Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts

Monday, February 26, 2018

[Mage: The Awakening 2nd Ed] Mage Reading List

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum


The Wardens from the Dresden Files


Mage: The Awakening 2nd Ed

Reading List


Original submissions by our great team of Storytellers: Jerad Sayler, Hannah Nyland and Korri Smith

Our great team of Storytellers put our heads together to try to make a solid list of all the books that inspire our Mage game within the Chronicles of Darkness (nWoD 2.0).  We purposefully did not include any Onyx Path or White Wolf books about mage or other venues and stuck with non-game related book content (the exception being Three Shades of Night.).  Enjoy!

Italicized text shows highly recommended books! 
Recommended listed first, otherwise in no particular order.

Nonfiction

Skitter from Worm

Fiction

Do you like our list?  Was there any we missed?  Which do you agree with?  Which do you not agree with?  Your feedback is appreciated and we can update this list as we go!   We are always up for additions!
  

Friday, April 7, 2017

[Chronicles of Darkness] Roleplaying Mental Illness

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum


Roleplaying Mental Illness

Playing Derangements or Mental Conditions can be a tricky business, and there is little guide to be found for acting insane (at least none that can be trusted). A well-played Derangement can add spice and realism to your portrayals, so here are more than fifteen real derangements with their clinical definitions and behavioral symptoms so you can avoid being a "Fish-Malk" (A Malkavian from VtM that yells "FISH!" whenever they end a conversation.  Mad on a comic and manic level that is shitty role-play). 

Mental illness is not funny, they can actually be quite horrifying on a personal level (see what I did there?).  The following are possible mortal responses to Integrity loss in a Chronicles of Darkness (CoD) game.

I made an attempt to cross-check the mental illnesses with Conditions in the core CoD and I may not have them 100% right since Conditions are generalized and can be used to represent just about anything.  These are merely forms the conditions may take and how they might pair up with mental illnesses. 

Acute Stress Disorder (Condition: Shaken)
The person has been exposed to a traumatic event in which both of the following were present:
· the person experienced, witnessed, or was confronted with an event or events that involved actual or threatened death or serious injury, or a threat to the physical integrity of self or others
· the person's response involved intense fear, helplessness, or horror

Either while experiencing or after experiencing the distressing event, the individual has three (or more) of the following dissociative symptoms:
· a subjective sense of numbing, detachment, or absence of emotional responsiveness
· a reduction in awareness of his or her surroundings (e.g., "being in a daze")
· derealization
· depersonalization
· dissociative amnesia (i.e., inability to recall an important aspect of the trauma)

The traumatic event is persistently re-experienced in at least one of the following ways: recurrent images, thoughts, dreams, illusions, flashback episodes, or a sense of reliving the experience; or distress on exposure to reminders of the traumatic event.

Marked avoidance of stimuli that arouse recollections of the trauma (e.g., thoughts, feelings, conversations, activities, places, people).


Marked symptoms of anxiety or increased arousal (e.g., difficulty sleeping, irritability, poor concentration, hypervigilance, exaggerated startle response, motor restlessness).


The disturbance causes clinically significant distress or impairment in social, occupational, or other important areas of functioning or impairs the individual's ability to pursue some necessary task, such as obtaining necessary assistance or mobilizing personal resources by telling family members about the traumatic experience.

Adjustment Disorder (Condition: Shaken)
The development of emotional or behavioral symptoms in response to an identifiable stressor(s) occurring within 3 months of the onset of the stressor(s).


These symptoms or behaviors are clinically significant as evidenced by either of the following:
· marked distress that is in excess of what would be expected from exposure to the stressor
· significant impairment in social, occupational or educational functioning


Agoraphobia

Anxiety about being in places or situations from which escape might be difficult (or embarrassing) or in which help may not be available in the event of having an unexpected or situationally predisposed Panic Attack or panic-like symptoms. Agoraphobic fears typically involve characteristic clusters of situations that include being outside the home alone; being in a crowd or standing in a line; being on a bridge; and traveling in a bus, train, or automobile.

The situations are avoided (e.g., travel is restricted) or else are endured with marked distress or with anxiety about having a Panic Attack or panic-like symptoms, or require the presence of a companion.

Bereavement (Condition: Guilty)
A reaction to the death of a loved one. As part of their reaction to the loss, some grieving individuals present with symptoms characteristic of a Major Depressive Episode (e.g., feelings of sadness and associated symptoms such as insomnia, poor appetite, and weight loss). The bereaved individual typically regards the depressed mood as "normal," although the person may seek professional help for relief of associated symptoms such as insomnia or anorexia. The duration and expression of "normal" bereavement vary considerably among different cultural groups. The diagnosis of Major Depressive Disorder is generally not given unless the symptoms are still present 2 months after the loss.



However, the presence of certain symptoms that are not characteristic of a "normal" grief reaction may be helpful in differentiating bereavement from a Major Depressive Episode.
These include:
1) guilt about things other than actions taken or not taken by the survivor at the time of the death;
2) thoughts of death other than the survivor feeling that he or she would be better off dead or should have died with the deceased person;
3) morbid preoccupation with worthlessness;
4) marked psychomotor retardation;
5) prolonged and marked functional impairment;
6) hallucinatory experiences other than thinking that he or she hears the voice of, or transiently sees the image of, the deceased person.

Brief Psychotic Disorder (Condition: Madness)
Presence of one (or more) of the following symptoms:
· delusions
· hallucinations
· disorganized speech (e.g., frequent derailment or incoherence)
· grossly disorganized or catatonic behavior


Duration of an episode of the disturbance is at least 1 day but less than 1 month, with eventual full return to premorbid level of functioning.




Delusional Disorder (Condition: Madness)

This disorder is characterized by the presence of non-bizarre delusions which have persisted for at least one month. Non-bizarre delusions typically are beliefs of something occurring in a person's life which is not out of the realm of possibility. For example, the person may believe their significant other is cheating on them, that someone close to them is about to die, a friend is really a government agent, etc. All of these situations could be true or possible, but the person suffering from this disorder knows them not to be (e.g., through fact-checking, third-person confirmation, etc.). People who have this disorder generally don't experience a marked impairment in their daily functioning in a social, occupational or other important setting. Outward behavior is not noticeably bizarre or objectively characterized as out-of-the-ordinary.

