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Mighty Narwhal Productions

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Creating Cinematic Gaming Experiences

Creating Cinematic Gaming ExperiencesCreating Cinematic Gaming Experiences

Errata

Morra Errata

Updated on 12/12/2021


Core Rules


Casting Call

Q: There are two seemingly contradictory statements about when Supporting characters act during the casting call?


A: Yes, the intent is as written (on page 50) “Supporting characters generated from Qualities (such as Sidekick) or summoned (such as through the School of Magic: Summoning, page 95) go last on the Call Sheet (page 31).


Q. There is additional verbiage in the School of Magic: Summoning that’s intended to and flavor to this. “Summoned Monsters obey your commands, acting during your Dramatic Moment in the Call Sheet (see Core Rules: Call Sheet, page 31). The word during should be after meaning your monster can’t obey you unless you speak and act.

Q: How does the Casting Call rules work with Dramatic Moments and One Act/Three Scenes?
 

A: This is an example of how to run them as described using the Morra rules.

First, I’d review the One Act/Three Scene Structure on page 32. In Scene I: The Setup and in Scene II: Reveal the Conflict, you have plenty of time to drop clues or force a Dramatic Moment with Notice before there is Scene III: Resolution. The idea being that just in a film, you set things up dramatically to give the audience the experience of being in a movie. In a John Woo directed movie, the cast might notice doves or pigeons flying away. In a Quentin Tarantino directed movie, there might be a comedic beat here where they simply run into each other.


When we get to Scene III: Resolution, the Director creates their Call Sheet to storyboard the scene. In Step Two: Determine the Action Pool (page 29), the Director and each member of the Cast discuss what they want to do and determine their Action Pool. Experienced cast members will have this down, but new cast members might need a little help figuring out the coolest thing they can do in a scene. This is my way (the Director) of getting the input from the writers, the stunt team, and the actors (aka the cast). The Call Sheet locks them into their choices for Scene III and then you roll the dice to see how well it went. Remember, while there are tactics in this game, it’s designed to be cinematic in a fun, collaborative way.


Here’s a quick and dirty example of the flow.


1. Scene I (The Setup): The cast is walking down a dark alley. Maybe they quip. Maybe they talk about why they are there. 


2. Scene II (Reveal the Conflict): A noise is heard. Perhaps, the Director allows for a Dramatic Moment: Notice to determine the location giving them a Wild Card bonus in Scene III. If there was a Quality that gave someone an advantage or disadvantage, I’d slip it in here. For example, if someone had Quality: Nick of Time (Page 55), I’d give them an edge. Dove coo and fly in the crossfire. The needle drops in the soundtrack.


3. Scene III (Resolution): Pistols are drawn. Cast members lock in what they want to do on the Call Sheet as described on 31. And then they roll the dice to see how well things went. Now, if the member of the cast really wanted to do both the shooting and the notice in the same moment (and I thought it was dramatically appropriate), I’d follow the guidelines in the side bar on page 32.


Qualities


Q:  Upgrading seems to be a downgrade in certain situations, such as with minor projectile to major projectile - the option to pay 15 more experience to get one shot for 6 consequences an episode versus an unlimited number of 3 consequence shots seems like an oversight.


A: Upgrading is always a tradeoff. You always have the option to purchase both items. In this case, minor and major projectiles each have their own unique fields of awesomeness that doesn't always overlap.


Q: With Supporting Characters generated from qualities such as Familiar in Ravenswood Academy, since it is stated they are created in the same way as the lead characters, do these familiars still receive Archetype Bonuses? If so, does it remain the same Archetype as the character who it belongs to?


A: Typically, in the language it will say something like this: You create your Feline Companion as a standard Supporting Character for the Genre. Standard supporting genres are made just like lead characters and must have an Archetype, an thus get bonuses. Could you have a neat story when you (as a member of House Armitage) stole a Wakefield familiar? Yes. Lots of edge spaces and if I was the director I would require there to be reasons to be a different Archetype.


Q: A similar question - at a certain point the line exists that Followers generated by a Quality (such as Sidekick) or MacGuffins cannot have Qualities that generate additional followers or MacGuffins. This line can be read either that the quality is meant not to replicate itself (sidekicks cannot make more sidekicks), or that you cannot have a side kick who can take - say - enchanter or super science as a quality, nor a MacGuffin such as the Necromonicon which can summon the undead. I'd like to clarify if the latter is the intention?


A: Followers generated by a Quality can't then have Followers to avoid a perpetual motion machine of creating an army of followers.
 

Q: If a Leng student (Archetype from Ravenswood Academy) takes Enchanter for their Inventive Mind quality does that mean they can upgrade it to Master of the Mystic Arts at the 4 cost or the 2 cost?


A: No Because of this rule: “You can’t upgrade a Quality you received for free when buying another Quality.” (Page 49).  As you said, a Leng student may take Inventive Mind, which gives them one of two qualities for free.  One of those qualities is Enchanter. This is by design.


Extra Limb (6-point Quality) (Page 66)

The +3 bonus to the Fighting skill is a Wild Card bonus.


Master of Technology (10-point Quality) (Page 71)

The following line is a legacy element that was changed when single-use MacGuffins were play tested but accidently not deleted in the final copy. 

