With @streampunksrpg.bsky.social returning in the new year this seems like a good time to remind old and new #AuxCrew of important words and phrases:
"One"
TWO!
Mountain Climbing
Honkitude
Campbell Cliff
I'm sure I've missed a few. Any Streampunks or Aux Crew have ones to add on?
Posts by Jeroth
Pillow Fort reminder:
One way to reduce stress is to meditate. Another way is to not live under a fascist government. This has been wellness tips!
In reverse, Lift The Veil would be good for creating aspects and Help or Hinder could just give a simple teamwork benefit, which is a FATE rule we are using.
Honestly, these Moves are probably not balanced, but they work for us and help tell the story I want. Let me know if you want to know more!
Now that they are physically teaming up with their "Other Selves" their FATE characters can trigger my new Move by spending a FATE point to help:
Full success they gain Advantage Forward.
Partial success they gain +1 Forward.
This one has not been play tested yet.
For both cases I get Hold (1 and 2 respectively) to reflect having someone else in your head:
Take an extra spike in a State
Take Disadvantage Forward
Lose time (minutes, hours, days)
I can't use it until after they use their benefit though.
Plot has forced me to change this Move though.
One of my Pillow Fort soldiers informed me @delevely.bsky.social wanted to know how I make FATE and PbTA: The Veil interact. You may be disappointed to hear, they don't for the most part. I system switch depending on which character is being run.
I have created Moves for some teamwork though.
Since the story involves parallel universes, the first Move I made involved becoming "aware of your Other Self" giving them access to their FATE characters aspects or stunts:
Full success is Advantage based on an aspect, partial success is +1 based on a stunt. This Move is not without consequences.