1 The Path and the Way: Using The System, Copyright Held by Eric Kienitz Confidence – This rating measures how confident a character is in their belief on how reality operates. There is both a permanent Confidence dot rating and a temporary Confidence dot rating. The temporary Confidence rating cannot exceed the permanent Confidence rating. The temporary Confidence rating measures how confident a character is as opposed to how confident a character can be. The more confident a character is the easier it is for them to utilize the powers of Paths and Ways. Confidence is a latent, passive rating that is neither rolled nor used up but can be destroyed by events or grown with experience. Generally speaking, a character can only be stopped from utilizing an active power by someone who’s Confidence is equal too or higher than the character’s, as described in the sections under the heading of Confidence And Skewing Power Manifestation. Confidence And Skewing Power Manifestation – Confidence effects how powers are manifested during normal circumstances and Willpower Combat. When a character succeeds on a power activation roll their power can manifest skewed, especially if their target is another Path and Way character that they have engaged in Willpower Combat. The sections Confidence And Those With Will, Confidence And The Completely Ignorant, and Confidence And The Use of Powers Around P & W People give special rules for when a character is attacking or is just 2 around others. Note that the GM always chooses in what way a power will be skewed. This is because the way in which a power will be skewed is very dependant upon the circumstances surrounding the activation of the power (the environment, number of opponents, type of power, the user of that power, bystanders, etc.). GMs take note, this is not a backfire or failure of the power, it is only an alteration of the power. The power has deviated from its intended form. If a power is meant to create a bright light source around a character and it becomes altered, the light might come out blue, or ultra-violet, or completely off the visible spectrum (not enough to irradiate anyone, though). If a power is meant to lift and toss a rock maybe the rock is tossed in the wrong direction (still away from the user) or is lifted 30 feet in the air and dropped, or maybe it only goes half as far as it should have. The GM, before they start their campaign, must make an important decision: Just how altered does altered mean? On a 10-sided die, the kind of die this game assumes you are using, 1 through 5 is one half of the 50% and 6 through 10 is the other half of 50%. GMs have the option to use a sliding scale of severity when it comes to a skew. For example, a 1 could mean that the tossed rock is going directly into the dirt beneath it. A 3 could mean it goes in the wrong direction. A 5 could mean the rock gets lifted properly and goes in the right direction but it only gets half way to its target. At 6 and above (7, 8, 9, and 10) the rock does exactly what it was supposed to do. Remember that 0 represents a 10 on a 10-sided die. In this way a GM has some help in determining what a proper alteration to a 3 power should be. Or a GM could simply assume that if the chance roll comes up against the user the power being used will do anything but effect the target. Or the GM could make another 50% chance roll after the first to determine whether or not the power will still effect the target. Or the GM could come up with their own method. The first option (each skew is completely determined by the GM on an individual basis, with the aid of a sliding 1 through 10 scale) is the option that is assumed in this manual as it gives the most opportunity for role-playing. One last thing to take note of, when an active power’s difficulty is being raised in the manner described in the Presence Pressure subsections below this heading, the power effected can be a Way or Path power – if it is a Path power then Presence Pressure is based on a character’s Path dots, if it is a Way power being used then Presence Pressure is based on a character’s Way dot rating. An active power is, generally speaking, a power that is activated by a roll. Confidence And Using Active Powers Around P & W People – This section deals with the use of active powers around others who have, at least, a Path. Only Path and Way users need ever be engaged in Willpower Combat. Power Skews – When a character is in the presence of others who share a different Path or Way than they, only one of those other persons has to have a higher temporary Confidence rating to create a 50% chance that any active power the 4 character uses will be skewed. In other words, if a character is merely around 1 other P & W character with a different set of beliefs (which probably means different Paths and Ways) and who has a higher temporary Confidence rating, any active power the character uses can be altered. This rule applies in both friendly and combat situations with other P & W characters. Remember: only the presence of these other characters is required. As an example, a character wants to use a power on a building. This character is around a friend who has at least a Path. The character has a temporary Confidence rating of 6 and the friend has a temporary Confidence rating of 7. The character’s power now has a 50% chance of being skewed simply by their friend’s presence. When one character is around non-hostile P & W characters who have the same temporary Confidence rating as that one character, that character’s powers will always work normally as described by their section. To continue from the example above, if the character and the friend both have a temporary Confidence rating of 6 the character can use their power exactly as though the friend weren’t there. When a character is using an active power directly on a hostile opponent who has at least a Path (in other words during Willpower Combat) and 5 both of their temporary Confidence ratings are equal, that attacking character’s power has a 50% chance of manifesting skewed. To continue using the same example, the character decides to use their power on the friend instead of the building. The character succeeds in activating their power. The character and the friend both still have temporary Confidence ratings of 6. Because the friend is now hostile towards the character the power activated has a 50% chance of going off improperly. Finally, if a character is using an active power on a group only 1 person in that group needs to have a higher temporary Confidence rating to skew a power (if friendly). If the group is hostile to the character using a power, only 1 person has to have a temporary Confidence rating equal to the character’s to cause a skew. Presence Pressure – When a character is around 2 others (who at least have a Path) for every dot the character has in a Path or Way associated with any active power being used, the difficulty of utilizing the power is raised by 1 – and these other characters do not have to have a higher Confidence rating than the character to effect them in this way. As an example, a character intends to use a Way ritual. The character has 3 dots in the Way associated with the ritual. 6 The character is around 2 people (who at least have Paths) for every one of their Way dots, for a total of 6 people around the character (3 Way dots multiplied by 2 is 6). If the difficulty of the Way ritual was 7 it is now 8. If the character had 4 dots in their Way 8 people would have to be around them to raise the difficulty by 1. Every 2 people past the amount necessary to raise the difficulty by 1 raises the difficulty by 1 again. For example, if a character is using a power from a Way they have 5 dots in and they are around 10 people the difficulty will go up by 1 (if it was 6 it is now 7). If that same character finds that they are around 12 people while trying to use their Way they have 5 dots in, the difficulty again rises by 1 – 10 to raise it by 1, 2 more past 10 to raise it again. If the character is around 14 people who have at least a Path the difficulty goes up by another 1. At 14 people the total difficulty has gone up by 3 (if the difficulty were 6 it would now be 9). Once the first threshold is reached every 2 additional presences with a Path (each of whom does not believe as the character does) raises the difficulty by 1 again. This is because a person of a particular Path or Way is, in addition to always subconsciously bending reality around himself or herself to better fit their point of view, certain that only their beliefs 7 are correct and therefore anyone using another belief system is incapable of succeeding (even if this certainty is subconscious). Thus Path and Way characters, especially Way characters, tend to stick to groups of like-minded people who believe as they believe. Please note that the difficulty to use an active power will not go above 10. Confidence And Those With Will – This section deals with characters that know their will can effect changes to reality but who do not have a Way or a Path. Ritual magicians (such as those who use Kabalistic rituals), Wicca’s, witches, and actual (Pathless) psychics are the kinds of people who fall into this category. Note that these opponents do not have to be fought using Willpower Combat. To use a power on this type of person a character need only activate their power as described by their power’s section. Power Skews – Unlike another Path and Way enabled person, a character who does not have at least a Path cannot effect another character by their mere presence. The only time a power is ever skewed by this type of person is when they are directly attacked by an active power. And, also unlike an opponent with a Path, these people must first know that a power is being used on them. For example, if a character successfully uses a power on a person who knows their power of will, but has no Way or Path, and that person 8 doesn’t know a power is being used on them, the power will not be skewed. If a person (or target) upon whom a power is being used does know, the power will be skewed according to that person’s temporary Confidence rating. If a target has a higher temporary Confidence rating than an attacking character then the power has a 50% chance of being skewed in a fashion determined by the GM. If the target has an equal or lower temporary Confidence rating the power is not skewed and goes off as normal. For example, a character is using an active power on a person who has the power of will but no Path. The character has a temporary Confidence rating of 5. The targeted person has a temporary Confidence rating of 6. The power now has a 50% chance of being altered because the target’s temporary Confidence is higher than the attacking character’s temporary Confidence. To examine another scenario, again a character is using a power on a person who only knows about Willpower. This time the character and the person being attacked both have temporary Confidence ratings of 6 (they both have the same rating). In this instance the attacking character’s power activates as it normally should because the targeted person doesn’t have the temporary Confidence to cause an alteration. To put it simply, 9 someone with no Way and no Path, but who does know their Willpower can effect reality, can skew a character’s active power if their temporary Confidence rating is higher than the user of the power – if they know the power is being used, and if the power is being used on them. If a character is using an active power on a group of people who fall under this section half of them (50%) must have a temporary Confidence rating that is higher than the character’s to skew a power. Presence Pressure – The mere presence of those who know their power of will over reality can increase a character’s difficulty to use their active powers. None of the people who effect a character in this way have to have a higher temporary Confidence rating, nor do they need to know a character is using an active power, nor do they have to be hostile. They do, however, have to have a different set of beliefs than the character. Since this section deals with people who have knowledge of will but no Ways or Paths it is almost guaranteed that they will have a different set of beliefs. To increase a character’s difficulty to use their power there must be 3 will-knowledgeable people for every dot the character has in the Path or Way associated with the power the character intends to use. If this prerequisite is 10 met the difficulty rises by 1. For example, a character trying to use a Way ritual has a 2 dot Way rating for the Way the ritual is listed under. The difficulty to use the ritual is 5. If there are 6 will-knowledgeable people around the character using the ritual the difficulty goes up by 1, making it 6 (five plus one equals six). If a character using a Way has 3 dots for their Way then 9 people must be around them to increase the difficulty by 1. If 12 willknowledgeable people are around a character with 4 dots in a Way the character is using a power from the difficulty goes up by 1. The presence of every 3 opponents past the amount necessary to first raise the difficulty by 1 increases the difficulty by 1 again. For example, when a character is using a power from a Way they have a rating of 5 in, and the character is around those who know of the power of will (but who have no Ways or Paths), the difficulty will go up by 1 if there are 15 people around the character – all of whom have different beliefs about reality. If 3 more people show up when the character is using the power they have 5 dots for, making a total of 18 people, the difficulty goes up again by 1. So if the difficulty were 4 it would now be 6. If another 3 people arrive to make a total of 21 people the 11 difficulty goes up by another 1, creating a difficulty of 7. The difficulty cannot go above 10. Confidence And The Completely Ignorant – Most of the people a character is going to encounter have never heard of a Way, know nothing of Paths, and think the idea that Willower can change reality is a new age fad. To Way and Path users alike these people are known as the Ignorant. These people never have to be engaged in Willpower Combat. To use an active power on a normal person a character only has to roll their power as they would if the person were an inanimate object. It is very unlikely that any belief system a normal person holds will match a Way or Path character’s. Now is a good time to make one thing clear: almost everybody has a belief system. A belief system can be a particular philosophy, a religion, science, or anything else a GM thinks is qualified. Power Skews – The presence of someone who does not even know the power of their Willpower can never alter an active power. However, if a normal person realizes that a character is about to do something to them their subconscious will try to stop what is happening. If a normal person has a temporary Confidence rating 3 or more dots higher than a character using a power on that person, the power will have a 50% chance of manifesting skewed. For example, a character is using a Way power on a normal 12 person – one who knows something is about to happen to them. The character’s temporary Confidence rating is 5. The normal person’s temporary Confidence rating is 8 (maybe they are a Buddhist, though a corporate lawyer is probably pretty sure about their reality too). Because the normal person’s 8 is 3 dots higher than the character’s 5, the power the character is using now has a 50% chance of being skewed. When a character is using a power on a group of the Ignorant every single person in that group (100% of them) must have a temporary Confidence rating 2 dots or higher than the character’s to cause a skew. Presence Pressure – When there are at least 10 completely normal people for every dot a character has in the Path or Way associated with an active power then the character’s difficulty to activate their power is raised by 1. Every time there are 10 people per dot past the initial amount necessary to raise the difficulty by 1, the difficulty gets raised by 1 again. As an example, a character is using a Way ritual. The character has 5 dots for the Way associated with the ritual. The difficulty to use the Way power is 7. If there are 50 normal people around the character the difficulty goes up 1 (raising it from 7 to 8). If another 50 people show up (10 more per dot past the initial 10 per dot) the difficulty 13 for the character to use their power is raised by another 1, creating a difficulty of 9. So at 100 people the character’s difficulty to use their power is raised by 2. At 150 people the difficulty goes up 3, making it 10. At 200 people the difficulty is still 10 because the difficulty cannot go above 10. Confidence And Using The Paths And Ways – To use a Path or Way a character must have at least five dots of permanent Confidence. This is considered a normal amount of Confidence in one’s reality and is held by most people who do not question the world around them. A character who drops below five dots of Confidence is no longer able to use their Path and Way powers, either passive or active, and is unable to learn a new Path or Way. This is because the character no longer even has an average amount of Confidence in himself or herself or reality. Regaining Confidence is dealt with in the sections under the Being Confident heading. A character that starts the game on a Path or Way must start with a permanent Confidence of 5. A character who starts the game without a Path or Way can start with any Confidence rating they wish – depending on points available during the character creation process – but must have a temporary and permanent Confidence of five or higher before they can choose a Path or Way. 14 Loosing Confidence – Permanent Confidence can be lost normally by experiencing some sort of shattering event, trauma, or failure (like brainwashing or failing to save your child). The GM will determine the seriousness of the trauma required for loss according to an individual character. To prevent loss of permanent Confidence due to a traumatic or unusual situation a character may roll their favored personality trait (Rational or Irrational) against a difficulty determined by the GM (who bases the difficulty on the experience but makes it no lower than 6). This is the character’s attempt to try and get a “handle” on what they’ve just been through. Note that when a character is introduced to a set of circumstances that contradicts or defies their own beliefs (such as a talking ice cube) this falls under the category of trauma. If successful, the character doesn’t loose any permanent Confidence. If a character fails this roll they loose a dot of permanent Confidence. One may also deliberately loose Confidence by tearing down their own belief system. First, a character needs an example of why their old belief system is incorrect (how good an example is up to the GM). The character then rolls their temporary Willpower against a difficulty of 8 (it is not easy to convince yourself you don’t know or feel what you do know and feel). The character must get as many successes as they have permanent Confidence points. Every totally successful roll drains a temporary point of Confidence. It could be argued that this might make the task impossible for characters that don’t have enough Willpower dice, but keep in mind 15 that in reality sometimes some people don’t have the Willpower to do such a difficult task. When a permanent dot of Confidence is lost a character will have a full temporary Confidence rating at their new, lower, Confidence