Depersonalization Disorder (Condition: Spooked)
Persistent or recurrent experiences of feeling detached from, and as if one is an outside observer of, one's mental processes or body (e.g., feeling like one is in a dream).

During the depersonalization experience, reality testing remains intact. The depersonalization causes clinically significant distress or impairment in social, occupational, or other important areas of functioning.

Dissociative Amnesia (Condition: Amnesia)
The predominant disturbance is one or more episodes of inability to recall important personal information, usually of a traumatic or stressful nature, that is too extensive to be explained by ordinary forgetfulness.


Dissociative Fugue (Condition: Fugue)
The predominant disturbance is sudden, unexpected travel away from home or one's customary place of work, with inability to recall one's past. Confusion about personal identity or assumption of a new identity (partial or complete).


Dissociative Identity Disorder (Condition: Madness)
(Formerly known as Multiple Personality Disorder)
The presence of two or more distinct identities or personality states (each with its own relatively enduring pattern of perceiving, relating to, and thinking about the environment and self).

At least two of these identities or personality states recurrently take control of the person's behavior.
Inability to recall important personal information that is too extensive to be explained by ordinary forgetfulness.

Generalized Anxiety Disorder (Condition: Spooked)
Generalized anxiety disorder (GAD) is much more than the normal anxiety people experience day to day. It's chronic and exaggerated worry and tension, even though nothing seems to provoke it. Having this disorder means always anticipating disaster, often worrying excessively about health, money, family, or work. Sometimes, though, the source of the worry is hard to pinpoint. Simply the thought of getting through the day provokes anxiety.



People with GAD can't seem to shake their concerns, even though they usually realize that their anxiety is more intense than the situation warrants. People with GAD also seem unable to relax. They often have trouble falling or staying asleep. Their worries are accompanied by physical symptoms, especially trembling, twitching, muscle tension, headaches, irritability, sweating, or hot flashes. They may feel lightheaded or out of breath. They may feel nauseated or have to go to the bathroom frequently. Or they might feel as though they have a lump in the throat.

Many individuals with GAD startle more easily than other people. They tend to feel tired, have trouble concentrating, and sometimes suffer depression, too.

Usually the impairment associated with GAD is mild and people with the disorder don't feel too restricted in social settings or on the job. Unlike many other anxiety disorders, people with GAD don't characteristically avoid certain situations as a result of their disorder. However, if severe, GAD can be very debilitating, making it difficult to carry out even the most ordinary daily activities.
GAD comes on gradually and most often hits people in childhood or adolescence, but can begin in adulthood, too. It's more common in women than in men and often occurs in relatives of affected persons. It's diagnosed when someone spends at least 6 months worried excessively about a number of everyday problems.

Intermittent Explosive Disorder (Condition: Madness)
Several discrete episodes of failure to resist aggressive impulses that result in serious assaultive acts or destruction of property.

The degree of aggressiveness expressed during the episodes is grossly out of proportion to any precipitating stimuli.

Obsessive-Compulsive Disorder (Condition: Madness)
Either obsessions or compulsions:

Obsessions as defined by (1), (2), (3), and (4):
1. recurrent and persistent thoughts, impulses, or images that are experienced, at some time during the disturbance, as intrusive and inappropriate and that cause marked anxiety or distress
2. the thoughts, impulses, or images are not simply excessive worries about real-life problems
3. the person attempts to ignore or suppress such thoughts, impulses, or images, or to neutralize them with some other thought or action
4. the person recognizes that the obsessional thoughts, impulses, or images are a product of his or her own mind (not imposed from without as in thought insertion)

Compulsions as defined by (1) and (2):
1. repetitive behaviors (e.g., hand washing, ordering, checking) or mental acts (e.g., praying, counting, repeating words silently) that the person feels driven to perform in response to an obsession, or according to rules that must be applied rigidly
2. the behaviors or mental acts are aimed at preventing or reducing distress or preventing some dreaded event or situation; however, these behaviors or mental acts either are not connected in a realistic way with what they are designed to neutralize or prevent or are clearly excessive


Panic Disorder (Condition: Shaken)
People with panic disorder have feelings of terror that strike suddenly and repeatedly with no warning. They can't predict when an attack will occur, and many develop intense anxiety between episodes, worrying when and where the next one will strike. In between times there is a persistent, lingering worry that another attack could come any minute.

When a panic attack strikes, most likely your heart pounds and you may feel sweaty, weak, faint, or dizzy. Your hands may tingle or feel numb, and you might feel flushed or chilled. You may have chest pain or smothering sensations, a sense of unreality, or fear of impending doom or loss of control. You may genuinely believe you're having a heart attack or stroke, losing your mind, or on the verge of death. Attacks can occur any time, even during nondream sleep. While most attacks average a couple of minutes, occasionally they can go on for up to 10 minutes. In rare cases, they may last an hour or more. Panic disorder strikes between 3 and 6 million Americans, and is twice as common in women as in men. It can appear at any age--in children or in the elderly--but most often it begins in young adults. Not everyone who experiences panic attacks will develop panic disorder-- for example, many people have one attack but never have another. For those who do have panic disorder, though, it's important to seek treatment. Untreated, the disorder can become very disabling.

Panic disorder is often accompanied by other conditions such as depression or alcoholism, and may spawn phobias, which can develop in places or situations where panic attacks have occurred. For example, if a panic attack strikes while you're riding an elevator, you may develop a fear of elevators and perhaps start avoiding them.

Some people's lives become greatly restricted -- they avoid normal, everyday activities such as grocery shopping, driving, or in some cases even leaving the house. Or, they may be able to confront a feared situation only if accompanied by a spouse or other trusted person. Basically, they avoid any situation they fear would make them feel helpless if a panic attack occurs. When people's lives become so restricted by the disorder, as happens in about one-third of all people with panic disorder, the condition is called agoraphobia. A tendency toward panic disorder and agoraphobia runs in families. Nevertheless, early treatment of panic disorder can often stop the progression to agoraphobia.

