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	<title>Lisbon Gamer &#187; Game Design</title>
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		<title>Agora &#8211; Solar System goes Space Opera</title>
		<link>http://lisbongamer.mc-two.com/2012/02/03/agora-solar-system-goes-space-opera/</link>
		<comments>http://lisbongamer.mc-two.com/2012/02/03/agora-solar-system-goes-space-opera/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 20:33:27 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Friends]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Non-Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/?p=113</guid>
		<description><![CDATA[Hello, all, Wikipedia defines Space Opera as “a subgenre of science fiction that emphasizes romantic, often melodramatic adventure, set mainly or entirely in outer space, generally involving conflict between opponents possessing advanced technologies and abilities. […] Perhaps the most significant trait of space opera is that settings, characters, battles, powers, and themes tend to be [...]]]></description>
			<content:encoded><![CDATA[<p>Hello, all, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<blockquote><p>Wikipedia defines Space Opera as “a subgenre of science fiction that emphasizes romantic, often melodramatic adventure, set mainly or entirely in outer space, generally involving conflict between opponents possessing advanced technologies and abilities. […] Perhaps the most significant trait of space opera is that settings, characters, battles, powers, and themes tend to be very large-scale”.</p>
<p>Indeed, Agora is a game of space battles, interstellar intrigue, kings, emperors and dictators, air locks and blaster burns, a galaxy-wide Faith, an Imperial Navy, and naturally, an autonomous and self sufficient space station parked in the middle of nowhere.</p></blockquote>
<p>The above is the introductory section for Agora, a space opera setting for Eero Tuovinen’s Solar System rules set, as based off of The Shadow of Yesterday, by Clinton R. Nixon.</p>
<p>In addition to the obvious Babylon 5 inspiration, Agora drinks from many sources, ranging from the strictly historic, like ancient Rome or the Spanish Inquisition, to the most outlandish science fiction franchises, like Star Wars and Star Trek. References will be obvious throughout this text, and the authors make no claim to the referenced material.</p>
<p>Agora was developed by Gonçalo Cardoso Dias, Diogo Curado, Luis Figueira and myself. Originally, we were going to license it under the Creative Commons Attribution 2.5 Portugal license, but then <a href="http://lisbongamer.mc-two.com/2012/01/07/in-memoriam/">this happened</a>, so we&#8217;re not. Instead, we&#8217;re going to get it illustrated and published as both a PDF and a print-on-demand book, and sell it. All the proceeds will go to a charity in Gonçalo&#8217;s name.</p>
<p>We think it&#8217;s a fitting memorial.</p>
<p>In any case, I&#8217;d like to show some writing samples, stuff that&#8217;ll give a feeling of where we went with it.</p>
<hr />
<p><span id="more-113"></span></p>
<p><strong>Culture Description Example &#8211; Tholians</strong></p>
<blockquote>
<p style="text-align: right;"><em>“Every once in a while, two independent planets would start some war. In came the Tholians, to ‘enforce the peace’, or ‘protect the civilians’. Five years later, both planets’ navies would be wiped out, and both planets would have become shiny new provinces in the Empire. Everyone thinks the Terran Federation was born out of some lofty ideal of peace and prosperity. The truth is that the first version of the Articles of Federation was really nothing more than some obscure and intricate means to protect the rights of independent planets to wage war on each other. It’s absurd!</em><br />
- Rear Admiral Dejean Togo, Agora garrison commander, retired</p>
</blockquote>
<p><strong>Peace Through Strength</strong></p>
<p>Thole is a small but incredibly rich planet and was once a central hub for one of the Trade Unions that collapsed during the period known as the Second Shattering. Made wealthy and prosperous by merit of their abundant and easily extracted natural resources, the Tholians built a culture centered on art and philosophical thought.</p>
<p>When their corporate shelter disappeared, however, they were left to fend for themselves. Possessing no military to speak of, they were quickly annexed and enslaved by a nearby feudal kingdom. The Tholians spent many years fighting to keep their customs and culture intact under the yoke of their savage rulers. When they realized that things were never going back to what they were, the once creative and peaceful Tholians turn their minds to rebellion and war.</p>
<p>For years, the conquerors held their ground, but seeing their achievements disappear under the blast of pipe bombs and army boots did nothing but harden the Tholian hearts and minds. They expelled the invaders from their home world, and in the process, suddenly realized that the galaxy was in shambles, with warlord kings run amok and mega-corporations intent on blind expansion and annexation. The enemy was defeated, but they would surely return with even greater force. Even if they didn’t, sooner or later, others were bound to come. So, the Tholians rapidly adapted the technology left behind by the invaders and launched themselves into space.</p>
<hr />
<p><strong>Setting Description Example &#8211; Agora</strong></p>
<blockquote>
<p style="text-align: right;"><em>“Most people that come to Agora are well travelled. They’ve already seen the biggest space stations, the most cosmopolitan capitals, the richest markets in the galaxy. Still, the jaw gape and eye pop of a first time visitor tells it all. Nothing can prepare you for having the whole of galactic culture distilled to its very essence and literally smashed into your face as you step through the Customs air lock! It’s an unforgettable feeling.</em><br />
- Grada Volvat, Tholian cruiser captain</p>
</blockquote>
<p><strong>Layout</strong></p>
<p>The Deep Space Habitat is a huge self-sufficient space station capable of housing several hundred thousand people, and a permanent home to nearly fifty thousand souls. Its central decks are under the purview of the Agora government itself and are where most of the businesses and meeting halls are located. Directly below it, the customs deck provides universal access to the station, whether from the common docs or from the surrounding private docks, actually owned by the governments of each of the nations.</p>
<p>All around the central decks, the national wings house the various national delegations. Each of the main noble houses of Gemmel has quarters there, as do the various regiments and fleets of the Tholian imperial navy, the various departments and divisions of the Aryes Trade Union, and the various political parties of the Terran Federation. Only the Sartorian Expanse presents a completely unified front in Agora, backed by Faith and holy scripture.</p>
<p>Above the central decks stand the hydroponics farms, the automated factories and the energy plants that provide power and sustenance for the people on board, and above that, the huge panoramic decks and ceremonial ball rooms provide visions of rare beauty and a perspective of the galaxy as a whole.</p>
<hr />
<p><strong>Subsystem Example &#8211; Psionics</strong></p>
<p>The Psionics subsystem is based on one ability, Psionics, and on a large number of Secrets and Techniques. A Technique is exactly the same as a Secret.</p>
<p><strong>Ability: Psionics</strong> – Used to roll the various psionic techniques listed below. Unless otherwise noted, use of this ability requires close interaction with the target, like a conversation, a touch, dancing in the same group on a dance floor, sitting at the same game table, etc… After the technique is used, the target will generally be aware of what was done to them, but not necessarily by whom. Psionics is opposed by Resist.</p>
<p><strong>Secret of Psionic Aptitude</strong> – The character has a Psionic Pool. This Pool never refreshes on its own. Refreshing it requires the use of Secret of Meditation. When buying this Secret, the Pool starts at 1, but can be improved normally, as per the standard Solar System rules. For the techniques and secrets below, the shorthand PP means Points of Psionic Pool.</p>
