"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."
THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.
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.