Showing posts with label resources. Show all posts
Showing posts with label resources. Show all posts

Wednesday, 30 August 2017

Formatting Your RPG Manuscript

So you've done the hards yards and designed a roleplaying game that works, and now you're in the process of writing up the manuscript with an eye towards self-publishing?

It can take a fair bit of extra work to whip a manuscript into shape, ready for the layout process. As a layout artist, I expect to do a certain amount of reformatting when I receive a manuscript, but if you compose your manuscript with the following tips in mind you'll likely make your layout artist's job a bit smoother and they'll thank you for it! You might even be able to negotiate a lower rate for the job.

Please note, these are general tips based on my experience doing freelance layout work. This is the way I like to get manuscripts, and while many tips may be generally applicable, I can only guarantee that I find them useful for importing manuscripts into InDesign CS6. If in doubt, my best advice is to check with your layout artist to find out how they would prefer to get stuff.

This is a pretty long post, and I'll add to it if I think of any new advice or hear any tips from other designers. Hit me up in the comments if you have any feedback.



TL;DR Summary


  • Finish editing before layout, and supply the whole manuscript at once if you can.
  • Don't use blank lines between paragraphs, or use tabs to create indents.
  • Use paragraph styles, especially for headings. Also use them to flag other types of text if you like.
  • Avoid using ALL CAPS.
  • Use [[tags]] to flag special text areas such as sidebars and tables.
  • Optionally, use character styles for bold and italic words in otherwise normal paragraphs.
  • Use your word processor's tables, or just use plain text with line breaks between rows and tabs between columns.



Editing


Your layout artist may spot a few typos here and there and clean up a bit of messy formatting, but generally speaking, layout comes after editing. It's OK to provide a bit of unedited sample text in order to help the design process along when you're getting the book design set up, but when it comes down to the actual book layout, you really want to have the text as polished as possible.

Layout artists spend a lot of time and effort juggling and balancing text with images, tables, and sidebars, while making sure page breaks are in good spots. This sometimes involves a little "massaging" to make it so everything will fit perfectly on a page.

In some cases, even adding, removing, or changing a single word at this stage can throw off the whole design and cause problems to cascade through the rest of the chapter.

How to Help


  • As much as possible, finalise your manuscript before proceeding with layout.
If you want your game to be an evolving digital document, this can be tricky. In this case, let your layout artist know that you want to be able to modify the document in the future. There's always a tension between solidly filling every page or trying to ensure that important concepts aren't split across pages. If your artist knows you need flexibility, they won't have to be quite so determined to nail everything down perfectly.
If you can't afford an editor, wait a few weeks from when you finish the writing and then read through the entire thing yourself from front to back. Try to persuade some of your friends and gaming buddies to look over it as well, although I know that can be a hard ask. If you're running a Kickstarter, you might find some of your more enthusiastic backers are keen to go over the early manuscript with a fine-tooth comb.
  • Try to provide the entire manuscript at once.
It's easier to import a single large document into InDesign than several separate chapter documents, because the settings need to be checked for each import. Often once it's imported, the text will need to be processed to format it correctly; if it comes in as several documents, possibly at separate times, then that processing will have to be repeated.


Paragraph Formatting


Paragraphs basically come in two flavours: those with a blank line between each paragraph, and those with an indented first line (sometimes also without an indent for the first paragraph after a heading).

In InDesign, indents and the space between paragraphs are built into the paragraph style. In other words, the white-space is added automatically.

How to Help


  • Don't add blank lines between your paragraphs, because your layout artist will likely have to go through and manually delete them all.
I know it's a bit strange at first, since you have to manually add a blank line for most writing on the web (like I'm doing with this blog post).
Instead, try editing the Default or Normal Text paragraph style in your word processor so it adds 3mm/0.1" after each paragraph. In Google Docs, click on a normal paragraph, select the Line Spacing button and choose "Add space after paragraph". Then click on Styles, then the arrow to the right of "Normal text", and choose "Update 'Normal text' to match".
  •  Likewise, don't use tabs to create first-line indents, because they'll have to be manually deleted.
You can modify the default paragraph style in most word processors to automatically add a first-line indent (look for an "Indents and Spacing" option), although I can't see a way to do it in Google Docs. In any case, you can always use the above paragraph spacing option when composing, and just tell your layout artist that you want to use first-line indents.


