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IsabellaRose

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Everything posted by IsabellaRose

  1. You wouldn't need to work them in mechanically if it's just cosmetic. You can just say "when she heals this thing happens" and it will happen.
  2. Check out the Rules thread. Expand the Abilities section, then The Big List and take a peek at Regenerative Tonic. Let me know how that looks. We can adapt it to fit your idea of her regenerative ability, if it doesn't seem to fit.
  3. Not guilty. I just have the one "in case" alarm, but I'm a creature of habit, so early to bed, early to rise, usually up long before the alarm goes off. The next person speaks at least two languages fluently.
  4. Drive off somewhere private to fuck so no one tries to kill or marry us before we're done.
  5. communal living
  6. Guilty. Except the McRib1. The next person hates the way I keep using footnotes in my posts. 1That's a big fat lie. I don't think I've ever had a McRib, but it sounded funny, so I had to write it.
  7. Sorry, I messed up. Step 2 doesn't get any Value increases, so Step Passion back down twice. Otherwise, you get to add the Distinction, Step up the Location, and Step Up a Relationship Distinction Ability or Resource, so everything else can remain as is. The text has been corrected to match the chart. I made a copypasta error. Sorry for the confusion!
  8. Fuck because it’s legitimately the only of the three options I’d ever do with another human being
  9. Fuck because… well I would think it’s obvious.
  10. Not guilty. I am notoriously irritable about the over abundance of pumpkin spice flavored items at this time of year. the next person wishes apple pie had become the flavor of the season instead of that damnable pumpkin spice.
  11. You haven’t missed any, I just want to make sure everyone understands that they’re one of your 2 primary traits you’ll roll every single time you do anything. The other is Values, but the steps up there are forced by the Pathways steps. I had this in a word doc. I’ll have to see she copy pasta nonsense I did when I get back to my laptop.
  12. The town I outlined above is mutable - we can add, remove, alter to our heart's content. The only immutable things for now are those that have been added to the Pathways Map in Miro. That being said, it's time to complete Step 2 - Youth under Pathways over in the Rules Reference. Choose Apprentice, Drifter, Rebel, Believer, or Outsider and complete the steps under it. Add or Step Up the listed items on your character sheet. I can't reiterate enough how important it is to step up your Relationship ratings with the other PCs. Also, step up your current Distinction ratings. Anything you want to be good at your want AT LEAST a d6 rating in, preferable d8 or d10 if it's your main thing. Post here when you're done with Step 2 so we all know when everyone is done. Feel free to discuss ideas amongst yourselves - character creation in this game is not meant to be completed in a vacuum. You will all be interconnected and interrelated in various ways, so building the world and characters together makes the most sense. Float ideas, ask for input, brainstorm... it only gets better if we all work together. As always, I'm around for help if needed. Just tag me so I see any questions!
  13. Location List Thane-Cash Rebirth Hall - A newly built and, frankly, misplaced music hall meant to bring in new blood to a growing town. It is a medium-sized music hall. It has two balcony floors with a central stage. It is designed to be homely and welcoming, built out of old (polished) wood and decorated in pictures of the humble history of its benefactors and the nation. It is fairly opulent inside with clean polished floors, carpeted floors, and ivory lining. It can host concerts, stage performances, dinners, and more. There are also private rooms and a few off-beaten hallways giving the wealthy and...less open plenty of privacy which makes it a popular spot for business. Owned by an Antebellum South family looking to "clean" its reputation after the outlawing of slavery a hopeful proprietor named Clayton Cash a secretive third fourth party Edmund Blackwood The Montgomery Family has a reserved box. Jane listens from there to restore her anxious heart. Someone here knows Ramona's true identity. The Lincoln Palace Hotel - While 'luxury' stretches the meaning