A NOCTURNE — progress update
v0.7.2 of A Nocturne is up on the http://itch.io page. This iteration has been updated to include the following:
– new rules and rules commentary for dealing with clones and artificial bodies, including armature, fluid and disposable metal shells (this has been changed from being a full-on playbook to a smaller cut-out record sheet to emphasise its temporary nature).
– A revised version of The Outlaw, changing some of their core items and special abilities to better fit their concept and the tone of the game
– Two new character playbooks: The Pilot, a character with an intimate connection to the craft, and The Witch, an agent of chaos and Singularity
– The Dark Orb, a new craft playbook
Now it’s on to an intensive playtesting stage, and a redevelopment of the currently-missing cluster creation rules.
Matt Kay oh crap. Done!
Oh, the switch to armatures is such an elegant one! I’m quite happy with it. And then I’ve already fawned over the Dark Orb and Witch plenty. I hope it doesn’t sound like too much when I say that this is the RPG project I’m most anticipating <3
EDIT: An odd request, but is there any way you might consider renaming The Killer’s “Make The Voices Stop” move? One of my potential playtesters found it to be in poor taste, and I’m inclined to agree.
This might be me being unfamiliar with Blades’ core system, but what exactly do Guts, Savvy, and Technical do? Are they ever rolled? And what does the Training (Personal) upgrade count towards?
Lex Permann Guts, Savvy, and Systems are rolled when you Resist a consequence. Training (Personal) lets you put 2 xp rather than 1 into your playbook advancement track when you Train it in downtime.
On “Make The Voices Stop”: god, I hadn’t even thought of that. Sorry! I’ll change that as soon as I get the chance! EDIT: And now that I think of it, it’s not even that relevant of a descriptor. The move itself is mostly inspired by the pathology of serial killers, so I’m tempted to just call it something like “Serial”.
Thanka for the explanation, and thinks for considering switching that! You’ve been so receptive through this whole process.
Am I remembering right that there’s no more Craft or playbooks coming?
Lex Permann I’m not ruling it out, ‘cos I’ve still got a few vague ideas, but I’m happy with where things are right now for playtesting
Calum Grace Works for me!
What are the odds of another Cluster making it in?
Lex Permann Extremely high. I’m currently re-working my cluster creation rules, so whatever they output that I’m happy with is likely to get the full write-up treatment.
Yay!
Man, you went all out re-tooling the Outlaw. I love how much more evocative the new gear is than the old “Space Cowboy” load out. The Witch and the Pilot really round out the playbooks nicely, and I am IN LOVE with the Dark Orb as a craft. The idea of using it the play a much more intrigue focused game—one that’s more focused on pulling the strings, making shady backroom deals, and watching your decisions butterfly-effect outwards— is sooooo appealing to me. Keep it up, you magnificent bastard!
Alex Lopez Thanks man! I had a lot of fun writing the Dark Orb.
Need to go over this. This is one of the most elegant hacks I’ve seen thus far. I dig the design.
FYI: I’d be willing to try to be available for a short run playtest of this (as a player) if anyone puts one together.