What a Wonderful World
As this game combines CX and WOD, it will be helpful if you review the CX Conversion Notes so that certain traits make more sense.
The notes are here
Characters begin with a basic WOD Mortals Template:
- All Attributes set to 2.
- Academics and Athletics set to 2.
- Computers, Crafts, Brawl, Drive, Empathy, Expression, and Socialize set to 1.
- EITHER Intimidation OR Persuasion set to 1.
- EITHER Subterfuge OR Streetwise set to 1.
Characters then get 180 XP, indicating seasoned characters but not advanced ones, with which to build up their characters from the basic template. Improvements are purchased according to the chart found on page 35 of the WOD Basic Book. Remember that attributes, skills, and merits have to be “bought-up,” meaning that to get from Strength 2 to Strength 4 you have to buy Strength 3 and then Strength 4.
Characters MUST Purchase a minimum Influence of 1 in one (and only one) of the following CX Credentials. This indicates their “home agency,” the group that originally trained them. Characters may pick up any Connections (including to their original organization), Strings, or Contacts that they can afford, except they may not select them for any AEGIS Credentials. The strength of these Connections is based on the Character’s Influence with their “home agency.” Characters may not purchase Status or Influence with any other group, and it is strongly suggested that there not be more than one character from each Credential:
- CIA Agent
- DEA Field Agent
- USMS SOG Marshal
- USSS Agent
- FBI Field Agent
- Army Ranger
- Navy SEAL
- DIA Field Investigator
- BATF Field Agent
- Criminal, Either Violent or Non-Violent
Characters get two flaws for which they get no points and these CANNOT be bought off:
- Severed Ties
- No Records
The Rule of Five is ignored. The skills list on the character sheet is by no means complete; additional skills that are not listed do exist and may be requested. Characters may only purchase skills to three dots or higher if the skill is in the Professional Skills list for their credential. Remember that some skills listed in the Professional Skills for a credential are actually setting which specialties may be taken (for instance, Small Arms Pistol or Autofire, which are both specialties for the Firearms skill).
Developing non-professional skills to three dots or more requires specialized training that will only be possible in-game, and the possibility depends heavily on the makeup of the party. The skill of Training is not in any credential’s Professional Skills list, so the party will be dependent on training from the various agencies (String Pulling).
Purchasing any skill at three requires purchasing a Specialty in the skill. Purchasing the skill at four requires purchasing a second Specialty. Purchasing the skill at Five requires purchasing a third and final specialty. Additional specialties CANNOT be purchased, and specialties can only be purchased when the skill advances to the required level. Applications of the skill outside of the Specialty (or Specialties) known are rolled with a one-die penalty. So, if a character has Firearms at 4, with Specialties in Pistols and Rifles, if he is shooting a Shotgun he only gets to roll 3 of his Firearms dice.
Special note on Brawling and Martial Arts Skills: Selecting either at rank one or two grants no moves or combos only the most basic ability to hit the enemy (Brawling without moves is based on Strength while Martial Arts without moves is based on Dexterity). Combat moves from CX are acquired as part of selecting skill specialties for these two skills. Specialties are selected from the Styles listed in the AEGIS book and which ones are available are based on which skill they are associated with. This means that someone who has a rank of four in Martial Arts and rank of four in Brawling has a total of four styles they’ve learned… and that all of the collected move/combo options can be interchanged and used fluidly in combat. Keep in mind that some styles have other skill requirements to use them properly, such as the Gymnastics specialty of Athletics, the Gun Fu skill, various specialties of the Melee Weapons skill, and so on.
Special Note on Occult, Parapsychology, UFOlogy, Cryptozoology, and other “fringe skills:” For this campaign, none of these skills appear in anyone’s Professional Skills list, and taking them at all will require some serious explanation as to why skills that “normal” people consider “ridiculous” at best would rise to a level of an actual skill dot or two for the character.
Special Note on Languages: Languages will be handled as a WOD Merit. All characters will start with one dot in Languages for free (representing their native language), with no upper limit in dots to be acquired other than cost. Each dot adds a number of languages equal to the rating being purchased. So, a character who purchases a second dot (four XP in cost) gains two more languages. The merit reflects actual conversational fluency at a level indicated by their Intelligence score. This merit is used to reflect conversational fluency in any language, including “old” or “dead” languages like Latin or Aramaic, and also can reflect conversational fluency in non-spoken languages like American Sign Language. Intelligence may be called upon to be rolled to understand finer points, slang, obscure dialects, and so on.
Only ONE additional flaw may be picked up for extra XP, but all selections require DM approval and all additional flaws are STRONGLY discouraged. Supernatural Corruption and Wanted are flatly NOT allowed. Codes of conduct are encouraged – if Code is the flaw selected, up to three may be chosen as the “one additional flaw.” Remember that Codes must be absolute black-and-white statements with no grey area, such as “never kill a child.”
Morality for all characters is set to a value of seven. It may be purchased up to eight at a cost of 16 XP, but may not be sold down.
All Characters will be Humans only. No Forgotten, no Hybrids, no Sleepwalkers. “Sleepwalkers” includes those with the True Faith Merit.
