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Topics - Charles Perez

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1
Freebooting Venus / Advise truthfully on all matters
« on: November 06, 2015, 10:27:26 PM »
When a ghost is bound to advise truthfully on all matters, what is the likely scope of the ghost's knowledge? Does the ghost simply know what it knows, and tells it? Does it gain access to sources of knowledge that it would lack had it not the aforementioned obligation?

Charles

2
Freebooting Venus / Trouble and the powerful people who cause it
« on: November 03, 2015, 10:09:18 AM »
"To create trouble, have a powerful person make a thoughtless or malicious decision and follow through on it, to bad effect on people less powerful."

So, essentially, this is about power being abused and the resulting shit flowing downhill. It would help me improvise if I knew in advance the likely sources and channels of the shit in question. To this end, I would be a fan of a creation process for powerful people, that establishes what power they have over others and what motives they would have for abusing that power.

A feudal lord, for example, would have both a landlord's power and the local justice's power over his tenants. Additionally, he has a master's power over his vassals and servants. In a Venusian city-state, how does power lie? As for motivations, there could be "I love my wine and my ease," or "I am thrilled to have others bend the knee to me," or "I want the best for my children."

Without something like this, inspiration for trouble seems to flow slowly and with difficulty.

Charles Perez

3
AW:Dark Age / New Playbook: The Great Lady
« on: September 16, 2014, 08:06:34 PM »
Some playbooks will simply claw their bloody way out of you. Here is one such playbook.


The Great Lady

Steward of the land,
Helpmeet to the powerful,
The soul of poise and grace.

When choosing your stats: +2 Good, +1, +1, +0, -1

Rights:

You have the right to due respect, from bound, free, noble, and royal, from friend and enemy alike.

You have the right to command others' assistance, at your word, wherever you go.

You have the ancestral right and title to rule a stronghold, either in your own right or as dowry to husband, as may be. If this stronghold is not already part of the fiction, create it now.

You have the right to hold others in vassal to you, either in your own right or as dowry to husband, as may be; to receive their rents, muster, and tribute; and to command their hospitality.

You are a legal heir to a crown, either in your own right or as dowry to husband, as may be. Upon its fall, you or husband have the right to contend with your fellow heirs to claim it.

You have the right to offer hospitality and protection to those under your roof.

You have the right to ready your household for what's coming, as you see best.

You are exhilarating, intoxicating, when you choose to be. When you win someone over, instead of asking your last question, you have the right to choose 1 of the following:
Warmth returns to them: hope, kindness, love, mercy, or faith.
Ask them a boon. If they can do it, they must. If they cannot do it, they must break themselves on the task.
Treat them cruelly. You leave them in despair, longing, and regret.



Charles

4
AW:Dark Age / Outfit, Harm, Armor for War Companies
« on: September 02, 2014, 07:56:20 PM »
I notice that a war company can consist of multiple peoples, each with potentially a different outfit (specific armor and weapons, maybe steeds), harm, and armor. Each people's war is also different; you settle it by taking a modal average of the War of each soul in the company. I recommend the same for harm and for armor, each reckoned separately, not in combination.

As for special options resulting from outfit, be they for archers, for cavalry, or for a shield wall (infantry with round or larger shields), I would recommend allowing a war company to use a set of special options if, and only if, more than half of the souls in that war company qualify for that set. The same for special circumstances, such as fighting mounted: more than half of the war company must qualify.

Charles

5
AW:Dark Age / New names for old stats
« on: March 04, 2014, 10:28:16 PM »
Here are some possible new names for the AW to DA stats. The names came from a Dark Ages variant of AW that I never finished.

Steady for Cool
Clever for Sharp
Mighty for Hard
Seemly for Hot
Uncanny for Weird

The unfinished game had Dispassionate and Learned, not Steady and Clever; the implications are different, and Steady and Clever fit better here.

