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IsabellaRose

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Everything posted by IsabellaRose

  1. Write what the location is inside the diamond, then write your relationship to it on the line. Like DIAMOND my lab LINE I create all my formulas here
  2. I added your triangles diamonds already.
  3. Okay. Step 2. I'm going to ask for everyone to take this one step at a time on the Pathways. The first part of the Pathways Map for Step 2 is "Draw an arrow from your square to a new diamond (NEW Location). Label the connection (line) to define it. Add it to your sheet as a Resource. Post about it in the Discussion thread so we all know what it is." LET EVERYONE ADD THEIR LOCATION BEFORE YOU MOVE ON. DON"T GO TO THE NEXT STEP UNTIL ALL LOCATIONS HAVE BEEN ADDED. This is because the next step is to link one of your NPCs or Locations to any other NPC or Location created by SOMEONE ELSE. If you try to jump ahead, you won't have the full list of available options.
  4. Dice Step Up from d4 > d6 > d8 > d10 > d12
  5. You can add as many as you think make sense for the Heritage. These would be abilities that are directly related to your "Vampire by Rumor and Science" Distinction. List anything you think is an ability and we'll make sure there are actual defined abilities fully statted out for them. I'd suggest basic vampire things: Superhuman Strength, Regeneration, Heightened Senses, Mesmerizing Gaze, Eerie Allure, Nocturnal Affinity. If you add a lot of connected abilities, I might suggest another limit like "Serum Dependence" where you can earn a plot point when the serum wears off and you deactivates your connected abilities. I don't want to set a hard limit on your use of serums as that's not how the system works. But the weakness adds the potential to disable your abilities when it would add drama to the story (and earn you those plot points). Keep in mind, you can always add a new ability that isn't linked to your Heritage. Say you wanted to... umm... mix up a breath weapon formula to give yourself a breath weapon (sort of outside the scope of our game, but I was trying to think of something that would not be connected to your vampire heritage). You can still add it as a separate ability that has nothing to do with your vampire by science heritage. You could add any ability based on a scientific formula or invention you create later. The connected abilities should only be related to the vampire bits.
  6. @Chiyako, @AsBloodTurnsEverCold, and @MagnificentBastard all need to: add the die rating for their Distinctions, Abilities, and Resources. step up one of your relationships, distinctions, abilities, or resources. (now I'm going to do that thing that I hated in school, where the teacher shows off your work and all the other kids hate you) Take a look at the sheet for Missy. You don't have to use the same bullets or anything, but you want to list the die rating before the name of each Distinction, Ability, Resource, etc. The die rating is super important (the bigger the die, the better you'll roll). Plus, you'll be able to step them up in almost every step of Pathways, so you need to make sure you have it written down so you know where you're starting from. It's really the only way to keep everyone balanced.
  7. Oh, @AsBloodTurnsEverCold - you added Journalist Dan Worth, but you've already used your add from the map for Kirsa and your "Add a Distinction OR add a new Ability" (The Other Theory), and your "Add another Distinction or step up a Distinction" (Virtuoso). The last thing is to "Step Up" the die size of any existing Distinction, Ability, Resource, or Relationship. But you can't add another new one yet. You can keep Dan Worth in your back pocket and add him next time you get to add someone to the sheet. You need to step one of your things up to d6 since they all start at d4.
  8. There's only one step left: Increase the die size of your d4 Sex Magick, 2d4 Loyal Servants, or any of your Relationships by 1 die size
  9. You’ll get more Distinctions and more opportunities to step them up as you step through Pathways. As an example, a fully fleshed out character in one of my other games has 4 Distinctions rated d4, d6, d6, and d8 and 3 Abilities rated d4, d4 and d8. You’ll be adding or stepping up multiple items in every step of the Pathways system. Keep the high society one for your origin and we can add sex magick and fencing later, no problem. Also there are mechanical difference between Resources and Distinctions. A distinction says “this is part of this character, their history, back story, personality, skills or abilities. This can be called upon many times without need to roll dice because it’s part of who they are.” a Resource is a specific person (the sheriff, a bartender, my source inside the organization), group of people (my security team, the street urchins, the prostitutes working in my bordello), or location (my lab, my private rail car, my mansion) that can be called upon or used to assist with 2 dice rolls per session. A lady never tells her age, dammit. But it was the 80s, and I was young. And now I’m really too old to care anymore. I’m just used to playing the “a lady never tells her age” card.
