Bl23.1 stuff

Use nominative initiative. (ie tag)
- where do npcs fit in it?
Any interaction with trust?

See rob Donahue’s blog

http://rdonoghue.blogspot.co.uk/2012/05/index-card-tactics.html

Stats with auto-bonus and state/risk.

Also:
Lists of gods
Family names
Professions

Bl23

Training (all the background stuff)

  1. dead on
  2. tangential
  3. no way

Tools

  1. make up for lack of skill
  2. give near certainty
  3. escalate the scale
    Or does that devalue the fictional positioning?
    Or is it just like more damage?

Tactics

  1. better: discovery
  2. faster: escalation
  3. stronger: demolition

edge (need something starting with T)

  1. give a specific part of yourself to someone specific
  2. what do they want?
  3. what have they given you?

Trauma (damage)

  1. reach 3: fall down
  2. discard a die to burn one off

Decision:

Remove training.
Signature stuff instead. D6 if none, d12 if yes, break on 11+. (removes the partial problem)
6/8/10 for tactics (upgradeable)
10 for talent (upgradable)
3 dice, 3 things.

manoeuvre builds positional advantage, which raises stakes/lowers consequences.
So, earn stuff every session.
Party earns loot/credit.
Spend loot to repair stuff/heal.

Permanently mark off Stuff to:
Add signature stuff, upgrade talents, increase tactics.
Sacrifice trust for more talents?

Need something for like/hate from factions.

Better dangers

Three troubles…

Trouble is possible (discovery)
Trouble is imminent (escalation)
trouble is happening (injury)

Investigate/sneak
Run about/defuse danger
Confront

safe fail = null, tag to next person.
Safe success = win!

Investigate
Unsafe fail= evidence bad has happened, no leads
Unsafe success= evidence bad is imminent, leads.
Or unsafe=observed investigating, opponent reacts

Preempting trouble
Null=trouble still pending
Unsafe success=trouble prevented, new danger revealed
Unsafe fail=trouble matures

Sneak
Unsafe fail=discovery before entry, no clean escape
Unsafe success=discovery after entry, no clean escape

Run away
Unsafe fail=capture, cornered, separated
Unsafe success=pursuit. Out of situation, into new one. Out of frying pan into fire.
Null=pursuit, not out

Prevent imminent threat:
Null=not prevented, still time
Unsafe fail=comes true, full consequences
Unsafe success=stopped at a steep price, often new, slower trouble

Bits to be resolved

1. Pvp
2. Pvp social
3. Powerful enemies
4. Acting against the world?
5. Knowing things
6. Removing harm.. Collateral?
7. Social risk
8. Group sheet- employer trust, other social groups, assets
9. Harm all or nothing? Margin for pvp?
10. Scale? Linear harm/armour/hp? Number of layers?
11. Backstabbing with trust?
12. Harm scale? Coarse? Fine?
13. Resist mental compulsion?

Free & clear? What is everyone involved doing?
1. Pvp margin driven & rare.
2. Roll to set up. Offer carrot (trust)?
4,5,7 Pick the risk? Always some way it could go wrong.
6. Collateral should be rare/gone for competent adventurers
8. Roll vs accumulated hate at session start.
3,10. Harm done. Extra HP/resources. Number of allies. Spend scale/adjectives^2? Or put as front behind dangers? Scale = layers.
13. PvP. Success on compel=hold. Spend to give order. Comply or harm.

Collateral randomly gives a very random feel. Make it more predictable. For competent agents. Wild is ok for amateurs.

Signature stuff – repairs every session.

Change dangers: harm (you, friends, reputation, something you don’t want broken), discovery (of you, your plan, betrayal, new difficulties or foreshadowing), escalation (capture, separation, pending threat happens now)
Dangers should = GM moves.

Spend stuff to avoid danger? Pre-emptive – ie 1 die, no danger?
Eg: armour, sniper rifle, smoke bomb?

everything and the kitchen sink

So, there are a lot of components I want. I can’t have them all.

Game structure
Session/Mission Scale.
Prep Montages
Pre-action resources that need things. each has a cost.
In action resources that break & need repaired.

Trust/Currency
Retro-prep via trust
Group glue/separation mechanic that discourages solo, but permits epic betrayal.

Character components
Resources used for (retro)prep
other resources to use in action
XP – low growth, greater depth.
Supernatural powers that let you (at high risk) do cool things.
iconic character concept as stats (they fight crime)
currency/scarcity
base stats/approaches
domain/class style stats
moves

Mechanics
Need to keep high chance of failure to encourage rerolls.
More->higher chance of big success, not low chance of failure.
Two of:
- varying target number
- vary number of dice
- vary type of dice
Success/failure.
- success/partial/fail
- success/safety separate
- multiple separate.
- side effects?

Prep, pacing and such

So, its a monster hunting/heist caper.

Large scale:
Unresolved trouble builds from session to session.
Need a scarcity/debt/motive mechanic to stop people retiring.

Mission scale.
Prep montage?
Fixed number of actions.
Info, access, resources.
Same ones for retro-prep

Resource domains?
(high society, etc etc)
Retro-prep should invoke these.
Not related to the rest of the system

Action
-setup
-crisis resolution

Stat Pairs

Approach : Domain pairs
Mapping to moves.

Hard Fast Sneaky
Killer Fight Evade Murder
Face Threaten Fast Talk Access
Mastermind Setup Read the Sitch Hit the Net

Risks: Undesired Harm. More Danger. Revelation.
Success: Do Harm, get cooperation, gain advantage/info

Hard Fast Sneaky
Soldier Fight Evade Setup
Street Murder Read the Sitch Access
Socialite Threaten Fast Talk Hit the Net

Murder: attack with risk of secrecy
Access: getting in unnoticed. stealth, disguise etc

Also need:
Credit move. (as use contacts) to get stuff
Help/Interfere – Trust

Moves in cyberworld:
Use Contacts (style)
Fast Talk (style)
Threaten (edge)
Read the Sitch (edge)
Act under Pressure (cool)
Fight (meat)
Manoeuvre (mind)
Research/Hit the Net (mind)
Help/Interfere (redundant, trust)

Stat titles

Fighter/thief/scholar are the concepts.

The labels are:

Tough
Fast
Cunning

Or
Violent
Rash
Devious

With fail prices of:
Damage (self or stuff/ally)
Escalation (frying pan, fire)
Discovery (of your, of betrayal, of mistake)

Use otherkind dice

Ie die for each of:
Power/humanity
Stat
Expertise
Stuff
(contacts should be background for gather info and getting/repairing resources)

Assign dice to:
Success
Consequences (of what the situational danger is)
Safety/sacrifice (from your own approach)

Or:
Success/failure (the situation)
Safety/sacrifice (your approach)