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Topics - Shreyas

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16
Set Apart / New Basic Moves & Healing
« on: June 28, 2010, 08:14:51 AM »
The following comes from the working text!

To give context, SA is basically an exploration of swords-and-sorcery fantasy as post-apocalyptic fiction. The world has had longer to recover than in AW, but there is still a very important sub-stratum, culturally and materially, of a prior age of greater learning and plenty.

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The following basic moves from AW are used in Set Apart: act under fire, go aggro on someone, sieze something by force, seduce or manipulate someone, read a charged situation, read a person, help/interfere, and the session end procedure. You can also consult your preincarnations, which uses the same mechanic as opening your brain (but the MC will respond differently).

You can also do these things:

When you try to impress someone, roll+cool. On a 10+, hold 3. On 7-9, hold 1. While you’re showing off, they have to:
• do something you tell them to
• defer to you
• speak on your behalf
• give or promise you something
...until your hold’s spent.

When you try to show someone up, roll+cool. On a 10+, hold 3. On 7-9, hold 1. While you gloat, they have to:
• concede something they value
• misreact revealingly to something
• commit a social gaffe
• lose a social role to you
...until your hold’s spent.

To make plans, roll+sharp. On a 10+, hold 3. On 7-9, hold 1. You prepare so that when the shit hits the fan, you set up:
• an escape strategy
• who will and won’t be there
• where it happens
• a trap
...until your hold’s spent.

To rule a thing of power, roll+weird. On a 10+, hold 3. On 7-9, hold 1. As you wield it, you:
• make it bow in obedience
• learn its worth
• use its power
• enlist its cooperation
• terrify someone with it
...until your hold’s spent.

Healing
Debility in SA isn’t always permanent! When someone heals you, they can try to heal your debilities, even if they’re old and unrelated to the injury at issue. That’s the radiant spirit at work!

To do so, they roll+weird, independent of other healing efforts. On a 10+, the debility is healed. 7-9, it isn’t. On a miss, you find out the debility is permanent for sure; it can’t be healed by any means.

17
So, I'm looking at my Tarot-fantasy-Exalted hack, and it's from way back when when there were red and white dice, and because of that there are some moves that depend on dice color to work. Can you guys help figure a way to convert them?

Fortune Smiles: When your red die rolls 6, on your next roll, don’t roll white. Get a white 6 instead.

I like how this creates streaks of luck.

Champion’s Wager: Instead of rolling+cool, you can roll a red die; the MC rolls the white die. If your die shows a higher number than his, you get a 10+. Otherwise, you miss.

This one, I'm not sure about at all, since it bypasses the whole dice system, but the all-or-nothing effect is pretty neat to me.

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