aWoD: Continued

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Username17
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Post by Username17 »

This is part of the social tests section. There is also a section on arguments from Rhetoric, but it is not done.

Also, I am thinking that Vigor may need to be improved, since it currently basically breaks even with Feat of Strength at 12 Strength rolls in a scene.

Persuasive Argumentation
Those dogs and you make a very compelling point.

A persuasive argument is one where the speaker has a goal in mind for something that he wants to convince his intended audience of. The intended audience may be the person being spoken to, or in the case of a debate may be one or more people observing the discussion. Classically speaking there are three branches of discourse (Grammar, Logic, and Rhetoric), but in modern era basic grammar is assumed and one's argumentation is made from some combination of Logic and Rhetoric. It is common in modern discourse to pretend that one's arguments are founded entirely in “Logic” but this is horse shit – literally nothing more than a Rhetorical technique. People on the internet who don't have a great argument themselves will often spout off about how this or that is a “fallacy,” but all that means is that they have found (or claimed to have found) a part of an argument that is Rhetorical rather than Logical – or even just that it uses Inductive Logic rather than Deductive Logic. And even if that's true, it doesn't actually say anything one way or the other about whether the argument in question is good or if its conclusions are solid.

Regardless of the method used to argue a subject, the difficulty of convincing an audience depends entirely on how much the audience wants to believe what is being said. Many holy men and talk-show hosts are actually rather incompetent public speakers, but they don't know that because their usual audience is so predisposed to believe whatever they say that they frequently don't need to say anything to get applause and agreement. It is also entirely possible for different members of the audience to have different predispositions, meaning that the same argument can persuade some onlookers and not others.
Threshold Audience Predisposition
1 Already Believes
2 Wants to Believe
3 Receptive
4 Skeptical
5 Hostile
6 Uninterested

When two or more people make an argument that successfully persuades audience members of different – even contradictory – positions, audience members are persuaded in both directions. People are entirely capable, even seemingly eager, to believe completely incompatible things simultaneously. What individual audience members will end up doing in such a case will vary depending on their personality and goals. Some will flip a coin, be paralyzed by indecision, or go do their own research. But if one of the presentations got more net hits, that position has a noticeable advantage.

Arguments From Reason
Given what we know about mass acceleration, your figures seem... unlikely.

A deductively logical argument is one in which the premises contain the conclusions. In short, any deductively logically reasoned argument is a form of circular reasoning. Deductive Logic is helpful only in showing the implications of ideas. Inductive Logic can tell us more about the world, but it carries with it the possibility for error – black swans bite as hard as geese. While it is technically correct to label arguments of Inductive Logic as “fallacies,” the fact is that most peoples' personal epistemology does not distinguish between “True” and “Almost Certainly True.” I mean seriously, you can't deductively prove that you aren't in The Matrix right now, but how many readers take Solipsism seriously enough to allow themselves to be beaten with a chair?

Argumentation from Reason requires a set of common ground at some point. For people who are coming to the table with radically different precepts, a Reasoned Argument must be scaled back several layers until commonalties in acknowledged premises can be found. This can be quite a shock to characters dealing with radically different cultures and creatures. Imagine an Imam attempting to make a Reasoned argument to a Buddhist who won't concede that Allah even exists. Now take it a step farther imagine an environmentalist trying to make a Reasoned argument to a Camarilla Vampire who does not even breathe air and cannot be poisoned. Game mechanically, if a test uses a Background skill, the test is wholly ineffective as a Reasoned argument on any audience member who does not have that Background themselves. An argument of this sort may still be appreciated as theater, and at the storyteller's discretion may also be rolled as a Rhetorical Appeal for the laymen in the audience. An argument from Reason is called a Contention.

Contention of Details
...which is naturally why in early March of 1649 there were already calls by Winstanley to repeal the property restriction on voting for parliamentarians...

A contention of details is essentially an attempt to establish one's own credibility as an authority on the subject of dispute. The character presents a large and intricately linked body of facts in or related to the relevant subject that are demonstrably or apparently true. By listing off a large number of facts, the character presents themselves as a reliable source of information on the subject, such that their declaration of their disputed point becomes reliable by association. This is a form of Inductive Logic with the format “Everything I have said about sewer maintenance in general is consistent with me knowing what I am talking about with regards to sewer maintenance. Therefore what I say regarding the maintenance of this particular sewer is likely to be correct.” This is essentially the same format as the argument that the sun will rise together, so properly constructed it can be pretty persuasive.

Dicepools of these kinds of contentions are usually Logic + Research. The character must have a relevant Background skill to attempt such a contention. A Contention of Details takes a significant amount of time to get to the point, and is confronted with increases in threshold to convince audience members who are in a hurry. Also, the entire strategy is weak to attacks on the person's character. An opposing debater gains bonus dice if they choose to go the low road.

Contention of Disagreement
That's preposterous! Everyone knows sea turtles sink when tampered with.

A Contention of Disagreement is an attempt to steal the spotlight from another speaker or an assumed paradigm of thought in the audience by finding fault with premises or connections made between premises to invalidate the conclusions. While technically this only deductively proves that the original argument being attacked is invalid, it inductively suggests that it is also wrong. And more tenuously (but still persuasively) suggests that the character's ideas are better.

Dicepools of these kinds of contentions are usually Intuition + Background. The Contention of Disagreement literally requires an opposing argument to disagree with. In the absence of real or known opposition, the character can construct an opposing argument (called a “straw man”) – but this is regarded as dirty pool in many circles and may make skeptical observers hostile. It is also weak if the original argument was crafted especially well, following up a strong oration may well leave the character with a dicepool penalty.

Contention of Reference
The market exists when information exists for producer and consumer, and both producer and consumer can choose to buy or sell a given product at a given price. And when no such choice exists?

A Contention of Reference is one of the few lines of argumentation that are not technically fallacious. Unfortunately, the internet being what it is, people will accuse you of fallacy anyway. It's not a whole lot different in the forums of the Sabbat. Such is life. And unlife. The idea is that you take a set of premises that the audience believes that they agree with, and then you extract implications from them with a seemingly acceptable argument. Ideally, the implication is one that the audience hasn't thought of or disagrees with. But hey, sometimes it's for whatever reason important or useful to convince people that something they think is true is true. Referential Contentions are good for that.

Dicepools of these kinds of contentions are usually Logic + Background. A Contention of Reference is very weak if the audience has wildly different acceptable premises from the speaking character, and may well be saddled with increases in threshold.

Contention of Validity
That's a good question. The short answer is yes, but that brings me to my next point...

A Contention of Validity is an attempt to demonstrate the character's mastery of the subject and reliability as a source by responding quickly, effectively, and verifiably truthfully; thereby inductively giving support to their other ideas. Fallacy hunters will note that this frequently counts as a “non sequitur” in that a correct response to one question does not necessarily imply a correct statement next time. But seriously, it works pretty well. Some speakers like to spike the audience with shills to throw out softball questions, and others don't.