<p><strong>Secret of Meditation</strong> – The character can meditate for a few hours, in a quiet, secluded place. After the meditation, the character can transfer points from the Default Pool to the Psionic Pool.</p>
<p><strong>Technique: Telepathy</strong> – The character can open a mental link with another character and communicate through it. Any thoughts voluntarily injected into the link by either character are automatically available to the other character.<br />
Cost: 1 PP.</p>
<p><strong>Technique: Influence</strong> – The character can shift the target’s feelings towards a simple emotion, in order to gain advantage or impose disadvantage in a specific manner. This shift lasts for one scene.<br />
Cost: 2 PP per bonus die; 3 PP per penalty die.</p>
<p><strong>Technique: Mind Reader</strong> – The character can read one specific memory or thought from the target.<br />
Cost: 2 PP.</p>
<p><strong>Technique: Mind Drain</strong> – The character can inflict Harm on the target.<br />
Cost: PP equal to the level of Harm.</p>
<p><strong>Technique: Eyes and Ears</strong> – The character can sense all that the target can sense.<br />
Cost: 2 PP.</p>
<hr />
<p><strong>Specific Crunch Example &#8211; The Inquisitor</strong></p>
<p>An Inquisitor is a high-ranking member of the Sartorian Expanse religious authority.</p>
<p><strong>Ability: Torture</strong> – Use of Torture requires a subdued subject. It is opposed with Endure or Resist at the choice of the Inquisitor, depending on whether physical or psychological torture is employed. A successful roll has two effects: the subject suffers Harm equal to the result of the roll, and the torturer can create an Effect useable at any time any piece of information or position assumed by the subject would be relevant. The nature of this information or position must be specified before rolling. The Effect must be paid for with one point of Default, as per the standard Solar System rules for Effects.</p>
<p><strong>Secret of Religious Training</strong> – This Secret counts as Secret of Religious Upbringing and Secret of Training for Pray.</p>
<p><strong>Secret of Righteous Presence</strong> – The character has two bonus dice in Intimidation and Torture against characters with a Faith Pool, and can use Intimidation instead of Sway against characters with a Faith Pool.</p>
<p><strong>Secret of the Weight of the Faithful</strong> – Impose two penalty dice on any roll made against the Inquisitor by a character that knows what the Inquisitor is, provided the situation has not already escalated to actual violence.<br />
Note: Torture is always considered violence.<br />
Note: Most people, even the non-faithful know who the Inquisitors are in any given area.<br />
Cost: 6 Default.</p>
<p><strong>Key of Justice</strong> – The character is dedicated to upholding faith and righteousness by any means necessary.<br />
1xp: The character questions someone in the name of the church.<br />
3xp: The character tortures someone or has someone punished for their sins.<br />
Buyoff: Forgive a sinner for their sins.</p>
<hr />
<p><strong>Character Creation Excerpt</strong></p>
<p>Instead of the default Solar System rules for character creation, Agora characters should use the following variant rules:</p>
<p><strong>Basics</strong> – All Agora characters belong to one Race and one Culture. If their Culture has one, characters may or may not belong to a Background.</p>
<p><strong>Abilities</strong> – All characters start with the following Abilities:</p>
<ul>
<li>Their racial Ability.</li>
<li>One cultural Ability.</li>
<li>Three other open or cultural abilities.</li>
<li>Of the above, one starts at Expert (2) and the other four at Competent (1).</li>
</ul>
<p><strong>Passive Abilities</strong> – All characters start with the following Passive Abilities:</p>
<ul>
<li>Endure, Resist and React.</li>
<li>Of the above, one starts at Expert (2) one at Competent (1), and one at Mediocre (0).</li>
</ul>
<p><strong>Secrets</strong> – Characters without a Background start with three Secrets. Characters with a Background start with two Secrets.</p>
<p><strong>Pools</strong> – Characters start with the following Pool values:</p>
<ul>
<li>The Default Pool starts at 10.</li>
<li>The Money Pool starts depleted at 1.</li>
<li>The Combat Pool starts at 2.</li>
<li>(The Psionic and Faith Pools must be purchased via their respective Secrets. The Hacking Pool is dynamic and must be determined via a roll each time it is needed.)</li>
</ul>
<p><strong>Keys</strong> – Characters start with one Key.</p>
<hr />
<p>There, that should give everyone a feel for what we&#8217;ve accomplished. We&#8217;re quite happy with it.</p>
<p>Over the next few weeks, I&#8217;ll post here about our quest for illustrators and about whatever publishing details we come up with.</p>
<p>In the meantime, Go Play!</p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Smart People</title>
		<link>http://lisbongamer.mc-two.com/2011/01/16/smart-people/</link>
		<comments>http://lisbongamer.mc-two.com/2011/01/16/smart-people/#comments</comments>
		<pubDate>Sun, 16 Jan 2011 16:34:01 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/?p=100</guid>
		<description><![CDATA[Ahey, Here&#8217;s Simon: Is there scope for asking people to do things that may not come naturally to them, that might make them uncomfortable, but that you think they might come to love? How much can you ask someone to stretch themselves? Should play always be easy? And here&#8217;s Vincent&#8217;s reply: Is there scope? Of [...]]]></description>
			<content:encoded><![CDATA[<p>Ahey, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Here&#8217;s Simon:</p>
<blockquote><p>Is there scope for asking people to do things that may not come naturally to them, that might make them uncomfortable, but that you think they might come to love?</p>
<p>How much can you ask someone to stretch themselves? Should play always be easy?</p></blockquote>
<p>And here&#8217;s Vincent&#8217;s reply:</p>
<blockquote><p>Is there scope? Of course!</p>
<p>How much? Well. You get to design your game to be as demanding as you like, but your audience gets to choose whether to try it and whether to stick with it. That&#8217;s how you find out whether you&#8217;ve judged them well &#8211; if they do the unnatural thing you ask them to, then you have. If they don&#8217;t, then you&#8217;ve misjudged them.</p>
<p>Should I underline that? Maybe I should. If your audience doesn&#8217;t seize upon the game you&#8217;ve designed for them, you have a choice. You can reevaluate your own judgment, or else you can throw blame. Blame your audience for failing to live up to your ideals, blame cliques and status-attention in the scene, blame me for monopolizing their attention, whatever. My suspicion is that reevaluating your own judgment will give you the most fruitful way forward.</p></blockquote>
<p>There&#8217;s smart people out there in the world, and they can teach you things. <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>The West &#8211; License</title>
		<link>http://lisbongamer.mc-two.com/2009/07/20/the-west-license/</link>
		<comments>http://lisbongamer.mc-two.com/2009/07/20/the-west-license/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 08:52:31 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/?p=70</guid>
		<description><![CDATA[Hoy, In case anyone cares, The West is licensed under the Creative Commons Attribution 2.5 Portugal license. Cheers, J.]]></description>
			<content:encoded><![CDATA[<p>Hoy, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>In case anyone cares, <a title="The West table of contents" href="http://lisbongamer.mc-two.com/2009/06/16/the-west-table-of-contents/" target="_blank">The West</a> is licensed under the <a title="License Reference" href="http://creativecommons.org/licenses/by/2.5/pt/deed.en_US" target="_blank">Creative Commons Attribution 2.5 Portugal</a> license.</p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<title>The Competitive Story Overlay</title>
		<link>http://lisbongamer.mc-two.com/2009/07/04/the-competitive-story-overlay/</link>
		<comments>http://lisbongamer.mc-two.com/2009/07/04/the-competitive-story-overlay/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 14:27:34 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/?p=66</guid>