Paragraph Styles


To make a manuscript easy to import into InDesign, nothing beats paragraph styles. InDesign relies on paragraph styles to make sure the formatting is consistent throughout the document.

In addition, say you decide to change a heading font. Without paragraph styles, you'd have to trawl through the document and manually update each heading (or perhaps use a "find-and-replace style" function, although that may cause its own issues). With paragraph styles consistently applied, you can simply edit the style settings and the whole document will automatically update.

Here's the cool part for layout: When you import a document into InDesign, you can map any paragraph styles in the source document to styles you've established in InDesign. Assuming the layout artist has set up the basic layout design ahead of time, this means a lot of the basic styling is applied automatically.

Without this, the layout artist either has to go through the book alongside the original manuscript and manually apply the right styles, or else they have to go through the original manuscript and pre-format it before importing. Both options are time-consuming and risks missing things. This is something I expect to encounter, and you may consider it part of the layout artist's job. Just don't be surprised if they want to charge a bit extra to cover the pre-formatting work.

How to Help

  • Use paragraph styles, and use them consistently! 

You can create custom ones, but most word processors will likely have some set up that you can select from a drop-down menu.

  • At the very least, you should apply paragraph styles to your headings. 

Generally you'll have chapter headings, section headings, sub-headings, and maybe even minor headings. Use Heading 1 for your chapter headings, Heading 2 for your section headings, and so on. This is good advice even apart from the layout potential, because you can often use heading styles to automatically generate tables of contents, which may aid your development process.
  • You can create custom paragraph styles to flag other special text.
This tip can be a bit tricky to get your head around. Think of paragraph styles as different colours of paint. When your layout artist imports the document into InDesign, the program basically looks for the different colours. Anything blue becomes a chapter heading, anything green becomes a section heading, and so on.
The thing is, anything that hasn't been painted effectively becomes plain text when it's imported. The main culprit here is bullet lists and numbered lists. They look like they have a style applied in your word processor, right? — it's a bullet list, after all! But import it, and more often than not InDesign will treat it as plain text. Same for numbered lists. This means your layout artist may need to go through and manually apply bulleted and numbered list styles.
Again, applying paragraph styles is the solution, and prevents your special formatting from getting dropped when it's imported.
You create a new paragraph style in your word processor called "bullet list" or "list" or whatever. You can probably select a line from such a list and select "create new style from current selection". If you have different levels of bullets, I highly recommend creating a separate style for each level. Then, go through and apply those styles to all your bullet lists. They won't look any different, but if you click on them you should see the custom list style in the menu bar, rather than "Default" or "Plain text" or whatever your normal text style is called.
You can use this trick for all the other special text you have too, such as examples, quotes, sidebars, and more — even for table text, but see below for more table tips. An indented italic paragraph in your word processor will just look like plain text to InDesign unless you "paint" it with a paragraph style.
This tip is a bit more difficult in Google Docs since, apart from normal text, all of the paragraph styles are called "Headings".
Pro Tip: You can set up your different paragraph styles so they appear as different colours (black for normal text, blue for examples, orange for sidebars, or something). This acts as a handy visual aid so you can easily see where formats have been applied and where they may have been missed.


Use of Capitals


Quite often I encounter manuscripts that use ALL-CAPS for the headings. It's understandable: even in a plain text file, it's a quick and easy way to make a line stand out as different from the surrounding text.

Here's the thing. InDesign references headings when generating the Table of Contents, PDF bookmarks, running headers and whatnot. If the source text is literally typed in as all-caps, then you'll end up with contents and bookmarks that are SHOUTING AT YOU.

If you actually want all-caps headings in the book, your layout artist can set up heading styles that automatically turn the headings into all-caps. This preserves the standard "Title Case" formatting in the background, which then gets pulled for the ToC and such.

Using all-caps isn't normally a huge hassle, but it can become a bigger issue when it needs fixing in very long manuscripts. There's a workaround, but you may end up with "A Capital At The Start Of Every Word" instead of "A Capital at the Start of Important Words".