of the word, the upscale hotel gives a place for more well-heeled travelers to stay in the rapidly growing town. Missy performs and rents a room in the Palace. The proprietor has a deal with the Golden Stag to send clients to them for entertainment. The Golden Stag Casino & Saloon - a lavish establishment that caters to the town's elite and those seeking a night of pleasure and fortune, the casino is a hub of activity, where high-stakes poker games and seductive performances draw in a diverse crowd. The main gaming floor features a variety of tables, including poker, blackjack, and roulette, where fortunes are won and lost in the blink of an eye. Adjacent to the gaming floor is the saloon, a more relaxed area where patrons can enjoy a drink, a meal, or a performance by local musicians. Upstairs, the establishment transforms into a brothel, where beautiful and alluring women, ply their trade. These women are not just employees but often confidantes and allies to Edmund, providing him with valuable information and companionship. The basement of The Golden Stag is a secret area, known only to a select few. Here, Edmund conducts his occult rituals. The basement is decorated with arcane symbols and contains a hidden library of forbidden tomes, that Edmund often consults. Majority owned by Viscount Edmund Blackwood Willis Sloan owns a stake in the Golden Stag Aldert Helsink and his men are loyal customers Has a deal with the Lincoln Palace to send patrons seeking accommodations their way. Mr. Kay is watching the Golden Stag for the agency Holds a debt owed by Missy Holds a debt owed by Judge Holland Beck Kyles Cure All's - the town pharmacy, run by Kyle Cruze Serves as Ramona's base of operations Gearhart Repairs - A small home by the train station Millie resides in, with a workshop trading in repairs, tinkering, and sometimes commissions for the townsfolk. It's well stocked with tools, and is the place she feels most comfortable. Millie owns this and it feels like home to her. Ever since Aldert Helsink found the hole in the wall, he can't stop peeking in... but at the inventions, or at Millie? TIAL-V gets repaired here. 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. Millie is in debt to The Exchange. Whoever runs The Exchange is investigating Edmund's investments. Whatever Alicia is doing, the operators of The Exchange think it's bad for their business. Pays Otis Tully for information. "Judge" Holland Beck is investigating The Exchange. Alicia's Laboratory - contained within the northern tower of Alicia's new home, what was once a simple observatory has become so much more. Alicia uses this as her main space for inventing new elixirs and tonics. Kirsa Autenrieth manipulates the supply to the laboratory in return for special concoctions. The Silver Mines - the mines to the south of town are the site of a recent discovery, a new element with startling properties. owned by Viscount Edmund Blackwood. Joshua Thane solves his problems by burying them here. Millie procures materials from here. The Railroad - the major means of travel through and to the town. There are roads, but they are only traveled by horse or carriage, a trip that takes significantly longer than the rail. moves Edward's silver. Adelaide Montgomery is replacing the union workers with automatons The Golden Seven Church - A small, unassuming, simple wood structure lacking in flair. The only notable thing is the cross on the wall...made of the same material that has caused a town to boom. The Seven Names Church is found where it is needed welcoming the needy of all sorts; it greets with open arms the gunfighter and the bandit, it does not turn away the whore, the hunter, or the thief. It welcomes in all...so long as they are willing to listen and accept grace. They will even advocate for those in need. They only ask that you listen and the doors to the sanctuary and kept wide open. Rumors swirl that it is a ploy, kindness weaponized, their doors only open to assets and people its priests and sisters believe they can tame, a place where people are broken and made obedient, that they're not so humble, that their riches are just hidden and only for the deserving. This church popping up means that they've laid eyes on profit and anyone who would stand in their way will be tamed, or dealt with. A bit of a threat to Kojo (or anyone else). Day after day, Otis Tully can't keep away from the church.
