Rules (Smoke)
Contents
Annotated Sheet
| Name: Dr. James Folsom | Age: 33 | |
| Profession: Doctor [+4] | ||
| Qualities: Intellectual [+2], Patient [+2], Trustworthy [+2], Mild-Mannered [-2] | ||
| Talent: Psychic | ||
| Abilities: Telepathy [+2] | ||
| Advantage Dice: 1 | ||
| Fortune Points: 2 | ||
| Background: The son of a lawyer, James Folsom became a doctor due to his meek temperament being unsuited to the rigors of the courtroom. Possessing a desire to do good, and the uncanny ability to perceive the thoughts of others, he gravitated to the Ravenswood Club in order to better serve humanity. | ||
Name
The name of a character - first name, surname and title (if any). All gentlemen (and ladies) of Ravenswood have a name which others can address them with, even if it is a mysterious pseudonym that is not their own.
Age
Age denotes what kind of approach people take to a character, and their base capabilities. Youths may be more athletic and physically attractive, while elderly gentlemen are distinguished and wise.
Profession
The occupation of the character. As mundane as a doctor, or as exhilarating as a treasure hunter. Even if the character is not technically employed, they still have a profession. All professions of Ravenswood gentlemen begin at the "Adept" level.
Qualities
The basic qualities of a character are their education, inherent traits and greatest flaw. The qualities of any character cannot exceed 6 ranks of positive and a single negative.
Talent
A character's talent does not have a ranking. It is something innate and possibly otherworldly. Here it is to be psychic, but others may be capable inventors, magicians, accomplished thieves or masters of the Oriental fighting arts.
Abilities
Each character begins with a single ability for their respective talent, at the "Good" level. If they so wish, they can sacrifice 2 ranks of positive qualities to make this "Adept" level, or provide another "Good" level ability. The example here is Telepathy, related to the Psychic talent, that allows this character to read the minds of men.
Advantage Dice
During any perilous or difficult endeavour, a character can choose to spend one of the advantage dice they have accumulated during their travels. Though only a single die can be cast during a roll, it adds an extra bonus to whatever task you are undertaking. But once spent, it is gone.
Fortune Points
In addition to the advantage dice, fortune points can be spent to "purchase" certain effects. Whereas the advantage dice bolster everyday rolls, fortune points are for causing serendipity. See the table below for more details.
Background
The character's history, up to and including their reasons for joining the Ravenswood Club. Information of a personal or private nature can be redacted.
Further Example Sheets
| Name: Gavin O'Shea | Age: 27 | |
| Profession: Thief [+4] | ||
| Qualities: Quick-Witted [+4], Small [+2], Irish [-2] | ||
| Talent: Precognative | ||
| Abilities: Instant Reflex [+2] | ||
| Advantage Dice: 1 | ||
| Fortune Points: 2 | ||
| Background: Red-headed and red-blooded, Gavin's ability to perceive the future has helped him stay one step ahead of the law, but not the Ravenswood Club. Though drafted into its ranks after daring to pick the pocket of a member, he keeps on of his own free will, enjoying the thrills. | ||
| Name: Angela d'Antoni | Age: 21 | |
| Profession: Librarian [+4] | ||
| Qualities: Curious [+2], Revolutionary [+2], Daydreamer [-2] | ||
| Talent: Medium | ||
| Abilities: Clairvoyance [2], Clairaudience [+2] | ||
| Advantage Dice: 1 | ||
| Fortune Points: 2 | ||
| Background: Angel d'Antoni is anything but bookish for a librarian, being stoked with the fire of revolution. Glimmering with the ideals of women's suffrage and democracy, she finds a welcome home among the Ravenswood Club, who are all similarly ahead of their time. Having heard spirits since she was a little girl, her link to the spirit world has only grown stronger as she has grown up. | ||
| Name: Sir William Brunswick | Age: 60 | |
| Profession: Gentleman [+4] | ||
| Qualities: Chess [+2], Wealthy [+2], Limp [-2] | ||
