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Topics - JoshTheValiant

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DFRPG / Charity Carpenter: Homemaker
« on: March 08, 2012, 11:52:39 PM »
Anyone else ever bothered by the complete lack of the cooking, cleaning, sewing, and general homemaking trappings in every RPG ever?

No?  Didn't think so.  But here's a new skill I dreamt up to answer the question that no one but me asked, free to use if you like my drift, and feedback is always appreciated.

Homemaking

Homemaking is the skill of making a home warm and welcoming.  From cooking good meals that warm the heart as easily as they fill the stomach to making handcrafted quilts and sweaters which add color to a room and wrap a person in love, Homemaking is a skill very much about showing love in a variety of forms.  Homemaking is not normally taught in schools, at least not extensively, but rather handed down through family, strengthening the bonds of love and care that the skill naturally lends itself to.  People with high skill in Homemaking include kindly old grandmothers, favorite uncles, and the dorm master you actually liked.

*Cooking
Homemaking is used to cook a good meal that is not only filling and nutritious, but comforting.  Cooking normally takes up a scene to do, either as an excuse for a conversation (or rarely, a social conflict), or as an excuse to be absent for a scene while other work is done.  Actually eating whatever was made, be it a Thanksgiving feast or a batch of chocolate chip cookies is the trigger for a Declaration, made at the Homemaker's skill, which applies an Aspect either to the eater or to the scene as a whole.  Such Aspects are inevitably linked to an emotional reaction to the food or the company held or the symbol of what the food stands for.

*Handcrafts
Similar to Cooking, knitted, quilted, sewed, or woven knickknacks and clothing are the result of time spent crafting or Declarations that the work has been done on them, and their primary role is making Declarations about the emotional impact of the item made.  However, Handcrafts can also be used to mend damaged items of the same stripe, restoring them to their original form.  This is often just flavor, but it can occasionally be important to have items in their whole form.  Besides, who likes holes in their socks?

*Personal Touch
Anything created by Handcrafts has one metaphysical note of importance: the time and care put into such handcrafted tokens creates a mystical bond between maker and receiver, in addition to leftover yarn and material always being viable for sympathetic links between the pieces of the whole.

*Thresholds
The big metaphysical muscle of Homemaking is in the creation and fortification of Thresholds.  In addition to any Aspects of legacy that are a factor in a location's Threshold, half the Homemaking skill, rounded up, of the chief resident of that building (i.e. whoever runs the household and spends more time living there than anyone else) is used as the base for computing the Threshold of a building.

STUNTS

*A Mother's Wisdom - A life of gentle care lends itself to an understanding ear.  You may use Homemaking with the Shoulder To Cry On Trapping from Empathy justifying recovery from Social and Mental consequences.
*Master Seamster - You're flat out magic with a needle and thread.  Treat any handcrafts you create as two steps higher for determining quality and beauty.
*Kitchen Witch - Cauldrons are the implement of choice for brewing potions, and it's no wonder that the first potions were created as food.  You may use Homemaking to determine potion strength instead of Lore.
*The Bane Of Skinned Knees - There's no minor injury you haven't seen, and fewer that you can't fix with a needle, thread, and a bottle of peroxide.  You may use Homemaking instead of Scholarship for First Aid.

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DFRPG / That One Guy - Heckler At The Training Dojo
« on: March 08, 2012, 09:38:59 PM »
I recently converted my months-old D&D game to the DFRPG (surprisingly easy to do, as long as you don't care about direct conversion and instead care about concepts), and one of the sample conflicts we ran involved our two main melee combatants sparring with each other to get a hold of how stress and defense and consequences work.

This worked great until our resident cantankerous Deva started trash talking.  Immediate question:  If Empathy determines social initiative, and Alertness handles physical initiative, what happens when someone in a physical conflict finds themselves forced to engage in a social conflict alongside it?  Should they check their initiative skill at the beginning of each exchange depending on which conflict they're invested in?  Or are there other ways the board has figured out to deal with the situation of mixed conflicts?

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