Difference between revisions of "IC Awakening Guidelines Sketch"
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− | + | So you have an approved PC and you want them to Awaken in-game. How does ''that'' work? | |
− | + | * If you were approved as a mage and just want to RP through your Awakening, then go ahead and do so. | |
+ | * The remainder of these rules are for PCs who were approved as something else. | ||
− | + | =What types of PCs can Awaken?= | |
+ | * Mortal | ||
+ | * Mortal+: Sorcerer/psychic, kinfolk, and/or kinain | ||
+ | ** Ghouls cannot Awaken | ||
+ | ** Possessed cannot Awaken, even if they are also Sorcerer/psychics | ||
+ | ** Merely being blood-bonded does not prevent Awakening | ||
− | + | =What new things does the PC get/need?= | |
+ | * Faction | ||
+ | ** Traditions (major groups of people who use "magic" in the usual sense; includes Hollow Ones, sort of) | ||
+ | ** Technocracy (people who use "Enlightened Science" and protect the world against Reality Deviants) | ||
+ | ** Wyrm (for Nephandi, people who are permanently corrupted and strive to destroy the world) | ||
+ | ** Other (Orphans, minor Crafts, etc.) | ||
+ | ** PCs may not be Marauders (people who are insane and constantly warp their surroundings) | ||
+ | * Tradition or Technocratic Convention (if any) | ||
+ | * +note for paradigm | ||
+ | ** This informs the flavor of your poses whenever you perform magick | ||
+ | ** If someone ICly asked you how you perform magick, and you answered honestly and reasonably completely, what would you say? | ||
+ | ** Guide to the Traditions pages 58-65 has suggestions | ||
+ | ** Nephandi: Why do you believe the world should be destroyed? | ||
+ | * +note for [[foci]] | ||
+ | * Optional: +note describing what your Avatar is like | ||
+ | ** You don't gain an Avatar when you Awaken; it was there all along, just asleep | ||
+ | ** If you have no dots in the Avatar background, you still have an Avatar, just a weak one | ||
+ | * Arete (starts at 1 to 3) and spheres | ||
+ | ** Spheres determine what you can do, Arete determines how good you are at them | ||
+ | ** No sphere can have more dots than Arete | ||
+ | * Avatar background (optional but common) | ||
+ | ** Determines how much Quintessence you can hold (without needing the Prime sphere) and how well you can use it | ||
+ | ** Can be bought with XP when you Awaken | ||
+ | ** Cannot be increased with XP later unless you bought the Shattered Avatar merit | ||
+ | * Essence and [http://www.angelfire.com/rpg2/ncmta/resources/resonance.html Resonance Trait(s)] | ||
+ | ** Essence = Dynamic: at least one Resonance Trait should be Dynamic | ||
+ | ** Essence = Pattern: at least one Resonance Trait should be Static | ||
+ | ** Essence = Primordial: at least one Resonance Trait should be Entropic | ||
+ | ** Essence = Questing: Resonance Trait(s) can be any of the above | ||
− | + | =What does it cost?= | |
+ | * Arete | ||
+ | ** Arete 1: free | ||
+ | ** Arete 2: 8 XP | ||
+ | ** Arete 3: 8+16 = 24 XP | ||
+ | * Willpower: You don't have to buy it up, but it's a good thing to consider | ||
+ | * Mortal and Subrace:Kinfolk get 6 dots in spheres and 2 dots in Avatar free, and can buy more with XP | ||
+ | ** Sorcerer/psychic are expected to buy spheres and Avatar using the refund XP from their numina | ||
+ | ** Subrace:Kinain are expected to buy spheres and Avatar using the refund XP from their arts and realms | ||
+ | * Mortal+: Anything specific to your mortal+ type(s) is refunded in XP. (You get as much as it would cost for you to buy that thing from 0 to its current level.) This includes (but is not limited to): | ||
+ | ** Sorcerer/psychic - Numina, Mana background | ||
+ | ** Kinfolk - Gnosis merit, gifts | ||
+ | ** Kinain - Arts, realms | ||
+ | * XP refunded to a mortal+ must immediately be spent on mage-specific stuff (e.g. Arete, spheres, Avatar, merits). Any excess is lost. | ||
+ | ** You may spend existing XP in addition to the refund. | ||
+ | ** Flaws may be gained. Each dot adds 2 XP to the refund. | ||
+ | ** Flaws specific to your old mortal+ type(s) must be bought off. Each dot costs 2 XP to buy off. This can come out of the refund. | ||
+ | ** Spheres may be similar to your old powers (e.g. Telepathy -> Mind), but this is not required. | ||
+ | ** Merits and flaws gained may be mage-specific (e.g. Echoes) or general (e.g. Phobia). | ||
+ | ** Subrace:Kinfolk must buy the Kinfolk merit (4 dots = 12 XP). | ||
+ | ** Subrace:Kinain must buy the Kinain merit (4 dots = 12 XP). | ||
− | + | =RP leading up to Awakening= | |
− | + | * IC teachers are fun (more RP!) but not required | |
− | + | ** You may end up with a different Tradition/Convention (or even faction) than your IC teacher, but you should OOCly discuss it as soon as possible | |
− | + | ** IC teaching may be strict and elaborate, or hectic and school-of-hard-knocks | |
− | + | ** Other possible lead-ins are Occult Library, a mage Contact, or an encounter with a non-mage supernatural | |
− | + | ** You may want to buy Lore Mage (to represent IC teaching sinking in) | |
− | + | ** Or your Awakening can be utterly spontaneous | |
− | + | * For your Awakening scene, you can handwave that others (PC and/or NPC, friendly and/or hostile) saw it coming (e.g. Time sphere, Oracular Ability merit) and are ready for it | |
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Latest revision as of 20:12, 19 January 2017
So you have an approved PC and you want them to Awaken in-game. How does that work?