  10. It’s not the easiest system to wrap your head around, especially coming from other more traditional RPGs. I had a hard time at first, but once I figured it out, I find it helps me tell the stories and play the games I’ve always wanted to play since I started playing RPGs in the [decade redacted to conceal my age].
  11. Aldert, Kirsa, and Jane, three of your NPCs, are all part of high society, old families from Europe and heirs to fortunes and empires, and Willis Sloan is the kind of man who's trying to step up into their game. The potential for them to know each other is just the kind of dramatic entanglement for which I play this game.
  12. NPC List - Features Kirsa Autenrieth A hard-nosed German aristocrat from an old house, current operator of the Autenreith Talent Agency, and... cultist. She bought Kojo's contract years ago after an incident at one of his concerts and has acted as his manager and aid since then. She ensures he still has shows to play while vehemently refusing to release him out of "a great respect" effectively making sure he is stuck under her employ no matter what he does. She happily plays the part of a dutiful, well connected, and well meaning sponsor while furthering the cults own ends. Kojo - I don't understand her but I'll accept her help for now while I'm stuck with her. Kirsa is manipulating the supply of goods to the laboratory in return for special concoctions. Alicia wants to unravel Kirsa's familial ties. Kirsa has attempted to ingratiating herself with Otis Tully in an attempt to control the flow of information in and out of town for her own ends. Kirsa believes that Adelaide's delusions may be a useful tool. TIAL-V (short for Ti-6Al-4V), this automaton serves as Edmund's butler, servant, and confidant. TIAL-V is a state-of-the-art construct, crafted from a durable titanium alloy, making it both strong and resilient. Its advanced programming allows it to perform a wide range of tasks, from serving tea to providing strategic advice. TIAL-V is equipped with a variety of tools and gadgets, to ,make sure even in the harshness of the West Edmund can enjoy the lavish lifestyle he has grown accustomed to. Despite its mechanical nature, TIAL-V has developed a unique personality, often displaying a dry wit and a penchant for sarcasm, which Edmund finds both amusing and endearing. Edmund - My trusted servant Has developed an obsession with Alicia. Millie is fascinated by TIAL-V. Gets repaired at Gearhart repairs. Jack Beckett A mortician in training who is also capable of acquiring difficult to obtain items, Jack grew up on the east coast and moved west with his father to setup the family funeral parlor. Average sized and thin but slightly athletic, with unkempt, dirty blonde hair hazel eyes and a perpetual five o'clock shadow. Jack is intelligent, clever, and out for himself, but he does keep his word and is willing to put himself at risk for those considered allies, if not friends. Alicia has considered taking him on as an apprentice. Jack is great friends with Missy... and perhaps more... Missy and Jack keep each others' secrets. Joshua Thane Heir-apparent to the Thane family, a former soldier and current (corrupt) Lawman. He is a cruel man who puts on the facade of a kind man. As part of a formerly slave-owning family, he was raised to see others as lesser, fought to uphold that, and avoided punishment because of a favor. He became a lawman after the war and continues his violent ways. He is known for being overzealous in his duties and often demands gratuity, especially from the women he helps. Rumor has it he's in good with plenty of criminals. He's not someone you want to run into. Kojo despises Joshua. Is superstitiously suspicious of the rumors about Alicia. Solves his 'problems' by burying them in the Silver Mines. His marriage to Jane Montgomery has been arranged. Missy is running out of ways to bribe Joshua. NPC List - Extras Aldert Helsink Current heir to the Helsink noble clan. A large man in peak physical condition, only a little older than Alicia. He doesn't take 'no' lightly and tends to get his way one way or another. Of decent intelligence. Courageous, albeit with some hesitation when it comes to monsters. He was raised to believe the von Vulfs as monsters. Taught skills to bring low the last 'Vampire' of the east. He has people at his disposal. While he seeks justice for the death of his grandfather and the debilitating injuries of his father, he is an honorable man who keeps his word, and not as evil as those who raised him. It is unknown what he might do if he actually managed to locate Alicia, although she has no intention of finding out. Alicia von Vulf - I worry he might hurt me Ever since he found the hole in the wall, he can't stop peeking into Gearhart Repairs If he or his men are going to visit they can probably be found at the Golden Stag. Seeking to improve familial business ties with Adelaide Montgomery. Jane Montgomery Daughter of Automaton Heiress, Adelaide Montgomery, Jane lives a privileged life. However, her controlling mother and the expectations of high society have left her anxious and adrift in a sea of contending voices. Private aura readings and