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IsabellaRose

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  1. There is (or should be) a Genius Distinction. We could try something like: 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. or, as a Heritage Distinction, something along the lines of: Experimentally Cured Albino (we can work on a better name) Your pale skin and strange eyes mark you as different, feared, pitied, or whispered about. The sun burns you quicker than most, leaving you weak or in pain, but the moonlit hours bring you clarity and a haunting presence that others can’t ignore. Roll this Distinction’s die when your condition, appearance, or nocturnal resilience affects the scene. d4: Earn a Plot Point and when your sensitivity to the sun forces you to retreat, cover up, or collapse at the worst time. d8: Spend a Plot Point and Add a d6 to Trouble when the strange tonics in your veins allow you to Step Down physical or exhausted Stress. d12: Spend a Plot Point to Reroll a die in a Contest or Test where your eerie presence, unique appearance, or otherworldly aura unsettles or fascinates others. Connected Abilities: (this is where I run up against a wall... do you want her to have powers/abilities linked to the pale skinned vampiric appearance?) Limits: Daylight Weakness. Earn a Plot Point when exposure to direct sun increases your Exhausted or Injured Stress;
  2. I'm sorry, I must have missed that. We can make any custom Distinctions you need. Let me know what you're trying to define, and I can start tossing out samples/ideas to see if we can come up with some that fit what you want! It takes a bit to get for the feel for creating them in a way that fits. The most important parts are actionable limits and specific SFX that fit the standard exchange rules. You don't want any one ability or distinction to be out of whack with the rest.
  3. @StarlitSiren - make sure to include Willis as a relationship on your sheet.
  4. I'm working my way through character sheets to make sure everything looks solid and playable. @AsBloodTurnsEverCold - for your Distinction and Ability, what do you think about this? Virtuoso Distinction: 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). d12: Add a d6 to Trouble to Reroll any die when your musical reputation precedes you or when your artistry inspires emotions in others. The Other Theory When you play, your music doesn’t just move hearts, it opens minds. 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: melody, eldritch, performance, emotion Limits: deafness, strong faith, concentrated will SFX: Spend a Plot Point to captivate an entire audience, distracting them from events around them. Spend a Plot Point to inflict a particular emotion on a target or group. Spend a Plot Point and Add d6 to Trouble to plant a single compelling suggestion in one listener’s mind. @WritesNaughtyStories - For your Ashborn on the Pathway map, that's a specific Ashborn individual, right? Because it's meant to be a named individual. Just spitballing and nix it if you don't want it, but what if it was Prudence herself who found and rescued her? I have no problem including her as an NPC if that tickles your fancy. If not, we need to name that person. In fact it might be better if it's not Prudence, because whoever it is will likely be tied to other NPCs and locations.
  5. There's a big list in the rules reference thread! I added info on Heritage Distinctions to the rules, at the bottom of the Distinctions section, along with a couple sample Heritage Distinctions for this setting. The Heritage Distinction may be more directly from the Smallville game than the Cortex Prime rules. For this game, we're crafting a narrative together, with the goal being to tell the most interesting story. While there will almost definitely be player vs. player contests, we should be crafting things collaboratively to make a great story rather than trying to win. My intention is that all character sheets can be public with no real issue as we're all working together as players toward the same "cool ass story" goal, even if that means we let our characters get beat down a few times.
  6. They're definitely the foil to the Unbound, but mechanically a Limitation takes away any powers or abilities tied to a Heritage for the rest of the scene. I'm not sure I can come up with a way that the old church takes away your knowledge of pressure points or combat training other than by threatening others to keep you from using them, and that's the kind of dramatic interaction I'm hoping will make you WANT TO use your training... I think we'll keep it as a regular distinction for now.
  7. I think the Unbound are still forming in this time period... there is no formal church yet. Prudence likely still walks the plains. She was set in the wild west. I think this movement is just picking up steam and different forces are influencing it as it solidifies into the codified religion it becomes later. I think there are a variety of people trying to honor what she did for them in their own ways, and many different views on what her legacy should be, and what her actions mean. I like the idea that there is a core set of beliefs, as outlined in The Manifesto of the Unbound, but that different individuals and groups have different takes on it.... but also all still help each other because that's the core of the beliefs. "I am the storm that shields the meek, the flame that protects the scorned, the ruin that stands as sanctuary for those you cast out." "I am the ruin of your false sanctuaries, the fire that devours your lies, the storm that scatters your order to ash." "I am your reckoning, and I promise you this: the scales will balance, but not by your dogma, not in your courts." "I build a new temple, not of walls, but of arms wrapped around each other..." Each of those seems to call for a different type of action, and I think different people will hear her call differently. But those who met her directly, who were actually saved by the real Prudence, I think they might be the first Ashwalkers, the ones most like Kwai Chang Caine. But let's see what happens in Pathways. Heritage Distinctions are handled differently. The biggest drawback I see is that they require a limit (like kryptonite to a Kryptonian, or fire to Martian Manhunter, etc.) so it might not be appropriate. I'll have to dig into the rules more later.