		<description><![CDATA[Hey, all, So, a friend of mine had an interesting game design insight, the other day, and I had my own insight to add above his. I posted the whole shebang at The Forge, here: the Competitive Story Overlay. Check it out and tell me what you think. Cheers, J.]]></description>
			<content:encoded><![CDATA[<p>Hey, all, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So, a friend of mine had an interesting game design insight, the other day, and I had my own insight to add above his.</p>
<p>I posted the whole shebang at The Forge, here: the <a title="Competitive Story Overlay" href="http://www.indie-rpgs.com/forum/index.php?topic=28266.0" target="_blank">Competitive Story Overlay</a>.</p>
<p>Check it out and tell me what you think. <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
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		<title>XPs, Rewards and Pacing</title>
		<link>http://lisbongamer.mc-two.com/2009/06/30/xps-rewards-and-pacing/</link>
		<comments>http://lisbongamer.mc-two.com/2009/06/30/xps-rewards-and-pacing/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 20:25:27 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Actual Play]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/index.php/2009/06/30/xps-rewards-and-pacing/</guid>
		<description><![CDATA[Hoy, So, after a two-year absence over at the Forge, I started a new Actual Play discussion there: [3.x/4e] Encounter XPs are not a reward, they are a pacing mechanism I could have posted it here, but I&#8217;d rather tap into their collective wisdom, on this particular topic. Cheers, J.]]></description>
			<content:encoded><![CDATA[<p>Hoy, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So, after a two-year absence over at the Forge, I started a new Actual Play discussion there:</p>
<p><span id="msg_265702"><a title="Forge AP on XP" href="http://www.indie-rpgs.com/forum/index.php?topic=28238.0" target="_blank">[3.x/4e] Encounter XPs are not a reward, they are a pacing mechanism</a></span></p>
<p>I could have posted it here, but I&#8217;d rather tap into their collective wisdom, on this particular topic. <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The West &#8211; Table of Contents</title>
		<link>http://lisbongamer.mc-two.com/2009/06/16/the-west-table-of-contents/</link>
		<comments>http://lisbongamer.mc-two.com/2009/06/16/the-west-table-of-contents/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 07:21:11 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-table-of-contents/</guid>
		<description><![CDATA[Ahey, In one convenient place, links to all the posts about The West: General Stuff Open Abilities, Secrets and Keys Rules for Gun Duels and the Westerner culture Rules for Poker and the Easterner culture Rules for Martial Arts and the Chinaman culture Rules for Drugs and the Indian culture Rules for Saints and the [...]]]></description>
			<content:encoded><![CDATA[<p>Ahey, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>In one convenient place, links to all the posts about The West:</p>
<p><a title="Part I" href="http://lisbongamer.mc-two.com/index.php/2009/06/11/the-west/">General Stuff</a></p>
<p><a title="Part II" href="http://lisbongamer.mc-two.com/index.php/2009/06/14/the-west-part-ii/">Open Abilities, Secrets and Keys</a></p>
<p><a title="Part III" href="http://lisbongamer.mc-two.com/index.php/2009/06/15/the-west-part-iii/">Rules for Gun Duels and the Westerner culture</a></p>
<p><a title="Part IV" href="http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-iv/">Rules for Poker and the Easterner culture</a></p>
<p><a title="Part V" href="http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-v/">Rules for Martial Arts and the Chinaman culture</a></p>
<p><a title="Part VI" href="http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-vi/">Rules for Drugs and the Indian culture</a></p>
<p><a title="Part VII" href="http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-vii/">Rules for Saints and the Mexican culture</a></p>
<p>Enjoy! <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<title>The West &#8211; Part VII</title>
		<link>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-vii/</link>
		<comments>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-vii/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 07:02:43 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-vii/</guid>
		<description><![CDATA[Hulloes, Saints Saints represent both a character&#8217;s knowlege of their various patron saints as well as the quasi-contagious religious fervor with which they invoke their protection or cursing. Depending on the Secrets used, saints can be called upon to create Effects or Negative Effects, applying to the invoker, a target or a multitude. Every Mexican [...]]]></description>
			<content:encoded><![CDATA[<p>Hulloes, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Saints</strong></p>
<p>Saints represent both a character&#8217;s knowlege of their various patron saints as well as the quasi-contagious religious fervor with which they invoke their protection or cursing. Depending on the Secrets used, saints can be called upon to create Effects or Negative Effects, applying to the invoker, a target or a multitude.</p>
<p><span id="more-61"></span></p>
<p>Every Mexican character may begin with one patron saint. A character may gain a new patron saint each time they improve their Pray (R) Ability, and they may gain additional patron saints through the purchase of Secret of Saints.</p>
<p>The use of saints is not really magical. Rather, characters are driven to extraordinary performance through their own religious fervor or are hampered by their own superstitious fear of the depth of conviction in a cursing voice.</p>
<p><strong>Mexican Abilities</strong></p>
<p><strong>Carousing</strong> (V) &#8211; being a party animal, holding down one&#8217;s licquor.</p>
<p><strong>Mariachi</strong> (I) &#8211; artistic musical performance. This is an artistic Ability.</p>
<p><strong>Pandilla</strong> (I) &#8211; usable to aid any other skill for any other Mexican character.</p>
<p><strong>Pray</strong> (R) &#8211; use a quiet and introspective moment to recover Instinct or Reason box of harm on yourself, of level equal to or lesser than the Ability check success level. Can also be chained into any Ability check, as long as a character knows an applicable patron saint.</p>
<p><strong>Smuggling</strong> (R) &#8211; hiding small items on your person, opposable with Search (R).</p>
<p><strong>Saint Secrets</strong></p>
<p><strong>Blessing</strong> &#8211; The character is fervorous enough to call on their patron saints for protection. The character can use Pray (R) to generate an Effect usable as per a specific known patron saint. This Effect is freely transferable to any one other character.<br />
<strong>Cost:</strong> Cost of Effect.</p>
<p><strong>Cursing</strong> &#8211; The character&#8217;s depth of religious fervor is enough to inflict fear into those who hear them. The character can use Pray (R) to impose a Negative Effect on a target, usable as per a specific known patron saint. The victim may oppose with Resist (R). The level of the Negative Effect is the margin of success.<br />
<strong>Cost:</strong> Cost of Effect.</p>
<p><strong>Rituals</strong> &#8211; The character is fervorous enough and credible enough to simultaneously bless or curse many people at once. When the character uses Orate (R) to conduct a ritual for an audience, anyone in the audience may spend a point of Instinct to create an Effect usable as per the specific known patron saint being invoked. This cost must be repaid whenever Instinct is refreshed, as per normal Effect rules. The character can also use Orate (R) to impose a Negative Effect on everyone in the audience.<br />
<strong>Cost:</strong> For the Negative Effect part, 1 Reason for a small group of targets (around 5), 3 Reason for a large group of targets (around 25), 6 Reason for a crowd of targets (around 100), or 10 Reason for a horde of targets (unlimited). These costs must be repaid whenever Reason is refreshed, as per normal Negative Effect rules. 1 Reason for the Effect part.<br />
<strong>Requirement:</strong> Secret of Blessing for the Effect part, Secret of Cursing for the Negative Effect part.</p>
<p><strong>Saints</strong> &#8211; The character knows about three additional patron saints.</p>
<p><strong>Mexican Secrets</strong></p>
