GenderBender Posted August 9, 2003 Share Posted August 9, 2003 So...Is it just a screw up on the character sheet provided with Adventure where it lists Nature and then a separate area for Vice and Virtue? I mean from the way I understand the text as written you can have a different Nature for your Vice and Virtue so why list Nature beyond Vice and Virtue?And when you spend Transformation points you can purchase temporary Inspiration above and beyond your standard pool (which it list as 10) it says this also increases the capacity of the pool, it states that when you spend the temporary points they are gone but it doesn't say anything else about your increases capacity. So say I spend enough to raise my temporary Inspiration to 16, does this mean I can always increase my temporay Inspiration to 16 and if so how much experience would you think it would take to increase the capacity of your temporary Inspiration pool?Is it just me or does the lope-sided levels of advancement bother anyone else. I mean in Aberrant you had level 6 powers which you needed a level 10 Quantum to use and in Adventure you have Knacks up to level three... and having up to five dots in Inspiration Facets but being able to have a 10 in Inspiration... maybe I just like things Symmetrical or something...Before I start on the thoughts I am entertaining I was wondering if anyone else on this beautiful website plans and will execute writing an Adventure Players Guide because I am in the position to do so... I promise it won't be a floating advertisement without delivery. I have practically cobbled together one for my own players.At anyrate long live the Aeonverse... Link to comment Share on other sites More sharing options...
The History Follower Posted August 9, 2003 Share Posted August 9, 2003 From what I read your temporary Inspiration points can be raised back up to 16 anytime that you can gain enough points. The experience chart doesn't have a section on tempory Inspiration, but I think that when you raise your permenant pool up to 10 your storyteller might let start buying an increase in temporary at the same cost.When you reach 5 in your main facet, or any time you get new dots in Inspiration, you can place it in a different facet, so you could have at least one dot in all facets if you choose.I'm up for helping with a players guide and storytellers guide. So how should we do it? Link to comment Share on other sites More sharing options...
GenderBender Posted August 11, 2003 Author Share Posted August 11, 2003 Well what I meant about the Facets is that if you had 10 Inspiration you would only have 10 points between your Inspiration Facets, its just asymmetrical thats all.I can't remember what I was reading under the Inspiration Facets section but there was something I believe to back up the idea of larger than permanent rating Inspiration pools. I am of the mind you could increase the pool just like in Aberrant you can increase your Quantum pool. I had made a change to my Trinity Chronicle by allowing Psions to do the same otherwise they couldn't hold up against Aberrants. So do you think the cost should be the same for increasing your Inspiration pool as it is for Aberrants to increase their Quantum pool?I like the additional powers at level 10 Inspiration idea but instead of an increased Inspiration pool why not allow them to put more dots into their Facets instead? Granted thats only like five more dots available but the little effects they grant you are nice enough.How should an Adventure! Players Guide be done? Something like the Trinity Player's Guide might be nice. Start with a layout similar. Take additional material created or adapted to Adventure including Merits and Flaws, Virtues and Vices, New Knacks, clarification to the rules and errata which doesn't seem to exist yet. Link to comment Share on other sites More sharing options...
The History Follower Posted August 12, 2003 Share Posted August 12, 2003 I don't know what you read that made you think you could increase permanent Inspiration above 10. The fun of facets is choosing which ones you want filling in them all up would be something a munchkin would want.That’s pretty much what I figured player’s guide, but with more information about each of groups you could be part of and new backgrounds, background enhancements, qualities, specialties, and abilities. Link to comment Share on other sites More sharing options...
GenderBender Posted August 13, 2003 Author Share Posted August 13, 2003 A misunderstanding, not that Inspiration can be raised above 10 but that you could somehow raise your Facets after your Inspiration was raised to 10.What would you be interested in writing about? Personally I am horrible at writing out organizations, I don't use most of the ones various game settings provide and the ones I create are pretty much on the fly and tailored to the game at hand.I would be interested in converting Merits and Flaws. I have been using some altered Backgrounds too, though mainly this is because I don't like Backing being Rank and Equipment all in one.Also I tend to map out Abilities a step further thinking that its a bit simplistic the way done, which may be fine for others I just do something differently.Then again maybe wait till the official release comes out from White Wolf about them doing something with the Aeoniverse after the World of Darkness thing is done. Maybe they will make a Players Guide. I recall from the posts I read that there will be at least a book for each setting and since Adventure is the freshest in their minds it should be for that one first.But then again I am not holding my breath.So what parts of a Players Guide would you be interested in writing? Link to comment Share on other sites More sharing options...
The History Follower Posted August 14, 2003 Share Posted August 14, 2003 I say when your permanent Inspiration hits 10 you can't raise your facets anymore. Your selection of facets helps to show what kind of character you have. I get to work on writing about organizations. I don't understand what you mean about "map out abilities" so could you explain it a bit more. Link to comment Share on other sites More sharing options...
