Jag är så pepp på vår kampanj att jag vill skriva om den. Jag kommer inte göra så utförliga spelrapporter som jag brukar, bara sammanfatta och kommentera. Idag träffades vi för tredje gången, efter två möten av att bygga plattform.
Vi spelar Nobilis, omskrivet med Apocalypse Worlds regler. Nobilis är ett spel om halvgudar som har hand om varsin aspekt av verkligheten. Apocalypse World är ett högtempo improrollspel som kör på relationer. Alla rollpersonerna bor i London.
Sir Crane är ädlingen av vinter, en bekymmersfri vandrare som tar vintern dit han går. Han är en ung ädling, blev upphöjd för tre år sedan, och vet inte så mycket om de andra årstiderna och det samhälle han nu befinner sig i.
Sir Crane spelas av Glenn
Looks
Man, braid, jeans clothing, young eyes, gorgeous hair,
Bonds
Galathea -3 Lärde mig hamnskifte
Masoud +2 Stal Tuthankamons ankh åt honom
Ariadne +1 Lekt med Lily
Old +2 Sabbade min älskade när jag bad hen att fixa henne
Moves
[x] I make my estate: When you work your estate to create, destroy or change instances of it, roll+mystic. On a hit, it is so. On a 10+, choose 3; on a 7-9, choose 2:
- your work is durant
- your work is grand
- your work is powerful
- your work is subtle or awe-inspiring
- your work cannot be traced back to you
- there’s no flaw in your work
[x] Long history: Pick a move from a different playbook. If you choose this during character creation, pick a move from a playbook not in play. (True Empathy, The Mortal)
[x] True empathy: When you have time and intimacy with someone you’ve never hurt willingly, choose 2:
- Learn what they're feeling right now
- Learn what they're thinking right now
- Learn something that weighs on them
- Have them heal 1-harm
- Make an issue feel less pressing for them. If it's a PC, they mark experience if they relax their stance on that issue.
[x] I’ve been here before: when you enter a new place, roll+mystic. On a hit, you may ask the HG questions. On a 10+, ask 3; on a 7-9, ask 1:
- what can I use or learn from this place?
- what brings people here?
- what drives people away from here?
- how do I get home / back / out of here?
- whose trail is still fresh here?
On a miss, you’ve been there before but have no memory of the place.
[x] Cloak of Feathers: you may transform yourself into an animal of human size or smaller. This may allow you to travel far, quickly, or through places you otherwise can’t.
[ ] Enigma: when you leave messages to a mortal in riddles or omen, roll+mystic. 10+, they leave their old life behind to pursue your message. 7-9, they take a long time to figure it out, or they mess up a detail of your message. On a miss, they mess it up royally, or learn something of your true nature or purpose.
When you leave messages to a power, it is enough of an offer to sway them.
[ ] Paths: you can open secret paths, which stay there when you leave for you to travel through. They can be anything, but be consistent: maybe you draw your mark on walls, maybe you have a bag of gatestones you place, maybe you give the old man on the corner a keyword to speak at the right moment. The paths converge at a tree, streetlight, signpost or your home if you have one. Detail.
If you have three or more paths, roll+number of paths beyond three every time you use or open a path. On a miss, no problem. On a 7-9, you have to take 1-harm or close a path; on a 10+, the path won’t open, or someone has found one and used it.
[ ] My other car is a Ford Magnolia: you get a conventional mode of transportation (car, boat, subway ticket) that can travel in some supernatural way. If it is lost, destroyed or abandoned forever, you can enchant something else that you own to replace it.
Travelling the worlds
When you want to travel somewhere, tell the HG where and describe how you want to do it (“anyhow, I have no idea” is legit). They will tell you “sure, no problem, but...” and then 1 to 4 of the following:
- it’s going to take hours / days / weeks / months of travel;
- first you’ll have to get to ___;
- at least part of the ways you’ll need to go through the air / water / dreams / someone’s home / hostile territory / ___;
- you won’t be able to bring ___ with you;
- you must bring ___ with you;
- you’ll have to speak to / read ___ first;
- it’s going to take you several / dozens / hundreds of tries;
The HG might connect them all with “and”, or might throw in a merciful “or”.