<p><strong>Hiding in Plain Sight</strong> &#8211; The character is discreet and adept at blending with their environment. The character automatically succeeds at Stealth (I) against anyone that enters the scene later than the character.<br />
<strong>Cost:</strong> 1 Reason for a +1 margin of success, 3 Reason for a +2 margin of success, 6 Reason for a +3 margin of success. This cost only applies once per scene. The same margin of success applies to all newcomers.</p>
<p><strong>Mexican Standoff</strong> &#8211; The character is adept at negotiating complicated or deadlocked situations. Whenever the character finds themselves in a conflict with more than two sides, the character can force the remaining sides to resolve the conflict between themselves. The winner of that resolution must then face the character to determine the final winner. If several characters wish to trigger this Secret for the same conflict, those characters must roll a React (I) Ability check. Only the character with the highest result is allowed to trigger the Secret.<br />
<strong>Cost:</strong> 1 Instinct per side above two in the original conflict.</p>
<p><strong>Siesta</strong> &#8211; The character can leave any scene at any time, leaving any pending conflict unresolved. This Secret can only be used once per day, and only during an appropriate hour of the day.<br />
<strong>Cost:</strong> 1 Instinct + 1 Reason + 1 Vigor and the character leaves the scene.</p>
<p><strong>Mexican Keys</strong></p>
<p><strong>Faith</strong> &#8211; The character&#8217;s faith is an important part of his identity.<br />
<strong>1xp:</strong> Defend your faith to others.<br />
<strong>2xp:</strong> Bless another character.<br />
<strong>5xp:</strong> Defend the faith despite personal danger.<br />
<strong>Buyoff:</strong> Deny one&#8217;s faith in another character&#8217;s presence.</p>
<p><strong>Siesta</strong> &#8211; The character lives his life by his sleeping habits.<br />
<strong>1xp:</strong> The character leaves a scene in the middle of a conflict.<br />
<strong>3xp:</strong> The character actually brings hardship to themselves by leaving a scene in the middle of a conflict.<br />
<strong>Buyoff:</strong> Resolve a conflict during siesta hours.<br />
<strong>Special:</strong> This Key does not require the Secret of Siesta, although its absence does make it considerably harder to gain xp from it.</p>
<p><strong>Sinner</strong> &#8211; The character does not believe to be worthy of his faith.<br />
<strong>1xp:</strong> The character confesses their sins to a figure of religious authority, regardless of the figure&#8217;s denomination.<br />
<strong>2xp:</strong> The character refuses a blessing or ritual blessing.<br />
<strong>5xp:</strong> The character suffers or sacrifices to attone for their sins.<br />
<strong>Buyoff:</strong> Accept one&#8217;s condition as a sinner and embrace the faith.</p>
<p><strong>Complete List of Saints</strong></p>
<p><strong>St.Adrian:</strong> Patron Saint of soldiers and butchers, he was a pagan officer who converted to Christianity and suffered horrible tortures before his death.<br />
<strong>Usable:</strong> Any fighting skill when Harmed in Vigor.</p>
<p><strong>St.Agnes:</strong> A great Christian symbol of virginity and innocence.<br />
<strong>Usable:</strong> Resist against seduction.</p>
<p><strong>St.Aidan:</strong> An Irish saint (also known as Maedoc) known for his miraculous fasts and prayers, Aidan is also known for his kindness and love of animals.<br />
<strong>Usable:</strong> Animal Ken with wild animals.</p>
<p><strong>St.Alexis:</strong> Patron Saint of beggars, Alexis was famous for his vows of extreme poverty, living anonymously for seventeen years as a beggar in his own home.<br />
<strong>Usable:</strong> Haggling when begging.</p>
<p><strong>St.Andrew:</strong> Patron Saint of Scotland, Russia and fishermen, Andrew was one of the twelve apostles.<br />
<strong>Usable:</strong> Survival when fishing.</p>
<p><strong>St.Anthony:</strong> Patron Saint of skin disease, domestic animals and basket makers, Anthony was renowned for his acetism and devotion to God.<br />
<strong>Usable:</strong> Animal Ken with domestic animals.</p>
<p><strong>St.Anthony of Padua:</strong> Patron Saint of the poor, Portugal, lost articles and harvest, Anthony of Padua was known for his fiery sermons and ability to make converts.<br />
<strong>Usable:</strong> Orate when preaching.</p>
<p><strong>St.Arnulf:</strong> Of noble birth, Arnulf was a warrior and was very influential in affairs of state in the early 600&#8242;s.<br />
<strong>Usable:</strong> Sway when dealing with authority.</p>
<p><strong>St.Barbara:</strong> Patron Saint of gunners, miners, builders and artillery. Betrayed by her own father, she became a virgin martyr for her faith.<br />
<strong>Usable:</strong> Dinamite.</p>
<p><strong>St.Bathildis:</strong> Also known as Bathild; she was a slave girl given to the mayor of the imperial palace under King Clovis of France. In 649 he married her; after his death she ruled as regent, enacting many great works.<br />
<strong>Usable:</strong> Savoir-Faire when captive.</p>
<p><strong>St.Boniface:</strong> A successful teacher and preacher known for the destruction of the Oak of Thor, an object of pagan worship.<br />
<strong>Usable:</strong> Resist against curses.</p>
<p><strong>St.Catherine:</strong> Patron of philosophers, preachers, students, librarians, and maidens, Catherine is one of the Fourteen Holy Helpers and is known for her faith and conversions.<br />
<strong>Usable:</strong> Any skill except Sway when attempting to convert someone.</p>
<p><strong>St.Cecilia:</strong> Patron Saint of music, she was forced into marriage but converted her husband. Condemned for her faith, she was miraculously saved from her sentence of death-by-suffocation.<br />
<strong>Usable:</strong> Artistic when performing with musical instruments.</p>
<p><strong>St.Charity:</strong> One of the ten daughters of Wisdom, when the ancient Romans put her in a furnace, she emerged unscathed.<br />
<strong>Usable:</strong> Any skill when dealing with fire.</p>
<p><strong>St.Christopher:</strong> Patron Saint of travellers and pilgrims, who carried travellers across rivers. He survived many tortures and attacks for the sake of Christ.<br />
<strong>Usable:</strong> Any skill when travelling.</p>
<p><strong>St.Colman of Cloyne:</strong> Patron of Cloyne, Ireland, Colman was a poet and later the royal bard of Cashel.<br />
<strong>Usable:</strong> Artistic when writing or reciting poetry.</p>
<p><strong>St.Crispin:</strong> Patron Saint (along with his brother Crispinian) of cobblers, leatherworkers, and shoemakers. Crispin was a shoemaker by trade who made many converts.<br />
<strong>Usable:</strong> Accupuncture.</p>
<p><strong>St.Cyprian:</strong> A sorceror and black magician who attempted to win the love of a Christian girl through magical means. Her faith was stronger than his magic; he renounced his evil ways and converted.<br />
<strong>Usable:</strong> Networking when dealing with craftsmen.</p>
<p><strong>St.Damian:</strong> Patron Saint of barbers and physicians, Damian was twin brother to Cosmas; the two performed many miracles both before and after their deaths.<br />
<strong>Usable:</strong> Orate when ritual cursing.</p>
<p><strong>St.Devota:</strong> Patron of Monaco and Corsica, Devota was a young Christian girl who was racked to death for her faith.<br />
<strong>Usable:</strong> Endure or Resist against torture.</p>
<p><strong>St.Dismas:</strong> Patron of thieves and condemned criminals, Dismas is thought to  be the thief crucified with Christ.<br />
<strong>Usable:</strong> Networking when dealing with outlaws.</p>
<p><strong>St.Dominic:</strong> Patron Saint of astronomers and founder of the Dominican order, Dominic also travelled widely in Spain.<br />
<strong>Usable:</strong> Any skill when navigating.</p>
<p><strong>St.Drogo:</strong> Patron Saint of shepherds, he was a pilgrim, shepherd and hermit himself.<br />
<strong>Usable:</strong> Networking when dealing with ranchers.</p>
<p><strong>St.Emydius:</strong> Patron against earthquakes, Emydius was a pagan knight who converted to Christianity and then successfully converted others.<br />
<strong>Usable:</strong> Any skill when dealing with a natural disaster.</p>
<p><strong>St.Erasmus:</strong> Patron Saint of sailors, and one of the Fourteen Holy Helpers, he is also known as St. Elmo, and was saved by an angel from being burned alive.<br />