GenderBender Posted August 15, 2003 Author Share Posted August 15, 2003 I don't understand what you mean about "map out abilities" so could you explain it a bit more. I think they cram too many Abilities together, while I don't enjoy the lengths that Abilities were mapped out in the World of Darkness I feel Trinity, Aberrant and Adventure have lumped too many together for sake of simplification. In WoD some strange "secondary" Abilities should have been specialties while others were too easily confused for a different Ability that covered similar area. But to have Awareness cover everything from sight to sound is bit too simplisitic same with Legerdemain covering everything from picking locks to stage magician tricks. Combining crafts type Abilities with other Abilities is limiting too. I know people who can hunt and clean their firearms does that mean they can take apart the whole firearm and put it together? And out of those who can do so how many can design their own rounds? And out of those how many can craft their own stock for the weapon? I don't go to tediously detailed levels but knowing how to use a firearm is a lot different than making or repairing one. And of course the one not only I but almost every group I have ever played with has had a problem with Languages/Linguistics. There is a reasonable answer to this however. Of course maybe writing an Adventure Players Guide is stupid and they will come out with one next year, but I am not holding my breath. Link to comment Share on other sites More sharing options...
madcat82 Posted August 15, 2003 Share Posted August 15, 2003 I think its good that they cram the abilitys together,it is simple, clean and good for the players (how many ability focusd games havnt we played where there is so many abilitys that hardly a tenth is used?).And for your reasoning on firearms: Just becouse you have a high ability score in firearms dont that mean that you can make rounds. You do however understand how a round is made, and perhaps with enough enginering you might just be able to build one. The same "principle" applies to the disassembly/reassembly of firearms. While you dont know exactly how to do it, you are capable of making guesses (and again, with a liberal use of enginering)... What is the problem you have with Linguistics BTW?? Link to comment Share on other sites More sharing options...
GenderBender Posted August 16, 2003 Author Share Posted August 16, 2003 ""I think its good that they cram the abilitys together,it is simple, clean and good for the players (how many ability focusd games havnt we played where there is so many abilitys that hardly a tenth is used?).""Well mind you I am not talking about mapping it out to the lengths that the World of Darkness did but its too simplistic even for my pulp.""And for your reasoning on firearms: Just becouse you have a high ability score in firearms dont that mean that you can make rounds. You do however understand how a round is made, and perhaps with enough enginering you might just be able to build one. The same "principle" applies to the disassembly/reassembly of firearms. While you dont know exactly how to do it, you are capable of making guesses (and again, with a liberal use of enginering)... ""Without Engineering involved (which is itself a more diverse field of studies than Firearms ever could be) you shouldn't be able to do any of those things. Making a guess when making rounds unsupervised in an experimental situation without any sort of knowledge beyond pointing a firearm and shooting is more than risky and could be quite deadly.I just think they went too far from how things were before Trinity came along and in the process over simplified.""What is the problem you have with Linguistics BTW??"Its always been over simplified. So having one dot in linguistics gives me another language and the capability of writing it and all. I can just apply other Abilities for use in that tongue when it comes to savvy, subterfuge and other things? I don't like it one bit. We have tried a couple of alternatives. The first was that each language was bought individually like its own Ability. This was costly and not too fun. We tried to set it up so that your Linguistics was a general sort of capability with each language being bought as a specialty but not giving you any bonus beyond the basic Linguistics dots this was so you were't spending so much damn experience to get a few languages. In an ancient greek Aberrant based setting we went one further and included the writing of a language a separate Ability, that was a bomb and we modified it so that three dots in Linguistics gave you the ability to write the language, which worked for the setting but people are more literate these days what with the spread of written language and all. None the less literacy rates probably weren't that great in the Adventure era. So the way they rank Linguistics and the advancement of the number of languages is very unrealistic. With all the experimenting I think I may have come up with a better system for languages as well as those Abilities that do not fit into other Abilities but are not worth of their own. I need to finish playtesting it and then typing it in a better format before I let people look at that damned thing. Or something like that... Link to comment Share on other sites More sharing options...
Lord Randel Posted August 17, 2003 Share Posted August 17, 2003 Concerning the facets, i authorize my players to increase them independently of the permanent inspiration trait :XP Cost = current facet rating * 4A facet rating can't be higher than permanent inspiration rating. Link to comment Share on other sites More sharing options...
Finbar Posted August 18, 2003 Share Posted August 18, 2003 How about a muitant version of the Champs system? Each language you would have recieved gives you 4 langauage pts, which can be spread out as desired. Basics would be 1 pt, advanced is 2 pts, No accent 3 pts, and literacy a point by itself. This way, you can know how to basically talk in wide variety, be literate without speaking it, or any range in between...If you wanted to really get complex, you could do some of the other skills the same way...FR Link to comment Share on other sites More sharing options...
GenderBender Posted August 21, 2003 Author Share Posted August 21, 2003 Concerning the facets, i authorize my players to increase them independently of the permanent inspiration trait :XP Cost = current facet rating * 4A facet rating can't be higher than permanent inspiration rating. Nice! I like it. Link to comment Share on other sites More sharing options...
GenderBender Posted August 21, 2003 Author Share Posted August 21, 2003 How about a muitant version of the Champs system? Each language you would have recieved gives you 4 langauage pts, which can be spread out as desired. Basics would be 1 pt, advanced is 2 pts, No accent 3 pts, and literacy a point by itself. This way, you can know how to basically talk in wide variety, be literate without speaking it, or any range in between...If you wanted to really get complex, you could do some of the other skills the same way...FR I think I will keep it just with languages. We tend to give each language their own Ability, however I like your idea a bit in that it doesn't require a separate Read Ability. I think I will break it down with each language remaining its own Ability with;* Basics** Intermediate*** Advanced**** Without Accent+ * Reading/Writing limited to rating in Language.So if you had ** +* you could read and speak it at the Intermediate level. That way it still falls into the five dot mold so the character sheet doesn't need to be screwed with but some marked not about which languages can be read. Link to comment Share on other sites More sharing options...
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