Difference between revisions of "Maple Shade Tactics"

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'''New Tactics:''' When first performing a newly purchased Tactic, the cell receives a -3 penalty. If successful, this penalty goes away. If unsuccessful, the penalty reduces by 1 each time thereafter it is unsuccessfully performed, until the cell gains a success or reduces the penalty to 0.
 
'''New Tactics:''' When first performing a newly purchased Tactic, the cell receives a -3 penalty. If successful, this penalty goes away. If unsuccessful, the penalty reduces by 1 each time thereafter it is unsuccessfully performed, until the cell gains a success or reduces the penalty to 0.
 
==Exorcism==
 
==Exorcism==
xxx
+
Exorcism is a type of group abjuration, involving the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively drive the entity out of a given place (including bodies it may have possessed). In order to perform an Exorcism, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform an Exorcism, but many often employ assistants to focus concentration and faith to solidify the Exorcism as it is performed.
 
===Prerequisites===
 
===Prerequisites===
* '''Bane:''' xxx
+
* '''Bane:''' The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
* '''All:''' xxx
+
* '''All:''' Composure 2, Resolve 2; Occult 2
* '''Primary Actor:''' xxx
+
* '''Primary Actor:''' Integrity 7+, Occult 3 or Occult 2 (Possession or Religion)
 
===Requires===
 
===Requires===
* xxx
+
* At least one actor.
 +
* May include up to four secondary actors.
 +
* More than four secondary actors inflict a -3 penalty to primary actor.
 +
 
 +
 
 
===Dice Pool & Action Type===
 
===Dice Pool & Action Type===
* '''Secondary Actors:''' xxx
+
* '''Secondary Actors:''' ''Instant Action (Time based on size of area)'' • Resolve + Composure • Must spend 1 Willpower.
* '''Primary Actor:''' xxx
+
* '''Primary Actor:''' ''Instant Action (Time based on size of area)'' • Presence + Occult
 
===Modifiers===
 
===Modifiers===
* xxx
+
* '''Low Integrity (All):''' Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
 +
* '''High Integrity (All):''' Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
 +
* '''Supernatural Resistance (All):''' Penalty equal to Rank or Supernatural Potency of entity
 +
* '''Area Warded (Primary Actor):''' Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
 +
* '''Esoteric Gear:''' Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)
 
===Results (Secondary Actors)===
 
===Results (Secondary Actors)===
* '''Dramatic Failure:''' xxx
+
* '''Dramatic Failure:''' Lose another Willpower point, and gain the [[Template:Condition-Disquieted|Disquieted Condition]].
* '''Failure:''' xxx
+
* '''Failure:''' Add no successes to the primary actor's dice pool.
* '''Success:''' xxx
+
* '''Success:''' Add a number of dice equal to successes rolled to the primary actor's dice pool.
* '''Exceptional Success:''' xxx
+
* '''Exceptional Success:''' Add a number of dice equal to successes rolled, and gain the [[Template:Condition-Steadfast|Steadfast Condition]].
 
===Results (Primary Actor)===
 
===Results (Primary Actor)===
* '''Dramatic Failure:''' xxx
+
* '''Dramatic Failure:''' You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the [[Template:Condition-Hunted|Hunted Condition]]. If there are secondary actors, they also gain this condition.
* '''Failure:''' xxx
+
* '''Failure:''' You fail to erect the warding. You gain the [[Template:Condition-Frustrated|Frustrated Condition]] for the purpose of trying again.
* '''Success:''' xxx
+
* '''Success:''' The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
* '''Exceptional Success:''' xxx
+
* '''Exceptional Success:''' Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.
 +
 
 
==Moral Support==
 
==Moral Support==
 
xxx
 
xxx

Revision as of 17:11, 15 February 2019

New Tactics: When first performing a newly purchased Tactic, the cell receives a -3 penalty. If successful, this penalty goes away. If unsuccessful, the penalty reduces by 1 each time thereafter it is unsuccessfully performed, until the cell gains a success or reduces the penalty to 0.

Exorcism

Exorcism is a type of group abjuration, involving the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively drive the entity out of a given place (including bodies it may have possessed). In order to perform an Exorcism, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform an Exorcism, but many often employ assistants to focus concentration and faith to solidify the Exorcism as it is performed.

Prerequisites

  • Bane: The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
  • All: Composure 2, Resolve 2; Occult 2
  • Primary Actor: Integrity 7+, Occult 3 or Occult 2 (Possession or Religion)

Requires

  • At least one actor.
  • May include up to four secondary actors.
  • More than four secondary actors inflict a -3 penalty to primary actor.


