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Posted
2 hours ago, DreamsnThings said:

this is kind of a catch all, i saw in an example that you can spend plot points to turn a temporary asset into a permanent one, I want to frequently do things like that with misc tools tied to the pherobrella... be it an automatic lockpick, detaching the hooked hilt of it to use as a grappling hook, or using the tip to shoot a laser to melt through iron bars... i basically want to have the leeway to create temp tools and turn them permanent later... which sounds like that itself wont be an issue

The rules around creating temporary assets are:

Quote

 

CREATE A TEMPORARY ASSET: You can create a d6 temporary asset by spending a PP. This asset lasts for the rest of the scene. If you spend two PP, you can keep it for the rest of the session assuming nothing happens to remove or eliminate it. This allows you to give some dramatic weight to an item (Length of Pipe d6) or part of the scenery (Unlocked Door d6), or create a new GMC (Handyman d6). The temporary asset only helps you, unless you give it to somebody else when you create it, or spend another PP to make it free for anyone to use.

SHARE AN ASSET: If you’ve created a temporary asset by spending a PP, you can spend a PP to make it “open” for other characters in the scene to use in their dice pools.

CREATE A RELATIONSHIP: When using relationship traits, you can spend a PP to create a d6 relationship with a character that you don’t already have a relationship with. This relationship goes away at the end of the session unless you use Growth to keep it around.

 

So you can create a temp tool by spending a PP, make it last til the end of the session by spending another PP, but the only way to make it permanent is to Add it as a new Ability during Growth.

 

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Posted
3 hours ago, IsabellaRose said:

make it last til the end of the session by spending another PP

Gotcha...uhm... what are we defining as a 'session' exactly? Also with this in mind can i get a feature that makes my first plot point spent to create a temporary asset attatched to the pherosol last till session end? Ie giving a discount? I want to tie mechanics to the multitool flavor in some way

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Posted
4 hours ago, DreamsnThings said:

Gotcha...uhm... what are we defining as a 'session' exactly? 

When I've played this online in the past, we've called each "Chapter" a session. Basically, you all will involve yourselves in interpersonal drama and hijinks, I'll introduce a sort of "bad guy/monster/issue of the week", and once the particular "of the week" issue is resolved, that "Chapter" is over. I'm calling that a session, because it should be roughly equivalent to what we'd get through in a single gaming session around a table.

 

4 hours ago, DreamsnThings said:

Also with this in mind can i get a feature that makes my first plot point spent to create a temporary asset attatched to the pherosol last till session end? Ie giving a discount? I want to tie mechanics to the multitool flavor in some way

Plot Points are a pretty integral part of the game, and the back and forth flow of them throughout gameplay is one of the core mechanics of the dramatic implementation of Cortex. I am hesitant to include anything that affects the metacurrency for a single player. I'm going to say no to any Plot Point discounts, but saying that, I also want you reassure you that we will absolutely retain the multitool feel of the Pherosol, even if it isn't always mechanically relevant. 

I'm working on a final version of the various abilities for the Pherosol, but here's what I have so far:

 

PHEROSOL SHIELD: The Pherosol’s alchemical silk and articulated frame unfold into a compact defensive barrier. Multiple layers of various alchemically treated cloths within the Pherosol deflect heat, bullets, and even low-intensity energy discharges, making it as practical as it is fashionable.
Effect: Defend
Descriptors: brasswork, alchemy, kinetic barrier, umbrella shield
Limits: Gear; bulky when deployed, leaves your other hand occupied.
SFX

  • Spend a Plot Point to deflect a ranged attack that would otherwise hit.
  • Spend a Plot Point to protect an adjacent ally from harm, taking the Stress yourself.
  • Add a d6 to Trouble to fully block an area attack or explosion (the shield survives but you’re thrown or winded).
  • Spend a Plot Point to create a d8 “Defensive Cover” asset lasting the scene.

 

PHEROSOL GLIDE: By holding the Pherosol aloft and releasing compressed-steam vents along its ribs, you can drift gracefully through the air, descending from rooftops or catching thermals like a genteel sky-pirate. It’s not true flight, but in capable hands it’s near-miraculous.
Effect: Movement
Descriptors: flight, glide, steam propulsion, parachute
Limits: Gear; cannot gain altitude without strong wind or elevation; difficult to control in confined spaces.
SFX

  • Spend a Plot Point to glide safely from any fall, no matter the height.
  • Spend a Plot Point to travel across a chasm or over a hazard others must navigate around.
  • Add a d6 to Trouble to ride an updraft or storm gust, achieving momentary flight.
  • Spend a Plot Point to make a dramatic entrance or exit, “arriving from above” or “floating out of reach.”

