makeshiftcoop
makeshiftcoop
May's game blog
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makeshiftcoop · 1 year ago
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Mugshots and Moodboards (Or: Who are you?)
Misfits, in this version of the game, are made of two things: A Mugshot, their PWRZ, their Freakness, the reason that they are a Misfit in first place, the reason why they are feared, persecuted and also admired and fetishisized. And a Moodboard. Their style, their vibe, a part of their personality and cultural niche. They are a mix of the zoomer way of talking about aesthetics with the -core suffix and other clichés that i think we see in comics and related medias.
At the moment they are the bone and meat of a Misfit but not all: Misfits also have useful Stuff that they carry around, a Path that is a general purpose of life (to help think about Misfit's priorities) and a Transgression that is the first accusation that got them in trouble with law. It can be true or a bullshit accusation.
My goal with them is making they simple enough to exist various (maybe even some overlapping) and also with thematic abilities like Spire, Heart, Luka Rejec stuff and so on. I think that some games can have interesting ans different themes and systems but boring classes are always a turn off.
Here are 5 Mugshots and 5 Moodboards to make your own Misfit (Things are totally unbalanced right now in terms of PWRZ and honestly, i think it makes thematic sense to be unbalanced)
MUGSHOTS:
1. SUPE - GENETICALLY CONDITIONED AND TRAINED SINCE THEIR CHILDHOOD BY POWERFUL CORPORATIVE HOUSES TO BECOME A KILLING MACHINE, A SUPERSOLDIER, A POSTER TO THE CAPACITY OF HUMANITY TO DEFY IT'S GODS. YOU ARE ALSO KINDA TIRED OF IT ALL. STRUGGLING TO COPE WITH THEIR PLACE IN THE WORLD.
- Stats: +2 Body
- Moodboard (Select from the Moodboard table):
- Stuff: a slick looking handgun (D8), a contact from the Corpo that did this to you, a relatively steady way to access your vice, cellphone, a hunting knife (D6), sleepbag, first aid kit (3).
PWRZ (Pick 1 from the 0 Tier and select the rest according to how many weird points you have) - Passive: Overachiver (Can do a Plan with half the success required), Bones of Steel (D6, close, punches very hard), Unbreakable Tissue (A3), Overindulgence (get another Reckless Excess)
- D4: high (C, heightened senses), dark (C, sixth sense and seeing in the darkness), deep throat (C, can consume anything, gets insights from it), jumper (jumps really high),
- D6: numb (C, ignores one body strike), marathon (C, tireless for the next day)
- D8: superman (C, superhuman strenght, 2d12), killshot (once focused, can't miss the next shot)
- D12: jet (C, almost reaches sound speed)
- D20: titanskin (C, unable to be physically damaged for, like, 5 minutes tops) , godslayer (C, the strenght of a god. for a scene)
- Quirk: Compound (C) (A type of chemical compound made by the Corpos that can grant extreme capacities to Supes. They wreck your health. They need to be injected. You need to stole it from the Corpos)
- You have a Reckless Excess (others methods for clearing stress are twice less effective. doing it with dedication can clear a strike once a while) 1. Bottles 2. Pills 3. Sex 4. Games 5. Party 6. Gamble 7. Shopping 8. Brawl 9. Smoke 10. Kill
2. MINDFUCKER - AN INVOLUNTARY VOYEUR OF MINDS. DEAL WITH SECRETS. FEED THE COLLECTIVE UNCONSCIOUS. BE PRETTY WEIRD
- Stats: +1 Brains, +1 Weird
- Moodboard (Select from the Moodboard table):
- Stuff: 3 strong painkillers (clears weird and brains stress and one strike), cellphone, knife (D4), sleepbag, first aid kit (3). betablockers (3, diminish the effect of your pwrz for the day, clears all stress)
