So... I'm working on a batch of pre-gen characters for a Kult/WoD crossover one-(and possibly more)-off I'd like to run sometime when one of our regular Thursday night crew is at his monthly writers' circle whatsit. After a good long think, I decided to pretty much run with the WoD mechanics system, because I know it reasonably well, all the players know it probably more than reasonably well, and I simply can't be arsed to memorize the Kult system or keep looking things up every time someone picks a fight. In any case, on the rare occasions I actually run games, I tend to play pretty loosely around the rules anyway, because a lot of times rules get in the way of a good story.
The main changes are going to be that I'll be bringing back nature and demeanour from the old WoD system in addition to the new virtue/vice pair. Virtue and vice will still be used for regaining willpower, but I think nature and demeanour are much more useful for describing what a character is actually like as a person. I'm also turfing morality in favour of the mental balance system from Kult. Think of it this way - in this game, a mental balance of zero is roughly equivalent to a standard morality of seven. A lower mental balance generally goes with a lower morality, but it's possible to have a pretty low mental balance and not actually do anything to anyone else. Having a twisted, fucked-up soul doesn't necessarily entail acting like a fucking psycho, but it does mean that your motivations for even straightforward acts are increasingly less comprehensible to "normal" people the further the balance drops. Positive mental balance works the same way, although it takes a proportionately higher mental balance before the character is no longer able to pass as "normal". Even so, just because someone has a high mental balance, it doesn't mean they're necessarily a more compassionate or charitable person. They might just be so detached from the muck and filth of "the world" that they can witness atrocities with supreme detachment. I think it's a little more interesting and considerable less limiting than just having a straight ten-point scale based on conventional western moral/legal codes. Realistically though, unless someone makes a concentrated effort (yeah, Mal, I'm looking at you) to tip themselves over the edge one way or the other, I don't see characters going any farther from zero than plus or minus 10. At least not in the first session, anyway.
I'm also going to be borrowing heavily from the magic system in Kult, although again, I don't see this being relevant in the first session. Everyone's going to start off as just regular people, because in order to practice magic in Kult, you have to be pretty fucked in the head to start with, and in order to learn the techniques you have to a) find, and b) interact with people who are even crazier than you. This isn't just waking up to something that was there all along - this is deliberately becoming something more (or frequently less) than human.
One of the things I'm going to seriously tone down from the Kult material is all the multiple-legged, organs-on-the-outside, asymmetrical monstrosities populating the supplementary materials. I think the monsters kind of detract from the central theme of Kult, which is that every single person has the potential to become a god or a demon. Considering the heights (and depths) of himan behaviour in real life, holding out this possibility of godhood and then dumping in a bunch of drooling things with claws and mandibles seems to be seriously missing the point. So no goddamn monsters. Or at least not many, and if there are monsters, they're there because some human was evil enough (or stupid and unlucky enough) to attract their attention.
So... on with the character descriptions. You'll note that there are no stats provided. I want players to choose their character based entirely on the persona they want to play, rather than considering strategic advantages like skill in firearms, strength, ass-kicking ability and so on. You should know by now that I don't like killing characters. Think of it as Feng Shui (no, you don't get Gun Fu) - it'd be a pretty crap movie if the protagonists got ganked. Unless they did something outrageously stupid that would require a karmic boot-fucking by way of bloody violent death. Nice thing about Kult is, even if you die, you're not necessarily our of the game.
The Psychiatrist
Virtue: Justice
Vice: Lust
Nature: Autocrat
Demeanor: Caregiver
[Mechanism: Denial]
Mental Balance = -6
This isn't the sort of therapist you'd want to see if you had serious mental health problems. Or any sort of mental health problems. Doesn't provide therapy so much as exhaust his clients over a period of months or years, then gives them a prescription for mood stabilizers so they don't notice that their underlying non-chemical problems are still there. Has recurring nightmares about his reflection coming out of the mirror and eviscerating him, but thinks it indicates he's got some unresolved issues with his mother. Is romantically involved with a former patient. Despite being seriously fucked in the head, he's got a very good professional reputation, mainly for his expertise in treating "difficult" adolescents.
The Artist
Virtue: Charity
Vice: Sloth
Nature: Visionary
Demeanor: Gallant
[Mechanism: Sublimation]
Mental Balance = +6
The Artist has gained local (and to some extent, national) fame/notoreity for his paintings, which have been compared to the works of Francis Bacon, Salvador Dali, and Attila Richard Lukacs, generally followed by "only creepier". Most people whose first exposure to him is through his art are terribly surprised at how generally decent and well-adjusted he turns out to be in person. In fact, he attracts would-be lovers of both sexes like honey attracts flies, but most end up being put off by his lifestyle, which allows time for very little other than painting and as little promotion as his agent lets him get away with. Reportedly only sleeps four hours a night.
The Priest
Virtue: Faith (surprise!)
Vice: Pride
Nature: Martyr
Demeanor: Pedagogue
[Mechanism: Confrontation]
Mental Balance = +6
If his friends (see other characters) are to be believed, the Priest has not raised his voice since he was 14. Ministers to the few regular parishoners at a once-beautiful stone church in the downtown core, but mainly keeps it open at night for the local homeless population. Is currently in the third year of his novitiate to the S.J. The Priest is honest, honourable, decent, and the sort of guy who (were he not celibate) you'd want to take home to meet the folks. For all that, he's constantly surprised, in light of past events, that he doesn't burst into flames from the inside whenever he takes communion. Quite probably the only priest in Calgary who has the exorcism rite memorized.
The Criminal
Virtue: Fortitude
Vice: Envy
Nature: Penitent
Demeanor: Competitor
[Mechanism: Denial]
Mental Balance = -7
Apart from the nightmares about co-workers suddenly metamorphosing into Kafkaesque insect entites, he's fine. Really. And that accounting glitch last month? He's talked to IT about that several times now and they always swear they've got it straightened out. He'll look into it ASAP. Thinks he's a lot better adjusted than his former classmates, who keep talking about that thing they did one summer like it was some sort of sanity-shattering thing. It was just a stupid game, right?
7.12.06
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