Thursday, 11 March 2021

In Love And War (part 2 - characters)

(Part 1 here)
 So how to make a character for the game?

First step is to pick your Classification. Your Classification is at the heart of your character: where their true loyalties lie, and why they're even involved in espionage.
There's six of them:
-The Prodigy, merely using spy work as a stepping stone to something greater. 
-The Mole, a double agent torn between her loyalty to the team and a second set of handlers. 
-The Outsider, planted by an uncertain outside power to assess the team. 
-The Waif, dragged into all this without real training by her loyalty to one of the other spies. 
-The Monitor, ruthlessly loyal to the team's handlers and tasked with keeping tabs on the others. 
-The Imposter, who joined the team under false pretences to pursue her own agenda. 

Once you've picked your Classification, the next step is to determine relationships. Each Classification has a key relationship - one that's particularly deep and complex. Pick another player's spy for that relationship to apply to, and work out the details with her. For everybody else, your relationship with her will depend on her Classification.
Once you've done this, a few people will already have raised Perils, and you should have a nice little web of intrigue and emotional ties between you, represented by the distribution of Hooks.

Next, there's your Assets. Note down your starting Assets; one begins at +2, one at +1 and one at +0. You can add an additional +1 to any Asset.

Penultimately, there's moves. Note down your Classification's Unique Move, and pick one of their Special Moves too.

Lastly, there are a few details within the fiction to finalise. Give your spy a name. Determine, if you haven't already, how she came to be involved with espionage. Decide her appearance, social background and other quirks.

And then you're ready to go.

 

The Prodigy
You're too good for this. Really, you're on a level above your team-mates, you can do things they simply can't. This team is a stepping stone. You'll excel at your spy work, get dirt on people in power, rise up the ranks. And then you'll make your move. You've got plans.

Your Key Relationship:
One of your team-mates knows your plans. Decide who. With her, decide what your plan is and how she's involved. Whatever the case is, both of you get two Hooks in each other. With her, decide if she was part of your plan from the start. If so, she raises her Suspicion by 1. If not, you raise your Heat by 1.

Your Other Relationships:
For every other member of your team (except your key relationship), establish the following:
The Mole is up to something. Maybe you can work together? Ask her if her plans align with yours. If they do, you both get a Hook on each other.
The Outsider is a wild card. You need leverage over her, but have none. She gets a Hook in you.
The Waif is too innocent for what you have planned, and you must protect her. She gets a Hook in you.
The Monitor is your lifeline to your handlers, and you rely on her. She gets two Hooks in you.
The Imposter isn't who she seems, and this fascinates you. Do your plans account for her? If so, you get two Hooks in her. If not, she gets two hooks in you.

Your Assets:
You start with Weapons at +2, Lies at +1, Clues at +0. Add +1 to any one Asset.

Moves:
You start with your Unique Move, and pick one of your Special Moves.

Your Unique Move:

Just Better Than Them
You get +1 to all rolls for Field Moves. You can spend Hooks you have on your team-mates to give yourself another +1 to any Field Move, even if they aren't involved at all.

Your Special Moves:

Flashy Violence
Whenever you would gain Pain from Resorting To Violence, you can go all-out and cause a dramatic scene to avoid being hurt. You don't gain that Pain, but gain 1 Heat instead.

Flawless Infiltrator
When you flawlessly Escape Notice, you get +3 to act with surprise or from cover, not +1.

Ice Queen
When somebody uses an Intimacy Move on you, you can try to shut her out, giving her -2 to the roll and a Hook in you.

Things Are Moving Too Fast
Whenever one of your team-mates makes a Crisis Move, you can intervene with a brutal application of violence. When you do, they add your Weapons to the roll, and then increase all of your Perils by 1.


The Mole

You were a plant. Placed in the team by their enemies to track their actions. It's a dangerous game you're playing, and you're not even sure which side you're on. When push comes to shove, where will your loyalties lie? You're working very hard to avoid having to find out.

Your Key Relationship:
One of your teammates suspects that there's something not quite right about you. Decide who. Ask her how much she's told her handlers about her suspicions. If she told them everything, raise your Suspicion by 2, and get 2 Hooks in her. If she told them a little, but not all of it, both of you raise your Suspicion by 1 and get a Hook in the other. If she told them nothing, she raises her Suspicion by 2, and gets 2 Hooks in you.

