I'm pretty sure it actually isn't that bad because there are plots mentioned in the book which involve Prometheans staying in one place for weeks and months. Like, I know it does bad things to an area, but I don't think 'destroy a city in a few days' is quite up to accuracy.
 
How is the world still standing with that sort of power being flung about?
What Xyzarach said, plus there are a very small number of them, maybe as few as five.
I'm pretty sure it actually isn't that bad because there are plots mentioned in the book which involve Prometheans staying in one place for weeks and months. Like, I know it does bad things to an area, but I don't think 'destroy a city in a few days' is quite up to accuracy.
As long as they keep moving around? Sure.
But if they stay in the same spot?
 
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The backstory/stuff for the social splat talks about people starting to talk and gossip and blame them over a matter of weeks or months, as one particular outcome of their wassname.
That is a separate effect.
And it relies on the Promethean not doing something like staying in the same building for a week straight.

The Wasteland effect, sometimes known by its old name Wasting of the Peaceful Refuge, is a reflection of the Disquiet from a Promethean on the very land around them. Prometheans who remain in an area for a long period of time begin to drain the life from the land itself, a side effect of the Azoth in their bodies. The effect starts with plants, spreads to animal life, and finally to humans and even other supernaturals. The only way to stop the spread of the wasteland is to remove the Azoth, which is either done by a Promethean leaving the area for good, or by killing the Promethean and in effect destroying the Azoth. It is because of the Wasteland effect that all Prometheans are nomadic and most tend toward isolation when they do find a place to stay.

The Wasteland does not take long to establish; a Promethean resting for an hour will taint the area immediately around him for a full day. If the Promethean remains within a mile of that place, the Wasteland takes hold and spreads. The longer a Promethean stays, the more the Wasteland spreads, with the outermost regions having the weakest effects and the center where the Promethean remains having the greatest devastation.

Aside from a general sucking of life, Wastelands manifest based on the Lineage of the Promethean that caused it. It generally reflects the key element the Lineage is based on. Frankenstein Wastelands are full of constant thunderstorms, representing their connection with electricity. The Galateids drain the air, making it stale and disorienting, while the Nepri dry and contaminate the water, and the Tammuz cause fertile land to grow sterile and large sinkholes to open around them. The Ulgan perhaps have the most dissettling, causing the very walls between the worlds of the spirits and the living to disintegrate.

The only way to weaken a Wasteland while still residing in it is to join a Branded throng of Prometheans of different Lineages; for some reason, a group of Prometheans joined in this matter slows the spread of the Wasteland where they are. Joining with Prometheans of the same Lineage actually increases the Wasteland's range of effect, but does not actually increase the strength of the effects or the speed that it spreads.

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Disquiet is the name given by Prometheans to the invisible aura they emit which causes humans, animals and even the land itself to reject them. To a Promethean, it feels as if the whole world has renounced them. Disquiet has a deleterious effect on the natural world, and is the chief cause of a Promethean's estrangement from mortals.

Prometheans have various theories about where the Disquiet springs from, but no definite answers. The most promising and believed theory is that it stems from the use of Azoth as an animator; Prometheans, for all of their ability to walk and think, lack a soul, and the Divine Fire serves as a poor substitute at best. The Disquiet is the emanation from that Azoth to remind Prometheans they are not human, and to alert the mortals and nature around them that something is significantly wrong with the being nearby. In addition, Prometheans who linger in one place and constantly inflict their Disquiet on the local environment may eventually turn the area into a Wasteland.

Stages of Disquiet
Disquiet may manifest itself subtly at first, but the longer a Promethean stays in an area, the stronger and more dangerous its effects become. Eventually, a Promethean is forced to move on, either by the community, the land, or a combination of factors; those who don't usually end up destroyed at the hands of mortals. Disquiet tends to affect things in stages.

