
SpoilerShow
If you think referencing Superman II is weird, I'll have you know that Labyrinth is effectively canon in the default setting.
Not that that will ever have any consequences, seeing how the entire playset revolves around Van being a mecha pilot working for a military that's mean and evil and shit.Stars wrote:Van delivers a report to her commanding officers. They question her every decision, and doubt her loyalties.
She would later cope and seethe on Bluesky.Stars wrote:Dylan rolls for Van’s obligation and gets a 5. Dylan marks 6 minus the result in stress on his sheet, which means 1 stress for Van. She endures the lectures and interrogations silently, her face stoic and expressionless.
I'd be hilarious if she sucked at bossing people around. I mean, she only looks like a Space Marine that loves chicken tendies a little bit too much.Abyss wrote:Hawk confronts Canis after class—she’s sure Canis is a snitch, and is trying to get him to stop.
Abyss wrote:Dylan rolls Hawk’s express, and gets a 2.
Oh, so you can just do a Saving Throw to try and no-sell consequences you just caused? That sounds like it should've come up before.Abyss wrote:Bev describes the consequences of missing the roll: Canis hears Hawk out, but has already given his report to his MCP handler, Cpl. Lynx. Dylan doesn’t want this to happen, so he rolls to resist using Hawk’s stars attribute.
Just give him an atomic wedgie.Abyss wrote:He rolls a 4, which means Hawk takes 2 stress. She still does not succeed at her initial intent. Instead, Hawk can tell Canis is lying—he has not reported yet, but he will if Hawk does nothing to stop him.
That's tragic and all, but all these examples haven't really given us a good view of those "heroic identities".Even the protagonists have moments where they do not live up to their heroic identity.
That pesky society, always holding use backAll the ways they have been taught by their society to hate themselves, and doubt their own truth, compromise them from the inside.
Of course it's that pesky society's fault for you turning into a self-destructive PUR-type, just because you had one too many marching band classesThey indulge their worst impulses, or push themselves to dangerous extremes, struggling with the impossible demands the world has placed on their shoulders.
I wonder where the writers got this shit. It doesn't even appear to be supernatural or anything. You're just having a philosophical temper tantrum.When you fall into eclipse, your inner turmoil and self-destruction manifests. Each playbook has a unique When you eclipse prompt that describes the mindset that takes hold of your character while they are in eclipse. It also includes an escape clause, which will need to be satisfied in order to return to normal.
It's, like, deep, and maybe even symbolic.Eclipse shows us a reflection of the protagonists, but through a broken mirror. A fractured and dysfunctional counterpoint to their identities that threatens to bring about their downfall. It also shows a possible future, a version of reality in which our heroes have turned away from their destiny, and the world is left unredeemed.
You know how Sailor Moon was about saving people from monsters? Yeah, fuck that. This is about getting caught by the pigs in cosplay after hours because you were covering for your buddies who are doing some kind of Scooby-Doo treasure hunt.Abyss wrote:Fawn is running through the university grounds, desperately seeking a place to hide from the campus police.
Oh, so they only take her in for questioning? It's so nice of this fascist police city-state to not have police brutality.Abyss wrote:Anya rolls Fawn’s conceal, but misses the roll. Bev describes the consequences of failure: “Fawn finds a place to hide near the metro station, and lays low for a bit. She thinks she’s safe, but just as she emerges from hiding to hurry to the metro, she rounds a corner straight into a group of cops, who take her in for questioning.”
Is this gonna be like one of those cases where the cops arrest some bitch who proceeds to freak the fuck out?Abyss wrote:“Oh, I don’t think that will end well for me…” Anya replies. She looks down at her sheet, she’s almost at maximum stress, she’s used all her transcendent actions, and she’s separated from her friends. “I guess I have to resist that, but I’ll need to roll perfectly.”
So shit hits the fan as soon as you have 9 stress? So basically two instances of stress damage can be enough to fuck you over if you roll like shit.Abyss wrote:Anya rolls to resist Fawn’s arrest and gets a 1. So much for rolling perfectly! Fawn already has 7 stress, which means marking another 5 will more than fill her stress track. Anya fills the track to 9 stress, and then rolls for eclipse. She rolls her lowest attribute, moon, and gets a 3, which means Fawn is in eclipse.