PWRZ: - 0: Attune (access the collective unconscious of a place and get it's vibe), temple of mind (one day away at the oniric heals stress and one strike) - D4: mindfuck (D8, close, can induce pleasure or pain), disorientation (D4, every foe gets lost for a turn), extraction (steal thoughts of the surface mind) - D6: hijacking (close, capture someone mind, making it obey simple and reasonable actions), inception (close, implant an idea), harm's way (make someone put their own life at peril), One Mind (heal Brain strikes by altering cleaning the deep unconscious of someone) - D8: The Mind Stream (enter the collective river. learn an impossible ability for the day) - D12: boom! (explode a head), Eraserhead (erase days from someone head) - D20: New Beggining (Erase your identity from the Collective Unconscious)
QUIRK (Work in progress!):
3. PSYÖNIC - A DOOMED DISGRACE THAT CAN BEND REALITY AND DEFY PHYSICS WITH THEIR MIND AT EXPENSE OF THEIR HEALTH. THE MORE BEATEN UP, THE MORE POWERFUL THEY BECOME. ADDICTED TO THE SENSIBLE WORLD
Stats: +2 Vibe
Moodboard (Select from the Moodboard table):
Stuff: Luxury Smartphone, party drugs, knife (D4), sleepbag, first aid kit (3)
PWRZ: - Passive: paranoical personal borders (A1 shield when awake), multitasking (can move small objects around), seventh sense (you can sense danger and weird stuff) - D4: force field (contains shit up to 8 stress), chokehold (D8, strangles), going up (levitate. not too high), party tricks (transform water in an alcoholic beverage) - D6: crush! (D10, smash stuff. metal, bones, wood), Constructo (make human sized stuff with your matter altering psyönic energy. Can give damage or armor as appropriate), Vitakinesis (stitches molecules together, heal body strikes or destructed terrain), Stasis (freeze someone in time) - D8: sever (2d10, separe a limb from it previous owner. bleed), - D12: Matrix (you can redirect any projectile attack to where you please) - D20: bleeding nose (collapse everything around you),
QUIRK: All stress and the overrall scale of the Psyönic PWRZ grows with Strikes taken. On the deadly strike, if not obliterated, the Freak can unload a Reality Crush. It will be ugly.
4. KAOIST - A BASEMENT "MAGE" THAT STRIKE DEALS WITH FAKE GODS. CAN STORE STRESS AND AVOID IT COMPLETELY IN EXCHANGE OF PARANOIA.
Stats: +2 Weird
Moodboard (Select from the Moodboard table):
Stuff: an unpratical dagger scribed with sigils (D6, unreliable, burns) or a shotgun with silver bullets (D10, close, reloads, extra damage to unreality related stuff). Overcoat with lots of pockets. Cellphone, knife (D4), sleepbag, first aid kit (3)
PWRZ: - 0: Subliminal Jihad (Deny stress to fuel Paranoia), Unlinear Progress (Fuel your Paranoia to resolve Projects. One tick at the time) - D4: Finger Gun (D8, close, annihilates), Smoked (3d4, burns, ignites cigarette smokes), Many sided coat (can transform completely the style of an outfit) - D6: Cash out (Spills money outta bank machines), Mirrorland (travel between mirrors), Houdini (Escape a place or situation), "It's like a movie!" (Succed at an nearly impossible feat of showmanship action) - D8: Skin Costume (steal their face. for a limited time), Lucky Strike (Deny a fatal Strike), Liminal absorption (make one entry to ban someone or something to the Liminal Space) - D12: Cultural Wars (Transform bystanders in an army against a common cause. They will adopt extreme measures) - D20: The Uncontrability of the World (dismantle the social logical of an local institution)
- QUIRK: Stress can be transformed into PARANOIA. Roll a D20 following the same rules that exists to Stress. Paranoia makes the Everyday more Unreal and less trustworthy. The only way to clean Paranoia is spending time away from your PWRZ. All Strikes suffered by the Kaoist are more or less involved with their deals with Unreality.