level. Loosing Temporary Confidence – If a character looses all temporary Confidence this has no other immediate effect than to make them incapable of utilizing any abilities, either active or passive. If a week (seven days) goes by and the character cannot regain any temporary Confidence they must roll their appropriate personality rating (Rational or Irrational) against a difficulty of 5 to reaffirm that yes, their believes are sound. If this roll is failed then a permanent point of Confidence is lost. Confidence And Failing To Use A Power – If a character fails their activation roll in the presence of another person that character must roll their Rational or Irrational rating (depending on their personality) at a difficulty of 5 to prevent the loss of a temporary Confidence dot. A character is trying to convince himself or herself with this roll that they only failed because of those around them. When a character fails an activation roll while alone or in the presence of those who believe the same as the character, they always loose a temporary point of Confidence. A character automatically looses temporary Confidence in this situation because there is no way for them to excuse their failure. When a 16 character botches a roll (any roll) they always loose a permanent point of Confidence – if the botch is immediately apparent. Botching when putting back together the car won’t cause a character to loose Confidence if they will only notice the mistake later. On the other hand, if they put the engine in the trunk they might have to roll. If a character has never used a certain power or ability before, a botch or failure will never cause the loss of Confidence (either permanent or temporary). This is because a character does not usually expect themselves to be proficient at something until they have succeeded at least once. Being Confident – To increase a character’s Confidence rating first they must have their temporary Confidence at its maximum. Next, a character must have enough experience using the powers or attributes of their Paths or Ways before being eligible to get another Confidence dot. After using their powers enough times a character will have the experience (and therefore the added confidence) necessary to raise their permanent Confidence rating. If a character has only a Path with passive abilities they can increase their permanent Confidence in the same way that a character with less than 5 dots of Confidence can (by affirming their believe in their Path, as described later in the On The Edge Between Zero And Five Confidence section). When a character is utilizing a mentor their mentor can help raise the character’s Confidence. To aid a character in this way a 17 mentor must be present during the character’s use of their powers and abilities. When a character has succeeded at using an ability or power (such as using their Mind Path abilities to succeed better in social situations) the mentor needs to make it clear to the character that it was the character who made things happen. For example, a mentor could point out how the character’s Mind Path allowed them to see the subtle signs of voice and body language. Then the mentor could point out that the character’s Path is not a separate part of their being, that it was the character reaching beyond human normal to accomplish something most others need years of training to do. If a GM thinks that a mentor has added to an experience a character can gain more experience points than they normally would. The amount of added experience depends on how well the mentor aided the character – in the GMs opinion. The added amount of experience can be anything, either 1 extra point or a 1000 extra points. The primary thing a GM should keep in mind is that a mentor can only help to build Confidence through role-playing. See the Mentors section for further details. A character can, as a last resort, buy a dot of permanent Confidence once every month of passive ability use (if their passive ability only benefits social roles, for example, a player must go out and be social every day). When a new dot of permanent Confidence is attained a character’s temporary Confidence fills to the new limit. Regaining Temporary Confidence – Temporary Confidence can be regained by role-playing with a mentor (in a way determined by 18 the GM, such as intensive study), by successfully using a power that a character originally failed at activating, by using other powers (including passive ones) successfully every day for a week, by role-playing, or by rolling dice. If a character successfully uses a power they originally failed at using, a dot of temporary Confidence is regained automatically. Once a dot has been regained this way a character cannot gain any more Confidence through this method – unless they fail at using another power then reuse it successfully. When a character has successfully used their powers or abilities every day for seven days (a week), on the 8th day, after sleeping, they automatically regain a dot of temporary Confidence. This means that when they wake up after seven days of successful Path or Way use a character will have another dot of temporary Confidence. The last two options (role-playing and dice rolling) are more for those characters who have no temporary Confidence left. If these characters do not have access to a mentor they may seek out some sort of supernatural event such as the use of an active power by another. In this case a character may roll their Rational or Irrational rating (whichever is appropriate) against a difficulty of 5. The character, if successful, confirms that such things are possible and that reality is not as the school system taught them, and also reaffirms that they are not crazy. They then gain a point of temporary Confidence. Or a character could role- 19 play with other characters who have a high Confidence in what they themselves believe, showing the character that one does not always need proof to have Confidence in something (after all, almost everyone believes the world is round, even those who have not left their home town). Or the people a character role-plays with can try to make him or her reconfirm that extraordinary things are possible. Whenever a GM feels that a character is about to be convinced (or re-convinced, as the case may be) that they can do what they set out to do, the GM can have the character roll their Rational or Irrational rating against a difficulty of 5. Only 1 success is required. If the character succeeds they regain a dot of temporary Confidence. The role-playing method has a wide range of options to raise temporary Confidence – basically any method the GM feels is appropriate to their campaign (see the On The Edge Between Zero And Five Confidence section for more ideas, as most of these can be applied to gaining temporary Confidence as well). GMs please note that role-playing to regain temporary Confidence doesn’t necessarily require dice rolling. If a GM chooses to forgo dice the role-playing aspect of regaining temporary Confidence should take time, and a lot of it. Remember that not every minute of time needs to be role-played. The GM and players can simply decide how a conversation would have gone and what actions might have been taken. The final, back up way 20 for a character to regain temporary Confidence is to roll their Rational or Irrational rating every day for a week (seven days) against a difficulty of 11 minus their permanent Confidence. Consequently, if a character has a permanent Confidence rating of 5 the difficulty of the rolls would be 6. If the character has 10 dots of permanent Confidence the difficulty would be 1. A character may make this roll only once per day. If they succeed every day the character regains a dot of temporary Confidence on the 7th day. On The Edge Between Zero And Five Confidence – A character between a zero and five Confidence rating understands still what Confidence felt like, or might feel like (at the very least they realize it is desirable) and will seek naturally to increases their permanent Confidence rating. Any means reasonable to the character will be used – drugs, religion, science, or even popular opinion. Roll the character’s Rational or Irrational thought rating, based on what their personality type favors, at a difficulty of 7 to see if the character integrates an aspect of a view of reality they might find favorable (one person might find more in common with Dianetics, another the Koran, another might find an experience they had on drugs revelatory). This must be something the character would consider solid knowledge about the universe at large, including a Path or Way if they have been introduced to one. Note that characters who do not have a Way or a Path can use 21 these methods. Remember that their temporary Confidence must be at its max limit. If the character already has a Path and/or Way this knowledge should at least touch on them. For example, a character thinks or feels a certain way about reality (their system of belief). Let us assume that the character is into consciousness expanding drugs. During the next time the character uses a hallucinogen, such as LSD, they observe the behavior of those around them. While observing these people the character tries to find underlying patterns of behavior. When the character finds these patterns they can roll their Rational or Irrational thought rating (whichever they favor) against a difficulty of 7 to integrate their observations of those around them. This character has just made himself or herself feel more Confident by being absolutely sure of what they know. Remember that the character’s conclusions do not have to be accurate – the character only needs to think they are right. GMs please feel free to raise or lower the difficulty of this type of roll. Also, make a point of role-playing these sorts of experiences with players. It shouldn’t be too easy to become permanently more confident in beliefs. A character who already has a Path or Way and has dropped below five permanent Confidence dots is incapable of utilizing their abilities but can regain their Confidence by studying or somehow acquiring experiences that reconfirm their belief in their abilities. When the 22 proper experience has been garnered the character will then roll their Rational or Irrational rating against a difficulty of 6. This is whenever the GM feels the Way or Path character has done or come across something that will bolster their belief. Zero Confidence – A Confidence of zero is dangerous to a character, especially for one that does not a have a mentor or guide to build them up again. This is because someone with a Confidence of zero requires outside intervention or events to regain it. A character not already on a Path or Way becomes completely incapable of acting in any way other than to fulfill bodily needs or urges. Unless their Willpower has dropped to zero as well, a character can still hold down a job and have some sort of minimal life (assuming the trappings are already in place). If not, the character may find himself or herself on the street very quickly since even choosing where to go or what jobs to try for is nearly an impossible task. The character will want to acquire money for food and shelter because their body needs food and shelter, but most or all of this character’s decisions must be made for them. They may have the will to carry a task out, but they can no longer choose a task. The character will still wish to pass the time in some minimally pleasing manner, such as watching TV. But the character has now become a non-entity. They will not act to maintain a social life. Others can easily convince the character to do anything that would not put the character in jeopardy. The character will 23 likely not even have a favorite show – they just know that stimulation is better than the lack of it. They are now playing it safe, just passing the time until they die a natural death. Keep in mind, when in the presence of someone with Confidence and a minimal ability to persuade others the character’s view on what is safe or good can be easily altered. The GM sets the difficulty of persuading a zero Confidence character to do anything. The GM bases this difficulty on what it is the character is being persuaded of, and how dangerous it would be under the purview of instinct (which is all a zero Confidence character really has). The difficulty is always low, but the difficulty of convincing the character they like something as mundane as beats where before they didn’t even like vegetables at all is zero. A character like this is the perfect target for a cult or organization. Path and Way Enabled Characters With Zero Confidence – A character who has had a Path or Way will not immediately fall into the above state. They can still remember that they once knew something, could do things that seemed extraordinary. For the first two weeks the Path or Way character can roll their temporary Willpower against a difficulty of their Rational or Irrational rating (depending on which is the favored type for the character’s personality) to stop the downfall and begin a recovery. These aspects are no longer working for the character because they aren’t really working at all; the character no longer even has confidence 24 in their own mental functioning. The character must will their mind to work again, to realize that they can make the correct choices. The character must relearn that they do know how to do something, something almost no one else knows how to. The character gets to make this roll once a day and has to get at least one success every day for a week straight to prevent the degeneration of their mind. Only 1 success a day is necessary. Each botch subtracts a success but has no other effect. If they succeed for a whole week the process is held in stasis. The character may still continue to roll, and if they do succeed every day for another seven days they can regain a point of permanent Confidence back. If they fail at any point, or choose not to roll, a new seven-day period starts and they must gain a success every day for seven days to continue to prevent their downfall. In other words, every time a character fails after rolling successfully for a seven-day period another two-week grace period starts. For example, a character has just lost all of their permanent Confidence. They have a temporary Willpower of 4. They have a Rational personality type so their Rational rating is used to set the difficulty. The character’s Rational rating is 8 so the difficulty of the roll is 8. The character rolls and gets 1 success. If the character succeeds every day for 7 days the degenerative process is stabilized. The character decides to keep rolling for another 7 days. 25 Every day for the next 7 days the character successfully makes their roll. At the end of the next seven-day period (basically after rolling successfully every day for 14 days) the character regains a dot of permanent and temporary Confidence. To continue examining this scenario, let us say that the character failed on the 9th day of rolling. This means that they succeeded for seven days, stopping their mental degeneration. But on the second day of rolling for their next seven-day period the character has failed the roll. As soon as the character fails a new two-week (or 14 day) grace period starts. The day they failed their roll is now the 1st day of the new 14-day period. To prevent their mental degeneration the character must succeed at their roll every day for seven days. If they do the degeneration is held in stasis and they can try to roll successfully for another seven days to regain their Confidence. When a 2-week grace period starts a character only has those 2 weeks until they succeed for 7 days straight. As a result, if a character reaches the 7th day of the grace period they must succeed every day thereafter. If a character only starts consistently succeeding on their roll after the 9th day they might as well not even try because they cannot get the required seven days of successes (considering the circumstances one might find this an ironic twist of fate). If a character has failed by the end of the twoweek grace period the memories of their powers and abilities 26 become dim and unreal. The character now looses all dots above the first in all their Paths and Way permanently, even if the character were to somehow miraculously return to five dots of permanent Confidence or more. These lost Path and Way dots must be gained again in the normal fashion for characters. A character then gets another two-week grace period where they can continue to roll to prevent their mental degeneration. This is done exactly like it was done before – the only difference is that if a character had 5 dots in a Path they will only come out of this with 1 (assuming they make it this time). If a character again fails and another two-weeks go by they must start on their Paths and Ways all over again, as though they had never been on them in the first place. The character can no longer roll to save their mind and is now lost just like every other zero Confidence character. The times when they had a Path and/or Way might even be considered hallucinations by the character now and they may begin to question their own sanity. Confidence And Old Beliefs – If a character had a deeply held belief before being introduced to Paths and Ways (such as those beliefs that might be held by an expert on theoretical physics or devout Christian preacher) the character’s Confidence must drop to zero before it can be rebuilt to a form which will accept the new reality presented by a Path – in other words the character must completely 27 abandon their old system of belief. A GM can consider a permanent Confidence rating of 8 or higher as deeply held belief, if they wish. But keep in mind that confidence in reality and confidence in the self can be two separate things. The Confidence rating used by The Path And The Way refers more to a person’s confidence in himself or herself (their abilities, their skills, their powers, etc.). A person can feel totally inept and incapable but still be sure that extraterrestrial intelligence (aliens) exists. This stripping of Confidence differs from the methods used by the Path Believers (as found under the Special Innate Talents And Aptitudes section), who abandon belief in all the forms of reality itself in favor of the Paths (such as abandoning the belief in a force that binds things to massive objects, one often referred to as gravity). Instead, this character is being taken to zero Confidence for the purpose of removing old beliefs, not to instill a specific belief system. See the section called Loosing Confidence for some ideas on how to loose Confidence. Once a character’s Confidence has been completely stripped they may then begin the process of embarking upon a new belief system. A character can only avoid this if they have an appropriate epiphany (which probably has to be presented to them as they will unlikely seek out something that is totally different from, or even completely contradicts, their old way of thinking). The most important thing about an epiphany is 28 that it must be a fact, belief, or way of thinking presented to the character that the character can accept as a universal truth (such as realizing that theoretical physics really is just theory, it is humanity’s collective will which moves the universe). The epiphany must simultaneously tear down a character’s old system of belief and present a new one. When a character has an epiphany they roll their Rational or Irrational rating (whichever is appropriate) against a difficulty