Dec 16, 2022 7:34 pm
The Iridescent Hack
(v1.0)
A fiction-first focused system relying on techniques Forged in the Dark (FitD) for Play-by-Post (PbP) gaming.
*These rules are in play-testing.
Key Features
Character creation uses custom-made moves called Character Moves.
In-fiction changes justify adding, modifying or removing Character Moves.
Players spend XP to change fictional positioning, effect and probability when rolling the dice.
Resolution procedure suggestions for Play-by-Post speed and clarity.
Who is this For?
Those who like to write moves.
Those who want the BitD feel in PbP.
Those comfortable with improvisational play.
Those comfortable making judgment calls after considering several aspects of the fiction.
Those who seek out proactive play and ambitious characters.
----------------
Core System
Rolling the Dice
From the description of what the character does, select an Attribute and Action combination.
Roll 2d6+Attribute score. Check if Character Moves modify the roll or the results.
10+ results in a strong hit, strong progress, resistance, or good quality.
7-9 results in a weak hit, progress, marginal resistance, or average quality.
6 or less results miss, marginal progress, negligible resistance, or poor quality.
Spending Experience Points (XP)
Describe how luck, destiny, a sudden insight, or any other fictional concept beyond what the Character Moves describe, comes into play and then spend XP to:
1 XP to roll an additional dice (take the highest)
1 XP to advance the roll (misses = weak hits)
2 XP to re-roll all dice.
2 XP to improve positioning
2 XP to improve effectiveness
You can spend as much XP as you have in your XP pool.
Characters
The character sheet has the following categories:
Attributes, Actions, Character Moves, Beliefs, Experience Pool, Active Clocks, Stress and Trauma.
Attributes
The standard Attributes are: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma
These range from -1 to +3.
They start at 0 for all attributes.
Character Moves that tag an attribute will modify it according to the language of the move.
Actions
The standard Actions are: Attune, Command, Consort, Finesse, Hunt, Prowl, Skirmish, Study, Survey, Sway, Tinker and Wreck.
These actions are available to all characters.
Character Moves can advance or diminish actions.
If the Character Move says to advance the action it means a roll of 6 or less counts as a 7-9. If the Character Move says to diminish the action it means a roll of 10 or more is considered a 7-9.
Character Moves
Character Moves are fiction-grounded details that apply to the character. They range from things inherent to the character, to life experiences, to equipment, to social stations. Any fictional context of that character that would modify the positioning, effect, scope, attribute, or action of a character should be written as a move.
There are four special slots called Character Trauma Moves. These start empty.
Beliefs
Describe what the character currently holds true about the world, and what the player wants to focus on. A belief should have two parts, a summary of a belief and a plan of action based on that belief.
Experience Point (XP) Pool
This is where to place the current total of unspent experience points.
The Pool maximum is a default of 7.
Start with 0 XP in the pool.
Active Clocks
During play often the progress in the fiction takes place over a long span of time. On the character sheet list the clock and track progress.
Stress
Each character has 6 Stress slots.
They start empty to start.
Trauma
Each character has four Character Trauma Move check boxes. They start unchecked.
Character Moves
Start with a rough character concept. Then use Character Moves to describe the character. Aim for a minimum of 3-4 and a maximum of seven to ten. Though there is no technical upper limit.
Ground the name of the Character Move in the fiction
Use fiction-based concrete names rather than generic, abstract names. Imply facts about the world such that you world build while writing the Character Move, or refer to content already established about the world.
Define the conditions of the Character Move
Common types of conditions are: things inherent to the character that has happened either through birth or through life experiences, a specific future trigger for the move, possession of a particular item or thing, a current but temporary state, such that the move might be removed from the character sheet at some point. Explore intermixing conditions in the same Character Move.
Core set of Character Moves
Consider the following:
Describing physical traits.
Childhood the character experienced.
Experiences during the formative years (teens to twenties)
Special training.
Social memberships.
Special items or workspaces that they have.
The wealth and financial situation of the character.
Tips when writing Character Moves
Consider giving some moves prerequisites.
Consider not detailing out strict hit, weak hit and miss results, but state what the move allows the character to do.
Consider not locking down a move to any one particular combination of Attribute and Action.
Mix and match benefits and hindrances, as Character Moves that complicate the character’s life offer an opportunity to earn XP.
Use an oracle or other random table for inspiration.
Examples of Character Moves
Acolyte of the Shimmering Curse
You've spent years growing up under the tutelage and discipline of the Shimmering Nuns. +1 Int, +1Wis, -1 Cha. You have several contacts in the Shimmering Cult. Given time and preparation, and the properly brewed elixir, you can peer into the astral realm to gain otherwise hidden insights.
