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Everything posted by IsabellaRose
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Groups are split into 2: Group 1 - @MagnificentBastard, @WickedCadrach, @Chiyako, @WritesNaughtyStories, and @StarlitSiren Group 2 - @SataiRolePlayingGuy, @AsBloodTurnsEverCold, @DreamsnThings, and @Warning I'd like to start discussing basic worldbuilding here for now. This will be a shared world with potential to cross characters from one game into the other. So for everyone, here's your first 2 Assignments: Write down anything that YOU WOULD LIKE to be in this game, concepts, set pieces, species, tech, etc., for you to enjoy it. If you want there to be Automaton's write it down. If you just think they'd be cool, but you don't really care one way or the other, don't write it down. This is the list of "I want this to be in the world!" Write down anything that you need to EXCLUDE from the game. If zombies will ruin the setting for you, let us know. Our lists may contradict each other. In general, I prefer to err on the side of leaving something out if it will ruin someone's experience, even if a couple other people want it included. In general, there are so many options and ideas for the world, even if we leave a few out, it will still be an amazing place to play! I'd like to keep this an open and collaborative discussion, working together to make an amazing world in which to play. After we get the general world stuff set so we know what exists and what doesn't, I'll create 2 new threads for Game 1 OOC & Setup and Game 2 OOC & Setup. I'm excited!!
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Combat will happen, but yeah... it's not like you're rolling a Strength-based attack using your basic attack bonus plus to hit modifiers against an armor class and adding damage modifiers if you hit... You'll build a dice pool like any other contest. Start by stating your intent and how you're building your dice pool. "I'm taking this guy out. I'm going to use my d8 Progress Value (with a statement: "science is the path to a better life for everyone") because he wants to stop progress and put this town back to the "old days", and my d10 Relationship with Bob The Mechanic (with a statement: "Bob can teach me!") because he's directly threatening Bob the Mechanic, and my d10 Pheromonal Alchemist distinction because I'm using one of my tinctures on him, for a dice pool of d8+2d10. Roll your dice. Your result sets a target for him to try to beat if he fights back. Then I'd build a dice pool for the bad guy and when someone wins, the other person takes Stress. If it Stresses the loser out (their stress goes above d12) they're out of the scene. Which type of stress is maxed out will color the way they're taken out. So no, you don't need to build a character for combat. Build a character like they're going to be the star in their own novel. **GROUPS** I should have everyone split into 2 groups by end of day. There wasn't a lot of "I HAVE TO PLAY WITH THIS PERSON" or "I'LL NEVER PLAY WITH THIS PERSON" so I'm not going to worry too much about that. I'll do my best to try to keep people with others they requested, if they did, but mostly I'm going to try to split the groups based on their seeming interest in the specific group setup ideas I posted earlier.
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I added a section to the rules reference about creating SFX, how to, why, and examples.
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So for this, I think we'd use it 2 ways - the first would be using an SFX to create a d8 temporary asset, an "elixir I just pulled out of my ass" kind of thing. The other would be to take time to create an elixir for a purpose before you need it. We'd need to figure out what's different about a planned elixir and a "wait, I'm mixing this right here on the spot" one, probably a better chance of success or more chance of unpredictable results. This could absolutely work. I'll come up with some SFX ideas for it to see what you think.
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Cortex Prime gives you three main distinctions, but the original Cortex Dramatic uses Distinctions more like Traits. So instead of a Distinction being specific to your character like "Outlaw Gunslinger" or "Lady's Handmaid Automaton" that is pretty specific, you'll get to add or step up Distinction/Traits like "Marksman" or "Shameless Flirt" at most steps of the Pathways process. But also, we can create custom Distinctions as I outlined above to give each character something unique.
