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  • Patience and haste lead to Clarity. But it;s something to chew on.


    Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
    The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
    Feminine pronouns, please.

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    • Hey Arc do you have a pdf file of all your Paris stuff?


      Fool's Corner Productions: Where we review Video Game, and eventually tabletop RPGs

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      • Originally posted by ArcaneArts View Post
        Patience and haste lead to Clarity. But it;s something to chew on.
        I get that, but you have a benefit dealing with both haste (+1 initiative) and Clarity (re-rolling breaking points), but nothing for patience. Seems like it would make sense for patience and haste to be represented by the earlier evolutions of the mantle, with the Clarity benefit as the culmination.

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        • On Court Creation-The problem with the Rose Courts is that there's a lack of dimensionality to them. That comes from just one set of eyes looking over them and one mind working out the details. The additional perspectives allow for the courts to be far more dynamic and fleshed out.

          As a rule, the Storyteller is an arbiter in all things. The group throws out things into the stew, and the storyteller picks out a thread from them and begins weaving a pattern out of them, with the advice of the group. It's a group activity, but the Storyteller has the final say on things.


          Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
          The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
          Feminine pronouns, please.

          Comment


          • The Blue Rose Mantle brings up a weird quirk of the Court Creation system; why, when designing your Court Mantle, would you opt for the +1 to speed or initiative when you could get a two dot merit instead and take Fleet of Foot or Fast Reflexes for +2? The only reasoning I can think of is so that you could stack the merits with the Mantle bonus, but that seems illogical (or, at least, excessively min-max-y) since it means making the Mantle weaker for most of the Court so that a few characters can squeeze an extra point.

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            • On the Quirk: Yeah, I saw that when I was looking over the Creation system just now. No good way to handle that in the short term.

              On the Blue Rose: Mantle: That's actually a really good point.


              Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
              The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
              Feminine pronouns, please.

              Comment


              • Originally posted by KingCarnival View Post
                Hey Arc do you have a pdf file of all your Paris stuff?
                It's still super messy. I want to go over a few more itmes, clean it, fill in some of the mechanics that are still absent, and get some more write up on the city. I want to make a proper PDF.

                And since I'm making a second city(thinking somewhere in Russia or India), that's gonna be a bit.


                Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                Feminine pronouns, please.

                Comment


                • Originally posted by ArcaneArts View Post
                  On the Quirk: Yeah, I saw that when I was looking over the Creation system just now. No good way to handle that in the short term.
                  I think I'd just remove the +1 option for initiative and speed. Let people take the 2 dot merits if they want. I feel like you should get more out of Mantle 3 than the equivalent of a 1 dot merit.

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                  • Originally posted by Charlaquin View Post
                    (No, actually I'm working on making a few Freeholds for Colorado, and I'm going to have them all use stories that feature Big Bad Wolves.)
                    So, for anyone who might be interested (I know Arcane said he couldn't wait), I am still working on this. It's gone through some changes and it's looking like it's actually just going to be one Freehold instead of multiple, but it also won't be as specifically tied to my Colorado setting, so it will be more easily usable in Werewolf/Changeling crossover games other than my own. I've had a sudden wave of inspiration and it's finally making significant progress, so I will post it as soon as I have a solid first draft.


                    Going by Willow now, or Wil for short. She/Her/Hers.

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                    • Firstly I'd like to say thanks very much for this. I'm in the south west of Australia and always had issues around the seasonal courts since our 'seasons' are limited. I've been developing a new chronicle for a while now and toyed with a few options but eventually went with two courts based on night and day. One court uses the Light/Dark duality while the other side uses Day/Night titles. All to do with the perceptions held and agendas being pushed.

                      I had a few things I was changing, selecting abilities for mantle ratings, contracts for each court and building bonuses based on the time of day all working out of 1st ed. I'm not going to shift to 2nd ed since there are a few core mechanics I don't like much but this Freehold doc will help a lot with fleshing out and organising some of the thoughts I had already. I really want to enjoy 2nd ed but just can't get over a few issues. many of my players feel the same way unfortunately. I'll keep looking at the new stuff coming and hopefully our troupe/groups will eventually consider making the shift. But right now, just don't think we can. Absolutely loving some of the background material and storyteller utility items coming out. And Dark Era and cross-genre stuff...just wow.

                      wave
                      ad

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                      • Um. Okay then.