How to Help


  • Use Title Case for your headings (and elsewhere).
If you want the headings to be all-caps in the finished product, just let your layout artist know. And if you'd prefer to compose your document with all-caps headers for the look and feel of it, I suggest seeing if your paragraph style settings will allow you to make headings all-caps automatically.


Tags


Another way to mark out special text and make sure it's not missed is to use tags — for example, calling out an example by putting [[EXAMPLE]] before the example text, and [[/EXAMPLE]] at the end. This is particularly useful for calling out "floating" sidebars and tables that will exist outside the normal text flow.

The layout artist will search for these tags and extract the text, turning it into a sidebar or whatever and deleting the tags.

How to Help


  • Choose a distinctive way to call out tags, and use it consistently
Unusual combinations of punctuation are usually best, because they're easy to search for and won't appear in general text. [[Double square brackets]] are a common choice. Use the same bracketing for all your tags, regardless of whether it's a [[SIDEBAR]] or an [[EXAMPLE]].
If you use tags for stuff like examples, and maybe even bullet lists and such, then you don't need to worry about using custom paragraph styles for them. Using tags is better than just using word-processor formatting to distinguish different sections (such as indents and italics), but it's not as good as paragraph styles. 
Paragraph styles rock, and you should definitely learn how to use them if you don't already know.


Character Styles


You can think of character styles an exceptions to the basic paragraph formatting. So this is a basic paragraph, but this bit has an italic character style applied.

When you import a document into InDesign, character styles sometimes come through and sometimes fall off, much like bullet lists. Even when they do come through, if they aren't attached to a character style, they can easily fall off during general text processing. There are work-arounds for the layout artist, but they can be a bit fiddly and may cause other issues.

How to Help


  • This is really an optional step, but if you use a lot of bold, italic, or bold-italic text for emphasis, you might consider setting up character styles and applying them to your bold, italic, or other unique text when it appears in otherwise ordinary paragraphs.
There's no need to apply "bold" to all your headings, though. Just apply character styles whenever they are an exception to the surrounding text.


Tables


If it's not supplied in the right format, information in tables can be fiddly and require close attention to detail. But when information is supplied correctly, tables are a breeze.

How to Help


  • There are two options for tables. You can just use your word processor's tables to format your information. Don't worry about making them look pretty; the main thing is that everything's in the right place. When they're imported into InDesign, the designer can just change the table and cell style settings to format everything nicely.
  • The other option is to use plain text: put a carriage return at the end of each row, and separate columns with tabs (you don't need a tab before the start of the first column). It doesn't matter if the columns don't appear to line up visually; they will do once the text is converted to a table.
If you go with the plain text option, I strongly recommend flagging the tables with tags as discussed above. 
  •  Very optionally for both options, you can also use custom paragraph styles to flag table text. I use five styles for most games: Table Body Left/Centre (sometimes also Right), Table Heading Left/Centre (for the column labels), and Table Title. Doing this at the manuscript stage is going the extra mile for your layout artist, and it's not something I would expect a client to provide unless they were tremendously keen on pre-formatting.


That's everything for now! Did I miss something? Any questions, comments, corrections, or suggestions? Let me know in the comments and I'll see what I can do.

Wednesday, 12 March 2014

Breaking the World

Since one of the main players in my last Apocalypse World game has bowed out, it doesn't look like The Pit is going anywhere. I am starting to feel the desire to MC another game though.

Last time, I had problems getting the players to feed me enough information about the shape of the world. I mainly wasn't asking the right sort of questions; they were too open, leaving people floundering for a good answer, and often letting them put their characters in comfortable situations. I didn't ask enough leading questions that channelled or suggested an answer, and I didn't pop any situations on them as fait accompli - I always gave them the option to demur and deny what I was offering.

I'm never sure how to set up the actual world for Apocalypse World. Asking the players what the world's like seems to mainly result in not-very-weird post-nuclear-war worlds. I don't want to come to the table with a complete pre-built world, but I may approach the next game with an apocalypse in mind so I have something to fall back on and colour my input. Of course, if the players come up with something of their own, I'll run with that instead.

Another thought I had was to use the same sort of list Hardholders use to define their holding - get the group as a whole to pick options off a list and discuss them to establish what's fundamentally wrong with the world. I based the options off the lower tiers of Maslow's hierarchy of needs.