 

PHEROSOL MULTITOOL: A marvel of miniaturized steamtech, the parasol’s handle conceals extendable mechanisms like a grappling-line spool, telescopic lock-pick armature, "sun-ray" filament cutter, and even a small welding flame produced by volatile alchemical fuel.
Effect: Control
Descriptors: gadget, gear, alchemy, engineering, espionage
Limits: Gear; limited fuel and delicate mechanisms, prolonged misuse may jam or break it.
SFX

  • Spend a Plot Point to reveal a previously unused function of the Pherosol such as “Telegraph Line Wiretap” or “Extendable Mirrored Lens for Peeking Around Corners.”
  • Spend a Plot Point to perform a feat of mechanical precision (cutting, prying, rewiring, sealing).
  • Add a d6 to Trouble to use the tool for a purpose it was never meant for. It works, but another ability tied to the Pherosol is Shutdown until the end of the scene.
  • Spend a Plot Point to substitute Pherosol Multitool for any technical specialty for one roll.
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Posted

...and, I'm an idiot. 

I've got three different implementations of Cortex crossed (see what happens when you get your brain to hacking and forget to focus!)

I screwed up how Abilities work when outlining them for this game and set them up like Distinctions. SO... I probably need to make an adjustment to the rules reference and the default Abilities, as well as to all the Abilities (especially custom ones) already on your sheets. I might need to work with each of you to alter or remove Heritage Distinctions if we decide they're not mechanically optimized.  Some things might make more sense as Distinctions, some as Abilities. I was treating them mechanically the same, but I want to make sure we treat them in the best way for you to use them in the fiction.

I outlined the details of each below, but the basic mechanical and story differences are:

  • a Distinction is an aspect of your personality, a skill, or a Heritage Distinction.
    It gets 3 "triggers" (SFX)  at d4, d8, and d12 rating. These are a "pay a cost, get a benefit" style SFX.
     
  • an Ability Abilities allows a character to do things far beyond the capabilities of a normal person.
    It has 1-3 SFX tied to it. To activate them, you just pay a plot point and do the thing. No other cost involved. Abilities can be Shutdown by other characters using their limits (think things like dehydrating the fishman, disabling Superman with Kryptonite, using silver on a werewolf, using cold iron on a fey creature, etc.)

 

 

Distinctions

Each Distinction has a die rating and three pairs of characteristics called triggers.

The die rating for a Distinction ranges from d4 to d12 like all other Traits. Roll this die when the Distinction applies. For example, an Agile d8 gives a character a d8 when they are doing something for which their graceful and agile moves would help them, but not when they are just moving around normally, even if it does look graceful. Why would you make a roll for day-to-day activities, anyway?

The trigger of a Distinction is set up as a benefit paired with a drawback. When you invoke the benefit, the drawback is triggered, or vice versa. The die rating determines how many of the Distinction’s triggers you have access to. At d4 level, you may only use the first trigger; at d8, you may use the first two; at d12, you have a choice of any of three triggers. Your character sheet shouldn't list the triggers you don’t have access to; you add them as you get them.

 

Abilities

Each Ability has a die rating that you can roll in any Test or Contest that might benefit from the assistance of your Ability. The Effect helps establish how you can use an Ability’s die.

However, that’s not the be-all and end-all of an Ability’s benefits. In addition to its Effect, each Ability has three other elements (Descriptors, Limits, and Special Effects) that all work together to flesh out the extent of the Ability’s usefulness.

EFFECTS

The Ability’s Effect suggests ways that you might roll the Ability into a Test or Contest. There are six Effect types.

  • Attack Effects are pretty cut and dry. Dice from this Effect hurt people; you use them in rolls to give others Stress.
  • Sensory Effects allow the character to better perceive and understand his surroundings; you roll them into perception-based Tests and Contests.
  • Movement Effects help characters get from place to place in unusual ways, so roll the dice into Tests or Contests that depend on speed or travel.
  • Control Effects allow characters to manipulate aspects of their surroundings. Use the Ability die to influence the outcome of a Test or Contest by altering the environment.
  • Defense Effects protect the character from some type of harm. Roll the die when it would help you against attacks or rolls to inflict Stress.
  • Enhancement Effects let you change, shift, boost, or alter your body or talents in some amazing way. Roll in this Ability when your enhancements give you an advantage.