Dicepools of these kinds of contentions are usually Charisma + Background. A Contention of Validity is incredibly weak in the absence of viewer participation. While the character could write themselves a dialogue where they were asked questions by an imaginary audience, the persuasive effect is much dimmed, provoking all but the most devoted into skepticism. Having people ask tougher questions is a double edged sword. If the character can field them (which may, at the storyteller's discretion require an Intuition + Background test), a small bonus may be in order. If the character fails to field them, their Contention pretty much falls apart right there. If audience members notice shills offering softball questions, dicepool penalties or threshold increases should be awarded.
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Post by Prak »

FrankTrollman wrote:You seriously can't kick the Godsmack fans out of Vampire any more than you can ban Nine Inch Nails or The Cure.
Oh god, can we at least try? What group sits around listening to them and what do I use to slay them?

On the other hand, what was the purpose of including the "Listen to godsmack and have orgies in the forest," "running around naked in the dark," and "rolling back pants"? Was it just to give the hippie greenpeace types a bandwagon to jump on and then have to look at what said bandwagon was about or seem utterly foolish? Why not link them more to actual ancient magic theory? I mean, hell, at least the wicker man is an actual historical concept (though it's been co-opted by everyone from hippies to feminists these days) or you could have gone more into the actual druidic culture, with their bloody sacrifices and (possible) cannibalism. Hell, this seems a likely place to start for a "nature worshipping witch cabal," if you go with a gender dominance change somewhere (either make the game group "warlocks" or take the british cannibals and use the basic idea for a matriarchal group).
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Post by Grek »

Circle of the Crone
“An it harm none, do as you will ”

In Greek mythology, there are three sisters, Clothos the Maiden, Lachesis the Mother and Atropos the Crone, who decide the births, fates and deaths of both mortals and gods alike. Clothos spun the thread of life, Lachesis wove it into the tapestry of Fate and Atropos snipped the threads when their life was over.

The Circle of the Crone is an orphic cult based around those three Greek Godesses. The cult, as the name implies, is organized into "circles" which consist of all of the inductees from a geographic area. Each circle has three leaders, a Maiden, a Mother and a Crone. The rest of the circle are called Maenads. The actual objectives of the Circle seems to be to simply recruit as many luminaries as possible and set those luminaries up as the eminence grise to the leaders of supernatural and mortal governments.


The Circle of the Crone regularly recruits wiccans, neo-pagans and goths into joining them, both Luminary and extra. The Circle's leadership, which is composed soley of Supernaturals allows the extras tell everyone that they are a witch and that they can do magic. And they teach them all sorts of made up "rituals" and "spells" that don't do anything at all. Because the extras cannot actually do anything supernatural, this actually strengthens the Masquerade by increasing the signal the noise ratio and allowing the Circle to play off any Masquerade breeches as being fakes.

The Circle of the Crone specializes in the Path of Blood. Inductees sometimes get a bit of a blood bonder's blood in their kool-aid. Thaumaturgical Forensics gets done as a mater of course. Everyone who is actually important gets a sample of blood large enough for Crimson Death to be used taken from them.


Missions for the Circle of the Crone:
Missions for the Circle usually consist of recruiting more members for the local circle (extra or not), or to politick up a storm, bribe, blackmail, seduce, threaten, or otherwise influence an offical. Sometimes, a local preacher, cop or concerned citizen will get it into their head that this "wiccan craze" is corrupting the youth and they are correct about that. The players could get called in hush them up.

Sample Adventure:
A Prince of the Camarilla has died, and foul play is indeed the cause. The new Prince wants it all covered up and forgotten, but the Circle does not. The characters are instructed to dig as deep as they can and make sure that the guilty are justly and officially punished.


The Circle as Antagonists:
They're evil witches who's cauldrons boil boil with toil and trouble. They serve the Goddesses of Fate and Death. They do blood magic and corrupt the youth with their cocaine-flavoured blood.

Favored Magic: Path of Blood
Favored Backgrounds: Destiny, Secrets
Work: Archiving & Storage

I would recomend that the following change to Crimson Death so that we know how much a "sample" is and so that you can't make several attempts off of a single set of bloodstains:

Crimson Death Given at least one liter of blood from a target, the character an send a lethal curse against them that will brutally murder them no matter how far they have traveled. The character spends an hour sending evil thoughts into the liter of blood and spends a power point. The character makes an opposed Logic + Medicine or Logic + Survival test against the target's Strength. On a success, the victim snaps into a dozen pieces or more, looking momentarily like they were painted upon a broken window pane. Blood gushes from every crack, and they fall into chunks dead as dry bones. On a failure, the liter of blood is rendered useless.
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Post by Username17 »

Grek: no fucking way. Your Circle writeup would get exactly the kind of granola player to be even more annoying than ever. Can you fucking imagine the grief caused by players who say "Yeah, most magic is fake, but my Magick is special!"

Also, why the fuck are people all up in the nuts of Crimson Death? It's an Elder sorcery where it kills a dude. If you're in a position to take a liter of goddamn blood out of a dude, you could have just killed them from the beginning. Other people are devastating coastlines, all you're doing is killing a dude. A dude who left a dirty crime scene no less.

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Post by Ice9 »

I'm not saying Crimson Death is actually stronger than the other Elder powers, but it does have an important difference - other powers mostly pwn people weaker than you, Crimson Death pwns anyone. Now being as it's a single target power, and most other Elder offensive powers hit everything in a considerable area, maybe that's fine.

But it does mean that if you have an enemy with Crimson Death, and you ever let someone stab you and then run away, or shoot you and not eliminate the blood splatter, then you are dead. Doesn't matter who you are, doesn't matter what you can do - they're going to keep making as many attempts as necessary, and you're unlikely to find them before they succeed.

A liter is probably excessive though. I'm just not finding the blood to be much of a limiting factor when having someone walk past you and give you an papercut is enough for a dozen attempts.
Last edited by Ice9 on Fri Oct 09, 2009 8:59 am, edited 2 times in total.
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Post by Username17 »

To go into a bit more detail, Josh is perfectly correct: there is an element of neo-paganism that is really annoying, and if you give the Stephen Kensons of the world the right kind of substrate and they will be really irritating and fuck up the entire game. Which is a damn shame, because I have a lot of respect for Stephen Kenson specifically, and the gaming community in general - and the World of Darkness crowd in specific - probably can't survive without the neo-pagans as a group. So what you need to do is figure out how to avoid setting them off - in much the same way as you have to avoid explicitly having the power of Alvis anywhere in your game if you want to avoid having Christians go off about the Lord's Work all over everything.