First stage: Also called the dream stage, the Disquiet affects the dreams and subconscious of mortals who have come into contact with the Promethean. A mortal does not have to remember the dreams to be affected by them; the lack of restful sleep they get is usually enough to wear them down.

Second stage: The fantasy stage, the dreams begin to intrude into the daytime hours. Anytime a mortal has contact with the Promethean, they slip into a unsettling fantasy about them. Many mortals become troubled or embarrassed about these distractions from every day life.

Third stage: The impulse stage, a mortal must now resist attempts to act on their troubled thoughts. Many times, their feelings of frustration and unease come out on the Promethean in small actions.

Fourth stage: The final stage, the driven stage, finds the mortal acting out on the ideas the Disquiet has placed in them. It is at this stage that the Disquiet becomes easy to spread to other mortals, and in short order, tragedy results for the Promethean as the entire community turns against it. This is also the only stage where feelings of anger and hatred do not degrade with lessened contact; the only way for the person to get rid of their feelings is to destroy the Promethean.

Lineage Effects
Disquiet is affected by many things; the personality of the human feeling it, the social structure where the Promethean is, and even the land itself. However, the largest factor in determining its specific effect is the Promethean's Lineage and humours.

In general, Frankensteins may inspire pity or fear, but as they continue to live in a community, those they come into contact with begin to act upon feelings of selfishness and superiority. Galateids, with their perfection of beauty, are rather intimidating at first. For some, these become feelings of self-doubt and unworthiness, while others feel ashamed and dirty. The Osirians cause those around them to lose control, and will eventually cause rapid emotional shifts in mortals that usually end in feelings of despair and destruction. Tammuz tend to make those around them restless; these feelings build until mortals want to find a reason for these emotions, even if it means capturing the Promethean to study it. The Ulgan do not seem to be earthly in origin; from there, humans tend to open their minds to spirits (usually with disastrous results) or shut down completely and become creatures of routine.

Interestingly, Prometheans of different Lineages who form Branded throngs significantly slow the effects of Disquiet and the Wasteland.
 
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Comparatively speaking (not talking about Paradox and backlash and etc, just in capacity), is it correct to assume that Mages in Awakened have less ability to cover up mass incidents like that? IE, if something on that level somehow happened in the nWoD, would Mages/etc be able to cover it up, as they apparently were in oWoD?

Technically, no.
If you have the right people to pull, and spells to cast, NWOD mages are just as potent. However, removing such an incident would require Archmage level power, and thus would have a massive cause and effect chain.

Or, would require a massive ritual of unprecedented length and power, and would likely rip an Abyssal of truly horrifying magnitude out into the world with the effect.

It is generally easier to change the story that propagates, then it is to straight up undo the event itself. I liken this to a "Law of Conservation Of History". Namely that there is a tendency for events to resist change or to continue to play out regardless, if they have already happened before, and that the energy requirements to overcome this force is directly proportional to the amount of time that has past since the event occured.
 
Comparatively speaking (not talking about Paradox and backlash and etc, just in capacity), is it correct to assume that Mages in Awakened have less ability to cover up mass incidents like that? IE, if something on that level somehow happened in the nWoD, would Mages/etc be able to cover it up, as they apparently were in oWoD?
Honestly if something like that happened in the NWoD the "Powers that Be" would hit the reset button so damn fast it'd make your head spin. There's too many powerful entities that hold a vested interest in keeping the world just as it is.
 
... so, the more I read Panopticon the more I want to play Mage.

Is there anyone around here with the inclination and ability to run such a game? I understand that part of the reason PQ runs as well as it does is that there's been a lot of work by MJ12, ES, and Aleph to hack the system together, so I'm not sure how much I'm asking here.
 
... so, the more I read Panopticon the more I want to play Mage.