There’s never enough - food, water, shelter, comfort. People take what they can from those who can’t hold onto it. Everything decays, and the only thing that stays the same is the fact that nothing else does. 
The world is broken in other ways too - wrong, dangerous, fundamental ways - and people adapt as best they can. As a group, answer 3 of the following questions, talk about the whys and the wherefores, and also what you can do to safeguard yourself:
  • What makes breathing a problem sometimes? 
  • Why is the water supply hazardous?
  • What’s wrong with the food supply?
  • Why do you need protective gear to go outside?
  • What makes trying to have kids difficult?
  • Why can’t you stay in one place for very long?
  • Why can you never let your guard down?

What do you think? Are there any other questions you'd add to the list? Would you frame the options differently? Keeping in mind that it's basically world-building training wheels for me as an MC, do you think the whole thing is an unnecessary exercise? How do you do it? Is there a better approach?

Tuesday, 14 January 2014

Ghouls for Savage Worlds

Reading through the Rippers bestiary, I was disappointed to find no Ghouls - so I made my own.

Since reading up a little on Persian mythology many years ago, I've always been quite partial to the Arabic ghul - not an undead, but an inhuman creature that feeds on the dead; that cannot starve to death but becomes increasingly emaciated; that has broad soft feet that don't leave footprints on sand; that can imitate a human; and that can turn invisible when standing still.

My Ghouls come in three versions - Sated, Hungry, and Starving. Sated Ghouls are tougher, but the hungrier they get the faster and more vicious they become. They excel as ambush predators, often waiting underground or simply invisible in plain sight until their prey moves within reach.

Ghoul

Split attributes are for Sated/Hungry/Starving Ghouls.

Attributes: Agility d6/d8/d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6/d8/d10, Stealth d10+2, Notice d8/d8+1/d8+2
Parry 5/6/7, Toughness 8/7/6, Pace 6+d6/8+d6/10+d8

Special Abilities

  • Burrowing (4): Able to dig rapidly through dirt, sand, mud, and clay. Ambush (Stealth vs Notice) for +2 Attack and Damage (+4 on a Raise).
  • Darksight: No vision penalty from darkness.
  • Fade: In a turn where it takes no actions (including reactive or free actions), the Ghoul can choose to turn invisible, fading into the surrounding scenery. -4 to Notice and subsequent attacks - but if attacked the Ghoul must move to defend itself and therefore becomes immediately visible.
  • False Visage: The Ghoul can pull its face into the semblance of a human face, and imitate a human gait, but it will not stand up to close inspection; Notice at +2 will reveal its inhuman nature.
  • Grasping Teeth: Str+d6 Damage.
  • Rubbery Hide: Armour +2/+1/0 (calculated into Toughness).
  • Sand Feet: Stealth +2. No Pace penalty on soft sand, thick mud, or snow.

Wednesday, 19 June 2013

Apocalypse World: Sorting the MC Moves

I posted this on the G+ Powered by the Apocalypse group, and it seems to have met with general approval (or at least no negative feedback) so I thought it would be worth doing a blog post on!

Last night I was preparing for tonight's Apocalypse World game, and going over the events and decisions I'd made while running tremulus the night before.

I wasn't really happy with some of my choices of Keeper moves (the MC in tremulus). I find that during play, I have trouble holding all of the MC moves in my head at once, which interferes with my ability to make a decision at the table without always picking the most obvious thing or spending ages going down the list. 

So I sorted them into categories. With only seven broad things to remember, I'm hoping I can juggle them more efficiently during play.

Positioning - separate them, capture someone.
Portents - announce future or off-screen badness.
Harm - trade or inflict harm (as established).
Stuff - take away, make them buy, activate downsides.
Choices - spell out consequences, offer an opportunity, put someone in a spot.
Reversal - turn their move back on them.
Fronts - make a threat move.

Now I have a shorter list to look over, and I should be able to winnow the choices down more quickly by considering which categories are suited (or totally unsuited) to the current situation.

What do you think? Would you organise them differently? How do you remember the MC Moves and make your choices at the table?

