Post by Triple 7 on Feb 23, 2019 3:19:11 GMT -8
Characters are capped at spending 400XP on their character. This is in addition to the experience gained from the Character Death/Retirement Rollover. Once a character has spent 400XP the character sheet is considered to be frozen. Experience spent towards raising Humanity does not count against the Spent Experience Cap. This is an exception given only to Humanity since ECN is a Camarilla game.
Players may use Willpower (WP) for auto successes when submitting their Downtime Action Requests (DTA's). When you request WP on your four monthly rolls for one DTA, it will only cost you 1WP to cover all four rolls for the month. I will deduct them from your tracker when I process the DTA.
INCREASING DOTS AND OTHER CHARACTER SHEET ASPECTS
Backgrounds: Most Backgrounds 1-5 are purchased using Experience Points (XP) one in chronicle. The unique ones are listed below.
- Business is raised using a Downtime Action Request (DTA). If you are not using a Retainer with Finance as one of their specialties the die pool is Intelligence + Finance. (If you do not have Finance you cannot do the grow) Difficulty 3 + the level that is being grown to. Total success needed is 5 x Current Level. Growing a new business will need 7 Successes. If you are using a Retainer with Finance to do your dirty work; it will be 8 Dice, with similar difficulty and successes needed. This requires a DTA regardless of whom is making the rolls.
- Domain is authorized from the Prince, Archbishop, or any Independent Clan Heads and is free from cost. You need only seek it in Chronicle and get the Player of those individuals to send in a request to the Storyteller authorizing you to request it on your sheet.
- Influence takes a month to grow, using a DTA.
- Mentor is increased through roleplaying and story development.
- Status is increased from the Prince by way of the Harpy, and is free of cost.
- Rituals require research/mastery rolls listed below.
Virtues: Virtues (Conscience, Conviction, Self-Control, and Instinct) may be purchased up to dot 3 without ST approval. Dots 4 and 5 require ST approval, generally through story or repeated success of using the relevant virtue.
Path: Raising your Path of Humanity or either of the Enlightenment ratings requires ST approval. This approval is generally acquired through RP and other actions demonstrating your character is consistently adhering to higher ratings. As a general understanding when submitting your Sheet Request, please provide a number of strong examples (equal to higher than the rating you're going for) of your Character following the tenants of their Path (usually by doing the opposite of their Hierarchy of Sins). This will be the justification toward increasing this rating. This rating is meant to be transitioned slowly and will also utilize a time penalty of months per rating required to advance since last increase. Example; a Player wants to go from Humanity 2 to Humanity 3 with their Character. The Player needs to supply three examples of him espousing Humanity and wait two months since having purchased or lost Humanity 2.
Willpower: Increasing your Willpower requires ST approval. This is generally acquired through strong RP and demonstration of your character’s Nature, such as consistently receiving Willpower Points returned, or a significant success in-line with your Nature. Rolling for Willpower check (not spending Willpower points) can help go toward increasing your rating in the long run.
Merits/Flaws: Merits costs 3XP per point value of the Merit. Buying off Flaws costs 3XP per point value of the Flaw. Note: Languages and Lores are the only Merits that can easily be purchased. Any other Merit purchase or Flaw Buy-off requires a significant amount of roleplay and or questing, and is subject to ST approval. See the Merits/Flaws section of the House Rules for more information.
LEARNING AND TEACHING
Anyone can teach something that is on their sheet. If teaching another PC something, that PC learning can ignore the Research phase of learning something. They also get to add half the rating rounded up of an applicable Ability of that teacher's rating to their dice pools for the purpose of the Mastery portion. As an example; PC1 is teaching PC2 a Rare Lore, that means that PC2 can ignore Research and go straight to rolling his "Intelligence + Occult + Half his teacher's Occult rating rounded up" to learn the Mastery of that Rare Lore. Note: If your Teacher does not have Occult, they cannot teach the subject.
For something simple like teaching someone an Ability; you only need to inform the Storyteller that you're teaching someone this thing and then they can request purchase once they have the prerequisite XP. Teaching someone anything costs a Downtime Action Request and should be annotated here. Your Backgrounds; Allies, Retainers, and Spirit Slaves, can also teach their special Abilities. Allies and Spirit Slaves operate off your Character's DTA's and only one DTA is needed to teach/learn their special Ability (this allows these Backgrounds to teach others if you want to loan them out). Retainers have their own DTA's and will need to use one DTA to teach, and the Character learning will need to submit one DTA as well.