5. COSMYK - A STRANGELY BEAUTIFUL SIGHT, STUNNING LIKE LOOKING DIRECTLY AT A STAR. RAISING THE TEMPERATURE, MELTING WEAPONS, IRRADIATING COLORS THAT DOESN'T EXIST AND DISINTEGRATING FOES WITH RUTHLESS SUPRALUNAR ENERGIES
Stats: +1 Vibe and +1 Body
Moodboard (Select from the Moodboard table):
Stuff: Cellphone, knife (D4), sleepbag, first aid kit (3), an otherkin friend that gets being out of place.
PWRZ: - Passive: Lights (you shine at will), stoneskin (A2, the impossible heat changes your meat), antigravitrons (fly around), weird brain (your mind cannot be read or attacked by human-like things), Xenotongue (you can communicate with unreality beings) - D4: Plasmacrackers (2d6, burns), Starcrossed (they are all looking. wanting. waiting), Drought (evaporates liquids), - D6: Unbreakable (Survive extreme pressure, no oxygen, space, etc), Undisturbed (A4, create a small artificial habitat for you and 3 more people. It has oxygen and 2 features) - D8: Superhot (the room starts to melt. 2d6 per turn to everyone inside), Ultralightbeam (2d10, critical melts corneas, annihilates) - D12: Megaton (d20, blasts, annihilates, your body become a energy missile), Void Overflow (A3, barely understandable energies overcharge you with power. until the end of scene, you can use every PWR that you already know), Vanishing Flash(an impossible bright flash of light that disintegrates everything with 4 or less resistance) - D20: Terraformation (you can change the weather, fauna and flora of a region with the alien like force that emanates from your body), miracle maker (revives someone)
QUIRKY: Strange Physiology: A Cosmos can endure with minimal water, food and sleep for weeks. Their bodies also have a natural resistance to damage of A1. Clearing stress should take an extra effort.
MOODBOARDS:
1. Capercore: Spandex, latex, full body suits, swimsuit, capes. Unpractical, but show off. #branding with colors or symbols. Some armoured parts integrated into a costume. Bright and flashy colors. Stuff: Some groupies (name 3 of them), a signature weapon (D6, a free tag), advantage to talking with the press
2. Techwear: Black, stealth black, graphite. Details in white, yellow, pink, prints with japanese writing, pockets, clasps, straps, tactical jackets, shoulder bags, waterproof clothing. Stuff: Conceleable vests (hides identity), swiss army knife (D4, has a wine opener), some parkour capabilities.
3. Cozycore: Pastel tones, green, beige, white, deep browns, dark reds, maroon. Warm undertones. Flannels, comfy clothes, sweaters, sweatshirts, sweat pants. baggy t shirts. Stuff: A small flat with lots of pillows, a comfy bed and snacks (full day here clears all stress). A plushie that can really calm down friendly faces.
4. Vaporwave: Neon and Pastel tones, pink, blue, white, magenta and cyano. City lights. Street fashion. Greek art and japanese writings, fast cars, beaches in retro games. Automobilistic team jacket, brands patches on white t shirts, biker pants, sportswear. Stuff: Good LSD, a retro console and a beated up 80s sport car.
5. Gothcore: Black, purple, some white, magenta, darker shades of red and purple. Eyeliners and eyeshadow, darkness, emptyness. Nights, the void of consumerism, the nihilistic liberty. Jeans, skirts, fishnets, obscure bands shirts, ripped jeans, scary movies and christian motifs, long and short dresses, spiked jackets. Stuff: A musical instrument, a secluded spot to chill and hide (ideally near something macabre) and a paranormal trinket (can really scare some people)
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makeshiftcoop · 1 year ago
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Misfits and Sandbox
Some words to show what i mean with "sandbox" in Misfits
And I mean something like a mix of The Sims and Lego.