So here are some ground rules that I think are important to lay down for any neo-pagan faction to keep from setting us up the bomb:

1: Do not have them "demanding acceptance"
  • I don't think I can stress this enough. If your neopagan faction fighting for acceptance, you're going to be treated to a two hour conversation where one of your players tells you about how unfair it is that people don't accept his sexuality as relates to him being a reincarnation of a griffon.
2: Do not have them be "more artistic"
  • The only thing worse than being told for an hour and a half about the sexuality of one of your friends while you're trying to have a game is watching someone try to hog the spotlight every single damn session to sing or dance about his feelings or some shit. It's bad enough when Toreadors attract vapid girls who think gently bobbling their tits makes them artistic - it's fucking intolerable when it's being done by a 90 kilo dude in a denim kilt.
3: Do not have them mix and match pagan religious metaphors.
  • WoD keeps making this mistake over and over again. It's not just that Wotanism and Nootka shamanism are totally different and it is insulting and culturally insensitive to conflate them. It's that beyond that. If you let people mix and match you are going to be stuck hearing about some player's mix and match of ideas he heard about in a survey of world religions. This is no less tiresome than hearing about the religious convictions of a Mormon for the same amount of time, and no less retarded.
4: Do not, no matter what you do, allow the neopagan faction to be more "special," "magical," or "in touch with the Earth" than the other factions.
  • Seriously. Even if you break the other strictures, don't go there.
    Just. Don't.

    It's like creating a Mary Sue cloning machine.
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Last edited by Username17 on Fri Oct 09, 2009 12:21 pm, edited 1 time in total.
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Post by Username17 »

I think that there will be more contentions and appeals. The appeal to tradition, insult, and style are all in the pipeline.

Arguments From Rhetoric
I'm sorry, I can't hear you over the sound of how awesome I am.

When you want to talk to someone and you don't have something to talk about, you still have someone to talk at. Even if you or your audience is too ignorant to even understand relevant premises to agree or disagree with, you can still persuade people that your conclusions are correct. The techniques generally used to persuade in such situations are completely “illogical” in that the desired conclusions do not follow deductively or inductively from any shared premises, because there are no relevant shared premises. It falls to the user therefore to generate approval by some other means.

A solid example in the nWoD is getting people to evacuate in the face of an incoming Zombie uprising. Sure, as a supernatural creature your character knows that Zombie uprisings happen, and they know that the humans in the small sleepy town in its path are little more than food for the walking dead. Were your characters explaining the situation to another supernatural creature, it would be entirely reasonable to have a reasoned discussion about the best way to get everyone out before the Soulless arrive and how to deal with the Zombies themselves. But that's not going to fly for the humans on the other side of the Masquerade. They don't know that Zombies exist, they don't share any of the premises required to even begin that debate of Reason. Your argument needs to be something else, some kind of tangent or lie that will hopefully convince people to leave in the absence of understanding or believing the true reasons involved.

A severe disadvantage of Rhetorical argumentation is that it is generally ineffective on people who “know better.” When a character has a relevant background skill, they are unlikely to be persuaded by appeals of any kind. Braveheart style speeches are great for the peasants, but people with a background in logistics would rather just see the numbers.

Appeal to Authority
Who is Prince of this city?!

Drawing upon one's own gravitas and imparting ideas as truth is a powerful way to inspire belief in those ideas. By giving orders or information directly, the audience can be made to believe. This is how people lead troops, give commands, or even just teach new subjects. These are good ways to motivate people to do things, but require a substantial amount of trust from the audience to work at all.

Dicepools of these kinds of appeals are usually Willpower + Tactics. An appeal to authority is basically useless if the character has no recognized authority. Having a lot of recognized status is a good start, but it can be made when the character is merely in a position where they are circumstantially supposed to be listened to (such as a teacher in a class or even a team leader in a group project). As with most rhetorical appeals, an appeal to authority is poor at convincing people who are familiar with the topic if you are not. If someone has an appropriate background, and the character does not, raise the threshold by a point or two. An appeal to authority plays to the character's strengths, if the character is in a position of weakness, they suffer dicepool penalties.

An appeal to authority can be used to boost morale. Net Hits can cancel morale penalties or provide bonus dice to overcome fear.

Appeal to Babble
Iknowwhatyou'rethinking. Moreevil?Morepower?WheredoIsign?! Butwait. There'smore...

Putting a lot of ideas out there in an avalanche of vaguely supported theses is a great way to at least temporarily convince someone of the veracity of an idea. With one concept following another in brutally rapid succession it can be difficult for onlookers to see the gaps in slippery slope arguments, disjointed statements and inadequately linked proof. This avalanche of text can easily overwhelm an onlooker, and take some amount of time to pick apart. A person with a strong personality can fast talk through any subject with no preparation whatsoever simply by letting loose the text avalanche.

Dicepools of these kinds of appeals are usually Willpower + Persuasion. An appeal to babble is inherently vulnerable to time. If someone is given time to prepare a reply, they get bonus dice on any contention or appeal they make, and a large pile of bonus dice should be awarded to a contention of disagreement. Even audience members convinced by babble may well have their affects wear off over time as they have time to think about it. Successfully fast talking someone is generally only good for a few minutes, though Net Hits increase this timeframe. As with most rhetorical appeals, an appeal to babble is poor at convincing people who are familiar with the topic if you are not. If someone has an appropriate background, and the character does not, raise the threshold by a point or two.

Appeal to Emotion
Think of the children!

An Appeal to Emotion is where you attempt to provoke a visceral response from your audience. Usually the most motivating ones are fear, sadness, and anger, but there is a lot to work with. The idea is that the character does something, shows something, or describes something that provokes an immediate emotional response, and then presents an option to do something about it. Like a kettle under pressure, the audience hopefully rushes towards the presented option, creating and filling a need.

Dicepools of these kinds of appeals are usually Willpower + Empathy. While generally speaking, most people respond to the same strings on their heart (children, country, the locally appropriate gods, food), the fact is that is just most people. If you choose to make a case about something that your audience generally doesn't care about, you straight up fail. Furthermore, people who are informed on the subject matter are unlikely to be swayed by purely emotional appeals on the grounds that they probably already have opinions about what should be done. If someone has an appropriate background, raise the threshold by a point or two. If someone has an appropriate background and the character making the appeal does not, do that twice.

Appeal to Force
We have normal rooms, and for a bit more we have luxury suites...
We would like 'free rooms' because the zombies are going to destroy this entire city and we're the only ones who can do dick about it.

An appeal to force is the suggestion that something horrible will happen to the people being addressed if they don't accept the point or accede to the demands. An appeal to force can be given as a threat or a warning, because those are really the same thing with very slightly different emphasis. Threats are more insulting than warnings, and in many cases actually illegal. Appeals to force usually work better if the audience has actually seen evidence of whatever is being threatened. But they can be delivered quite successfully with pure innuendo. Some of the greatest scare tactics in history have been based on terrorists, communists, or other foreign combatants that may well have not even existed.

