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brimstone:getting_started [2014/01/26 00:35] – [New Legends of the Ruined World] JasonP | brimstone:getting_started [2014/02/17 00:07] (current) – [Chips Measure Forces, Tokens Measure Status] JasonP | ||
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===== Forces of the Ruined World ===== | ===== Forces of the Ruined World ===== | ||
- | While the Dragons are the most amazing spectacle in the ruined world, they aren't the only new force to shape it. You also won’t hear people saying Dragon often, in general they are just called the [[terms# | + | While the Dragons are the most amazing spectacle in the ruined world, they aren't the only new force to shape it. You also won’t hear people saying Dragon often, in general they are just called the [[terms# |
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The Forces are in white: Fire and Weird. Each is an absolute, an unbending power with a single purpose. Fire destroys and ruins, Weird transforms and obscures. Neither of these forces can exist directly in our world, but each has an embodiment that can. Fire has Dragons and Weird has Demons, we call these agents of Fire and Weird respectively. | The Forces are in white: Fire and Weird. Each is an absolute, an unbending power with a single purpose. Fire destroys and ruins, Weird transforms and obscures. Neither of these forces can exist directly in our world, but each has an embodiment that can. Fire has Dragons and Weird has Demons, we call these agents of Fire and Weird respectively. | ||
- | Humans and other parts of the world can be affected by a force, charged with it. Heroes often are responsible for charging themselves, others, or things around them with a force. When that happens we call that an [[terms# | + | Humans and other parts of the world can be affected by a force, charged with it. Heroes often are responsible for charging themselves, others, or things around them with a force. When that happens we call that an [[terms# |
- | Outside all these dangerous outer forces, the force of [[terms# | + | Outside all these dangerous outer forces, the force of [[terms# |
===== Chips Measure Forces, Tokens Measure Status ===== | ===== Chips Measure Forces, Tokens Measure Status ===== | ||
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There are four types of [[terms# | There are four types of [[terms# | ||
- | * **Ash**: When you draw Ash, the force of [[terms# | + | * **__A__sh**: When you draw Ash, the force of [[terms# |
- | * **Dream**: When you draw Dream, the force of [[terms# | + | * **__D__ream**: When you draw Dream, the force of [[terms# |
- | * **Glory**: When you draw Glory, the force of [[terms# | + | * **__G__lory**: When you draw Glory, the force of [[terms# |
- | * **Rubble**: When you draw Rubble, something got in the way and things did not go at all. | + | * **__R__ubble**: When you draw Rubble, something got in the way and things did not go at all. |
Tokens TODO. | Tokens TODO. | ||
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You are playing Heroes if you aren't playing the Devil. You aren't going to sit down to a game of Brimstone and tell the tale of some lowly farmer trying to manage his field from year to year. If you try to play a lowly farmer they won’t be a one for long, because they have the potential to become something special - a Legend. | You are playing Heroes if you aren't playing the Devil. You aren't going to sit down to a game of Brimstone and tell the tale of some lowly farmer trying to manage his field from year to year. If you try to play a lowly farmer they won’t be a one for long, because they have the potential to become something special - a Legend. | ||
- | Each player that is taking on the role of Hero needs to pick a card from the deck of Twelve Legends. This card gives your Hero a role in the game. The cards have rules on them, but don’t worry about that now. You just need to read the description. | + | Each player that is taking on the role of Hero needs to pick a card from the deck of Twelve Legends. This card gives your Hero a role in the game. The cards have rules on them, but don’t worry about that now. You just need to read the description |
- | * I - **Maverick** | + | * I - **[[Legends#Maverick]]** |
- | * The maverick is a fighter that doesn' | + | * The maverick is a fighter that doesn' |
- | * II - **Pioneer** | + | * II - **[[Legends#Pioneer]]** |
- | * The pioneer is a leader that relies only on themselves and dreams big enough to get everyone’s attention. You play a pioneer to lead men into a brave new world where motivation equals success. They have no affinities for any Forces, and earn more Glory in return. | + | * The pioneer is a leader that relies only on themselves and dreams big enough to get everyone’s attention. You play a pioneer to lead men into a brave new world where motivation equals success. |
- | * III - **Engineer** | + | * III - **[[Legends#Engineer]]** |
- | * The engineer takes what is left of scrap copper and wire, building analog circuits from the ancient times. You play an engineer return the glory of human technology to the world. They have no affinities for any Forces, and earn more Glory in return. | + | * The engineer |
- | * IV - **Merchant** | + | * IV - **[[Legends#Merchant]]** |
- | * The merchant doesn' | + | * The merchant |
- | * V - **Champion** | + | * V - **[[Legends#Champion]]** |
- | * The champion has honed their body to a fine edge, embracing strength and speed to become a better warrior. You play a champion to beat back the forces of the world with pure might. They have an affinity for Fervor, | + | * The champion |
- | * VI - **Luminary** | + | * VI - **[[Legends#Luminary]]** |