<strong>Usable:</strong> Any skill while swimming or diving.</p>
<p><strong>St.Francis:</strong> A wealthy noble who experienced visions, renounced his wealth, and became the most influential Christian teacher of his time.<br />
<strong>Usable:</strong> Sway when interacting with rich or wealthy people.</p>
<p><strong>St.Gabriel:</strong> God&#8217;s angel, who brought the message of the birth of Christ to Mary.<br />
<strong>Usable:</strong> React against stealth.</p>
<p><strong>St.George:</strong> Patron Saint of Knighthood and Crusaders. Famous for saving a maiden while killing a dragon with his lance.<br />
<strong>Usable:</strong> Firearms when on horseback.</p>
<p><strong>St.Gertrude o&#8217;Nivelles:</strong> Patron Saint of travellers and gardeners, she is known for her hospitality and visions.<br />
<strong>Usable:</strong> Herbalism.</p>
<p><strong>St.Godehard:</strong> A strict disciplinarian who travelled extensively to reform several monasteries. He rose steadily through the church ranks due to his discipline and drive.<br />
<strong>Usable:</strong> Survival in extreme weather.</p>
<p><strong>St.Godfrey:</strong> Raised in an Abbey, his strict discipline and insistence on clerical celibacy was very controversial.<br />
<strong>Usable:</strong> Sway to avoid combat.</p>
<p><strong>St.Gregory Thaumaturg:</strong> Patron Saint of desperate situations, earthquakes and floods.<br />
<strong>Usable:</strong> Any skill when drunk.</p>
<p><strong>St.Hubert:</strong> Patron Saint of hunters for his vision of a crucifix between the horns of a stag.<br />
<strong>Usable:</strong> Firearms when in the woods.</p>
<p><strong>St.Illtyd:</strong> A warrior and later monk who was charged for a time with guarding the Holy Grail. Some say Sir Galahad is modelled upon him.<br />
<strong>Usable:</strong> Riding while on a quest.</p>
<p><strong>St.James:</strong> Patron of Spain, and the first apostle to be martyred, by Herod Agrippa.<br />
<strong>Usable:</strong> Networking when dealing with mexicans.</p>
<p><strong>St.Januarius:</strong> A bishop thrown to the wild beasts by Diocletian; the beasts refused to attack. Januarius&#8217;s blood is contained in a vial that is said to liquefy on his feast days.<br />
<strong>Usable:</strong> Animal Ken to avoid combat.</p>
<p><strong>St.John of Bridlington:</strong> Patron Saint of women in difficult labor, he was also known as John Thwing and was famous for his piety and honesty.<br />
<strong>Usable:</strong> Any skill when pregnant.</p>
<p><strong>St.Joseph:</strong> The husband of Mary and &#8216;father&#8217; of Jesus, Joseph is also the Patron Saint of carpenters, woodworkers, travellers, and house hunting.<br />
<strong>Usable:</strong> Networking when dealing with townsfolk.</p>
<p><strong>St.Jude:</strong> Patron Saint of hopeless situations, and one of the twelve apostles.<br />
<strong>Usable:</strong> Any skill when Broken.</p>
<p><strong>St.Kessog:</strong> Son of a king of Ireland, he was known for his ability to gain converts and his miraculous powers.<br />
<strong>Usable:</strong> Sway when attempting to convert someone.</p>
<p><strong>St.Lazarus:</strong> A friend of Jesus, raised from the dead after four days in the tomb.<br />
<strong>Usable:</strong> Any skill when buried alive.</p>
<p><strong>St.Lucy:</strong> &#8220;Santa Lucia,&#8221; famous for having her eyes torn out and then miraculously restoring them; her name means &#8220;light&#8221;.<br />
<strong>Usable:</strong> Any skill in the absence of light.</p>
<p><strong>St.Luke:</strong> Patron Saint of physicians and painters, author of the third gospel and the Acts of the Apostles. He was himself a physician.<br />
<strong>Usable:</strong> Any social skill when dealing with doctors.</p>
<p><strong>St.Mark:</strong> Patron Saint of notaries, writers, Egypt, and Venice, and one of the apostles, he once was threatened with capture but wriggled out of his cloak and fled naked down the street.<br />
<strong>Usable:</strong> Any skill when attempting to escape captivity.</p>
<p><strong>St.Martin of Tours:</strong> Patron Saint of soldiers, horsemen, and geese.<br />
<strong>Usable:</strong> Carousing in a party.</p>
<p><strong>St.Matthew:</strong> Patron Saint of bankers and bookkeepers, one of the apostles and author of the first gospel.<br />
<strong>Usable:</strong> Search involving any written stuff.</p>
<p><strong>St.Maurice:</strong> Patron Saint of swordsmiths, soldiers, armies, Piedmont, Savoy, and Sardinia, Maurice was a Christian legionnaire who refused to sacrifice to the gods and was killed along with his legion.<br />
<strong>Usable:</strong> Bladework.</p>
<p><strong>St.Michael:</strong> Patron Saint of battle, Brussels, and Germany, and one of the three captains of the heavenly host.<br />
<strong>Usable:</strong> Any fighting skill when on holy ground.</p>
<p><strong>St.Patrick:</strong> Patron of Ireland, he converted most of the Irish chieftains and Druids by miraculous means.<br />
<strong>Usable:</strong> Any skill when attempting to convert an Indian.</p>
<p><strong>St.Paul:</strong> Patron of Malta and Greece, he was an apostle who performed many miracles.<br />
<strong>Usable:</strong> Any skill for any written interaction.</p>
<p><strong>St.Peter:</strong> Patron Saint of fishermen, and an apostle; known for ignoring danger, he was saved from prison by an angel.<br />
<strong>Usable:</strong> Any skill when attempting to gain unlawful entry or access.</p>
<p><strong>St.Raphael:</strong> Patron Saint of the blind, of travellers and safe journeys, and of eye disease; Raphael is one of the three archangels.<br />
<strong>Usable:</strong> Any skill when blind(ed).</p>
<p><strong>St.Roch:</strong> Patron Saint against plague, and of prisoners, he worked to help plague victims and himself recovered from the disease. He was imprisoned as a spy and died in prison.<br />
<strong>Usable:</strong> Any social skill when interacting with sick people.</p>
<p><strong>St.Sabas the Goth:</strong> A Goth converted to Christianity, he proclaimed his faith during a persecution but was left unharmed. He survived many tortures and was drowned after refusing an offer to go free.<br />
<strong>Usable:</strong> Any skill when drowning.</p>
<p><strong>St.Sebastian:</strong> Patron Saint of archers, athletes and soldiers, he was shot with arrows as execution, but survived.<br />
<strong>Usable:</strong> Endure against arrow shots.</p>
<p><strong>St.Thomas the Apostle:</strong> He was the apostle who did not believe in the resurrection of Christ until he had seen it with his own eyes, from which we get the phrase &#8220;doubting Thomas&#8221;.<br />
<strong>Usable:</strong> Resist against deceit.</p>
<p><strong>St.Valentine:</strong> Patron Saint of lovers, he was a clergyman in Rome, noted for his piety and healing skills.<br />
<strong>Usable:</strong> Savoir-Faire for romantic purposes.</p>
<p><strong>St.Zita:</strong> Patron Saint of servants, she was known for her patience, zeal, and holiness. She was a servant in the same household for 46 years.<br />
<strong>Usable:</strong> Hard Work when asked for help.</p>
<p><strong>Credits:</strong> The description of the saints, along with inspiration for their useability, was drawn from the list of saints in the game Darklands, published by MicroProse in 1992.</p>
<p><strong>Creating New Saints</strong></p>
<p>If the group desires to create a new saint, here&#8217;s the guidelines we followed. A saint should be useable in one of three types of situations:</p>
<ul>
<li>With one skill, in a specific situation, much like Secret of Specialization might be used.</li>
<li>With any skill, in a very specific and rare or dire situation.</li>
<li>With a skill from a different culture, in any situation.</li>
</ul>
<p><strong>What&#8217;s Next</strong></p>
<p>Next up, a table of contents, and then I&#8217;ll be done&#8230;</p>
<p>Cheers,<br />
J.</p>
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		<title>The West &#8211; Part VI</title>
		<link>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-vi/</link>
		<comments>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-vi/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 05:49:22 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-vi/</guid>