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Any one of those will work! I've been developing custom Distinctions to give some flavor to the various character types. For the Mad Scientist you'd have a Tinkerer distinction or something more focused on a certain area of mad sciencing - Maybe chemistry, Galvinism (Frankenstein), vivisection and surgical evolution (Dr. Moreau), or some other specialty. The Sky Pirate would have an Airship Signature Asset, possibly even a crew as Resource/Extras. The automaton could use the Automaton heritage distinction I outlined above. For the wild west tropes, they could lean hard into the Distinction Traits I listed in the Rules thread, like Daring, Gunfighter, or Marksman. I'll put the SFX rules in the rules thread. It tells the basics of how to build an SFX, what types of costs to use, what types of benefits you might get. You have to be careful balancing your SFX because the dice add up quickly.
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I'm posting the basic rules and custom build info here. This will be edited, but locked to prevent it getting messy. LEADS, FEATURES, AND EXTRAS Your stories will be populated by all sorts of characters: heroes and villains, damsels in distress, plucky sidekicks, untrustworthy scoundrels, and everyone else who lives wherever you set your story. Characters come in three flavors in the Cortex Dramatic Roleplaying Game: Leads, Features, and Extras. Leads are the characters that your stories are about; a different player controls each Lead. It’s the players’ job to tell an interesting and compelling story with their characters. Each Lead has a sheet of information and game stats that describes him: what’s important to him, how he gets things done, and a few other details. Features are the characters that fill significant roles in the rest of the story. Features push the Leads to act, whether by hatching some fiendish plot or by falling prey to one. Each Feature also has a sheet, which looks a lot like a Lead’s sheet. Extras are the characters that mostly live in the background. Sometimes they have names, sometimes they’re just sort of there. While they may get the Leads to react, they’re almost always acting under someone else’s orders. Extras don’t have a sheet like Leads or Features; you can record any necessary details on an index card, sticky note, or whatever. Character Creation Values Relationships Distinctions/Traits Abilities Resources Stress SFX Trouble/Doom Pool Rolling Dice, Assembling Dice Pools, Complications, Plot Points, and Contests/Tests Growth Pathways
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Heritage Distinction: Automaton Heritage You were not born, but built, brass gears for bones, steam for breath, an alchemical spark for a soul. Your strength is unmatched, your endurance endless. Humanity looks at you not only with awe, but also with fear and suspicion, and the same science that gave you life can be turned against you. You may be a marvel, but you are also a machine. d4: Earn a Plot Point when your Abilities are Shutdown by technological interference, sabotage, or loss of power. d8: Spend a Plot Point to directly interface with a piece of technology, analyzing or controlling it as if it were an extension of your own systems. d12: Add a d6 to Trouble to use a Special Effect from a connected Ability you don’t have, describing it as an overlooked function or hidden gear revealed within your automaton design. Connected Abilities: Invulnerability, Regeneration, Super-Strength, Super-Senses, Speed, Technopathy Limits: Electricity, Magnetism, Maintenance (requires repairs or fuel to recover)
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Give me more ideas and I'll see if I can come up with cool distinctions for them.
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Distinction: 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. Possible SFX SFX: Ecstatic Power 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. SFX: Shared Ecstasy Spend 1 PP to create an Asset on an ally (Empowered by Ritual d8, Enflamed Desire d8) after drawing them into a ritual or act of passion. SFX: Overindulgence Gain 1 PP 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.
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Night Watch
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@DreamsnThings - That would play well with the "aroused" and "orgasmic" stress tracks. I like making the sexual aspect grant mechanical benefits as well. I'm thinking if we want to focus on the lewd aspect, we could all have an "Erotic Distinction1" to which we could attach various SFX2. Distinction: Pheromonal Alchemist You are a scientist of scents, a chemist of desire, bending biology and chemistry into invisible weapons. Your steampunk vials, atomizers, and tinctures turn pheromones into tools of persuasion, distraction, and control. But the volatile nature of your work means sometimes the reaction is stronger than intended — intoxicating not only your enemies but yourself, and sometimes making you the target of your own concoctions. Possible SFX: SFX: Enchanting Aroma Spend 1 PP to Step Up your Effect Die when using pheromones to charm, seduce, or distract. SFX: Intoxicating Backfire Gain 1 PP when your pheromones affect you instead of your target. SFX: Tailored Brew Spend 1 PP and Add a d6 to Trouble to directly Step Up a target's Aroused Stress track, describing how your pheromones overwhelm their senses. SFX: Overdose Reaction Once per scene, you may choose to step up your pheromone-based Effect Die and take an Aroused Stress die of equal size, representing the strain of your own body reacting to your formula. 1 Distinctions are like Aspects if you've ever played Fate. They're a description of an ability, talent, power, or something that your character can do. Using @DreamsnThings example she could have a "Pheromonal Alchemist" Distinction (example above) that would outline what the ability does and any costs associated with it. 2 SFX are Special Effects that are attached to Distinctions. If Superman had a Kryptonian Distinction, his SFX would be stuff like Freeze Breath, Heat Vision, Invulnerable, etc.
