Tag Scenes

From RPGS surrounding the Labcats

At the end of each episode, each Lead gets a Tag Scene, a short scene where they resolve any Drives (Values and Relationships) they've challenged and attempt to develop the character's Traits. Describe what your shifting Drives and self-improvement look like in the story.

  • The player frames the tag scene.
  • Other characters may be present.
  • Multiple Leads may share the same tag scene.

Rewriting Drives

When you challenged your Drives, you stepped them down. For each such Drive, either:

  • Rewrite the Drive's statement to reflect your Lead's new understanding of the Drive, and raise it back to its previous rating, or
  • Leave the statement alone and leave the Drive at its lowered level, which becomes the new normal level. (If it was a d4 Drive stepped back to Shutdown, you must choose the rewrite option. See this forum thread.)
    • If leave a Relationship lowered, add a die equal to the new lower rating to your Growth pool.
    • If leave a Value lowered, you may step up another Value by the same number of steps, or split the steps between two other Values.

(Note: It seems to me that if you challenged two different Values once each, you could leave them unchanged, and then use the raising step from each to raise the other back up to its unchallenged level. I don't think this is really a loophole, since you still wind up with a constant number of Value levels, which is what the game seems to be encouraging. Maybe you're cheating yourself out of character development, but if you're attached to your character having specific Values, well, hey, that's what you want.)

Stepping Up Traits

Note: For some reason, I though you get to try to both step up one Trait and get a new Trait. Re-reading page 74, I'm thinking maybe this was a mis-reading, and you only get to do one of those things, and the authors meant "instead" when they wrote "also". The rules for coming up with Features (under "Developing the Wedges Into Characters", page 69, because why would you use the word "Feature" in the part of the rules that discusses Features?) suggest that they're expecting Leads to get one Trait advance per three sessions on average.

  • You may select one Asset (Distinction, Heritage, or Ability), Resource (Extra or Location), or Relationship you wish to step up. Traits may not do above d12.
  • You may also pick a new Asset (Distinction, Heritage, or Ability), Resource (Extra or Location), or Relationship. New Traits start at d4 (or 2d4 for Assets).

For each of these, Watchtower does the following:

  1. Watchtower picks up a die of the type you wish to step up to. (Note: It doesn't say what you do for a new Trait; I'm guessing pick up a d4.)
  2. Watchtower picks up a second die depending on the kind of Trait it is:
    • Ability (other than Gear) d12
    • Distinction d10 (Note: I'm assuming this includes Heritages.)
    • Gear or Location d8
    • Relationship or Extra d6
  3. Watchtower rolls these two dice and adds them together to get a result.

And the player does the following:

  1. Player picks up all the dice in the Lead's Growth Pool.
  2. If there's still any Stress on the Lead's sheet, player picks up one die of the same size as the highest Stress.
  3. If the Trait being stepped up is an Ability attached to a Heritage Distinction, player picks up the Heritage die, too. (Note: I don't know if this applies for stepping up the Heritage itself; I'm assuming not.)
  4. Player rolls these dice, and adds together the two highest, ignoring any that rolled 1. Plot Points may not be spent to add to this roll.

If the player's result is higher, add or step up the Trait. If the Watchtower's result is higher or you tie, you may still add or step up the Trait, but you have to pay for it by stepping back another Trait. (Note: It doesn't say it has to be the same kind of Trait. If it doesn't, than the obvious mix-max is to step down Relationships and Extra to pay for stepping up Abilities and Distinctions.)

Special Effects can be bought in any scene by spending a die directly out of your Growth Pool. The rules suggest that you probably won't bother having more than two or three Special Effects for each of your Abilities.