Charles

6
Supernals / Amber: Ruling Over Places and Mastering Objects
« on: October 25, 2012, 10:49:06 PM »
While ruling over a place, whenever a session begins with your hold on a place being secure and your rule of it unchallenged, roll +Warfare or +Presence. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0. You may make this move once for one place you hold yourself; you may also make this move once for each place you hold through a proxy. A place never helps you rule over itself.
The place yields Respect for the session.
The place will yield tribute according to its nature for the session without difficulty and without complication.
Once during a session, you may take +1 forward, if the place or your status with the place could reasonably make a difference.
The place is temporarily yours until the end of the session.
The place is temporarily innocuous until the end of the session.

While mastering or befriending an object, whenever a session begins, and whenever downtime happens, and your hold or influence over an object is secure and your access to it unchallenged, roll +Psyche or +Stamina. On 10+, choose 3; on 7-9, choose 1; on 6-, choose 0. Once an object is indefinitely yours and indefinitely innocuous, it is no longer subject to being befriended or mastered. You may make this move until you fail; then you must wait for session's end or for more downtime. An object never helps you befriend or master itself.
The object performs its function for the session without difficulty and without complication.
Once during a session, you may take +1 forward, if the object could reasonably make a difference.
The object is temporarily yours until the end of the session.
The object is temporarily innocuous until the end of the session.
You gain 1 ephemeral Respect, or, if the object contains something of the Real, 1 real Respect.


A place can be a location, a full shadow, location and shadow, or multiple locations or shadows or both, as long as there is justification for treating them as a unit, and as long as all of them are accessible from all others by their inhabitants without using any outside power.

Respect yielded by a place is as follows.

If the place comprises at least 1 shadow, the place yields +1 Respect.
Each place of power that is part of the place yields +1 Respect.
If any shadows within the place are part of the Golden Circle or the Black Circle, the place yields +1 Respect.

If a place comprising at least 1 location yields no Respect, it will yield 1 Respect instead.

When Respect is gained from a place, it generally lasts for the session, fading away as the session ends; this ephemeral Respect may be used normally by the ruler until it fades. For each shadow within a place with something of the Real, whenever the place yields Respect, 1 respect yielded is not ephemeral, instead becoming part of the ruler's Respect total until used.

The centers of Order and Chaos, as places, yield double the normal respect: 2 Real Respect and 4 ephemeral Respect each.

7
Supernals / Amber: The Amber MC
« on: October 22, 2012, 11:35:45 PM »
Agenda

Make the Amber multiverse seem real
Make the player characters' lives not boring; look for chances to elide over boring stretches
Play to find out what happens

Always Say

What the principles demand
What the rules demand
What prep demands
What honesty demands

The Principles

Make Amber seem real on top of being Real, solid and constant
Make Chaos seem Real yet mutable, solid yet chaotic
Make Shadow seem real yet ephemeral, vivid and varied
Address yourself to the characters, not the players
Make your move, but misdirect and never speak its name
Look at shadows and at objects from shadows with an eye toward their possible destruction
Name everyone, make everyone a person
Emphasize the difference between supernals and everyone else
Ask provocative questions and build on the answers
Respond with frequent contrariness and interference, and with intermittent blessings
Remember that threats are threats, but that threats are not all that they are
Be a fan of the player characters
Think off-screen as well
Sometimes, disclaim decision making

The Moves

Separate someone from others
Capture someone
Put someone in a predicament
Announce off screen trouble
Announce future trouble
Inflict harm as established
Exchange harm for harm, as established
Separate someone from his valuables
Make them expend Respect
Make them expend time and effort
Activate the downside of valuable objects and places
Reveal the possible consequences and offer a choice
Offer an opportunity, with or without a cost
Turn the move back on the player
Introduce or awaken a new threat or faction
Change a threat from one type to another
Make a threat move (from one of the factions)

After every move, ask, "What do you do?"