That's really my vision when someone says sandbox. Oh and GTA IV. Liberty City and stuff, you know. GTA V was a bit too overwhelming for me. But, really, when im thinking about modern sandbox (something that does not involve "medieval" aesthetic and low tech) my mind goes back to my time playing with Legos and the hours that I spent with different iterations of The Sims and all the gratuitous crime i commited as I child/teen robbing vehicles and just doing whatever.
I also like the procedurally generated vibe, as in the osr/nsr scene with the tables as input driven engines, or with roguelikes in digital games, specially when they are well executed with a twist (like hades and the fragmented narrative).
So, this is my way of integrating that stuff. The procedural generated stuff is where i idealize the mechanics, generating narrative with die and choices from tables. Also, i think my goal for subsystems is one of generating stuff to make actions more significant than the usual "just RP it" or "just write a short entry" (for solo ttrpg). Like the famous clocks from Blades and a myriad of other cool games. Soon i hope to expand that to other stuff that I'm still daydreaming about (dating system! car chases! smooching people!). For now the game is Acting and Plans. In terms of mechanics frontiers for the Misfits. Acting is normal rolls that get solved in itself and Plans are more like long term or complex stuff with clocks and checks to fill ticks for resolution.
That's it.
The rest is Lego, a big toybox with stuff for you to play with, and the Sims, some Faces for you to meet, fall in love, fuck, kill, befriend, move together, rob, etc.
That feeling is what I'm wanting more in analogic games, specially my designs. There's a lot of stuff for you to see and interact and daydream and even play about. And there's also a set of things that make this little world consistent.
I want to provide interesting toys and interesting faces and expand on the procedures to make those trips to this little world more interesting. Fun takes many forms. Maybe it can be more spicy or erotic. Maybe it will be powerfantasy, cape shit. Maybe something more heavy, political or tinged with horror. I think that's my goal, cover all those possible vibes of stories that comics managed to fit into people capable of defying reality using cool costumes and spilling cringe dialogue.
Right now Im planning on divide things in "Tapes". Each tape is like a season and have a name that's also kind of a more structured group of faces and happenings that will do things that can show up in future seasons. Some form of persistent world. I know that's not very popular nowadays with most people in indie ttrpg spaces but i admit im a sucker for weird plots encompassing a game universe in a greater narrative. I think it's nice to play in a bigger world. Have some kind of canon, or at least possible canons. I also think that marvel multiverse shit made people feel sick of it but im not elaborating.
Im not making a canon that you have to know to play the game or anything, but the Tapes will have this little bits of stuff that i pretend to mention in the next and, maybe, creating some kind of persistency with Faces and Places that you can use in your playsessions or just scrap it off or pick it a part.
So, I'm not capable yet of assembling things into a coherent layout, but i want to get some pieces of Misfit outta in the world. Here are some building blocks (hah) of what your Misfit will interact in the world:
Faces are people to meet. Places are places to go. Happenings are like encounters, things that happen in the world, favours that Faces ask, or just slices of life
Later I pretend to divide those tables in Regions, each one with a vibe more well defined and some neighboorhoods.