These rules may be available to all players, or just the Seeker. If the Seeker is in play, their player decides during character creation. If not, the HG or the group decides.
Seeker special
When you make love to someone, you may change one of your moves to another move reflecting their nature. Any move is legit if your HG thinks so. If you make love to a PC, you may together decide to exchange moves.
Improvement
__ get +1mystic (max +3)
xx get +1cold (max +2)
__ get +1gifted (max +2)
__ get +1radiant (max +2)
__ get a new Seeker move
__ get a new Seeker move
__ get followers (detail) and Fortunes
__ get a move from any playbook, in a Focus as per the move
__ get a move from another playbook
__ get a move from another playbook
Ariadne är ädlingen över vanföreställningar. Hennes fysiska kropp är en flicka i koma på ett sjukhus, men hon kan knyta dödliga till sig för att kommunicera med och ta deras kroppar i besättning, och det är så hon interagerar med omvärlden. När de ser henne så ser de en vuxen kvinna i färgglada kläder. (eller hur?)
Ariadne spelas av Jonatan.
Looks
woman
To your anchors:a calm apparition only you can see
For others:a feeling of being watched
Moves
[x] Small miracles: By small means that seem random, you influence the world through your estate. Roll+mystic. On a hit, you achieve what you wanted. The changes you bring about are always slow, indirect and impossible to trace. On a 10+, they are instead quick or direct.
[x] Ever-present: you get +1mystic (max mystic+3), and you may have four “free” anchors instead of two.
[x] I shouldn’t trust you: when you sway your anchors or allies (your call), roll+mystic instead of roll+radiant.
[x] Detached: you don’t really notice when your anchors are hurt. Pain doesn’t slow you down when you’re in your anchor, but broken bones still will. Don’t mark damage, and don’t make the harm roll when in your anchor. The HG will keep track of their health.
[x] Haunt: you may anchor places as well as persons, and your first such anchor doesn’t count toward your maximum number of anchors. You are aware of what happens in these places at all times. When you possess one, you may manipulate objects in it telekinetically. You count as having time and intimacy with anyone spending time in such a place, and may communicate with them.
[ ] Lesser incarnation: You can become an instance of your estate, travelling as you would, seeing what it sees. If you want your estate to do more for you, try approaching the other spirits of it and swaying them.
[ ] Now you hear it too: when you have time and physical intimacy with someone through one of your anchors, you can plant a command inside their mind. Roll+mystic. On a 10+, hold 3. On a 7-9, hold 2. At your will, no matter the circumstances, you can spend your hold 1 for 1:
- inflict 1-harm
- they take -1 right now
If they fulfill your command, that counts for all your remaining hold. On a miss, you inflict 1-harm upon your subject, to no benefit.
[ ] Under their skin: when you have time and physical intimacy with someone, you can read them more deeply than normal. Roll+mystic. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1:
- what was your character’s lowest moment?
- for what does your character crave forgiveness, and of whom?
- what are your character’s secret pains?
- in what ways are your character’s mind and soul vulnerable?
On a miss, you inflict 1-harm upon your subject, to no benefit.
[ ] The Nettle Rite: When you pervert something or someone that is important to another Power,
you may perform the Nettle Rite to sunder them. Roll+mystic. On a hit, hold 1-3:
- if you’ve caused suffering, hold 1
- if you’ve caused corruption, hold 2
- if you’ve caused betrayal, hold 3
On a 10+, hold 1 more. Spend your hold 1:1 to
- make them take 1-harm right now
- take +1bond with them
Spirit special
When you make love to another character, you can make them your anchor with their permission, not counting against your maximum number of anchors. If you don’t, hold 1. You can spend your hold at any time to communicate with them as you do with your anchors for a scene. This might well help them or interfere with what they’re doing.