DESCRIPTORS

Descriptors establish the details of how and why an Ability works or specify something about how the Ability contributes to the story.

Example: Two characters (Jim and Bob) both have Blast as an Ability; but while Jim has Blast with Descriptor: Lightning Gun, Bob has Blast with Descriptor: Heat Ray. Both
Abilities cause some serious hurt, of course, but someone susceptible to electricity would be much more affected by Jim’s Lightning Gun than Bob’s Heat Ray. On the other hand, someone that might be easily dehydrated or burned would hurt more from Bob’s Heat Ray due to the Heat descriptor.

LIMITS

Limits show the chink hidden in the armor. Even powerful magic may be useless if the character doesn’t have the use of her hands or voice.

If someone uses your Limit against you, he triples the die representing that Limit. If your Limit is associated with a Heritage Distinction, your opposition can choose to give you a
Plot Point and Shutdown your Ability if the Stress die he would have inflicted on you is equal to or greater than your Ability die rating. He can do it without a Plot Point if he Stresses you Out. You can also choose to Shutdown an Ability if you would prefer not to take Stress and your Ability was targeted by something that affects its Limit. Once the Limiting condition is removed from the scene or out of range, any Shutdown Abilities are restored. Usually this requires a Plot Point (creating a Useful Detail), but another Ability’s Descriptor can be used in this way for free.

SPECIAL EFFECTS

In addition to the Effect, each Ability also starts with one Special Effect. When you’re creating a character with Abilities, you choose a Special Effect for each Ability when you add it to your character sheet. To use a Special Effect that’s listed on your sheet, just spend a Plot Point. You don’t need to roll dice or succeed at a Test.

Some Special Effects mimic trigger elements from Distinctions, notably Increase, Decrease, and Reveal. You can spend as many Plot Points as you like to stack these Special Effects; if you have Invulnerability, for instance, you could spend three Plot Points to Decrease an opponent’s Stress pool three times.

A few Special Effects allow you to affect a lot of people at once. We call this a sweep effect. When this happens, you’re forcing everybody in the area to make a Test. Roll your own dice (including the Ability die) instead of Trouble. Each affected character must win the Test to avoid the outcome, which is usually Stress.

There are several ways to acquire new Special Effects or use those that you don’t have listed. First, some Heritage Distinctions have a trigger that lets you use Special Effects from Heritage-connected Abilities you don’t have. This can represent those occasions when you draw on the untapped potential of your bloodline or culture in some spectacular way.

Whether or not you have a Heritage Distinction, you can spend a die directly out of your Growth pool to gain a new Special Effect. You may do this in the middle of a scene, and
afterwards you may add the new Special Effect to your sheet. Leads and Features rarely have more than two or three Special Effects for each of their Abilities.

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Posted
4 hours ago, IsabellaRose said:

When I've played this online in the past, we've called each "Chapter" a session. Basically, you all will involve yourselves in interpersonal drama and hijinks, I'll introduce a sort of "bad guy/monster/issue of the week", and once the particular "of the week" issue is resolved, that "Chapter" is over. I'm calling that a session, because it should be roughly equivalent to what we'd get through in a single gaming session around a table.

this sounds great, i love this.

4 hours ago, IsabellaRose said:

PHEROSOL SHIELD

4 hours ago, IsabellaRose said:

PHEROSOL GLIDE

4 hours ago, IsabellaRose said:

PHEROSOL MULTITOOL

I love all of these <3

3 hours ago, IsabellaRose said:

...and, I'm an idiot. 

I've got three different implementations of Cortex crossed (see what happens when you get your brain to hacking and forget to focus!)

I screwed up how Abilities work when outlining them for this game and set them up like Distinctions. SO... I probably need to make an adjustment to the rules reference and the default Abilities, as well as to all the Abilities (especially custom ones) already on your sheets. I might need to work with each of you to alter or remove Heritage Distinctions if we decide they're not mechanically optimized.  Some things might make more sense as Distinctions, some as Abilities. I was treating them mechanically the same, but I want to make sure we treat them in the best way for you to use them in the fiction.

oh gods... I need to change things i have already done up to this point, dont I? *panicked spy noises*

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Posted
15 minutes ago, DreamsnThings said:

oh gods... I need to change things i have already done up to this point, dont I? *panicked spy noises*

I done fucked up, so I'll be the one to fix it.