starting at 5 plus their permanent Confidence rating. The difficulty can exceed 10. This roll is done to merge or replace their old system of belief with what they’ve discovered. The character must roll as many successes as they have permanent Confidence dots. If successful they will loose all permanent dots of Confidence except 1 from the shock created by such a profound change. If they fail they cannot try again until another individual epiphany moment. To create an example, a character has a Rational rating of 6 and a permanent Confidence rating of 5. Because the difficulty is 5 plus their permanent Confidence rating the difficulty of the character’s roll is now 10. They character needs 5 successes. Assume that the character is really lucky and gets the 5 successes required. The character has now shaken up their old belief system to accept the new reality presented by Paths and Ways. Also, the character now only has a permanent Confidence rating of 1. If a character does not have 29 enough Rational or Irrational dice the character is not capable of reasoning or intuiting the solution to this dilemma. To create a different example, a character has a Rational rating of 6 and a permanent Confidence rating of 7. No matter the difficulty (which would be 12 anyway) the character cannot make the 7 successes necessary, so their roll will always fail. A GM should force a player who is attempting to do this to come up with a way for their two systems presented to their character to merge, if at all possible. For example, a devout Christian might attribute Spirit Path abilities as a gift from God. A scientist might try to use psychology or genetics to explain Mind Path powers. The more different a Path is from a character’s old system, as determined by the GM and player, the more explaining the player might have to do (with the GM’s help if necessary). Recovering From Zero Confidence – So how does a zero Confidence character regain their Confidence rating? Well, it’s impossible to do it alone. Only another being is capable of pulling the character up out of their misery. When you are the GM and are trying to come up with a way to save a zero Confidence character remember that using a non-human entity to communicate with them may cause further difficulties such as complete insanity (remember at this point that characters who had a Path and/or Way no longer believe in those experiences). To begin the healing process 30 someone must be with the character 24 hours a day for a month, forcing the character to make at least one choice for themselves every day for 30 days. These choices can range from what produce to buy at the grocery store to where to park. Likely the character, if they had money, would have been buying the exact same thing to eat every day and that thing would have been very simple – such as an easy open can of beans. The choices the character being healed must make should be different from their normal routine (like eating a sandwich instead of beans, or not eating out of a certain trash can). Whenever possible, the person trying to help the character should put the character in an environment where there are no wrong choices (like allowing the character to choose between a selection of their favorite movies). The healer, assistor, helper, whatever a role-playing group wishes to call the person assisting the character, must maintain a comforting demeanor at all times no matter how frustrating the character can be. At the end of the 30-day period the character rolls their Irrational or Rational rating (whichever is appropriate to their personality) against a difficulty of 10. Only 1 success is required and a botch is impossible on the first roll. If the character succeeds they come part way to making the realization that they are a worthy human being, that they can make a choice for good or ill. The character now gains a single dot of temporary Confidence. Every success 31 past the first gets the character another dot of temporary Confidence. After another 30 days of assistance the character can make their Rational or Irrational roll again at a difficulty reduced by 1, giving a difficulty of 9. This time the character can botch their roll. A Botch will cause the character to loose all of their progress, returning them to the beginning. Like before, every success past the first adds another dot of temporary Confidence. If the character fails their roll they retain their previously gained temporary Confidence and the healing process can continue, just without a reduction in roll difficulty until another success is made (at the end of the next month because no progress was made for this month). As the character’s progress moves on, the helper must give the character choices that are more and more difficult to make, and the character must be guided through the process of making a bad choice. At the end of every month of progress (in other words after they succeeded on the last roll they made) the difficulty goes down by 1 again. So at the end of the third month of making progress the difficulty will be at 8. When the character has 10 temporary dots of Confidence they must leave their helper’s side and spend a week (7 days) on their own. At the end of the week the character can roll their Irrational or Rational rating against a difficulty of 1 (the character must get a 2 or above). If they succeed they get 1 dot of permanent Confidence. A botch (a 32 1) will cause the character to loose all of their temporary Confidence and the process must start over. A traumatic event will also cause the character to regress back to the beginning of their progress. Note that the helper does not always have to be the same person every day, but changing the person every day would likely hinder the character’s progress (depending on the character and according to the individual GM). At the very least someone must always be assisting the character until he or she is ready to be on his or her own. Finally, it is up to the GM and the player group to decide how much of this process they will role-play as it can become very tedious. Confidence And Megalomania – A player can declare that their character believes he or she is always right about their point of view. This declaration can be very appropriate depending on the character (meaning a GM could decide a non-player character might be doing this too). The character must be played as though they believe they are always correct – which may lead to arrogance or closed mindedness in a way determined by the GM and player depending on the base personality of the character. When this character successfully activates a power their power will always work normally unless they have a lower Confidence rating than a direct target or a direct target makes their automatic save with Willpower as described in the Using Willpower To Automatically Stop An Attack 33 section. Circumstances that normally raise difficulty will not. Only the difficulty raising circumstances (Presence Pressure) described in the Confidence And The Use of Powers Around P & W People section of the manual will still apply. Be careful though, this rule is for the player who feels lucky or is just an arrogant ass. Every time this character would loose a dot of temporary Confidence they loose a dot permanent Confidence. Every time they would loose a dot of permanent Confidence they loose 2 dots of permanent Confidence. This is due to how crushing any failure is to this character. In fact, the GM is more than welcome to come up with severe penalties whenever this character even remotely fails at anything (like being called on a wrong fact during a conversation). Willpower – This is how a character alters reality, forcing the shared universe to conform to their view of the way things should be. A character will have both a temporary and permanent Willpower rating. A character’s temporary Willpower rating can rise above the character’s permanent Willpower rating under special circumstances. A permanent Willpower rating of 3 is considered average (most people are not going to put up a fight, even for what they believe). Someone with this level of Willpower might dislike something the government is doing, for example, but is unlikely to actually go out and do anything about it. A Willpower of 1 is low. No matter how much this person thinks they are right they are unlikely to actually ever do anything about it. 34 Gaining Permanent Willpower – Permanent Willpower can be increased when a character has the experience necessary. Once the experience has been acquired the character can increase their Willpower by successfully completing an abnormally difficult task as defined by the GM. An abnormally difficult task might be defined as a task that stretches the character’s abilities to their limits or beyond. Or maybe it can be the completion of a particularly difficult story line that had been a part of the GM’s campaign. The GM is very free to be creative in this instance. When permanent Willpower has been increased a character also receives a temporary dot of Willpower. Temporary Willpower – A character does not need a specific temporary Willpower rating to utilize Path and Way abilities (except that it must be greater than zero). Passive abilities that are always on, such as those found on the Paths, can be used as long as the character has one temporary Willpower dot. Temporary Willpower dots are expended whenever the player exerts an active power, altering reality. Way rituals will list a specific amount of temporary Willpower necessary to activate them. Some Path abilities require the expenditure of temporary Willpower as well. A character may use their final Willpower dot to enable the use of a power, but once all temporary Willpower is lost a character is left drained and incapable of performing any sort of tasks which require real effort (mental or physical). A character will not even be able to use their passive 35 abilities. Characters bereft of temporary Willpower have 6 hours after expending their final temporary Willpower dot to find shelter and rest. After that point they will collapse. During those 6 hours the character will only be able to move as fast as their normal walking pace and carrying out conversations will be taxing to the character (they will show their complete exhaustion). At the end of the six-hour period a character will collapse where they stand and cannot awaken unless physically injured while sleeping. If a character comes under attack while sleeping after loosing all of their temporary Willpower they may roll their permanent Willpower against a difficulty of 9 to awaken. Every success rolled will give the character 15 minutes of time awake. So if a character gets 2 successes they have a half an hour (30minutes) to stay awake. If they get 4 successes they get an hour (60 minutes). This roll cannot be botched. At the end of this period a character will collapse into a coma-like sleep from which they will not awaken under any circumstances. After being forced awake in such a manner a character can only awaken once again after they have reacquired a temporary Willpower dot through rest. Temporary Willpower And The Automatic Success – Temporary Willpower can also be used to ensure an automatic success when performing an action that requires a roll to perform. Player characters and non-player characters can utilize only one automatic success per roll. A character should never be allowed two automatic successes on a single roll unless an individual GM has 36 created a special circumstance where such a thing is allowed. Rolls eligible for an automatic success include physical feats (such as lifting a car to save a trapped child or running an extraordinary distance), activation rolls for Path and Way powers. Skill or task specific rolls, such as hotwiring a car or hacking into a mainframe computer, can be eligible for automatic successes if a GM wishes it that way. The GM has a lot of liberty when declaring what is or is not an eligible roll for an automatic success. As an example of an automatic success, a character can spend one temporary Willpower point to ensure a success on their power activation roll, then spend the additional temporary Willpower points necessitated by the power. An automatic success is treated like any other success and botches will subtract one just like they subtract normal, rolled successes. Regaining Temporary Willpower – Temporary Willpower can be regained by a full rest period. If Temporary Willpower has reached zero then a character must deeply sleep for an entire 24-hour period before regaining a dot back. Willpower Combat – Willpower combat takes place when one character attempts to use a power directly on another character that has at least a Path. When a character attacks, they must roll their temporary Willpower against a difficulty set by the opponent’s temporary Confidence dots. For example, 37 if the opponent has 5 temporary Confidence dots the difficulty of the roll is 5. If the opponent has 7 the difficulty is 7. The attacking character must get as many successes as their opponent has temporary Willpower dots. If the opponent has 4 temporary Willpower dots 4 successes are required. If the defending opponent has 6 temporary Willpower dots the number of successes required is 6. Each botch subtracts from each success but does nothing more than this. Before the character rolls their power activation roll (assuming they have achieved the number of successes required) the defending opponent (or target) automatically gets a chance to roll his or her own temporary Willpower. The difficulty of the target’s roll is determined by the attacking character’s temporary Confidence rating. If the attacking character (the attacker) has a temporary Confidence rating of 7 the difficulty is 7. If the attacker has a temporary Confidence rating of 9 the difficulty is 9. The target must get the same number of successes or higher as the attacking character got on their roll to deflect the attack. If the attacker got 6 successes the target needs 6 successes. If the attacker got 10 successes the target needs 10 successes. Every single botch subtracts from every single success but has no other effect. If the target succeeds, the attack fails and the attacker cannot try again until the next combat round. If the target fails, the attacking character gets to roll their power as normal. The power’s effects will be suitably altered as described in the appropriate section under the Confidence And Skewing Power Manifestation heading. GMs take note: just because a player is making 38 this roll from the defending or attacking position does not mean they have to know the difficulty or the number of successes required. The player has to make the roll whether or not they know these things. When the rolling is finished the player can simply be told that they succeeded or failed. It is up to the player to guess what is needed during combat. This might be frustrating for the player but it is more true to the game. Of course, as the GM you can completely ignore what you were just told and give the players all the information necessary to make a well informed decision (such as increasing temporary Willpower before trying an attack). One last thing. Certain Way Rituals take time, more time than is allowed for in a normal round of combat. This means that the Ritual will take multiple rounds to complete. If this is the case, a character must engage their opponent in Willpower Combat every single full-action round until the Ritual activates. If Willpower Combat fails at any point, or if the character takes damage to their Health, the Ritual is interrupted and must be started all over again. Temporary Willpower is not expended until a Ritual is complete. Expanding Temporary Willpower For Combat – If, during Willpower Combat, a character realizes that they do not have enough Willpower to achieve as many successes as an opponent has temporary Willpower dots, they may choose to raise their temporary Willpower points. The character must declare they are their raising temporary Willpower at the beginning of the combat 39 round. The character must give up all other actions such as any sort of automatic defensive rolls (including normal Willpower combat rolls), their move action, and their attack action. Basically the character falls into a trance. During the trance they are aware of their surroundings but can do nothing besides raising their own temporary Willpower. The character then rolls their permanent Willpower against a difficulty of 11 minus the character’s current number of temporary Willpower dots. If the character only has 1 temporary dot of Willpower the difficulty is 10, if the character has 3 dots of temporary Willpower the difficulty of the roll is 8. Every 4 successes rolled gains the character a temporary point of Willpower. To describe it in other terms, the character must already have a greater than average Willpower to even attempt this. The character can endlessly add as many temporary Willpower dots as they wish using this method, even if that total is over 10. Temporary Willpower added this way can, however, only be used during a Willpower Combat roll to overcome (not defend from) an opponent, and these added dots are lost at the end of the combat scene. Note that expanded temporary Willpower cannot be used to roll for more expanded temporary Willpower, and new expanded temporary Willpower does not lower the next roll’s difficulty. When overcoming an opponent in Willpower Combat with the temporary Willpower roll described in the Willpower 40 Combat section, a character’s expanded temporary Willpower is added to the total, giving the character more dice and therefore more possible successes. For example, if a character has 4 dots of temporary Willpower and 1 dot of expanded temporary Willpower they can make their roll with 5 dice. Remember to make a note of how much expanded temporary Willpower is being used by a character and keep that tally separate from a character’s normal temporary Willpower. This is done so that the expanded temporary Willpower is not used unintentionally for other things, such as activation of a power. If a character is successfully attacked during a combat round while they are trying to raise their temporary Willpower the character is not allowed to roll for that round because their concentration has been broken. The character is also prevented from being able to act. If they have already made their roll for a combat round and they are attacked their roll is still negated, whether they had been successful or not, and they cannot perform any other actions. If a character expends all their normal temporary Willpower during combat they can still move around as long as they have expanded temporary Willpower. A character who only has expanded temporary Willpower left is essentially moving on extreme force of will in dire circumstances (this can be done only during a combat scene). The character can barely move at half their normal walking pace, and they can only move out of 41 the way of danger. If the character is incapable of moving out of harms way and realizes there is no escape, they will collapse where they stand, becoming unconscious. Their expanded temporary Willpower will dissipate at the end of the combat scene as per normal. Using Willpower To Automatically Stop An Attack – If a character knows of Paths and Ways (meaning they need not have a Path, simply know of the existence of Paths) said character could automatically stop a power from being used on them if they meet certain prerequisites. When performing the auto-stop a character must give up their move action on their next turn to