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==OTHER REWARDS==
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Well, if the fun and extra xp isn't enough, I'm thinking about making
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a special "FATE" points for Bluebooking Players. I'll spell out what
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you can do with them clearly (later on the wiki) but generally
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they'll be used similar to the CONAN RPG system which is fair/cool but
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not overbalancing.
  
  
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These Pyrrhic Points may (at first) seem odd or unbalanced for the
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MIDNIGHT setting. I feel that the time you give to adding to the
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story and your character's experience in effect INCREASES their
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"fate". So by doing the Bluebooking option you're actually getting a
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benefit unavaiable any other way.
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These points WILL be on top of extra xp for Bluebooking. The xp for
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Bluebooking will not be extremely significant but will/should add to
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your character in both ways in my humble opinion.
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==WHAT ARE PYRRHIC POINTS==
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A Pyrrhic Victory is a victory with devastating cost to the victor.
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These "points" are a narrative device enabling the players to bring
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creative input to bear in the game, beyond merely describing theri own
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actions and throwing the dice. With Pyrrhic Points, you, the players,
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can alter the game world in some may so as to benefit your character
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but with a cost attached. Pyrrhic Points are intended to offer you
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the chance to add to the story of your character, adapting the events
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around you or the circustances that befall you so as to improve the
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game and give hope to the grim world of Aryth, be it ever so slight.
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You will recieve Pyrrhic Points ONLY through time given to
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"BLUEBOOKING" play, as described under Bluebooking. You will recieve
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one PP for the Bluebooked time between sessions.
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These PP are extremely precious, since they can save your life. You
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can achieve this by opting to be "left for dead" rather than killed
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outright.
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They have three other uses as well; but saving you life is definately
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the most crucial one, so it is recommended that you always keep one PP
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reserved for that purpose alone. Of course, the angle might be perfect
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for a "Mighty Blow" instead, eve if that leaves you desperately short
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of PPs but that is a decision for your hero to take. Magical
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resurrection is very scarce in possibilities, though it is achievable
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in interesting ways it is usually best to simply not die.
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Your maximum number of PPs at any given time equals your level.
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==USING PYRRHIC POINTS==
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These are the standard uses for PPs:
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===Left for Dead [1 PP]===
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When death is emminent a player character may spend 1 PP to avoid
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being killed outright. You are instead "Left for Dead", the NPC or
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situation that did you in will assume you dead and continue with their
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plan of actions with this assumption until you alter this perception.
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A character who is left for dead appears dead to a casual
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examination, but will effectively be concious at 0 hit points able to
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do no strenuous actions until healed. Actions other than
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crawling/stumbling for help, etc... render the character back to the
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condition prior to spending the Pyrrhic Poin'''t, and may not spend
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another Left for Dead PP at that time. <br> Pyrrhic reprecussion:''' You will choose a "mark" of some sort. This
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will have an in-game rule function drawback equivalent to a -2 or a
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drawback of some sort. Discuss this mark with the GM privately for
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approval/suggestions.
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===Mighty Blow [1 PP]===
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Rather than rolling the damage dice on any successful hit or damaging
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magical attack of some kind you can elect to declare a mighty Blow, at
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the cost of 1 PP. A Mighty Blow deals the maximum possibly damage.
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This includes any bonus damage, such as that rolled for sneak attacks.
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A primitive or standard quality weapons always break irreparably when
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used to deliver a Mighty Blow. Even masterwork or magical weapons used
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to deliever a Mighty Blow has a 50% chance of snapping in two, though
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if it does it will usually be possible to use the broken pieces as
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some sort of improvised weapon. It is not completely destroyed and may
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be reforged. A Covenant Item used in this manner has even greater
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effect - focusing the power within to charge the attack with the power
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of a full Critical Strike (although you must roll to confirm).
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Because of this power the Covenant Iterm has a 25% chance to break and
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may be reforged by exalted effort (left to the GM). <br>  '''Pyrrhic reprecussion:''' Losing the benefit of your weapon is one
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reprecussion. If a magic item or Covenant Item is used in this manner
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the effect is to be determined by the GM based on the situation. It
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could be anything from explosive results to a curse lashed back on the
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attacker. If magic/spells are used in this manner the magic or spell
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in question has a 50% chance to be more difficult to enact for the
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next 24 hours. Effectively treated as if a Red Mirror is working
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against you.
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===CANCEL FATIGUE EFFECTS: [1 PP]===
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Anytime you would suffer non-magical tiring or fatigue effects you can
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spend a PP to ignore the effects until the end of the scene you're in.
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This effect allows you to muster the courage and energy to keep
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fighting when your body wants you to stop. <br>  '''Pyrrhic reprecussion:''' Your effort was immense, the next time you rest
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and eat you need to double your normal needs for both rest and
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food/water. For each additional day you push through, your needs are
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doubled. Normal limits for food and water apply, if you go without
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food/water for too long you'll die following your push.
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===SURGE: [1-2 PP]===
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Gain an additional non-attack action, anytime during your initiative.
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Using this action does not change you place in the initiative order.
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You can use a Surge to complete a full round action in conjunction
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with your normal actions for the round. <br>  [2 PP] For two Pyrrhic Points you can Surge at ANY time during the round. <br> '''Pyrrhic reprecussion:''' On the following round you must make a
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Fortitude Save DC10 + your level. If you fail you are DAZED for that
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round. You may not use PP while Dazed.
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===WILL TO POWER: [2 PP]===
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Gain an immediate additional saving throw from lasting effects such as
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Mind Controls, Paralysis, Stunning Effects, etc... <br>  '''Pyrrhic reprecussion:''' The concentration of will to overcome the
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lasting effects has focused your mind away from Defensive needs. Your
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Base Defense is reduced -2 for the duration of the scene.
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===DESTINY: [1-3 PP]===
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You can at any time spend PPs, with the agreement of the GM, to alter
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the world in some way. Essentially, this allows you the player to
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have some input into the story, over and above the actions of your
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character. This change must be one that is plausible, minor and not
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overwhelmingly beneficial to the player characters, including hints
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and GM suggestions or insight. It may well assist them to accomplish
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their goals but they must still accomplish those goals by their own
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strength and wits, not simply by spending Pyyhric Points!
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Another option for this use of PP is to alter your own character in
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some minor way, by revealing a new facet of their past.
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Uses of Destiny Pyyhric Points are more likely to be accepted if
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plausibly related to a character's own future destiny, as relected by
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their goals. <br> '''Pyrrhic reprecussion:''' The GM determines how many PP the effect should
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be worth. The GM also determines a counter effect that will happen
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regarding your destiny alteration. This may or may not come into
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effect immediately.
  
  

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