- | * The luminary is a paragon of speed and strength, but does not embrace war. Instead they inspire others to action through their amazing deeds. You play a luminary to lead others into a new world of your vision. They have an affinity for Fervor, | + | * The luminary is a leader and a paragon of speed and strength, but does not embrace war. Instead they inspire others to action through their amazing deeds. You play a luminary to lead others into a new world of your vision. They have an affinity for Fervor, |
- | * VII - **Smith** | + | * VII - **[[Legends#Smith]]** |
- | * The smith has honed their body into a heart of a forge, working metal and stone to force their vision onto the world. You play a smith to build a new beautiful world of castles and keeps like no one has ever seen. They have an affinity for Fervor, | + | * The smith is an artisan that has honed their body into a heart of a forge, working metal and stone to force their vision onto the world. You play a smith to build a new beautiful world of castles and keeps like no one has ever seen. They have an affinity for Fervor, |
- | * VIII - **Outlaw** | + | * VIII - **[[Legends#Outlaw]]** |
- | * The outlaw isn’t a criminal per say, but an expert that has found something they love in the ruined world. You play an outlaw to further hone those skills and become a paragon in the ruined world. They have an affinity for Fervor, | + | * The outlaw |
- | * IX - **Wizard** | + | * IX - **[[Legends#Wizard]]** |
- | * The wizard has opened their mind to the Weird, embracing the enhanced mental powers to become a formidable opponent. You play a wizard to control the forces of the world through the wonder of a new age. They have an affinity for Wonder, | + | * The wizard |
- | * X - **Tycoon** | + | * X - **[[Legends#Tycoon]]** |
- | * The tycoon has worked with the forces of Weird in the world to earn a place above men, exploiting Wonder for power and profit. You play a tycoon to create a new world of men where you can stand on top. They have an affinity for Wonder, | + | * The tycoon |
- | * XI - **Enchanter** | + | * XI - **[[Legends#Enchanter]]** |
- | * The enchanter has not just talked with demons, they have learned from them. They use Wonder to enhance and amaze. You play an enchanter to create a new world of Wonder the likes of which has never been known. They have an affinity for Wonder, | + | * The enchanter |
- | * XII - **Oracle** | + | * XII - **[[Legends#Oracle]]** |
- | * The oracle can’t see all futures, but they can get a glimpse of what is coming through the veil of the Wonder. You play an oracle to scheme and conspire to build a better future for yourself in the ruined world. They have an affinity for Wonder, | + | * The oracle |
===== Claiming your Legend ===== | ===== Claiming your Legend ===== | ||
+ | For the players playing Heroes, start with the oldest and go around the table so that everyone has a turn. When your turn comes up, take a Legend of your choice from the deck of Twelve for your own. This is the Legend of the Hero you will play. Yes, this means that if your friend takes Champion then you cannot. No two players can take the same Legend in a game of Brimstone. | ||
+ | |||
+ | Now that you have taken a Legend for your Hero, you must claim it. It isn't enough to take Engineer, name your Hero, and start playing. You need to make the Legend your own, claiming it for yourself. Each Legend is just a vague idea of who your Hero is and lacks real substance. You need to reach within yourself and add that substance to the Hero. Lets go over the method step by step. All you will need for this is an index card and a pen or pencil. | ||
+ | |||
+ | - Create a **Concept** for your Hero that fits their Legend. | ||
+ | * If you took the Legend: Champion, perhaps you could create the Concept: “The undefeated Hero of the north.” You are allowed a wide latitude to create something that fits your vision here. You must always include the word Hero in your Concept. | ||
+ | * You can look at the Concept of your Hero somewhat like a summary of their story and who they are. If you are stuck, try and imagine their life before they realized their Legend and talk about it with the other players. | ||
+ | * One approach is to work in reverse and read your Legend, then think about what made them that way. What made the Maverick want to change the world with ingenuity powered victory? Those reasons often lead into Concepts. | ||
+ | - Choose a simple one word **Name** for your Hero. | ||
+ | * Don’t worry about last names or such details right now, but think about what their friends call them. The Devil may have ideas on what is acceptable here, so consult with them. | ||
+ | * Names say a lot about your Hero since we have established very little about them so far. To increase the descriptive power, feel free to add meaningful descriptions in the format of: the < | ||
+ | - Record the full **Title** of your Hero on the index card. | ||
+ | * Just like this: < | ||
+ | * The Title is a one line mechanical summary for the Devil' | ||
+ | * Leave the rest of the title line blank, that is an important place later to track status. | ||
+ | - Create one to three **Qualities** for your Hero. | ||
+ | * These are short phrases that describe their qualities. "A heart of gold", " | ||
+ | * These should be applicable in a broad range of circumstances, | ||
+ | * There should however be some kind of condition in which they won't work. "Best at Everything" | ||
+ | - Once you have all created Heroes using the first four steps, you have to nominate **Advocates**. | ||
+ | * Find the player with the Hero of lowest rank and start with them, going around the table so everyone has a turn. When it is your turn, you nominate another player' | ||
+ | |||
+ | After all this is done, The Devil creates a Destiny Track for your Hero on their record sheet. This is just seven spots plus two for each Quality beyond one you took for your Hero. Something like this: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]. | ||
===== Sheep and Flocks ===== | ===== Sheep and Flocks ===== | ||