By Jacob Williamson (theslin@mail.utexas.edu) for the Old Clan Sesame
Enumeration is a study of logic. Its followers gain an implicit understanding of mathematics, but must learn the concrete symbols that communicate it. If the Sesame is dealing with an unfamiliar symbol set (sylligogs, Aztec counting methods, esoteric accounting techniques) the Storyteller may require a Mathematics or Linguistics roll in addition to any Discipline checks.
Intermediate: Curse of the Numerologist's Obsession, Dirge of the Mathematically Inclined
Advanced: Hymn to Pythagoras, Binary Song, Choir of Logic
System: Addition, subtraction, multiplication and division never require a roll -- play as if the character had access to a calculator. More complicated mathematical feats require a Wits + Enumeration roll, with the difficulty as follows:
3 | Measurement in one dimension |
5 | Algebraic equations, speed counts of small-medium groups (a handful of pennies), measurement in two dimensions |
6 | Complicated counts (a handful of mixed change), Trigonometry, geometric functions |
7 | Large counts (the proverbial jar full of beans), "alien" mathematical relations -- a Mathematics or Linguistics roll may be required to understand the exotic symbol set. For a truly alien problem, only Mathematics, the "universal language," applies. Measurement in three dimensions. |
9 | "Impossible" counts: The grains of sand on the beach, the number of visible stars. |
The Storyteller may let the character roll to solve logic puzzles, as well. The Kindred gets a -2 Difficulty to Computer rolls, Accounting, and related fields -- including Gambling in games where card-counting might yield a benefit.
LARP Conversion: As above; difficulty modifiers affect the number of traits the Kindred must bid against in a Static Mental challenge.
System: Requires an Intelligence + Enumeration roll at a difficulty of 7. The Difficulty may be reduced to 6 or 5 if additional facts (name, "true" name, date of birth) are known. For each success the Storyteller will dole out information, in more or less this order: Demeanor, Nature, the presence of a specific Mental or Psychological merit or flaw ("Yes, the Prince has a Short Fuse"), mental and psychological flaws in no particular order, the general levels of Attributes ("He's highly intelligent, but poor in speech"), the levels of Rage, Willpower, Glamour, Angst, Humanity and similar traits (if the Numerologist knows what she's looking for!) Each roll represents a half-hour of analysis, cross-checks with relevant religious works and elaborate notes -- it can take a long time to get all the relevant information about a complicated figure. A failure wastes a half-hour and raises the roll's difficulty by one, and a botch indicates that no more information is available.
Note: the Supernatural flaw "Dark Fate" will almost always turn up in an augury of any sort, while the Mental flaw: Amnesia might not. For the numerologist, a "psychological" trait is one that affects one's thought processes -- it's not what the subject knows, but how he thinks that's important. Ultimately what information to dispense is up to the Storyteller.
LARP Conversion: As above, but the numerologist wins or ties a Simple Test. If he ties, he still gets a nugget of information, but must wait 30 minutes to test again. On a win, he may test again immediately. On a failure, no information is gained. After three failures, the numerologist can gain no more information. At any time, she may "spend" one of the three needed bits of information (birth date, etc.) as a trait to retry one of the simple tests.
System: The Sesame must designate an object or objects to be counted, and count them himself -- without the use of Abacus Mind. He must then spend a blood point and roll Intelligence + Enumeration, difficulty 7 -- if the roll succeeds, the objects remain empowered for 24 hours, or until it ensnares a victim.
The Curse may be used offensively (the Muppet throws a handful of enchanted pennies to the ground in front of a specific target) or defensively (she leaves a colander hanging on the door outside; the first unwitting passerby must count each hole). Either way, the victim must make a Willpower check, difficulty 7, and must beat the number of successes the Kindred rolled. If he fails he must count the enchanted objects. The victim may defend himself, but can engage in no other actions while counting. He may make an additional Willpower roll every 15 minutes to break free.
Any "Supernatural" entity, including Hedge Mages with paths above 3, are affected by the Curse. A "certain death" situation -- approaching sunrise, the sudden appearance of a Nexus Crawler -- allow an extra Willpower check, difficulty 6.
LARP Conversion: As above. To use the power, the Muppet must make a static Willpower check against 5 traits. She may continue testing until she loses. For each test won, the victim must win one identical test, again continuing her contests until she loses one -- successes may be accumulated after the next 15-minute pause. If "certain death" crops up, she is allowed an additional run of tests.
System: The Sesame must have all the necessary ritual materials on hand, though she doesn't need to physically manipulate them. The Dirge simply takes the place of the standard ritual. It is possible to use some Rituals while physically restrained, if speech is possible.
LARP Conversion: As written.
System: The Kindred sacrifices speed for control. With 15 seconds for mathematical reflection, she reduces the difficulty of a Discipline or Ritual roll by one. With 10 minutes of preparation, the Difficulty is reduced by 2. An hour grants a bonus of 3, after which no further reductions are possible. If the Sesame uses the Hymn to fuel her Disciplines, one hour of chanting replaces a single blood point. Powers that physically transmit blood -- a thaumaturgic Infusal, for example -- cannot be fueled in this manner; the Sesame cannot generate blood, but only intensify the force of his will. The player must state what Discipline or Ritual she is empowering, and must use the Discipline immediately after her meditations, or the benefits are lost.
LARP Conversion: "Meditation" of one turn gives the Sesame a 2-trait bonus. 10 minutes gives her a free retest on a Discipline contest of any sort. An hour gives her +3 traits, a retest, and further any defenders against the Discipline must bid an extra two traits. As above, the Sesame may replace blood with ritual; Storytellers should enforce this and not meddle with the flow of time to speed the process along.
System: Roll Wits + Computers, Difficulty 6. Each successful roll lets you issue a string of ten words to a computer system. A roll at Difficulty 7 is required to dig up a password or ask a question of the system. A failed roll gives a GIGO error -- garbage in, garbage out -- while a botch causes a serious system crash and leaves the Sesame addled for several minutes (+2 difficulty to all Mental rolls for the scene
LARP Conversion: No tests -- assume the Sesame has access to the computer as if he was sitting at its keyboard. Storytellers can improvise systems for locating passwords and doing sophisticated system crashing.
System: Spend a blood point and roll Charisma + Enumeration, Diff. 7. For each success, the Sesame may add 1 to any of a target's mental attributes, to the maximum allowed by their Generation or species. The blessings this power provides remain in effect for one scene.
LARP Conversion: Spend a blood point and engage in a simple test. For each Success or Tie, add the Mental trait: Rational to the target's traits, up to generation maximums. In addition, the Sesame may spend a Blood Trait to give a target a retest in any mental challenge except tests to activate Disciplines, Gifts and so forth.
System: A blood point must be spent to activate this power, though no roll is required. If a total of two participants are involved in the ritual -- mortals may participate -- the ritual's casting time is cut in half. If four are involved, the ritual is cut to 1/4 its usual time, and so forth by powers of two. As with Dirge of the Mathematically Inclined, the ritual is obscured in mathematical meditation.
LARP Conversion: As above.