                        Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                        The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                        Feminine pronouns, please.

                        Comment


                        • Originally posted by Ad1 View Post
                          Firstly I'd like to say thanks very much for this. I'm in the south west of Australia and always had issues around the seasonal courts since our 'seasons' are limited. I've been developing a new chronicle for a while now and toyed with a few options but eventually went with two courts based on night and day. One court uses the Light/Dark duality while the other side uses Day/Night titles. All to do with the perceptions held and agendas being pushed.

                          I had a few things I was changing, selecting abilities for mantle ratings, contracts for each court and building bonuses based on the time of day all working out of 1st ed. I'm not going to shift to 2nd ed since there are a few core mechanics I don't like much but this Freehold doc will help a lot with fleshing out and organising some of the thoughts I had already. I really want to enjoy 2nd ed but just can't get over a few issues. many of my players feel the same way unfortunately. I'll keep looking at the new stuff coming and hopefully our troupe/groups will eventually consider making the shift. But right now, just don't think we can. Absolutely loving some of the background material and storyteller utility items coming out. And Dark Era and cross-genre stuff...just wow.

                          wave
                          ad
                          I don't intend on changing anything I haven't explicitly mentioned yet, but I'm curious, what parts can't you get over? I've found that for some people, these issues aren't actually issues; it's just a little clarity and presentation problem.


                          David A Hill Jr
                          Freelance Writer
                          Independent Game Designer

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                          • So I am working on a Portland Oregon setting, and I am thinking of actually setting the protagonists in Vancouver Washington and having the Portland Freehold being Privateers with a shanghai 1 hapless mortal for every 10 Lost belonging to the freehold, and a single outsider changeling for a group sacrifice for the freehold every year for their Bulwark. A Portland Privateers freehold if you will, filled with selfish, ruthless and pretentious Lost that act as a foil for the PC lost in Vancouver. The Vancouver changelings will hate the Portland changelings because those people are the ones that stole their lives. Possibly the monarchs of Portland get Fetch servants out of the deal. See someone you like, and you're a Portland Freehold member? Catch that person and trade them in to get a fetch version of them that obeys you.

                            Also one of the real life problems of Portland Oregon is human trafficking so this plays into that theme.


                            “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
                            "Virescit Vulnere Virtus" ~ Stewart Clan Motto

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                            • Hope I'm not necro'ing or anything. I found this system yesterday and I decided to do a proper Court system for the fictional town where I'm running my current game.

                              -
                              The Thornwall Freehold






                              The Story

                              This is the tale of a woman. Fleeing persecution for her beliefs, she fled her home. She ran and ran, until one day she found a sacred place. A place of power and wonder. She claimed it as her own, building walls, weaving powerful enchantments and gathering allies. When her pursuers caught up to her, she fought them. She was felled in battle, but her sacrifice won the fight for her people.

                              This is our tale, too. We fled Arcadia. We found this place. We made it stronger. We've woven our spells and built our walls. We've made allies out of mortals, wolves and the undead. Then, every year, we fight. Every year, we sacrifice. And every year, we keep this town safe.


                              The Tale of the Good Witch is as old as the town itself. Indeed, that's more or less how the town came to be. The tale takes different forms, depending on who tells it and the message they attempt to convey. Sometimes, the protagonist isn't even a woman at all. The tale, however, must retain five key parts.

