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Messages - Charles Perez

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31
blood & guts / Re: Single Playbook Hacks?
« on: October 21, 2012, 09:27:41 PM »
Actually, my approach for powers in Amber is to have a single advance that grants a given power. All of the standard moves for a power are granted thereby. If you want to take your power to the next level, then take a custom advance. That advance will grant one or more custom moves that work with the power in question, the custom moves to be designed by you and the MC and whichever players are kibitzing at the time.

Charles

32
blood & guts / Re: Single Playbook Hacks?
« on: October 18, 2012, 11:07:06 PM »
Supernals in general, and the Amber sub-hack in particular, is shaping up to be a single playbook hack. That said, there are some character advances for an Amber character that may be invalid once play begins, depending on the starting advances chosen.

Charles

33
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.

34
Supernals / Re: The Basic Moves
« on: September 06, 2012, 07:26:21 PM »
For being sexual:

When having sex with someone, roll +Power. On 10+, hold 2; on 7-9, hold 1 and the other holds 1; on 6-, the other holds 2. Use hold 1 for 1 to assert any of the following.
The chooser of this option takes +1 forward.
The chooser of this option inflicts -1 forward on the other.
The chooser of this option gains a sense of where and how the other currently is.
If fertile with each other, the female conceives by the male.

When having sex at someone, roll +Power. On 7+, hold 1. Use hold 1 for 1 to assert any option from the move having sex with someone.

35
Supernals / Re: The Basic Moves
« on: September 06, 2012, 07:23:01 PM »
For helping and interfering:

When attempting to inspire or demoralize a PC, roll +Presence. On 7+, adjust the appropriate roll made by that PC by +1 or -2, as you desire. On 7-9, expose yourself to risk, cost, or retribution if not already exposed thusly.

When working with or against a PC's efforts by using your power, roll +Power. On 7+, adjust the appropriate roll made by the PC by +1 or -2, as you desire. On 7-9, expose yourself to risk, cost, or retribution if not already exposed thusly.

When helping or opposing a PC psychically, roll +Psyche. On 7+, adjust the appropriate roll made by that PC by +1 or -2, as you desire. On 7-9, expose yourself to risk, cost, or retribution if not already exposed thusly.

When opposing a PC's attempt to outperform you physically, roll +Stamina. On 7+, adjust the appropriate roll made by that PC by -2. On 7-9, expose yourself to risk, cost, or retribution if not already exposed thusly.

When lending a hand to or getting in the way of a PC, roll +Strength. On 7+, adjust the appropriate roll made by that PC by +1 or -2, as you desire. On 7-9, expose yourself to risk, cost, or retribution if not already exposed thusly.

When helping or interfering with a PC's plan or stratagem, roll +Warfare. On 7+, adjust the appropriate roll made by that PC by +1 or -2, as you desire. On 7-9, expose yourself to risk, cost, or retribution if not already exposed thusly.

36
Supernals / The Basic Moves
« on: September 06, 2012, 07:21:13 PM »
For Endurance:

When enduring hardship or duress, roll +Endurance. On 10+, choose 3; on 7-9, choose 2.
You are not flagging.
You are neither discomfited nor taxed nor pressed nor battered because of the hardship or duress.
If you know of a way through the hardship or duress, you take it.
You may ask one question from the move 'reading a charged situation'; take +1 to act on the answer.


For Fortune:

When trusting to your luck, roll +Fortune. On 10+, hold 3; on 7-9, hold 1; 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 a respite in the middle of a larger struggle, contest, or crisis.
You take +1 forward for rolling any one of +Endurance, +Psyche, +Strength, or +Warfare.
You find a 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 introduce a new object gained just now, appropriate to the scent, with 1 advantageous feature.


For Psyche:

When engaging in a psychic struggle, roll +Psyche. On 10+, choose 3; on 7-9, if supernally favored choose 2, otherwise choose 1.
You are not discomfited.
Someone or something of your choice in the struggle is discomfited.
You choose whether the struggle is broken off.
You learn a pertinent secret from an adversary, or 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. 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?

When seducing or otherwise manipulating someone, roll +Psyche. Against an NPC, offer sufficient inducement to the NPC. On 10+, the NPC will do what you wish if you promise to deliver on the inducement; on a 7-9, the NPC will do it if you promise and if you give the NPC concrete reassurance that you will deliver the inducement. Against a PC, on 10+, choose both; on 7-9, choose 1.
If the PC does what you wish, the player may mark experience.
If the PC does not do what you wish, the PC is discomfited.


