I’ve asked this a couple of days ago but got no answer (and my next session is scheduled for tomorrow), so I’ll try…

I’ve asked this a couple of days ago but got no answer (and my next session is scheduled for tomorrow), so I’ll try…

I’ve asked this a couple of days ago but got no answer (and my next session is scheduled for tomorrow), so I’ll try again 🙂

In my last session, the Whisper called a Flashback to create a one-shot freezing device. I used the rules for Magnitude to assign a Stress cost but that felt kinda wrong (too much similarity with the Tempest ability).

How have you managed “Strange Methods” in Flashbacks? 

15 thoughts on “I’ve asked this a couple of days ago but got no answer (and my next session is scheduled for tomorrow), so I’ll try…”

  1. Did you assign stress instead of calling for a tinker roll?  I would probably make that a 2 stress flashback and then include the fallout from the tinker, if any.

  2. I did assign the Stress cost and called for a Tinker roll. I felt the Stress cost was required to account for effect: now, I’m not so sure.

    I’m struggling to create some kind of interesting (and mechanical) distinction between a flasback to create an electroplasmic object with Strange Methods and a simple Tempest use.

  3. I’d adjust the effect based on + effect from the roll.  With tempest you get to choose the effect level.  With a tinker quality roll you are limited to the level of success of your tinker.

    Blaze Azelski Why is that harsh?  Unless this was a foreseen issue and you called the flashback stress 1 or zero.

  4. Mark Fenlon That’s a good idea, don’t know why I haven’t thought about that!

    Blaze Azelski I don’t find it harsh either. Flashback cost reflect how predictable and contrived is the action, and the roll is acceptable if you’re doing something that justifies it (like non-trivial Tinkering).

  5. Personally I’ve been kind of working Strange Methods and the Leeches artificer similar to the alchemy rules, roll to create, tell the gm what you want, he tells you what you get and adds in some fun potential issues. (Assuming it’s not a long term project)

  6. Making a gadget is similar to making an alchemical. This is a downtime action, so when you flashback to it, you pay coin or rep for the downtime, then follow the procedures (which you don’t have yet, since the gadget stuff isn’t in the QS).

    A disposable gadget can be made with one roll. So basically, drop a coin, describe the gadget, and roll Tinker for its quality. (this is essentially an application of ‘acquire asset’)

    For arcane stuff, stress is a limiter. For gadgetry, it’s usually coin.

  7. Thanks John Harper! 

    So basically, creating a  disposable on-the-fly gadget is a Flashback: if it’s arcane, it costs Stress (no extra Stress for Magnitude),  if it isn’t it costs Coin/Rep.

    In both cases, you roll Tinker to determine the quality of the gadget (as if you were “Acquiring an Asset”).

    If you want to creat a “permanent” gadget, it’s a Long Term Project (with yet to define procedures, similars to Alchemical).

    Have I understanded correctly?

  8. Mark Fenlon I guess I wouldn’t think of that as an “elaborate action which

    involved several special opportunities or contingencies.” Then again, I’m no expert on the difficulty of making one-shot freezing devices. Just consider it the opinion of some random dude. Feel free to ignore it.

  9. MisterTia86​ Any long-term project done as a flashback costs Coin/Rep (whether it’s arcane or mundane). We discover that you worked on a long project in the past, off-screen, and you pay for it now.

  10. John Harper I’ll try again: any downtime action done in flashback costs rep/coin.

    To create a disposable gadget of any kind you spend rep/coin and roll tinker to determine its quality (similar to an acquire asset roll).

    …did I get it right?

  11. I think the important thing here MisterTia86 is not so much the mechanics of creating a gadget – you seem to have a good handle on the various ways that a player can achieve that via flashbacks & action rolls – its on the gadget itself!

    This is fictional GOLD that the player is creating and investing in the game. Its a huge flag for the sorts of scoundrel shenanigans they want to participate in. It make your job so easy – reincorporate that stuff like crazy! – have their crew’s rep based on the artifice of cool crazy whisper gadgets. Have rival crews out to steal / dismantle / destroy their gadgets, have lucrative job offers come in that revolve around custom builds for influential folks…

    Its all so good! Your game is gonna ROCK and your players are gonna love, love, love that their fictional investment is seeing more screen time than a simple coin/stress cost and flashback roll.

  12. Nathan Roberts don’t misunderstand me: I do keep the focus on the fictional investment and build on that. I really love that, and it’s one of the best aspects of this game.

    The reason I’m so interested in the mechanics, and ask a loooot of question (and bother John so much) is that the rules of BitD are a refined set of tools: the better I know/understand them, the better I can use/bend/adapt them.

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