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==
'''Cost:''' 3 Practical Experiences; 2 Practical Experiences with completed research into Atropopaic Abjuration
 
 
 
xxx
 
xxx
 
===Prerequisites===
 
===Prerequisites===
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* '''Exceptional Success:''' xxx
 
* '''Exceptional Success:''' xxx
 
==Moral Support==
 
==Moral Support==
'''Cost:''' 3 Practical Experiences; 2 Practical Experiences with completed research into Atropopaic Abjuration
 
 
 
xxx
 
xxx
 
===Prerequisites===
 
===Prerequisites===
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* '''Exceptional Success:''' xxx
 
* '''Exceptional Success:''' xxx
 
==Warding==
 
==Warding==
'''Cost:''' 3 Practical Experiences; 2 Practical Experiences with completed research into Atropopaic 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 burn 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.
 
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 burn 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===
 
===Prerequisites===

Revision as of 19:12, 15 December 2018

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

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

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 burn 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.