For Strength:

When engaging in a physical struggle, roll +Strength. On 10+, choose 3; on 7-9, if supernally favored choose 2, otherwise choose 1.
You are not taxed.
Someone or something of your choice in the struggle is taxed.
All non-supernals within your reach who have no pertinent harm levels unchecked are taken out.
You choose whether the struggle is broken off.
You take definite hold of something reasonably within your reach.

When seizing something by force or by forceful display, roll +Strength. On 10+, choose 3; on 7-9, if supernally favored choose 2, otherwise choose 1.
You are not taxed.
You have the initiative.
You take definite hold of something within your reach.
You impress, frighten, or dismay others.


For Warfare:

When taking direct action in a conflict of war or strategy, roll +Warfare. On 10+, choose 3; on 7-9, if supernally favored choose 2, otherwise choose 1.
You are not pressed.
Someone or something of your choice in the conflict is pressed.
All non-supernals within your reach who have no pertinent harm levels unchecked are taken out.
You have the initiative.
You may ask one question about an adversary from the move 'reading a person'.

When maneuvering for advantage in a struggle or in a conflict of war or strategy, roll +Warfare. On 10+, choose 3; on 7-9, choose 1.
You take +1 forward for rolling any one of +Endurance, +Psyche, +Strength, or +Warfare.
You gain a short respite for yourself and your compatriots within the scope of the current struggle or conflict.
You negate one advantage held by adversaries within the scope of the current struggle or conflict.
You cancel all of someone's hold of a type of your choice within the scope of the current struggle or conflict.
You have the initiative.

When reading a charged situation, roll +Warfare. On 10+, ask 3 questions; on 7-9, ask 1 question; 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?
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 an actual or metaphorical enemy, roll +Warfare. On 10+, choose 3. On 7-9, choose 2.
You can make moves with +Fortune this scene using as a proxy whoever or whatever is following your plan or stratagem, even if you are away and out of touch.
You can make moves with +Presence this scene using as a proxy whoever or whatever is following your plan or stratagem, even if you are away and out of touch.
You can make moves with +Psyche this scene using as a proxy whoever or whatever is following your plan or stratagem, even if you are away and out of touch.
You can make moves with +Warfare this scene using as a 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.
You need not have prepared the plan or stratagem in advance.


For Presence:

When being charismatic or inspiring or alluring to those subject to your charisma or inspiration or allure, roll +Presence. On 10+, hold 3; on 7-9, hold 1. When the scene changes, lose all hold. Use hold 1 for 1 to assert any of the following.
This person wants to please or impress me; you need not promise anything when seducing or otherwise manipulating this person, and you may roll +Presence instead of +Psyche to do so.
This person is inspired by me; someone gains +1 forward when acting in accord with this inspiration.
This person reveals something; ask 1 question from the move 'reading a person'.
This person gives me a gift; gain 1 object, appropriate to the scene, and if the object has just been introduced, it has 1 advantageous feature appropriate to the scene.
This object just introduced has 1 extra advantageous feature, appropriate to the scene.

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


For Stamina:

When exerting yourself in the face of fatigue, roll +Stamina. On 10+, choose 3; on 7-9, choose 2.
You are not flagging.
You need not choose between being discomfited or being taxed.
You do not waver.
You take +1 forward to roll +Endurance, +Psyche, +Strength, or +Warfare.

When attempting to outperform others physically, roll +Stamina. On 10+, choose 3; on 7-9, choose 1.
You are not flagging.
Whoever is trying to outperform you is flagging.
You are the one who is about to outperform the others.
You have the initiative.

