TL;DR - How would you look at implementing generation/blood potency as a background that can be bought during character creation in V5.
In previous editions, particularly V20 generation was something you could take during character creation. This meant that player characters could have a generation ranging anywhere from 8th-16th generation using backgrounds and flaws. Amongst veteran players, generation as a background became infamous as the background taken by power-gamers, usually to the maximum 5-dots allowing for an 8th generation character.
In no small part, the design and lore of the game incentivised this sort of min-maxing. Generation is a very powerful background to have and it can only be raised after character creation via diablerie, a heinous crime in most games. (Whereas other backgrounds can be built up with far fewer complications involved.)
In V5 generation was somewhat uncoupled directly from direct mechanical power, with the mechanical weight instead being placed on blood potency (which is determined/restricted by generation.)
However, there is no option for a character to purchase a different generation or blood potency as part of character creation. (The only option by RAW is to take the Blood Leech predator type.) ST's can allow older characters with more XP, lower generation, and higher blood potency but RAW there's no support for a mixed coterie with varying generations and blood potency.
I've been trying to work out a way to add some of that variety back into the game, whilst also avoiding the issues seen in V20. So far I've had a few different design ideas.
Humanity for Blood-Potency - At character creation players could lose one dot in humanity to gain one dot of blood potency, sacrificing a maximum of three dots. If this took their blood potency above the standard generational maximum, then they decreased the generation by the minimum amount necessary for the new blood potency.
Advantage Dots/Flaws for Blood Potency
As per the core rules, blood potency costs 10x the new rating in XP to increase. For the average player that means it will cost 20xp to increase their character's blood potency. (By course rules that's somewhere in the region of 20 sessions worth of XP.)
However, looking at the Blood Leech predator-type we run into problems. Normally the rule for a predator type is that it provides up to 3 dots of advantages, and then 1 dot fewer in flaws. (E.g. 3-dots of advantages from a predator-type means 2-dots of flaws.) We can also work out the equivalent XP cost of the advantages provided by a predator-type, 5xp per dot of advantages.
In addition to standard flaws though, predator-types can come with associated humanity losses instead. Using the Alleycat predator-type we can work out roughly what this loss is 'worth'. Alleycat provides 3-dots of advantages, meaning losing 1-dot of humanity is equivalent to 2-dots of flaws.
If we then look at Blood Leech, that means to increase Blood-Potency by one, a character is taking the equivalent of 6-points of flaws. 2-dot prey exclusion, 2-dot dark secret/shunned, and the loss of a dot of humanity. Sticking to the maths listed above it means the character should be gaining the equivalent of 35xp's worth of advantages. (Number of flaws provided by a predator-type = number of advantages - 1; the value of an advantage provided by a predator-type is typically 5xp because it's purchasing merits/backgrounds not blood potency.)
35xp is enough to take a character from 1-dot to 2-dots of Blood-Potency with 15xp to spare. Granted, the maths might not hold as well because Blood Leech only provides an increase in Blood-Potency instead of other backgrounds or merits.
Advantage Dots for Blood-Potency - A character's 7-dots of starting advantages can be spent on background merits, the equivalent XP cost for which is 5xp. This would mean that a character could in theory exchange 4 of their starting advantage dots to go from 1-dot blood potency to 2-dot blood potency.
Extra Flaws for Blood-Potency - A character could take extra flaws using a formula similar to the ones for predator types to cover an increase in blood potency, depending on the equivalent xp cost. E.g. going from 1-dot blood potency to 2-dot blood potency costs 20xp, so they could 3-dots of extra flaws. (Blood Potency increase costs 20xp, the equivalent of 4-dots of starting advantage dots; therefore they need 1 fewer dots of flaws.)
In previous editions, particularly V20 generation was something you could take during character creation. This meant that player characters could have a generation ranging anywhere from 8th-16th generation using backgrounds and flaws. Amongst veteran players, generation as a background became infamous as the background taken by power-gamers, usually to the maximum 5-dots allowing for an 8th generation character.
In no small part, the design and lore of the game incentivised this sort of min-maxing. Generation is a very powerful background to have and it can only be raised after character creation via diablerie, a heinous crime in most games. (Whereas other backgrounds can be built up with far fewer complications involved.)
In V5 generation was somewhat uncoupled directly from direct mechanical power, with the mechanical weight instead being placed on blood potency (which is determined/restricted by generation.)
However, there is no option for a character to purchase a different generation or blood potency as part of character creation. (The only option by RAW is to take the Blood Leech predator type.) ST's can allow older characters with more XP, lower generation, and higher blood potency but RAW there's no support for a mixed coterie with varying generations and blood potency.
I've been trying to work out a way to add some of that variety back into the game, whilst also avoiding the issues seen in V20. So far I've had a few different design ideas.
Humanity for Blood-Potency - At character creation players could lose one dot in humanity to gain one dot of blood potency, sacrificing a maximum of three dots. If this took their blood potency above the standard generational maximum, then they decreased the generation by the minimum amount necessary for the new blood potency.
Advantage Dots/Flaws for Blood Potency
As per the core rules, blood potency costs 10x the new rating in XP to increase. For the average player that means it will cost 20xp to increase their character's blood potency. (By course rules that's somewhere in the region of 20 sessions worth of XP.)
However, looking at the Blood Leech predator-type we run into problems. Normally the rule for a predator type is that it provides up to 3 dots of advantages, and then 1 dot fewer in flaws. (E.g. 3-dots of advantages from a predator-type means 2-dots of flaws.) We can also work out the equivalent XP cost of the advantages provided by a predator-type, 5xp per dot of advantages.
In addition to standard flaws though, predator-types can come with associated humanity losses instead. Using the Alleycat predator-type we can work out roughly what this loss is 'worth'. Alleycat provides 3-dots of advantages, meaning losing 1-dot of humanity is equivalent to 2-dots of flaws.
If we then look at Blood Leech, that means to increase Blood-Potency by one, a character is taking the equivalent of 6-points of flaws. 2-dot prey exclusion, 2-dot dark secret/shunned, and the loss of a dot of humanity. Sticking to the maths listed above it means the character should be gaining the equivalent of 35xp's worth of advantages. (Number of flaws provided by a predator-type = number of advantages - 1; the value of an advantage provided by a predator-type is typically 5xp because it's purchasing merits/backgrounds not blood potency.)
35xp is enough to take a character from 1-dot to 2-dots of Blood-Potency with 15xp to spare. Granted, the maths might not hold as well because Blood Leech only provides an increase in Blood-Potency instead of other backgrounds or merits.
Advantage Dots for Blood-Potency - A character's 7-dots of starting advantages can be spent on background merits, the equivalent XP cost for which is 5xp. This would mean that a character could in theory exchange 4 of their starting advantage dots to go from 1-dot blood potency to 2-dot blood potency.
Extra Flaws for Blood-Potency - A character could take extra flaws using a formula similar to the ones for predator types to cover an increase in blood potency, depending on the equivalent xp cost. E.g. going from 1-dot blood potency to 2-dot blood potency costs 20xp, so they could 3-dots of extra flaws. (Blood Potency increase costs 20xp, the equivalent of 4-dots of starting advantage dots; therefore they need 1 fewer dots of flaws.)
Comment