Dice Pool & Action Type

  • Secondary Actors: Instant Action (Time based on size of area) • Resolve + Composure • Must spend 1 Willpower.
  • Primary Actor: Instant Action (Time based on size of area) • Presence + Occult

Modifiers

  • Low Integrity (All): Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
  • High Integrity (All): Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
  • Supernatural Resistance (All): Penalty equal to Rank or Supernatural Potency of entity
  • Area Warded (Primary Actor): Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
  • Esoteric Gear: Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)

Results (Secondary Actors)

  • Dramatic Failure: Lose another Willpower point, and gain the Disquieted Condition.
  • Failure: Add no successes to the primary actor's dice pool.
  • Success: Add a number of dice equal to successes rolled to the primary actor's dice pool.
  • Exceptional Success: Add a number of dice equal to successes rolled, and gain the Steadfast Condition.

Results (Primary Actor)

  • Dramatic Failure: You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the Hunted Condition. If there are secondary actors, they also gain this condition.
  • Failure: You fail to erect the warding. You gain the Frustrated Condition for the purpose of trying again.
  • Success: The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
  • Exceptional Success: Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.

Moral Support

xxx

Prerequisites

  • Bane: xxx
  • All: xxx
  • Primary Actor: xxx

Requires

  • xxx

Dice Pool & Action Type

  • Secondary Actors: xxx
  • Primary Actor: xxx

Modifiers

  • xxx

Results (Secondary Actors)

  • Dramatic Failure: xxx
  • Failure: xxx
  • Success: xxx
  • Exceptional Success: xxx

Results (Primary Actor)

  • Dramatic Failure: xxx
  • Failure: xxx
  • Success: xxx
  • Exceptional Success: xxx

Warding

Warding involves the use of one of any number of cultural techniques. It is atropopaic in nature, invoking the power of a supernatural entity's banes to effectively turn the location in question into a ban for the spirit: in essence, the place becomes forbidden to that type of spirit, by virtue of its nature. In order to perform a Warding, a cell must know at least one bane of the entity in question. It is possible for a single hunter to perform a Warding, but many often employ assistants to focus concentration and faith to solidify the Warding as it is laid.

Prerequisites

  • Bane: The cell must use a sample of an appropriate type of bane for the entity involved. Discovering this is usually a set of Research rolls.
  • All: Composure 2, Resolve 2.
  • Primary Actor: Occult 2

Requires

  • At least one actor.
  • May include up to four secondary actors.
  • More than four secondary actors inflict a -3 penalty to primary actor.

Dice Pool & Action Type

  • Secondary Actors: Instant Action (Time based on size of area) • Resolve + Composure • Must spend 1 Willpower.
  • Primary Actor: Instant Action (Time based on size of area) • Presence + Occult

Modifiers

  • Low Integrity (All): Integrity 1 (-5), Integrity 2 (-4), Integrity 3 (-3), Integrity 4 (-2), Integrity 5 (-1)
  • High Integrity (All): Integrity 10 (+3), Integrity 9 (+2), Integrity 8 (+1)
  • Supernatural Resistance (All): Penalty equal to Rank or Supernatural Potency of entity
  • Area Warded (Primary Actor): Small area, max 6' across (+1, 1 Turn) • Small apartment or a few rooms (+0, 10 minutes) • Two story building or many rooms (-1, 1 hour)
  • Esoteric Gear: Protective amulets & charms (••, +1, All), Warding supplies (•• - •••, +1 - +2, primary actor)

Results (Secondary Actors)

  • Dramatic Failure: Lose another Willpower point, and gain the Disquieted Condition.
  • Failure: Add no successes to the primary actor's dice pool.
  • Success: Add a number of dice equal to successes rolled to the primary actor's dice pool.
  • Exceptional Success: Add a number of dice equal to successes rolled, and gain the Steadfast Condition.

Results (Primary Actor)

  • Dramatic Failure: You not only fail to lay the warding, but your attempts come to the awareness of the entity you are attempting to ward against, infuriating it. If it is a general warding, it informs and infuriates the nearest such entity. Gain the Hunted Condition. If there are secondary actors, they also gain this condition.
  • Failure: You fail to erect the warding. You gain the Frustrated Condition for the purpose of trying again.
  • Success: The ward is successfully cast after the allotted time. It lasts for a number of days equal to the successes rolled.
  • Exceptional Success: Regain Willpower as though you'd fulfilled the conditions for your Virtue. In addition, the ward lasts for a number of weeks equal to the successes rolled.