Is there anyone around here with the inclination and ability to run such a game? I understand that part of the reason PQ runs as well as it does is that there's been a lot of work by MJ12, ES, and Aleph to hack the system together, so I'm not sure how much I'm asking here.
I could probably run oMage, though I'd prefer it to be a solo game (maybe up to two-three people. At most.) because I like to customize spheres based on paradigm, which gets hard to balance when you have to care about that sort of thing. Also, a good portion of the actual system would be my own homebrew/stealing from other games like a magpie.
 
Actually, insofar as there's a "canon" in Awakening, there was such a coverup in nMage: The Halifax Explosion. Seers of the Throne doesn't give a lot of details, except that it's the result of what mages call "The Battle of the Marittimes", an example of when the Ministry of Paternoster goes full Holy War on somebody.
 
... so, the more I read Panopticon the more I want to play Mage.

Is there anyone around here with the inclination and ability to run such a game? I understand that part of the reason PQ runs as well as it does is that there's been a lot of work by MJ12, ES, and Aleph to hack the system together, so I'm not sure how much I'm asking here.
Nope. I had nothing to do with that; I just play it.
 
Nope. I had nothing to do with that; I just play it.
*Gasp* You mean "Aleph-and-EarthScorpion" is not, in fact, a single mind in two parts? Damn, there's my headcanon gone. :p

I could probably run oMage, though I'd prefer it to be a solo game (maybe up to two-three people. At most.) because I like to customize spheres based on paradigm, which gets hard to balance when you have to care about that sort of thing. Also, a good portion of the actual system would be my own homebrew/stealing from other games like a magpie.
I'd be quite thrilled, obviously!
 
So the New World of Darkness is now the Chronicles of Darkness, for... reasons.

I guess that's the most benign outcome of Paradox's "one World of Darkness" statement.

I think it actually works better as a descriptor, because the nWoD really wasn't a coherent setting as much as a set of games with shared themes and rules. And arguably, they might have been better off embracing that-IIRC @EarthScorpion has talked about how if you have wizards in a Changeling game they should be different from wizards in a Mage game who are different from wizards in a Vampire game.
 
QB Homebrew: Cybernetics Sphere
So, tried my hand at writing up a full Sphere spec based on @MJ12 Commando's ideas, putting it here for critique (writing, intersphere balance, whatever):

Cybernetics

Example Specialties: Augmentation, Repair, Manufacturing, Organics, Giant Robots

The body is just a complex machine, made of nanotechnological components; in a way, non-vitalist Technomancers and Unionists all hold this as simple fact. Some factions, however — notably the Biomechanics and occasionally other Science Convention members — take this a step further than the simple rote acknowledgement. The field of Cybernetics specializes in the understanding of machines, how we use and interact with them — and how we, too, are machines. It spans between what others might term as 'Matter' and 'Life' to acknowledge that all machines have commonalities that may be used to understand them.

Users of this Sphere tend to have a very materialistic view of things, obviously, and also view others less as unitary beings and more as collections of interworking parts that also interwork with their surroundings. They operate on human bodies in ways that are almost eerie to more typical engineers and surgeons — and at times seem to treat their inorganic machines almost as people. Even though Iteration X is prohibited access to Spirit or Dimensional Science, some programmer-priests seem almost animistic in how they deal with machinery; this is even more pronounced in Mind specialists and defectors who learn Spirit.

Note that by its nature, Cybernetics is capable of working on what are more commonly considered 'Life' and 'Matter' patterns alike, as well as hybrids. Life can be operated on, repaired, and augmented much like other machines, though creating and properly transforming it is substantially more difficult. Cybernetics counts as both Life and Matter with respect to what creatures it can affect, so vampires, cyborgs, and liches are affected the same way as baseline humans. Other supernaturals (such as Werewolves, Chimerical entities, and so on) require conjunctional Spheres as normal, and some entities such as Digital Web constructs can be influenced with conjunctional Forces or Data.

Without an external source of mass (such as conjunctional Spheres producing things ex nihilo), this Sphere is subject to conservation of mass and the periodic table; only material that already exists may be included in this Sphere's effects by default, and prior to Mastery gross material properties are likewise conserved.