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As lewd as you like. I’m 100% behind rampant sexual antics when I run games.
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The setting references I originally posted include a historic timeframe as well as real-life and fictional material that is more or less based on our real world and thus, very human-centric. I don't see fantasy species existing in this setting, but an automaton, or possibly something supernatural-ish, given the weird west / mad scientist vibe. I would expect from the initial proposed setup something more along the lines of a Frankenstein's Monster, Jekyll/Hyde, Dr. Moreau's creations, etc. over vampires, werewolves, etc. More science gone awry than actual supernatural species. That being said, I could see room for some magical beings like skinwalkers, or east coast/old Europe witches, etc.
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Okay, so it looks like the list of interested players is: @SataiRolePlayingGuy @MagnificentBastard @WickedCadrach @DreamsnThings @AsBloodTurnsEverCold @Chiyako @StarlitSiren @WritesNaughtyStories @Warning So we can split that into either 2 games of 4 and 5 players, or 3 games of 3 players each. HOWEVER WE SPLIT IT, they will all be in the same world, and all in the American west so that if we end up with drop outs we can merge groups. Or so we can do fun crossover/team-ups later, if we decide to. My request to everyone: Message me privately if there's anyone you REALLY want in your group, or anyone you'd prefer not to play with. I won't share any details with anyone or the group, but I'll try to split up the groups to accommodate any requests, if possible. If there are no requests either way I'll just draw names out of a hat.
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I've been thinking about what would keep all the character's together, a sort of group framing device. In a supers game it would be easy - you're all on the same team. In a sci-fi game, you're all the crew of the same ship. Or you're all members of the same criminal gang, or the same strike force, or... well, you get the idea. I want the players to decide together... but I decided to spew out some ideas, in case people are wondering, "how can we all be linked together?" So without further ado, another list. Ideas for ways to keep the Player Characters together The Town’s Defenders – they all live in a strange frontier boomtown (part steampunk, part mining camp, part trading post/railroad stop/hub), and are forced to band together when trouble strikes. Inheritors of a Mystery – each PC received part of a will, deed, map, or strange device from the same eccentric benefactor. Some may be related to each other, or to the benefactor. Circus / Traveling Show – they tour together as performers, engineers showcasing their latest scientific inventions, trick/sharpshooters. They run into some sort of "trouble of the week" in each new town, and their individual (or collective?) pasts follow their caravan. The Brotherhood / Sisterhood of the Peculiar – they've all been recruited by a secret society to investigate supernatural threats across the frontier. Fugitive Caravan – they're all running from something (law, debts, curses), and survival means sticking together. Expedition Crew – they've been gathered by a wealthy patron or eccentric scientist for an exploratory mission (ruins, lost civilizations, hidden labs, etc.). Victims of an Experiment – they survived a mad scientist’s invention gone wrong, and are tied by trauma, strange abilities, or scars. Blood or Found Family – literal relatives (siblings, cousins), or bound together as a surrogate family of misfits. Debt to a Benefactor – someone powerful saved them once, and now they “owe favors” (could be a government agency, railroad baron, outlaw boss, supernatural patron). The List – their names were all written together on a strange parchment found in the papers of someone being investigated (supernatural? criminal? something else?)
