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    Default Re: Ascendancy: an Immortal and Broken Machine

    Spoiler: The Concept Point System and Time
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    The Action Point System

    Concept Points (CP) are used as a measure of how much power and influence your characters can expend at any one time. Everyone begins the first week of the game with 20 Concept Points. These Concept Points (CP) can be spent using any variation of the actions listed below that a player can imagine, and is the principal method of creating or changing things on the world that we are building. A turn is a weekly period of play that ends at 12:00AM EST on every Monday. At this time, everyone gains additional CP during what is dubbed 'Rollover' since any unspent CP from the previous week (up to a maximum of 31cp) 'rolls over' into the next turn of the game. At the end of the first week and every week thereafter everyone gains 5cp during the Rollover.

    This system has an emphasis on cooperation and rivalry between players and their characters. As such certain actions can be shared by one or more player. These are referred to as 'split' actions. The premier example of this is the 'Form/Join Pact' Action. This action costs at least 2cp requiring two or more separate players to each spend 1cp to complete the action.

    Spoiler: Concepts and Concept Creation
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    Concepts are the main source of power within the setting and they can be created, developed, shared, and stolen. They are ideas, techniques, and systems of power that make the world what it is. Fantasy, horror, scientific achievement, and chaos. In this rule system beyond its LoC based modifications the existence of concepts now includes just about anything; cultural, technological, magical, societal... even territorial, geographic, or personal ideas (This means cities and characters are valid concepts). This beyond technologies can include foci on smithing, the development of magical abilities, treaties, agreements, artifacts, characters, and the creation of organizations such as spy rings and military orders or even religions.

    If you can dream it, if you wish to establish something, if you wish to change something: pay for a concept using your concept points. They can exist on any scale and the more points one puts into it the stronger a narrative force it is. Concepts are how you influence and change the game world both within and around the narratives put infront of you. Want to establish a bar you frequent to pick up girls for their blood? Go ahead, pay for it. Want a new best friend in the camarilla? Go ahead, pay for them. Military intelligence or credentials so you can get into a weapons locker? Pay for it. A nice militia? Pay for it. You get the idea.

    As I mentioned, they can be as large or small as you want and are essentially infinitely scalable. These are your world building resources and post PL20 character development.

    Each concept point put into a concept increases a corresponding resource / essence and grants narrative strength to your ideas and your ability to resist others.

    Spoiler: Resources / Essence
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    Void (Advantages, Powers): Void is a representation of your characters or factions influence over the supernatural and its elements, for a divinity or magi this would represent a backing of belief among other things, for an Exalted it would be a more pure Essence. Your initial score is the combined PP put into Advantages and Powers. This is your command over magical and supernatural forces.

    Every +5 of Void rating increases your Wind synergy by +1.

    Wind (Awareness, Presence): Wind is the representation of your characters or factions overall influence over the forces of the world, including other players and their characters. Your initial score is the combined PP put into Presence and Stamina as well as affiliated Skills and Defences. This is your command and effectiveness in social situations.

    Every +5 of Wind rating increases your Water synergy by +1.

    Water (Agility, Dexterity): Water is the overall representation of your characters or factions overall health and stability both as people and as a group. Your initial score is the combined PP put into Agility, Defences, and Dexterity as well as affiliated Skills and Defences. This is your defensive and subterfuge ability.

    Every +5 of Water rating increases your Earth synergy by +1.

    Earth (Intellect, Stamina): Earth is the representation of your characters or factions overall wealth and prestige on the international market, as well as base resources gained through territorial or monetary acquisition. Your initial score is the combined PP put into Intellect and Stamina as well as affiliated Skills and Defences. This is your economic factor and overall wealth or prestige in society.

    Every +5 of Earth rating increases your Fire synergy by +1.

    Fire (Fighting, Strength): Fire is a representation of your characters or factions overall military strength or force of willpower in more direct confrontation. This could also represent heightened fervor of belief, strength of body, or fury. Your initial score is the combined PP put into Fighting and Strength as well as affiliated Skills and Defences. This is your military and might in the world.

    Every +5 of Fire rating increases your Void synergy by +1.

    Spoiler: Random Conflict Resolution
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    Random Conflict Resolution (RCR)

    Sometimes players can’t come to a conclusion on how an event should be dealt with and/or disagreements cannot be settled. Sometimes a player wants to press combat with another God or Society. To alleviate such problems a Random Conflict Resolution can be called.

    Random Conflict Resolution is conducted through competing 1d100s with rolls modified by the Resource ratings of the involved players and any noteworthy modifiers. Simply, whoever rolls the highest number after modifiers have been applied wins and gets to dictate their terms. RCR may be carried out over multiple actions and rolls dependent on what each player desires. These conflicts and actions can range from precise military strikes, raids, and invasions to corporate espionage, theft, and political blackmail. This is not a limit to what you can do. Perhaps in the future someone will have the idea to impose trade sanctions on a trading company, humiliate a politician to weaken a rival faction, or stage a kidnapping.

    Each form of resource or essence has its own flavour of conflict and what each player brings to the front determines the form the conflict takes.

    Beyond RP effects damage may be applied with each RCR, usually through Negative Concepts or the theft of Concepts related to the method of RCR undertaken.
    Last edited by Anti-Eagle; 2021-07-15 at 11:54 PM.