                              The Exile: The tale must always begin with the protagonist fleeing from some great danger she's not powerful enough to face. Often, the protagonist is fleeing from her former home.
                              The Discovery: The protagonist always discovers a source of strength. The source varies, but it usually tends to be a place, often with vaguely religious connotations.
                              The Defence: The protagonist always seeks to protect this source of strength, with long-term defences that will stand the test of time. This is important, for it foreshadows the protagonist's foresight.
                              The Alliance: The protagonist always finds allies, who are invariably very different from her. Emphasis is placed in how they do things she cannot do and vice versa.
                              The Sacrifice: The protagonist always fights her pursuers in the end and always falls. In some stories, she doesn't die, her defeat is instead delivered in a different way. Regardless, the point of this part of the tale is to highlight the protagonist's foresight, foreshadowed in The Defence. The protagonist knows that her personal defeat will secure victory for her alliance, her source of power, and the legacy she's left behind (in the original tale, the legacy was the woman's husband and children).

                              The story has many different versions, and changelings are fond of taking the frame and changing the details as much as possible while still preserving the core five parts.


                              The Bulwark

                              The ritual to keep the True Fae at bay and establish the Bulwark is surprisingly simple. Every New Year's Eve, when everyone is waiting for the turn of the year, the entire Freehold enters the Hedge. Those who are too weak to fight, or cannot do so, stay by the Monarchs' side. Armed with blade and spell, the changelings challenge the Huntsmen and the Gentry, and fight any that show up. This battle is not undertaken lightly. An entire year's preparation go into it, with powerful enchantments, contracts and pledges carefully arrayed to counter any Gentry trickery.

                              For the Bulwark to be effective, the challenge must be issued before midnight, and the battle must last at least until twelve minutes and twelve seconds have passed after midnight. If no Huntsmen or Gentry accept the Freehold's challenge, the Bulwark is completed successfully. Therefore, most years, the battle is quite dangerous as the True Fae give it their all. Changelings tell that at first, the battles were gruesome and bloody, with many of their number falling before the Freehold could retire back to the mortal world safely, the Bulwark completed. However, as time passed, the Courts refined their craft and perfected their mission. They don't seek to kill or even wound the Gentry, they just seek to fight until the allotted time. To minimise casualties, the Freehold prepares for most of the year. Combat drills, magical protections, artefacts of power and pledges of luck and fate, all intended to keep the changeling from being killed or dragged back to Arcadia.

                              It is not uncommon for non-changelings to join in the fight, but it is never asked or even suggested. Some vampires or werewolves fight to get a taste of a Fae's blood or flesh, or a hunter may see fighting the Gentry as the purest form of the Vigil. Those that express their desire to fight are asked to sign up early in the year so that they can attend training and can be granted special protections.

                              Regardless of how the fight goes, once the required time has passed, the Freehold must make a sacrifice. Originally, one of the changelings emulated the protagonist of the tale and remained behind in the Hedge, fighting to the death (though some were, rather unfortunately, recaptured and dragged back to Arcadia). As the Courts perfected their craft, they also found a way to avoid having to sacrifice one of their own. Throughout the year, the Freehold works on a project, usually a spell or a powerful artefact. During their yearly battle, just before they sound the retreat, they sacrifice their prized creation, destroying it in a way that harms the Huntsmen and Gentry they're battling. If this cannot be done, one of the changelings must sacrifice herself or be sacrificed by the Freehold. Should everything go well, then comes a well-practised withdrawal, traps for the pursuing Huntsmen are sprung, the gates are sealed, the walls are raised... and the Bulwark stands for another year.


                              The Courts

                              The Thornwall Freehold's courts are partly based on the tale and partly based on the Bulwark. All four Monarchs rule together as a council. Whenever there is a tie in votes, the most respected Vizier breaks the vote. When no Vizier is available, the most esteemed member of the Freehold (that is seen as a neutral third party) is summoned instead.

                              The Shield Court. The Gray Bastion. The Court of Walls and Gates.

                              "The walls will hold. Even if it kills me, the walls will hold."

                              The Shield Court is the court of defence. It focuses on maintaining the powerful enchantments woven around town, policing the Hedge and casting defensive enchantments upon the warriors before battle. In battle, they use their tough builds, masterfully crafted armour or magical power to protect the main bulk of the Freehold from the Huntsmen's assault. In times of peace, the Shield Court focuses on maintaining vaults and safehouses, selling their services for favours or Pledges, and spending time with mortals.