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Cortex Game Playthrough Examples
IsabellaRose replied to IsabellaRose's topic in TTRPG Club's Discussion
Nyssa arrived in town "mysteriously" (none of the player characters remember that they're time travelers from the start), stumbled into a road, was almost hit by a car, and police took her to the local police. After briefly holding her because she can't remember who she is and has no identification, they get through some child protective paperwork (they can't verify her age and she looks young) and remand her to the custody of Mrs. Bennett, a foster parent who has been sheltering needy children since her own daughter passed years ago. Nyssa met her foster brother Johnny, a young teen, and her foster sister Elizabeth, already 18 but Mrs. Bennett is allowing her to stay in her house until she gets on her feet, even though Mrs. Bennett is no longer receiving state funding to care for Elizabeth. Nyssa and Elizabeth share a room. The players wanted to play out a scene where Elizabeth (a goth cam girl) tries to convince Nyssa (a shy and reserved girl) to dress sexier, but Nyssa naturally resists. To play this out, they both write their characters' perspectives as normal. We used a sort of shorthand in the game thread, but discussed the meaning and mechanics in the ooc thread. At the start of the session, Nyssa has 4pp and Elizabeth as 2pp. The Trouble Pool1 is 2d6 (the default starting trouble pool). Mechanics Here's the rundown of how this worked mechanically and why. Elizabeth initiates the contest by stating her intended outcome: Elizabeth convinces Nyssa to try on sexy underwear. At this point Nyssa's player can just give in. She doesn't need to resist if she thinks her character would just go along with it. BUT, there are mechanical benefits to playing this out with dice. They both have the opportunity to earn Plot Points (meta currency used to incorporate and/or enhance game mechanics later) and/or Stress (a mechanical representation of "damage" your character takes, including physical, mental, and emotional. Stress can be used by you or your opponent during a contest, and reducing Stress is the main mechanic by which your character advances or "levels up"). Since they have a chance to earn plot points or gain stress, Nyssa decides to use the mechanics to resist. On with the contest. Elizabeth assembles her dice pool. From her character sheet, she will use 1 Relationship, 1 Value, and possibly a Distinction, if applicable. She chooses her d10 Nyssa Relationship (because she's trying to persuade Nyssa), her d8 Power Value (because she's trying to exert her power over Nyssa), and argues that she could incorporate her d6 Shameless Flirt Distinction (because she is shamelessly flirting with Nyssa). -Her dice pool is: 1d6, 1d8, and 1d10. She rolls d10=9, d8=6, d6=6 (it's important to know which die rolled which result. I'll explain later) She adds the two highest results for a total of 15. Before she rolls, Nyssa can give in without consequence. If she rolls, someone is taking Stress. Nyssa decides to roll and assembles her dice pool. She will also use 1 Relationship, 1 Value, and possibly a Distinction, if applicable. She chooses her d12 Elizabeth Relationship (because she's dealing with Elizabeth), her d4 Glory Value2 (because Glory is for the insecure, and she's very insecure right now), and argues that she could use her d10 Daring Distinction because it's worded that she rolls that when "your bravery and confidence would help you achieve what you want"). *Nyssa also activates her Attractive Distinction SFX "d4: Earn a Plot Point when your looks draw you unwanted attention." She earns +1pp due to Elizabeth being flirty with her. Nnow has 5pp. -Her dice pool is: 1d4, 1d10, 1d12. She rolls d4=1, d10=7, d12=11. She rolled a "1", or a Hitch. This number can't be used in her dice total. She adds the two highest results for a total of 18. She beats Elizabeth's roll. *The GM buys her "hitch" by paying her 1 Plot Point and adds a complication to the scene for Nyssa. The GM uses the d4 to "Step Up3" one of the dice in the Trouble Pool. The Trouble Pool is now 1d6, 1d8. Nyssa now has 6pp. Elizabeth has been beaten, but it's not over yet. She can Give In, relent and decide it's not worth pushing it