concentrate on fighting the incoming power attack. GMs please remember that players won’t know if they can prevent the use of a power on them through this method unless their character knows – meaning that a player shouldn’t know an opponent’s Confidence rating or Willpower rating unless their character has some special means of discovering them. If a player decides to do this action without realizing they will fail before they even begin, it is their problem. Sometimes chances have to be taken during the course of normal role-playing. To perform an auto-stop on a power being used on a character, the temporary Willpower of the character must be twice that of the attacking power user’s permanent Confidence. So if the attacking power user has a permanent Confidence of 5, the 42 defending character must have 10 dots of temporary Willpower. If the attacking power user has 6 dots of permanent Confidence, the character must have 12 temporary Willpower dots. The character defending against a power can include expanded temporary Willpower (if they have any) when totaling their temporary Willpower for this roll. This is the only time expanded temporary Willpower can be used outside of overcoming an opponent during Willpower Combat. The character (or defender) must also know that an attacking opponent is using a power on them. Finally, the defender can only make this roll after Willpower Combat is done and an opponent has activated their power successfully against the defender. If the defender meets the temporary Willpower requirement they then make a temporary Willpower roll. Every dot of normal temporary Willpower equates to one die (6 normal temporary Willpower dots means 6 dice to roll). Every 2 dots of expanded temporary Willpower equates to 1 die, rounded down. 6 expanded temporary Willpower dots means 3 extra dice to roll. 7 expanded temporary Willpower dots also means 3 extra dice to roll. 8 dots means a character gets 4 additional dice. The difficulty of the roll is equal to the attacking character’s permanent Confidence rating. If the attacking character (the attacker) has a permanent Confidence rating of 5 the difficulty of the roll is 5. If the attacker has 7 dots of permanent Confidence the difficulty of 43 the roll is 7. The defender needs at least as many successes as the attacker got on their activation roll when that attacker activated their power. If the attacker got 5 successes when they activated their power the defender needs 5 successes. Each botch subtracts from each success. If the defender’s successes are outweighed by their botches (as in they got 1 success and 2 botches) the power they were defending against will have an effect that is twice as potent as before. It is up to the GM to make the necessary alterations after a botch. For example, if a power was being used to partially paralyze the defender’s heart it can now totally paralyze their heart or partially paralyze all the organs in their chest. A GM can stick to magnifying statistics (such as increasing a five foot cube of effect to a 10 foot cube) if they are unsure. A character shouldn’t be able to choose how their power’s effects are to be magnified unless the GM has granted this ability to a controlling player for their own reasons. The defender does not need to have a Confidence rating equal or higher than their attacker’s to perform this action. This is an extra stop that can be done by anyone with Path and Way knowledge in addition to the Willpower Combat battle two Paths and Ways characters engage in (note that normally only a character with at least a Path will have expanded temporary Willpower). 44 Using Willpower To Stop An Auto-Stop – If certain prerequisites are met, a character can prevent an opponent from performing an autostop to dispel the character’s power as described above in the Using Willpower To Automatically Stop An Attack section. To do this a character needs twice the temporary Willpower as their opponent or target has temporary Confidence. If a targeted opponent has a temporary Confidence rating of 5 the attacking character (or attacker) must have a temporary Willpower rating of 10. If a target has a temporary Confidence rating of 7 the attacker needs a temporary Willpower rating of 14. A character cannot use expanded temporary Willpower when totaling their temporary Willpower for this action. If a character needs more temporary Willpower to accomplish this action they must find it through other means. A character also has to have at least a Path to perform this action. GMs note that an opponent will not know their chance to achieve an auto-stop has been preempted until they actually try to perform one. Whether or not a character has enough temporary Willpower to prevent an auto-stop, they must declare that they are doing so at the beginning of their turn before doing anything else. As usual a player has to guess if this move is even worth trying. Once a character has decided to preempt they have to give up their move action for that combat round in order to maintain their focus. Also, declaring a preemptive stop of an auto-stop prevents a 45 character from making their own auto-stop roll to halt an enemy’s power attack – even if the character is capable. The preemptive stop is automatic for the character; it simply prevents an opponent targeted for a power attack from making the roll described under the section Using Willpower To Automatically Stop An Attack. Using Willpower to Attempt A Fast Power Attack – Every single Path and Way character is trying to alter the environment around them all the time (at least subconsciously). This makes it difficult to use an active, reality altering power on a character with at least a Path. Therefore, to use a power an attacker must engage their opponent in Willpower Combat. But once, and only once, per combat scene the character who gets to act first during that scene (meaning the character who gets to move before everyone else) can attempt a fast power attack. A character who gets more rounds than a normal character can still only do a fast power attack once. This is essentially a surprise attack that bypasses Willpower Combat and catches an opponent unaware. By the time the second round of combat has begun all the characters are too prepared for something like this to work. When making a fast power attack a character gives up their defensive Willpower auto-stop roll as described in the section Using Willpower To Automatically Stop An Attack and the preemptive stop described in the section Using Willpower To Stop An Auto-Stop for that first round of combat. To perform 46 a fast power attack a character must first have a temporary Willpower rating of 10. Next a target must be chosen. Only one target can be chosen for a fast power attack. Whether or not a power can effect more than one person is irrelevant – during this specific attack it will only work on one target. Once the target is chosen the character rolls the power they are using in the way described by that power. The power will take two extra dots of temporary Willpower to activate (so 2 more dots will be subtracted from the characters temporary Willpower pool in addition to the normal amount used by the power). The power will still be skewed according to the temporary Confidence ratings of the characters around the attacker (including the target’s Confidence rating) but the target will have no opportunities to deflect the attack, even with the auto-stop described in the Using Willpower To Automatically Stop An Attack section. If an attacking character botches their power activation roll during a fast power attack they will not only incur the normal power activation botch penalties (such as losing a temporary dot of Confidence unless they make their save) the power itself will always be turned back against the user. This means that if a character was trying to paralyze an opponent the attacking character will be the one paralyzed. Like any target of a fast power attack a character that has botched will not have a 47 chance to deflect – though perhaps luckily for them the power will still be appropriately skewed by the presences around them. Combining Willpower In A Group – If certain prerequisites are met, a group of characters can stop an opponent from using any of their powers by combining their temporary Willpower. The first requirement is that all of the characters combining their temporary Willpower must know that their will has the power to change reality. None of them has to have a Way or even a Path. Next the combining characters (or combiners) have to coordinate with each other. This means that the 2 or more combiners must be able to indicate who or what their target is. If the combiners don’t know whom they are combining their temporary Willpower against they will never succeed. GMs note that simple player-to-player communication will not suffice – the characters themselves must be able to communicate intent to each other. When coordinating, which can be done before combat begins as long as the target has been singled out properly (like “get the man in the red shirt”), the combiners can choose one target and one target only. This has to be a particular target (not a group of people or singular consciousnesses). The combiners need to have a total temporary Willpower rating that is 3 times that of the target’s. If a targeted opponent has a temporary Willpower pool of 5, the combining characters must have a total temporary Willpower pool of 15. If the 48 target’s temporary Willpower rating is 10, the combiners must have a temporary Willpower rating that totals 30. If the combiners can achieve the total amount of temporary Willpower necessary, and can coordinate properly, they can then make a combined temporary Willpower roll against a difficulty of their targeted opponent’s temporary Willpower. If the target has a temporary Willpower of 10 the difficulty will be 10, if the target has 1 dot then the difficulty is 1. Every die of the combiners’ totaled temporary Willpower is to be rolled (though shortcuts can be taken, like making every die count for 2). If the combiners get just 1 success they can then prevent their target from utilizing any sort of power whatsoever – the only exceptions are things like the permanent body alterations a Body Path user can employ, but that user must have done those alterations before Willpower was combined against them. Passive abilities that do things like grant Social roll bonuses and extra rounds are included. Boiled down, this means Path and Way users are reduced to operating like their old selves, all of their powers stripped away. GMs make a note to now treat this character like an opponent with will as described in the Confidence And An Ignorant Opponent With Will section. A character who has had their powers stripped in this manner can still defend themselves from a power attack using the auto-stop roll described in the Using Willpower To Automatically Stop An 49 Attack section. The character cannot defend themselves during Willpower Combat because an opponent using a power on them doesn’t need to engage them in Willpower Combat. The combiners themselves can still operate normally. Every botch the combiners make subtracts from every success (1 success plus 1 botch equals 0 successes). If the combining characters botch more than they succeed their combined force of Willpower will backlash against them, preventing any character part of the combining group from using any of their own powers for 1 round. To put it another way, if the combiners get 5 botches and 0 successes the Path and Way characters in their group will be totally powerless and reduced to mere mortals once again for one round. The combiners can continue combining their temporary Willpower against an opponent for as many rounds as they like without having to make any new rolls. If at any point one of the combiners uses enough temporary Willpower to drop the group’s total below the temporary Willpower needed, the target will instantly regain full use of their powers. If 30 temporary Willpower dots total are necessary and the group suddenly has only 29 the targeted opponent can use their powers that round (if they haven’t taken their turn yet). If the target has already taken their turn they can use their powers next round. Note that expanded Willpower is of no help when combining Willpower against an opponent. The 50 combiners can, of course, also simply stop combining their Willpower against the opponent, allowing the opponent to regain their powers. If the combiners go below the limit of temporary Willpower needed they have to make the combined temporary Willpower roll all over again if they somehow reacquire the temporary Willpower necessary (like if a new character on their side has shown up at the combat scene). If they voluntarily stopped and decide that it was a bad idea to stop, or if the combiners are changing targets, a new roll must still be made. GMs please remember that the characters, and therefore the players, will not know they have been successful until they see the total lack of power use by their target. A target will always know that Willpower has been combined against them because they will feel the reality around them sinking back to normal. Though a character might not have realized how much an effect their mere presence was having on their reality, they will notice the sudden lack of that effect. This is akin to someone not noticing a background noise in his or her environment until suddenly the noise is gone, making itself clear by its absence. Finally, it is important to keep in mind that Willpower can be combined against a character with Faith. The total amount of combined temporary Willpower necessary is changed from 3 times the target’s temporary Willpower to 4 times the target’s temporary Willpower. So if a group of combiners were 51 to combine their temporary Willpower against a character with Faith they would need 40 dots total (or more if the character had increased their Willpower beyond 10). Overcoming Combined Willpower – If a character has had Willpower combined against them but wishes to continue using their powers they have one option: overcome every success by the temporary Willpower combining group (or the combiners). One thing to note, whenever a character has to activate one of their powers using the following method their power uses up 2 more dots of temporary Willpower than it normally would. For example, if the power requires 5 dots of temporary Willpower to use it will now require 7. If it needed 8 it now needs 10. Remember that expanded temporary Willpower cannot be used to enable a power (only normal temporary Willpower gets sapped). Also note that the following roll cannot be botched and a character making it will not incur any botch penalties. This is due to the fact that the character’s powers have become so suppressed a botch is meaningless. When trying to overcome a combined temporary Willpower roll a character gets to add their available temporary Willpower dice plus their power activation dice. Expanded Willpower can be used for this roll as this roll is considered a form of Willpower Combat. Since this is considered a Willpower Combat roll expanded temporary Willpower dice are rolled at a 1 52 die per 1 dot ratio (every dot of expanded temporary Willpower equates to 1 extra die). So if a character has 2 Path or Way dice to use to activate their power, 5 dots of temporary Willpower, and 3 dots of expanded temporary Willpower the character has a die total equaling 10 (2 dice plus 5 dice plus 3 dice makes for a dice pool of 10). GMs note that a character, and therefore a player, won’t in general know if they have enough dice to succeed until they try. When the character is activating their power against a target they only get one roll. This will be known as the combined activation roll. In this way overcoming combined Willpower is different than normal Willpower Combat – a character does not get to overcome their opponent’s Willpower then make a separate activation roll. This is a very focused, intensified use of the character’s power meant to break through an incredible amount of force. When a character wishes to use an active power they must get more successes on their combined activation roll than the combiners got on their combined temporary Willpower roll. If the combiners got 8 successes the character needs at least 9 successes on their combined activation roll. If the combiners made 20 successes on their roll the character needs 21 on his or her roll. There is another catch. If a character is making this roll against a target capable of Willpower Combat that target will act as though they had been engaged in Willpower Combat. Thus the character needs the 53 required successes to match their target’s temporary Willpower in addition to the successes necessary to overcome the combined Willpower roll successes. The target also gets to match the attacking character’s additional successes on their Willpower Combat defensive roll to stop the attack. The target also gets a chance at an auto-stop as described in the Using Willpower To Automatically Stop An Attack section. Finally, the target determines the difficulty of the roll, or the difficulty is determined by the power as described in that power’s section (the highest applicable difficulty is used). To clarify, a character succeeds on their combined activation roll (the combiners had 10 successes and the character got 11) against a target with a temporary Confidence rating of 5, which had made the highest applicable difficulty of the roll 5. The character is now considered to have 1 success on both their power activation roll and their Willpower Combat roll. Because the character has targeted a character capable of Willpower Combat, and that target has a temporary Willpower rating of 6, the attack fails right here because the character is considered to have only 1 success. To go through another scenario, the difficulty of the combined activation roll is again 5 because the target has a temporary Confidence rating of 5. This time the character who is attacking gets 16 successes on their combined activation roll. The target, again, has a temporary Willpower rating 54 of 6 and the combiners, again, had 10 successes on their roll. The character has now made the minimum number of successes necessary to use a power on their target – 10 combined Willpower successes plus 6 temporary Willpower dots equals 16 necessary successes. Plus the character is considered to have 6 power activation roll successes. Note that if a character now has more power activation successes than they are normally capable of the number of successes is considered to be at their normal maximum (if they could only normally get 2 successes they are considered to have their maximum 2 successes). But now the target gets to make their normal Willpower Combat deflection roll as described in the Willpower Combat section. If the target gets 6 successes the attack again fails because the target only needed to get as many successes as the attacker got on their roll, and the attacker is considered to have only 6 successes. If the target fails to deflect and doesn’t use (or doesn’t successfully use) an auto-stop roll the power goes off as it normally would – properly skewed and everything. If the power a character is trying to use on their combined activation roll has different effects depending on the number of successes then the character must get that many more successes necessary. In other words, they must be considered to have more than the single success necessary to activate the power. For example: the combiners have gotten 20 successes. The 55 