aWoD: Continued

General questions, debates, and rants about RPGs

Moderator: Moderators

Quantumboost
Knight-Baron
Posts: 968
Joined: Fri Mar 07, 2008 7:54 pm

Post by Quantumboost »

A writeup for the Electronics skill:

Electronics
Modern computer systems are for the most part easy enough to use that performing an action through the computer uses the same skillset as doing so without a computer. But there are some actions that not only don't but can't have non-electronic equivalents; writing software, tinkering with circuit boards, and subverting networked systems. The Electronics skill covers all practical domains of electrical engineering, software development, and hacking; for the purposes of the game, the distinction between someone whose experience is with modern high-level object-oriented languages and MIPS assembly is best served with Background skills or not at all; both allow you to roughly accomplish the same sort of tasks.

The Software specialization covers creation and modification of software constructs; Hardware covers creating and assembling electronic circuitry; and Hacking covers the use and subversion of networking systems.
  • Specializations: Hacking, Hardware, Software
User avatar
Hicks
Duke
Posts: 1313
Joined: Sun Jul 27, 2008 3:36 pm
Location: On the road

Post by Hicks »

So... what should it be then?
  • RatingSo you know a guy who...
    6... basically runs a world
    6... is so powerful your head asplode
    6... profit?

Throw me a bone here, I already came up with 45. And if a powerful and influencial dude like the Ko3S is a rating 5. Just what the hell is a [Contact 6]?
Last edited by Hicks on Mon Nov 02, 2009 5:42 pm, edited 1 time in total.
Image
"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Lokathor wrote:Anything worth sniffing can't be sniffed
Stuff I've Made
Quantumboost
Knight-Baron
Posts: 968
Joined: Fri Mar 07, 2008 7:54 pm

Post by Quantumboost »

How about:
  • Contacts
    • RatingSo, you know a guy who...
      1... runs a small time "legitimate business"
      2... basically runs a city
      3... basically runs a metropolis or very small state/province
      4... is in charge of a small country or a province of a large country
      5... is a powerful political figure in a major country
      6... is a very influential political figure in a major Covenant

Edit: Gah fixed >_<
Last edited by Quantumboost on Mon Nov 02, 2009 6:27 pm, edited 1 time in total.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Thank you Hicks and Quantumboost, that was very helpful. Here's how the Resources are shaping up:

Resources and Obligations
Whoever dies with the most will presumably have the most left when they are resurrected.

Characters in the World of Darkness spend more time than you might think running around naked. That's fine and all, and meshes well with a certain kind of story. But much of the time, characters really do have physical objects and social connections at their disposal in addition to their personal abilities and the contents of their mind. In aWoD, these resources are itemized and written down in order to formalize things that a character can draw upon during their adventures. Individual advantages that a character has are assigned a value based on their presumptive potential utility and categorized by what kind of story advantage they grant. Resources can be physical things, but they can also be more ephemeral things of value such as friendships or society's recognition of ownership.

Resources are not necessarily fungible nor are they necessarily transferable. While a character's Finance Resources can usually be traded away (that being most of the point), even in those cases they may instead be stocks or property rights that may be difficult to transfer quickly and/or draw attention when title is given away at all. Friendships can almost never be sold away, and minions are not generally happy to have the subject brought up in anything but the crudest of jests.

Depending on the parameters of the campaign, a starting character in aWoD is normally expected to have a 1-point Resource, a 2-point Resource, and a 3-point Resource (and no, you can't trade those all in for a 6-point Resource, but thanks for asking). With the Storyteller's permission, a character can begin play with additional Resources, so long as they “pay” for these resources by taking Obligations of equal size. That is, a character might have an extra 3-point Science Resource (access to the FBI finger print database perhaps) but also be saddled with a 3-point Stalkers Obligation (presumably the Bureau keeping tabs on their movements). Players may not take two 1-point obligations to pay for a 2-point resource.