  14. It doesn't have to be all that... I just got started and didn't stop til all the thoughts were out of my brain.
  15. No, it's nothing like San Francisco. There's no bay.
  16. So... with the Music Hall, Lincoln Palace, and the Golden Stag being so high end, as well as the "former observatory turned laboratory" in Alicia's house, I'm thinking this is not a small or even very new town. I was thinking this might have originally been a water stop / refueling station for trains headed out west, maybe constructed at the crossroads of a couple trails. Before the rail, the site was just a trail crossing and water source, maybe a natural spring or small river ford made it a place for wagon trains and stagecoaches to stop. A trading post was built by a trapper/merchant family, trading with both settlers and local tribes, eventually a blacksmith’s shack sprang up to shoe horses and fix wagons, and a rough campsite corral became the seed of today’s stockyards. When the railroad cut west, the stop became official. A water tower and coal depot were installed for locomotives, a boarding house and first saloon were built for rail workers, and maybe a Sheriff’s shack to keep the peace among railroad men. Wooden sidewalks were built along the muddy trackside road. Then, prospectors found signs of wealth in the southern mountains/ruins. Maybe gold or silver, maybe something else (new form of energy?). Mining camps sprang up and funneled their ore through the rail depot. The town added ore smelters and freight warehouses and entrepreneurs built the first real saloon with gaming tables, brothels, and music. The tent city grew into rows of cheap clapboard houses. A church/chapel was erected to bring “order” to the swelling camp. Soon, wealth from the mines and barons from the east poured in. A bank opened, followed by rival saloons and gambling halls; hotels and bathhouses rose for investors and visiting barons. The courthouse (later infamous as Gallows Hall) was built to assert official law. The graveyard on the hill filled quickly, as mining, duels, and disease took lives. About this time the first steam-tech workshops appeared, repairing engines and experimenting with mining devices. The town sprawled outward, pushing toward small-city status. A shantytown / tent city was permanently entrenched outside the core, housing laborers, immigrants, and the desperate, but in the center of town, a theatre district emerged... vaudeville, cabaret, burlesque, and music halls. Wealthy mansions appeared on the northern rise, called “The Heights”, looking down at the town. Stockyards and cattle pens pushed into the prairies to the north. Mining supply depots flourished as more claims were staked and mines dug in the south, creating a constant churn of wagons and mule trains. Experimental automaton prototypes, mechanical drills, gear-driven elevators in mines, and new electrick lamps in the better hotels. Now, the town is too big for its infrastructure, with politics, power, and chaos everywhere. Multiple factions claim control: barons, entrepreneurs, the towns founders, church zealots, outlaws, indigenous tribes. The rail carries both wealth and ruin, with trains loaded with ore, barons, arms, and fortune-seekers. Every street corner has opportunity or danger: fortunes made and lost in hours. Law exists, but as in most wild west towns, the handful of deputies can't possibly hope to enforce it; most justice is vigilante, corrupt, or supernatural. Um. Which might be more than I intended to write about it. But ideas flow. I think the gist is that the town is bigger than it can handle, older than I originally thought, might have abandoned buildings, squatters, and more.
  17. Oh, my bad... also need @WickedCadrach to make a link
  18. Okay, those connections look good! It looks like we're just waiting on @StarlitSiren to connect her circle or diamond to someone elses' circle or diamond.
  19. @WickedCadrach - brilliant relationship statements. Those are the kinds of things that will be actionable AND give me relationships to toy with. NOW. We need to do the next bit. One by one, draw an arrow from a circle or diamond that you added to any another circle or diamond. Label the connection to define it. Post about it in the Discussion thread so we all know what it is... this is where we start linking each others' NPCs and locations together. Is Aldert staying at the Lincoln Palace? Is Willis courting Jane? Does Kirsa have a secret commission for Gearhart Repairs? Go crazy. Make it messy. Make sure to post about it here so we all understand your connection and can build off of it in future steps.
  20. Okay, so we just need @WickedCadrach to add her location, and then things start to get crazy fun in the worldbuilding
  21. Well, I'm sad to see you go. I feel like I should try to talk you into staying, but we already messaged privately. I get how it is when a game starts heading in a different direction than you thought. Sometimes you have to bail. I'll miss your creativity and influence in this game.
  22. You will have relationships with EVERY other PC. You will definitely want to increase the rating of them. When you increase the die rating of a relationship with another PC, you're just saying that your relationship with that person is more important. You can define your relationship with other PCs however you want with your relationship statement. You might have d6 Missy (I want her in my bed) and Missy might have d10 Edmund (can't be trusted). The juxtaposition of your different trait statements and conflicting relationships is half of what brings the drama to the game. I definitely urge everyone to discuss what kind of relationship and situations they want to get their characters in with each other, and step up relationship values and craft statements that support your goals for the way you'll interact together. A good location is a place that is likely to be used in the game. Since we're setting this in a booming wild west town, locations in and around the town will be best. I assume the hall is in town?
  23. I refreshed your sheet and it looks like you just need to add the die in front of the name of your Distinction. Otherwise you're all set.
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