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Perfect AP: Subliminal Messaging

  • May. 24th, 2008 at 9:46 PM
frenchfry
Vancouver has this cool thing going on called Wayward Cons. It's a minicon/game meet that takes place on certain Saturdays at various game stores around town. People show up and break into a game (possibly several concurrent games if there are enough people). Today, me and two others showed up: Burgess and Jean-Francois. We got to play a game of Perfect.

I'm going to post the character sheets and some game highlights. For fun!

I created a character, just to go through the process:
Sir Walten Jenn II
Concept: A man who lives for the thrill of uncovering the truth.
Archetypes: Inquisitor, Hedonist
Intolerance: I cannot tolerate people mentioning my late father.

Vest: Common - Orange
Freedoms: Freedom of Thought, Freedom of Movement, Freedom of Privacy
Certifications: Alliance of Purity, Archivist's Certification

Aspects: I get giddy when I learn something new (+1, No Fallout)
My Father was a police officer (+3, GM banks 4 points)
Quicker than thou (+5 to Discovery, GM banks 4 points)
Holier than thou (+5 to Conditioning, GM may invoke a lv. 1 Consequence on next test)

My favourite part about this character was the "Quicker than thou" and "Holier than thou" Aspects. If you can't outrun 'em, outsmug 'em.
As I GMed, I didn't play Sir Walten Jenn II at all.

Burgess created an idealistic riot instigator, who was a blast:

William Tellall
Concept: Bring the truth to the people by any means...
Archetypes: Anarchist, Romantic (in my mind, he played it was Anarchist, Idealist).
Intolerance: I cannot tolerate to be touched.

Vest: Purple - Low
Freedoms: Freedom of Passage
Certifications: Drinking Hall, Queens' Crucibles

Aspects: Blood is the colour of love (+5 Discovery, GM banks 4 points)
The Perfect Rule is no Rule (+2, GM banks 2 points)
The sky is not Grey, it's Blue (extra die on Conditioning, GM re-roll)
My thoughts and speech are one (extra die on any test, Cannot use this Aspect on next test)

William Tellall's first crime was inciting a riot in a drinking hall. He was acting "as a Queens' Crucible" by spewing rhetoric about the perfection of society. But, he was inserting into his speech subliminal messages about the instability and loopholes of society, alluding to it in a way that aroused unrest without actually realizing it. When someone bumped into him, Tellall shoved the man and a riot broke out. It led to, in the Discovery test, the riot spreading into the street and killing an Inspector who was pursuing Tellall.

Tellall's second crime was guiding a group of "historical appreciators" to a "historical site", which turned out to actually be a room used by the Inspectors for Conditioning. Tellall walked into a grizzly scene where his doctor was being Conditioned: a cadaver was suspended in mid air, and the Inspectors were yelling at the man while surgically removing organs. Tellall's crime was exposing ordinary members of society to the gruesome reality of Conditionings.

His third crime was a Collaborative one, and I'll decribe that in a minute.

Jean-Francois created a perverted artist that I really enjoyed playing against:

Eleanor
Concept: Painter and Art Historian
Archetypes: Archivist, Sadist
Intolerance: I cannot tolerate seeing "relevant" art being destroyed for no reason.

Vest: Red - Lesser
Freedoms: Freedom of Privacy, Freedom of Creation
Certifications: Archivist's Certification, Art Traders' Guild

Aspects: I once saw a nude "David" replica (+5 to Conditioning, Cannot use this aspect again in next test)
I can "hear" colours (Re-roll die on Discovery tests, GM banks 2 points)
Exciting others gets me excited (immediately move to die roll, Add a Lv. 2 Fallout to an Aspect)
If they aren't crying, they don't get it (+5 Conditioning, GM banks 4 points)

Eleanor established a Contact during his first crime, as she got the furnace man to stash a blacklisted piece of art instead of incinerating it. When he later (during the Discovery test) heard Inspectors re-igniting the furnace, he ran out and tried to justify taking the art aside. The Inspectors turned and saw it, and Jean-Francois had a "damn it!" moment when he realized the Inspectors had shown up to incinerate other pieces of art, not his stashed piece. They hadn't seen it until he pointed it out!

Eleanor's second crime was inviting another Contact, Arthur Blackwell, into her home to discuss the establishment of an art crime syndicate. The crime was the breaking of the Freedom of Privacy, as well as conspiring to commit future crimes. The Discovery test involved Arthur stabbing an Inspector in the neck whilst trying to escape, while Eleanor stood there horrified by her friend's idiocy.

The third crime was a collaborative crime. Eleanor had established a Secret Society as her second Payout, called the Cryptoliberators. They were artists who hid secret messages as defects in their artwork. Eleanor's third crime was painting a picture using regular paint and covering over it with a special "wash away" paint. It was an piece that would hang outdoors and when the rain came the standard Abigail image would wash away to reveal a burlesque Abigail being whipped by a scantily-clad member of parliament. When this happened, William Tellall caused a riot, and in his "outrage" slit his wrists and started slinging blood up onto the portrait as the Inspectors rushed forward to cover it. Blood flying, riot breaking, outrage mounting, Inspectors rushing, Eleanor rushing in to feed off of the chaos...

And they both managed to escape. Neither was tied to the Indecency Riots of City Square, and we ended the game there.

Perfect (draft)

I'm currently working on the second edition of Perfect, my Victorian-Dystopic roleplaying game.

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