Qualities

Re: Qualities

Postby liahgeron » Mon Mar 04, 2013 4:56 am

For the sake of planning whether or not to take the twist points and start with a money skill vs waiting to buy into one, how much will upkeep cost be in credits? And, similarly, how much for "well fed"? Is it roughly the same as LE? Also, some of the various money skills and some have values associated with them (wealthy) and the rest so not (salaried, 9to5, Industry Standard).
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Re: Qualities

Postby Jacob » Mon Mar 04, 2013 3:10 pm

Regarding the "Speak With Spook" abilities: it's worth noting that the human ability costs double, is considered a "complication" rather than a skill, and expires when the target moves outside of 5-10 feet. If it drifts away and you weren't done talking--you're out another 2 air if you want to keep the conversation going.

Regarding money: the economy is still being hammered out. Just remember that qualities cannot be picked up later on--you get them at character creation or not at all.
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Re: Qualities

Postby redraverfae » Tue Mar 05, 2013 3:22 am

[color=#FF0000]Okay, so I just to make sure I'm doing this right, good sirs and ma'ams...ses. Here is my example below.

I'm only allowed 5 Twist Points (no more) during Character Creation. I can only take Qualities upon CC, otherwise I cannot take them at all.

Therefore:
- Hindrances would be
# Addiction, Level 1, Tobacco(are fake cigarettes props allowed?). TP: 1, CP: +2
# Glass Jaw. TP 1+1=2, CP 2+2=4
# Trick Knee, Level 1. TP 2+1=3, CP 4+3=7

- Complications would be
# Loving Family. TP 3+1=4, CP 7-0=7.

- Advantages would be
# Glutton for Punishment. TP 4+1=5 CP 7-3 =4.


In this version, a character (obviously human) has hit their max TP upon creation (5), and yet still has 4 CP left to play with to add to their potential 40 points they start with.

Is this a correct example?

Who made up the concept of Twist Points, anyway? This is my second time seeing them, so I'm curious. :) Thanks![/color]
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Re: Qualities

Postby Jacob » Tue Mar 05, 2013 3:52 am

I created Twist Points.

The issue with the build you designed is that you gained more than 5 CP from Hindrances.
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Re: Qualities

Postby redraverfae » Tue Mar 05, 2013 3:21 pm

[quote="Jacob"]I created Twist Points.

The issue with the build you designed is that you gained more than 5 CP from Hindrances.[/quote]

[color=#FF0000]OOOOOOH, my apologies. :oops: So it's 5 CP and 5 TP, that's it? Is it 5 CP from just Hindrances, or does Complications work out that way, too? (H+C=5 CP max, or H+C=10 CP max)[/color]
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Re: Qualities

Postby gaelicwolf » Tue Mar 05, 2013 3:32 pm

[quote="redraverfae"]
[color=#FF0000]OOOOOOH, my apologies. :oops: So it's 5 CP and 5 TP, that's it? Is it 5 CP from just Hindrances, or does Complications work out that way, too? (H+C=5 CP max, or H+C=10 CP max)[/color][/quote]

Unless they change any of the Complications, it's a moot point, since none of the Complications give CP this time around. Only [i][b]9 to 5[/b][/i], [i][b]Dreamer[/b][/i], [i][b]Medium[/b][/i], and [i][b]Patron[/b][/i] cost CP. All other Complications are free (at the moment).
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Re: Qualities

Postby Madrigus » Tue Mar 05, 2013 8:05 pm

Are twist points going to do something this time around? I heard that they didn't do anything at LE.
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Re: Qualities

Postby gaelicwolf » Tue Mar 05, 2013 8:51 pm

Well last game Twist Points were a sort of counter on how weird a character was. The more you had, the more weird stuff would target you, and in theory the shorter life-span you'd have. Not having been staff on the previous game, I obviously can't definitively answer this, but I'm pretty sure that Twist Points were merely a a scale on which Plot could look at a character and determine both how weird the stuff happening to them was and how much force the things going after them would use. They were more of an invisible number by which plot said "Oh, Jimmy's only a tad weird, have a spirit go lead him to the woods where he'll have a vision." vs "Oh, Tommy's really screwed, that spirit is going to attack everyone in it's way, torment Tommy, drag him to the evil cult's lair where said cult will eat his face and kill him."

This time, I imagine that they serve a watered down purpose (being on a scale from 1-5). Those without twist points are probably relatively safe, where as those with all 5 are in far more danger (comparatively). But since there' s a limit, I think it's more a method of controlling what people have for bizarre Qualities than having any discernible effect on the game.
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Re: Qualities

Postby Madrigus » Sat Mar 09, 2013 6:15 pm

Well at the end of last game, I asked Alex what twist points did and he basically said that they were forgotten about.

But what you say makes sense.
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Re: Qualities

Postby Molly » Wed Mar 13, 2013 3:26 pm

I've been looking around and haven't seen anyone talk about this (maybe I overlooked it somewhere), but I've been eyeing the Powerful Knowledge complication and I have an idea for my character using powerful knowledge, but I was wondering, does the staff hand the player a card or something with whatever that powerful knowledge is or does the player themselves come up with knowledge and run it by the staff or something?
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