FACES: 1 - Key, bald drug smuggler with a mustang, a mumble speech and the ghost of his dead brother to raise. 2 - Van Helith, tireless basketball player, dreams with the big lights, cocky but kinda awkward with people. 3 - Eva, extremely powerful freak. she's slowly dying because of her powers but also discreetly searching for a cure. successful businesswoman, practically lives in her private jet. 4 - Hobbs, DJ who's also a kaoist who uses sonore dissonance to fuel their magic. 5 - Montaineblanc, revived semi cadaveric ex-royalty. perverse and rotten human being, enjoys his newfound immortality. 6 - Ceci Boo, overworked freelancer. pretty crafty philosopher. talented martial fighter. fae bloodline, she does not know. a little misanthropic. 7 - Noah, psyonic, talented musician. Usually depressed. uses his powers to play multiple instruments at once. 8 - Haysha, smoker, tormented psyonic e-celebrity, likes to drive fancy cars. 9 - Michael Zaraj, a bloody, also mad scientist and toxin experimentalist. made mutating intelligent spiders to have minions capable of bring humans for him to experiment on. 10 - Any Corvo, popstar and "crimefighter". a hot fash who streams music and murders petty thiefs in revealing pink and black costume for her far right audience. lethal swords. seems like a build up persona. 11 - Mindy, traveled a lot as kid, never knew what is home. Can always be seem with her red bike full of patches. Blunt and suspicious. 12 - Joan, artist, has a little online following by her creepy collage projects. The themes of her pieces are a contrast to her ponytails and flowery jumpsuits 13 - Benji Skrinar, talented dev, prolly a cybersyko but he hides it well. Does some online scams for an extra buck. 14 - Max London, Ex highschool quarterback, now a model. Hates to travel. Knows everybody important in their hometown and is kinda of a local hero. 15 - Talissa Mür, a know face in circles of luxury events, restaurants and parties. Seems like some kind of heiress, but actually does a dirty job in an Exclusion Zone as a geneticist. Vos, an ex huntress that left behind the fucked up reality of The Houses. Now they are the guard commander of a small castle 16 - Ethel, a librarian and weaver. Trans girl stranded from her big family, arrived in the region to start living with her caring but confuse and troubled dad. 17 - Natalie, prodigy student and Supe. Her family was one of the rare exceptions that didn't want their daughter becoming part of a Corpo, which she did mainly as an act of pure rebellion, but also to exercise some control to her life for the first time. 18 - Hellen, knows as her stage name of Ziggy, is a freak with teleportation powers, dancer and singer. Performances like hers, mixing entertainment and powers, are getting really popular. She is discreet with her identity, but soon will attract wrong attention 19 - Mulaney, idealistic boy born into nobless, discharged from C.A.G.E. after caught sabotaging operations. His family saved his ass and now he is backpacking around the countryside thinking in ways of "dismantling the system" (but mostly just vibing. he is rich, after all) 20 - Cora, Psyonic, top of their class in The Citadel, the prestigious college for Overly Capable Humans. After few drinks will spit out that they have beem abduced twice. If drinks waaay to much will admit that cheats in every test with a complex methodology (it's a heavy burden for them)
PLACES: 1 - Small coffee shop named Plantoffe. Lots of weird plants. runned by an middle age couple. 2 - Master Tara's Boxing Club. A franchise of generic martial arts with underpaid instructors 3 - Bills Square, billboards everywhere, neon and luxury stores mix with tall comercial buildings, a mix of tech and finances. Security cameras and cops are omnipresent in this vicitnies. 4 - Makeout Creek, a little creek near the high school, famous spot for teens to hang out and... well, mostly smoke weed but some actually still makeout 5 - Gemini Hills, just out of the city. a spot with parks, places to eat and with a great view of the skyline. 6 - A moto bike shop decorated with random esoteric stuff and violet neon lights called Azphalt 7 - An abandoned construction site. upon further looking there's trash, a mattress and signals of a rushed escape. 8 - An old mass grave turned to a boring park with a couple of benches and a monument in honour of a dead local stray dog named Chico. 9 - A plaza in the Campus. A brutalist fountain sits at the center of it, with different handrails, elevations and concret benches being used by skaters to perform different tricks. Cliques of college students gossip and drinks and eat observed by the scorching sun. 10 - Caricá Beach, paradisiac little spot, hide between deep vegetation and a hill that ends in a rocky cliff used for risky jumps into the water
HAPPENINGS: 1 - Missing posters of a boy. His brother handling pamphlets, asking for help. The cops are ignoring the case after coming back from the woods with scared eyes. 2 - A neighbor is moving out and found some weird stuff in a basement that they had never noticed. At least they will tell you that. 3 - Two girls asking for help, last night they were hired to dance in a party in a secluded club. Turns out thar it was the last rite of a suicide cult and today they are locking themselves in a gold revested bunker to transmit their conscious to a new dimension. Oh, the leader really seemed to have some weird powers. 4 - The bus from the local basketball team broke. They could use some help to reach the game. Also, their reserve squad is lacking some players... 5 - Traveling band of street artists is being held and investigated by two strange Border Patrol cops. 6 - Sunglasses, tans, boys without shirts and groups of people in beach clothing in the trail that leads to the Costa Esmeralda beach. 7 - A C.A.G.E unit running roadblocks, aiming to pass an image of security to the a region with recent unrests 8 - A thematic party at the sorority-run bar Pinkgarden. Good opportunity for getting laid, do some networking or play the hero stopping a mortal brawl between highly intoxicated supe rivals
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makeshiftcoop · 2 years ago
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Misfits - Core Tapes (or my first attempt at game blogging)
Disclaimer: I will update this text with some frequency, and it will be fixed here. I know it's a mess right now, sorry!