spiritual healing sessions with Missy have given her a place to vent her fears. Missy - Jane drinks my lies like wine Listening from her family's reserved box at the Thane-Cash Rebirth Hall restores her anxious heart. Dreams of meeting and perhaps spending the night with Kojo is besotted with Edmund Blackwood. her marriage to Joshua Thane has been arranged. Willis Sloan Willis Sloan is as close to an outlaw as you can get while still balancing on the right side of legality. He owns and operates a trading post in (town name), but is involved in shady dealings and has his fingers in a whole bunch of the town's business interests, from mining to the local whore-house. Millie was forced to borrow money from Willis a few months back, and the interest is piling up. Of course, she could pay him back in a heartbeat if she were still at home, or with the help of her family, but fuck that. And as months tick by, so too does his patience tick down. Millie - Slimy, hard-edged, and dangerous. He's got me and half the town at his mercy, not at the barrel of a gun, but the signing of a contract... not that he's opposed to shooting if he has to. Scheming against Edmund Blackwood to make a real name for himself Willis has money invested in The Golden Stag Wants Alicia gone, because he believes in the rumors about her being a vampire and frankly, that's not good for business. Willis Sloan is getting some material together to blackmail Missy. Mr. Kay (aka Kyle Cruze) The local pharmacist, and an agent for a government agency. The agency is focused on investigating the flow of "silver" in the town, and the alleged new element discovered in the silver mines. They want to know what is going on, and want a cut of the profits if they are there to be had. Mr. Kay is watching The Golden Stag for the agency Mr. Kay's sister is Red Jenny, though he has no idea why she's in town Mr. Kays has read some of Alicia's research. 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? Missy invented 'Red Jenny' for her show, thinking 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. Missy feels she has to get control of Red Jenny. Mr. Kay is Red Jenny's brother. Red Jenny is obsessed with Kojo, but whether as a potential flame or a new victim remains to be seen. She has been in Edmund Blackwood's bed. Adelaide Montgomery Automaton Heiress, rich and eccentric, she eagerly drinks in spiritualism that validates how special she is. Believes she was Cleopatra in a past life. Adelaide is replacing Railroad Union workers with automatons. Aldert is attempting to improve their familiar business connections. Kirsa believes that Adelaide's delusions may be a useful tool. Clayton Cash 1/3 owner of the Thane-Cash Rebirth Hall. Has been having sinful thoughts about Millie. Mistake or not, Clayton can't forget that night with Alicia. Otis "Sparks" Tully lives on the other side of the railway in a small shack where he manages the telegrams in and out of town. In his 70s, he loves telling old stories. Has a soft spot for Millie as 'You remind me of my Granddaughter.' He's sharp, kindly, and keeps an eye on the telegrams to lawmen in town just in case any mention of Millie comes in from the city. Not that he knows why she's asked him to keep that eye out. Kirsa has been getting friendly with Otis in an attempt to control the flow of information in and out of town for her own ends. Sells information to The Exchange. Is deathly afraid of Red Jenny. Day after day, he can't keep away from The Golden Seven Church. 'Judge' Holland Buck 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. He would shoot Joshua Thane if it were legal. Owes a debt to the Golden Stag Casino. Has a mutually beneficial relationship with Edmund. He's investigating The Exchange. Commissioner Gordon Head of The Agency for which Ramona and Mr. Kay work Ramona's adoptive father Gwenael Auclair An effeminate nobleman with long blonde hair, a thin frame, and eyes afflicted with a similar condition to Alicia's, Gwenael is a scientist she met briefly during her travels through France. The two were initially rivals who found their notes stolen and used by a charlatan who claimed the discovery for his own glory. They combined their efforts to destroy the charlatan's reputation and ended up hitting it off well, later collaborating on a few minor side projects. Gwenael is interested in the oddities of Alicia's body, and their relationship grew a little warmer by the time she was chased out of France. After he finished his schooling, Gwenael decided to join in the pursuit of Alicia, albeit on much friendlier terms. A friendly scientific rival of Alicia's. Gwenael considers Edmund a potential rival in poker or otherwise. The Blue Hour Lady Rumors say she's a ghost, but she's human, if mysterious. Only ever seen in the time between sunset and full dark, she's unnerving but friendly. She knows a lot, but is know for her knowledge of things beyond human comprehension. She might share that knowledge for the right payment, but the payments are heavy, dark, and uncomfortable. Kojo thinks she might be able to help him, but fears the price may be too high. Acts like she knows something she shouldn't know about Millie.
