"Come now my child, if we were planning to harm you, do you think we'd be lurking here beside the path in the very darkest part of the forest..." - Kenneth Patchen, "Even So."
Lost, child? Don't be afraid. You can navigate by using the side bar to the right, under the picture of that curious fellow. Read about what has been written, and what is being written, by looking over the Blog Archive or "Things Lurking in the Dark." Be sure to check out the novella, "Unquiet Slumbers," posted in its entirety.
Thursday, January 29, 2015
Sunday, January 18, 2015
- Conniver—There's always an easier way, one that usually involves someone else doing your work.
- Director—You're accustomed to taking charge of a situation.
- Hedonist—Life is meaningless, so enjoy it as long as it lasts.
- Rebel—No need for a cause; you rebel out of habit and passion.
- Shamanist—You see your killer's role as part of the supernatural order.
- In the presence of another player, decide what Ability and what Trait are suitable for the Challenge.
- If the action is not opposed by another character, engage in R-S-P with another player (this player is not actually challenging you, just providing the in-world “difficulty” and witnessing the result.
- If you have the correct Ability, you win the Challenge with either a “win” or a “tie.”
- If you don’t have the Ability, but you have the Trait, you need a “win” to defeat the Challenge.
- If you win, you succeed in the Challenge. If you lose, you cannot use that Trait again for the rest of the play session. It is considered “defeated.”
- The challenger declares which Ability and/or Trait she will use. The defender selects an appropriate Ability and/or Trait.
- Both sides throw down. If one side has only an appropriate Trait, and not an Ability, that side loses on a “lose” or a “tie.” If both sides have appropriate Abilities and Traits, a clear “win” is needed for victory. NOTE: You automatically lose a Challenge if you don’t have an appropriate Trait.
- The losing side is defeated, and suffers the logical consequences. In addition, the Trait they bid cannot be used the rest of the night, UNLESS…
- The defeated side may declare an “Overbid.” This is a dangerous ploy where he or she bids one or more additional Traits. The opposite side may refuse, and his win then becomes a “tie.” Or he may agree, and match the wager or even counter with a higher bid. This continues until one side backs down or both agree. If one side backs down they lose only their initial bid. If a second throw down occurs, this time the losing side loses all the Traits it bid.