character needs 21 to just activate their roll. If they get 22 they are considered to have 2 successes on their power activation roll and their power’s effects are upped accordingly. If a character is trying to use a passive power (or one that gives them certain bonuses such as extra rounds per turn) the difficulty of activation is determined by that power or is 5. For example, many Path abilities are always on and do not have an activation difficulty because they need no activation roll. In this case the difficulty is considered to be 5, though the GM can alter the difficulty as they see fit. A character trying to activate a passive ability will make their combined activation roll as per normal. It should be noted that in the case of Path passive ability activation, the Path rating is what is combined. Thus if a character has a Path rating of 3, a temporary Willpower rating of 3, and an expanded temporary Willpower rating of 2 they will have a combined dice pool of 8. The difficulty of the roll is 5 because there is no target (and therefore there is no Willpower Combat). The temporary Willpower combiners have made 7 successes to overcome. The character rolls and all of their dice come up successes (making the number of successes 8). The character has now activated their passive power for the duration of this round (the one where they rolled their power) and the next round. Again, if the power has different effects depending on the number of successes, the character using the power must get past 56 the minimum successes necessary to activate it before the enhanced effects occur. Faith – When a character has moved beyond simple Confidence and Willpower they have acquired Faith. A character with Faith believes in themselves or their beliefs so much so that those around him or her are quickly becoming less of a deterrent. Gaining Faith – A character with a Confidence rating of 10 and a Willpower rating of 10 is now capable of Faith. Faith is not automatically granted once one has 10 dots in each rating – to achieve that final step the player must roll their full temporary Confidence plus full temporary Willpower against a difficulty of 11 minus their primary personality attribute (their Rational or Irrational rating). All 20 dice must be successes (the 10 temporary Willpower and 10 temporary Confidence dice). Any botches will subtract from the number of successes (1 botch subtracts 1 success). The inclusion of their personality attribute represents the character’s attempt to fully realize what Faith is and to integrate it into their very being. If a character has a rating of 1 in their primary personality attribute the difficulty of the roll is 10. If a character has a rating of 10 for their personality attribute (Rational or Irrational, depending on which they use) the difficulty is 1. The roll difficulty cannot be lower than 1, even if a character has a Rational/Irrational personality type. To perform the roll a character must have full temporary Willpower and Confidence when they 57 gain the final dot in either. For example, if a character has a permanent Willpower rating of 10 (and their temporary Willpower rating is at the 10 max) and that character suddenly gets their 10th dot of permanent Confidence (and their temporary Confidence is now full) they can make the roll to acquire Faith. If this character’s Rational or Irrational rating is 8 (whichever they rely on) the difficulty of the roll is 3. They must then get 20 successes. If successful the character now has Faith. If a character fails their roll the first time they may make it again after a week, or seven days, if they have full temporary Willpower and Confidence ratings. Powers Of Faith – Faith is a powerful force, and characters with it always get a free automatic attempt to stop another from using an active power in their presence, under any circumstance. Any circumstance means a character with Faith can stop someone else from using a power even while that character is raising expanded temporary Willpower or is using a power of their own. This can be done by rolling normal temporary Willpower against a difficulty of the other user’s permanent Confidence. The difficulty can only go up to 5, even if the user being stopped has a permanent Confidence rating of 10. The character using Faith to stop another’s power needs as many successes as the other user has temporary Willpower dots, minus 1. For example, if the character being stopped from using a power has a temporary Willpower of 7, the number of successes required is 6. If the other character has a temporary Willpower rating of 58 10, the number of successes required is 9. If the other character has a temporary Willpower of 1 no successes are necessary and the stop is automatic. Expanded temporary Willpower is not considered. A character with Faith cannot stop another character with Faith using this technique. A character with Faith is always considered to have a Confidence rating of 10 and a Willpower rating of 10 when determining successes, difficulties, and power alterations for others – even if the character with Faith has expended their temporary Willpower below this number or has lost temporary Confidence. For example, in Willpower Combat a character without Faith who is attacking someone with Faith has a difficulty of 10 on their Willpower Combat roll, and the number of successes required is 10. As another example, when determining how Path and Way characters are skewing each others powers, the character with Faith is considered to have a temporary Confidence rating of 10, even if this is not true. But this does not, however, mean that the character with Faith can always roll 10 dice – the number of dice they have is still based on their actual temporary Willpower and Confidence ratings. For example, if a character with Faith were to engage someone without Faith in Willpower Combat his or her difficulty would still be the opponent’s temporary Confidence rating, and the successes necessary would still be the opponent’s temporary Willpower rating. The character with Faith would then still only have as many dice to roll as they have actual temporary Willpower dots (if they have 4 dots they can only roll 4 dice as per usual for Willpower Combat). 59 Note that when two characters with Faith encounter each other their Faith cancels out and they must face each other (and only each other) as though they were both normal characters with no Faith. Their special bonuses will still apply to those around them who don’t have Faith, but the two characters with Faith are on an equal footing. Thus all difficulties, successes, and power skewing will be handled in the normal fashion between the two – a character with Faith does not have a 10 difficulty to be attacked in Willpower Combat by another character with Faith (their difficulty to be attacked will be determined by their actual temporary Confidence rating as it would be for a normal character). A character with Faith always gets an automatic success in Willpower Combat and on any power activation roll, even when dealing with another character with Faith. They also regain temporary Confidence at twice the normal rate – in other words they get 2 dots of temporary Confidence instead of just 1. A character with Faith is, in addition to their other bonuses, immune to Presence Pressure as described in the Presence Pressure sections under the Confidence And Skewing Power Manifestation heading. A Pathless Character With Faith – GMs and players please note that a character with Faith does not need to have a Path or Way. Obviously these characters wouldn’t engage in Willpower Combat, but they get all the normal Faith bonuses. They can still stop the use of a power by another, assuming they know a power is being used. They are still considered to have a 10 Confidence and 10 60 Willpower rating when it comes to measuring difficulties, skews, and successes required for those around them or attacking them. Loosing Faith – A character with Faith who looses all of their temporary Confidence, or looses a point of permanent Confidence, looses their Faith and must regain it as described above after regaining all of their Confidence back. A character who has lost all of their temporary Willpower, or has lost a permanent dot of Willpower, must also re-roll for Faith after regaining their Willpower back. Role-Playing Faith – Some GMs like to describe what’s happening in a character’s head or what’s happening to a character like a narrator. These GMs even describe what’s going on with their players’ characters. Other GMs leave it up to the players to describe their characters. Whoever is describing a character’s reactions to their experiences, please try to make the gaining of Faith a role-playing experience. Clearly a break through has been made and a character with Faith will not only find the Faith gaining experience revelatory or fulfilling (or however a group wishes to describe it), but they may also act and feel differently afterwards. A character with Faith should be role-played as a person with the most extreme amount of confidence imaginable. This confidence is different from a megalomaniac’s though. A character with Faith need not act like a jerk, they are just always sure. They are even sure of what they don’t know. A 61 character with Faith is probably the character most capable of making a decisive decision – but remember that their decision can still be the wrong one (they are probably more willing to admit that they are wrong than a megalomaniac, but they also see the need for a quick decision to be made). And just because a character has Faith doesn’t mean they won’t pass on a decision to another. They will just be surer that they made the right choice in having another, more qualified person make an important decision. Personality Types – These are the three basic, fundamental personality types. All unique character personalities evolve from these. Thus the Rational and Irrational ratings will be used during the game instead of a rating such as intelligence to measure a character’s innate thinking abilities. These sections also deal with how to increase these ratings. Keep in mind that they assume a campaign involving a heavy amount of role-playing. If a player expects their character to advance using the methods described below they will probably have to come up with an in-depth belief system for their character. This is so the GM can set up situations appropriate to the character’s advancement along their mode of thought, situations which match the character’s unique personality. As part of creating the character certain basic assumptions about how reality operates, especially where the Paths are concerned, should have been built into the character (see the Building A Character section for more details). If the player doesn’t do this work the GM will have to, imagining what a certain character would think of as conformation of their way of thinking. Remember, though, that in the end it is up to the role- 62 playing group to determine how involved with this process they wish to get. If the task seems too daunting for the GM and the players they can use the alternative method of growing their thought ratings with experience as described in the World Experience And Growing A Character section. Note that roles to increase either the Rational or Irrational ratings cannot be botched. Rational – Personalities favoring this trait are based in logic and reason. This does not mean that their logic and reason must be based only on the observable, and it does not mean that they deny feeling, but they will attempt to integrate their beliefs in a rational, mental way. This character may reason that God exists because there must be a creative impetus that caused the universe to come into existence in the first place, and the character will proceed to come up with examples and rationales to explain this view. Or, this character may reason that God does not exist because the universe works at random or through physics and evolution, with no “force” driving it, and will also come up with examples and rationales to justify their point of view. Choices (deciding what is “real” and “true” and what is not) and justifications for those choices are the basic aspects for those personality types favoring this trait. Rationality And The Paths – Characters who favor this are more inclined to accept the Paths of Mind and Body, as their functions are more easily understood through reason. Thus the experience costs for dots in Spirit and Connection are half-again as much, rounded 63 down (since they are not as easily understood through reasoning). So if the cost for a dot were 4 it would be 6, if it were 5 it would now be 7, if it were 6 it would now be 9. Increasingly Rational – A character may increase their Rational rating through confirmation of their reasoning. There are a variety of ways this can be done. The simplest way is to allow a character to roll at the end of a successful conclusion. What qualifies as a necessary successful conclusion is up to the GM, be that successful escape from a pursuit or the end of a story-line. A character is allowed to roll at this point because evidently whatever choices they made were the right choices – the character would now be looking back on what they chose to do to see what part of what they did was correct. This method of Rational growth can be expanded upon. Anytime the character is able to observe and analyze a part of their reasoning process with the goal of separating what is useful from what is useless in a major way, the character should be allowed to roll for more Rational dots. This is because they are digging down to the true elements of their reasoning ability, finding what way of thinking is best and how best to use that way of thinking. The only prerequisite is that the character must be able to analyze what they did and see how what they did got them to a goal. Knowing the answer without knowing how they got the answer is useless to a Rational character. 64 Alternately, knowing a process that doesn’t lead to an answer and has no usefulness is also an exercise in pointlessness. Above all, reasoning requires a point. Processes are created either to find a point, and points are always analyzed using processes. Thus, the Rational character grows only when they can develop their own thinking by cutting down on useless thinking processes. This is done mostly through trial and error. Think of it this way. A Rational character suspects that there is a Control spy in their group. They then begin by logically coming up with a variety of methods to root out the spy, from subtle questioning to following to some sort of background check. Let us say that the Rational character eventually finds a successful method of exposing the spy and gets rid of the spy. At this point the Rational character would get a chance to roll for a new Rational dot. The roll represents their internal thinking. They would first analyze what thought process first gave them the idea that there was a spy (keep in mind this doesn’t have to be too complicated). They then analyze what thoughts produced the proper method of exposing and eliminating the spy. In essence, the Rational character is rolling to find the basic, fundamental thought processes that produce the best results. The character then takes steps to strengthen or enhance those specific processes. Therefore a Rational character can only grow when they have a set of processes large enough to draw 65 conclusions from – such as those processes which occurred during the length of a story. But anything might do, just as long as GMs and players keep in mind that the processes involved must be broad enough to apply to life and events in general, not to something very specific like a math equation. It is not necessary to role-play this process or explain it, as it would be very personal to the character and how they specifically think, but if a player or GM can explain it then do so. If the GM thinks a character has come to the proper moment, the player rolls the character’s Rational rating against a difficulty of 5. Only 1 success is required to get 1 new Rational dot. If the character gets an overwhelming success on half their dice, or they have as many successes as dice, then the character gets 2 new Rational dots for integrating and fully rationalizing this new or enhanced part of their thinking process. If luck, a GM may decide that this new Rational dot also comes with a new permanent Confidence dot (after all, the character has just figured out how to make themselves smarter). When a character has 10 dots in both the Rational and Irrational attributes that character gains access to the Rational/Irrational personality types. Just because a character may favor reason over intuition does not mean that the character cannot develop this other trait. 