  8. I like the more tightly focused one. I was also thinking we could make it a Heritage distinction. Even though it's not a "species" or anything, it has broader implications and could have a set of connected abilities you could learn over time. I think maybe adding more to the definition/description would help, too. Something like "you know pressure points and can use them for hands-on healing as well as nerve strikes" to cover that. The idea should be that, even without the need to mechanically heal a PC, you should be able to help an NPC with minor injury as a matter of course because it's something you do. The Hearthkeepers would not be on the map at this point. You're just adding a single NPC to the map.
  9. You can leave them for now. You might just want to double-check them once we're done and make sure your first thoughts are still what you're thinking once Pathways is done.
  10. Oh... and you probably want to wait to write Relationship statements until later. As the game goes on, relationships might form a little more naturally based on the way the system works, and it will be easier to see how your PCs relate to each other based on the way we build the setting and NPCs through Pathways.
  11. I've been thinking about the early Ashborn. I think they started out a a loose-knit group of disenfranchised individuals, but quickly took on roles to help others. Some became healers, nurturers, keepers of safe houses - the Hearthkeepers. Some became fighters, saboteurs, defends who tip the scales by force, the Firebrands, following in Prudences' footsteps in the way they imagine to be most direct. The violence they visit on misogynists who refuse to accept free women loving other free women earned them the name The Widowmakers. But the group that ended up truly walking close to the same path as Prudence were the Ashwalkers, wandering adherents, defenders of the disenfranchised. The Walkers follow the road of solitude and wandering, like pilgrims or monks with no temple but the open sky. They prefer peace, speaking gently and living lightly, but they will not stand by while the weak are crushed. When the innocent, the silenced, or the outcast cry out, the Walkers answer. They fight only when no other path remains, and when they do, they fight without hesitation. I tried to come up with some Distinctions that felt a bit "Kung Fu" to me. Let me know what you think: Ash-Walker Distinctions Pilgrim of the Ash Road You walk lightly upon the world, carrying little but your will and your fire. The road is both your teacher and your sanctuary. d4: Earn a Plot Point when you choose the harder road or refuse comfort that would be easier to accept. d8: Spend a Plot Point to appear in a scene as if you’ve wandered into it at the perfect moment. d12: Add a d6 to Trouble to Reroll a die when you act as guide or protector for an outcast. Silent Protector You prefer peace, but your silence hides a dangerous resolve. When the weak are threatened, you strike with sudden precision. d4: Earn a Plot Point when you let someone underestimate you because of your quiet nature. d8: Spend a Plot Point to step into a scene and immediately intercept harm meant for another. d12: Add a d6 to Trouble to Decrease your opponent’s Injured or Afraid Stress pool when you fight in defense of the innocent. Ashen Wisdom Your scars have become lessons. You know the weight of chains, the fire of ruin, and the need for compassion. d4: Earn a Plot Point when you let empathy for another slow or hinder your progress. d8: Spend a Plot Point to Reveal you know a story, teaching, or proverb that changes how someone sees their situation. d12: Add a d6 to Trouble to Reroll a die when offering counsel that challenges authority or unjust laws. Hands That Heal, Hands That Strike You are trained to heal and defend in equal measure, a wandering monk whose hands carry mercy and violence both. d4: Earn a Plot Point when you heal or aid another at cost to yourself. d8: Spend a Plot Point to treat physical or emotional Stress as though you had medical supplies or sanctuary at hand. d12: Spend a Plot Point to Reroll a die when you turn your healing skill into a weapon (nerve strikes, pressure points, improvised defenses). RESOURCE: For the Resource, it could be as simple as "Hearthkeepers" with specialties of: safety, healing, concealment, quick escape... or whatever you think. Or a location like an Abandoned Homestead or the Caves in the Hills she knows is a safe sport.
  12. Yes, that works perfectly. It's really not super critical which one you choose, unless you're building an automaton, in which case you'd need to select Constructed. Otherwise it's just semantics, and the only difference is what options it gives you to build the character. You could have an Common-Born origin and still end up Wealthy, or vice versa. It's mostly just to try to help give you inspiration to create the character and think about their origin.
  13. Oh, and don't forget to add each of the other PCs as a d4 Relationship to your character sheet. I didn't include that in the instructions.
