User Tools

Site Tools


turnsheeting

Turnsheeting

Summary

  • A turnsheet period represents one month of in game time.
  • You have two major actions during this time.
  • Actions with a plan are more likely to go according to said plan, though what really matters is your skills, quirks, and any other advantages you have in achieving your aim.
  • The deadline for turnsheeting each week is Midnight Thursday Evening (that is, midnight between Thursday and Friday). Deadlines are strict - GMs start processing responses on Friday.
  • A list of turnsheets for each week can be found on your user page. Follow the link on your page, and then click “Create this page” in order to get started.

How To Turnsheet

Each week, you have the opportunity to submit a turnsheet. The turnsheet represents what your character does in period of time between meetings (this is sometimes referred to as downtime). In character, this period is one month long.

Actions

Writing Your Turnsheet

Turnsheets can be found on your user page. If you're new to the wiki, you may want to read the wiki guide to get started.

Major Actions

In each turnsheet, you may take up to two major actions, in which you can put your plans into action. They can be anything you can think of that your character might reasonably do — from a cooperative action with other PCs convince a particularly ornery Gaian that you would rather the M4 stay in once piece, thank you, to sneaking off on your own to try and find the missing Witch before the others can, to finally perfecting and casting your summoning ritual. You don't need to put in an action to do any job you may possess unless you're doing something out of the ordinary - the rest of the time outside your actions, you are assumed to be getting on with your regular life.

We will try to interpret your plan, along with any external factors involved, when adjudicating what happened in your turnsheet response. Telling us what outcome you want is often a good way to be clear about what you're trying to achieve.

Generally, anything that hangs together coherently as a single subject can be counted as one major action; even if the plans are vaguely related, two plans may be better turnsheeted as two actions if their scope is widely different - trying to fit in too much in a single action may not give you the results you want. Concise plans that are easier for the GMs to understand and keep in mind when resolving turnsheets are preferable to multi-paragraph epics. We have a lot of players, and only a limited amount of time! If possible, keep plans brief, and remember that longer plans are not the same as better plans.

If you want to ask any questions about actions, please contact the GM team and we'll do our best to help.

Skills, Resources & People Involved

The most important part of any plan is having the abilities to pull it off. In Omen, having a skill enables you to rely on a certain range of abilities as part of your plan, representing your expertise and training in the area, while your Background Knowledge and Solutions can be used to create magical effects designed to solve the problem at hand. Simply having an ability is not helpful unless you can exploit it as part of an action. “Throw my Combat skill at X problem” is not a plan and won't get you very far, especially if X still needs to be alive at the end of the matter. “Use my Combat skill to eliminate his bodyguards one at a time until he has no choice but to agree with my ultimatum” is much better.

Resources are things that you may have started with or picked up in play that aren't represented by your skills. This might include, for example, a book of questionable origin and dark secrets, a handful of useful study buddies, or perhaps simply a nice knife.

Other people are going to be crucial to your actions. They may help you or hinder you. If you are relying on another character to help you, make sure to note their assistance on your turnsheet. If an NPC has agreed in session to do something for you, note that down as well - we play a lot of different people and may forget. It can also help if you tell us how you think the other characters are likely to respond - this helps us judge your actions and responses in kind.

Character Advancement

During each turn you also get one character advancement to spend. This represents your character spending time in study, experimenting with new spells, going through a training montage, or what ever other methods they use to improve themselves. In this action you may choose one of either your Background Knowledge, or Skills and you can spend one point in your selected area as described on their pages.

Sample Action

I've got a long-standing enmity with Billy, the precocious and charismatic Linguist. I want to ruin his reputation, however, I've got very little information on his personal life. Before I can do anything I've got to investigate him, his habits, and any juicy scandals he may be hiding, so that later I can undermine him before his allies. I'll dispatch the crack team of orphans I control to follow him whenever he leaves his house, and report back on what they find. Meanwhile, I'll spend a few evenings in the bar buying people drinks, hoping that someone who has heard some juicy gossip will get talkative.

This action takes into account Skills, Background Knowledge, and Solutions you have and are using (To cast a particular spell, or perhaps just to shake down some unreliable 'allies'), resources you control (your orphans might be something you started with or developed in play), gives a clear idea of what you're trying to achieve, and hangs together as a single coherent whole.

Minor Actions

In addition, you have minor actions. Your character may get invited to festivals, marriages, clandestine meetings and so on. Perhaps they need to pass on an item in their possession to someone else. To register that your character is doing this, but without putting in the effort that a Major Action would imply, you can use a Minor Action. There's no limit to these, but we'd prefer it if you kept them to 1 or 2 sentences. If we find people are abusing minor actions, we may have to impose limits, so in general, please don't take the piss.

Deadline

The deadline for turnsheets is midnight on Thursday night - aka the midnight between Thursday and Friday.

Ideally it would be best if you could resolve your plans for the turn in session, but you can use the period between the end of session and the deadline to correspond with other players via email.

The deadline is strict, for your own benefit as well as ours. Being forced to wait up until 3am so you can finish your turnsheet because some unreliable person didn't email you is not fair. We're planning on having GM meetings on Fridays and need time in advance to prepare, so late turnsheets cut into our time as well.

Please contact the GM team if you believe you have extenuating circumstances (we understand if real life gets in the way sometimes), but please don't expect to be able to hand in your turnsheet late on a regular basis.

Turnsheet Response

We will aim to get a response to your turnsheet to you before session begins each week. These responses will be added to the end of your submitted turnsheet on the wiki. Your GM will email you when they have completed your turnsheet response, but it's worth checking your user page to be sure.

If you have any questions about your turnsheet response, contact your GM before the start of the session and we'll try to clear everything up.

Sample Turnsheet

turnsheeting.txt · Last modified: 2016/10/14 08:14 by gm_kiwi