Some notes on the bolt-on system I'm going to be using in our Changeling game. Note that this is more an additional/optional system, rather than something that replaces a core element of the rules.
FLAWS AND ASPECTS
New WoD
doesn’t have flaws in the classic sense (like disadvantages, weaknesses, etc in
other games). I'm old school and used to flaws which offer additional build points (as goofy as that may be). They have some mechanics for that in later supplements as rp spurs, but we’re
going to use a slightly different version, borrowing from FATE. This involves
the use of aspects.
ASPECTS
function as an additional use of Willpower. Generally in WoD you can spend
Willpower to: Gain +3
dice on a roll OR add +2 to resist something.
You regain
Willpower as follows: +1 point if you take a risky/sacrificing action that
plays to your character’s VICE or regain all Willpower if you take a
risky/sacrificing action that plays to your character’s VIRTUE.
The
additional use of Willpower in this system is to spend Willpower to invoke an
aspect on a scene to have it cause some additional effect. But I’m probably
getting a little ahead of myself.
When we go
into a conflict situation, physical, social, mental or otherwise, I’ll usually
describe some scene aspects- 4 or 5 of them. For example, you might go into a
warehouse and I’d describe PILES OF BOXES, DARKENED CORNERS, SLIPPERY FLOORS,
CREAKY STEPS. Those are scene aspects.
In play,
you can use those to your advantage (and so can the Bad Guys). Each Aspect on a
scene may be freely used once. Imagine it as a free floating Willpower point
you can grab if you can work it into your action. You can use it to do one of the
normal Willpower actions:
Gain +3
dice on a roll OR add +2 to resist something. For example, using BOXES to gain
cover and additional resistance or using SLIPPERY FLOORS to say you gain an
unbalancing bonus on your adversary. But you can also call on that to change
something about the scene- for example, you make a successful attack and knock
someone back. You might call on the PILES OF BOXES to say those fall on them
and trap them, keeping them stuck there for a few rounds. Once used a scene
aspect has been freely used, players may spend Willpower to cause an effect
using that aspect should they wish. A player may only use one free aspect per
turn.
So to sum up:
SCENE
ASPECTS can be use freely once per scene to act like a Willpower point or to
create a bonus effect. Once used, players may spend Willpower to cause an
effect should they wish.
FLAWS
FLAWS on
the other hand are TROUBLE ASPECTS for your character. They function a little
bit like more specific VICES.
In play,
you can play to your FLAW to regain a point of Willpower. Your play has to be
risky/sacrificing. It should be significant rather than just a casual giving
in. On the other hand, FLAWS also give the GM the option to COMPEL you. In this
case, the GM offers you a point of Willpower for your character to play to
their flaw in that moment. Usually this means reducing your options. For
example, a SOFT-HEARTED character might find themselves unable to be brutal to
an enemy or will feel obligated to rescue someone despite the dangers. A Compel
doesn’t force you to take a course of action, but instead will generally reduce
your choices. The GM may also invoke your FLAW, especially physical ones, to
give you a penalty or offer an enemy a bonus.
When the GM
invokes your FLAW you always have an option. You can decline the offer of a
Willpower point, but in that case you must spend a point of Willpower.
Here’s how
FATE describes Bad or Trouble Aspects:
Why Would I Want a Bad Aspect?Trouble or “Bad” aspects – indicate a downside for a character, either in their directly negative connotations, or in their two-edged nature. Aspects like Drunkard, Sucker, Stubborn, and Honest all suggest situations where the character will have to behave a certain way – making an ass of himself at an important social function, falling for a line of bull, failing to back down when it’s important to do so, or speaking truth when truth is the path to greatest harm.
So why put take aspects if they’re only going to make trouble for you? Simple: you want that kind of trouble. These aspects offer a direct line to more drama points – and drama points power some of the more potent positive uses of your aspects.
Outside of just the rules, a “bad” aspect adds interest and story to a character in a way that purely positive aspects cannot. This sort of interest means time in the limelight. If someone’s trying to take advantage of the fact your character’s a Sucker, that’s an important point in the story, and the camera’s going to focus on it. “Bad” aspects also immediately suggest story to your GM; they tell her how to hook your character in. From the perspective of playing the game to get involved and have fun, there’s nothing but good in this sort of “bad”.
Clever players will also find positive ways to use “bad” aspects. The Drunkard might get looked over more easily by prying eyes as “just a drunk”; someone who’s Stubborn will be more determined to achieve his goals. This brings us the “secret” truth about aspects: the ones that are most useful are the ones that are the most interesting. And interesting comes most strongly from aspects that are neither purely good nor purely bad.
So what
constitutes a Trouble Aspect in this set up?
They could
be Mental
(Obsession with Beast Changelings, Gregarious About Your Projects, Senstitive
About Your Appearance); Social (Reputation as a Homewrecker,
Incorrigible Gossip, Tongue-Tied), or Physical (Bum Leg, Missing Digit,
Bad Allergies). Most WoD flaws can easily be converted into Trouble Aspects. You
could also take an old classic like Personal Rival, Hunted by Enemy, or the
like.
COLORFUL
TROUBLE ASPECTS IDEAS
Martyr for Justice
Who’re You Calling Skinny?
Living a Double Life
Too Cocky For My Own Good
Unlucky at Love
Fetch-Paranoid
Known Welcher
Easily Distracted
Meddlesome
Old War Wound
TAKING FLAWS
You don’t
have to take any flaws if you don’t want to. If you decide you want some, you
may take up to two of them. Each one is worth 8 experience points. You can also
come up with flaws during play if you want, taking a “Place-Holder” which you
will fill in during the first couple of sessions after you see how your
character plays out. You’ll also have the opportunity to rewrite flaws after
the third session (and buy them off with experienced should you choose to do
so).
MOST
IMPORTANT POINTS
- Flaws should help reflect the kinds of stories you’d like your character involved with. They’re a good signal to the GM. So a flaw like Political Agitator suggests some Court stories. A flaw like Protective of Innocents suggests others.
- Flaws should be about you and put some pressure on your choices as a character. Some flaws are what we’ve come to call Goober Flaws. These generally don’t really hurt the player, but instead cause trouble for the group. For example flaws like LONE WOLF, STUBBORN, and BERSERKER are more about the player wanting license to play in an unfettered way, but leave the rest of the party to pick up the pieces.
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