Tuesday, 19 February 2013

Smallville Resources

A while ago, I posted some resources for my SamuraiVille and piccoLaguna hacks. Since I'm just gearing up to run an online Smallville game, The Complex, I thought I'd share some more general Smallville resources I put together. These are of course offered for general use, no strings attached, since I don't have any connection to Margaret Weis Productions.

Pathways Worksheet

Because I've had players try to race ahead or go back and change their minds, I made a Pathways Worksheet to keep track of choices during character creation. This also lets Watchtower audit the sheet and make sure the player's taken the right number of steps. I combined this with an online character sheet, which I could also post if there's any interest!

You put your decision at each stage up the top. Every time you get a new thing, you put its name on the left and put a "1" in the column for the stage you picked it up. Add 1 each time you step something up. The die rating gets calculated automatically (stop when you get to d12!).

PDF Character Sheet

I found that the official character sheets didn't give a lot of room for writing Statements or Specialties, so I created a version with longer lines.

If you space Distinctions and Abilities with two blank lines between them, you can put each Trigger or Special Effect on a separate line.


This is pretty much just an online version of the PDF character sheet, designed for use on Google Drive.

Game Mechanic To-Do List

A simple checklist of Smallville's mechanical functions, designed as an aide for those who want to learn the ins and outs of the system. Once you've done all of these and understand how they work, you pretty much know all of the mechanical functions of the system (let me know if I missed any)!

Monday, 11 June 2012

PiccoLaguna Resources

In May and June 2012 I prepped some game material for a new Smallville campaign, set in a Renaissance Venice inspired fantasy city called Laguna. The title of the campaign comes from "piccola," Italian for "small", and Laguna, the name of the city.

The PCs would all be movers and shakers at the Doge's court. Even someone with humble origins will tend to end up with powerful connections and patrons. The game intended to explore a web of intrigue, corruption and deception as the characters vied for power and influence and worked to further their own interests - but at what cost to their entangled relationships?

I still haven't run this game yet, although I'd like to some day. I tried to recruit a different group of players than I'd run through SamuraiVille, but for three weeks in a row I couldn't get more than two of them to turn up at once, so we never even got as far as Pathways.

I'm sharing the resources here in case anyone has better luck than I! Some of them are incomplete, and have entries marked as "???". If they'd come up in play, I'd have figured them out with the relevant player. I'd welcome any ideas for finishing them off.

Pathways


I created a custom PiccoLaguna Pathways chart (which says Piccolo Venezia, my original but obsolete title for the game), which borrows fairly heavily from the original Smallville Pathways. The main difference is that Abilities have been replaced with Offices, and Heritage Distinctions are replaced with Titles.

Distinctions


Bravo (Distinction)

You are a swaggering swordsman with a penchant for picking fights to show off your skill with the blade.
d4: Earn a Plot Point whenever you Choose to pick a fight because of a slight to your honour.
d8: Exacerbate your Angry or Injured Stress to Increase your Injured or Exhausted Stress pool when armed.
d12: Add a d6 to Trouble to ???

Devout (Distinction)

You are devoutly religious. Roll in this die when debating religion, recalling scripture, or resisting temptation.
d4: Earn a Plot Point when you Choose to adhere to your faith's precepts in the face of an easier path, or insist that others do so.
d8: Add a d6 to Trouble to Reroll a die when upholding or promoting your beliefs.
d12: Spend a Plot Point to Recover your own Afraid or Insecure Stress through prayer.

Renaissance Man (Distinction)

You have embraced the spirit of the Renaissance, combining the passions of art and science to create a new understanding of the world. Roll this Distinction’s die when you are discussing art or science, trying to understand a new theory or technology, or working on a new creation or invention.
d4: ???
d8: ???
d12: ???

Two-Handed Bodyguard (Distinction)

You have studied the use of the two-handed sword as a bodyguarding and crowd-control weapon. Despite its size, you can bring it to bear in virtually any situation, from a narrow back-alley to a broad plaza. Roll in this die when you are fighting with a two-handed sword, or engaged in bodyguard duties.
d4: Spend a Plot Point to Increase your Injured or Afraid Stress pool when armed with a two-handed sword.
d8: When using your sword in an open area, Spend a Plot Point to cancel any Aiding dice your opponent gained from other characters who are engaged in combat with you or those you are protecting.
d12: When Aiding another character with your sword, Spend a Plot Point to Reroll your entire pool, handing over your new highest die.