If, instead, Anya had rolled a 6 for her eclipse roll, Fawn would hang on at the brink of eclipse. Her stress would remain at nine, and Anya would have to roll again the next time Fawn takes stress.
This will probably not get annoying at all given enough sessions.When you fall into eclipse, read the prompt out loud, including the escape clause.
Because fuck having to figure shit out using roleplaying in this narrative roleplaying experienceThis will help everyone at the table to understand the sudden shift in behaviour, and remind them of how they can help your character escape eclipse.
Abyss wrote:Anya reads her eclipse prompt out loud to the other players. “Who you really are clearly isn’t enough; only the mask is worthy of their love. You reject all aspects of your everyday self, and embrace the most superficial aspects of your persona. Give them what you know they want — effortless beauty, and extravagant drama!”
Oh, I bet he loves it when the attention whore becomes an even bigger attention whoreAbyss wrote:Dylan shakes his head, smiling ruefully. “Oh great, an even more melo- dramatic Midnight Quill… Hawk is going to love that.”
Anya will remember that.Abyss wrote:Anya shoots Dylan a look, then continues on, reading the second half of the prompt.
More flowery gobbledygook.Abyss wrote:“You escape eclipse when someone shows you the truth of their heart, and you reveal your identity to them. They add a promise about keeping your secret.” Nobody says anything to this, but Anya can see her fellow players thinking about the escape clause, and how they can help Fawn see that she’s a worthy friend, with or without her mask.
That would be pretty weird tbh, considering this doesn't appear to be some kind of magical corruption. You're just PUR, or @DepressionMuse.Being in eclipse does not mean that your character turns on their friends or suddenly becomes a villain.
"I still enjoy Harry Potter."Though it may push you towards fatalistic choices or reckless behaviour, you are still in control of your character’s choices and actions. Being in eclipse is an opportunity to have your character act out, cause drama, or say things they are normally too calm or shy to say out loud.
If going full retard is the only way to earn XP I'm gonna lose it.Embodying your eclipse prompt earns you xp at the end of session, and you may choose to do this regardless of whether your character is in eclipse or not.
Ah, so it's the difference between overacting and hyperacting.When not in eclipse, you can hint at your charac- ter’s worst impulses, calling attention to the behaviours and feelings described in the prompt. Save the more overt expressions of this inner turmoil for when your character is in eclipse.
I feared as much.Characters can be in eclipse through all phases of play, and remain in eclipse until the escape clause is satisfied.
They will notice it once she starts her school shooting.Abyss wrote:Fawn’s eclipse prompt is about her fearing she cannot live up to her heroic alter ego, Midnight Quill. Anya decides that Fawn will do something dramatic and foolish to prove herself a hero, and waits for the right moment. Meanwhile, she spends all of downtime being overly dramatic and aloof, but everyone is too busy to notice Fawn’s angst. Typical!
Of course this sticks even after the mission. It is only over until Fawn has had her contractually obligated spotlight scene, dammit.While you are in eclipse you use stress in reverse, erasing accumulated stress on your sheet any time you would normally take it. You do not clear stress or your transcendence track at the end of a mission. If an effect causes you to recover stress while in eclipse, increase your stress by that amount instead.
If you actually roleplay it like that.Being in eclipse gives you power, effectively letting you use your accu- mulated stress a second time. This power comes at a cost, however, as in this state your character’s dysfunctional impulses start to over- shadow their virtues.
Amazing. So if no one gets you out of your temper tantrum by appeasing you to your exact specifications, you lose your character because...It also brings risk—if your stress ever reaches zero while you are in eclipse, choose one of the following for your character:Make a new character, who will join the group after the current mission ends. (For more on losing characters, see page 76.)
- They can take no more, and they die.
- They lose their magical powers and return, heartbroken, to mundane life
- They betray their companions and side with their adversaries
They have to have their emotions validated in the correct way.Each playbook has a way to escape eclipse detailed below the eclipse prompt. The protagonists cannot do this alone, though. They will need support and care from their friends to find themselves once more.
And since you can do it anytime, I guess it technically is without consequences if everyone goes about to fix you up ASAP.This can happen in the midst of a tense action sequence, or in the relative safety of downtime.
All aboard the railroad!It is often helpful to discuss what escape might look like for a character in advance, given the circumstances of their eclipse.
