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Messages - Charles Perez

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1
blood & guts / Re: How many basic moves is too many?
« on: November 09, 2016, 08:25:39 PM »
In Supernals, the basic traits are Endurance, Fortune, Psyche, Strength, and Warfare. Derived from these are Power, Presence, and Stamina.

The 13 basic feats follow.

Endurance Feat:

When enduring hardship or duress, roll +Endurance. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 1.
You do not become Flagging.
You need not choose from among becoming Discomfited or becoming Taxed or becoming Pressed or becoming Battered, the choice to be made being appropriate to the form and nature of the hardship or duress.
If there is a good way for you out of or through the hardship or duress, you take it.
You may ask one question from the feat 'reading a charged situation', the situation being the fact of the hardship or duress you are enduring; take +1 when acting on the answer.

Fortune Feat:

When trusting to your luck, roll +Fortune. On 10+, hold 3; on 7-9, hold 1; on 6-, prepare for the worst. When the scene changes, lose all hold. Use hold 1 for 1 to do any of the following this scene.
You gain a short break or respite in the middle of a larger struggle, contest, or crisis.
Select a single type of hold; you cancel all of that type of someone's hold.
You negate one advantage held by adversaries within the scope of the current struggle or conflict.
You take +1 forward to roll +Endurance or +Psyche or +Strength or +Warfare.
You find a good way in or out or past or through; exploiting it is up to you.
You ask any one question from 'reading a charged situation' or 'reading a person'.
You gain an object appropriate to the course of events thus far; if you are introducing this object, it has 1 advantageous feature.
You seize the initiative.

 
Presence Feats:

When being charismatic, inspiring, alluring, and/or menacing to those subject to your charisma, inspiration, allure, and/or menace, roll +Presence. On 7+, you are charismatic, inspiring, alluring, and/or menacing, as established. On 10+, hold 3; on 7-9, hold 1; on 6-, hold 0. When the scene changes, lose all hold. Use hold 1 for 1 to assert any of the following.
This NPC finds you convincing and is willing to do as you desire, if given sufficient incentive.
This NPC wants to please you and, if also willing to do as you desire, merely requires insufficient disincentive to do so.
This PC finds you convincing; either the PC does as you desire or that PC becomes Discomfited.
This PC finds you convincing; if the PC does as you desire, that PC checks experience twice.
This person is inspired by you, and someone gains +1 forward when acting in accord with this inspiration.
This person reveals something about someone; have this person yield the answer to 1 appropriate question from the feat 'reading a person' about that someone.
This person gives you a gift; gain 1 object, appropriate to the person and to the course of events thus far, and if the object has just been introduced, it has 1 advantageous feature appropriate to the course of events thus far.
This object just introduced has 1 extra advantageous feature, appropriate to the course of events thus far.

When summoning or sending or leaving an obedient object to do your bidding, roll +Presence. On 10+, hold 3; on 7-9, hold 2; on 6-, hold 0. When the scene changes, lose all hold. Use hold 1 for 1 to assert any of the following.
You use an eligible basic feat with the object as proxy, rolling your +Presence for it.
You may use eligible basic feats this scene that roll your +Fortune, that roll your +Psyche, and that roll your +Warfare, with the object as proxy.
Your obedient object opens up a way in or out or past or through something or someone.
You may use this feat again at a later time so that the object continues to do your established bidding, even if the object is away from you and from any representative of yours or is otherwise out of touch.
Psyche Feats:

When engaging in a psychic struggle, roll +Psyche. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0. Any hold gained thereby may be spent  as follows: 1 hold to end an enabling psychic link controlled by you; 3 hold to sever an enabling psychic link not controlled by you. After the struggle, lose all hold.
You do not become Discomfited, and you do not lose 1 hold.
An adversary of your choice in the struggle becomes Discomfited, and also loses 1 hold.
You are the contender who gains +1 hold.
You keep your adversary from having drawn out the struggle for an inconveniently long time, for now.
You are able to draw out the struggle for an inconveniently long time.
You learn a pertinent secret from an adversary, or else that there are no more such secrets to be learned.