Improvement
__ get +1exalted (max exalted+2)
__ get +1radiant (max radiant+2)
xx get a new Spirit move
__ get a new Spirit move
__ get a new Spirit move
__ get a new anchor
__ get a mortal power base and business as usual
__ get a move from another playbook
__ get a move from another playbook
[x] My loyal servants: you order your estate around like a servant. When you impose your will on it or push it to its limits, roll+cold: on a 7-9, choose 1; on a 10+, choose 2:
- It reads your will before you give the order
- It can act against its nature
- You don’t get caught up in it
[x] Ye are hereby summoned: when you hold court, recount who you’ve invited and roll+days passed (max roll+3) since you sent out word to them. You may invite anyone, but this move only decides about characters who either respect or fear you. On a 10+, everyone is there, and hold 3. On a 7-9, someone might be missing or turn up uninvited, and hold 2. During the court, spend your hold, 1 for 1 to:
- make someone tell you all they know of an important matter
- make someone withhold or withdraw an opinion, or leave your court
- make someone swear to adhere to a decision reached
- make someone give you a thing more useful to you, or lend you a thing more valuable to them.
- have what someone desires
With PCs, any imperative from this move works as if you hit the roll to force them with a 7-9.
[x] He’s right behind me, isn’t he: when you make an unexpected or dramatic entrance, you may assess the situation or read another person simply because you caught them off-guard. If you do, you take +2 when acting on the answers rather than +1.
[x] I know your sort: when you judge someone you’ve just met, say what you believe of them and roll+cold. On a hit, take +1 ongoing with them as long as they follow your expectations. On a 10+, if a major choice they make turn out the way you said, mark experience. The first time their actions surprise you, take -1forward.
[ ] My loyal soldiers: when you wield your estate as a weapon in battle, roll+noble. On a 10+, hold 3; on a 7-9, hold 2; on a miss hold 1 but take -1forward. During the battle you can spend your hold 1 for 1 to:
- Name an NPC within your reach. Your estate kills, disables or disarms them (HG’s choice).
- Name a character within your reach. Your estate redirects their attack to another character within reach, or else to nowhere - into the ground or a wall or the sky.
- Name a character on the scene, but outside your reach. Your estate brings you to them or them to you before they have time to adjust or react.
[ ] Strongman: Get the Group connection and choose Strongman as your role.
[ ] Not one of them: as long as you haven’t acknowledged any mortal as a threat or spoken the name of one during this scene, you may roll+cold instead of roll+exalted when acting under fire.
[ ] And thus it was: When you drive through a decree in council with others, hold 3. At any time, you can spend one hold to have another character working towards that end (your call) mark experience or give them +1forward.
True King or Queen special
When you have sex with another character, choose one:
- take them as your consort or concubine, giving them ye are hereby summoned to use in your absence
- banish them from your realm
- pretend it didn’t happen, giving them +1bond with you
You cannot have more than one consort; if you take another when you already have one, you have to banish the old one.
Improvement
__ get +1cold (max +3)
__ get +1mystic (max +2)
xx get +1radiant (max +2)
__ get +1gifted (max +2)
__ get a new True King or Queen move
__ get a new True King or Queen move
__ get anchors as per the Spirit playbook
__ get a chancel and Wealth
__ get a move from another playbook
__ get a move from another playbook
Old är en styggelse från bortom skapelsen som upprätthåller charaden av att vara ädlingen av kärlek. Hen och hens folk vill egentligen inget annat än att störta och förinta hela skapelsen. Old är en androgyn varelse som för dödliga tar formen som deras största kärlek, och bor med sina följeslagare i Big Ben.