Titles


Noble Title (Heritage Distinction)

You have earned or inherited a title of some sort, making you a privileged member of the aristocracy - anything from a knight to a Prince. Roll in this Distinction’s die whenever you are lording it over your lessers, or when you exercise your authority to get what you want.
d4: Earn a Plot Point whenever you Choose to step on someone’s toes to get what you want.
d8: Spend a Plot Point to Reroll your Title’s die in a Test or Contest involving authority.
d12: Add a d6 to Trouble to Use a Special Effect from a Linked Office you don’t have.
Limit: God
Linked Offices: Civic, Military.

Offices


Special Effects

  • Automatically gain a new SFX at Office ratings of d4, d8 and d12.
  • SFX can also be bought with Growth dice as usual.

Civic or Public Office (Office)

You have either been appointed to a civic office, or elected to a public office, either of which grants you power for as long as you can hold onto it. Different Offices will have different purviews and commensurate Special Effects. Positions may include Treasurer, Spymaster, Ambassador, Chancellor, Magistrate, and many others. Roll in your Office’s die whenever you are dealing with issues covered by its portfolio.
Special Effects: Spend a Plot Point to:
  • Get Aid from an exhausted Resource related to your Office.
  • Generate a d10 Useful Detail related to your position, such as official documents.
  • Find out what’s going on in a different scene, thanks to your information network.
  • Deputise another character as an agent of your Office for one episode, at a d6 rating.
  • Issue a decree or by-law, which remains in effect for the rest of the episode.
Limit: Official Documents

Ambassador (Office)

You are an ambassador, a representative of a foreign power, charged with championing your state’s interests at court. Roll this Office’s die when lobbying for your state, when arriving at a diplomatic solution, or when manipulating the situation to your advantage.
Special Effects: Spend a Plot Point to:
  • Generate a d10 Useful Detail related to your position, such as official communiques from home.
  • Add a d8 to Trouble to grant another character asylum at your embassy.
  • Deputise another character as an envoy of your Office for one episode, at a d6 rating.
  • Add a d12 to Trouble to lodge an official protest when a situation turns against your interests.
  • Claim diplomatic immunity to get out of a sticky situation.
Limit: Official Documents

Commercial Office (Office)

You have been appointed as an Envoy to lobby the court and investors for favourable trading conditions, on behalf of a merchant family or powerful Guild. Roll in your Office’s die when negotiating trade terms or discussing financial arrangements.
Special Effects: Spend a Plot Point to:
  • Generate a d10 Useful Detail related to your position, such as a contract.
  • Find out what’s going on in a different scene, thanks to your contacts.
  • Grant another character access to a 2d8 Resource, good for one use only.
  • Bribe an Extra to let you in somewhere you’re not meant to be.
  • Arrange for someone or something to be transported into, out of, or around the city in secret.
Limit: Signed Contracts

Military Office (Office)

You have been granted command of an armed force, whether it be elite guardsmen, rank-and-file soldiers, mercenaries, or militia. Positions include Admiral, General, Captain and so on. Roll this Office’s die when dealing with those under your command, or when administering military matters.
Special Effects: Spend a Plot Point to:
  • Generate a d10 Useful Detail related to your position, such as official documents.
  • Find out what’s going on in a different scene, thanks to your network of underlings.
  • Deputise another character as an agent of the Military for one episode, at a d6 rating.
  • Commandeer a building or vehicle for security purposes.
  • Call on Reinforcements (Fighting, Security) 2d8 for one scene.
Limit: Direct Orders from a Superior


Doge (Office)

Through a council of electors, you have been chosen as the Doge, de-facto ruler of the city-state. This is a position of great responsibility - politically, ceremonially and militarily. In foreign affairs, you are given the stylings of a Prince. However, this Office comes with many responsibilities and restrictions. Roll in this Office’s die when administering internal matters or affairs of state.
Special Effects: Spend a Plot Point to:
  • Get Aid from an exhausted Resource related to your Office.
  • Generate a d12 Useful Detail related to your position, such as official documents.
  • Add a d10 to Trouble to revoke any Title or Office (apart from Religious Office) for the remainder of an episode.
  • Grant another character a d8 Civil Office trait for this episode.
  • Issue a decree or by-law, which remains in effect for the rest of the episode. This can overrule any other decree currently in effect.
Limit: Scheduling - Earn a Plot Point any time you must leave a scene early on, due to official business

