Page 77 - Chronicles of Darkness
P. 77

a Condition that resolves when the character deals lethal
                                                                  damage to someone clearly reflects the violent nature of that
                              Conditions and                      story point. Resolution criteria also serve as an opportunity

                         Storyteller Characters                   for daisy chains of Beat-generating events, such as allowing
                                                                  exceptional success on three successes instead of five, or re-
                   In most cases, a Storyteller character doesn’t need   solving a Condition on a failed roll to encourage the player
                   to gain Conditions, since the Storyteller doesn’t earn   to choose dramatic failure (and thus earn two Beats at once).
                   Beats. She can simply roleplay the appropriate be-  It’s best to keep the resolution criteria for a new Condition
                   havior or apply an appropriate situational modifier   somewhat general, rather than requiring one specific action.
                   if circumstances demand it. However, a Storyteller   For example, a Condition that resolves when the player
                   character can gain Conditions occasionally, such as   commits any act of vengeance allows the player flexibility in
                   when a player character uses a supernatural power   exactly what actions the character takes, while a Condition
                   that inflicts one. If a Storyteller character resolves a   that resolves when the character kills a particular person
                   Condition, she earns a point of Willpower for use in   restricts the player’s options. More options are usually better.
                   the same scene, instead of a Beat.
                                                                     Breaking points and exceptional successes are the most
                                                                  common opportunities for creating new Conditions. When
                                                                  none of the given example Conditions seem to apply, or the
                                                                  player has an idea for a different way the momentous event
                    Some  Conditions  are  marked  as  Persistent.  These   has affected her character, feel free to invent a Condition.
                 Conditions typically last for a long time, and can only be   The Storyteller can also invent Conditions whenever she
                 resolved permanently with a specific and impressive effort.   wants to offer Beats for roleplaying significant behavioral
                 Once per chapter, a player can gain a Beat when a Persistent   or situational shifts, or for some mechanical effect that she
                 Condition impacts his character’s life.          wants to impose, such as a lingering penalty.
                                                                     If play would bog down in the search for the right
                 Lingering Conditions                             Condition, the Storyteller should just improvise one and
                                                                  keep the session going.
                    Conditions are designed as reminders that events that
                 happened earlier in the story have repercussions later.
                 Usually, Chekhov’s gun applies — if you put the Condition   Experience
                 on stage, it should cause some drama by the end. However,
                 Storytelling games are slippery things, and sometimes it’s   A player earns Beats for his character in many ways (listed
                 better to drop a story thread represented by a Condition for   below). When your character has gained five Beats, they
                 the sake of the ongoing narrative.               convert to one Experience, which can be used to develop
                    For example, an emotional state like Swooned might no   your character’s abilities.
                 longer be relevant to events in the game because a long time
                 has passed, or it might have been the result of a conflict with a   Beats
                 character the players don’t care about anymore. In those cases,
                 it’s perfectly fine to just cross off the Condition. The Storyteller   You gain Beats when your character fulfills one of the
                 may choose to award a Beat as if the character resolved it.  criteria below.
                 Improvised Conditions                             •  If your character fulfills an Aspiration, take a Beat. At
                                                                      the end of the game session, replace the Aspiration.
                    Storytellers shouldn’t feel limited by the list of Conditions   •  Each Condition has criteria for resolution. When
                 in the Appendix (p. 288). As a rough guideline, a Condition   resolving a Condition, take a Beat.
                 typically consists of a modifier between +2 and -2 dice to a
                 certain type of action, or to any action taken with a certain   •  Some Conditions provide Beats for actions other than
                 motivation. Conditions can also consist solely of roleplayed   resolution.
                 effects until resolution, such as the Shaken Condition (p.
                 290), in which the mechanical effect is the resolution.  •  Any time you fail a roll, you may opt to make it a
                    A Condition is resolved when the character does   dramatic failure and take a Beat.
                 something significant to act on it, or when she addresses
                 the original source. The sample Conditions in this book   •  If your character takes damage in one of her three
                 give examples of how to resolve them, but players can also   rightmost Health boxes, take a Beat.
                 resolve them after other events with Storyteller approval if it   •  At the end of any game session, take a Beat.
                 makes sense in the story. Resolution criteria for improvised
                 Conditions offer a way for the Storyteller to encourage certain   •  Any time your character risks a breaking point (p. 73),
                 kinds of dramatic action, especially when she wants a story   take a beat.
                 point to have lingering effects on the characters. For instance,
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               infernal engines -dramatic systems
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