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1 Designer: Jeremiah Spaulding (US2002023190) Lead Writer: Jeremiah Spaulding (US2002023190) Contributors: James Johnson (US2002056000) Editors: Genevieve Iseult Eldredge (US2012030036) Some materials are copyright 2013 and trademarked by CCP hf. All rights reserved.
Players Guide
Welcome to the New World of Darkness Combined Venue known as The Accord.
The darkness beyond our reality does not simply wait to be released. Rather, its tentacles and influence reach into our world, corrupting and destroying. If not for the efforts of a small number of chosen denizens, The Truth would soon devour our world entirely. To some, these supernatural beings are heroes. Others know a starker truth--good, evil, in between, all these denizens have in common is the fight against the darkness and the dread secret they must keep. For the Enemys power over our world will grow with every individual who learns The Truth.
The Council first formed prior to the 1100s as an advisory system for managing conflicts between various groups of supernaturals. Over the ages, its numbers and influence waned as the supernatural groups in question began to resent Council interference into their affairs. Recently however, the Council was revitalized and re-armed to fight a new threat--a threat that is beyond any one groups power to defeat. Something has bored a hole into our reality, silently threading its corruption into the deep places of power in our world. This insidious enemy-- the Truth -is bent on devouring our dimension entirely. Only those who have come into contact with agents of The Truth are offered a chance to join to Accord, to fight to save reality itself.
Chronicle Structure:
You will be playing a member of the local Accord group in your city, known as a Cell. Each Cell does its best to fight the agents of The Truth. Some fight by killing the monstrous Abominations that The Truth sends into our reality. Others track down and destroy supernaturals who have become Corrupted to serve The Truth. Still others locate, infiltrate, and disband cults of normal humans who worship The Truth. Some Cells spend time and resources tracking down powerful Corrupted Artifacts whose very existence tears at the fabric of reality. Saving reality is hard work, and there is never a shortage of things to do. As if all that wasnt enough to deal with, tensions run high between the different types of supernaturals in each Cell. A werewolf might have trouble accepting the presence of a vampire who she sees as an affront to nature. A changeling might have a mind and manner so alien that he constantly sparks conflict. Or there may be a human hunter who sees all these supernaturals as monsters to be destroyed, and barely keeps his mind on the real enemy--the Truth.
The primary focus of this chronicle is Player vs. Environment (PvE). The Abominations and Corrupted supernaturals will be run by your VST and various narrators. The local Cell will usually work together and fight external enemies. Most of the Player vs. Player (PvP) action will be social: debates, arguments, love triangles, intimidation, power-plays,and so forth. Occasionally, there will be lethal PvP, but lethal action shouldnt be the first step in PvP conflict. A long-running animosity between PCs is good story. A brief, lethal fight is usually pretty boring. That said, some local games may have differing ratios of PvE and PvP. Check the VSS of your game and any non-local game you visit to learn what kind of gameplay experience you can expect.
Character Templates:
The next step is to decide what kind of supernatural to play. You may already have some idea of what you want to create, and the VST and local players may have made suggestions as well. On the Accord website, you will find the Accord Template List. In the NWoD system, each supernatural type has a Template that is placed over a normal mortal character sheet to create the final PC. Each of the approved Templates has a reference on where to find more information on it. Once you select a Template, verify with the VST that it would be a good fit for the local game. Then familiarize yourself with the basics of the Template and the details of the supernatural creature it represents.
Character Backgrounds:
Once you know what kind of supernatural you wish to play, you will need to create a background that describes who your character is, where they are from, and what they have done. The Character Creation Document has a large list of questions to help with this process. A few items to keep in mind when creating your characters background: All characters should be made with histories that line up with the official OOC Metaplot Timeline on the Accord Website. There are some restrictions on age that can be found in the Addendum. You need your VSTs approval for your character to have taken part in any historical events in your city. If you want your character to have taken part in a historical event in another city, you must get the approval of the VST Accord for that city. If there is none, then try that citys DST or RST. To have taken part in historical events outside the USA, had more than passing interactions with major historical figures, or to have been a historical figure requires Top Approval. To have background ties with a named NPC from any books or the custom ones designed for our chronicle requires Top Approval. Your PC may not be a recognizable copy of a character from any other media, such as books or movies. Your PC may not be a recognizable copy or parody of a real person. All PCs must be members of the Accord. No PC can have ever accepted and/or served The Truth. No PC can have been at the Langley Massacre, though you may have ties to someone who died there.