  13. Name: Viscount Edmund Blackwood Played By: MagnificentBastard Aliases: Edmund "The Seducer"/Magister of the Hermetic Order of the Golden Dawn/Knight of the Rosicrucian Order Values d4 Honor "Dishonour will not trouble me when I am dead, why should it trouble me when alive?" d10 Glory "All glory begins with daring." d10 Passion "Lust is a thing of the blood. It heeds neither head nor heart." d4 Justice "Never mistake law for justice." d12 Power "The power of my will is the only power that matters." d4 Truth "Truth exists, lies are invented." Relationships d6 Alicia von Vulf could be a kindred spirit. d6 Is the music the only thing Kojo Amankona has to offer? d6 Millicent "Millie" Gearhart is innocent and mine to corrupt. d6 Millicent "Missy" Fisher is a con woman, only after my money. d10 TIAL-V is my trusted bodyguard and manservant Distinctions d10 Disciple of the Scarlet Path: You follow the forbidden teachings of esoteric masters, alchemy of the body, sorcery of the flesh. Desire is your medium, ecstasy your fuel. In ritual or passion, you channel occult forces through the mingling of breath, touch, and will. But indulgence is a dangerous path: every spell leaves you hungrier, every ritual risks binding you as much as your target. d4: Earn a Plot Point when your pursuit of pleasure, ritual, or lustful energy complicates the scene, whether it’s unwanted attention, suspicion, or your own craving clouding your judgment. d8: Spend 1 PP to Step Up a die when casting a spell fueled by intimacy, temptation, or seduction. If you fail, Step Up your Stress. d12 Shameless Flirt: You just can’t help yourself... a wink, a touch, a bold line whispered in someone’s ear. Trouble follows your teasing. Roll when flirtation, innuendo, or bawdy humor sway things. 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. d10 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. Resources 2d6 Loyal Servants (charm, rumors) He has a loyal staff who assist him in his endeavors. 2d8 The Golden Stag Casino & Saloon (gambling, seduction) 2d8 Silver Mines (wealth, supernatural) 2d4 Railroad (connections, trade) Pathways Steps Future Use
  14. @MagnificentBastard - a few things to change on your sheet. TIAL-V is good. You've got your Resource "Loyal Servants" that's solid. For the step "Step up Honor or Power twice, or step up each once" you've got Power up to d6, but you put Glory up to d6 as well. We'll need to change that back to d4 and step up either Power to d8 or Honor to d6. You have "Influence" listed as a Resource. I'm assuming it's meant to be the Distinction from the step "Add a Distinction". If so, we need to put it under Distinctions and flesh it out to fit the rules. There's currently a "Family Name" Distinction that does most of what it looks like you're going for, but if you don't want to use that, we can make a more general "High Society Connections" type Distinction. I outlined one below. Let me know what you think. We can't include the Signature Asset just yet. That will be an "Ability", so you'll need to wait until a step allows you to "Add an Ability", and then Step Up that Ability to unlock all of its power. As a Signature Asset, it will have its own Abilities, SFX, and Limits, but they have to follow the Cortex Drama standards of "cost for benefit". I can help you craft it mechanically to do what you want it to do. You still need to Step Up either a Relationship, or your Distinction or Resource. Note on Dice Mechanics: Having a Distinction, like High Society Connections, means you can just assume that the listed benefits happen. If you go with High Society Connections as I outlined it below, you can just assume those connections exist and you can open doors money alone cannot. If you want an invitation to the rail baron's dinner party, you get one. If it's dramatically interesting that you might not get one, we would roll for it, but you'd automatically get to use the die for your Distinction as many times as you want during any session, as long as you can justify how it works. The SFX mechanics offer you ways to earn Plot Points by adding complications to the story, or let you spend Plot Points to add details to the story. I'm pointing this out because you had Influence listed with "Once per session, when making a roll related to social influence, gain a bonus die", but I want to make sure everyone understands that you can use that Distinction as many times as makes sense in the fiction. Obviously your Society Connections won't make a difference if you're facing down three banditos, but if you can justify using the Distinction, you can add its die value to your roll. Proposed New Distinction High Society Connections: You’ve cultivated a reputation among the influential... rail barons, politicians, industrialists, and the wealthy elite. Your presence at a gala, your name on a guest list, or a whispered word in the right ear can open doors that money alone cannot. Roll this Distinction’s die when your ties to the upper crust, society gossip, or cultivated influence give you an advantage. d4: Earn a Plot Point when your connections saddle you with obligations, unwanted invitations, or rivalries. d8: Spend a Plot Point to Reveal a useful contact or ally from high society who enters the scene. d12: Spend a Plot Point to Reroll a die in a Contest or Test when drawing on your influence in politics, wealth, or reputation.
