What Extras Do

In broad terms, sketch out what you want the extras to be able to do, com pared to what your skills , stunts, and aspects can already do by default. Also, think about what the extra looks like “on camera.” What do people see when you use it? What’s the look and feel of it? In particular, consider these points: • Does the extra influence the story, and if so, how? • Does the extra let you do things that no other skill lets you do?  • Does the extra make your existing skills more useful or powerful? • How would you describe the use of the extra?   This is an important step because it may reveal that the proposed extra doesn’t actually contribute as much as you thought, which allows you to either add more stuff or remove it from consideration.   For Zird’s magic, the group decides that they want to keep things pretty low-key and abstract—it’s just another method of solving problems, like Landon’s martial arts or Cynere’s swordthiefery (which Lily insists is a technical term)—a highly trained wizard is to be feared as much as a highly trained swordsman, but no more. They agree that it influences the story for several reasons. They imagine vistas full of unknowable magical effects and plot devices for Zird to stick his nose in, as well as the Collegia’s territorial desire over the lore.   They decide that Zird’s magic will let someone interact with the supernatural in a way that other people simply can’t do, and can affect and harm people, but again, they stress that it shouldn’t be more powerful than other skills . Basic effects would just use the normal four actions, and rituals will use challenges, contests, or conflicts as appropriate. Specifically, they rule out the presence of world-altering “high” magic, creating things out of thin air, firebombing whole cities, and so forth. If those things exist, it’s a thread for a scenario, and the product of several people making huge sacrifices.   The group doesn’t see magic influencing other skills much, which helps it keep its compartmentalized nature. Using Zird’s magic is all about the weird. Ryan imagines making up odd lists of requirements and ingredients that don’t really follow a consistent pattern—some things he can do quickly, others he can’t, and it’s all about dramatic interest in the moment to determine which is when. The group is comfortable with this looseness, so they assent.

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