Posttraumatic Stress Disorder (PTSD)
(Condition: Broken)

Post-Traumatic Stress Disorder (PTSD) is a debilitating condition that follows a terrifying event. Often, people with PTSD have persistent frightening thoughts and memories of their ordeal and feel emotionally numb, especially with people they were once close to. PTSD, once referred to as shell shock or battle fatigue, was first brought to public attention by war veterans, but it can result from any number of traumatic incidents. These include kidnapping, serious accidents such as car or train wrecks, natural disasters such as floods or earthquakes, violent attacks such as a mugging, rape, or torture, or being held captive. The event that triggers it may be something that threatened the person's life or the life of someone close to him or her. Or it could be something witnessed, such as mass destruction after a plane crash.

Whatever the source of the problem, some people with PTSD repeatedly relive the trauma in the form of nightmares and disturbing recollections during the day. They may also experience sleep problems, depression, feeling detached or numb, or being easily startled. They may lose interest in things they used to enjoy and have trouble feeling affectionate. They may feel irritable, more aggressive than before, or even violent. Seeing things that remind them of the incident may be very distressing, which could lead them to avoid certain places or situations that bring back those memories. Anniversaries of the event are often very difficult.

PTSD can occur at any age, including childhood. The disorder can be accompanied by depression, substance abuse, or anxiety. Symptoms may be mild or severe--people may become easily irritated or have violent outbursts. In severe cases they may have trouble working or socializing. In general, the symptoms seem to be worse if the event that triggered them was initiated by a person--such as a rape, as opposed to a flood.

Ordinary events can serve as reminders of the trauma and trigger flashbacks or intrusive images. A flashback may make the person lose touch with reality and reenact the event for a period of seconds or hours or, very rarely, days. A person having a flashback, which can come in the form of images, sounds, smells, or feelings, usually believes that the traumatic event is happening all over again.
Not every traumatized person gets full-blown PTSD, or experiences PTSD at all. PTSD is diagnosed only if the symptoms last more than a month. In those who do have PTSD, symptoms usually begin within 3 months of the trauma, and the course of the illness varies. Some people recover within 6 months, others have symptoms that last much longer. In some cases, the condition may be chronic.
Occasionally, the illness doesn't show up until years after the traumatic event.

Social Phobia (Condition: Spooked)
Social phobia is an intense fear of becoming humiliated in social situations, specifically of embarrassing yourself in front of other people. It often runs in families and may be accompanied by depression or alcoholism. Social phobia often begins around early adolescence or even younger.
If you suffer from social phobia, you tend to think that other people are very competent in public and that you are not. Small mistakes you make may seem to you much more exaggerated than they really are. Blushing itself may seem painfully embarrassing, and you feel as though all eyes are focused on you. You may be afraid of being with people other than those closest to you. Or your fear may be more specific, such as feeling anxious about giving a speech, talking to a boss or other authority figure, or dating. The most common social phobia is a fear of public speaking. Sometimes social phobia involves a general fear of social situations such as parties. More rarely it may involve a fear of using a public restroom, eating out, talking on the phone, or writing in the presence of other people, such as when signing a check.
Although this disorder is often thought of as shyness, the two are not the same. Shy people can be very uneasy around others, but they don't experience the extreme anxiety in anticipating a social situation, and they don't necessarily avoid circumstances that make them feel self-conscious. In contrast, people with social phobia aren't necessarily shy at all. They can be completely at ease with people most of the time, but particular situations, such as walking down an aisle in public or making a speech, can give them intense anxiety. Social phobia disrupts normal life, interfering with career or social relationships. For example, a worker can turn down a job promotion because he can't give public presentations. The dread of a social event can begin weeks in advance, and symptoms can be quite debilitating.


People with social phobia are aware that their feelings are irrational. Still, they experience a great deal of dread before facing the feared situation, and they may go out of their way to avoid it. Even if they manage to confront what they fear, they usually feel very anxious beforehand and are intensely uncomfortable throughout. Afterwards, the unpleasant feelings may linger, as they worry about how they may have been judged or what others may have thought or observed about them.

Thursday, April 6, 2017

[Chronicles of Dakrness] Storytelling Personal Horror

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum


Storytelling Personal Horror


Since its inception, World of Darkness/Chronicles of Dakrness has been presented as a storytelling game of personal horror, a powerful catch phrase and an impressive tag line in some of the oWoD books. But what does it mean? The real clues to the meaning lay within the books, but also within the words chosen in the rather short and simple catch phrase itself.

Storytelling
Game
Personal
Horror




It is a role-playing system unlike virtually any other in its intent. When you turn to systems such as GURPS, D&D, Champions, Villains & Vigilantes, Palladium, and a plethora of others, the principle mentality is very strongly an 'Us vs. Them' approach. The band of characters are the protagonists of the story, and the rest of the world takes the antagonist role. The world is there to challenge the characters, threaten them, and the party battles its way across fields of mental and physical conflict to whatever goal is involved in the particular GM or DM's plot.

This is not CoD. Trying to apply this same viewpoint to CoD is a drastic mistake in the long run, no matter how momentarily successful it may be in the short term. CoD's own tag line as a "Storytelling Adventure System" and carries the hints that this is far from the mindset they are putting forth. The biggest hint in my opinion is the description of the game as personal horror the largest being the word 'personal'. CoD is inwardly focused, whereas all the other systems I have mentioned are outwardly focused. This makes CoD utterly unique in the arena of role-playing games.

CoD uses 'storytelling' as a replacement word for 'role-playing'. Why? To de-emphasize the importance of the role and the protagonist viewpoint in favor of the plot and story. It is a collaborative storytelling effort where you make stories together. The players and moderator (referee, game-master) cease being opponents in the arena of the mind, and become partners in the creation of a story. The moderator (storyteller) provides the plot line, but through cooperation with the players, the plot line becomes a story.

For Supernatural Creatures:
The keynote portion of the entire description lays in the words 'personal horror'. This is a game about the terrors and tribulations of dealing with your own existence and what must be done to survive and prosper in that existence. Too many players and storytellers approach the game with the idea that the horror element is meant to come from 'somewhere else'. They search the books for antagonists for the plot line, leaving the characters to become the same 'stalwart band of intrepid heroes' facing whatever terrors are held in store for them by some outside agency.

This approach shows a shallow and incomplete understanding of the game. Worse yet, many players approach the game with the desire to 'play the monster' and wreak savage havoc without conscious or concern. This approach shows a complete lack of understanding.