37
Supernals / Amber: The Threats and the Allies
« on: September 06, 2012, 07:14:25 PM »
Doom

Compulsion (impulse: to get others to comply with its imperative)
Construct (impulse: to achieve its full potential, according to its nature and function)
Curse (impulse: to make the accursed suffer)
Custom (impulse: to influence what is seen as normal and desirable)
Delusion (impulse: to dominate people's choices and actions)
Disaster (impulse: to cause grief)
Legend (impulse: to eclipse history and fact)
Plague (impulse: to afflict and to spread)
Rumor (impulse: to be believed)

Threat moves for dooms

Conceal a truth from some or from all
Reveal a truth to some or to all
Press someone physically, according to its nature
Press someone psychically, according to its nature
Cause a fortuitous event to happen, according to its nature
Cause an non-fortuitous event to happen, according to its nature
Strengthen someone, according to its nature
Weaken someone, according to its nature
Grant or withhold shelter, comfort, or solace


Monster

Beast (impulse: to survive and be dominant)
Breeder (impulse: to bring more of its kind into existence)
Collector (impulse: to amass and keep precious things and/or people)
Creature of Legend (impulse: to be known to those who have never encountered it)
Demon (impulse: to gain power and recognition)
Devourer (impulse: to consume and destroy)
Doppelganger (impulse: to share in someone else's reputation)
Parasite (impulse: to drain vitality)
Thinker (impulse: to behave like a person)

Threat moves for monsters

Reveal the true nature of its world
Reveal the contents of its heart
Attack someone indirectly: from behind, by stealth, or otherwise
Attack someone directly, without warning
Insult, affront, offend or provoke someone
Offer something of value or else a valuable service to someone, with strings attached
Put it in someone's path, part of someone's day or life
Threaten someone, expressly or by implication
Steal something from someone
Take and hold something or someone
Ruin something: befoul, rot, desecrate, corrupt, adulterate it
Make a threat move according to its desired behavior, if any


Person

Architect (impulse: to remake the world / ambition: creation)
Bravo (impulse: to be powerful and dominant / ambition: might)
Follower (impulse: to serve someone powerful and be rewarded / ambition: position)
Libertine (impulse: to enjoy things and people thoroughly / ambition: pleasure)
Loyalist (impulse: to uphold and protect his own / ambition: security)
Mendicant (impulse: to have his needs met by others)
Monstrous Person (impulse: to behave like a monster)
Pretender (impulse: to become and to remain a potentate / ambition: rule)
Puppeteer (impulse: to control events behind the scenes / ambition: influence)
Reaver (impulse: to pillage and destroy / ambition: destruction)
Slave (impulse: to behave like a treasure)
Sycophant (impulse: to be well regarded by the powerful / ambition: favor)
Vindicator (impulse: to see the object of his hate suffer or be destroyed / ambition: wrath)

Threat moves for people

Outmaneuver someone
Attack someone directly, committing resources to the attack
Attack someone cautiously, holding back reserves
Seize something or someone, for indirect gain
Make a show of power, authority or solidarity
Negotiate for concessions or for obedience
Stake a claim to territory by blockading it, assaulting it or occupying it
Subvert someone's allies by threatening them or by buying them out
Analyze where someone is weak and attack him there
Make a well planned attack against a clear objective
Inflict violence or mayhem chaotically, without a clear objective
Rigidly follow, or else defy, authority or reason
Tell stories: true or false, allegorical or otherwise
Demand consideration or indulgence
Ask for someone's help or participation
Make a threat move according to its desired behavior, if any



Place

Crossroads (impulse: to be a part of multiple routes of travel)
Fortress (impulse: to keep enemies and undesirables out)
Hell (impulse: to be a place of torment)
Hell-mouth (impulse: to disgorge ill fortune and misadventure)
Homeland (impulse: to provide shelter and comfort to its rightful residents)
Place of Legend (impulse: to have a reputation beyond its own bounds)
Place of Power (impulse: to be at the center of important events)
Prison (impulse: to frustrate attempts to escape from it)
Treasure Trove (impulse: to draw treasure to it)

Threat moves for places

Reveal something to someone
Display something for all to see
Conceal something or someone from others
Bar the way to some or to all
Open the way to some or to all
Provide a way in, out, or through to some or to all
Shift, move or rearrange things and people within its bounds
Offer up a guide
Present a guardian
Send something or someone elsewhere
Take something away, rendering it lost, used up, or destroyed



Treasure

Item of Power (impulse: to have been used to its utmost)
Keepsake (impulse: to be cherished)
Monstrous Item (impulse: to behave like a monster)
Precious Thing (impulse: to be coveted)
Stolen Item (impulse: to be restored to its rightful place)
Thinking Item (impulse: to behave like a person)
Tool (impulse: to be needed)