Dicepools for Force based arguments are generally either Strength + Intimidate (for personal threats) or Willpower + Intimidate (for impersonal threats). Yes, while strictly speaking a gun is pretty much exactly as dangerous in the hands of a small man as it is held by a giant ogre, the fact remains that bigger people are always scarier (all other things being equal). It's not fair and it doesn't make sense, but that is how people react. The threshold to convince someone with an appeal to force is generally the higher of their Strength or Willpower. And yeah, that means that it's basically impossible to threaten Trolls into doing anything even though there are a lot of things in the World of Darkness that do pose a real threat to them. Again, that's how psychology tends to work out. An appeal to force is a rhetorical argument, but it actually doesn't usually get penalized from audience members having relevant backgrounds. The exception is if you're basically bluffing: if you're threatening the audience with something that is essentially not threatening and your audience knows (or believes) that, expect threshold increases.

At the storyteller's option, a genuine demonstration of the power of the threat, such as using mighty magic to burn a Troll into fine white ash in front of the other Trolls, may convert the threshold of your appeal to force to a normal value based on the apparent danger to each of the onlookers. It is important to remember that if you try to intimidate someone and fail, you've pretty much made yourself an enemy. You may make them your enemy even if you do succeed in pushing them around – once they get enough backup that for good or ill they aren't afraid anymore, you're still the asshole who threatened them.

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Post by Judging__Eagle »

[Insert name here]

The black spiral dancers

"We are the roots that break up your stonework; the fire that burns your structures; the rot that eats your stored food; the vermin that ruin your goods. We are at one with our primal nature, and will bring you down our level. We are the entropy of nature made manifest."

Black Spiral Dancers
We are the entropy of nature made manifest

The Black Spiral Dancers are a cult in the sense that they tend to work with each other, and function somewhat like the other cults. They tend to think of themselves as tribes, but since Black Spiral Dancers (BSD or BSDs) believe in breaking things apart. Many of them think that they are special, and is part of the madness of the cult. A BSD could very well be part of a tribe of one person. This sometimes makes getting BSDs to accomplish anything impossible, as the members may be more concerned about getting what they want for themselves and their 'tribe'.

The Black Spiral Dancers not only do not like anything that is related to "order" or "structure". They not only hate modern religions, but also hate ancient religions, yet very often have animistic beliefs. They hate almost all forms of government that is not family based, or a dictatorship of some kind. Modern society, and even ancient society bothers them; and they long for the days when humans were hunter-gatherers where there was no room for useless members in a tribe. Technology that they don't understand is equally repellent to them.

A Black Spiral Dancer sniper may know a lot about not only their rifle, but rifles in general; and has no problem using them. They will probably not use a computer or watch television unless they both understand what is going on when they use the device; and unless there is a way to create entropy by using it. Often, BSD lairs are full of electronic devices turned on, and not used, draining electricity from the local power grid. This is done if they can successfully arrange for their power to be unpaid for.

The Black Spiral Dancers believe that humans, and supernaturals, have gone too far from the once primitive origins, and have come to rely too much on things that grow in complexity as time passes. They believe that the complexity obfuscates the ability of people to see what is going on around them. So, they're like a conspiracy theory cult; and an anti-technology cult. Except that they don't give a shit about bending a bunch of hackers into using computers to DDOS an enemy server; they're simply using their natural powers to turn their enemies greatest threat against them. They want to bring things down, and are willing to use fire against fire. They might not understand something, but they have no problem hiring, blackmailing, or mind-controlling, someone that can use some disgusting piece of modernity.

They live in the woods, and love to roam around, but in the woods, there's not much damage that they do, so whether there are 10,000, or 100,000 Black Spiral Dancers in the United States of America is not going to be noticed. The effects of the Cult of Entropy are most often noted in the places that they hate the most. Cities.

Destroying order, and relishing the aftermath of, is something that the cult of Entropy really enjoy doing. Living in places that are now not usable is something that they like to do. Abandoned factories, empty traincars, unused warehouses. A lot of the time, they will seriously destroy a structure in some manner, to make it otherwise useless; then move in.

They hate things that are 'good looking' that were added to something. Frills on a dress make a Black Spiral Dancer gag, just as much as putting a costume on a dog makes them retch.

Members of the Black Spiral Dancers call themselves "Motes", short for "mote of entropy"; "Shadows", "Dusk", and other 'low-light' type names.
It should be noted that no Black Spiral Dancer can call themselves more than "Mote". However, once an other Black Spiral Dancer claims that you are more than a "Mote", you may now say that others have called you by your 'new' Title. Watching Black Spiral Dancers try to establish dominance within their circles is both hilarious, and tedious.

Missions for the Black Spiral Dancers: It's not all living in the woods, or expanding squats from block to block. It's also killing scientists, making electric power plants of all kinds look dangerous, and unwanted by people. The Black Spiral Dancers are adept hunters and camoflague artists. They have no problem wearing nearly nothing and smeared in mud while tracking a Get of Fenris in the wild, who they feel is a thorn in their side; or dressed in an armani suit and freshly shaved to have spent nuclear rods not dumped in an area with a species of endangered lizard.

There are seriously reasonable, and unreasonable things that the BSD will do in order to achieve their goal of reducing the effect of order. Simply making the court system in an area get backed up due to successful appeals is enough to make a bunch of Black Spiral Dancers think of how to get involved in the legal process. Either by hiring lawyers for criminals, or by making the witnesses 'vanish'.

Sample Adventure:

The Circle as Antagonists:
  • Favored Magic:
    Favored Backgrounds:
    Work:
Just some thoughts.

They don't "demand acceptance"; if anything, they are going intentionally counter to everything that even pagans want.

They're not "more artistic".. if anything, they break art, and disparage anything that isn't raw noise; maybe they like to listen to Nature Sou

No pagan metaphors used or accepted by this group. If anything, they want to chop up The Great Oak, just as much as they want to piss on the Last Footstep of Muhammed, or are glad that Christ's Cross is in tons of splinters, because they can hand out fake splinters embedded in crystal and cause confusion that way. Black Spiral Dancers might try to 'pass' for Pagan, but if anything, they want to give other Pagans a bad name; so that they get stamped out, and that strife ensues.

By 'special', they're not. Unless you mean 'special' in the sense that everyone else thinks that you are crazy. Even Hippies and Neo-Pagans eventually realize that you want to destroy their private weed garden or your favorite grove of worship. Merely because you spent effort making the garden, or that you like using the grove for your 'organized' religion. The BSD may be respected, but no one works with them for long, or forever, unless they already are a BSD. At which point, you are striving to create the largest amount of entropy that you can.
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Post by Prak »

couple problems I see with the BSD write up, JE.

First, I thought the BSDs were supposed to be using Animalism, unless that got changed since two pages ago.

Second, you've reduced them to bomb-throwing anarchists. They want to destroy everything, why would anyone work with them? Even evil fucks will say "Destroy the earth? But that's where I keep all my stuff!"