Assets

Assets are people, or beasts, or supernatural monsters who will act as backup for you in dangerous situations should need arise. Assets become more useful (and thus higher rated) if they are harder core, and also if you can tell them more about your situation without breaking the masquerade.
RatingWhen the shit hits the fan, you can call...
1 ... loyal, badass dogs
... friends with hunting licenses
2 ... a team of cops
... a pack of gangbangers
3 ... your Alfredesque butler
... the national guard
4 ... a ghoul family
... the CDC
5 ... the Ghostbusters
... a pack of werewolves
6 ... a black helicopter NWO strikeforce
... a troll general

Contacts

Contacts are people who you can rely upon for information or as sources of goods. Generally speaking, any character actually knows many people, not just one. And some of them will be more “useful” and others less. For the purposes of the chronicle, the character's main contact is not necessarily their best friend, but likely the shadiest or best connected person they know.
RatingSo, you know a guy who...
1 ... deals drugs or pimps
... is a bartender or pawn broker who “hears things”
2 ... smuggles contraband
... works in the government
3 ... does inventory for the National Guard
... smuggles people
4 ... censors news broadcasts
... runs a criminal syndicate
5 ... is the governor
... is a major functionary in a covenant
6 ... other people dare not speak the name of
... has the president's cell phone number

Destiny

Destiny is access to special magical methods of problem solving. Enchanted lands and objects are all over the place in the world of darkness, and many of the dark and hidden events of the past and future have been written down. Finding these places, objects, and writings of power is a serious goal for many supernatural creatures – and with good reason. Information is power, and well, power is power too. And when this power affects a supernatural world, it becomes useful and relevant to the interests of creatures that live in that world. Sometimes a source of magic will have enough gold or obvious age in it that it might be sold in a pawn shop for Euros. However, in almost all cases the market price of such items is so small in human terms compared to its utility that Witches who find out that someone sold something of Destiny will laugh at them.
RatingYou have in your possession...
1 ... an ancient tome of demonology
... an enchanted sword
2 ... a set of sorcerous tomes
... a sought-after cursed amulet
3 ... the location of a shadow gate
... a set of cryptic true prophecies
4 ... an entrance to a mirror nexus
... a scrying pool
5 ... a sack of weather
... the secret charts of the Stellar Oracles
6 ... the burnt copy of the Library of Alexandria from Limbo
... Yggdrasil

Finances

Finances need not literally be bank accounts in dollars or euros, piles of gold or drugs works pretty well for that. A resource is financial in nature if its primary utility is that it can be traded in the human world for goods and services. Indeed, the character's probably have several different things that are tradable. Rather than itemize the value of their watch and each piece of jewelry, each level of Finances gives an example of something that might be the biggest ticket item they have for trade. So a character whose largest item is their car can still probably scrape together the cash to buy some kit kats or whatever without having to sell it.
RatingYou own...
1 ... a vehicle
... a lot of drugs.
2 ... a house
... military weapons.
3 ... a small buisness
... precious metals
4 ... a successful business
... a freighter ship
5 ... major stock in a corporation
... a cocaine plantation
6 ... major stock in a mega-corporation
... a minor nation

Science

Science is access to special mundane methods of gaining information and solving problems. The panopticon operates blind in many areas, and the covenants of the world work to ensure that it stays that way. Nevertheless, the amount of information available at the hands of humans is shocking in its complexity and completeness. Someone with the right clearance could crack a lot of the world's conspiracies right open if they knew what to look for. This rightfully frightens many supernatural creatures, but having access to even small parts of the panopticon can make a character's research and investigations be much more productive.
RatingYou have access to...
1 ... DMV records
... academic journal publications
2 ... a city forensic laboratory
... unedited news feeds
3 ... the FBI finger print database
... Hamburger University
4 ... top secret FSB intelligence
... the NSA phone taps
5 ... the spy satellite network (EoG)
... CERN
6 ... Area 51
... the probability manipulator