Kissing. It'll probably involve kissing.Sometimes escape will require an action roll, but it could also happen as a result of dialogue between characters, or some other fictional circumstance that feels right to the players. Be flexible when assessing what counts as satisfying the escape clause.
Which we will not get into detail because who the fuck cares about monsters are actual villains in a magical girl story?Abyss wrote:Later, Hawk saves Midnight Quill from certain death at the claws of Caspian Hulme.
*porn music intensifies*Abyss wrote:There is a brief moment in which the two of them are alone amidst the rubble of the excavation site.
Very subtle indeed, and not half-assed at allAbyss wrote:Dylan describes Hawk helping Quill to their feet, and the two of them locking eyes while Hawk says “I don’t know what I’d do if someone got you before I could.” She smiles, and lets Quill go, despite her long standing grudge against the masked meddler. Anya sees Dylan subtly setting her up—Fawn can escape eclipse when someone shows her the truth of their heart, and she reveals her identity to them.
Abyss wrote:Grinning, she describes Midnight Quill removing her mask, and pulling a stunned Hawk in for a kiss!
"Have the GM figure shit out."Depending on the circumstances, the director might assign one or more consequences as part of evaluating a roll. They make this assessment using the fictional circumstances, the guidelines of the series in play, and the overall tone established by the group during play.
Thanks for having three distinct degrees of failure that still boil down to GM fiat.The position the roll was made at, and the roll result also factor into this assessment. A desperate action will have more severe consequences than a controlled or risky action. A 1-3 result will carry more severe consequences than a 4/5 result on the same roll. It’s a judgement call that takes a little practice to master.
I'm sure nothing bad will come out of reenacting the T-Rex distraction scene from Jurassic Park with a Tyranid hive ship.Stars wrote:Surt draws the leviathan’s attention to make an opening for Himna to get in close. Anya describes Surt flying past the leviathan’s head at top speed, thrusters flaring white hot as he tries to draw it into a debris field. Anya is choosing to roll flow for the action. Bev says that it sounds like a risky action, with standard effect. Anya rolls and gets a 4, a partial success. This means Surt succeeds in his intent, but his action will also have negative consequences.
Like so.If you tried to rescue a friend who was drowning, maybe you’ve gotten them to the water’s surface, but not yet back to shore.
I see this game supports old-school hireling rules.Maybe someone accepts your offer of cooperation for now, but will watch for opportunities to betray you later.
The fuck does that even mean?Your impassioned plea stalls the monster, but does not redeem its heart as you had hoped.
Great. More rolls means more chances for complications!Stars wrote:Bev might choose to reduce Surt’s effect level as a consequence, meaning Surt only had limited effect. Instead of completing the action in one step, making an opening for Himna will require completion of a clock. Bev makes a new 4-count clock called “The Diversion” and marks two segments. Someone else will have to finish what Surt started.
Does it have to make sense for the room to catch fire?This consequence means new or worse dangers. It might be immediate— maybe a protagonist is separated from their friends, someone important sides with your adversaries, or the room catches fire.
Have I mentioned yet that this book has yet to actually explain clocks to us?The director might choose to advance a clock, instead, to track consequences that extend into the future. Maybe there is a clock for a bridge that is on the verge of collapsing, and the director advances it one step. This will be a problem soon, but for now the bridge holds and the protagonists can try to accomplish their goals before it collapses.
A serious complication is more severe — a protagonist is surrounded by foes, a trusted friend betrays the group, the room they’re in catches fire and the doors are all blocked.
I sure hope whatever you tried to accomplish did not hinge on the room not spontaneously combusting.Whatever the details of a given complication, it should not invalidate or cancel out the effects of a successful roll.
I like how the "reduced effect" includes "will totally try to betray you later", but the "complication" does not.If the protagonist rolled a 4/5 while convincing the ghost of a queen to help them, do not have the queen be plotting their downfall all along. The protagonist succeeded, so the queen will help them, though maybe she demands a favour in return.
I assume "engine strength" is a playset thing? 'Cause I have no fucking clue what that means.Stars wrote:Bev could choose to add a complication. Surt is going faster than he can handle through the debris field, he can feel pieces of debris ripping through the hull of his engine. Warning lights flare in the cockpit, showing the extent of the damage, his engine can’t take anymore of this. Bev tells Anya to remove a point of strength from her engine.