When reading a person, roll +Psyche. On 10+, hold 3; on 7-9, hold 1; on 6-, hold 0. When the scene changes, lose all hold. Use hold, 1 for 1, to ask any of the following questions; any answers must be truthful.
Is your character telling the truth?
What is your character really feeling?
What does your character intend to do?
What does your character wish I would do?
How could I get your character to do what I wish?

Stamina Feats:

When exerting yourself in the face of fatigue or the prospect of fatigue, roll +Stamina. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 1.
You do not become Flagging.
You need not choose between becoming Discomfited or becoming Taxed.
You do not waver.
You take +1 forward to roll +Endurance, +Psyche, +Strength, or +Warfare.

When attempting to outperform another physically, roll +Stamina. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0.
You do not become Flagging.
Someone who is trying to outperform you becomes Flagging.
You are about to outperform someone who is trying to outperform you.
You are the one who has the initiative.

 
Strength Feats:

When engaging in a physical struggle, roll +Strength. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0.
You do not become Taxed.
An adversary of your choice in the struggle becomes Taxed.
All non-supernals within your supernal reach who have no pertinent harm levels unchecked are taken out.
You are the one who has the initiative.
You take definite hold of an adversary of your choice within your reach, but not of that adversary's ability to engage in a physical struggle with you.

When seizing something by force or by forceful display, roll +Strength. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0.
You do not become Taxed.
You are the one who has the initiative.
You take definite hold of something within your reach.
You impress, frighten, or dismay others.

Warfare Feats:

When taking action in a duel or skirmish or in a conflict of war or strategy, roll +Warfare. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0.
You do not become Pressed.
An adversary of your choice in the conflict becomes Pressed.
All non-supernals within your supernal reach who have no pertinent harm levels unchecked are taken out.
If there are currently any tactical opportunities, you are the one to take advantage of the next one.
You are the one who has the initiative.
You may ask one question about an adversary from the feat 'reading a person'.

When reading a charged situation, roll +Warfare. On 10+, ask 3 questions; on 7-9, ask 1 question; on 6-, ask 1 question anyway and prepare for the worst. Any answers must be truthful. Whenever acting on the answer to such a question, take +1.
What is my best way in or out or past or through?
Which enemy is most vulnerable to me?
Which enemy is the biggest threat?
What should I be wary of?
What is my enemy's true position?
Who is in control here?

When your plan or stratagem meets adversity while you are absent or preoccupied or indisposed, roll +Warfare. On 10+, choose 3; on 7-9, choose 2; on 6-, choose 0 and prepare for the worst.
You may use feats with your +Fortune this scene using as proxy whoever or whatever is following your plan or stratagem, even if you are away and out of touch.
You may use feats with your +Presence this scene using as proxy whoever or whatever is following your plan or stratagem, even if you are away and out of touch.
You may use feats with your +Psyche this scene using as proxy whoever or whatever is following your plan or stratagem, even if you are away and out of touch.
You may use feats with your +Warfare this scene using as proxy whoever or whatever is following your plan or stratagem, even if you are away and out of touch.
The plan or stratagem does not fall apart after the scene ends.
The existence of the plan or strategem need not have been declared before now.


Charles

2
blood & guts / Re: How many basic moves is too many?
« on: September 23, 2016, 06:33:10 PM »
For Supernals (Roger Zelazny's Amber et al), I have 13 basic feats to AW1stEd's 7 basic moves, a feat to take advantage of being bigger, a feat to take advantage of being more numerous, 6 variations of help-or-hinder, 2 different sex feats, and 4 other special feats. I also have feats for the MC to use, analogous to some of the basic PC feats, on behalf of MC characters who never roll dice. It seems to work fine.

None of that is counting distinctive feats for powers common and uncommon, nor for mastering places and objects.

Charles Perez

3
Apocalypse World / Re: 2nd Edition Kickstarter
« on: February 07, 2016, 12:28:49 AM »
It doesn't seem clear to me how one goes about gaining the Supplier option for the Angel, the one that lets the Angel begin each session with +1 Stock. Am I missing something?