8
Supernals / Amber: Schemes and Factions
« on: October 22, 2012, 11:34:36 PM »
When trying to enact a scheme, decide the end goal and the general means, and tell the MC. Assuming that the end goal could conceivably be met by the general means proposed, the MC will tell you "Yes, but ..." and 1 to 4 of the following:
enacting the scheme will take an inconveniently long time;
before enacting the scheme, you must acquire ______________;
before enacting the scheme, you must master a new skill or power;
you will need ___________'s help;
enacting the scheme will cost you significantly;
there will be undesirable consequences to enacting the scheme;
the end goal itself will have unsatisfactory elements;
enacting the scheme will expose you and your fellow schemers to serious danger;
success will require many attempts;
you will have to wait a session or 2 for the result of the scheme to come to fruition;
you must take ___________ apart or use it up to enact the scheme.
The MC may connect all of the caveats with 'and', or, mercifully, include an 'or'.

One scheme, successfully enacted, can:
create or obtain an object of desire;
find a location or shadow of desire;
make you a power behind an existing faction;
create a new threat, alone or as part of a faction;
add someone or something to a faction as a threat;
add someone or something to your faction as a threat regardless of its consent;
remove a threat from your faction without its consent;
add advantageous features to an object or location;
regain something lost yet at least potentially still yours;
put a proposition that could well be true to the test;
discover a new way to destroy something;
relocate to an adjacent region of shadow;
accomplish some other feat on a par with any of these.

A faction is yours if you are a power behind it.

The MC will create threats, individually and as parts of factions.

To create a faction, choose an ambition to be at its heart and detail what the specific object of this ambition is. Then, populate this faction with threats. At least one such threat should probably be a person or a person-like threat whose associated ambition matches that of the faction itself. If the faction contains no such person, be mindful of why not. Also, determine which of the threats are powers behind the faction. Then, looking at the faction's ambition, object and threats, determine countdowns and custom moves as needful. In play, the faction can change, with new threats, new powers behind the faction, new custom moves, even new countdowns.

Player characters can create and join factions, usually by expending Respect. Each member of a faction must identify as a specific type of threat within that faction, even if innocuous, even if a PC. The MC can then create countdowns and custom moves for the faction, as appropriate.

9
Supernals / Amber: The Ruling and Mastering Moves
« on: October 22, 2012, 11:32:57 PM »
While ruling over a place, whenever a session begins with your hold on a place being secure and your rule of it unchallenged, roll +Warfare or +Presence. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0. You may make this move once for one place you hold yourself; you may also make this move once for each place you hold through a proxy. A place never helps you rule over itself.
The place yields Respect for the session.
The place will yield tribute according to its nature for the session without difficulty and without complication.
Once during a session, you may take +1 forward, if the place or your status with the place could reasonably make a difference.
The place is temporarily yours until the end of the session.
The place is temporarily innocuous until the end of the session.

While mastering or befriending an object, whenever a session begins, and whenever downtime happens, and your hold or influence over an object is secure and your access to it unchallenged, roll +Psyche or +Stamina. On 10+, choose 3; on 7-9, choose 1; on 6-, choose 0. Once an object is indefinitely yours and indefinitely innocuous, it is no longer subject to being befriended or mastered. You may make this move until you fail; then you must wait for session's end or for more downtime. An object never helps you befriend or master itself.
The object performs its function for the session without difficulty and without complication.
Once during a session, you may take +1 forward, if the object could reasonably make a difference.
The object is temporarily yours until the end of the session.
The object is temporarily innocuous until the end of the session.
You gain 1 ephemeral Respect, or, if the object contains something of the Real, 1 real Respect.


A place can be a location, a full shadow, location and shadow, or multiple locations or shadows or both, as long as there is justification for treating them as a unit, and as long as all of them are accessible from all others by their inhabitants without using any outside power.

Respect yielded by a place is as follows.

