Oct

07

Posted by : Rob Justice | On : October 7, 2009

Before we go on, Control is optional. Ask your game master to determine if you’re going to be using Control or not. Control is exceptionally powerful and could be very easily abused. It does have obvious benefits but it’s not something every group will be comfortable with. This rule is not optional because it’s not a “good” rule. Some groups simply don’t want a narrative play style. Control is presented for groups that want to let their players have a little more say in the game but at the end of the day it’s not truly needed to play the game. Make use of it at your leisure. So, what is Control?

Control is a Meta stat, meaning it’s not something your Character is aware of. Control is equal to your characters Conscience but that is pretty much where it stops being about the character. It represents how many dice the player gets to roll in order to assume narrative control of a story. It no longer represents a success/failure rate but an ability to assume control and state facts. The target number for all control rolls is 5, and that allows you to narrate one single fact. For additional facts you must raise the target number before the dice are rolled, for every interval of 5 the target number is increased you may narrate one additional fact. Make sure you read that correctly, you determine BEFORE you roll what your target number is. If you make it, you get everything, if you don’t then you get nothing.

Oct

06

Posted by : Rob Justice | On : October 6, 2009

Supernatural the Party Game is a variant game inspired by Mafia (Werewolf, Assassin, or a billion other names for the same game) where you take control of characters from the Supernatural TV Series. There are two teams, Hunters and Demons, both vying for control of the world. There is a sort of third team, this team eventually picks a side but they start off as neutral.

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Oct

06

Posted by : Rob Justice | On : October 6, 2009

Lets just say this now; Ghosts cannot directly touch the world of the living. That doesn’t mean it doesn’t happen. When it does it’s because of another source. Mechanically, Interaction is a cheap way to a character to boost their dice pool. A player can choose to push beyond the veil and affect the world of the living for this boost but they must describe what happens. Some suggestions of effects and appropriate bonuses follow, but feel free to make up your own.

Creating a cold spot      +1

Electrical Disturbances   +1

Creating an EVP            +2

Creating writing            +2

Hurting a living person   +3

Throwing Objects          +3

When creating your own Interactions the bonus should correspond with how adversely the character affects the living world. A character that only needs a small bonus can do simple “haunting” effects but for those that need a big boost for free they can hurt people or destroy places. One die bonuses should be things that aren’t easily detectable, something that would require special equipment or someone to be at the right place at the right time. Two die bonuses are things that anyone of the living could notice and likely be freaked out by. Three die bonuses are undeniable or painful for the living.  You can never gain more than three dice from Interaction, if the player comes up with a really clever interaction feel free to give them some bonus Æther (or just refund their Æther spent for the interaction).

Interactions aren’t free; they still cost Æther but far less Æther then normal. Any Interaction, regardless of bonus, coasts five Æther. It’s the same price as activating a Memory, but cheaper than pure Æther spending. Interactions can be used along with Memories, Investments, or dice gathered by spending Æther as long as the proper amount of Æther is spent.

Oct

05

Posted by : Rob Justice | On : October 5, 2009

Johnathan Eastin stood on his balcony, sipping red wine, looking down at the hive below him. He was captivated by the distance. Miles below him there are millions of people and if he started looking out across Tier 24 he would be looking billions more. He was always amazed by that. Billions of little worker ants toiling for his sake. Eastin was the sole owner of one of the largest non-franchised industrial manufacturing and residential storage companies in the nation-state of Chicago.

“John, come back inside. You’ll catch cold.” His wife beckoned him back into her warm arms.
“In a minute dear, I’m enjoying the night air.” John smiled, grateful for his wife.

He would only dally a minute more, the sun had recently set and he had a big night ahead of him. Tonight was a grand banquet in his honor, celebrating seventy five years of successful leadership of one of the largest industrial manufacturing plants in the entire nation of Chicago. John was proud of that too. He took formal control of the company when he was only seventeen and this company had been his life ever since. Ninety two years old, still looking twenty five, and the sole owner of a successful company. Yeah, John was proud.

John walked back into his corner suite and closed the sliding glass door behind him. His wife, Loryan, was already half dressed for the party, her chestnut hair falling loosely down her back as she fixed subtle diamond studs to each ear. Her dress was white silk with splashes of light purple running vertically up the sides, strapless, elegant. Every single time John looked at her he was taken by her beauty.