Charles

4
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

5
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

6
Apocalypse World / Re: Sharing the specific wording of custom moves
« on: August 17, 2015, 09:26:01 PM »
OK, one question: at the point where they are about to encounter Rolfball's fists, have you said what honesty demands up to that point? If so, then no need to nerf Rolfball - tell 'em the bad news when they encounter it: say what your prep demands. Of course, they could always read a sitch or even read Rolfball, in which case you would answer any questions they are permitted to ask, and you could well find yourself awarding them +1 to avoid the Fists of Rolfball.

Charles

7
AW:Dark Age / Re: New Playbook: The Great Lady
« on: September 17, 2014, 08:49:15 PM »
One of the reasons this playbook exists is that I am a fan of Melanie Wilkes nee Hamilton, from Gone With the Wind. More specifically, the Exhilarating, Intoxicating right was exactly what Melanie used to bring Rhett Butler back from the brink of despair after the death of his daughter Bonnie Blue.

As for 'in your own right or as dowry to husband, as may be', my intent was that this could go either way, and that no one had any particular right for it to be one way or the other; 'dowry to husband' means that whatever it is goes as dowry to her husband or to her future husband. Own right, or dowry? As the players create characters and setting, one or the other may be the obvious way to go; do it that way. If not, then set things up so that it could go either way and then play to find out. If you don't like this kind of tension at all, then stay away from those 3 rights, or else play a keep liege or other important person instead.

Queen Elizabeth I of England resolved the Own Right or Dowry question by never marrying. Many enfeoffed noblewomen were, until married off, considered dependents under wardship. Some others ruled their own holdings.

Vincent, feel free to do as you like with the Great Lady playbook.

Charles

8
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

9
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

10
AW:Dark Age / Re: For Plausiblefabulist: Jewish Genealogy?
« on: March 25, 2014, 10:34:29 PM »
"Blood of the Covenant" or "Chosen of the Covenant" seems right to me somehow.

Charles

11
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

12
Apocalypse World / Re: Chopper's uniqueness - or lack thereof
« on: November 09, 2013, 10:09:09 AM »
And don't forget: sometimes having the gang or gang member hand whatever it is over to you is in the gang's nature or in its best interests, and sometimes it isn't. For the latter case, there's Pack Alpha.

Charles

13
Monsterhearts / Re: Turning Same-Sex PCs On
« on: June 03, 2013, 03:12:49 PM »
Oh, and mcdaldno, if my suggested rules modification makes sense to you, feel free to use and revise it, or any parts of it, as you see fit.

Charles

14
Monsterhearts / Re: Turning Same-Sex PCs On
« on: June 03, 2013, 02:59:23 PM »
Noclue, I wasn't implying that what I wrote was the Monsterhearts rules as written. I was suggesting a modification to the rules that models fixed sexual proclivities, including sexual orientation. As for seducing someone, that would mean manipulating someone using sex or sexuality as enticement.

Charles

15
Monsterhearts / Re: Turning Same-Sex PCs On
« on: June 02, 2013, 10:44:54 PM »
Monsterhearts has two basic moves pertaining to sexuality, and they are such as to make modeling sexual proclivities easy. If character B flat-out doesn't have what character A wants, character A cannot turn on character B, and character B cannot seduce character A; that is, the don't-liker is the one who cannot do the turning on, and the not-liked is the one who cannot do the seducing. A character's player, including the MC, is free to declare at any time what that character's proclivities are, but must abide by any and all such declarations thereafter. The circumstances under which the turning on move and the seducing move are used and accepted, or else eschewed and rejected, also imply things about a character, and the character's player must abide by those implications as well. With respect to sexual orientation - likes boys, likes girls, likes both, likes neither - the story arc in the web comic Menage A 3 that pertains to Dillon's crush on Gary plays it this way; so does the movie Eating Out. In particular, Dillon is able to turn Gary on until the cows come home, but is not able to seduce him to save his life. Similarly, Gary could have seduced Dillon in a heartbeat, but had no say as to the highs and lows of Gary's attraction to him; the vicissitudes of Dillon's feelings for Gary were all Dillon, and not Gary at all. In fact, the humor and the pathos of that arc rely on Gary's straightness being a firm if elastic limit, able to be bent and stretched but not broken.

If a character is to mature out of one particular set of sexual proclivities and into another, do so when, and only when, that character takes a grown up move, and make sure the new proclivities are aesthetically appropriate to that character's personal arc.

Charles

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