As a relatively young Sphere, Cybernetics (like Data) has not yet been divorced from its originating paradigm to any substantial degree, and so nearly all users are Iteration X Biomechanics, former members of that Methodology, or members of other Conventions who work closely with them such as Progenitors focused on medical nanotechnology.

• Analyze Machines

Mechanisms and tools are the key to the cyberneticist's craft, and at this level he learns to discern their function (or malfunction) at a glance. He may quickly diagnose how a broken machine might be fixed, areas where it is underperforming or exceptionally efficient, and whether a particular replacement part can withstand its stresses.

•• Create Simple Machines, Repair Self

In gaining further understanding of tools, the cyberneticist learns to sculpt raw matter into simple, functional structures and components; a knife may be crafted from a lump of bronze and piece of ivory, a pulley from wood and hemp, a circuit board from silicon and plastic, and a syringe from glass and surgical steel. Likewise, such machines may be refined and repaired by 're-creating' them into the desired result.

Most systems made with multiple interconnected working parts remain beyond the mage so far, but the one most familiar - her own body - may be restored to working order or re-calibrated within normal parameters. Hormone regulatory systems can be triggered or suppressed, temperature regulated through the usual processes, and so on.

••• Create Complex Machines, Repair Others, Self-Augmentation

Now, raw materials may be formed into working wholes made from complex interlocking parts, from guns to laptops to small robots, as long as they aren't substantially bigger than an ordinary human. Any technologies which can be made through 'mundane' effort may be assembled by the cyberneticist, and their grasp of how machines function and malfunction is so comprehensive that they may repair and calibrate any type of machine - including living bodies - in the same way as was previously only possible for herself.

Also at this level, she may go beyond the normal operational parameters of her own body, altering parts to perform more efficiently or integrating synthetic components and subsystems wholesale. Physical Attributes and Appearance may be increased with either biological or inorganic enhancements, as may other properties; equipment may be fused with the body without impairing either's function.

•••• Create Large-Scale Machines, Augment Others, Transform Machine

At this level, the cyberneticist can design and build machinery of substantial size and complexity, creating vehicles, large weapons, giant robots, and so on. Any machine short of nanotechnology may transform into another shape of similar mass and composition (including nanoscale properties), such as a car turning into a bipedal robot, a laptop into a skateboard, a prosthetic arm into a machine gun, or a suit of armor into a suitcase. They may also be merged or reworked to improve their functionality well beyond original design specifications; harder, better, faster, stronger is only the beginning.

••••• Develop Nanotechnology, Perfect Transformations, Cyberize

Finally, the Master of Cybernetics has comprehended machinery so well that they may craft nanotechnological mechanisms from appropriate precursors; self-replicating mechanisms operating at such scales may be crafted on the molecular level, including life from the smallest bacterium or virus to megafauna and anything in between. Full-organ replacements and augmentations may be produced in much the way a biological Life scientist might craft such things, and non-cellular nanotechnology can be developed to create molecular-scale symbiotes and mechanical organisms.

Masters of Cybernetics fully understand how to integrate biological and inorganic machines, and may transform the one into the other (again, respecting material constraints and conservation of mass), meld them flawlessly, and recombine the functionality of different machines freely.

In conjunction with a sufficient understanding of Matter, the Master may create nanofabricators and assemble things on a molecular (or with Matter 5 even smaller) scale to create metamaterials. Other Spheres can embed these technorganic creations or materials with even more exotic properties. With Mind 3, they may passively maintain their mental state on otherwise-insufficient hardware, similar to Life 5. With Correspondence 5 or Matter 3, machines may be miniaturized to the nanoscale without losing functionality.

Sample Rotes:

Equipment Transfer (Correspondence 3/Cybernetics 3): Reaching out across distance, the Mage partially transports their presence to the location of a tool she wants, links it to her self, and shifts back with the new portion in tow. The tool may be detached afterward, or used in vivo. This is the equivalent of Apportation for any small object; living things and large objects require Correspondence 4/Cybernetics 4.
 