Religious Office (Office)

You have been inducted into the Catholic Church as a priest, bishop, archbishop or cardinal. Roll this Office’s die when dealing in religious matters, performing ceremonies, or debating scripture.
Special Effects: Spend a Plot Point to:
  • Reduce an opponent’s Clergy rating for an episode (treat this like Reducing Stress, depending on whether their Trait is less than yours or not).
  • Get Aid from an exhausted Resource related to your Office.
  • Generate a d10 Useful Detail related to your position, such as a holy writ or ceremonial item.
  • Excommunicate any character who is not a member of the Clergy.
  • Extract a confession from a character who is not a member of the Clergy (requires a Contest against a Feature or Lead).
Limit: ???

Tuesday, 5 June 2012

SamuraiVille Resources

By the end of the SamuraiVille campaign, I'd put together a few original Assets to reflect the setting and the nature of the main characters. Feel free to use these, wholesale or just as inspiration, in your own games!

Priest (Distinction)
You are a member of a religious order. Roll in this die when debating religion, recalling scripture, or resisting temptation.

d4: Earn a Plot Point when you Choose to adhere to your faith's precepts in the face of an easier path, or insist that others do so.
d8: Add a d6 to Trouble to Reroll a die when upholding the ideals of your sect.
d12: Spend a Plot Point to Recover your own Afraid or Insecure Stress, or to step back the Afraid or Insecure Stress of everyone in the Scene who subscribes to your teachings.

Kitsune (Heritage Distinction)

You were born a fox; long life has transformed you into a yokai with supernatural powers. All have the ability to assume a fox or human form at will, although the human form always features a bushy fox tail. You may be a trickster spirit, or a messenger of the rice god Inari - and all are fond of sweet rice cakes. They are easily panicked by dogs, to the point where they may revert to their true form and flee. Some are said to carry with them a magical gem (Hoshi no Tama) that contains their power.

d4: Earn a Plot Point when you Choose to complicate a situation using trickery or misdirection.
d8: Add a d6 to Trouble to use a Special Effect from a connected Ability you don't have.
d12: Spend a Plot Point to Reveal you know a spirit or supernatural entity with knowledge or abilities that could be useful in the current situation.
Connected Abilities: Shapeshifting, Possession, Dream Manipulation, Flight, Invisibility, Illusions.
Limit: Dogs or Hoshi no Tama (Gear)

Tengu (Heritage Distinction)

Some say that these yokai are the form taken by yamabushi who stray from the true path by developing excessive pride in their esoteric powers. They have crow-like faces or exceptionally long noses, and black feathered wings. Tengu are known for their prowess with weaponry, and some have even trained the great heroes of legend in the arts of swordsmanship. They are also known to cause mischief by possessing people, especially women and monks.

d4: Earn a Plot Point when you Choose to let your excessive pride get in the way, or when you are swayed by flattery.
d8: Add a d6 to Trouble to Increase your Injured or Afraid Stress Pool while using a weapon.
d12: Spend a Plot Point to Reveal you know a spirit or supernatural entity with knowledge or abilities that could be useful in the current situation.
Connected Abilities: Flight, Possession.
Limit: Humility

Iron Will (Ability)

Your mind is a fortress, protecting you from unnatural and malevolent manipulation. Roll this Ability’s die when detecting or resisting supernatural interrogation, manipulation, domination or possession that targets you personally.

Effect: Defense
Descriptors: Mental, Magic, Spirit
Limits: Concentration, Mental

Special Effects: Spend a Plot Point to...

  • Cast out a character that is Possessing you.
  • Decrease your opponent’s AFRAID or INSECURE Stress pool against you.
  • Recover your AFRAID or INSECURE Stress.
  • Reflect a mental Ability back at your opponent (they must Give In or roll against their own result).
  • Shutdown a mental Ability that someone attempts to use on you, for the rest of the Scene.