Secrets

Secrets are a lot like finances, but for the supernatural world. Secrets are things that have market value within the World Crime League or the Camarilla but which for whatever reason would be difficult to sell for acceptable value in mortal markets. Like with finances, it is entirely possible that the character has multiple items including enough kittens to make small purchases. The examples are for the most valuable item a character with that level of Secrets might own.
RatingExample
1 ... a baby behemoth
... a relic from a respected elder
2 ... a hideout in the Dreamlands
... a group of unregistered orphans
3 ... bottled dreams or nightmares
... a soviet-era nuclear weapon
4 ... smallpox
... Rembrandt's Storm on the Sea
5 ... the blood of a powerful elder
... an Ifrit in a puzzle box
6 ... the burnt copy of the Fat Man recovered from Limbo
... the golden apples of discord

User avatar
Judging__Eagle
Prince
Posts: 4671
Joined: Fri Mar 07, 2008 7:54 pm
Location: Lake Ontario is in my backyard; Canada

Post by Judging__Eagle »

In Secrets:

... a group of unregistered orphans

holy crap, just holy crap.

soviet-era nuclear weapon.

smallpox

Rembrant's Storm on the Sea

The Blood of a Powerful Elder

The whole list is shit that is possibly very scary.

I like it though. It allows the characters to tell stories that I don't think that they were ever able to tell before. I hope that ideas like that can push the games into more varied types of stories.

You don't usually see a game where a character can seriously know about the location of a nuclear weapon. When such a character deals with people who would seriously like to know about where a nuke that is relatively unknown about by 'governments' (aka, not the masquerade); can result in making some very interesting games.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
User avatar
Maxus
Overlord
Posts: 7645
Joined: Fri Mar 07, 2008 7:54 pm

Post by Maxus »

Shouldn't 'Assets' be renamed 'Allies'?

Also, it seems I'm a member of Asset 1. I don't have a license right now, but I know people who do, and can supply their own shotguns.

It makes me feel a little better. I could be a contributor when some bad supernatural shit goes down.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
User avatar
Judging__Eagle
Prince
Posts: 4671
Joined: Fri Mar 07, 2008 7:54 pm
Location: Lake Ontario is in my backyard; Canada

Post by Judging__Eagle »

I tried to add some ideas, or examples for each of these.
Hicks wrote: [*] Enemies
  • RatingYou...
    1 ... have a personal Rival who wants to hinder you
    Example: Someone within your nearest social circle, who treats you like shit, for some reason. Your real friends will tell you what your rivals say.
    2 ... have a superior who wants to hinder you
    Example: A higher up that was attracted to you, but who you weren't attracted to. They're not vengeful, but they'll do shit to make you look bad, or talk about you behind your back.
    3 ... have a rival that wants to kill you
    Example: A Promethean who thinks you killed their creator; they're specialized at killing you. So, you probably did kill their creator, who was making a living weapon to kill you.
    4 ... have a superior who wants to kill you
    Example: During a quest/mission/'run/black op/adventure/booty call, you harmed a superior. Either directly, or indirectly. Now they know. They have more resources than you, and want you dead. Think Jabba the Hutt, and Han Solo. Jabba wants Han dead; he just spends money, and other people also want Han dead.
    5 ... are on a Cult's Assassinate list
    Example: Every Mirror Goblin knows your face, and haetes eet! You seriously can break the masquerade by being in public, since you might be attacked at any moment. Of course, the cult needs to have a good reason. Stealing from the King of Three Shadows, or being part of the team that desecrated an important (Cult) library while fighting a bunch of evil Ghouls (* Ghosts).
    6 ... are on a Covenant's Kill on Sight list
    Example:

[*] Stalkers
  • RatingExample
    1A bounty hunter is comming to throw you in a cage
    Example: You're a non-masquerade criminal. Hiding is obviously harder among people.
    2A news reporter sees you as the story of a lifetime
    Example: You're a famous rockstar, or scientist, or author, or politician, or artist.
    3A government agency is constantly checking up on you
    Example: You're a registered sex offender, formerly incarcerated drug dealer gone clean. You have an ankle shackle. You just can't go into other people's homes, but public areas are okay. You could also be part of a government agency, like the CIA, or work at a research lab that contain weaponized versions of virii, and security is tight, no one actually lives off of the lab's site.
    4You seriously have a group of supernaturals assigned to tail you and report your whereabouts to someone else.
    Example: For no fault of your own, aside from being born several hundred years ago and being immortal, you have one of the last remaining infections of Smallpox. If you get others sick, you'll break The Masquerade hardcore. Your Handlers can very well be your other coterie members, or just your spouse, and you both know about those facts.
    5You have a Subdermal RFID that tracks your movements when in close range of a cirtain type of scanner
    Example: Someone put something in you, you may not even know who is looking for you. It could seriously be anyone that you meet. Almost no one can be trusted.
    6There is a radio transmitter inside your body that boradcasts your location to a satellite high in orbit
    Example: Someone with a lot more power than you, is able to keep tabs on you at all times. This could even be... your parents (grand parents, or other guardians). If you're a recently born Supernatural, and your father is old enough to have known Napoleon. He thinks that watching you is a good way to know how much of their power you should inherit if they ever happen to die. Think Baron Wulfenbach, and Gilgamesh Wulfenbach. The Baron is fine with his son dying. He can bring him back, and build him better. Your dad is the same. Except that they're a:
    -The Nezumi crime lord of Shanghai is your great grandfather, and you're a promising descendant of theirs. Maybe you get married, start family, yes? or do missions? Yes?
    -A Promethean granted the wish of a 'child' (you're basically a clone, but you're also a blank slate)
    -A Deava who had the the foresight to have their gametes frozen back in the 90's when they got turned. They used a surrogate parent, and you're their once mortal child. Your parent is only about 80 or 200; but look 40 to 80.
    -The CIA knows that you know what happened at JFK. They don't necessarily know that you are also the original person that knew this fact. They can't kill you, b/c you're a member of an other organization, or something.

[/list]

I do not know how you wanted Secrets and Destiny to be handled, egro the blankness.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Shouldn't 'Assets' be renamed 'Allies'?
That's an excellent question. My intention was to use the word in the same way that the CIA does. That is to say that an "asset" is someone who will shoot someone in the face for you or at least do some covert shit on your behalf.

The English language is unfortunately unprecise. An "ally" can also just be someone who happens to have similar goals and/or enemies to you - whether or not they even know you exist. An "asset" can also be anything that generates financial income, such as a rental property or a professional license.

But mostly I just wanted to avoid using the names of either of the two most broken of oWoD merits: Retainers and Allies.

-Username17
User avatar
Lokathor
Duke
Posts: 2185
Joined: Sun Nov 01, 2009 2:10 am
Location: ID
Contact:

Post by Lokathor »

This is all very interesting stuff, and even in my nWoD Mage game I'll probably use your stuff about enemies and resources Frank.

However, is there perhaps a webpage, wiki, or PDF where the thread has been organized into a single large document?Actually putting it into book format?
[*]The Ends Of The Matrix: Github and Rendered
[*]After Sundown: Github and Rendered
User avatar
Josh_Kablack
King
Posts: 5317
Joined: Fri Mar 07, 2008 7:54 pm
Location: Online. duh

Post by Josh_Kablack »

Lokathor wrote:This is all very interesting stuff, and even in my nWoD Mage game I'll probably use your stuff about enemies and resources Frank.

However, is there perhaps a webpage, wiki, or PDF where the thread has been organized into a single large document?Actually putting it into book format?
PDF was linked just two pages back dude.

http://www.tgdmb.com/viewtopic.php?t=49 ... &start=684
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
User avatar
Lokathor
Duke
Posts: 2185
Joined: Sun Nov 01, 2009 2:10 am
Location: ID
Contact:

Post by Lokathor »

Ah, many thanks. Sorry, I just read the first and last pages, half expecting that the first post would be edited to have a link if there was one.
[*]The Ends Of The Matrix: Github and Rendered
[*]After Sundown: Github and Rendered
DragonChild
Knight-Baron
Posts: 583
Joined: Sun Mar 09, 2008 7:39 am

Post by DragonChild »

Frank, can you expand a bit on the different Camarilla type organizations, namely NWO, Carthians, and The Sabbat? Why would you belong to any particular one, what advantages does each have, what disadvantages? The Sabbat seems especially ambiguous.

