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Re rules, I hadn't spotted the issue of conflicts such as "endeavour - influence others" vs "endeavour - asserting myself", with the potential of "exhausting" as opposed to "injuring" (either being able to subtract dice) and whether they are meant to or not. Subject to others weighing in, that seems fine that they do (it would be 'exhaust' not injure in that case).
When do we move from pitch-thread to "IC-Thread"? Suggest once the "list" above finalized.
the ghosts and devils (or their leader, or a ghost or devil) a fur-trapper the fur-trapper's daughter a conjurer uncouth spirits (or their leader, etc) an innkeeper a wealthy guest at the inn kin of a slain traveler and/or investigators looking into same
I admit I'm vague on when a Chapter ends, I assume it's when the interests declared at Chapter start have been resolved as interests refresh each chapter.
On situation possibilities, why don't we wait until (a) another 24 hours pass and rugsri, Simon, Garvey weigh in on the list.
On the weakness of characters who put lots into Defending, presumably that helps them avoid harm, Assertive and Influential characters are more effective in those sorts of Endeavours. Would the trick be for them to instigate conflicts using those, and also to assign the non-Endure Exert dice to their other freeformed endeavours since they won't deteriorate from lost to Endure and Exert. Also, since stats refresh and can be re-arranged each Chapter (as one of the choices to take and existing or new mastery or bump up a mastery) one can be high Endure Duress in one Chapter and high something else next, you're not trapped. You've got to be wiped out in a single Chapter to be killed if Player not done with character yet.
A fallen-in mansion, where by night ghosts and devils meet. A fur-trapper, simple but good-natured, and his daughter. A conjurer who needs blood to entice his uncouth spirits. An innkeeper who murders and robs his wealthy guests.
Posted By: ValvorikIf "spirits" (as in bind the) is meant to include "ghosts" suggest that be clear.
Most importantly, "What you use is what you risk". We have a rule replacing the standard Injury/Exhaustion baseline for consequences of defeat with damage to whatever dice you were using in the conflict. As always, it's subject to negotiation.
For the public record, I'm totally cool with this and barely even consider it a rules mod. Since you can get the same effect informally without deviating from the written rules, formalizing it doesn't bug me a bit.