Difference between revisions of "SatCoC player Bill"

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And finally, minion generation entails the player creating
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A defining characteristic of minions is that their nature is, on
two Connections, each of which conceives into existence an
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one hand, very much greater than that of normal men, and
NPC from town and describes how the minion is connected
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on the other, very much less. A minion’s unique
personally to that character. These relationships are
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manifestation of this dualism is described by two
presumed to have for the minion an emotional context of
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statements, a More than Human and a Less than Human,
love, protective concern, or curiosity, though the emotion
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written by the player as part of character generation.
need not be exactly specified. And the relationships are
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The Less than Human should describe an excessive, crippling
understood to be unrequited at the start of play, or otherwise
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limitation, qualified by a very narrow ‘except’ or ‘unless’
entirely outside the awarenesses of the NPCs. So, for
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condition.
example, a Frankenstein’s monster type minion might have
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EX: Is mute, except when singing hymns.
a Connection like, ‘My hands are those of the deceased
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EX: Walks with an uncontrollable limp, moving slowly
carpenter whose widow lives in town.’ And it is understood
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and awkwardly, except when swinging from the
that the minion is somehow emotionally tethered to the
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ropes and rafters of the belfry.
widow. A different minion might have a Connection like, ‘I
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EX: Will transform into a stone every evening, unless
love the little girl who plays ball in the cemetery.
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fed by a child that day.
In play, minions will acquire Love points attached to their
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And to be clear, players should expect the negative effects of
Connections when they act on or make overtures related to
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the Less than Human to be interpreted with some
them. Players will need to track Love against their individual
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excessiveness during gameplay. Any notions about just how
Connections, even though the only value ever used by the
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crippled a normal human might be by a given handicap
game’s resolution mechanics is a minion’s total Love points
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should be abandoned in favor of far more surreal
across all Connections. This is because the death of a
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expectations. For example, a human with an open wound in
Connection results in the minion losing the Love associated
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his thigh should succeed in chasing down a spastically
with that character.
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limping minion, and a mute minion should routinely find it
And because of the initially unrequited nature of
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almost impossible to communicate. When a Less than Human
Connections, minions start with no Love.
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is relevant, the game’s conflict resolution system is not even
Carlotta uses Intimacy
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consulted. The outcome is simply automatic failure, on a
 +
cinematic scale, described by the GM.
 +
That is, of course, for situations not within the scope of the
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second ‘except/unless’ half of the statement. Inside the
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scope of the except/unless, the minion should be understood
 +
to have a generous human level of ability
 +
A minion also gets one similarly-structured More than
 +
Human, which describes a powerful and surreal ability. It is
 +
automatically successful, and impressive, outside the scope
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of the except/unless condition. Within the scope of the
 +
except/unless, the minion is understood to have an ordinary
 +
human level of ability.
 +
EX. Powerfully truthful and persuasive, except
 +
between midnight and 2:00 a.m.
 +
EX. Can heal the sick with the power of his mind,
 +
except not animals.

Revision as of 10:48, 8 August 2008

A defining characteristic of minions is that their nature is, on one hand, very much greater than that of normal men, and on the other, very much less. A minion’s unique manifestation of this dualism is described by two statements, a More than Human and a Less than Human, written by the player as part of character generation. The Less than Human should describe an excessive, crippling limitation, qualified by a very narrow ‘except’ or ‘unless’ condition. EX: Is mute, except when singing hymns. EX: Walks with an uncontrollable limp, moving slowly and awkwardly, except when swinging from the ropes and rafters of the belfry. EX: Will transform into a stone every evening, unless fed by a child that day. And to be clear, players should expect the negative effects of the Less than Human to be interpreted with some excessiveness during gameplay. Any notions about just how crippled a normal human might be by a given handicap should be abandoned in favor of far more surreal expectations. For example, a human with an open wound in his thigh should succeed in chasing down a spastically limping minion, and a mute minion should routinely find it almost impossible to communicate. When a Less than Human is relevant, the game’s conflict resolution system is not even consulted. The outcome is simply automatic failure, on a cinematic scale, described by the GM. That is, of course, for situations not within the scope of the second ‘except/unless’ half of the statement. Inside the scope of the except/unless, the minion should be understood to have a generous human level of ability A minion also gets one similarly-structured More than Human, which describes a powerful and surreal ability. It is automatically successful, and impressive, outside the scope of the except/unless condition. Within the scope of the except/unless, the minion is understood to have an ordinary human level of ability. EX. Powerfully truthful and persuasive, except between midnight and 2:00 a.m. EX. Can heal the sick with the power of his mind, except not animals.