If the place comprises at least 1 shadow, the place yields +1 Respect.
Each place of power that is part of the place yields +1 Respect.
If any shadows within the place are part of the Golden Circle or the Black Circle, the place yields +1 Respect.

If a place comprising at least 1 location yields no Respect, it will yield 1 Respect instead.

When Respect is gained from a place, it generally lasts for the session, fading away as the session ends; this ephemeral Respect may be used normally by the ruler until it fades. For each shadow within a place with something of the Real, whenever the place yields Respect, 1 respect yielded is not ephemeral, instead becoming part of the ruler's Respect total until used.

The centers of Order and Chaos, as places, yield double the normal respect: 2 Real Respect and 4 ephemeral Respect each.

10
Supernals / Amber: Currency of Respect
« on: October 22, 2012, 11:31:08 PM »
Amberites (and Chaosites) can generally get all of the wealth they desire. What is scarce in their world would appear to be Respect. Respect is gained and lost as an Amberite is shown to be strong or weak in potentially any sense. The basic currency works as follows.

Gain 1 Respect each time you:
receive contrition in earnest from an important person not your client;
receive gratitude in public from an important person not your client;
prove obeisance to a powerful patron;
are the client of a powerful patron for 2 or 3 or 4 sessions;
have an important client for 2 or 3 or 4 sessions;
have an important hostage or captive for 2 or 3 or 4 sessions;
have an important client prove obeisance to you;
are an acknowledged power behind a reputable faction for a full session;
show clear dominance over a worthy adversary;
have at least 1 trait at +4 for a full session;
walk the Pattern or navigate the Logrus.

You can also gain Respect by ruling over places and by mastering or befriending objects.

1 Respect buys:
a public or private audience with a power recognized by Order or by Chaos, or with a Primordial chieftain;
an invitation to any inter-shadow social gathering where you would not normally be welcome, if a plausible pretext for inviting you anyway exists;
having an inter-shadow social gathering you host be well attended;
remaining in good standing in the courts of either Order or of Chaos for 2, 3 or 4 sessions;
holding a respectable, well-attended inter-shadow court for 1 session;
remaining a patron of important clients for 2, 3 or 4 sessions;
continuing to be a power behind a faction for 2, 3 or 4 sessions;
joining a new or existing faction with the advice and consent of all of the powers behind it;
welcoming a willing object or PC or place or doom into your faction with the advice and consent of all of the powers behind the faction.
assembling a doom from its component parts and initiating it into any faction, or into no faction at all, during play, with a cool head;
losing neither face nor status after displaying contrition in earnest to someone not your patron;
losing neither face nor status after displaying gratitude in public to someone not your patron;
losing neither face nor status after being dominated by an adversary not out of your league;
losing neither face nor status after proving obeisance to a weak patron;
having a single object that is neither supernal nor Real and that is already temporarily yours become indefinitely yours;
having a single object that is neither supernal nor Real and that is already temporarily innocuous become indefinitely innocuous.

2 Respect buys:
a public or private audience with a prince of Order or of Chaos, or with a Primordial chieftain of chieftains;
an invitation to any inter-shadow social gathering where you would not normally be welcome;
having an inter-shadow social gathering you host be well attended and having an invitation to it be sufficient inducement to attend for any lesser power recognized by Order, for any lesser power recognized by Chaos, and for any Primordial chieftain;
holding a respectable, well-attended inter-shadow court worthy of a prince of Order or of Chaos or of a Primordial chieftain of chieftains for 1 session;
having a location that is not Real, that is not a place of power, and that is already temporarily yours become indefinitely yours.

3 Respect buys:
a public or private audience with the king of Order or the king of Chaos;
holding a respectable, well-attended inter-shadow court worthy of a ruler of Order or of Chaos for 1 session;
joining a faction as a power behind it with the advice and consent of all powers behind the faction;
having a shadow that is not Real, that does not include a place of power, and that is already temporarily yours become indefinitely yours.