But how much does this fuck up your engine?Stars wrote:If Anya had rolled a 1-3 instead, Bev might choose a serious complica- tion. Surt collides with a huge chunk of debris he somehow didn’t see, and loses all sense of orientation as his engine careens into the debris field. The cockpit goes dark. He will have to get his engine back online, and navigate out of the debris field to get back to his friends, who are still struggling against the leviathan without him.
This sounds like a straight-up failure.This consequence means that the situation changes. Whatever approach was used before will no longer work.
Which probably means more rolls aka opportunities to fuck up.You might still be able to accomplish your original goal, but it will have to be by some new means.
Will we ever get an actual example of this "monster heart redemption" thing? 'Cause all this talk about monster therapy sessions is starting to weird me out a little.Maybe you tried pleading with a monster to remember its human life, but you discover that its heart is closed, and it can’t remember. If you want to redeem it now, you’ll have to try another way, maybe by empathising with it to learn what pain caused its heart to close.
Your engine sucks.Stars wrote:Maybe Surt loses his opportunity. The debris field is too dense, and his engine refuses his controls and veers away. He’ll need to think of a different distraction, or change his approach.
So I guess the ghost queen isn't ready to betray you just yet, but she's thinking about it?This consequence means the protagonists’ actions make the situation more volatile. This isn’t a failure, nor is it a success yet.
Aka you will totally make shit even worse.You can try again, and re-roll your action at a worse position.
If you say so.This consequence creates a sense of an unravelling situation.
This sounds very slapstick-y.While a mission might open with a controlled position, this consequence can take it to risky, and then up to desperate as the protagonists get themselves further and further beyond their limits.
How about shooting at that thing instead of tackling it? It's a giant Tyranid hive ship. I'm sure it can tank a shot or two form whatever the fuck you're armed with.Stars wrote:Bev might put Surt in a worse position. A simple fly-by isn’t enough, Surt will have to collide with the leviathan to get its attention and change its course. Anya can try this new approach, and re-roll the action at desperate. If not she will have to abandon this line of action.
I think I would've like it if all of these consequences had a dedicated paragraph for WTF a failure or partial success means.In the case of a partial success, their action still succeeded (so re-rolling wouldn’t make sense) but the situation is made dangerous by some new problem or threat. This means subsequent actions will be in worse positions.
So these are basically wounds/injuries, with the descriptive shit making this one of the last vestiges of the Fate RPG.This consequence means lasting emotional or physical injury, and possibly death. When a protagonist suffers harm, it is recorded in their playbook at the appropriate level. Harm is recorded as a word or short phrase that describes the nature of the harm.
Okay, I might get "shaken", but I will refuse to accept spontaneous deadly premonitions at my table.Stars wrote:Bev could assign harm. The strain and fear caused by Surt’s reckless flight through the debris field might take an emotional toll, leaving him with level 1 harm ‘shaken.’ If the tone calls for something more significant, maybe Surt saw visions of his own doom as the g-forces pushed him to near blackout during his manoeuvres, and he suffers level 2 harm ‘fatal visions.’
I hope that cockpit is self-sealing, 'cause I'm pretty sure you'd just die shortly after otherwise.Stars wrote:If Anya had rolled a 1-3, instead of a 4/5, Bev might make the harm more severe. The debris which had damaged Surt’s engine might instead pierce the cockpit, and cause level 3 harm ‘shrapnel wounds.
Sounds more like you're very drunk, tbh.The protagonist cannot perform action rolls, unless they receive an assist, or push themselves. In either case, the protagonist does not receive the extra die for their action roll. They also need help to move, are not fully aware of their surroundings, and will struggle to do anything at all until their condition improves.
LMAO. Nigga, why even bother? You fucked.Stars wrote:Later, Surt needs to leave the cockpit and throw himself through the void to board the ICARUS. Anya goes to roll Surt’s flow, which has 1 dot, and Bev points out that Surt has level 2 harm. He is still being plagued by visions of his own doom, so Anya will roll one less die. Anya describes Surt hastily going through emergency decompression procedures in a cold sweat, before gritting his teeth and hurling himself across the gap. Anya effectively has zero dice for this action, so she rolls two dice and keeps the lowest.
