Monday, 12 February 2018

Downtimes


Downtimes should be submitted to Norwich.lost.lst@gmail.com 

The Downtime deadline is two weeks following the last Changeling game (3rd Sunday of the month a Changeling game took place).

All players will earn 1 Mundane XP and 1 Wyrd XP every cycle regardless of any input by players. Actions taken during uptime that are reported in downtime, as well as downtime actions, can earn Beats.

Every 5 beats of a type will create 1 XP of that same type. Players may claim up to 7 beats in a cycle (Game + Downtime) of which 5 can be of one type (Mundane or Wyrd).


Debreif:
At the beginning of your downtime please can you give a brief summary of anything significant that happened to your character during the game. We would like the following.

1.       The amount of physical and Clarity damage your character ended the game on.
2.       Are you in possession of anything following the game? I.e. plot items/a Crown/ weapons looted from enemies etc.
3.       Did you make any deals during the game (please also note if these were sealed or not).
4.       Are you currently assigned any conditions (please include source of condition)?
5.       Did you fulfil any aspirations during the game?
6.       Did you gain any beats during the game that you like would to claim?
7.       Is there anything that happened which you feel is significant to your character/character arc which you are not following up in downtime.
8.       Who, if anyone, did you feel deserves a beat for good roleplay and why?
9.       Is there any feedback you would like to give the ST team?

XP spends:
XP spends do not require a Downtime action however you will need to justify how you are acquiring the new skill/contract/merit etc.

If you are unsure on how you would gain a more esoteric item, ask an ST – we are happy to help and point in the direction of the Goblin Market.

Teaching: non-affinity regalia/out of court contracts and out of seeming affinities will require a mentor to teach. The mentor must already possess the benefit they are teaching and must use one of their downtime actions to teach. As the promise to share such knowledge is usually sealed with a pledge the mentor gains a beat for their trouble. A player can teach as many people as they want a single benefit in a single downtime action, whereas the student simply needs to note in the XP spends section what there are being taught and by whom.

DT Actions:
Each player gets 3 actions, which can constitute anything up to two weeks’ worth of effort. Actions should be used either to further resolution of plot or used to acquire beats.

Example actions include:
1.       Completing a task which would normally be an uptime linear.
2.       Conducting an extended action such as a build or research action.
3.       Resolving a condition.
4.       Using social manoeuvring to influence an NPC
5.       Resolving an aspiration. (Note you cannot resolve an aspiration you have set in the same downtime)
6.       An interaction which would provide a non-xp dependent mechanical benefit (e.g. Harvesting Glamour, interacting with your touchstone, healing clarity damage).

With each action please tell us what you want to achieve in a single bolded sentence followed by relevant mechanics you are using. You may wish to write a fluff piece explaining/justifying/characterising your actions to assist ST’s in giving a flavourful response but this is optional.

The Acuity Action (Lost specific action):
In addition to your three regular actions, Changelings also get a venue specific action. The Acuity action (or “Soap Opera” action as the ST’s have been calling it) reflects the Changeling’s attempts to reconnect with their old life and make sense of the mortal realm when the dizzying Glamour of the Fae becomes too much. The Acuity action must be used interacting with the mortal world and must focus on the Changelings relationship with humans (the only exception to this rule is that the Acuity action can be used to interact with the Changelings Fetch as it is an echo of the mortal life they once led).

Example Acuity actions include:
1.       Meaningful interaction with the Changeling’s touchstone.
2.       Interaction with the Changeling’s Fetch
3.       Interaction with a personally significant Mortal NPC

Influences:
Finally you have a freeform 200 words to detail anything that Contacts/Allies/Retainers/Mentors are doing on your behalf. Keep it brief and to the point.
Examples include:
·         Contacts (Crime): Introduce me to someone looking to hire muscle
·         Allies (Police) 3: hand me the evidence for the Water Monarch’s crimes. Using resources 2 to bribe if necessary.
·         Mentor (Professor X) tell me what you know about [insert name/description here].

No comments:

Post a Comment