4 Respect buys:
having an inter-shadow social gathering you host be well attended and having an invitation to it be sufficient inducement to attend for any lesser power recognized by Order or by Chaos, for any prince of Order or Chaos, for any Primordial chieftain, and for any Primordial chieftain of chieftains.

+1 Respect buys:
having an object become indefinitely yours even if it is Real;
having an object become indefinitely innocuous even if it is Real;
having an object become indefinitely yours even if it is multiple;
having an object become indefinitely innocuous even if it is multiple;
having an object become indefinitely yours even if it is Size +1;
having an object become indefinitely innocuous even if it is Size +1;
having a location or shadow become indefinitely yours even if it has something of the Real;
having a location become indefinitely yours even if it is place of power;
having a shadow become indefinitely yours even if it includes a place of power.

+2 Respect buys:
having an object become indefinitely yours even if it is supernal;
having an object become indefinitely yours even if it is numerous;
having an object become indefinitely innocuous even if it is numerous;
having an object become indefinitely yours even if it is Size +2;
having an object become indefinitely innocuous even if it is Size +2.

+3 Respect buys:
having an object become indefinitely yours even if it is plentiful;
having an object become indefinitely innocuous even if it is plentiful;
having an object become indefinitely yours even if it is Size +3;
having an object become indefinitely innocuous even if it is Size +3.

+4 Respect buys:
having an object become indefinitely yours even if it is multitudinous;
having an object become indefinitely innocuous even if it is multitudinous;
having an object become indefinitely yours even if it is Size +4;
having an object become indefinitely innocuous even if it is Size +4.

+5 Respect buys:
having an object become indefinitely yours even if it is numberless;
having an object become indefinitely innocuous even if it is numberless.

If a Respect purchase impels a PC toward a specific course of action, the expenditure is equivalent to a 10+ on an attempt to seduce or otherwise manipulate the PC.

11
Supernals / Amber: Objects, Locations, and Shadows
« on: October 22, 2012, 11:24:34 PM »
When introducing an object of your desire, choose its purpose, its function, and its form and materials. Also, choose any advantageous features granted by moves and advances. The possible advantageous features are as follows:
the object has something of the Real about it;
the object can reshape nearby shadow according to its purpose, function and environs;
the object can reshape itself according to its purpose, function and environs;
the object has a personality and the ability to act independently, despite not normally having such attributes;
the object's intentions and motives, literal or metaphorical, are as you desire;
the object can traverse shadow in accord with its purpose and function;
the object has 5 uses;
the object, if it has 5 uses, instead has 7 uses;
the object, if it has 7 uses, instead has 9 uses;
the object has the potential to be supernal;
the object, if it has the potential to be supernal, instead is supernal;
the object is attuned to a particular power;
the object, if attuned to a particular power, is an item or individual of power;
the object, if not supernal, is indefinitely innocuous;
the object is multiple;
the object, if multiple, instead is numerous;
the object, if numerous, instead is plentiful;
the object, if plentiful, instead is multitudinous;
the object, if multitudinous, instead is numberless;
the object is replenishing;
the object, if replenishing, instead is inexhaustible;
the object is size +1;
the object, if size +1, is instead size +2;
the object, if size +2, is instead size +3;
the object, if size +3, is instead size +4.

An object may have any combination of the following uses, once or twice over.
endurance;
fortune;
power;
presence;
psyche;
stamina;
strength;
warfare.

If an object has a use once over, then, when rolling +that rating with a move that uses the object, that object offers an advantage for that move. If the object has a use twice over, then additionally, when rolling +that rating with a move that uses the object, that object counts as a superiority for that move.

Desire can never include any particulars of personality. Specifically, an object with a personality that already exists cannot turn up as an object of desire, nor can any particular type of personality be specified at all.
 