		<description><![CDATA[Ahey,   Drugs Drugs are substances extracted from herbs through grinding, sun drying or other primitive methods. Drugs can be inhaled by sniffing or smoking or made into a paste and smeared over a blade or arrow tip. Creating a dose of a drug counts as creating an Effect. Herbs are collected and handled by [...]]]></description>
			<content:encoded><![CDATA[<p>Ahey, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p><strong>Drugs</strong></p>
<p>Drugs are substances extracted from herbs through grinding, sun drying or other primitive methods. Drugs can be inhaled by sniffing or smoking or made into a paste and smeared over a blade or arrow tip. Creating a dose of a drug counts as creating an Effect.</p>
<p><span id="more-60"></span></p>
<p>Herbs are collected and handled by means of the Herbalism (R) Ability, but generally, the Ability should only be checked when creating the Effects themselves. Unless Secret of Tobacco is used, each dose of drug can only carry one of the vectors described in the various Secrets below.</p>
<p><strong>Indian Abilities</strong></p>
<p><strong>Melee</strong> (V) &#8211; trained fighting, with fists, feet, daggers, hunting knives, machettes and tomahawks.</p>
<p><strong>Archery</strong> (I) &#8211; making and using bows and arrows.</p>
<p><strong>Totem Lore</strong> (I) &#8211; recall ancestors, give proper greetings to indians of other tribes, create kinship with other indians.</p>
<p><strong>Tracking</strong> (I) &#8211; finding and following tracks.</p>
<p><strong>Tribal Dance</strong> (I) &#8211; tribal dancing. (Simple, isn&#8217;t it?) This is an artistic Ability.</p>
<p><strong>Drums</strong> (R) &#8211; ceremonial tribal drums, usable for artistic performance or to interpret drumming messages and relay them. This is an artistic Ability.</p>
<p><strong>Herbalism</strong> (R) &#8211; finding and handling herbs.</p>
<p><strong>Drug Secrets</strong></p>
<p><strong>Black Totem</strong> &#8211; The character can use Herbalism (R) to create a drug with one of the following vectors.<br />
<strong>Requirement:</strong> Secret of the Shaman. </p>
<ul>
<li>Negative Effect useable with any Ability associated with any one Pool. <strong>Cost:</strong> 1 Reason + 1 associated Pool + cost of Effect.</li>
<li>Inflicts Harm equal to the level of the Herbalism (R) check to any one Pool.  <strong>Cost:</strong> 1 Reason + 1 associated Pool + cost of Effect.</li>
<li>Force an Endure (V) check which must succeed with a level equal to or higher than the Herbalism (R) check or the victim falls unconscious. <strong>Cost:</strong> 2 Reason + cost of Effect.</li>
<li>Force an Endure (V) check which must succeed with a level equal to or higher than the Herbalism (R) check or the victim falls into a daze. <strong>Cost:</strong> 2 Reason + cost of Effect.</li>
<li>Force an Endure (V) check which must succeed with a level equal to or higher than the Herbalism (R) check or the victim suffers three penalty dice to any check involving any one specific sense. <strong>Cost:</strong> 2 Reason + cost of Effect.</li>
</ul>
<p><strong>Medicine Man</strong> &#8211; The character can use Herbalism (R) to create a drug with one of the following vectors.<br />
<strong>Requirement:</strong> Secret of the Shaman.</p>
<ul>
<li>Effect useable with any Ability associated with any one Pool. <strong>Cost:</strong> 1 associated Pool + cost of Effect.</li>
<li>Cures one level of Harm equal to or lower than the level of the Herbalism (R) check to any one Pool.  <strong>Cost:</strong> 1 associated Pool + cost of Effect.</li>
<li>Grant three bonus dice to any check involving any one specific sense. <strong>Cost:</strong> 3 Reason + cost of Effect.</li>
</ul>
<p><strong>Shaman</strong> &#8211; The character can use Herbalism (R) to create a drug with the following vector.</p>
<ul>
<li>Highly Addictive. If the character can convince a victim to take the drug voluntarily, they can use Herbalism (R) to create an Effect usable in any Sway (R) or Savoir-Faire (I) against the victim. <strong>Cost:</strong> 1 Reason to create a dose of drug, 1 Reason + cost of Effect to create the Effect.</li>
</ul>
<p><strong>Tobacco</strong> &#8211; The character is adept at refining and blending drugs into smokeable tobaccos. A tobacco drug may have more than one vector attached to it, but it must be smoked voluntarily. When creating the drug, the Pool point for cost of the Effect may be payed only once, but all the other costs are cumulative.</p>
<p><strong>White Totem</strong> &#8211; The character can use Herbalism (R) to create a drug with one of the following vectors.<br />
<strong>Requirement:</strong> Secret of the Shaman.</p>
<ul>
<li>Effect useable with Endure (V) to resist any drug created with Secret of the Black Totem. <strong>Cost:</strong> 1 Reason + cost of Effect.</li>
<li>Effect useable with Endure (V) to resist becoming addicted to any Highly Addictive substance. <strong>Cost:</strong> 1 Reason + cost of Effect.</li>
<li>Antidote to any one specific vector creatable with Secret of the Black Totem. <strong>Cost:</strong> 1 Reason + cost of Effect.</li>
</ul>
<p><strong>Indian Secrets</strong></p>
<p><strong>Animal Speech</strong> &#8211; The character can socialize with animals as if they were people, and can use Intimidate (V), Savoir-Faire (I) or Sway (R) to scare off, befriend or give basic commands to an animal.<br />
<strong>Cost:</strong> 1 Pool asociated with the Ability.</p>
<p><strong>Bareback Riding</strong> &#8211; The character can ride unbridled, unsaddled horses.</p>
<p><strong>Blood Pact</strong> &#8211; The character has a blood pact with another character.<br />
<strong>Special:</strong> If this blood pact happens in a scene in the game, the player should be allowed to go into Advance Debt to purchase this Secret, as well as Key of the Blood Brother, if desired.</p>
<p><strong>Peace Pipe</strong> &#8211; The character owns a tribal ritual pipe and is a figure of authority within the tribe. The pipe, whether present in the scene or not, can be turned into +1 Declared equipment for any non-physical Ability check.<br />
<strong>Cost:</strong> 1 pool associated with the Ability.</p>
<p><strong>Indian Keys</strong></p>
<p><strong>Blood Brother</strong> &#8211; The character has a blood brother, someone they have forged a blood pact with.<br />
<strong>1xp:</strong> The character interacts with their blood brother.<br />
<strong>2xp:</strong> The character makes a decision that affects their blood brother or is influenced by their blood brother’s words or actions.<br />
<strong>5xp:</strong> The character puts themselves at risk or sacrifices for their blood brother.<br />
<strong>Buyoff:</strong> Sever the relationship with the blood brother.<br />
<strong>Special:</strong> Characters should have Secret of the Blood Pact before buying this key. If this happens in a scene in the game, the player should be allowed to go into Advance Debt to purchase this Secret and this Key, if desired.<br />
<strong>Special:</strong> Although technically an Indian Key, this Key is also available for the character that becomes the blood brother, regardless of culture.</p>
<p><strong>Lost Child</strong> &#8211; The character has no tribe, either because they scattered to the four winds due to some catastrophe, or because they were decimated in battle. It is their duty to carry on the tribe&#8217;s name.<br />
<strong>1xp:</strong> The character tells a story of their tribe.<br />
<strong>2xp:</strong> The character defends their tribe&#8217;s name or lands in words or battle.<br />
<strong>5xp:</strong> The character finds a new legend of their tribe.<br />
<strong>Buyoff:</strong> Join another tribe.</p>
<p><strong>Tribe</strong> &#8211; The character&#8217;s tribe is a great part of their identity.<br />
<strong>1xp:</strong> The character does something to help the tribe.<br />
<strong>2xp:</strong> The character defends or helps the tribe despite ridicule or inconvenience.<br />
<strong>5xp:</strong> The character defends the tribe in battle.<br />
<strong>Buyoff:</strong> Leave the tribe.</p>
<p><strong>What&#8217;s Next</strong></p>
<p>Next up, the Mexican culture and rules for praying.</p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<title>The West &#8211; Part V</title>
		<link>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-v/</link>
		<comments>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-v/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 03:39:15 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-v/</guid>