Goals:
Now that you have a Concept, Template, and Background, you need to figure out what drives your PC. Every person has goals in life, and every good PC does as well. You should choose at least one long-term goal for your PC, and it should be something that probably isnt possible to accomplish in our five-year chronicle timeline. Things like a Promethean completing their Pilgrimage. Or a Vampire reaching Golconda. Or on a more personal level, a Hunter moving on from the death of the loved one that inspired her to fight supernaturals. Next, choose three or four short-term goals. Two or three years to complete a short-term goal is fine. Short-term goals can be things like attaining Status 4, finding an avus for a particularly rare bloodline, wiping out all members of a particular Truth Cult, or learning secrets about another supernatural type. If your PC always has uncompleted goals to work toward, then you will always have something fun to do at every game.
For those making PC with a Lesser Template, use the mortal creation rules in Hunter: The Vigil, and then add your chosen Template. More information, including page numbers and book references, can be found in the Lesser Template Quick Reference. For those using a Greater Template, use the mortal creation rules in the core World of Darkness book, then apply your template. Next, visit the Accord Addendum and apply your Membership Class benefits. Finally, confirm the sheet with your VST. Depending of the choices you have made, you may need to go through the process of acquiring approval of higher level storytellers. Your VST can lead you through this process. Since the Accord venue has such a wide range of characters available, your VST may not be familiar with all the rules for all the things on your sheet. As you build your character sheet, you should note the book and page number for each item you select. During play, if anyone has questions about how a power works, you can quickly find the reference for it. Be sure to have all the books you need available at each game you play. In the event that nobody has a book to reference, there is disagreement on how the book is interpreted, or taking the time to look up a rule would be unduly disruptive to play, the VST is empowered to rule on how the power works in the current scene. For scenes involving PC death, best effort should always be made to follow the rules as written and to take the time to look up anything there is a question on. But in the end, it is the VSTs call. After the scene, you may discuss your opinion on how the power should work in subsequent scenes or inquire about the Appeals process. For everyones fun, keep conversations about rules calls with the ST as short as possible during a scene.
she is or isnt. Second, when giving others information about your PC or template, try to remember that your PC would likely be reluctant to give away secrets of her own kind, especially to outsiders who may or may not be allies in five years. After all, the plan is to win this war as soon as possible right? And then your former allies may decide to use what they know against you. Also, keep in mind how much your PC actually knows about his own kind. Being a Vampire lets you know all the basic vampire things, but you would need a specialization to know about the inner workings of covenants and bloodlines you are not part of. Lastly, having a specialization doesnt mean you know everything in the book and can recall it all perfectly. When your PC wants to remember a piece of specialized information about some other kind of supernatural she has a specialization in, the VST should assign a number of required successes proportionate to the rarity of that information. For example, a Vampire with a specialization in Changelings trying to recall basic information about a specific Kith might need 4 successes or more, depending on if she had ever met one. A Werewolf with a specialization in Vampires who hears someone talking about a Sworn of the Axe would not even make a draw as the knowledge is just too specialized for such a broad specialization. As always, the VST is the final arbiter on whether or not a PC has enough knowledge in an area to even try to make a draw.
Servants: Believers who know what The Truth is and have accepted The Truth as their Master. Once a Believer does this, they are forever connected to and controlled by The Truth. If they die, the RQ usually goes down. Any PC who becomes a Servant immediately turns into an NPC controlled by the VST. The Church of Ultimate Truth: This is an official, highly organized and well-funded religion that is fully recognized in the United States. They put forward The Truth as an abstract source of all things good. Most of these people are like typical, everyday members of a religion. They just happen to be tied to The Truth. Most would be horrified if they knew what they were really worshiping. The vast majority of them are Believers, but not Servants. Truth Cults: Usually lead by a charismatic Corrupted ex-member of the Church of Ultimate Truth, these groups of Servants actively seek to increase the RQ so The Truth will manifest more strongly in the area. They usually have a Corrupted Artifact, which bestows power (Corruptions) on them. Corrupted Supernaturals: These are Servants who have a Template. Corrupted versions of everything exist from Vampires to Werewolves. Where those fighting against The Truth are weakened by Mutations, those who have accepted The Truth as their master are instead made strong. As far as anyone has been able to ascertain, Corruption is permanent. Corrupted Artifacts: These are normal physical items that have become imbued with the Unreality power of The Truth. They appear spontaneously in an area where the RQ is too high. Those who Serve The Truth are called to acquire these Artifacts, and they usually become the centerpiece of a Cult. Often, the physical embodiment of the Artifact colors the type of worship the Cultists do. For example, a human skull might attract a necromancy-focused cult. Corrupted Artifacts grow in power over time. For more information, see the Guide to Corruptions. Tear: This is a rip in the fabric of our reality. When a Corrupted Artifact becomes powerful enough, it will implode. The resulting hole in our reality leads directly out to The Truth. Usually, the first effect after a Tear forms is that an Abomination is pushed into our world. Abominations: These creatures come from outside our reality. How they are created is a mystery. Are they remnants of previously devoured realities? Are they chunks of The Truth itself? No one is sure. Of three things you can be certain: Abominations are very dangerous, very powerful, and extremely hard to kill.