Basically, when Power Princess absolutely needs to be strong enough to hold back the oncoming train, or Casanova Raygun pulls out all the stops to talk around the Getaway Gang, rather than leaving it to chance they can detonate a relevant aspect.
Power Princess crosses out her [Strong] aspect, Casanova crosses out his [Witty]. They can’t use their aspect until the team overcome the episode’s main obstacle, change the status quo, reveal something vital—you know, when things come to a satisfying point.
This’ll be a big deal to the hero, as there’s a high chance they’ll be using their favourite aspect to pull off something grand, at the risk of being without it later. You’re straining yourself, using up something, calling on more force than you should be able to must. Do make a face as you describe your ignition, please.
Last thing, the host will lower the stakes from whatever they were at, maybe just a stage lower, perhaps all the way. A scene where a hero ignites knock it out of the park, granting the team a little breather—until!
Endless_Serpents wrote: »
Can you tell us any more about how it works?
Endless_Serpents wrote: »
Please do. I’m interesting to know the setting you’re going for with this, if anything as yet.
Players take the role of researchers in a Deployable Observation and Mobile Experimentation unit that has been sent to a hostile planet. They have to work together to survive events ranging from inconvenient to catastrophic, while individually trying to obtain and analyze as many samples as they can for personal glory. Once a majority of the players feel like they are ready to go, they can call in the Expedited Vehicular Assistance and Collection ship and return home, but: due to their remote location, the EVAC will take 5 days to arrive, so they had best not push their luck too far….
The Midnight Hunt
At the stroke of midnight the realm of nightmares and that of your own intersect. Yours is a rare soul able to perceive and inhabit this half-space. With your fellows, you hunt those nightmares that seep in like poison through the cracks of time, for it must be done. For you midnight lasts an queer length, measured in hot blood spilt on cold earth.Core Rules
When your action is uncontested you do it to the best of your ability as established by your aspects and skills.
When you are challenged, or challenge a threat, describe what you intend to do and your current goal, then roll...
* +1D if you have an appropriate aspect.
* +1D if an ally assists you.
* +1D if you have a situational bonus.
* +1D if you spend momentum.
On a 6, you succeed. Additional 6’s create momentum.
On a 4 or 5, the outcome is mixed.
On a 1, 2, or 3, your action is twisted against you. Take a condition, as established.
If you then choose to take further risk, roll your dice again and keep the new result.
If you go too far, you succeed, but there’s immediate fallout.
Finally, if you have a relevant skill, always take an option.
Conditions & Scars
While you have a condition you will be barred from fully succeeding at certain physical, social, or mental actions. A condition comes with a countdown clock. When it is filled the condition becomes a scar. Scars are permanent debilities. Conditions can be removed when you acquire appropriate healing.
Your hunt continues until you can’t reasonably go on.
When you take out a useful item you definitely brought with you, treat it as a challenge.
On a 6, you have just the thing. Describe it.
On a 4 or 5, work with what you’ve got. It’s close, fragile or volatile.
On a 1, 2, or 3, it’s not what you want.
Add the item to your pack for this hunt.
First, describe what you intend to create. The host must say “yes, and” or “yes, but”, then choose a number of caveats, such as:
* It will take longer than you’d hope.
* You must acquire particular ingredients.
* You need proper workspace and tools.
* You must settle for a fragile, volatile or lesser version.
* You must sacrifice something precious to complete it.
* You must contact the eldritch.
* It will draw in nightmares.
* It has a desire all its own.
* Once made, it threatens challenge.
To cast spells, first you must make contact with the eldritch.
You may bargain for a particular spell in return for service or a unique price.
You may trick the eldritch to gain access to its portfolio for a time, at the threat of retribution.
You may bind the eldritch to your soul for further power, with certainty of being eventually subsumed by it.
Whatever the case, your spells must adhere to a given portfolio, consisting of one or more eldritch words. The broader and more potent the word, the harder it is to control.
Weaving a spell is a matter of creation. Casting said spell is a challenge.
Once per hunt; take an advancement when you share intimacy, your call, with a fellow hunter. Intimacy includes showing weakness, revealing your past, expressing kinship, engaging in their planned action, or simply sharing equipment.
Once per hunt; you can accept horror into your heart in order to take an advancement. When you do, the host completes the countdown clock of their choice. Describe the beastly tell that has now affected your visage.
When you have reached your 10th advancement, beginning the next hunt is a challenge.
Momentum is a shared pool of dice any hunter can use.
* Leave no trace.
* Do it quick.
* Divert attention elsewhere.
Catherine Ashfield, Midnight Hunter
Aspects: Bold, Proud
Eldritch: The Weeping Spirit. Portfolio: Tears, ash, cinders. Wants: Pity for the undead.
Scars: Fear of fire. Prosthetic foot.
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see317 wrote: »
Figured it would be a quick joke to throw out in a D&D campaign where I'm playing a grung.
But, then I could not sleep, and had a bad pun in my head that slowly wormed it's way around and become an idea for a game.
I'm picturing it on a standard 8x8 chess board for the standard game.
Frog'sPawn (Or, Grung's Chess)
Each side's spawn is the same and begins arrayed the same.
4 eggs, 4 tadpoles alternate in the front rank
4 (f)roglets and 4 Frogs in the second rank
Matriarch in the Queen's Seat (a single space centered behind the last row on each side)
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Rank - pieces
1 - Egg
2 - Tadpole
4 - Froglet
8 - Frog
12 - Matriarch (only one allowed per side)
Players take turns moving one piece per round, or forfeiting movement to have their Matriarch spawn an additional egg (If she is in the Queen's Seat, and at least one of the spaces immediately adjacent to the Queen's Seat is empty).