CoDs is perhaps one of the most moral and intelligent game systems there is, and its intention is to explore morality and horror from the inside out. The principle exploration of horror lays in the character's struggle with their own morality as they are forced to face the supernatural and perform acts which they never would have considered before. The epitome of the story is the character's struggle with their fading humanity/wisdom/etc, their failing grip on the social and moral reactions that supposedly make us 'human' as well as acts and thoughts that damage one's self-image or concept of who/what they are. In CoD the players can be both protagonist and antagonist in the story. Everything else forms a support structure for the drama of these internal struggles. 

The greatest foe lies within the self...

Playing CoD true to its intention demands a level of maturity and courage never before demanded by any system before the release of oWoD starting with Vampire: The Masquerade. You must be willing to shed the 'Us vs. Them' and 'Kill 'em All' mentality and be willing to delve deeply inside yourself. You must be willing to face hard questions and explore avenues that many of us shun automatically because the path is too uncomfortable. To simply adopt the veneer of a monster and never consider these questions is to completely miss the entire point of the game.

Other game systems such as the ones I mentioned above have their basis in the 'pursuit of power' concept. The characters grow in power, able to tackle larger and more impressive opponents, thereby reaping greater and greater rewards. In simplest terms, these systems are embodied by the pursuit of the 'High Score' - the most gold, the most impressive stats, the greatest victory.  Real life doesn't not behave in this model of linear progression, neither does CoD.


There is no room for that mentality in CoD. In fact, the core of CoD is designed to defeat this mentality and approach from the very outset. The characters exist in a world primarily populated by humans - completely normal human beings. The characters usually begin the game with an array of abilities and training that even at their most fundamental level makes them vastly superior to most of the world around them. At the same time they are reborn into a massively different social structure formed by the shadow politics of their own kind, and where most avenues of 'Hack and Slash' self-improvement is punishable by death. How are you supposed to progress?


The answer is - you aren't. The answer is - that kind of improvement and struggle just isn't the point of the game. The point of the game is to turn your struggle inwards, to explore how your character reacts to the demands of her existence and the pressures placed on her by the world in which she now exists. That is why any typical measure of gaming 'success' in CoD (improving your abilities, becoming a better killing machine) is actually treated within the system as being a negative thing, represented by loss of Integrity or other morality scale. You are not meant to be on a crusade to become the biggest and baddest anything. It's about the journey and the role-play.  Power can come, but it comes with chains and consequences.




So take a look at your character sheet, and maybe move some of those creation points from powers into Merits, or into Skills that make your character more realistic. Maybe forgo the Merits that make you a better killer, and take a few Merits that help illuminate the struggle with the dark within or your own unique self.

Wednesday, April 5, 2017

[Chronicles of Darkness] Storytelling Routines

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum



Storytelling Routines 


Here's a typical VtR game:

Storyteller: "The darkness wraps around the city like the robes of death herself. Cold winds blow against the skyscrapers, flinging newspapers and various bits of trash into the air. You feel a heaviness in your heart as you awaken and realize that this cursed state has not ended... and the dream is not a dream. You are a vampire, and the night is your home. What do you do?"

Player: "I guess I hunt."

- cut to next evening -

Storyteller: "Having survived the brief interlude with the Primogen and his coterie, you embrace the silence the sewer offers. The next evening begins with a startling fear. You jerk upright upon realizing that the Primogen you supposedly insulted had the strange ability to paralyze you with a gaze. A Discipline which your Mentor described to you years back. But your wounds from the Uratha's claws ache still and you need to feed soon. What do you do?"




Player: "Hmm... I hunt."

- cut to next evening -

Storyteller: "The Prince has commended you for the revelation of who had been leaking information out to the dreaded VII. With a gesture of appreciation... and prestation... he has given you a new haven and has cleared your name of all crimes. You are no longer Unaligned... and it is a new experience for you. Awakening, you find yourself feeling a strange sensation of satisfaction.. being an excellent Daeva feels good. What do you do?"

Player: "New night huh?"

Storyteller: "Yes, I downtimed a bit."

Player: "Well, better replenish my Vitae. I hunt."

Sound familiar?  If no, then congratulations! You're players have learned the big difference of Routine and Scenes. But trust me, there are very few gaming groups that have escaped from this little constant in gaming. And it's not surprising, after all, players use Routine when they focus on their characters so much, they forget they are in a game.

Why Routine can be good:
It keeps your character in tip top form. And I don't mean this as a min-maxing meta gamer. Nor to I mean this sarcastically. If you're playing a Daeva who always waters his roses each night, then you're playing in character right? Routine allows you do play in character. But please, must you really declare that as your action when your turn comes around? No, morning pre-casts and routines usually happen in the background.  Downtime actions can also serve the role of tracking boring efforts that characters are doing off-screen.

Why Routine can be bad:

In my gaming circle, there tends to be three to five players. Strangely, a player turn tends to last for a range from five minutes to nearly half an hour. This is a time allotment which everyone in the group enjoys because it allows for the nice unrushed dialogue, the building of mood through music and pacing and the allowance to feel the emotional benefits of the scene. Now, realize then that it is possibly an hour before one's turn begins again. Would you really waste some precious moments of real-time declaring actions which the Storyteller knows you will do anyway out of habit?  And what a waste for the other players who are waiting?  I used to do characters all split up when I first started running games and it left a lot of people waiting in the wings.  Now I prefer having a Chronicle focused on a close-knit coterie in a shared Haven and switch between characters as much as possible when they do split up.  Not splitting the party can be an excellent time-saver in real-time.

Movies as an example:
Watch a movie and see how the moment a character is given a turn (meaning, he or she is the focus of a shot), the character is doing something that contributes to the story as a whole. Sure, we know that everyone gets dressed and fixes themselves up before going to an important dinner. But if this scene will have any importance to it other than to let the Storyteller know you got dressed, then it does not have to be covered in their turn. It could be an understood action that the Storyteller does not have to play through.

After all, how many games have you had where you play each and every passing minute you wait for the Prince to finish his meeting with others? Or play in real time the trip from one building to another? We tend to summarize such moments simply because they can be taken as "having happened" without necessarily being mentioned as an action.