		<description><![CDATA[Helloes, Martial Arts Martial Arts training consists of one Ability, Kung Fu (V), and several Secrets, divided into Stances and Techniques. All Stances and Techniques have Secret of Training (Kung Fu (V)) as a prerequisite. A Stance is a Secret that represents an attitude or posture assumed by the Martial Artist in order to better [...]]]></description>
			<content:encoded><![CDATA[<p>Helloes, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Martial Arts</strong></p>
<p>Martial Arts training consists of one Ability, Kung Fu (V), and several Secrets, divided into Stances and Techniques. All Stances and Techniques have Secret of Training (Kung Fu (V)) as a prerequisite.</p>
<p><span id="more-59"></span></p>
<p>A Stance is a Secret that represents an attitude or posture assumed by the Martial Artist in order to better deal with upcoming challenges. Characters can slip into a Stance by making one Kung Fu (V) check. This check creates a special Effect that lasts only until the end of the scene or until the character slips into a different Stance. Unlike other Effects, Stance Effects need not be paid for with Pool, due to their transient nature. Characters cannot activate the same Stance more than once in the same scene.</p>
<p>A Technique is a Secret that represents specialized training. Techniques only need to be paid for once per scene, in order to activate them.</p>
<p><strong>Chinaman Abilities</strong></p>
<p><strong>Kung Fu</strong> (V) &#8211; formal martial arts.</p>
<p><strong>Acrobatics</strong> (I) &#8211; the Asian version of Athletics, with more flare and more spinning.</p>
<p><strong>Accupuncture</strong> (R) &#8211; the ancient art of healing, applicable to all three types of harm. Heals one box equal to or lower than success level.</p>
<p><strong>Fireworks</strong> (R) &#8211; the use of light explosives for artistic or entertainment purposes. This is an artistic Ability.</p>
<p><strong>Martial Arts Stances</strong></p>
<p><strong>Fire</strong> &#8211; The character can spend the Stance Effect as bonus dice on any Ability checks, except for a Kung Fu (V) check made to slip into another Stance.</p>
<p><strong>Impervious Mind</strong> &#8211; The character can cancel the effects of opponents&#8217; Secrets by spending one point of the Stance Effect and as much Pool as the opponents spent activating the Secret. Regardless of the number of opponents or the number of times a Secret is being cancelled, the point of Effect need only be spent once for each different Secret. Secret of Training cannot be cancelled by this Stance.</p>
<p><strong>Shaolin</strong> &#8211; The character can use the Stance Effect to pay for activating Martial Arts Techniques. Techniques activated in this way must be activated again if the character changes Stance.</p>
<p><strong>Water</strong> &#8211; The character can prevent their opponents from using the Pool bonus die or the Secret of Training to enhance their die rolls in combat skills, by spending one point of Effect per opponent. The impediment lasts for the scene or until the character changes Stance.</p>
<p><strong>Martial Arts Techniques</strong></p>
<p><strong>Disarm</strong> &#8211; The character is good at knocking objects from people&#8217;s hands. The character can prevent the use of one rated equipment or any temporary Declared equipment for the duration of the scene. Also, the character can prevent their opponents from using certain skills that, by their nature, require hand-held tools, such as Firearms (I), Bladework (I) or others, at least until such a time as those opponents can regain or replace those tools.<br />
<strong>Cost:</strong> 1 Instinct or 1 point of Shaolin Stance Effect.</p>
<p><strong>Flurry of Blows</strong> &#8211; The character has learned how to strike in multiple places at once. In combat, the character can chain Kung Fu (V) into itself. This Secret can only be used once per check.<br />
<strong>Cost:</strong> 1 Instinct + 1 Reason + 1 Vigor or 3 points of Shaolin Stance Effect.</p>
<p><strong>Healing Points</strong> &#8211; The character is trained in the pressure points of the human body, to the point of being able to heal through them. The character can use Kung Fu (V) to heal one box of Vigor Harm with a level equal to or lower than the success level of the check. This technique cannot be used in combat.<br />
<strong>Cost:</strong> 2 Reason or 2 points of Shaolin Stance Effect.</p>
<p><strong>Monkey</strong> &#8211; The character is keenly aware of his surroundings and can use absolutely any piece of mobile scenery as Declared +1 equipment for Kung Fu (V) in combat.<br />
<strong>Cost:</strong> 1 Instinct or 1 point of Shaolin Stance Effect.</p>
<p><strong>Ox</strong> &#8211; The character&#8217;s Martial Arts training includes some extremely versatile moves. The character can use Kung Fu (V) as if it were any other Vigor-based Ability.<br />
<strong>Cost:</strong> 1 Instinct + 1 Vigor or 2 points of Shaolin Stance Effect.</p>
<p><strong>Chinaman Secrets</strong></p>
<p><strong>Mistery</strong> &#8211; The character is particularly hard to read and no one can quite understand what makes him tick. The following skills get an extra penalty die when used against the character: Intimidate (V), Savoir-Faire (I), Sway (R), Charlatan (R), Gambling (R).</p>
<p><strong>Tao</strong> &#8211; The character is a student of ancient oriental religious texts and is adept at recalling and dispensing wisdom. This Secret counts as Secret of Training for both React (I) and Resist (R) and as Secret of Leadership, providing the recipient is using either React (I) or Resist (R).</p>
<p><strong>Chinaman Keys</strong></p>
<p><strong>Kharmic Tie (person)</strong> &#8211; The character has a person they believe to be their kharmic brother.<br />
<strong>1xp:</strong> The character interacts with this person.<br />
<strong>2xp:</strong> The character helps this person to achieve their goals.<br />
<strong>5xp:</strong> The character puts themselves in harm&#8217;s way or sacrifices for this person.<br />
<strong>Buyoff:</strong> Lose one&#8217;s faith in the concept of a kharmic tie.</p>
<p><strong>Outcast</strong> &#8211; The character is particularly aware of his outsider ethnicity.<br />
<strong>1xp:</strong> The character&#8217;s ethnicity comes up.<br />
<strong>2xp:</strong> The character inccurs social difficulties because of his ethnicity.<br />
<strong>5xp:</strong> The character comes under violence because of his ethnicity.<br />
<strong>Buyoff:</strong> Come to terms with one&#8217;s outsider status.</p>
<p><strong>Prophet</strong> &#8211; The character has the wisdom to see into the future.<br />
<strong>1xp:</strong> The character makes a prediction about the future.<br />
<strong>2xp:</strong> The character gets into trouble because of their predictions.<br />
<strong>5xp:</strong> The character&#8217;s prediction comes true.<br />
<strong>Buyoff:</strong> Lose faith in one&#8217;s prophecy.</p>
<p><strong>What&#8217;s Next</strong></p>
<p>Up next, the Indian culture and rules for herbalism and drugs.</p>
<p>Cheers,<br />
J.</p>
]]></content:encoded>
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		<title>The West &#8211; Part IV</title>
		<link>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-iv/</link>
		<comments>http://lisbongamer.mc-two.com/2009/06/16/the-west-part-iv/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 01:17:00 +0000</pubDate>
		<dc:creator>João Mendes</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://lisbongamer.mc-two.com/index.php/2009/06/16/the-west-part-iv/</guid>
		<description><![CDATA[Hoy, Poker Games &#8211; Long Game Like Gun Duels, Poker Games are semi-detailed scripted conflicts where Extended Resolution does not apply. Any number of characters may participate in a Poker Game. Although a Poker Game is actually played over an arbitrary series of hands, the conflict itself is simplified down to three rolls. Phase 1 &#8211; Early Game [...]]]></description>
			<content:encoded><![CDATA[<p>Hoy, <img src='http://lisbongamer.mc-two.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Poker Games &#8211; Long Game</strong></p>
<p>Like Gun Duels, Poker Games are semi-detailed scripted conflicts where Extended Resolution does not apply. Any number of characters may participate in a Poker Game. Although a Poker Game is actually played over an arbitrary series of hands, the conflict itself is simplified down to three rolls.</p>