I call bullshit on "utter despair" being a level 4. PUR has that like twice per week.Harm Examples wrote:
- Lesser (level 1): drained, scared, confused, scraped, bruised, embarrassed
- Moderate (level 2): exhausted, panicked, cut up, mortified, disgraced
- Severe (level 3): impaled, catatonic, crushed, heartbroken, hopeless
- Fatal (level 4): eaten, drowned, lost forever, utter despair
Why do all of these emotional moments feel so half-assed?Stars wrote:Anya is about to make her roll at zero dice, when Claire interrupts, “Hey, I’ve got a link with Surt, I’ll let you ignore that harm!” Claire crosses off the link with Surt on her sheet. “I think that Surt is about to hurl himself into space when he hears Himna reassuring him over the radio. You’re going to make it, Surt. Just take another breath, and focus. You can do this.”
Well, that's still a 50% chance of getting fucked with no upsides.Stars wrote:Anya breathes a sigh of relief, now she can ignore that harm tag and roll one die, which gives her much better odds of succeeding.
Oh, that's what that weird heart thing was. Okay.You can recover from harm by filling the harm recovery clock on your
sheet.
Fuck your deadly premonition.Stars wrote:During the next downtime phase, Himna helps Surt recover. Claire rolls Himna’s empathy and gets a 6. This advances Surt’s recovery clock by 4 segments, which completes the clock. His only harm is level 2 ‘fatal visions’ which Anya adjusts to level 1 ‘shaken’.
And you want me to risk up to 5 stress damage for this shit?Generally, resistance will reduce the severity of consequences, but not eliminate them entirely. If you were to resist fatal harm, for example, you might reduce it to severe harm instead. Or if a complication resulted in the advancing of a clock by 3 segments, it might only advance 2 or 1. In other situations, a reduction of severity might not make sense, and the consequence is all or nothing.
Fucking GM fiat rears its ugly head again.Let’s say the consequence being resisted is that a monster knocks you off a ledge. When you resist, the director might say that you avoid the consequence completely—you dodge the monster’s swipe, or deftly keep your footing.
Maybe instead, they say you resist it in part—the monster shoves you towards the ledge, but you somehow keep your feet and don’t fall off it. It’s between you and your friends, you’re separated and in a bad spot, but at least you’re still standing.
Why? If it's light-hearted you want slapstick nonsense to happen, no matter what.The decision whether to reduce or avoid consequences completely is really about the overall tone of the series. More light-hearted fiction might see the characters avoid danger completely.
Aka "You figure shit out".As with setting position and effect, there is a larger conversation happening between all the players when we talk about resisting consequences. What makes sense, and feels authentic to the fictional world? What reflects the game’s tone? There are no hard and fast rules for this—though the series playset provides some helpful guidance — instead it is a flexible, ongoing consensus that emerges through play.
So if the GM feels like a dick, he can just introduce as many consequences as he feels like.The director also has the option of assigning multiple consequences. Sometimes this will follow naturally from their description of conse- quences from a roll. Other times, this may be a conscious decision based on the circumstances—maybe they can’t think of a severe consequence and so introduce multiple smaller ones, or a desperate roll is missed at just the wrong time. In situations where the director assigns multiple consequences, the protagonists may choose which ones to resist, and make rolls for each.
It's safe 'cause the cops have shot all the troublemakers.Abyss wrote:While Fawn distracts campus security, Hawk and Raven make their own run to the relative safety of the nearby night-district.
"Get fucked, Hawk!"Abyss wrote:Dylan and Claire make a desperate group flow roll, which goes terribly. Bev describes the consequences: “You’re both running as fast as you can, maybe a little panicked at that, and one of you… I guess Hawk since you’re leading. Right as you reach the edge of campus, there’s a major street, but it’s late so people are driving fast. You burst out into the street, still convinced that you’re being chased, and this car comes out of nowhere. Bam!”
LMAO. What did you do to piss off Bev so much, Dylan?Abyss wrote:Dylan puts a hand over his mouth “Yikes! That’s messed up! Is Hawk okay?”
“Not really, I’m thinking level 3 harm? The car sort of clips Hawk and knocks her to the pavement, you’ve probably broken some bones. The car just speeds off into the distance, and you’re both left there, silhouetted by the street lights as the sound of its engine fades into the distance.”