Edit: Also, where is the source of the myth of Dagon being a child of Tiamat and a river? A quick internet search brings up nothing, but I'm notoriously bad a google. And isn't the plural of "octopus" octopi" ?
Last edited by DragonChild on Tue Nov 03, 2009 2:12 am, edited 1 time in total.
User avatar
Josh_Kablack
King
Posts: 5317
Joined: Fri Mar 07, 2008 7:54 pm
Location: Online. duh

Post by Josh_Kablack »

Lokathor wrote:Ah, many thanks. Sorry, I just read the first and last pages, half expecting that the first post would be edited to have a link if there was one.
That would be a really good idea.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

DragonChild wrote:Frank, can you expand a bit on the different Camarilla type organizations, namely NWO, Carthians, and The Sabbat? Why would you belong to any particular one, what advantages does each have, what disadvantages? The Sabbat seems especially ambiguous.
I'm obviously not Frank, but I might be able to offer a bit of insight. First, the organization you belong to is mostly a result of where you live. If you're lucky, you were indoctrinated by whoever 'made' you, or you managed to join a specific group that mirrored your own beliefs. The advantages are basically those of citizenship: there are actually people who will enforce laws to protect you. If you don't have supernatural citizenship, pretty much anyone can do anything to you and nobody but your friends care.
DragonChild wrote:Edit: Also, where is the source of the myth of Dagon being a child of Tiamat and a river? A quick internet search brings up nothing, but I'm notoriously bad a google.
Dagon is a Mesopotamian water god represented by a fish ("dag", iirc, means "fish"). I'm guessing that the Tiamat+river thing is probably Babylonian mythology.
DragonChild wrote:And isn't the plural of "octopus" octopi" ?
Oh man, don't start him on that rant again...
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

User avatar
Judging__Eagle
Prince
Posts: 4671
Joined: Fri Mar 07, 2008 7:54 pm
Location: Lake Ontario is in my backyard; Canada

Post by Judging__Eagle »

It's english, not greek, that is being written. You don't use greek grammar in english writing.

Likewise, lycathrope covers everything that is able to change between human and animal-like forms naturally. Not just people that turn into wolves, or giant wolf creatures.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
Quantumboost
Knight-Baron
Posts: 968
Joined: Fri Mar 07, 2008 7:54 pm

Post by Quantumboost »

CatharzGodfoot wrote:
DragonChild wrote:And isn't the plural of "octopus" octopi" ?
Oh man, don't start him on that rant again...
Both "octopuses" and "octopi" are English. "Oktopodes" is Greek.
User avatar
Hicks
Duke
Posts: 1313
Joined: Sun Jul 27, 2008 3:36 pm
Location: On the road

Post by Hicks »

Wait, wait, wait, wait, waitaminutehere! Empty body, selected once, makes you intangible 4eva?
Image
"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Lokathor wrote:Anything worth sniffing can't be sniffed
Stuff I've Made
Grek
Prince
Posts: 3110
Joined: Sun Jan 11, 2009 10:37 pm

Post by Grek »

Yes. Getting it a second time lets you turn it on and off at will.
Chamomile wrote:Grek is a national treasure.
User avatar
Hicks
Duke
Posts: 1313
Joined: Sun Jul 27, 2008 3:36 pm
Location: On the road

Post by Hicks »


:awesome:


Image
"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Lokathor wrote:Anything worth sniffing can't be sniffed
Stuff I've Made
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Hicks wrote:Wait, wait, wait, wait, waitaminutehere! Empty body, selected once, makes you intangible 4eva?
That's how the game models ghosts.