Your Other Relationships:
For every other member of your team (except your key relationship), establish the following:
The Prodigy is up to something. Good, you're up to something too. She gets a hook in you.
The Outsider is a potential ally. Ask her if she'd be sympathetic to your cause if she knew about it. If she would, you get a hook in her. If she wouldn't, she gets a hook in you.
The Waif is an easy mark. Get a Hook in her.
The Monitor is dangerous. You've got her fooled for now. Get a Hook in her.
The Imposter is somebody you share an understanding with, both of you having your own secrets. Each of you gets a Hook in the other.

Your Assets:
You start with Lies at +2, Clues at +1, Weapons at +0. Add +1 to any one Asset.

Moves:
You start with your Unique Move, and pick one of your Special Moves.

Your Unique Move:

Double Agent
You answer to a Contact working for the enemy. When you or your teammates would gain Heat, you can rely on them to cover it up for you, and you gain 1 Suspicion instead. If you go against your Contact or their orders, the resulting fallout increases your Heat by 1.
Whenever you complete secret orders from your Contact, you gain 1 Experience.

Your Special Moves:

Manipulative
Whenever you spend a Hook in somebody to offer her Experience, if she goes along with what you want she gets two Experience, not one.

Divided Loyalties
When you ignore your contact's orders to protect or benefit a team-mate, she gets a Hook in you and you get +1 to act on it. When you throw a team-mate under the bus to fulfil your contact's orders, you lose a Hook in her, and get +1 to act on it.

Cards Close To Your Chest
When you Push Her Away, if you're doing it to try to keep a secret, you can roll with Lies.

Get Me Out Of This
Whenever your team-mates spend Hooks on a Field Move to get you out of trouble, each hook spent gives +2, not +1.


The Outsider
You're not from here. A visitor from another power, you've joined the team for your own reasons, offering the unique talents your homeland trained you in. You have a secondary mission, on behalf of your homeland, to report back on what your team discovers. Your divided loyalties are tolerated... for now.

Your Key Relationship:
One of your team-mates made arrangements for you to join the team. Decide who. With her, decide what it took to convince your handlers you were a good investment. Increase your Suspicion 1. Ask her; does she trust you? If so, you get two Hooks in her. Ask yourself; should she trust you? If so, she gets two hooks in you.

Your Other Relationships:
For every other member of your team (except your key relationship), establish the following:
The Prodigy is your rival. Ask her if she considers you her peer; if she does, you get a Hook in her.
The Mole is interesting, and you want to understand her better. She gets a Hook in you.
The Waif is somebody you've been able to open up to. Have you told her anything shocking? If so, she gets a hook in you.
The Monitor is risky, without her favour you could lose this little arrangement. Ask her if she trusts you; if she doesn't, she gets a Hook in you.
The Imposter worries you. Ask her if she's been keeping tabs on you, if she has, you get a Hook in her. 

Your Assets:
You start with Weapons at +2, Clues at +1, Lies at +0. Add +1 to any one Asset.

Moves:
You start with your Unique Move, and pick one of your Special Moves.

Your Unique Move:

Special Arrangements
You have a Contact from your homeland, who relies on you to pass information on to them. When they learn something critically important from you, you gain 1 Experience and they smooth things over for you with your handlers, allowing you to lower your Heat or Suspicion by 1.

Your Special Moves:

Favourite Weapon
You have a unique weapon that you're specially trained in. When you're using it, you can Resort To Violence at +2.

A Harmless Oddity
You don't gain Heat for causing a commotion or scandal if you can play things off as merely a cultural misunderstanding.

Deadly Beauty
When you're armed, dangerous and flaunting it, you may roll to Flirt with Weapons.

A Fish Out Of Water
Whenever one of your team-members makes an Intimacy move on you, you may spend a Hook in her to ask "Why did you do that?". If she answers truthfully, she gets a Hook in you.


The Waif
You're in over your head. Circumstances dragged you into this, somebody you couldn't bear to abandon even as she dived into the dangerous world of espionage. So you let her pull you in with her, and now you've got to learn fast. If you can't keep up, it's not just yourself at risk, it's her too.

Your Key Relationship:
You got pulled into this world by one of your teammates, who you were close to before all this began. Decide who. Decide with her how you know one another and what happened to drag you into her messes. She gets two hooks in you. Ask her if she thinks you're coping with this new life. If she thinks so, you both get another Hook in each other. If she thinks not, you get two Hooks in her. Then ask yourself if you're actually coping. If so, raise your Suspicion by 1. If not, raise your Pain by 1.

