Difference between revisions of "Damaged Souls - Traits and Mods"

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(Mods)
 
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'''Attributes'''
 
'''Attributes'''
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'''Skills'''
 
'''Skills'''
 
:''Specialties''
 
:''Specialties''
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:''Signature Asset SFX''
 
:''Signature Asset SFX''
 
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One '''Attribute''', One '''Skill''', and one '''Distinction''' should be used in every roll as these are Prime Traits. Specialties, Assets, and SFX may be added if they apply. These are Secondary Traits.
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One '''Attribute''', one '''Skill''', and one '''Distinction''' should be used in ''every roll'' as these are Prime Traits. Specialties, Assets, and SFX may be added if they apply. These are Secondary Traits.
 
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[[Cortexthulhu:_Damaged_Souls | < < < Return to Main Page]]
 
[[Cortexthulhu:_Damaged_Souls | < < < Return to Main Page]]
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We will be using the following Mods in this game.
 
We will be using the following Mods in this game.
  
'''Action Resolution'''(ish)''':''' We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am Initiating the action, I will roll before the PC or assign a static difficulty. '''Either way, ties go to the PC'''.
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'''Action Resolution'''(ish)''':''' We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. <u>Either way, ties go to the PC</u>.
  
'''Hero Dice:''' If a player beats the GM's roll or static difficulty by 5 or more the Character earns a Hero Die equal to the highest die in the pool or [[file:d8a.png|24px|d8]] on a static difficulty.
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'''Hero Dice:''' If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Hero Die equal their Effect die if the effect die is higher than [[file:d4a.png|24px|d4]]  
  
'''Effect Die:''' Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to asset creation, complications, and stress.
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'''Effect Die:''' Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to asset creation, complications, hero dice, and stress.
  
'''Rolled Asset Cap:''' Effect die determines the rating of rolled assets, but may not be higher than the highest die in the GM's opposing pool regardless of effect die,
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'''Rolled Asset Cap:''' Effect die determines the rating of rolled assets, but they may not be rated higher than one step above the highest die in the GM's opposing pool (and never higher than [[file:d12a.png|24px|d12]] regardless).
  
'''Plot Points:''' Players start each episode with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from pp28-29 apply except ''Join a Contest'' since we are not using contests.
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'''Plot Points:''' Players start each episode with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from p28-29 apply except ''Join a Contest'' since we are not using contests.
  
 
'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.
 
'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.
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'''Stress and Complications:''' The only Stress Track for this game is Sanity. Otherwise we will just be using Complications. SAN stress only comes from failed Focus rolls that are high stakes enough to take you out. Hitches will not be used to create or step up stress. Players may ''push'' stress (use it as an asset for one roll) but the stress is then stepped up following that action.
 
'''Stress and Complications:''' The only Stress Track for this game is Sanity. Otherwise we will just be using Complications. SAN stress only comes from failed Focus rolls that are high stakes enough to take you out. Hitches will not be used to create or step up stress. Players may ''push'' stress (use it as an asset for one roll) but the stress is then stepped up following that action.
  
'''No [[file:d4a.png|24px|d4]] on Stress Tracks/Complications:''' Both will start at [[file:d6a.png|24px|d6]] and drop off if they go below [[file:d6a.png|24px|d6]]
+
'''Downtime Scenes:''' These can be used to restore SAN stress tracks. Mechanically, they have no player-facing affect on regular complications, but if it seems fictionally relevant, I may reduce or remove complications as appropriate due to downtime.
 +
 
 +
'''No [[file:d4a.png|24px|d4]] on Stress Tracks/Complications:''' Both will start at [[file:d6a.png|24px|d6]] and drop off if they go below [[file:d6a.png|24px|d6]] to avoid the funky twists and turns of the rules for using [[file:d4a.png|24px|d4]] in these situations.
  
 
'''No Doom/Crisis Pools:''' These mods are just too cumbersome for PBP.
 
'''No Doom/Crisis Pools:''' These mods are just too cumbersome for PBP.
 +
 +
'''No Powers/Abilities:''' We're going for a more low-key feel with this game. Likewise, do not use SFX formatting designed for Powers/Abilities. Stick to those outlined on p61-63 (ignoring the bit on Limits), and skip the SFX guidelines on p191-213.
  
 
[[Cortexthulhu:_Damaged_Souls | < < < Return to Main Page]]
 
[[Cortexthulhu:_Damaged_Souls | < < < Return to Main Page]]

Latest revision as of 16:31, 10 June 2023

< < < Return to Main Page

Traits[edit]

We will be using the following Traits in this game.

Attributes

Skills

Specialties

Distinctions

Distinction SFX

Signature Assets

Signature Asset SFX

One Attribute, one Skill, and one Distinction should be used in every roll as these are Prime Traits. Specialties, Assets, and SFX may be added if they apply. These are Secondary Traits.


< < < Return to Main Page

Mods[edit]

We will be using the following Mods in this game.

Action Resolution(ish): We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. Either way, ties go to the PC.

Hero Dice: If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Hero Die equal their Effect die if the effect die is higher than d4

Effect Die: Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to asset creation, complications, hero dice, and stress.

Rolled Asset Cap: Effect die determines the rating of rolled assets, but they may not be rated higher than one step above the highest die in the GM's opposing pool (and never higher than d12 regardless).

Plot Points: Players start each episode with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from p28-29 apply except Join a Contest since we are not using contests.

GM Plot Points: GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.

Stress and Complications: The only Stress Track for this game is Sanity. Otherwise we will just be using Complications. SAN stress only comes from failed Focus rolls that are high stakes enough to take you out. Hitches will not be used to create or step up stress. Players may push stress (use it as an asset for one roll) but the stress is then stepped up following that action.

Downtime Scenes: These can be used to restore SAN stress tracks. Mechanically, they have no player-facing affect on regular complications, but if it seems fictionally relevant, I may reduce or remove complications as appropriate due to downtime.

No d4 on Stress Tracks/Complications: Both will start at d6 and drop off if they go below d6 to avoid the funky twists and turns of the rules for using d4 in these situations.

No Doom/Crisis Pools: These mods are just too cumbersome for PBP.

No Powers/Abilities: We're going for a more low-key feel with this game. Likewise, do not use SFX formatting designed for Powers/Abilities. Stick to those outlined on p61-63 (ignoring the bit on Limits), and skip the SFX guidelines on p191-213.

< < < Return to Main Page