-Username17
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

First pass: Character Advancement.

Acquisitive Advancement
In picking up a santa-sack full of antiques I feel that I learned that I now own a santa-sack full of antiques.

Resources and Status as well as Obligations are gained during the course of normal play. Sometimes these are gained together: if during the course of a story a character boosts a car, they can reasonably expect to have gained a Financial Resource (the car), but may well have gained some Enemies or Stalkers as well by the same act. At other times, a character may end up with a new set of Contacts or a sack of gold totally free and clear.

Generally speaking, characters should use things they find over the course of a chapter with impunity and discuss with the storyteller what acquisitions are going to be remembered in the next chapter or chronicle at the end of the session. Things that will persist into future chapters are probably worth writing down, as well as formalizing them into numerical Resource values. So if a character ends up with $100,000 in cash and some jade statues in the trunk of a car during a story it is generally worth referring to in those terms for the rest of the chapter; but when play comes to future chapters, it is better to just write it down as:
Resource: Finance 2 (Cash)

Obligations even more so, since the character will often not be aware of newly gained Obligations and that lack of knowledge can cause well appreciated suspense for the player. However, when the game comes to a close, these things should probably be written down (and if you rotate Storytellers it should definitely be written down).

Status is frequently gained in the aftermath of a story, making the accounting of it at the end of a session rather natural. However it is also true that a character can be promoted to Bishop right in the middle of the action. And that's fine. However, it is suggested that players not bother to write such career changes down on their character sheet (at least, not in pen) until the end of a session. As the saying goes “There's many a slip 'tween the cup and the lip.” and status gained quickly can also be lost quickly. A return to the status quo is perhaps nearly as likely as the retention of status until enough time has passed to be sure that no one is coming to challenge the appointment.

Transformative Advancement
There should be only me!

Transformative Advancement is when a character gains substantial amounts of power and radically changes what they can do – and even what they are. Major life changing breakpoints such as this are very much a staple of the gothic genre. Indeed, every time a Luminary becomes a vampire or lycanthrope, such a transformative juncture has been reached.

The precise moment when a character becomes supernatural is not always clear. Sure you become a Nosferatu when another Nosferatu kills you with blood draining and passes you a power point. And you become a Bagheera when another Bagheera mauls you with a Terminal Wound and you spend an Edge to survive. But for others it's less cut and dried. A character becomes a Fallen when their connection to humanity has been burnt out by Infernal magic, and that can take time. Androids and Troglodytes often discover their non-human status only gradually, sometimes the uncovering of powers is dragged out over the course of multiple chapters.

Regardless of the type of supernatural creature that the character is becoming (or discovering that they have always been), the character gains certain things when they stop being a human Luminary and start being a Supernatural Creature:
  • A Potency of 1.
  • A Power reserve of 10 (13 after Potency Modifier).
  • A Master Passion appropriate to the character's transformation story.
  • The 6 Basic and 2 Advanced Disciplines common to their supernatural type.
  • 2 additional Basic Disciplines.
  • 1 additional Advanced Discipline
Whether these new aspects of the character are discovered gradually over several chapters or gained all at once in a flash of insight and despair, these changes are automatic and have no impact on any other sources of advancement the character may have coming.

Creatures in the World of Darkness normally gain Potency and learn Elder Disciplines only very slowly. Many Elders only have a single Elder Discipline Ability for each century or three of their persistence – or even less. The King of Three Shadows has a Potency of 10, indicating that his Potency gain per century averages out to like ¼ or so. In the default aWoD chronicle we can expect the number of centuries to pass to be some number very close to zero. Getting Elder Disciplines and increasing Potency the “honest” way is simply not going to happen. Characters in aWoD can gain these powers over the course of a story, but only by grabbing a hold of asymmetric power of some sort.