I'll be addressing each instance in the posted rules and running down each Character Sheet to make sure I gave everyone good info. Some of them are solid, some need adjustment.

The GOOD news is, we'll just list your Pherosol as Gear and give it a list of SFX you can use by spending a plot point instead of a list of individual abilities tied to the Pherosol. It will ultimately make it more powerful and versatile.

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Posted

Ugh. Okay, I cleaned up the language of the rules reference. Now I just need to edit the two big lists - Distinctions and Abilities. I'll probably leave all the Distinctions on the list, but only put on the Heritages we developed and decide to keep after reviewing character sheets.

Sorry for the delays, everyone. I was really hoping to keep the temp we'd been setting and get this game going as fast as possible.

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Posted
50 minutes ago, IsabellaRose said:

Ugh. Okay, I cleaned up the language of the rules reference. Now I just need to edit the two big lists - Distinctions and Abilities. I'll probably leave all the Distinctions on the list, but only put on the Heritages we developed and decide to keep after reviewing character sheets.

Sorry for the delays, everyone. I was really hoping to keep the temp we'd been setting and get this game going as fast as possible.

Don't be so hard on yourself.

This is supposed to be fun not a chore, let me know how I can help.

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Posted
8 hours ago, DreamsnThings said:

I suppose I should ask what I should do now that the rules have kinda been upended? I want to push to get my honey trap wrapped up in a pretty bow this weekend so im not holding things up, but im even less sure what i need to do at this point

The steps are still the same. The rules themselves haven't really changed, just the differentiation between Distinctions and Abilities. The Distinctions will remain mostly unchanged, but if you want a custom one for an idea you have, just let me know and we can make one. The "idea" of Abilities is still the same, even if I have to rewrite the SFX for most of them. But your abilities will be things like "Flight" that we can add to your Pherosol and give it an SFX as something like "Spend a Plot Point to make a dramatic entrance or exit, “arriving from above” or “floating out of reach.”

Again, if you're uncertain, just ask. I lost track of where you were in all my self-created confusion, but I think Step 2 Youth was not yet completed, if I remember correctly. Ask any questions here and I'll see them and answer.

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Posted (edited)

Okay... I have the "Big List of Distinctions" list completed and updated with everyone's custom Distinctions. If you have a Distinction on your sheet and I don't have it listed there, that means I'm planning on changing it up a bit to fit within the rules better.

I'll propose my changes here, discuss and alter it if necessary, and then we can include the new version on your sheet once we both like it.

Notably, I intend to alter:

  • A Vampire by Rumor and Science (possibly breaking it into a Heritage for your chemically altered physiology, and a Distinction to cover the rumors and your reputation)
  • Elixar of Savitar and Regenerative Tonics (combining them into a single Ability like "ALCHEMICAL ELIXIRS & TONICS" which will basically be a catch-all for a list of SFX that each elixir can provide)
  • The Other Theory (I really have to think on this one... I'll get back to you once I've had a chance to bounce some ideas around)
  • Disciple of the Scarlet Path (may or may not be changed, I think we might need to add a Magical Heritage to give you abilities tied to this Distinction, because without abilities you don't really have spells.)
  • Alchemascope and Ferroburst Pistol (there won't be opportunities to earn PP, just a list of SFX you can trigger by spending a PP and the limit of "Gear")
  • Pherotech/Pherosol (should probably be combined into one piece of gear with a list of SFX)
Edited by IsabellaRose
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Posted
23 hours ago, IsabellaRose said:

Notably, I intend to alter:

  • A Vampire by Rumor and Science (possibly breaking it into a Heritage for your chemically altered physiology, and a Distinction to cover the rumors and your reputation)
  • Elixar of Savitar and Regenerative Tonics (combining them into a single Ability like "ALCHEMICAL ELIXIRS & TONICS" which will basically be a catch-all for a list of SFX that each elixir can provide)

@Chiyako - here's my idea for how to fit this concept into the rules framework. You'll have:

  1. a Heritage Distinction (A Vampire by Science? Bloodless Physiology?), something that outlines the physiological changes that have been made to your body and the Abilities that are inherently part of you now and do not require an elixir or tonic, like "Nocturnal Grace" that would allow you to use any Useful Details created around darkness to your own benefit as if you were in full daylight. I'm not sure if you wanted to bake a "I need my daily dose" kind of limit into the character or if sunlight sensitivity was enough, but I thought I remembered you mentioning something about taking regular tonics to maintain herself.
  2. a Distinction (A Vampire by Rumor? Rumored Vampire?) to reflect your reputation and its effects on you and those around you.
  3. an Ability (Alchemical Elixirs & Tonics) that will grant you abilities when you drink a tonic or elixir (Elixir of Savitar, Regenerative Tonics, etc.)