66 Irrational – Personalities favoring this trait are based on feeling and intuition. Reason is by no means abandoned, but the character will attempt to integrate new information based on what they feel to be true. To an Irrational character reality is not reasoned out, with choices justified. Instead, these characters believe that certain ways of thinking are just more right than others, that certain actions will strike a chord within them. A player who has chosen the Irrational might, if asked to explain why they have chosen certain Paths or Ways or methods of living or belief, state that they don’t know why – they just feel it in their gut and in their heart. This character would say God exists because they believe God exists, they can feel the divine presence all around them. Or they might say God does not exist, just look around, can’t you see the absence of the divine in all the suffering? Feeling is paramount to this character, intuition their guide. Irrationality And The Paths – Characters who favor this are more inclined to take the Paths of Spirit and Connection, as these are understood more through feeling them out then trying to understand them with reason. Thus the cost to raise the Paths of Body and Mind are half-again what they normally are, rounded down (because they are not as easily understood through intuition). If the cost to raise a dot were 7 it would now be 10, if 8 it would be 12, if 9 it would be 13. Increasingly Irrational – A character wishing to raise their Irrational rating has a few options. Some of these options may lead to a boost 67 in Confidence at the GM’s discretion. To start, a character can dig down to the core of their being in an attempt to strip away their reason, to get at what they are really feeling in the here and now and know that they believe (or, in truth, do not believe) in what they are doing or know that a major choice the character may be facing is or is not right. A player is welcome to come up with a method for doing this on their own, using a process determined between himself or herself and the GM. As an example, a player’s character has been asked to betray a friend for gain or profit. The character can, in an attempt to think on their decision in their intuitive way, leave the city and head for the forest (essentially they have put themselves in isolation). There the character can try to leave behind any sort of pro or con balance system and just attempt to figure out how they feel about either choice now and how they know they will feel afterwards. It would be of the utmost importance for the character to be honest with himself or herself. The decision the character makes is irrelevant. What matters is that the character becomes truly aware of the interplay of emotions going on inside them and how those emotions lead to the decision the character makes. Through this process the character has become more aware of who they are (maybe they have finally realized they are a jerk). As another example, a character could be a practicing Catholic. They may have just joined a Way group and 68 are finding its beliefs don’t exactly mesh with those of the Catholic Church. So the character decides to examine in detail Catholicism and the beliefs of their new Way group. To do this the character asks questions of their Way friends, Catholic Church members, priests, etc. The character probably reads the Bible and any literature produced by their new group. During this entire process the character has been examining their emotional responses to everything they learn, paying attention to their gut reactions (like what their real, felt response is to a priest’s explanation on the formation of the universe). By the end of this process the character should know exactly how they feel about Catholicism, their Way group, and whether or not one or both or neither is for them. The character has also probably become more aware of how they feel about groups and ideologies in general. They also have learned something about who they are in relation to these other things. Thus, having done all of this work, the character’s intuition has been built up to a truer, less muddled state. Again, the decision does not matter. Another, perhaps easier method of increasing a character’s Irrational rating might involve trying to find a guide that will further the journey into their inner, felt consciousness – whether the guide is a drug, a book or religious text that strikes home, a medicine man or a mentor. One last option for a character is to see that a series of gut choices they have made has culminated 69 in the form of a positive result. The GM has the choice of how many choices are necessary, what form these choices must have taken, and what counts as an appropriate culmination of the character’s decisions. This can be the end of a story line that has worked out for the character or simply the end, positive result of a shorter series of decisions that were obviously made on the fly (based on what the character felt was the right thing to do) – such as getting away from a desperate pursuit successfully. The GM can, when they feel a character may have an opportunity to roll to increase their Irrational rating, have the character’s player explain how their character might have felt through their ordeal, or explain how their journey has furthered their felt understanding of themselves or the world and how much more “in tune” with things the character is now. If the GM is satisfied with a character’s progress the character may then roll their Irrational rating against a difficulty of 5. Only 1 success is required to gain 1 dot. If half their dice are rolled as overwhelming successes or all their dice succeed then the player may add 2 dots to their Irrational rating to represent their enhanced intuition and ability to feel out the universe around them. If the character has 10 dots in the Irrational and the Rational that character is allowed access to the Rational/Irrational personality types. Just because the character views the universe 70 with their heart does not mean they have abandoned their mind, and the character is welcome to increase their Rational rating. Learning To Use The Head And Heart – At any point during the game a character may begin trying to increase their opposing personality trait. If the character has a Rational personality they can raise their Irrational rating, if they have an Irrational personality they can raise their Rational rating. There is only one prerequisite – the character must somehow be forced into a situation where they have to think along the lines of the other personality type. In other words, a Rational character must be forced to think Irrationally, and an Irrational character must be forced to think Rationally. This only has to be done once. After that the character has come to the realization that there is another mode of thought other than the one to which they are naturally inclined. The GM has several options when setting up such an event or situation. The easiest would be for a character to have a mentor with the other view of thought or a Rational/Irrational personality type. In this case the mentor could be used to create a role-playing situation that would force the character to think differently. Or the mentor could simply work with a character long enough to make them see how it is to think the other way. The next easiest method is for the character to have a Path that is not normal to their personality type (such as a Rational character with the Connection Path). This character may already understand that their normal mode of thought does 71 not always apply and that there is a different way of viewing the universe – but this may not be true; a Rational character could possibly come up with a Rational explanation for how the Connection Path works. If neither of these two methods is available the GM has to set something up from scratch. One suggestion is that during normal role-play a character can become exposed to people who have the base personality type different than the one they posses. Once the character has been exposed they may seek to force themselves into the other mode of thinking by using an isolation tank, drugs, or extreme fasting and a total lack of sleep. Or the character could simply converse with another character who has the different base personality type long enough to figure out what thinking the other way is like, but this would take a very, very, very long time (perhaps months or years of in-game time). The character could also be placed into a situation where their normal thought mode just wouldn’t work. An example would be an Irrational character that must figure out how a computer works without any outside information (such as a manual or text book). Yes, as part of their intuitive thinking they could figure out what parts are needed and where they should go and that there must some sort of program to run things, but in this case they have to go through all the minutia of the process from an engineering, Rational stand point. To put it another way, the character has to answer the question, “How does one come up with a computer?” For the most part Irrational personality types are not interested in “why” something is, they simply know it to be so. On 72 the other hand, a Rational character will start with a question they must answer or they will have an answer to an unknown question – to them a process or answer is meaningless unless it can be confirmed and justified, broken down and examined to find that “why.” Remember that the above suggestions are just that – suggestions. It is up to the GM to determine how difficult or easy the process of achieving the proper moment should be and just how it should occur. The GM is, as always, encouraged to be as creative and original as possible. Becoming More Rational And Irrational – Once a character’s eyes have been opened to the other, different mode of thought, they can raise it along with their primary way of thinking. For example, if a character has a Rational personality type and gets to increase their Rational rating they can also increase their Irrational rating at the same time. To increase the secondary thought rating the character must first succeed at increasing their primary rating. If they do they can then roll their secondary rating with the intent of examining the conformational moment from the other point of view. This is achieved by rolling the secondary rating against a difficulty of 8. Only 1 success is necessary to raise the secondary thought rating by 1 dot. If half their dice rolled are overwhelming successes or all of their dice are normal successes then they get to raise their secondary thought rating by 2 dots. To create an example, once a character has succeeded on their Rational role and has gained 73 another dot in that rating, they then roll their Irrational rating. If they succeed, their Irrational rating then goes up by 1 or 2 dots depending on how successful they are. When One Thought Rating Is At Max And The Other Is Not – If a character has achieved the maximum rating possible for their primary rating but their secondary rating is still low the character will continue having their conformational experiences as normal. Remember that the character still uses only one rating, Rational or Irrational, as their primary mode of thought. Confirmation of their way of thinking must therefore still be done through that method of thinking. But because the character has fully realized their primary mode of thinking they need only role their secondary mode of thought whenever the GM deems it appropriate. The difficulty of rolling the secondary thought mode is now reduced by 1 making it 7. Successes still apply as normal. To use an example, a character with a Rational rating of 10 comes upon an experience or moment that confirms their thinking and their belief as to how reality operates. Because they already have a 10 Rational rating they roll their secondary Irrational rating instead to view the experience from that angle. The difficulty of the roll is now only 7. If they succeed once they gain 1 dot. If half their successes are overwhelming they gain 2 dots. If all of their dice come up normal successes they gain 2 dots. 74 Rational/Irrational – A player character or non-player character who has 10 dots in both their Rational and Irrational ratings has mastered these aspects of understanding reality and is now ready to move onto the next level of being. If a player chooses to start the game with a character that has 10 dots in both aspects of personality they are automatically allowed to select a combined personality type (with the GM’s approval). If a character does not start the game with both attributes at 10 but through the course of the game acquires 10 in each, the character is allowed to roll all of their Rational and Irrational dice at the same time as soon as the last dot is acquired. The difficulty of the roll is 5. If the character rolls a success on all 20 of their dice, or overwhelming successes on 10 of their dice, then the character has successfully merged these two patterns of thinking into one. If the character fails the first time they attempt this they must spend at least an hour a day, every day, contemplating on how feeling, intuition, rationalization, and justification can be merged into one form of thought. The character must do this, uninterrupted, every day for seven days. At the end of the seven days the character may then roll again. This is an internal process and no outside assistance will aid the character at this point. The character is no longer trying to enhance these aspects but to merge them together – reason used to justify intuition, intuition used to discover reasons. A character that started out on the Irrational, who said that this is the way it is because I feel that it is this way, can now confirm step-by- 75 step why it is this way. A character who started out on the Rational, who said this is so because of these reasons, can now feel how correct their answer is. A cruel GM can, if they so desire, have their player try and figure out how this can be done and explain it, but this may be beyond what a normal human being is capable of doing. Remember that a P & W character has supposedly evolved beyond the human norm. Once a character has achieved use of a Rational/Irrational personality type, when one of these personality attributes is called for on a roll then both may be rolled together. So if a character is asked to roll their primary personality type they roll their Rational and Irrational ratings (which should never be less than 20 dots). This means the character is now rolling their personality rating with at least 20 dice. Also, Path costs are always normal for a Rational/Irrational character and they can learn any Path as though it were natural to their personality. A Rational/Irrational personality also means a character can never loose Confidence, only gain it. This character understands their failures and successes in ways others don’t. Finally, experience is gained at twice the normal rate. This stacks with (is in addition to) any other learning bonuses. Meeting Rational/Irrational People – A character who has achieved this level of mastery of the universe and themselves, who understands in a way that most do not, is no longer really human – not in the traditional sense. Whether they are viewed as truly human, more than human, alien, or on the verge of Godhood is up to the GM, the 76 players, and the characters. In any case, they aren’t going to act like your average person. Finally, a player who has previously decided to assume that they are always correct (as described in the Confidence And Megalomania section) gives up this belief in favor of a truer understanding of reality. Embarking Upon A New Path Or Way – During the course of a normal game player and non-player characters are likely to begin new Paths and Ways. A GM may even choose to start all the player characters off as normal human beings, setting up the discovery of Path and Way abilities to be the heart of their campaign. Following are several rules and methods to assist the GM in getting his or her players a Path or Way, but please keep in mind that the GM can follow these guidelines as closely or loosely as they desire. One of the unique joys of roleplaying games such as this is the malleability of the system, and both players and GMs alike are encouraged to be creative. Since The Path And The Way relies heavily on the interpretation of basic human characteristics (such as confidence) into a rule system, any role-playing group is welcome to bend this system to their own point of view – especially when it comes to figuring out how a human being may evolve past their current state to one where they directly interact with the cosmos on a fundamental level. Learning The First Path – When choosing the Path upon which a character is setting out, the only real restriction is the character’s personality type 77 (Rational, Irrational, or Rational/Irrational). The first Path a character gets must conform to their personality type or the process will not work at all, as the gaining of a Path is supposed to be a part of their natural progression or evolution. A GM who wishes to be creative can integrate the gaining of a first Path that is contradictory to a character’s personality into their campaign, but circumstances surrounding such an event would be highly unusual (in other words they must have a very good reason). Obviously a mentor is the simplest method of introducing a player character to a Path. A mentor can both raise a character’s Confidence (as described in the Regaining Temporary Confidence and Mentor sections) and begin the Character on a Path. The drawback is that the character must embark on the Path of that mentor. Follow the rules in the Mentor section of the manual when using one. In absence of a mentor the GM is given a wide amount of leeway to come up with something on his or her own. Gaining a Path should almost always be role-played since it is probably the key event in a character’s life. Even player characters that have a Way must have started on a Path earlier in their history. Note that a specific amount of experience is unnecessary when learning the first dot of the first Path. When a character gets their first Path dot their experience rating with that Path is considered to be at 1. Some suggestions to begin the process of introducing a character to a Path include serious study of literature (with the intent of questioning the status quo), coming into contact with a powerful artifact (such as an intelligent automaton or power 78 granting relic), or being witness to the use of a power by someone else. Usually the situations the GM creates should cause the pre-Path character to question reality. The character must then be forced to come to a decision as to how they may begin to effect their own lives or the reality around them. The character must be made to believe that they can reach past their own perceived limits and become something more. A simple example of one possibility for Path introduction would be for a character to witness a strange occurrence that leads the character to research into energy and the paranormal. This then leads the character to realize that the spirit or soul is not myth, which then leads them to connecting with their own Spirit – thus starting them on a Path. Obviously each of these steps is meant to be role-played – first making the encounter then doing the research, and then perhaps learning a martial art connecting them to their energy such as Tai Chi. Or the character could take a scientific approach and find a mad scientist doing out-of-body experiments. The GM should keep in mind what type of character they are dealing with when coming up with something suitable. Also, depending on their personality, a character may simply chance upon the fact that they can do things others would consider abnormal – like a character who is running from a killer and suddenly finds that they aren’t getting tired. There is also always the backup method of having the character witness the use of a Path by another and having that character delve into the experience. Remember at this point that any character must have a temporary and permanent Confidence of 79 five or above to start their Path. Once everything is in place the Path itself will be actualized by a eureka moment that a character has come to, one which must be fully understood by the character and applied to their view of herself or himself. At this moment the character rolls their Rational or Irrational rating – depending on which their personality favors – against a difficulty of 9 to understand the experience. Every two successes gives the character one dot in the Path appropriate to the experience (a Mind Path appropriate experience, for example, might be the sudden realization they can guess exactly what anyone else will say). If a character rolls only one success they may continue trying to integrate the moment and all of it’s meaning by re-rolling after sleeping on the issue (this can be done indefinitely as long as they keep making 1 success on their eureka moment roll). If a character gets no successes they must wait for another individual and unique epiphany moment as determined by the GM. Learning The First Way – Most Path-only characters, at least to Way characters, are loners. Since Ways are so ritualistic and exact often a character will be introduced to one by a recruiting mentor or friend who is usually part of a much larger group (a group which many Path-only characters might define as a cult). But simply because most Way characters stick to like-minded organizations is not a reason to start a character off with this method of introduction, especially a player controlled character. As with a Path, starting a character on a Way should be taken as an important role-playing 80 opportunity by the role-playing group. Any Way a character learns has to be associated with one of the character’s Paths. There are no experience requirements for the first dot in the first Way but the character has to have the temporary Willpower required by the Way to activate it. Expanded temporary Willpower like that used for Willpower Combat won’t do, even if the ritual would only take a single scene to complete. When a character has successfully learned a Way they are considered to have an experience rating of 1 with that Way. To