Example:
Storyteller: "The Prince is busy. You will have to wait. Having waited for nearly half an hour, Samantha begins to sing to herself a song. She fails to realize that the song she is singing was the song that was playing during her domination by the Belial's Brood."

Player: "Can I make a roll to notice or feel that something is up?"

In the example, the time to wait is immediately waived as an action to be declared. The Storyteller pushes forward and describes what happens. The player should realize that the Storyteller has removed the option because of the need for a scene that is beneficial to the game as a whole.

Does this mean the players should rarely talk?

No, it simply means the players should not waste time going through expected motions.  Take for instance a VtM Dark Eras game I read about. The player had a Salubri who had befriended the townsfolk and had begun to be seen as a Saint.

On the first night, the player mentioned to the ST, "I plan to visit the townsfolk each night possible. And when there is free time on my hands, I'd be speaking with the children and teaching them to read."

The storyteller understood this was to be his routine and applied it as simply events that have happened and do not need to be mentioned... unless they have a reason to be. Such as when one of the children the Salubri was teaching turned out to be possessed.

The ST began the game session telling the player, "You are with Paolo, one of the children you teach to read." Instantly, the player realized that the scene had something of importance and approached it with interest. No time was wasted.

Again, simply think of the game in the sense as a movie.

Once the camera points at you and your part of the story is being told... do you waste that time on camera simply doing the usual everyday thing? Or do you bring up something of interest.

Make the game run smoother, by seeing the difference of Routines and Scenes.




Wednesday, October 19, 2016

[Chronicles of Darkness] Environmental Tilts Expanded

 Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

Environmental Tilts Expanded

My comments are in orange.  Here are an assortment of Tilts for use in various environments for your chronicle.  This expands the number of Environmental Tilts from 9 to 47!

Sources: The original source material is from the Chronicles of Darkness corebook.  The additional environmental Tilts were adapted from Beast: The Primordial, from their Lair Traits.


1. BLIZZARD (CoD)
Heavy snowfall carpets the ground and just keeps falling, whipped up by howling winds into a barrage of whirling white.


Effect: Blizzards make it very hard to see for any real distance. Rolls to see things close to the character’s person, out to arm’s length away, suffer a –1 penalty. Each additional 10 yards inflicts an additional –1 penalty (cumulative) on all visual Perception rolls. This penalty also applies to ranged attack rolls. Moving through snow is difficult. Every four inches of snow applies a –1 penalty to appropriate Physical rolls, including combat rolls, Athletics, and so forth. The Blizzard Tilt rarely applies by itself — the Storyteller may also inflict any or all of the Extreme Cold, Heavy Winds, or Ice Tilts (all found below).

Causing the Tilt:
The weather is out of the control of most characters — but not necessarily mages. The Storyteller should telegraph an incoming natural blizzard before it hits, but some willworkers may be powerful enough to call down frozen hell from a clear blue sky.

Ending the Tilt: Without supernatural powers, characters can’t “end” a blizzard. The best they can manage is to escape the weather or wait for it to stop. Proper equipment (such as goggles and snow boots) can add +1 to +3 to a roll, offsetting some of the penalties. If someone is causing this Tilt through a supernatural power, it’s possible that the characters could disrupt his concentration.

2. EARTHQUAKE (CoD)
Everything shudders and shakes; huge rents and holes tear the ground wide open.

Effect: Earthquakes don’t last long, but they don’t have to. When the quake’s actually occurring, all Dexterity-based dice pools (and Defense) suffer a –1 to –5 penalty depending on the quake’s severity. Characters take between one and three points of lethal damage per turn of the quake’s duration, though a reflexive Stamina + Athletics roll can downgrade that damage to bashing — or cancel it entirely on an exceptional success.

Causing the Tilt: Without tremendous supernatural power, it’s almost impossible to cause an earthquake. A character who detonates a powerful explosive underground might simulate the effects over a city-block for a few seconds.

Ending the Tilt: Earthquakes are fortunately very quick events. It’s very rare for one to last more than a minute (20 turns), so waiting them out is the best course of action.

3. EXTREME COLD (CoD)
Bone-chilling winds bite through the character, or trudging through knee-deep snow takes all of the sensation from his limbs. Any time the temperature gets down below zero degrees Celsius (32 degrees Fahrenheit), a character can suffer from the cold’s effects. This Tilt can sometimes be personal, either as a result of a medical Condition such as hypothermia or a supernatural power.

Effect: When the temperature is below freezing, characters can’t heal bashing damage — the extreme temperature deals damage at the same rate normal characters heal it (a cut might turn to frostbite, for instance). Supernatural beings and characters who heal faster than normal instead halve their normal healing rate. For every hour that a character is continuously affected by this Tilt, he accrues a –1 penalty to all rolls. When that penalty hits –5 dice, he instead suffers one point of lethal damage per hour.

Causing the Tilt: A character can suffer this Tilt from being in a frozen environment — whether he’s outside in the Arctic tundra or in a walk-in freezer. Inflicting the Tilt is reasonably straightforward: Throw the victim into a freezing lake or lock him in a freezer for long enough and he’ll develop hypothermia.

Ending the Tilt: The best way to escape the freezing cold is to find a source of warmth — either a building with working heating, or warm bundled clothing. A character who has hypothermia requires medical attention.

4. EXTREME HEAT
The character might be stumbling through the desert with the sun beating down on him, or running through the steam-tunnels surrounding an old boiler room. This Tilt can also be personal, the result of a debilitating fever that spikes his temperature far above the norm. Extreme heat is normally anything above 40 degrees Celsius (104 degrees Fahrenheit) — this includes both environmental temperature and internal body temperature due to fever.

Effect: When the temperature is far above normal, characters can’t heal bashing damage — the extreme temperature deals damage at the same rate normal characters heal it (a cut might heal, but it’s replaced by sunburn or sunstroke). Supernatural beings and characters who heal faster than normal instead halve their normal healing rate. For every hour that a character is continuously affected by this Tilt, he accrues a –1 penalty to all rolls. When that penalty hits –5 dice, he instead suffers a point of lethal damage per hour.

Causing the Tilt: This Tilt is usually caused by environmental factors — being out at noon in the desert or spending too long in a sauna or forge. Even a fever is the result of an infection, rather
than something that an opponent can force on a character. It’s possible to create this Tilt on a given character: securing someone to a chair right next to an old, inefficient boiler, or stranding them in the desert far from any shade.