- If you were approved as a mage and just want to RP through your Awakening, then go ahead and do so.
- The remainder of these rules are for PCs who were approved as something else.
Contents
What types of PCs can Awaken?
- Mortal
- Mortal+: Sorcerer/psychic, kinfolk, and/or kinain
- Ghouls cannot Awaken
- Possessed cannot Awaken, even if they are also Sorcerer/psychics
- Merely being blood-bonded does not prevent Awakening
What new things does the PC get/need?
- Faction
- Traditions (major groups of people who use "magic" in the usual sense; includes Hollow Ones, sort of)
- Technocracy (people who use "Enlightened Science" and protect the world against Reality Deviants)
- Wyrm (for Nephandi, people who are permanently corrupted and strive to destroy the world)
- Other (Orphans, minor Crafts, etc.)
- PCs may not be Marauders (people who are insane and constantly warp their surroundings)
- Tradition or Technocratic Convention (if any)
- +note for paradigm
- This informs the flavor of your poses whenever you perform magick
- If someone ICly asked you how you perform magick, and you answered honestly and reasonably completely, what would you say?
- Guide to the Traditions pages 58-65 has suggestions
- Nephandi: Why do you believe the world should be destroyed?
- +note for foci
- Optional: +note describing what your Avatar is like
- You don't gain an Avatar when you Awaken; it was there all along, just asleep
- If you have no dots in the Avatar background, you still have an Avatar, just a weak one
- Arete (starts at 1 to 3) and spheres
- Spheres determine what you can do, Arete determines how good you are at them
- No sphere can have more dots than Arete
- Avatar background (optional but common)
- Determines how much Quintessence you can hold (without needing the Prime sphere) and how well you can use it
- Can be bought with XP when you Awaken
- Cannot be increased with XP later unless you bought the Shattered Avatar merit
- Essence and Resonance Trait(s)
- Essence = Dynamic: at least one Resonance Trait should be Dynamic
- Essence = Pattern: at least one Resonance Trait should be Static
- Essence = Primordial: at least one Resonance Trait should be Entropic
- Essence = Questing: Resonance Trait(s) can be any of the above
What does it cost?
- Arete
- Arete 1: free
- Arete 2: 8 XP
- Arete 3: 8+16 = 24 XP
- Willpower: You don't have to buy it up, but it's a good thing to consider
- Mortal and Subrace:Kinfolk get 6 dots in spheres and 2 dots in Avatar free, and can buy more with XP
- Sorcerer/psychic are expected to buy spheres and Avatar using the refund XP from their numina
- Subrace:Kinain are expected to buy spheres and Avatar using the refund XP from their arts and realms
- Mortal+: Anything specific to your mortal+ type(s) is refunded in XP. (You get as much as it would cost for you to buy that thing from 0 to its current level.) This includes (but is not limited to):
- Sorcerer/psychic - Numina, Mana background
- Kinfolk - Gnosis merit, gifts
- Kinain - Arts, realms
- XP refunded to a mortal+ must immediately be spent on mage-specific stuff (e.g. Arete, spheres, Avatar, merits). Any excess is lost.
- You may spend existing XP in addition to the refund.
- Flaws may be gained. Each dot adds 2 XP to the refund.
- Flaws specific to your old mortal+ type(s) must be bought off. Each dot costs 2 XP to buy off. This can come out of the refund.
- Spheres may be similar to your old powers (e.g. Telepathy -> Mind), but this is not required.
- Merits and flaws gained may be mage-specific (e.g. Echoes) or general (e.g. Phobia).
- Subrace:Kinfolk must buy the Kinfolk merit (4 dots = 12 XP).
- Subrace:Kinain must buy the Kinain merit (4 dots = 12 XP).
RP leading up to Awakening
- IC teachers are fun (more RP!) but not required
- You may end up with a different Tradition/Convention (or even faction) than your IC teacher, but you should OOCly discuss it as soon as possible
- IC teaching may be strict and elaborate, or hectic and school-of-hard-knocks
- Other possible lead-ins are Occult Library, a mage Contact, or an encounter with a non-mage supernatural
- You may want to buy Lore Mage (to represent IC teaching sinking in)
- Or your Awakening can be utterly spontaneous
- For your Awakening scene, you can handwave that others (PC and/or NPC, friendly and/or hostile) saw it coming (e.g. Time sphere, Oracular Ability merit) and are ready for it