any more. She'll have to pay 1 Plot Point to Nyssa but she'll avoid taking any Stress. If she continues she runs the risk of being "Stressed Out" which is when your Stress is bumped up above d12 and forces you out of the scene. She decides it's early enough in the game to not worry about stressing out and decides to roll again to try to beat Nyssa's 18. She rolls d10 Nyssa Relationship, d12 Glory Value (because she wants to glory of being the one that convinced her new roommate), and d6 Shameless Flirt Distinction. -Her dice pool is 1d6, 1d10, 1d12. She rolls d6-5, d10=4, d12=10. Adding the two highest, she only has 15, which won't beat Nyssa's previous roll of 18. BUT she decides to pay 1 Plot Point to add the third result, for a total of 19. She's beating Nyssa! Elizabeth now has 1pp. Nyssa would have to beat a 19 to win, unlikely unless she wants to spend Plot Points to add dice to her pool and more plot points to add dice results to her total. She Gives In. She pays Elizabeth 1pp and goes along with her suggestion to try on the sexy underwear. The Contest is over. Elizabeth wins and convinces Nyssa to try on sexy underwear. In the spoiler below is how the scene played out in the game thread with our shorthand mechanics added (I italicized them to make them easy to pick out) Now, this may seem like a lot to go through for such a trivial contest (and honestly, it is... I don't usually make players roll unless the stakes are high, but this was an early scene in the game, and Nyssa's player asked, "could this be a contest?" So I said, "Sure!" There's no reason for it to NOT be a contest, and it gave them an early chance to interact with the rules, earn plot points, and increase my Trouble Pool. 1 Trouble Pool: The Trouble Pool are the dice the GM can roll against you. When the session starts, the GM gets 2d6 by default. They can buy dice that roll a Hitch (a natural 1) by giving the player rolling it a Plot Point, and then either incorporate that die into the Trouble Pool or "Step Up3" an existing die in the Trouble Pool. 2 Special Note about rolling d4: Choosing to add a d4 to your roll increases your chances of rolling a "1", which is a Hitch. A Hitch can be activated by the GM by paying you a plot point. There are times when you don't mind having bad things happen to your character so you can accumulate plot points for use later. It's often strategic to choose to roll d4's early in the game, to build up a stock of plot points for when it really matters. 3 Stepping Up: You Step Up a die by increasing it's size by 1 rank. d4 steps up to d6, d6 steps up to d8, d8 steps up to d10, and d10 steps up to d12.- 1 reply
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Also, I started writing up some examples from a game I'm running. It's over here, but it's locked. Any questions or comments, please post them here. I'll answer/explain here, then try to update that thread with the answers so the examples are all together.
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To me that's the fun, watching your character concept evolve through Pathways with the other players, watching them become attached to the world, NPCs, other players. Character creation IS worldbuilding and vice versa. It's so integrated you end up making a character that fits specifically into this world and is inextricably tied to it and the other PCs. I can't imagine any of my Cortex Drama characters playing in other games. Magic in this game could be as simple as a Distinction called "Witchcraft" with some definitions of what it means to be a witch, and specific SFX showing how your witchcraft will affect dice mechanics. One of my favorite mechanics for this is to add an SFX that allows you to use ANY power (to simulate casting a spell for whatever effect you want) but to do so you have to add a d10 to the Trouble Pool (the pool of dice the GM gets to use against you throughout the session), which means that sure, you can do anything, but then later, there will be dramatic repercussions... magic comes with a price just think about what kind of steampunk/weird west character you want to play... really until we get going, there's not much else to do, and I'm happy to help with the mechanics as we go. I assume a learning curve, but once you get it, it's really pretty simple.