Abyss wrote:Dylan is taken aback at first, then he remembers that he can do some- thing about it. “Hold on, I want to resist that!”
How gracious of you, BevAbyss wrote:Bev replies “Sure. I think you can drop this to level 2 harm. Maybe Hawk sees the car coming right at the last second, and manages to roll over the hood. You’ll need to roll sun since this is a violent consequence.”
Dylan will remember that.Abyss wrote:“Yeah, that makes sense, and it’s my best attribute!” Dylan rolls 2 dice, and gets a 4. He marks 2 stress on his sheet, as well as the level 2 harm ‘hit by a car’.
That's not what the picture shows, but fine, whatever.Abyss wrote:Instead of Hawk resisting the consequence, Raven could protect her:
Claire proposes to Dylan, “Hey what if I resist the car hitting Hawk instead, like Raven yanks her back at the last second or something?”
"Likes to think she's the one that save people"? Now you're just straight-up mean, Bev.Abyss wrote:“I like that more! Hawk likes to think she’s the one that saves people, I bet she’ll give Raven a hard time about this later, once they’re safe.”
Claire don't give a fuck.Abyss wrote:Bev reminds Claire that Raven is protecting Hawk, so it will be Raven that ends up taking the hit. Claire shrugs and picks up the dice, she likes this turn of the story, a little harm is more than worth it.
Abyss wrote:She gets very lucky, and rolls a critical success, which means Raven recovers one stress, instead of taking any. “Nice! Raven’s pretty tough, apparently.”
Bev got her victory, anyways.Abyss wrote:Bev nods. “She is, but that just saves you some stress—she’s still taking the harm. It’s level 2 now, since you resisted it, so maybe something like a fractured wrist? You pull Hawk out of the way, but can’t stall your own momentum and end up bouncing off the side of the car as it whips past, horn blaring.”
Wait, your transcended? Then why don't you have your dumb breastplate in that picture?Abyss wrote:Raven just took level 2 harm protecting Hawk from being hit by a car. Raven is still transcended, so Claire spends her armour to reduce the harm to level 1. Just as Raven collides with the car, ghostly armour flashes into being around her, and then fades away. She meets Hawk’s eyes, shocked that they both escaped relatively unharmed.
Play stupid games, win stupid prizes.Loss is a necessary outcome for tragic stories. In this game, the protag- onists will often face setbacks and defeat, doubly so if they are unwilling to risk everything to accomplish their goals. If they push themselves a little too hard, though, or take too many chances when the stakes are high, they risk losing themselves.
I think that's what happened to Spoony during his infamous meltdown.They might be consumed by their own inner turmoil, falling so deeply into eclipse as to become a different person, perhaps even becoming an adversary to their former allies.
One could say it kinda dampens the mood.Should a protagonist fall, make space for the gravity of that event. Whatever was at stake in that moment is made all the more signifi- cant if someone sacrificed themselves for it. These kinds of events are transformative to the narrative, and can signal a dark turn in the story.
"Let us all honor our fallen..."For the players at the table, permit everyone a break to reflect, and
grieve. Be conscientious of the emotions of your fellow players, and if
necessary prioritize them over the immediacy of the game.
Remember that harm is not limited to physical consequences — a character can suffer emotional harm to the point of being lost to the story, just as surely as if they had died.
I don't think it's friendly, guys.Stars wrote:The pilots have failed to keep ICARUS away from the Bastion, and the leviathan is advancing at full speed, seeking to collide with the station and destroy it.
Stars wrote:Van comes up with a desperate plan, to fly into the maw of the leviathan and overload her engine’s reactor. The resulting explosion will cripple the leviathan, but it’s a suicide run. Van speaks to Himna over the radio “We can’t save it, Himna. I’m sorry, but I have to stop it.”
Stars wrote:Dylan and Bev talk about the position and effect for this action, and acknowledge that even a success would mean death for Van. Dylan smirks, “Van is a soldier through and through, if she sees no other option, I think she’s willing to do it.”
Did Van know about this "promise"? 'Cause I think she set you up.Stars wrote:Meanwhile Claire looks at her sheet. She wrote a promise, “I will give my life for Van, when the time comes.” She points this out to Dylan, and then describes Himna accelerating past Van, matching her collision course with the leviathan’s maw. “They’ll be lost without you” she says, as she speeds past, “just like I was.”