Your Other Relationships:
For every other member of your team (except your key relationship), establish the following:
The Prodigy dazzles you. She gets a Hook in you. Ask her if she even notices you; if she does, you get a Hook in her, if she doesn't she gets another Hook in you.
The Mole feels like a kindred spirit, almost as out of her depth as you are. She gets a Hook in you.
The Outsider is fascinating and dangerous. She gets a Hook in you.
The Monitor is somebody you feel driven to impress. Ask her if she takes you seriously; if she does, you get a Hook in her, if she doesn't she gets a Hook in you.
The Imposter isn't what she seems, and you suspect something. She gets a hook in you. Ask her if she realises; if she does, you get a Hook in her, too.

Your Assets:
You start with Clues at +2, Lies at +1, Weapons at +0. Add +1 to any one Asset.

Moves:
You start with your Unique Move, and pick one of your Special Moves.

Your Unique Move:

Out Of Your Depth
You rely on others for strength. You get a flat -1 to all Field Moves. Whenever somebody makes a Field Move to protect or cover for you, they get +1 to the roll, and you each get a Hook in the other.

Your Special Moves:

Backstage Support
Whenever you spend an Advance to reduce a Peril for anybody, you get to do so twice. The second time doesn't need to be the same Peril, or even the same person.

Healing
When you successfully Rescue or Open Up To one of your team, or visa versa, you can take a moment to tend to her. If you do, she reduces her Pain by 1.

Knows More Than She Lets On
Whenever somebody rolls an Intimacy Move on you, ask her if she has a hidden motive. If she does, you sense that something's up, and get a Hook in her. 

Helpful & Comforting
Whenever your spend Hooks to assist a team-mate, each Hook gives +2, not +1 to the roll.


The Monitor
You're here because you're handlers don't trust everybody, but they trust you. Somebody in particular has your handlers suspicious. You're tasked with keeping an eye on your teammates, making sure they're completely loyal, and if they show signs of going off brief... you're there to correct that.

Your Key Relationship:
You're here to watch another of your teammates. Decide who. With her, decide why your handlers suspect her, and if that's even true - whatever the case is, she raises her Suspicion by 1. Ask yourself; in your heart, do you believe the accusations against her? If not, she gets a Hook in you. Ask her; does she suspect that you're watching her? If so, you get a Hook in her, too.

Your Other Relationships:
For every other member of your team (except your key relationship), establish the following:
The Prodigy seems too good to be true. Do you trust her? If so, she gets a hook in you. If not, you get a hook in her.
The Mole has your trust. Why wouldn't she? You've shared some moments, and get a Hook in each other.
The Outsider impresses you. You've tried to get her working with you. Ask her if she went along with it; if she did, you get a Hook in her. If not, she gets a Hook in you.
The Waif needs your help if she's to avoid being a liability. She gets two Hooks in you.
The Imposter is somebody you've come to rely on. She gets a hook in you. Do you suspect anything about her? If not, she gets another hook in you.

Your Assets:
You start with Clues at +2, Weapons at +1, Lies at +0. Add +1 to any one Asset.

Moves:
You start with your Unique Move, and pick one of your Special Moves.

Your Unique Move:

Guaranteed To Be Uncompromised
You never accrue Suspicion for your actions. Never ever. You can't gain Suspicion because of any move, or as a result of something you do.
There's a single exception to this. When your team-mates would gain Suspicion, you can lie to your handlers to cover for them. If you do, you gain the Suspicion instead of them.

Your Special Moves:

In Her Head
If you have any Hooks in somebody, you can roll to Flirt with her using Clues.

Interrogation
When you successfully Read Her, if she can't just leave the conversation (due to emotional leverage or physical isolation), you can ask two questions instead of one. She chooses to answer or evade each question separately.

You Can't Have Her
When you successfully Rescue a team-mate, you both get a Hook in each other.

I Know His Weak Spot
Whenever your team-mates Resort To Violence against somebody, if you've fought them before, whoever rolls may roll with your Clues if she wishes.


The Imposter

You're not who you say you are. You joined the team under false pretences, to pursue a hidden agenda. It's a dangerous game you're playing, but if you pull this off you can leave your old life behind you. And in the mean time, your position in the world of espionage gives you a chance to make a real difference.  


Your Key Relationship:
Somebody knew you before you took on your new identity. Decide who. With her, decide how you knew each other, and how the two of you got you into the world of espionage. You both get a Hook in each other. Ask her if she trusts you; if she does, you get another Hook in her. Ask yourself if you trust her; if you do, she gets another Hook in you.