If I got that all correct, then here's my proposed distinctions and ability:

 

HERITAGE DISTINCTION
Bloodless Physiology Heritage: 
You have replaced your body’s natural functions with alchemical substitutes, various elixirs, serums, and distillates that circulate in place of blood. You are pallid, light-sensitive, yet strangely radiant. The rumors say you are a vampire… perhaps not entirely false. Roll this Heritage when your altered physiology helps you resist disease, survive blood loss, or endure poisons and toxins, or when your unnerving appearance commands awe or dread.
Connected Abilities: Regeneration, Immunity, Super Speed, Super Senses, Night Vision
Limit: Sunlight Sensitivity, Serum Dependency.

  • d4 Earn a Plot Point when your alchemical condition draws unwanted suspicion or fear, OR when you choose to worsen your Exhausted or Injured Stress due to exposure to sunlight or heat.
  • d8: Spend a Plot Point to gain a d8 Useful Detail such as “can see in the dark” or “moves silently under moonlight,” OR to Recover your Injured Stress by drawing upon the strange alchemy flowing in your veins.
  • d12 Add a d6 to the Trouble pool to ignore Exhausted or Injured Stress caused by lack of serum or physical damage for the remainder of the scene. The effect fades when your serum wears off.

 

DISTINCTION
Rumored Vampire: 
Your alabaster skin, burning eyes, and nocturnal habits have earned you the town’s fear and fascination alike.

  • d4: Earn a Plot Point when your unsettling appearance causes someone to fear or shun you, or when gossip about your condition costs you an opportunity.
  • d8: Spend a Plot Point to Reroll a die when using your reputation or mystique to intimidate, seduce, or awe others.
  • d12: Add a d6 to Trouble and Recover Insecure or Afraid Stress after a display that reinforces the rumor, like drinking a crimson elixir, emerging from shadow, etc.

 

ABILITY
Alchemical Elixirs & Tonics: 
You’ve mastered the volatile art of brewing shimmering elixirs and tonics that push the boundaries of flesh, spirit, and reason. Each vial you carry is a gamble of science, a measured dose of brilliance and madness. Whether distilled in your hidden laboratory or hastily mixed in the field, your concoctions can sharpen reflexes, numb pain, heighten senses, or fortify the mind. Roll this Ability’s die when your physical tonics or restorative concoctions would give you an advantage. Examples include injecting yourself with an elixir to shrug off fatigue, using a stimulant to perform rapid manual work, concocting a tonic to resist poison or cold, or drinking a clarity draught to steady your nerves before danger.
Effect: Enhancement
Descriptors: alchemy, chemistry, stimulants, concoctions, restorative tonics, performance boosters
Limit: Gear
Special Effects: Spend a Plot Point to:

  • Elixir of Savitar: Perform multiple non-Test or non-Contest actions in the time it takes others to perform one (e.g., reloading, analyzing, tinkering, or treating allies).
  • Rejuvenating Draught: Recover your own Exhausted or Injured Stress.
  • Calming Elixir: Recover your own Afraid or Insecure Stress.
  • Elemental Tonic: Ignore the harmful effects of extreme environments such as arctic cold, desert heat, or volcanic conditions for the remainder of the scene.
  • Stimulant Overload: Step Up a die for one Test or Contest involving speed, endurance, or physical prowess.
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Posted

I love all the changes!

So given I am breaking down 5 steps worth of things that these would replace, should I just reshuffle them into these?

I'd probably step up the Alchemical Elixirs & Tonics once (to d6) since it would be effectively replacing the two abilities I have currently.

I'd probably keep one into Rumored Vampire and bump the Bloodless Physiology Heritage up to d6.

And that I think would cover all the changes required.

If that looks good I'll go ahead and swap the new goodies into my sheet.

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Posted

Alright. Alicia is updated!

I also added a relationship with Ramona Hart. I decided on the following:

"I should be wary of her."

An unknown from what can be assumed to be larger cities, someone who slips themselves close to others, is someone to be wary of, especially for someone on the run. I think that is a good starting point, at the very least. Updated in Miro as well.

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