The destruction of powerful elders gives off a flash of power that empower those present or leaves dark fluid which will empower those who drink it or some similar rite of power theft that is generally available to several characters at once. Siphoning the power out of an elder is generally frowned upon by supernaturals (even in the Carthian Movement) and is called “Diablerie” (or by snarkier members of supernatural society “Quickening”). Having taken down a Ifrit and gained Potency well before one's time is a fast way to gain respect as well as power – but it also causes many members of supernatural society to regard the characters as dangerous loose cannons no matter what their reason for the battle was.

Similarly, powerful artifacts can be Diablerized under certain circumstances, and various tomes and places of power exist that can imbue a character with Elder Disciplines that would normally take them decades to master. However, it is important to note that characters are not normally going to be “entitled” to gain Potency or learn Elder Disciplines over the course of the stories. They come as rewards for completing especially difficult chronicles or defeating particularly powerful antagonists.

Karmic Advancement
What goes around will have gone around.

At the conclusion of chapters, characters may advance personally in addition to having advanced their cause over the course of the chapter. Advancement of this sort is difficult to plan ahead of time. No one really knows what lessons they will learn from the future and supernatural creatures don't always get to decide ahead of time what powers they will develop or when they will do so. And so when a chapter ends and the players are ready to do the accounting at the conclusion the Storyteller may deal out cards for players to bid on. They bid with karma tokens. Tokens are gained by the following means:
  • Each player may have one or more karma tokens banked from the previous chapter. Any tokens that are not spent are banked automatically.
  • Every chapter, each player gains two tokens that they can bid for themselves.
  • Every chapter, each player has another token that they can nominate another player to get when they do something awesome. What constitutes something awesome enough to warrant getting a karma token depends upon the style of game being run
When it comes time for bidding, the Storyteller deals out a number of Tarot cards and one of the players can choose one to begin bidding on by bidding a number of tokens for it. Then it is auctioned off, with each player in turn being offered the opportunity to bid more tokens or pass. When everyone has passed, the player with the highest bid spends that many tokens and adjusts their character sheet as dictated by the card gained. Then the player to the left of the one who got the last card nominates another available card by bidding on it or passes the opportunity to the player to their left. This continues until all cards have been sold, none of the players wish to bid on any remaining cards, or no one has any more tokens (no card can be “sold” for less than 1 token).

Karma tokens should be physical objects of sufficient mass to be effectively slid across the table from one player to another, without being bit enough to be unwieldy or heavy enough to accidentally hurt people. Poker chips and glass beads are good bets.

Minor Arcana:
Card Advancement
†2: A specialization in a Physical Skill
†3: A new Physical skill at rating 1
†4: +1 to Perception
†5: +1 to Stealth
†6: +1 to Athletics
†7: +1 to Drive
†8: +1 to a Physical skill you used this chapter
†9: +1 to a Physical skill of your choice
†10: +1 to a Physical skill of your choice
†P: A specialization in any skill
†N: A new skill at Rating 1.
†Q: +1 to any skill
†K: +1 to any skill
†A: +1 to any skill or a new skill at rating 1
¤2: A specialization in a Technical Skill
¤3: A new Technical skill at rating 1
¤4: +1 to Electronics
¤5: +1 to Artisan
¤6: +1 to Rigging
¤7: +1 to Research
¤8: +1 to a Technical skill you used this chapter
¤9: +1 to a Technical skill of your choice
¤10: +1 to a Technical skill of your choice
¤P: A specialization in any skill
¤N: A new skill at Rating 1.
¤Q: +1 to any skill
¤K: +1 to any skill
¤A: +1 to any skill or a new skill at rating 1.
þ2: A specialization in a Social skill
þ3: A new Social skill at rating 1
þ4: +1 to Bureaucracy
þ5: +1 to Empathy
þ6: +1 to Expression
þ7: +1 to Persuasion
þ8: +1 to a Social skill you used this chapter
þ9: +1 to a Social skill of your choice
þ10: +1 to a Social skill of your choice
þP: A specialization in any skill
þN: A new skill at Rating 1.
þQ: +1 to any skill
þK:+1 to any skill
þK: +1 to any skill or a new skill at rating 1.
¶2: Two new Backgrounds at rating 1
¶3: A new Background at rating 2
¶4: +2 to a Background you used this chapter
¶5: +2 to a Background you used this chapter
¶6: +1 to a Background you used this chapter and another Background
¶7: +1 to two Backgrounds of your choice
¶8: +2 to a Background of your choice
¶9: +2 to a Background of your choice
¶10: Gain a Positive Quality
¶P: Gain a Positive Quality
¶N: Gain a Positive Quality
¶Q: Learn a Language
¶K: Learn a Language
¶A: +1 to any skill or a new skill at rating 1.