Old spelas av Robin, och han har tagit med sig rollformuläret hem, men jag ska göra mitt bästa att lista ut hans val:
[X] Don’t you remember me? You may create, destroy or manipulate small instances of your estate without effort. For bigger things, roll+cold. On a 10+, your estate obeys you like it would a noble. On a 7-9, it hesitates. Choose one:
- The result is temporary
- You have to use force
- There is a taint in the result apparent to scrutiny
[x] The blind lie: when you shape the world to fit one of your lies, roll+radiant. On a 10+, choose 2; on a 7-9, choose 1:
- your lie is subtle or blatant
- there’s no flaw in your lie
- your lies cannot be traced back to you
[x] World breaker’s hand: Name a thing, a place or an attribute of anything nearby except another power. It breaks. Roll+cold. On a 10+, choose one; on a 7-9, both:
- you take 1-harm
- you reveal your true nature for an instant
[x] Blight: You may attempt to blight a place, a mortal or a memory (of you, for instance), turning it into ash. Roll +cold. On a 7-9, choose 1. On a 10+, both.
- it seems gray and dead, spirits and mortals shun it
- mortals not interacting with it regularly will start forgetting it
At the start of a session, if it haven’t turned to ash yet, roll +cold. 7-9, choose 1, 10+ both. On a miss, it stops and the MC might make a move.
- it spreads or deepens
- it doesn’t haunt you
[ ] Shapeshifter: when you adopt a new guise, roll+radiant. On a 10+, you’d fool anyone but the closest friend of the one you’re portraying. On a 7-9, you’d have to defy danger whenever you’d interact with people who have met them. On a miss, either you must use this move when changing to another form (even an old one), or you can never take that form. If anyone does see through it, they still won’t know you to be an excrucian; they will only connect you to the previous forms they have seen you in.
[ ] Prey on the weak: at the beginning of session, roll+gifted. On a 10+, hold 1+1; on a 7-9, hold 1. Anytime another character suffers harm, either you or the HG can spend your hold to have you get there, just in time to see it. If your hold was 1+1, take +1forward, too. On a miss, the HG holds 1 and can spend it to make someone find you in your moment of weakness.
[ ] Stars in their eyes: you get +1radiant (max radiant+3)
Mimic special
When you make love to another character, ask yourself if you could live with killing this person. If not, lose all your mimic moves and switch to another playbook.
Improvement
__ get +1exalted (max +2)
__ get +1gifted (max +2)
__ get +1mystic (max +2)
__ get a new mimic move
__ get a new mimic move
xx get a chancel and wondrous things
__ get anchors as per the Spirit playbook
__ get followers and fortunes
__ get a move from another playbook
__ get a move from another playbook
Bonds
Bonds är ett sätt att mäta vem< som är skyldig vem, eller vem som har en edge på någon annan.
Basic moves
Bara om ni vill fatta vad statsen gör eller är insatta i AW och nyfikna på våra basic moves.
When you do something under fire, or dig in to endure fire, roll+exalted. On a 10+, you do it. On a 7-9, you flinch, hesitate or stall; the HG can offer you a worse outcome, a hard bargain or an ugly choice.
Use auctoritas, cool, balls, nerves, grit, quick thinking and nimble action to act under fire, such as gunfire, stress, detection, risk and difficulty.
When you make an offer that plays on someone’s fears or desires to sway them, roll +radiant.
For NPCs: On a 10+, They do what you want. 7-9, they do it on a condition (alter your offer, make a promise, give them a little taste right now)
For PCs: On a 10+, both; on a 7-9, choose 1:
- If they do it, they mark experience
- If they act against it, they’re acting under fire
Use gifts, lies, seduction, manipulation and threats to sway someone into giving you something, do something, give up something, tell you something or accept a deal they feel ambivalent about. The offer has to be something that actually holds value or aversion to them.
When you force someone, you use fear, suffering or brute force with little or no regard to your or others well-being. Roll+cold. On 10+, they yield or act reckless. On a 7-9, they may instead choose to cover, sacrifice or suffer.
- Yield means you get what you want or they do what you want.
- Act reckless they take a reckless or risky action that exposes them or takes the conflict up a notch. If you’ve threatened them, they force you to make real on your threats, right now.
