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A few rules questions (mostly Transcendent Powers)Tue, 07 Mar 2017 16:26:08 +0000I’ve so far played Clockwork Dominion at Templecons 2015 and 2016. A friend of mine is running a game. I’ve also started to run my own campaign, which is only mildly terrifying =]. I have a few questions about the rules, most but not all about Transcendent Powers. I figure it would probably be most convenient to lump them all into one thread.
I want to make sure I’m understanding the rules as presented. I know I can technically house-rule any rules as I see fit but I prefer to understand rules-as-written before I apply my own interpretation. I like to see what the writers intended before I consider giving it my own twist.
Questions about Ritual Magic:
How granular or metaphorical can restrictions on the Target be? For example, could the following be an acceptable restriction of the target: “Mortal:”?
Anyone in the police Force
Anyone employed by the Crown
A member of Sinn Fein
Someone with Feinian sympathies
A mortal with Corruption.
A man of at least Means 3+
A mortal who owns their own land
A rich man
A married person
A person in love
An angry person
When you make a ritual, are you assumed to have also made notes (a grimoire) on it during the process? Is it in a form that could be taught to someone else? Must you pay the XP to gain the ‘Grimoire’ asset for a ritual you invented yourself?
Assume the Ritual is being invented in-game by the character as well as the player. How long does it take to invent a ritual from start to finish? Does it take at least as long as the Time Component of the ritual? Can it be invented by oneself even if the Participants rating is higher than 1? Does the invention of the ritual require reagents to be consumed? Does the process of inventing a ritual require it be cast at least once during or immediately after the invention?
Are the following assumptions correct?
If you have the plan for something, be it as simple as a pocket watch or as complicated as an analytic engine, you can make it if you can spare the time, expenses, and materials. You do not need an Asset (though a Workshop may help) and do not need to make a test. People frequently earn a living this exact way. Unless the item would have a game effect because the character intends to use it, this sort of thing can be resolved in the background.
If you do not have the Plans for it, you may attempt to make a non-Steam item that could have existed in real-world Victorian England, such as a pocket watch, revolver, or a marble statuette. You must make the appropriate Trait Test and spend the appropriate Time and Resources. However, you do not need an Asset to accomplish this.
If you wish to make a Steam item that would not have existed in contemporary real-world Victorian England, you must have either the plans for it or the appropriate Asset, as implied above.
Social conflict: Is there a reasonable game benefit to moving someone from Guarded to Agreeable? Or is there only a mechanical benefit going one step beyond Favorable?
For example, say the players are trying to convince a Witchfinder that they are not responsible for a Pontus event that have just occurred in their area, despite them being known practitioners of Ritual Magic. She plans to arrest them and is currently Guarded to releasing them. If they move her one step beyond Favorable in social conflict, she will release them. However, rules-as-written, is it reasonable to say that her actions would be less aggressive depending on how far they sway her, as follows:
If they move her to Indifferent, she will still arrest them, but explain their legal options and allow them to present a defense with another Witchfinder as their advocate.
If they move her to Agreeable, she will still detain them, but as material witnesses rather than the prime suspects.
If she is moved to Favorable (but not beyond), she will suggest they ‘volunteer’ to help her investigation and will become convinced of their innocence if they provide reasonable aid.
Some questions on spending XP Assets acquired in-game:
Do players need to spend XP to ‘cover’ an Asset their character acquires through the plot? For example, if they find a Grimoire or Mechanical Marvel through adventuring, should the ST still require them to spend 7 XP on it, rules-as-written?
My take is that spending the XP makes it ‘safer.’ A player who comes into possession of a Grimoire but does not spend the XP on the asset is fair game for the ST to have them targeted by witchfinders, unsavory people seeking their services, or possibly for it to be stolen, etc. Once they spend the XP, the asset is now considered part of their character and no more at risk to be targeted than any other particular possession that was bought as an Asset during character creation.
