[TSOTA] Agent Breakdown

May 5, 2008 at 1:28 pm (TSOTA, TSOY)

I have this idea about assigning character roles in a TSOY game based on Dark*Matter or X-Files via how you were ‘hired’ – if you were a Witness, an Internal Hire, or a Field Agent (something supernatural unto yourself). Witnesses tend to be naive to the true nature of the organization, Internal Hires are much more jaded, and Field Agents used to be hunted themselves and their loyalties are highly questionable and can change over time. However, there are alternate views of these employees: Witnesses are very new to this world and don’t have too much influence, Internal Hires are taught from the beginning and have lots of influence, and Field Agents have prejudices to deal with, but some connections, too. Finally, if you look at it in terms of supernatural power, you’d have Witnesses in the middle, being exposed but new, Internal Hires as sub-par, suffering from their banal surroundings, and Field Agents with high power.

That is:

Loyalty Influence Supernatural
Witnesses + [ ]
Internal Hires [ ] +
Field Agents [ ] +

See how it’s just like the sides of a Fudge die? Yeah, me too. What to do with this?

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[TSOTA] Character Sheet

May 5, 2008 at 10:59 am (TSOTA, TSOY)

Here’s a sheet I drug up from a while back. Comments welcome.TSOTA Character Sheet

Here are some changes I made since I posted the original:

TSOTA Character Sheet 3

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[TSOTA] Character Creation and Pool Refreshment

October 24, 2007 at 1:51 pm (TSOTA, TSOY)

Here are some ideas I’d like to try out.

Character Creation

The player will begin by deciding to be one of three kinds of characters:

- Field Witness: The character was a Zero (a normal person with no known supernatural connections) who witnessed an Instance (a supernatural event or situation) and showed promise.

- Field Agent: The character was a Negative (an agent of the supernatural or something unknown) who demonstrated a willingness to cooperate.

- Internal Hire: The character was a Positive (a person who worked for the Sub-Agency [below awareness of the purpose of the Agency] or a related agency) who performed well on a field test.

Character creation begins with everyone at the table acting as your interviewers. Your interview depends on your character type. The answers to your questions will fill in spots on your character sheet. When the interview is done, there will one spot left on your sheet wherein you fill in a connection to one of the other characters. This will be resolved by the group as a whole before gameplay begins, but you will have at least one connection to someone in the group.

Did you notice the Zero, Positive and Negative terminology? It reflects a few things. First, it mirrors the faces of the FUDGE dice. This will become useful inside the game mechanics further on (read: it’s damn cool and I want to use it somehow). Second, since the operative teams are called Sigmas, your sum will mean something as well. Three Field Agents would mean Negative 3. This should have an influence on what kind of mission the GM brings to the table. You can also refer to other teams by this and have everyone at the table both in and out of character know something of what to expect. For instance, a Sigma Zero team would be either a team of all three types of operative or three Field Witnesses.

Pool Refreshment

I’ve thought of two kinds of Pool Refreshment for the game. One would be an interactive flashback (recruit people at the table to be NPCs in your flashback) wherein you show some part of your life that relates to the Pool you’re refreshing. The other is an Inspectres-style confessional where you are being debriefed about the mission you’re on and you’re being asked to rat out on one of the other team members betraying the Agency in some way. The key thing is this: you could be lying, sure, but if you’re not, the player that acts out those confessions of yours gets an Advance.

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[TSOTA] Discussion of Mechanics

October 9, 2007 at 1:59 pm (Dark*Matter, TSOTA, TSOY)

So, I’ve started a basic discussion on Story Games and the Forge about the mechanics for making The Shadow of the Abyss a game playable outside of my head. I’ve bounced around some ideas and gotten some good feedback and more ideas.

Pools:
Danger – Abilities based on getting into and out of danger
Refreshes by: Sharing a moment of peace with someone

Conspire – Abilities based on conspiring and maintaining conspiracies
Refreshes by: Enjoying a spontaneous act with someone

Abyss – Abilities based on learning the truth and anything supernatural or alien in origin
Refreshes by: Stepping back from the Abyss and becoming intimate with someone

So, here’s something new:

Secret – Shadow of the Abyss
You stared into the Abyss, and it stared back. You now have a contra-Pool for Abyss called Shadow. It will act as a cap for Abyss in that your total Abyss Pool points + your total Shadow Pool points can never exceed 10. You start with 1 Pool Point. Shadow Pool points act as bonus dice for Abyss (or Shadow) Abilities and can be used in conjunction with Abyss Pool points (only for Abyss Abilities).

Shadow – Abilities based on the maddening power of the Abyss
Refreshes by: Inducting someone into the world of the supernatural

Key of the Shadow’s Grip
Pre-requisite: Secret of the Shadow of the Abyss
The Shadow drives you and distracts you from others around you. Gain 1 XP whenever you use a Shadow Ability in front of someone you weren’t supposed to. Gain 2 XP if doing so brings about undesirable consequences. Gain 5 XP if doing so brings about grave consequences. Buyoff: Remove your Shadow Pool by taking as much Harm as the Pool has (total) points. If you have more points than Harm, you’ll have to do it stages.

Ability – Revelation
You can cause yourself or others to see the real universe, if but for a moment. This can be used to gain insight into a mystery, distract someone from their immediate goal, or lead a crowd to a cultish frenzy.

Links:

Story Games: 1 & 2

Forge:  1

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[TSOY] The Shadow of the Abyss

October 8, 2007 at 10:08 am (Dark*Matter, TSOTA, TSOY)

On Saturday I ran a game for Eric and Lisa Provost and a new member of our local area, Eric Lofgren. It was intended to be a Conspiracy of Shadows game but ended up being ran through TSOY. We ran a modified version of the Dark*Matter introductory scenario ‘Exit 23′ that I set at an airport in Bozeman, MT which I called ‘Terminal 23′.

Everyone made up characters that would embrace being recruited by the Agency and had a reason to be at this airport. We ended up making it so that everyone had been contacted by the Agency and was pursuing recruitment, which was even better. We all came to the table with the idea that the characters knew each other somehow, but not in some huge kinship way. I did my best to hit Keys, and I think it ran pretty well.

For those of you familiar with Exit 23, then just expand the concept out to an airport sized scenario. Otherwise, imagine an orb that a demon of ice is bound to and the chaos that ensues when ownership is lost at an airport, crowded with a huge wedding party.

It had some issues, it had some awesome, but it mainly had a lot of potential. And that has gotten me thinking.

For now, I’m calling the project: The Shadow of the Abyss [TSOTA].

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