Third, that's not really how entropy works... Entropy is the tendency for a closed system to move towards it's simplest state. Enforcing entropy would be killing everyone and everything on the planet, because life is quite complex. I actually find it difficult to believe entropists would give two tugs of a dead dog's cock about buildings and religion if they could enforce entropy by just killing people.
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Post by CatharzGodfoot »

I prefer to see the Black Spiral Dancers as more Zen:
The sound of the Gion Shoja temple bells echoes the impermanence of all things; the color of the sala flowers reveals the truth that to florish is to fall. The proud do not endure, like a passing dream on a night in spring; the mighty fall at last, to be no more than dust before the wind.

Prak_Anima wrote: First, I thought the BSDs were supposed to be using Animalism, unless that got changed since two pages ago.
I think that they're probably Song of Silence now.
Last edited by CatharzGodfoot on Fri Oct 09, 2009 7:52 pm, edited 1 time in total.
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Post by Judging__Eagle »

Catharz, that works well.

I was just trying to find something that fit with the idea of people who "reject modern stuff"; but have been doing so ever since people started to domesticate goats.

The other ones either didn't fit, or were already used. BSD fit best.
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Post by violence in the media »

CatharzGodfoot wrote:I prefer to see the Black Spiral Dancers as more Zen:
The sound of the Gion Shoja temple bells echoes the impermanence of all things; the color of the sala flowers reveals the truth that to florish is to fall. The proud do not endure, like a passing dream on a night in spring; the mighty fall at last, to be no more than dust before the wind.
How about this? Courtesy of Rise Against:

'Cause we are the rust upon your gears, we are the insect in your ears, we crawl, we crawl, we crawl, all over you.
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Post by A Hammer »

So I tried my hand at writing another cult blurb. Too generic?

The Glass Walkers
"When you see reality reflected in a mirror, everything is exactly the wrong way around. Why do you think that is?"

The Glasswalker cult initially appeared in sixteenth-century Europe as an organization centered around a charismatic Baali witch, and found most of its drive in exploiting fermenting discontent with a number of controversial rulings made by Sabbat leadership at the time. The Glasswalkers have remained antagonistic to the Sabbat for most of its history (and how long that history actually is is up for debate; the cult itself claims to have existed in secret for a very long time before entering the public eye, although most non-members view that as either a pack of lies or the unfortunate result of mercury poisoning), but have never wielded anywhere near the power or political clout to survive an actual power struggle with any of the major covenants. This, coupled with changes in cult policy due to shifts in leadership, has caused a gradual shift away from the organization's original motivations. Today, the Glasswalkers mostly concern themselves with matters of 'transportation' (smuggling) and 'diplomacy' (espionage and blackmail). The cult still maintains a Speaker in the image of the original founder, who leads the cult and whose orders are supposed to be followed, and a body of Advisors who deal with various day-to-day matters of running the cult. All other members are nominally equal in standing, but prestige is very important within the ranks - members in good standing habitually boss around those lower on the totem pole, and ignoring the 'requests' of a superior without good reason usually isn't a very good idea.

The central tenet of all Glasswalker philosophy is that personal success is a virtue, and while the cult does have a fairly extensive body of actual rules that members are supposed to obey (mostly related to honouring contracts and avoiding open confrontation), literally any breach of those rules can be acceptable if the benefit of doing so is large enough. This policy of letting the ends justify the means has made the cult a decidedly mercenary fellowship; Glasswalkers have been known to deal with virtually every kind of power broker imaginable, including demons and even representatives of the King of Three Shadows, which has caused no small amount of strife with supernatural society as a whole. The cult is tolerated, however, chiefly because it has grown to be very proficient in discreetly procuring all sorts of useful items and information. Of course, the Glasswalkers' documented lack of respect for convention also make them very convenient scapegoats when other organizations need to do something that would violate social mores...

Missions for the Glass Walkers: The Glasswalker cult has extensive interests in 'acquiring' items and otherwise transporting goods from one place to another without asking too many questions regarding the payload's origins, so smuggling operations are commonplace, as are various forms of corporate espionage. The cult's doctrine of personal advancement means that individual Glasswalkers with an agenda offer more exotic jobs from time to time as well.

Sample Adventure: A deal between a high-ranking Glasswalker and a powerful Ifrit has gone terribly wrong and ended up with a bunch of demons and other unsavoury denizens of Limbo swarming into the material world. The invaders have since been repelled and the various portals into the Dark Reflection sealed shut, but the whole fiasco has caused severe damage to the Masquerade, and the Glasswalkers need people to help with damage control. Of course, this is only half the mission; consorting with demons is generally frowned upon by most of supernatural society, so cult leadership has a vested interest in having things hushed up. The players are instructed to downplay Glasswalker involvement in the incident by removing evidence and otherwise doing whatever they can think of to undermine the efforts of any investigators other cults and covenants might have sent.

Glasswalkers as Antagonists: Glasswalkers aren't picky when choosing their employers, and so are most likely to be working against the players on behalf of some other group that they are currently feuding with. It also isn't at all uncommon for the cult to do 'pre-emptive' work with the intent of currying favour with potential contractors. Valuable property can be stolen in order to be traded later, and if the players are doing something important, chances are that there is an opportunistic Glasswalker somewhere who is considering getting brownie points with the players' antagonists through engaging in some sabotage.

[*]Favoured Magic: Progress of Glass
[*]Favoured Backgrounds: ???
[*]Work: Courier runs, espionage
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Post by Username17 »

I think I can work with that on BSD and GWs.

In other news, for a game that relies heavily on social manipulation the social manipulation rules actually have to be a bit more fleshed out than the combat rules. That... takes a while. What follows is another part of those rules.

The master document is over 62 thousand words long.

Getting What You Need
Where would I get a gun like that?

Society does all kinds of things. It guarantees revenge against those who threaten personal safety and property, it provides inherent services like transportation and communication. And so on. And beyond the things it does generally, society allows specialization of labor, meaning that people can fungibly transform the products of their labor into goods and services produced by people with radically different skill sets. It's pretty awesome. But when characters are out there doing things on the far side of the Masquerade, they may not be able to count on any of that. It's not like you can report a werewolf attack (at least, not and keep your end of the Masquerade deal), so many of the guarantees of mortal society are rather difficult for players in aWoD to take advantage of. Intrigue being what it is, the players may not be able to trust analogous structures in supernatural covenants. Further, characters are going to want access to goods that are highly restricted in sane society, and they are going to want these things without having the police chat them up about why they need heavy explosives or a gun that shoots silver swords.

Very often players will be in situations where the information, goods, or services they want are not available on e-Bay (at least, not in any recognizable form). And in such cases it often falls to going and getting it out of society yourself. Depending on the needs of the story, this is either done through a montage scene or through an interview scene. In an interview, the character speaks directly to an NPC and tries to get something they want (for example: consider the scene where Rorschach is interrogating Moloch or the scene where Indiana Jones is asking for help from his friend Sallah). The interview format is appropriate when you want to do sentence by sentence roleplay and/or when there is a single pivotal NPC who is the source of the needed information or goods. On the flip side, the montage is a scene made up of several short linked scenes where the characters are talking to different people or doing different things. It is the equivalent of the Training Sequence for getting a character access to new knowledge or equipment.

