1. STUNTING
In EtN, heroic people get things done. More importantly, the universe is happy to let them.
Stunts are rewards for describing your actions in a way that made the table go "ooh"; as such, the lower reward (just a Beat) should be easy to get, while the harder reward should be harder (but not impossible.)
If it was just roleplayed well, then the player takes a Beat; if it made people think, wince, or feel, then the player takes a Beat and restores one Willpower.
A Stunt can do anything dramatically appropriate to the scenery; players should be able to ad-lib crowd reactions or a big bay window to throw people out of.
2. The Rule of Cool
This is more advice than a hard rule, but...
In EtN, heroic people are cool. They could be an ugly-ass Nossie, or a pretty-as-you-please Obrimos, but the point stands that they do cool things. The ST should be willing to dispense with realism in favor of players doing neat things, like swinging on chandeliers or swan-diving out of windows without breaking every bone in their body. Scene editing through stunts should be encouraged, and players should be reminded that nameless NPCs are scenery.
3 - Integrity
EtN does not use Integrity or its equivalents; whenever the rules ask for Integrity (or equivalents), Mortals have it rated at 7, and Supernaturals have their equivalent rated at 5. Do not call for Breaking Points.
4 - Aspirations
When building a character in EtN, write out Aspirations as normal; then pick a long-term one and put a star next to it. That's your Motivation; it works like a normal Aspiration except for the following:
• Completing your Motivation restores a Willpower point in addition to giving you a Beat.
• Social Maneuvering attempts that run counter to your Motivation add 3 doors instead of just 1.
• Motivations cannot be affected by Supernatural powers; Supernatural powers cannot remove or alter a Motivation.
• Whenever you complete your Motivation, your replacement Aspiration must also be a long-term goal, and is your new Motivation.
5 - Regaining Willpower
Instead of choosing a Virtue or Vice, pick three of the following Graces and record them on your sheet; you may only regain Willpower through one of them per Scene. Then, put a star next to one of them; you take a Beat whenever the starred Grace tells you to.
COMPASSION
Regain 1 Willpower: Whenever you show kindness or mercy.
Take a Beat: Whenever you show kindness or mercy to someone who doesn't deserve it.
CONVICTION
Regain 1 Willpower: Whenever you work towards your Motivation despite distractions.
Take a Beat: Whenever you ignore an important obligation while working towards your Motivation.
TEMPERANCE
Regain 1 Willpower: Whenever you turn down luxuries or comfort.
Take a Beat: Whenever you alienate others by turning down luxuries or comfort.
VALOR
Regain 1 Willpower: Whenever you swallow back your fear and rise to the occasion.
Take a Beat: Whenever you refuse to back down or drop an insult.
That should cover a lot of it, at least on the mechanical side.
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