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Having just been reminded of it in the Exalted thread, I still think someone should do a style-hack or the like in the style of the Exalted thing here for nwod. It possibly needs it less, but it's just pretty cool. Of course, I should probably do it for myself, rather than saying someone else should do it. :V

I'd need to have a burst of creativity to think of Styles. Hrm, it'd almost be easier if I had a pre-set character and then asked 'How do they go about doing the things they do?'

"They talk to people and play politics, sure, but how does this four dots of Politics and 4 dots of Manipulation be used."

Whereas thinking about them in general might be a little harder for me.

Also, I feel like a Necromancer.
 
Having just been reminded of it in the Exalted thread, I still think someone should do a style-hack or the like in the style of the Exalted thing here for nwod. It possibly needs it less, but it's just pretty cool. Of course, I should probably do it for myself, rather than saying someone else should do it. :V

I'd need to have a burst of creativity to think of Styles. Hrm, it'd almost be easier if I had a pre-set character and then asked 'How do they go about doing the things they do?'
You might wanna talk to @EarthScorpion about his "Profession" system-concept and see if it can be applied to the nWoD engine.
 
You might wanna talk to @EarthScorpion about his "Profession" system-concept and see if it can be applied to the nWoD engine.

That sounds cool. I've thought of a style or two, including one that's literally 'has taken self-defense classes/think they have and now everyone looks like a mugger.' :p

One idea for the 2-level would be a +1 bonus to aiming and hitting 'non-lethal' areas on the target's body. "I'll just shoot this mugger in the leg, like they do in the movies. He'll be fine!"

One minute later.

"Oh god, oh god, uh...fuck. Hey, George, you know how you said you were my best friend and you'd bury a body for me if need be..."

But yeah, you kinda sorta did ping him for me, so should I just wait for him to come around, or start a convo with him?

Edit: On an unrelated question, is there a list somewhere of the 'Availability' of something? I mean, for the Resources Merit. Of course, I could probably eyeball any of that, if need be.
 
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ES Homebrew: Simplified Mechanics
But yeah, you kinda sorta did ping him for me, so should I just wait for him to come around, or start a convo with him?

You might wanna talk to @EarthScorpion about his "Profession" system-concept and see if it can be applied to the nWoD engine.

It's fairly simple. It came out of playing with system concepts for Cyborg Theory, one of my many dead quests. Rather than Attributes and Abilities, you have Traits, Talents and Training.

The pertinent area here is Talents and Training, which replace Abilities. Rather than nWoD Abilities, which go to 5 + 1 speciality, Talents go to 3 and Training goes to 3. Hence, you've got the same overall dice cap of 6 dice from them (because Cyborg Theory is basically a nWoD hack, stripped down as a test to see how I could optimise it for Quest running).

Talents are nWoD Abilities, in essence. There's a bunch of pre-defined fields, rated from 0-3, and they cover things like Firearms, Science, etc. They're general, broad field knowledges. With three dots in Science, you're incredibly well read and can talk at a studied level about pretty much any field of science. However, you're not a specialist.

By contrast, Training is the innovation here. Trainings are essentially short job/role descriptions - things like "Corporate Media Shark" or "Charity Store Volunteer" or "Political Activist" or "Couch-Surfing Moocher". And they're not pre-defined - basically, between the GM and the player they agree how acceptably broad that is. They're also rated from 0-3, and they can be applied to any roll where that role is something that is applicable. Essentially, they're there for the sort of less focussed way that humans tend to accumulate knowledge. Someone with British Soldier 2 can add 2 dice for things like shooting a weapon, resisting tiredness from long marches, understanding tactics, keeping their head under gunfire, etc etc.