Asking Around: Montages
20 minutes later...

Montages are used for situations where the relevant action takes place over a time period that is longer than is interesting. They are therefore a concern primarily of pacing. Whenever a character wants to get something that is substantially less important to the story than the amount of time it would take to get that accomplished is important to your game session.

The difficulty Threshold of a Montage is based on how difficult it is to get a piece of information or item by th route you are attempting in the montage. So for example, the Threshold to find out what gang wears purple bandanas is going to be pretty low (1 or 2) if you're asking a bunch of hooligans at SK8R |, and it's going to be pretty high (3 or 4) if you are asking around the country club.

Formal Request Montage
Be sure to attach your TPS form to the front of that.

When a character wants to get something out of an organization it can seriously take a long time. A lot of forms may need to be filled out, appointments made, plans explicated, needs justified, and who knows what all else. This can be done as a montage, the potentially vast stretches of time between one form submission and the next appointment can be wiped away with literal screen wipes, possibly cutting to the exasperated faces of the characters or a time/date subtitle. But for all the time involved, the legal systems of mortal government or supernatural covenants both are incredibly useful sources of information, resources, and action. In the case that the story is about navigating through bureaucracy (perhaps you are redoing The Castle or some other story set in Czech Republic), it is probably better to handle these situations as a series of interviews that are tied together with Bureaucracy checks.

Dicepools of these kinds of requests are usually Logic + Bureaucracy. Organizations are usually limited in what they are capable of delivering through these methods. It's also very useful at times to use a Formal Request as an entrance requirement to a scene that will be roleplayed in more detail. For example, the military won't just give you old school flame throwers, but you can get yourself a closed door meeting with an inventory officer who you could attempt to persuade or coerce into arranging for the goods to be delivered. A formal request is likely to be poorly received if the character delivering it is not familiar with the topic or organization. If someone lacks an appropriate background, raise the threshold by a point or two.

Burglary Montage
I would like to triangle button a car.

Civilization in general, and big cities especially, are full of stuff that people “own.” And we use quotation marks around that concept because there's generally no magical markings on objects that tie them to their recognized owner. And the recognition of ownership is only really acknowledged by society and the social contract. People are only able to put things down with the expectation that those objects will still be there in the future because promises of retribution have been made on each person's behalf by the nation. And you know what? All that really doesn't even apply when the city is being invaded by alien plants or you happen to be a monster who doesn't give a rat's ass anyway. Very often a player will be in the situation of wanting to use some property that is defined as belonging to someone else. In this case it's often useful to just have the character come from offscreen with the appropriate object that has been taken from a home, car, or storefront.

Dicepools of these kinds of requests are usually Agility + Larceny. You can't actually steal stuff that isn't nearby. And if if it isn't just sort of “around” but available only in specific limited quantity possessed by people who matter to the story, then you should probably play it out as an action scene. So while a character can go “hotwire a car” offscreen, it's usually inappropriate for a character to steal “Fangorz's Bentley” without devoting genuine story scenes to the action of finding it, breaking in, and hotwiring it up. It is also worth noting that going off and stealing shit is almost by definition “illegal” and that may matter depending upon where you are.

It is important to note that the difficulty of stealing crap is based on how difficult it is to get to the stuff, not on how valuable that stuff is. For example, stealing blankets is really difficult because they are inside locked houses with people actually sleeping on them, while stealing cars is comparatively easy (at least if you aren't after the expensive cars that people keep in guarded locked facilities) because people park their cars outside in plain view. It's also important to note that just because you stole something fair and square doesn't mean that the universe now recognizes your ownership of it.

Social Interaction Montages
Honestly, I just want the rifle. I don't really care who it comes from.

Sometimes the character is going to be doing some combination of skulduggery and schmoozing, but the direction of the story really doesn't call for a scene to be extensively roleplayed. This is often the case in a situation where many NPCs are going to need to be talked to, the actual effects of the scene are relatively minor, and/or negotiations involved will simply take a long time. Players and storytellers alike can be inclined to “get on with it” rather than haggling through the location and procurement of an unlicensed firearm or finding a gang member who has seen the Red Ghost. In these cases it is often best to just skip to the montage and roll dice.

Dicepools of these kinds of requests are usually Charisma + Background. Even propelled by narrative imperative as they are, the player characters are not going to be able to get information or objects that literally do not exist. None of the ruffians at the pool hall have a magic sword or know the true name of the Mask of Envy. They just... don't.

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Post by MartinHarper »

How long should a montage take to play out? Is it just a case of rolling the dice and seeing if you manage to steal a van? Is it a series of one minute (game time) scenes? The text seems inconsistent to me.
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Post by Username17 »

MartinHarper wrote:How long should a montage take to play out? Is it just a case of rolling the dice and seeing if you manage to steal a van? Is it a series of one minute (game time) scenes? The text seems inconsistent to me.
Good call. I'll throw some lines in about that. In other news:

The Hollow Ones
Misery loves company. The company loves misery.

Formed as a single corporation called “Pentex” in the latter years of the Victorian Era in England, The Hollow Ones are now a series of corporations so complex in structure and interdependencies that even members of the group are unlikely to be able to follow it all. The original stated goal from the founding Child of Ether was to use the corporation's inherent structure to limit culpability for his own actions, something that he was apparently quite obsessed with. The current reason for The Hollow Ones is much the same. Their corporate charters allow each choice made to be made collectively and secretly without any specific blame to be placed on the honor of any specific supernatural member.

The Hollow Ones are extremely fond of maintaining the apparent integrity of each member of the cult. They also sponsor vices and depravity sessions for supernatural creatures and wealthy human clients alike. Each member is expected to maintain at least two lives: one for engaging in respectability and one for being a crazy whore-mongering deviant. The Hollow Ones expect themselves to travel about within human society and to play by society's rules, and to totally freak out on a regular basis under controlled and deniable circumstances in order to keep themselves from losing control in front of other people.

Missions for the Hollow Ones: As a major international corporation, The Hollow Ones have a number of needs that are essentially shadow runs. They want prototypes stolen, they want officials intimidated or bribed, and so on and so forth. But they also have their shadow operations, where they want their sex dungeons kept under wraps, they want reporters intimidated or bribed, and so on and so forth.

Sample Adventure: One of the clients has gone on quite a bender, and has left a lot of evidence and destruction in the wake of his rampage. The team gets sent to clean things up, MIB style. Remember that this sort of behavior is regarded ambivalently by the covenants. Covering up a Masquerade breech is the greatest commitment to the First Code of the World Crime League, but protecting a code breaker is pissing all over the Fourth.