                              Changelings that swear allegiance to the Gray Bastion tend to be guarded folk. They are so concerned (some would say obsessed) with safety that they miss out on valuable things. They're the ones that triple-check every lock of every door and window. The ones that refuse to take a chance if there's a significant chance of failure. The ones that keep their emotional walls up, even when it's slowly killing them.

                              Court Emotion: Safety.
                              Court Contracts: Contracts of Stone Walls. Contracts of Shielded Hearts.
                              Court Heraldry: Gray, silver and blue as colours. Walls, shields, gates, towers and castles as symbols.


                              Approaches

                              Breach These Walls: Whenever a Huntsman pierces the defences (whether physical, magical or emotional) of a Shield Courtier, he gains one Yearning.
                              The Shield Has Broken: Whenever a Huntsman manages to harm one of the Shield Courtier's loved ones or allies, despite the Shield Courtier's best attempts to protect them, he gains one Yearning.

                              Court Mantle

                              The Gray Bastion's mantle is not subtle. It is clear in its intent. The changeling looks armoured or protected in a way that reflects her talents. A magically-inclined changeling may have shields of force floating around her, while a martial changeling may wear metal or leather armour. Even a social changeling or a pledgemaster may be surrounded by protective voices or long strings of floating words.

                              The Alliance Court. The Verdant Promise. The Court of Pacts and Union.

                              "So, you finally tracked me down. Good job. See those yellow eyes in the dark over there? That's a werewolf. She's with me. Feel the cold in the air? You don't
                              even want to know what that is."

                              The Alliance Court is the court that brings everyone together. It focuses on maintaining long-standing alliances between the Freehold and the other denizens of the World of Darkness, and bringing in new allies into the fold. In battle, they coordinate, lead and support, displaying a keen insight into the nature of synergy. A courtier of the Verdant Promise is well trained in seeing how different types of magic synergise and make each other stronger. In times of peace, the Alliance Court focuses on paying back their allies for their services, maintaining good relations with everyone and mediating in Freehold matters.

                              Changelings that swear allegiance to the Verdant Promise tend to be very good socialisers. Unfortunately, their tempered, moderate views can be off-putting to those that want someone to fully support them. An Alliance Courtier's insufferable penchant for "seeing both sides of the issue" and "not taking sides" and insisting on compromise and cooperation can really rub some people the wrong way. On the other hand, the Verdant Promise can also be seen as distant and manipulating, especially given their court emotion.

                              Court Emotion: Trust.
                              Court Contracts: Contracts of Cooperation. Contracts of Allied Hearts.
                              Court Heraldry: Green, gold and brown as colours. Clasping hands, knots, rings and other bindings as symbols.


                              Approaches

                              Broken Trust: Whenever a Huntsman manages to arrange for an Alliance Courtier to betray (deliberately or accidentally) one of her allies, he gains one Yearning.
                              Sow Dissension: Whenever a Huntsman manages to turn the allies of an Alliance Courtier against each other, despite the Alliance Courtier's opposition, he gains one Yearning.

                              Court Mantle

                              The Verdant Promise's mantle is very subtle. It is the whispers of wise allies, the promise that she'll come for you if you need her, a flower given as a symbol of friendship, a pair of matched gold rings, These subtle things begin to appear around a changeling, tiny symbols of promise, trust, friendship and collaboration, slightly tailored towards whatever allies the changeling herself has made in favour of the Freehold.

                              The Martyr Court. The Scarlet Sacrifice. The Court of Blade and Blood.

                              "I don't think you understand. I don't care if you kill me. I'm going to make damn sure I make as many of you suffer and bleed until you finally take me out."

                              The Martyr Court is the warrior court. Unlike the Gray Bastion's guarded emotions and the Verdant Promise's moderate stances, the Scarlet Sacrifice wears emotion on the sleeve. Martyr Courtiers are known for not holding back, for giving themselves over to whatever emotion they're feeling, and for putting all of themselves in everything they do. No other court matches the Scarlet Sacrifice's passion, nor its faith in the Freehold's ideals. In battle, the Martyr Court is at the front, fighting with all their might against the Huntsman and the Gentry, facing their fears head on and living for that rush of bravery. In times of peace, the Court of Blade and Blood trains warriors for battle, indulges in emotional pursuits (from art to duels to orgies) and seeks to live life to the fullest.