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I'm starting this as a new thread to keep it separate from the interested check. I'm hoping these examples from a game I'm still running on another site will give people an idea of how the game works and what to expect from playing it. Game Setup/Background This game was originally setup as a love triangle between 3 people in the future - a young woman in an arranged marriage, her future husband, and her secret lover. The future husband and lover are best friends. To escape and be together, the lover and woman plan to travel back in time, and the future husband pursues them. Garbage about how time travel works for this game To add an element of confusion and mystery to the game, we decided that only your mind can time travel and you steal a body back in time. They arrive in the past with amnesia, in bodies that are not their own. It is left to the will of the dice to determine which character is which. The players are playing their new selves in the past, letting this new character dynamic drive their interactions, and slowly unlocking their memories over time. Will they still love who they loved before they left, or will this new situation and the lives they live until they remember who they were change how they see each other? We rolled randomly to see who arrived first, and details about the new bodies they took. There is at least 1 gender swapped character since the future characters were 1 female, 2 males, and in the past it's 1 male and 2 females. They may have all been swapped. Derek was the first to arrive, male, aged early 20s, and through shady means he acquired money and seemed to thrive on exploiting others. He owns an auto body shop, runs a cam girl site, and secretly owns a drug lab. Elizabeth was the next to arrive, 2 years later, female, aged 16. She was put into foster care and taken in by Mrs. Bennett. She hung around the auto body shop for a couple years and when she became 18 she started being a cam girl on Derek's site. Nyssa arrived 3 years later, female, aged 18. Her amnesia is strong, and she is also put into foster care, taken in my Mrs. Bennett. The game starts when Nyssa arrives. Pathways Setup Here's part of the Pathways chart. Notice how there are two arrows between each of the main characters, and how they point in opposite directions. The arrow pointing from one character to another defines their relationship from the originating characters' perspective. For instance, the arrow pointing from Elizabeth to Derek says "I hate that he knows how to turn me on." That's how Elizabeth feels about Derek. This is rich with implication - Derek can turn her on. He knows how to push her buttons. But she hates that fact, which might imply her feelings for Derek may not be overall positive. The arrow pointing from Derek to Elizabeth says "loves my forceful ways" which is also filled with implications. On the surface, it tells is that Elizabeth is more submissive to a forceful Derek. It also implies an ego for Derek, but noticeably it doesn't show much in the way of genuine emotion from him toward her. She may just be a plaything to him. We don't know from this statement, but it feels like something fun to explore. These Relationship statements help to define the emotional stakes and action of the game. Based on those relationship definitions, I can assume that Elizabeth's player wants to have Derek turn her character on, and I can assume Derek can and probably will. It gives me as the GM ideas for scenes to setup to test theses characters, giving Derek chances to turn her on and her chances to despise that it works, or even try to resist. It gives us a potentially uncomfortable non-con situation that I'll have to be careful running to make sure we're not crossing any lines. The whole Pathways map is convoluted and crazy. I'll paste it later. Character Sheets There are a lot of details on the sheets that might seem confusing or daunting. I'll paste a couple sheets in here and then show how a scene plays out using their stats. The basic trait sets used in this game are: Values, Relationships, Distinctions, and then secondary traits for Assets (locations, extras, signature items, etc.) Every time a player rolls for their character they will always use 1 Value and 1 Relationship to build the dice pool. Sometimes a 3rd die can be rolled from Distinctions, Extras, or Locations if the player can make a case for it and the GM agrees it is relevant. More dice can be rolled by paying a plot point to add them. No matter how many dice are rolled, you only ever add 2 results for your total, unless you spend a plot point to add an additional die result. Nyssa Elizabeth With those two characters established, I'll make my next post showing how a scene plays out between them, when dice are rolled (far less often than in most games), and how and why different mechanics are engaged. I'm locking this topic for now to keep posts here specific to examples, but please ask any questions in the interest thread and I'll make sure to make clarifications here for future reference.
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We play in whatever world we decide when we start setting up the game. There may or may not be magic. I'd lean away from typical gamified fantasy magic, but really it's up to everyone playing to decide together.