So, for a while, im kind of making a game.
Something that can mix my obsession growing up with comics and the newfound success of media that deals with powers and mutations and subverts the "Marvel Style".
So, Misfits is my Post-OSR-Resistance attempt to that. Inspired by stuff that i like from the OSR and Post-OSR corners of the ttrpg designsphere (like Bastionland, Mothership, Songbird 3e, Eco Mofos and Lost Bay), by things from Rowan, Rook and Decard and they Resistance games, and by a myriad of other influences on rules lite games like 24XX, Offworlders, Lumen and etc etc etc
I expect to post more about it here soon but, for now, those are the bones of Misfit. I have to shout it to the void before making other stuff. Hope someone enjoys it's initial vibe:
1. MISFITS MUGSHOTS (Character sheet):
Stats (1 point each and assign 5. No Stat can get to 6):
- Body (Physical experiences, agility, strength, throwing punches, jumping between buildings) 
- Vibe (Social experiences, charisma, etiquette, flirting, bluffing) 
- Weird (Unreal experiences, spirit, soul, sixth sense, your PWRZ, searching metaphysical insight, harming extracorporeal entities)
- Brains (Intellectual experiences, logical thinking, riddle solving, not falling for bullshit)
Moodboard: Pick a few and expand on it's vibe (coming soon, but it's basically a style section. it's important to look cool and pretty) 
Stuff: Important stuff to use or carry around. Things that cause harm have a stress die attached. Other stuff can be used contextually to gain an extra die, success on a action, clear stress, etc.
PWRZ: Cool powers. They usually have a stress (damage) tier, a flavor description and a mechanical effect. (Pick a passive PWR and one for each weird point) 
- Passive
- D4 
- D6
- D8
- D12 
- D20 
Quirk (Some different mechanics of the Mugshot):
2. ACTING
- When attempting an action with uncertain outcomes or where complications could be interesting, roll d6s with the most approriate stat (I think as ways of doing or feeling things).
- Always roll at least one dice. If in advantage or disadvantage add or subtract dice as seem fitting. If disadvantaged below zero, start to roll and pick the worst.
- Stats are meant to be flexible and open to creative problem solving.
- Misfits can throw a knife with their Body, their Brains or even with their Weird after using the knife for years, getting attached and naming it Poco.
- Stuff and people can have complex relations with Stats (seeing status as ways of feeling) that may allow creative interpretations.
- Nothing just fails. Something always happen in the world.
- If an action is too complex to be solved with a single roll or take space and time to develop it's a PLAN. A complexity will be defined in a CLOCK format between 4 and 12 segments, where the Misfit will be able to act to advance those segments until completion. Failing in actions related to the PLAN can start an opposite clock with consequences, expand it's segments or even collapse the entire PLAN with approriate (and possible disastrous) consequences (I see PLANS as a way of extending actions into sequences, helping to streamline the play and also raising the stakes. It's a way I enjoy to play especially solo)
3. DICE RESULTS:
1-3: A failure. But more than that, an outcome that didn't met the expectations. Some complications arrived, the competition was fiercer than it looked like, the stakes are now higher, the context changed. Stress can be suffered. 