- Cover means they protect themselves by covering down, falling back or making a run for it. This always means they inflict no harm or 1-harm less.
- Sacrifice means they lose, ruin or surrender something important.
- Suffer means they take 1-harm from the situation if it’s plausible. This is in addition to any harm dealt to them.
When you assess the situation, roll+gifted. On a hit, you can ask the HG questions. Whenever you act on one of the HG’s answers, take +1. On a 10+, ask 3; on a 7-9, ask 1:
- What is going on here?
- How do I draw or avoid attention?
- Where’s my best escape route / way in / way past?
- Who is most vulnerable to my abilities / assets / style?
- Which enemy is my biggest threat?
- What should I be on the lookout for?
- Who is in control here?
When you assess another in a charged interaction, roll+gifted. On a 10+, hold 3. On a 7-9, hold 1. While you’re interacting with them, spend your hold 1 for 1 to ask their player questions:
- Is your character telling the truth?
- What’s your character really feeling?
- What does your character intend to do?
- What does your character wish I’d do?
- How could I get your character to ___?
When you listen to the world you are a part of, roll+mystic. On a hit, the HG will tell you something new and interesting about the current situation - either in your current location or something your Estate has observed - and might ask you a question or two. Answer them. On a 10+, the HG will give you good detail.
Use intuition, wisdom, inner connection, mythic reality, your estate, flowers and omens, or arcane rites to listen to the world.
When you help or interfere with someone who’s making a roll, they take +1 (help) or -2 (interfere) to their roll. However, you might open up yourself to danger, retribution or cost.
Så, det börjar med att Mervin, ädlingen av Höst letar upp Crane och börjar slåss med honom. "Vinter ska inte komma än, ditt rövhål!" Crane säger "Hey, det är november" "Säg det till Höst som skriker inom mig, jag har inte kunnat sova på två dagar!" vrålar Mervin. "Sommar har ju sagt åt dig hur du ska sköta det här" Crane är helt "Huh, nä, jag har inte träffat henne"
Det här var ganska kul, jag hade trott att Crane var mer insatt i sin roll som vinterns ädling, men han är tydligen helt lost.
Klipp till Old, som just har offrat sitt sista offer för att skapa sin egen magiska värld, dark world london typ, övervuxet av rosor, befolkat av ett magiskt, sexuellt folk. De är inte helt färdiga än, de saknar ögon, so there's that.
Jag blev tänd på Olds mörka spegelvärld av London, ser fram emot att utforska det senare. Jag gillar hela den här mörka spegelvärldsgrejen, vibbar till Zelda 3.
Ariadne söker upp Old i form av en gammal kvinna, och ljuger och säger att hon är från Masoud. Old mördar henne lojt med en sax, liksom. Old känner att hen behöver snacka med Masoud, så hen bjuder in sig själv och Crane dit. Masoud är förstås där, och en av Ariadnes ankare som sovit över med Masoud. Kråka, fåglarnas ädling, dyker upp, och Crane tycker hon är heeeeet.
Relationerna mellan Old och Masoud blir bara frostigare och frostigare. Masoud dumpar Crane och Kråka med varandra på en bar. Kråka är nyfiken på Crane, men blir lite avtänd på att han berättar så lättvindigt om sig själv istället för att spara på sina hemlisar, vilket i sin tur gör Crane lite avtänd. "Du är inte min typ, hejdå!"
Det här var också lite oväntat och fräscht, det såg ut att bli en ganska gullig scen, men istället kom det in lite såndär alienation man kan känna när man börjar lära känna folk. Dock, Crane är en suverän lyssnare, så han gör Kråka lite lugnare på hela den här grejen med att ta kontroll över Londons undre värld.
I enskildhet ber Old Ariadne att stjäla hundra par kattögon åt hens folk. Old bara dryper av förakt mot Masoud och hans katter varje gång det kommer på tal. Underbart. Ariadne är skyldig Old en feting, och säger till slut ja.