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I can provide a sort of tropey character list for the genres. Keep in mind, this list is not exhaustive. A mashup of two or more is always fun, too. Also keep in mind this isn't a traditional d20 tracking hit points fighting things trying to survive kind of game. A schoolmarm is just as valid as a Sky Pirate, and will have just as much mechanical impact on the story. Steampunk Character Tropes the Mad Scientist/Inventor, often eccentric and responsible for technological breakthroughs the Gentleman/Lady Adventurer, bored with society and eager to explore the Sky Pirate, a roguish individual who travels the skies the Automaton, a steam-powered mechanical being that can question human nature the Dandy/Femme Fatale, charming individuals who use their wit and looks to achieve goals the Engineer or "Wrench Wench", a capable mechanic or engineer. the Explorer, driven by a desire to discover new lands and experiences, they embody the spirit of exploration the Gadeteer Genius, they specialize in creating a vast array of intricate and often anachronistic gadgets the Gentleman Thief, a sophisticated criminal, often from the upper class, who uses his cunning and refined manners to commit daring heists the Spirited Young Lady, an independent and strong-willed female character who defies societal norms and often takes on roles or adventures not typical for women of the era the Gear-Ranger, a rough gunman equipped with steam-powered technology and bulletproof armor, representing a blend of frontier and mechanical elements the Street Preacher, a character who spreads a message, often related to the discovery of new technology or a unique interpretation of faith in the new mechanical world Western/Wild West Character Tropes the Lone Gunfighter/Drifter, a wandering hero, often a gunslinger or reluctant lawman, who lives by a personal code the Lawman, a character who upholds justice, either as a corrupt official or a righteous figure the Cowboy, a central figure defined by rugged individualism and self-reliance on the vast frontier the Prospector/Forty-Niner, a classic "old coot" searching for gold, often portrayed as a miner the Hanging Judge, an imposing and authoritative figure who presides over frontier justice the Bounty Hunter, a mercenary who hunts outlaws for a reward the Snake Oil Salesman, a charlatan or peddler of fake remedies the Hooker with a Heart of Gold, a saloon prostitute who reveals an inner goodness the Schoolmarm, a gentle, virtuous teacher often present in frontier towns the Preacher Man, a religious figure who brings spiritual guidance to the lawless West the Trapper/Mountain Man, a skilled outdoorsman and solitary figure of the untamed wilderness the Chinese Laborer/Launderer, represents the diverse immigrant communities that helped build the West the Noble Savage, a stereotypical image of a wise and dignified Native American the Savage Indian, an archetype of the barbaric, uncivilized Native American the Magical Native American, a mystical Native American character who serves as a guide or imparts wisdom. the Outlaw, maybe a cattle rustler, train robber, or bandito, the outlaw lives by taking from others the Arms Dealer, a wealthy man who sells guns to whoever can afford it the Cattle Baron or Railroad Baron, a wealthy figure who has made money by buying up all the land and now owns all grazing land, or by being a owner/president or majority stockholder in a large successful railroad the Professional Gambler, who makes their money playing cards or games of chance, often seen as a cheat the Army Scout / Cavalry Officer / Remnant Soldier, often a scout for hire, or an active duty officer in the military. Remnant soldiers are former confederate soldiers trying to survive on the frontier
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Thanks for being letting me know. Enjoy the other game!
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By all means, come up with a concept that fits the original short description. Just keep it vague and... concept-y. You could end up connected to a weird organization, or your father could be the big bad guy, or it might work out that another PC fits as your sibling... The best thing to do for this is to embrace the #1 improv rule: "Yes, and..." meaning when someone says, "what if your character is my characters' brother?", instead of saying, "nah," try saying, "Yes, and... our father is the maniac turning people into zombies!" or something like that. "Yes, and..." is super powerful for improv, makes everyone's contributions integral parts of the whole, and lets you keep building atop each other instead of shooting each other down. Obviously, if someone tries to impose an element that's just way outside of what you imagined for your character, then nix it. But I find that it's a lot more fun and forces more creativity to "yes, and..." most ideas.
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I would caution using pre-existing characters. While we go through Pathways, other players have a bit of leeway over connecting your character to locations, items, NPCs, etc or connecting them to you. So too detailed of an existing character might be problematic, but just general concepts might work, as long as you don't mind adapting it to the world/game we create. Oh, and I have no idea what the max is. I'm going to give it a few more days to make sure anyone interested has a chance, then we'll see what shakes out.