Stars wrote:Claire makes the roll instead of Dylan, as everyone at the table processes the significance of this choice…
I would've slapped the taste out of your mouth if you went with Himna's long lost twin sister who is exactly like her.Stars wrote:Everyone takes some time after the mission to talk about what happened, especially Himna’s sacrifice. Claire thinks about her next character between sessions, and decides to play something totally different from Himna.
One of those fatal flaws apparently involves having "they/them" pronouns.Stars wrote:She begins the next session of play by making Falin, a failed pilot candidate. They were part of the most recent and advanced batch of pilots that the naval authority manufactured, which according to them had a fatal flaw, rendering them unsuitable for service.
I don't think this secret identity shit is gonna work in a mecha context. Especially not if you have the same base of operations as everyone else. The fuck is that gonna work out in even the short-term?Stars wrote:Thus Falin is out to prove themselves worthy, in the eyes of the naval authority, the other pilots, and themselves. Falin is the Enigma, and when the others launch, they steal a maintenance engine from the hangar and join the fight under a mysterious callsign.
Who the fuck is Hydra?Abyss wrote:Hawk is fighting Hydra in an ancient network of catacombs under the city’s harbour. The catacombs are rapidly flooding after Hawk smashed Hydra through a wall that held back the water. Bev starts a 4-count clock called “washed away” and marks 1 segment. This short clock means there’s very little time left before the water overwhelms them both. Will they finish their duel despite the danger?
Abyss wrote:Raven is composing a piece of music, something that contains all her triumphs and sorrows, to sway the broken hearts of their adversaries. It’s a long term project. After some discussion, Bev and Claire decide that an 8-count clock makes sense.
This would be a "Try to get x successes before the other party does" type situation in a saner RPG.Stars wrote:ICARUS reroutes what power it has left to its engines, and flees into the asteroid belt. Van and Surt give chase. Bev starts an 8-count clock called “the pursuit,” and marks three segments. Bev also makes a 4-count clock called “run to mother.” If the protagonists can fill their pursuit clock, they have ICARUS trapped, but if the run to mother clock fills, ICARUS makes it to the safety of its brood. If both clocks fill at the same time, they trap ICARUS, but its mother comes to its aid, and the protagonists will have a much bigger problem to contend with.
Remember that Sailor Moon episode that was just the BLM riots? Me neither.Abyss wrote:To represent the unrest and protesting in the city, Bev makes a 6-count clock called “uprising.” They start this clock at 4 segments, since the situation is already quite heated. As the story unfolds, certain events prompt Bev to mark or erase segments of the clock. If it ever fills, the revolution begins. At that point Bev might start two racing clocks, one for the revolution overturning the corrupt authorities, and another for the authorities efforts to crush the uprising.
Each playbook has a different list of questions, which reflect the unique perspective that character would have on a given situation. For example, the Guardian can ask ‘Who here is afraid?’ and the Time Traveller can ask ‘What is already in motion here?’ This means that, depending on their playbook, protagonists will only have access to certain types of information.
Abyss wrote:Fawn is nervously flirting with Hawk, their eyes meet and then they both look away.
WTF is this? Just roleplay, you little shits.Abyss wrote:Anya rolls Fawn’s confess to gather info. There is no immediate danger here, so this is a fortune roll. Anya rolls a 4, and chooses to ask “What does Hawk really want?” Dylan answers that Hawk isn’t really flirting, she’s trying to get Fawn to reveal her secret. Anya asks a follow up question “What would it take to make Hawk fall for Fawn, despite herself?”
"I will have your character dead after all, Dylan!"Stars wrote:Van is probing the leviathan’s defenses, looking for an opening or vulnerability using analyze. There is obvious danger here, from the leviathan and its swarm of defensive drones, so Bev says the roll will be risky, with standard effect. Dylan rolls Van’s analyze, and gets a 3. Dylan gets to ask one question, he chooses “Where can I gain an edge?” Bev answers that Van sees a pattern in the swarm’s movements, and that she could exploit that pattern to make it to the leviathan’s hull. However, while Van was so focused on her analysis that she drifted into range of the leviathan’s main weapons, and her HUD lights up with warnings as ICARUS opens fire.
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