                              Changelings that swear allegiance to the Scarlet Sacrifice tend to be passionate and compelling, if not outright attractive. Of course, it's easy to consider them volatile, dangerous or even deranged. It's rare for changelings outside the Alliance Court to hold an even or moderate opinion on the Martyr Court. Some love them, some hate them, often both at once, very rarely neither.

                              Court Emotion: Courage.
                              Court Contracts: Contracts of Blood and Sacrifice, Contracts of Martyred Hearts.
                              Court Heraldry: Red, pink and orange as colours. Petals, blood, blades, smooth fabric and prostrate figures as symbols.


                              Approaches

                              Blood Spilled In Vain: When a Huntsman gets a Martyr Courtier to sacrifice something valuable (including herself) without a valid, important reason, he gains one Yearning.
                              Broken Martyr: When a Huntsman ignores the sacrifice of a Martyr Courtier or spares her, when it would be convenient for him if he didn't, he gains one Yearning.

                              Court Mantle

                              The Scarlet Sacrifice's mantle changes with the changeling's emotions, its effects unique to each specific changeling. It may be bloody when she's angry, dripping red rivulets down her face and arms, and then turn into a rich crimson silk wrapped around her like a shawl when she's feeling content. It can flare like heavy perfume when she's lustful or become a whirlwind of petals when she's happy. While some may think that such a mantle would be rather telling, the Martyr Courtiers rarely bother to conceal their emotions.

                              The Veil Court. The Violet Shroud. The Court of Secrets and Shadows.

                              "You are never going to find out where I buried the amulet. Now get out of town, before I bury you, too."

                              The Veil Court is the court of guardians and keepers of dangerous lore and artefacts. Over the many, many years since the town's foundation, the changelings of the Violet Shroud have buried secret after secret, concealed powerful relics and mystic incantations. Cautious by nature, the Veil Courtiers are loath to unearth anything they've consigned to the darkness, even if it might solve some predicament. For the Court of Secrets and Shadows, very little compares to the dangers of unchecked magic. In battle, the Veil Court protects the Monarchs and guards the creation that will be sacrificed when the time is right. They are also known for being quite sneaky and performing surprise attacks on Huntsmen and vulnerable Gentry. In times of peace, they strive to find dangerous magic to bury, they keep curious noses off anything important, and they sell their services of concealment to other members of the Freehold.

                              Changelings that swear allegiance to the Violet Shroud tend to be secretive and stealthy. They tend to deal with threats in very final ways, and very rarely do they say everything they know about a subject. It's because of this that they can be seen as arrogant powermongers that seek only to inflate their own importance, suppress anything that threatens them and meddle in other changeling's affairs.

                              Court Emotion: Repression.
                              Court Contracts: Contracts of Darkened Vaults. Contracts of Veiled Hearts.
                              Court Heraldry: Black, purple and white as colours. Veils, earth, tombs, vaults, shrouds and shadows as symbols.


                              Approaches

                              A Secret Uncovered: Whenever a Huntsman unearths something important that a Veil Courtier has concealed, he gains one Yearning.
                              To Lift The Veil: Whenever a Huntsman reveals to mortals a dangerous magic or artefact that a Veil Courtier has hidden, he gains one Yearning.

                              Court Mantle

                              The Violet Shroud's mantle is subtle and hard to spot. It often looks like some purple haziness around the changeling, or perhaps the thinnest and most diaphanous of fabrics hanging from her shoulders. Perhaps it makes the changeling always look slightly shadowed or blurry. In general, the mantle's nature and the specific part of the changeling's body that it attempts to conceal are both unique to each changeling.
                              Last edited by ShadowKnight1224; 12-05-2015, 11:02 PM.


                              My homebrew hub.

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                              • Bumping for upcoming discussion.


                                Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                                The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                                Feminine pronouns, please.

                                Comment

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