- Attributes and Abilities: Levels 1-3 do not require a teacher. The 4th and 5th dots of Attributes and Abilities requires a teacher who has at least the level you are learning. At this point you will also be required to pick a specialty as well. Such specialties are listed in the character creation section of the Core rule book.
- Languages: Learning a language requires you to be taught by a character who understands the language. Languages can however be learned without a teacher and would follow the regular research and mastery process if using books or a computer program like Rosetta Stone.
- Disciplines: In Clan Disciplines may be purchased without justification up to generational limit. All out of clan Disciplines require a teacher who has the Discipline you want to learn as an in clan Discipline. The student must ingest 1BP's worth of vitae from their teacher to attune their bodies to the new Discipline. This blood point ingested must be for the purposes of learning the Discipline. It cannot be coincidental, but rather the purpose of ingesting this blood point must be intended toward learning the Discipline to attune the student to what they are learning. This cannot be learned via the regular research and mastery process without a teacher and cannot be learned higher than Level 3. You also cannot teach Out-Of-Clan disciplines to others. It costs a Downtime Action Request from both student and teacher to represent the time spent learning.
Characters can learn Combination Disciplines associated with their Clan, provided they have the Lore for that Clan. If you're not a part of the Clan the Combination Discipline is listed under in Lore of the Clans you must learn it from a teacher of the Clan. In the case of universal Combination Disciplines, anyone may learn them unless it is specifically Sect related in which someone from that Sect that knows it must teach you. In the case of being associated with that Sect, you may lean it on your own provided you have the applicable Lore for that Sect.
- Blood Magic Rituals: Acquiring additional Rituals uses and expands definition from Pg. 137, Rites of the Blood. You must submit a series of Downtime Action Request as detailed below in the Research/Mastery section. Once completing these requests and achieving the prerequisite number of successes, you spend the XP to get the Ritual you want. If the Magic is In-Clan, then Rituals cost 2XP per level of the Ritual. If the Magic is Out-of-Clan, but the Clan has an affinity for Magic, then Rituals cost 3XP per level of the Ritual. Non-Sorcerer Caste Assamites, Followers of Set, Lasombra, and Tzimisce all fall under this category. For everyone else, Rituals cost 4xp per level of the Ritual.
- Numina: Considering the unique nature of Numina, they will be treated similar to Blood Magic Rituals in terms of advancing them. There isn't a primary or secondary Path rating, Numina just are. For that reason it will take a Downtime Action Request to learn new Numina Paths or to develop existing ones. See below for rules on research/mastery rolls.
RESEARCH RULES
The first step to learning a Combo-Discipline, new Path, Ritual or Lores is to research the solid existence of the power. Kindred lore is filled with myths and legends about powers and how they work. A character learning a combo-discipline, or new path, ritual or lores from another character may bypass this the research step and proceed to mastery. Rolls are made once per week; Failure yields no advancement while Botches reset Successes to ZERO. Since some of these Research and Mastery rolls are easily obtained at the lower levels; we will not waste your downtime action. If you gain all the successes you need in the Research rolls before the fourth week, we will immediately start the Mastery phase of learning the thing you're interested in.
- Combo-Discipline:
- The difficulty is determined by the highest level discipline plus 3. For example, if you were a Brujah learning the combo-discipline Scourge of Alecto (Celerity 2, Presence 4), the highest dots would be 4. Therefore the difficulty to research Scourge of Alecto would be 7.
- The successes required is determined by the highest discipline times 5. For example, if you were a Brujah learning the combo-discipline Scourge of Alecto (Celerity 2, Presence 4), the required successes would be 20. Presence 4 x 5 = 20 Successes.
- Secondary Blood Magic Path:
- Secondary Magic Paths may not be Researched. They require a Mentor (Ritual of Summoning in the case of Infernalists) to “research”. Once the student has learned the first dot of the Secondary Path a Mentor is no longer required.
- Blood Magic Ritual:
- The difficulty is determined by the level of the ritual you're learning +3. Therefore a level 2 ritual would be Difficulty 5 to research while a level 5 ritual be Difficulty.
- The successes required to research a ritual is the ritual level x5. Therefore a level 2 ritual would require 10 successes to research, while a level 5 ritual would require 25 successes to research.
- Lore:
- The difficulty is determined by the rarity of the lore.
- Common Lores: Common lores are lores of the characters creature type (Kindred), Clan and Sect. An exception to this is the Giovanni have Wraith lore as a common lore and have no common Sect lore. Difficulty 4, needing 5 Successes.