Your Other Relationships:
For every other member of your team (except your key relationship), establish the following:
The Prodigy seems like something to aspire to. Have you tried to be more like her? If so, she gets a Hook in you.
The Mole is up to something interesting. How does she factor into your plans? If she's a potential asset, she gets a Hook in you.
The Outsider is a useful distraction, and you've used her to cover for yourself. You get a hook in her.
The Waif is too good for this nasty world. Do you want to protect her? If so, she gets a Hook in you. Ask her if she wants your help? If she does, you get a hook in her.
The Monitor is a problem, if she uncovers you. She gets a hook in you. Ask her if she suspects anything: if so, you get a hook in her, too.

Your Assets:
You start with Lies at +2, Weapons at +1, Clues at +0. Add +1 to any one Asset.

Moves:
You start with your Unique Move, and pick one of your Special Moves.

Your Unique Move:

Cover Identity
Your current identity is a fake persona, a mask you wear. Actions you take when you've discarded that fake persona don't increase your Heat. If you're caught adopting or discarding your fake persona, your Suspicion raises by 1. You may ask a member of your team who catch you adopting or discarding your fake persona to keep it a secret - if she agrees, then your Suspicion doesn't rise and she gets three Hooks in you.

Your Special Moves:

Yet Another Face
You have a carefully prepared disguise you can assume. You get +2 to Escape Notice when you do.

Hidden Weapon
When you Resort To Violence, if your victim had no idea you were armed or dangerous, roll with Lies.

Turn The Question Back
When somebody Gets A Read On You successfully, you can ask her the same question back, just as if you'd likewise Got A Read On Her shakily or flawlessly.

Contingency Plans
Whenever anybody rolls a Crisis Move, you can reveal a countermeasure you took against this possibility. Add 1 to the roll, and if it succeeds everybody involved in fixing things gains one Experience.

Saturday, 6 March 2021

In Love And War (part 1)

I have been watching princess principal and I have become inspired. Here's a loose skeleton for a game.

 A PbtA game about spies, and dangerous sapphic romance.


Each player character is a spy, is gay, and is in over her head.
A spy's Classification determines her capabilities, initial relationships to others, and ultimate loyalties.
Everybody is lesbians because it's my game and you can't stop me.

Assets:
You have 3 sets of assets, each rated from -1 to +3. They rate how good you are at an area of spy work.
-Lies, for concealing yourself and hiding your intentions.
-Clues, for gathering information and understanding others.
-Weapons, for using force to get what you want.

Perils
You have 3 perils facing you, threats that can end your career if they rise too high.
-Heat, as you expose your identity and damage your cover.
-Suspicion, as your handlers come to trust you less.
-Pain, as you're physically hurt.
Each Peril starts at 0. When it reaches 5, it triggers a Crisis Move - a moment of truth where the accumulated peril threatens to overwhelm you.


Increasing Perils
Sometimes a move will tell you to increase a Peril.
There will also be moments in the fiction when it makes sense for a Peril to increase. Some examples:
-Backchat your handlers, and Suspicion will rise. 
-Let a civilian know too much about you, and Heat will rise.
-Get caught in an accident or similar danger, and Pain will rise.
When this happens, increase Peril by 1. 


Hooks:
Hooks represent how much emotional leverage you have over a fellow spy. You build up a pool of Hooks, and can spend them to do things.
A hook can be spent to:
-Give her +1 or -1 to a roll by or involving her. Spend after you see the result of the roll.
-Offer her Experience as a bribe to do something. If she does as you wish, you both get one Experience for it.


Experience:
You rack up experience as you get pulled deeper into the spy world, representing what you're learning. You get experience whenever a move says so. Further, at the end of every mission each spy who took part is awarded 1-3 Experience depending on the danger and complexity of the mission. Every full five experience can be spent go get an Advance. An Advance can:
-Give you +1 to an Asset (can be take up to 3 times, no Asset can go above +3).
-Gain a new Special Move from any Classification (can be taken up to 3 times).
-Reduce one of anybody's Perils by 1 (as many times as you like).


Resolving Moves:
When a move is triggered, roll 2d6 plus the relevant asset. 6 or less is a bust, 7-9 is a shaky success, 10+ is a flawless success. 
Some moves roll with Hooks instead of an asset. Roll 2d6 plus the number of Hooks you have in them, and then lose a Hook in them.
Moves are divided into three sorts: Field Moves and Intimate Moves. Field Moves are for on a mission and revolve around action and suspense. Intimate Moves are for interpersonal, emotional scenes and handle how your spies relate to each other.
Finally, Crisis Moves are triggered when a Peril reaches 5, determining your spy's ultimate fate. Crisis moves aren't tied to a specific asset: which one you roll with will depend on how you try to resolve it (if you reach out to another spy who can help you, roll with Hooks as normal). A crisis move should get a whole scene to resolve it after the current scene resolves: set the situation up, see how the spy in question handles the crisis, roll for the move, and then narrate the results.


