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Posted (edited)
8 hours ago, IsabellaRose said:

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.  

That's because I wasn't sure I could do that my idea is no one knows my character is weirdly old and I had backstory if I couldn't do it, that fits the same concept.

I am going for Supernatural as my Focus, its the only one that fits. There isn't a list of Heritage Distinctions, but I would argue this is what makes me life forever (aging wise). With my character being born around the time of the crusades.

Assuming that works, I'll pick Glamour as my Ability. And then ill just have to step up a relationship probably with Alicia or Millie since you keep insisting its vitality we pump them as high as possible.

Edited by MagnificentBastard
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Posted
59 minutes ago, MagnificentBastard said:

That's because I wasn't sure I could do that my idea is no one knows my character is weirdly old and I had backstory if I couldn't do it, that fits the same concept.

I am going for Supernatural as my Focus, its the only one that fits. There isn't a list of Heritage Distinctions, but I would argue this is what makes me life forever (aging wise). With my character being born around the time of the crusades.

Assuming that works, I'll pick Glamour as my Ability. And then ill just have to step up a relationship probably with Alicia or Millie since you keep insisting its vitality we pump them as high as possible.

We would need to define the reason for his extended lifespan. Why is he so old? why hasn’t he died? what keeps him alive? what problems has this caused for him? what happens if someone tries to kill him? what price does he pay for this extended lifespan? 

I'm not sure it fits 100%, especially after having kicked the idea of a vampire out for Chiyako. I’m not 100% against it, either, but I feel like there’s going to put Edmund at a level far above everyone else. 

I’d like to put it out to the group. Is an immortal character okay with you? Do you feel like it will create too much of an imbalance? If you’re not comfortable voicing your concerns here, feel free to message me privately. 

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Posted
49 minutes ago, IsabellaRose said:

We would need to define the reason for his extended lifespan. Why is he so old? why hasn’t he died? what keeps him alive? what problems has this caused for him? what happens if someone tries to kill him? what price does he pay for this extended lifespan? 

I'm not sure it fits 100%, especially after having kicked the idea of a vampire out for Chiyako. I’m not 100% against it, either, but I feel like there’s going to put Edmund at a level far above everyone else. 

I’d like to put it out to the group. Is an immortal character okay with you? Do you feel like it will create too much of an imbalance? If you’re not comfortable voicing your concerns here, feel free to message me privately. 

I think that's fair enough. 🙂

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Posted

Personally I'm not against the idea per-se but I do feel like its a little bit of a step up in terms of the general mood we've operated on so far. 
And I do think it would be a smidge unfair with vampires (as a supernatural force) having been more or less pushed with a broom out the door.

I'm not sure about imbalance as this sort of system is less about min-maxing and more about narrative but its kinda hard to tell cause the system does seem relatively shielded against "being good at everything" like an immortal probably would be and even discourage it but I dunno. 

I'm not opposed but it definitely another level. I'm playing an Eldritch Music Man anyway so I'm good with a bit weird. 

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Posted

So above the box detailing our Focus choices there is a notice to draw an arrow from any circle or diamond to another circle, diamond, or square. We did that one already, right?

There is also a notice telling us to draw an arrow from our square to a new or existing circle or diamond. We haven't done that one yet, right?

Regardless, I'll also be going for Invention, as it fits Alicia the most. Not that she would focus on mechanical inventions and such, but she would focus on experimentation and mad sciences. Progress and quenching her never-ending thirst for knowledge are her primary foci. Even while on the run she has set her mind to such things, often times at a risk to her own well being (whether due to self-experimentation, doing something she isn't supposed to do leaving to the drawing of dangerous attention, or getting so caught up in her work that she almost gets herself captured). Her work isn't for the sake of glory or her reputation, neither of which are things she concerns herself with. They have harmed her and others, but occasionally they are helpful to people.

I suppose since the ability here needs to include a limit related to Gear or Mad Science, I'll try to add another tonic based off her Heritage Distinction, as those typically would include that sort of limit:

  • (d4) Elixar of Savitar
    A bottle of glowing elixir easily mistaken to be liquid sunlight, this creation floods the central nervous system with a concoction of stimulating chemicals designed to increase the speed of nerve impulses. It simultaneously introduces chemicals within the body's muscle cells designed to allow the fibers to contract with greater speed and force. All of this is perfect for running away from one's problems, although it does incur its own set of side effects. 
    • Effect: Evasion/Mobility. You may roll Elixir of Savitar when speed, agility, or rapid reaction could give you the advantage.
    • Descriptors: alchemy, elixar, heightened reflexes, mutagen, speed, stimulants.
    • Limits: Limited supply; Jittery Aftereffects – After the elixir wears off, your body trembles with exhaustion and frayed nerves. If you roll a 1 while using this Ability, step up Exhausted Stress or take Injured Stress (your choice).
    • SFX:
      • D4: Spend a Plot Point to immediately move somewhere nearby that would normally take a full action (through a doorway, across a courtyard, up a ladder, etc.).
      • D8: Spend a Plot Point to automatically avoid a complication or attack by describing a burst of superhuman speed or reflex.
      • D12: Add a d6 to Trouble to act twice in the same scene round: one normal action and one Elixir-fueled reflexive action (escape, attack, or create an advantage).