When introducing a location of your desire, choose any advantageous features granted by moves and advances. The possible advantageous features of a location are as follows:
a fortuitous event is about to begin;
a fortuitous event about to begin instead begins in the future;
a present or future fortuitous event about to happen or happening in the future may also or instead happen away from the location in shadow;
the location's nature and contents are as you desire - in harmony with its region;
the location, if its nature and contents are as you desire – in harmony with its region, then its nature and contents are as you desire;
the location is inimical to whichever powers you desire;
a new shadow that contains the location is part of the Golden Circle or the Black Circle;
a new shadow that contains the location, if under Chaos' influence, is malleable;
a new shadow that contains the location, if in Chaos' vicinity, is not malleable;
a new full shadow that contains the location comprises something of the Real;
the location is a place of power;
the location has 5 tributes;
the location, if it has 5 tributes, instead has 7 tributes.

When introducing a shadow of your desire, choose any advantageous features granted by moves and advances. The possible advantageous features are as follows:
the shadow comprises something of the Real;
the shadow is part of the Golden Circle or Black Circle, and has at least way either to the center of Order or to the center of Chaos respectively;
the shadow's nature and overall contents are as you desire;
the shadow is inimical to whichever powers you desire;
the shadow is malleable, if under Chaos' influence;
the shadow is not malleable, if in Chaos' vicinity;
the shadow has ways to other shadows;
the shadow, if it has ways to other shadows, can potentially have a way opened to most any shadow within its reach;
the shadow, if it can potentially have a way opened to most any shadow within its reach, instead has a single specific type of way to most any shadow within its reach;
the shadow, if it has ways to other shadows, has a reach of one region of shadow;
the shadow contains a place of power, even if no such location is currently known;
the shadow has 5 tributes;
the shadow, if it has 5 tributes, instead has 7 tributes;
the shadow, if it has 7 tributes, instead has 9 tributes.
 
A location or shadow can yield any of the following tributes to its controller, once or twice over:
commerce;
defense;
exotica;
magic;
manpower;
might;
transportation;
wealth.

A location will generally have 3 tributes plus any extras from advances, moves, and schemes. A full shadow will have 3 tributes plus extras. Any one location can be additive with its shadow, if the location is involved in yielding the tribute; no such tribute can count more than twice over. If the shadow's location and contents are as you desire, you choose the tributes as you introduce the shadow; otherwise, the MC chooses.

An object, a location, or a shadow of desire can generally be what you want, how you want it. If you exert yourself, an object or a fortuitous event can be when and where you want it. Why you want it is your own business. Who you want is not attainable by any power of desire.

12
Supernals / Levels of Harm
« on: October 22, 2012, 11:17:33 PM »
Player character supernals have all of the following levels of harm.

Endurance

___  Flagging (recover after a short respite)
___  Depleted (recover at beginning of session or after downtime)
___  Exhausted (debility - recover when a move or the fiction allows)


Psyche

___  Discomfited (recover after a short respite)
___  Bowed (recover at beginning of session, or with downtime)
___  Broken (debility - recover when a move or the fiction allows)



Strength

___  Taxed (recover after a short respite)
___  Strained (recover at beginning of session, or with downtime)
___  Tapped (debility - recover when a move or the fiction allows)



Warfare

___  Pressed (recover after a short respite)
___  Beleaguered (recover at beginning of session, or with downtime)
___  Defeated (debility - recover when a move or the fiction allows)



Health

___  Battered (recover at beginning of session, or with downtime)
___  Bloodied (recover when a move or the fiction allows)
___  Crippled (debility - recover as moves and the fiction allow)


Each level of advantage can be an extra level of harm that can be taken by whoever has the advantage. Such harm is recovered after a short respite following the end of the conflict.

Non-player supernals have the following levels of harm:

___  Flagging or Discomfited or Taxed or Pressed
___  Depleted or Bowed or Strained or Beleaguered
___  Exhausted or Broken or Tapped or Defeated
___  Battered
___  Bloodied
___  Crippled

If a non-player character is not a supernal, it only gains levels of harm from advantages.

