Forum changes: Editing of posts has been turned off until further notice.
Started by foucalt, October 04, 2005, 02:52:28 PM
Quote from: knicknevin on February 07, 2010, 03:35:52 AMI just recently ran Dwarfs in the Mineshaft at Conception XI, which went down quite well; basically just Ditv with the background stripped out and replaced with the dwarven society of Terry Pratchett's Discworld. No major modding required beyond replacing 'guns' with 'axes' and 'coats' with 'beards.'
QuoteHunchesAny time a character would ordinarily gain Experience from Fallout, they may opt to earn a Hunch instead. Player's can only earn one Hunch, after which more cannot be accumulated until the Hunch is used. Unlike normal Experience perks, once used a Hunch are gone forever.Hunches can be used for 3 Purposes: 1. They can allow a player to unveil a Clue or gain a small hint about a crime scene or ongoing investigation instantly without using sleuthing/deductive abilities.2. They can allow a player to try and guess an opponent's Trait in Conflicts, and if they guess one Trait correctly, they may then roll the number/size of the Dice for the opponent's relevant Trait as if it were their own.3. They can at any time be exchanged (traded in and lost) for a new 1d6 Trait, Relationship or Belonging relevant to the character's behavior and story progression. If a character or the group has completely hit a dead end in an investigation, they may obtain Hunches through a successful Conflict scene against their own personal demons. *Note however, that this can be dangerous because Fallout taken in conflicts against oneself still have the potential to inflict serious damage up to and including character "death" (from stress-related ailments such as heart failure or lasting psychological trauma). Damage taken in "Hunch hunting" is still very real! Instead of gaining "Experience Fallout" the player ALWAYS gains a Hunch in Conflict against their Demon.Giving in to or being beaten by personal Demons also raises the overall Demonic Influence in the story, with consequential bonuses to Demonic villains in subsequent scenes.Legal Themed Elements of CeremonyProducing a Warrant (Search or Arrest) (d8s)Calling a Suspect by Name (d4s)Invoking Legal Authority/Citing a Crime (d4s)Issuing a Pardon (d6)Displaying a Badge (d6s)Reading Suspects Their Legal Rights (d4s)Soliciting a Confession (d6s)Three in Authority (d8s)Demonic InfluenceWhenever a PC calls for a conflict but there is no clear opponent, use overall Demonic Influence (so far for this town or session). Likewise, when a player wants to battle a Demon for a Hunch, roll 4d6 + Demonic Influence.What's the worst the Eyes have seen?Cruelty and Corruption: 1d10Blood: 2d10Depravity: 3d10Butchery: 4d10Madness and Evil: 5d10Cruelty & Corruption: Callousness of society, corruption of morals and ethical standards, wickedness.Blood: Once blood enters a scene. Murder, violence, cutting oneself while shaving. Once blood is spilt the Demonic Influence raises.Depravity: Something more wrong than mere violence. The gleaning of a sinister plot; learning a dark truth; bringing highly distasteful facts to light; stooping to new personal lows. Suffering from crises of faith. Having deranged thoughts and/or acting on them, depending on the character. Butchery: Mass murder. Multiple deaths; uncovering a record of slaughter; acquiring grisly evidence. First hand experience required to elevate the character's Demonic Influence!Madness and Evil: Learning the fullness of the plot. Suffering mental and/or physical trauma. Directly challenging the source of Madness and insanity. Trying to understand the inner workings of a broken mind.