Characters may select paranormal merits and traits: They may be Nano-Augmented, Psychic, Psink, or Focus, but no character may have more than one of these traits. In other words, a Psychic may not have Augs, and a Nano-Augmented individual may not also be a Psink. These traits should be taken cautiously as they have serious future implications for any character who has them. Included in “paranormal traits” is an off-book trait, “Hero,” that costs a flat 30XP. No more than one member of the party may take the “Hero” trait, unless EVERYONE takes it.
“Hero:” The character has a randomly selected (rolled by the DM) abnormal ability, one which could be called “superhuman.”
- Superhuman Strength – Before rolling any Strength based roll, remove one die from the pool and that die is considered an automatic success. This trait may be improved in-game, but may never exceed a rating of the character’s Strength.
- Regeneration – The character heals at twice the rate of a normal human with no stabilization or healing rolls needed. The character may not take the Quick Healer Merit, and this does not prevent death. This trait may be improved in-game, but may never exceed a rating of the character’s Stamina.
- Body Armor – The character is able to automatically shrug off one point of Lethal or two points of Bashing Damage per attack. This trait may be improved in-game, but may never exceed a rating of the character’s Stamina.
- Mimicry – The characters efforts to disguise or hide their forms, or to mimic someone’s else’s voice have one die removed from the die pool and considered an automatic success. The character may not take Striking Looks or Exceptionally Average. This trait may be improved in-game, but may never exceed a rating of the character’s Appearance.
- Hyper-Senses – One die is removed from any Perception based pool for sensory input, and that die is considered an automatic success. This trait may be improved in-game, but may never exceed a rating of the character’s Perception.
- Analysis – Dice pools related learning things about objects the character touches have a single die removed and treated as an automatic success. This typically translates to one fact that is able to be guessed at without any actual testing (i.e., is that red stuff on the wall dried blood or paint, without any real test performed). This trait may be improved in-game, but may never exceed a rating of the character’s Intelligence.
- Hyper-Kinesthesia – Physical tests based on Dexterity have one die removed from the pool and that die is considered an automatic success. This trait may be improved in-game, but may never exceed a rating of the character’s Dexterity.
- Hyper-Willpower – Expenditure of Willpower for this character works like it did in the original WW system instead of the CX/WOD system. This means that an expenditure of Willpower can be used to buy one automatic success if the die pool as long as the dice pool is greater than zero, or may be used to buy off one success of an enemy (but cannot cause critical failures). This trait may be improved in-game, but may never exceed a rating of the character’s Willpower.
A note on “automatic successes:” The Hero abilities that create automatic successes cannot make the impossible happen; in fact, some Df modifiers may make it that the dice pool (which includes the successes) is reduced to a chance die.
Nano-Augmentations may be purchased from the Atlantean CX book, and will only operate at the Human levels. If there is no “human effect” listed, the Aug may be purchased subject to DM approval and a DM determination of “human effect.”
Psychic talents will all be purchased from the Shadows of the Mind book and NOT the WOD Merits Handbook. Also, they must be purchased at the Non-Professional costs due to being self-trained. Any training that lists a Non-Professional cost is available for selection, and any that lacks a Non-Professional cost is unavailable. Classifications in Psychic Disciplines of course still must be purchased before trainings can be purchased and degree of Classification assigns Psi-Points as normal. A Psychic character must specify their “type” of connection to the paranormal – Standard, Open Question, or Universal Consciousness.
- Standard indicates that the character’s psychic information gathering abilities (if any) will develop in a very rigid and very reliable way. The character asks yes-or-no questions only, and the answer is guaranteed to be correct; this means that Precognitives cannot change the future they see.
- Open Question indicates that the character’s psychic information gathering abilities (if any) are significantly more flexible, open to interpretation, and are not static or immutable. This means that Precognitives have a chance to change the future, if they can figure out what the vision means.
- Universal Consciousness indicates that the character’s psychic information gathering abilities (if any) embody the saying “I told you what you needed to know, not what you wanted to know.”
If characters wish to learn any Rituals, they are selected from the Forgotten Rites CX book, and are sharply restricted:
- Each Ritual Style is a wholly different skill instead of specialties in the single Ritual Skill.
- Each character may only learn ONE Ritual style, and characters may not go above two in the appropriate Ritual skill because it is not a Professional skill.
- Characters may only know ONE ritual at game start.
Any ritual learned represents something important in the character’s past; a “crazy” grandmother who taught them some bit of lore from the “old country” that actually worked, or a parent with strong enough faith that the old “blessing” worked, or an accidentally successful experiment with contacting the “other side” in college, and so on. Players are encouraged to flesh out this source and be original.
Characters MUST purchase the Communication Training, and SHOULD purchase other trainings to make their lives simpler. One meta-game item for the players to consider: Zero-G Training is unlikely to be needed… but not impossible. ;)
Characters MUST have a Willpower of six or greater, meaning they have to buy at least two dots of attributes during character creation.
Characters may not have a Resources rating higher than one at game start.
Other traits and merits may be purchased from the AEGIS Handbook using the conversion CP = XP or from the WOD Merits Handbook using XP to purchase the merit dots. All Merit selections are subject to DM approval.