If any character takes harm and cannot apply it to an unchecked level, then that character is taken out. This may mean that the character is dead or otherwise out of play; this will depend on the circumstances in the fiction.

13
Supernals / Amber: The Power Moves
« on: October 22, 2012, 11:02:03 PM »
Note that when using powers out of scene, routine success can be presumed without rolling.

Pattern:

When using the Pattern to walk Shadow in search of a desired object or location, roll +Power. On 10+, choose 4; on 7-9, choose 2. On 7+, if the result is not yet satisfactory, you may improve it by continuing to use the Pattern to search Shadow for a desired object or location. No advantageous feature introduced by this move may include anything of the Real.
You find an object of your desire that is not yours or not singular, with 1 advantageous feature.
You find a location of your desire where you have never been, with 1 advantageous feature.
You find a shadow of your desire where you have never been, with 1 advantageous feature.
You need not take an inconveniently long time going where you wish nor finding what you seek.
You need neither exert yourself in the face of fatigue nor endure hardship or duress.
You are able to enter into an adjacent region of shadow.
You may choose 1 extra advantageous feature for a desired object, location or shadow.

When continuing to use the Pattern to search Shadow for a desired object or location or shadow, roll +Power. On 10+, choose 3; on 7+, choose 2. At least one new object or location or shadow of desire must already be chosen. No advantageous feature introduced by this move may include anything of the Real.
You are able to enter an adjacent region of shadow.
You may choose an extra 1 from 'using the Pattern to search Shadow for a desired object' that has not yet been chosen other than 'You need not take an inconveniently long time going where you wish nor finding what you seek' or 'You need neither exert yourself in the face of fatigue nor endure hardship or duress'.
You may choose 1 extra advantageous feature for a desired object, location, or shadow.
You may choose 1 extra advantageous feature for a desired object, location, or shadow.
If the result is still not yet satisfactory, you may make this move again.

When using the Pattern to alter probability in the current shadow, roll +Power and choose a plausible yet uncertain outcome to resolve this scene. On 10+, the outcome happens. On 7-9, the outcome happens if not opposed by someone or something with power over outcomes in shadow. On 6-, the outcome does not happen.

When starting to walk the Pattern, begin with enduring hardship or duress or engaging in a psychic struggle or engaging in a physical struggle. You will reach the center when a move - and the fiction - allow you to bring the pattern walk to an end, remembering always that straying from your forward progress means death, as does not having the lineage of Order; to waver from your forward progress is to court death. Reaching the center for the first time means gaining the power of Pattern; reaching the center a subsequent time is a good way to regain lost things that were intrinsic to you. Then, you may teleport anywhere you wish.

14
Supernals / Amber: Character Creation and Advancement
« on: October 22, 2012, 10:56:49 PM »
Starting characters have 5 basic traits: Endurance, Fortune, Psyche, Strength, and Warfare, each of which ranges from -2 to 4. A sixth, derived, trait, Power, is always the highest of Endurance, Psyche, Strength, and Warfare, but never higher than 3. The two other derived traits are Stamina, the higher of Endurance and Strength, and Presence, the higher of Psyche and Fortune, both never higher than 3. A starting character will first choose values for the 5 basic traits such that no basic traits are higher than 2 and either: there are 0 or 1 basic traits equal to 2, and all 5 basic traits add up to 3; or there are 2 basic traits equal to 2, and all  5 basic traits add up to 2.

Afterward, advances are applied. Each new character gets 3 major advances and 1 minor advance. A new character may trade in 1 or 2 major advances for minor advances; each major advance traded in thusly yields 2 minor advances. A player may also choose to cross out 1 major advance or 2 minor advances; the character may never take those advances. You must say, in a general sense, what the character had before play begins that was since lost. In exchange for this, the character gets 2 extra major advances, each of which may be exchanged for 2 minor advances.

