GUIDE: Earning Beats

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GUIDE: Earning Beats

Earning Beats

A Beat is a point gained for performing certain actions. Five Beats becomes an Experience, which can then be used to purchase new traits, such as Attributes, Skills, Merits, or supernatural powers.

On Eternal Noire, you submit a request for your beats in your character thread. The player is responsible for submitting this request, and the Storyteller is responsible for reviewing it for approval and adding the XP to the character’s sheet.

You gain Beats when your character fulfills one of the criteria below. The WoD Codex also has a Beat Earning Guide Here, but ours is edited based on what we use on Eternal Noire. On Eternal Noire, Venue-Specific beats (like Arcane, and Practical/Group Beats) are not in use. Instead, they grant regular beats to those specific supernatural characters. The exception to this rule is Werewolf the Forsaken, which will be using Pack Beats for pack purchases. Please see their house rules for more information. 

EN Custom Beats

Each of the following IC activities is worth 1 beat, unless otherwise noted:

  • Long-Term Aspiration – Making progress towards a Long-Term aspiration. You may claim this at most once per week.
  • Goal Progression – Significant Progress towards PC End Goal(s). You may claim this at most once per week.
  • New Friend - The first time you meet a new PC, you can claim a beat.
  • Scene Participation – Participating in a ST-ran scene.
  • Danger Rating - If a scene is rated as dangerous by the ST, you earn beats for the risk (1-3 beats each instance).
  • Miscellaneous Beats - An ST in any scene can award Misc. Beats for any reason. These can range in worth (1-5 beats per instance).
    • Examples: Plot Advancement, Plot Sharing, ect.
  • Running a Scene as a GueST – Worth 2 Beats per scene.

Each of the following OOC activities is worth 1 beat unless otherwise noted:

  • Excellent Community Member
    • Referring a new Player who gets a PC Sanctioned. (2 Beats per New Player)
    • Being Helpful to fellow Players and/or Staff. (1 Beat per Instance)
    • Being Friendly to new players (1 Beat per Instance)
    • Active Forum participation (1 Beat per Instance)
  • Contributing to the Setting – 1-5 beats per Instance
    • Creating a PC-Owned Location (Must be Staff Approved).
    • Making a Wiki Page for your PC Location.
    • Suggesting a New Chat Room, Selected for use.
    • Suggesting a New Location, Selected for use.
  • Excellent RP Award
    • Player Recommendation (1 beat each instance)
    • ST Recommendation. (1-3 beats each instance)
    • Excellent Blue Booking (Same as Excellent RP, ST awarded)
    • Posting Scene Logs in Your Thread (1 beat each instance)

CoD Beats

Below contains a collection of all the Beat Earning opportunities from the Chronicles of Darkness 2e book with page number references. 

  • Aspirations: If your character fulfills an Aspiration, take a Beat. At the end of the game session, replace the Aspiration. On Eternal Noire a session is a day. [CoD 77]
  • Resolving Conditions: Each Condition has criteria for resolution. When resolving a Condition, take a Beat. On Eternal Noire, this is only for negative conditions. [CoD 77]
  • Some Conditions provide Beats for actions other than resolution.
    • “A player can only earn one Beat by resolving Conditions in each scene.” [CtL 181]
  • Persistent Conditions: Once per chapter, a player can gain a Beat when a Persistent Condition impacts his character’s life. [CoD 75-76] On Eternal Noire a chapter is a week.
  • Voluntary Dramatic Failures: “Any time you fail a roll, you may opt to make it a dramatic failure and take a Beat” [CoD 77], “up to one per scene.” [CtL 176]  On Eternal Noire, you may only do this in an ST-Ran scene, with ST approval.
  • Damage in Last 3 Health Boxes: If your character takes lethal damage in one of her rightmost Health boxes, take a Beat. Vampires and Werewolves do not gain Beats from bashing damage. On Eternal Noire, you may only do this in an ST-Ran scene, with ST approval.  [CoD 77]
  • Session Completion: At the end of any game session, take a Beat. On Eternal Noire, this is your scene log beat. [CoD 77]
  • Risking a Breaking Point: “Any time your character risks a breaking point [CoD 73], take a beat.” [CoD 77]
  • Professional Training 4: “Whenever you purchase a new Asset Skill dot, take a Beat.” [CoD 46]
  • Go With the Flow in Social Maneuvering: “If the character does as requested, and abides by the intended goal, his player takes a Beat” [CoD 82]
  • Surrender: If your character surrenders in a fight, take a Beat. [CoD 87]

CtL Beats

Below contains a collection of all the Beat Earning opportunities from the Changeling the Lost 2e book with page number references. 

  • Clarity: "Any time your character takes damage to her Clarity (p. 105), take a Beat." [CtL 2e 95]
  • Bedlam: "If your character involuntarily unleashes Bedlam (p. 110), take a Beat." [CtL 2e 95]
  • Contracts: Some Contracts have situations that may earn beats.
  • The Hedge: some situations in the hedge can grant beats.
  • Vices: Surrendering to Temptation/Vice presented by the Hedge [CtL 2e 199]
  • Hedgespinning: A paradigm shift the Hedge itself enacts grants a Beat to each player whose character suffers adverse effects from it. [CtL 2e 204]
  • Pledge Sealing: “If a changeling allows her words to be sealed, she takes a Beat. A changeling can only earn one Beat per chapter this way.” [CtL 2e 210]
  • Personal Oaths: “Changelings bound by a personal oath gain a Beat whenever they suffer a setback or inconvenience in the course of living up to the oath, up to once per chapter.” [CtL 2e 213]
  • Hostile Oaths: “Hostile oaths don’t carry much in the way of mechanical benefit, except that a character involved in one gains a Beat when his enemy wounds or  inconveniences him, up to once per chapter.” [CtL 2e 214]
  • Some Tokens: Some Tokens grant beats. [CtL 2e 222-229]

GtS Beats

Below contains a collection of all the Beat Earning opportunities from the Geist the Sin-Eaters 2e book from pages 76-77 for reference.

