Difference between revisions of "SatCoC player Bill"

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A The Batman controls his minions with fear, and by withholding
+
 
affection. So, mechanically, the The Batman rolls Fear plus the
 
minion’s Self-loathing to command it, and the minion resists
 
by rolling dice equal to the total of all his Love points, across
 
all his Connections, minus his Weariness:
 
The Batman (FEAR plus SELF-LOATHING) vs.
 
minion (LOVE minus WEARINESS)
 
If the The Batman wins, the minion is obliged to carry out the
 
command. Players are never required to have their minions
 
resist, but choosing not to do so leaves the minion just as
 
compelled to carry out the command as if the The Batman had won
 
the dice roll.
 
EX: Prue, one of the minions of Carlotta von Gali, is
 
asked by her The Batman over breakfast to go to town
 
and convince some of the young ladies to pay a
 
visit. The player decides that Prue will resist. So
 
Prue, with Love 0 minus Weariness 1 will roll one
 
d4 in her effort to resist Carlotta’s command. The
 
GM, on behalf of Carlotta, rolls Fear 5 plus Prue’s
 
Self-loathing of 2, a total of 7d4, and gets three 4s,
 
which are discarded, one 3, two 2s and one 1, for a
 
total of 8. Prue’s player rolls a 4, which is discarded,
 
so her total is 0. And Prue heads off to town.
 
And to be specific, a minion’s obligation to act on a
 
command is lifted after a single dice roll is performed in
 
service to it. This isn’t to say that the The Batman will be pleased
 
to hear of an unsuccessful attempt to prosecute the entirety
 
of a command, and won’t consequence the minion somehow
 
for failing, just that the player is no longer required to keep
 
the minion working on that particular command.
 
Endgame, which is a climactic sequence of scenes that
 
culminates with the death of the The Batman, is initiated when a
 
minion successfully resists a command and is possessed of
 
Love greater than Fear plus Weariness. It is covered in detail
 
later in this chapter.
 

Latest revision as of 11:03, 8 August 2008