From time to time through the course of play, a player will get to check experience. Each experience check fills one check box. When 10 boxes are filled, earn a minor advance and uncheck the boxes or else leave the boxes checked. When 20 boxes are filled, either earn 1 major advance or 2 minor advances and uncheck all boxes, or else earn 1 minor advance and uncheck 10 boxes.

At character creation and in play, check off each advance as it is taken; it may not be taken again.

Traits:
Endurance
Fortune
Psyche
Strength
Warfare

Power
Presence
Stamina

___   ___   ___   ___   ___   ___   ___   ___   ___   ___

___   ___   ___   ___   ___   ___   ___   ___   ___   ___


Highlighted Traits:
___   Endurance & Stamina
___   Fortune & Presence
___   Psyche
___   Strength
___   Warfare


Major Advances (1 Major Advance = 2 Minor Advances)

___  Add +1 to Endurance (max +3)
___  Add +1 to Fortune (max +3)
___  Add +1 to Psyche (Max +3)
___  Add +1 to Strength (Max +3)
___  Add +1 to Warfare (Max +3)
___  Add +1 to Endurance, Psyche, Strength, or Warfare (Max +4)
___  Gain the power of Pattern (requires Amber lineage after play begins)
___  Gain the power of Logrus (requires Chaos lineage after play begins, and requires the power of Shapeshifting)
___  Gain the power of Trumps (requires any Real lineage after play begins)
___  Gain the power of Shapeshifting (requires any Real lineage after play begins)
___  Gain a supernal ally
___  Gain a supernal ally
___  Gain a major custom move
___  Gain a major custom move


Minor Advances (2 Minor Advances = 1 Major Advance)

___  Begin play with Amber lineage without the power of Pattern
___  Begin play with Chaos lineage without the power of Logrus
___  Discover your Primordial lineage without already having a major power that implies it
___  Gain a place or places with 5 advantageous features among them, all such places being indefinitely yours
___  Add 3 advantageous features to new and/or existing places, all such places being indefinitely yours
___  Add 3 advantageous features to new and/or existing places, all such places being indefinitely yours
___  Add 3 advantageous features to new and/or existing places, all such places being indefinitely yours
___  Gain an object or objects with 5 advantageous features among them, all such objects being indefinitely yours
___  Add 3 advantageous features to new and/or existing objects, all such objects being indefinitely yours
___  Add 3 advantageous features to new and/or existing objects, all such objects being indefinitely yours
___  Add 3 advantageous features to new and/or existing objects, all such objects being indefinitely yours
___  Gain a non-supernal ally
___  Gain a non-supernal ally
___  Gain a non-supernal ally
___  Gain a minor custom move
___  Gain a minor custom move
___  Gain a minor custom move

15
Supernals / The bare bones of character creation
« on: September 06, 2012, 07:43:49 PM »
Each character has 5 basic traits: Endurance, Fortune, Psyche, Strength, and Warfare. Each character also has 3 derived traits: Presence, which is the higher of Fortune or Psyche; Stamina, which is the higher of Endurance or Strength; and Power, which is the highest of Endurance or Psyche or Strength or Warfare. The 5 basic traits are set individually, and range from -2 to 4. The 3 derived traits range from -2 to 3; if a basic trait is 4, any derived trait it affects is still capped at 3.

At character creation, assign values to each basic trait, from -2 to 2, assigning a value of 2 to no more than 2 basic traits. If 2 basic traits have values of 2, then all 5 basic traits should add up to 2. If 1 or no basic traits have values of 2, then all 5 basic traits should add up to 3.

Experience checks will usually come from rolling traits. There are 5 options for doing so, 2 of which will be highlighted during a session.
Endurance & Stamina
Fortune & Presence
Psyche
Strength
Warfare
At the beginning of each session, the player of a supernal picks one, and then the MC picks one.

The advances available to characters will depend on the setting. A game set in Amber or the equivalent will have one set of advances, and a game set in the mythic past with players as heroes will have another.

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