As an also entirely deliberate side effect, it means you can't make super-polymaths as easily. You can't take Science 5 + Physics anymore - you have Science 3 + Solid State Physicist 3, which makes you worse at non-physics Science (and even potentially at obscure areas of non Solid State physics). But as a bonus, you can use that Physicist 3 as a bonus for things like doing academic research ("I know how to read scientific journals and even if this isn't in my field, I still know how to read the lingo"), helping someone write a grant application, and so on.

And yes. It is entirely deliberate that this helps with the fast-statting of NPCs. Training is designed to be pulled straight from a character's Concept - are they a GP? Well, they're pretty experienced, so let's give them General Practitioner 2. Let's say they served in the army when they were younger but are now out of shape - let's give them Retired Soldier 1 and Field Medic 1. And... yeah, let's say they're part of a motorcycle club, so let's give them Hobby Biker 1. Now you've got someone who can do all the things a GP has to do (including listening to people and getting information from people who might want to talk about how they got that rash), in extremes can muddle through if someone gets stabbed right in front of them (possibly by a PC), and can ride a motorbike, because why not?
 
It's fairly simple. It came out of playing with system concepts for Cyborg Theory, one of my many dead quests. Rather than Attributes and Abilities, you have Traits, Talents and Training.

The pertinent area here is Talents and Training, which replace Abilities. Rather than nWoD Abilities, which go to 5 + 1 speciality, Talents go to 3 and Training goes to 3. Hence, you've got the same overall dice cap of 6 dice from them (because Cyborg Theory is basically a nWoD hack, stripped down as a test to see how I could optimise it for Quest running).

Talents are nWoD Abilities, in essence. There's a bunch of pre-defined fields, rated from 0-3, and they cover things like Firearms, Science, etc. They're general, broad field knowledges. With three dots in Science, you're incredibly well read and can talk at a studied level about pretty much any field of science. However, you're not a specialist.

By contrast, Training is the innovation here. Trainings are essentially short job/role descriptions - things like "Corporate Media Shark" or "Charity Store Volunteer" or "Political Activist" or "Couch-Surfing Moocher". And they're not pre-defined - basically, between the GM and the player they agree how acceptably broad that is. They're also rated from 0-3, and they can be applied to any roll where that role is something that is applicable. Essentially, they're there for the sort of less focussed way that humans tend to accumulate knowledge. Someone with British Soldier 2 can add 2 dice for things like shooting a weapon, resisting tiredness from long marches, understanding tactics, keeping their head under gunfire, etc etc.

As an also entirely deliberate side effect, it means you can't make super-polymaths as easily. You can't take Science 5 + Physics anymore - you have Science 3 + Solid State Physicist 3, which makes you worse at non-physics Science (and even potentially at obscure areas of non Solid State physics). But as a bonus, you can use that Physicist 3 as a bonus for things like doing academic research ("I know how to read scientific journals and even if this isn't in my field, I still know how to read the lingo"), helping someone write a grant application, and so on.

And yes. It is entirely deliberate that this helps with the fast-statting of NPCs. Training is designed to be pulled straight from a character's Concept - are they a GP? Well, they're pretty experienced, so let's give them General Practitioner 2. Let's say they served in the army when they were younger but are now out of shape - let's give them Retired Soldier 1 and Field Medic 1. And... yeah, let's say they're part of a motorcycle club, so let's give them Hobby Biker 1. Now you've got someone who can do all the things a GP has to do (including listening to people and getting information from people who might want to talk about how they got that rash), in extremes can muddle through if someone gets stabbed right in front of them (possibly by a PC), and can ride a motorbike, because why not?

Interesting! Is there a usual amount that a person would be getting, or is it holistic? Like, some theoretical 'average' to work with in that respect? Also, are Traits basically Attributes? You mention them, but talk about Talents and Training only.

Also, while of course the first focus of a system is on the more average cases, how would you pair Talents and Training with the ability for supernatural beings in both WoD's to go beyond some theoretical human maximum?

Thanks for sharing, by the way, it really does sound interesting.
 
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