Memberships: Is it reasonable to assume that the characters could conceivably belong to a club or organization that is appropriate to their Class, without requiring the purchase of an Asset, as long as it confers no large material benefit and they are not highly ranked within it? Examples would be an artisans’ guild, ex-military club, whist club, etc. (Obviously, memberships in prestigious or material Organizations such as the Athaneum, Illuminati, etc, would still need an Asset).
And finally—are you currently accepting any submissions for extra content? Nothing so lofty as a book or full adventure, but minor ST resources such as pre-made Narrator characters, short scenarios, adventure seeds, new rituals/inventions, or a defined Organization? This is a dang fine RPG and I’d love to see the content grow. I’ve been working on a couple things for my own campaign and if they prove useful for you guys, I’d love if they were released as a free download or some such.
Vehicle defense?Tue, 26 Jul 2016 12:05:26 +0000I'mean not know for my abilities of finding thins, but I've been trying to find where the listing on how to calculate defense for any vehicle being ridden in. Should I assume it's the pilots grace+<relevant skill>? Or have I missed something?
Please and thankyou.http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=149.12#postid-255&guid=255
Re: Cabinet of CuriositiesSat, 16 Apr 2016 06:07:24 +0000We'll be posting an update on Cabinet over on the Kickstarter Page <em>this week</em>. I'll make sure to post it over here too in the updates.http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=151.12#postid-254&guid=254
Re: Imperialism and Immutable Truths from the RulebookSat, 16 Apr 2016 06:05:38 +0000How a character deals with the Pontus in the world is encapsulated by their chosen pursuit. The Core Rulebook is written from perspective of the Imperial Status quo, which is largely like reading the ideas of a character with the <em>Dominion</em> pursuit. That viewpoint truly believes that the world can only be saved through stable and time tested societal structures. However, there are four other pursuits for characters to choose from (three of them actually caring about what happens with the Pontus). I'd recommend reading the descriptions and narratives of al the pursuits to get an idea of how different ideologies work out in the world.
However, there is an intentional moral ambiguity to the way this plays out. None of the pursuits are actually "right," and any one of them left unchecked would certainly lead to disaster. Perhaps they are all destined to fail... or perhaps saving reality can only happen through a balance of all five of them. The game does not supply the answers. They are left up to play groups to explore. As a Narrator, you can either make your own call, or leave it ambiguous throughout your stories.
There is some talk about writing supplements from other pursuit perspectives to balance this.
As for your final question: From a different viewpoint, the Empire is a crumbling bulwark. It creates as much disorder as it does order. How can oppression be a part of the divine plan? If we cannot replace the current social systems with ones that are fair and just, the Empire that is held up to be our savior may very well be the vanguard of our destruction.http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=149.12#postid-253&guid=253
Re: Cabinet of CuriositiesSun, 10 Apr 2016 10:49:17 +0000Ears still to the gearshttp://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=151.12#postid-252&guid=252
Imperialism and Immutable Truths from the RulebookThu, 24 Mar 2016 11:30:27 +0000I've been reading the setting description in the rulebook for a few months now, ever since I purchased it at Gen Con 2015, and I've been frankly unable to see how we can combine the ideas of steam<em>punk</em>, with its emphasis on combating injustice and questioning the status quo, with the feeling I get from the book that it is an undeniable truth that only the societal system in place (with its injustice, imperialism, misogyny, racism, and everything else) is the only way to prevent the rise of the pontus.
The writing seems to imply that, yeah, sure there are other belief systems out there, but really they're just wrong, and only the alt-history Christianity is correct.