begin a Way a character should know what happens when the first level of that Way is used, and how that effect is initiated. Many role-playing opportunities can be created during the acquisition of this knowledge. For example, a player character can come upon a secret meeting of a Way organization. During that meeting the character can witness the use of one or more powers and their associated rituals. The role-playing opportunity here exists in the evasion or confrontation of the Way group, the setting up of a ritual on the character’s own, or the character’s initiation into the group. Almost any method the GM can invent to get the knowledge of a Way ritual into a character’s hands would be acceptable. Other methods might include the character having a trusted group of friends interested in ritual magic. From here they can range out across the world through trips, books, or the Internet in search of the first ritual of the Way the character is intended to learn. Even an ancient, lost text left to the character by a mysterious relative would work. The depth and creativity of the learning experience is 81 always up to the role-playing group as a whole. Finally, the character must have also fully realized by this time how important their Willpower is when it comes to altering reality, as the use of Way powers is really the focused use of Willpower. The character has to learn that they must make an active, willful effort to make any Way power take effect. Since a character must already have a Path before they can have a Way the realization of how important their Willpower is can come naturally through role-playing and the use of their Path abilities. Because concentration is required to use many Path abilities a character will often come to the natural conclusion that Willpower is definitely a key to bending himself or herself or reality. A Spirit Path character having an out-of-body experience could definitely attest to this truth. Or a character could simply be told in-depth how important their Willpower is by a person or book they trust (but great detail should be given). When a character has the knowledge they need, they get to roll a single die as though they already held that Way power (after any ritual involved has been satisfactorily completed). If they succeed and the Way power is activated they automatically gain a point of permanent Confidence and the first level in that Way. When a character succeeds they loose the amount of temporary Willpower listed by the Way to activate it. If a character fails their first activation roll they always loose 1 dot of temporary Willpower (this cannot be expanded Willpower like one would use for Willpower Combat). Unlike a Path, a character trying to learn a Way can continue 82 trying as long as they have the time and the temporary Willpower. Once all temporary Willpower is expended, or if the character never had the temporary Willpower required to activate the Way (unlikely at the first level), the character can no longer try to succeed at the ritual. One of the key differences between a Way and a Path is that the ritual can be done over and over again until the character succeeds or is exhausted. The Second Path And Beyond – Once a character has learned their first Path they can gain any of the other Paths at any time. As per usual the first dot in the new Path doesn’t have an experience requirement. If the next Path a character learns conforms to their personality type they can learn it like they would as if it were their first Path. That is to say, the character must encounter a situation or experience that leads to the discovery of this new Path. This experience can even be self-created by a savvy character who believes that there are more things possible than just the Path(s) they already have would allow (such as a Body Path character sick of having so little control of their mind when they have so much control over their body). Obviously, the character has at this point realized that they can reach beyond the normal, acceptable limits of human ability. Learning An Unnatural Path – If a player or GM intends for a character to learn a Path outside of their personality type – such as a Rational personality type character who is to learn the Connection Path – greater efforts must be made by the character during role-play. The 83 character must first have an obvious example of the use of this new Path (as the use of this personality-contradicting Path will not come naturally). It would be helpful if the character had this new Path explained to them during role-play. Continuing from the above example, a Connection Path user may try to describe in rational terms to the Rational type character what it is they do (remember though that the Connection Path user probably has an Irrational personality type and is restricted when it comes to describing things in rational terms). Without access to someone with experience in the Path the character is trying to gain, the character will be forced to excessive means to try and create the conditions necessary for a eureka moment. These means can include having the character recreate a moment where they witnessed the use of this new Path, redoing it over and over and over until they realize deep down what must have occurred (difficult at best, impossible at worst). The character’s Confidence could be reduced to zero and then rebuilt in accordance with the methods used by the Path Believers as described in their section under Special Innate Talents And Aptitudes. The character could be made to act in a manner opposite their personality type – not in a manner opposite to their character (which can be frustrating to do properly). An example of acting in a manner opposite their personality type would be for a Rational character to follow their 84 primal urges as opposed to their logic. Their personality wouldn’t have changed, but they might start doing extreme things like walking into a club because they felt the urge to go in but then immediately walking out because they feel embarrassed to be there, but then they feel stupid so they walk back in only to walk right back out. Essentially it is up to the GM to make it as hard as reasonably possible for a character to learn a Path that does not conform to the character’s personality type. Once a eureka moment has been achieved a character will still roll their favored personality type against a difficulty of 9 to understand and integrate the moment. The problem, however, is that if the necessary 2 successes for the first dot are not achieved another new, unique eureka moment must be created. Because this Path is based on a system counter to a character’s normal mode of thought 1 success will not allow the character the luxury of sleeping on the issue and trying again tomorrow. It should be pointed out that it is up to the GM to determine what qualifies as a eureka moment. This moment comes through role-playing only and is very specific to a character. It should be an extraordinary moment where (according to what the GM knows about the character) a character has gone over and thought about something so many times, or has discovered so much about something, that they are ready to believe 85 and to come to a new understanding about himself or herself and the universe at large. Learning The Next Way – Once a character has learned one Way they will find it quite easy to learn more. The character is already familiar with how involved in minutia Ways are and is aware that the success of a ritual is dependant upon their Willpower. Again, there are no experience requirements for the first dot in a Way. The character need only have at least 1 dot in a Way’s associated Path and access to the information describing a Way’s use and results. As long as these two requirements are met (and the character has the temporary Willpower to use a Way’s rituals) a character can learn as many Ways as they wish. Bringing A Path To The Next Level – Path progression, unlike Way progression, is a natural process. A Path, once attained, will evolve with a character as that character gains experience with it. When a character has attained enough experience with their current Path level they have two possible methods for advancement to the next. The first method is allowing the growth to come totally naturally. To say it another way, the character may roll their primary thought rating (either Rational or Irrational) when they encounter a situation where the abilities of their next Path level can be utilized. For example, a Mind Path level 1 character with enough experience for Mind Path level 2 could find himself or herself in a 86 situation where focusing their thoughts on a single thing would be immensely helpful. The character can, in this situation, roll their personality type (Rational or Irrational) against a difficulty of 6 to achieve their next Path level. If they get 1 success they can then utilize their new Mind Path level 2 concentration ability to solve their current dilemma. The second method involves the character forcing themselves to go to the next level of ability. Remember that they must already have enough experience to go to the next Path level. During the course of using the Path abilities they already have, a character has the opportunity to think about what more they could be doing with their Path. The character does this by rolling their Rational or Irrational rating (whichever is appropriate) against a difficulty of 8. The character needs to accumulate 20 successes – meaning that the successes from each roll are tallied together. The character can make this roll once a day during the use of the Path they wish to gain a level in. A success is subtracted for every botch incurred, but botches cannot give the character a negative number of successes (the character doesn’t have to worry about having –2 successes). Once the character has accumulated 20 successes they reach a break through and discover their new Path level abilities. Essentially the character has come to a minor eureka moment. Learning The Next Ritual In A Way – When learning a Way a character only has to have enough Willpower to use the ritual at the level they wish to 87 learn. If a Way’s highest ritual requires more temporary Willpower than the character has, a character only has to worry about not having enough Willpower when they get to that last level of the Way. When a character is ready to go past the first level of a Way they must have access to the Way’s next ritual. If the character has this information, or can research it, then they may simply perform the ritual as normal. When attempting to perform a ritual described by the next level of a character’s Way, the character gets to roll as many dice as they have dots for that Way. So if the character has 1 dot they roll 1 die. If they have 2 dots they roll 2 dice and so on. If they fail to learn the ritual they are performing the character will loose 1 dot of temporary Willpower. If they succeed they loose the amount of temporary Willpower required by the use of that ritual. Learning A Ritual Without The Proper Information – If a character does not have access to the information on the next ritual in their Way the character may attempt to create the ritual on his or her own. This means that they are attempting to figure out how the ritual is done as though the ritual had never been done before and no information exists on it. To do this the character rolls their favored personality trait (Rational or Irrational) against a difficulty of 10 minus 1 for every dot they have in that Way already. If the character has 1 dot already (which they must) the difficulty would be 9. If they have 2 the difficulty would be 8 and so on. The character requires 20 cumulative successes (meaning the successes 88 are tallied together from every roll) to figure out what focuses are necessary for the ritual. It is not guaranteed that the focuses of the earlier rituals of a Way will be used. A botch will subtract from the number of cumulative successes. This roll can be made once an hour every hour. Once the focuses have been discovered the Way user must then find their exact use. To do this they must have the focuses in hand. The character then rolls their personality type again against a difficulty of 8 minus 1 for every dot they have in that Way already – if they have 2 Way dots the difficulty is 6, if they have 3 the difficulty is 5. Only 10 successes must be accumulated to finish this step of the process. Each botch still subtracts 1 success. This roll can be made 1 time per hour. After completely determining how the ritual focuses are used, the character must determine how to apply their Willpower to them in order to make the ritual occur. The character rolls their personality type (Rational or Irrational) against a difficulty of 10 minus 1 for every dot they have in the Way already. If they have 3 dots the difficulty is 7. If the character already has 4 dots in the Way the difficulty is 6. 20 successes must be accumulated for the character to discover in what manner their will is to be applied. This roll can be made once per hour. Every time the roll is made 1 dot of temporary Willpower is lost due to the testing of the ritual. Botches subtract 1 success for every one made. When the character has 89 made the 20 successes they must then rest for a full sleep period. They may then, on the next day, try the ritual. The character gets to make the roll required by the Way ritual as long as they have the amount of temporary Willpower required to successfully use the ritual. Like any first time use of a power or ability the roll cannot be botched, only failed. If this roll fails the character may try again as usual. Creating A Way From Scratch – If a GM has built a campaign where it is difficult or impossible to find information on any Way there is an opportunity for a character to create the Ways from nothing. This is, however, not easy because the character has nothing to work from. Also, a reason for why a character would want to create something like a Way after they already have a Path should be role-played. Maybe the character wants more power sooner. Maybe the character was a ritual magician and is just doing what comes natural. To begin, the character must have a 10 in the rating associated with their personality type (Rational or Irrational). The character must also have a permanent Willpower rating of 10. As with any character starting along the Ways, they must know that their force of will can alter reality on a fundamental level. The character is going to learn how exact a Way ritual is as part of the creation process. If the character meets these prerequisites they can begin building a Way associated with a Path they posses. The process starts when the character 90 rolls their personality type to figure out what focuses (the character may need more than 1 depending on the Way) are necessary for the Way they wish to create. The difficulty of this roll is set to 9 and can be made once an hour. 40 cumulative successes are necessary and a botch subtracts from the number of successes accumulated. This may seem like a lot, but figuring out how to bend the universe with a drawn circle and a few crystals or thinking certain thoughts in a certain order takes time. The next step after figuring out what is necessary for the ritual is piecing together how the various focuses should be used. Note that to complete this step the character needs to have the focuses required. Use of the focuses is figured out by rolling the character’s primary personality type against a difficulty of 8. The number of success required is only 20. This roll can be made once an hour and all successes are cumulative. As usual a success will be subtracted for every botch. When the future Way character has 20 successes they must then discover how Willpower is to be applied to the focuses during the ritual. This is the final step. The character rolls their personality type as normal. Every time they make this roll the character looses 1 dot of temporary Willpower to represent their testing. The difficulty of the roll is 9 and the number of cumulative successes required is 40. A botch will subtract from the cumulative number of successes. The character can make this roll once every hour until they succeed or run out of Willpower. Once the final step is completed and the first ritual of their first Way has been fully thought out the character must go through 1 full 91 sleep period (generally eight hours) before they can try it. At the beginning of the next day the character may – if they have the temporary Willpower required – attempt to perform the ritual as though they were learning any new Way. If successful, the character gets the first dot of that Way. However, if the character botches they loose a permanent dot of Confidence. This is because the character has gone through every step of the creation process involved with this ritual and they would find such a failure to be a crushing blow to their morale. The character can try again as long as they have the temporary Willpower and are willing to risk their Confidence rating. Once the Way has been learned see the Learning A Ritual Without The Proper Information section to take it further. When Creating A Way With A Way – If a character already has a Way, and knows another Way exists for a Path they have, the character can discover how to accomplish this new Way on their own. This is done in the same manner as found in the Creating A Way From Scratch section found right above this one. The difference is that the character can have any rating for their base personality type (either Rational or Irrational), and they do not need a permanent Willpower rating of 10. The reason for this is that the character does have a working base of knowledge, even if it is in a completely different Way. Once the Way has been learned, use the Learning A Ritual Without The Proper Information section to continue developing the Way. 92 Creating A Brand New Way – A creative GM can invent new Paths or Path abilities if they so desire, however The Path And The Way is not set up for this possibility as part of normal role-playing. Ways, though, are a different matter entirely. Inventing an entirely new Way can be part of a Way character’s nature. It could perhaps even be the Way character’s primary goal in life. The Ways listed in this manual are considered to be the most obvious and therefore the easiest to invent. Consequently, any brand new Ways are going to be harder to fashion. First, a character intending to design a new Way must pick which Path the Way is to be coupled with. This Path must be one the character already possesses. Next, the character must determine what the effects are at each level of the Way. If the character is player controlled this is left to the player. If the character is not player controlled (a non-player character) this is left to the GM. In either case the GM always gets final approval because a new Way that is too powerful can upset the GM’s carefully crafted campaign. GMs should at all times note what a move like this will do to their campaign. If the GM gives a player too much leeway in coming up with a new Way they may end up with a character capable of lifting Mount Everest and dropping it on a city in Kansas with their first ritual. While the GM may allow a large group of Way characters to be this powerful, a normal Way character most likely shouldn’t have such potency – 93 unless of course the GM agrees that this is a really good idea. Once the character has determined what the five rituals are for each level of this brand new Way, the character can begin the process of creating the first ritual. This is done using the exact same method found in the Creating A Way From Scratch section; only it is a little more difficult. As described in the previous section, the character must have a 10 in the rating associated with their personality type (Rational or Irrational). The character must have a permanent Willpower rating of 10. The character rolls their personality type to figure out the focuses necessary for the Way they wish to create. The difficulty of this roll is set to 10 and can be made once an hour. 80 cumulative successes are necessary and every one botch subtracts from every one success. The GM may even wish to make this process longer depending on what exactly the Way will do once created. When this step is done the character must get the focuses necessary. Obviously the GM will have to invent what focuses are used and how many of them are required – unless they wish for the player to do this. Having a player invent the focuses on their own would, however, take away some of the interplay between the GM and the players. Focus use is then determined by rolling the character’s primary personality type against a difficulty of 9. The number of success to be accumulated is 40. This roll can be made once an hour. A success will be 94 subtracted for every botch. How the focuses will interact with the character’s Willpower is then figured. The character rolls their personality type as customary. Every time they make this roll the character looses 1 dot of temporary Willpower to signify how they are testing the ritual. The difficulty of the roll is 10 and the number of cumulative successes required is 80. A botch will subtract from the cumulative number of successes. The character can make this roll once every hour until they succeed or run out of Willpower. Once successful the character must rest for a full sleep period. On the next day the character may perform the ritual as though they were learning any new Way. If successful, the character gets the first dot of their self-created Way. If the character botches they loose a permanent dot of Confidence due to the blow against their ego by failing at something so important to them, and because they may start wondering if they messed up somewhere along the line. The character can try again as long as they have the temporary Willpower and are willing to risk their Confidence rating. Once the Way has been learned see the Learning A Ritual Without The Proper Information section to continue the creation process (the difficulties are the same even though this Way has never existed before now). 