Ending the Tilt: The key to ending this Tilt is simple: Get out of the heat. In a desert or similar environment, finding shade is paramount. Elsewhere, the character needs to escape whatever is causing the abnormal temperatures.

5. FLOODED (CoD)
Some liquid — brackish water, mud, gore, or raw sewage — is high enough to impede the character’s progress. 

Effect: Each foot of liquid inflicts a –2 penalty to all Physical dice pools. If the water goes up over her head, a character has to swim (Dexterity + Athletics) with a penalty appropriate for the speed of flooding. Alternatively, she can try to hold her breath (Stamina + Composure) if she cannot get her head above the rising waters.

Causing the Tilt: Normally, this Tilt is the result of heavy rain, sudden snowmelt, or a broken water main. Characters can cause this Tilt by smashing up a water heater or blowing up a small dam. Some supernatural creatures may be able to call floods down onto a region.

Ending the Tilt: Characters can escape flooding by getting to high ground, which is enough to mitigate this Tilt. A longterm fix would require draining the floodwaters, but each flood requires its own solution.

6. HEAVY RAIN (CoD)
Torrential rain lashes down in knives, bouncing high off the sidewalk. The sound of rain on the ground is a constant hammering rumble that goes on without end, like dropping ball bearings on a tin roof. Thick gray curtains of water obscure vision. 

Effect: Heavy rains — approaching tropical storm levels or worse — cause a Perception penalty of –3 dice to both vision and hearing. Rain’s hard to see through, but it’s also loud. If the rains carry on for an hour or more, the Flooded Tilt will soon follow. This Tilt is often accompanied by Heavy Winds; a character trapped out in Heavy Rains might come under the effects of Extreme Cold.

Causing the Tilt: Short of supernatural power or a fleet of cloud-seeding aircraft, Heavy Rain is the result of natural weather patterns.

Ending the Tilt: The best way out of the rain is to get indoors. Unless it’s the start of some sodden apocalypse, the characters can wait for the weather to ease.

7. HEAVY WINDS (CoD)
Howling winds buffet at the characters, whipping street furniture into the air, tearing the roofs from buildings. Powerful winds can toss cars around like toys. Anyone out in the winds feels like they’re taking a beating just for walking down the street. 

Effect: Heavy winds are loud, so characters suffer a –3 modifier to aural Perception rolls. Also the wind inflicts a penalty to all Physical rolls when out in the winds — including Drive rolls. Grade the wind from one to five — one is tropical storm level (around 40 MPH), three is hurricane level (around 80 MPH), and five is tornado level (150+ MPH). This is the penalty applied to Physical dice rolls. Characters outside in the maelstrom take damage from flying debris, taking bashing damage each turn equal to the wind’s rating. Characters can make a reflexive Dexterity + Athletics roll to avoid damage.


Causing the Tilt: Heavy winds are a fact of life, from siroccos in the desert to tornadoes in the Midwest to wind shears everywhere.

Ending the Tilt: Getting out of the wind is the best way to end this Tilt. Sometimes that’s as easy as sheltering in an automobile — as long as nobody tries to drive. Buildings provide more permanent shelter.

8. ICE (CoD)
The ground’s covered in a mirror-smooth layer of ice that sends wheels spinning and people’s feet flying out from under them. The ice could be so thin as to be nearly invisible or a thick layer that’s the only thing keeping the characters from sinking into a frozen lake.



Effect: When a character can’t trust her footing, divide her Speed in half and all Physical rolls (and Defense) suffer a –2 penalty. Attempting to move at full Speed increases the Physical penalty to –4. Any dramatic failure on a Physical roll inflicts the Knocked Down Tilt.

Causing the Tilt: This Tilt doesn’t just apply to icy conditions, but to any surface that’s slick and slippery, including a spill of industrial lubricant or just a really well-polished wooden or linoleum
floor. Characters can use a Dexterity + Crafts roll to cover an area in industrial cleaner or mix up cleaning chemicals into a lubricant. If the Extreme Cold Tilt is in effect, even covering the area with water would do the trick.

Ending the Tilt: “Get off the ice” is good advice, but that can take work. Characters can use heat or fire to melt ice, or throw down copious quantities of salt or grit to increase traction.

9. POOR LIGHT (CoD)
Dim illumination, strobes, or flickering lights make it difficult to track movement and see clearly.

Effect: Affected characters suffer a –2 penalty to visual-based Perception rolls, including ranged combat, rising to –3 at medium range and –4 at long range.

Causing the Tilt: This Tilt applies to scenes of “natural” darkness with dim ambient light, such as the outdoors at night away from urban light pollution, and to disconcerting environments like a nightclub with its effects system on.

Ending the Tilt: Bring, find, or create a light source.

10. BLAZING LIGHT (BtP)
Whether it’s from sunlight reflecting off snow, sand, or water at just the right angle, the harsh light of a too-large sun in a desert, or even incandescent terrain, the area is filled with light so bright it becomes painful to see. 

Effect: Affected characters suffer a –3 penalty to any rolls that rely on vision, and the pain
and distraction causes a –1 penalty to any other rolls. Characters closing their eyes to avoid the pain suffer the Blinded Tilt in both eyes, but keeping their eyes shut in stressful situations may
require a successful Resolve + Composure roll.

11. CRAMPED (BtP)
The area features uncomfortably close quarters — narrow passageways, tight caves, crawlspaces or similar conditions. 

Effect: When designing an area, define a Size a character that can comfortably fit. All physical dice rolls are penalized by 6 minus the chosen Size dice. Maneuvering through tight spaces is also painfully slow. Speed is Strength + Dexterity only, with no species factor added.

12. CROSSWINDS (BtP)
Sudden gusts of wind cut through the area. The wind isn’t strong enough to move heavy objects (see the Hurricane Trait), but it can threaten characters climbing or trying to keep their balance on high surfaces. 

Effect: Physical dice rolls involving balance or movement (especially Athletics rolls) suffer a –3 penalty. Failure on the roll applies the Knocked Down Tilt.

13. CURRENTS (BtP)
Flowing liquid, air thermals, moving floors or invisible forces inexorably push characters along a route. 