Inducted Eye of the Shimmering Curse
Req, (Acolyte of the Shimmering Curse)
You have passed the hidden tests within the Shimmering Tower, and the shimmering priestlords subjected you to the ritual of the ascension. You have a third eye. +1 Wisdom. People both fear and respect you. When you open your third eye, you can see things' movements before they happen. Advance associated actions, but those who witness are quailed and unsettled, diminish associated actions.
You can attempt to pluck thoughts out of those you can see.
A Meager Inheritance
You have an income that affords you a simple lifestyle based on the regular distribution of an inheritance. You are not in dire need, but you also must watch your spending.Sub Systems
Stress and Trauma
The GM will set the level of stress suffered as a consequence. Name the stress on your character sheet.
When all six stress slots are filled, write a Character Move that describes the Trauma they suffered. Check one of the four trauma boxes on the character sheet. The character is removed from the scene.
When the fourth trauma box is checked, describe why this character is retired.
Recovery
Look at the name of the stress or the wording of the trauma. If the character does something in the fiction to justify changing that, then remove it from the character sheet, but never uncheck a Trauma box.
Character Change
Once a character does something in the fiction to justify a new, or modify an existing, Character Move, make the change.
If uncertain when the fiction justifies a change, put it to a vote of the group.
Character changes that happen gradually are best tracked with countdown clocks.
Tips when considering Character Change
Consider moments when the character spent XP to do something extraordinary and ask if that warrants a Character Move, or progress on, or creation of, a Character Move Countdown Clock.
Consider moments when a character suffers, and evaluate all their Character Moves to see if they need changing.
During downtime, reflect on play and nominate other player’s characters for changes to their Character Moves.
During downtime review all active clocks and advance or test to advance them.
Examples of Changes to Character Moves
Pointing out something in the fiction
Your character has for the past few sessions constantly bribed and worked with the local constable crew. You could say, "Let's formalize this a bit. I'd like the Character Move - Friend of the Gullytown Constables - Most of the law enforcement around Gullytown know you, and think you're on the level. Advance any action related to the constable force."
Starting a Countdown Clock
Player: I'm going to have my character study the set of books he found buried in the wastes, every morning-- that's how they'll start their day.
GM: Sounds good, start a 6 tick-clock. Each time we advance that clock, we’ll go over what the character learned and begin to detail the Character Move. Once the clock if filled in we’ll have a finished move.
Nominating Another Character
Player A: Hey, I've noticed Player B is always putting on a disguise before going out-- maybe they are due a Character Move related to that somehow, should we vote?Earning Experience Points
During Session
Gain 1XP when you fail a Roll
End of Session XP
Gain 1 XP if you learned something new or interesting about the situation
Gain 1 XP if you challenged your beliefs.
Gain 2 XP if you changed, resolved or abandoned a belief.
Gain 1XP if you expressed the nature of at least one of your Character Moves
Gain 1 XP if the nature of your Character Moves caused trouble or complication.
Gain 1 XP if you've overcome a significant obstacle.
The Structure of Play
Character Posting
Say what your character does.
Describe what your character feels.
Ask questions about what your character can see, smell, hear etc…
Ask questions about what your character knows or would know.
When describing risky or dangerous action that implies a dice roll, take the next step and assume it does. Do not wait for the GM to confirm the obstacle.
To do this:
Describe what your character does in the fiction.
Name the Attribute and Action combo that best matches the fiction and best communicates to the GM what the character has done.
State if you are spending Experience Points and how, in the fiction, it modifies the character’s effectiveness or positioning.
Hint or name the implied goal if it is not obvious.
State what your character is most worried about.
Then roll the dice.
GM Posting
Describe at least three things the character would know, see or realize, given their emotional state about the current situation.
Push forward with the action.
Describe the consequences and ask for a resistance rolls.
Look to the attribute and action.
Consider what the character worries about, but keep your options open.
Review the Character Moves that would apply.
Make your weak or hard moves.
Look for reasons and ways to divulge information.
Sessions and Downtime Posts
When all players agree there is a good stopping point in the immediate flow of the fiction begin downtime.
During downtime, each player can Detail the downtime activity, indicate a general goal, and state what the character worries might happen (nothing might be a good answer to this).
Describe what the character does in the fiction. Make sure to say how much time it takes (a scene, days, weeks, months).
Pick an Attribute+Skill combo that matches the action in the fiction.