Can anyone elaborate on how we're supposed to read the setting in a way that allows for the beneficial nature of social change in the real world, or how criticizing the Empire can lead to anything other than destruction?http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=149.12#postid-250&guid=250
Re: Cabinet of CuriositiesThu, 10 Mar 2016 09:31:43 +0000The Cabinet of Curiosities is in final stages of composition and many of the art orders are already in. We're working to get it out as fast as we can, but we want to make sure that it is a good product based on the feedback we got from the Core Rulebook (which necessitated allowing the CRB time to breathe out in the world). We'll be posting updates about Cabinet of Curiosities soon.http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=149.12#postid-249&guid=249
Cabinet of CuriositiesSun, 14 Feb 2016 11:42:35 +0000Hi guys, I'm really enjoying the game. Any idea when the Cabinet of Curiosities will be available for purchase? Is there maybe a rough draft the backers could peruse?http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=148.12#postid-248&guid=248
Re: Breadth of MagicMon, 26 Oct 2015 10:45:17 +0000Thanks! That really cleared up my confusion, namely that magic has more words of powers than contained within the corebook. I look forward to reading the Cabinet of Curiosity and seeing how its expanded.
Thanks for your time http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=148.12#postid-247&guid=247
Re: Breadth of MagicMon, 26 Oct 2015 09:50:13 +0000Hi Ian,
Without tipping my hand too much, as some of these points are going to be dealt with directly in the magic section of our next big publication Cabinet of Curiosities, I can give you some general information and guidelines.
- Magic is not all-powerful, and cannot do anything. it was originally designed by the Clockmaker as a tool for the angels to carry out their work and so had a very particular purview of how and when it should be used and what it could do. The impure words developed by the Fallen and their students added more options. That being said, it can do more than just what is covered in the core book, and in Cabinet and other future supplements new Words of Power will be introduced.
- A magus bending another to their will is the vilest form of sorcery, as it violates the greatest gifts the Clockmaker gave to mortals, free will. The less said about sorcery, the better, but those who are willing to risk studying such dark arts will have much to uncover in the Cabinet of Curiosities.
- Illusions and trickery are usually only handled by glamours, which are strange powers that may or may not even be part of the original design of the Clockwork. As with all things relating to the fey, the accepted wisdom is unclear and poorly understood at best. All magic is meant to have very real, tangible effects on the world.
- As always, your game is your world. If you want to introduce your own Words of Power or provide a copy of an extant rite to players that allows for an effect beyond the working of Words in the core book, you certainly can. There are always rumors of strange rites little understood by even learned magi that can accomplish wondrous and terrible things.
- Watch out for the Witchfinders and the Inquisition.
Breadth of MagicSun, 25 Oct 2015 23:28:01 +0000I really enjoyed the subsystem that this game uses for ritual magic; however, there are certain gaps I've found in the breadth of available effects. This could be a simple design choice, highlighting that magic is potent but far from all powerful.
For example, what if a character wished to appear as someone else? I would say that's using the Obscure word of power to form the sentence "Obscure Self from Mortals." Would this be a permissible use of the word?
Or, what if the player wanted to inspire love in a potential love, per the tradition trope? Or compel an animal to follow its will? I the only way I could see either of these effects being possible would be through the Degrade verb. This feels like a stretch of the verb though. And the rite would be meant to manipulate the minds of these beings, but the only noun I can see fitting is Body.
I've listed fringe effects but what if you wanted to do things even further from the effects of the listed verbs but still thematically appropriate to Victorian age magic? Something like summoning a storm, enlarging an object or transforming a man into animal? Should the players and Narrator do their best to use the words available to create these effects or are some things just not within the capabilities of magic?http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=147.11#postid-245&guid=245
Re: Pontus ChainingWed, 30 Sep 2015 18:13:28 +0000Yes it helped a ton, thanks for the lengthy reply, I was unsure how to incorporate the Pontus into the planning of my campaign but I've got a fairly good idea now. Thank you very much.http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=147.11#postid-244&guid=244
Re: Pontus ChainingWed, 30 Sep 2015 17:49:58 +0000Hi fergenbergel. The answer is "it depends on what type of game you want to run". Corruption is meant to be flexible so the Narrator can use it to help tune in the feel of the world for their particular stories. Pulpy, steamy games might only give out Corruption for especially heinous acts, whereas society dramas might hand out Corruption for lying, slander, and cruelty or ignore it almost altogether.
