When I was writing “Selective Social Conditions,” I noticed something interesting about the social condition ideas I’d come up with, the sort of restrictions and/or punishments they were intended to impose/impart.

…And what they resembled. Though it’s been some time since I’ve checked on the latest White Wolf books, conditions bear a superficial resemblance to the “humanity” stats of the different beasties. If you were to imagine every condition as a set of guidelines a character is (hypothetically) following, failure to do so is bad news.

One difference is the ability to freely mix and match conditions from social groups, then accept disadvantages in place of the condition penalties only should the player choose them. It neatly circumvents the problem normally presented by flaws. The character starts from a self-imposed disadvantage and chooses a “lesser evil.”

That also got me thinking about supernatural social conditions, much closer in design to mechanics presented in Vampire, Werewolf, Mage, and the others. However, being able to “multi-class” a character’s conditions in this way reminds me of the template system in Dungeons & Dragons, and also the “life states” in The Sims.

How would players feel about being able to freely mix and match characteristics of fantasy species on a needs-basis? If you gain vampire powers by accepting vampire needs, for example? If you accept a need to feed on the blood of the living, you gain the power to “leave your mark” and subjugate those characters.

Players would also be able to basically create original fantasy creatures, much as you could simply by mixing and matching animals to create Cerberus, Chimera, or the less subtle “owlbear.” The flaws might be a little different by that point, though. You’re getting into the “critical vulnerability to Kryptonite” area by then.