| Talent: Alchemist | ||
| Abilities: Transmutation [+4] | ||
| Advantage Dice: 1 | ||
| Fortune Points: 2 | ||
| Background: Sir William is an esteemed member of the Ravenswood Club, often found whiling away the hours playing chess or reading the paper. Few would suspect that his money comes from being an alchemist, capable of transmuting the elements. Those who do may suspect he created gold, but it is copper with which he made his fortune, during the beginning of the electrical revolution. | ||
| Name: Charles "Charlie" Harris | Age: 44 | |
| Profession: Engineer [+4] | ||
| Qualities: Boxing [+6], Brash [-2] | ||
| Talent: Inventor | ||
| Abilities: Mechanical Understanding [+2] | ||
| Advantage Dice: 1 | ||
| Fortune Points: 2 | ||
| Background: Charlie Harris has worked on steamboats and railroads for a living, and goes seven rounds bareknuckle for sport. He's a rough-and-ready sort, always willing to speak his mind without presumption for his station in life. He can take apart any machine and put it back together as good as it was, if not better, with his incredible aptitude for all things mechanical. | ||
Experience
As a character uses their given qualities and talent to good use, exploring the world and so forth, they gain prowess with them. Experience is awarded in points, which can be applied thusly:
Maturity of Qualities
For 2 experience points, a personal quality can be put up a rank, or a new personal quality can be developed. This includes increasing rank on a character's profession, but a character can only have one profession.
Development of Abilities
For 1 experience point, a character can raise an ability one rank, or develop a new one. No new talent may be added, but any ability within the scope of the original talent is acceptable.
Gaining Advantage
For 5 experience points, a character can obtain an advantage die. Advantage dice may also be gained from GM discretion.
Acquiring Fortune
For 2 experience points, a character can obtain a fortune point. Fortune points may also be gained from GM discretion.
Fortune Point Purchases
| Title | Points Cost | Effect |
|---|---|---|
| Analysis | 2 | You fathom the exact nature and rank of a single Quality belonging to someone. |
| Bluff | 1 | You downshift an opponent's quality for a single roll. |
| Contact | 2 | You recall an acquaintance who may know pertinent information. |
| Detect | 1 | You discover something about the person/creature/room/situation you are facing. |
| Effort | 1 | You upshift a quality by one rank for a single roll. |
| Focus | 1 | You upshift an ability by one rank for a single roll. |
| How Odd | 2 | You find an everyday item in a place you would not otherwise find it (eg, a dictionary in a kitchen). |
| Knockout | 1 | After a successful attack, you upshift damage by one rank. |
| Muse | 1 | You receive inspiration on what to do as your next course of action. |
| Near Miss | 3 | Incredible chance circumstances save you from certain death (eg, catching a flagpole when falling off a building). |
| Pull Through | 1 | You regain 1d6 Failure ranks. |
| Recovery | 2 | You regain 1d6 Damage ranks. |
| Resist | 1 | You negate 2 ranks of damage you are about to take. |
| Swift Retreat | 1 | You flee from a fight without taking damage. |
| Unconventional | 2 | Use a quality in a plausible but highly unusual manner. |
| Very Curious | 3 | You find a hidden door, passageway or compartment in a room. |
Master Table
| Level | As Rank | Modifier | As Difficulty | Target Number |
|---|---|---|---|---|
| Inferior | Absolutely hopeless. | -4 | No task. | 3 |
| Poor | Notably inept. | -2 | Trivial task. | 5 |
| Average | Typical capability. | 0 | Straightforward task. | 7 |
| Good | Talented practitioner. | +2 | Complex task. | 9 |
| Adept | Skilled professional. | +4 | Challenging task. | 11 |
| Expert | Acclaimed genius. | +6 | Difficult task. | 13 |
| Master | World renowned. | +8 | Complex task. | 15 |
| Vexing | - | - | Troublesome task. | 17 |
| Formidable | - | - | Intimidating task. | 19 |
| Unfathomable | - | - | Impossible task. | 21 |
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