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- CHIRIRIRIRIRIRIRIRI~
- Dresden Files RPG as a base system
- ~Aspects~
- 7 total aspects
- 1 High Concept Aspect:
- Acts similarly to obsession in UA in that if you ever end up a magick user, your high concept must reflect that
- Compels on High Concept reward 2 FP by default and require 2 FP to refuse
- 3 Background Aspects:
- Tied in to Rage, Noble and Fear passions (what inspires someone to those reactions and what happened to them to cause them to react in that way)
- One of these must be a DFRPG style "trouble" aspect
- Note that filling up madness meters sufficiently bars you from access to these aspects.
- 3 Free Aspects:
- All of these must feature guest starring in some way - necessary to make connections due to the larger cast of a pickup game
- ~Skill System and Stunts~
- DFRPG as a baseline for both
- Leave open the possibility of homebrew/custom skills and stunts due to a steampunk-ish setting
- ~Stress, Consequences and Refresh~
- DFRPG as a baseline for personal consequences
- Kerberos Club for collateral consequences *note: since these are essentially consequences on the setting PCs shouldn't get FP for these
- The basic units of time in the campaign will be Sessions, Locales and Arcs. Sessions are self-explanatory. Each time the train makes a set of stops in a region, small country, or even an extended supply stop at one large city, it is considered a Locale. A typical Locale will contribute two to four Sessions. Arcs represent a larger period of time, when the train has gone through two or three different Locales.
- Refresh occurs upon the Express arriving at a new Locale.
- Mild consequences will resolve themselves each Session.
- Moderate consequences will last roughly the time spent in a particular Locale.
- Severe consequences will last for the entirety of an Arc.
- Particularly long times spent within a region or small set of stops may count as an Arc instead, or count as multiple Locales at the least.
- Madness Meter from UA in addition to mental stress/consequences track. The former represents more long-lasting gradual changes to a character and how life on the Express changes them while the consequences and stress tracks are more like short-lived mental shocks for the most part. Someone may have a temporary phobia of spiders that goes away after they leave the region of horrible giant spider monsters, but their disposition toward violent, unnatural things is unlikely to change so easily.
- ~Powers~
- Probably preferring to start off characters as mundanes, though minor supernatural artifacts might be a thing instead, though it would sacrifice some of the tone. TO BE DECIDED.
- DFRPG powers as "item of power" as main source of supernatural ability for characters
- Adepts and Avatars from UA (after system conversion) as mid/late game possibilities
- A lot of supernatural presence will be in the form of limited use supernatural items (ex: 5 use skeleton key)
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