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).
Information about beats can be found here: http://norwichlost.blogspot.co.uk/2018/01/the-heros-journey-beats-experiences.html
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].
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