  15. @WickedCadrach - Missy's Step 1 looks good and is complete. @StarlitSiren - all you need to do for Millie is add the die rating (d4) to Tinkerer so it looks like this on the sheet:
  16. Millicent Gerenhart/ Millie Gearhart Played by: StarlitSiren Values d6 Honor "People can't be trusted. Sooner or later, they all let you down." d6 Glory "We're all just cogs in a machine. Best to accept that." d8 Passion "No one understands me. I want someone to... it doesn't matter. Back to work." d6 Justice "The law's just a suggestion when some people can afford to ignore it." d10 Power "If I have the time and the resources, I can fix anything. I can fix this." d8 Truth "Ingenuity is the truest pursuit" Relationships d8 Millicent 'Missy' Fisher is an itch I can't scratch. d8 Edmund Blackwood is unsettling, but charming. d4 I knew Alicia Von Vulf was trouble. d6 Kojo/Carlo Amankona's music is enchanting. d6 I'm helplessly fascinated by TIAL-V. Distinctions/Traits d12 Tinkerer: Steam, brass, and clockwork are your passion. Roll when mechanical knowledge or invention is in your favor. d4: Earn a Plot Point when you Choose to stop everything to admire or fiddle with a gadget. d8: Spend a Plot Point to Reveal a small but useful device you were “working on.” d12 Spend a Plot Point to Reroll a die when using, repairing, or improvising with technology. d8 Wanted: You’re notorious. Roll when your reputation as outlaw, fugitive, or rebel sways others. d4: Earn a Plot Point and Give your opposition a d6 when your wanted status complicates things. d8: Add a d6 to Trouble to Reveal that someone recognizes you... a hunter, admirer, or rival. Abilities d4 Alchemascope: A brass-and-glass contraption of swiveling lenses, prism filters, and softly glowing alchemical vials, the Alchemascope transforms perception into science. It lets you peer beyond the mundane spectrum, seeing heat signatures, energy residue, hidden toxins, and the composition of metals and minerals in dazzling chromatic patterns. Every turn of its dials hums with potential discovery, but its lenses are fragile, and its chemical filters must be carefully recharged between uses. Roll this Ability’s die when analyzing materials, identifying compounds or toxins, discerning hidden mechanical flaws, or detecting the residue of alchemical processes. You might study the faint shimmer of an alloy to determine its source, detect poison on a goblet’s rim, or trace a chemical trail invisible to normal sight. Effect: Sensory Descriptors: materials, analysis, tinkering, craftsmanship, precision optics Limit: Gear, Magic, Recharge Special Effects: Spend a Plot Point to: Instantly identify the composition or purity of a substance or alloy (Spectral Analysis) d4 Ferroburst Pistol: A single-shot “pistol” of brass, iron, and dangerously over-charged voltaic coils, the Ferroburst Pistol fires a disc of compressed magnetic force that detonates into a short-lived pulse field. It was never designed to kill, only to bend the laws of polarity. When the trigger is pulled, the air sings with metallic vibration and every scrap of iron within a dozen paces leaps to obey its magnetic tantrum. Roll this Ability’s die when manipulating ferrous metal or using magnetic bursts to shape the battlefield, deflecting incoming rounds, wrenching open iron doors, halting machinery, or scattering opponents behind a curtain of flying debris. Effect: Control Descriptors: magnetic, voltaic, polarity, iron, electromotive engineering Limit: Gear, Reload Time, Ammo Special Effects: Spend a Plot Point to: deflect a hail of bullets or metallic projectiles. d4 The Lady’s Regulator: At a glance, it resembles a slender wand of polished brass and lacquered wood, fitted with subtle filigree in gentle ridges and a softly humming core. In truth, it is a finely tuned device designed to generate precise, modulated vibrations. Explained to others as "a therapeutic instrument designed to relieve nervous agitation, hysteria, or lingering tension", its true purpose is the far more enthusiastic application used in private settings. When activated, the wand emits gentle to overwhelming vibrations that stimulate nerves, relax muscles, and induce