To start us off, here are the three as-yet-undecided Dial Settings.  Let's tackle them all.  We;ve already touched on the three that are below, but we can go more in-depth here.<br/><br/>One thing you can all contribute, please:<br/><strong>A Cool Thing I Would Like To See Happen In This Game Is...</strong><br/><br/><strong>Firearms</strong><br/>♦ Are guns just another weapon? Pistols and muskets do damage as normal.<br/>♦ Are guns more powerful weapons? Firearms do damage as normal, plus additional Damage Ranks equal to the MOD of the attacker’s Firearms Forte.<br/>♦ Are guns one-shot kill weapons? Firearms do damage as normal, plus additional Damage Ranks equal to the TN of the attacker’s Firearms Forte.<br/><br/><strong>Mysticism</strong><br/>♦ When will Gifted or koldun PCs need to make a mystical Challenge roll?<br/>o On occasion, when warranted by the situation.<br/>o Whenever spending a Style Die for effect.<br/>o Every time they use their power(s), including “simply for MOD.”<br/>♦ Are mystical Challenge TNs relatively standard, or can they fluctuate wildly—high or low—at GM’s whim? (Tides of mana…)<br/><br/><strong>Poison</strong><br/>♦ Does poison harm? Apply the MOD of the poison to the damage total after a successful attack or failed Challenge roll.<br/>♦ Does poison weaken? Characters cannot heal normally, gain a Story Hook of “Poisoned!”, and the cost of Style Dice-based Catch Your Second Wind is doubled, until they find the antidote.<br/>♦ Does poison incapacitate or kill? Failing a Challenge roll versus the TN of the poison makes the character instantly become Mostly Dead (or its equivalent).<br/>♦ Is the poison one-shot or enduring? A one-shot poison does its work and is gone; an enduring poison hangs around until it’s removed from the victim’s system (a Story Hook).