<p><span id="more-58"></span></p>
<p><strong>Phase 1</strong> &#8211; Early Game &#8211; Every participant rolls an unopposed check with the special Ability Poker (I). Every character has this Ability at Mediocre (0). It cannot be improved through advances or enhanced by any Secrets whatsoever, regardless of the Phase of the Game. The only way to improve on this roll is to spend one point of Instinct, per the normal Pool bonus die rules.</p>
<p><strong>Phase 2</strong> &#8211; Middle Game &#8211; In ascending order of success levels, each participant chains the previous roll into roll number two, which can be any of the following abilities: Poker (I), Gambling (R) or Deceit (R). Use of Deceit (R) constitutes cheating. If any participant cheats, any other participant and anyone in the audience can roll React (I). This roll doesn&#8217;t count towards the game itself, but if its success level is greater than the Deceit (R) success level, they know the cheater was cheating.</p>
<p><strong>Phase 3</strong> &#8211; Confrontation &#8211; Regardless of whether it happened or not, any participant can choose to accuse any other participant of cheating. Depending on the goals and stakes for everyone involved, this may or may not abort the Poker Game.</p>
<p><strong>Phase 4</strong> &#8211; Final Hand &#8211; Again, in ascending order of Phase 2 success levels, each participant chains the Phase 2 roll into one final roll. Characters who used Deceit (R) in Phase 2 can use Gambling (R) in Phase 3. Everyone else must use Poker (I). Whoever gets the highest success level in this final roll wins the Poker Game.</p>
<p><strong>Poker Games - Short Game</strong></p>
<p>In a short game participants simply play a quick hand of poker, using either Poker (I) or Gambling (R). To cheat, a character can chain Deceit (R) into this roll. If anyone cheats, anyone else can chain React (I) into their roll. Regardless of the final result, if the React (I) success level is higher than the Deceit (R) success level, the cheating will have been detected.</p>
<p><strong>Addiction</strong></p>
<p>The 19th Century had its fair share of availabel addictive substances, such as opium, laudanum, cocaine and others, not to mention alcohol. Most of these were only addictive if taken a substantial number of times, and as such, having a character becoming addicted is strictly the choice of the player.</p>
<p>Some substances, however, are Highly Addictive. For these substances, characters must make an Endure (V) check, and the success level of this check must exceed the number of doses ever taken. If the character fails this check, they become addicted. Players are welcome to immediately pick up Key of Addiction, going into Advance Debt if necessary, unless they already have it or had it and bought it off.</p>
<p>Substance control was not a factor. As such, addicted characters are assumed to have easy access to any and all substances, unless it becomes interesting for that access to become a problem.</p>
<p>Characters suffering from withdrawal suffer one penalty die per day they have gone without the substance to all Ability checks.</p>
<p>Kicking an addiction requires at least three days of withdrawal and a successful Endure (V) roll. Voluntarily abstaining from the substance requires a successful Resist (R) roll.</p>
<p><strong>Easterner Abilities</strong></p>
<p><strong>Boxing</strong> (V) &#8211; the noble art of unarmed fighting, with or without rules.</p>
<p><strong>Ballroom Dancing</strong> (I) &#8211; tango, waltz, foxtrot, quickstep, cha cha, samba, rumba, paso doble, jive , swing or polka. Or others. This is an artistic Ability.</p>
<p><strong>Bladework</strong> (I) &#8211; fighting with one-handed edged weapons, including formal fencing or more informal jackknife stabbings in dark alleys.</p>
<p><strong>Charlatan</strong> (R) &#8211; convincing someone of the validity and high value of questionable products or services.</p>
<p><strong>Engineering</strong> (R) &#8211; formal training in mathematics, mechanics and structures, useful for judging distances, speeds and other quantities.</p>
<p><strong>Gambling</strong> (R) &#8211; playing poker in its many varieties, including manipulating probabilities, reading cards and bluffing, but not cheating.</p>
<p><strong>Easterner Secrets</strong></p>
<p><strong>Civilized Player</strong> &#8211; The character has an aura of propriety and good manners about them and can handle themselves in an impeccably civilized manner. The character can prevent a Poker Game from escalating into violence, or prevent that violence from targetting the character.<br />
<strong>Cost:</strong> 2 Instinct.</p>
<p><strong>High Roler</strong> - The character is skilled at raising the stakes for quick hands of poker. The character can create an Effect usable in any Sway (R) or Savoir-Faire (I) against his opponents. The value of the Effect is the difference in success levels in a Short Poker Game.<br />
<strong>Cost:</strong> 1 Reason + cost of Effect.</p>
<p><strong>I.O.U.</strong> &#8211; The character is can make others believe they can trust the character&#8217;s word. If the character loses a Poker Game, tey can avoid meeting the stakes of the game, indefinitely.<br />
<strong>Cost:</strong> x Reason, as many as the difference in success levels. This cost must be payed again after each time the Reason Pool refreshes, until the original stakes are met or waived.</p>
<p><strong>Medicine</strong> &#8211; The character is trained in first aid and XIXth Century medicine. The character can heal Vigor Harm in others as if it were their own Reason Harm.<br />
<strong>Cost:</strong> x Reason, as per the normal Harm healing rules.</p>
<p><strong>Snake Oil</strong> - The character&#8217;s charlatan concoctions are laudanum-based and count as a Highly Addictive substance. The concoctions are foul and no one would drink them unless persuaded of their usefulness by the character. In addition to its addictive effects, anyone who drinks this mixture may, for the duration of a scene, ignore the penalties associated with Vigor Harm. Furthermore, if the character becomes the supplier for an addiction victim, the character can use Charlatan (R) to create an Effect usable in any Sway (R) or Savoir-Faire (I) against the victim.<br />
<strong>Cost:</strong> 1 Reason to create a dose of concoction, 1 Reason + cost of Effect to create the Effect.</p>
<p><strong>Sudden Knife</strong> &#8211; The character is a master of the assassin&#8217;s art. In a suprise attack, the character can roll Bladework (I) unopposed. If the roll is successful, the victim immediately takes level 4 Harm in Vigor and must make an Endurance (V) roll. If this roll fails, the victim takes level 6 Harm in Vigor instead.<br />
<strong>Cost:</strong> 3 Instinct + 1 Reason + 1 Vigor.</p>
<p><strong>Easterner Keys</strong></p>
<p><strong>Gambler</strong> - The character lives to see the cards in the next hand they&#8217;re dealt.<br />
<strong>1xp:</strong> The character plays a Long Poker Game.<br />
<strong>3xp:</strong> The character plays a high-stakes Poker Game, either short or long.<br />
<strong>Buyoff:</strong> Walk away from a poker table.</p>
<p><strong>Greed</strong> - The character regards wealth as its own purpose.<br />
<strong>1xp:</strong> The character acts miserly in transaction.<br />
<strong>3xp:</strong> The character bends or breaks honor or law for wealth and gain.<br />
<strong>Buyoff:</strong> Abandon one&#8217;s wealth.</p>
<p><strong>Manipulator</strong> - The character works behind the scenes, manipulating others.<br />
<strong>1xp:</strong> The character exerts their will over a person of authority, even over a minor matter. Especially over a minor matter.<br />
<strong>2xp:</strong> A person of authority accepts the character&#8217;s advice over and against other people&#8217;s.<br />
<strong>5xp:</strong> The character&#8217;s influence makes makes a person of authority make a policy change or establish a new policy that works in the character&#8217;s favor.<br />
<strong>Buyoff:</strong> Advise a person of authority to accept someone else&#8217;s advice against one&#8217;s own interests.</p>
<p><strong>What&#8217;s Next</strong></p>
<p>Next up, the Chinaman culture and rules for Martial Arts.</p>
<p>Cheers,<br />
J.</p>
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