Major Arcana
The Fool: +1 Edge
The Magician: Learn a Basic or Advanced Sorcery
The High Priestess: Learn a Basic or Advanced Sorcery you used this chapter
The Empress: Learn a Basic or Advanced Universal Discipline that you used this chapter.
The Emperor: +1 Willpower
The Hierophant: Learn an Advanced Discipline
The Lovers: +1 Charisma
The Chariot: +1 Agility
Strength: +1 Strength
The Hermit: +1 Intuition
Wheel of Fortune: +1 Edge
Justice: +1 Logic
The Hanged Man: +1 to a Physical, Mental, or Social Attribute
Death: Learn a Basic or Advanced Orphic Sorcery
Temperance: Learn a Basic or Advanced Astral Sorcery
The Devil: Learn a Basic or Advanced Infernal Sorcery
The Tower: +1 to a Physical, Mental, or Social Attribute
The Star: +1 to a Physical, Mental, or Social Attribute
The Moon: Learn a Basic Discipline or Advanced Universal Discipline
The Sun: Learn a Basic or Advanced Universal Discipline
Judgement: +1 Edge
The World: Learn a Basic or Advanced Discipline of your choice

There are several different methods for determining advancement deals. Generally speaking, a relatively consistent system should be used throughout a chronicle and a campaign. Remember that a Major Arcana is worth about 4 times what a Minor Arcana card is. Bidding is very different when players are spending the same tokens on a +1 to Research and a +1 Logic in the same auction than when they are evaluating only one or the other.

Commensurate Achievement: In this system the Storyteller determines whether they think that a major milestone was passed in the current chapter or not, and accordingly deals out a number of cards that are pre-selected to be either Minor or Major Arcana exclusively. The deck is simply divided and cards from only one type are dealt.

Minimum Awards: In this system, the Storyteller determines how many Major Arcana the last chapter was worth (usually 1 or 2) and then deals out cards from the combined deck until that many Major Arcana appear. There may be many Minor Arcana on the table or none at all. And as such, the number of cards to be potentially bid on may be very much higher or lower than the number of players.

Minimum Coverage: In this system, the Storyteller determines ahead of time how many cards the chapter was worth (usually 1 or 2 more than the number of players), and deals out that many cards from the combined deck. There may be several Major Arcana showing or none at all.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

-Username17
Last edited by Username17 on Thu Nov 05, 2009 9:51 pm, edited 1 time in total.
User avatar
Orion
Prince
Posts: 3756
Joined: Fri Mar 07, 2008 7:54 pm

Post by Orion »

Frank,

Have you considered tweaking the deck in small ways to push thematic constraints.

In particular, I'd like to see a "Learn a Sorcery appropriate to your power source" arcana.
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

I'm not really sure what "Learn a Basic or Advanced Sorcery you used this chapter" means. Presumably, if you used it this chapter then you've already learned it.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

User avatar
Orion
Prince
Posts: 3756
Joined: Fri Mar 07, 2008 7:54 pm

Post by Orion »

It means "learn a new spell from a school you already have."

Also, if Major arcana are worth 4 minor arcana, mixing thems eems like a questionable choice. The players who don't get a major in a given session are unlikely to get anything close to as good. There are only twice as many minors as majors, after all.
Post Reply