waves of pleasure when properly applied. Though theoretically usable by anyone, its effects are especially pronounced for women, or at least, so Millie insists. The device delivers rapid relief from stress, pain, or arousal… often leaving its user flushed and profoundly unbothered by the world’s troubles. Roll this Ability’s die when using the device to relieve stress, distract from pain, center the body, or induce a state of calm, pleasure, or physical focus. Effect: Relief Descriptors: vibrational, sexual Limits: Gear, Recharge Special Effects: Spend a Plot Point to… Decrease your own Aroused, Insecure, or Afraid Stress pool as tension melts away in moments. Resources 2d6 Willis Sloan (business, intimidating) is slimy, hard-edged, and dangerous 2d12 Gearhart Repairs (Machining and repairs, Safe space) - a workshop near the train station trading in repairs, tinkering, and sometimes commissions for the townsfolk. Millie lives out back/upstairs. 2d8 The Exchange (trade, outlaws) - in the cellar of an old house fronted by an unassuming family is The Exchange, a black market/fence where secrets and illegal goods or services can be sought out. 2d4 Otis "Sparks" Tully (communications, warning) Pathways Steps
  17. Millicent ‘Missy’ Fisher Played by: WickedCadrach Values d6 Honor "Caveat emptor. Contracts are like gravity: they’ll break your knees the second you forget they can." d8 Glory "Everyone who’s brushed me aside is going to see how wrong they were." d10 Passion "If I’m not having a good time, what’s the point of any of it?" d6 Justice "When we’re both holding iron, we can talk about what’s fair." d6 Power "Everything in this room, it’s all mine—even you. Show me I’m wrong." d8 Truth "Truth is a cold bed and a flat beer. People don’t want the truth." Relationships d8 I need Millie Gearhart's skills. d6 Kojo Amankona affects me in ways I don't understand. d10 Alicia von Vulf needs a protector… just like I did. d6 Edmund Blackwood is a viper and not to be trusted. d6 Jack Beckett and I keep each others' secrets. d4 I'm running out of ways to bribe Joshua Thane. Distinctions/Traits d10 Velvet Voice: Your voice, sultry, soothing, or commanding, makes others lean in close. Roll when your words seduce or sway. d4: Earn a Plot Point when your alluring voice draws unwanted attention. d8: Spend a Plot Point to Reroll a die when using your voice to persuade, soothe, or seduce. d6 Snake Oil Salesman: You could sell anything with charm and fast talk. Roll when bluffing, pitching, or lying. d4: Earn a Plot Point and Give your opposition a d6 when caught in a lie. d8 Corset Tease: You weaponize clothing, posture, and innuendo. Roll when your charming outfits, teasing smile, and subtle innuendo sway others. d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone dangerous. d8: Spend a Plot Point to Reveal that you’ve captured someone’s attention or obsession. Resources 2d8 Jane Montgomery (respectability, sympathy) drinks my lies like wine. 2d8 Automaton Heiress Adelaide Montgomery (wealth, connections) - Rich and eccentric, she eagerly drinks in spiritualism that validates how special she is. Believes she was Cleopatra in a past life. 2d6 Lincoln Palace Hotel (shelter, diversion) - An upscale hotel with a reputation for discretion. Fine enough for well-heeled travelers to stay in the rapidly growing town. Missy performs and rents a room in the Palace. 2d4 Red Jenny (Secrets, (supernatural) Revenge) - I have to get control of her! 2d8 "Judge" Holland Buck (Intimidation, Information) Pathways Steps
  18. We just need to think of what kinds of abilities she gets because of her scientifically altered body. Does she have heightened senses? Extraordinary strength? An ability to blend into the shadows or somehow eerily step out of them at just the right moment? If there's something above and beyond normal humans that she can do because of this aspect of who she is, we define it, and list it as an "Ability" that can then be added later. Abilities are like super powers. She won't have all of them right out of the gate, and we can add more as we go given that our world isn't as defined as the DC Comics world the game was designed to emulate.