“You look…” John paused for a long moment “Lovely.”
“It’s not you that I need to impress tonight, it’s those greedy investors after our fortune.” She replied clipping the last earring closed.
“You should worry less about the bank and more about the church. You know they hold real power.” John said as he put his wine glass down.
“A bunch of old doddering fools worshiping the false idea that there is a benevolent being controlling all of us.” Loryan cursed, hating the idea of religion and angered even more because her husband disagreed.
“You know it’s not about the God but the Father, honey.” John said, ever patient with his young wife’s rash outbursts, still smiling.

The two finished getting ready. John wore a traditional black suit with dark purple bow-tie, his long black hair tied back. Loyran got after him to cut it from time to time, saying was unbecoming of a man of his age. John told her time and time again that its his hair, he’ll do as he pleases, and at his age he’s allow to have long hair. The general conversation was light, the almost forty year age difference made them not always see eye to eye.

They finished getting ready and left their suite, arm in arm. John flagged down a rickshaw and the couple set off through the winding corridors of Tier 24. It took them over an hour to ride to the banquet hall, having to descend three Tiers to do it. Loryan, as always, was nervous about surface gas seeping up to their level. She never liked being on any Tier under twenty. John assured her that the gasses never make it higher than Tier Ten. She still worried.

The rickshaw pulled up to the front door of the hall and John over tipped the driver. He always did. This didn’t sit well with his wife, she thought he wasted his money, but it made John feel good. This driver had a wife and kids. It was hard work for crap pay and John had a soft spot for the little guy. A trait he learned from his mother.

John and Loyran walked into the hall arm in arm. No sooner than they walked through the door were they greeted by the cheers of hundreds of friends and coworkers. They split up, a political tactic used to cover more ground, and began mingling. John made his way left, towards the buffet with the intention to start this evening off with a snack.

That was when the lights went out. The room was covered in blackness for what felt like an eternity but was only a few second. Then the yellow emergency lights flooded into the room with a dull buzz. Panic hit the crowd. The panic of a room full of high Tier nobles that have never had to deal with a real emergency before. Then a voice, unnaturally amplified and echoing around the room, rang out.

“Johnathan Clinton Eastin the Second! Your seventy five years of tyranny are coming to an end tonight! Troops! Move forward!”

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Oct

05

Posted by : Rob Justice | On : October 5, 2009

Investments are another way to get dice but Memories and Investments do not add together and cannot be both used on the same roll. Investments can be used with other means of gathering dice, just not Memories. Investments also can’t be used with other Investments, only one Investment per roll. Investments are bought by spending Æther but after that they don’t cost Æther to activate. Investments are expensive but if a character doesn’t have a memory they can be an exceptionally powerful asset.

The cost of the Investment is determined by a two factors, its rating and its range. The rating is how many dice the Investment adds to the character in any check it makes with that investment and the range is how close or far the character needs to be to his Investment in order to use its power.

Every rating point costs five times the rating in Æther and the cost is accumulative, meaning you must have a rating one before you can buy a rating two. For a one point rating it costs five Æther. If the character wishes to turn a one point into a two point it costs an additional ten points of Æther. If the character wants to make a brand new investment starting at rating three it’s going to cost thirty points of Æther, five for the first, ten for the second, and fifteen for the third. The maximum rating for any Investment is Five and is limited by the items Size.

Portable items are Size 1. Small but stationary items are Size 2. Anything human-sized are Size 3. Objects larger than a person but smaller than a room are Size 4. An entire Room is Size 5. Investments are always objects on the other side of the veil, in the lands of the living. As such, a character can not carry an Investment around with them.

Range costs five points per ten feet and like rating it is accumulative. Five points will setup a ten-foot Investment and an additional ten points will turn it into a twenty-foot Investment. For a brand new fifty foot Investment it’s going to cost seventy-five Æther! Of course, you can always choose to not spend points in Range, in that case the Investment can only be used when you touch the object in question. There is no limit to the maximum Range of an investment but there are a number of things that can stop the usage of an Investment, such as doorways, running waters, and special sigils inscribed by the living.

You can only have a number of Investments equal to your Conscience Power score and you must nullify your Investments before you can raise you Conscience. In order to nullify an Investment you have to spend ten Æther points and the Investment is nullified. Characters can only nullify their own Investments, never those of other characters, but living people can sometimes destroy or exorcise Investments and forcibly nullify them.

Thematically Investments allow a ghost to return a place or an object to the physical representation that they remember from their past. This is why a creepy old mansion might be haunted, because to the ghost it’s not worn down but in fact as posh as it was they day they lived there. A creepy looking doll in the real world might… well… its likely to still be a creepy looking doll to the Ghost.