The Hollow Ones as Antagonists: Anyone who has spent any amount of time playing Werewolf: The Apocalypse can probably think of like a dozen plots involving Pentex Corporation as the villains. Don't go that far. The Hollow Ones are not the villains from Captain Planet, they are Dr. Jekyll in charge of the corporation from Alien (the Weyland-Yutani corporation, by the way). Still, if the schemes of a deliberate amoral corporation aren't enough to call for an occasional thwarting, they'll just have to buy some new ones that are.
  • Favored Magic: Trail of Tears
    Favored Backgrounds: Resources, Secrets
    Work: Coverups, Depravity, Industry
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Post by Username17 »

So pretty soon I am going to do a big overhaul of the Resources section on the cults as I finalize the resources. Current draft has:

Finances: You can get things out of mortal society.
Secrets: You can get things out of supernatural society.
Contacts: You can draw upon information and assistance from human groups.
Assets: You can request physical and possibly magical backup.
Science: You have access to crazy gadgetry and high end stuff from Earth.
Destiny: You have access to magical artifacts and locations and such.

Church of Set
Look like the innocent flower; But be the serpent under it.

The Church of Set is a den of iniquity attached to a slanderous body of vile drug dealers and whore mongers. And they wouldn't have it any other way. It's a religious organization in a sense, but their core tenet is that the dissolution of the moral compass that drives people is a necessary and positive development. They stand for unabashed hedonism and personal empowerment through the actualization of the rejection of hindering moral frameworks and their replacement with goal oriented perfection.

Corruption is a way of life amongst the Church of Set. Not just for themselves, but for everyone around them that they can convince to partake. The Church of Set has pretty shaky views on what is right and wrong, but they strongly view that getting people to do things that those people believe are wrong is right. It all has something to do with confronting memes and taboos that are holding you back in life. The members of the Church of Set are called Setites, and each Setite is supposed to create for themselves a life path and framework of taboos that advance their own goals. It's all rather similar to Nietzsche and looks more than a bit like Leveyan Satanism. You're supposed to become an Übermensch, and you achieve that by doing things that you and the people around you think are so wrong that you wouldn't do them.

And then of course, there's the obligatory ancient Egyptian motifs that they put all over things. It was the 1800s, it was the style of the time. Setite lore holds that the church existed thousands of years ago and was only rediscovered in the 1800s, which is pretty much what the Rosicrucians and all the other 19th century occult groups would have you believe. Be that as it may, Setites hold that their first leader was actually Set – the Egyptian god who killed Horus every evening and was in turn slain by Horus every morning. That ties into the cycle of morality and rejection to refocus yourself towards putting your life into a tangible order and affecting your Will upon the world.

Missions for the Church of Set: The Setites collect vices like trading cards, and do everything in their power to encourage their spreading and to facilitate their use. Setites run drugs, pimp prostitutes, wear indecent clothing and deface religious texts. And they want your help. They want your help protecting people from reprisals against obscene behavior, they want your help in convincing people to corrupt themselves. And they want your help in doing things that push your own moral limits.

Sample Adventure: Pods have taken over the children of a small farming town out in Kansas. They've taken to using the children to capture people and sacrifice them to grow more pods or towards the creation of a permanent gateway to Maya. The Setites want the team to wipe out the Pods, taking care to leave none of the collaborators living and free. Of course, many of the collaborators are only six...

The Church of Set as Antagonists: Setites do things that they think are wrong and try to get other people to do things that they think are wrong as well. And while it is philosophically interesting to strive for a world of “No Taboos, Only Goals” the fact remains that they are still going out of their way to cross other peoples' limits of acceptance. If there is something that you won't accept, chances are some Setite is out there right now doing it.
  • Favored Magic: Descent of Entropy
    Favored Backgrounds: Contacts, Science
    Work: Corruption
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Post by Username17 »

Here's a subsection from the "running the game" section.

Jobs, Missions, and Quests
We're here to see a man about a thing. He'll know what it's about.

One of the motifs that works best for getting a group of diverse characters to work together in a single story is to introduce the story element of a job. A complex, difficult, or merely remote task that several characters are contracted to perform. This gives things clear direction and bypasses many “what do we do next?” style arguments for as long as the job hasn't been completed yet.

Bug Hunt
Are we looking at a stand-up fight or a bug hunt?

The Bug Hunt is so venerable that indeed it was the assumed mission for all Role Playing Games back when the default adventure was to go into a dungeon and clear it of dragons. The basic premise is that some area or building is full of monsters and the player characters are wanted to clear them out. Bug Hunts generally at least start out like the beginning of Aliens or the end of Evil Dead 2, and they can provide a good time to those players whose characters specialize in brutally murdering things they don't like. But they can become more complicated at any time. Were the people who wanted you to clear out the monsters completely honest about the contents? Are there innocents or valuable property that the characters are supposed to protect while taking out the monsters? Are the characters supposed to take one or more of the monsters back alive (or in the case of zombies: animate)? Is there a bigger problem that is creating the monster infestation in the first place, such as a gate to another world or an evil sorcerer?

While the proximal goal of a bug hunt is combat driven, they are great starting points for suspense and character driven role playing. The hunters can become the hunted, and the mission itself may be more than it seems from a number of angles. In aWoD, it is usually best to use non-playable supernaturals as the nemeses for a bug hunt game: it's kind of weird to be hunting “werewolves” when one of the players may themselves be a werewolf. But the same basic plot structure takes over when taking out a renegade coterie of vampires that is threatening the masquerade or attempting to conquer the worlds or something.

Courier Run
I need this to be delivered to Mount Doom.

The Courier Run is at its core merely an obstacle course. The characters are asked to go from where they are to somewhere else, possibly by way of a series of intermediary locations, possibly any way they want to. The catch of course is that the characters are intended to take a MacGuffin with them. Maybe its a valuable painting, or a secret letter to a Sabbat Bishop. Sometimes it's even alive or otherwise hard to transport. Maybe it's a Mantrap being taken in for study, or a suitcase with a woman in it. Save for the fact that some MacGuffins are physically harder to move without attracting attention than others, it doesn't much matter.

The key to the mission and the reason it's the foundation of some of Western literature's greatest works, is that there is no real limit to how much stuff can be “in the way.” Burdened as he player characers are with whatever the MacGuffin is, it is generally not unreasonable that enemies who don't want the MacGuffin delivered can get ahead of the PCs again and again. Nor is it unreasonable that there would be obstacles and enemies already there along any particular route the player characters choose to take. We're looking at classic works like The Odyssey and Lord of the Rings as well as contemporary works like The Transporter.

Fetch Quest
Lots of things are valuable, but there's no replacement for this.

The Fetch Quest is a time honored time waster in which the player characters are asked to go somewhere, get something, and bring it back. While you will sometimes see this in video games where the players are literally just walking to point B and back, all the memorable ones involve going somewhere that is guarded, dangerous, hidden, or in some other way hard to get stuff out of. Basically, a Fetch Quest is like a Courier Run where you don't even start with the MacGuffin.