- Uncommon Lores: Uncommon lores expand slightly to include common clans, and sects of Kindred. In addition Lupine lore is uncommon for Clan Gangrel. Mage lore is uncommon for Clan Tremere. Knowledge of the Abyss is uncommon for Clan Lasombra. Difficulty 6, needing 15 Successes.
- Rare Lores: Rare lores are often more esoteric and dangerous to possess. They including things like rare bloodlines and clans and knowledge of supernatural creature other than vampires. Difficulty 8, needing 25 Successes.
- The difficulty is determined by the rarity of the lore.
- Rituals: Researching Rituals requires a Difficulty 8 roll, needing 13 Successes for each level. (This represents learning all the multiple Ritae you're interested in for the next Level.
- Numina:
- The difficulty is determined by the level of the Numina you want to learn +3. Therefore a level 2 Numina would be Difficulty 5 to research while a level 5 Numina would be Difficulty 8.
- The successes required to research a Numina is the level x5. Therefore a level 2 Numina would require 10 successes to research, while a level 5 Numina would require 25 successes to research.
MASTERY
Once you have successfully researched an item, you must then master it. The roll to master a combo-discipline, new path, ritual (that are in paradigm for you) or Lores is Intelligence + Occult. If you have a teacher, they can assist you with this. If it is a Mentor, you add ½ their mentor rating to your roll (round up). If they are a PC you add half of their Occult rating to your roll (round up). Allies and Retainers do not add a bonus to the mastery portion. Rolls are made once per week; Failure yields no advancement while Botches reset Successes to ZERO.
PHASE TWO: Mastery is Intelligence + Occult. (Academics in the case of Languages.)
The difficulties and successes required are determined by the following:
- Combo-Discipline:
- The difficulty is determined by the average number between the combined Disciplines needed +3. For example, if you were a Brujah learning the combo-discipline Scourge of Alecto (Celerity 2,
Presence 4), the average dots would be 3. Therefore the difficulty to learn Scourge of Alecto would be 6. - The successes required is determined by the average number of dots of the disciplines required to purchase the combo-discipline (rounded up) x5. For example, if you were a Brujah learning the combo-discipline Scourge of Alecto (Celerity 2, Presence 4), the average dots would be 3. Therefore the successes required to learn Scourge of Alecto would be 15.
- The difficulty is determined by the average number between the combined Disciplines needed +3. For example, if you were a Brujah learning the combo-discipline Scourge of Alecto (Celerity 2,
- Secondary Blood Magic Path:
- In order to master a path, you master each of the levels separately. The difficulty would be the level of the path that you are mastering, +3. Therefore, the first level of Lure of Flames for instance would be difficulty 4, the final level would be 8.
- The successes required to master a path is the level of the path, x5. Therefore the first level of a path would require 5 successes, while the final level would require 25.
- In order to master a path, you master each of the levels separately. The difficulty would be the level of the path that you are mastering, +3. Therefore, the first level of Lure of Flames for instance would be difficulty 4, the final level would be 8.
- Blood Magic Ritual:
- The difficulty is determined by the level of the ritual, +3. Therefore a level 2 ritual would have a difficulty of 5 to master while a level 5 ritual would have a difficulty of 8 to master.
- The successes required to master a ritual is the ritual level X5. Therefore a level 2 ritual would require 10 successes to research, while a level 5 ritual would require 25 successes to master.
- Lore:
- The difficulty is determined by the rarity of the lore. A common lore has a difficulty of 4, an uncommon lore has a difficulty of 6 while a rare lore has a difficulty of 8.
- The successes required is also determined by the rarity of the lore. A common lore requires 5 successes, an uncommon lore requires 15 successes while a rare lore requires 25 to master.
- Rituals: Mastering Rituals requires a Difficulty 8 roll, needing 13 Successes for each level. (This represents mastering all the multiple Ritae you're interested in for the next Level.
- Numina:
- The difficulty is determined by the level of the Numina you want to learn +3. Therefore a level 2 Numina would be Difficulty 5 to master while a level 5 Numina would be Difficulty 8.
- The successes required to research a Numina is the level x5. Therefore a level 2 Numina would require 10 successes to master, while a level 5 Numina would require 25 successes to master.
- Languages: Takes only a Mastery action to perfect speaking the language. Each language requires a Intelligence + Academics, Difficulty 7 roll with 17 Successes required to fluently speak any language. As we can't narrow down the languages into common, uncommon, and rare comfortably; we will apply a simple difficulty and successes required for any and all languages you want to have your character learn. NOTE: Having a teacher will give you half their Academics rating to make the mastery roll.