  • Common Pool: All beats earned by player characters go into a shared pool. Not on use on EN.
  • Aspirations: Any time you resolve or make significant headway toward an Aspiration, take a Beat.
  • Chapter: At the end of every chapter (game session), take a Beat.
  • Conditions: Any time you resolve a Condition, take a Beat.
  • Dramatic Failure: When you fail a roll, you can opt to make it a dramatic failure and take a Beat. You also take a Beat if you roll a dramatic failure on a chance die.
  • Other: Any major dramatic event the Storyteller deems appropriate can award a Beat.
  • Scene Limit: You may only earn one Beat per category per scene.
  • Conversion: When the common pool has five Beats of a given type, each player receives one Experience of the same type. Not on use on EN.
  • Exclusive: Different kinds of Beats do not combine with each other for purposes of becoming Experiences.

VtR Beats

According to Vampire the Requiem 2nd Edition pg. 83:

“A player earns Beats for his character in many ways (listed below). When your character has gained five Beats, they convert to one Experience, which can be used to develop your character’s abilities."

You gain Beats when your character fulfills one of the criteria below.

  • Aspirations: "If your character fulfills an Aspiration, take a Beat. At the end of the game session, replace the Aspiration."
  • Resolving Conditions: "Each Condition has criteria for resolution. When resolving a Condition, take a Beat."
  • Some Conditions: "Some Conditions provide Beats for actions other than resolution." On Eternal Noire, this is only for negative conditions.
  • Opting for Dramatic Failure: Any time you fail a roll, you may opt to make it a dramatic failure and take a Beat.
  • Lethal in Rightmost Health Boxes: If your character takes lethal damage in one of her rightmost Health boxes, take a Beat. Vampires do not gain Beats from bashing damage.
  • Game Session: "At the end of any game session, take a Beat."
  • Risk Humanity: "Any time your character risks detachment (see p. 107), take a Beat.”

WtF Beats

Below contains a collection of all the Beat Earning opportunities from the Werewolf the Forsaken 2e book with page number references. 

  • Lethal Damage: If your character takes lethal damage in one of her rightmost Health Boxes, take a beat.
  • Ban: Your character’s adherence to the ban causes her a significant setback.
  • Siskur-Dah: Your character achieves exceptional success on an action involving the prey.
  • Some Conditions:
    • Lure (Persistent): Your character causes disruption and confusion amongst her allies.
    • Madness (Persistent): The character fails a roll because of this condition.
    • First Trimester (Persistent): When you come to the realization that you are in fact pregnant, take a Beat. This beat can only be earned once this trimester. On Eternal Noire, we have an updated pregnancy policy and conditions here.
    • Second Trimester (Persistent): When the character first feels the baby move or quickening, take a Beat. This beat can only be earned once this trimester. On Eternal Noire, we have an updated pregnancy policy and conditions here.
    • Third Trimester (Persistent): When the character gives birth, in a scene or during downtime, take a Beat. This Beat can only be earned once this trimester. On Eternal Noire, we have an updated pregnancy policy and conditions here.
    • Hunting Nature: Human (Persistent): The pack can sometimes have difficulty with actions that rely on instinct more than reason. When rolling a dice pool using Physical Skills, a character may choose to suffer -2 dice to the roll. If the character fails this roll, they gain a beat.
    • Hunting Nature: Wolf (Persistent): The pack can sometimes have difficulty with actions that rely on reason more than instinct. When rolling a dice pool using Mental Skills, a character may choose to suffer a -2 dice to the roll. If the character fails this roll, he gains a Beat.
    • Hunting Nature: Werewolf (Persistent): The pack’s predatory nature can sit very close to the surface, at times causing unease in those nearby. When rolling a dice pool using a Social Skill (except Intimidate), a character may choose to suffer -2 dice to the roll. If the character fails this roll, she gains a Beat.
  • Evil Eye Tell: Targets of this Tell gain a Beat.
  • Tension Pool: A Wolfblood can choose to accept a point to their Tension pool and take a beat.
  • Cow the Prey: The Prey gains a Beat when she turns a successful roll against the Werewolf into a dramatic failure.
  • Song in your Heart: Listeners may take the Inspired Condition as a Persistent Condition, gaining a Beat every time they take a significant action inspired by your character’s tale.
  • Creative Tactician: Once per chapter, the primary actor can gain a Beat if they follow the Creative Tactician’s strategic guidance. Your character does not have to be the primary actor to use this merit.
  • Prophetic Dreams: If the dream indicated that the action or event was detrimental to the pack, the player can choose to automatically fail the action or suffer damage or a setback as a result of it, and take a Beat.
  • Pack Complications: When a Complication creates a setback, distracts the pack from more important tasks, or drains their resources, the pack gains a Beat.