A superior piece can capture a piece of the opposing side of lower rank by moving onto it's space on the board
Pieces of lower rank can capture higher ranking pieces by surrounding them with an equal or greater rank value. (IE: a tadpole with opposing eggs on two or more sides is captured, a Matriarch with 12 points (one Frog, one froglet or 1 Frog and 2 tadpoles) of opposing units surrounding her is captured)
Pieces involved in capturing superior pieces are advanced 1 rank.
Eggs -> Tadpoles -> Froglets -> Frog
Advancement only happens when capturing a superior unit. A froglet does not advance for capturing a tadpole.
As each side can only have one Matriarch, no advancement beyond Frog is possible.
Victory condition: Capture the opposing Matriarch, or leave the opposing Matriarch as their last piece on the board.
A piece can move into a space with an allied unit of lower rank, when this is done the lower ranked allied unit is captured and removed from the board.
A piece can move into a space with an opposing unit of higher rank, when this is done the lower ranked unit is captured.
A piece can move into a space with an opposing unit of equal rank, and both will occupy that space for purposes of group capturing until one piece moves or is captured.
Eggs move one space in any direction (reminiscent of drifting in a minor current)
Tadpoles move 2 spaces forward or forward diagonally (darting ahead, but not fast)
Froglings move 3 spaces in any direction
Frogs jump, allowing them to evade being eaten when moving through occupied spaces. A frog moves 4 squares in any direction, these squares do not have to be in a straight line, so long as no square is revisited during the move. (IE 3 spaces forward, 1 space left or 1 space forward, 2 spaces left, 1 space forward would be legal; however moving forward 2, back 1, forward 1 would be illegal)
The exception would be a Frog jumping through a space occupied by another unit of lesser rank, the frog can end their turn and capture that unit.
Frogs can only move up, down, left or right during their jumps. Diagonal movement can be accomplished by moving up one and over one taking up two of their 4 moves.
Matriarchs are slower than Froglings, and move two spaces in any direction.
A Player with a Matriarch in the Queen's Seat can skip their movement to spawn an egg in one of the two squares touching the seat.
Recommendation for a good sleeping tea so I can fall asleep before I have to go to work?
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see317 wrote: »
For some background information, the DM asked all the players to give him an interesting fact about their characters backstory. I went with the classic "Childhood cannibalism" and said that I had eaten three of my siblings.
That kind of rolled around in my head thinking it's a fucked up thing, but, what if it wasn't a fucked up thing? What if it's just the culture of the Grung? They lay a few hundred eggs per spawning and only the strongest can survive because there's not enough resources to raise a few hundred grunglings. So they've got games about eating your siblings and the other frogs in the pond. Original version of the rules used "Devoured" instead of "Captured" but was trying to use more standardized terms, so swarms of weaker tokens could take a larger target if working as a team, but still keeping the chance of being eaten by a larger, ostensibly allied, frog.
I'll see if I can get back into the brainspace I was in so I can remember what I was thinking.
Rank -> Strength, good point. I don't want to run into the level issue by reusing terms incorrectly.
Setup: I had pictured the two Matriarchs starting the game on an additional board row behind their forces consisting of a single square centered on the board. so there would be two squares in front of it available to spawn eggs. I don't know why I put a second M on the setup. I've edited my post to correct this.
Movement: I'll look into Fairy Chess notation, I hadn't heard of it, but it'll definitely be helpful to use an established movement language instead of trying to make one up to flesh out a half thought idea at 1am.
I had pictured higher power pieces being locked into their movement speed. Sharing spaces with equally powered units and being captured or capturing weaker unit as they move.
For the Tadpole that makes it across the board, I'm not sure. My first thought is to have the tadpole piece be directional and it just rotates and moves the way it came, but I think that may be confusing in a longer game. Having a tadpole stuck on that side of the board could make group captures on the opposing side a little easier to pull off, until the tadpole is captured.
I love this idea. I hope you come back with a working prototype!
Whelk wrote: »
I've been toying around a concept in my head this morning about how to make a Mystical Iron Chef. The concept I came up with was Uno, but with a meta game built around it for scoring points. The core framework would be the same for moment to moment gameplay, except you're trying to discard down a hand full of particular cards to complete a recipe instead of to just one card. Those recipe cards would be handed out at random and would grant points based on difficulty of completing. Recipes would be something like "5 Blue cards," "3 Wild Cards," "A Straight," "A Flush," "A Straight Flush," etc.
Now, the rub would be the extra systems on top. Everyone has terrible house rules to every game, Uno included. Those house rules would be the secret ingredient. So each round would play differently based on that secret ingredient. Examples being "Hydra Eggs: You can play up to three cards a turn." "Gorgon Snot: All cards may be counted as Green." or something like "Gemini Fruit: You may steal the turn if you play a copy of the top card in the discard pile."
The last meta system would be a set of Secret Judges who all have their own likes and dislikes. These mostly give out bonus points on top of the Recipes like Mario Kart bonus stars.
The fun would be the non-numerical cards that change up the flow of the game. Instead of Skip, Reverse, Draw +4, there might be Give +2 (Give an opponent two cards of your choice,) Steal +2 (Take two cards from an opponent at random,) Flip (Replace or add a Secret Ingredient,) or Peek (Look at a Secret Judge or Recipe card.) I'm trying to come up with ways to make playing down to those recipe cards easier, and I think I've settled on focusing on a color wheel where you can play onto adjacent colors. The hard part might be drawing enough cards into your hand to drill down into the right ones.