Fetch Quests can very easily escalate into dungeon crawls if the thing being fetched is under heavy guard or lock-n-key (or both). They can also become Reconnaissance if the actual location of the MacGuffin isn't known. But you're probably going to see a lot of the same kinds of plot twists as a Courier Run – hostile interference, missing MacGuffins, and so on. Remember that in a Fetch Quest, it is very likely that someone wants the MacGuffin to stay where it is, and it is also likely that someone thinks that they have a legitimate claim with the law to enforce that desire.

Reconnaissance
In Auto-Recon 2, you get to have a boat.

The reconnaissance mission is the simple directive to go to point A or track down person B, find out what's going on, and escape to report about it. This can be a simple stealth, talking, or even research task, Or it can be a bit more complicated if that's what is desired. In fact, since the entire point of the job is to find out what's going on, the mission can extremely plausibly turn into any other kind of mission. The player characters are essentially going into a black box mission. They don't know what's going on behind the curtain and then they go behind the curtain and then... anything you want.

A common method of spicing up recon work is to have the characters uncover something that is “time critical” such as a bomb plot, a scheduled human sacrifice, a growing zombie army or something else that the team is encouraged to interfere with immediately upon arrival rather than going back and giving a report. A good example of this is pretty much any of the Indiana Jones movies. Another good trope is to have enemies found during the recon which then come after the player characters. Most haunted house stories operate on roughly this premise, where once the characters get in the new mission becomes escaping with their lives.

Rescue Mission
Honestly? I don't care what you do or who you do it to. I want to see my daughter again.

Rescuing people (and in some cases animals or objects of art) can be one of the clearest objectives available. The thing that the target is being rescued from need not be a hostage situation, sometimes it's just a dangerous situation or even a loveless marriage or exploitive contract. There are plenty of ways to spice or gum up such a scenario. The most obvious of course is by having people who don't want you to rescue the target having more power at their disposal than expected. But you can also have additional groups competing to “rescue” the target or even have the target not want to be rescued.

The best part of a rescue mission from the standpoint of a storyteller is that it both has a definite end and leaves a clear path for additional stories. Once a target has been rescued (or not) and brought to a safe and agreed upon location (or not), the characters' interest and job is demonstrably over. On the other hand, you've just introduced some NPCs who demonstrably have enemies and the PCs have crossed swords with those enemies. So rescue missions can serve well in either a one shot role or as a stepping stone to further stories.

Remember also that the inherent goal of a rescue mission is to get the target out safely. Thus, while it is often an option to go in guns ablaze, there is legitimately nothing in the job description that would necessitate using physical violence at all. Stealth, social subtleties, and arcane magic can all be highly important in a rescue mission. Indeed, some of the best rescue missions from history involve absolutely no one on either side dying.

Wet Work
The second kill is considerably easier than the first.

Sometimes the entire goal of a job is just to straight up murder someone. Sometimes the reasons for doing this are totally noble, and there are a lot of those reasons to go around in the world of darkness. Sometimes it's just a purely mercenary deal. Sometimes you get to have a little bit of both. Africa warlords, Columbian drug bosses, and ancient vampire royalty all often control fairly large amounts of resources, and it is not inconceivable that someone might be willing to pay another person some resources in order to free those resources up, completely aside from their relative worth as moral agents.

Just walking up to some guy at Pizza Hog and stabbing them in the face isn't much on an adventure, so generally speaking it's best to send the would-be assassins after people who have compounds full of guards, ancient castles filled with magical traps, or undisclosed locations that are possibly in other worlds. The actual act of killing a dude is kind of an anticlimax in that basically you ram something sharp into their chest and they stop moving. So it's advisable for most Wet Work assignments to have the adventure be getting there through secrecy and obstacles rather than the final fight itself.
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Post by Judging__Eagle »

Frank.... you're basically making tools to use in any rpg.

The social tools, the montage tool, the mission tool.

Very, very handy btw. It's the bare bones that need to be known. The X basic types of plots; not a million stories.
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Post by Orca »

I agree with JE.

One question about "Setite lore holds that the church existed thousands of years ago and was only rediscovered in the 1800s" - aren't there any number of long-lived or immortal creatures who can simply confirm or deny this in any WoD?
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Post by Avoraciopoctules »

Orca wrote:I agree with JE.

One question about "Setite lore holds that the church existed thousands of years ago and was only rediscovered in the 1800s" - aren't there any number of long-lived or immortal creatures who can simply confirm or deny this in any WoD?
I get the feeling that if you asked a mummy or vampire from ancient Egypt, you'd get an answer that contained 2 key points:
1. Sure, there were a bunch of Set cults around then. This one certainly has some resemblance to several of them.
2. It's been a really long time since then. Does it really matter? Even if this one is somehow based on some old tablets the founders chipped off of a pyramid's walls, it has changed with the times enough that it won't resemble its predecessor very much.
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Post by Username17 »

An important thing to consider as regards ancient history is the merely having been there does not in any way give you privileged information that something did not exist. Sure you can falsify some claims ("You aren't Cleopatra, I'm Cleopatra!"), but you can't say for sure that a secret society did not exist if you weren't part of it.

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Post by virgil »

I think Revive the Flesh fits the bill of being most likely to keep its power point cost paradigm where it's at (one per lethal box). From there, you can determine how many Power Points a supernatural has by asking yourself "how many times can I be Alucard before needing a recharge?" This then gives a point of reference on making one power or another cost more.
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Post by Username17 »

virgileso wrote:I think Revive the Flesh fits the bill of being most likely to keep its power point cost paradigm where it's at (one per lethal box). From there, you can determine how many Power Points a supernatural has by asking yourself "how many times can I be Alucard before needing a recharge?" This then gives a point of reference on making one power or another cost more.
This is actually a great idea. One thing I would like to do is to take the best bits of various incarnations of SR and WoD damage. LMSD was great, and the nWoD single track slash-n-X system is genius.

So that being said, I think it would be good if we had the same 10 wound boxes that people have in SR3 and earlier, and that those boxes get filled in with a line for nonlethal and an X for lethal like in nWoD. A wound does 1, 3, 6, or 10 boxes. If it gets staged up past that it just kills you. That way you can accidentally kill someone with a punch or a rubber bullet. Anyway, while LMSD works really well, I was thinking of having damage types spell something. So how about:

Petty Wounds
Ordinary Wounds
Serious Wounds
Incapacitating Wounds
Terminal Wounds

That can be remembered, right?

Anyhow, with that as a base damage system, it implies that people in general have about 10 Power Points so that they can go from KO to fully functional and then go into Hunger Frenzy.

Which means that making an Object of Envy should probably cost 5 or 6 PP or even more.

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Post by CatharzGodfoot »

FrankTrollman wrote: Anyhow, with that as a base damage system, it implies that people in general have about 10 Power Points so that they can go from KO to fully functional and then go into Hunger Frenzy.

Which means that making an Object of Envy should probably cost 5 or 6 PP or even more.
Except the resurrecting supernatural will probably have already spent a few PP, so I think that more realistically you're looking at 13 to 16 (13 is a nice number, isn't it?).

This is really shaping up to be an awesome system, Frank. The social combat has huge potential.
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