(v1.0)
A fiction-first focused system relying on techniques Forged in the Dark (FitD) for Play-by-Post (PbP) gaming.
*These rules are in play-testing.
Key Features
Character creation uses custom-made moves called Character Moves.
In-fiction changes justify adding, modifying or removing Character Moves.
Players spend XP to change fictional positioning, effect and probability when rolling the dice.
Resolution procedure suggestions for Play-by-Post speed and clarity.
Who is this For?
Those who like to write moves.
Those who want the BitD feel in PbP.
Those comfortable with improvisational play.
Those comfortable making judgment calls after considering several aspects of the fiction.
Those who seek out proactive play and ambitious characters.
----------------
Core System
Rolling the Dice
From the description of what the character does, select an Attribute and Action combination.
Roll 2d6+Attribute score. Check if Character Moves modify the roll or the results.
10+ results in a strong hit, strong progress, resistance, or good quality.
7-9 results in a weak hit, progress, marginal resistance, or average quality.
6 or less results miss, marginal progress, negligible resistance, or poor quality.
Spending Experience Points (XP)
Describe how luck, destiny, a sudden insight, or any other fictional concept beyond what the Character Moves describe, comes into play and then spend XP to:
1 XP to roll an additional dice (take the highest)
1 XP to advance the roll (misses = weak hits)
2 XP to re-roll all dice.
2 XP to improve positioning
2 XP to improve effectiveness
You can spend as much XP as you have in your XP pool.
Characters
The character sheet has the following categories:
Attributes, Actions, Character Moves, Beliefs, Experience Pool, Active Clocks, Stress and Trauma.
Attributes
The standard Attributes are: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma
These range from -1 to +3.
They start at 0 for all attributes.
Character Moves that tag an attribute will modify it according to the language of the move.
Actions
The standard Actions are: Attune, Command, Consort, Finesse, Hunt, Prowl, Skirmish, Study, Survey, Sway, Tinker and Wreck.
These actions are available to all characters.
Character Moves can advance or diminish actions.
If the Character Move says to advance the action it means a roll of 6 or less counts as a 7-9. If the Character Move says to diminish the action it means a roll of 10 or more is considered a 7-9.
Character Moves
Character Moves are fiction-grounded details that apply to the character. They range from things inherent to the character, to life experiences, to equipment, to social stations. Any fictional context of that character that would modify the positioning, effect, scope, attribute, or action of a character should be written as a move.
There are four special slots called Character Trauma Moves. These start empty.
Beliefs
Describe what the character currently holds true about the world, and what the player wants to focus on. A belief should have two parts, a summary of a belief and a plan of action based on that belief.
Experience Point (XP) Pool
This is where to place the current total of unspent experience points.
The Pool maximum is a default of 7.
Start with 0 XP in the pool.
Active Clocks
During play often the progress in the fiction takes place over a long span of time. On the character sheet list the clock and track progress.
Stress
Each character has 6 Stress slots.
They start empty to start.
Trauma
Each character has four Character Trauma Move check boxes. They start unchecked.
Character Moves
Start with a rough character concept. Then use Character Moves to describe the character. Aim for a minimum of 3-4 and a maximum of seven to ten. Though there is no technical upper limit.
Ground the name of the Character Move in the fiction
Use fiction-based concrete names rather than generic, abstract names. Imply facts about the world such that you world build while writing the Character Move, or refer to content already established about the world.
Define the conditions of the Character Move
Common types of conditions are: things inherent to the character that has happened either through birth or through life experiences, a specific future trigger for the move, possession of a particular item or thing, a current but temporary state, such that the move might be removed from the character sheet at some point. Explore intermixing conditions in the same Character Move.
Core set of Character Moves
Consider the following:
Describing physical traits.
Childhood the character experienced.
Experiences during the formative years (teens to twenties)
Special training.
Social memberships.
Special items or workspaces that they have.
The wealth and financial situation of the character.
Tips when writing Character Moves
Consider giving some moves prerequisites.
Consider not detailing out strict hit, weak hit and miss results, but state what the move allows the character to do.
Consider not locking down a move to any one particular combination of Attribute and Action.
Mix and match benefits and hindrances, as Character Moves that complicate the character’s life offer an opportunity to earn XP.
Use an oracle or other random table for inspiration.
Examples of Character Moves
[ +- ] Examples
Acolyte of the Shimmering Curse
You've spent years growing up under the tutelage and discipline of the Shimmering Nuns. +1 Int, +1Wis, -1 Cha. You have several contacts in the Shimmering Cult. Given time and preparation, and the properly brewed elixir, you can peer into the astral realm to gain otherwise hidden insights.
