially from the women he helps although rumor has it he's in good with plenty of criminals. He's not someone you want to run into.

I've also stepped up the dice with Alicia @Chiyako but not much changes just the text is "I must learn her story." rather than simple curiosity for him. 

And stepped up the music hall of course. 

Kojo is all set for Step 3!

  • Woohoo 2
Posted

I went with Reputation for Missy's Focus. 

  • Bumped up Velvet Voice again
  • Bumped up Adelaide Montgomery Resource
  • Bumped up Relationship with Jane Montgomery 

Missy has been working hard to cultivate her reputation as more than a side-show attraction. She has a toe-hold in the parlors of the wealthy and is spending her money as fast as she makes it trying to keep up the appearance that she belongs there. While stories of secrets revealed and messages from beyond have been making the rounds since her spook show came to the city, the decisive moment came when she turned her 'clairvoyance' to helping Adelaide Montgomery locate a missing piece of her mother's ancestral jewelry—putting on a compelling performance channeling the Montgomery matriarch's spirit to relay her guidance from beyond the grave. The reality of the situation is much more mundane, as it's quite easy to lead people to their missing accessories when you are the person who stole them to begin with. 

--

For the second step of the Pathways Map, I've added a new NPC. 

Red Jenny 

The Scarlet Lady, The Veiled Ghost, Red Jenny... Some say she was a prospector, murdered for her claim after showing off a bit of the shine she'd found in the saloon one night. Others say she was a working girl, beaten and strangled in her bed by a drunken customer. The immigrant rail-workers claim she's a fox spirit, a vengeful specter who was never human at all, here to claim the souls of prideful men. No matter which version you hear, her description is the same: a woman in a ragged dress wearing a veil that clings to her hidden face by its wet, red stains. They say if you walk the streets at night and hear her humming behind you, close your eyes and pray, but do not look back—there's no fighting the devil. And when a phantom comes to claim the sinful, the arrogant, the greedy, and the violent... who is safe in a city like this?

... When Missy invented 'Red Jenny' for her show, she thought the homespun legend would make for a compelling bit of fun. The chemically treated candles would flare and her voice would quaver as she pretended to speak for the vengeful specter. It became decidedly less fun when actual victims began to appear in the streets, and the frightened working folk turned to Missy for answers.

d4 Red Jenny - "I have to get control of her."

 

(completely open to comment and suggestions on any of these)

  • Love 5
Posted (edited)

Pathway Focus: Invention

Millie doesn't truly know why she's always been so fascinated by taking things apart and putting them back together; she just is, and doing so comes as naturally to her as breathing at times. If she didn't have to think about the day to day getting by, the business wouldn't exist, and Millie would spend her entire time on her own experiments. She's not looking to make a name for herself... just looking to keep doing what she loves to- no- needs to do.

 

New Gear (ability)

The Alchemascope

A set of goggles Millie wears and keeps with her that she can use to see objects in differing visual frequencies, letting her 'see' the material makeup and compounds of whatever it is she is examining... at least given time to have the 'Photographs' develop.

Effect: Sensory. You may roll The Alchemascope to analyse objects for their materials and compounds to better understand them

Descriptors: Materials, tinkering, crafting

Limits: The Alchemascope  can be used at short notice, but the pictures need developing in the workshops dark room before any information can be gleaned from them

SFX:

Spend a Plot Point to tell if  an object is made of <new miracle compound> or otherwise contains traces of it instantly

Spend a Plot Point to get a full breakdown of an objects material makeup, with the time to develop pictures to examine.

Add a d6 to Trouble to reveal a valuable clue pertinent to the situation through the Alchemascope, in either of the above SFX

 

New Gear (ability)

The Ferroburst Pistol

This Single shot 'pistol' is armed with an oversized, bulky disc of Millicent's own design, built not to harm, but to provide something like cover when lead starts flying.

Effect: Control. You may roll The Ferroburst Revolver to manipulate ferrous metal.

Descriptors: magnetic, iron, voltaic, polarity.

Limits: Cannot affect non-ferrous substances (wood, brass, copper). Only a single shot before must be rearmed at the workshop.

SFX:

Spend a Plot Point to fire the gun and send a machine haywire, or even shut it down (GM's discretion)

Spend a Plot Point to create a field in which bullets and other metallic substances refuse to enter due to powerful magnetism for a short period

Add a d6 to Trouble to hurl a storm of metal debris in a chosen direction (via firing the gun to direct it.)

 

Stepping up Edmund's relationship to a d6 to reflect that we're probably already dealing with one another due to TAIL-V

 

New Location: The Exchange- Down in the cellar of an old house fronted by a family well paid off is The Exchange, a black market/fence where secrets and illegal goods or services can be sought out.

 

(I've not put these on the sheet yet @IsabellaRose. Thought I'd let you look these over first!)

Edited by StarlitSiren
  • Love 4
  • Recently Browsing   0 members

    • There are no registered users currently online
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Read our Privacy Policy for more information.

Please Sign In or Sign Up