The Corruption gained is more a response to participating in an act that no one should ever participate in, and less a tally of each and every individual outcome from the action. Likewise, participants in major battles might be part of the death of dozens or even hundreds of others over the course of hours or even days of fighting, but still only gain one or more ranks of Corruption for being in the battle at all. (Large battles are almost guaranteed to be set with at least a few Pontus events, though, and they can become extremely threatening quickly). The action you described would definitely incur corruption, but exactly how much would be up to the Narrator under the guideline of choosing what acts gain Corruption. As a general guideline, I wouldn't allow Corruption gained as part of a single act to trigger more than one Pontus event. Any Corruption above five would be bled off to feed the event, and the person(s) gaining the Corruption would be left at 5. If they would gain multiple ranks of Corruption beyond 5, though, I may have the event be treated as though it were in a less stable area, force them to draw additional cards to check for the event and take the worst, etc.
Hope that helps.
Pontus ChainingSun, 27 Sep 2015 08:22:24 +0000Theoretically if one was to order the crash of a large airship full of pure-bloods, killing all passengers (say there were 20), would that person gain 20 points of corruption? If that were the case and they started at 0 would they not cause 15 pontus events to go off around them? Really I'm asking if there is any mechanic I overlooked that stops this, it seems a bit powerful.http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=134.11#postid-242&guid=242
Re: Is there a more detailed overview of the game worldThu, 24 Sep 2015 06:38:39 +0000Steve, this is coming in long after your original post - but you can now purchase the full Clockwork: Dominion Core Rulebook which has about three chapters of information on the world of Clockwork. Also, we're allowed to talk about it a lot more freely now, so if you have any questions you can ask them here.
Re: GenCon 2015Sat, 22 Aug 2015 08:50:24 +0000Just to make sure you have my contact info:
Re: GenCon 2015Thu, 20 Aug 2015 19:03:24 +0000Hi Vexrm,
We sent out the pdf download codes the a while ago. Please email me from the address you gave us when you bought the book and I'll follow up. We don't want to leave you hanging.
Re: GenCon 2015Tue, 18 Aug 2015 12:54:41 +0000Thanks for Gencon this year. I always enjoy playing it. I bought the book and was told a PDF would be sent out if I included my email. I know my handwriting is, shall we say, less than stellar and I was wondering if there was any information on how the PDFs would be handled.http://reliquarygamestudios.com/forumpress/?vasthtmlaction=viewtopic&t=146.11#postid-238&guid=238
Re: Nephilim RankSun, 16 Aug 2015 12:06:10 +0000Hi Haiz and Mindsword. You're correct that during chargen 2 and 4 won't come up, but that can and most likely will change over the course of play, most often due to character's accumulating <em>Corruption</em>. (Check out the last bit of the <em>Fluid Mien</em> description on p. 122) If a character with a normal manifestation rank of 1 due to the difference between their fixed <em>Purpose</em> and <em>Ether</em> had a <em>Corruption</em> of 2, they would manifest at rank 2.
The only other circumstance that would impact balance between fixed ranks (and it would be shockingly rare for nephilim) would be if they lost a permanent point of potential due to escaping death. (see p. 102), which could leave them with an even number of fixed ranks of potential.
Hope that clears things up.
Re: Nephilim RankFri, 14 Aug 2015 18:23:32 +0000The math. Assume the first number is your Purpose and the second your Ether.
|0-5| = 5.
|1-4| = 3.
|2-3| = 1.
|3-2| = 1.
|4-1| = 3.
|5-0| = 5.
According to the rules, you cannot buy potential. You can, however, switch Ether to Purpose or vice versa.
Therefore, it is impossible to be Rank 0, 2, or 4.