Inducted Eye of the Shimmering Curse
Req, (Acolyte of the Shimmering Curse)
You have passed the hidden tests within the Shimmering Tower, and the shimmering priestlords subjected you to the ritual of the ascension. You have a third eye. +1 Wisdom. People both fear and respect you. When you open your third eye, you can see things' movements before they happen. Advance associated actions, but those who witness are quailed and unsettled, diminish associated actions.
You can attempt to pluck thoughts out of those you can see.
A Meager Inheritance
You have an income that affords you a simple lifestyle based on the regular distribution of an inheritance. You are not in dire need, but you also must watch your spending.
Stress and Trauma
The GM will set the level of stress suffered as a consequence. Name the stress on your character sheet.
When all six stress slots are filled, write a Character Move that describes the Trauma they suffered. Check one of the four trauma boxes on the character sheet. The character is removed from the scene.
When the fourth trauma box is checked, describe why this character is retired.
Recovery
Look at the name of the stress or the wording of the trauma. If the character does something in the fiction to justify changing that, then remove it from the character sheet, but never uncheck a Trauma box.
Character Change
Once a character does something in the fiction to justify a new, or modify an existing, Character Move, make the change.
If uncertain when the fiction justifies a change, put it to a vote of the group.
Character changes that happen gradually are best tracked with countdown clocks.
Tips when considering Character Change
Consider moments when the character spent XP to do something extraordinary and ask if that warrants a Character Move, or progress on, or creation of, a Character Move Countdown Clock.
Consider moments when a character suffers, and evaluate all their Character Moves to see if they need changing.
During downtime, reflect on play and nominate other player’s characters for changes to their Character Moves.
During downtime review all active clocks and advance or test to advance them.
Examples of Changes to Character Moves
[ +- ] examples
Pointing out something in the fiction
Your character has for the past few sessions constantly bribed and worked with the local constable crew. You could say, "Let's formalize this a bit. I'd like the Character Move - Friend of the Gullytown Constables - Most of the law enforcement around Gullytown know you, and think you're on the level. Advance any action related to the constable force."
Starting a Countdown Clock
Player: I'm going to have my character study the set of books he found buried in the wastes, every morning-- that's how they'll start their day.
GM: Sounds good, start a 6 tick-clock. Each time we advance that clock, we’ll go over what the character learned and begin to detail the Character Move. Once the clock if filled in we’ll have a finished move.
Nominating Another Character
Player A: Hey, I've noticed Player B is always putting on a disguise before going out-- maybe they are due a Character Move related to that somehow, should we vote?
During Session
Gain 1XP when you fail a Roll
End of Session XP
Gain 1 XP if you learned something new or interesting about the situation
Gain 1 XP if you challenged your beliefs.
Gain 2 XP if you changed, resolved or abandoned a belief.
Gain 1XP if you expressed the nature of at least one of your Character Moves
Gain 1 XP if the nature of your Character Moves caused trouble or complication.
Gain 1 XP if you've overcome a significant obstacle.
The Structure of Play
Character Posting
Say what your character does.
Describe what your character feels.
Ask questions about what your character can see, smell, hear etc…
Ask questions about what your character knows or would know.
When describing risky or dangerous action that implies a dice roll, take the next step and assume it does. Do not wait for the GM to confirm the obstacle.
To do this:
Describe what your character does in the fiction.
Name the Attribute and Action combo that best matches the fiction and best communicates to the GM what the character has done.
State if you are spending Experience Points and how, in the fiction, it modifies the character’s effectiveness or positioning.
Hint or name the implied goal if it is not obvious.
State what your character is most worried about.
Then roll the dice.
GM Posting
Describe at least three things the character would know, see or realize, given their emotional state about the current situation.
Push forward with the action.
Describe the consequences and ask for a resistance rolls.
Look to the attribute and action.
Consider what the character worries about, but keep your options open.
Review the Character Moves that would apply.
Make your weak or hard moves.
Look for reasons and ways to divulge information.
Sessions and Downtime Posts
When all players agree there is a good stopping point in the immediate flow of the fiction begin downtime.
During downtime, each player can Detail the downtime activity, indicate a general goal, and state what the character worries might happen (nothing might be a good answer to this).
Describe what the character does in the fiction. Make sure to say how much time it takes (a scene, days, weeks, months).
Pick an Attribute+Skill combo that matches the action in the fiction.