  14. This is perfect. Keep in mind, just because they're not on the sheet, doesn't mean they don't exist in the fiction. Family members, past lovers, etc. can and do all exist, even if they're not on the pathways map. The ones on the map are going to be connected to other locations, PCs, NPCs, and events placed on the map, often in ways you did not expect. You addition of Willis is pure gold. He's an NPC I can use, and I can't wait to see if and how he gets connected to others.
  15. From the initial post in this thread: 1. Start with the basics of worldbuilding. Working from that original description (in the very first post): Write down anything that YOU WANT 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 DO NOT WANT in the game. If zombies will ruin the setting for you, let us know. Once we get input from everyone, we set the world. Then we can move on to character creation. 2. For characters, here's my recommendation: Start with what sound exciting for you to play. This is a new world, an original setting, and the only limits are what everyone else in Game 2 agrees to. I highly encourage original characters. Outline what you like in a character. Let us know what excites you. See how it fits with everyone elses' ideas. Obviously be willing to adapt your character ideas to the world and what others want, but start from a strong "this is what I want to play" position. Put all your cards on the table. For all you know, everyone says "cool, let's do that!" But if not, we work towards a middle ground where everyone is happy. The ideas put forth by everyone in the original thread don't hold here. It's just the four of you as players. Make the world your own!
  16. When you add your NPC to the Miro board, click on the arrow and type your relationship to them. Something like "in love with" or "needs me to protect them" or whatever you think. Also, post here and let us know who that person is to you, and what things you've added to your sheet. If there's not a Distinction, Ability, or Heritage that fits what you have in mind listed, mention it here and we can custom-make one for you.
  17. OKAY!! It's time! Go to the Character Creation section of the Cortex Rules Reference thread, and copy out the template for a character sheet. Then scroll down to the Pathways section and follow the instructions for Step 1: Origins. Select one of the five origins. Before you add things to your Character sheet, head over to the Game 1 Miro Board. You'll find your name on a square and all the arrows already drawn to connect you to the other PCs. Add your character name to the square. Just click in the square and type. There's already a circle attached to your square with an arrow - add a name to it. This is an NPC that's important to you. Ideally it's someone who will be around during the roleplay, but it can be someone from your past. Keep in mind that anything you put on the board can later be connected to other PCs, other NPCs, locations, etc. This builds a web of interconnected things for the setting. It's super cool, and it makes it better than you might have made it by yourself. Trust me, it's the most fun aspect of the system. Once you've added your NPC, come back to the Pathways steps and Add or Step Up Relationships, Values, Distinctions, Abilities, and Resources as appropriate for your chosen Origin.
  18. Honestly, I adore the idea that people think she's a vampire and she's not. That provides so much fun potential for NPC reactions and interactions in town.
  19. This step is “the things we want to make sure exist in the game for it to be fun.” So themes, scene, set pieces, technology, etc. in Pathways we’ll add specific NPCs, groups, locations, and events. What we add in pathways is definitely going to be in the game. So we want to cast broad strokes here, then get specific pinpoints in pathways. if everyone is more or less in agreement, I’ll setup the pathways chart and post the Pathways Step 1 instructions here once I’m back on my laptop. I’m playing Auntie Daycare at my nieces house right now and typing that out on the phone is going to be a nightmare.
  20. One of my favorite things about the old west setting is that communication can be fairly quick with the telegraph, but transportation takes time. You can’t just zip from point A to point B. so I’d be curious what your intention was for gliders. If it’s just a one off or novelty tech then I definitely have no problem with it.
  21. I'm moving @AsBloodTurnsEverCold to Group 1. He's expressed interest in the original concept as I posted it I think he'll enjoy that group quite a bit. Game 1 is full up, now. I can't accommodate more than 6 players in 1 game. Group 2 is down to just 3 players now.
  22. I'm adding @AsBloodTurnsEverCold to this Group 1. He's on board with the original concept and likes what's been discussed here so far, so... welcome aboard! And with that, we're full up in Game 1.
  23. I want to say not guilty because the me I am now would never do that, BUT... 20-year-old me was just a messed up, jealous, insecure, untrusting jerkface and she definitely did that. Sigh. Some things you're not proud of... The next person hates mayonnaise.
  24. AsBloodTurnsEverCold is very accurate. I think you're overthinking it. Here's my recommendation: Start with what sound exciting for you to play. This is a new world, an original setting, and the only limits are what everyone else in Game 2 agrees to. I highly encourage original characters. Outline what you like in a character. Let us know what excites you. See how it fits with everyone elses' ideas. Obviously be willing to adapt your character ideas to the world and what others want, but start from a strong "this is what I want to play" position. Put all your cards on the table. For all you know, everyone says "cool, let's do that!" But if not, we work towards a middle ground where everyone is happy. The ideas put forth by everyone in the original thread don't hold here. It's just the four of you as players. Make the world your own!
  25. Kill, because it's the last thing they'd expect.
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