Field Moves:

Escape Notice (lies)
Bust: You attract unwanted attention. Increase Heat by 1, and you've been spotted. You'll need to find another way out of this mess.
Shaky: Its touch and go. Pick one:
-You get away barely, but leave a dangerous clue behind. Increase Heat by 1, but you're safe for now.
-You're spotted. You'll need to find another way out of this mess.
Flawless: You remain nicely hidden, no complications. You get +1 to act from surprise or using cover as a result.

Assess the Situation (clues)
Bust: You fuck up badly in pursuit of answers. You may still ask a question and get an accurate answer; if you do pick an appropriate Peril and increase it by 1.
Shaky: You get something useful. Ask a question and get an accurate answer, and get +1 to your next roll to act on the answer.
Flawless: Things fall into place. Ask one of the questions, and get +1 to your next roll to act on the answer. You, and every spy you share the answer with, get one Experience.

Resort to Violence (weapons)
Bust: You're badly injured before you can escape. Increase your Pain by 1, and you fail to achieve what you wanted.
Shaky: It's close, and getting what you want will hurt. Pick one:
-You're forced to retreat, and don't achieve what you wanted.
-You get what you wanted but are injured in the process. Increase your Pain by 1.
Flawless: You get what you wanted, without any injury.

Rescue Her (hooks)
Bust: You fuck it up, and now you're in just as much peril as she was too. Pick an appropriate Peril and increase it by 1.
Shaky: You get her to safety without anything terrible happening.
Flawless: You get her to safety. Each of you gets a Hook on the other.


Intimate Moves:

Flirt (lies)
Bust: She sees what you're doing, and gets one Hook in you as a result.
Shaky: She's into it. She picks one or both:
-You each get a Hook on the other.
-She offers you something she thinks you want.
Flawless: She's really into it, it's a moment. She picks one or both:
-You each get two Hooks on the other.
-She offers you something she thinks you want.

Read Her (clues)
Bust: You push too much, and spook her. She gets a Hook in you.
Shaky: Ask her a question. If she answers honestly, she gets a Hook in you. If she evades, you get a Hook in her.
Flawless: Ask her a question. If she answers honestly, she gets a Hook in you. If she evades, you get a Hook in her. Either way, you get an Experience, and if you're happy with what you learned so does she.

Push Her Away (weapons)
Bust: It ain't working. She gets a Hook in you.
Shaky: Its painful. You each lose a Hook from each other. If she leaves, you each lose another hook from each other.
Flawless: It's too easy. If she stays, you get a Hook in her and she loses a Hook in you. If she leaves, she loses two Hooks in you.

Open Up (hooks)
Bust: This is awkward. You lose a Hook from her.
Shaky: Expose something about yourself to her, and she gets a Hook in you. If she accepts it you get a Hook in her, too.
Flawless. Expose something about yourself to her, and she gets a Hook in you and one Experience. If she accepts it, you get a Hook in her, too, and one Experience.

Crisis Moves

Heat: Exposed And Pursued 
Bust: You don't escape. Maybe you're taken prisoner, maybe you die unceremoniously. Either way, that's the end of the road.
Shaky: You're able to give them the slip, narrowly. Reduce your Heat to 4. 
Flawless: You wriggle out of the trap effortlessly. Reduce your Heat to 0.

Suspicion: Left In The Cold
Bust: Your agency considers you a liability to be dealt with. Maybe you get a bullet to the back of the head, maybe you're cut off and abandoned. Whatever the case is, you won't be seeing your companions again.
Shaky: You're on thin ice, but you placate your handlers for now. Reduce your Suspicion to 4. 
Flawless: Your name is cleared. Reduce your Heat to 0.

Pain: Bleeding Out
Bust: Well, this is it. At least you might get some last words in before you die, but it's game over for you.
Shaky: You pull through, just about, but are gravely wounded. Reduce your Pain to 4.
Flawless: You make a miraculous recovery. Reduce your Pain to 0.


That's part 1, the basic mechanics. Parts 2 and 3 will detail the different Classifications of spy, and tools for generating missions and events.