James' Storyteller Column: May 1997
--- Everything Changes, Yet Stays The Same --- Ok kids, even though I'm not officially St'ing anymore, I'm still involved in the game, and and taking it upon myself (yes I'm volunteering again Joe) to try and keep you up to date on minor rules changes, and other crap like that. Also, if you have a question about something you think you can ro can't do, ask me. I'm not an St anymore, and if you ask Dan Terry, he'll tell that I can give you some interesting ideas on how to spice you the/your game.
First Off, Creating new Paths.
In the past, in order to even learn a Path, you had to have at least the first level of Intermediate Thurmaturgy, some occult knowledge (ability), some Xp, and time to learn it. If it is an existing Path within any of the WhiteWolf books, you can treat it as normal (remember, learning Paths is just like learning Disciplines, and the same Xp). The thing to remember regarding Paths, is that you can only have as many Paths as you have Thurm- Intm. or Higher (basically, between 1-3 paths if you manage to get up to Adv. Thurm). [I think 'Thurm' means 'Thaumaturgy You Can Use To Get A Date With Uma Thurman' --- Ed.]
If however, you get to Interm. Thurm. and you want to create your own Path, that's a little trickier. First thing you need to do, is come up with an In Character Path, that means, a Path that your character would choose to use/learn.
After writing down the Path, you show it to an ST, who will look it over, make some changes if necessary, and also tell you what is going to be needed for each level of the Path. Since Paths are like Disciplines there should be 2 basic levels, 2 Interm, and 1-2 Advanced.
When the ST-staff finishes making any adjustments, and compromising with you, on your idea of the Path, then your character can begin researching the new Path. Here's how that works.
Each month you put in your eventsheet under "Downtime/Research" the amount of time you are actively working on researching the Path. Based on your character's knowledge (ie abilities), and the amount of time you work on it, will determine how long it takes to learn each level. The St's will do a "static" test using appropriate traits to determine how your research went for that month. If you win, no problems that month, if you tie, something "weird" happens (St decides), if you lose, nothing comes out of the research for that month, and you must try again. St's will probably do this "static" test before each game, but check with them to make sure.
Research time/Level-
Basic Levels: 4 to 5 weeks depending on appropriate
abilities.
Inter Levels: 7 to 8 weeks depending on appropriate
abilities.
Advan Levels: 10 to 11 wks depending on appropriate
abilities.
Xp Costs:
- Because New Paths are similar to "Out Of Clan" disciplines, the costs are the same.
Basic levels: 4xp/level
Inter levels: 7xp/level
Advan levels: 10xp/level
That's pretty much it for New Paths, if you have any more questions see Joe and Scott, or you can ask me or Chris for suggestions.
Next Month: New Auspex Rules!
Catch 'ya on the FlipSide!
-- JC --
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