Let me know if something should be changed or such, or if anything needs to be done to make it fit better (or if I'm even doing this right in the first place!).

I think I'll probably end up stepping up Mad Scientist to d8 to reflect her focus there.

I'll also probably step up A Vampire by Rumor and Science to again reflect her focus there.

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Posted (edited)
1 hour ago, IsabellaRose said:

I’d like to put it out to the group. Is an immortal character okay with you? Do you feel like it will create too much of an imbalance? If you’re not comfortable voicing your concerns here, feel free to message me privately. 

I'm less worried about it being a balance issue if he has longevity but no durability (if he can still be shot, stabbed, and catch cholera). For me, it's more of a setting and vibe question. 

He's an occultist in a world where some of that stuff is real, so if it's something like 'he's 100 but looks 40', that vibes for me. If he's actually from the Crusades like MB teased earlier, that starts feeling odd for the setting. He's already filling a place as 'old money' and part of the 'rich and elite', and immortality (making him literally old money) feels a bit like putting a hat on a hat. I'm also a little worried if he's that old... well, I wouldn't want it to be a catch-all for excusing Edmund having a ton of free knowledge, skills, and know-how. 

Edited by WickedCadrach
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Posted

I'm honestly fine with the whole being immortal thing if it is, for example, tied to something else supernatural (like his medallion). Something which he could lose, that isn't just making him a sort of monster. And as Wicked suggested, maybe having him not be ancient, but still quite old (sort of like he is still newish in his immortality). That would make it so he shouldn't be overpowered, but still has that core aspect.

With the Vampire thing it is understandable not having a full fledged Vampire, if we're trying to keep things not too supernatural. Alicia is effectively a fake Vampire. But we do have some supernaturalish elements, and I think some weird amulet oddity creating an effect like that might be fine, and might act as something that could be used to fuel some plot points (for example some people might definitely want to take that if they knew about it, Alicia would certainly like to study and experiment on such a thing, and the person wielding it).

But that's just my opinion on it.

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Posted (edited)
5 minutes ago, WickedCadrach said:

I'm less worried about it being a balance issue if he has longevity but no durability (if he can still be shot, stabbed, and catch cholera). For me, it's more of a setting and vibe question. 

He's an occultist in a world where some of that stuff is real, so if it's something like 'he's 100 but looks 40', that vibes for me. If he's actually from the Crusades like MB teased earlier, that starts feeling odd for the setting. He's already filling a place as 'old money' and part of the 'rich and elite', and immortality (making him literally old money) feels a bit like putting a hat on a hat. I'm also a little worried if he's that old... well, I wouldn't want it to be a catch-all for excusing Edmund having a ton of free knowledge, skills, and know-how. 

Quote

I'm honestly fine with the whole being immortal thing if it is, for example, tied to something else supernatural (like his medallion). Something which he could lose, that isn't just making him a sort of monster. And as Wicked suggested, maybe having him not be ancient, but still quite old (sort of like he is still newish in his immortality). That would make it so he shouldn't be overpowered, but still has that core aspect.

With the Vampire thing it is understandable not having a full fledged Vampire, if we're trying to keep things not too supernatural. Alicia is effectively a fake Vampire. But we do have some supernaturalish elements, and I think some weird amulet oddity creating an effect like that might be fine, and might act as something that could be used to fuel some plot points (for example some people might definitely want to take that if they knew about it, Alicia would certainly like to study and experiment on such a thing, and the person wielding it).

But that's just my opinion on it.

I decided it to drop it so it's good 😊 

Edited by MagnificentBastard
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Posted
6 hours ago, WickedCadrach said:

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)

Missy is all set for Step 3!

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Posted
4 hours ago, StarlitSiren said:

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!)

The Exchange and Edmund are both good.

For the Ferroburst Pistol, I'd like to keep it as close to the original "magnetism" as possible. I wouldn't limit it to a single shot, but maybe it needs to be reloaded. You might also want to replace one of the SFX with "d4 Earn a Plot Point when you run out of ammo" and move the others left up one.

Spoiler

d4 Ferroburst Pistol: This single shot 'pistol' is loaded 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), Reload Time, Ammo
SFX:

  • d4 Spend a Plot Point to deflect incoming bullets.
  • d8 Spend a Plot Point to immobilize or temporarily stop the movement of heavy iron gear (armor, machinery, etc.)
  • d12 Add a d6 to Trouble to hurl a storm of metal debris at everyone nearby.