"Once per Episode, you can share this fortune with others, but only as a single-use."


Imbued Ravenswood (3-point Quality) (Page 205)

The following word Chosen is from Set Features (Page 77) and should be the Quality: Worthy (page 57). They have the same meaning, as one grants the other, but we’re listing it here for clarity between a Quality and a Set Feature.


Special Effects


School of Magic: Glamour


Replace the spell Titania's Crown (page 92) with the following:


Emotion’s Edge: You can focus your emotions into a glowing manifestation of destruction – a knife, sword, or spear – and the use it to attack your target with the spell causing Mental Consequences.


Or alternatively, look at the followinng correction.


Q: The Glamour: Titania’s Crown spell, as written, is not clear on the following points:

· What skill, etc. does the attacker use to overcome the caster’s heart PA? Do they do this in the same rotation of the call sheet as the intended attack?

· Is the spell effective against multiple attacks (or multiple characters) or is it only against the next attack made against the caster?

· What would degrees of success do in casting this spell? Increase the duration? The number of attacks it applies to.


A: To defeat someone's Plot Armor, you must defeat them in a Heart Dramatic 

Challenge. Any Heart Dramatic Challenge the Director feels is appropriate will do. How this occurs on the Call Sheet is determined by the type of the Heart Dramatic moment attempted. The Difficulty Rating of any spell is Standard unless it is cast on a target and then the Difficulty Rating is the target's Plot Armor. As this is a Dramatic Moment, it will take your place in the Call Sheet: Order of Initiative (page 31) as per normal. Remember that this spell must follow the rules of Spell Complications (page 100). The standard duration of a spell is one Act. You can either use Ablative Effects for the number of times it can be used or the length of the Duration.


MacGuffins 

Q: I can’t find the table for magical single-use MacGuffins.

A: It's the same one as the science side but mirrored with the Magic Qualities, but for reference I will post it here.


The highest level of single-use MacGuffins generated in this fashion are as follows:


Magical Dabbler: Level of Single-Use Unattuned MacGuffins: Trival

Sorcerer: Level of Single-Use Unattuned MacGuffins: Minor

Master of Mystic Arts: Level of Single-Use Unattuned MacGuffins: Standard


Standard MacGuffin

Q: Why couldn't someone with qualities that grant them McGuffins put down their free ones for someone else to use? The rules for MacGuffin state that a person acquiring a MacGuffin can use the item for an Act before losing it. I know it goes against the spirit of the rules, but not the written mechanics


A: Let’s look at the rule reference on page 115. “A character who comes across a powerful MacGuffin and wishes to keep it past a single Act must attune herself to the object through paying for the appropriate MacGuffin Quality with Experience Points. Those who choose not to spend XP later discover the MacGuffin is lost, broken, stolen, or otherwise unavailable.


If someone drops their personal equipment like that on purpose, the MacGuffin just returns to standard equipment. The in-universe reason is up to the Director. This allows for that Captain America moment in Endgame without it feeling like you are cheating the moment. (You could even argue that Captain America qualified for Worthy in Age of Ultron when he declined to show off that he could pick up the hammer and thus attuned it to himself.) If you could just do that at random to fight some low-level bank robbers, how is that fun? 

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If it was done on purpose, it reduces the drama of the scenario and kills fun. (Remember that unless it's a single-use MacGuffin, you need to buy a Quality to attune it to yourself.)


As for why it's good drama: why doesn't Batman or Iron Man drop MacGuffins for everyone all of the time? Why doesn't Hawkeye have cool Iron Man armor? What works in Drama wouldn't work in the real world.


Q: Are the School of Magic: Enchantment (page 90) and Enchanter (page 62) supposed to have the Tier 1 - Trivial, Tier 2 - Minor, Tier 3 - Standard, because the only table is the one that seems to list the crafting is in another section?


A:  The Enchanter Quality unlocks the Enchantment school of magic and then refers to the MacGuffin rules, including creation, are in one section, page 117.


Set Features

Q: How does the Quality Bigger on the Inside and Pocket Dimension interact with the Set rules?


A: I'd imagine it would be like a series of nesting dolls in that location akin to something you might see on the TARDIS in Doctor Who. The exact nature would be determined by the Director and how they view the Genre. 


A good example of this is the Ravenswood Academy Set (Extended Edition, page 35) has both qualities.  It is in a Pocket Dimension (outside of Earth) and the school itself has more classrooms than the building itself should logically possess.


Q: How does it work for a character to purchase the Quality Bigger on the Inside. It doesn't mention anything about the set that exists on the inside of it?

 

A: The Feature just says that the inside of the Set is larger than the outside. This Set feature works just like the Quality and otherwise just has a bunch of normal rooms, but you can buy additional sets to put in there. For the Quality, you might think of a Bag of Holding. For a Set, you might think of Hogwarts or the TARDIS. The text doesn't say that that space is a seperate Set.


From page 77, here is the text. "This Feature works the same as the Quality: Bigger on the Inside, but it allows for multiple smaller Sets, SR 1 to 3, to be contained within it."


You can put additional sets into the space given to you so long as it is a smaller Set. To get an additional Set, you must purchase it.


 




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