  19. Sorry, I meant to say "Saha is all set WITH Step 1." I'm just trying to get all the sheets checked to make sure no one misses anything that will help them later.
  20. Kojo - Carlo Amankona Played by: AsBloodTurnsEverCold Values d8 Honor "Promises are the only chains you put on yourself. They are not to be broken." d12 Glory "This tale will become a Ballad that lasts the ages." d6 Passion "Life, like any performance, is meant to be enjoyed to its fullest." d8 Justice "Even evil may receive a Requiem. Ready for yours?" d4 Power "I live every day with this horrid aria. You are nothing compared. Listen." d6 Truth "You don't need to hear Truth's melody. You dance to its tune anyway." Relationships d8 I must learn Alicia Von Vulf's story. d6 I respect Millie Gearheart's craftsmanship and dedication. d6 I can't help but wonder what else Missy Fisher is about. d6 I can work with Edmond Blackwood just fine. d12 I don't understand Kirsa Autenrieth, but I'll accept her help while I'm stuck with her. d6 I utterly despise Joshua Thane. Distinctions d10 Virtuoso: Music is more than skill to you, it is breath, fire, and soul. Your hands move with instinctive grace over strings, keys, or pipes; your voice resonates with power that can hush a crowd or stir them to tears. Whether in a saloon, a cathedral, or around a campfire, your performance holds people spellbound. Even without supernatural influence, you know how to make your music heard. d4: Earn a Plot Point when your music draws you unwanted attention (hecklers, rivals, over-eager fans). d8: Spend a Plot Point to Reroll a die in a performance-related roll (whether calming a tense room, impressing an audience, or competing with another performer). d4 Gunfighter: You’re quick and deadly with pistols, rifles, or shotguns. Roll when shooting or intimidating with firearms. d4: Earn a Plot Point when you Choose to run out of ammunition. Abilities d12 The Other Theory: When you play, your music doesn’t just move hearts, it opens minds. You open yourself up to The Theory and perform with an uncanny and unearthly immensity. Notes spill from your instrument or voice like a bridge to the Other World, luring listeners into a state of suggestible reverie. Sometimes it’s a captivating distraction; other times it stirs deep emotion in the listener... calm, rage, longing, even lust. With focus, you can even plant a subtle idea, a whisper woven into melody that lingers long after the last chord fades. Effect: Influence Descriptors: musical, emotional, resonance, otherworldly, hypnotic Limits: Performance (requires an instrument and the act of playing), Feedback (prolonged use inflicts Exhausted or Insecure Stress as the resonance feeds back into you) Special Effects: Spend a Plot Point to... Captivate an entire audience, distracting them from events around them. (Musical Distraction) Inflict a d8 Emotional Complication (Calm, Rage, Longing, Ecstasy, Despair) on all who can hear your music. (Resonant Performance) Inflict d8 Stress as the emotional tone of your performance lingers beyond the scene, influencing those affected for the rest of the day (Angry - crowds riot, Aroused - friends become lovers, Insecure - soldiers lose heart, Afraid - people cower in their homes). (Lingering Echo) d4 The Other Body: Connection with the Antediluvian changes people in mind, body, and spirit. The mind expands, the spirit extends, and the body...shifts whether you like it or not. It is a blurring of the line between human and something less...or something more. The Noise chooses its instrument and that instrument must often shape itself to fit the whims of the primordial song. The flesh becomes malleable, shifting, barely able to contain the aria. A curse, and a blessing to be a little...more than frozen to a form. Roll the Ability’s die when you use the aspects of your form to your advantage. Effect: Enhancement Descriptors: Flesh Molding Limits: The Noise (Hitch: The Noise becomes overwhelming, "Make Beautiful Music" to regain control.), concentration, calories. Special Effects: Spend a Plot Point to… Duplicate a body part somewhere on your body. Resources 2d10 Thane-Cash Rebirth Hall (Public Opinion, Secrecy) - A newly built music hall meant to bring in new blood to a growing town. 2d6 Clayton Cash (Persuasion, Wealth) 2d4 The Golden Seven Church (Religion, Influence) 2d4 "The Blue Hour Lady" (Lore, Witchcraft) Pathways Steps Mentioned but not yet incorporated, Possible Future Use
  21. @AsBloodTurnsEverCold - Kojo needs to set his distinctions to d4 to start. You already have Kirsa listed as a Relationship, so you don't want to also list her as a Resource. Also, you need to Step Up one of your Relationships or your Distinction or Ability by 1 die size. ...and now I have to run off to an emergency dinner date. Some things require immediate attention.