Det här tyckte jag var awesome att Jonatan bejakade. Ariadne och Masoud hade sex i session 2, så det är något som tar sina första stapplande steg där som vi inte vet vad det kommer bli än, och så går Ariadne med på att försöka stjäla 100 ögon från Masouds undersåtar!
På slutet av mötet så söker Old upp Masoud i British Museum igen, och Masoud rustar sig för att köra ut hen, vilket slutar med att Old använder World Breakers Hand för att rasera salen i British Museum och flyr. Masoud är skadad, Old är svårt skadad.
Crane kommer och hjälper Masoud och hans undersåtar och pysslar om hans sår. Masoud vill förklara krig mot Old, men Crane får honom att lova Crane en chans att prata med hen först. Slut på speltid.
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Jag slutade fett pepp, vilket är anledningen till att jag lägger upp den här tråden, men jag var lite osäker i början på mötet på att alla hade kul när vi körde enskilda spår, men det var all good.
Fan, Old gör sig kvickt till storskurken. I vår förra kampanj spelade Robin också ett riktigt slemmo, men nu... tja, han är ju en fiende till själva skapelsen. Det är kul att se honom röja loss.
Älskar Ariadne. Hon är så creepy men ändå fin, och Jonatan har verkligen börjat släppa loss mer sen våra tidigare kampanjer.
Glenn verkar också bekväm med Crane, spela en schysst kille för en gångs skull. Jag gillar't.
Masoud får inte så mycket chanser att vara högtidlig och kunglig verkar det som, haha... Men det var nice att han backade upp sitt ord idag. Vi har haft sex mellan rollpersoner på session 2 och mordförsök i session 3, och i bägge var Masoud med. Vi blir bättre och bättre på det här!
Vi snackade om att höja oss en nivå efter mötet: Robin önskade sig mer fruktansvärda SLP:er och inte bara mysiga sådana, och vi snackade lite om att föra in fler grupper och fraktioner av ädlingar... (släkten, ordnar, ideologier, imperatorer) Original-Nobilis kan lätt bli lite abstrakt med all osårbarhet, omänsklighet och fraktioner, och jag var väl så inne på att göra det personligt att jag inte tänkte så mycket på att det stora landskapet är också en del av Apocalypse World-spel.
En till reflektion: Man, det är svårt att skriva korta spelrapporter! Jag börjar med att copy-pasta alla rollformulären, och sådan skriver jag ett långt inlägg om mötet iallafall. Allt känns ju viktigt!
Vi snackade om att höja oss en nivå efter mötet: Robin önskade sig mer fruktansvärda SLP:er och inte bara mysiga sådana, och vi snackade lite om att föra in fler grupper och fraktioner av ädlingar... (släkten, ordnar, ideologier, imperatorer) Original-Nobilis kan lätt bli lite abstrakt med all osårbarhet, omänsklighet och fraktioner, och jag var väl så inne på att göra det personligt att jag inte tänkte så mycket på att det stora landskapet är också en del av Apocalypse World-spel.
Nu i efterhand inser jag att jag skulle gjort två saker innan vi började spela.
1) Spåna om den magiska världen med er, precis som man spånar fram den apokalyptiska världen. Typ, vad är excrucianer, finns det mäktigare varelser än ädlingar, hur ser ädlingssamhället ut?
2) Frågat er "Vad finns det för något som ni alla är involverade i?" och när ni säger London, frågat varför. Boom, så hade jag haft min första Stage. (Nobilisvarianten av Front)
Jag tror jag förleddes lite av
1) Det är i nutid så allt borde ju "komma naturligt"
2) Jag och Jonatan var ganska orolig för att infodumpa spelarna
3) Jag ville bara bejaka och inte leda, vilket nog var lite att överdriva
Men de här två stegen går ner i instruktionerna för hur man startar en kampanj i hacket. Vi kan ju spåna nästa Nobilis-session istället.
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