95 World Experience And Growing A Character – Characters in The Path And The Way will have experiences just like any real world person. As they have experiences and use their abilities the characters will become more proficient at what they do, again just like any real world person. The Path And The Way measures a character’s acquisition of experience and increased proficiency with what is, appropriately enough, called the experience point. The shorthand method of referring to an experience point is to call it experience or XP. The experience point is used by players to grow their characters, to make them stronger, faster, more intelligent, to give them higher Path and Way powers. Alternately, GMs use the experience point to grow the non-player characters, to make them better at what they do and to measure their acquisition of new skills and abilities. Remember, player characters may be the focus of a game but non-player characters will be growing and learning too during a campaign. The most effective campaigns will almost always act as if the non-player characters are just as alive as the player characters. In this section are a few different systems and methods for acquiring and using experience points. Some systems give every item on a player’s Character Sheet an experience point rating. Some of these systems throw out the experience point system out entirely. Note that experience points in The Path And The Way are measured using numbers. These should be the only numbers a player or GM should ever have to deal with on their Character Sheet(s). 96 The Standard Experience Point System – This is the experience point system The Path And The Way manual assumes you are using. Don’t worry if you aren’t, the sections following this one will explain themselves in enough detail that converting to them shouldn’t be much of a problem. In this system every ability or skill a character uses has an experience rating associated with it. Use during role-play will grow these ratings on an individual basis for every attribute or ability. A character who uses their Mind Path more often than their Body Path will therefore see their Mind Path grow in power quicker. Optional First Path Dot Experience Rating – Normally the experience of gaining the first dot in a Path is role-played, as it is a life changing event that has nothing to do with the previous experiences of character – it is simply a product of their willingness to believe and their ability to put in the effort. However, if you as a GM or player are having trouble coming up with a proper way to role-play Path evolution, you may simply opt to include this rating with your character. This means that once the proper amount of experience has been acquired a character will naturally gain their first Path dot and can begin using their new Path like any other character. The General Experience Point System – This system utilizes a single experience point rating, creating a sort of experience point pool. The 97 experience points in this pool are used almost like money to “buy” dots or higher ratings. Certain things will cost more experience to raise, sapping more experience from this pool. Therefore, to raise a rating for a certain ability a player or GM might need more experience in their experience pool. Every time experience from the pool is used that amount of experience is subtracted from the experience pool’s total. For example, buying the next dot in a Path might cost a player 5 experience points, and buying the next dot for an Applied Attribute might cost a player 3 experience points. The experience points would be given out on a per session basis by the GM based on how well the players did that session – however many the GM wishes to give out, based on how quickly they want character’s to grow in ability. The players could also receive bonus experience points from special circumstances (like completing a story line). The Use Of Experience To Acquire Levels – Under this system, a player’s character would have an overall experience level. A character could be referred to as a Level 1 character, a Level 2 character, and so on. Each level requires a certain amount of experience to reach. Simply existing would mean the character was at Level 0. Level 0 would therefore require no experience. Level 1 might require 100 experience points. Like The General Experience Point System, this system utilizes a single experience point rating. When that rating reaches 100 a character would be 98 a Level 1 character and all or most of their statistical ratings and measurements (their stats) would increase by a certain amount. When a character has enough experience to reach Level 2 the character’s stats would again go up by a certain amount. In this system a character acquires experience every time a certain task or “mission” assigned to them by the GM, or a GM controlled character, is completed. An example would be the completion of a singular story line, or the successful carrying out of an operation that will lead to the furtherance of the player character’s goals. A Modified Level System – Instead of giving a character an increase in certain stats once a level is reached a GM can take the option of giving their players dots. Every single rating and measurement in The Path And The Way uses dots instead of numbers (with the one exception being the experience rating). When a character reaches Level 1, for example, they can be given 3 dots. These dots can, however, only be used to increase certain attributes. The attributes that can be raised, a Path, a personality type, an attribute, etc., will change from level to level. At Level 1 a character may not be able to gain a new Path dot but they can gain a new Rational or Irrational dot. At Level 3 a character may get a new Path dot but they may be unable to gain a new Rational or Irrational dot. The Limited Experience System – This system is for GMs who really know what they’re doing. As stated before, experience points are simply a 99 measurement of how much a character would have learned throughout the course of doing what they do. The point system is meant to create a balance between the players and to prevent player jealousy (when one player becomes upset that another player’s character has become so much more powerful than their own). The point system is also there to force players to try and accomplish goals and use their abilities in the roleplaying world before their character can learn anything new. A roleplaying group with familiarity playing this game can, if they so desire, bypass most or all of the experience point system. Skills, abilities, traits, etc., would instead be grown with time and in depth role-playing, not experience points. This means that growing a Path, for example, would be strictly based on the personality of a character, how often they use their Path, and how they are trying to get better at it. Under this system a Mind Path character that is a scientist could have an easier time increasing their Mind Path abilities than an aircraft pilot, though both have Rational personality types – though their might be exceptions. Obviously someone who uses their Path more often is likely to grow in it sooner, unless of course the other person trying to grow in that same Path has higher personality and Confidence ratings. A character that is actively seeking to reach the next level of Path ability might get their quicker than others, unless of course that character is going about it completely wrong. Any sort of growth undertaken using this system has to be role-played. The evolution of a character in a campaign universe using this system is very 100 dependant upon how a character interacts with that universe. How growth takes place, how long it takes, and in what form that growth will come is a tricky balance between time, the personality of a character, what actions a character takes, and what it is a character is getting better at. And please remember that growth should take time. If a character is allowed to become too powerful too quickly they can upset the whole balance of a campaign. But, of course, a GM can intend for that to happen. Also remember to try and keep player jealousy down. Under this system one player’s character can grow much faster than another’s if the GM is not careful. A GM, as the absolute controller of their campaign and final word on all things, can always put a character that is gaining power too fast in a situation where their evolution will be slowed – the GM can then put a slower growing character in a situation where they will develop faster. Finally, this manual can only give suggestions on how to handle a limited experience campaign. Because handling the evolution of a character in a game using this system is very individual – not only individual to the campaign but individual to every single character in the campaign – only players and GMs willing to put a lot of role-playing work into the campaign should ever do this. Suggestions On How To Handle A Limited Experience Campaign – These are some suggestions to give a GM trying The Limited Experience System an idea of how to handle their campaign. 101 Learning – Okay, so you’ve decided what experience system you’re using. Now you want to know just how learning works. Well, use your common sense. A character is unlikely to get any Science experience from a single paragraph in a single textbook. But reading an entire text book would give a character a big boost of Science skill. But even better than studying something is doing something. A character who both reads and performs an example scientific experiment will gain more knowledge than the character that just tries things randomly or only reads. Throwing a couple of darts at dart board won’t increase Finesse, but spending an hour every day will. A character who throws darts at a board, shoots skeet, and plays high-speed video games will gain even more Finesse. Rolling Through A Campaign – Most of the time a player or GM won’t know how to do the things their characters are doing. Hot wiring cars, firing guns, or building bombs is child’s play compared to sneaking through a trapped building, convincing someone to spare your life, or using a magic mirror to watch a person a hundred miles away. So instead of trying to have a player come up with how these things can be done, The Path And The Way substitutes a dice rolling system based on a measurement of proficiency known as the dot rating. The dots on a Character Sheet represent how good a player’s character is at doing things. Path dots represent how good a character is at using their Path, Way dots measure how good a character is at using their Way, Social Attribute dots measure how good a character is at being social, etc., etc., etc. When a character is to use an ability, a 102 player looks at how many dots their character has in that ability on their Character Sheet. Generally speaking, each dot for an ability on the Character Sheet gives a player 1 die to roll when that ability is being used. As an example, if a character has to use their Rational rating, and that character has 7 dots filled in on the Character Sheet for their Rational rating, the character’s controlling player will have 7 dice to roll to successfully use their character’s Rational thinking processes. But this is not always true. For example, when a character is attempting to stop a power from being used on them in the manner described by the Using Willpower To Automatically Stop An Attack section, the character only gets 1 die for every 2 dots of expanded temporary Willpower. Some things that have a rating on a character sheet don’t actually use their associated rating at all when determining the number of dice a controlling player or GM can use. An example would be the use of a character’s Spirit Path Level 2 ability to enter a dream state. Though a player controlling this character must have at least 2 dots filled in on their Character Sheet under their Spirit Path to use the Spirit Path ability, they do not actually roll their 2 Spirit Path dots to utilize it. Instead, the controlling player will be rolling their character’s temporary Willpower – meaning that every dot they have of temporary Willpower gives them 1 die to succeed using their Spirit Path Level 2 ability. An ability will almost always tell you what you need to roll to use it. If an ability or skill does not tell you what you need to do to use it, assume that you roll the number of dots you have in it (if you have 5 dots in an ability, roll 5 dice to utilize it). Generally speaking, the GM should keep a task as simple as they can while being accurate to what a character is doing (proper task 103 representation or task accuracy). Just rolling Agility for combat doesn’t make a lot of sense (that is task inaccurate), especially when causing damage. But rolling only Explosive Strength for combat doesn’t make a lot of sense either (that is also inaccurate representation of the character’s task). Remember, a roll can be done instead of role-playing while representing how well something is done (after all, who wants to role-play every second of a hurdle race), or a roll can represent how well a character is performing their task or action, or a roll is done to enable specific things – like Way powers. One of the things a roll is especially good for is adding randomness to an event. For example, if a hurdle race was only roleplayed and the GM declares that a player’s character hit a hurdle and fell over, the player might get a little angry. But if the dice come up against a player and their character falls over they have no one to blame but fate, a deficiency on their character’s part (not enough dots for dice), or random chance. Doing 2 Or More Things At Once: Splitting The Dice Pool – This is most useful for combat (see the Combat section). When a character needs to do 2 or more things at once – and time is so dire that it has been broken up into turns – that character may wish to “split” their die pool. What this means is that for every full action taken a character’s normal dice pool is cut in half, rounded down. This is due to their natural inability to do more than one thing at a time. Note that dice may not be split for Willpower Combat (when a character is in Willpower Combat that is all they can do). Okay, so you’ve got to shoot one guy and work on a lock at the same time. 104 Your character has 2 dots of Finesse, 1 dot of Armed Combat, a set of lock picks, 3 dots in Perceptual Acuity, and 2 dots in Crime with the Focus Physical Cracking. Since shooting someone falls under Armed Combat the character must first roll their Armed Strike. Normally the character’s Armed Strike is 3 dice (2 for their Finesse and 1 for their Armed Combat rating). Cut in half and rounded down, the character now has 1 die to succeed at their Armed Strike. The character normally gets 7 dice to pick a lock (3 for their Perceptual Acuity, 2 for their Crime Learned Attribute dots, and 2 extra dice for having the Physical Cracking Focus). But since the character is splitting their dice they only get to roll 3 dice – 7 dice divided by 2 then rounded down. So, on that round the character rolls their Armed Strike with 1 die and their lock picking with 3 dice. But what if the character wishes to kick the guy behind them at the same time? Possible perhaps, but is your character capable. Dice are then halved one more time (not dots). The character has no Unarmed Combat dots, so they are only rolling their Agility (2 dots) for their Unarmed Strike. So now the character is rolling their Armed Strike with .5 or ½ a die, their lock picking with 1 die, and their Unarmed Strike with .5 dice (halved once from 2, then halved again). Half a die cannot be rolled, thus the character can no longer roll their Armed or Unarmed Strike. Whenever a character’s dice pool falls below 1 for an action, that action cannot be undertaken. Thus it is useless for this character to shoot, kick, and pick a lock at the same time. Difficulties are always the same. GMs, it is up to you as to how 105 far you want to take this. Picking a lock with one hand and shooting a gun with the other is fairly simple. But picking a lock with one hand and throwing someone with the other is usually something only a strong person could accomplish. As GM, you decide if a character is capable of splitting their dice pool, based on the actions they wish to take. For example, a character could not pick a lock and run away at the same time. Rolling In Conjunction – This section explains what is rolled with what to achieve what a character is trying to achieve. Personality Type – rolled with Learned Attributes to figure something out. Special Circumstances And Rolling Dice – This section of the manual tries to give a GM an idea of what characters should roll in special circumstances, such as when they are trying to sneak through a house undetected. Botches – What is a botch and how a botch works. Overwhelming Successes – What an overwhelming success is and how it works. Difficulty – How difficulty is determined and what it means.