Threat moves for treasures

The treasure is lost
The treasure is found by someone
The treasure is noticed by someone
The treasure is revealed to all
The treasure is used against someone
The treasure is used to help someone
The treasure changes hands
The treasure causes a problem
A problem happens that the treasure could solve
The treasure makes a threat move according to its desired behavior, if any


Ally
Confidant (impulse: to give you advice, perspective, or absolution)
Friend (impulse: to back you up)
Guardian (impulse: to intercept danger)
Lover (impulse: to give you shelter and comfort)
Representative (impulse: to pursue your interests in your absence)
Right Hand (impulse: to follow through on your intentions)


38
brainstorming & development / Re: Amber hacks
« on: September 06, 2012, 07:09:07 PM »
The details of my Amber hack have begun turning up in the new forum that Vincent has graciously provided for me, Supernals. The hack will initially appear as a series of posts, and should morph into a cluster of online working documents in good time.

Charles

39
The word 'supernal' is a noun denoting a superhuman or some other type of super-being. The word 'supernal' is also an adjective that applies to such a super-being. Supernals are stronger, faster, tougher, sharper – but not necessarily wiser – than normal people.

That said, a supernal is not a comic book superhero. A supernal is not readily identifiable as a face or as a heel; conflict between supernals will never be that pat, and likely most supernals are some kind of son of a bitch or another. Also, what power sets supernals have will tend to be standard, based on what kind of supernals are being played; unique powers, especially unique powers that defy limits most people have, are uncommon. Such powers will also usually be available to non-supernals.

So, we are talking superhuman – and super-nonhuman – without being super flashy.

The game is designed so that every player character is a supernal. It is not made for the normal and the super-normal to be protagonists together.

Supernals is heavily influenced by the Chronicles of Amber, by Roger Zelazny; in fact, it started out as an Amber hack, and most of its material is skewed toward playing in the Amber multiverse or something like it. Amber Diceless Roleplaying, by Eric Wujcik, has also informed this game. Other influences include Daughter of Regals by Stephen R. Donaldson, and the myths and stories of the heroes of antiquity.

Charles

40
The Sprawl / Re: The Sprawl: Alpha Version
« on: September 02, 2012, 08:05:20 AM »
I would say "There will not be a set-up nor an ambush at the meeting" or some such, probably better written than that. The idea is that the meeting itself might not be a set-up, but that a set-up either will or will not happen as a result of attending the meeting.

41
The Sprawl / Re: The Sprawl: Alpha Version
« on: September 01, 2012, 07:12:11 PM »
Point taken about all of the bonus options from Get A Job. In light of that, choosing "The meeting doesn't attract attention" is the harmless option. For getting paid, the 7-9 option shouldn't be quite harmless, and wouldn't be even with 3 and 2. So, 3 and 2 or 3 and 1? More play-testing!

I would probably rewrite the "It's not a set-up or ambush" to make it clear that the meeting is not necessarily about setting up or ambushing the PCs, that the badness could be arranged by anyone and not just by the contact or the mega-corp backing the contact.

Charles

42
The Sprawl / Re: The Sprawl: Alpha Version
« on: September 01, 2012, 08:29:55 AM »
The moves Getting the Job and Getting Paid each has 5 options. However, you only get to choose 3 options on 10+, 1 option on a 7-9. I'm thinking that if choices were 3 and 2,there wouldn't be an excessive amount of fuck-you in the moves, especially for getting paid. I understand that we would be playing a disposable asset, but if we're too disposable, the best way to win is not to play at all. What did you find in play-testing regarding this?

Charles

43
brainstorming & development / Re: dedicated hack forums
« on: August 05, 2012, 12:11:36 AM »
Vincent, may I have a dedicated forum for my Amber-ish hack, to be called Supernals? Amber is a primary inspiration, but there are other stories about super-powerful individuals who are more real than those around them.

Charles

44
brainstorming & development / Re: Amber hacks
« on: August 04, 2012, 01:20:55 PM »
Not yet. I'm still solo-testing them. I'll probably end up sharing them when I believe they are ready for alpha testing in a play group.

Charles

45
brainstorming & development / Re: Amber hacks
« on: August 04, 2012, 08:37:57 AM »
I've created a list of threats. I also have character creation and advancement rules, basic moves, moves for the various powers (Pattern, Logrus, others), objects and locations of desire, currencies of harm and respect, allies, and moves for the MC. What I have is already starting to play out similarly to how conflicts play out in the books.

Charles

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