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Everything posted by IsabellaRose
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Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
No, it's nothing like San Francisco. There's no bay. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
Oh, my bad... also need @WickedCadrach to make a link -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
@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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
Okay, so we just need @WickedCadrach to add her location, and then things start to get crazy fun in the worldbuilding -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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? -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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 -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
I added your triangles diamonds already. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
Dice Step Up from d4 > d6 > d8 > d10 > d12 -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
@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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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 -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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]. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
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. -
MY copies of Steampunk Characters
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Roleplays
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. -
MY copies of Steampunk Characters
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Roleplays
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 -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
@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. -
Cortex Steampunk Game 1 OOC Discussion
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
@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: -
MY copies of Steampunk Characters
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Roleplays
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