Effect: When designing the area the ST chooses the direction and strength of the currents, giving the latter a Strength rating of 1 to 5. Characters may resist the current’s pull with a Strength + Athletics roll penalized by the current’s Strength, but any who fail, cannot, or do not try to resist are carried by the flow with a Speed of the current’s Strength x 5.

14. DOWNPOUR (BtP)
Water, blood, or stranger liquids pour into the area, soaking everything and lashing at exposed characters. Although it stings, the downpour doesn’t cause injury; the force of the elements is both loud and hard to see through. 

Effect: The downpour imposes a –3 dice penalty to rolls involving vision or hearing.

15. ECHOING (BtP)
Sounds within the area reverberate, making it virtually impossible to move silently and track others by sound. 

Effect: Dice rolls relating to aural perception or attempts to be quiet suffer a –3 dice penalty.

16. FOG (BtP)
Thick mist blankets the area, making everything within slick with moisture and dramatically reducing visibility. 

Effect: All visual Perception rolls and ranged attacks are penalized by 1 die per ten feet.

17. JAGGED (BtP)
Broken ground in the area poses both a trip hazard and potential injury to anyone falling. This area can manifest as anything from strewn boulders, to animal warrens catching the feet of characters in the area, to ankle-height roots and sharp rocks. 

Effect: Physical dice rolls to keep a sure footing suffer a –2 dice penalty and apply the Knocked Down Tilt on failure. Characters falling suffer two points of bashing damage.

18. MAZE (BtP)
The terrain twists and turns without readily available landmarks, disorienting and confusing affected characters. The area might be a literal labyrinth, a branching cave system, or something less overtly maze-like but still effective such as a deep forest or marsh with shifting terrain. 

Effect: Characters attempting to trace their steps or find a way out of the area must succeed at an Intelligence + Composure roll with a 3 dice penalty.

19. SEALED EXITS (BtP)
You can see freedom, but can’t reach it. Doors are locked, windows won’t break, alleys are gated, and bridges are broken. 

Effect: As long as the effect remains in effect, no mundane means of leaving the area will work. Supernatural means of escape provokes a Clash of Wills roll.

20. SLICK (BtP)
Whether by ice, grease, oil or some other lubricant, the surfaces in the area are slick. Anyone trying to keep footing to cross the affected area must move slowly. 

Effect: Halve the Speed of any character on the ice. Physical actions such as combat are also impeded by the Trait, with a –2 penalty to all rolls and Defense. Attempting to move at full speed doubles the dice penalty to –4 dice.

21. STEAM (BtP)
Hot steam fills the air, scalding anyone in the area and providing the people with cover. 

Effect: Steam clouds are a level 3 Extreme Environment, and anyone affected suffers a –2 penalty
to rolls involving sight, including combat.

22. STENCH (BtP)
The area is filled with a foul smell, making victims gag and struggle to breathe. 

Effect: All physical rolls involving exertion are penalized by (5 – Composure) dice. Characters may ignore the penalty for a single roll by spending a point of Willpower. Supernatural creatures that do not breathe (such as most undead) are immune to this Trait’s effect. Those with supernaturally strong senses of smell, however, suffer an increased effect; the dice penalty rises to (7 – Composure) dice.

23. STINGING (BtP)
Mild toxins in undergrowth, chemicals, dust, or ash in the air, stinging insects, and the touch of some sea creatures can all irritate the skin and eyes of victims, impeding their efforts. 

Effect: The stinging or itching isn’t enough to cause injury, but imposes a –1 dice “wound penalty” on all rolls as though the affected character were in the third-to-last box of Health. If a character’s eyes are stung, the Trait imposes the Blindness Tilt for a Turn.

24. SWARMS (BtP)
Clouds of insects, swarms of vermin or a carpet of bugs fills the Lair, worming into open wounds and clogging up equipment. 

Effect: The swarm does no damage by itself (venomous swarms are represented by adding Stinging or Toxic) but double any wound penalties and reduce the dice bonus from complex equipment by 2.



25. THIN AIR (BtP)
The air in the affected area resembles that of a mountain top rather than sea level, making those inside gasp for breath with any exertion. 

Effect: All Physical rolls made for breathing characters are penalized by (Size – Stamina) dice. This Trait is a level 2 Extreme Environment.

26. THUNDEROUS (BtP)
Painfully loud noises in the area stun affected characters and leave them deafened. This Tilt can
represent anything from the roar of monsters, the thunderclap as lightning strikes, the bellowing noise of an industrial site, or any other source of harmful sound, as long as it’s loud enough to injure a human (even if only temporarily). 

Effect: The player of a deafened character may only roll a chance die for Perception rolls based on hearing.

27. UNDERGROWTH (BtP)
Dense undergrowth provides cover and entangles characters moving through it. When designing the Tilt, determine the Durability rating of the Undergrowth, which does not have to made of vegetation — many monsters incorporate thick webs, strands of mucous, or even piled “man-made” items to get in their victim’s way. 

Effect: Characters attempting to move through the undergrowth must succeed at a Strength + Athletics roll penalized by the undergrowth’s Durability rating.

28. UNSTABLE (BtP)
What may seem like solid ground isn’t — ice cracks, ship decks list to the side, bridges ripple as supports bend, and even bare earth shakes. 

Effect: Characters in the affected area must succeed at a Dexterity + Athletics roll or suffer a –3 penalty to all Dexterity-based rolls, including Defense. Failure at a penalized roll causes the Knocked Down Tilt, while Dramatic Failure may cause Immobilized.

29. BURNING (BtP)
The area is engulfed in flame, whether in whole or part, burning anything combustible within the Chamber. To serve as an environmental Tilt, a fire must be at least bonfire size but a whole Chamber is usually an inferno. 

Effect: When designed the ST specifies the Size and Intensity of the flames.


30. CORROSIVE (BtP)
Whether it’s a pool of acid, a corrosive atmosphere, or more overtly supernatural environments such as flash-rusting metal or organic matter slowly petrifying or turning to salt, something in the area eats away at flesh and degrades matter. 

Effect: The ST defines what the corrosion affects based on the its description. Affected characters suffer one aggravated damage per turn of exposure, and objects lose one Durability per turn.

31. CRUSHING (BtP)
Some areas crush the life out of victims, whether by cave-in, constricting cables or vines, or the pressure of an ocean trench. 