  22. Finally getting through character sheets. @WritesNaughtyStories - Saha is all set for Step 1. @Chiyako - Alicia needs to set her Distinctions to d4 to start, then you need to Step Up one of your Relationships or one of your Distinctions by 1 die size.
  23. Alicia von Vulf Played by: Chiyako Values d6 Honor "Lies are locks and shields but to promise something is to give truth to that thing at a future date." d4 Glory "It is only occasionally useful to stand out, but sometimes it is necessary." d6 Passion "Love, affection, and lust are strange weaknesses of mine which both confuse, perplex, and excite me all the same." d4 Justice "Rarely is the law of man fair and often is it necessary to carry out the law by one's own hands." d12 Power "Knowledge is power and power power often decides truth." d12 Truth "Truth is knowledge and knowledge is the most important thing in this world." Relationships d4 I must be cautious of Edmund Blackwood. d4 I want to discover if Kojo/Carlo Amankona and I are kin. d6 I need to discover what Millicent 'Missy' Fisher really is. d6 I must work with Millicent 'Millie' Gerenhart. d4 I am worried Aldert Helsink might hurt me. d6 I find Jack Beckett delightfully useful. d4 I must unravel Kirsa Autenrieth's familial ties. Distinctions/Traits d8 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 Mad Scientist: Your mind is a lightning storm of invention, obsession, and dangerous brilliance. You see possibilities where others see only wreckage, and your experiments push the boundaries of science, morality, and sanity. Roll the Distinction’s die when your bizarre contraptions, reckless theories, or scientific fervor give you an edge, or get you into trouble. d4: Earn a Plot Point when your obsession with an experiment causes chaos or distraction at the worst possible time. d8: Spend a Plot Point to Reveal that you happen to have a strange device, concoction, or half-finished invention on you or nearby that provides a d8 Useful Detail in the scene. d12: Add a d6 to Trouble to Reroll a die when your wild science bends reality, logic, or nature in your favor. d6 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. d4 Genius: You’re an intellectual giant. Either you’ve already established yourself in the scientific or academic community, or you demonstrate a great deal of promise. Roll the Distinction’s die when your analytical and logical skills would be of use in achieving a positive outcome, or when squaring off against somebody in a battle of the brains. Compare this Distinction to Clever, which is more about cunning and swift thinking, or Streetwise, which covers common sense. d4: Spend a Plot Point to Reveal that you’ve studied a subject and know its basics. Abilities d8 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, concoctions, performance boosters, restorative tonics, stimulants Limit: Gear Special Effects: Spend a Plot Point to: Step Up a die for one Test or Contest involving speed, endurance, or physical prowess. (Nostrum of Nike) 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) (Elixir of Savitar) d6 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. Resources 2d12 The Laboratory (Experimentation, Research) - History's greatest experiments start here! Contained within the northern tower of Alicia's new home, what was once a simple observatory has become so much more. 2d8 Gwenael Auclair (Nobility, Science) 2d4 Gearhart Repairs (Engineering, Inventions) Pathways Steps
  24. This system is amazing for crappy rollers... it just get you more complications and drama. You literally can't go wrong.
  25. That seems like something we could play like a 1880's James (Jane?) Bond tool. I don't see a problem with the parasol at all.
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