For the Alchemascope, I'd suggest something more like:

Spoiler

d4 Alchemascope: A brass-and-lens contraption fitted with glass vials, alchemical filters, and shifting prisms. When worn, it reveals hidden frequencies and material truths: the shimmer of alloys, the telltale glow of toxins, or the crystalline pattern of compounds invisible to the naked eye.
Effect: Sensory.
Descriptors: Materials, tinkering, crafting
Limits: The Alchemascope cannot see through living tissue or be used on anything magical, prolonged use risks damaging its delicate filters requiring repair, Recharge
SFX:

  • d4 Earn a plot point when the Alchemascope requires realignment or recharging back in the lab.
  • d8 Spend a Plot Point to get a full breakdown of an objects material makeup, enough to craft with and/or attempt to replicate it.
  • d12 Add a d6 to Trouble to create a temporary Useful Detail like “Structural Weak Point Exposed” or “Toxic Residue Identified” that you or allies can exploit.

 

I think those align better with the rules of the game and will be more universal, but let me know what you think.

IF you like them, Millie is good to go for Step 3!

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Posted (edited)

@IsabellaRose
Debating on Supernatural instead while we're still in this step but I'm not really sure how to make a heritage distinction but figured I'd run the idea by you. I admittedly have no idea how this work or if being cursed would go to heritage: 

d4 Cursed by Cacophony
You've read the the ebon pages and heard the aberrant strain. You've sung the peculiar arias, and played with odd tones. Your study into the music of the world beyond has given you the ability to open the minds of all who hear your songs, but in turn wrenched open your own never to be shut again. Your head filled music you can no longer escape, only abate. Your mind an instrument, your body the vessel.
Your new eyes are the mark, the clearest sign that you are touched and changed by a sacred Cacophony, a twisted Euphony, and forced to see and hear the beyond...forever. You are, forever, a servant of The Noise. Roll whenever your ability to see or hear aspects of The Other World will affect a scene. 
Connected Abilities: Sense of the Other World, Heightened Hearing, Soul Sight (as living music), The Other Theory? 
Limits: possession, sensory overload, sanctified ground. 

d4: Earn a plot point when resisting possession by The Noise causes you pain, makes you collapse, or retreat. 

This is terrible but I hope it gets the ideas across? 
 

Edited by AsBloodTurnsEverCold
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Posted
7 hours ago, IsabellaRose said:

The Exchange and Edmund are both good.

For the Ferroburst Pistol, I'd like to keep it as close to the original "magnetism" as possible. I wouldn't limit it to a single shot, but maybe it needs to be reloaded. You might also want to replace one of the SFX with "d4 Earn a Plot Point when you run out of ammo" and move the others left up one.

  Hide contents

d4 Ferroburst Pistol: This single shot 'pistol' is loaded 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), Reload Time, Ammo
SFX:

  • d4 Spend a Plot Point to deflect incoming bullets.
  • d8 Spend a Plot Point to immobilize or temporarily stop the movement of heavy iron gear (armor, machinery, etc.)
  • d12 Add a d6 to Trouble to hurl a storm of metal debris at everyone nearby.

For the Alchemascope, I'd suggest something more like:

  Reveal hidden contents

d4 Alchemascope: A brass-and-lens contraption fitted with glass vials, alchemical filters, and shifting prisms. When worn, it reveals hidden frequencies and material truths: the shimmer of alloys, the telltale glow of toxins, or the crystalline pattern of compounds invisible to the naked eye.
Effect: Sensory.
Descriptors: Materials, tinkering, crafting
Limits: The Alchemascope cannot see through living tissue or be used on anything magical, prolonged use risks damaging its delicate filters requiring repair, Recharge
SFX:

  • d4 Earn a plot point when the Alchemascope requires realignment or recharging back in the lab.
  • d8 Spend a Plot Point to get a full breakdown of an objects material makeup, enough to craft with and/or attempt to replicate it.
  • d12 Add a d6 to Trouble to create a temporary Useful Detail like “Structural Weak Point Exposed” or “Toxic Residue Identified” that you or allies can exploit.

 

I think those align better with the rules of the game and will be more universal, but let me know what you think.

IF you like them, Millie is good to go for Step 3!

To clarify- if I do this for the pistol are the other SFX achievable? I ask because the skill is still marked as d4

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Posted

I'm still catching up on everyone's Step 3, but I wanted to drop a quick note to let everyone know that Game 2 has been cancelled, so this is the only Cortex Wild West / Steampunk / Weird West game that I'm running. With that being said, I'd like to 

Welcome @DreamsnThings to our game! I'll be adding her to the Pathways map and we'll get her caught up to the rest of you. 

Thanks for your patience and continued interest, everyone!

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Posted
5 hours ago, StarlitSiren said:

To clarify- if I do this for the pistol are the other SFX achievable? I ask because the skill is still marked as d4

You would need to step it up to d8 to get the second SFX, and then step it up again to d12 to unlock the third SFX. It's sort of designed to mimic the way superheroes discover and think of new ways to use their powers as they get more experienced with them.

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