Effect: This Tilt is a level 4 Extreme Environment. Some forms of Crushing may allow Strength + Athletics rolls to break free.

32. DARKNESS (BtP)
The area is pitch-dark beyond the capacity of human nightvision — the darkness of a cave or a sealed room, not simply night. 

Effect: Without a source of illumination, characters within the affected area suffer a –5 penalty to any rolls involving vision and lose all Defense.

33. DECAYING (BtP)
The material structure of the Lair is decayed and crumbling, posing a hazard to those inside. 

Effect: All items and structures (even the walls) within the affected area have their Durability reduced by 2 to a minimum of 0. Attacks against an item without Durability inflict all successes and weapon ratings against the item’s Structure, but weapons themselves are not exempt from the decaying environment. Apply all damage done using a weapon to the weapon itself as well as to the target.

34. DISEASED (BtP)
Pestilence in the area sickens living beings inside. 

Effect: The ST specifies whether the sickness is moderate or grave when choosing this Tilt. A moderate sickness, like a bad flu, imposes a –1 penalty to all actions in combat, increasing by another –1 every two turns of exertion, to a maximum of –5. Grave sickness inflicts the dice penalties to actions, but also 1 point of bashing damage per turn of combat.

35. ELECTRIC DISRUPTION (BtP)
The area denies affected characters the use of human tools — some versions of this Tilt affect only electrical devices, while others prevent all complex machines from functioning; a rare few even snuff out fire. 

Effect: Affected equipment does not function as long as the Trait remains in effect.

36. ENGULFING (BtP)
Quicksand, thick mud, or more overtly supernatural environments such as human-sized carnivorous plants or grasping tendrils threaten to swallow and immobilize characters in the area.

Effect: Affected characters are incapable of moving, cannot apply Defense and may not make combat-related actions, but may attempt to pull free with a Strength + Athletics roll with a dice penalty equal to their own Size.
37. ELECTRIFIED (BtP)
The are features electrical hazards — bio-electrical stings, live rails, electrified fences, or simply lightning. 

Effect: When this Tilt is designed the ST defines whether the Trait represents Major, Severe, or Fatal levels of electricity as per the rules. 

38. EXPOSED (BtP)
Victims in this area find no safety in hiding, and attacks pass through any barrier you try to put between combatants. 

Effect: No affected character receives the benefits of Cover in combat — assume that the Cover’s Durability is 0 as long as the Tilt remains in effect.

39. HEAVY (BtP)
Gravity in the area exerts a stronger than usual pull, increasing the weight of characters and their equipment. 

Effect: Physical exertion becomes extremely tiring — players must succeed at a Strength + Stamina roll, penalized by one die per dot of Size above 5, or their characters suffer a –3 penalty to all Physical dice pools. Success prevents the penalty for the character’s Stamina in turns, or for the scene in an exceptional success.

40. HURRICANE (BtP)
Terrible winds rip through the area, tearing loose objects up and pummeling anyone exposed. 

Effect: The winds are a level 3 Extreme Environment, representing the injuries caused by small airborne objects, but they also impose a –3 dice penalty to aural Perception rolls and all Physical dice pools. Characters within the affected area may also be at risk from larger pieces of debris. If so, the player must make a reflexive Stamina + Athletics roll per turn without protective shelter. Success means the character suffers two points of bashing damage or avoids harm altogether on an exceptional success. Failure inflicts two points of lethal damage instead.

41. MIRAGES (BtP)
Ranging from heat-shimmer to openly supernatural illusions, visual distortions and hallucinatory images distract and confuse characters within the affected area. 

Effect: Characters affected suffer a –3 dice penalty to visual Perception rolls including the roll to avoid Surprise in combat. Successfully telling illusion from reality and avoiding the effects of the Tilt requires a Wits + Composure roll at a –3 penalty, but removes the visual dice penalty for as many turns as successes, or for the scene on an exceptional success.

42. NOXIOUS GASSES (BtP)
The air in the affected area is filled with dangerous gases. Some forms of this Tilt combine with the Fog Tilt representing visible clouds, while others are invisible. Either may also combine with Stench. 

Effect: Unless characters in the area have breathing equipment or a supernatural nature that means they don’t have to breathe (for example, a vampire), they must hold their breath or suffer one lethal wound per turn in which they breathe the gas.

43. RAZORED (BtP)

Beyond the broken terrain in Jagged areas, a Razored area turns surfaces into deadly weapons — blades, broken glass, razorwire, barbs, thorns, or other sharp protrusions pose a hazard to characters within the affected area. 

Effect: Pushing through the sharp surfaces or falling against them inflicts 3 points of lethal damage. Players of characters attempting to safely navigate through the barbs must succeed at a Dexterity + Composure roll; failure means the character suffers the damage.

44. ROTTING (BtP)
Food spoils rapidly in the area, with mold blooming and liquid souring. Untreated wounds quickly fester, and the atmosphere seems to sap the energy out of characters. 

Effect: Healing times are tripled while under a Rotting Tilt's influence, and the first point of Willpower regained by a character within the affected area is lost.

45. SOFFOCATING (BtP)
Rather than a harmful atmosphere as in Noxious Gases, a Suffocating area simply lacks oxygen altogether. It may represent the impossible heights of a mountain, the depths of a sealed cave, or simply be underwater. 

Effect: No matter how the trait manifests itself, characters staying within the affected area beyond their ability to hold their breath begin suffocating or drowning.

46. TOXIC (BtP)

Something in the area — food, water, the bites and scratches of wildlife, even a sickly sheen to metallic surfaces — is highly poisonous and threatens characters coming into contact with its method of transmission. 

Effect: When designing this Tilt the ST defines a Toxicity Rating and Time Interval for the poison. The poison inflicts damage as described on in the CoD rules. In the exertion of combat, the toxin inflicts the Poisoned Tilt.

47. VISCOUS (BtP)
Swamp, mud, deep snow, or some kind of adhesive coats the area and makes movement extremely difficult. 

Effect: While this Tilt is in effect, no character or creature adds her species factor to Speed. The player of a character struggling to move faster may make a reflexive Stamina + Strength roll and add its successes to Speed for a turn (to a maximum of the character’s Speed species factor, i.e. 5 for a human.)





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