4-5: A success with complications. A twist, new element or context can enter the situation as well.
6: Success. Clean success, the narrative moves forward as intended 
More than one 6: Critical success. More stress dealt, more favorable circumstances, sunshine and rainbows.
4. STRESS:
A track that goes to 10 that stores all the Misfit's misfortunes. Everytime you receive stress from any source unless your PWRZ (be it physical harm, a very embarassing interaction or mental overload from a paracausal entity) fill the track and roll a D10. If the result goes under the current stress value, the Misfit suffer a Strike. A concrete manifestation of consequences related to one of the stats. 4 Strikes and you are OUT. If the stress comes from your PWRZ you just fill the track withou rolling for strikes. Your PWRZ themselves can't take you out but they will make you frail.
5. HURTING THINGS (AND GETTING HURT) 
- The combat is dynamic, focused on player facing rolls. 
- The Misfits always go first, unless taken unprepared. 
- Enemies attacks come with results of Failures or Success with complications. 
- The turn goes on in Vibe order. Any action can be attempted. Failing actions in combat usually leaves the Freak exposed to being hurt. 
- Foes have particular behaviors as described on UNEASY THINGS (future zine with threats). When the resistence of a foe hits 0 it's dead. Most will not fight until that point. But some will.
6. THE EVERYDAY AND THE SANDBOX (It's in a new post!):
- What you do?
- Conspiracies and Happenings (to gain Fame)
- Spend FAME to create PLANS and make your Happenings, Factions and know more Faces
- PLANS: Complex actions that require time and multiple efforts (Flirting, Making Friends, Organizing a Party, Creating a Bowling Club, Investigating a Murder, etc)
- MESSY SCENES!: Complex moments with big stakes that deserve narrative spotlight. Like: A Chase, Fighting Big Things, Fucking, Karaoking, Dueling,
- The game can be played with as many complexities as wanted. Some PLANS and MESSY SCENES can be easily diluted to one rolling, simple combat or just roleplaying without dice. But i think those are nice procedures to Solo play and also for some types of Group Play, easing players into narrative control within their MESSY SCENES and framing clearly objectives with the PLANS
7. FAME (you guessed right, coming soon): 
- Solving Conspiracies and helping FACES out in Happenings grants FAME. 
- FAMOUS Misfits can really alter the Everyday, starting factions, throwing up legendary ragers, becoming marketable capers or even starting an revolution. 
8. CREDIT/GETTING STUFF
- Misfits always have enough to get by. Some start with a little more, as can be seen by their Mugshot or Moodboard.
- Credit is abstracted in 6 tiers that follow the PWRZ tiers and can be used to buy stuff, define "loot" and payments.
-Acquiring things that are into your credit tier is mundane and simple. Everything above your credit tier requires either some valuable stuff or you will be In Debt
- While In Debt you can't buy nothing above the misfit tier, and have to get some loot to sell, win some reward for a happening, or go to The Board and find some Job
-To change your Credit tier you don'thave to hoard riches, but get known. The only way to upgrade your credit tier is investing Fame.
TIERS: 1. Misfit/simple (resources with no die value. worthless in trading/selling) 2. Working class (D4) 3. Degree haver (D6) 4. Up and coming (D8) 5. Money mover (D12) 6. Filth rich (D20)
9. WRONGDOING - Every Misfit has already beem accused of some kind of wrongdoing. It can be true or it can be made up. Fact is, a Misfit can't really stay put and live a normal life cause they already have been stripped of the normality.
10. PATH - Also a future exploration here, but the idea is having another layer of personality and a goal beyond "live life, make friends, fight the system" for Misfits. My idea here is to eventually get to something like Beats from The Heart, turning Paths as ways of getting more powerful:
An exploratory list of Paths: - Hedonist - Communitary - Explorer - Revolutionary
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