Oct

04

Posted by : Rob Justice | On : October 4, 2009

Why do ghosts gather into groups? Simply because they are stronger in groups, groups they call Haunts. Whenever two or more characters decide to work together they can gain a bonus from each other. This bonus is only granted when both parties are willing to help each other; no one sided bonuses. The bonus is based on of the Conscience of the character granting the bonus, not the character getting the bonus. The bonus is one-half of the granting character’s Conscience score. In order to grant the bonus in the first place both characters must spend two points of Æther (two from the granter and two from the benefactor) , paid per roll. This opens up the two-way Haunt and gives both parties a bonus equal to the other character’s Conscience. Also, both parties must be able to see each other. Characters can form Haunts with as many other characters as they can afford to pay Æther for but they can never gather more than five dice from Haunt bonuses. This means the higher Conscience characters tend to form smaller groups than lower Conscience characters, simply because there is less benefit for it.  Below is a chart illustrating Bonus at Conscience level.

Conscience

0

1

2

3

4

5

6

7

8

9

10

11

Haunt Bonus

0

1

1

2

2

3

3

4

4

5

5

0

Oct

03

Posted by : Rob Justice | On : October 3, 2009

Memories are your basic skills; they are the best way to get dice without spending too much Æther. Five Æther and you can roll a Memory, all the dice. Of course, your Memories are limited and the higher your Conscience gets the weaker your memories become. You can have as many Memories as your Conscience score but your Memories can only be as powerful as 11 minus your Conscience score. The chart below visually illustrates those limitations.

Conscience

0

1

2

3

4

5

6

7

8

9

10

11

Memories

0

1

2

3

4

5

6

7

8

9

10

0

Power

0

10

9

8

7

6

5

4

3

2

1

0

There are three parts to every Memory: the Memory itself, the emotional resonance, and the rating. The memory is a simple phrase, comment, or statement that your character knows. All of your Memories come from your time when you were alive and the Memory itself is the written representation of that. Below are examples of Memories:

I remember the first time she kissed me.             (Love)         2
I remember the day we were married.                 (Joy)          1
I remember when I found her with another man.   (Surprise)    1
I remember that I found him alone one night.       (Anger)       4
I remember how he stabbed me in the heart.       (Fear)         2

The Emotional Resonance, there are six Emotional Resonances Love, Joy, Surprise, Anger, Sadness, and Fear. These are pulled from an article written by Parrott, W. in 2001. Parrott classified the six primary emotions with secondary and tertiary emotions. While this game doesn’t deal with the secondary and tertiary they can help better understand what the primary encompasses.

The last part of every memory is the rating. The rating is from one to ten and is limited by your Conscience score. You can never have a memory more powerful then 11 minus your Conscience score. Every character has ten points to spend on memories, limited by how many memories they have and how powerful those memories may be.

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Oct

02

Posted by : Rob Justice | On : October 2, 2009

An audio promo for 38-919-121 can be downloaded & played here.

Oct

02

Posted by : Rob Justice | On : October 2, 2009

As you may or may not know, I’m running a Houses of the Blooded Play by Post game over on our (Bear Swarm!) message boards. Recent developments have got me thinking about something. Real quick synopsis: One character walked over to another and insulted him, blatantly, without preamble or build up. Just called him out. The other character claimed insult and the antagonist said he was sincere, Throwing Insult. This launched us into a discussion about Ven and how they handle things. If the Insulted should have called for a Jury to Duel, if Throwing Insult was even proper in this junction. I compared the Ven to High School Students. They are petty, vindictive, egotistical, and emotional. They have rules that they play at adhering to but then they break them constantly. The more I thought about it, the more Ven started looking like spoiled high school kids… in a certain light. With that in mind I present a small system hack for High School of the Blooded.

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Oct

02

Posted by : Rob Justice | On : October 2, 2009

Conscience is a measure of your character’s power level. It determines various facts about your character, most of which will be covered later. Conscience is rated from 0 to 11, although you can only remain active between 1 and 10. Once your character reaches Conscience 11 they “Go White” and transcend to the next plane of existence, if your character drops to Conscience 0 they “Go Black” and descend into madness and evil. More on all that later.

Conscience can be used for a quick boost to your dice. You can roll a number of dice equal to your current Conscience rating on any roll, the costs is five Æther but afterwards your Conscience drops one point.

Conscience can be lowered for a number of reasons or by simply choosing to lower it. A player can only opt to lower their Conscience once per game session for free but it can be forcibly dropped multiple times. Whenever your Conscience drops you lose a Memory of the player’s choice.

Conscience can only be raised after nullifying an Investment and spending forty Æther (a total of fifty Æther points, ten for nullifying and forty for advancement). A player isn’t limited on how many times they can raise their Conscience a session but it is never forcibly raised.